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Author |
Thread Statistics | Show CCP posts - 37 post(s) |
Stefan Stahl
Seituoda Taskforce Command
701
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Posted - 2014.07.23 09:52:00 -
[421] - Quote
I'm not home so here's the short version of my feedback: 1. Assault quadruple-buff? 2. Increased gap between pro and std assault? 3. More low slots for CalSent?
I stand to gain from all of these changes, but I don't want to. The game would be worse for it. |
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CCP Rattati
C C P C C P Alliance
4677
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Posted - 2014.07.23 09:54:00 -
[422] - Quote
Francois Sanchez wrote:And looking at the assault buff, I'm now a bit worried about commandos. With 8 slots and 150 extra EHP, assaults can easily become harder to kill than commandos while taking 2 damage mods to compensate commandos natural bonus.
I am hoping Cyrus and protofits can help the community again, so you can theorycraft properly.
We will have a final review before we push the button.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Killer's Coys
Prima Gallicus
67
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Posted - 2014.07.23 09:54:00 -
[423] - Quote
Francois Sanchez wrote:And looking at the assault buff, I'm now a bit worried about commandos. With 8 slots and 150 extra EHP, assaults can easily become harder to kill than commandos while taking 2 damage mods to compensate commandos natural bonus.
But Commando still has his bonus, so a commando is a commando
Assault must be good slayer, but he also must be polyvalent, with those slots, you'll be able to fit (for example) stamina, repair, regulator, energizer and keep a lot of HP
Don't worry for your Commando, he'll still stay the best slayer, just assault really needed this buff
Ho yeah Love you Rattati!
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Francois Sanchez
What The French Red Whines.
39
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Posted - 2014.07.23 10:23:00 -
[424] - Quote
Here is what I get with caldari assault and commando (buffing the HP as much as possible while keeping one complex armour repairer for the commando) : The commando http://www.protofits.com/fittings/shared/903/3167
The assault http://www.protofits.com/fittings/shared/903/5674
Now add 150 eHP to the assault and one complex armour plate, the assault has the same damage output, slightly more eHP, the same reload speed, better shield recharge delay and rate, better scan profile and precision, a better stamina and is faster than the commando. |
Killer's Coys
Prima Gallicus
67
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Posted - 2014.07.23 10:45:00 -
[425] - Quote
Francois Sanchez wrote:Here is what I get with caldari assault and commando (buffing the HP as much as possible while keeping one complex armour repairer for the commando) : The commando http://www.protofits.com/fittings/shared/903/3167The assault http://www.protofits.com/fittings/shared/903/5674Now add 150 eHP to the assault and one complex armour plate, the assault has the same damage output, slightly more eHP, the same reload speed, better shield recharge delay and rate, better scan profile and precision, a better stamina and is faster than the commando.
... And that's why we call them "Assault"
Don't forget, assault only has 1 light weapon, the fit is more expensive The fit commando : you can fit others things, you have many PG which are free For the assault one, that's just enought And don't play assault with armor plate and armor repair please The dmg mod aren't +10% together, the first makes +5%, the second +3.8% (for example)
AND PS : Caldari assault'll have 3 low slots with 5 hight, ytes I now, that's cool, I'm very excited
PS2: all assault aren't like this one
Ho yeah Love you Rattati!
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Kwartoo
Prima Gallicus
3
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Posted - 2014.07.23 11:04:00 -
[426] - Quote
Caldari's logi don't need & don't want a 2nd weapon. this is absolutely boring & stupid |
DeathwindRising
ROGUE RELICS
483
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Posted - 2014.07.23 11:20:00 -
[427] - Quote
CCP Rattati wrote:Doc DDD wrote:Caldari sentinel should keep 4-1 slot layout at proto to see if shield changes help it's survival. 2 lows would more than likely translates to 2 plates ( unless you want to run around like alldin ). Having no armor reps was the inherent worry, so regulator and repper capability were widely requested. Having only one low makes you choose, and in many cases the rep would be preferred, making the shield tank less viable. Just my thoughts, am I way off?
do they have enough cpu to run dual complex regulators, and complex shield mods? it might make a nice light weapon wielding heavy assault suit... |
MEDICO RITARDATO
Intara Direct Action Caldari State
125
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Posted - 2014.07.23 11:22:00 -
[428] - Quote
CCP Rattati wrote:And we are back.
TLDR; Charlie: New slot layout adopted for Sentinels and Assaults, with corresponding PG/CPU adaptations plus PG/CPU buff for Assaults and reduction for Sentinels. Universal slot layout matrix for Caldari changed from 4-1 to 3-2.
Now, based on your consolidated feedback,
The standardized slot layout matrix was pretty well received, yet overall there were the following worries:
1)Caldari Scouts not having 2 low slots at ADV, so couldnGÇÿt effectively dampen like the other three scouts a.Scouts will be standardized and revised in Delta using the matrix. b.Therefore, no changes to Scouts in Charlie, but KinCat, CodeBreaker and Nova Knife PG reduced so Minmatar will be able to fit with abandon.
2)Caldari Sentinels not having 2 low slots at PRO, so canGÇÿt fit an armor rep and regulator (for example) a.Easy fix to this is to change the matrix to 3-2 instead of 4-1 for Caldari 5 slots. b.Sentinel slots need to be changed in Charlie with corresponding PG/CPU changes. c.Sentinels then get a fitting bonus to Heavy weapons and a moderate reduction of PG/CPU in Charlie.
3)Logistics, Amarr side arm and Caldari low slot at PRO a.Our proposal is to give both the sidearm at the cost of a single slot, not two as in the case of the Amarr. The Caldari will trade a low slot for the sidearm and the Amarr will trade an equipment slot for the sidearm. Not until Delta though.
4)Logistics, Gallente and Caldari STD and ADV to have equal total slot count as other Logistics a. These are scheduled for Delta as well as PG/CPU revisions if necessary.
5)Commandos a.No changes in Charlie, new layout according to matrix in Delta and corresponding tweaks of PG/CPU.
6)Assault a.Very few grievances, if at all, with the new the new Assault suit layout, so will be adopted fully in Charlie b.Assault will move to a 4-6-8 layout of slots, gaining one high/low slot at both ADV and PRO. This standardizes Mediums and gives Assault a huge boost towards being a viable options in competitive surroundings. c.Assault will also get the same fitting bonus to Grenades. d.Assault will be getting a considerable buff to PG/CPU, shield tanking will be addressed but we are also looking at bringing energizers and rechargers down and trading for a small PG increase in Delta e. Assault will gain 150 ehp.
Please give us feedback on this, and this time please stay on topic. Thanks.
Dont need the a sidearm on my callogi, pls dont remove the 4 low slot.
If the age is on the clock you are ready for the c**k
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FabryX10
Fatal Absolution General Tso's Alliance
116
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Posted - 2014.07.23 11:39:00 -
[429] - Quote
CCP Rattati wrote:FabryX10 wrote:@Rattati: I like new assault layouts instead of previous proposal. Just one thing... I think that logis should not have sidearm. Remove sidearm and add 1 equip to caldari and amarr logis. You will find that highly contested. We are hoping the combat logi designs and choice will tell us something about such player demand and desires. With assaults being buffed, there should be no worry about another dawn of the slayer logis. Slayer logis are not the point of my previous message but I think that logis have to support squad with equip not using a sidearm.
@CCP Rattati: How to fix Assault's shields
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11445
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Posted - 2014.07.23 11:42:00 -
[430] - Quote
I don't think assaults should get an 8th slot, given they're getting a +150 HP buff. Keep the HP buff, but do not add the new module slot at proto. Keep the advanced tier slot though, closing the gap between proto and lower tier is a good thing; would really like to see an extra module slot at standard as well. 5/6/7 slot progression please.
Tried this Amarr assault fit on protofits (link here http://www.protofits.com/fittings/shared/759/5678 ). I added 150 to the armor, and factored the skills.
Shields: 120 x 1.25 (shield skill bonus) = 150 Armor: 240 + 150 = 390 x 1.25 (armor skill bonus) = 487.5 Total eHP with skills before mods: 637.5
Obviously these calculations may not be correct because I don't know how the +150 HP will be distributed between shields and armor.
Now add some plates. For the sake of being conservative with HP estimates, lets only use ferroscales. 4 complex ferroscales and 1 armor repairer. Complex ferroscales are 75, and with skills they are each 82.5. 82.5 x 4 is 330, add that to our previous total, and now the eHP is 967.5; this is a conservative estimate using low HP plates (ferroscales), and already its clear that the assault will be more like a heavy.
A simpler way to illustrate the point: without the +150 HP, the fit I linked would have 780 eHP, now just add 150 HP, and now you have 930 eHP. Whatever methodology you use to calculate it, its too much. Once again I remind that this is just a conservative estimate, and regular plates would lead to even higher eHP numbers.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Killer's Coys
Prima Gallicus
68
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Posted - 2014.07.23 11:48:00 -
[431] - Quote
For me the extra slot isn't necessary, the +150HP is enought. Keep the "considerable PG/CPU bff" for assault, and delete this extra slot and it's ok, we could have more PG/CPUP to fit better mods, but the extra mod could send the assault a bit OP I think I love this idea to have an extra slot, but it could become a bit ....
Ho yeah Love you Rattati!
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CCP Rattati
C C P C C P Alliance
4681
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Posted - 2014.07.23 12:14:00 -
[432] - Quote
We would rather cut the ehp buff than the additional slots, we feel it underlines the versatility aspect of the assault, spec for the situation.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Francois Sanchez
What The French Red Whines.
41
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Posted - 2014.07.23 12:14:00 -
[433] - Quote
Killer's Coys wrote:Francois Sanchez wrote:Here is what I get with caldari assault and commando (buffing the HP as much as possible while keeping one complex armour repairer for the commando) : The commando http://www.protofits.com/fittings/shared/903/3167The assault http://www.protofits.com/fittings/shared/903/5674Now add 150 eHP to the assault and one complex armour plate, the assault has the same damage output, slightly more eHP, the same reload speed, better shield recharge delay and rate, better scan profile and precision, a better stamina and is faster than the commando. ... And that's why we call them "Assault" Don't forget, assault only has 1 light weapon, the fit is more expensive The fit commando : you can fit others things, you have many PG which are free For the assault one, that's just enought And don't play assault with armor plate and armor repair please The dmg mod aren't +10% together, the first makes +5%, the second +3.8% (for example) AND PS : Caldari assault'll have 3 low slots with 5 hight, ytes I now, that's cool, I'm very excited PS2: all assault aren't like this one EDIT : PS3: the idea is assault and commando are almost the same, isn't it ? Commando is a support class Assault is an assault class So, assault must have many HP, stamina, speed and regen (I speak for the Calda) Commando must make damage, so you can get 1-2 damager on your fit, and have enought HP to survive... and stay behind assault, to help them. I don't understand why people think commando is to make assault's job... That's a Caldari assault suit : http://www.protofits.com/fittings/shared/84/5676Add an enhanced cardiac regulator and it's ok => The assault has 40HP/s shield regen, a good stamina and stamina regen, the Assault RR, and an enhanced damager For the Commando : http://www.protofits.com/fittings/shared/84/5677=> You have 855HP life.... => you have 35HP/s shield regen => you have 6HP/s armor repair => you have 2 proto weapon : Kaalakiota RR and Assault Ishukone RR => K-2 nanohive => enhanced damager That's what must have a commando ck.0 Why ? - with the 2 RR, you can kill people from far - you can be independent (armor repairer, nanohive) - you can get 35hp/s shield regen So, I don't know what's the problem, if you fit correctly and you play good your class, there aren't any problem...
I don't say that's the way I want to fit those two classes, it was just an example to show that the assault can beat the commando at nearly everything. In my example, the only advantage the commando has is the two light weapons, which isn't much better than the light+sidearm+grenades of the assault. About the damage mods, you don't add them, but multiply them so in the example I gave, the assault has a DPS of 491 and the commando 493, so the same. I also think that commandos are supposed to get max damage (my minmatar commando has only damage mods on the left), but in that case, they're much more fragile than assaults who are medium suits, and that's what shocks me as the commando is still a heavy.
Your fits really give different roles to the commando and to the assault because it's the way Caldari are supposed to be played, but if you take Amarr suits, it's completely different as both will rely on a high armour. In this case, the commando is beaten everywhere because the assault can get nearly the same damage with his 3 high slots and he has the nice overheat bonus which is much more useful than reload speed for laser weaponry. Here you can do whatever you want with the commando, the assault can do the same or even better |
Killer's Coys
Prima Gallicus
68
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Posted - 2014.07.23 12:33:00 -
[434] - Quote
CCP Rattati wrote:We would rather cut the ehp buff than the additional slots, we feel it underlines the versatility aspect of the assault, spec for the situation.
The best way is just a buff 100HP
You'll give an extra slot for ADV and PRO, but the STA will not receive an extra slot, I think you must give the HP buff (f. ex. for them (STA)) but not a big buff like 150HP, for example 100/120HP I think it would be good (but yes, make the HP buff, really, it can improve the assault situation, because off scouts-tanked-armor or shield)
I've thought about the assault buff, and, finally, I think it would be OP. Just don't give so much PG/CPU
Now you have add an extra slot, I think a good think would be : - +150HP (shield or armor) - bonus on grenade (5% per level) - add an extra slot for ADV and PRO - buff a bit the PG/CPU with this example : Caldari : +10%CPU +5%PG Gallente : +7%CPU +8%PG Minmatar : +8%CPU +7%PG Amarr : +5%CPU + 10%PG
=>> if some people wanted to get an OP assault suit, they should fit a PG/CPU mod because the buff would be good, but not considerable
Ho yeah Love you Rattati!
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Stefan Stahl
Seituoda Taskforce Command
704
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Posted - 2014.07.23 12:35:00 -
[435] - Quote
CCP Rattati wrote:We would rather cut the ehp buff than the additional slots, we feel it underlines the versatility aspect of the assault, spec for the situation. Then go with a 5-6-7 progression and safe the hp-buff for the patch after.
Don't make the NPE worse by increasing the gap between STD and PRO. We need the guys in STD assault suits to enjoy the game. The guys in PRO will disagree, but then they'll quit the game anyway when they run out of new players to grind kdr on. |
Killer's Coys
Prima Gallicus
68
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Posted - 2014.07.23 12:38:00 -
[436] - Quote
Francois Sanchez wrote:
I don't say that's the way I want to fit those two classes, it was just an example to show that the assault can beat the commando at nearly everything. In my example, the only advantage the commando has is the two light weapons, which isn't much better than the light+sidearm+grenades of the assault. About the damage mods, you don't add them, but multiply them so in the example I gave, the assault has a DPS of 491 and the commando 493, so the same. I also think that commandos are supposed to get max damage (my minmatar commando has only damage mods on the left), but in that case, they're much more fragile than assaults who are medium suits, and that's what shocks me as the commando is still a heavy.
Your fits really give different roles to the commando and to the assault because it's the way Caldari are supposed to be played, but if you take Amarr suits, it's completely different as both will rely on a high armour. In this case, the commando is beaten everywhere because the assault can get nearly the same damage with his 3 high slots and he has the nice overheat bonus which is much more useful than reload speed for laser weaponry. Here you can do whatever you want with the commando, the assault can do the same or even better
For me the Commando is good now, and will stay good. I think you don't play with an assault suit I do, and I can say you Assault must have those buff
Ho yeah Love you Rattati!
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idlerowl
Old-Type
3
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Posted - 2014.07.23 12:48:00 -
[437] - Quote
I think it's very good change.
It's worrisome, the increase in movement speed |
Sgt Kirk
Fatal Absolution
6672
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Posted - 2014.07.23 12:57:00 -
[438] - Quote
150 might be too much but 100 just to an assault suits main defence might be fine.
see you space cowboy...
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Adipem Nothi
Nos Nothi
3171
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Posted - 2014.07.23 12:58:00 -
[439] - Quote
Alldin Kan wrote:... if you were to simply lower shotgun damage and HMG rof, the two are usually the reason why Assaults need a buff.
On average, it takes 4 blasts at 4m to a drop a GalSentinel.
1. How long do you think that takes? 2. How much longer do you think it should take? 3. Are you aware that the CR does the job quicker?
Fine Rifles drop high HP targets just as fast a shotgun, but at over 10x its optimal range of 4.9m. If you were interested in balance, you'd cite this fact when asking for a shotgun buff. If you're not interested in balance, then get off the lawn.
Shoot scout with yes...
- Ripley Riley
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Cat Merc
Onslaught Inc RISE of LEGION
11200
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Posted - 2014.07.23 13:01:00 -
[440] - Quote
I recommend to first use 150HP and then tweak from there.
It's better to get people into assaults first and then nerf slightly, like CCP did with scouts.
That way the influx of people using the Assault would be greater, and would create more data to analyze.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
11200
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Posted - 2014.07.23 13:05:00 -
[441] - Quote
Also, since the hotfixes are rapid, it will stay that way for a lot less time.
So CCP can afford to release something slightly OP or UP.
Feline overlord of all humans - CAT MERC
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jimmybroon brown
30
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Posted - 2014.07.23 13:10:00 -
[442] - Quote
Killer's Coys wrote:For me the extra slot isn't necessary, the +150HP is enought. Keep the "considerable PG/CPU bff" for assault, and delete this extra slot and it's ok, we could have more PG/CPUP to fit better mods, but the extra mod could send the assault a bit OP I think I love this idea to have an extra slot, but it could become a bit ....
Assaults need both just now. Would of been nice to see new racial bonus like gallante with increased rate of fire for example. Or something new added because lets admitt scout's are everywhere fotm and needs changing Asap, dont think these changes that are announced will change that. |
Killer's Coys
Prima Gallicus
69
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Posted - 2014.07.23 13:18:00 -
[443] - Quote
jimmybroon brown wrote:Killer's Coys wrote:For me the extra slot isn't necessary, the +150HP is enought. Keep the "considerable PG/CPU bff" for assault, and delete this extra slot and it's ok, we could have more PG/CPUP to fit better mods, but the extra mod could send the assault a bit OP I think I love this idea to have an extra slot, but it could become a bit .... Assaults need both just now. Would of been nice to see new racial bonus like gallante with increased rate of fire for example. Or something new added because lets admitt scout's are everywhere fotm and needs changing Asap, dont think these changes that are announced will change that.
Rate of fire for gallente would be OP, mainly if it's the only assault which has a bonus on rate of fire... But yes, I think the eHP buff is the BEST thing to stop assault-scout Why ? F. ex : a caldari scout which want to have the hightest HP shield, must have 4 shield extenders to have : +/- 453 hp shield If CCP gives the +150eHP buff, a caldassault (with the passive) can have, without mods, 450 shield. Between a scout PRO (+/- 130k ISK) or a STA assaut (+/-10k/17k ISK) which have the same eHP shield, I'ld prefer the assault
Ho yeah Love you Rattati!
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xAckie
Ghost. Mob
440
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Posted - 2014.07.23 13:25:00 -
[444] - Quote
Killer's Coys wrote:jimmybroon brown wrote:Killer's Coys wrote:For me the extra slot isn't necessary, the +150HP is enought. Keep the "considerable PG/CPU bff" for assault, and delete this extra slot and it's ok, we could have more PG/CPUP to fit better mods, but the extra mod could send the assault a bit OP I think I love this idea to have an extra slot, but it could become a bit .... Assaults need both just now. Would of been nice to see new racial bonus like gallante with increased rate of fire for example. Or something new added because lets admitt scout's are everywhere fotm and needs changing Asap, dont think these changes that are announced will change that. Rate of fire for gallente would be OP, mainly if it's the only assault which has a bonus on rate of fire... But yes, I think the eHP buff is the BEST thing to stop assault-scout Why ? F. ex : a caldari scout which want to have the hightest HP shield, must have 4 shield extenders to have : +/- 453 hp shield If CCP gives the +150eHP buff, a caldassault (with the passive) can have, without mods, 450 shield. Between a scout PRO (+/- 130k ISK) or a STA assaut (+/-10k/17k ISK) which have the same eHP shield, I'ld prefer the assault
would rather know where you are on the field than have the 150EHP.
A scout will still be able to see you, and at range. You wont. A big benefit in an FPS
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Killer's Coys
Prima Gallicus
69
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Posted - 2014.07.23 13:38:00 -
[445] - Quote
xAckie wrote: would rather know where you are on the field than have the 150EHP.
A scout will still be able to see you, and at range. You wont. A big benefit in an FPS
That's why we must have this buff, with it, we can have an advantage against the scouts, and we could fit other mods than extenders, so it will be interesting and important for assault
Ho yeah Love you Rattati!
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Sgt Kirk
Fatal Absolution
6673
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Posted - 2014.07.23 13:46:00 -
[446] - Quote
What about having Amarr and Caldari get only the HP buff for their main defence of around the same HP values, say 120 for Caldari, 150 for Amarr.
Then with Minmatar and Gallente they get the Slot additions to support the Gallente and Minmatar's active tanking playstyle.
TL;DR:
-More PG/CPU for all assault suits.
-Amarr and Caldari - More Defence only
-Minmatar and Gallente - More Slots only
see you space cowboy...
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JRleo jr
Xer Cloud Consortium
84
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Posted - 2014.07.23 13:49:00 -
[447] - Quote
CCP Rattati wrote:Doc DDD wrote:Caldari sentinel should keep 4-1 slot layout at proto to see if shield changes help it's survival. 2 lows would more than likely translates to 2 plates ( unless you want to run around like alldin ). Having no armor reps was the inherent worry, so regulator and repper capability were widely requested. Having only one low makes you choose, and in many cases the rep would be preferred, making the shield tank less viable. Just my thoughts, am I way off? Yes If it's shield tanked it shouldn't need an armor rep, and don't remove a high slot, that just makes its shield tanking crappier, my new fitting will be a plate and a rep because 3 high slots is pitiful and why waste on shield regs if I only have 3 high slots at proto?
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
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CCP Rattati
C C P C C P Alliance
4684
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Posted - 2014.07.23 13:56:00 -
[448] - Quote
Here are new proposals for PG/CPU numbers that take into account revised slot layouts for Assaults and Sentinels.
These are quite extensively tested and should allow, with all skills maxed to fit quite well.
But nothing is better than players proving you wrong, so take a look and comment.
Feedback that was taken into account that
1) Amarr had been given a similar boost, while they always had more PG/CPU but fewer slots. With the extra slot, such a discrepancy should not continue.
2) Caldari simply should not be forced to take a CPU mod, unless doing absolutely crazy things CPU wise. Caldari should now be able to fit competitively.
3) Even after the first proposed numbers, the consistent feedback was, Sentinels can still fit anything and still have space. We took another deep look and tweaked. Caldari Sentinels and Minmatar should also be more viable compared to their sentinel brethren now.
New PG/CPU Assaults and Sentinels
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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JRleo jr
Xer Cloud Consortium
84
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Posted - 2014.07.23 14:02:00 -
[449] - Quote
CCP Rattati wrote:Here are new proposals for PG/CPU numbers that take into account revised slot layouts for Assaults and Sentinels. These are quite extensively tested and should allow, with all skills maxed to fit quite well. But nothing is better than players proving you wrong, so take a look and comment. Feedback that was taken into account that 1) Amarr had been given a similar boost, while they always had more PG/CPU but fewer slots. With the extra slot, such a discrepancy should not continue. 2) Caldari simply should not be forced to take a CPU mod, unless doing absolutely crazy things CPU wise. Caldari should now be able to fit competitively. 3) Even after the first proposed numbers, the consistent feedback was, Sentinels can still fit anything and still have space. We took another deep look and tweaked. Caldari Sentinels and Minmatar should also be more viable compared to their sentinel brethren now. New PG/CPU Assaults and Sentinels Perfect, absolutely perfect. Enough cpu, and 3 low slots so I can fit 3 shield regs on my caldari assault.
1 small change is needed Make caldari sentinel high slot 4 at proto so I can properly shield tank, remove a grenade if you have to, as I would fit 2 shield regs if I had 4 highs, plus it isn't right a primary shield tank suit to have 3 highs at pro, minmatar also have the same slots, amarr is primarily armor tank it has 4 lows, why can't caldari have 4 highs?
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
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The dark cloud
The Rainbow Effect
3675
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Posted - 2014.07.23 14:08:00 -
[450] - Quote
Thank you for nerfbatting all sentinels equally. |
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