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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1132
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Posted - 2014.08.05 19:43:00 -
[31] - Quote
H0riz0n Unlimit wrote:Tebu Gan wrote:SCATTORSHOT RINNEGATE wrote:https://docs.google.com/spreadsheet/pub?key=0AhPzfhT7Lg7edF9iS2pOSGtWZzEzYk9PVWZiV0R0Nmc&single=true&gid=0&output=html I worked on it giving 15% to ehp per variation, i hope it is good. There are the bonuses too. Skill book cost Skill bonus PG/CPU values Militian tanks rework. Modules are perfect, tried some fittings.
Enjoy! Edit: it works Very interesting. Particularly, ISK costs. What I'm saying here, it needs to increase by a much larger number. A few problems though that I notice: Slot counts and Ehp - Increasing the slot count while increasing the Ehp is a VERY BAD COMBO! Increase the slot count and PG/CPU OR increasing eHP, but not both. They need to be destructible after all.
Skills- They need smaller increments. 5% is WAY too high, and a increase to missile range too weak. My opinion.
Other than that, very intersting indeed. Just one last note, I think a lot of skills need extra numbers tacked on, so decreasing those skills on the new tanks is made up in other areas of the tree. for example the old skill which upgrade 5 % for level pg/cpu
Yeah that would be a good idea. Then you could marginally increase PG/CPU on the different hulls. Fitting out a proto tank would take the CPU/PG skills coupled with the optimization skills.
Meaning that it's not just a matter of unlocking the hull itself to become a force on the battlefield.
Tanks - Balancing Turrets
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1796
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Posted - 2014.08.05 22:20:00 -
[32] - Quote
Oh god no. Those are OP as heck.
The Sagaris with a Cplx Extender and Hardener alone would get over 8k shield with 3 highs and 2 lows still open. AND that's not even including the bonus shield resistance.
I'd like to bring more variation back to vehicles, but your suggestions are way OP. I'd suggest debuffing STD variants and adding more gank and less tank to marauders and more tank and less gank to enforcers. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12608
|
Posted - 2014.08.05 23:20:00 -
[33] - Quote
Vulpes Dolosus wrote:Oh god no. Those are OP as heck.
The Sagaris with a Cplx Extender and Hardener alone would get over 8k shield with 3 highs and 2 lows still open. AND that's not even including the bonus shield resistance.
I'd like to bring more variation back to vehicles, but your suggestions are way OP. I'd suggest debuffing STD variants and adding more gank and less tank to marauders and more tank and less gank to enforcers.
Just reduce the base HP of the bulls, give them slightly more PG and CPU and one additional module for their racial tanking type.
Falchion High Slots- 4 Lot Slots- 2 Shields- 2350 Armour-1100 Thats a loss of 700 EHP- 300 Shield and 400 Armour PG and CPU (15% INCREASE- negotiable) Reduction to mobility by roughly 15% Hull Cost- 775,000 ISK
Now the fit I would make for that would be
2x Complex Shield Extenders 1x Basic Hardener 1x Basic Booster
Basic Armour Plate Complex PG Upgrade
So now you have an HAV with Shields- 5000 (+ 40% = 7000) + a one time injection Booster Armour- 2115
Those modules cost altogether about 100,000 ISK
So thats
775,000 + 100,000 ( Modules) + 281,000 (Prototype Turret if fitable) + 50,000 (Small Turrets) = 1,206,000
I think this would be a prize many AVer's are after. Without Modules on its weaker than a Gunlogi, same with the hardener by roughtly 420 EHP.
It costs roughly 2x that of a Standard HAV, has Less base HP, is ls slower than STD tank hulls, but has more damage out put and customisability.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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Galm Fae
Eskola Ergonomics
287
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Posted - 2014.08.05 23:35:00 -
[34] - Quote
>6,200 HP marauder
[It begins]
>probably has damage and armor mods to boot >AV still broken >5 million isk 'rich get richer' system
[Galm intensifies]
Maybe we should, ugh... Work on AV first. That'd be nice.
Kirjuun! Uakan!
Teknikiara!
Kanpai kameitsamuu!
Ra ra ra!
> --Keepin' the peace!--
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12608
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Posted - 2014.08.05 23:36:00 -
[35] - Quote
Galm Fae wrote:>6,200 HP marauder [It begins] >probably has damage and armor mods to boot >AV still broken >5 million isk 'rich get richer' system [Galm intensifies] Maybe we should, ugh... Work on AV first. That'd be nice.
AV can go **** itself..... I'm so goddamn bored out of my skull with the lack of Vehicle Parity........
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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Galm Fae
Eskola Ergonomics
288
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Posted - 2014.08.05 23:49:00 -
[36] - Quote
Alright, alright... Let's meet halfway with this marauder business. Because I do think it is a good idea. What I would suggest, however, is that instead of adjusting base stats we make a siege model. Not unlike what is in EVE. It can only be affixed to a Marauder tank and once it is would provide massive HP, regen, and buffer capabilities. In exchange movement is limited and turret tracking speed is reduced.
The basic stats would remain the same as, say, an enforcer or basic model but it will have the extra siege mod for raining death and destruction without becoming the god Kartikeya and blasting any who oppose them back to the stone age. Of course for it to be worth it the boosts would have to be far superior than any extenders or buffers can provide and it should be able to run completely stable on a marauder for a long time. Maybe even indefinitely provided there is a long cooldown once turned off before it can be reactivate.
If someone has suggested this forgive me, I panicked when I saw the stats.
Kirjuun! Uakan!
Teknikiara!
Kanpai kameitsamuu!
Ra ra ra!
> --Keepin' the peace!--
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Thaddeus Reynolds
Facepunch Security
50
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Posted - 2014.08.06 00:00:00 -
[37] - Quote
Galm Fae wrote:Alright, alright... Let's meet halfway with this marauder business. Because I do think it is a good idea. What I would suggest, however, is that instead of adjusting base stats we make a siege model. Not unlike what is in EVE. It can only be affixed to a Marauder tank and once it is would provide massive HP, regen, and buffer capabilities. In exchange movement is limited and turret tracking speed is reduced.
The basic stats would remain the same as, say, an enforcer or basic model but it will have the extra siege mod for raining death and destruction without becoming the god Kartikeya and blasting any who oppose them back to the stone age. Of course for it to be worth it the boosts would have to be far superior than any extenders or buffers can provide and it should be able to run completely stable on a marauder for a long time. Maybe even indefinitely provided there is a long cooldown once turned off before it can be reactivate.
If someone has suggested this forgive me, I panicked when I saw the stats.
I've suggested it before, and I'm very happy yet another person agrees with it \o/ Reduction in mobility for both Maurader and Enforcer tanks allows for different things, it makes the Maurader tank a giant brick of high-damage, low rotation turret speed for holding and area, while the Enforcers become long range artillery platforms. The key to any of this is that the siege modes must remain active for their full duration, no way to deactivate it mid-cycle, in order for this idea to work. Both classes of Tech 2 tanks would be surrendering their mobility in order to increase other stats. Also Galm, Ace Combat? |
Galm Fae
Eskola Ergonomics
288
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Posted - 2014.08.06 00:15:00 -
[38] - Quote
Thaddeus Reynolds wrote:Galm Fae wrote:Alright, alright... Let's meet halfway with this marauder business. Because I do think it is a good idea. What I would suggest, however, is that instead of adjusting base stats we make a siege model. Not unlike what is in EVE. It can only be affixed to a Marauder tank and once it is would provide massive HP, regen, and buffer capabilities. In exchange movement is limited and turret tracking speed is reduced.
The basic stats would remain the same as, say, an enforcer or basic model but it will have the extra siege mod for raining death and destruction without becoming the god Kartikeya and blasting any who oppose them back to the stone age. Of course for it to be worth it the boosts would have to be far superior than any extenders or buffers can provide and it should be able to run completely stable on a marauder for a long time. Maybe even indefinitely provided there is a long cooldown once turned off before it can be reactivate.
If someone has suggested this forgive me, I panicked when I saw the stats. I've suggested it before, and I'm very happy yet another person agrees with it \o/ Reduction in mobility for both Maurader and Enforcer tanks allows for different things, it makes the Maurader tank a giant brick of high-damage, low rotation turret speed for holding and area, while the Enforcers become long range artillery platforms. The key to any of this is that the siege modes must remain active for their full duration, no way to deactivate it mid-cycle, in order for this idea to work. Both classes of Tech 2 tanks would be surrendering their mobility in order to increase other stats. Also Galm, Ace Combat? Agreed.
Also... Yo buddy, still alive?
(Yes, Ace Combat. )
Kirjuun! Uakan!
Teknikiara!
Kanpai kameitsamuu!
Ra ra ra!
> --Keepin' the peace!--
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SCATTORSHOT RINNEGATE
Dead Man's Game Dark Taboo
248
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Posted - 2014.08.06 07:31:00 -
[39] - Quote
The AV is good enough, i saw a gunnlogi yesterday raped by 2 lai dai launchers, so don't say they are op because is not true, these bonuses are supposed to face the AV as well.
Also, CCP!! Respooooooooooooooooond.
Dust 514= True Fps
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Judge Rhadamanthus
Amarr Templar One
2640
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Posted - 2014.08.06 07:45:00 -
[40] - Quote
I ran you numbers through my model. They without exception come out as too strong.
Email Me [email protected]
Twitter @Judge_EVELegion
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SCATTORSHOT RINNEGATE
Dead Man's Game Dark Taboo
248
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Posted - 2014.08.06 07:53:00 -
[41] - Quote
Judge Rhadamanthus wrote:I ran your numbers (from the OP) through my model. They without exception come out as too strong. Will you bring a dev attention here? And will you send this stats to CCP?
Dust 514= True Fps
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wripple
WarRavens Final Resolution.
195
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Posted - 2014.08.06 08:30:00 -
[42] - Quote
Sorry buddy, but anyone who's ever run tanks before they became easy mode would tell you that with all repairs being passive, these stats are beyond broken. Everyone would run 5 repairs on the Surya and 5 mods on a rail Sagaris and be untouchable.
Bring back active repairs and you'll bring back the necessity for skilled pilots, then maybe these numbers would work. But with everything being passive and "windows of opportunity" lasting 10 seconds, every scrub out there has easy access to machines that can singlehandedly decimate entire squads without needing any situational awareness or tactic other than "shoot everything red"
Tanking became a sick joke with 1.7, these proposals would wreck the entire game. |
Judge Rhadamanthus
Amarr Templar One
2640
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Posted - 2014.08.06 09:58:00 -
[43] - Quote
SCATTORSHOT RINNEGATE wrote:Judge Rhadamanthus wrote:I ran your numbers (from the OP) through my model. They without exception come out as too strong. Will you bring a dev attention here? And will you send this stats to CCP?
I will add it to any tank discussion with the Devs but any commenting is at their discretion. However with that many slots the return of the un-killable tank is inevitable. You have had 3 pages of feedback so far and the consensuses seems to be the same. The stats you suggest would not fit in with current AV balance.
EDIT : That said many want the return of more vehicle variants, so the essence of your ideas is supported by many.
POST was edited before/during the reply below.
Email Me [email protected]
Twitter @Judge_EVELegion
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SCATTORSHOT RINNEGATE
Dead Man's Game Dark Taboo
253
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Posted - 2014.08.06 10:00:00 -
[44] - Quote
Judge Rhadamanthus wrote:SCATTORSHOT RINNEGATE wrote:Judge Rhadamanthus wrote:I ran your numbers (from the OP) through my model. They without exception come out as too strong. Will you bring a dev attention here? And will you send this stats to CCP? I will add it to the tank discussion with the Devs, yes. I will point them to this thread, but any commenting is at their discretion.
Fine! I hope ill see it today because im not gonna wait more.
CCP Gives Us Tanks Variations
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Judge Rhadamanthus
Amarr Templar One
2640
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Posted - 2014.08.06 10:14:00 -
[45] - Quote
post up your suggested fit for the Marauder Surya And ill post a model graph up for others to see : include -
Total shields Total Armour Shield rep rate Armour Rep rate Number of hardeners
are the numbers in your sheet all base numbers for the hulls with high skill levels?
Email Me [email protected]
Twitter @Judge_EVELegion
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richiesutie 2
The Rainbow Effect
903
|
Posted - 2014.08.06 10:34:00 -
[46] - Quote
Judge Rhadamanthus wrote:post up your suggested fit for the Marauder Surya And ill post a model graph up for others to see : include -
Total shields Total Armour Shield rep rate Armour Rep rate Number of hardeners
are the numbers in your sheet all base numbers for the hulls with high skill levels? i think speed should be a variable aswell that way it could actually be made to feel like a tank and not some lav hav hybrid as they are like now. A very high armour hp ceiling so perhaps an armour bonus but very low hp/s ceiling say 100hp/s max or make the armour bonus too good to fit a repper.
compilation of Patch/build notes
Check it out! :)
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SCATTORSHOT RINNEGATE
Dead Man's Game Dark Taboo
254
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Posted - 2014.08.06 11:20:00 -
[47] - Quote
Judge Rhadamanthus wrote:post up your suggested fit for the Marauder Surya And ill post a model graph up for others to see : include -
Total shields Total Armour Shield rep rate Armour Rep rate Number of hardeners
are the numbers in your sheet all base numbers for the hulls with high skill levels? No, each variant as 15% more of PG/CPU. Basically The Best Surya fit is:
3x Complex Reps 2x Complex Hardeners 2x Complex Blaster DMG Mod 1x Complex Fuel Injector 80J ION CANNON
This Should work
PS: This is not OP, if you see you can almost rep at 350 with MAXED Rep Skill, including 5x Reps is not a good idea because you get nearby 500, the total of 1.7 witch grants you dead for sure.
So basically you need 2-3 forge or Lai Dai spam, thats all, see? is not OP it just more defended. At least TANKVTANK you only need 2 falchions with XT-201 to take him down.
Cool heh? let me know
EDIT: The total Surya HP are: 1587 5290 SHIELD/ARMOR PG/CPU ASSETS are: 627 3326 5x Reps won't work so keep it in mind.
CCP Gives Us Tanks Variations
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richiesutie 2
The Rainbow Effect
903
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Posted - 2014.08.06 11:43:00 -
[48] - Quote
SCATTORSHOT RINNEGATE wrote:Judge Rhadamanthus wrote:post up your suggested fit for the Marauder Surya And ill post a model graph up for others to see : include -
Total shields Total Armour Shield rep rate Armour Rep rate Number of hardeners
are the numbers in your sheet all base numbers for the hulls with high skill levels? No, each variant as 15% more of PG/CPU. Basically The Best Surya fit is: 3x Complex Reps 2x Complex Hardeners 2x Complex Blaster DMG Mod 1x Complex Fuel Injector 80J ION CANNON This Should work PS: This is not OP, if you see you can almost rep at 350 with MAXED Rep Skill, including 5x Reps is not a good idea because you get nearby 500, the total of 1.7 witch grants you dead for sure. So basically you need 2-3 forge or Lai Dai spam, thats all, see? is not OP it just more defended. At least TANKVTANK you only need 2 falchions with XT-201 to take him down. Cool heh? let me know EDIT: The total Surya HP are: 1587 5290 SHIELD/ARMOR PG/CPU ASSETS are: 627 3326 5x Reps won't work so keep it in mind. however you would run the hardeners passively which would effectively give you 466 hp/s and 5300 armour
compilation of Patch/build notes
Check it out! :)
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Judge Rhadamanthus
Amarr Templar One
2641
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Posted - 2014.08.06 11:57:00 -
[49] - Quote
SCATTORSHOT RINNEGATE wrote:each variant as 15% more of PG/CPU. Basically The Best Surya fit is: 3x Complex Reps 2x Complex Hardeners 2x Complex Blaster DMG Mod 1x Complex Fuel Injector 80J ION CANNON This Should work PS: This is not OP, if you see you can almost rep at 350 with MAXED Rep Skill, including 5x Reps is not a good idea because you get nearby 500, the total of 1.7 witch grants you dead for sure. So basically you need 2-3 forge or Lai Dai spam, thats all, see? is not OP it just more defended. At least TANKVTANK you only need 2 falchions with XT-201 to take him down. Cool heh? let me know EDIT: The total Surya HP are: 1587 5290 SHIELD/ARMOR PG/CPU ASSETS are: 627 3326 5x Reps won't work so keep it in mind.
Here is a chart showing that build vs different swarms assuming the hardeners are run one after the other
Here is the same chart but assuming both hardeners are on at the same time.
Same again for forge guns, single hardener
and finally 2x hardeners on at the same time.
In all cases there is enough time for 3 reps. this is the usual space between hits based on actual gameplay. As you can see. Indestructible. 3 reps and 2 hardeners on one tank is extremely OP.
Email Me [email protected]
Twitter @Judge_EVELegion
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Thaddeus Reynolds
Facepunch Security
59
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Posted - 2014.08.06 14:14:00 -
[50] - Quote
Judge Rhadamanthus wrote:SCATTORSHOT RINNEGATE wrote:each variant as 15% more of PG/CPU. Basically The Best Surya fit is: 3x Complex Reps 2x Complex Hardeners 2x Complex Blaster DMG Mod 1x Complex Fuel Injector 80J ION CANNON This Should work PS: This is not OP, if you see you can almost rep at 350 with MAXED Rep Skill, including 5x Reps is not a good idea because you get nearby 500, the total of 1.7 witch grants you dead for sure. So basically you need 2-3 forge or Lai Dai spam, thats all, see? is not OP it just more defended. At least TANKVTANK you only need 2 falchions with XT-201 to take him down. Cool heh? let me know EDIT: The total Surya HP are: 1587 5290 SHIELD/ARMOR PG/CPU ASSETS are: 627 3326 5x Reps won't work so keep it in mind. Here is a chart showing that build vs different swarms assuming the hardeners are run one after the other Here is the same chart but assuming both hardeners are on at the same time. Same again for forge guns, single hardener and finally 2x hardeners on at the same time. In all cases there is enough time for 3 reps. this is the usual space between hits based on actual gameplay. As you can see. Indestructible. 3 reps and 2 hardeners on one tank is extremely OP. Look at this! Thats 3 proto forges all hitting you at the same time and it takes 5 hits by 3 guys at the same time to kill you.
What about implementing a "siege mode" deploy system for the Tech 2 tanks (Marauders and Enforcers Specifically) that completely sacrificed mobility to gain that kind of staying power (you wouldn't be able to deactivate the module mid-cycle, so once they commit, they're stuck). With the Marauder being an OK tank, that deploys into a highly resistant fire base (considering its 1 Large and 2 Small turrets), and the Enforcer being a Tank Destroyer that deploys into an artillery piece.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1132
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Posted - 2014.08.06 15:43:00 -
[51] - Quote
richiesutie 2 wrote:SCATTORSHOT RINNEGATE wrote:Judge Rhadamanthus wrote:post up your suggested fit for the Marauder Surya And ill post a model graph up for others to see : include -
Total shields Total Armour Shield rep rate Armour Rep rate Number of hardeners
are the numbers in your sheet all base numbers for the hulls with high skill levels? No, each variant as 15% more of PG/CPU. Basically The Best Surya fit is: 3x Complex Reps 2x Complex Hardeners 2x Complex Blaster DMG Mod 1x Complex Fuel Injector 80J ION CANNON This Should work PS: This is not OP, if you see you can almost rep at 350 with MAXED Rep Skill, including 5x Reps is not a good idea because you get nearby 500, the total of 1.7 witch grants you dead for sure. So basically you need 2-3 forge or Lai Dai spam, thats all, see? is not OP it just more defended. At least TANKVTANK you only need 2 falchions with XT-201 to take him down. Cool heh? let me know EDIT: The total Surya HP are: 1587 5290 SHIELD/ARMOR PG/CPU ASSETS are: 627 3326 5x Reps won't work so keep it in mind. however you would run the hardeners passively which would effectively give you 466 hp/s and 5300 armour
I would suggest tweaking your numbers and slot counts. Remove your bonuses and focus on creating "ROLES" for said tanks.
For example, one focused on mitigating damage, but slower speed and agility. Maybe even reduced turret rotation speed. It would have a naturally high base HP, but being much slower, it's much easier for AV or another tank to apply damage. As for slot counts, maybe consider adding an extra slot that doesn't deal with the tanks "tank".
IE, a shield based tank gains an extra low slot and an armor tank an extra high slot. .
The point is, you can't just keep adding bonuses to existing tanks, as they are already very strong. Consider this, with balance in mind, to gain in one area means to lose in another. All that I see here are gains to the existing tanks, with no conceivable drawbacks. There MUST be drawbacks somewhere.
Nobody has a perfect idea the first go around, so make some tweaks to progress the idea.
Tanks - Balancing Turrets
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GM Archduke
Game Masters C C P Alliance
231
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Posted - 2014.08.07 13:00:00 -
[52] - Quote
Hello!
We have discussed this with CCP Rattati and CCP Logibro very recently, so I just wanted to let you guys know that we are aware of the need to get the old HAV variants back. Can't go into details of what might or might not happen regarding this, but this is on our list of things to consider.
GM Archduke
CCP Customer Support | EVE Online | DUST 514
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JRleo jr
Xer Cloud Consortium
210
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Posted - 2014.08.07 13:05:00 -
[53] - Quote
SCATTORSHOT RINNEGATE wrote:https://docs.google.com/spreadsheet/pub?key=0AhPzfhT7Lg7edF9iS2pOSGtWZzEzYk9PVWZiV0R0Nmc&single=true&gid=0&output=html I worked on it giving 15% to ehp per variation, i hope it is good. There are the bonuses too. Skill book cost Skill bonus PG/CPU values Militian tanks rework. Modules are perfect, tried some fittings.
Enjoy! Edit: it works *drooling intensifies*
But, I would need my tanker alt back.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
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anaboop
Dem Durrty Boyz General Tso's Alliance
131
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Posted - 2014.08.07 13:55:00 -
[54] - Quote
GM Archduke wrote:Hello!
We have discussed this with CCP Rattati and CCP Logibro very recently, so I just wanted to let you guys know that we are aware of the need to get the old HAV variants back. Can't go into details of what might or might not happen regarding this, but this is on our list of things to consider.
Good to hear its being talked about, plenty of vehicle suggestions out there, hope we get something different to play with.
Fully sick Anaboop trading card
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Haerr
Legio DXIV
1172
|
Posted - 2014.08.07 14:50:00 -
[55] - Quote
GM Archduke wrote:Hello!
We have discussed this with CCP Rattati and CCP Logibro very recently, so I just wanted to let you guys know that we are aware of the need to get the old HAV variants back. Can't go into details of what might or might not happen regarding this, but this is on our list of things to consider. Really? Looking forward to it, any chance of more different dropships? |
LudiKure ninda
FLAWLESSS.
102
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Posted - 2014.08.07 18:01:00 -
[56] - Quote
GM Archduke wrote:Hello!
We have discussed this with CCP Rattati and CCP Logibro very recently, so I just wanted to let you guys know that we are aware of the need to get the old HAV variants back. Can't go into details of what might or might not happen regarding this, but this is on our list of things to consider.
If old tanks come back I gonna buy 200k aurum
Chasing FOTM since crome..
SCAN ATTEMPT PREVENTED
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H0riz0n Unlimit
1.U.P
105
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Posted - 2014.08.07 18:10:00 -
[57] - Quote
GM Archduke wrote:Hello!
We have discussed this with CCP Rattati and CCP Logibro very recently, so I just wanted to let you guys know that we are aware of the need to get the old HAV variants back. Can't go into details of what might or might not happen regarding this, but this is on our list of things to consider. Mmmm now all will be ok ! We are waiting hotfix charlie since more than a month? Tank discussion will be something for hotfix foxtroat or whysky? I m sure that for that day forge will have a dmg of 6k , i really don t believe anymore what you say. Ccp, why don t you ask yourself why all tankers are leaving this ****? Once a tank battle was fantastic, now it s enough a militia fogegunner let you not so sure to win, thats ridicolous, most of all because they camp over buildings and as maybe you DONT know you cant kill them with an ION cannon. Quindi cacateve n mano e dateve na pizza n faccia
Tanker since I was born -- Want back my blaster -- Madrugar 1125/6753 -- Reduce weakspot dimension
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
414
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Posted - 2014.08.08 02:00:00 -
[58] - Quote
Why does T II hulls have more slots than T I hulls, and unless misiles get a nerf, hell no for the falch. Also, Caldari does better tank, not better reps. |
Gabriel Ceja
Knights of Eternal Darkness League of Infamy
37
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Posted - 2014.08.08 03:23:00 -
[59] - Quote
GM Archduke wrote:Hello!
We have discussed this with CCP Rattati and CCP Logibro very recently, so I just wanted to let you guys know that we are aware of the need to get the old HAV variants back. Can't go into details of what might or might not happen regarding this, but this is on our list of things to consider.
Now this is the response I have been waiting for.
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12704
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Posted - 2014.08.08 03:25:00 -
[60] - Quote
GM Archduke wrote:Hello!
We have discussed this with CCP Rattati and CCP Logibro very recently, so I just wanted to let you guys know that we are aware of the need to get the old HAV variants back. Can't go into details of what might or might not happen regarding this, but this is on our list of things to consider.
Archduke you are my favourite.
You got our corp moved to our home system....you bear word of discussions of old HAV....... please mighty Archduke tell me there is word of the old vehicle modules?!
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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