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Cat Merc
Onslaught Inc RISE of LEGION
12943
|
Posted - 2014.11.03 16:13:00 -
[1] - Quote
Basically, it's a dropship MCRU - with a twist.
Once landed (and it can only be activated once landed), it will give the dropship 90% resists on both shields and armor, and activate an MCRU with a spawn timer set to 1, as well as immobilize it. Once 20 seconds pass the resist bonus is gone, the spawning is set to 15 seconds, but the dropship stays immobilized for the next 30 seconds.
This means that either your team secures the landing zone within 20 seconds, or the dropship is dead. Very, very dead. Deader than dead. As dead as a dead thing can be.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Haerr
Clone Manque
1771
|
Posted - 2014.11.03 16:19:00 -
[2] - Quote
Cat Merc wrote:Basically, it's a dropship MCRU - with a twist.
Once landed (and it can only be activated once landed), it will give the dropship 90% resists on both shields and armor, and activate an MCRU with a spawn timer set to 1, as well as immobilize it. Once 20 seconds pass the resist bonus is gone, the spawning is set to 15 seconds, but the dropship stays immobilized for the next 30 seconds.
This means that either your team secures the landing zone within 20 seconds, or the dropship is dead. Very, very dead. Deader than dead. As dead as a dead thing can be.
As long as the Pilot is forced to stay aboard through out all the timers this would be awesome!
Edit: Maybe make it a module that only logistical derps can fit. |
Lazer Fo Cused
Shining Flame Amarr Empire
64
|
Posted - 2014.11.03 16:42:00 -
[3] - Quote
1. I wish players could stop making up bad ideas for things they do not use or even skill into
2. We have the Eryx and Prometheus which are Logi DS with an inbuild mCRU already on it that was before the CCP 1.7 shake up that no one asked for
3. 90% resists are useless when you know it will be immobilized for 30seconds with 0% resists unless you also include modules which are 40/25% before stacking penalties are added to the 2nd module 3a. 1second spawn time is only good providing players are dead 3b. If it takes you longer than 30seconds to destroy a DS which cannot move then you are bad and should quit 3c. It makes it a sitting duck with very little defences 3d. Even with small turrets on it a FG/railgun/swarms are out of its range and the gunner can get shot out anyways
4. Its basically a module for the start of a game or assaulting a tower camper, use on a militia DS for lolz, spawn an entire team in PC in 1second and you win the game but make sure the pilot has an SSD so you get there 1st and win the game 4a. Makes PC worse than ever, pubs worse than ever |
Cat Merc
Onslaught Inc RISE of LEGION
12946
|
Posted - 2014.11.03 16:50:00 -
[4] - Quote
Lazer Fo Cused wrote:1. I wish players could stop making up bad ideas for things they do not use or even skill into
2. We have the Eryx and Prometheus which are Logi DS with an inbuild mCRU already on it that was before the CCP 1.7 shake up that no one asked for
3. 90% resists are useless when you know it will be immobilized for 30seconds with 0% resists unless you also include modules which are 40/25% before stacking penalties are added to the 2nd module 3a. 1second spawn time is only good providing players are dead 3b. If it takes you longer than 30seconds to destroy a DS which cannot move then you are bad and should quit 3c. It makes it a sitting duck with very little defences 3d. Even with small turrets on it a FG/railgun/swarms are out of its range and the gunner can get shot out anyways
4. Its basically a module for the start of a game or assaulting a tower camper, use on a militia DS for lolz, spawn an entire team in PC in 1second and you win the game but make sure the pilot has an SSD so you get there 1st and win the game 4a. Makes PC worse than ever, pubs worse than ever 1. You amuse me human 2. They didn't have this mechanic, and were mostly used for being more tanky, not the mCRU 3. 90% resists at 20 seconds when you have troops pouring out of it shooting at you isn't an easy task 3a. From my experience assaulting/defending points, constant spawning is a pain in the arse and will eventually get you 3b. With 90% resists? Not so much 3c. That's the point, uber uplink at any point of the map is a powerful thing 3d. Explain
4. But you said it yourself, you make yourself a sitting duck with very little defenses :P And with Rattati's strike ideas, you're feeding enemies free WP in that case. 4a. That's like, your opinion man
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
2270
|
Posted - 2014.11.03 17:40:00 -
[5] - Quote
Cat merc, an interesting idea for sure. I kinda of like the 'siege mode' / 'Triage mode' / 'bastion mode' idea, that could have its own merits for something else.
However why would anyone use that when we already have fast proto uplinks that are way more hidden and less vulnerable? There are places a dropship cant go but an uplink can go anywhere.
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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Cat Merc
Onslaught Inc RISE of LEGION
12948
|
Posted - 2014.11.03 17:49:00 -
[6] - Quote
CommanderBolt wrote:Cat merc, an interesting idea for sure. I kinda of like the 'siege mode' / 'Triage mode' / 'bastion mode' idea, that could have its own merits for something else.
However why would anyone use that when we already have fast proto uplinks that are way more hidden and less vulnerable? There are places a dropship cant go but an uplink can go anywhere. This is for assaulting well defended positions.
I don't think you realize the power a practically invincible spawner with 1 second spawn timers has.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Lazer Fo Cused
Shining Flame Amarr Empire
64
|
Posted - 2014.11.03 17:52:00 -
[7] - Quote
Cat Merc wrote:Lazer Fo Cused wrote:1. I wish players could stop making up bad ideas for things they do not use or even skill into
2. We have the Eryx and Prometheus which are Logi DS with an inbuild mCRU already on it that was before the CCP 1.7 shake up that no one asked for
3. 90% resists are useless when you know it will be immobilized for 30seconds with 0% resists unless you also include modules which are 40/25% before stacking penalties are added to the 2nd module 3a. 1second spawn time is only good providing players are dead 3b. If it takes you longer than 30seconds to destroy a DS which cannot move then you are bad and should quit 3c. It makes it a sitting duck with very little defences 3d. Even with small turrets on it a FG/railgun/swarms are out of its range and the gunner can get shot out anyways
4. Its basically a module for the start of a game or assaulting a tower camper, use on a militia DS for lolz, spawn an entire team in PC in 1second and you win the game but make sure the pilot has an SSD so you get there 1st and win the game 4a. Makes PC worse than ever, pubs worse than ever 1. You amuse me human 2. They didn't have this mechanic, and were mostly used for being more tanky, not the mCRU 3. 90% resists at 20 seconds when you have troops pouring out of it shooting at you isn't an easy task 3a. From my experience assaulting/defending points, constant spawning is a pain in the arse and will eventually get you 3b. With 90% resists? Not so much 3c. That's the point, uber uplink at any point of the map is a powerful thing 3d. Explain 4. But you said it yourself, you make yourself a sitting duck with very little defenses :P And with Rattati's strike ideas, you're feeding enemies free WP in that case. 4a. That's like, your opinion man
2. They had inbuilt mCRUs
3. Shoot the troops, after 20seconds it loses its 90% and instapop it with any AV you like 3a. Only for 20seconds providing they are dead, afterwards no difference but uplinks are better in general 3b. 90% resists go off after 20seconds, vehicle stuck for another 30seconds after, just wait with AV till after 20seconds and pop it 3c. Use Amarr logi and proto links 3d. Cant shoot at ppl if they are out of its range, and gunners egt shot out anyways
4. Rattati strike ideas are generally bad and will make the game worse off since it will rain strikes 4a. Its fact in PC teams love towers and high ground and basically fight for it, whoever has it wins generally with this idea i would get a pilot upto the tower, land spawn the entire team which sets up shop, 2 FG and all the ammo they need and then they blap every DS out of sight, if orb comes in hop into DS activate mod and tank through the strike with ease, anymore strikes use your hardeners. Add this tactic in pubs and your 16man team can hold the high ground all the time and not worry about a spawn ever again and then infantry will cry and AV will cry because pilots will make it work for them and then it will get nerfed because pilots adapted again |
Cat Merc
Onslaught Inc RISE of LEGION
12948
|
Posted - 2014.11.03 18:12:00 -
[8] - Quote
Lazer Fo Cused wrote:Cat Merc wrote:Lazer Fo Cused wrote:1. I wish players could stop making up bad ideas for things they do not use or even skill into
2. We have the Eryx and Prometheus which are Logi DS with an inbuild mCRU already on it that was before the CCP 1.7 shake up that no one asked for
3. 90% resists are useless when you know it will be immobilized for 30seconds with 0% resists unless you also include modules which are 40/25% before stacking penalties are added to the 2nd module 3a. 1second spawn time is only good providing players are dead 3b. If it takes you longer than 30seconds to destroy a DS which cannot move then you are bad and should quit 3c. It makes it a sitting duck with very little defences 3d. Even with small turrets on it a FG/railgun/swarms are out of its range and the gunner can get shot out anyways
4. Its basically a module for the start of a game or assaulting a tower camper, use on a militia DS for lolz, spawn an entire team in PC in 1second and you win the game but make sure the pilot has an SSD so you get there 1st and win the game 4a. Makes PC worse than ever, pubs worse than ever 1. You amuse me human 2. They didn't have this mechanic, and were mostly used for being more tanky, not the mCRU 3. 90% resists at 20 seconds when you have troops pouring out of it shooting at you isn't an easy task 3a. From my experience assaulting/defending points, constant spawning is a pain in the arse and will eventually get you 3b. With 90% resists? Not so much 3c. That's the point, uber uplink at any point of the map is a powerful thing 3d. Explain 4. But you said it yourself, you make yourself a sitting duck with very little defenses :P And with Rattati's strike ideas, you're feeding enemies free WP in that case. 4a. That's like, your opinion man 2. They had inbuilt mCRUs 3. Shoot the troops, after 20seconds it loses its 90% and instapop it with any AV you like 3a. Only for 20seconds providing they are dead, afterwards no difference but uplinks are better in general 3b. 90% resists go off after 20seconds, vehicle stuck for another 30seconds after, just wait with AV till after 20seconds and pop it 3c. Use Amarr logi and proto links 3d. Cant shoot at ppl if they are out of its range, and gunners egt shot out anyways 4. Rattati strike ideas are generally bad and will make the game worse off since it will rain strikes 4a. Its fact in PC teams love towers and high ground and basically fight for it, whoever has it wins generally with this idea i would get a pilot upto the tower, land spawn the entire team which sets up shop, 2 FG and all the ammo they need and then they blap every DS out of sight, if orb comes in hop into DS activate mod and tank through the strike with ease, anymore strikes use your hardeners. Add this tactic in pubs and your 16man team can hold the high ground all the time and not worry about a spawn ever again and then infantry will cry and AV will cry because pilots will make it work for them and then it will get nerfed because pilots adapted again 2. Sigh... Read what I said again 3. Well gee, guess those troops can't shoot back! Especially if they're heavies with 1600 eHP! 3a. It's not supposed to replace uplinks, it's a tool 3b. And that's why you bring support through your spawning :) 3c. Well then, didn't know Logis and Uplinks have thousands of eHP 3d. I don't understand what you're trying to say. 4. Your opinion 4a. This mechanic will make no difference in that regard. From my experience if you assault a Forge gun tower, you will take it. I have yet to see them repel an attack once we managed to land.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Lazer Fo Cused
Shining Flame Amarr Empire
64
|
Posted - 2014.11.03 18:32:00 -
[9] - Quote
Cat Merc wrote:Lazer Fo Cused wrote:Cat Merc wrote:Lazer Fo Cused wrote:1. I wish players could stop making up bad ideas for things they do not use or even skill into
2. We have the Eryx and Prometheus which are Logi DS with an inbuild mCRU already on it that was before the CCP 1.7 shake up that no one asked for
3. 90% resists are useless when you know it will be immobilized for 30seconds with 0% resists unless you also include modules which are 40/25% before stacking penalties are added to the 2nd module 3a. 1second spawn time is only good providing players are dead 3b. If it takes you longer than 30seconds to destroy a DS which cannot move then you are bad and should quit 3c. It makes it a sitting duck with very little defences 3d. Even with small turrets on it a FG/railgun/swarms are out of its range and the gunner can get shot out anyways
4. Its basically a module for the start of a game or assaulting a tower camper, use on a militia DS for lolz, spawn an entire team in PC in 1second and you win the game but make sure the pilot has an SSD so you get there 1st and win the game 4a. Makes PC worse than ever, pubs worse than ever 1. You amuse me human 2. They didn't have this mechanic, and were mostly used for being more tanky, not the mCRU 3. 90% resists at 20 seconds when you have troops pouring out of it shooting at you isn't an easy task 3a. From my experience assaulting/defending points, constant spawning is a pain in the arse and will eventually get you 3b. With 90% resists? Not so much 3c. That's the point, uber uplink at any point of the map is a powerful thing 3d. Explain 4. But you said it yourself, you make yourself a sitting duck with very little defenses :P And with Rattati's strike ideas, you're feeding enemies free WP in that case. 4a. That's like, your opinion man 2. They had inbuilt mCRUs 3. Shoot the troops, after 20seconds it loses its 90% and instapop it with any AV you like 3a. Only for 20seconds providing they are dead, afterwards no difference but uplinks are better in general 3b. 90% resists go off after 20seconds, vehicle stuck for another 30seconds after, just wait with AV till after 20seconds and pop it 3c. Use Amarr logi and proto links 3d. Cant shoot at ppl if they are out of its range, and gunners egt shot out anyways 4. Rattati strike ideas are generally bad and will make the game worse off since it will rain strikes 4a. Its fact in PC teams love towers and high ground and basically fight for it, whoever has it wins generally with this idea i would get a pilot upto the tower, land spawn the entire team which sets up shop, 2 FG and all the ammo they need and then they blap every DS out of sight, if orb comes in hop into DS activate mod and tank through the strike with ease, anymore strikes use your hardeners. Add this tactic in pubs and your 16man team can hold the high ground all the time and not worry about a spawn ever again and then infantry will cry and AV will cry because pilots will make it work for them and then it will get nerfed because pilots adapted again 2. Sigh... Read what I said again 3. Well gee, guess those troops can't shoot back! Especially if they're heavies with 1600 eHP! 3a. It's not supposed to replace uplinks, it's a tool 3b. And that's why you bring support through your spawning :) 3c. Well then, didn't know Logis and Uplinks have thousands of eHP 3d. I don't understand what you're trying to say. 4. Your opinion 4a. This mechanic will make no difference in that regard. From my experience if you assault a Forge gun tower, you will take it. I have yet to see them repel an attack once we managed to land.
2. Logi DS mCRU already on it and if it has more tank its because it could fit a better tank no need for this idea
3. Just shoot back, doesnt matter, just shoot anyways and it becomes a firefight 3a. Uplinks are a better tool 3b. Better bring in snipers then to stop FG shooting it to bits 3c. Dont need thousands of EHP if they are placed in good areas 3d. Gunners as a defence on the ship to protect it when it lands are useless
4. Strikes got spammed in closed beta and eventually cap got raised because of this, we are going backwards and everyone has forgotten this 4a. The DS is already up there with FG which shoot you down before you get close, even so the pilot can nip in activate the module and then 4heavys spawn in and **** you if you managed to land or more like crash while there DS is fine. It just makes holding it even easier |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14092
|
Posted - 2014.11.03 19:11:00 -
[10] - Quote
Cat Merc wrote:Basically, it's a dropship MCRU - with a twist.
Once landed (and it can only be activated once landed), it will give the dropship 90% resists on both shields and armor, and activate an MCRU with a spawn timer set to 1, as well as immobilize it. Once 20 seconds pass the resist bonus is gone, the spawning is set to 15 seconds, but the dropship stays immobilized for the next 30 seconds.
This means that either your team secures the landing zone within 20 seconds, or the dropship is dead. Very, very dead. Deader than dead. As dead as a dead thing can be.
You are asking for a Bastion Module for DS.......
Fair enough.
When I asked for one for HAV.
People cried so hard it destroyed the forums.
GÇ£How does this all work then?GÇ¥
GÇ£Like so Choirboy.GÇ¥
- Mila to Kador, Sub Zero Club, Shoashu Sasaanko
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Cat Merc
Onslaught Inc RISE of LEGION
12953
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Posted - 2014.11.03 19:13:00 -
[11] - Quote
True Adamance wrote:Cat Merc wrote:Basically, it's a dropship MCRU - with a twist.
Once landed (and it can only be activated once landed), it will give the dropship 90% resists on both shields and armor, and activate an MCRU with a spawn timer set to 1, as well as immobilize it. Once 20 seconds pass the resist bonus is gone, the spawning is set to 15 seconds, but the dropship stays immobilized for the next 30 seconds.
This means that either your team secures the landing zone within 20 seconds, or the dropship is dead. Very, very dead. Deader than dead. As dead as a dead thing can be. You are asking for a Bastion Module for DS....... Fair enough. When I asked for one for HAV. People cried so hard it destroyed the forums. Well, said DS can't really fire back.
Its main purpose is to deploy troops that will clear the area, not become a turret lol
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Vyzion Eyri
The Southern Legion Final Resolution.
2510
|
Posted - 2014.11.03 19:58:00 -
[12] - Quote
Not sure about the spawning or the resists. I'd say turn it into a mobile depot for a 20s, allowing infantry to restock from it, and perhaps refit. During these 20s, all it's hardeners and repairers have boosted efficacy. Spawning can still be achieved during this time with an mCRU. Here's an interesting addition: after the 20s cycle, all modules are forcefully deactivated and remain so for the remainder of the bastion modules cooldown.
Make cool visual indicators when a vehicle is "bastioned".
This bastion module will require two light turret slots. On a dropship, it loses offensive capability. On a HAV, you can become ultra tanked but immobile, and I mean at that point you're a glorified installation. If a tank sees another that isn't moving, they'll just hide until it finds all its modules disabled, then come in for an easy, unhardened tank kill.
This takes the "waves of opportunity" gameplay to the next level though, I'd say reserve these kind of abilities/modules to t2 vehicles if we ever get to that stage.
> Quis custodiet ipsos custodes?
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14092
|
Posted - 2014.11.03 19:58:00 -
[13] - Quote
Cat Merc wrote:True Adamance wrote:Cat Merc wrote:Basically, it's a dropship MCRU - with a twist.
Once landed (and it can only be activated once landed), it will give the dropship 90% resists on both shields and armor, and activate an MCRU with a spawn timer set to 1, as well as immobilize it. Once 20 seconds pass the resist bonus is gone, the spawning is set to 15 seconds, but the dropship stays immobilized for the next 30 seconds.
This means that either your team secures the landing zone within 20 seconds, or the dropship is dead. Very, very dead. Deader than dead. As dead as a dead thing can be. You are asking for a Bastion Module for DS....... Fair enough. When I asked for one for HAV. People cried so hard it destroyed the forums. Well, said DS can't really fire back. Its main purpose is to deploy troops that will clear the area, not become a turret lol
Yeah and its not like there's anything toi destroy with Siege Modules anyway.
GÇ£How does this all work then?GÇ¥
GÇ£Like so Choirboy.GÇ¥
- Mila to Kador, Sub Zero Club, Shoashu Sasaanko
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4403
|
Posted - 2014.11.03 20:07:00 -
[14] - Quote
True Adamance wrote:Cat Merc wrote:True Adamance wrote:Cat Merc wrote:Basically, it's a dropship MCRU - with a twist.
Once landed (and it can only be activated once landed), it will give the dropship 90% resists on both shields and armor, and activate an MCRU with a spawn timer set to 1, as well as immobilize it. Once 20 seconds pass the resist bonus is gone, the spawning is set to 15 seconds, but the dropship stays immobilized for the next 30 seconds.
This means that either your team secures the landing zone within 20 seconds, or the dropship is dead. Very, very dead. Deader than dead. As dead as a dead thing can be. You are asking for a Bastion Module for DS....... Fair enough. When I asked for one for HAV. People cried so hard it destroyed the forums. Well, said DS can't really fire back. Its main purpose is to deploy troops that will clear the area, not become a turret lol Yeah and its not like there's anything toi destroy with Siege Modules anyway.
Please tell me that the siege module would be a good idea. The day you guys get it implemented is the day I go on a tank murdering spree that will live on in LEGEND.
Because being immobilized in a ground vehicle is bluntly the stupidest idea ever to cross the mind of ANYONE.
And it will make soloing HAVs trivial.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14092
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Posted - 2014.11.03 20:15:00 -
[15] - Quote
Breakin Stuff wrote:True Adamance wrote:Cat Merc wrote:True Adamance wrote:Cat Merc wrote:Basically, it's a dropship MCRU - with a twist.
Once landed (and it can only be activated once landed), it will give the dropship 90% resists on both shields and armor, and activate an MCRU with a spawn timer set to 1, as well as immobilize it. Once 20 seconds pass the resist bonus is gone, the spawning is set to 15 seconds, but the dropship stays immobilized for the next 30 seconds.
This means that either your team secures the landing zone within 20 seconds, or the dropship is dead. Very, very dead. Deader than dead. As dead as a dead thing can be. You are asking for a Bastion Module for DS....... Fair enough. When I asked for one for HAV. People cried so hard it destroyed the forums. Well, said DS can't really fire back. Its main purpose is to deploy troops that will clear the area, not become a turret lol Yeah and its not like there's anything toi destroy with Siege Modules anyway. Please tell me that the siege module would be a good idea. The day you guys get it implemented is the day I go on a tank murdering spree that will live on in LEGEND. Because being immobilized in a ground vehicle is bluntly the stupidest idea ever to cross the mind of ANYONE. And it will make soloing HAVs trivial.
My understanding of Siege Modules is that (in EVE) you use them to destroy/reinforce SoV tower and POS right while sub caps defend them isnt that right?
IN Dust there's nothing like that worth destroying.
Sure I could massacre from the correct position....but I'd rather seen Siege modules actually used for something.
GÇ£How does this all work then?GÇ¥
GÇ£Like so Choirboy.GÇ¥
- Mila to Kador, Sub Zero Club, Shoashu Sasaanko
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Bethhy
Ancient Exiles.
2477
|
Posted - 2014.11.03 20:16:00 -
[16] - Quote
Was sitting there with some friends chatting about DUST as we waited for Que.
Would be epic if we could have a High orbit(Only the sky) Map.
Then made it Dropships only..
So 16 vs 16 in the air only in a giant Dropship battle royale. Either with 16 individual dropships or the chance for someone to spawn in a dropship and act as a gunner.
You have to buy and fit at least dropships to participate... but it would be epic. |
Sgt Kirk
Fatal Absolution
8225
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Posted - 2014.11.04 00:29:00 -
[17] - Quote
Uplinks where they stand now are a cancer to this game.
CCP holds the Caldari's hand so this doesn't happen again.
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THUNDERGROOVE
Fatal Absolution
1158
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Posted - 2014.11.04 04:43:00 -
[18] - Quote
CommanderBolt wrote:Cat merc, an interesting idea for sure. I kinda of like the 'siege mode' / 'Triage mode' / 'bastion mode' idea, that could have its own merits for something else.
However why would anyone use that when we already have fast proto uplinks that are way more hidden and less vulnerable? There are places a dropship cant go but an uplink can go anywhere. Because the Amarr logi bonus doesn't work half of the time and prototype links have **** spawn times.
Amarrica!
It's Not Safe to Swim
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2104
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Posted - 2014.11.04 06:19:00 -
[19] - Quote
Like the concept, not the implementation.
A better use would be on marauders, increasing tank while stopping all movement until the cycle was completed. perhaps an idea would be a triage module that increases defense and triage while having your DS hover in place (game could auto-hover it using same method as militia DS, only arresting all momentum in the process) and allow it to rep up vehicles very fast from far away while increasing resists greatly, but the lack of movement means you are sitting duck without support.
Proof that Rattati/CCP do listen to the playerbase.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4451
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Posted - 2014.11.04 10:30:00 -
[20] - Quote
Consider carefully:
Dreadnoughts in EVE and marauders in bastion do not have a weak point that pretty much guarantees me a kill the instant you can't maneuver to get away.
There is nothing you could put In dust to kill that would make that immobility worth the cost.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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