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Thread Statistics | Show CCP posts - 14 post(s) |
Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.10.10 17:56:00 -
[811] - Quote
Kallas Hallytyr wrote:Unless CCP is actually willing to reinvent the mechanics entirely, which I honestly believe would do a whole lot more than just tweaking numbers. The game's mechanics seem to have been designed in a very flexible way. The way rifle dispersion and kick can be modified using several parameters for all sorts of conditions (standing, crouching, walking) shows that the original designers really were looking for a long-term design. Similarly SLs appear to have a fairly large number of tweakable parameters (such as under which conditions exactly a lock on is lost).
There seems to be a lot of stuff to work with for the time being. Should anyone be working on a port though I'm sure we'll be asked for feedback as soon as possible .
The only hard mechanical change I'd like to see with swarm launchers right now is directional launching (making the missiles start their travel in the direction you launched them). That'd open up possibility for skillshots with SLs, which would be much appreciated I believe. |
JudgeIsABadPilot
Circle of Huskarl Minmatar Republic
44
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Posted - 2015.10.10 19:26:00 -
[812] - Quote
Francois Sanchez wrote:
Reducing turn radius of swarm is actually a buff, it allows you to shoot around corners. I can't count the number of times a vehicle tried to escape behind something and my swarms turned so quickly they hit the obstacle. With reduced turn radius they'll get around and hit the vehicule.
"Allows to shoot around corners." |
Dreis ShadowWeaver
Abstract Requiem
8
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Posted - 2015.10.11 04:16:00 -
[813] - Quote
What was the reasoning behind making depleted shield regen delay lower than regular shield regen delay? Was this actually intended?
Creator of the Nova Knifers United channel
Dreis' Minja Blog
CEO of Abstract Requiem
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DAAAA BEAST
Corrosive Synergy
3
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Posted - 2015.10.11 04:28:00 -
[814] - Quote
Dreis ShadowWeaver wrote:What was the reasoning behind making depleted shield regen delay lower than regular shield regen delay? Was this actually intended? Don't even ask questions. I am sure we are not worth CCP's wiseness to go through our brains ... I am sure it also makes perfect sense in their heads that a grenade does 900 damage.
Skirmishers Unite !
Help me revive our beloved gamemode.
Chat: Skirmish Queue
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DAAAA BEAST
Corrosive Synergy
3
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Posted - 2015.10.11 04:31:00 -
[815] - Quote
Good : Weapon tweaks ( Breach Mass Driver , ScP ) Cal Tanks Tweak Gal / Cal Assault Bonus Commando Cal skill to swarms.
Bad : M8 Packed Grenade Small Blasters' Efficiency Swarms turning around corners faster.
Skirmishers Unite !
Help me revive our beloved gamemode.
Chat: Skirmish Queue
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Dreis ShadowWeaver
Abstract Requiem
8
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Posted - 2015.10.11 04:32:00 -
[816] - Quote
DAAAA BEAST wrote:Dreis ShadowWeaver wrote:What was the reasoning behind making depleted shield regen delay lower than regular shield regen delay? Was this actually intended? Don't even ask questions. I am sure we are not worth CCP's wiseness to go through our brains ... I am sure it also makes perfect sense in their heads that a grenade does 900 damage. To be fair the packed grenade is rather useless because of the pitiful splash radius.
Creator of the Nova Knifers United channel
Dreis' Minja Blog
CEO of Abstract Requiem
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jace silencerww
MANUFACTURERS OF DEATH
195
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Posted - 2015.10.11 04:59:00 -
[817] - Quote
XxBlazikenxX wrote:Devadander wrote:Kincat cost adjusted? Didn't seem like it. The PG cost was reduced considerably. by 2 pg is not considerably. the kin cats pg now are where they should have been from day 1.
what to skill into next?
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XxBlazikenxX
Pure Evil. Bleeding Sun Conglomerate
2
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Posted - 2015.10.11 06:18:00 -
[818] - Quote
jace silencerww wrote:XxBlazikenxX wrote:Devadander wrote:Kincat cost adjusted? Didn't seem like it. The PG cost was reduced considerably. by 2 pg is not considerably. the kin cats pg now are where they should have been from day 1. It is considerable when I am able to now fit better shield mods on my min scout.
Director of Pure Evil.
Pure Evil. is mass recruiting, apply today and join a war of the Bleeding Sun vs everyone!
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IAmDuncanIdaho II
Nos Nothi
4
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Posted - 2015.10.11 08:58:00 -
[819] - Quote
Dreis ShadowWeaver wrote:DAAAA BEAST wrote:Dreis ShadowWeaver wrote:What was the reasoning behind making depleted shield regen delay lower than regular shield regen delay? Was this actually intended? Don't even ask questions. I am sure we are not worth CCP's wiseness to go through our brains ... I am sure it also makes perfect sense in their heads that a grenade does 900 damage. To be fair the packed grenade is rather useless because of the pitiful splash radius.
nade spammer.
M8 is now a finesse tool :-p
This post has been liked by XxBlazikenxX
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noob cavman
Fatal Absolution Bleeding Sun Conglomerate
4
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Posted - 2015.10.11 09:55:00 -
[820] - Quote
M8 is only for us brits m8. We dont need your shock and awe approach to warfare.
The most abusive northerner.
currently reading clockwork vampires by andy remic. A terra bad/awesome author
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postapo wastelander
Corrosive Synergy
1
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Posted - 2015.10.11 16:30:00 -
[821] - Quote
CCP Rattati wrote:Dear players, We have been hard at work, and especially our new CPM, diligently running feedback threads and collecting community thoughts. They proposed a "Top Priorities" list, based on that and my own thoughts, we have a new Hotfix planned out. Now is the time to give us good feedback, but again, a lot of it has been sourced already and we are quite happy with the numbers. If you want to know more about the CPM process, just ask them, they are always around. On top of that I do have my own ideas, and then we had the 23 pages of "Propose one change for the next Hotfix" thread. I actually typed every single idea from that list, and gave it a rating. I will need to clean it up and share it, because in its current state, it's rated R or 18. Now to the changes, found here: Shield TankingWe are taking a major step towards a balance between Armor and Shield tanking with this new Hotfix, radically strengthing the shield recharge rates, recharge delays and damage thresholds of Caldari and Minmatar Dropsuits. We also reduced the CPU cost of Shield Regulators by almost 20%t to top it off. HAV/AV BalanceThere is a logical thread through this that needs to be explained. We have talked about HAV vs AV balancing for an eternity it seems. The situation is simply 1.Gallente HAVs are very strong due to Hardener/Repair combo 2.Caldari HAVs are not strong enough comparatively 3.Dropships are ok, Caldari need a PG buff (not in this hotfix) but Swarms are too strong 4.Dedicated AV in the form of a Minmando with Swarms or otherwise, can definitely suppress HAVs and area deny Dropships, but rarely destroy vehicles. So instead of trying to tweak our way out of this, I propose a radical skill-based solution. Simply increasing the weak spot on HAVs considerably will allow dedicated AV and other vehicles to use positioning, speed and skill to heavily change the outcome of each encounter without having an effect on Dropships. Secondly, changing the Swarm Launcher profile to be a new Explosive GÇô Missile, and granting the damage bonus to the Caldari Commando, and leaving Minmatar Commandos with Explosive GÇô Explosives (both have a +20% Armor/-20% Shield damage profile. Thirdly, changing all Explosive Weapons to deal full damage to HAVs, making the Breach Mass Driver a potent AV weapon in the hands of a Minmatar Commando. Same thing for Assault HMGGÇÖs and Nova Knifes. All this extra damage potential towards HAVs is met with a strong buff for Caldari HAVs in the form of increased recharge rates and decreased recharge delays. The Gallente HAVs are strong enough to deal with it. Finally, reducing the Swarm Launcher lock-on range, hit impact and turning radius should improve the quality of life of Dropship users, and somewhat for HAVs. RiflesThe range discrepancy has made it very difficult to align the purpose and behavior of the fully-automatic rifles. They will therefore all be brought considerably closer to each other, with the Gallente Assault Rifle unchanged. Scrambler Rifle capability to hold a charge and follow up with multiple accurate hip fire shots is too strong. We are increasing the heat cost of the charge, and thereby reducing the number of follow up shots. The difference should be around 4 shots for a fully skilled Amarr Assault, more for non-skilled users. The movement speed while holding the charge is also reduced by 20%, similar to the Forge Gun. The Assault Scrambler Rifle is also a little too strong, especially against shields, and we will just increase the heat a little to bring the damage output down to where the other rifles are on the curve. The Gallente Assault Rifle family is fairly underpowered to the rest of them, not statistically per se, but due to other Assault Dropsuits having better Skill bonuses. ThatGÇÖs why we are introducing a very strong bonus into the form of a ROF bonus for Gallente Assault Dropsuits. Players have been clamoring for a better Caldari bonus as well, and that is being added as a Kick/Recoil reduction for Rail Rifles. Other WeaponsBreach Shotguns get a Clip and Ammo Buff, as do Burst Scrambler Pistols. Bolt Pistol ROF is reduced but Assault SMGs, Assault Scramblers and Scrambler Pistols get a ROF buff. MagSec gets a healthy damage buff and a charge time reduction. Small Blaster given a robust Splash radius buff to help with Anti Infantry work, especially from the skies, but also from HAVs/LAVs. Locus Grenade damage progression made Standard and Advanced grenades fairly useless, so we are going to have the same damage for all tiears, with increasing radius per tier. We are also fixing the Packed Locus and buffing the Fused Grenades considerably. ModulesWe wanted to improve the Biotics family so are reducing the PG cost of the KinCats, buffing the Cardiac Regulator. We normalized the Myofib damage bonus but increased base Melee damage on all dropsuits to make up for it. ThatGÇÖs it for now, go ahead and comment on these changes, that look like they will stir up the meta quite a lot.
Just redownload game because this fix, it looks like ccp finaly go in right direction.
"Caller of the Monolith"
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Dreis ShadowWeaver
Abstract Requiem
8
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Posted - 2015.10.11 16:41:00 -
[822] - Quote
IAmDuncanIdaho II wrote:Dreis ShadowWeaver wrote:DAAAA BEAST wrote:Dreis ShadowWeaver wrote:What was the reasoning behind making depleted shield regen delay lower than regular shield regen delay? Was this actually intended? Don't even ask questions. I am sure we are not worth CCP's wiseness to go through our brains ... I am sure it also makes perfect sense in their heads that a grenade does 900 damage. To be fair the packed grenade is rather useless because of the pitiful splash radius. nade spammer. M8 is now a finesse tool :-p I threw it right at the feet of a Sentinel, didn't even register damage.
I threw it into a little crevice where a Logi was hiding, did nothing.
Creator of the Nova Knifers United channel
Dreis' Minja Blog
CEO of Abstract Requiem
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postapo wastelander
Corrosive Synergy
1
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Posted - 2015.10.11 16:55:00 -
[823] - Quote
Dreis ShadowWeaver wrote:IAmDuncanIdaho II wrote:Dreis ShadowWeaver wrote:DAAAA BEAST wrote:Dreis ShadowWeaver wrote:What was the reasoning behind making depleted shield regen delay lower than regular shield regen delay? Was this actually intended? Don't even ask questions. I am sure we are not worth CCP's wiseness to go through our brains ... I am sure it also makes perfect sense in their heads that a grenade does 900 damage. To be fair the packed grenade is rather useless because of the pitiful splash radius. nade spammer. M8 is now a finesse tool :-p I threw it right at the feet of a Sentinel, didn't even register damage. I threw it into a little crevice where a Logi was hiding, did nothing.
That is reasson why i have my thingy XD
If not work just use this strategy XP
"Caller of the Monolith"
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Dreis ShadowWeaver
Abstract Requiem
8
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Posted - 2015.10.11 17:42:00 -
[824] - Quote
postapo wastelander wrote:Dreis ShadowWeaver wrote:IAmDuncanIdaho II wrote:Dreis ShadowWeaver wrote:DAAAA BEAST wrote:Don't even ask questions. I am sure we are not worth CCP's wiseness to go through our brains ... I am sure it also makes perfect sense in their heads that a grenade does 900 damage. To be fair the packed grenade is rather useless because of the pitiful splash radius. nade spammer. M8 is now a finesse tool :-p I threw it right at the feet of a Sentinel, didn't even register damage. I threw it into a little crevice where a Logi was hiding, did nothing. That is reasson why i have my thingy XD If not work just use this strategy XP Dear God how I've missed you.
Creator of the Nova Knifers United channel
Dreis' Minja Blog
CEO of Abstract Requiem
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postapo wastelander
Corrosive Synergy
1
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Posted - 2015.10.11 17:57:00 -
[825] - Quote
Im back
"Caller of the Monolith"
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XxBlazikenxX
Pure Evil. Bleeding Sun Conglomerate
2
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Posted - 2015.10.11 19:24:00 -
[826] - Quote
Get a room
Director of Pure Evil.
Pure Evil. is mass recruiting, apply today and join a war of the Bleeding Sun vs everyone!
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Cloak Dog
Horizons' Edge
574
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Posted - 2015.10.11 19:25:00 -
[827] - Quote
Wait, the 'All standard BPOS' thing just isn't a thing I guess? Your...not gonna fix it CCP? At least acknowledge the issue by saying something.
I'm more bark then bite...sometimes...
BRUH
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postapo wastelander
Corrosive Synergy
1
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Posted - 2015.10.11 19:26:00 -
[828] - Quote
XxBlazikenxX wrote:Get a room
Dont worry boyko, plenty of space for you too XD
"Caller of the Monolith"
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XxBlazikenxX
Pure Evil. Bleeding Sun Conglomerate
2
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Posted - 2015.10.11 19:30:00 -
[829] - Quote
postapo wastelander wrote:XxBlazikenxX wrote:Get a room Dont worry boyko, plenty of space for you too XD Now I remember you...
Director of Pure Evil.
Pure Evil. is mass recruiting, apply today and join a war of the Bleeding Sun vs everyone!
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PARKOUR PRACTIONER
L0RDS 0F LEGI0N Damage LLC
3
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Posted - 2015.10.11 19:33:00 -
[830] - Quote
XxBlazikenxX wrote:postapo wastelander wrote:XxBlazikenxX wrote:Get a room Dont worry boyko, plenty of space for you too XD Now I remember you...
He's my friend.
Creed of GS, 'better to die than be scanned' MS creed, 'will die anyway so screw it' /Z)/V//V
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postapo wastelander
Corrosive Synergy
1
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Posted - 2015.10.11 19:50:00 -
[831] - Quote
PARKOUR PRACTIONER wrote:XxBlazikenxX wrote:postapo wastelander wrote:XxBlazikenxX wrote:Get a room Dont worry boyko, plenty of space for you too XD Now I remember you... He's my friend.
Hows life bro, i saw you sometimes in Destiny ;) And everytime when i tried to connect you disconnected XD
"Caller of the Monolith"
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
445
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Posted - 2015.10.11 20:09:00 -
[832] - Quote
Kallas Hallytyr wrote:Roger Cordill wrote:Question: Did Ratatti buff small turrets to do full damage vs. HAV's? Blasters? Nope. Railguns and Missiles already did (or at least close to full anyway.)
They did around 60-80% depending on what they were shooting at. Blasters were the same, just that their shots couldn't break the shield regen. |
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CCP Rattati
C C P C C P Alliance
27
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Posted - 2015.10.12 03:45:00 -
[833] - Quote
Stefan Stahl wrote:Kallas Hallytyr wrote:@Stefan: I also think the turning changes are a step in the right direction, they let you artificially increase the distance Swarms have to travel, which helps you actually leave the fight.
I do think Swarms need the variants looked at: having the base SL function like a 'Breach' with high damage but longish lock-on times (for HAV work) and the Assault having lower damage (probably a little lower than the current SL) but with longer lock range, faster lock-on and more shots in the clip.
That would go a long way towards solving SL balance by making them actually balance-capable, instead of OP vs one and UP vs the other. I'm receptive to the idea of separating SLs into long and short range versions. However I advise against separating them too far for several reasons. Most importantly, once we get into a territory where the two variants are separated into "anti-DS SL" and "anti-HAV SL" the utility of each individual SL will be greatly reduced. It's a good idea to have one SL that does long range supressive damage to both DS and HAV and a short range SL that can kill HAVs and forces DS to immediately flee out of range. But the long range SL needs to be able to deter an HAV that is rolling up to your face and the short range SL needs to be able to keep a DS away. Otherwise people won't use either of them unless they perform so well at their respective jobs that it'll be an unfair fight for the HAV or DS pilots. would love to have these thoughts spelled out in actual before and after numbers per each swarm variant.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Thaddeus Reynolds
Facepunch Security
490
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Posted - 2015.10.12 03:49:00 -
[834] - Quote
CCP Rattati wrote:Stefan Stahl wrote:Kallas Hallytyr wrote:@Stefan: I also think the turning changes are a step in the right direction, they let you artificially increase the distance Swarms have to travel, which helps you actually leave the fight.
I do think Swarms need the variants looked at: having the base SL function like a 'Breach' with high damage but longish lock-on times (for HAV work) and the Assault having lower damage (probably a little lower than the current SL) but with longer lock range, faster lock-on and more shots in the clip.
That would go a long way towards solving SL balance by making them actually balance-capable, instead of OP vs one and UP vs the other. I'm receptive to the idea of separating SLs into long and short range versions. However I advise against separating them too far for several reasons. Most importantly, once we get into a territory where the two variants are separated into "anti-DS SL" and "anti-HAV SL" the utility of each individual SL will be greatly reduced. It's a good idea to have one SL that does long range supressive damage to both DS and HAV and a short range SL that can kill HAVs and forces DS to immediately flee out of range. But the long range SL needs to be able to deter an HAV that is rolling up to your face and the short range SL needs to be able to keep a DS away. Otherwise people won't use either of them unless they perform so well at their respective jobs that it'll be an unfair fight for the HAV or DS pilots. would love to have these thoughts spelled out in actual before and after numbers per each swarm variant.
Question for theorycrafting...can missile speed and/or flight range be adjusted between variants? or just lock range?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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CCP Rattati
C C P C C P Alliance
27
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Posted - 2015.10.12 03:50:00 -
[835] - Quote
Thaddeus Reynolds wrote:CCP Rattati wrote:Stefan Stahl wrote:Kallas Hallytyr wrote:@Stefan: I also think the turning changes are a step in the right direction, they let you artificially increase the distance Swarms have to travel, which helps you actually leave the fight.
I do think Swarms need the variants looked at: having the base SL function like a 'Breach' with high damage but longish lock-on times (for HAV work) and the Assault having lower damage (probably a little lower than the current SL) but with longer lock range, faster lock-on and more shots in the clip.
That would go a long way towards solving SL balance by making them actually balance-capable, instead of OP vs one and UP vs the other. I'm receptive to the idea of separating SLs into long and short range versions. However I advise against separating them too far for several reasons. Most importantly, once we get into a territory where the two variants are separated into "anti-DS SL" and "anti-HAV SL" the utility of each individual SL will be greatly reduced. It's a good idea to have one SL that does long range supressive damage to both DS and HAV and a short range SL that can kill HAVs and forces DS to immediately flee out of range. But the long range SL needs to be able to deter an HAV that is rolling up to your face and the short range SL needs to be able to keep a DS away. Otherwise people won't use either of them unless they perform so well at their respective jobs that it'll be an unfair fight for the HAV or DS pilots. would love to have these thoughts spelled out in actual before and after numbers per each swarm variant. Question for theorycrafting...can missile speed and/or flight range be adjusted between variants? or just lock range?
consider everything to be adjustable. I just need to create a different projectile type if we would do a faster one.
It is also possible to do one missile per swarm, if that's something interesting.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Thaddeus Reynolds
Facepunch Security
493
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Posted - 2015.10.12 04:28:00 -
[836] - Quote
CCP Rattati wrote:Thaddeus Reynolds wrote:CCP Rattati wrote:Stefan Stahl wrote:Kallas Hallytyr wrote:@Stefan: I also think the turning changes are a step in the right direction, they let you artificially increase the distance Swarms have to travel, which helps you actually leave the fight.
I do think Swarms need the variants looked at: having the base SL function like a 'Breach' with high damage but longish lock-on times (for HAV work) and the Assault having lower damage (probably a little lower than the current SL) but with longer lock range, faster lock-on and more shots in the clip.
That would go a long way towards solving SL balance by making them actually balance-capable, instead of OP vs one and UP vs the other. I'm receptive to the idea of separating SLs into long and short range versions. However I advise against separating them too far for several reasons. Most importantly, once we get into a territory where the two variants are separated into "anti-DS SL" and "anti-HAV SL" the utility of each individual SL will be greatly reduced. It's a good idea to have one SL that does long range supressive damage to both DS and HAV and a short range SL that can kill HAVs and forces DS to immediately flee out of range. But the long range SL needs to be able to deter an HAV that is rolling up to your face and the short range SL needs to be able to keep a DS away. Otherwise people won't use either of them unless they perform so well at their respective jobs that it'll be an unfair fight for the HAV or DS pilots. would love to have these thoughts spelled out in actual before and after numbers per each swarm variant. Question for theorycrafting...can missile speed and/or flight range be adjusted between variants? or just lock range? consider everything to be adjustable. I just need to create a different projectile type if we would do a faster one. It is also possible to do one missile per swarm, if that's something interesting.
Spreadsheet Time!
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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IAmDuncanIdaho II
Nos Nothi
4
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Posted - 2015.10.12 07:22:00 -
[837] - Quote
CCP Rattati wrote:
It is also possible to do one missile per swarm, if that's something interesting.
Oooh. Swarm cannon. Though...it's not really "swarming" any more....RPG launcher lol. Dumbfire, massive damage.
[edit] But I guess that's the PLC currently. Could be an armour variant
This post has been liked by XxBlazikenxX
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.10.12 08:27:00 -
[838] - Quote
CCP Rattati wrote:would love to have these thoughts spelled out in actual before and after numbers per each swarm variant. I'll entertain the thought and see what comes of it, but I can't promise I'll be able to prioritize it sufficiently.
By the way, I proposed a dumb-fire single-missile SL variant back in June 2014 with these stats:The past wrote:- 1 "Missile" per shot - No lock-on - 400 direct damage per shot - 8 shots per clip - 60 rpm - About the same projectile speed as current Swam Launcher (-> playtest) - Same splash damage stats as current Swarm Launcher - Same range of rockets as current Swam Launcher These days I think I'd give it ~200 hp splash damage at a 2 meter radius for some medium range supportive anti-infantry capability. Too little to be competitive (a pro flaylock does 340 dps splash), but enough to add some utility for those times when there isn't an HAV within 60 meters of you. |
maybe deadcatz
TRUE TEA BAGGERS Smart Deploy
1
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Posted - 2015.10.12 10:47:00 -
[839] - Quote
potato
Ha! You can't kill me! I'm already dead!
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Lt Higgster
Elysium's Electorate
11
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Posted - 2015.10.12 11:20:00 -
[840] - Quote
CCP Rattati wrote:Soraya Xel wrote:CCP Rattati wrote:please read the whole thing. Overall a massive buff for dedicated AV, both infantry and vehicle. I did read the whole thing. Can you spell out the part where Swarms were buffed? If the damage was buffed in a way I'm not realizing, can you explain how that's supposed to help when I have half the range of a forge gun, and can't really hit anything I want to fire at anyhow? CCP Rattati wrote:Forge Gun is supposed to be the absolute best AV weapon. Shouldn't swarms, which have no ability to damage infantry at all, be the absolute best AV weapon? Logically, my ability to punt infantry suits with the forge means it's superior to swarms in multiple ways. Does the forge have tracking? the forge is a heavy weapon with loads of drawbacks and therefore packs the highest punch.
I agree with Rattati the range needed to be nerfed. My CEO likes to run a Rep-Based Grimnes for transport and it reps at like 300 armor per second (I think). His ship gets taken out by basic swarms all the time, not because he's a bad pilot, far from it. It's because swarms don't really take any skill to use. You point, wait to lock on and then fire. Not like the forge gun where you have to lead the target and carefully aim to hit the target. When his dropship with XT missiles and complex mods costs him about 500k ISK per Dropship, basic swarms should have a hard time taking it out (in my opinion).
"If we have to give these bastards our lives, WE GIVE THEM HELL BEFORE WE DO!"
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