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Hirana Yoshida
Behavioral Affront
Posted - 2009.10.07 08:05:00 - [871]
 

You'll praise your lucky stars when the hills you inevitable have to run to are forested .. like a built-in cloak! Shocked

It is an extremely well done and pretty paint job, it is just out of place in the environment we inhabit.

Save it for a ground assault vehicle in Dust Smile

Mr Opinions
Posted - 2009.10.07 12:19:00 - [872]
 

Originally by: Obsidian Hawk

As for my other thoughts, do not make it a shield tanker, with the changes to tracking computers coming ie, included fall off bonus, those mids will best be used to make the arts hurt as much as possible and not having it be a tank.



You do realize that with the updated tracking computers and tracking enhancers on Sisi atm, that tracking enhancers give you 15% optimal AND falloff as well as 9.5% tracking and are easier to fit cpu/pg-wise than tracking computers? To match that you need a tracking computer with an optimal/falloff script which means you lose the tracking bonus. Since enhancers are low-slot modules, this makes shield tanking preferable for highest dps.


Mr Opinions
Posted - 2009.10.07 12:35:00 - [873]
 

Edited by: Mr Opinions on 07/10/2009 12:35:29
btw while we are on the fix minmatar BS bandwagon, please change the maelstrom shield boost bonus to a shield resist bonus, like the drake, so that the defensive bonus is also useful when being remote-repped in fleet engagements. That's not a faction ship (yet), but why not just sort all this at once.






Stealthbug
Posted - 2009.10.07 13:31:00 - [874]
 

Edited by: Stealthbug on 07/10/2009 13:31:19
Originally by: Mr Opinions
Edited by: Mr Opinions on 07/10/2009 12:35:29
btw while we are on the fix minmatar BS bandwagon, please change the maelstrom shield boost bonus to a shield resist bonus, like the drake, so that the defensive bonus is also useful when being remote-repped in fleet engagements. That's not a faction ship (yet), but why not just sort all this at once.


Navy Rokh
Navy Abaddon
Navy Hyperion
Fleet Maelstrom

A man can dream...

Xing Fey
Posted - 2009.10.08 02:37:00 - [875]
 

Originally by: Mr Opinions
Edited by: Mr Opinions on 07/10/2009 12:35:29
btw while we are on the fix minmatar BS bandwagon, please change the maelstrom shield boost bonus to a shield resist bonus, like the drake, so that the defensive bonus is also useful when being remote-repped in fleet engagements. That's not a faction ship (yet), but why not just sort all this at once.



I feel it would be better+more flavourful if all the 7.5% rep bonuses affected both local and incoming remote rep...

Fish Mittens
Minmatar
0utbreak
Posted - 2009.10.08 06:34:00 - [876]
 

Originally by: CCP Ytterbium
Further changes.

Typhoon:

• Slot layout: received an additional launcher slot and turret slot (for a total of 5/5 turrets/launchers, 8/4/7)

Tempest:

• Hitpoints: armor and shield values swapped (now has 6954 armor and 6211 shields)

Typhoon Fleet Issue:

• Slot layout: received an additional launcher slot and turret slot (for a total of 5/5 turrets/launchers, 8/4/8)

Tempest Fleet Issue:

• Slot layout: 7th turret slot removed for a 7th low-slot (for a total of 6/4 turrets/launchers, 8/5/7)
• Hitpoints: armor and shield values swapped (now has 10431 armor and 9316 shields)


The changes to the phoon are Fantastic.

The slot changes for the Fleet Tempest are an improvement.

But why for the love of god swap the shield and armor values of the standard and fleet Tempest?

It's a sub-par armor tanker with 6 lows, it's not a tanking ship flat out. It's strengths are its agility, and also hopefully with the projectile changes proposed as a hit and run mid-range sniper (using high alpha).

In this role, the best config for the ship is to use its lowslots for damage and agility not a tank.

If I want a ship with an armor tank the phoon, domi, mega or, geddon do a much better job.

Swap shield armor values back on the tempest please, give the pest an unique role rather than trying to make it a lesser version of other races ships.




Ag3nT 0rang3
Caldari
DamageDealer Inc
Posted - 2009.10.08 06:37:00 - [877]
 

Tier 2 BS Shield recharge 3390s ?! Great boost CCP, really, i love it! NOT! Nerv it all along....
Never change a good and running system....oh wait, it's EVE, i forgot...

PS:
No one needs a Navy variant of a Tier 1 BS...

Selvacin
Minmatar
Posted - 2009.10.08 12:56:00 - [878]
 

Edited by: Selvacin on 08/10/2009 14:38:57
Originally by: CCP Ytterbium
Further changes.

Typhoon:

• Slot layout: received an additional launcher slot and turret slot (for a total of 5/5 turrets/launchers, 8/4/7)

Tempest:

• Hitpoints: armor and shield values swapped (now has 6954 armor and 6211 shields)

Typhoon Fleet Issue:

• Slot layout: received an additional launcher slot and turret slot (for a total of 5/5 turrets/launchers, 8/4/8)

Tempest Fleet Issue:

• Slot layout: 7th turret slot removed for a 7th low-slot (for a total of 6/4 turrets/launchers, 8/5/7)
• Hitpoints: armor and shield values swapped (now has 10431 armor and 9316 shields)


I can see your trying to give the tempest a role, but you giving it slots without a purpose, take away the ROF bonus for an optimal bonus, give it back its 7th gun and keep the slot layout, hp values i don't care about i think the pest should be put into a artillery role and one thing arty suffers from is bad optimal so a optimal bonus would help out, and with new projectile changes comming threw a ROF bonus is nothing for a ship that depends on a alpha strike.

khufo
Minmatar
Mortis Angelus
Posted - 2009.10.08 13:00:00 - [879]
 

Originally by: CCP Ytterbium
Further changes.

Typhoon:

• Slot layout: received an additional launcher slot and turret slot (for a total of 5/5 turrets/launchers, 8/4/7)

Tempest:

• Hitpoints: armor and shield values swapped (now has 6954 armor and 6211 shields)

Typhoon Fleet Issue:

• Slot layout: received an additional launcher slot and turret slot (for a total of 5/5 turrets/launchers, 8/4/8)

Tempest Fleet Issue:

• Slot layout: 7th turret slot removed for a 7th low-slot (for a total of 6/4 turrets/launchers, 8/5/7)
• Hitpoints: armor and shield values swapped (now has 10431 armor and 9316 shields)


LoL, seems minmat ships are always troublesome to alter their setups and bonuses

As several people posted before, Tempest fleet needs revisiting, yes it's gonna be straight forward to fit loosing it's versatility which imho was one of the good points of this ship

Selvacin
Minmatar
Posted - 2009.10.08 14:37:00 - [880]
 

Edited by: Selvacin on 08/10/2009 14:38:04
Originally by: khufo
Originally by: CCP Ytterbium
Further changes.

Typhoon:

• Slot layout: received an additional launcher slot and turret slot (for a total of 5/5 turrets/launchers, 8/4/7)

Tempest:

• Hitpoints: armor and shield values swapped (now has 6954 armor and 6211 shields)

Typhoon Fleet Issue:

• Slot layout: received an additional launcher slot and turret slot (for a total of 5/5 turrets/launchers, 8/4/8)

Tempest Fleet Issue:

• Slot layout: 7th turret slot removed for a 7th low-slot (for a total of 6/4 turrets/launchers, 8/5/7)
• Hitpoints: armor and shield values swapped (now has 10431 armor and 9316 shields)


LoL, seems minmat ships are always troublesome to alter their setups and bonuses

As several people posted before, Tempest fleet needs revisiting, yes it's gonna be straight forward to fit loosing it's versatility which imho was one of the good points of this ship


i never saw the tempest as much a versatile ship because of it grater quantity of low slots to mids and turret/launcher setup. I have always seen the tempest as a decent mid-range sniper with cruise missles or a duel 650(800's for fleet version) gun boat with torps and a decent armor buffer, i will admidit all your doing ccp when adding low slots to minmatar ships you trying to aid our nerfed speed tanks which will never work unless you give all minny ships some ungodly bonus to AB's, or your incressing out buffer tanks, our tanks don't need as much help, help out our damage ability, i get 450 base dps with my vega but because im shooting into falloff im getting maybe 2/3 of it 1/2 of the time. and off topic but for god sake fix the lokis amp node sub, the whole discription talks about shield boosting yet it gives a sig bonus, i would love to see a shield boost bonus on a loki.

khufo
Minmatar
Mortis Angelus
Posted - 2009.10.08 15:59:00 - [881]
 

Originally by: Selvacin
Edited by: Selvacin on 08/10/2009 14:38:04
Originally by: khufo
Originally by: CCP Ytterbium
Further changes.

Typhoon:

• Slot layout: received an additional launcher slot and turret slot (for a total of 5/5 turrets/launchers, 8/4/7)

Tempest:

• Hitpoints: armor and shield values swapped (now has 6954 armor and 6211 shields)

Typhoon Fleet Issue:

• Slot layout: received an additional launcher slot and turret slot (for a total of 5/5 turrets/launchers, 8/4/8)

Tempest Fleet Issue:

• Slot layout: 7th turret slot removed for a 7th low-slot (for a total of 6/4 turrets/launchers, 8/5/7)
• Hitpoints: armor and shield values swapped (now has 10431 armor and 9316 shields)


LoL, seems minmat ships are always troublesome to alter their setups and bonuses

As several people posted before, Tempest fleet needs revisiting, yes it's gonna be straight forward to fit loosing it's versatility which imho was one of the good points of this ship


i never saw the tempest as much a versatile ship because of it grater quantity of low slots to mids and turret/launcher setup.


Current Tempest fleet has 6 low and 6 mid not a greater quantity of low to mids!!!

Selvacin
Minmatar
Posted - 2009.10.08 17:34:00 - [882]
 

Originally by: khufo
Originally by: Selvacin
Edited by: Selvacin on 08/10/2009 14:38:04
Originally by: khufo
Originally by: CCP Ytterbium
Further changes.

Typhoon:

• Slot layout: received an additional launcher slot and turret slot (for a total of 5/5 turrets/launchers, 8/4/7)

Tempest:

• Hitpoints: armor and shield values swapped (now has 6954 armor and 6211 shields)

Typhoon Fleet Issue:

• Slot layout: received an additional launcher slot and turret slot (for a total of 5/5 turrets/launchers, 8/4/8)

Tempest Fleet Issue:

• Slot layout: 7th turret slot removed for a 7th low-slot (for a total of 6/4 turrets/launchers, 8/5/7)
• Hitpoints: armor and shield values swapped (now has 10431 armor and 9316 shields)


LoL, seems minmat ships are always troublesome to alter their setups and bonuses

As several people posted before, Tempest fleet needs revisiting, yes it's gonna be straight forward to fit loosing it's versatility which imho was one of the good points of this ship


i never saw the tempest as much a versatile ship because of it grater quantity of low slots to mids and turret/launcher setup.


Current Tempest fleet has 6 low and 6 mid not a greater quantity of low to mids!!!



Norm tempest is 8/5/6
fleet is 8/6/6
They made revisions to both and most people here have been talking about both as both have NO role what so ever in the universe of eve now because of nerfs and boosts to other races.

Lindsay Logan
Posted - 2009.10.08 18:40:00 - [883]
 

Tempest is another RR BS now? :(

How sad.

I had really hoped it would become a proper shield tanked ship. We got so many armor RR BSs now a days some shiled BSs would be very welcome.

Selvacin
Minmatar
Posted - 2009.10.08 19:00:00 - [884]
 

Originally by: Lindsay Logan
Tempest is another RR BS now? :(

How sad.

I had really hoped it would become a proper shield tanked ship. We got so many armor RR BSs now a days some shiled BSs would be very welcome.


all BS's can be RR BS

Potrero
Gallente
Federal Defence Union
Posted - 2009.10.08 20:08:00 - [885]
 

Anyone found a competitive fit for the Firetail yet?

Mine:
2x 200mm AC II barrage
1x Arbi rocket launcher

1x Web II
1x Scram II
1x Tracking disrupter (best named) w/ tracking speed script
1x AB II

1x Gyro II
1x Speed Mod
1x Nano II

3x speed rigs (agility, poly carb, thrusters)

Lots and lots of close range fights in this set up (people are just giving away Firetails) against all manner of frigate. No wins. Thoughts appreciated.

Gypsio III
Dirty Filthy Perverts
Posted - 2009.10.08 21:39:00 - [886]
 

Untanked ship in dying shocker?

Potrero
Gallente
Federal Defence Union
Posted - 2009.10.09 02:31:00 - [887]
 

Originally by: Potrero
Anyone found a competitive fit for the Firetail yet?

Mine:
2x 200mm AC II barrage
1x Arbi rocket launcher

1x Web II
1x Scram II
1x Tracking disrupter (best named) w/ tracking speed script
1x AB II

1x Gyro II
1x Speed Mod
1x Nano II

3x speed rigs (agility, poly carb, thrusters)

Lots and lots of close range fights in this set up (people are just giving away Firetails) against all manner of frigate. No wins. Thoughts appreciated.
Oh yeah, and the Daredevil is overpowered.

Alien King
Posted - 2009.10.09 08:37:00 - [888]
 

Edited by: Alien King on 09/10/2009 08:37:37
Originally by: CCP Ytterbium
II. Navy Tier 2 Battleships:
General: all navy battleship shield recharge time has been increased to 3390s.



Great how dumb can you be?
now with NERVING that who will EVER buy T2 or for that matter T1 Large Core Defence Field purgers?
Cause comon its bearly worth It I think (haven't been able to test it)
but seriously my Passive tanked Rattler bearly has enough tank to tank as it is already :(
SO why not UNDO that stupid move just for sakes of the traders around here ;)

Vrabac
Zawa's Fan Club
Posted - 2009.10.09 09:19:00 - [889]
 

Originally by: CCP Ytterbium
Further changes.

Typhoon:

• Slot layout: received an additional launcher slot and turret slot (for a total of 5/5 turrets/launchers, 8/4/7)

Tempest:

• Hitpoints: armor and shield values swapped (now has 6954 armor and 6211 shields)

Typhoon Fleet Issue:

• Slot layout: received an additional launcher slot and turret slot (for a total of 5/5 turrets/launchers, 8/4/8)

Tempest Fleet Issue:

• Slot layout: 7th turret slot removed for a 7th low-slot (for a total of 6/4 turrets/launchers, 8/5/7)
• Hitpoints: armor and shield values swapped (now has 10431 armor and 9316 shields)


Mkay... First off, phoon is probably the only minmatar BS that DOESN'T need a change. Your 5/5 layout pretty much means just 5. 1 bonus, and incidentally it's the projectile one, will remain unused. It also creates cpu issues. Typhoon needs no altering, it's perfectly fine as it is. Please stop doing stuff to it. Rolling Eyes

As for fleet pest, you're pretty much turning the fleet pest into a bad megathron. While bad megathron is better than current fleet tempest, I still don't really see the reason for flying it over the typhoon, especially in it's proposed uber version with 5 torp launchers and 3 utility slots. While ignoring one bonus. lol. Why giving up on the shield tank on a shield tanking race is really hard to understand. I know 2 plates, 2 eanms, dc and 2 dmg mods are cool, but don't we have enough such ships flying around already? Or no wait lets dual rep it it's so original and versatile! Laughing

Earl Scarelet
Posted - 2009.10.09 13:32:00 - [890]
 

Edited by: Earl Scarelet on 09/10/2009 13:32:45
Originally by: Stealthbug
Edited by: Stealthbug on 07/10/2009 13:31:19
Originally by: Mr Opinions
Edited by: Mr Opinions on 07/10/2009 12:35:29
btw while we are on the fix minmatar BS bandwagon, please change the maelstrom shield boost bonus to a shield resist bonus, like the drake, so that the defensive bonus is also useful when being remote-repped in fleet engagements. That's not a faction ship (yet), but why not just sort all this at once.


Navy Rokh
Navy Abnddon
Navy Hyperion
Fleet Maelstrom

A man can dream...



Navy Legion
Navy Tengu
Navy Loki
Navy Proteus

Very HappyVery HappyVery Happy

Nalena Arlath
Posted - 2009.10.09 14:39:00 - [891]
 

So will these changes to the faction ships also include making them cost less?

Paying 40mill for a Navy Slicer when you can get T2's for under half, and at equal (or even better) performance, is quite a waste of ISK and effort.

Biggest drawback with all factionships has been their cost vs performance not being feasible. Except, I guess, mission running Nightmares.


el caido
School of Applied Knowledge
Posted - 2009.10.09 17:32:00 - [892]
 

So, CCP: If you lose your collective minds and follow-through with making all Fed Navy ships green camo ... will the Diemost fall into line with the Duvolle boats and get a gold paintjob?

Ronin Reborn
Bi-Polar Bears
Posted - 2009.10.10 01:43:00 - [893]
 

Gotta wonder if any love is planned for the Navy cruisers, particularly the older tier 2 models. Every pirate ship sans sansha as well as navy bs and frigs are in the process of a rework. If all goes thru as planned the Navy Vexor will retain a 100m3 dronebay/bandwidth while the Gila will be running amok with 125/400 and a resistance boosted passive tank.

elitatwo
Caldari
Posted - 2009.10.10 15:22:00 - [894]
 

To all my Caldari mates,
a lot has been said about all the issues and nerfs we got in the last years, starting with the RMR extension.
Since then all caldari ships were nerfed beyond any usefullness for pvp and all other races were buffed to total domination.
For the gallente as THE overwftpwn overkill pvp race with all its mwd buffs or teh suparrrr wtfpwn turret and ubaaarr armor tanking ships, same for amarr and teh overkill always speed tanking minmatar ships.
You left us with slow moving, unequal looking ships with the possibiliy to ecm a few before we get grilled.
A little example:
A year ago I had an unpleasent encounter with a gang of 4 Vagas and an amarr assault cruiser (cant remember).
My base Raven fits:
6x cruise II / Heavy Dim Nos / SB or RR
1x LSB II / 1x boost amp II / defence mods
3x PDU II / 2x BCU II
Now the Vaga's didn't do any dmg at all, so they ran off with there ubaarr speed mwd's and I started to fire on the amarr assoult cruiser.
Imagine a battleship with the big caldari nerf missile launchers hammering 6x cruise missiles every 6.8 seconds on a non moving cruiser (grouped together), which resulted in an enormouse amount of 61 dmg in total on teh shields of an amarr elite cruiser is something WAAAAYYYYY beyond funny!
As a race amarr should be THEE armor tankers of teh universe and the caldari should be THEE shield tankers of teh universe there is something very wrong here, isnt it??
A cruise missile with 2x BCU II has a base dmg of like 410hp (guessed) and hits a NON MOVING target with like 61hp..
What is wrong with you? Are you even tried to fly caldari ever??
Or is ANY game designer gallente/amarr/minmatar because caldari arent worth the skilltime AT ALL?
Given teh base resistance of tech1 caldari ships - which are supposed to be shield tankers I see some deficite to shields in general.
How can it be that an elite cruise is outgunning a battleship (yeah well only one race in peticular here).
Now let's have a look on what amarr ships have as primary weapon system:
Lasoorrrr guns, small, medium, large and super x-large Lasoorrrr guns, which do Thermal and EM dmg.
Now seeing caldari as THEE shield tankers of teh universe, they get a total base EM shield resist of ZERO %.
Now lets have a look at some other race' ships base resist and oh waaait, whats that?
You get a base resist to ALL dmg types big time, in regard to teh armor tankers which do nooo way rely on shields.
Besides that I repeat that teh supaarr standard missile launcher as a primary weapon system need a complete overhaul to be in teh line with other weapon system or even better:
Take it out for gods sake!
Lower PG and CPU usage for teh assult launchers to that of the standard launchers, rename them and we would get a primary weapon system that maybe usefull.
As for rockets, I recall somewhat of teh information as it states:
"Not really intended as a primary weapon but rather as a cheap supplementary weapon system..." - but to what???
Did any of you Dev's ever fitted these lmao launchers? Teh only thing they do might be to scare someone of by its sound, compared to its damage, if its doing dmg at all.
Now let's go back to teh other weapon systems in the game. We have:
Small, medium, large and supaarrr x-large hybrid turrets and blasters;
Small, medium, large and supaarrr x-large projectile artillery and somewhat guns;
Small, medium, large and supaarrr x-large lasooorrr gun in all flavours and as the guns before in short and long-range flavor;
and look what we have here to counter:
"Not really intended as a primary weapon but rather as a cheap supplementary weapon system."
Rocket launchers; standard useless launchers; assault launchers, which cant be uses by assault ships; supaarr heavy to fit at all heavy assault launchers with crap ammo missiles for close range; heavy missiles that might hit something that isnt moving, like an afk-miner, but decent dmg; cruiser missiles and torpedos.
Oh noes - I figured it out. Complete failure!

Saurish
Posted - 2009.10.10 15:50:00 - [895]
 

2 things to add:

Machariel needs its tracking speed back.

Add 1k power grid more to apoc navy, just like vindicator got 2k power grid.

Gypsio III
Dirty Filthy Perverts
Posted - 2009.10.10 16:25:00 - [896]
 

Originally by: elitatwo

Oh noes - I figured it out. I'm a complete failure


He's right you know.

Lili Lu
Posted - 2009.10.10 20:53:00 - [897]
 

Originally by: elitatwo
wow, just wow!!


10 of 10! Beautiful use of the medium. Many edits went into crafting such a superb post. No logical counter explanations can be presented. Airtight arguments. We must find a trophy to award, nay, crown you, Caldari Whiner Extraordinaire!

Stealthbug
Posted - 2009.10.10 21:40:00 - [898]
 

Edited by: Stealthbug on 10/10/2009 22:12:55
Edited by: Stealthbug on 10/10/2009 22:11:33
Originally by: elitatwo
Blah blah blah blah blah blah


Um......... I believe this is what he meant:
Translation:
To my Caldari brothers-in-arms,
I find that the disadvantages that CCP has inflicted on us are absurd. Many of the other races, such as Gallente or Amarr have received many powerful abilities while Caldari have been left to the slaughter.
For example: the Gallente are known for their excellent performance on the battlefield such as their micro warp drive bonuses or their superb damage output from their turrets. This damage can also bee seen from the Amarrian ships, or even Minmatar, which are famous for their speed tanking abilities. Meanwhile, Caldari ships are rather slow, asymmetrical, that boast the ability to use electronic counter measures, or ECM, on several ships to extend their already short lifetimes slightly.
Here is an example: A year ago I had a most unfortunate encounter with a small group of Vagabonds, accompanied by an Amarrian assault cruiser of which the name escapes me. The Vagabonds were unable to touch my shields, however they were able to run away from my missiles, disallowing me to deal very much damage at all! I ended up firing my missiles at the Amarrian ship only to see my comically weak missiles doing 61 damage!
Amarr is known for their armor tanking, and hence should be the best. I believe this is the case for Caldari as well, they should be the best at shield tanking. A cruise missile should be able to do a significant amount of damage to a stationary Amarrian ship’s shields. However, this was not the case that day.
Are you feeling ok CCP? Have you ever experienced these ships that you have created? Or for that matter, has any game designer selected Gallente, Amarr, or Minmatar simply because Caldari is not worth the days of reading skill books?
I noticed a fatal flaw in shields. I question how an elite cruiser could deal greater damage than a battleship. (noting this is only one race)
Lets take a quick look at Amarr, shall we? They obviously are equipped with their signature laser turrets, which do thermal damage along with electromagnetic (hereinafter EM) damage. Noting Caldari should be the greatest “shield tankers”, I noticed that they have a base EM resistance of zero (0) percent! This, while other races have large resistances, even while armor tankers have no reliance on their shields? Excuse me? I must also comment that the wonderful standard missile launchers need to be re looked at, or better yet, remove them from the game itself.
Perhaps lower the powergrid and CPU usages for assault launchers to the requirements of standard launchers; perhaps rename them, and make them more usable.
As for the infamous rockets, I recall data that stated “Not really intended as a primary weapon but rather cheap as a supplementary weapon…” but a supplement to what, exactly? Did any developers ever equip these rather comical launchers? The only thing they may do is frighten the target with their loud noise, the damage is negligible! Hah hah!
Now lets take a look at the other weapon systems. We have all sizes of hybrid turrets, laser turrets, and projectile turrets. Other races get short and long range variants, yet we Caldari get a primary and supplement? Rocket launchers are anything but useful, while assault launchers, which cannot be fitted to assault ships, are rather difficult to equip. Heavy assault launchers, which are known to chew through ammo, are for close range. Yet, heavy launchers have the accuracy of an adolescent with a bazooka.
Oh dread, I have discovered the problem! A terrible miscalculation!

ZigZag Joe
Di-Tron Heavy Industries
Atlas.
Posted - 2009.10.11 00:55:00 - [899]
 

highslot != midslot != lowslot != turret point != missile point

Balancing one slot for another type of slot (especially hardpoints) does NOT work.

Selvacin
Minmatar
Posted - 2009.10.11 02:30:00 - [900]
 

Edited by: Selvacin on 11/10/2009 02:33:47
elitatwo you oiously don't know how to fit a caldari ship except for lvl 4 ravens if you think caldari suck at pvp, i know plenty of people who use cadlari ships for pvp, the only thing the caldari suffer from is slow speed and thier weapons have the potentail to not do much damage to a smaller target. And idk what game you hav ebeen playig for the past year but minnys are no longer WTF fast after the nano nerf i can no longer outrun your missles with my vega, and have you seen how fast a torp raven can burn threw other bs's, i saw one burn threw a trimarked mega in under 30 seconds, you can get 900-1200 dps with torps and a propper fitting, the max i can get with my pest is 700 with a decent buffertank fitted, so shut up and stop complaining about caldari there is nothing wrong with em. Now your gonna say well rockets and HAMS are broke, well try using them on ships that have bonus's for, drakes with hams can ******* hurt, and a crow with rockets will rip apart any other frig it happens to catch. So try downloading eft and learn to use close range weapons before you ***** about your race.

and btw if 4 vegas could not kill your "uber tanked" raven its them not you as 4 vegas should be able to kill any tech 1 base bs.


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