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Jovialmadness
Posted - 2010.02.02 14:28:00 - [31]
 

I too agree that all ships should be the same. I think gallente blaster boats should dish out 3000 dps but maintain their range that way all us gallente are cool and can configure our boats so that our range doesn't matter and we make use of our new found sweetness. Amarr are blatantly overpowered because of scorch. It is the devils crystal. Gallente need lovin' real bad.

As a side note I think all gallente bs's should be able to launch atleast one fighter. I also think all gallente carriers should be able to fit capital guns and fit scorch ammo until ccp fixes our race.

Thankyou for your time.

Sumelar
Posted - 2010.02.02 14:34:00 - [32]
 

Originally by: GIGAR
Blasters should definitely be more viable at close range.
I just refuse to believe that using lasers can be more effective than pumping antimatter onto a ship...
In therms of destruction, that is.


If you want to go that road, there's no way they could fit a containment system for the antimatter onto a turret shell anyway.

Aki Yamato
Posted - 2010.02.02 14:38:00 - [33]
 

I know this might sound stupid, but having short range weapons also brings the benifit that you have a big chanse to kill the target, since you are fighing inside Scramble and some times web range your intended target can't really escape.

A ship with weapons that only work outside scramble range really need atleast 1 more ship to get any kills at all... unless the intended target missplaced their warpout button.

So by making blasters the strongest weapon inside scramble range, wouldn't this make them and their ships the only weapon/ship of choice for solo fighting?

Jovialmadness
Posted - 2010.02.02 14:44:00 - [34]
 

That's just it, ever since the web and speed nerd there has been constant screaming from vindicator and mega pilots. CCP never touched the guns all they did was make it more difficult for pirates and epeen pvp'rs to get 100% kills in their boats. With the addition of the scram and the web any competent mega pilot should be able to hold a target and overload guns popping said target before it gets away. If they can't think outside the box they run here...screaming.

Ivelios d'Sanquine
Posted - 2010.02.02 15:14:00 - [35]
 

I shall quickly join the ranks of "yes blasters/rails needs to be better".. what about adding scripts to blasters? one that does increased EM penetration (and example) or quicker tracking speed or redused heat damage from overheating and so on.

dont make the gun itself better, it would not add more to the game exept make weapons more alike to one another. make them unik and give them scripts

Cambarus
Malicious Destruction
War Against the Manifest
Posted - 2010.02.02 16:59:00 - [36]
 

Originally by: Ivelios d'Sanquine
I shall quickly join the ranks of "yes blasters/rails needs to be better".. what about adding scripts to blasters? one that does increased EM penetration (and example) or quicker tracking speed or redused heat damage from overheating and so on.

dont make the gun itself better, it would not add more to the game exept make weapons more alike to one another. make them unik and give them scripts
So instead of giving them more damage (keeping in mind that the thing that's supposed to keep blasters separate from other guns is their crazy DPS at close range) you're suggesting scripts that either give them variable damage types or increased tracking. You really haven't paid much attention to the minmatar race have you? (Hint: mid-range minni ammo gives a bonus to tracking, and minni have variable damage types)

Ivelios d'Sanquine
Posted - 2010.02.02 17:25:00 - [37]
 

Originally by: Cambarus
Originally by: Ivelios d'Sanquine
I shall quickly join the ranks of "yes blasters/rails needs to be better".. what about adding scripts to blasters? one that does increased EM penetration (and example) or quicker tracking speed or redused heat damage from overheating and so on.

dont make the gun itself better, it would not add more to the game exept make weapons more alike to one another. make them unik and give them scripts
So instead of giving them more damage (keeping in mind that the thing that's supposed to keep blasters separate from other guns is their crazy DPS at close range) you're suggesting scripts that either give them variable damage types or increased tracking. You really haven't paid much attention to the minmatar race have you? (Hint: mid-range minni ammo gives a bonus to tracking, and minni have variable damage types)


it was an exampel... the script could also increase a ****load of other things... but it would make the blaster unic.

JitaPriceChecker2
Posted - 2010.02.02 18:05:00 - [38]
 

May i remind part of last post of CCP employ in that matter :

Quote:
Blasters rox


Good luck.

NightmareX
Nomads
Nulli Secunda
Posted - 2010.02.02 18:43:00 - [39]
 

Edited by: NightmareX on 02/02/2010 18:46:09
Originally by: JitaPriceChecker2
May i remind part of last post of CCP employ in that matter :

Quote:
Blasters rox


Good luck.

And not only that. But one of the reasons i think CCP wont buff Blasters DPS, is because CCP gave all ships a HP buff some years ago. It was meant to be able to fight for longer period because the EVE population was increasing pretty good that time. And that means alot more players fighting. And therefor the ships have to last longer so we can have a chance to get in some backups and that before you die.

So why are all of you that says omg Boost Blasters DPS by 25% and that goes for that then?. It clearly goes against the HP buff some years ago.

The thing that i think will get fixed / nerfed next is Lasers / Scorch, because that thing is way to powerfull in Blasters territory.

Deviana Sevidon
Gallente
Panta-Rhei
Butterfly Effect Alliance
Posted - 2010.02.02 18:43:00 - [40]
 

I think Blasters could indeed use some love. Personally I would give them a bit more falloff range, so more DPS can be applied to a target while the ship still closes in. A plain increase in damage is on the other hand not subtle, but still effective.

Another option could be to nerf Amarr a bit. Scorch again changed to only EM damage and the resistance nerf of Armor EM and Shield Explo Damage is reverted back.

Hiroshima Jita
Posted - 2010.02.02 19:17:00 - [41]
 

Originally by: N Ano
Wait, what are you trying to prove?Confused


This->

Originally by: grapez
1v1's don't happen on Tranquility.


I'm proving this wrong. I went to a prominent killboard and I linked the first 1v1 I found. If you want to contest my assertion that 1v1s happen you can take up my bet and we can search killboards. I'd even be happy to say that 400 killmails resulted that day from 1v1 combat. 1 bil isk bet with anyone who wants to argue that I am wrong.

I'm posting with a faceless forum alt. I didn't kill the failfit hurricane. If you like I can go find more awesome 1v1 killmails but I don't think that would further my argument unless you want to argue that only ******ed people do 1v1s. Hint look up Garmon.

Grapez
The Greater Goon
Clockwork Pineapple
Posted - 2010.02.02 19:25:00 - [42]
 

Edited by: grapez on 02/02/2010 19:29:44


Nice 1v1 you have there, with 90% of the damage coming from a faction spawn.

Also, no amount of "balancing" would have saved that Hurricane.

Also, 1v1's don't happen on Tranquility. I'll take your bet, you'll find a bunch of hilarious killmails of people being stupid and claim that they're somehow germane and I'll just laugh when I never pay you your 1 billion space dollars.

None of this changes the fact that balancing around 1v1's in a massively multiplayer game that revolves around fleets is a terribly dumb idea. Neither does it change the fact that killmails often misrepresent the number of people involved in a kill (scouts, warpin covops, baitships, people that simply didn't get on the killmail) despite their indispensable contribution.

Sovereign Enterprise
Double-Down
Posted - 2010.02.02 19:28:00 - [43]
 

How about instead of increasing blaster damage, you lower all the other damage?

One thing to consider about the whole "lolol just warp in at 0 you n00bz0r" is that it doesn't always work that way. In a 10v10 gang scenario, no one sits in blobs 10km from each other waiting to be "facemelted" by blasters, the amarr ships burn the **** out to 15 or 21 km, the minnie ships get out of web range, and the caldari ships didn't even warp within 50km.

As a result, 30 seconds into the fight you've got a massive shell of reds and purples comprised of a sphere anywhere from 20 to 75km in diameter. Let's say geddon #1 is called primary, because he was unlucky and everyone warped onto him. The next is an ECM scorpion which is REALLY messing up your fleet, and he's 50km off because he warped at range. Amarr battleships change to scorch, in one second mind you, and are instantly applying near full damage (except apocs, who have 62 km range?) Minmatar ships likely have barrage loaded already, so they're doing OK- maybe 50% damage. Caldari ships don't give a crap, they're still spewing missile spam out. And there's the gallente ships, spending 30 seconds just to reach 1000m/s, by which time the scorpion is dead.

Now, did the extra DPS the gallente blaster boats provided in bringing down that geddon REALLY justify having them contribute NOTHING to the scorpion kill besides drone damage and looking pretty?

Don't get me wrong, I love blasters personally for solo work. Once you get within scram/web range (not too terribly hard to do, most people are idiots) the fight ends quickly in your favor. However, once you get into any sort of fleet work it all just starts to break down.

Jovialmadness
Posted - 2010.02.02 20:05:00 - [44]
 

Quote:
Another option could be to nerf Amarr a bit


and how, my good sir, would you even remotely do that? Ccp just buffed them from the sewer a little less than two years ago. Are you implying putting them back just because gallente have guns that operate differently? Oh I see...here we go with the roller coaster nerf brigade of people who haven't been on it either before or blatanty not long enough.

Having trully experienced flaws in this game for six years I have to state those thinking gallente blasters are broke are ex-vindi and mega pilots whining about inability to properly close range like they used too. Plain and simple.

You can't have my scorch devil crystals so bye bye.

drake duka
Minmatar
Pod Liberation Authority
HYDRA RELOADED
Posted - 2010.02.02 20:41:00 - [45]
 

Originally by: Arrador
Originally by: drake duka
Did you all even read his post? He said burning towards a given target, meaning a fleet fight where the baddon would do a lot better overall dps. Yes, the amarr setups suck but just change a web for a cap booster (he prob forgot to change mids in diff setups).

And LOL thorax is worse than rupture, they are really about the same as cruisers can get to optimal range easily. (also nice eft warrior assault launchers, who does that?)

BTW, there is a search button if you use it you will find 50 whine threads with pages of redundant responses, how is yours any different? Just fit rails on your mega or train amarr.


actually, Rupture ****s the rax. Similar DPS, but much faster, more raw armor hitpoints, can field neuts, capless guns, can exploit the rax's explosive hole...

[Rupture, Armor Ruppy]
1600mm Reinforced Rolled Tungsten Plates I
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Damage Control II

X5 Prototype I Engine Enervator
J5b Phased Prototype Warp Scrambler I
10MN MicroWarpdrive I

220mm Vulcan AutoCannon II, Republic Fleet Fusion M
220mm Vulcan AutoCannon II, Republic Fleet Fusion M
220mm Vulcan AutoCannon II, Republic Fleet Fusion M
220mm Vulcan AutoCannon II, Republic Fleet Fusion M
5W Infectious Power System Malfunction
5W Infectious Power System Malfunction


Warrior II x5

472dps, 7300 armor hit points, 20k ehp.


lol failfit, I heard u like resists?

drake duka
Minmatar
Pod Liberation Authority
HYDRA RELOADED
Posted - 2010.02.02 20:50:00 - [46]
 

Originally by: Hiroshima Jita
http://www.it-kills.us/?a=kill_detail&kll_id=135126

Here is a 1v1. I bet 1 bil isk i could pull out hundreds more over the course of yesterday easily. If you want to take me up...

Making the game imbalanced for 1v1 is stupid. A solopwnmobile is a bad thing to have in game.


I think by 1v1 they mean when both pilots want to PvP, you posted a kill of an ishtar ganking a ratting cane (killing a ratter doesn't count as a 1v1").

Asuka Smith
Gallente
Royal Black Watch Highlanders
Posted - 2010.02.02 20:50:00 - [47]
 

Edited by: Asuka Smith on 02/02/2010 20:52:18
Originally by: Sovereign Enterprise

Don't get me wrong, I love blasters personally for solo work. Once you get within scram/web range (not too terribly hard to do, most people are idiots) the fight ends quickly in your favor. However, once you get into any sort of fleet work it all just starts to break down.


Now, let me add to this that I do not think every weapon has to be perfect for a fleet fight. Blasters are in a difficult situation because the entire concept of them sort of precludes usefulness in a long range fleet fight. The real problem is that railguns are not really viable either so you wind up not being able to contribute anything besides moral support in a fleet fight.

The problem with blasters is that they are never the best option, they fill no role besides "I already trained hybrids so this is all I can fit". If everyone had all level V skills I doubt blasters would ever be used. I myself would never choose blasters over lasers or projectiles in a vacuum.

Hiroshima Jita
Posted - 2010.02.02 21:52:00 - [48]
 

So a 1v1 is only a 1v1 if its fair? By the time somebody gets pointed most fights are predetermined.

K this is a case where both pilots wanted to fight.

http://www.gentlemen-in-space.com/killboard/?a=kill_detail&kll_id=38945

I am not the rifter pilot.

For the most part PEOPLE WHO SOLO DON"T LOOK FOR FAIR FIGHTS. ITS A GOOD WAY TO GET DEAD.

Grapez
The Greater Goon
Clockwork Pineapple
Posted - 2010.02.02 22:03:00 - [49]
 

So,

1.) You keep posting killmails with more than one involved party. These are manifestly not "1v1's."
2.) You say that you were not involved in this kill, and yet you assert that these two pilots agreed to a 1v1. I simply don't believe you. You either don't have enough information about this fight to be authoritative or you are lying about your role in these fights.
3.) By your own admission, 1v1's don't happen unless one party knows they have an advantage, so what's the point in balancing around this situation?

Face it, 1v1's are a a non-squitur in Eve; they don't happen as a matter of game design. Two people agreeing to a 1v1, and that 1v1 actually playing out, is plainly not the norm in Eve, so why even talk about them?

Elldranga
Posted - 2010.02.02 22:18:00 - [50]
 

So.... why did you start the fight 55km away and charge straight towards him? That's probably the stupidest thing you could have ever done.

Given how many circumstances (such as a gate jump) start the fight MUCH MUCH closer, and how possible it is to manipulate circumstances to your advantage rather than his, trying to make an argument by stacking the deck in his favor by starting the battle in ideal positions for the laser boat, and presuming that your mega pilot is really idiotic, doesn't really say much in favor of your argument

Kassa Daito
Capital Construction Research
Pioneer Alliance
Posted - 2010.02.02 22:34:00 - [51]
 

Originally by: Sovereign Enterprise
Don't get me wrong, I love blasters personally for solo work. Once you get within scram/web range (not too terribly hard to do, most people are idiots) the fight ends quickly in your favor. However, once you get into any sort of fleet work it all just starts to break down.


Don't get me wrong, I love blasters [lasers] personally for solo [group] work. Once you get within scram/web range [someone else to point and web the target] (not too terribly hard to do, most people are idiots) [I have friends online] the fight ends quickly in your favor. However, once you get into any sort of fleet [solo] work it all just starts to break down.


Do you see where this is going? Gallente blasterboats are not the best fleet ships because they don't have significantly higher DPS until within tackle ranges. They are solo and very small group ships. This is similar to how Amarr pulse ships are not the best solo ships because they don't show significantly higher DPS than other ships until well outside tackle range.

What Gallente might need to be useful in a fleet is making the shorter range options of rails a bit more attractive with some extra tracking so they can use a weapon with the right ranges for the fights they're taking place in instead of trying to turn blasters into pulses.

Liang Nuren
Posted - 2010.02.02 22:47:00 - [52]
 

Originally by: Kassa Daito
...


You are aware that gang PVP is much more plentiful than Solo PVP - and that it's much easier skill wise? While I am ok with blasters being more useful in small gangs and lasers in larger gangs, I feel that the balance between DPS and range is woefully lacking when looking at blasters. They simply don't have enough of it to entice me to use blasters unless I am quite literally solo.

And Solo PVP almost doesn't happen anymore. Queue up the 20 people claiming to solo PVP and not actually doing it, or doing it in frigs.

-Liang

Jovialmadness
Posted - 2010.02.02 23:41:00 - [53]
 

good grief liang. bastardizing one race to enhance others isnt the option thats any good. ccp does this as a cycle going about every year they do it so there is a new fotm. you know im right. blasters have a role its just that for group pvp amarr happens to be on top in that role due to ranges. blaster boats have always been sweeter for solo pvp and after the speed changes all hell has broken loose because of it.

I mean if the current state of the game is that gallente are functioning as a pre ww1 tank design operating in ww2 then they need an overhaul not a typical CCP paint brush effect that sends the whole game into turmoil like they so often do annually. this usually means another race gets the suck.

jovial


Kassa Daito
Capital Construction Research
Pioneer Alliance
Posted - 2010.02.03 00:05:00 - [54]
 

Originally by: Liang Nuren
Originally by: Kassa Daito
...


You are aware that gang PVP is much more plentiful than Solo PVP - and that it's much easier skill wise? While I am ok with blasters being more useful in small gangs and lasers in larger gangs, I feel that the balance between DPS and range is woefully lacking when looking at blasters. They simply don't have enough of it to entice me to use blasters unless I am quite literally solo.

And Solo PVP almost doesn't happen anymore. Queue up the 20 people claiming to solo PVP and not actually doing it, or doing it in frigs.

-Liang


I agree with you. The balance of Gallente hybrid platforms vs others in mid ranges is completely f**ed up. I was just pointing out the worthlessness of complaining that the best solo combat ships in EVE are not also good at group PvP. It's like me complaining that the only ship I, as a non-khanid Amarr pilot (still need to train missile skills), have a snowball's chance of soloing something in is a curse and that can only take on cap-dependent ships. I realize the vast majority of my ships own in the larger fleets and use them there. In fact, I'm currently rounding out my hybrid skills for Gallente ships I can use in smaller groups (I love the 100% gank brutix for pure adrenaline-filled fun factor).

Blasters aren't useless, they are just not useful where you're trying to shoehorn them due to the current metagame. Because they already work well in certain roles then giving them a bonus that even remotely affects those roles has to be accompanied by some kind of nerf to the roles they already excel at or they'll become too powerful there. Ex: you can't just give blasters a free tracking bonus or they'll kill small ships too fast or give them more range because they'll now slaughter the long range disruption 'ceptors too.

The biggest complaint about hybrids IMO is that they have no midrange weapons. There is a giant hole in their engagement range where blasters cant hit and rails can't track and the current metagame for medium gangs happens to engage there often.

Atreus Tac
Blood Covenant
Pandemic Legion
Posted - 2010.02.03 00:37:00 - [55]
 

Hybrids do need a boost. The fact that all gang theory crafting I hear never include hybrid boats sucks when that is all you can fly.

However moving amarr back to their old position 2 years ago would be unfair. Tbh nerfing to make things even normally means that just something else becomes OP.

Would be nice to just see what CCP has to say so I can keep training hybrids or just sell my char.





drake duka
Minmatar
Pod Liberation Authority
HYDRA RELOADED
Posted - 2010.02.03 02:05:00 - [56]
 

I didn't say the posted kills needed to be "fair fights", I'm saying at least they should both be prepared to PvP at least (both be PvP fit), what's the point of posting a km of someone ganking a ratter?

Liang Nuren
Posted - 2010.02.03 05:09:00 - [57]
 

Originally by: Jovialmadness
good grief liang. bastardizing one race to enhance others isnt the option thats any good. ccp does this as a cycle going about every year they do it so there is a new fotm. you know im right. blasters have a role its just that for group pvp amarr happens to be on top in that role due to ranges. blaster boats have always been sweeter for solo pvp and after the speed changes all hell has broken loose because of it.

I mean if the current state of the game is that gallente are functioning as a pre ww1 tank design operating in ww2 then they need an overhaul not a typical CCP paint brush effect that sends the whole game into turmoil like they so often do annually. this usually means another race gets the suck.

jovial



Wait what the hell? I'm not asking for blasters to become wtf overpowered - and I think you should note that my last suggested boost did not yield projectiles being outright better than the lasers whom they were balanced against. I'm all a big fan of small steps - with the sole exception that CCP is just as likely to give us an inadequate 2% tracking increase and call it good for another two years.

No, my comment was specifically that blasters simply are not very useful in gangs - they either need more range so that they can engage from further away, or more damage so that when they do engage it offsets their range limitation. Currently, you won't really see a truly noticeable damage advantage even when you do manage to play your cards right. So why should you use blasters when your choice becomes "deal really good damage at any range" or "deal really good damage if you play your cards exactly right"?

Oh.
Wait.
I.
Don't.
Even.
With.
45M.
SP.
In.
Them.

-Liang

Liang Nuren
Posted - 2010.02.03 05:20:00 - [58]
 

Edited by: Liang Nuren on 03/02/2010 05:21:16
Originally by: Kassa Daito

I agree with you. The balance of Gallente hybrid platforms vs others in mid ranges is completely f**ed up. I was just pointing out the worthlessness of complaining that the best solo combat ships in EVE are not also good at group PvP.



It's hardly worthless to note that a ship that's good in an extremely small niche sucks in the overwhelming majority of use cases - especially when its pretty much the whole thing your "race" does. I mean, its all well and good to be "excellent at solo" - but truly it does not offset the utility of being "****ing awesome blossom all around".

Quote:
It's like me complaining that the only ship I, as a non-khanid Amarr pilot (still need to train missile skills), have a snowball's chance of soloing something in is a curse and that can only take on cap-dependent ships. I realize the vast majority of my ships own in the larger fleets and use them there.


Actually, it isn't the same. Their whole race sucks at the overwhelming majority of the game - whereas yours "sucks" (read: not quite as awesome) at a very tiny portion of the game. I think you can see the monster difference there.

Quote:
In fact, I'm currently rounding out my hybrid skills for Gallente ships I can use in smaller groups (I love the 100% gank brutix for pure adrenaline-filled fun factor).


Yeah, shield gank brutixes are pretty neat... I'd probably stop there instead of training up BS sized blasters though.

Quote:

Blasters aren't useless, they are just not useful where you're trying to shoehorn them due to the current metagame. Because they already work well in certain roles then giving them a bonus that even remotely affects those roles has to be accompanied by some kind of nerf to the roles they already excel at or they'll become too powerful there. Ex: you can't just give blasters a free tracking bonus or they'll kill small ships too fast or give them more range because they'll now slaughter the long range disruption 'ceptors too.



You realize that you just told us that we should have no compensation for having weapons that are complete **** at 95% of the game right? We should be barely better than lasers even if they manage to play all if their cards right and land exactly on top of the enemy. No, you seem to be operating under the EXTREMELY WRONG idea that blasters are "fine" in their niche.... and they aren't.

Also, you should note that even with a 400% tracking boost we wouldn't see blasters dealing such crazy damage as you are insinuating... what we would see is them dealing the damage that their weapons were initially balanced around. Webs weren't so much nerfed because blasters were so awesome as that mobility is that critical.

Quote:
The biggest complaint about hybrids IMO is that they have no midrange weapons. There is a giant hole in their engagement range where blasters cant hit and rails can't track and the current metagame for medium gangs happens to engage there often.


No, I'd argue that the most common complaint is that they aren't worth using when there's no reward for all the :effort: of flying around getting into optimal. They hit for **** when you're solo and you're miles from the target when you're in a gang. They need some niche - and currently they do not have one.

-Liang

Ed: And before you comment, I have Amarr BS5. And Caldari BS 5. And Minmatar BS 5. And Gallente BS 5. And all T2 Lg weapons. Liang will have them all soon on just one character. Embarassed And you know what? Blasters are not worth using unless you're playing station games or are in some other extremely niche environment.

Arrador
Posted - 2010.02.04 00:47:00 - [59]
 

Originally by: drake duka
Originally by: Arrador
Originally by: drake duka
Did you all even read his post? He said burning towards a given target, meaning a fleet fight where the baddon would do a lot better overall dps. Yes, the amarr setups suck but just change a web for a cap booster (he prob forgot to change mids in diff setups).

And LOL thorax is worse than rupture, they are really about the same as cruisers can get to optimal range easily. (also nice eft warrior assault launchers, who does that?)

BTW, there is a search button if you use it you will find 50 whine threads with pages of redundant responses, how is yours any different? Just fit rails on your mega or train amarr.


actually, Rupture ****s the rax. Similar DPS, but much faster, more raw armor hitpoints, can field neuts, capless guns, can exploit the rax's explosive hole...

[Rupture, Armor Ruppy]
1600mm Reinforced Rolled Tungsten Plates I
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Damage Control II

X5 Prototype I Engine Enervator
J5b Phased Prototype Warp Scrambler I
10MN MicroWarpdrive I

220mm Vulcan AutoCannon II, Republic Fleet Fusion M
220mm Vulcan AutoCannon II, Republic Fleet Fusion M
220mm Vulcan AutoCannon II, Republic Fleet Fusion M
220mm Vulcan AutoCannon II, Republic Fleet Fusion M
5W Infectious Power System Malfunction
5W Infectious Power System Malfunction


Warrior II x5

472dps, 7300 armor hit points, 20k ehp.


lol failfit, I heard u like resists?


Hai,

How do you expect to fire guns while capped out?

Essence Praetor
PWN3
Posted - 2010.02.04 01:00:00 - [60]
 

Edited by: Essence Praetor on 04/02/2010 01:01:48
Let Blasters/Rails do 3 damage types instead of 2?


In descending order like 40% Kin 35% Explosive 15% EM?


Edit:

And maybe blasters can get a small falloff buff to work with (shrugs)


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