Snaked and linked:
2045 m/s (2900 heat)
6.7s align
Linked:
1700 m/s ( 2400 heat)
All of that with dual nano. Gentlemen I feel the new talos is born. Except this talos has a heavy neut, more tank- and quite possibly webs.
Forum Index > General Games |
Ramiel
United States1220 Posts
April 09 2013 16:09 GMT
#30201
Snaked and linked: 2045 m/s (2900 heat) 6.7s align Linked: 1700 m/s ( 2400 heat) All of that with dual nano. Gentlemen I feel the new talos is born. Except this talos has a heavy neut, more tank- and quite possibly webs. | ||
Omigawa
United States1556 Posts
April 09 2013 16:58 GMT
#30202
...but then again, that is exactly what I love about The Hatchery. I've seen more outside the box and intelligent discussion in the last 60 pages of this thread since Retribution was deployed than I have from the entirety of the EVE-O and r/Eve forums. And I don't even have access to the private TL EVE forum either On April 09 2013 21:31 Johnny Business wrote: 1.) Sort Dragon (HBC) 2.) Sala Cameron (HBC) 3.) Banlish (HBC) 4.) Mynnna (CFC) 5.) Kesper North (CFC) 6.) Kaleb Rysode (CFC) 7.) Awol Aurix (HBC) 8.) Artctura (CFC) 9.) Malcanis (HBC) 10.) Unforgiven Storm (CFC) 11.) DaeHan Minhyok 12.) Mangala Solaris (RvB) 13.) Travis Musgrat (N3) 14.) progodlegend (N3) Not abusing vote system. I lol'd pretty hard when I read that a CCP dev said that STV would be a more fair and accurate representation of the EVE player base. Not that I have any problems with the null blocs -- obviously all of the null bloc candidates are preferable to someone like Trebor (consensual wardecs only wtf?) -- but I personally voted for PsychoticMonk first and then all the WH candidates because I didn't think the null blocs needed any more help to elect their candidates. | ||
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Firebolt145
Lalalaland34483 Posts
April 09 2013 17:01 GMT
#30203
And although every now and then we post something interesting and intelligent, most of the last 60 pages is either filled with calling CCP bad or monkey chest-beating. | ||
Omigawa
United States1556 Posts
April 09 2013 17:12 GMT
#30204
Another example: I'm a noob and at first I didn't understand (I probably still don't, so if I'm wrong someone please correct me) why KwarK and Chessur were so adamant that the only way to fly Caracals was with RLMs. But after reading between the lines of what both of them were saying, especially Chessur's posts on EVE-O in relation to the TE nerf, I understand that the benefit of RLM over say HAMs is generally 1) explosion radius and 2) range. Taking that into account, obviously RLM is the way to go, at least for our style of play (small gang, high likelyhood of running into smaller ships in lowsec). But if I were to go to EVE-O or BC and ask for a Caracal fit I highly doubt anyone would recommend RLMs, or if they saw the Shield Battery fit wouldn't understand it. Maybe I'm giving Hatch people too much credit, but it's that kind of outside the box thinking and in-depth knowledge of game mechanics that really sets the TL community apart in EVE. | ||
Zavior
Finland753 Posts
April 09 2013 17:19 GMT
#30205
Also a stealth buff to my mega. Admittedly, this was pre-blaster buff so actually fitting blasters might have a purpose. [Megathron, HURBAGA old] Damage Control II Heat Sink II Heat Sink II Tracking Enhancer II Nanofiber Internal Structure II Nanofiber Internal Structure II Tracking Enhancer II Prototype 100MN Microwarpdrive I Warp Disruptor II Heavy Capacitor Booster II, Navy Cap Booster 800 Large Shield Extender II Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L [empty high slot] Large Ancillary Current Router I Large Core Defense Field Extender I Large Core Defense Field Extender I | ||
Ramiel
United States1220 Posts
April 09 2013 17:58 GMT
#30206
On April 10 2013 02:12 Omigawa wrote: But that's the thing... just one of Def or Chessur's posts about the BC/BS tiericide proposals is more intelligent than 40 pages of responses to the F&I threads Another example: I'm a noob and at first I didn't understand (I probably still don't, so if I'm wrong someone please correct me) why KwarK and Chessur were so adamant that the only way to fly Caracals was with RLMs. But after reading between the lines of what both of them were saying, especially Chessur's posts on EVE-O in relation to the TE nerf, I understand that the benefit of RLM over say HAMs is generally 1) explosion radius and 2) range. Taking that into account, obviously RLM is the way to go, at least for our style of play (small gang, high likelyhood of running into smaller ships in lowsec). But if I were to go to EVE-O or BC and ask for a Caracal fit I highly doubt anyone would recommend RLMs, or if they saw the Shield Battery fit wouldn't understand it. Maybe I'm giving Hatch people too much credit, but it's that kind of outside the box thinking and in-depth knowledge of game mechanics that really sets the TL community apart in EVE. RLM's do not do as much damage as HAMs. RLM's are the new HMLs (when used with 5% implants, and proper ships) For example- RLM cerb does more damage than any other HML ship besides the tengu. HAM's are nice in theory- but unless you are flying with bonused TP's have HORRIBLE damage application. HMLs have been nerfed so hard, that damage is marginally (and in many cases less) than RLM damage. Couple that with the fact that HMLs struggle to apply full damage to cruisers (but using CN, with implants / rigors they can) The only catch is- if you are using up all of those slots for damage application then you leave nothing for added damage. That is where rlms shine. They don't need application mods in the form of webs / tps leaving more room for tank, and that is why RLM is the superior weapon system. | ||
Omigawa
United States1556 Posts
April 09 2013 18:16 GMT
#30207
So even though in EFT they have higher DPS, the real world DPS they will do to smaller ships is lower because they can't apply the full damage to the intended target. Am I understanding correctly? | ||
Ramiel
United States1220 Posts
April 09 2013 18:49 GMT
#30208
On April 10 2013 03:16 Omigawa wrote: That's what I had a hard a hard time understanding at first. I'm sure it's more complicated than this, but the problem with HAM's like you were saying is damage application, i.e. it's harder to hit small targets (due to, among other things, explosion radius). So even though in EFT they have higher DPS, the real world DPS they will do to smaller ships is lower because they can't apply the full damage to the intended target. Am I understanding correctly? Ok it goes like this- never under any curcumsatnace trust EFT dps numbers- unless you have done a ton of intricate ammo vs ship transversal / speed / signature / range testing. Lets take your average caracal. Fit it with hams 2 bcs. We will do the same for an HML and RLM ship as well, we can compare the numbers. For joking sake, lets go with full 5% implants, heat, and see how much DPS we can do. The HML and HAM ships will be fit with a t2 rigor to help with explosion problems. EFT damage: HAM Caracal: 436 HML Caracal: 329 RLM Caracal: 344 Shooting a non webbed MWD merlin: HAM: 94 DPS HML: 83 DPS RLM: 236 DPS Shooting a non webbed MWD thrasher HAM: 197 DPS HML: 142 DPS RLM: 295 DPS Shooting a non webbed MWD Thorax HAM: 328 DPS HML: 210 DPS RLM: 344 DPS Once you get to the BC / BS ships- rage obviously has more damage. However once you start shooting at BC / BS class ships, there are much much better weapon systems to use than HAM's. HAM's have an abysmal range- unless you are using them on a cerberus. Does that help clear things up? That is why RLM is the superior weapon system for a cruiser. You apply full damage to all of your targets of chioce, and you can easily run from blobs thanks to your projection, and ability of two shotting light tackle from 70km away. And I really don't think that the hatch has 'out of the box' thinking. I just take every single ship in the game, and relentlessly try and get the best numbers from them. So lots of maths. Kwark did this with the oracle, and created the most OP ship in existence. Even though his creation looks like an abomination when the average player looks at it. Same can be said of my caracal. Most people laugh it off as just a frig killer, and nothing more. | ||
DefMatrixUltra
Canada1992 Posts
April 09 2013 19:19 GMT
#30209
On April 09 2013 21:43 DiracMonopole wrote: Show nested quote + + Show Spoiler [Rokh] + I really can't believe they nerfed the Rokh. If you want to nerf a system-wide effect out of principle, that's fine. But going around knocking ships that are barely used is part of what's wrong with EVE balance as a whole. Why would anyone use this ship over a Naga, even in its current iteration? Rokhs are actually the most common fleet battleship now, since when you can alpha people with rails instead of arty, you can alpha another person again much sooner. What you say is true, of course. But what I was getting at is that Maelstrom's are used apart from giant null fleets. You can undock and do some silly uber-tanked solo PvP with them. The Rokh is so niche it hurts. Imagine the Abaddon without a weapon damage bonus and without access to Scorch. Now give it tons of mid slots and not enough low slots. That is a Rokh. What bothers me is making a change to a ship on principle rather than having a reason behind it. Does the Rokh's tank need to be nerfed? That will just ensure it is even more niche than it is now. On April 09 2013 22:42 tofucake wrote: Show nested quote + On April 09 2013 16:21 DefMatrixUltra wrote: The discussions about CCP and correct usage of English are pretty pointless. There are things like this throughout the game. An increase to "agility" is a decrease to agility. An x% bonus to "rate of fire" really means a (1-x%) effective cycle time. It has been this way forever. Look at the implants that have x% "rate of fire". They act the same way. + Show Spoiler [Hyperion] + This super niche ship has probably been nerfed. Pretty much every fit needs a heavy cap booster or two. Now there are at most 2 mids to really play with. I'm not sure how useful the low slot is going to be given that they didn't provide any more grid to go with a ship that suffers badly from low grid already. Oh right, now you can easily fit two reactor controls! The most interesting fit (imo) is no longer possible - the dual cap booster scram-web LAR fit. + Show Spoiler [Megathron] + This is probably the most effective way to buff armor ships - to make it so they are now shield-fitting ships. The Megathron has a pretty decent tank even with just a DCU, but now it will be sporting an Invuln or two. It's not gonna be fast, but I could see null bears using it in doctrines, at least. Missing out on a low slot is pretty much a death knell for any kind of armor fit as it will just lose out to a similar shield fit. What's interesting is -1 low slot and +grid. Seems like no matter what you do, you'll be able to easily fit a T2 heavy neut with Neutrons. I guess it might allow for a gunnery rig. It has little effect on fitting Rails, but extra CPU does help to fit them. A weird change, especially considering all the moaning (and doing nothing) about armor vs. shield viability. The Mega is now a shield-favoring ship by far. + Show Spoiler [Dominix] + The Domi can now fill its fated role of drone flanker. They added some mass (3 Mkg) but not nearly as much as a MWD adds (50 Mkg) so it'll be slightly more brick than before (why?). They're also adding a fairly significant amount of sig radius. I thought we were trying to buff armor ships. If we go around increasing their sig, they'll just be really slow and bad versions of similar shield ships. Sentries are certainly going to be annoying if the optimal range and tracking bonuses actually apply to them (they might not knowing CCP). I guess everyone will just get their Rail Megas and get some sick free sentry drone kills in EC-. Beyond that, I don't see a point to this change other than to make Domi's the number one uncontested AFK rat-farming ship. Pretty bad change that makes the ship even more one-dimensional than it already was - now with MORE 1/DPS than ever before!!! + Show Spoiler [Abaddon] + This is a pretty massive nerf. I think they might have been better off doing a nerf to the base armor resist stats rather than just a straight 5% (non-penalized) off everything. But for battleship work, there aren't any T1 ships more capable than a Baddon, so nerfing the Baddon in some way actually does make sense. Notably, Baddons are one of the few ships not affected by the TE nerf. Unfortunately, this pushes yet another ship closer to the "well this is similar to [insert shield ship] but slower and with slightly more EHP" side of the line. I feel they could have left the ship as is and changed other battleships to have capabilities that aren't comparable 1:1 with the Baddon. + Show Spoiler [Apocalypse] + This is a head scratcher. There is a rather large EHP nerf in both shield and armor which is going to result in a lower overall EHP for this ship no matter how it's fit. Seems like a very odd thing to change. What problem does this solve? I'm also not entirely sure what the deal with the cap changes are. Losing total cap and gaining a small net increase in recharge is a net nerf to the cap for a ship that fires large lasers with no cap bonus. This in addition to losing its gun cap bonus is a giant cap nerf. What problem does this solve? I really just don't see it. This ship was basically never used except in the olden days of sniping. Why throw these random nerfs at it? It got a large increase in max velocity (20%) and is basically shedding 12.5% of its total mass. Nano Apoc might actually be a go. Weird nerf to its drone usage. Very weird buff to its signature radius. Why buff the sig of a ship that's going to be really far away from combat and not likely to take any damage whatsoever? This is the antithesis of sensible treatment of signature radius as a stat. + Show Spoiler [Armageddon] + Hooray, another ship that can be shield fit! The problem of armor vs. shield will disappear soon at this rate~~~ Seriously, though, they've done some odd stuff to this ship. I actually like the current incarnation of the Geddon as mini-Baddon that fits a neut, but let's have a look at the state of this ship in its new form. First of all, they claim this ship will be very powerful. Keep that in mind. They've removed the gun bonuses and thus removed the viability of this ship as a damage platform. They've also given it launcher slots so you can give it some filler killmail-whoring DPS like you sometimes do on a Curse. The biggest interesting change is the neut bonus. The Curse and Geddon will have the same neut range (excepting the HN Curse ofc). The capacitor load to run neuts is the same for both ships (40% of total cap to run maximum number of neuts for one cycle). The Curse's neuts are more efficient (they drain more cap per second and are less prone to overkill if you count cycles) while the Geddon's are more effective (they have higher cap alpha and drain more overall since it's 7 possible slots vs. 5). The neuting power of these 2 ships is highly comparable, making the new Geddon a possibly very interesting ship. Before we get to that, let's look at the other changes. Pretty significant EHP change to this ship. Consider that these are numbers at 0 skills. So rather than getting 1789 additional hull, it's actually getting 2236. With a DC II, you are gaining almost 6k EHP just in hull. The shield EHP added is about 2.1k or 3k with an Invuln II. They've decreased the velocity and increased mass very slightly. This was a ship that already was going nowhere (the #1 problem with battleships to begin with). Now it's going nowhere slightly slower. Massive drone bay increase, really good buff to sensor strength, and a nerf to sig radius. So ships that we make faster (Apocalypse) get their sig size decreased, but ships we make slower get their sig size increased. Makes perfect sense to me. They've changed the total cap amount and no change was made to recharge time. But somehow the cap gained per second is the same. CCP might want to do a bit of research into how these three ideas (total amount, recharge time, amount gained per second) are related. I initially read this and wanted this ship to be really cool and powerful like was promised, but I'm really stuck wondering what's the point of a battleship that only has any effect at below 40km? A Curse can zip in and out of a lot of shit, particularly with a nano. But this brick is not going anywhere. It's not going to be able to project any kind of usefulness past 40km. Sure it will be reasonably useful at securing hapless gate camp victims. Yeah you can toss a few of them at a supercarrier I guess (although the range buff is useless for this so...). I find it really hard to get excited about a battleship with a 40k range of death. In fact, as someone who prefers small gang and solo PvP, this seems like just another big dumb wall that only serves to bar someone without high damage projection from actually playing the game and getting into fights. A Curse this is not. Imagine if a Curse was as slow as a Battleship with no added benefits besides some EHP. Yeah. + Show Spoiler [Maelstrom] + I'm actually glad they didn't change this ship. + Show Spoiler [Tempest] + Brawler buff. + Show Spoiler [Typhoon] + Ok hold on a second here. This ship got a mid slot basically for free. That's pretty damned good just by itself. It weirdly got some EHP shifted around from hull to armor+shield. Don't understand that, but it doesn't introduce any problems. It got a fairly decent buff to its mass (dual mass removal), but not enough to do anything other than making it ever so slightly easier to get into torp range. Now here's the weird thing. It got a big drone bay nerf (they typo'd it as well). I guess it might be considered the trade-off for the mid slot, but I just don't see a Typhoon having access to a very strong drone bay as a problem. Unfortunately, the 25% bonus to explosion velocity means jack shit, especially since the "extra" mid on this ship will likely be a web (either first or second). This should have been explosion radius or a combination buff. It will make absolutely no difference. If the bonus was 1000%, then it'd be worth something. Praise be to the arbitrary percentage gods - 10, 25, 33, 50, 100. Unless they redo the damage calculation or drastically increase the base explosion velocity, (they actually might since they said BS missiles would be reworked Soon(TM)) no one will notice this bonus at all. + Show Spoiler [Rokh] + I really can't believe they nerfed the Rokh. If you want to nerf a system-wide effect out of principle, that's fine. But going around knocking ships that are barely used is part of what's wrong with EVE balance as a whole. Why would anyone use this ship over a Naga, even in its current iteration? + Show Spoiler [Raven] + I just can't see this ship being used for PvP. It got a very nice PvE buff with free fittings and a free mid slot (and meaningless EHP decrease). It also got another mysterious total cap increase while maintaining the same cap gain per second. This ship will likely be even more irrelevant than it already is with these changes. + Show Spoiler [Scorpion] + CCP has transcended algebra again and given another magical cap bonus. Other than that, this wholly unremarkable battleship receives no interesting changes. + Show Spoiler [Battleships in General] + Battleships are something of a broken ship-type right out the gate. The combination of a few important overall game concepts cause this. 1. Hard tackle ensures slippery slope in large-scale close-range combat. This is why few fleets want to brawl (only specialized T3 fleets generally want to brawl). 2. Even with large null-style fleets, speed (mostly agility) is important. Most of the maneuvering that isn't pre-positioning is based on warp-ins and countering bubbles. 3. In small-gang warfare, "slow" can very easily and quickly translate to "irrelevant". There are 2 big factors that keep some battleships in the game, though. 1. Projection can make up for the inherent weakness of battleships. 2. "Raw" EHP is better than "effective" EHP. Why did Maelstroms become so effective in null? Low barrier of entry. Good damage projection. Good EHP. The alpha helped as well. Same concept with the Abaddon. Extreme EHP paired with extreme damage projection (as well as the ability to fit extra EWAR without any real opportunity cost). In large-scale encounters, the drawbacks of the Abaddon (and armor ships in general) are almost irrelevant since they can repair bad positioning with warp-ins. If the game mechanics were slightly different, doctrines like armor HACs should be strictly superior to something like arty Maelstroms. You have a bunch of small-sig ships that can easily project 100% of their damage onto the big battleships whereas the Maelstroms' guns should struggle to deal any damage to the HACs. There are holes in this idea, though. Signature radius itself isn't enough to save a ship. It's a combination of sig and orthogonal velocity that create a probability "buffer" of EHP. To keep your sig small, you're forced to use an afterburner instead of MWD, and ABs are really slow on every ship except low-mass frigates. The second problem is that if you are up against 100 ships, and only 3 of them need to hit you in order for you to die, they only need a ~5% chance to hit you to comfortably take you out. To put that another way, they can have a 95% miss rate and still expect to kill you. This is the current state of something like armor HACs vs. battleships - there isn't enough advantage to sig tanking because the raw damage + raw EHP doctrines have the math leaning a little too far in their favor. So battleships are an interesting problem because buffing the mechanics behind "effective" EHP (i.e. buffing armor tanking and active tanking) could be a sort of final blow to their usefulness. I really think that battleships need a real redesign to give them all a utility focus - make them support vessels rather than the meat of a fighting force. I remember when I first played EVE, I thought battleships were so cool. I couldn't wait to skill up to one and sit in it and be really cool. Now, "battleship" is practically synonymous with "useless" - especially because of the introduction of Tier3 BCs. You know what the best ship in EVE is? It's the Bhaalgorn. The Bhaalgorn is so devastating and badass that its drawbacks seem minor in comparison. Battleships really need to have that flavor of a ship with really strong utility in order to survive in the realm of PvP viability. Neut phoons are a great example of this. They are a 100% support ship. It's quite sad, but Scorpions are the most viable non-pirate battleship. They go with every fleet. They can fit armor and shield. They have a well-defined role and are also a priority target. All battleships really should have characteristics like these if they're going to be relevant. The changes I'm seeing here in these battleship updates are not making these ships more relevant. To me, they have the look of CCP makings changes here and there and possibly opening up opportunities for some niche stuff, but battleships are still mostly useless skillpoint black holes. /edit - I just read the remainder of the thread. Goddamn, Prometheus Exenthal is amazingly stupid. Someone asked the very poignant and obvious question "why use battleships if we can use Tier3 BCs?". Prom says that battleships can use their drones and neuts to counter Tier3 BCs. This guy is playing a different game than everyone else. Can you go work for CCP please? I'd like you to go fix everything. Sorry, I never did casting for an alliance tournament, so I don't think I'm qualified. I think CCP Dolan should get the next round of ship changes. On April 10 2013 01:09 Ramiel wrote: So i was looking at the new mega... and I am impressed. Snaked and linked: 2045 m/s (2900 heat) 6.7s align Linked: 1700 m/s ( 2400 heat) All of that with dual nano. Gentlemen I feel the new talos is born. Except this talos has a heavy neut, more tank- and quite possibly webs. The Mega is definitely the most interesting set of changes. Just giving it an extra mid slot, making it easily shield-tankable, already propels it towards possible viability. On April 10 2013 02:01 Firebolt145 wrote: The private TL EVE forums are more or less dead. And although every now and then we post something interesting and intelligent, most of the last 60 pages is either filled with calling CCP bad or monkey chest-beating. Given the current state of things and being properly informed of the past state of things, I think calling CCP bad is more or less equivalent to posting something intelligent. When people come in this thread and post ignorant drivel, we generally dogpile them with knowledge. A similar thing happens if I go post something analytical and constructive on the EVEO forums - I'd get dogpiled with drivel. Or worse, if people start discussing my ideas, I'd get some childish lashing out from a dev. Intelligent ideas are all but systematically discarded. Meanwhile, nullsec figures who couldn't 1v1 a Thrasher in a Cynabal go into prominent and theoretically useful positions where they have the ear of CCP. There used to be other interesting outlets about EVE, but they were more or less ruined by the existence of figures like Prometheus Exenthal. This thread is all that remains of any kind of intelligent discourse about EVE. Say what you will about chest-beating or whatever, but every argument in this thread ends up on the correct side of reality because a few of us don't tolerate ignorant bullshit. If someone at CCP wants to come read, they're welcome to. But there is no point in taking discussions that happen here to the EVEO forums to get perma-trolled by people who really think that minerals you mine are free or the many PvP-centric equivalent analogues. | ||
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tofucake
Hyrule18969 Posts
April 09 2013 19:39 GMT
#30210
Although I think he registered when we were in AT9. | ||
hagon
United Kingdom556 Posts
April 09 2013 20:23 GMT
#30211
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Antoine
United States7481 Posts
April 09 2013 20:24 GMT
#30212
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Ramiel
United States1220 Posts
April 09 2013 20:28 GMT
#30213
More seriously- harb looks amazing, drake with hams would actually be possibly playable (provided dual web) | ||
Body_Shield
Canada3368 Posts
April 09 2013 20:44 GMT
#30214
[*] Harbinger Navy Issue [-|n] shipLaserCapABC1 [+|n] shipEnergyTrackingABC1 [*] armorHP: 5000.0 => 7500.0 [*] cpuOutput: 375.0 => 410.0 [*] droneCapacity: 75.0 => 50.0 [*] hp: 4500.0 => 6750.0 [*] medSlots: 4.0 => 5.0 [*] metaLevel: 0 => 7.0 [*] powerOutput: 1425.0 => 1495.0 [*] scanRadarStrength: 17.0 => 21.0 [*] shieldCapacity: 3000.0 => 4500.0 [*] shieldRechargeRate: 1400000.0 => 1800000.0 [*] shipBonusABC1: -10.0 => 7.5 The Harbinger Navy Issue is a Combat Battlecruiser designed as a lethal laser platform. Traits Amarr Battlecruiser skill bonus per level: 7.5% bonus to Medium Energy Weapon tracking speed 10% bonus to Medium Energy Weapon damage Role Bonus: Can fit Warfare Link modules Development While the Harbinger is a formidable vessel on its own, recent reports have raised its lack of flexibility as a noteworthy concern in the ever-shifting fleet tactic doctrines. Working hard to correct this problem, Imperial engineers came up with the improved Navy Issue variant. Boasting upgraded tracking systems, enhanced resilience and an advanced medium slot configuration layout, the Harbinger Navy Issue is a radical change over its predecessor, capable of astounding performance in a much wider spectrum of engagements. I don't even | ||
Skilledblob
Germany3392 Posts
April 09 2013 20:58 GMT
#30215
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419
Russian Federation3631 Posts
April 09 2013 21:01 GMT
#30216
First of all, they claim this ship will be very powerful. Keep that in mind. hello i'm CCP 419ozzie. today we're introducing a generic caldari heavy assault cruiser that rhymes with Zeegle. it is complete shit, has no redeeming qualities besides being the best caldari heavy pulse laser platform. it comes with 2 uninstallable sensor boosters. you should be ashamed for even thinking about flying this ship. i suggested reprocessing it, or podding yourself repeatedly until you no longer have caldari cruiser V | ||
419
Russian Federation3631 Posts
April 09 2013 21:03 GMT
#30217
hello i'm CCP 419ozzie. to tone down the naga's solo pvp capabilities, we disabled the ability of tier 3 battlecruisers to fit warp disruptor modules hello i'm CCP 419ozzie. there are recent concerns that we are adversely impacting the viability of small gang pvp with our recent changes, to compensate, we changed all belt and cosmic anomaly rats to have infinite warp disruption strength | ||
DefMatrixUltra
Canada1992 Posts
April 09 2013 21:18 GMT
#30218
On April 10 2013 06:03 419 wrote: hello i'm CCP 419ozzie. to tone down the naga's solo pvp capabilities, we disabled the ability of tier 3 battlecruisers to fit warp disruptor modules Someone hire this man. | ||
DiracMonopole
United States1555 Posts
April 10 2013 00:13 GMT
#30219
I have a new doctrine, the oversized AB doctrine. 100mn Mallers, faction cruisers, t3's and 10mn coercers supported by sig tanked scimi's, nanophoons, ewar frigs, and standard tacklers. It's the future of "nano" guys O.o except we will replace the nano's with overdrives. We could also mix in a few MJD BS's, and make use of the ecm bursts. Nothing can stop us now, because almost nothing can actually stop us, or even hit us for that matter. Harari, Firebolt,Tofu, Vov, Kwark, and myself are working out the exact fits now, stay tuned! Please take my name out of this post | ||
419
Russian Federation3631 Posts
April 10 2013 00:35 GMT
#30220
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