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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Trevize Demerzel
69
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Posted - 2017.02.23 22:45:06 -
[31] - Quote
I don't understand.....
It's already ridiculously easy to de-fang a [super] carrier. Rats also already eat fighters up. Not to mention just what an active click fest using fighters is! Watching an Ishtar rat while watching a movie, or even better watching a buddy rat with 8 ishtars while watching a movie :-P. But you chose fighters to nerf and make harder...
Both my primary ships being nerfed..... sigh. Rorq and carrier forsale!
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Trespasser
S0utherN Comfort Test Alliance Please Ignore
69
|
Posted - 2017.02.23 22:47:05 -
[32] - Quote
this is the first post in a long time from someone at CCP talking about shield slaves
So my question is when will we see these implant sets ? its been quiet a long time and we don't have them yet.
Also if sansha's are now a shield tanking group and it looks like its going be that way for the future.. are you guys planning on changing how the NPC's work? right now they armor tank.
And if they are going to be shield tanked.. you should also switch all of the centus armor mods to shield mods.. have sansha start dropping shield loot instead of armor. |
Mawderator
The Tuskers The Tuskers Co.
71
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Posted - 2017.02.23 22:47:30 -
[33] - Quote
CCP Larrikin wrote:Hi m8s, FIGHTERSChanges: - Light Fighters (Space Superiority) - Signature Radius: 80 (+43)
- Light Fighters (Attack) - Signature Radius: 100 (+59)
- Support Fighters - Signature Radius: 120 (+80)
- Heavy Fighters (Attack) - Signature Radius: 110 (+60)
- Heavy Fighters (Long Range) - Signature Radius: 120 (+60)
- Shadows - Signature Radius: 100 (+55)
- Shadows - EM Damage: 200 (+40)
- Shadows - Thermal Damage: 200 (+40)
These changes bring Fighters closer in-line with the signature of Heavy Drones.
Bolded the important part. Light Fighters and Heavy Drones now have the same signature radius at 100m. Light Fighters having at minimum the same signature radius as Heavy Drones makes sense. Prior to the the Capital/Fighter rework, individual fighters had a signature radius of 125m.
Tara Read wrote: Ever try running a Fortress without an entire squadron dying? Try it.
There are L5 missions that can kill 2 or 3 of your fighters in a squadron if you're unlucky. The Fortress is not one of them. |
Alhira Katserna
Teutonum Confederation Evictus.
2424
|
Posted - 2017.02.23 22:50:08 -
[34] - Quote
Sorry but the sig increase is waayy too much.
Fighters are very vulnerable as they-¦re now. You have ECM, Tracking Disruption working on them and in most cases you have no chance to kill a cruiser going 2500 m/s without support as it will be out of range as soon as the mwd ability runs out.
Application on them also isn-¦t really an issue, just look at how easily a fighter squad is defanged by SS fighters. A Hurricane with 425s cannot apply to them? Well it cannot apply to a Interceptor squad either.
And last but not least you make the already most vulnerable ffighter types (support fighters) even more vulnerable by giving them even bigger sig then heavy fighters. |
Doomchinchilla
Collapsed Out Pandemic Legion
166
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Posted - 2017.02.23 22:51:10 -
[35] - Quote
I still don't see why anyone would use shadows over the ability to just use the F3 of regular heavies. Just make Shadows LR fibos. |
Delekon
Art Of Explosions Hole Control
20
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Posted - 2017.02.23 22:52:02 -
[36] - Quote
1.Who the hell has problems countering carriers?
2. Carriers were supposed to be long range supportive caps. By increasing the sig you are forcing the carriers to deploy only at point balnk range.
3. Can you please adress the problem of capital cap injectors instead? They made caps neut-proof and that means its nigh impossible to kill a cap in whspace.
4. Carriers are a joke compared to dreads. In null space superiority is the only current PvP use. In whspace they maybe feed cap and only in home defense. In whspace, where you can only field up to 3 caps away from home, you never ever use the mass for a carrier. Why use a ship that has just 30%dps?
5. Carriers cannot be used for PVE in whspace. They trigger an escalation and contibute very little.
So yeah, huge cry for help here. Can you please review the cap use in whspace for both pvp and pve? |
Malthuras
The Scope Gallente Federation
19
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Posted - 2017.02.23 22:54:56 -
[37] - Quote
These changes are terrible for both PvE and PvP
1. Tach Nightmares can somewhat reliably track fighter squads. Increasing their sig is stupid
2. Carrier ratting is completely interactive, and if you don't respond in an amount of time, npc's start wasting your fighters already. This change is dumb to make them more aggressive.
Just stop, carriers are in a good place. Work on parts that aren't. |
Mr Floydy
Side Kicks The-Culture
339
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Posted - 2017.02.23 22:56:20 -
[38] - Quote
Fighters can already die damn quick in PvP and require constant micromanaging in PvE, sig changes this large and a change to aggression at the same time seems to be completely overkill. If you're going to make changes can you please do so a little more gradually so you don't end up risking carriers becoming useless overnight... |
Juvir
Omega Nebula BattleWorks Requiem Eternal
4
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Posted - 2017.02.23 22:57:08 -
[39] - Quote
Sig radius increased on fighters? NPCs not shooting them enough? Heck I can't KEEP NPCs off of my fighters currently, even battleships are ripping my fighters up during ratting. This is going to make carrier ratting not worth it at all anymore. The cost of replacing fighters already is approaching the ticks I get from running them.
This is also widening the gap between carriers and dreads. As said already, carriers are a joke compared to dreads, now we're reinforcing that point. I see NPCs ignore drones more often than my fighters. Time to shelf it I guess, it has no more use for me in pvp or pve. |
Qerek
Full Spectrum Inc Integritas Constans
0
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Posted - 2017.02.23 22:57:17 -
[40] - Quote
CCP Larrikin wrote: These changes bring Fighters closer in-line with the signature of Heavy Drones. Lastly, there was a bug when our AI evaluated the threat of fighters. NPCs didn't consider fighters as threatening as they should have. This bug has now been fixed, and NPCs will more often shoot at fighters.
Can you guys elaborate on your intentions relating to carriers in a PVE environment? Obviously, EVE is very PVP centric, but using a carrier in null anomalies seem to be pretty much required to get proficient with the interface so you can eventually feel comfortable dropping your carrier in PVP. Your interface update made carrier ratting "fun" again at the same time eliminating the multiboxing carrier issues of the past. Are you unhappy with the level of isk earned by carrier ratting?
Regarding your Fighters -> Heavy Drones comparison...the best ships I can think of (someone correct me here) to utilize heavy drones (arguably the only ones worth using) are:
Rattlesnake Eos Myrmadon Prophecy (?) Ishtar VNI
Every single one of these ships have large bonuses to BOTH drone HPs and drone speed (velocity or MWD). This means the base stats of heavy drones are worthless for comparison because almost no one uses them at those HP/speed to sig radius ratios. These bonuses are what consistently keeps these heavy drones alive, therefore keeping there use affordable.
With carriers, you choose between a very small HP bonus (Thanatos) or a very small speed bonus (Nid) and that's it. Also, loosing fighters is much more expensive.
I think you are getting a lot of negative feedback from these changes because we all thought carrier risk/reward was in a pretty solid place currently. Don't get me wrong, I totally get the bug fix thing...but the combined sig radius change seems like you will be destroying a really fun activity. |
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Henry Plantgenet
Center for Advanced Studies Gallente Federation
168
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Posted - 2017.02.23 22:57:19 -
[41] - Quote
Increase the sensor strength of fighters as well so they're not much easier to scan down now (and have them harder to be jammed) Aggro was fine on the fighters unless you want NPCs to permatarget and shoot fighters. Do implants affect drone/fighter EHP? Should they? |
Jackson Ikkala
Not Recruting
1
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Posted - 2017.02.23 22:57:59 -
[42] - Quote
THIS worrys me greatly as carrier ratting is my main source of income and plex any changes that affect carrier ratting greatly concerns me i'm worried this will make ratting extremely harder and is unnecessary
CCP Larrikin wrote:Hi m8s, In March, we're releasing a number of balance tweaks and we would love your feedback. FIGHTERSWe'd like to increase the potential counter-play options vs fighters. We're going to do this by increasing their signature radius which makes them a little easier to hit. They are currently around the small-medium drone range. This will put them in the same size category as heavy drones. Additionally, we're giving Shadow fighters a balance pass. Changes: - Light Fighters (Space Superiority) - Signature Radius: 80 (+43)
- Light Fighters (Attack) - Signature Radius: 100 (+59)
- Support Fighters - Signature Radius: 120 (+80)
- Heavy Fighters (Attack) - Signature Radius: 110 (+60)
- Heavy Fighters (Long Range) - Signature Radius: 120 (+60)
- Shadows - Signature Radius: 100 (+55)
- Shadows - EM Damage: 200 (+40)
- Shadows - Thermal Damage: 200 (+40)
These changes bring Fighters closer in-line with the signature of Heavy Drones. Lastly, there was a bug when our AI evaluated the threat of fighters. NPCs didn't consider fighters as threatening as they should have. This bug has now been fixed, and NPCs will more often shoot at fighters. You may also want to check out this thread about brand new fighter hotkeys (thanks Five-0!)SUPERCARRIERSAfter our discussions with the CSM, they brought up the state of the Wyvern fighter hangar bay (and shield supers in general). While we'll re-asses the state of shield supers after the release of Shield Slaves, we think their points about fighter hangar bays had some merit. Changes: - Wyvern Fighter Hangar Bay): 90,000 (+10,000) m3
- Hel Fighter Hangar Bay: 110,000 (+10,000) m3
BURST PROJECTORSWe're going to increase the effect duration of burst projectors. The difficulty in using them doesn't really justify their existing small effect time. Changes: - ECM Jammer Burst Projector Effect Duration: 40 (+10) seconds
- Sensor Dampening Burst Projector Effect Duration: 60 (+30) seconds
- Weapon Disruption Burst Projector Effect Duration: 60 (+30) seconds
- Target Illumination Burst Projector Effect Duration: 60 (+30) seconds
- Warp Disruption Burst Projector Effect Duration: 40 (+20) seconds
- Stasis Webification Burst Projector Effect Duration: 40 (+20) seconds
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JITA Char2
Science and Trade Institute Caldari State
0
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Posted - 2017.02.23 22:58:06 -
[43] - Quote
The patch has a big problem.
Cause the problem is that a lot of T1 fighters are already randomly diyingin a lot of anos. (Also if you use best way of killing all npc's)
Which means actually that if they die faster the fighter will cost more than the npc payout will bring.
Which makes Carrier Ratting useless. |
Kagi Anzomi
CK-0FF Spaceship Samurai
6
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Posted - 2017.02.23 23:10:41 -
[44] - Quote
Mawderator wrote:There are L5 missions that can kill 2 or 3 of your fighters in a squadron if you're unlucky. The Fortress is not one of them. I see you've never tried doing the Minmatar version. The Minmatar frigates web and paint fighters with a vengeance. |
progodlegend
Dreddit Test Alliance Please Ignore
190
|
Posted - 2017.02.23 23:11:48 -
[45] - Quote
HOLY ******* ****. HOLLLLYYYYYYY FU************** SHI***************
FOZZIE YOU BEAUTIFUL BASTARD. YOU ARE LISTENING UP THERE. WE DID IT BOYS, WE ******* DID IT.
SUBCAPS AREN'T DEAD JUST YET.
LARRIKIN YOU SON OF A ***** YOU CAME THROUGH ON THIS ONE.
OH MY GOD.
OH MY GOD.
I CAN'T BREATH.
BEST CHANGE EVER.
HOLY ****.
HOLY ****
OH MY GOD
OH MY G |
progodlegend
Dreddit Test Alliance Please Ignore
190
|
Posted - 2017.02.23 23:12:55 -
[46] - Quote
JITA Char2 wrote:The patch has a big problem.
Cause the problem is that a lot of T1 fighters are already randomly diyingin a lot of anos. (Also if you use best way of killing all npc's)
Which means actually that if they die faster the fighter will cost more than the npc payout will bring.
Which makes Carrier Ratting useless.
Dude literally 0 people care if carrier ratting is useless. No one gives a **** about whether you can carrier rat or not. Get a different ship. who cares. |
Jackson Ikkala
Not Recruting
2
|
Posted - 2017.02.23 23:14:42 -
[47] - Quote
GO ******* DIE I SURVIVE IN EVE ON CARRIER RATTING
progodlegend wrote:HOLY ******* ****. HOLLLLYYYYYYY FU************** SHI***************
FOZZIE YOU BEAUTIFUL BASTARD. YOU ARE LISTENING UP THERE. WE DID IT BOYS, WE ******* DID IT.
SUBCAPS AREN'T DEAD JUST YET.
LARRIKIN YOU SON OF A ***** YOU CAME THROUGH ON THIS ONE.
OH MY GOD.
OH MY GOD.
I CAN'T BREATH.
BEST CHANGE EVER.
HOLY ****.
HOLY ****
OH MY GOD
OH MY G
|
Anthar Thebess
1680
|
Posted - 2017.02.23 23:19:25 -
[48] - Quote
Signature change? It was ever an issue?
People kill fighters easily using subcapitals. Superiority fighters chew other fast. Rats can easily alpha a T2 fighter on a max skilled thanathos. I lost wings while they where MWD back to the carrier but they got webs and died.
There was an bug that made rats not aggro fighters? Constant management on fighters recalls to fix and replace lost fighters.
Next thing support fighters - only sirens are good, there is no point in using any other.
Shield Slaves and shield super balance - when? I know that there are plenty of other things but those are not small toys, people invested a lot of time and $ Shield supers are very broken due to neuts - maybe introduce a passive adaptive lowslot thingy and balance this later instead of making people to wait 2 more years.
I know that EVE is a game about patience - but do we really need to skill it so hard?
Super fleet hangars - nice, but can support fighters have size reduced?.
Stop discrimination, help in a fight against terrorists
Show your support to The Cause!
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Blood Animus
Plundering Penguins Solyaris Chtonium
8
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Posted - 2017.02.23 23:19:32 -
[49] - Quote
progodlegend wrote:JITA Char2 wrote:The patch has a big problem.
Cause the problem is that a lot of T1 fighters are already randomly diyingin a lot of anos. (Also if you use best way of killing all npc's)
Which means actually that if they die faster the fighter will cost more than the npc payout will bring.
Which makes Carrier Ratting useless. Dude literally 0 important people care if carrier ratting is useless. No one useful gives a **** about whether you can carrier rat or not. Get a different ship. who cares.
I hope you like more dictors, cheap HACs, and light tackle because that's what you're going to see your fleet comps have a decent bit more instead of mainline T3 dps and CS/Recon support. Since carriers probably fatten your line members wallets and corp wallets and in turn SRP funds. But who am I to know. |
progodlegend
Dreddit Test Alliance Please Ignore
190
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Posted - 2017.02.23 23:27:44 -
[50] - Quote
Blood Animus wrote: But who am I to know.
Next time just lead off with that. |
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Zelden Aurilen
SUPERFLUOUS WANDERLUST The-Culture
5
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Posted - 2017.02.23 23:30:08 -
[51] - Quote
Copying my reddit reply;
Are you kidding about increasing fighter sig radius? They already bleed fast as anything in a fleet fight. You usually lost 7/9 fighters if you pull them as soon as the first damage/ewar effect lands on them.
Honestly small fleets may be having trouble with them (they shouldn't, just bring ecm or a single web/paint) but in large fleets they are so vulnerable.
I'm not saying this as rhetoric. I've been in a decent number of carrier fights since the last set of changes, both in the context of citadel sieges, response fleets to small gangs, and just now a 40 carrier drop on two 100 man fleets (t3s and cerbs)
Fighters are actually awful to use in these fights effectively. It went typically like this;
* Lock targets as broadcast * Launch fighters * MWD fighters towards target, start applying dps. * Sync volleys with all other carriers because fighter dps can't break subcaps * Have eyes on fighters on all time, as soon as a single ewar effect or damage appeared pull that particular squad with MWD on * Watch as most of the squad is melted before it returns * Pull the other squads as they are targetted, restock and relaunch ASAP * Berate the fact nothing is dying because you're having to constantly pull and relaunch and wonder how long you can continue for as the fighter stock dwindles.
Honestly have you guys done significant playtesting with this or is it mostly a case of observing complaints from people who struggle to kill them. Carriers are INCREDIBLY easy to defang, you literally need a few logi, a single webbing ship or a single target painter. If you're fighting a solo carrier or a small group of them you can even defang them with T1 ECM Ships (Griffins) because they have such a low sensor strength and the lock time even with NSA isn't fast enough to lock and pop.
I strongly urge you guys to reconsider on the fighter changes and do some homework (like a mass test). Yes if you bring a battleship or unsupported cruiser gang to kill a carrier you will get melted, but they are so obscenely easy to counter it's laughable. |
Juvir
Omega Nebula BattleWorks Requiem Eternal
5
|
Posted - 2017.02.23 23:30:44 -
[52] - Quote
Qerek wrote:CCP Larrikin wrote: These changes bring Fighters closer in-line with the signature of Heavy Drones. Lastly, there was a bug when our AI evaluated the threat of fighters. NPCs didn't consider fighters as threatening as they should have. This bug has now been fixed, and NPCs will more often shoot at fighters.
Can you guys elaborate on your intentions relating to carriers in a PVE environment? Obviously, EVE is very PVP centric, but using a carrier in null anomalies seem to be pretty much required to get proficient with the interface so you can eventually feel comfortable dropping your carrier in PVP. Your interface update made carrier ratting "fun" again at the same time eliminating the multiboxing carrier issues of the past. Are you unhappy with the level of isk earned by carrier ratting? Regarding your Fighters -> Heavy Drones comparison...the best ships I can think of (someone correct me here) to utilize heavy drones (arguably the only ones worth using) are: Rattlesnake Eos Myrmadon Prophecy (?) Ishtar VNI Every single one of these ships have large bonuses to BOTH drone HPs and drone speed (velocity or MWD). This means the base stats of heavy drones are worthless for comparison because almost no one uses them at those HP/speed to sig radius ratios. These bonuses are what consistently keeps these heavy drones alive, therefore keeping there use affordable. With carriers, you choose between a very small HP bonus (Thanatos) or a very small speed bonus (Nid) and that's it. Also, loosing fighters is much more expensive. I think you are getting a lot of negative feedback from these changes because we all thought carrier risk/reward was in a pretty solid place currently. Don't get me wrong, I totally get the bug fix thing...but the combined sig radius change seems like you will be destroying a really fun activity.
This sums it up nicely. You're basically destroying the fun inherent in ratting with a carrier. It has also been pointed out that this is going to make the spread on carriers so wide nobody will fly the archon or chimera for any reason, due to needing the increased fighter HP or speed for sig tanking.
I can't run sites now without my fighters always being fired upon in Sansha space. I'm not sure where the data comes from that they're not being shot at enough, but can it really get worse than 100%? |
progodlegend
Dreddit Test Alliance Please Ignore
190
|
Posted - 2017.02.23 23:32:27 -
[53] - Quote
Zelden Aurilen wrote:Copying my reddit reply;
Are you kidding about increasing fighter sig radius? They already bleed fast as anything in a fleet fight. You usually lost 7/9 fighters if you pull them as soon as the first damage/ewar effect lands on them.
Honestly small fleets may be having trouble with them (they shouldn't, just bring ecm or a single web/paint) but in large fleets they are so vulnerable.
I'm not saying this as rhetoric. I've been in a decent number of carrier fights since the last set of changes, both in the context of citadel sieges, response fleets to small gangs, and just now a 40 carrier drop on two 100 man fleets (t3s and cerbs)
Fighters are actually awful to use in these fights effectively. It went typically like this;
* Lock targets as broadcast * Launch fighters * MWD fighters towards target, start applying dps. * Sync volleys with all other carriers because fighter dps can't break subcaps * Have eyes on fighters on all time, as soon as a single ewar effect or damage appeared pull that particular squad with MWD on * Watch as most of the squad is melted before it returns * Pull the other squads as they are targetted, restock and relaunch ASAP * Berate the fact nothing is dying because you're having to constantly pull and relaunch and wonder how long you can continue for as the fighter stock dwindles.
Honestly have you guys done significant playtesting with this or is it mostly a case of observing complaints from people who struggle to kill them. Carriers are INCREDIBLY easy to defang, you literally need a few logi, a single webbing ship or a single target painter. If you're fighting a solo carrier or a small group of them you can even defang them with T1 ECM Ships (Griffins) because they have such a low sensor strength and the lock time even with NSA isn't fast enough to lock and pop.
I strongly urge you guys to reconsider on the fighter changes and do some homework (like a mass test). Yes if you bring a battleship or unsupported cruiser gang to kill a carrier you will get melted, but they are so obscenely easy to counter it's laughable.
Dude if you couldn't kill two 100 man fleets with 40 carriers you should check your fits out man, because that's just pathetic. You should have absolutely wrecked those cerbs and t3s. You don't even need to sync up your volleys you should be doing like 100k DPS+ easy. |
Doomchinchilla
Collapsed Out Pandemic Legion
167
|
Posted - 2017.02.23 23:33:28 -
[54] - Quote
Just went on sisi to test it all out. The sig radius' are pretty cool, can definitely hit them alot easier. But the Shadow still feels out of place. ALSO the tool tip is broken for it, it says it only deals thermal damage when it's loaded in your bay, not thermal/EM. |
Aeryn-Sun
Panda Express Inc. Elemental Tide
0
|
Posted - 2017.02.23 23:34:17 -
[55] - Quote
CCP Larrikin wrote:Hi m8s,
Lastly, there was a bug when our AI evaluated the threat of fighters. NPCs didn't consider fighters as threatening as they should have. This bug has now been fixed, and NPCs will more often shoot at fighters.
As i understand from your post, you want to: Make their signature radius larger (so other players can more easily target them) Unbugg the NPC's hostile intentions to the Fighters (they are already very hostile towards them, but you want them to be more so).
Ok fine, but in return, you better make the fighters worth the money, time, skills etc. Give them a large increase in EHP, respective of the m3 of space they occupy. Make EWAR less effective, perhaps by the number of fighters left in that squadron. Reduce their refueling time substantially. (since we will be returning them to bays more often) Reduce their m3 so we can fit more of them in our fighter bays since they will be dying that much more often. Reduce the mineral cost required to manufacture fighters since we will be going through them that much more often. Increase the fighter's tracking speed and damage so the effective DPS will actually be more - since they will be spending more time flying back and refueling and being topped up in numbers, than before...
Increase Support Fighters usefulness - ie Cenobite Neut amount or reduce their cycle time. because they are already lacking in the usefullness department for the fact there are only 3, take up 9k m3 of space for one flight of them, and are easily alpha'd and now even more so if your changes go though...
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progodlegend
Dreddit Test Alliance Please Ignore
190
|
Posted - 2017.02.23 23:34:24 -
[56] - Quote
ITT:
tears over not being able to carrier rat for 100mil ticks anymore.
tears over not being able to obliterate subcaps with impunity anymore.
Adapt or Die
git gud
learn 2 play |
Juvir
Omega Nebula BattleWorks Requiem Eternal
5
|
Posted - 2017.02.23 23:37:59 -
[57] - Quote
progodlegend wrote:ITT:
tears over not being able to carrier rat for 100mil ticks anymore.
tears over not being able to obliterate subcaps with impunity anymore.
Adapt or Die
git gud
learn 2 play
If you think a group of 20 battleships getting wasted by a single carrier is not supposed to be right, you obviously haven't flown caps since the BoB days. No they shouldn't have impunity, but they should be able to rat. And whoever is getting 100m ticks is exploiting somewhere. Average tick in a carrier is ~50m. Try it sometime before you talk about it? |
Alhira Katserna
Teutonum Confederation Evictus.
2427
|
Posted - 2017.02.23 23:40:49 -
[58] - Quote
progodlegend wrote:ITT:
tears over not being able to carrier rat for 100mil ticks anymore.
tears over not being able to obliterate subcaps with impunity anymore.
Adapt or Die
git gud
learn 2 play
Can you please just go and shake the palm and let the grown ups give reasonable feedback? Thank you. |
penifSMASH
ElitistOps Pandemic Legion
466
|
Posted - 2017.02.23 23:43:27 -
[59] - Quote
For the most part, the changes look good! The Wyvern sorely needed a larger drone bay and the burst projectors needed a buff.
A few suggestions:
1) Shadows will still be bad and un-used after the patch. If you want supercarriers to actually field them, you should instead make them a long range fighter bomber that gets an Afterburner prop mod.
2) Revenant fighter bay should be large as a Nyx's
3) The web strength bonus on a Vendetta should apply to Dromis and not to the web burst projector. |
Farming Salt
State War Academy Caldari State
0
|
Posted - 2017.02.23 23:43:59 -
[60] - Quote
Well...as soon as i get into Carriers both for pvp and PVE...you pull out that oversized nerf bat that kills any ship in it's path...Time to move to dread at least those you know you have almost 90% or more chance of being killed...at least i can kill while getting killed.... Forget about PVP or PVE in carriers now haha RIP
Also...Support fighters are like..killing a T1 Frig as it is...
Well...time to off load my carriers/fighters and get.....nothing?
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