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181. BOOST BLASTERS! - in Ships and Modules [original thread]
Originally by: NightmareX Why?. Alright, then, i can make a 200 vs 200 bs sized gang fight on sisi then. Happy now ?. Because players that group together rarely all make the same decisions before that grouping, leaving a non-homogene...
- by Goumindong - at 2009.02.22 02:19:00
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182. BOOST BLASTERS! - in Ships and Modules [original thread]
Edited by: Goumindong on 22/02/2009 00:01:21 Originally by: dalman They are? Since you're typing "we" in your anser to me, I assume this "we" is you and me. Then you're hereby challenged to find anything I've said to back up this comm...
- by Goumindong - at 2009.02.22 00:00:00
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183. BOOST BLASTERS! - in Ships and Modules [original thread]
Originally by: dalman Fights happen with one ship pretty much at its "intended" range and one ship pretty much at its "oooops f**k up"-range. So why is the laser ship always the one at its "intended" range and the blaster ship always ...
- by Goumindong - at 2009.02.21 23:35:00
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184. BOOST BLASTERS! - in Ships and Modules [original thread]
Originally by: dalman Yes - just like the amarr/minmatar player gets a big bonus from holding a Gallente electron blaster at say 6-7km, the same gallente electron blaster should have a big bonus from tracking if it gets within say 1km ran...
- by Goumindong - at 2009.02.21 22:58:00
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185. BOOST BLASTERS! - in Ships and Modules [original thread]
Originally by: dalman If you read up, you'll see me talking about "intended range". And that is a proper stat to use No, its not. PvP fights do not happen with each ship at their "intended range". They fight with ships at whatever ran...
- by Goumindong - at 2009.02.21 22:53:00
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186. BOOST BLASTERS! - in Ships and Modules [original thread]
Originally by: dalman Yes... ...which is because, as mentioned a hundred times already in the thread, lasers are overpowered in the tracking*range stat and one of them should be nerfed a bit. Tracking * Range is a stat that means noth...
- by Goumindong - at 2009.02.21 22:41:00
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187. BOOST BLASTERS! - in Ships and Modules [original thread]
Originally by: Murina Edited by: Murina on 21/02/2009 20:29:53 Originally by: Goumindong Thorax, Myrmidon, Hyperion, Taranis... Ignoring that this thread is about BS..... The Hyperion and thorax suck in gang combat due...
- by Goumindong - at 2009.02.21 22:38:00
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188. BOOST BLASTERS! - in Ships and Modules [original thread]
Thorax, Myrmidon, Hyperion, Taranis...
- by Goumindong - at 2009.02.21 20:23:00
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189. BOOST BLASTERS! - in Ships and Modules [original thread]
Originally by: dalman ] Anyway, the situation is that blasters are stuck in a limbo and has been so for 5 years: * On the one hand is the part of the playerbase that wants a blurred out sandbox who can not accept that Gallente would "re...
- by Goumindong - at 2009.02.21 20:14:00
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190. Harb - Overrated? - in Ships and Modules [original thread]
Edited by: Goumindong on 21/02/2009 02:54:07 Its a good mix of DPS and EHP. It has a strong med slot config in a situation that favors lasers(big/slow ships). Its reasonably fast and has a boat load of armor hit points. [Harbinger, New Setup ...
- by Goumindong - at 2009.02.21 02:52:00
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191. BOOST BLASTERS! - in Ships and Modules [original thread]
Originally by: Deschenus Maximus Originally by: Goumindong are mutually exclusive positions, if you shift balance towards blasters, you will advantage tanking more(since you're boosting the weapons that go on those ships where tan...
- by Goumindong - at 2009.02.21 02:39:00
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192. BOOST BLASTERS! - in Ships and Modules [original thread]
Originally by: Deschenus Maximus That's silly. Blasters may be the quintessential weapons of tank ships (and then I'd say missiles are probably better, being capless and all), there is no mutual exclusivity between wanting better guns ...
- by Goumindong - at 2009.02.20 22:45:00
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193. [theory] Why T3 will fail - in Ships and Modules [original thread]
Originally by: CCP Whisper So you're going to have to do some actual thinking with regards to hull components and their capabilities instead of copying some cookie-cutter setup from scrapheap challenge or wherever for "guaranteed" results....
- by Goumindong - at 2009.02.19 23:05:00
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194. BOOST BLASTERS! - in Ships and Modules [original thread]
Originally by: Chi Quan Originally by: Goumindong Blasters are the quintessential tanking weapon, lasers the quintessential ganking weapon. Weird. I thought that Gallente & blasters were the gankers and Amarr + lasers the tanker...
- by Goumindong - at 2009.02.19 21:05:00
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195. BOOST BLASTERS! - in Ships and Modules [original thread]
Originally by: Deschenus Maximus Originally by: Omara Otawan Hmm, in some way I cant really believe blasters and autocannons both need boosting, just nerf pulses and be done with it, everything else will fall in place. This g...
- by Goumindong - at 2009.02.19 12:21:00
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196. BOOST BLASTERS! - in Ships and Modules [original thread]
Originally by: Theron Gyrow Since you claim that Amarr should absolutely rule only medium-sized gangs and up (and isn't that magnanimous of you), you then support nerfing pulses at under 20km range? Just because pulses should be the...
- by Goumindong - at 2009.02.18 21:30:00
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197. BOOST BLASTERS! - in Ships and Modules [original thread]
Originally by: Omara Otawan Originally by: Goumindong All the ships that field tanks that lasers are strong against have a similar damage type advantage coming right back. The relative advantage there is zero. Should also men...
- by Goumindong - at 2009.02.18 20:30:00
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198. BOOST BLASTERS! - in Ships and Modules [original thread]
Originally by: Deschenus Maximus You keep bringing this up, but not all ships have the same resists. Yes, lasers are "the worst" to use on a T1 dual EANM tank, but this is not the only type of tank out there. All the ships that field...
- by Goumindong - at 2009.02.18 19:28:00
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199. BOOST BLASTERS! - in Ships and Modules [original thread]
Originally by: Raniss I bolded the troll part for you. Its incorrect, but unlikely a troll. That being said, lasers have never received a damage bonus as you claim(well, at least, not within the last 4 years)
- by Goumindong - at 2009.02.18 15:24:00
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200. BOOST BLASTERS! - in Ships and Modules [original thread]
Edited by: Goumindong on 18/02/2009 15:01:24 Originally by: Alpha Prime Autocannons PRO: Good Damage. No cap use. Damagetype by choice. Good Tracking. Good Range. Blasters PRO. NONE. Autocannons CON. none. Blasters CON. High Cap...
- by Goumindong - at 2009.02.18 15:01:00
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