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1. T2 combat/force recon ships - in Ships and Modules [original thread]
Edited by: Man Upright on 07/12/2005 17:12:51 jesus. when i get into these things, i will be king. king i say. i will *****everyone. there will be no stopping me. men will die. ps. and it's about time they made the 2nd sexiest ship hull in t...
- by Man Upright - at 2005.12.07 17:10:00
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2. Zealot - in Ships and Modules [original thread]
I'll keep my zealot as the laser turret platform is was made to be thanks. Don't make it versatile by adding a little drone bay. Add a 5th turret slot, and it still won't be able to do as much damage as a Diemos, and it still won't be as versatil...
- by Man Upright - at 2005.12.05 02:33:00
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3. Zealot - in Ships and Modules [original thread]
how did it get in the devs minds in the first place that the zealot was overpowered? when messing with ships that take 2 months of training to fly, i would hope everything would be looked at with a microscope, and decisions made with more care. ...
- by Man Upright - at 2005.12.03 22:42:00
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4. Warp core stabs - in Ships and Modules [original thread]
my idea is that warp cores take 25% of the total power of a ships grid. this means 4 would be max, and you could still fit nano's and od's for travel. then, people would stop fitting 2, without vastly changing their gank setup to make them weake...
- by Man Upright - at 2005.12.03 05:46:00
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5. Amarr OVERPOWERED!! - in Ships and Modules [original thread]
Yes, the easier race to counter and disable in combat, is overpowered. Maybe you should let your electronics skill group reach 100,000 skill points before you post again about how overpowered the Amarr are.
- by Man Upright - at 2005.11.22 15:13:00
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6. Detaurus Returns_Interceptors Must Go - in Ships and Modules [original thread]
yea, i think the locator agent missions are an exploit too. wait no, that's the dumbest thing I've ever heard.
- by Man Upright - at 2005.11.12 16:24:00
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