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1. Amarr - in Ships and Modules [original thread]
Originally by: Complacency's Bane Edited by: Complacency''s Bane on 29/09/2006 23:05:02 Battleship lasers are fine, the only problem with amarr there is how good EW is and how few midslots amarr battleships have. Battleship lasers ...
- by Siro - at 2006.09.30 08:23:00
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2. Ship HP increases, defensive combat, and the nerf to blaster ships... - in Ships and Modules [original thread]
Originally by: Gabriel Karade Originally by: Wodin Drukvik Originally by: Maya Rkell Lasers at range? Better. Because, unless you haden't noticed, it's harder to generate transversal at range. And if a target's MWDing at yo...
- by Siro - at 2006.09.28 02:10:00
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3. Amarr - in Ships and Modules [original thread]
Could someone tell my why the apoc is the only tier 2 battleship to not have either a rate of fire or damage bonus?
- by Siro - at 2006.08.29 16:36:00
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4. Amarr - in Ships and Modules [original thread]
Originally by: Shugo Kazuma Just cut the cap use of laser by 50%, tweak some of the gun fitting requirements and give all the ships a new bonus in place of the cap reduction use. I mean it seems silly to have a "bonus" like that. It makes ...
- by Siro - at 2006.06.29 06:21:00
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5. Carrier balance? - in Ships and Modules [original thread]
is this a nerf thread before they're even out?
- by Siro - at 2005.11.30 18:31:00
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6. Upcoming revers engineering/redesign stuff. - in Ships and Modules [original thread]
My take on Quote: Next-Gen Bluprint Research Enable players to further research individual features of the blueprints, like powergrid and such. Requires a huge rewrite of many systems but might be worth it. Would also allow branding (Manufa...
- by Siro - at 2005.09.14 19:34:00
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