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Kaylona Tso
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Posted - 2004.08.17 19:08:00 -
[61]
Originally by: Rob Mattacks Yes although the grid was boosted on the typhoon it was not enough imo. It has taken a fitting nerf as grid was given to compensate increase in armor repairers but not enough to fit siege aswell. The cruise launchers have a terrible ROF and you should be able to fit 4 siege easy on a close range set up as they are no way overpowered on a typhoon without bonuses. The long range armor tank you can forget about as it once again lacks grid big time. Add to that the low performance of projectiles and you have another nerfed ship.
A Long range setup should never have to tank something too much. It should be fast moving, hard hitting full of tricks to get out of tough situations. I don't mind using 2 or 3 dmods and a tracking booster and sensor booster on a PHOON before even thinking about the rest. But the phoons stats are rediculous. Its a gimp ship now because the ACs suck, its max targeting range is completely nerfed by the 10% boost in optimum range when the falloff/tracking fixes were applied. The Typhoon is a mini-Tempest. It is a long range ship like any other Minm ship. It has options that allow it to be fast striking but it should never be better at it than a Mega/Domi/Apoc/Geddon. Just like the those shouldn't be long range kinds like Scorp/Raven/Phoon/tempest should be. The fact that the stats of the guns, ammo and ship wipe out any chance of it filling its role.
Like I said before an easy probable balanced ( we must try before it stays ) :
1) Give more DMOD on ALL Projectile guns 2) Give back ALL prepatch falloff 3) Increase all Minm ships base targeting range by 40% 4) Reverse the range on the ammo ( ie EMP gets a range bonus at same damage rating ) -----
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Kaylona Tso
|
Posted - 2004.08.17 19:08:00 -
[62]
Originally by: Rob Mattacks Yes although the grid was boosted on the typhoon it was not enough imo. It has taken a fitting nerf as grid was given to compensate increase in armor repairers but not enough to fit siege aswell. The cruise launchers have a terrible ROF and you should be able to fit 4 siege easy on a close range set up as they are no way overpowered on a typhoon without bonuses. The long range armor tank you can forget about as it once again lacks grid big time. Add to that the low performance of projectiles and you have another nerfed ship.
A Long range setup should never have to tank something too much. It should be fast moving, hard hitting full of tricks to get out of tough situations. I don't mind using 2 or 3 dmods and a tracking booster and sensor booster on a PHOON before even thinking about the rest. But the phoons stats are rediculous. Its a gimp ship now because the ACs suck, its max targeting range is completely nerfed by the 10% boost in optimum range when the falloff/tracking fixes were applied. The Typhoon is a mini-Tempest. It is a long range ship like any other Minm ship. It has options that allow it to be fast striking but it should never be better at it than a Mega/Domi/Apoc/Geddon. Just like the those shouldn't be long range kinds like Scorp/Raven/Phoon/tempest should be. The fact that the stats of the guns, ammo and ship wipe out any chance of it filling its role.
Like I said before an easy probable balanced ( we must try before it stays ) :
1) Give more DMOD on ALL Projectile guns 2) Give back ALL prepatch falloff 3) Increase all Minm ships base targeting range by 40% 4) Reverse the range on the ammo ( ie EMP gets a range bonus at same damage rating ) -----
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Kaylona Tso
|
Posted - 2004.08.17 19:21:00 -
[63]
Originally by: chillx It is fairly annoying that my DOT at 50km is better with my rupture than my phoon. Yes my 720's are named on my rupture but they regularly outperform the 1200's on my phoon.
Also the insane number of tracking mods you need on a Min BS severly hampers whatever other setup your trying to achieve. My corp mates laugh when the hear I have to put 4 tracking / damage modules on my phoon to get anything like decent hits.
Still, I like to RP so I'm stuck with a 70Mill cruiser. Thank god my missiles and drones still work 
I use 4 named medium beams Is ( small nrg ) on my rupture with a shield tank setup. It gives more damage than my phoon did with 1200s and rupture with 720 named. ~100 damage per second off the turrets with my uber skills that are hard pressed to miss and require no ammo. Drones and launchers round it off better. And it cost only twice the energy as Medium sized projectiles. Not to mention only less than 15 million for complete setup. I refuse to use projectiles until they fix them. That means I must bastardize my ship with Amarrian tech. Nothing puts my panties in a bind more than that. -----
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Kaylona Tso
|
Posted - 2004.08.17 19:21:00 -
[64]
Originally by: chillx It is fairly annoying that my DOT at 50km is better with my rupture than my phoon. Yes my 720's are named on my rupture but they regularly outperform the 1200's on my phoon.
Also the insane number of tracking mods you need on a Min BS severly hampers whatever other setup your trying to achieve. My corp mates laugh when the hear I have to put 4 tracking / damage modules on my phoon to get anything like decent hits.
Still, I like to RP so I'm stuck with a 70Mill cruiser. Thank god my missiles and drones still work 
I use 4 named medium beams Is ( small nrg ) on my rupture with a shield tank setup. It gives more damage than my phoon did with 1200s and rupture with 720 named. ~100 damage per second off the turrets with my uber skills that are hard pressed to miss and require no ammo. Drones and launchers round it off better. And it cost only twice the energy as Medium sized projectiles. Not to mention only less than 15 million for complete setup. I refuse to use projectiles until they fix them. That means I must bastardize my ship with Amarrian tech. Nothing puts my panties in a bind more than that. -----
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Rob Mattacks
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Posted - 2004.08.17 19:29:00 -
[65]
Originally by: Kaylona Tso
Originally by: Rob Mattacks Yes although the grid was boosted on the typhoon it was not enough imo. It has taken a fitting nerf as grid was given to compensate increase in armor repairers but not enough to fit siege aswell. The cruise launchers have a terrible ROF and you should be able to fit 4 siege easy on a close range set up as they are no way overpowered on a typhoon without bonuses. The long range armor tank you can forget about as it once again lacks grid big time. Add to that the low performance of projectiles and you have another nerfed ship.
A Long range setup should never have to tank something too much. It should be fast moving, hard hitting full of tricks to get out of tough situations. I don't mind using 2 or 3 dmods and a tracking booster and sensor booster on a PHOON before even thinking about the rest. But the phoons stats are rediculous. Its a gimp ship now because the ACs suck, its max targeting range is completely nerfed by the 10% boost in optimum range when the falloff/tracking fixes were applied. The Typhoon is a mini-Tempest. It is a long range ship like any other Minm ship. It has options that allow it to be fast striking but it should never be better at it than a Mega/Domi/Apoc/Geddon. Just like the those shouldn't be long range kinds like Scorp/Raven/Phoon/tempest should be. The fact that the stats of the guns, ammo and ship wipe out any chance of it filling its role.
Like I said before an easy probable balanced ( we must try before it stays ) :
1) Give more DMOD on ALL Projectile guns 2) Give back ALL prepatch falloff 3) Increase all Minm ships base targeting range by 40% 4) Reverse the range on the ammo ( ie EMP gets a range bonus at same damage rating )
Yes i wasn't really clear but i meant that a Typhoon using armor defence, not necessarily a full on tank, lacks grid that it had before. There is no doubt about that - close range and long range with the increase in grid of armor rep and launchers.
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Rob Mattacks
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Posted - 2004.08.17 19:29:00 -
[66]
Originally by: Kaylona Tso
Originally by: Rob Mattacks Yes although the grid was boosted on the typhoon it was not enough imo. It has taken a fitting nerf as grid was given to compensate increase in armor repairers but not enough to fit siege aswell. The cruise launchers have a terrible ROF and you should be able to fit 4 siege easy on a close range set up as they are no way overpowered on a typhoon without bonuses. The long range armor tank you can forget about as it once again lacks grid big time. Add to that the low performance of projectiles and you have another nerfed ship.
A Long range setup should never have to tank something too much. It should be fast moving, hard hitting full of tricks to get out of tough situations. I don't mind using 2 or 3 dmods and a tracking booster and sensor booster on a PHOON before even thinking about the rest. But the phoons stats are rediculous. Its a gimp ship now because the ACs suck, its max targeting range is completely nerfed by the 10% boost in optimum range when the falloff/tracking fixes were applied. The Typhoon is a mini-Tempest. It is a long range ship like any other Minm ship. It has options that allow it to be fast striking but it should never be better at it than a Mega/Domi/Apoc/Geddon. Just like the those shouldn't be long range kinds like Scorp/Raven/Phoon/tempest should be. The fact that the stats of the guns, ammo and ship wipe out any chance of it filling its role.
Like I said before an easy probable balanced ( we must try before it stays ) :
1) Give more DMOD on ALL Projectile guns 2) Give back ALL prepatch falloff 3) Increase all Minm ships base targeting range by 40% 4) Reverse the range on the ammo ( ie EMP gets a range bonus at same damage rating )
Yes i wasn't really clear but i meant that a Typhoon using armor defence, not necessarily a full on tank, lacks grid that it had before. There is no doubt about that - close range and long range with the increase in grid of armor rep and launchers.
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Kaylona Tso
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Posted - 2004.08.17 19:53:00 -
[67]
Originally by: Rob Mattacks
Originally by: Kaylona Tso
Originally by: Rob Mattacks Yes although the grid was boosted on the typhoon it was not enough imo. It has taken a fitting nerf as grid was given to compensate increase in armor repairers but not enough to fit siege aswell. The cruise launchers have a terrible ROF and you should be able to fit 4 siege easy on a close range set up as they are no way overpowered on a typhoon without bonuses. The long range armor tank you can forget about as it once again lacks grid big time. Add to that the low performance of projectiles and you have another nerfed ship.
A Long range setup should never have to tank something too much. It should be fast moving, hard hitting full of tricks to get out of tough situations. I don't mind using 2 or 3 dmods and a tracking booster and sensor booster on a PHOON before even thinking about the rest. But the phoons stats are rediculous. Its a gimp ship now because the ACs suck, its max targeting range is completely nerfed by the 10% boost in optimum range when the falloff/tracking fixes were applied. The Typhoon is a mini-Tempest. It is a long range ship like any other Minm ship. It has options that allow it to be fast striking but it should never be better at it than a Mega/Domi/Apoc/Geddon. Just like the those shouldn't be long range kinds like Scorp/Raven/Phoon/tempest should be. The fact that the stats of the guns, ammo and ship wipe out any chance of it filling its role.
Like I said before an easy probable balanced ( we must try before it stays ) :
1) Give more DMOD on ALL Projectile guns 2) Give back ALL prepatch falloff 3) Increase all Minm ships base targeting range by 40% 4) Reverse the range on the ammo ( ie EMP gets a range bonus at same damage rating )
Yes i wasn't really clear but i meant that a Typhoon using armor defence, not necessarily a full on tank, lacks grid that it had before. There is no doubt about that - close range and long range with the increase in grid of armor rep and launchers.
I think what we are suffering is the ideals of 2 different combat systems we have had. The first, and older prepatch, is that we can make any ship any role. The second, new trackin/falloff nerfing, gives us the opportunity to specialize our minm ships and come up with race/role specific setups. A typhoon with autocannons/siege should never out damage a Megathron with Large Blasters. It should however out tank it because blasters give higher Damage Output thus should give inability to tank armor well. While the Typhoon at range should be able to come near the damage output of a blasterthron with 12/1400mm and Siege/cruise but not be able to armortank much if at all. With its drone bay the Typhoon also provides the long range setup some defense. The Megathron provides the short range setup the slightly lower but still great defense ( as it should be cause the prey shouldn't last long ).
I don't care IF we have to make new bombardment setups for minm ships as long as we can deal some proper damage at LONG LONG ranges. If a mega can out range my phoon or tempest then its TomBs fault not my ships fault. If TomB has to put AWESOME tracking and POOR Dmod to the ACs so that they can hit... fine too. If he keeps them the same but where ACs don't hit jack squat... then they better have some damn good damage mod so when they hit they bring the blimey average up to above small energy weapon output. -----
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Kaylona Tso
|
Posted - 2004.08.17 19:53:00 -
[68]
Originally by: Rob Mattacks
Originally by: Kaylona Tso
Originally by: Rob Mattacks Yes although the grid was boosted on the typhoon it was not enough imo. It has taken a fitting nerf as grid was given to compensate increase in armor repairers but not enough to fit siege aswell. The cruise launchers have a terrible ROF and you should be able to fit 4 siege easy on a close range set up as they are no way overpowered on a typhoon without bonuses. The long range armor tank you can forget about as it once again lacks grid big time. Add to that the low performance of projectiles and you have another nerfed ship.
A Long range setup should never have to tank something too much. It should be fast moving, hard hitting full of tricks to get out of tough situations. I don't mind using 2 or 3 dmods and a tracking booster and sensor booster on a PHOON before even thinking about the rest. But the phoons stats are rediculous. Its a gimp ship now because the ACs suck, its max targeting range is completely nerfed by the 10% boost in optimum range when the falloff/tracking fixes were applied. The Typhoon is a mini-Tempest. It is a long range ship like any other Minm ship. It has options that allow it to be fast striking but it should never be better at it than a Mega/Domi/Apoc/Geddon. Just like the those shouldn't be long range kinds like Scorp/Raven/Phoon/tempest should be. The fact that the stats of the guns, ammo and ship wipe out any chance of it filling its role.
Like I said before an easy probable balanced ( we must try before it stays ) :
1) Give more DMOD on ALL Projectile guns 2) Give back ALL prepatch falloff 3) Increase all Minm ships base targeting range by 40% 4) Reverse the range on the ammo ( ie EMP gets a range bonus at same damage rating )
Yes i wasn't really clear but i meant that a Typhoon using armor defence, not necessarily a full on tank, lacks grid that it had before. There is no doubt about that - close range and long range with the increase in grid of armor rep and launchers.
I think what we are suffering is the ideals of 2 different combat systems we have had. The first, and older prepatch, is that we can make any ship any role. The second, new trackin/falloff nerfing, gives us the opportunity to specialize our minm ships and come up with race/role specific setups. A typhoon with autocannons/siege should never out damage a Megathron with Large Blasters. It should however out tank it because blasters give higher Damage Output thus should give inability to tank armor well. While the Typhoon at range should be able to come near the damage output of a blasterthron with 12/1400mm and Siege/cruise but not be able to armortank much if at all. With its drone bay the Typhoon also provides the long range setup some defense. The Megathron provides the short range setup the slightly lower but still great defense ( as it should be cause the prey shouldn't last long ).
I don't care IF we have to make new bombardment setups for minm ships as long as we can deal some proper damage at LONG LONG ranges. If a mega can out range my phoon or tempest then its TomBs fault not my ships fault. If TomB has to put AWESOME tracking and POOR Dmod to the ACs so that they can hit... fine too. If he keeps them the same but where ACs don't hit jack squat... then they better have some damn good damage mod so when they hit they bring the blimey average up to above small energy weapon output. -----
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Siddy
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Posted - 2004.08.17 20:18:00 -
[69]
Originally by: Shim'naunta Ok lets get this right, the phoon is not suposed to be a long range ship.
whit 25% of optimal range bonus to projektiles? yes it is  -------------------------------------------
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Siddy
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Posted - 2004.08.17 20:18:00 -
[70]
Originally by: Shim'naunta Ok lets get this right, the phoon is not suposed to be a long range ship.
whit 25% of optimal range bonus to projektiles? yes it is  -------------------------------------------
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Teeth
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Posted - 2004.08.17 20:37:00 -
[71]
Unnerf now!
Sure I can fly amarr and caldari pretty well too, but I don't want to. I want to fly my race's junkheap and deal damage with the KAPOW KAPOW guns.
Bring it back!
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Teeth
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Posted - 2004.08.17 20:37:00 -
[72]
Unnerf now!
Sure I can fly amarr and caldari pretty well too, but I don't want to. I want to fly my race's junkheap and deal damage with the KAPOW KAPOW guns.
Bring it back!
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Siddy
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Posted - 2004.08.18 01:04:00 -
[73]
Edited by: Siddy on 18/08/2004 01:12:38 Only thing Tempest/Typhoon is good now...
campping at 155km whit scorp boosting 
-------------------------------------------
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Siddy
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Posted - 2004.08.18 01:04:00 -
[74]
Edited by: Siddy on 18/08/2004 01:12:38 Only thing Tempest/Typhoon is good now...
campping at 155km whit scorp boosting 
-------------------------------------------
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Selim
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Posted - 2004.08.18 01:08:00 -
[75]
Edited by: Selim on 18/08/2004 01:13:26
Originally by: Kaylona Tso
1) Give more DMOD on ALL Projectile guns 2) Give back ALL prepatch falloff 3) Increase all Minm ships base targeting range by 40% 4) Reverse the range on the ammo ( ie EMP gets a range bonus at same damage rating )
I totally agree. This is what minmatar need.
I dont care if this causes the mineral cost of the EMP or Phased Plasma to go through the roof, that would be fine with me. Artillery should be awesome at long range, doing huge damage amounts, but needing good skill to make sure they hit nicely. Artillery should have a base damage of 7.5 in my opinion, that would balance it all out. To win against a Tempest with artillery you'd get in close and move around and stuff. It wouldnt be uber, just only if you're unskilled. When you are decent enough to move around, it would be a nice even match.
Fix the projectiles!
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Selim
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Posted - 2004.08.18 01:08:00 -
[76]
Edited by: Selim on 18/08/2004 01:13:26
Originally by: Kaylona Tso
1) Give more DMOD on ALL Projectile guns 2) Give back ALL prepatch falloff 3) Increase all Minm ships base targeting range by 40% 4) Reverse the range on the ammo ( ie EMP gets a range bonus at same damage rating )
I totally agree. This is what minmatar need.
I dont care if this causes the mineral cost of the EMP or Phased Plasma to go through the roof, that would be fine with me. Artillery should be awesome at long range, doing huge damage amounts, but needing good skill to make sure they hit nicely. Artillery should have a base damage of 7.5 in my opinion, that would balance it all out. To win against a Tempest with artillery you'd get in close and move around and stuff. It wouldnt be uber, just only if you're unskilled. When you are decent enough to move around, it would be a nice even match.
Fix the projectiles!
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Kaylona Tso
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Posted - 2004.08.18 04:36:00 -
[77]
Originally by: Selim Edited by: Selim on 18/08/2004 01:13:26
Originally by: Kaylona Tso
1) Give more DMOD on ALL Projectile guns 2) Give back ALL prepatch falloff 3) Increase all Minm ships base targeting range by 40% 4) Reverse the range on the ammo ( ie EMP gets a range bonus at same damage rating )
I totally agree. This is what minmatar need.
I dont care if this causes the mineral cost of the EMP or Phased Plasma to go through the roof, that would be fine with me. Artillery should be awesome at long range, doing huge damage amounts, but needing good skill to make sure they hit nicely. Artillery should have a base damage of 7.5 in my opinion, that would balance it all out. To win against a Tempest with artillery you'd get in close and move around and stuff. It wouldnt be uber, just only if you're unskilled. When you are decent enough to move around, it would be a nice even match.
Fix the projectiles!
And the guns would still suck enough so Hbrid/NRG nuts wouldn't whine. It would make you think twice about which ship you wanted to use as well... because the phoon would be just as juicey as the tempest to some folks just like the Dom is juicey as the Mega. -----
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Kaylona Tso
|
Posted - 2004.08.18 04:36:00 -
[78]
Originally by: Selim Edited by: Selim on 18/08/2004 01:13:26
Originally by: Kaylona Tso
1) Give more DMOD on ALL Projectile guns 2) Give back ALL prepatch falloff 3) Increase all Minm ships base targeting range by 40% 4) Reverse the range on the ammo ( ie EMP gets a range bonus at same damage rating )
I totally agree. This is what minmatar need.
I dont care if this causes the mineral cost of the EMP or Phased Plasma to go through the roof, that would be fine with me. Artillery should be awesome at long range, doing huge damage amounts, but needing good skill to make sure they hit nicely. Artillery should have a base damage of 7.5 in my opinion, that would balance it all out. To win against a Tempest with artillery you'd get in close and move around and stuff. It wouldnt be uber, just only if you're unskilled. When you are decent enough to move around, it would be a nice even match.
Fix the projectiles!
And the guns would still suck enough so Hbrid/NRG nuts wouldn't whine. It would make you think twice about which ship you wanted to use as well... because the phoon would be just as juicey as the tempest to some folks just like the Dom is juicey as the Mega. -----
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Kaylona Tso
|
Posted - 2004.08.18 04:39:00 -
[79]
Edited by: Kaylona Tso on 18/08/2004 04:43:54
Originally by: Selim Edited by: Selim on 18/08/2004 01:13:26
Originally by: Kaylona Tso
1) Give more DMOD on ALL Projectile guns 2) Give back ALL prepatch falloff 3) Increase all Minm ships base targeting range by 40% 4) Reverse the range on the ammo ( ie EMP gets a range bonus at same damage rating )
I totally agree. This is what minmatar need.
I dont care if this causes the mineral cost of the EMP or Phased Plasma to go through the roof, that would be fine with me. Artillery should be awesome at long range, doing huge damage amounts, but needing good skill to make sure they hit nicely. Artillery should have a base damage of 7.5 in my opinion, that would balance it all out. To win against a Tempest with artillery you'd get in close and move around and stuff. It wouldnt be uber, just only if you're unskilled. When you are decent enough to move around, it would be a nice even match.
Fix the projectiles!
And the guns would still suck enough so Hbrid/NRG nuts wouldn't whine. It would make you think twice about which ship you wanted to use as well... because the phoon would be just as juicey as the tempest to some folks just like the Dom is juicey as the Mega.
I see a day when people see tempests and phoons jumping at gates and think to themselvs, "OMG something or someone is going to crumble!!" Please TomB help us free ourselves from the ~70km mentalities the amarrians have tried to breed in us. We are a 140km People... followers of truth and destruction!
PS EDIT : Make sentry guns able to scale with the minnies new range if it makes it into production. -----
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Kaylona Tso
|
Posted - 2004.08.18 04:39:00 -
[80]
Edited by: Kaylona Tso on 18/08/2004 04:43:54
Originally by: Selim Edited by: Selim on 18/08/2004 01:13:26
Originally by: Kaylona Tso
1) Give more DMOD on ALL Projectile guns 2) Give back ALL prepatch falloff 3) Increase all Minm ships base targeting range by 40% 4) Reverse the range on the ammo ( ie EMP gets a range bonus at same damage rating )
I totally agree. This is what minmatar need.
I dont care if this causes the mineral cost of the EMP or Phased Plasma to go through the roof, that would be fine with me. Artillery should be awesome at long range, doing huge damage amounts, but needing good skill to make sure they hit nicely. Artillery should have a base damage of 7.5 in my opinion, that would balance it all out. To win against a Tempest with artillery you'd get in close and move around and stuff. It wouldnt be uber, just only if you're unskilled. When you are decent enough to move around, it would be a nice even match.
Fix the projectiles!
And the guns would still suck enough so Hbrid/NRG nuts wouldn't whine. It would make you think twice about which ship you wanted to use as well... because the phoon would be just as juicey as the tempest to some folks just like the Dom is juicey as the Mega.
I see a day when people see tempests and phoons jumping at gates and think to themselvs, "OMG something or someone is going to crumble!!" Please TomB help us free ourselves from the ~70km mentalities the amarrians have tried to breed in us. We are a 140km People... followers of truth and destruction!
PS EDIT : Make sentry guns able to scale with the minnies new range if it makes it into production. -----
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jessica atreides
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Posted - 2004.08.18 08:30:00 -
[81]
Must admit, I have resorted to putting tachs on my tempest just to get consistent damage. That said I have occassionally got my 1400s to do 1200+dmg at around 140km, but as this happens aprrox once a week I have stuck the tachs on
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jessica atreides
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Posted - 2004.08.18 08:30:00 -
[82]
Must admit, I have resorted to putting tachs on my tempest just to get consistent damage. That said I have occassionally got my 1400s to do 1200+dmg at around 140km, but as this happens aprrox once a week I have stuck the tachs on
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Siddy
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Posted - 2004.08.18 08:39:00 -
[83]
and isint this disturbing that Lasers Cap req is lovvered so much that Even minmatar ships can keep em on
- i can run 2x Megapulses and 2 x tachs + L repairer and 4 hardeners infident on my typhoon  -------------------------------------------
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Siddy
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Posted - 2004.08.18 08:39:00 -
[84]
and isint this disturbing that Lasers Cap req is lovvered so much that Even minmatar ships can keep em on
- i can run 2x Megapulses and 2 x tachs + L repairer and 4 hardeners infident on my typhoon  -------------------------------------------
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MachZERO
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Posted - 2004.08.18 11:52:00 -
[85]
Hey all! Just was wondering if you all have seen the tech 2 projectiles? I noticed that the tracking speed has been improved a little... (of course the skill requirements are EXTREME! )
Maybe Tech 2 Projectiles will be our saving grace?...
Any thoughts
--------------------------------------------- "Rang Rang" Something no one wants in eve. Pray that it never comes. They are locusts... You've been warned... ------------------------------------ |

MachZERO
|
Posted - 2004.08.18 11:52:00 -
[86]
Hey all! Just was wondering if you all have seen the tech 2 projectiles? I noticed that the tracking speed has been improved a little... (of course the skill requirements are EXTREME! )
Maybe Tech 2 Projectiles will be our saving grace?...
Any thoughts
--------------------------------------------- "Rang Rang" Something no one wants in eve. Pray that it never comes. They are locusts... You've been warned... ------------------------------------ |

Siddy
|
Posted - 2004.08.18 12:06:00 -
[87]
Originally by: MachZERO Hey all! Just was wondering if you all have seen the tech 2 projectiles? I noticed that the tracking speed has been improved a little... (of course the skill requirements are EXTREME! )
Maybe Tech 2 Projectiles will be our saving grace?...
Any thoughts
if comparased whit other tech 2 guns - they still sux -------------------------------------------
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Siddy
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Posted - 2004.08.18 12:06:00 -
[88]
Originally by: MachZERO Hey all! Just was wondering if you all have seen the tech 2 projectiles? I noticed that the tracking speed has been improved a little... (of course the skill requirements are EXTREME! )
Maybe Tech 2 Projectiles will be our saving grace?...
Any thoughts
if comparased whit other tech 2 guns - they still sux -------------------------------------------
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Tar om
|
Posted - 2004.08.18 12:06:00 -
[89]
If minmatar have to rely on Tech2 to defeat tech1 then we're still in deep poo. If tech2 hybrids/lasers still beat tech2 proj then we're just throwing cash away. -- We are the Octavian Vanguard www.octavianvanguard.net http://www.serenitymovie.com |

Tar om
|
Posted - 2004.08.18 12:06:00 -
[90]
If minmatar have to rely on Tech2 to defeat tech1 then we're still in deep poo. If tech2 hybrids/lasers still beat tech2 proj then we're just throwing cash away. -- We are the Octavian Vanguard www.octavianvanguard.net http://www.serenitymovie.com |
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