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Woetra
Woetra

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Posted - 2005.01.25 14:53:00 - [421]

Supply ship - Reasoning: Cause I keep running out of ammo when taking stations etc- Special ability: Ammo/missiles/charges take 15% less space in cargo per level of indy skill.

- Skills: Hull Upgrades 5, Indy 4, and Navigation 5 prereq
- Cargo: 20% of standard indy
- Speed: Faster & more agile than an indy, with more HP.
- Slots: 1/3/2.

This would help to solve a lot of ammo issues when taking stations and running complexes.

Sig Thief
Woetra
Woetra
Amarr
Status Pending

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Posted - 2005.01.25 14:53:00 - [422]

Supply ship - Reasoning: Cause I keep running out of ammo when taking stations etc- Special ability: Ammo/missiles/charges take 15% less space in cargo per level of indy skill.

- Skills: Hull Upgrades 5, Indy 4, and Navigation 5 prereq
- Cargo: 20% of standard indy
- Speed: Faster & more agile than an indy, with more HP.
- Slots: 1/3/2.

This would help to solve a lot of ammo issues when taking stations and running complexes.

Sig Thief
Feta Solamnia
Feta Solamnia

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Posted - 2005.01.25 15:18:00 - [423]

Originally by: Woetra
Supply ship - Reasoning: Cause I keep running out of ammo when taking stations etc- Special ability: Ammo/missiles/charges take 15% less space in cargo per level of indy skill.

- Skills: Hull Upgrades 5, Indy 4, and Navigation 5 prereq
- Cargo: 20% of standard indy
- Speed: Faster & more agile than an indy, with more HP.
- Slots: 1/3/2.

This would help to solve a lot of ammo issues when taking stations and running complexes.


Exequror?
Feta Solamnia
Feta Solamnia

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Posted - 2005.01.25 15:18:00 - [424]

Originally by: Woetra
Supply ship - Reasoning: Cause I keep running out of ammo when taking stations etc- Special ability: Ammo/missiles/charges take 15% less space in cargo per level of indy skill.

- Skills: Hull Upgrades 5, Indy 4, and Navigation 5 prereq
- Cargo: 20% of standard indy
- Speed: Faster & more agile than an indy, with more HP.
- Slots: 1/3/2.

This would help to solve a lot of ammo issues when taking stations and running complexes.


Exequror?
Originally by: Oveur

I have access to all market data. Believe me, we have not reached anything close to deflation yet.
flummox
flummox

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Posted - 2005.01.25 15:41:00 - [425]

Edited by: flummox on 25/01/2005 21:25:40
Edited by: flummox on 25/01/2005 15:44:14

Sleeping Dog - Caldari

This is an all out combat indy. that's right. don't wake a Sleeping Dog...

5 hi-slots - 4m/2t
4 mid-slots
3 low-slots
CPU: 375
PG: 115

base cargo: 1500m3
drone bay: 2000m3
base speed: 155m3

Shield: 3000
Armor: 1500
Structure: 1750

Scan resolution: on par with cruisers

Special Abilities

Idiot's Notes: he he... "Cruiser Skill"... lol. oopsie! i meant, indy skill. 8)
Cruiser Skill:
+5% Velocity and Agility per level; +7.5% Thermal and +10% Kinetic Shield resistances per level

TL2 Skill:
+10% Scan Resolution; +5% Missle ROF and +10% Max Velocity

Ship stuff:
max 2 drones usage at a time.



there is a fine, but dissasterous line between a fart and a shart. i suggest you make sure which side you want to be on...
flummox
flummox

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Posted - 2005.01.25 15:41:00 - [426]

Edited by: flummox on 25/01/2005 21:25:40
Edited by: flummox on 25/01/2005 15:44:14

Sleeping Dog - Caldari

This is an all out combat indy. that's right. don't wake a Sleeping Dog...

5 hi-slots - 4m/2t
4 mid-slots
3 low-slots
CPU: 375
PG: 115

base cargo: 1500m3
drone bay: 2000m3
base speed: 155m3

Shield: 3000
Armor: 1500
Structure: 1750

Scan resolution: on par with cruisers

Special Abilities

Idiot's Notes: he he... "Cruiser Skill"... lol. oopsie! i meant, indy skill. 8)
Cruiser Skill:
+5% Velocity and Agility per level; +7.5% Thermal and +10% Kinetic Shield resistances per level

TL2 Skill:
+10% Scan Resolution; +5% Missle ROF and +10% Max Velocity

Ship stuff:
max 2 drones usage at a time.




... bring me my cheese... i love cheese...

"The great state of Vermont will not apologize for its cheese!"
Missa
Missa

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Posted - 2005.01.25 17:08:00 - [427]

T2 Indy Ideas: Transports
The purpose of this ship class is to give an industrial ship which can easly equip a mwd, it stays large crusier size as far as turrets with the Transports skill properly leveled. These industrials have worse base cargo due to the addition of slots, they have hp somewhat better than their T1 counterparts but it still isn't much. They do all feature increased shield recharge over any other ship class in the game currently. I know passive recharge isn't much
of a bonus, but industrials operating in remote space cannot usually afford the resources required to boost their shield much through cap use. They also feature slightly lower masses (10%amarr, 10%caldari, 15%gall, 20%minmatar) than their T1 models, and 25% better agility than the T1 Industrials.

All T2 indys will require a T2 skill, lets call it: "Transports"
Which requires something like:
Spaceship Command V
Navigation V
Any Race Industrial Spaceship Command V
Energy Grid Upgrades 5
...and then all the smaller skills required for those.

T2 Indys get the T1 +25% speed and +25% max cargo skill bonuses + 1 Racial Bonus + -100% mwd signature bonus per Transports level. All Transports also get a 5th bonus of a -25% chance of being scanned by a customs agent.

--Amarr--

Pestlience:
+25% Racial Bonus to cap. recharge rate.
230 m/s
750 cpu
200 powergrid
1500 max cap, 400 recharge
450 shield hp, 180 recharge 0em 70exp 40kin 20heat
1800 armor hp, 60em 35exp 25kin 35heat
1800 structure hp
2400 cargo
100 dronespace
75 scan resolution
60km targeting range
Signature Radius: 200
4 High Slots, 1 turret
4 Mid Slots
7 Low Slots

--Caldari--

Ferret:
-25% Racial Bonus to MWD/AB duration per cycle.
255 m/s
1200 cpu
140 powergrid
1200 max cap, 310 recharge
1250 shield hp, 270 recharge 0em 60exp 40kin 45heat
850 armor hp, 60em 10exp 25kin 45heat
1700 structure hp
2125 cargo
100 dronespace
100 scan resolution
70km targeting range
Signature Radius: 300
3 High Slots, 1 turret, 2 missle
7 Mid Slots
5 Low Slots

--Gall--

Insert Gall Racial Indy Name Here:
+25% Racial Bonus to MWD/AB cap use per cycle
245 m/s
950 cpu
180 powergrid
1350 max cap, 355 recharge
650 shield hp, 240 recharge 0em 60exp 50kin 20heat
1450 armor hp, 60em 35exp 25kin 35heat
2400 structure hp
2800 cargo
500 dronespace
80 scan resolution
65km targeting range
Signature Radius: 270
4 High Slots, 1 turret, 1 missle
6 Mid Slots
6 Low Slots

--Minmatar--

Pilferer:
+25% Racial Bonus to MWD/AB Velocity.
850 cpu
175 powergrid
1300 max cap, 340 recharge
1050 shield hp, 330 recharge 25em 60exp 40kin 20heat
1100 armor hp, 75em 10exp 25kin 35heat
1500 structure hp
2400 cargo
250 dronespace
90 scan resolution
60km targeting range
Signature Radius: 225
3 High Slots, 1 turret, 1 missle
6 Mid Slots
6 Low Slots
--Missa
New Siggy to Come Soon(tm)
Missa
Missa
Caldari
Caldari Technological Division

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Posted - 2005.01.25 17:08:00 - [428]

T2 Indy Ideas: Transports
The purpose of this ship class is to give an industrial ship which can easly equip a mwd, it stays large crusier size as far as turrets with the Transports skill properly leveled. These industrials have worse base cargo due to the addition of slots, they have hp somewhat better than their T1 counterparts but it still isn't much. They do all feature increased shield recharge over any other ship class in the game currently. I know passive recharge isn't much
of a bonus, but industrials operating in remote space cannot usually afford the resources required to boost their shield much through cap use. They also feature slightly lower masses (10%amarr, 10%caldari, 15%gall, 20%minmatar) than their T1 models, and 25% better agility than the T1 Industrials.

All T2 indys will require a T2 skill, lets call it: "Transports"
Which requires something like:
Spaceship Command V
Navigation V
Any Race Industrial Spaceship Command V
Energy Grid Upgrades 5
...and then all the smaller skills required for those.

T2 Indys get the T1 +25% speed and +25% max cargo skill bonuses + 1 Racial Bonus + -100% mwd signature bonus per Transports level. All Transports also get a 5th bonus of a -25% chance of being scanned by a customs agent.

--Amarr--

Pestlience:
+25% Racial Bonus to cap. recharge rate.
230 m/s
750 cpu
200 powergrid
1500 max cap, 400 recharge
450 shield hp, 180 recharge 0em 70exp 40kin 20heat
1800 armor hp, 60em 35exp 25kin 35heat
1800 structure hp
2400 cargo
100 dronespace
75 scan resolution
60km targeting range
Signature Radius: 200
4 High Slots, 1 turret
4 Mid Slots
7 Low Slots

--Caldari--

Ferret:
-25% Racial Bonus to MWD/AB duration per cycle.
255 m/s
1200 cpu
140 powergrid
1200 max cap, 310 recharge
1250 shield hp, 270 recharge 0em 60exp 40kin 45heat
850 armor hp, 60em 10exp 25kin 45heat
1700 structure hp
2125 cargo
100 dronespace
100 scan resolution
70km targeting range
Signature Radius: 300
3 High Slots, 1 turret, 2 missle
7 Mid Slots
5 Low Slots

--Gall--

Insert Gall Racial Indy Name Here:
+25% Racial Bonus to MWD/AB cap use per cycle
245 m/s
950 cpu
180 powergrid
1350 max cap, 355 recharge
650 shield hp, 240 recharge 0em 60exp 50kin 20heat
1450 armor hp, 60em 35exp 25kin 35heat
2400 structure hp
2800 cargo
500 dronespace
80 scan resolution
65km targeting range
Signature Radius: 270
4 High Slots, 1 turret, 1 missle
6 Mid Slots
6 Low Slots

--Minmatar--

Pilferer:
+25% Racial Bonus to MWD/AB Velocity.
850 cpu
175 powergrid
1300 max cap, 340 recharge
1050 shield hp, 330 recharge 25em 60exp 40kin 20heat
1100 armor hp, 75em 10exp 25kin 35heat
1500 structure hp
2400 cargo
250 dronespace
90 scan resolution
60km targeting range
Signature Radius: 225
3 High Slots, 1 turret, 1 missle
6 Mid Slots
6 Low Slots
--Missa
New Siggy to Come Soon(tm)
Sokudo
Sokudo

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Posted - 2005.01.27 17:15:00 - [429]

Courier/Smuggler ship
- Finally be able to get restricted cargo into Empire and also move normal cargo quickly.
- Special ability: -50% Cpu and power requirements for active-shielding cargo bay.
- Skills: Smuggling, Indy 5 and Signature Analysis 5 prereq
- Cargo: Around 2000 to 3000m3 - large enough to be a cargo hauler, but more than an expanded Exequror.
- Speed: 250
- Slots: More mid-slots and fewer lo-slots than an Indy.


NEW ITEM - Active Shielding Bay - cannot hold cargo cans and uses a mid-slot, replacing cargo space (so a 1000 m/s shielded bay would give 900 m/s capacity) but would give a reduced chance of detection, depending on type of module. Would require power and CPU - power for the cargo bay shielding and the CPU to control it. This would only need a slight re-wiring of the current system to implement.

Q-Ship
- Reasoning: Pirates are a continuous threat... this might make them think twice. This ship would combine the Destroyer with an Indy hull.
- Special ability: Increased sensor resolution per skill level + looks like normal inty while in space (uses same model and uses normal info window for racial indy while undocked). Also increased MWD/AB speed to overcome slow normal speed and increased shields (hopefully easy enough to overlook or mistake for a shield extender).
- Skills: Destroyer, Indy 5 and Signature Analysis 5 prereq
- Cargo: around 1k or less.
- Speed: As Indy - to prevent excess speed giving away the secret.
- Slots: More Like Destroyer. This would make it a mainly anti-frigate affair.


TUG
- Reasoning: Cargo Cans and abandoned ships are a pain to retrieve and are sometimes a navigational hazard around bases. Hauling abandoned ship away from a base would help everyone and retrieving cans would be a lot easier.
- Special ability: Ability to move cans and ships - probably through locking them and applying a tractor module... in which case this ship would get a -300% or whatever in order to fit it. The module would be short-ranged and require a lock before use.
- Skills: Indy 5, Frig V, Tug (new Skill)
- Cargo: 200m/s or so (for picking up loot from drop-cans). Ability to haul cans in space (unable to dock with them though, so would need Indy support).
- Speed: 300 m/s - reduced while hauling cans or ships.
- Slots: 1, 2 and 3 Hi-Slot variants would be possible. 1 Mid-slot (intended for AB or MWD) and 2 Lo-slots for CPU or Power upgrades or for increased armour resistance.

Possible Combat version of the Tug would have more shield/armour resistance and more slots to allow the addition of combat modules.

I know some of these were mentioned before, but these are my versions. Smile
Sokudo
Sokudo
Gallente

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Posted - 2005.01.27 17:15:00 - [430]

Courier/Smuggler ship
- Finally be able to get restricted cargo into Empire and also move normal cargo quickly.
- Special ability: -50% Cpu and power requirements for active-shielding cargo bay.
- Skills: Smuggling, Indy 5 and Signature Analysis 5 prereq
- Cargo: Around 2000 to 3000m3 - large enough to be a cargo hauler, but more than an expanded Exequror.
- Speed: 250
- Slots: More mid-slots and fewer lo-slots than an Indy.


NEW ITEM - Active Shielding Bay - cannot hold cargo cans and uses a mid-slot, replacing cargo space (so a 1000 m/s shielded bay would give 900 m/s capacity) but would give a reduced chance of detection, depending on type of module. Would require power and CPU - power for the cargo bay shielding and the CPU to control it. This would only need a slight re-wiring of the current system to implement.

Q-Ship
- Reasoning: Pirates are a continuous threat... this might make them think twice. This ship would combine the Destroyer with an Indy hull.
- Special ability: Increased sensor resolution per skill level + looks like normal inty while in space (uses same model and uses normal info window for racial indy while undocked). Also increased MWD/AB speed to overcome slow normal speed and increased shields (hopefully easy enough to overlook or mistake for a shield extender).
- Skills: Destroyer, Indy 5 and Signature Analysis 5 prereq
- Cargo: around 1k or less.
- Speed: As Indy - to prevent excess speed giving away the secret.
- Slots: More Like Destroyer. This would make it a mainly anti-frigate affair.


TUG
- Reasoning: Cargo Cans and abandoned ships are a pain to retrieve and are sometimes a navigational hazard around bases. Hauling abandoned ship away from a base would help everyone and retrieving cans would be a lot easier.
- Special ability: Ability to move cans and ships - probably through locking them and applying a tractor module... in which case this ship would get a -300% or whatever in order to fit it. The module would be short-ranged and require a lock before use.
- Skills: Indy 5, Frig V, Tug (new Skill)
- Cargo: 200m/s or so (for picking up loot from drop-cans). Ability to haul cans in space (unable to dock with them though, so would need Indy support).
- Speed: 300 m/s - reduced while hauling cans or ships.
- Slots: 1, 2 and 3 Hi-Slot variants would be possible. 1 Mid-slot (intended for AB or MWD) and 2 Lo-slots for CPU or Power upgrades or for increased armour resistance.

Possible Combat version of the Tug would have more shield/armour resistance and more slots to allow the addition of combat modules.

I know some of these were mentioned before, but these are my versions. Smile
Carter Burke
Carter Burke

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Posted - 2005.01.28 14:29:00 - [431]

Originally by: Pagefault
Express Indy:

Reasoning: Very fast travelling Indy, but very vulnerable to attacks
Special Ability: Can fit Leap Drive
Attributes: Same as TL1

Leap Drive:
- Makes exactly 15km Leap in about 30 sec
- You cannot maneuver with this thing active, nor go to warp or jump a gate
- If you recieve any damage with a Leap Drive active, your main computer overloads and needs 3 minutes to restart, time to watch your ship blow up. Happy smartbombing.



Hmm...I do that now with an ItV, all lows with standard Nanofiber and one Y-S8 in mids ).

CB
Carter Burke
Carter Burke

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Posted - 2005.01.28 14:29:00 - [432]

Originally by: Pagefault
Express Indy:

Reasoning: Very fast travelling Indy, but very vulnerable to attacks
Special Ability: Can fit Leap Drive
Attributes: Same as TL1

Leap Drive:
- Makes exactly 15km Leap in about 30 sec
- You cannot maneuver with this thing active, nor go to warp or jump a gate
- If you recieve any damage with a Leap Drive active, your main computer overloads and needs 3 minutes to restart, time to watch your ship blow up. Happy smartbombing.



Hmm...I do that now with an ItV, all lows with standard Nanofiber and one Y-S8 in mids ).

CB
Archfish
Archfish

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Posted - 2005.01.28 17:08:00 - [433]

I haven't read through whole thread... but faster warp speeds

************

"We will fly at their death cannons and clog them with wreckage"

************
Archfish
Archfish
Minmatar
The Knights of Ni

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Posted - 2005.01.28 17:08:00 - [434]

I haven't read through whole thread... but faster warp speeds

************

"We will fly at their death cannons and clog them with wreckage"

************
phaux
phaux

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Posted - 2005.02.01 04:48:00 - [435]

on the topic of smuggeling ships

i dont think they should require indy lvl 5, i mean, that would take forever and would be unnecesary especially if ur looking more for of a smalller scale smuggeling instead of just annother large indy ship to fly.

maybe introduce another smuggeler type (in addition to the smuggeler ship that does require indy lvl 5). Maybe a cruiser sized ship? or destroyer sizish ship that holds less than 1000m3 or something but doesnt require indy lvl 5, now maybe this ship could be more ew capable. I believe a medium sized ship with a medium sized cargo hold that can use ew to hold up its own and would have alot of ew(and maybe cloak) req/capabilites would be ideal.

well, thats just what i would hope to see in eve
~phaux
phaux
phaux

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Posted - 2005.02.01 04:48:00 - [436]

on the topic of smuggeling ships

i dont think they should require indy lvl 5, i mean, that would take forever and would be unnecesary especially if ur looking more for of a smalller scale smuggeling instead of just annother large indy ship to fly.

maybe introduce another smuggeler type (in addition to the smuggeler ship that does require indy lvl 5). Maybe a cruiser sized ship? or destroyer sizish ship that holds less than 1000m3 or something but doesnt require indy lvl 5, now maybe this ship could be more ew capable. I believe a medium sized ship with a medium sized cargo hold that can use ew to hold up its own and would have alot of ew(and maybe cloak) req/capabilites would be ideal.

well, thats just what i would hope to see in eve
~phaux
Thyro
Thyro

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Posted - 2005.02.01 20:09:00 - [437]

Edited by: Thyro on 01/02/2005 20:09:59
What I think about T2 Indies?

in 2 words:

THEY SUCK



not enough cargo space compared with T1 ... shove T2 indies to 0.0 only coz are useless elsewhere!
Thyro
Thyro

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Posted - 2005.02.01 20:09:00 - [438]

Edited by: Thyro on 01/02/2005 20:09:59
What I think about T2 Indies?

in 2 words:

THEY SUCK



not enough cargo space compared with T1 ... shove T2 indies to 0.0 only coz are useless elsewhere!
Cinnander
Cinnander

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Posted - 2005.02.01 21:25:00 - [439]

Edited by: Cinnander on 01/02/2005 21:28:13
Edited by: Cinnander on 01/02/2005 21:26:51
This chap goes with the fluid carrier;

Radio-isotope transport
Bonus: ability to transport highly radioactive goods and products to/from POSs (used in for example research, building components)
Req skills: say Industry 5, transports 2 or 3, similar skill to fluid tankers (eg some "specialist cargo" skill?)
Uses: to/from POS work, hauling radioisotopes around for trade running etc... even more a niche market than the tankers would be :s
Downside: well all that radioactive stuff in your cargo means you need shielding! That means your ship is now about 3x heavier.
Oh and btw all the Gamma radiation leaking out makes your signature radius like that of a small planet sized disco ball.

Edit: Oh and you're gunna need some kind of cargo containers to make the most of your cargo space. And yes, they need to be shielded too.
Cinnander
Cinnander
Celestial Fleet

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Posted - 2005.02.01 21:25:00 - [440]

Edited by: Cinnander on 01/02/2005 21:28:13
Edited by: Cinnander on 01/02/2005 21:26:51
This chap goes with the fluid carrier;

Radio-isotope transport
Bonus: ability to transport highly radioactive goods and products to/from POSs (used in for example research, building components)
Req skills: say Industry 5, transports 2 or 3, similar skill to fluid tankers (eg some "specialist cargo" skill?)
Uses: to/from POS work, hauling radioisotopes around for trade running etc... even more a niche market than the tankers would be :s
Downside: well all that radioactive stuff in your cargo means you need shielding! That means your ship is now about 3x heavier.
Oh and btw all the Gamma radiation leaking out makes your signature radius like that of a small planet sized disco ball.

Edit: Oh and you're gunna need some kind of cargo containers to make the most of your cargo space. And yes, they need to be shielded too.
Kayscha
Kayscha

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Posted - 2005.02.02 13:06:00 - [441]

Industry V as a pre-requisite for TRANSPORT ship skill? What lunacy is this?! These ships are NOT mobile factories and production is the only use for industry. Anyone care to explain that to me?

Navigation V or trade V would have been halfway sensible choices. As it stands, the little extra I can carry in them in no way justifies the effort of learning the skills :(
Kayscha
Kayscha

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Posted - 2005.02.02 13:06:00 - [442]

Industry V as a pre-requisite for TRANSPORT ship skill? What lunacy is this?! These ships are NOT mobile factories and production is the only use for industry. Anyone care to explain that to me?

Navigation V or trade V would have been halfway sensible choices. As it stands, the little extra I can carry in them in no way justifies the effort of learning the skills :(
Jim Steele
Jim Steele

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Posted - 2005.02.02 13:41:00 - [443]

Originally by: Thyro
THEY SUCK
While this is a highly constructive reply!

I they are actually balanced quite well, they can now take a beating where many T1 counterparts cannot.

Imagine being able to tank a BS for a number of hits allowing you to run blocades, ok if cargo space is important get an iteron V if you want to mine in o.o without player (or npc) rats wtfpwning you then get a T2 one and tank it, will give you time to get into the belts to retrieve the ore, they will also be good little things to supply the POS structures out there with fuel.

I must say tho i think the other races need a "super hauler" like the iteron V


Death to the Galante
Jim Steele
Jim Steele
Confederation of Red Moon
Ascendant Frontier

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Posted - 2005.02.02 13:41:00 - [444]

Originally by: Thyro
THEY SUCK
While this is a highly constructive reply!

I they are actually balanced quite well, they can now take a beating where many T1 counterparts cannot.

Imagine being able to tank a BS for a number of hits allowing you to run blocades, ok if cargo space is important get an iteron V if you want to mine in o.o without player (or npc) rats wtfpwning you then get a T2 one and tank it, will give you time to get into the belts to retrieve the ore, they will also be good little things to supply the POS structures out there with fuel.

I must say tho i think the other races need a "super hauler" like the iteron V

Author of "The Apoc Guide"
Jhil
Jhil

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Posted - 2005.02.02 20:45:00 - [445]

The Main thing that comes to me immediately is that Amarr and Minmatar got all new blockade runners, but Caldari and Gallente got repaints.

Comon CCP! Whip up two new blockade runner models for the poor frenchies and capitalists! I'll be yer friend...
Jhil
Jhil

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Posted - 2005.02.02 20:45:00 - [446]

The Main thing that comes to me immediately is that Amarr and Minmatar got all new blockade runners, but Caldari and Gallente got repaints.

Comon CCP! Whip up two new blockade runner models for the poor frenchies and capitalists! I'll be yer friend...
Cinnander
Cinnander

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Posted - 2005.02.05 20:41:00 - [447]

With a threat like that, how can CCP refuse?

"New models OR I'll be your freind"
Cinnander
Cinnander
Celestial Fleet

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Posted - 2005.02.05 20:41:00 - [448]

With a threat like that, how can CCP refuse?

"New models OR I'll be your freind"
Selim
Selim

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Posted - 2005.02.06 08:01:00 - [449]

Originally by: Jhil
Minmatar got all new blockade runner




No, that is the Wreathe, its always been there.
Selim
Selim
Jericho Fraction
The Star Fraction

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Posted - 2005.02.06 08:01:00 - [450]

Originally by: Jhil
Minmatar got all new blockade runner




No, that is the Wreathe, its always been there.
   
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