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Pattern Clarc
Aperture Harmonics
66
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Posted - 2011.09.25 21:31:00 -
[1] - Quote
I would like to present to you, a vision for how Gallente combat could be:
The Game Has Changed. Disruptive changes such as the Nos, Damp, Myrmiddon and Eos and even webs and scrams have had a massive impact on Gallente effectiveness in general whilst the predominance of HP vs Active, Medium vs Short have forced Gallente ships out of all but the most specialised of fleet compositions. We see them less, we use them less - partily because they no longer do what they did good enough to be worth it and partily because they don't do what we now do good enough, to be flown over something else, and for Gallente to be restored, both issues need to be addressed.
To become better at what we did. Hybrids need to be upgraded. Range needs to become viable again Active tanking needs to evolve to meet the demands of modern warfare.
To become better at what we do. Drone boats need to be renovated. Tier 1 Battlecruisers and Commandships need an overhaul. And Gallente Blasterboat hulls need to be modernised.
Combat: Blasters Blasterships receive a full overhaul with ship changes that increase the speed and agility by the equivalent of around 1 nanofiber. In addition to the above, utility in the form of additional 25m3 of drone bay has been included to cruisers and above, improving the options available to a pilot "in sticky situations".
Blasters and turret changes have also been included that increase blaster performance within the engagement envelope.
Blasters: - Ion Siege Blaster Cannon Capacitor usage reduced by 30%, Tracking increased by 30% - Neutron Blaster Turret DPS increased by 7%, Tracking increased by ~40%, optimal range and fall off increased by 10% - Ion Blaster Turret DPS increased by 10%, Tracking increased by ~50% - Electron Blaster Turret DPS increased by 10%,Tracking increased ~60%
Ship changes: (These apply to: Brutix, Hyperion, Megathron (+all variants), Astarte, Thorax (+all variants), Tristan, Incursus, Kronos) - Base Speed increased by ~10% - Inertia Modifier reduced by ~15% - Mass reduced by ~5%
(These apply to: Brutix, Hyperion, Megathron (+all variants), Astarte, Thorax (+all variants) only) - Power grid increased by between 10% to 20% - Drone bay increased by 25m^3
Combat: Rails Here, ranged warfare is boosted by various changes to targeting, probing and warp mechanics restoring a niche Railguns once dominated.
Global: - Maximum Targeting distance increases from 250km to 300km - Minimum Warp to distance increases from 150km to 200km - As the number of ships on grid increase, the accuracy of scan probe warp to results reduces, resulting in ever greater warp to variances of up to 200km.
Railguns: - Optimal range increased by 33%.
Combat: Drones Drone carriers that were once the pride of the gallente fleet (falling from the most common, to the least common used in their class), have their drone bandwidth restored. This enables them to once again focus on being specialised drone boat, instead of blasterboats with surplus drones and split weapon syndrome.
Myrmidon: - Loses 2 turret hardpoints - Powergrid is reduced by 15% - Gains 50mb in drone bandwidth
Eos: - Becomes Field Commandship - Gains 50mb in drone bandwidth - Info warfare bonus becomes turret falloff bonus
Active Tanking MK II Active tanking now evolves to keep pace with modern warfare. Active tanking performance vs resistance bonuses ship increases from 2% to about 14%. In the largest change, the overloaded state of active tanking modules receive a significant boost, allowing active tanking ships to momentarily deal with bursts of high damage within small gang warfare much better than before. Finally, as top speed is vital to acceleration in Eve, armour rig penalties were modified. - Racial (Gallente and Minmatar) Active tanking bonus changed from 7.5% per level to 10%. - The overloaded bonus on both Shield Boosters and Armour Repairers changes to includes a 25% bonus to Shield or Armour resistances (respectively)
Rigs: - Armour Rig penalties changed from -10% speed to -7.5% agility
Capacitor Batteries: - Now provide a reserve of capacitor that cannot be affected by energy warfare, equal to half the size of the capacitor capacity increase.
Assault Warfare Assault Warfare links replace Information Warfare links as Gallente racial Command Links to provide better synergy with Gallente philosophy. Information Warfare links remain intact whilst new Assault Warfare modules, skillbooks and Mindlinks are introduced that better suit gallente philosophy. Meanwhile, wider changes see that Fleet commandships become better suited to modern fleet warfare and more competitive with Command T3's with new HP tanking bonuses.
Fleet Commandships: - The Astarte and Claymore have there tanking bonuses changed to 10% per level bonuses - The Vultures first 10% optimal range bonus becomes an 10% shield hp per level bonus
Astarte: - Becomes Fleet Commandship - Field Commandship Damage bonus becomes Assault warfare link role bonus - See "Combat: Blasters" for additional ship changes
Assault Warfare Link: - Assault Warfare Link - Overload Efficiency: reduces the heat damage sustained by overloaded modules - Assault Warfare Link - Trajectory Control: Increases the tracking speed or turrets, explosion velocity of missiles - Assault Warfare Link - Capacitor Superiority: Increases ships capacitor size. Ex CSM member and Designer of the Tornado. -á Pilot satisfaction --áNew Ships |

Pattern Clarc
Aperture Harmonics
66
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Posted - 2011.09.25 21:31:00 -
[2] - Quote
Battlecriuser Tiericide Tier 1 Battlecruisers are amongst some of the least used ships in the game. Thoroughly outclassed by their tier 2 counterparts, although the costing significantly less, in Eve roles and performance are the deciding factors determining ship usage. - Battlecriusers effectively become tier 2 in performance - requiring the level 1 skill to be trained with Hitpoints, Sensor strength, slot numbers, cost and in some cases fittings normalised.
And FinallyGǪ
Roden Because split weapons are bad... - Missile Hardpoints increased on Eris by 2, Lachesis increased by 1 - Eris loses a highslot in exchange for a mid (Ares style), receives more cpu - See "Combat: Blasters" for changes to the Phobos.
There's a strong sense of synergy with each of the changes, from assault warfare links, to the rig changes, each of the suggestions tries to complement Gallente piloting play style. This list of change is also one that tries not to shy away from any of the existentialist issues affecting the game. I make no apologies for it as I doubt most would be satisfied until those changes were in place.
Ex CSM member and Designer of the Tornado. -á Pilot satisfaction --áNew Ships |

London
13
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Posted - 2011.09.25 21:36:00 -
[3] - Quote
nice post, I do believe a re-balance with ships and weapon systems is on the drawing board post winter expansion as per dev posts and interviews (mmorpg.com).
This is the single most exciting thing for me as I could desperately use a ship shake up and I want to see Gallente on the same level as other races (even though I can fly all).
Cheers
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Kitty McKitty
In Praise Of Shadows
242
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Posted - 2011.09.25 21:40:00 -
[4] - Quote
I don't necessarily agree with all your fixes but the overall concept is sound. "Why can't I be different and original, like everybody else?" |

baltec1
60
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Posted - 2011.09.25 21:58:00 -
[5] - Quote
My mega doing 1200m/s, even more firepowa and getting 40% more tracking at an effective range of 50km with null?
 |

Solhild
Republic Military School Minmatar Republic
6
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Posted - 2011.09.25 22:09:00 -
[6] - Quote
Very impressive stuff, unfortunately I don't have the experience to know whether it would work out well or not 
At least I can provide a bump for more reads 
I hope the actual fix works as I'd like to fly Gallente eventually. |

Pattern Clarc
Aperture Harmonics
69
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Posted - 2011.09.25 22:19:00 -
[7] - Quote
baltec1 wrote:My mega doing 1200m/s, even more firepowa and getting 40% more tracking at an effective range of 50km with null?  Only if you fly it like a nano-tempest 
And thanks for the comments so far. I don't expect you to support all of the changes - but I have consulted widely and in depth to figure out not just the issues, but some sort of common ground in the *fixed* state. Hopefully, this forms the frame work for the eventual boost, whenever that may be... Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |

Solhild
Republic Military School Minmatar Republic
6
|
Posted - 2011.09.25 22:25:00 -
[8] - Quote
Pattern Clarc wrote:baltec1 wrote:My mega doing 1200m/s, even more firepowa and getting 40% more tracking at an effective range of 50km with null?  Only if you fly it like a nano-tempest  And thanks for the comments so far. I don't expect you to support all of the changes - but I have consulted widely and in depth to figure out not just the issues, but some sort of common ground in the *fixed* state. Hopefully, this forms the frame work for the eventual boost, whenever that may be...
Who knows, it may even come along at the same time as the 'Morpheus' battleship!
My main is still waiting for the Tornado - hope they do it justice  |

baltec1
60
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Posted - 2011.09.25 22:26:00 -
[9] - Quote
Pattern Clarc wrote:Only if you fly it like a nano-tempest 
Its the only way I fly it |

mkint
58
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Posted - 2011.09.25 22:46:00 -
[10] - Quote
Would be interesting to get the maker of EFT to put in a "customize hull" mode to see how your numbers work in the big picture.
It is worth pointing out to people... take a look at the 1-year price history of the tier 1 battlecruisers and compare it to absolutely anything else in the game. The price has been flatlined forever. Even fluctuations in the mineral markets and the value of isk have not affected the price of the brutix. Something needs to be updated. |

Nyio
Federal Navy Academy Gallente Federation
129
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Posted - 2011.09.25 22:47:00 -
[11] - Quote
Oh, so it's here we should post ideas that we want anyone to read eh?  Features & Ideas Discussion: Agent Finder, Black Holes Needs a banner here.. |

Pattern Clarc
Aperture Harmonics
71
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Posted - 2011.09.26 00:07:00 -
[12] - Quote
mkint wrote:Would be interesting to get the maker of EFT to put in a "customize hull" mode to see how your numbers work in the big picture.
It is worth pointing out to people... take a look at the 1-year price history of the tier 1 battlecruisers and compare it to absolutely anything else in the game. The price has been flatlined forever. Even fluctuations in the mineral markets and the value of isk have not affected the price of the brutix. Something needs to be updated. There's a complicated way of doing it using some hack that lets you modify XML. It wont let you modify modules though.
Would be cool if there was an easier way of doing it.
And yeah, the tier 1 battlecruisers a currently languishing in the furthest reaches of the games crevices. Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |

Sebastian N Cain
Aliastra Gallente Federation
2
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Posted - 2011.09.26 01:04:00 -
[13] - Quote
Pattern Clarc wrote:baltec1 wrote:My mega doing 1200m/s, even more firepowa and getting 40% more tracking at an effective range of 50km with null?  Only if you fly it like a nano-tempest  And thanks for the comments so far. I don't expect you to support all of the changes - but I have consulted widely and in depth to figure out not just the issues, but some sort of common ground in the *fixed* state. Hopefully, this forms the frame work for the eventual boost, whenever that may be...
I am not sure if range is the answer for rails. In the times of spidertanks sniping with weak weapons is simply not a viable option. Any opponent can close in with impunity and begin the curbstomping if the sniper doesn-¦t run away. Breaking a spidertank does require weaponry that actually deals damage. Even if the opponent is not a spidertank: you will never be able to gank him because at the very least he will always be able to get away due to the low alpha.
As for sniping as a part of a bigger fleet... nope, because bigger fleetfights are the domain of the supercaps, and showing up against such opponents with a railgun sniper.... "You either need less science fiction or more medication."
"Or less medication and more ammo!" |

Gregor Palter
56
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Posted - 2011.09.26 02:01:00 -
[14] - Quote
Instead of buffing gallente to laser/projectile standards (and thus making everything overpowered and losing it's niche) I'd much rather have a slight boost to Gallante but nerf pulse/scorch range+damage, and take care of the huge falloff and easy damage selection of projectiles. Those are just too good making it too easy, instead of making everything easy (and turning this game into an FPS) I'd much rather have them toned down a little bit back into their own niches.
"everything more, always more" is a very bad way to balance. |

Pattern Clarc
Aperture Harmonics
76
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Posted - 2011.09.26 07:04:00 -
[15] - Quote
Gregor Palter wrote:Instead of buffing gallente to laser/projectile standards (and thus making everything overpowered and losing it's niche) I'd much rather have a slight boost to Gallante but nerf pulse/scorch range+damage, and take care of the huge falloff and easy damage selection of projectiles. Those are just too good making it too easy, instead of making everything easy (and turning this game into an FPS) I'd much rather have them toned down a little bit back into their own niches.
"everything more, always more" is a very bad way to balance. This has nothing to do with turning blasters into lasers. The changes account for the "negative tracking" phenomenon that means blasters do not do there maximum damage at optimal range because of poor tracking - that has become significantly worse a problem since the web nerf.
Beyond that, there are problems that prevent Gallente ships from either effectively getting into range or surviving long enough to do it's job which these changes seek to solve. Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |

mkint
60
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Posted - 2011.09.26 07:11:00 -
[16] - Quote
Oh, and I keep pushing this idea... there should be all three sizes of sentry drones, and they all should be able to move with the controlling ship. The turrets could handle less of a buff if the drones were able to fill in the gaps better. |

Pattern Clarc
Aperture Harmonics
76
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Posted - 2011.09.26 07:42:00 -
[17] - Quote
mkint wrote:Oh, and I keep pushing this idea... there should be all three sizes of sentry drones, and they all should be able to move with the controlling ship. The turrets could handle less of a buff if the drones were able to fill in the gaps better. I agree with sentrys should move with the ship (eg, be given a top speed of 200ms) not I'm not convinced that there need to be medium and small sentry drones as well. Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |

Pattern Clarc
Aperture Harmonics
86
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Posted - 2011.09.26 19:19:00 -
[18] - Quote
The cliffnotes for the TL:DR crowd. - As to be expected, for detail and reasoning, check out the OP.
Blasters: tracking increased roughly by 50%, DPS by 10%
Blasterships have their Power grid, speed, agility and drone bay improved.
Targeting distance increases from 250km to 300km- Warp to distance increases from 150km to 200km
It becomes harder to warp to 0km, when there are more ships on grid.
Railguns: Optimal range increased by 33%.
Racial (Gallente and Minmatar) Active tanking bonus changed from 7.5% per level to 10%.
The overloaded bonus on active tanking modules now includes a bonus to Shield or Armour resistances
Rigs: Armour Rig penalties changed from speed to agility
Capacitor Batteries: Now reserve of capacitor that cannot be affected by energy warfare
Sentry Drones: Top speed now increased to 200m/s
Myrmidon: Loses 2 turret hardpoints, gains 50mb in drone bandwidth
Eos: Becomes Field Commandship, gaining 50mb in drone bandwidth and turret falloff bonus.
The Astarte and Claymore have their tanking bonuses changed to HP bonuses whilst Vultures optimal range bonus becomes a HP bonus
Assault Warfare LinkGÇÖs: reduces the heat damage sustained by overloaded modules, Increases the tracking speed or turrets or Increases ships capacitor size.
Battlecriusers effectively become tier 2 in performance whilst, the Eris loses a highslot in exchange for a mid (Ares style), receives more cpu Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |
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CCP Zymurgist
C C P C C P Alliance
145

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Posted - 2011.09.26 19:37:00 -
[19] - Quote
Moved from General Discussion. Zymurgist Community Representative CCP NA, EVE Online Contact Us at http://support.eveonline.com/pages/petitions/createpetition.aspx |
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Pattern Clarc
Aperture Harmonics
88
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Posted - 2011.09.27 18:32:00 -
[20] - Quote
Bump. Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |

Jon Marburg
The Executioners Merciless.
3
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Posted - 2011.09.28 13:48:00 -
[21] - Quote
Really like most of these changes! The ship changes are pretty much right on. While Gallente ships should remain slower than Minmatar ships, they should be able to accelerate up to top speed much faster than they are currently able. As I see it tanking roles should be Caldari= shield, Minmatar= shield/speed, Gallente= armor/speed, and Amarr= armor. However, right now if you fit a plate on a blasterboat you have almost no chance of getting your guns in range to apply damage or effectively maneuver to avoid it making the ships currently unviable to fly for pvp.
I'm against increasing damage on blasters as right now the dps numbers are where they should be (at point blank anyways). One change that I'd suggest in place of this is to change the hybrid ammo around a little. Base hybrid turret range is essentially half optimal and half falloff and the ammo should reflect this. The ammo should be partial range reductions for both rather than just optimal. As an example, a Neutron Blaster Cannon II with Antimatter ammo currently gets with max skills 4.5 km optimal and 12.5 falloff for a max effective range of 17 km. If the ammo was changed to something like -20%/-20% you'd get a slight range increase of 7.2+10 as well as get a better damage projection envelope. I personally wouldn't mind if the base turret stats were changed to place effective range for close range hybrid ammo closer to 20km for the discussed turret. In case you want to compare, currently Mega Pulse Laser II has range of 15+10 and 800mm Repeating Artillery II has a range of 3+24 with close range ammo.
An additional bonus of changing the ammo formula around is that blaster tracking might not need such a significant increasing as the optimal ranges would be more in line with current tracking figures.
I like the idea that sentries could follow you at limited speed, but I'd really just settle for them being able to return to the dronebay without me needing to be right on top of them (they do have maneuvering thrusters >.>).
The only change you suggested that kind of scares me is the active tanking ones as with your current numbers I can see plenty of opportunities for abuse. |

Brandoe Chung
Phoenix Industries Wicked Nation
0
|
Posted - 2011.09.28 14:07:00 -
[22] - Quote
Very well thought out and concise. You obviously have spent some brain time on this. And out of all the threads on Hyrids and Gallente I found this one to touch on all the things my corpmates and I have been talking about for years.
Since cross training I don't think I have flown a Gallente ship in combat with the exception of a Mega for a POS bash once. |

Gypsio III
Dirty Filthy Perverts
4
|
Posted - 2011.09.28 15:10:00 -
[23] - Quote
Blasters. More DPS is fair enough. I'm not sure what you're trying to achieve on the tracking changes though. The tracking increases are insufficient to give blasters the ability to hit smaller-class ships effectively, and you don't mention the (IMO) excessive ability of ACs and Pulse to apply damage at blasters' optimal range. I really think there needs to be a tracking decrease for Pulse and ACs, they're too effective at close range.
Ship changes. Makes sense mostly. Brutix is really tight on PG and may need more. But the Megathron doesn't need any more PG for a blaster role, and it shouldn't be specifically boosted in a rail role - that's the Rokh's job.
Rails. Targeting range increase - sure. Minimum warp-to distance - make it more than 200 km, tbh. Maybe ban all on-grid warps. 33% range increase. Be very careful that the Megathron doesn't obsolete the Rokh. The Rokh is supposed to be a better sniper, although we can certainly discuss exactly what is meant by "better"!
Moving sentry drones. I'm not keen. This really is deployable, ewar-proof turrets. I think they're good enough and don't need boosting. Myrmidon - sure. Command ships. All Field CS need a rework, they are all obsolete.
Active tanks. I don't understand the overload idea. I thought it meant increasing the magnitude of the overload bonus, but you seem to mention resists. Increased magnitude to 10% - also good, but be careful that this doesn't help Minmatar more than it helps Gallente. Rig change to agility from speed. Erm. Not hugely helpful. You need to explain your vision of Gallente-Minmatar balance regarding mobility better here.
Cap batteries. Not keen, it's too powerful, and they're too hard to fit, creating a rather binary balance situation. If neuts are too powerful (which I don't think they are), then I'd boost the drain amount or reduce the fitting requirements of Nos instead.
Gang links. Overload bonus - nice idea. Tracking speed link. Hmm, okay. Capacitor size. Should really be an Amarr link, but okay. I've always favoured restricting Interdiction Manoeuvres to web range only, and giving Gallente a disruptor/scrambler range link. One possible problem with your ideas is that they're not very Gallente-specific. Hmmm. Personally, I'd rework all gang links at the same times as command ships.
Battlecruisers. Tier 2 BCs are too powerful and too common. They obsolete cruisers and close-range HACs. Cut them down to tier 1 levels, rather than boosting the tier 1s.
Roden. Split weapons don't need to be bad. In fact, ship unpredictability of fit can be a good thing. I'd like to see the split weapon flavour kept, with the hulls/fittings being boosted instead. |

Nikuno
Atomic Heroes The G0dfathers
0
|
Posted - 2011.09.28 16:57:00 -
[24] - Quote
I'd also still like to see the ammo change time for all hybrids be altered to 3.5s. For weapon systems that rely on ammo for range this is a killer. For a change of damage type I'd keep the projectiles at 10s, this is a luxury compared to range selection which the lasers do instantly. A great imbalance that needs adjusting. |

Duchess Starbuckington
Starbuckington Manor
5
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Posted - 2011.09.28 17:12:00 -
[25] - Quote
Quote: Battlecruisers. Tier 2 BCs are too powerful and too common. They obsolete cruisers and close-range HACs. Cut them down to tier 1 levels, rather than boosting the tier 1s.
This. That's the major problem I have with the OP, a lot of the rest sounds pretty good. |

Pattern Clarc
Aperture Harmonics
88
|
Posted - 2011.09.28 21:50:00 -
[26] - Quote
Some notes:
The tracking increase is as high as it is because blasters do not hit for 100% (with webbed transversal) vs same size/speed targets. Unlike Autocannons or Lasers, there is technically no optimal range unless there is 0 transferral or the target is huge.
Although increasing the optimal range is an option, it creates less diversity between the turret classes, and given that one of the focuses of the op was to make Gallente "better at what we did", impressive tracking at range seemed to be the most congruent option.
Sentry drones not returning is one of the biggest issues I have with drones, especially in siege with a moros. Anything between 70m/s and 200m/s would be good.
The rationale for active tanking bonus providing ship resists follows as thus. The question I asked my self was "what would make you fly active tanking again?"
1) Being able to deal with burst dps better than plates (ie lasting longer in a battleship whilst being shot up at +2000dps) 2) Less vulnerable to cap warfare 3) A less ******** opportunity cost (eg: in fittings and capacitor vs higher tier guns or neuts) In addition it had to be able to: a) Not **** up PvE b) Not **** up 1v1's
First iteration involved a straight increase to the boost amount of the overloaded state, but it meant that a player, in a 1v1, could pulse a repper on overload fully restoring shield/armour HP in a short number of cycles. This version increases your resistances, so your no longer able to overload-pulse your reps, however your ship now becomes reinforced increasing your local tank, resistances for RR, and your HP to a level I don't think is overpowered, without having to over-compensate (with RAW repping potential) or really mess with module fittings etc.
The Rokh is Dead, long live the Rokh. It Died after the Titan DD nerf FYI. The only difference now is that the rokh can do what it did with spike, with Thorium (IE, without tracking penalties). Oh, it'll also be able to hit with antimatter out to 120+58kms (with strong frentix).
RE: Gallente specific Warfare links... Are any of the other warfare links race specific? I guess caldari's seige bonuses are the closest just because so few ships right now can properly utilise them. The Assault warfare links are more "Gallente" than the Infowarfare links, which would probably have been a better fit for Caldari.
The cap battery "binary" situation is a result of the energy neutraliser binary mechanics. If you can lock a target, you have cap, and it's in range, it gets neuted. No attenuation, no real way of dealing with it beyond going passive (because your injectors won't run your tank, guns or MWD and save you from neuts tbh.) The plan mentioned in the op serves as some kind of option for those who want to run hybrids and a MWD without an injector, however the I'm open to suggestions...
Tier 1 battlecruisers have always been poor. Pretty much under-used since inception just because of all the little things (fittings, roles, dps, bonuses?) that just didn't work together. Nerfing Tier 2 to that level would be a step backwards, in much as the same way nerfing the Myrmidon was/is. Tech 1 cruisers are a wash, their good in places like Red v Blue, are as destroyers, but there not fast enough to survive with so little EHP.
Split weapons = Having 8 hardpopints split evenly between turrets and missiles. THERE IS NO ADDITIONAL UNPREDICTABLY, NO BENEFIT, JUST PAIN. Unless your ship provides extreme advantages (like an apreciable dps advantage) - there is no game design reason why a one ship would require double the (damage/tracking) mods and double the skill points to fully utilities it's weapons over the other. Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |

Pattern Clarc
Aperture Harmonics
89
|
Posted - 2011.09.29 10:35:00 -
[27] - Quote
Daily bump Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |

Gypsio III
Dirty Filthy Perverts
5
|
Posted - 2011.09.30 07:56:00 -
[28] - Quote
Fuckign forum ate my post.  |

Pattern Clarc
Aperture Harmonics
92
|
Posted - 2011.09.30 16:30:00 -
[29] - Quote
Gypsio III wrote:Fuckign forum ate my post.  I hit the back button whenever that happens. If you used quick post, hitting the button usually restores the post... Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |

Obsidiana
White-Noise
6
|
Posted - 2011.09.30 18:03:00 -
[30] - Quote
Pattern Clarc wrote:Eos: - Becomes Field Commandship - Gains 50mb in drone bandwidth - Info warfare bonus becomes turret falloff bonus
No. Don't worry. The T2 Myrmidon will have the drone power you are looking for. While I agree that the ship needs changes, it should stay a fleet command ship. Right now I think an EW drone bonus would be appropriate. It would be in line with the defensive nature of fleet command ships and in line with Gallente drone use.
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