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Author |
Thread Statistics | Show CCP posts - 16 post(s) |
replicator 0001
Nullbear Tear Extractors Shadow of Fate
3
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Posted - 2013.01.18 20:38:00 -
[31] - Quote
This will be awesome for my 30x covops cynoing covops cloaking 10k ehp tackle bomber accounts that stay logged in 24/7
Nobody will be safe :)
Time to start work on another 32 accounts
muahahahahaha |
Diometrius
Pursuit of Power JINN.
0
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Posted - 2013.01.18 20:41:00 -
[32] - Quote
Gonna C&P something I posted to Seleene's AMA on Reddit before this post was up. Its not directly related to Black Ops but appeared in that same section of the Minutes.
Something minor that jumped out at me was in the Ship Balancing section. Trebor asked about Covert Cynos being usable by T3 ships using the covert ops subsystem. Fozzie and Greyscale said its a technical limitation with the way the Covert Cyno is enabled for ships types and not the other way around. Immediately I asked myself why they didn't re-tool the fitting stats of the Covert Cyno to be like the Covert Ops cloak itself. Add a role bonus to all current Covert Cyno capable T2 ships to reduce say CPU usage by 99% while increasing the CPU fitting requirements on the Cyno to 5000. Then add the same 99% role bonus to only the covert subsystem while all other offensive subsystems remain the same. Top it off by adding Strategic Cruisers to the "can be fitted to" attributes on the Covert Cyno and the changes should be done.
A combination of the "can be fitted to" attribute and the fitting requirements should keep any nonsense like the officer co-proc fitted Covert Cloak Avatar from surfacing, and the change in fitting requirements via bonus from the subsystem will keep non-covert T3's from fitting the Cyno. |
Heimdallofasgard
Apex Overplayed Coalition Fatal Ascension
396
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Posted - 2013.01.18 20:43:00 -
[33] - Quote
Vladimir Norkoff wrote:So.... BLOps are still just over-glorified taxis? Albeit improved ones. Yay?
Seriously, should have just used haulers as the base model for these rather than Battleships.
Could repurpose one of the existing blockade runners into a black ops bridger/cov ops hauler, give it a jump drive... or make a new t2 hauler for it...
Then keep existing black ops battleships as they are, minus bridging, minus ability to jump to cynos, buff its tank, give it Ewar bonus similar to the covert recons?
This would mean instead of the Black Ops BS being a taxi, it'd provide lots of tank and a bit of utility and dps, and use the black ops hauler for bridging, jumping around, hauling loot.
Kick Heim... MATE |
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CCP Fozzie
C C P C C P Alliance
3139
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Posted - 2013.01.18 20:50:00 -
[34] - Quote
Diometrius wrote:Gonna C&P something I posted to Seleene's AMA on Reddit before this post was up. Its not directly related to Black Ops but appeared in that same section of the Minutes.
Something minor that jumped out at me was in the Ship Balancing section. Trebor asked about Covert Cynos being usable by T3 ships using the covert ops subsystem. Fozzie and Greyscale said its a technical limitation with the way the Covert Cyno is enabled for ships types and not the other way around. Immediately I asked myself why they didn't re-tool the fitting stats of the Covert Cyno to be like the Covert Ops cloak itself. Add a role bonus to all current Covert Cyno capable T2 ships to reduce say CPU usage by 99% while increasing the CPU fitting requirements on the Cyno to 5000. Then add the same 99% role bonus to only the covert subsystem while all other offensive subsystems remain the same. Top it off by adding Strategic Cruisers to the "can be fitted to" attributes on the Covert Cyno and the changes should be done.
A combination of the "can be fitted to" attribute and the fitting requirements should keep any nonsense like the officer co-proc fitted Covert Cloak Avatar from surfacing, and the change in fitting requirements via bonus from the subsystem will keep non-covert T3's from fitting the Cyno.
The 99% CPU reductions as a method of restricting what ships a module can be fitted to is a old and poor practice that has a number of problems, from confusing the process of fitting ships, to allowing weird edge cases (Test server Covops Avatar is one example). They also require those very hard to explain bonuses (97.5-100% reduction to cloak cpu per level? Virtually nobody understands that the first time they read it). You'll notice that all the newer modules that are restricted to certain shop types avoid the CPU method.
The good news is that I spent a good chunk of this week reauthoring the way all those legacy modules get restricted, and that should open up some very nice doors. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
116
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Posted - 2013.01.18 20:56:00 -
[35] - Quote
CCP Fozzie wrote:
The 99% CPU reductions as a method of restricting what ships a module can be fitted to is a old and poor practice that has a number of problems, from confusing the process of fitting ships, to allowing weird edge cases (Test server Covops Avatar is one example). They also require those very hard to explain bonuses (97.5-100% reduction to cloak cpu per level? Virtually nobody understands that the first time they read it). You'll notice that all the newer modules that are restricted to certain shop types avoid the CPU method.
The good news is that I spent a good chunk of this week reauthoring the way all those legacy modules get restricted, and that should open up some very nice doors.
Is this going to involve expanded probe launchers or not? |
Liang Nuren
Heretic Army Heretic Nation
2707
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Posted - 2013.01.18 20:57:00 -
[36] - Quote
The jump range and fuel bay are especially welcome and will make a reasonable starting point. I'm not as sold on the bridging mechanics, but that could just be because I dislike Black Ops being the glorified taxis they currently are. I'm interested to see if you'll continue iterating on them.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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CCP Fozzie
C C P C C P Alliance
3142
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Posted - 2013.01.18 20:59:00 -
[37] - Quote
TrouserDeagle wrote:CCP Fozzie wrote:
The 99% CPU reductions as a method of restricting what ships a module can be fitted to is a old and poor practice that has a number of problems, from confusing the process of fitting ships, to allowing weird edge cases (Test server Covops Avatar is one example). They also require those very hard to explain bonuses (97.5-100% reduction to cloak cpu per level? Virtually nobody understands that the first time they read it). You'll notice that all the newer modules that are restricted to certain shop types avoid the CPU method.
The good news is that I spent a good chunk of this week reauthoring the way all those legacy modules get restricted, and that should open up some very nice doors.
Is this going to involve expanded probe launchers or not?
Covops cloaks and warfare links primarily. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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domino 8
Dirt Nap Squad Dirt Nap Squad.
11
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Posted - 2013.01.18 21:02:00 -
[38] - Quote
Awful idea, no use to anyone. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
116
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Posted - 2013.01.18 21:04:00 -
[39] - Quote
Better be accompanying a massive nerf, such as gutted effectiveness and a 40km or so range limit. |
DNSBLACK
Dirt Nap Squad Dirt Nap Squad.
164
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Posted - 2013.01.18 21:09:00 -
[40] - Quote
CCP Fozzie wrote:Diometrius wrote:Gonna C&P something I posted to Seleene's AMA on Reddit before this post was up. Its not directly related to Black Ops but appeared in that same section of the Minutes.
Something minor that jumped out at me was in the Ship Balancing section. Trebor asked about Covert Cynos being usable by T3 ships using the covert ops subsystem. Fozzie and Greyscale said its a technical limitation with the way the Covert Cyno is enabled for ships types and not the other way around. Immediately I asked myself why they didn't re-tool the fitting stats of the Covert Cyno to be like the Covert Ops cloak itself. Add a role bonus to all current Covert Cyno capable T2 ships to reduce say CPU usage by 99% while increasing the CPU fitting requirements on the Cyno to 5000. Then add the same 99% role bonus to only the covert subsystem while all other offensive subsystems remain the same. Top it off by adding Strategic Cruisers to the "can be fitted to" attributes on the Covert Cyno and the changes should be done.
A combination of the "can be fitted to" attribute and the fitting requirements should keep any nonsense like the officer co-proc fitted Covert Cloak Avatar from surfacing, and the change in fitting requirements via bonus from the subsystem will keep non-covert T3's from fitting the Cyno. The 99% CPU reductions as a method of restricting what ships a module can be fitted to is a old and poor practice that has a number of problems, from confusing the process of fitting ships, to allowing weird edge cases (Test server Covops Avatar is one example). They also require those very hard to explain bonuses (97.5-100% reduction to cloak cpu per level? Virtually nobody understands that the first time they read it). You'll notice that all the newer modules that are restricted to certain shop types avoid the CPU method. The good news is that I spent a good chunk of this week reauthoring the way all those legacy modules get restricted, and that should open up some very nice doors. mynnna wrote:So Fozzie, does this mean the test server will be up today? That was the hope but it appears the client issues being faced earlier were unable to be fixed before the end of the day.
Fozzy that is great news and glad to see you working quickly on the tech 3 cov cyno issue. As for the changes to BO, i cant thank you and unifex enough for a fast QA and finishing this up before Ret 1.1. Please keep up the good work and some day I will have to tell you my Augor story. I look forward to chatting with you and Yit at this years fanfest and if you can ninja a few more changes in before fanfest I will supply all jager bombs for the entire weekend to you and YIT and any other dev who helps. I can pour a mean bomb just ask Mittens.
On a side note maybe they should put you in charge of what to do in 0.0 cause after reading that section of the minutes it seems that they really dont know what to do.
Black |
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Heimdallofasgard
Apex Overplayed Coalition Fatal Ascension
396
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Posted - 2013.01.18 21:22:00 -
[41] - Quote
CCP Fozzie wrote:
The 99% CPU reductions as a method of restricting what ships a module can be fitted to is a old and poor practice that has a number of problems, from confusing the process of fitting ships, to allowing weird edge cases (Test server Covops Avatar is one example). They also require those very hard to explain bonuses (97.5-100% reduction to cloak cpu per level? Virtually nobody understands that the first time they read it). You'll notice that all the newer modules that are restricted to certain shop types avoid the CPU method.
The good news is that I spent a good chunk of this week reauthoring the way all those legacy modules get restricted, and that should open up some very nice doors.
That is some damn good, eloquent, informative posting right there.
Kick Heim... MATE |
Helothane
Ascendent. Test Alliance Please Ignore
25
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Posted - 2013.01.18 21:26:00 -
[42] - Quote
TrouserDeagle wrote:Better be accompanying a massive nerf, such as gutted effectiveness and a 40km or so range limit.
I think you misunderstood him. He is saying that they will be restricted to the same class of ships they are at present, without the need of using the 99% reduction trick. If it were otherwise, I would be far more concerned about being able to fit a covert cloak on virtually any ship.
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Gheyna
Rayn Enterprises Test Alliance Please Ignore
73
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Posted - 2013.01.18 21:35:00 -
[43] - Quote
my body is ready |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
116
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Posted - 2013.01.18 21:40:00 -
[44] - Quote
Helothane wrote:TrouserDeagle wrote:Better be accompanying a massive nerf, such as gutted effectiveness and a 40km or so range limit. I think you misunderstood him. He is saying that they will be restricted to the same class of ships they are at present, without the need of using the 99% reduction trick. If it were otherwise, I would be far more concerned about being able to fit a covert cloak on virtually any ship.
No, I just think it would be bad to touch links without fixing them while you're at it. |
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CCP Fozzie
C C P C C P Alliance
3145
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Posted - 2013.01.18 21:42:00 -
[45] - Quote
TrouserDeagle wrote:Helothane wrote:TrouserDeagle wrote:Better be accompanying a massive nerf, such as gutted effectiveness and a 40km or so range limit. I think you misunderstood him. He is saying that they will be restricted to the same class of ships they are at present, without the need of using the 99% reduction trick. If it were otherwise, I would be far more concerned about being able to fit a covert cloak on virtually any ship. No, I just think it would be bad to touch links without fixing them while you're at it.
One step at a time. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Dheeradj Nurgle
Dreddit Test Alliance Please Ignore
201
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Posted - 2013.01.18 21:45:00 -
[46] - Quote
This makes me very happy. |
Bloodpetal
Sal's Waste Management and Pod Disposal The Mockers AO
1176
|
Posted - 2013.01.18 22:17:00 -
[47] - Quote
Make it so.
Where I am. |
Devedse
Substandard industries Insidious Associates
3
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Posted - 2013.01.18 22:44:00 -
[48] - Quote
Why has no one ever thought about the fact to make black ops be able to jump to high sec??? It would instantly give them a huge "cool feature".
I bet some mission runners wanna pimp out some black ops to be able to instantly jump to their mission sites. They can also be used for backup when wartargets are station hugging (bait them with only 1 ship there, jump in the black ops).
There's loads more things to think about they could do in high sec. It would give them a real unique role in EvE.
What about it guys? |
He dares
Sal's Waste Management and Pod Disposal The Mockers AO
6
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Posted - 2013.01.18 22:54:00 -
[49] - Quote
Woot as a sin pilot i approve of this :)
Devedse wrote:Why has no one ever thought about the fact to make black ops be able to jump to high sec??? It would instantly give them a huge "cool feature".
I bet some mission runners wanna pimp out some black ops to be able to instantly jump to their mission sites. They can also be used for backup when wartargets are station hugging (bait them with only 1 ship there, jump in the black ops).
There's loads more things to think about they could do in high sec. It would give them a real unique role in EvE.
What about it guys?
2nd ed as it would be cool but could be a bit OP im.
Also devse how the **** have you been not seen you for ages |
Ganthrithor
GoonWaffe Goonswarm Federation
470
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Posted - 2013.01.18 22:56:00 -
[50] - Quote
Yummy. My Panther says: Takk fyrir ++etta!
Super glad I'm almost done with my second blops pilot now; what fortuitous timing! |
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DNSBLACK
Dirt Nap Squad Dirt Nap Squad.
165
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Posted - 2013.01.18 22:56:00 -
[51] - Quote
Ok great news so let me get this put in my terms.
1. 99% reduction Bonus gone
2. Class of ship determines modules being able to be fit. Tiercide in affect
3. Class tree- Cov ops ---->Recons---->Blackops BS = Covert ops cloaks fit on all?
Fozzy you speak in riddles at times and your responses seem to lead to ths. I cant help myself but if the 99% bullshit is leaving us and ship class will determine what can be used and what cant then cov ops cloaks for my BO BS is the only conclusion.
You myfriend better get your liver ready.
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Devedse
Substandard industries Insidious Associates
3
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Posted - 2013.01.18 22:58:00 -
[52] - Quote
He dares wrote:Woot as a sin pilot i approve of this :) Devedse wrote:Why has no one ever thought about the fact to make black ops be able to jump to high sec??? It would instantly give them a huge "cool feature".
I bet some mission runners wanna pimp out some black ops to be able to instantly jump to their mission sites. They can also be used for backup when wartargets are station hugging (bait them with only 1 ship there, jump in the black ops).
There's loads more things to think about they could do in high sec. It would give them a real unique role in EvE.
What about it guys? 2nd ed as it would be cool but could be a bit OP im. Also devse how the **** have you been not seen you for ages
How the **** what is the chance, I check out reddit, oh black ops revamp, oh lets post, oh that guy pops up, oh, hello, how are you?! |
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CCP Fozzie
C C P C C P Alliance
3157
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Posted - 2013.01.18 23:06:00 -
[53] - Quote
DNSBLACK wrote:Ok great news so let me get this put in my terms.
1. 99% reduction Bonus gone
2. Class of ship determines modules being able to be fit. Tiercide in affect
3. Class tree- Cov ops ---->Recons---->Blackops BS = Covert ops cloaks fit on all?
Fozzy you speak in riddles at times and your responses seem to lead to ths. I cant help myself but if the 99% bullshit is leaving us and ship class will determine what can be used and what cant then cov ops cloaks for my BO BS is the only conclusion.
You myfriend better get your liver ready.
No covops cloaks on Black Ops in 1.1
The 99% bullshit is going away, but in 1.1 the list of ships that can fit covops cloaks and warfare links will not change. This iteration is focused on making the restriction system more sane, which has the nice upside of creating more options in the future.
Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Tuceev
B0rthole Test Alliance Please Ignore
5
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Posted - 2013.01.18 23:08:00 -
[54] - Quote
This is a great start.
One idea I would love to see added for all blops would be the addition of a 0m3 SMA that would allow fleet/corp members who's ship, with the appropriate jumpHarmonics setting, to be able refit. This would allow ships that lose drones during combat the ability to add more, or a ship that burns out a module the ability to replace it with any loot the fleet may have picked up. In addition a 5% increase to targeting range would be nice.
Each of the racial ships could use some love as well, like increase resists based of blackops or racial BS skill level.
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Womyn Power
Love Squad Confederation of xXPIZZAXx
50
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Posted - 2013.01.18 23:33:00 -
[55] - Quote
CCP Fozzie wrote:Greetings spacefriends. Those of you who have read the CSM minutes ( You've read the CSM minutes, right?) will already know that we have a modest package of Black Ops tweaks in the pipeline that didn't quite make it into Retribution 1.0. These changes are meant to reduce some of the difficulties using Black Ops battleships for covert bridging, and hopefully open up some more options for those of you who are or will be involved in covert gameplay. This is not the big Black Ops rebalance, and we here at CCP do not consider Black Ops "done" after these changes. We are putting these tweaks out now since it may be a while before we can get to the full Black Ops rebalance and we don't want to leave them in their current state in the meantime. None of this will be a surprise to you avid minute-readers, but for everyone else here's what we have planned:
- Increase the base jump range of all Black Ops ships to 3.5 light years (equal to that of Titans)
- Reduce the mass multipler used for Covert Jump Portal fuel costs from 0.00000018 to 0.000000135 (Reduces the fuel cost of covert bridges by 25%)
- Increase the fuel bay on all Black Ops to 1250m3 (25% increase)
These changes will not be in the current Sisi build but should be in the build after that so you can start playing with them. We're aiming to have the changes out in Retribution 1.1 on February 12th. Let us know what you think of the proposed changes in this thread. :Edit: Also apparently Two Step is getting close to me in likes so you should all like this post. Takk. :Edit:
It's almost like hiring actual pvpers makes the game not ****.
Thank you for this change, it has been exactly what love squad has wanted since we were founded. I'm sure pretty much every other small gang corp is in love with you now, great job dude this **** is going to breed a new fun into this game for me, and that's exactly what eve needs right now. |
Omnathious Deninard
Extrinsic Operations
434
|
Posted - 2013.01.18 23:38:00 -
[56] - Quote
CCP Fozzie wrote:DNSBLACK wrote:Ok great news so let me get this put in my terms.
1. 99% reduction Bonus gone
2. Class of ship determines modules being able to be fit. Tiercide in affect
3. Class tree- Cov ops ---->Recons---->Blackops BS = Covert ops cloaks fit on all?
Fozzy you speak in riddles at times and your responses seem to lead to ths. I cant help myself but if the 99% bullshit is leaving us and ship class will determine what can be used and what cant then cov ops cloaks for my BO BS is the only conclusion.
You myfriend better get your liver ready.
No covops cloaks on Black Ops in 1.1 The 99% bullshit is going away, but in 1.1 the list of ships that can fit covops cloaks and warfare links will not change. This iteration is focused on making the restriction system more sane, which has the nice upside of creating more options in the future. So will it be similar to how jump bridges are allocated to titans and the micro jump drive is only allowed on battleships? Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Reppyk
Yarrbear Inc. BricK sQuAD.
323
|
Posted - 2013.01.18 23:44:00 -
[57] - Quote
CCP Fozzie wrote:None of this will be a surprise to you avid minute-readers, but for everyone else here's what we have planned:
- Increase the base jump range of all Black Ops ships to 3.5 light years (equal to that of Titans)
- Reduce the mass multipler used for Covert Jump Portal fuel costs from 0.00000018 to 0.000000135 (Reduces the fuel cost of covert bridges by 25%)
- Increase the fuel bay on all Black Ops to 1250m3 (25% increase)
These changes will not be in the current Sisi build but should be in the build after that so you can start playing with them. We're aiming to have the changes out in Retribution 1.1 on February 12th. Let us know what you think of the proposed changes in this thread. :Edit: Also apparently Two Step is getting close to me in likes so you should all like this post. Takk. :Edit: I think that...
This is a very bad idea, and for multiple reasons.
You're buffing some ships because "nobody uses them". What's the point ? What's the goal ?
1) The hotdrop mechanisms need to be nerfed, not to be accessible to any peasant (hem). At the moment, it is limited to some BlOps pilots (which are few, and have strong limitations like the range problem you're trying to resolve) and the titan pilots, which dedicated training (2 years), isks (75B) and money (founding the account) to allow them to hotdrop. I don't want to see the PVP in EVE restricted to hotdrops. I want to see fleets, I want to see roams. Ambushed and bombed while moving. Delayed by bubbles. And what is hotdropping atm ? The planning ? Someone owning a bridging ship that will never be at risk, a few scouts with cynos (most of the time, only one) and 10 to 250 guys next to the bridging fleet, fapping over furry **** or waiting for a jabber ping. Only the scout is doing some effort. Nobody else. The action itself ? "Drop on them, we're 5x their number, otherwise we wouldnt try it, anyway they won't fight back". Fascinating.
2) The short range of the BlOp bridge was a good thing. If you wanted to hotdropped someone, you had to move in their vicinity. You're almost doubling that range. From a tactical tool, it's becoming a strategic weapon. You can cover a whole region. So far for the "delicate behind-the-enemy-lines ships"... No more dedicated for a particular target. A lot harder to be spotted since the titan bridge range is roughly ~11 jumps, where a current BlOp must hide withing ~5 jumps of its target.
3) You're increasing the fuel bay, because bridging more people at once is better, right ? Sorry but it may be time to stop making ships that are scaling linearly. Yes, the so-called "blob". A BlOp can bridge a few recons and bombers ; it's fine. Do you think that bridging 20 recons with a single ship is a good idea ?
4) You're also reducing the fuel consumption. It helps bridging more people (see point 3) and reduces the hotdrop price. It should be the other way ! You have complete intel of the targeted fleet ; you're gonna ambushed them, for a mere million isks in fuel ? Hotdropping is already lacking some :effort: and risk, and you want to make it cheap(er).
5) The range bonus is a nice buff to the viators, cranes and co, basically making them like tiny jump freighters. Because EVE Online needs more easy logistics that don't even use gates and cannot be catch (unless the pilot is making major mistakes). When was the last time that a major 00 alliance had its supply lines significantly disrupted ?
6) Do you really thing that BlOps are under-used because of the range and some fuel problems ? Flash news : you're wrong. You need 2 years of training to pilot one. Their bridging role is done by titans, because instead of using a bomber/recon/cloaky T3 fleet (which has weaknesses), you can use cheaper and more efficient ships like BCs. Will this patch change anything about that ? No. Maybe you should check again the skill requirements to fly one. Maybe you should give them a bonus that makes them something else than a POS module. Example : BlOps have a 30s delay before being listed in the local channel. It would make them excellent for highsec, lowsec and 00 areas. Or some kind of "bubble", allowing people to catch ratting nyxes in a cyno jammed system.
7) Why are you buffing the hotdrop part ? Hey, I can answer that for you : because catching people is becoming harder and harder, thanks to the intel channels, the local and the dscan. You should work on that.
I am disappointed. BlOps need some love, but not on the bridge part. And I would like to play EVE Online : roaming behind the enemy lines, not Cyno Online : fapping while waiting inside a forcefield. Thanks. |
Theophilas
Love Squad Confederation of xXPIZZAXx
11
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Posted - 2013.01.18 23:58:00 -
[58] - Quote
These changes are ******* BALLLLLLLLERRRR...
I am so goddamn amped. |
Omnathious Deninard
Extrinsic Operations
434
|
Posted - 2013.01.19 00:01:00 -
[59] - Quote
Devedse wrote:Why has no one ever thought about the fact to make black ops be able to jump to high sec??? It would instantly give them a huge "cool feature".
I bet some mission runners wanna pimp out some black ops to be able to instantly jump to their mission sites. They can also be used for backup when wartargets are station hugging (bait them with only 1 ship there, jump in the black ops).
There's loads more things to think about they could do in high sec. It would give them a real unique role in EvE.
What about it guys? The more I think about this the better it sounds, and its not like every ship that can go through a covert jump portal is not allowed in high sec anyway. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Luxotor
Interwebs Cooter Explosion Fatal Ascension
11
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Posted - 2013.01.19 00:16:00 -
[60] - Quote
Really, really happy to read this. THE NIGHT IS DARK AND FULL OF TERRORS! |
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