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Thread Statistics | Show CCP posts - 16 post(s) |

Bantara
Corp 54 Curatores Veritatis Alliance
21
|
Posted - 2013.01.21 16:47:00 -
[121] - Quote
BO Changes: Pure "organic fertilizer" if you don't fix the afk-cloaky/covert-cyno-in-cyno-blocked-systems first. I realize this is a minority opinion. |

Bagehi
Kaesong Kosmonauts Test Alliance Please Ignore
141
|
Posted - 2013.01.21 16:52:00 -
[122] - Quote
"Tackle that blockade runner!" " Why did he decloak?" " Oh god, we're all dead."
I foresee a lot of fun. |

Destoya
Sniggerdly Pandemic Legion
50
|
Posted - 2013.01.21 16:54:00 -
[123] - Quote
Nice changes all around. I'm especially happy to see anything that makes that old, confusing system of 10k CPU modules with badly worded ship bonuses to reduce that number go away |

Fon Revedhort
Monks of War Out of Sight.
936
|
Posted - 2013.01.21 16:58:00 -
[124] - Quote
Now that another coil of cyno proliferation is on the way, can you at least start considering making some space completely free of cynoes? Just WHs alone are not enough to have fun of conventional PvP. You could, for instance, prohibit cyno activation at gates/belts/sun or right the opposite, allow lighting it at certain spots only. Basically, setting any kind of rules to a completely outlaw mechanics would be of a great benefit. Say, if i don't want to deal with bubbles I stick to low-sec. Would be nice to have an option of opting out from hot-dropping faggotry for k-space as well. 14 |

JamesCLK
276
|
Posted - 2013.01.21 17:05:00 -
[125] - Quote
Fon Revedhort wrote:Would be nice to have an option of opting out from hot-dropping faggotry for k-space as well. Hi-sec?
I really really like the idea of slapping a covert cyno on a blockade runner... Malcanis, Mynnna and Ripard Teg for CSM 8! |

GeeShizzle MacCloud
269
|
Posted - 2013.01.21 17:06:00 -
[126] - Quote
Fon Revedhort wrote:Now that another coil of cyno proliferation is on the way, can you at least start considering making some space completely free of cynoes? Just WHs alone are not enough to have fun of conventional PvP. You could, for instance, prohibit cyno activation at gates/belts/sun or right the opposite, allow lighting it at certain spots only. Basically, setting any kind of rules to a completely outlaw mechanics would be of a great benefit. Say, if i don't want to deal with bubbles I stick to low-sec. Would be nice to have an option of opting out from hot-dropping faggotry for k-space as well.
could only see something like this in certain NPC null sec space or the highest sec low sec space (0.4's) kinda like a NPC cynojammer in effect in those systems. But even then the mechanic shouldnt be totally removed. You could add an isk sink to it whereby you pay a certain amount of isk from a toon with high standings to the NPC faction who's space is cynojammed and they lift the jammer for one cycles worth of time.
its an idea... though probably rather unpopular. adds some interesting gameplay that can mitigate some casual use of (what some would consider) OP'd mechanics, and adds an isk sink too. |

Silk75
Wildly Inappropriate Goonswarm Federation
9
|
Posted - 2013.01.21 17:07:00 -
[127] - Quote
Good changes, but can the non-Prowler Blockade Runners all get a 2nd high so a cov ops cloak AND a covert cyno can be fitted? |

JamesCLK
277
|
Posted - 2013.01.21 17:19:00 -
[128] - Quote
Silk75 wrote:Good changes, but can the non-Prowler Blockade Runners all get a 2nd high so a cov ops cloak AND a covert cyno can be fitted?
This; and now might also be a good time to apply tiericide to haulers...  Malcanis, Mynnna and Ripard Teg for CSM 8! |

Oddsodz
Explorer Corps Exhale.
36
|
Posted - 2013.01.21 17:29:00 -
[129] - Quote
I Myself is not looking forward to this change for t3's to have Covert cynos.
And here is why.
Right now one of the only reasons to fly an Arzue is for it's long point/scam range. It's tank is not great and it's damping power is now lacking compared to a t1 Celestis (not by much but it is). As of right now. My ship is of little use in most fleets now as the need for fast locking scrams on gates is taken up by even faster locking teir3 BattleCrusters that have a base scan resolution that is higher (before any sensor boosters) than a recon ship. And so you don't need to point/scam most targets as the Teir3 Battlecrusers has already locked it and destroyed it. The only job left that was good for the Arazu was it's special ability to light covert cynos. Now with this new change to t3's getting the ability to light Covert cynos. You can now get a proteus to do the job long range point/scam and light Covert cynos plus have a tank of a battleship.
What role is left for my Arazu? Not much now ;( |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
38
|
Posted - 2013.01.21 17:30:00 -
[130] - Quote
CCP Fozzie wrote: Open up the use of Covert Cynosural Field Generators on any Strategic Cruiser that has the Covert Reconfiguration subsystem fitted, as well as on Blockade Runners. This means that the availability of covert cynos is consistent and simple. If you can jump through the bridge you can light the cyno.
Another buff for Blockade Runners. Transport ships instead left to rot deep inside millenuim-old layer of space dust under the shadow of glorious Blockade Runners. |

GeeShizzle MacCloud
271
|
Posted - 2013.01.21 17:35:00 -
[131] - Quote
Sinigr Shadowsong wrote:CCP Fozzie wrote: Open up the use of Covert Cynosural Field Generators on any Strategic Cruiser that has the Covert Reconfiguration subsystem fitted, as well as on Blockade Runners. This means that the availability of covert cynos is consistent and simple. If you can jump through the bridge you can light the cyno.
Another buff for Blockade Runners. Transport ships instead left to rot deep inside millenuim-old layer of space dust under the shadow of glorious Blockade Runners.
maybe deep space transports should get a nullifier bonus then... would fit their brief as 'deep space' transports. |

Del Vikus
Gradient Electus Matari
23
|
Posted - 2013.01.21 17:42:00 -
[132] - Quote
GeeShizzle MacCloud wrote:Sinigr Shadowsong wrote:CCP Fozzie wrote: Open up the use of Covert Cynosural Field Generators on any Strategic Cruiser that has the Covert Reconfiguration subsystem fitted, as well as on Blockade Runners. This means that the availability of covert cynos is consistent and simple. If you can jump through the bridge you can light the cyno.
Another buff for Blockade Runners. Transport ships instead left to rot deep inside millenuim-old layer of space dust under the shadow of glorious Blockade Runners. maybe deep space transports should get a nullifier bonus then... would fit their brief as 'deep space' transports.
I don't disagree that DSTs are badly in need of some love. BRs are so excellent and this makes them that much better. Reasons to fly a DST are shrinking pretty fast. Interdiction nullification would be a pretty neat bonus, and would not exactly make them OP. |

Akturous
Immortalis Inc. Shadow Cartel
50
|
Posted - 2013.01.21 17:44:00 -
[133] - Quote
GeeShizzle MacCloud wrote:Sinigr Shadowsong wrote:CCP Fozzie wrote: Open up the use of Covert Cynosural Field Generators on any Strategic Cruiser that has the Covert Reconfiguration subsystem fitted, as well as on Blockade Runners. This means that the availability of covert cynos is consistent and simple. If you can jump through the bridge you can light the cyno.
Another buff for Blockade Runners. Transport ships instead left to rot deep inside millenuim-old layer of space dust under the shadow of glorious Blockade Runners. maybe deep space transports should get a nullifier bonus then... would fit their brief as 'deep space' transports.
This^^^^x1000
Deep space transports need much more capacitor and better align time. Nullifier would make them actually cool. |

Heimdallofasgard
Apex Overplayed Coalition Fatal Ascension
398
|
Posted - 2013.01.21 18:13:00 -
[134] - Quote
Oddsodz wrote:I Myself is not looking forward to this change for t3's to have Covert cynos.
And here is why.
Right now one of the only reasons to fly an Arzue is for it's long point/scam range. It's tank is not great and it's damping power is now lacking compared to a t1 Celestis (not by much but it is). As of right now. My ship is of little use in most fleets now as the need for fast locking scrams on gates is taken up by even faster locking teir3 BattleCrusters that have a base scan resolution that is higher (before any sensor boosters) than a recon ship. And so you don't need to point/scam most targets as the Teir3 Battlecrusers has already locked it and destroyed it. The only job left that was good for the Arazu was it's special ability to light covert cynos. Now with this new change to t3's getting the ability to light Covert cynos. You can now get a proteus to do the job long range point/scam and light Covert cynos plus have a tank of a battleship.
What role is left for my Arazu? Not much now ;(
Agreed, who's going to want a long pointing arazu when they can have a long pointing covert proteus? Kick Heim... MATE |

SkyMeetFire
The Rising Stars Initiative Mercenaries
15
|
Posted - 2013.01.21 18:22:00 -
[135] - Quote
CCP Fozzie wrote:- Change the CPU requirements of Covops cloaks to 100 and change the bonus on coverts, recons and blockade runners to "-20% CPU needed for cloaks per level". This means that cloaks will use the same CPU at level 5 (0) but the CPU use at lower levels is less crippling, making the use of these ships at less than level 4-5 more viable.
.
Sorry for all of us constantly picking apart everything you say and bugging you about it, but I just wanted to verify something.
Currently the bonus for Blockade Runners is a "-98.5% to -99.25% bonus to cpu need of covert ops cloaks", meaning that the cloak uses 75 CPU at V rather than 0 like the Coverts and Recons. That means the current change will be a pretty significant buff to the Blockade Runner CPU at all levels. Was this intential, or was the difference in the bonii forgotten? |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
38
|
Posted - 2013.01.21 18:35:00 -
[136] - Quote
Del Vikus wrote: I don't disagree that DSTs are badly in need of some love. BRs are so excellent and this makes them that much better. Reasons to fly a DST are shrinking pretty fast. Interdiction nullification would be a pretty neat bonus, and would not exactly make them OP.
If CCP will add Interdiction Nullification to Industrial ships I'm pretty sure it will be Blockade Runners. Just like they did with unscannable cargo because of "fits better". |

GeeShizzle MacCloud
271
|
Posted - 2013.01.21 18:57:00 -
[137] - Quote
Sinigr Shadowsong wrote:Del Vikus wrote: I don't disagree that DSTs are badly in need of some love. BRs are so excellent and this makes them that much better. Reasons to fly a DST are shrinking pretty fast. Interdiction nullification would be a pretty neat bonus, and would not exactly make them OP.
If CCP will add Interdiction Nullification to Industrial ships I'm pretty sure it will be Blockade Runners. Just like they did with unscannable cargo because of "fits better".
i think the better way to bypass a blockade is to be covert bridged straight over it really... and u couldnt do that with a deep space transport ship, but you can in a blockade runner supported by a Black Ops BS. |

DNSBLACK
Dirt Nap Squad Dirt Nap Squad.
165
|
Posted - 2013.01.21 19:04:00 -
[138] - Quote
1. Thank you Fozzy now i can get out of this fing ARAZU ( To all those who are sad the arazu may be replaced you can go die in a fire LOL).
2. I would like to know if DNSBlack has the record for most ARAZU deaths in the history of EVE LOL. Is there a way to look this up.
3. As for the Cloaky Hauler high slots? I cant agree more with the removal of a low and the adding of a high on all of them except the prowler. So they both have 2.
4. When are they going to asign you to 0.0 revamp?
5. These simple changes have been a buff to this game play and it was well worth the 5 years. I cant wait to see what is coming next.
6. Any chance i could fit one citadel torp on my bombers like the old days Now that would put the fear of god into all those tech moon camping poses lol.
7. Keep up the great work
Black |

FalconX Blast
Amok. Goonswarm Federation
37
|
Posted - 2013.01.21 19:22:00 -
[139] - Quote
Small art thing, How about Tech 3s when fitting covert subsystems, have their bridge out effect be blue instead of red to match the other coverts? |

Sefur Yamil
Royal Amarr Institute Amarr Empire
1
|
Posted - 2013.01.21 19:24:00 -
[140] - Quote
One question: Why do blackops have a 150m base mass, whereas battleships have 100m?
Using wormholes to move a blackops through completely destroys the mass of those, for a reason I don't really understand. A single blackops BS takes 10% of the mass of the biggest wormholes when going in and out. |

Del Vikus
Gradient Electus Matari
23
|
Posted - 2013.01.21 19:37:00 -
[141] - Quote
Sinigr Shadowsong wrote:Del Vikus wrote: I don't disagree that DSTs are badly in need of some love. BRs are so excellent and this makes them that much better. Reasons to fly a DST are shrinking pretty fast. Interdiction nullification would be a pretty neat bonus, and would not exactly make them OP.
If CCP will add Interdiction Nullification to Industrial ships I'm pretty sure it will be Blockade Runners. Just like they did with unscannable cargo because of "fits better".
Not sure why nullification "fits better" with BRs instead of DSTs. But if they did add nullification to BRs, you might as well go out and sell your DSTs and their BPs, because there won't be much reason to fly anything BUT a BR. At the moment, the only reason to fly a DST is for a lark, because whatever a DST can do (dodging a few points at a gate via warp core stability), the BR can do better (cloak + warp). I totally think the DST warp nullification idea is great, because at least it gives the DST some identifiable role. |

James Arget
Future Corps Sleeper Social Club
32
|
Posted - 2013.01.21 19:48:00 -
[142] - Quote
Sefur Yamil wrote:One question: Why do blackops have a 150m base mass, whereas battleships have 100m?
Using wormholes to move a blackops through completely destroys the mass of those, for a reason I don't really understand. A single blackops BS takes 10% of the mass of the biggest wormholes when going in and out. Because jump drives are heavy man. |

Gheyna
Rayn Enterprises Test Alliance Please Ignore
75
|
Posted - 2013.01.21 20:31:00 -
[143] - Quote
Ogod, my body is so ready right now |

NUXI7
B0rthole Test Alliance Please Ignore
122
|
Posted - 2013.01.21 20:35:00 -
[144] - Quote
CCP Fozzie wrote:
Open up the use of Covert Cynosural Field Generators on any Strategic Cruiser that has the Covert Reconfiguration subsystem fitted, as well as on Blockade Runners. This means that the availability of covert cynos is consistent and simple. If you can jump through the bridge you can light the cyno. [/list]
Will you be giving the Viator, Prorator, and Crane a 2nd high slot? Or will MY PROWLER become the only awesomesauce blockade runner able to really make use of this? |

Ali Aras
Valkyries of Night Of Sound Mind
6
|
Posted - 2013.01.21 20:37:00 -
[145] - Quote
CCP Fozzie wrote:
Open up the use of Covert Cynosural Field Generators on any Strategic Cruiser that has the Covert Reconfiguration subsystem fitted, as well as on Blockade Runners. This means that the availability of covert cynos is consistent and simple. If you can jump through the bridge you can light the cyno.
I don't like this for stratcrus. Strategic Cruisers can fit both Covert Reconfiguration and Interdiction Nullification subsystems on the same ship, and frequently do. These ships are incredibly hard to catch with a gatecamp, even a camp with a t2 hictor and a lot of competent decloakers. If Covert Reconfiguration allows them access to Covert Cynosaural Field Generators, what you now have is a cyno-capable ship that is near impossible to prevent from coming into your pocket and camping your mining/ratting/whatever operation.
Suggested fixes: * Remove this capability from stratcrus. They can fit a covops cloak, but they can't be as good as a real covops ship. This is in line with the philosophy behind the strategic cruiser line.
Or:
* Change the Interdiction Nullification subsystem to have a giant inertia penalty, so the align time of the ship is increased. This way, a good decloaker can buzz the cruiser before it's able to make warp, and an instalocking 'ceptor/keres/whatever can get a point. |

Maximus Andendare
Future Corps Sleeper Social Club
66
|
Posted - 2013.01.21 20:38:00 -
[146] - Quote
CCP Fozzie wrote:Hey all. Quick related update now that I'm finished some backend refactoring work that opened up those 'options' I was so cryptic about earlier: We have also refactored the methods used to limit older modules to certain ships. Most of the ships changed by this will simply have a more clear description (Can fit module X rather than -99% CPU to module X) but there are two gameplay improvements this change allowed us to make: - Change the CPU requirements of Covops cloaks to 100 and change the bonus on coverts, recons and blockade runners to "-20% CPU needed for cloaks per level". This means that cloaks will use the same CPU at level 5 (0) but the CPU use at lower levels is less crippling, making the use of these ships at less than level 4-5 more viable.
- Open up the use of Covert Cynosural Field Generators on any Strategic Cruiser that has the Covert Reconfiguration subsystem fitted, as well as on Blockade Runners. This means that the availability of covert cynos is consistent and simple. If you can jump through the bridge you can light the cyno.
- As a more neutral side effect that is still worth noting: the Combat and Attack Battlecruisers, as well as the Blockade Runners and Deep Space Transports, will now be in separate groups. This means anyone with custom overviews will need to add the new Attack Battlecruiser group and the new Blockade Runner group to their list of groups that show up on the overview. The default overviews will be adjusted automatically.
Are these changes the rest and now CCP considers BO "done?" There was a post a few days ago that was clear that BO weren't "done."
|

Dr Vitoc
EVE University Ivy League
1
|
Posted - 2013.01.21 20:41:00 -
[147] - Quote
I would like to see a complete overhaul done. here is my idea. Overview The proposal I would like to suggest would be to overhaul the mechanics, ships and functions of Black Ops and Force Recon. Black Ops ships and Force Recon tie together hand in hand but are currently not used very often in todayGÇÖs game as it is really limiting new players and players with high and specific skills. The proposed changes would introduce changes to Ships and skills with and introduction of new ships and tools to help the black ops and Force Recon ships.
Game play changes Black Operations should be a name of a style of combat and not the battleship. Black Operations should be a form of game play which allows new-ish players and experienced players the ability to experience and grow black operations together. To be able to perform these changes and introduction and change of ships would be needed.
Why Change Black Operations in itself is reliant on so many different factors that make it very difficult to use. Black operations is very dependent the ability to move ships from point A to Point B to perform its tasks. To be able to do this the Black Ops Battleship is required to use Faction Isotopes to allow the other ships and its self to jump to other systems. The amount of isotopes used is dependent on:
Ship Size (mass) Distance to Target
As there are no tools giving the ability to judge the distance for bridging against the amount of isotopes required. It makes the job of a single or multiple bridgingGÇÖs and jumps harp to determine. Because of the reliance of the Isotopes as fuel against the size of ship and distance it would make sense to introduce more classes of ships to allow a variety of fleet sizes.
Concept Introduce a whole black operations class of ships from frigate to carrier all still based upon the aspect that all ships would need to be able to be fitted with the tier 3 cloaking device or designated as a Portal Generator ship. the Black Operations ships would be:
Black Ops Frigate Covert Ops Bomber Tackler Webification / Covert Cyno generator Tackler Warp Disruption / Covert Cyno generator ECM Tracking Disruption Cap neutralisation Logistics All Frigates would require the use of a Tier 3 cloaking device
Black Ops Destroyer Damage dealer ECM Tracking Disruption Cap neutralisation Tackler Webification / Covert Cyno generator Tackler Warp Disruption / Covert Cyno generator Logistics Interdictor / Covert Cyno generator All Destroyers would require the use of a Tier 3 cloaking device
Black Ops Cruiser Damage dealer ECM (Currently the Falcon) Tracking Disruption (Currently the Pilgrim) Tackler Webification / Covert Cyno generator (Currently the Rapier) Tackler Warp Disruption / Covert Cyno generator (Currently the Rapier) Logistics Heavy Interdictor / Covert Cyno generator Command All Destroyers would require the use of a Tier 3 cloaking device
Black Ops Battleship T1 Damage dealer / Covert Cyno generator ECM / Covert Cyno generator Cap neutralisation / Covert Cyno generator Tracking Disruption / Covert Cyno generator T1 Black Ops Battleships can only bridge via the Black Ops Carrier
Black Ops Battleship T2 Command / Covert Cyno generator Logistics / Covert Cyno generator T2 Black Ops Battleships can bridge and Jump to Cyno
Black Ops Carrier Command / Covert Cyno generator Carrier can bridge and Jump to location
T3 Ships Black Ops Command Sub System All T3 would require the use of a Tier 3 cloaking device
Blockade runner No Change
Black Ops Noctis See Below
Ship Description
Black Ops Neutraliser This ship would be similar to what the pilgrim does currently and adjusted to the ships type.
Black Ops Logistics As per the new logistics ship given at the 2012 EVE tournament the Black Ops Logistics ships would be a variant of this ship. All the ship Classes would be relevant to the current versions (Frigate and Cruiser) the only new one would be the destroyer class logistics which would be a variant change and the difference between the Frigate and Cruiser. The T3 cruiser is use full but the Cost, size & speed of the ship limits this type of ship really to be jumped into a Battleship class fight. It would not be good as a Frigate or destroyer fleet.
Black Ops Noctis The Black Ops noctis would be limited to the same category as the battle ships where it is a black ops ship and can bridge through black ops ship but can nit use a covert ops cloaking device. This noctis would have all the standard noctic specifications nit have the ability to have a fuel storage are for Black Ops battle ships to use.
Command ships Black Ops command ships are not able to fit the normal standard warfare links but fit a Black Ops warfare link. Command Ships are not effected by ECM or tracking Disruption. The role of a command ship is to give bonuses but not necessarily command the fight. Because everything is manual and not automatic it gives the command ship pilot more work to do protecting his own pilots. Black Ops Command ships are able to lock up to a number of ships dependent on skills and the type of ship flown. E.g. Carrier = 50, Battleship = 30, Cruiser = 15
Continued on part II[
|

Dr Vitoc
EVE University Ivy League
1
|
Posted - 2013.01.21 20:42:00 -
[148] - Quote
T1 Black Ops Battleships T1 Battleships would be a whole line of ships that could be used to jump into battle but would work like a standard battleship which could only jump through a Black Ops Carrier or Titan.
T2 Black Ops Battleships T2 Black Ops battleships are same as the current Black Ops battleships but with an extra class of ships which would be the command ship class.
Black Ops Carrier Black Ops Carriers can only be used to jump into a target lit by a covert cyno field generator
Module Description
Black Ops Triage module Ship Class - Carrier The Black Ops triage module can only be activated after jumping into a system for a period of time e.g. 5 or 10 Min and is a onetime use per jump and last a set time. This module can only be fitted to carriers and is an area of effect module which is grid wide. Bonuses are stacked if used with the Black Ops warfare link.
Black Ops Warfare link Ships Class GÇô Carrier, Battleship and Cruiser There would be several link types pertinent to current warfare links. These links are only activated once the Pilot of the command ship locks his own players. The module is always active but does not give bonus until the other pilots are linked. The module effective distance works differently for the ship it is fitted to. Carrier = Anywhere on Gird Battleship = 150km Cruiser = 60km The Bonuses can only be given to ships fitted with and online Tier 3 cloaking device or Black Ops Battle ships One Pilot will only be able to have a maximium of 3 links given to him at any one time and itGÇÖs up to the command pilot which links they are given.
[b]Ship and other Changes[\b] There would need to be changes to ships currently in the force recon role. These changes would be:
Change Stealth Bombers from being cover ops to GÇ£Black Ops BombersGÇ¥ ( Classification Change )(Impact Low) Keep Combat Recon and change Force Recon to GÇ£Black Ops ReconGÇ¥ ( Classification Change )(Impact Low) Change the Pilgrims stats so it relates more towards the other recon ships (Repair, Arazu, Falcon) The ship should be more towards the Curse with distances to Neutralisation or give the pilgrim more cap speed and armour as it is not currently a very effective force recon ship Give each ships a Fuel Bay so they can all carry fuel for the battleship or carrier. Pilots would be able to access the fuel bay on a Battleship or carrier and deposit the fuel into the fuel bay. Or make it automatic that the fuel is transferred into the battle ship or used when they attempt to bridge. Change fuel into a standard fuel across all carriers, Jump freighters, Black Ops. This would be achieved by a blue print and equal amount of all isotopes from each Faction race. Standard Cyno generation and Covert Cyno generation skill to be reduced so when the cyno generation is activated it will only work to a defined LY distance so the higher the skill the further it is. Current Cyno 5 would be what Cyno 1 is but with the Fuel cost at Cyno 5 e.g. Cyno Level / Fuel Usage / Time/ Distance Cyno Field Generator with Cynofield Theory skill level 1/400/30min/10LY 2/350/25min/12LY 3/300/20Min/15LY 4/250/15Min/20LY (Covert Cyno Field Generator opened) 5/200/10Min/Current Unlimited Cover Cyno Field Generator with Cynofield Theory skill level 4/200/5Min/2LY 5/50/1Min/Current Unlimited
|

Kelleris
Ars ex Discordia Test Alliance Please Ignore
4
|
Posted - 2013.01.21 20:55:00 -
[149] - Quote
Does this mean Viator (and possibly other BRs) will get more than one highslot? I would hate to have to choose between being covert and equipping a covert cyno when operation. |

Grath Telkin
Sniggerdly Pandemic Legion
1249
|
Posted - 2013.01.21 21:14:00 -
[150] - Quote
Oh man, seeing Ravenhort complaining about faggotry with his constant barrage of off grid leadership alts is amazing. I love this change and may actually chase him around with Bops gangs just for fun.
Also everybody complaining about the t2 cruisers being underpowered may actually suffer from birth defects, they haven't fixed those yet, they're on the way. |
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