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Thread Statistics | Show CCP posts - 45 post(s) |
fukier
RISE of LEGION
737
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Posted - 2013.01.21 19:16:00 -
[1] - Quote
and what about the rep bonus working for imcomming RR? i think thats the one thing missing from this boost. At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
738
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Posted - 2013.01.21 19:26:00 -
[2] - Quote
Hans Jagerblitzen wrote:Ahhhhh, so THIS is what you had in mind for active armor tanking Fozzie.
i still say 10% to armor rep per level would be better then 7.5% and also making the skill afffect incomming RR would make it usefull for fleets...
because all the plate skill did was make the abbadon that much better... (please see 25% to armor resist vrs just an active tank bonus)
At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
738
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Posted - 2013.01.21 19:33:00 -
[3] - Quote
CCP Fozzie wrote:IamBeastx wrote:So your screwing over active tanking armor ships by limiting there PG for weaponry: Or are you changing the PG requirements of reppers?
I see no changes to buffer fits, are we gonna still be fat and slow when we fit trimarks/resists, why aren't you changing buffer?
This over complicated AAR does not entice me to active armor tank anything with a small cargohold., what calculations have you done in reference to increased cap booster cargo space needed? It's far easier to get around a slight PG reduction than the speed reduction. There's a whole section entitled Plates you should probably read it. You completely free to not use the AAR on ships with small cargoholds, I give you permission.
how come you avoid talking about scaleability of active armor rep bonus and how its useless in fleet warfare?
its an easy fix just make the skill affect external incomming armor RR!
presto now the bonus is usefull for anything larger then 5 ships! At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
738
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Posted - 2013.01.21 19:39:00 -
[4] - Quote
CCP Fozzie wrote:fukier wrote:CCP Fozzie wrote:IamBeastx wrote:So your screwing over active tanking armor ships by limiting there PG for weaponry: Or are you changing the PG requirements of reppers?
I see no changes to buffer fits, are we gonna still be fat and slow when we fit trimarks/resists, why aren't you changing buffer?
This over complicated AAR does not entice me to active armor tank anything with a small cargohold., what calculations have you done in reference to increased cap booster cargo space needed? It's far easier to get around a slight PG reduction than the speed reduction. There's a whole section entitled Plates you should probably read it. You completely free to not use the AAR on ships with small cargoholds, I give you permission. how come you avoid talking about scaleability of active armor rep bonus and how its useless in fleet warfare? its an easy fix just make the skill affect external incomming armor RR! presto now the bonus is usefull for anything larger then 5 ships! And also super overpowered.
elaborate please...
how is it super op in compassion to 5% to resist bonus which makes internal/external/ehp better while the rep bonus only makes internal reps better?
edit i could even live with a reduced effectiveness for incoming RR but you do have to agree there is a disparity between internal rep bonus and resist bonus... At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
738
|
Posted - 2013.01.21 19:47:00 -
[5] - Quote
Liang Nuren wrote:CCP Fozzie wrote:And also super overpowered. If it is super overpowered, how do you explain resist bonuses? -Liang Ed: I don't mean to get in your junk over this. Just that resist bonuses affect EHP as well, which would mean that they'd still be preferred over 7.5% rep bonuses. 1/.25 = 1.33333, 1*(.075*5) = 1.375. The difference in "effective received rep" isn't very great.
this.
i dont mean to be harsh fozzie but i have been waiting for this to be looked at for a long long long time and am rather disappointed that this has not been addressed...
with the most respect possible
- fuk At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
738
|
Posted - 2013.01.21 20:01:00 -
[6] - Quote
Liang Nuren wrote:fukier wrote: this.
i dont mean to be harsh fozzie but i have been waiting for this to be looked at for a long long long time and am rather disappointed that this has not been addressed...
with the most respect possible
- fuk
To be fair, there's been so much expectation (from and by the community) set around any armor tanking boost that there's no way CCP could ever have "gotten it right" without making armor tanking utterly overpowered. I'm pretty ok with not getting RR from active rep bonuses, but the assertion that it'd be "super overpowered" just rings slightly false to me. /shrug -Liang
i here that... its the only thing i was looking forward to for the tank rebalance...
i was really hopping they would not just do another asb thing...
though i do like the mass reduction skill and rig heat thing too...
well on the plus i got the ammar bc for fleets i guess...
At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
738
|
Posted - 2013.01.21 22:40:00 -
[7] - Quote
Garviel Tarrant wrote:CCP Fozzie wrote:I updated the OP with something that is connected but that I forgot to put in at first since it isn't a main part of the changes.
At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane. Can't you just keep it the same and skip having a small AAR? =<
see this is why the aar is a bad idea... you did not need much to make armor reps better (the fact that the incursus looses its new role is proof of this)
all that was needed was fitting for amor reps to be looked at (just reduce the PG for regular reps)
the disparity between active tank bonus and resistance bonus (i.e active tank bonus does not count to incoming RR... i can see if you added rig bonus and pills and boosters how this could seem op... but if you just made it ship bonus only it would be balanced)
but instead of fixing the mods and ship bonus we are getting an aar and a new rig bonus that makes already heavy pg mods even heavier...
i am going to quote blazing saddles when it comes to AAR At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
739
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Posted - 2013.01.21 23:02:00 -
[8] - Quote
X Gallentius wrote:Liang Nuren wrote: Trivial: 5% resist bonus: 1 / (1-(0.05*5)) = 4/3 = 1.33333. This applies to local repair, EHP, and incoming remote repair. 7.5% rep bonus: 1 + (.075*5) = 1.375. This applies to only local repair. This should remain true for all of the changes in question. -Liang
Definitely points out inequity between active repping bonus and active resistance bonus. Can somebody at CCP explain this logic? Do they think the Gallente hulls are otherwise overpowered and should therefore only receive a 3% increase in self repping power over the Amarr tanking hull?
sush dont you see the great and powerfull fOZzie has spoken and given no reason to make such an assertion that this needs to be fixed. a pox on anyone who dares question why.... At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
739
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Posted - 2013.01.21 23:03:00 -
[9] - Quote
How about for the amor rig penalty it reduces shield recharge rate?
that would be perfect... At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
746
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Posted - 2013.01.22 00:56:00 -
[10] - Quote
Iyacia Cyric'ai wrote:Brutix will be the new Cyclone? I think AAR will be awesome in combination with some buffer to help it survive the reload.
ok so what are you thinking for a brutix?
aar and 1600?
upon reflection the aar might be usefull with a buffer tank... At the end of the game both the pawn and the Queen go in the same box. |
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fukier
RISE of LEGION
746
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Posted - 2013.01.22 00:57:00 -
[11] - Quote
Liang Nuren wrote:Iyacia Cyric'ai wrote:Brutix will be the new Cyclone? I think AAR will be awesome in combination with some buffer to help it survive the reload. So you're thinking AAR+800 plate? Interesting, but I'm not sure where you're going to find the grid for that. -Liang
assuming that the aar with be eq or less to a medium armor rep i can fit electrons with a 1600 At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
746
|
Posted - 2013.01.22 01:13:00 -
[12] - Quote
Liang Nuren wrote:fukier wrote:Liang Nuren wrote:Iyacia Cyric'ai wrote:Brutix will be the new Cyclone? I think AAR will be awesome in combination with some buffer to help it survive the reload. So you're thinking AAR+800 plate? Interesting, but I'm not sure where you're going to find the grid for that. -Liang assuming that the aar with be eq or less to a medium armor rep i can fit electrons with a 1600 ~electrons~
its not that bad with heat on and hamerheads i get 660 dps
plus 50k ehp so not bad
i can fit the rig thing if i have a plus 3 pg inplant plus a pg rig...
i dunno i am trying to make the best out of the situation i guess At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
747
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Posted - 2013.01.22 02:07:00 -
[13] - Quote
Unforgiven Storm wrote:CCP Fozzie wrote:Xenuria wrote:I have a question, what about 1600mm Plates? Why are they excluded from the bonus? I personally never use anything smaller than those for plates. The fact that nobody uses anything other than 1600mm and 400mm plates is why they are excluded from the bonus The 800mm and 200mm change is to help narrow that gap a bit (I know it doesn't narrow it all the way) and the 50mm change is there just to keep OCD people happy. 1600s still get the benefit of the new skill. since you are messing with these modules are you going to change them in a way the T2 becomes better than a M4, because nowadays since bonus are the same (4200) but M4 fitting requirements are mutch better, everyone fits M4 plates instead of T2 t2 plates sucks, please fix them
they already did tech II 1600 gives 4800... try reading patch notes it helps... At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
756
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Posted - 2013.01.23 00:07:00 -
[14] - Quote
Quote:Resist Bonus vs Rep Bonus There's a couple issues here that I'd like to address. I completely understand that resist bonuses are stronger than active tanking bonuses. Resist bonuses are just about the most powerful bonus we ever give T1 ships in fact. That being said ship balance can incorporate bonuses of varying degrees of power as long as the complete ships end up in the right place. The desire to move rep bonuses back to 7.5% comes from the desire to ensure that active tanking is at least somewhat viable on non-bonused hulls. I would rather see active tanking mods and effects balanced to the point where 7.5% bonuses are enough than rely on the bonuses entirely and essentially disallow active tanking elsewhere. In addition, my comment about the power level of active bonuses applying to remote reps was both unclear and exaggerated which was a mistake on my part. I have absolutely no desire to increase the effectiveness of T2 Logistics ships in fleets beyond their current state, or to push fleet warfare further in the direction of alpha being the only resort for breaking reps. Filling in the lower-end with less powerful repping ships that provide an upgrade path is another story, but I don't want to move beyond the current maximum. The extension of active rep bonuses to remote reps is something I feel would take fleets in the wrong direction, and if anything I am investigating ways to make resist bonuses a bit less powerful in those environments.
i can respect this as long as you do something about the bonus for resist... something like 5% bonus to passive resist mods would work for me... as IMO the problem is 1. active mods 2. the fact the ship gets the bonus without any mods fit.
I myself have always been an advocate of nerfing RR... IMO RR should stack and have diminishing returns after x amount of reps are put on a ship...
Also i would love to see logi ships nerfed and add a bs sized logi ship as this would balance it out...
thank you though for responding :)
fuk At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
756
|
Posted - 2013.01.23 01:25:00 -
[15] - Quote
To expand on my previous post about changing how the 5% to resists bonus will work...
My idea is to take away the base 25% to armor or shield resistance and replace it with making a 25% bonus to Passive resistance mods... This would mean the bonus would not work on lets say an Adaptive Inul or a EX hardner II... but the bonus would work on an energized adaptive resist...
This would make the skill better for armor (armor needs something to be better) as there is no passive invul for shields plus it would not make the bonus op either...
if you do this then the bonus will be brought inline with an active tanked bonus... At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
756
|
Posted - 2013.01.23 03:00:00 -
[16] - Quote
Also i got an idea for the AAR people are upset it uses cap to operate and i agree that having to use cap plus cap boosters seems wrong....
So i suggest instead of it using cap booster charges it uses nanite repair paste instead...
each size of AAR uses a finite amount of nanite repair paste so that it eventually forces a reaload (eq amount of time it would take to go threw cap charges)
the crux about it is nanite paste takes a very small amount of space... so you can still have your 800's for the cap injector and then have nanite paste for overheating and AAR
i am also hopping for nanite repair paste to work on drones while they are in the drone bay... At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
759
|
Posted - 2013.01.23 23:22:00 -
[17] - Quote
CCP Fozzie wrote:A few updates:
We're switching the AAR to use nanite repair paste instead of cap boosters. What we're looking at now is for them to hold 8 reps worth of paste, with the smalls eating 1 per cycle, the mediums eating 5 and the larges eating 10.
I'm also investigating our options for reducing the base powergrid need for medium and large armor reps a bit.
We're aiming to have all of this on Sisi before the weekend. Please note that just because things are on Sisi doesn't mean they can no longer change. It just means we want to give people a chance to try it out in the game client.
thats awesome you implimented my idea...
now what do you think about my other one?
Quote:To expand on my previous post about changing how the 5% to resists bonus will work...
My idea is to take away the base 25% to armor or shield resistance and replace it with making a 25% bonus to Passive resistance mods... This would mean the bonus would not work on lets say an Adaptive Inul or a EX hardner II... but the bonus would work on an energized adaptive resist...
This would make the skill better for armor (armor needs something to be better) as there is no passive invul for shields plus it would not make the bonus op either...
if you do this then the bonus will be brought inline with an active tanked bonus...
now a Energized Adaptive Nano Membrane II with max skills on an abbadon will do 31.25% increase to resistances.
or an em ward amp II on a ferox will do 58.59375%
pretty much this will make the 5% bonus make passive mods eq to an active but not need any cap to run...
this will make the bonus usefull and not op anymore... At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
760
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Posted - 2013.01.24 01:57:00 -
[18] - Quote
Bubanni wrote:CCP Fozzie wrote:Nikuno wrote: 1. Does it rep at the lower 3/4 level while it reloads or does it deactivate?
While reloading the module cannot cycle. maybe it should be able to, that would be a nice distinction from the asb
this.
no seriously
this. At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
763
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Posted - 2013.01.24 19:38:00 -
[19] - Quote
CCP Fozzie wrote:Vladimir Norkoff wrote:How did we regress from Armor Tanking 2.0 down to 1.5.....? Too much stupidity in the thread? I think the 2.0 title was giving people the false impression that CCP will try to tie a bow on armor and leave it alone for years after this patch. Which is not even remotely the case, although I can understand the fear.
you need to update the op as the AAR discription is wrong as it no longer uses cap booster charges... At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
763
|
Posted - 2013.01.24 20:03:00 -
[20] - Quote
Jiska Ensa wrote:Uh nanite paste is a LOT more expensive than cap booster charges. Is that being addressed in some way?
yes they are going to fix that in its PI production costs At the end of the game both the pawn and the Queen go in the same box. |
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fukier
RISE of LEGION
767
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Posted - 2013.01.29 20:33:00 -
[21] - Quote
CCP Fozzie wrote:Hey guys, all the changes in the OP are now on Sisi, with two exceptions:
- AARs are not on the market yet. In the meantime I dropped some cans and wrecks outside the station with some for people to test right now, they should be on the market next update.
- AARs can currently be fitted multiple to a ship. We have this fixed internally but that fix did not get into this recent Sisi update.
hmm droping them in a can outside of the station?
lmao that will end well i am sure of it...
At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
767
|
Posted - 2013.01.29 20:35:00 -
[22] - Quote
Dredastttarm wrote:Just me or are these ancillary armor reps going to cost a ton to keep online? its going to cost 100k isk for 1 rep cycle of the medium rep and 200k for the large one, this is outrageous, ccp needs to stop being lazy and make a new ammo type for the ancillary armor reps... Or they could just change nanite paste blueprint to make 100 per run so the price goes down to something reasonable... Otherwise this armor rep will cost ridiculous amount of isk to keep running...
too expensive eh?
and whats the cost of loosing the ship vrs the 3 million in paste? At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
767
|
Posted - 2013.01.29 20:44:00 -
[23] - Quote
Luc Chastot wrote:CCP Fozzie, now that you're at it (fixing armor tanking), is there something you could do with Layered Platings? They are so terribly bad, that not even fail-fitters use them.
The only things I can think of that could find them useful are caps, but even then, EANMs could prove to be a better option.
i still say a skill bonus to these mods would be awesome... be it a ship skill or a separate one would be sick...
infact i would have prefered CCP made these mods better witha new skll then reducing mass for plates as a new skill...
At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
767
|
Posted - 2013.01.29 21:00:00 -
[24] - Quote
Wivabel wrote: to bad CCP didnt use one of the underused PI products for fuel but ehh.
I tested out the Medium AAR today. I was in a Deimos with 1 t2 medium rep and an AAR. It did pretty Good but the Long armor rep cycle time Kinda defeats the idea of a burst tank. I will say cap stability was better since I did not have the AAR actively running. I think it is better but im not sure if it is good enough.
The fitting changes however made a huge difference active fits will be much easier to fit. Bigger guns better range etc etc etc
i am curious how it will look on a buffer fit domi...
i used to fit buffer fit domi with sentry and nuets...
i would probs use the laar without paste and only put some in if i needed the extra boost to kill the target...
or you can always go duel armor reps but have one as an aar... and burst it if needed At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
767
|
Posted - 2013.01.30 01:09:00 -
[25] - Quote
dont see this mentioned but on sisi the skill armor resistance phasing now reduces RAT by 10% for cycle and 5% to cap usuage per level At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
767
|
Posted - 2013.01.30 01:24:00 -
[26] - Quote
Seleucus Ontuas wrote:fukier wrote:dont see this mentioned but on sisi the skill armor resistance phasing now reduces RAT by 10% for cycle and 5% to cap usuage per level That's how it is on Tranquility. They changed it a while ago.
oh opps... so why are people complain that the mod takes up too much cap then?
just got the skill so ... At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
767
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Posted - 2013.01.30 01:45:00 -
[27] - Quote
Mariticide wrote:fukier wrote:Seleucus Ontuas wrote:fukier wrote:dont see this mentioned but on sisi the skill armor resistance phasing now reduces RAT by 10% for cycle and 5% to cap usuage per level That's how it is on Tranquility. They changed it a while ago. oh opps... so why are people complain that the mod takes up too much cap then? just got the skill so ... 50% faster cycle @ 25% less cap means more cap use the higher you train the skill at the advantage of it adapting faster.
that seems fair since the mod does not stack right?
At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
768
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Posted - 2013.01.31 15:59:00 -
[28] - Quote
Takeshi Yamato wrote:CCP Fozzie wrote:Crazy KSK wrote:has the Overheating Rig been turned into nanite paste or are we gonna see it soon on sisi? The overheating rig won't make it into 1.1 as we want to make sure we have enough time to polish the rest of the features. Expect it to pop up again however. What are its planned bonuses? I would like to know because the way I initially understood it to improve both rep amount and cycle time bonuses provided by overheating.
i would call it a heatsink rig and make it reduce heat damage to all mods...
something like 30% reduction in heat damage for tech I and 40% for tech II (give it the fittings of a sentry drone rig so you can only fit one per ship)
if you want to make overheating better for active reps just increase thier base boost for overheating... that way it wont mess with the other rigs... At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
768
|
Posted - 2013.02.01 00:04:00 -
[29] - Quote
Sergeant Acht Scultz wrote:fukier wrote:Takeshi Yamato wrote:CCP Fozzie wrote:Crazy KSK wrote:has the Overheating Rig been turned into nanite paste or are we gonna see it soon on sisi? The overheating rig won't make it into 1.1 as we want to make sure we have enough time to polish the rest of the features. Expect it to pop up again however. What are its planned bonuses? I would like to know because the way I initially understood it to improve both rep amount and cycle time bonuses provided by overheating. i would call it a heatsink rig and make it reduce heat damage to all mods... something like 30% reduction in heat damage for tech I and 40% for tech II (give it the fittings of a sentry drone rig so you can only fit one per ship) if you want to make overheating better for active reps just increase thier base boost for overheating... that way it wont mess with the other rigs... I'm sorry for being rude but I can't say my self you're serious or idiot for posting this, and believe me I'm trying to stay soft. This can't be serious in any shape or form, first reason is the lack of all sense of pure mechanic requiring choices - read: I hit the f'ckin button or I don't- and aslo because it brings noting but micromanagement useless and tedious in such a game like Eve. Seriously, if you guys really like micromanagement, 0.01isk games and f'ckin macro'in just stop posting please. I know I'm not that much of a help for improving Active armor tanking, not because of my supposed or not ideas/experience but because I have absolutely no trust on what is going on or will be out at the patch day, but for god sake please stop with such horrible ideas... ever hard drunk I think I can't sort that much bad stuff and believe me I do not need much effort after 10 paints.
10 paints eh?
post with your main...
how is a rig that reduces heat damage a bad idea... your post was filled with cheeto neckbeard rage but lacked any real insight other then your inability to press more then one button...
hint if you have nothing helpfull to post and can only post cheeto rage then try not posting at all... At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
781
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Posted - 2013.02.09 16:12:00 -
[30] - Quote
So mr. Bear what are the chances you will make the new skill that reduces mass for plates (armor upgrades) also affect the effectivness of Energized Armor Layering Membrane II
so the skill bonus would be 5% reduction of mass for plates and 3% increased effectiveness of armor layering membranes.
so a tech II Membrane with skills at v will increase the armor amount by 30%...
if you did this then the membrane would become a usefull mod and not just a lolz mod for some SC. At the end of the game both the pawn and the Queen go in the same box. |
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fukier
RISE of LEGION
824
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Posted - 2013.02.12 16:55:00 -
[31] - Quote
Palovana wrote:Seriously, CCP, WTF?
It makes it sound like we're firing milk cannons at each other.
What's next? Armor Weetabixing? Increases resistance to becoming soggy in milk by 2% per level.
"Armor Mass Reduction" or something like that sounds much better.
no no no... if they came up with normal names the first time then foxfour would be out of a job. At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
824
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Posted - 2013.02.12 17:04:00 -
[32] - Quote
Grimpak wrote:ElQuirko wrote:Anyone mind explaining? yeah, want to know wtf this guy is talking about too
its the new skill that reduced mass for armor plates per level.
it reduces mass by 5% per level (which is not that much of an affect when all is said and done)
either 7.5% or 10% would actually be usefull
he thinks the name is silly and should be more direct. At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
824
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Posted - 2013.02.12 17:54:00 -
[33] - Quote
Inquisitor Kitchner wrote:fukier wrote:Grimpak wrote:ElQuirko wrote:Anyone mind explaining? yeah, want to know wtf this guy is talking about too its the new skill that reduced mass for armor plates per level. it reduces mass by 5% per level (which is not that much of an affect when all is said and done) either 7.5% or 10% would actually be usefull he thinks the name is silly and should be more direct. You think a 25% reduction in mass addition from armour plates isn't useful?
i have not done the math but in the thread about tanking 1.5 they suggested that the results were lackluster...
though i could be wrong as i am posting this on pure conjecture.
though i still think that the skill should affect armor layered energized things by 3% per level that way a tech II one would add 30% armor... now to me that would be a usefull skill.
At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
824
|
Posted - 2013.02.12 17:59:00 -
[34] - Quote
Unsuccessful At Everything wrote:Can anyone explain to me what the **** op is going on about?
i find reading the thread before posting usually helps.
At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
825
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Posted - 2013.02.14 15:21:00 -
[35] - Quote
maybe after next week you can get kil2 to write a nice dev blog about the future of balancing for the spring expansion... tbh i just want to know what his dev name is... At the end of the game both the pawn and the Queen go in the same box. |
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