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Thread Statistics | Show CCP posts - 46 post(s) |
Trinkets friend
Rules of Acquisition Acquisition Of Empire
1075
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Posted - 2013.08.02 01:44:00 -
[481] - Quote
Eos is going to be awesome. YOLO is the Carpe Diem of Gen Y http://www.localectomy.blogspot.com.au
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Lady Naween
Immortalis Inc. Shadow Cartel
182
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Posted - 2013.08.02 01:44:00 -
[482] - Quote
Phox Jorkarzul wrote:Is the tech 3 off grid booster per level or a set amount? I am wondering it this is going to change the meta of off grid boosting or not.
The Warfare Processors will now provide a 2% increase in the strength of warfare links per level of their racial defensive subsystem skill. They will also now provide bonuses to three different types of gang links:
https://forums.eveonline.com/default.aspx?g=posts&m=3426016 |
Draekas Darkwater
Frank Exchange of Views Accidentally The Whole Thing
17
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Posted - 2013.08.02 01:47:00 -
[483] - Quote
Ersahi Kir wrote:Sigras wrote:Role Bonus: Immune to Electronic Sensor Effects (E-war, Sensor Dampening, remote sensor boosting), Can fit up to three Warfare Link modules ,,, This would be a great ship for the FC to fly allowing him to keep tabs on his fleet from one end of the grid to the other without worrying about disruption; also with 2 resist bonuses and 8 tank slots this thing is going to be around for a while. The trade off being that this ship is about the speed and agility of a battleship. That would give way too much advantage to sentry drone fleets. Having a unjammable/dampable drone assist means the only thing you can do to distrupt the perfectly coordinated assisted sentries is headshot the FC. If you want to do that now you have to commit a supercap to the field which raises the amount your committed to the battle.
Isn't that more of a problem to do with assigned drones in general being overpowered in today's EVE?
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Erutpar Ambient
Real Nice And Laidback Corporation Black Core Alliance
72
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Posted - 2013.08.02 02:20:00 -
[484] - Quote
Hortoken Wolfbrother wrote:Edward Pierce wrote:CCP Rise wrote:CCP Fozzie suggest shield boost amount because it matches up nicely with other Minmatar ships, provides some fun new potential, and is relatively low risk because of its small impact at larger scales. You already got quoted by CCP Rise saying the shield boost amount has a small impact at larger scales, and yet you still give these ships whose entire purpose is to grant benefits in larger scales this weaker bonus? Can we please address this disparity between local rep bonus and resist bonus already? It keeps being put off and it has affected every re-balancing effort except Cruisers and Destroyers. Stop kicking the can and do something about it already. Exactly. Needs to be repeated. Active bonuses are useless for large fleets. Its fine to put it on one ship from the races, but putting it on both ships is really a dumb decision.
There's nothing to address. There is no fix for Local rep bonus to bring it in line with global resist bonus.
What really is annoying is the Racial mindset. And i really don't understand where it's coming from. I guess Gallente and Minmatar are very ship repair oriented. Ironically enough, when you get to large fleet levels it is exactly the opposite.
Let go of the Idea that Shield Boost and Armor Repair are racially oriented. The only reason Shield Boost is Minmatar flavor is because you guys keep putting these crappy bonuses on the Minmatar ships over and over again!!!!! Same for Gallente and Armor Rep!!!!
STAHP IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Again, Use a bonus that enhances Armor Rigs instead. Then people can decide if they want specific resists, armor amount or armor rep/shield boost bonuses for themselves. Not be forced into one by the ship bonuses. This is an issue throughout the game. Ships are limited in scope so dramatically just because of this one bonus type.The biggest problem with the Rep bonus is that it's not a stand alone bonus. It REQUIRES addition supplemental fitting with resistance and capacitor modules.
Here's a list of the bonuses found on command ships. See if you can spot any that need additional and very specific modification to be functional. Armor Resist Energy Turret Capacitor Usage Energy Turret ROF Energy Turret Damage Armor Hit Points HAM/HM Velocity HAM/HM Damage(including Kinetic only) HAM/HM Explosion Radius HAM/HM Explosion Velocity Shield Resist Hybrid Optimal Hybrid Damage Hybrid ROF Hybrid Falloff Hybrid Tracking Drone Damage/HP Drone Tracking/Speed Projectile Damage Projectile ROF Projectile Falloff
None of these bonuses require additional fitting to be useful. They are effective in and of themselves alone. Rep Bonuses however are required to fit rigs,resists and capacitor (unless ancillary). Sure the weapon bonuses Narrow the scope of your ship to that weapon system, but Rep bonuses (if utilized) narrow your ship to a specific tank, they require the use of a module slot and they compete with either weapon upgrades or tackle/ewar for additional modules slots just to make itself viable.
Think of it this way, Why would you spend the 30+ days to train a ship skill to 5 when you're not going to even use one of the bonuses? Just leave it at level 3 or 4 and you'll be only slightly less effective.
Either Remove Local Repair bonuses or distribute them across all of the races. Or, like I keep mentioning, apply the bonus to something with a lot larger scope such as Armor or Shield rigs. Rigs are a great place to apply them because of the already built in limitations, but also give you the ability to build your ship the way you want. They would only need very mild balancing to adjust some numbers that might be out of line when bonused.
There is no fix for Rep vs Resist. It is long past time to do something different. |
Lady Naween
Immortalis Inc. Shadow Cartel
182
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Posted - 2013.08.02 02:35:00 -
[485] - Quote
Erutpar Ambient: stop making sense. you know CCP wont listen to anyone making a rational and well thought our argument ^^ |
Goldensaver
ArTech Expeditions
211
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Posted - 2013.08.02 02:43:00 -
[486] - Quote
I would like to note that in exchange for no local buffer tanking bonuses, the Gallente and Minmatar ships get bonuses to both tanking links, and to links that decrease incoming damage. Skirmish links increase speed, and by doing that increase transversal and decrease the amount of tank needed. Secondly it decreases the signature decreasing foes ability to track and apply damage. Thus, in exchange for a local tank bonus, they gain access to the most powerful links, and a heightened ability to mitigate damage. |
Rain6637
Team Evil
1618
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Posted - 2013.08.02 02:59:00 -
[487] - Quote
similarly fit, (3x LSE, 2x invuln, 2x MCDFE) the vulture gets 155k ehp. so between T2 resists and not, it's 20k ehp.
claymore/vulture combo being dictated by 6 mids and to cover siege + info + skirmish...
I'm not upset, considering the ability to 100mn AB and actually satisfy an on-grid boosting role first and foremost.
reiterating my prediction the nighthawk will be a highsec mission queen, largely a pretty drake with 1 link used by pve corps. also: i never liked the ferox hull's look with its tapered hindquarters. Rainf1337 on Twitch |
Rowells
Unknown Soldiers Against ALL Authorities
53
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Posted - 2013.08.02 03:01:00 -
[488] - Quote
FINALLY MY MISSILE CLAYMORE OH SWEET JESUS YES |
Allandri
Liandri Industrial Liandri Covenant
54
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Posted - 2013.08.02 03:13:00 -
[489] - Quote
Is it possible to switch the cargo bays of the Nighthawk and Vulture? |
Cethion
Semper Ubi Sub Ubi
12
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Posted - 2013.08.02 03:15:00 -
[490] - Quote
I'm happy to see that command ships are getting some love and rebalancing. It seems that the Astarte will now put out more dps than a Proteus, which is pretty exciting and worrisome. I'm also looking forward to trying out the new Absolution.
However, that being said, I'm still not happy with the gallante command ships still being both active tanked. Especially with the coming local rep bonuses they'll be beastly solo boats, but I hate a wasted bonus in a fleet. |
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Erutpar Ambient
Real Nice And Laidback Corporation Black Core Alliance
73
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Posted - 2013.08.02 03:21:00 -
[491] - Quote
Goldensaver wrote:I would like to note that in exchange for no local buffer tanking bonuses, the Gallente and Minmatar ships get bonuses to both tanking links, and to links that decrease incoming damage. Skirmish links increase speed, and by doing that increase transversal and decrease the amount of tank needed. Secondly it decreases the signature decreasing foes ability to track and apply damage. Thus, in exchange for a local tank bonus, they gain access to the most powerful links, and a heightened ability to mitigate damage.
You can apply the speed and signature bonus to the Caldari and Minmatar ships, but you can't apply the Resistance bonus to the Gallente and Minmatar ships.
Both Information and Skirmish bonus damage application and damage mitigation in different ways. Skirmish boosts are more passive. Information boosts affect more activated modules.
You can compare them to each other but not to other bonuses. You can only compare bonuses to other bonuses.
The disparity still stands. |
Rain6637
Team Evil
1618
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Posted - 2013.08.02 03:28:00 -
[492] - Quote
http://i.imgur.com/xXMLDcC.jpg (vulture should show info links and T2 AB but i derpd)
vulture has more ehp but claymore has the better speed and sig. my gut is telling me they might end up even-ish... well, claymore will be better.
(PG neglected due to upcoming -100 PG per link)
i... don't even care about the guns.
also. low-grade snakes gets the vulture up to 1150, but i'm not dumping that much ISK into a command ship Rainf1337 on Twitch |
Moonlord
Backwater Redux Tactical Narcotics Team
0
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Posted - 2013.08.02 04:00:00 -
[493] - Quote
These changes only makes sense if offgrid boosting is being removed. None will field these ships over a tech 3 offgrid booster (for the bonus) or navy bc's or hacs(for combat capabilities). These ships are a compromise of the 2 with no real edge. Grow a pair and remove offgrid boosting. This will provide more interresting and transparent fights and also carve these ships a nieche. |
Rain6637
Team Evil
1618
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Posted - 2013.08.02 04:25:00 -
[494] - Quote
i'm afraid to look at T3 setups, because I dislike T3. and i might like them. Rainf1337 on Twitch |
Kaal Redrum
The Tuskers
43
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Posted - 2013.08.02 04:32:00 -
[495] - Quote
Quote:Minmatar Battlecruiser skill bonuses: 10% bonus to Medium Projectile Turret damage (was 5% RoF) 7.5% bonus to shield boosting amount Command Ships skill bonuses: 10%(+5) bonus to Medium Projectile Turret damage 10% bonus to Medium Projectile Turret falloff
You're nutting the Sleipnir from 18.06 effective Turrets to 15 ???
Or did you mean 10% RoF in the BC skill bonus (compared to current 5%)? Cause even then with 5 turrets at CS5 it's still a nerf to 17.5 effective turrets vs 18.06
Or is my math off?
Old: (1.33 + 1.25) x 7 = 18.06 New, your current post: (1.5 + 1.5) x 5 = 15 New, what it should be?: (2 + 1.5) x 5 = 17.5 |
Goldensaver
ArTech Expeditions
211
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Posted - 2013.08.02 04:41:00 -
[496] - Quote
Kaal Redrum wrote:Quote:Minmatar Battlecruiser skill bonuses: 10% bonus to Medium Projectile Turret damage (was 5% RoF) 7.5% bonus to shield boosting amount Command Ships skill bonuses: 10%(+5) bonus to Medium Projectile Turret damage 10% bonus to Medium Projectile Turret falloff You're nutting the Sleipnir from 18.06 effective Turrets to 15 ??? Or did you mean 10% RoF in the BC skill bonus (compared to current 5%)? Cause even then with 5 turrets at CS5 it's still a nerf to 17.5 effective turrets vs 18.06 Or is my math off? Old: (1.33 + 1.25) x 7 = 18.06 New, your current post: (1.5 + 1.5) x 5 = 15 New, what it should be?: (2 + 1.5) x 5 = 17.5 Old Sleipnir got 7*1.25/.75=11.666 New gets 5*1.5*1.5=11.25
The bonuses stack multiplicatively, not additively. |
Leskit
The Night Wardens Viro Mors Non Est
39
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Posted - 2013.08.02 04:43:00 -
[497] - Quote
Kaal Redrum wrote:Quote:Minmatar Battlecruiser skill bonuses: 10% bonus to Medium Projectile Turret damage (was 5% RoF) 7.5% bonus to shield boosting amount Command Ships skill bonuses: 10%(+5) bonus to Medium Projectile Turret damage 10% bonus to Medium Projectile Turret falloff You're nutting the Sleipnir from 18.06 effective Turrets to 15 ??? Or did you mean 10% RoF in the BC skill bonus (compared to current 5%)? Cause even then with 5 turrets at CS5 it's still a nerf to 17.5 effective turrets vs 18.06 Or is my math off? Old: (1.33 + 1.25) x 7 = 18.06 New, your current post: (1.5 + 1.5) x 5 = 15 [~17% dps nerf!!?] New, what it should be?: (2 + 1.5) x 5 = 17.5 [~3% dps nerf]
Math is off, see page 2:
CCP Fozzie wrote: You can look at in terms of effective turrets.
Sleipnir goes from 11.6666 effective turrets to 11.25 Astarte goes from 10.9 effective turrets to 10 Abso stays at 10 effective turrets
I take it you didn't make it to page 2 before posting? |
Goldensaver
ArTech Expeditions
211
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Posted - 2013.08.02 04:46:00 -
[498] - Quote
Moonlord wrote:These changes only makes sense if offgrid boosting is being removed. None will field these ships over a tech 3 offgrid booster (for the bonus) or navy bc's or hacs(for combat capabilities). These ships are a compromise of the 2 with no real edge. Grow a pair and remove offgrid boosting. This will provide more interresting and transparent fights and also carve these ships a nieche. 1: in this same patch Tech 3 boosting subs go from 5% per level to 2% per level.
2: they're working on removing off-grid boosting, but there's a lot of legacy code that they have to work through in order to do so. Also, apparently that code has a lot to do with lag, such as in Nita in particular. From what I have read though they do intend to force boosts on grid. |
Rain6637
Team Evil
1618
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Posted - 2013.08.02 04:58:00 -
[499] - Quote
what's the final difference between 2% T3 boosts and 3% CS boosts? I didn't completely understand that one. Rainf1337 on Twitch |
Kane Fenris
NWP
66
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Posted - 2013.08.02 05:00:00 -
[500] - Quote
i like the changes very much !
could you comment the changes behind this one? (esp why this agility nerf?) imho nighthawk as it is now its not good... the only use ive seen was as a kiteing bc before hm nerf and before ABC's. so im a little sceptical about the agility nerf esp with the buff to the ship looking like the smaller kind of buffs (i may be wrong didnt no eft warrioring yet)
CCP Fozzie wrote: Nighthawk: Caldari Battlecruiser skill bonuses: 4% bonus to all Shield Resistances 10%(+5) bonus to heavy and heavy assault missile kinetic damage Command Ships skill bonuses: 5% bonus to Heavy Assault and Heavy missile launcher rate of fire 5% bonus to Heavy Assault Missile and Heavy Missile explosion radius (was explosion velocity) Fixed Bonus: Can fit up to three Warfare Link modules, 15% bonus to strength of Siege Warfare and Information Warfare links Slot layout: 7 H, 5 M, 5 L , 2 turrets (+1), 5 Launchers (-1) Fittings: 825 PWG (+115), 550 CPU (-5) Defense (shields / armor / hull) : 5500(+695) / 3200(-163) / 3700(-144) Base shield resistances (EM/Therm/Kin/Exp): 0 / 80(+10) / 70(+7.5) / 50 Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.25(+6.88) / 62.5(+9.38) / 10 Capacitor (amount / recharge rate / average cap per second): 2812(-187.5) / 625s(-41.7) / 4.5 Mobility (max velocity / agility / mass / align time): 140 / 0.65(+0.02) / 14810000(+800000) / 13.35s (+1.15) Drones (bandwidth / bay): 25 / 25 Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km (+20) / 195 / 9(+1) Sensor strength: 24 Gravimetric (+5) Signature radius: 285 Cargo capacity: 700
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Goldensaver
ArTech Expeditions
212
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Posted - 2013.08.02 05:08:00 -
[501] - Quote
Rain6637 wrote:what's the final difference between 2% T3 boosts and 3% CS boosts? I didn't completely understand that one. An approximately 4% difference in effectiveness at skill level 5 and a ~13% effectiveness difference at skill level 1 thanks to the change from per level to role bonus on Command Ships. But if the only purpose is to put it somewhere safe and boost, you'll take the cheaper one that boosts better, so the command ship. This next patch they're nerfin the T3 from 25% at level 5 to 10% bonus at level 5. |
Yun Kuai
Justified Chaos
50
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Posted - 2013.08.02 05:09:00 -
[502] - Quote
CCP Fozzie wrote:
Astarte: Gallente Battlecruiser skill bonuses: 10%(+5) bonus to Medium Hybrid Turret damage 7.5% bonus to Armor Repairer effectiveness Command Ships skill bonuses: 5% bonus to Medium Hybrid Turret rate of fire (was damage) 10% bonus to Medium Hybrid Turret falloff Fixed Bonus: Can fit up to three Warfare Link modules, 15% bonus to strength of Armored Warfare and Skirmish Warfare links Slot layout: 7 H, 4 M, 6 L, 5 turrets (-2), 2 launchers (+2) Fittings: 1350 PWG (-100), 440 CPU Defense (shields / armor / hull) : 3400(-444) / 4800(+476) / 5000(+195) Base shield resistances (EM/Therm/Kin/Exp): 0 / 60(+10) / 85(+7.5) / 50 Base armor resistances (EM/Therm/Kin/Exp): 50 / 67.5(+8.13) / 83.75(+8.13) / 10 Capacitor (amount / recharge rate / average cap per second): 3000(+187.5) / 667s(+41.7) / 4.5 Mobility (max velocity / agility / mass / align time): 155 / 0.7(+0.03) / 12300000 (-950000) / 11.94s (-0.34) Drones (bandwidth / bay): 50 / 75(+25) Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km (+20) / 200 / 8(+1) Sensor strength: 23 Magnetometric (+5) Signature radius: 300 Cargo capacity: 400
Eos: Gallente Battlecruiser skill bonuses: 7.5% bonus to Armor Repairer effectiveness 10% bonus to drone damage and hitpoints (was 5% MHT damage) Command Ships skill bonuses: 7.5% bonus to Heavy Drone tracking and microwarp velocity (was drone bay bonus) 7.5% bonus to Medium Hybrid Turret tracking (was link bonus) Fixed Bonus: Can fit up to three Warfare Link modules, 15% bonus to strength of Armored Warfare and Skirmish Warfare links Slot layout: 6 H (-1), 4 M, 6 L, 4 turrets (-1) Fittings: 1200 PWG (-225), 425 CPU (-25) Defense (shields / armor / hull) : 3600(-244) / 4600(+276) / 5200(+395) Base shield resistances (EM/Therm/Kin/Exp): 0 / 60 / 85 / 50 Base armor resistances (EM/Therm/Kin/Exp): 50 / 67.5 / 83.75 / 10 Capacitor (amount / recharge rate / average cap per second): 2812 / 625s / 4.5 Mobility (max velocity / agility / mass / align time): 145 / 0.704 / 13000000(-250000) / 12.69s (-0.24) Drones (bandwidth / bay): 125 (+50) / 250 (+100) Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km (+10) / 200 / 8(+1) Sensor strength: 22 Magnetometric (+4) Signature radius: 300 Cargo capacity: 400
Okay a first one thing about the Astarte:
Did no one stop and think about the effects of changing the damage bonus to ROF on the Astarte? So now our high ROF hybrids, high cap using hybrids, high cap using warfare links, and wait for it......******* ridiculous amount of cap used for local reps....seriously go **** yourself CCP. Quit making Gallente ships suck. To angry about this to be polite.
And now about the Eos::
If you're going to force the Eos to just use heavy drones due to the bonuses, why do we continue to make it so we can pop drones with a couple smart bombs? If you're fielding a CS, there's a high chance you're engaging BS. So again, why are Gallente stuck with ships that can have all of their DPS taken out in 15 secs? Bump that drone HP bonus up! |
Akturous
Immortalis Inc. Shadow Cartel
211
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Posted - 2013.08.02 05:13:00 -
[503] - Quote
The EOS hybrid bonus is a waste of time, with only 4 damage unbonused turrets, I really think that bonus is completely lost. Perhaps 5%/lvl to armour hp, that would do very nicely. Vote Item Heck One for CSM8 |
Klingon Admiral
Black Hole Cluster
63
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Posted - 2013.08.02 05:24:00 -
[504] - Quote
Akturous wrote:The EOS hybrid bonus is a waste of time, with only 4 damage unbonused turrets, I really think that bonus is completely lost. Perhaps 5%/lvl to armour hp, that would do very nicely.
Armor HP bonus does not correlate with the Gallente races racial tanking cotrine, which is active armor. |
Lady Naween
Immortalis Inc. Shadow Cartel
183
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Posted - 2013.08.02 05:26:00 -
[505] - Quote
Klingon Admiral wrote:Akturous wrote:The EOS hybrid bonus is a waste of time, with only 4 damage unbonused turrets, I really think that bonus is completely lost. Perhaps 5%/lvl to armour hp, that would do very nicely. Armor HP bonus does not correlate with the Gallente races racial tanking cotrine, which is active armor.
so therefor their ships must be ****.. you dont see their hic having an active tanking bonus do you? so why must their CS do?
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Akturous
Immortalis Inc. Shadow Cartel
212
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Posted - 2013.08.02 05:28:00 -
[506] - Quote
Klingon Admiral wrote:Akturous wrote:The EOS hybrid bonus is a waste of time, with only 4 damage unbonused turrets, I really think that bonus is completely lost. Perhaps 5%/lvl to armour hp, that would do very nicely. Armor HP bonus does not correlate with the Gallente races racial tanking cotrine, which is active armor.
This isn't role play online, who gives a toss. Vote Item Heck One for CSM8 |
Klingon Admiral
Black Hole Cluster
63
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Posted - 2013.08.02 05:32:00 -
[507] - Quote
Lady Naween wrote:Klingon Admiral wrote:Akturous wrote:The EOS hybrid bonus is a waste of time, with only 4 damage unbonused turrets, I really think that bonus is completely lost. Perhaps 5%/lvl to armour hp, that would do very nicely. Armor HP bonus does not correlate with the Gallente races racial tanking cotrine, which is active armor. so therefor their ships must be ****.. you dont see their hic having an active tanking bonus do you? so why must their CS do?
Weren't HICs part of the last batch of T2 ships introduced, with Marauder iirc? The bonuses this ships have are all over the place tbh ... Caldari ships with TP bonus, Amarrian/Gallente hulls with webs.
And above that the Phobos is a Roden ship, which generally seem to follow a rather ... eccentric choice of bonuses. |
Dave Stark
3260
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Posted - 2013.08.02 05:33:00 -
[508] - Quote
As some one who flies command ships exclusively for the links and nothing more. Making the link bonus a flat 15% rather than 3% per CS level makes me feel a tad cheated. I'd much rather have spent the month CS V took in order to train other skills if I knew it was going to be changed. I'd not have bothered and spent the 30 days on some other skills since it finished training about a week ago.
That said, everything else looks like a solid set of changes. |
Rain6637
Team Evil
1618
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Posted - 2013.08.02 05:36:00 -
[509] - Quote
Goldensaver wrote:Rain6637 wrote:what's the final difference between 2% T3 boosts and 3% CS boosts? I didn't completely understand that one. An approximately 4% difference in effectiveness at skill level 5 and a ~13% effectiveness difference at skill level 1 thanks to the change from per level to role bonus on Command Ships. But if the only purpose is to put it somewhere safe and boost, you'll take the cheaper one that boosts better, so the command ship. This next patch they're nerfing the T3 from 25% at level 5 to 10% bonus at level 5. Edit: to expand on this, I mean that in many cases where you're somewhere you control the field and can leave an OGB somewhere safe it's likely you'll use the CS because it's cheaper and provides better boost in addition to not requiring fantastic fitting skills and not gimping hard on the fit. The T3 however, despite providing less boosts will not be substantially worse and will have the option of being cloaky nullified. It will also be able to boost up to 3 different types of links. thanks. i ask because i can't seem to get EFT or Pyfa to manually reflect the upcoming changes. I'll probably go ahead and make myself exactly that--cloaky nullified versions.
the initial perception is "omg 30% worse" but when the highest percentages are in the modules now... I wonder if being hardheaded about hating on T3 is something I should stop.
thanks again. Rainf1337 on Twitch |
Trifle Donier
Sham Rocks Incorporated
5
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Posted - 2013.08.02 06:12:00 -
[510] - Quote
Cethion wrote:I'm happy to see that command ships are getting some love and rebalancing. It seems that the Astarte will now put out more dps than a Proteus, which is pretty exciting and worrisome. I'm also looking forward to trying out the new Absolution.
Uhh... you realise the Astarte is actually getting a fairly hefty dps nerf, right? Not sure why you're acting like its getting a buff...
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