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Thread Statistics | Show CCP posts - 2 post(s) |

Jim Raynor
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Posted - 2006.05.19 05:32:00 -
[211]
Originally by: Celestial Manager You would think the SHIELD race that is Caldari would know how to make shields more resistant to EM damage moreso than other races..... I mean comeon... why bother with shields as a race if you can't figure out how to make it stronger to it's weakest point (yet the Minmatar's can?) Yes, I understand that Caldari are only faced with Gallente enemies :b but why leave themselves vulnerable? :)
which is why im kinda keen on a shield resist bonus for caldari, maybe even the cerb if flight time is axed.. even with max skill EM would still only be 25%.. ------ FPDOMS MINER KILLBOARD |

Kailyn
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Posted - 2006.05.19 05:41:00 -
[212]
Don't see how frigates survive an EVE with a heavy rock launcher...
Sounds like one slot can kill frigates dead.
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Jim Raynor
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Posted - 2006.05.19 05:53:00 -
[213]
Originally by: Kailyn Don't see how frigates survive an EVE with a heavy rock launcher...
Sounds like one slot can kill frigates dead.
i heard Jesus was killed by a precision cruise missile ------ FPDOMS MINER KILLBOARD |

Juan Andalusian
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Posted - 2006.05.19 07:28:00 -
[214]
Quote: i heard Jesus was killed by a precision cruise missile
You confuse Jesus with balance. But that's an improvement actually... 3 days ago you didn't even know what the word meant.
**Pain is meant to be felt** |

Jim Raynor
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Posted - 2006.05.19 07:37:00 -
[215]
Originally by: Juan Andalusian
Quote: i heard Jesus was killed by a precision cruise missile
You confuse Jesus with balance. But that's an improvement actually... 3 days ago you didn't even know what the word meant.
ya nothing says imbalance like missile cruisers getting their missing launcher ------ FPDOMS MINER KILLBOARD |

Juan Andalusian
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Posted - 2006.05.19 09:57:00 -
[216]
Originally by: Jim Raynor
Originally by: Juan Andalusian
Quote: i heard Jesus was killed by a precision cruise missile
You confuse Jesus with balance. But that's an improvement actually... 3 days ago you didn't even know what the word meant.
ya nothing says imbalance like missile cruisers getting their missing launcher
I didn't know cruisers could fire precision cruise missiles.
Also yay for suggesting to rework, cause changing the bonus as you admitted means reworking, a ship that already works perfectly.
You still never replied after i made the assesment comparing ishtar and cerb based on usefullness.
**Pain is meant to be felt** |

j0sephine
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Posted - 2006.05.19 10:03:00 -
[217]
"Don't see how frigates survive an EVE with a heavy rock launcher...
Sounds like one slot can kill frigates dead."
Same way they survive heavy missile launcher today?
Just like heavy missiles it's anti-cruiser (assault) weapon, with missiles tuned for cruiser signature radius and speed. Either turn on the mwd and outrun the explosion velocity, or turn the mwd off and enjoy damage reduced to 1/5th or so...
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Juan Andalusian
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Posted - 2006.05.19 10:17:00 -
[218]
Edited by: Juan Andalusian on 19/05/2006 10:18:50
Originally by: j0sephine "Don't see how frigates survive an EVE with a heavy rock launcher...
Sounds like one slot can kill frigates dead."
Same way they survive heavy missile launcher today?
Just like heavy missiles it's anti-cruiser (assault) weapon, with missiles tuned for cruiser signature radius and speed. Either turn on the mwd and outrun the explosion velocity, or turn the mwd off and enjoy damage reduced to 1/5th or so...
So hitting for 75 minimum with precision scourge is 1/5th?
Unless of course the frig does nothing else other than ran away at max m/s.
**Pain is meant to be felt** |

Adrian Kerensky
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Posted - 2006.05.19 13:41:00 -
[219]
Shouldn't heavies be compared with rails, arties and beam lasers? Not blasters, autos and pulse?
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Malthros Zenobia
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Posted - 2006.05.19 14:12:00 -
[220]
Originally by: Jim Raynor and dont you dare think of a new cerb bonus >_<
Meh, I was going to suggest some sort of shield bonus like a boost % or something that'd be useful
Or hell, maybe even a drone bay.
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j0sephine
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Posted - 2006.05.19 14:18:00 -
[221]
Edited by: j0sephine on 19/05/2006 14:24:39
"So hitting for 75 minimum with precision scourge is 1/5th?"
"missiles tuned for cruiser signature radius and speed"
Precision heavies with their signature radius tuned for frigates don't apply here, duh.
Or in simpler terms, this is discussion based on tech.1 gear not tech.2 twisted abominations of it that are already scheduled for well deserved nerf...
edit: oh and since these would be medium-size unguided missiles, on tech.2 level you can only expect the same thing you get with tech.2 rockets and torps: long distance version with next to 0 explosion velocity, and the 'rage' version with more damage but signature size tuned for battleships (and precision skills don't apply to unguided missiles, so no way to get that explosion radius lower, either)
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Sarmaul
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Posted - 2006.05.19 14:26:00 -
[222]
Originally by: Tuxford Changing the current assault missile launcher to fire the new assault missiles is something I would like to do. I would also like to travel back in time and do it at release but I don't really see it happening. I think its far more likely that a new type will be made as for it being more in line with siege launcher or rockets then I'm thinking it should use slightly less grid than heavy launcher but in all honesty, I haven't started working on this haven't actually scheduled myself some time to do it but its something I really want to do because I don't think missile cruiser are complete without this.
please don't increase the fitting reqs of assault launchers 
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Sophia Kasta
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Posted - 2006.05.19 14:49:00 -
[223]
Originally by: Adrian Kerensky Shouldn't heavies be compared with rails, arties and beam lasers? Not blasters, autos and pulse?
They should be but they aren't. Even with my pretty appaling missile skills i get like 50km range. With max skills and no ship bonus you get 80ish km range. All the others need ship bonuses or 100% ammo to get close to that.
Also cruisers lack the close range weaponry of the the other trees. Thing is that at least as far as im concerned as cruisers get the specific anti-frig and ant-anything else weapons, with the added joys of precision heavies, they don't need a more damage.
Adding another brand of launchers would give caldari an anti-frig, anti-cruiser and anti-cruiser close range, all getting bonuses from ship bonuses. That (along side any other arguaments) would make the caldari unbalanced.
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Fan3Spoitoru
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Posted - 2006.05.19 14:53:00 -
[224]
im flyng cerberus and nighthawk... everyone says the wtf so imba BUt IS NOT IT`s a pain in the ass.. while the deimos or every one of them .. hacs out there can outdamage me.. at 6 sec rof.. and uhmm... 300 damage /.. STAND AND DELIVER!!! |

j0sephine
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Posted - 2006.05.19 15:09:00 -
[225]
Edited by: j0sephine on 19/05/2006 15:12:22
"Thing is that at least as far as im concerned as cruisers get the specific anti-frig and ant-anything else weapons, with the added joys of precision heavies, they don't need a more damage."
Thing is, with the precision heavies getting ~40% damage reduction with the forthcoming change, the argument of "they get anti-frig weapon they don't need anything else" loses about as much value, also...
edit: Besides, if we take this argument at face value, how exactly is providing option that will force some cruisers to give up on that so-incredibly-versatile heavy launcher, so they can do more damage ... a bad thing? If anything, it means frigates have now more chance to run into missile cruisers that aren't able to wtfpwn them with precision missiles, because they're using different launcher that doesn't give them such option.
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Jim Raynor
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Posted - 2006.05.19 16:22:00 -
[226]
Quote: I didn't know cruisers could fire precision cruise missiles.
Huh? Look. The Assault Launcher spams light missiles and does hilariously low damage. Do battleships have a launcher that spams heavy missiles? No. Cruisers ARE missing a launcher. Where are the Javelin and Rage Tech II missiles for cruisers? What? There aren't any? Oh, that's right, they don't have a launcher for them, because they do not exist. Is it sinking in yet?
Quote: Also yay for suggesting to rework, cause changing the bonus as you admitted means reworking, a ship that already works perfectly.
I never said the cerberus was a broken ship, or even underpowered but that doesn't mean that cruisers still are missing a launcher.
Quote: You still never replied after i made the assesment comparing ishtar and cerb based on usefullness.
Eh? Both are useful, Ishtar is way better for solo PvP. ------ FPDOMS MINER KILLBOARD |

Malthros Zenobia
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Posted - 2006.05.19 17:02:00 -
[227]
Anyone who tries to use the Cerb to whine about a short range missile launcher for cruisers pretty much kills their own arguement in one fell swoop.
T2 is not the basis for balance, deal with it. You don't ask to have a weapon type nerfed or not-added at ALL because of one ship, you get the one ship changed if anything.
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Jim Raynor
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Posted - 2006.05.19 17:22:00 -
[228]
Edited by: Jim Raynor on 19/05/2006 17:23:47
Originally by: Malthros Zenobia Anyone who tries to use the Cerb to whine about a short range missile launcher for cruisers pretty much kills their own arguement in one fell swoop.
T2 is not the basis for balance, deal with it. You don't ask to have a weapon type nerfed or not-added at ALL because of one ship, you get the one ship changed if anything.
Well the problem is a lot of people know I fly the Cerberus mainly so yanno that's how they start to bash me over this stuff.. I mostly use the Cerberus as the guideline for DPS on heavy launchers because I'm very familiar with it and how much damage it does, I guess. Also the Cerberus is the absolutely most damaging ship in EVE when it comes to cruiser classed missile weaponry, till the Nighthawk gets fixed, if it ever does. So when I say a Cerberus does 300DPS, that is the most a heavy launcher II can possibly do.
But yes, Caracal, Ferox, Blackbird, Rook, Nighthawk, even some Minnie cruisers, and ships from other races would benefit from a short range cruiser launcher. Rage Assault Missiles would actually be useful too I imagine, since they'd be anti-battleship. ------ FPDOMS MINER KILLBOARD |

Crellion
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Posted - 2006.05.19 17:49:00 -
[229]
I read this thread once every two days or so for comic relief:
(1) "shouldnt heavies be compared with rails/artilleries/beams?" (posted as an argument against the introduction of the short range cruiser size misssle) ... Doh... yeah they should... thats the problem...thats what we are saying here.
(2) "Heavies get 80kms with top skills while turrets need top skills AND ship bonuses to get anywhere near that" So you have maxed your skills with 250IIs and they give you 80kms on a ship with no bonus and Spike???
(3) "Surely 300DPS that the Cerb does is too much for long range. It must be balanced as a short range weapon so we dont need a short range weapon"
So 300dps too much for long range eh? How much you get from Deimos with 5x250IIs with absolute maxed skills 3 dmg mods (like the 300Cerb) and Void? Antimmater? Spike? How much DPS from a Zealot with 3 dmg mods and techII heavy beams? A munnin with 3 dmg mods and 720IIs? Kthnxbye.
(4) "A-HA!!!" "But the Deimos Zealot Munnin cant fit 3 dmg mods and unber tank!!!!!!!!!!1111"
Correct. The Deimos - Zealot - Munnin can actually fit 3 tackling/speed slots, 3 damage mods and a 3 slot tank. Cerb can fit 3 tackling slots 3 damage mods and a 3 slot tank (2 mids and a dmg control)
(5) "But-but-but... hang on a second. A close range missle would do 400 DPS at liek 30km on a Cerberus"
Seems so yeah... So thats worse than the Deimos doing 800-ish at 5km (of whitch a good amount at 45km -5 techII drones- Cerb has 0 drones)? Is it worse than the DPS that the Zealot gets with long range pulse ammo at same range? Is it better than the DPS of 5 techII heavies on an Ishtar at much longer range?
PLEASE BE SERIOUS 
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Jim Raynor
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Posted - 2006.05.19 17:53:00 -
[230]
Originally by: Crellion I read this thread once every two days or so for comic relief:
(1) "shouldnt heavies be compared with rails/artilleries/beams?" (posted as an argument against the introduction of the short range cruiser size misssle) ... Doh... yeah they should... thats the problem...thats what we are saying here.
(2) "Heavies get 80kms with top skills while turrets need top skills AND ship bonuses to get anywhere near that" So you have maxed your skills with 250IIs and they give you 80kms on a ship with no bonus and Spike???
(3) "Surely 300DPS that the Cerb does is too much for long range. It must be balanced as a short range weapon so we dont need a short range weapon"
So 300dps too much for long range eh? How much you get from Deimos with 5x250IIs with absolute maxed skills 3 dmg mods (like the 300Cerb) and Void? Antimmater? Spike? How much DPS from a Zealot with 3 dmg mods and techII heavy beams? A munnin with 3 dmg mods and 720IIs? Kthnxbye.
(4) "A-HA!!!" "But the Deimos Zealot Munnin cant fit 3 dmg mods and unber tank!!!!!!!!!!1111"
Correct. The Deimos - Zealot - Munnin can actually fit 3 tackling/speed slots, 3 damage mods and a 3 slot tank. Cerb can fit 3 tackling slots 3 damage mods and a 3 slot tank (2 mids and a dmg control)
(5) "But-but-but... hang on a second. A close range missle would do 400 DPS at liek 30km on a Cerberus"
Seems so yeah... So thats worse than the Deimos doing 800-ish at 5km (of whitch a good amount at 45km -5 techII drones- Cerb has 0 drones)? Is it worse than the DPS that the Zealot gets with long range pulse ammo at same range? Is it better than the DPS of 5 techII heavies on an Ishtar at much longer range?
PLEASE BE SERIOUS 
Finally someone gets it. ------ FPDOMS MINER KILLBOARD |

Malthros Zenobia
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Posted - 2006.05.19 17:57:00 -
[231]
Originally by: Crellion I read this thread once every two days or so for comic relief:
(1) "shouldnt heavies be compared with rails/artilleries/beams?" (posted as an argument against the introduction of the short range cruiser size misssle) ... Doh... yeah they should... thats the problem...thats what we are saying here.
(2) "Heavies get 80kms with top skills while turrets need top skills AND ship bonuses to get anywhere near that" So you have maxed your skills with 250IIs and they give you 80kms on a ship with no bonus and Spike???
(3) "Surely 300DPS that the Cerb does is too much for long range. It must be balanced as a short range weapon so we dont need a short range weapon"
So 300dps too much for long range eh? How much you get from Deimos with 5x250IIs with absolute maxed skills 3 dmg mods (like the 300Cerb) and Void? Antimmater? Spike? How much DPS from a Zealot with 3 dmg mods and techII heavy beams? A munnin with 3 dmg mods and 720IIs? Kthnxbye.
(4) "A-HA!!!" "But the Deimos Zealot Munnin cant fit 3 dmg mods and unber tank!!!!!!!!!!1111"
Correct. The Deimos - Zealot - Munnin can actually fit 3 tackling/speed slots, 3 damage mods and a 3 slot tank. Cerb can fit 3 tackling slots 3 damage mods and a 3 slot tank (2 mids and a dmg control)
(5) "But-but-but... hang on a second. A close range missle would do 400 DPS at liek 30km on a Cerberus"
Seems so yeah... So thats worse than the Deimos doing 800-ish at 5km (of whitch a good amount at 45km -5 techII drones- Cerb has 0 drones)? Is it worse than the DPS that the Zealot gets with long range pulse ammo at same range? Is it better than the DPS of 5 techII heavies on an Ishtar at much longer range?
PLEASE BE SERIOUS 
And Crellion wins the thread.
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Wizie
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Posted - 2006.05.19 18:26:00 -
[232]
Originally by: Crellion I read this thread once every two days or so for comic relief:
(1) "shouldnt heavies be compared with rails/artilleries/beams?" (posted as an argument against the introduction of the short range cruiser size misssle) ... Doh... yeah they should... thats the problem...thats what we are saying here.
(2) "Heavies get 80kms with top skills while turrets need top skills AND ship bonuses to get anywhere near that" So you have maxed your skills with 250IIs and they give you 80kms on a ship with no bonus and Spike???
(3) "Surely 300DPS that the Cerb does is too much for long range. It must be balanced as a short range weapon so we dont need a short range weapon"
So 300dps too much for long range eh? How much you get from Deimos with 5x250IIs with absolute maxed skills 3 dmg mods (like the 300Cerb) and Void? Antimmater? Spike? How much DPS from a Zealot with 3 dmg mods and techII heavy beams? A munnin with 3 dmg mods and 720IIs? Kthnxbye.
(4) "A-HA!!!" "But the Deimos Zealot Munnin cant fit 3 dmg mods and unber tank!!!!!!!!!!1111"
Correct. The Deimos - Zealot - Munnin can actually fit 3 tackling/speed slots, 3 damage mods and a 3 slot tank. Cerb can fit 3 tackling slots 3 damage mods and a 3 slot tank (2 mids and a dmg control)
(5) "But-but-but... hang on a second. A close range missle would do 400 DPS at liek 30km on a Cerberus"
Seems so yeah... So thats worse than the Deimos doing 800-ish at 5km (of whitch a good amount at 45km -5 techII drones- Cerb has 0 drones)? Is it worse than the DPS that the Zealot gets with long range pulse ammo at same range? Is it better than the DPS of 5 techII heavies on an Ishtar at much longer range?
PLEASE BE SERIOUS 
Long range turrets do not do much to any dmg up close... Heavies being compared to long range turrets should force heavies to do nearly no dmg to targets up close... Now this line of reasoning is flawed because your comparison of heavy launchers to long range turrets is FLAWED.
The 400 dps at 30K is DEFINITELY a problem, because it does that dmg from 30K all the way down to 0 K. It does that dmg inspite of an even sized object outmanouvering it, being faster than it, orbitting it... Having no counter (aside from jamming) against it...
720 IIs on a Munin (requiring a fitting mod, lacking ANY TANK WHATSOEVER.. unlike your Cerberus) do approx 360dps. Yeah 360dps. Infact, the only ship that has a semi-decent tank while sniping is a EAGLE and a Cerberus.
According to quickfit (could be wrong), a Cerberus with fury missiles should be able to over 410 dps to cruiser sized targets...
Point 4 by you confirms that a Cerb can actually do exactly what a close range cruiser does with 3 slot tank, 3 slot gang, 3 slot tackling.. only it can do without the 3rd slot tackling thanks to missiles not needing a web to hit basically ANYTHING. The problem is, it can do all that AND still do what the same cruisers would REQUIRE a refit to do at long range.. only better still.
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j0sephine
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Posted - 2006.05.19 18:43:00 -
[233]
"Long range turrets do not do much to any dmg up close..."
Web and matching the other ship's heading work nicely together. In fact, quite a bit of complaint in the blaster threads is about long range turrets hitting "too good" at short weapon ranges...
"720 IIs on a Munin (requiring a fitting mod, lacking ANY TANK WHATSOEVER.. unlike your Cerberus) do approx 360dps. Yeah 360dps."
Since Muninn lacks any actual damage bonus, it's not surprising (the 5% rof + damage is the standard set to bring projectiles just up to par with other weapons. Any actual damage bonus would have to be applied on top of it, but Muninn gets optimal and tracking boosts instead) ... in fact, you're pretty much making the point for the other side -- a long range turret ship with no real damage bonus can outdamage by quite a margin missile HAC with 2 boosts to damage.
"According to quickfit (could be wrong), a Cerberus with fury missiles should be able to over 410 dps to cruiser sized targets..."
And entirely kill her capacitor recharge in the process. Btw, what ammo was used to get that 360 dps from Muninn..?
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Sarmaul
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Posted - 2006.05.19 18:49:00 -
[234]
jo, the reason the muninn didn't get an extra damage bonus is because it got an extra high + turret slot instead ;)
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Wizie
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Posted - 2006.05.19 18:56:00 -
[235]
Originally by: j0sephine Edited by: j0sephine on 19/05/2006 18:48:34
"Long range turrets do not do much to any dmg up close..."
Web and matching the other ship's heading work nicely together. In fact, quite a bit of complaint in the blaster threads is about long range turrets hitting "too good" at short weapon ranges...
"720 IIs on a Munin (requiring a fitting mod, lacking ANY TANK WHATSOEVER.. unlike your Cerberus) do approx 360dps. Yeah 360dps."
Since Muninn lacks any actual damage bonus, it's not surprising (the 5% rof + damage is the standard set to bring projectiles just up to par with other weapons. Any actual damage bonus would have to be applied on top of it, but Muninn gets optimal and tracking boosts instead) ... in fact, you're pretty much making the point for the other side -- a long range turret ship with no real damage bonus can outdamage by quite a margin missile HAC with 2 boosts to damage.
"According to quickfit (could be wrong), a Cerberus with fury missiles should be able to over 410 dps to cruiser sized targets..."
And entirely kill her capacitor recharge in the process. Btw, what ammo was used to get that 360 dps from Muninn..?
edit: running numbers it looks like Cerberus with max skills, 3 damage mods etc... would do ~355 dps with kinetic high damage heavies rather than 410. It might be i made some error here though, am a bit in a hurry so can't double-check.
edit 2: bleh did re-check after all. didn't include the specialization bonus, so that's up to 392 or so.
410+ as per my calcs... without maxed skills.
I do have HAC 5 trained up though.
Web and matching speed are not quite possible on a 3 slot sniper ship.. wouldn't you agree? The Munin lacks the versatile 5 mid slot layout of a Cerberus. Thanks for noticing.
Your logic behind the non dmg bonus is flawed.. WHEN INFACT the munin does get a dual dmg bonus (rof/dmg from the rupture). Infact at HAC 5, a Munin and Vaga do exactly the same dps with exactly the same fittings. Infact, the munin and Cerb get very similar bonii.
The killing of cap on a ship that can passively tank very well and uses no cap to fire its weapons is hardly going to make me feel for you.
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Sarmaul
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Posted - 2006.05.19 18:59:00 -
[236]
teh wizzels, when j0 mentioned the double damage bonus, I think he was on about how most hacs have a damage bonus for the cruiser skill and another for the hac skill.
anywya like I said, the muninn gets an extra turret and high instead which is just as, if not better than a hac-skill related damage bonus
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Angelic Resolution
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Posted - 2006.05.19 19:31:00 -
[237]
Originally by: Sevi Rekior would make sense to have a cruiser-class "rocket" and while they're at it change skill requirements for T2 launchers, have T2 torps require T2 rockets and T2 heavy rockets. or change the gunnery requirements to not need their frig and cruiser T2 guns to get to bs T2 guns.
I actually thought about this a couple of days ago and remebered: I can hit at 80km's and this is the result:
2006.05.19 18:44:05 combat Your Tachyon Anode Particle Stream I perfectly strikes Guristas Obliterator, wrecking for 880.5 damage.
Missiles can't do that. Imagine T2 guns.. they'll out hit and out dmg when trained up. Missiles are (And yes this is meant to offend those who sit in ravens and just spam torps/cruise without even trying to get them better) a noobies choice weapon. Why? Target, press f1 and if you've timed it right you get a hit. T2 turrets are far superior to missiles IMO, sure you gotta put up with tracking but so what. In fleet battles you warp in at +80km's and let lose. If it's 1 vs 1 same thing and if a pirate jumps you.. well drones FTW aye? (Unless it's a blasterthron or something).
Personally I think it's a tad *** that we do have to spend a mount getting our stuff up. But at least after it's done we can train for those lovely t2 ships and be able to use em properly straight out of the box. Although the extra month or two is wierd, it'll be worth it. I personally look forward to training up my AF skills then going for T2 tachyons and wreacking for 3k dmg at 50km's.
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Wizie
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Posted - 2006.05.19 19:36:00 -
[238]
Originally by: Angelic Resolution
Originally by: Sevi Rekior would make sense to have a cruiser-class "rocket" and while they're at it change skill requirements for T2 launchers, have T2 torps require T2 rockets and T2 heavy rockets. or change the gunnery requirements to not need their frig and cruiser T2 guns to get to bs T2 guns.
I actually thought about this a couple of days ago and remebered: I can hit at 80km's and this is the result:
2006.05.19 18:44:05 combat Your Tachyon Anode Particle Stream I perfectly strikes Guristas Obliterator, wrecking for 880.5 damage.
Missiles can't do that. Imagine T2 guns.. they'll out hit and out dmg when trained up. Missiles are (And yes this is meant to offend those who sit in ravens and just spam torps/cruise without even trying to get them better) a noobies choice weapon. Why? Target, press f1 and if you've timed it right you get a hit. T2 turrets are far superior to missiles IMO, sure you gotta put up with tracking but so what. In fleet battles you warp in at +80km's and let lose. If it's 1 vs 1 same thing and if a pirate jumps you.. well drones FTW aye? (Unless it's a blasterthron or something).
Personally I think it's a tad *** that we do have to spend a mount getting our stuff up. But at least after it's done we can train for those lovely t2 ships and be able to use em properly straight out of the box. Although the extra month or two is wierd, it'll be worth it. I personally look forward to training up my AF skills then going for T2 tachyons and wreacking for 3k dmg at 50km's.
Yes your single 1 in a 100,000 wrecking hit on a dumb npc rat, should help define how turrets totally outclass missile boats in all ways of PvP.
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Kyoko Sakoda
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Posted - 2006.05.19 20:16:00 -
[239]
Um, be a little more realistic with the chances for a wrecking hit please. It doesn't just happen on NPCs, it happens on everything. 
Learn what it means to be Caldari - www.omertasyndicate.com |

Wizie
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Posted - 2006.05.19 20:41:00 -
[240]
Originally by: Kyoko Sakoda Um, be a little more realistic with the chances for a wrecking hit please. It doesn't just happen on NPCs, it happens on everything. 
And your point was?
Let me illustrate.
[ 2006.05.18 06:44:28 ] (combat) Your 1400mm Howitzer Artillery II glances off Angel War General, causing no real damage.
NERF MISSILES! NOW!
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