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Praxis Ginimic
Best Kept Frozen.
904
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Posted - 2015.06.29 22:30:03 -
[31] - Quote
Marech Bhayanaka wrote:Gregor Parud wrote: Cap stability is a crutch and a bad one at that.
On the other hand, warping in and out of missions at battleship speeds because you ran out of cap is excruciatingly dull, especially if there are gates. So much time spent just sitting and waiting with nothing to do. Marech.
His point was that you should manage your mods/cap in such a way that you don't need to evac from sites. |
Nyveris NeVonte
Hedion University Amarr Empire
1
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Posted - 2015.06.29 23:56:43 -
[32] - Quote
Gregor Parud wrote:Nyveris NeVonte wrote:Celthric Kanerian wrote:The cap recharge of Amarr battleships is insane... I do have full support skills, so might just be me. You don't fly a Abaddon, do you? Unless you fit it with autocannons, cap stability is impossible with this ship ( unless you found a secret skill book called Advanced Capacitor Operation). Cap stability is a crutch and a bad one at that.
Tell that to the sleepers and the neuting happy gankers.
Cap is life for any ship you fly in eve, without it, you die (and I hate dying.......a lot).
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Nyveris NeVonte
Hedion University Amarr Empire
1
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Posted - 2015.06.30 00:07:39 -
[33] - Quote
Ralph King-Griffin wrote:Nyveris NeVonte wrote:Ralph King-Griffin wrote:Nyveris NeVonte wrote: I'm about 3 months away from a Paladin, so you're saying they're worth it?
The paladin is awesome, *****ing awesome I tell you! My current favourite battleship, fairly skill intensive though so you're going to want to have solid turret support skills. They are all there. I estimate that you'll need around 26-28 mill SP to be able to fully utilize this ship. May I ask what you use your Paladin for? Pos bashing , bait , pve when possible. With two tracking computers scripted for range you can hit a large pos tower with conflag , switch to scortch and pop any sill buggers that warp in at 100 to have a nosy. Can't insta pop? That's ok, lock them up,align,mid,melt face I did this to a zealot pilot the other night and it was mad funny. I would not trust it to solo in though, the likelyhood of a frigate getting under your guns and landing a scram at the wrong moment is rather off putting. With 1000+ gun dps out to anywhere between 20 - 40km and a still be able to hit out at 100km+ (fit dependant) and the ability to just "LoL points" is very cool, particularly with neuts in those utility highs. would be vulnerable to speed/Sig tanked assault frigates and tactical destroyers though , it might struggle to shed them off . I haven't PvP'd much in it though, I'd love to do more but Its such an expensive ship.
You go major balls RKG, anyone brave enough to pvp in Marauders are very cool. But do to it's complete dependency of cap, the Paladin is the last Marauder I would do pvp in. I believe the Vargur and Golem to be more suited for that role due to the incredible shield burst tank you can get from them whereas Paladin have the best sustaining tank for long periods without the need for cap boosters (because of those powerful juices). Do you do WHs in this ship RKG?
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Webvan
All Kill No Skill
10539
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Posted - 2015.06.30 00:55:13 -
[34] - Quote
Does it matter if it has less cap? It'll just get neuted anyhoot. I've never seen a successful pvp vid for any BS where they relied on cap stability to win... http://wiki.eveuniversity.org/Capacitor_Warfare_Guide https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Engineering_Equipment:Capacitor_Boosters
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Hakaari Inkuran
State War Academy Caldari State
308
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Posted - 2015.06.30 01:48:42 -
[35] - Quote
Praxis Ginimic wrote:Marech Bhayanaka wrote:Gregor Parud wrote: Cap stability is a crutch and a bad one at that.
On the other hand, warping in and out of missions at battleship speeds because you ran out of cap is excruciatingly dull, especially if there are gates. So much time spent just sitting and waiting with nothing to do. Marech. His point was that you should manage your mods/cap in such a way that you don't need to evac from sites. You need a booster just to run your guns for a couple minutes. And that's putting aside prop and tank.
The abby really cannot function without friendly cap transfers. Its a gang/fleet ship requiring support. |
NightmareX
Lakagigar
616
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Posted - 2015.06.30 01:54:50 -
[36] - Quote
baltec1 wrote:Pest is getting a huge boost in the next pass. And it's just one thing i will say to that: https://www.youtube.com/watch?v=_J6-3l3hCm0
Here is a list of my current EVE / PVP videos:
1: Asteroid Madness
2: Clash of the Empires
3: Suddenly Spaceships fighting in Tama
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Nyveris NeVonte
Hedion University Amarr Empire
2
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Posted - 2015.06.30 04:03:03 -
[37] - Quote
And therein lies the problem with eve. Neuts are OP and are in 95% of the cases the final say in the deciding factor in any pvp engagement. The Paladin will give me longer cap life, but you're right, eventually it will get neuted out like the rest (even with cap booster). Unfortunately that is just the way this game is set up. Which is why, If I was to get involve in pvp, it will be in a cruiser size hull, at least that way you have a chance to escape.
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Nyveris NeVonte
Hedion University Amarr Empire
2
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Posted - 2015.06.30 04:10:06 -
[38] - Quote
Hakaari Inkuran wrote:Praxis Ginimic wrote:Marech Bhayanaka wrote:Gregor Parud wrote: Cap stability is a crutch and a bad one at that.
On the other hand, warping in and out of missions at battleship speeds because you ran out of cap is excruciatingly dull, especially if there are gates. So much time spent just sitting and waiting with nothing to do. Marech. His point was that you should manage your mods/cap in such a way that you don't need to evac from sites. You need a booster just to run your guns for a couple minutes. And that's putting aside prop and tank. The abby really cannot function without friendly cap transfers. Its a gang/fleet ship requiring support.
They have the Navy Apol to fill that role, why the need for 2 fleet ships? T1 Amarr BSs are cap vampires that have no use outside fleet roles with support? So Sad. Truth be told, if it wasn't for the NM and Paladin, I would've ignored Amarr Completely and trained for the Vargur/Machariel instead.
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Arthur Aihaken
Perkone Caldari State
4489
|
Posted - 2015.06.30 06:56:24 -
[39] - Quote
CCP feels Battlecruisers and Battleships are fine.Gäó
I am currently away, traveling through time and will be returning last week.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
1235
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Posted - 2015.06.30 07:27:43 -
[40] - Quote
Nyveris NeVonte wrote:Hakaari Inkuran wrote:Praxis Ginimic wrote:Marech Bhayanaka wrote:Gregor Parud wrote: Cap stability is a crutch and a bad one at that.
On the other hand, warping in and out of missions at battleship speeds because you ran out of cap is excruciatingly dull, especially if there are gates. So much time spent just sitting and waiting with nothing to do. Marech. His point was that you should manage your mods/cap in such a way that you don't need to evac from sites. You need a booster just to run your guns for a couple minutes. And that's putting aside prop and tank. The abby really cannot function without friendly cap transfers. Its a gang/fleet ship requiring support. They have the Navy Apol to fill that role, why the need for 2 fleet ships? T1 Amarr BSs are cap vampires that have no use outside fleet roles with support? So Sad. Truth be told, if it wasn't for the NM and Paladin, I would've ignored Amarr Completely and trained for the Vargur/Machariel instead.
apoc gets range and tracking bonuses, where the abaddon gets a resist and damage bonus. they are rather different ships. should have been around years ago back when the geddon was also a laser boat.
I do have the feeling that for PVE t1 amarr bs are lacking, but the t2/faction ships are rather awesome and imo make up for it.
@ChainsawPlankto
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Webvan
All Kill No Skill
10551
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Posted - 2015.06.30 08:07:33 -
[41] - Quote
Nyveris NeVonte wrote:(even with cap booster) x2 Most of my ships have one, some have two. I agree though, it is a problem. But it's there and with all the dev work into it I doubt it will ever go away. So always one slot for one, if not two. Makes cap stability less of an issue, especially since it's likely you are not running everything, like a newbie, but have booster there anyway. |
Nyveris NeVonte
Hedion University Amarr Empire
2
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Posted - 2015.06.30 08:31:47 -
[42] - Quote
Arthur Aihaken wrote:CCP feels Battlecruisers and Battleships are fine.Gäó
CCP is blind in regard to this. Unless deep down they don't giva hoot about BC & BS and want to transform eve into a Kitey Cruisers paradise.
I wonder if this is one the reasons of the sharp decline of the number of online pilots logged on compared to last year.
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Nyveris NeVonte
Hedion University Amarr Empire
2
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Posted - 2015.06.30 08:43:21 -
[43] - Quote
Chainsaw Plankton wrote:
I do have the feeling that for PVE t1 amarr bs are lacking, but the t2/faction ships are rather awesome and imo make up for it.
Um hmm, In other words (with the exception of the Geddon), as long as the NM and Bhaal exist, there is no reason whatsoever to fly any other T1 Amarr BS. *giggles*
I don't know who's in charge of the development staff now, but me thinks CCP needs some help. |
Nyveris NeVonte
Hedion University Amarr Empire
2
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Posted - 2015.06.30 09:19:07 -
[44] - Quote
Webvan wrote:Nyveris NeVonte wrote:(even with cap booster) x2 Most of my ships have one, some have two. I agree though, it is a problem. But it's there and with all the dev work into it I doubt it will ever go away. So always one slot for one, if not two. Makes cap stability less of an issue, especially since it's likely you are not running everything, like a newbie, but have booster there anyway.
When I get my Paladin (In just 93 more days ...sigh), I'd like to try it in C4 WHs and fit it like this:
Juicy Paladin C4 fit
Highs Tachyon Beam Laser II + NavyMulti (57km + 31km) Tachyon Beam Laser II + NavyMulti (57km + 31km) Tachyon Beam Laser II + NavyMulti (57km + 31km) Tachyon Beam Laser II + NavyMulti (57km + 31km) Large Plasma Smartbomb II Bastion Module I
Mids Cap Recharger II Cap Recharger II Cap Recharger II Heavy Cap Booser II + Navy 800
Lows DC II Imperial Navy Armor Repairer Imperial Navy Armor Repairer Imperial Navy Energized Adaptive Nano Membrane Imperial Navy Energized Adaptive Nano Membrane Imperial Navy Heat Sink Capacitor Power Relay II
Rigs Large Capacitor Control Circuit II Large Capacitor Control Circuit II
Drones 15x Hobgoblin II
698 gun dps + 80 drone dps
Armor resist Profile with Armor/Skirmish links + Bastion ~ 85 81 81 83 tanks 3028 dps Without the smartbomb and cap booster running, cap stability is 58.6%. with cap booster running cap stability is 75.8%.
When running this juicy baby, I'll perma run 1 large repper while pulsing the 2nd when needed. The smartbomb and cap booster won't be used unless needed.
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Tiddle Jr
Galvanized Inc.
286
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Posted - 2015.06.30 09:39:25 -
[45] - Quote
[here we go fit] cap stable whith proper managing, you could also add "squire's" to calm down your "capless syndrome".
Damage Control II Corpum C-Type Energized Adaptive Nano Membrane [Empty Low slot] Imperial Navy Heat Sink x2 Large Ancillary Armor Repairer, Nanite Repair Paste Imperial Navy Capacitor Power Relay
Federation Navy Tracking Computer, Tracking Speed Script x2 Imperial Navy Heavy Capacitor Booster, Navy Cap Booster 400 Large Micro Jump Drive
Bastion Module I Tachyon Beam Laser II, Imperial Navy Multifrequency L x4
Small Tractor Beam I x2 Large YF-12a Smartbomb
Large Auxiliary Nano Pump II Large Capacitor Control Circuit II
Hobgoblin II x5 Acolyte II x5 |
Serendipity Lost
Repo Industries
1129
|
Posted - 2015.06.30 15:36:15 -
[46] - Quote
I find it frustrating when someone that already knows everything asks for help.
Could you give us a break and just tell us what you want us to say? |
Webvan
All Kill No Skill
10558
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Posted - 2015.06.30 23:33:05 -
[47] - Quote
Tiddle Jr wrote:Large Micro Jump Drive Yep, most definitely over one of those three cap recharger II's, especially if only one cap booster.
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Nyveris NeVonte
Hedion University Amarr Empire
2
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Posted - 2015.07.01 00:19:32 -
[48] - Quote
Webvan wrote:Tiddle Jr wrote:Large Micro Jump Drive Yep, most definitely over one of those three cap recharger II's, especially if only one cap booster.
Yes, but umm, grid got tight when I fit that large smart bomb. You think maybe I should keep it in cargo hold with a mobile depot? How much of a difference will it make if I fit that LMJD? |
Webvan
All Kill No Skill
10558
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Posted - 2015.07.01 00:26:43 -
[49] - Quote
Nyveris NeVonte wrote:How much of a difference will it make if I fit that LMJD? Escape velocity. My thinking is this, either have two cap boosters to stick it out in a fight, or have one cap booster and an MJD to escape the fight. Anyway, I feel those are two essential mods for any BS, especially if you are flying alone.
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Nyveris NeVonte
Hedion University Amarr Empire
2
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Posted - 2015.07.01 00:29:54 -
[50] - Quote
Tiddle Jr wrote:[here we go fit] cap stable whith proper managing, you could also add "squire's" to calm down your "capless syndrome". In addition to that, you should take a depo with you with couple of "ded" NOS which makes your cap be in (+).
Damage Control II Corpum C-Type Energized Adaptive Nano Membrane [Empty Low slot] Imperial Navy Heat Sink x2 Large Ancillary Armor Repairer, Nanite Repair Paste Imperial Navy Capacitor Power Relay
Federation Navy Tracking Computer, Tracking Speed Script x2 Imperial Navy Heavy Capacitor Booster, Navy Cap Booster 400 Large Micro Jump Drive
Bastion Module I Tachyon Beam Laser II, Imperial Navy Multifrequency L x4
Small Tractor Beam I x2 Large YF-12a Smartbomb
Large Auxiliary Nano Pump II Large Capacitor Control Circuit II
Hobgoblin II x5 Acolyte II x5
I seriously doubt you use this for WHs's and certainly not soloing. With the exception of the LMJD (to hopefully allow you a chance to escape b4 u pop) this fit is doom to fail in a C4. Pos Bashing MAYBE the only thing this fit is good for, provided you have a ton of backup support.
And yes I always keep 605 squire's in my head. |
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Nyveris NeVonte
Hedion University Amarr Empire
2
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Posted - 2015.07.01 00:37:00 -
[51] - Quote
Webvan wrote:Nyveris NeVonte wrote:How much of a difference will it make if I fit that LMJD? Escape velocity. My thinking is this, either have two cap boosters to stick it out in a fight, or have one cap booster and an MJD to escape the fight. Anyway, I feel those are two essential mods for any BS, especially if you are flying alone.
Thank you Webvan, I'll keep that in mind. But my gosh that grid is soo tight with 2 large cap boosters, hmm I may need to lose the large smart bomb and go with the LMJD.
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Nyveris NeVonte
Hedion University Amarr Empire
2
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Posted - 2015.07.01 01:00:31 -
[52] - Quote
Serendipity Lost wrote:I find it frustrating when someone that already knows everything asks for help.
Could you give us a break and just tell us what you want us to say?
Us? When you say "us", are you including yourself? I find that weird because this is the first time you posted in this thread, unless you made posts from one of your alts.
And no I never gave any impression that I know it all. I just can't stand smug people who give advice with the insinuation that I'm a dunce, I'd rather for those people to not post at all. I've been playing this game since 2012 and just started back up again last year so I'm just looking for filler info from the changes that have been made (mostly for BCs & BSs) since those glory days of eve....sigh (oh how I missed the 2012 eve).
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Joe Atei
Aes Dei Asher
18
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Posted - 2015.07.01 20:19:56 -
[53] - Quote
Praxis Ginimic wrote:Marech Bhayanaka wrote:Gregor Parud wrote: Cap stability is a crutch and a bad one at that.
On the other hand, warping in and out of missions at battleship speeds because you ran out of cap is excruciatingly dull, especially if there are gates. So much time spent just sitting and waiting with nothing to do. Marech. His point was that you should manage your mods/cap in such a way that you don't need to evac from sites.
She's right. Lately I have been doing lvl4s in a tempest whose cap runs out in just under 30 seconds of use. I can clear out missions fast enough to get anywhere between 10 to 30 million bounty ticks (depending on the missions).
When it comes to battleships in pvp I would use a different hull but they can hold their own when flown correctly with the proper fit, skills, and knowledge. |
Tiddle Jr
Galvanized Inc.
290
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Posted - 2015.07.01 21:04:34 -
[54] - Quote
Nyveris NeVonte wrote:
I seriously doubt you use this for WHs's and certainly not soloing. With the exception of the LMJD (to hopefully allow you a chance to escape b4 u pop) this fit is doom to fail in a C4. Pos Bashing MAYBE the only thing this fit is good for, provided you have a ton of backup support.
And yes I always keep 605 squire's in my head.
You should try to pilot ash, curse/pilgrim geddon & bhaal. Thus would help you to understand "cap hungry" tactics. |
Nyveris NeVonte
Hedion University Amarr Empire
2
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Posted - 2015.07.01 22:31:24 -
[55] - Quote
Tiddle Jr wrote:Nyveris NeVonte wrote:
I seriously doubt you use this for WHs's and certainly not soloing. With the exception of the LMJD (to hopefully allow you a chance to escape b4 u pop) this fit is doom to fail in a C4. Pos Bashing MAYBE the only thing this fit is good for, provided you have a ton of backup support.
And yes I always keep 605 squire's in my head.
You should try to pilot ash, curse/pilgrim geddon & bhaal. Thus would help you to understand "cap hungry" tactics.
So you're saying by flying these ships, That I'll learn what it takes to better manage my cap when attacked by said ships? This sounds like good advice Tiddle, Thank you. My heavy drone skills are only at lev 4, but I can fly both the Geddon and Bhaal, so how would you go about using these ships if you're looking for some pvp experience?
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baltec1
Bat Country Goonswarm Federation
16309
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Posted - 2015.07.01 23:26:25 -
[56] - Quote
Nyveris NeVonte wrote:Tiddle Jr wrote:Nyveris NeVonte wrote:
I seriously doubt you use this for WHs's and certainly not soloing. With the exception of the LMJD (to hopefully allow you a chance to escape b4 u pop) this fit is doom to fail in a C4. Pos Bashing MAYBE the only thing this fit is good for, provided you have a ton of backup support.
And yes I always keep 605 squire's in my head.
You should try to pilot ash, curse/pilgrim geddon & bhaal. Thus would help you to understand "cap hungry" tactics. So you're saying by flying these ships, That I'll learn what it takes to better manage my cap when attacked by said ships? This sounds like good advice Tiddle, Thank you. My heavy drone skills are only at lev 4, but I can fly both the Geddon and Bhaal, so how would you go about using these ships if you're looking for some pvp experience?
Fly them and learn from the mistakes.
Join Bat Country today and defend the Glorious Socialist Dictatorship
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pushdogg
Tell Your Mum To Call Me Get Off My Lawn
20
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Posted - 2015.07.02 18:37:19 -
[57] - Quote
Nyveris NeVonte wrote:Hello everyone. Cutting to the chase, I'd really like to know if anyone knows when the BCs and BSs are getting a rebalance? If so, does anyone know what type of rebalance treatment these forgotten ships will be receiving?
I for one noticed a decrepit ability in the BSs cap recharge rate which is practically non-existent even with multiple cap mods & rigs on the things. (Abbadon, Navy Apol, Hyperion)
Warp speeds are horrendously slow and can put you to sleep if having to travel 10+jumps. (All)
Not enough pwg or cpu to fit the best weapon system to make full use of the ships capabilities (Maelstrom).
These are just the tip of the iceberg as I'm sure there are tons more defects these ships are plaque with since I hardly see them around anymore (mostly all you see now are Faction BS & Marauders).
In a nutshell I'm try to decide if it's worth it for me to continue training into them or should I ignore these helpless relics of the past and train into Marauders.
OP, there is no amount fixing that ccp can do to get players to undock and actually use them.....the risk averse will be risk averse. funny story, the frig meta is similar with faction and pirate hulls....they are better.....they are supposed to be better. my suggestion would be to undock in one and try it (t1 bs hull).
P.S. ccp has given us plenty of options to make them warp faster.....can we just stop complaining about this? |
Lilith Folkvardr
Nocx Initiative
5
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Posted - 2015.07.02 23:47:28 -
[58] - Quote
I never understood the argument on Battleship Warp Speed.. It is a massive ship, why should it Warp anywhere near the speed of a ship it is at least 2x the size of.. You don't get on a Cruise ship in RL and then complain it isn't out pacing a Speedboat, the Warp Speed is fine, especially when you consider you have double the tank of any over Sub-cap, higher DPS, and hence more survivability, if you think Warping that slow is boring, then shut up, sacrifice some tank and use some modules that improve that aspect of the ship, I have seen a few "Drive By" configurations that can warp at 3.4 AU/s+, I never understood why people complain about that, also, as someone already said, get a Mach, as much as I hate them, they will fix your argument, because this argument is pointless, example:
You think Battleships should be buffed so they Warp faster. Well, person B things that Frigates need a massive EHP buff, roughly double, and person 3 thinks Cruiser hulls should be able to solo a BS so he wants DPS and speed buffs.
See how stupid your argument seems, Battleships are fine, and if you want faster, your can make it with 1 or 2 module and Rig sacrifices, same as if you want a Frigate to do more DPS you sacrifice tank for it, and if you want a Cruiser to be faster you sacrifice DPS for it.
I even have a speed based Battleship I used to use back before I quit for the first time that could Warp at 4 AU/s and align in 6.51s, it was made to roughshod and confuse a force, and for High Sec War Dec's, **** like that, thing still have 70k EHP and over 900 DPS with Torps, another 400+ from the Drones, this is EVE guys, we have the tools, modules, and Rigs to make any ship capable of something, use your imagination, rather then complaining and asking when buffs and nerfs will come, just play the game and make it work for you, rather then demanding someone else fix it for you. |
Nyveris NeVonte
Hedion University Amarr Empire
2
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Posted - 2015.07.03 00:17:28 -
[59] - Quote
pushdogg wrote:
P.S. ccp has given us plenty of options to make them warp faster.....can we just stop complaining about this?
No! Why should anyone have to waste rig slots just to get from point A to B without having falling asleep just to travel 5-10 jumps.
Why do cap only last a couple minutes on the Hyperion, Navy Apol, and Abaddon with only using the guns.
Velocity is one thing, but these ships should at least have decent agility to be able to turn and keep tiny insects from easily getting under the guns.
A little off topic, but Marauders could use a little spice up too.
Something needs to be done about the OPness of nuets used against Marauders, like a -50% resistance to enemy Neutralization/Vampire effects while in bastion mode.
That or a 100% sensor strength boost while in bastion mode, to keep the ship from been probed down easily when stuck in bastion.
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Nyveris NeVonte
Hedion University Amarr Empire
2
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Posted - 2015.07.03 00:40:21 -
[60] - Quote
Lilith Folkvardr wrote:I never understood the argument on Battleship Warp Speed.. It is a massive ship, why should it Warp anywhere near the speed of a ship it is at least 2x the size of.. You don't get on a Cruise ship in RL and then complain it isn't out pacing a Speedboat, the Warp Speed is fine, especially when you consider you have double the tank of any over Sub-cap, higher DPS, and hence more survivability, if you think Warping that slow is boring, then shut up, sacrifice some tank and use some modules that improve that aspect of the ship, I have seen a few "Drive By" configurations that can warp at 5 AU/s+, I never understood why people complain about that, also, as someone already said, get a Mach, as much as I hate them, they will fix your argument, because this argument is pointless, example:
You think Battleships should be buffed so they Warp faster. Well, person B things that Frigates need a massive EHP buff, roughly double, and person 3 thinks Cruiser hulls should be able to solo a BS so he wants DPS and speed buffs.
See how stupid your argument seems, Battleships are fine, and if you want faster, your can make it with 1 or 2 module and Rig sacrifices, same as if you want a Frigate to do more DPS you sacrifice tank for it, and if you want a Cruiser to be faster you sacrifice DPS for it.
I even have a speed based Battleship I used to use back before I quit for the first time that could Warp at 4 AU/s and align in 6.51s, it was made to roughshod and confuse a force, and for High Sec War Dec's, **** like that, thing still have 70k EHP and over 900 DPS with Torps, another 300+ from the Drones, this is EVE guys, we have the tools, modules, and Rigs to make any ship capable of something, use your imagination, rather then complaining and asking when buffs and nerfs will come, just play the game and make it work for you, rather then demanding someone else fix it for you.
You're looking for Hoorays from this post, aren't cha dear. The preachy types just loves to post flashy comments to get that all important "applause" from the masses. You only pointed out warp speeds, which by the looks of it, you've mastered with your riggy and nano fits. But so what, that's just you dear. I for one would rather use those rigs for something more useful like CAP, and lows for tank & spank.
Also BSs are in a dire need for more than just warp speed increase, they need more cap recharge/capacitor, agility and turrets could use a variation of the RHML.
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