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Author |
Thread Statistics | Show CCP posts - 14 post(s) |

Lugh Crow-Slave
1314
|
Posted - 2015.11.29 15:28:01 -
[571] - Quote
After playing around with these on sisi I think scrams should only stop the activation of the mjfg not keep screamed ships from being jumped out this will see almost no use in small gangs as anything other than for disengagement
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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Malcanis
Vanishing Point. The Initiative.
17227
|
Posted - 2015.11.29 21:52:08 -
[572] - Quote
Kaarous Aldurald wrote:Malcanis wrote:Prometheus Exenthal wrote:WHY ARE THESE SO FAST!? What is wrong with you people? Ease off on the bloody speed creep. There is no reason for these to be FASTER than AFs when they can already do 100km in 8 seconds. You have classes dedicated to light and heavy tackling, and you want to make a Destroyer class faster than them. Did we learn nothing from Angels, and the current cancer of T3Ds and Mordus? AND you're adding T2 frig logi  Maybe you guys should log in for once before you start shitting out ideas. Here's a better idea: Let's just remove frigates from the game. Sound good? It means far less work for you toilet jockeys Counter suggestion: delete AFs, pretend they never existed, and get on with our lives. Most of the T2 small ship balancing issues disappear or significantly reduce overnight and we get to use our 1m sp refunds on the new ships. I can't help but wonder if you're being sarcastic, since you of all people would be able to grasp the concept of such blatant powercreep, if you have to outright delete old and invalidated classes.
Well that seems terribly unlikely.
"It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!"
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Sgt Ocker
Kenshin. DARKNESS.
779
|
Posted - 2015.11.29 23:53:52 -
[573] - Quote
Malcanis wrote:Kaarous Aldurald wrote:Malcanis wrote:Prometheus Exenthal wrote:WHY ARE THESE SO FAST!? What is wrong with you people? Ease off on the bloody speed creep. There is no reason for these to be FASTER than AFs when they can already do 100km in 8 seconds. You have classes dedicated to light and heavy tackling, and you want to make a Destroyer class faster than them. Did we learn nothing from Angels, and the current cancer of T3Ds and Mordus? AND you're adding T2 frig logi  Maybe you guys should log in for once before you start shitting out ideas. Here's a better idea: Let's just remove frigates from the game. Sound good? It means far less work for you toilet jockeys Counter suggestion: delete AFs, pretend they never existed, and get on with our lives. Most of the T2 small ship balancing issues disappear or significantly reduce overnight and we get to use our 1m sp refunds on the new ships. I can't help but wonder if you're being sarcastic, since you of all people would be able to grasp the concept of such blatant powercreep, if you have to outright delete old and invalidated classes. Well that seems terribly unlikely. You don't need to physically delete invalidated classes. They just don't get used, until someone at CCP has a brainfart and decides to re-balance them. T1 cruisers - Very ordinary for a long time (with 1 or 2 exceptions) - CCP re-balanced them and all of a sudden, they are valid to use. Since then, unfortunately we had the arrival of T3D's (cruiser in a Destroyer shell) - They put a dent in T1 Cruiser use but they were still valid and a nooby (lower skilled) group could hold their own in a fight. Now, in the not too far future, we are to get the next OP addition to the "cruisers in disguise as destroyers" class.
So where exactly does this leave T1 Cruisers, or for that matter, any other sub-cap class.
This new class of ships - they aren't destroyers but aren't quite cruisers - so what exactly are they? Pretty soon there will be no need for anything bigger than a Destroyer, they have all the fleet roles covered, are just OP enough to negate the value of just about every subcap class AND the blobs can use them just as effectively as the small gang ganking solo players. As the meta for pvp has become, many vs one, how could these new ships be bad..
All those saved server resources; How good is it for those Devs who specialize in "pretty but not functional", all those extra servers resources to cram full of pretty crap.
My opinions are mine.
If you don't like them or disagree with me that's OK.- - - - - -
Just don't bother Hating - I don't care
Why can't CCP see the obvious - Large dominating groups are bad for Eve.
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Ares Desideratus
Brutor Tribe Minmatar Republic
305
|
Posted - 2015.11.30 01:29:25 -
[574] - Quote
I guess I'll be the one to say it.
Stork is an awesome name. |

Sizeof Void
Ninja Suicide Squadron
617
|
Posted - 2015.11.30 06:51:29 -
[575] - Quote
I don't have any objection to the Command Destroyers - a smaller ship which can fit links is probably a good thing.
However, I suspect that the MJFG is going to end up causing a long series of problems - technical, as well as exploits. I vaguely recall an old argument as to why Tractor Beams were never allowed to be used on player and NPC ships, nor on things you did not own. Seems to me that the MJFG is likely to bump up against similar problems to those which were brought up by devs in those old arguments.
I also think there are going to be some strange interactions in the code, when trying to resolve what happens when a MJFG is used when other actions are already in play during the same server tick.
All of this potential trouble for a purely gimmickly feature, which mostly seems to be designed to generate laughs....
And, sure, add them to high-sec, too. They can probably be used to delay Concord by chain-jumping the gankers & prey around, until the prey can be killed. We needed something new to replace hyperdunking, anyways..... |

Orwyyn Darsha
The Lone Wolf of EVE
20
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Posted - 2015.11.30 08:12:17 -
[576] - Quote
CCP Rise wrote:Here is a feedback thread for some awesome new ships, Command Destroyers! So here's the basics. We are adding a new line of Tech II destroyers based on the Algos, Dragoon, Corax and Talwar along with a new type of module called the Micro Jump Field Generator, which the new Destroyers will have exclusive access to. I'm going to go through some basic questions here at the top and then give you all the details after. First, why Command Destroyers? We have always wanted to do a line of smaller ships that could provide gang support, but we expected to wait until after a rework of the ganglink mechanics, but here we saw a perfect opportunity to bring you this awesome new module and combining the role with gang support seems ideal. We still want to rework links and think these will slot in perfectly to that rework when it happens, but in the mean time you guys get a few awesome new tools. Second, how exactly does the Micro Jump Field Generator work? This module is exactly like a Micro Jump Drive except that when it fires, it pulls any ships nearby along with it for the jump. There's a lot of specifics to consider here but the big restrictions you need to know are that you cannot use this module in high sec, you can not pull invulnerable targets (ships that have just undocked or just jumped through a gate and are still cloaked), you can not move capitals, and you can not jump into starbase shields. You CAN however do a lot of really crazy thing such as pull bombs that are midair, pull dictor bubbles or chain multiple jumps in a row using several Command Destroyers. As for numbers, we have a base spool up time of 9 seconds, a reactivation delay of 160 seconds, a pull radius of 6km from the ship and a jump distance of 100km. The module requires 5 PG and 31 CPU to fit and requires the same skill as normal MJDs to use. Now, for the ships themselves. We are aiming to have a set of destroyers that are both faster and more resilient than either their Tech I counterparts or Interdictors, but sacrifice offense. This should make the support role, whether with MJFG or links, easier to fill while leaving them vulnerable to abuse in combat. Their weapon systems will be missile or drone based, like their base hulls. And for their attributes I'm using a google doc this time for better readability: ATTRIBUTESAs always, we look forward to your feedback. With these ships I'm especially interested in any opinions or insights on the powergrid and CPU numbers, as the ships will probably get used a few different ways and I'm not positive we've accounted for all of them. If you have any questions or need clarifications please ask, and don't be surprised if there's a typo here and there that needs fixing :) Thanks !
@CCP Rise
Congrats. I feel this a very interesting mechanic, possibly one of the most interesting new mechanics to be have happened the past few years right up there with the work @CCP Fozzie has done for EVE.
While I think it is a very interesting idea, I think that perhaps we have not seriously accounted for the amount of abuse this mechanic will generate. I am fairly sure that if this change happens now as planned that we will see not 1 or 2 of these CD in low/null fleets, we will literally see dozens of them being used to punt low/null fleets. I think the amount of hate/ragequitting/forum abuse will be staggering. Support ships will also be generally speaking lacking in a way to defend themselves. This is going to be especially prominent since the CD are being introduced at the same time as falloff in logistics, I think its a bit much to, also most logistics ships will not be able to spare a slow for a scrambler.
CCP Rise, may I suggest one change? My idea is that when the module is activated, that the Command Destroyers sig radius grows by the value of all the ships within its 6km radius of the module multiplied by the growth in sig radius that is the penalty of using micro jump. Perhaps even have this signature radius penalty continue for an equal length of time after successful activation of the micro jump. Therefore be at the increased sig radius for 5 seconds after the end of the successful micro jump.
This will allow bigger ships some measure of defence. |

Lloyd Roses
Artificial Memories
1340
|
Posted - 2015.11.30 08:38:29 -
[577] - Quote
I'm a bit on the same page as prom-ex way up on the topic of speed creep.
The Hecate as a prime example, it was a splendid conecept just because the beefy, tanky, ganky hull was accompanied by a very low ship speed. It was a balanced design, with the low speed posing serious issues to overcome on the piloting front. It was extremely rewarding to pull it off, hammering out 450+ dps with neutrons and null or even kiting with 150mms.
It justified all the benefits it had just due to the significant drawbacks, the lack of those on the likes of svipul/confessor ccatapulted those ships up in both usage and effectiveness - and from testing it on SiSi, those CDs are absolute beasts not only due to their tank, but also due to their mobility. The downside of *low dps* really isn't one, if your damage mitigation, application and sheer ongrid mobility are cranked up like this.
Or, please turn them into hecates of sorts. |

Mr Mieyli
Hedion University Amarr Empire
115
|
Posted - 2015.11.30 09:57:36 -
[578] - Quote
I honestly don't understand the thought process behind these new MJFGs. It seems to me that there has never been a "why" for these modules; what problem do they solve? I mean what kind of balance is there in being able to daisy chain these things? I can now move any arbitrary distance I want in any arbitrary direction as long as I have enough of these ships, and we have seen time and again that eve players are good at massing together ships.
Sounds like everybody at CCP has got caught up in a weird internal language where "emergent gameplay" is an excuse to design something that you don't even know what it's for. Seriously the first stage of a design is deciding what the new thing is for. I get that you want to give us tools but they need to still fill a purpose and they still need to be balanced. After 10+ years in existence it's getting hard to add new roles to eve, focus on balance first and then if we still need new ships we can add them.
A case for more AoE in EvE
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afkalt
Republic Military School Minmatar Republic
2481
|
Posted - 2015.11.30 10:02:27 -
[579] - Quote
They solve anchoring. Remember that CCP wanted to remove keep at range/orbit. Realistically that isn't terribly viable given how much depends on it (bridging, for example) and how clunky manual control really is vs how it would need to be if we had no other way to fly.
So they have other ways to break the conga-chain with one guy flying for 50 and these are one of them.
It is also another tool in the box to fight/escape from kiting fleets as it can be used defensively to ping your fleet away form long points as well as offensively.
They just need to let us use them in high sec and it'll be perfecto  |

Tub Chil
SQUIDS.
80
|
Posted - 2015.11.30 10:19:55 -
[580] - Quote
So current SISI CD-s do 3 things at once:
1. Boost fleet 2. MJD friends / enemies 3. Being an awesome, (even OP) combat ship
Something is not right here.
a single ship should not be able to do everything.
I think it would be a good idea to boost fleet boosting capabilities. let them fit another link, or apply PG bonus to command processors as well.
This would be fine. but at the same time offensive capabilities should be nerfed.
on the small scale we already have following ships that are used for combat:
Normal Frigates Faction / Pirate frigates Ass frigs Interceptors Normal destroyers Interdictors T3 destroyers (that are way too powerful IMO, but that's a topic for another discussion)
I excluded ewar hulls here, but some of them are pretty good combat ships. Especially new faction disruptions frigs.
So do we really need yet another small combat ship?
My argument here is not that new combat ships are bad. It's that every time new ship class is introduced, balance goes to hell. We have ENOUGH small hulls to fill every combat role. There is no reason to add combat ships, just for the sake of adding ships.
TL;DR keep (and boost) special powers of CD-s, reduce DPS by a lot. |
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Rowells
ANZAC ALLIANCE Fidelas Constans
2848
|
Posted - 2015.11.30 11:23:54 -
[581] - Quote
what happens if two MJD activate at the same time? is it just a random split bewteen the two? or is there always and order of operations?
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elitatwo
Eve Minions The-Company
924
|
Posted - 2015.11.30 13:30:56 -
[582] - Quote
Rowells wrote:what happens if two MJD activate at the same time? is it just a random split bewteen the two? or is there always and order of operations?
Two buddies of mine did try this out on SiSi and this daisy chaining works in order of activation. We did was we were aligning to a celestial and the one in front activated first, then I and then the other missed it but we were already 200km from where we started so it does work with timer ticks and in order of activation.
So if you need to jump someone 100 to n+100km you can do just that.
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them correctly. Small gang and solo action in high, low and nullsec and w-space alike.
We will teach you everything you need and want to know.
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elitatwo
Eve Minions The-Company
924
|
Posted - 2015.11.30 13:37:46 -
[583] - Quote
Mr Mieyli wrote:I honestly don't understand the thought process behind these new MJFGs. It seems to me that there has never been a "why" for these modules; what problem do they solve? I mean what kind of balance is there in being able to daisy chain these things? I can now move any arbitrary distance I want in any arbitrary direction as long as I have enough of these ships, and we have seen time and again that eve players are good at massing together ships.
Sounds like everybody at CCP has got caught up in a weird internal language where "emergent gameplay" is an excuse to design something that you don't even know what it's for. Seriously the first stage of a design is deciding what the new thing is for. I get that you want to give us tools but they need to still fill a purpose and they still need to be balanced. After 10+ years in existence it's getting hard to add new roles to eve, focus on balance first and then if we still need new ships we can add them.
I see tons of use cases for them and most of my fellow peers know them too. Your lack of vision a use for them doesn't invalidate the uses for everyone. Just give it a few months and there will be many use cases even you may develop.
And all this becomes clear on Dec 8th.
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them correctly. Small gang and solo action in high, low and nullsec and w-space alike.
We will teach you everything you need and want to know.
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h4kun4
Heeresversuchsanstalt The Bastion
58
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Posted - 2015.11.30 15:27:08 -
[584] - Quote
What people who follow this thread told me is that the Destroyers will be quite hard to kill because they have a small sig (which should bloom when activating the jump field) and if one of these things burns inside the fleet solo its quite easy to fend off (some lachesis/Arazus with factionscrams) but if you are able to chain them and the people doing have proper skill, they can rip apart any slower fleet doctrine. I understand that it must be hard work to time the MJD gen properly so you dont come in too late/early and nothing happens. I will be honest, i didn't bother to read all the last 30 pages or so, so please excuse me if this suggestion already happened.
HIC Bubbles interrupt any MJDs, local or field generated.
A simple risk vs. reward equation: Option A = No HIC: You Risk that your fleet gets torn apart but you can MJD/warp off if the brown hits the fan.
Option B = HIC: You Risk that your fleet get hit by a painful bombrun or gets in a shortrange brawl it can't win but you will be rewarded with the security from hostile MJD fields.
Anyway, I look forward to the changes. No matter how its going to turn out, first look, then complain |

elitatwo
Eve Minions The-Company
925
|
Posted - 2015.11.30 15:41:50 -
[585] - Quote
h4kun4 wrote:.... HIC Bubbles interrupt any MJDs, local or field generated.
A simple risk vs. reward equation:...
What would the "reward" be?
There seems to be a misunderstanding of risk versus reward here. Risk being you undock. A proper reward for the risk of undocking is a faction, deadspace or officer module or isk payout.
A killmail is not a reward.
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them correctly. Small gang and solo action in high, low and nullsec and w-space alike.
We will teach you everything you need and want to know.
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Prometheus Exenthal
mnemonic.
799
|
Posted - 2015.11.30 21:42:51 -
[586] - Quote
Where the **** is the Kil2 I used to know, and how much of that koolaid did they make him drink? Every small-ship change/addition that has been added SCREAMS of people who have no idea what they are dealing with.
https://www.youtube.com/user/promsrage
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Rowells
ANZAC ALLIANCE Fidelas Constans
2849
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Posted - 2015.11.30 21:54:45 -
[587] - Quote
h4kun4 wrote:What people who follow this thread told me is that the Destroyers will be quite hard to kill because they have a small sig (which should bloom when activating the jump field) and if one of these things burns inside the fleet solo its quite easy to fend off (some lachesis/Arazus with factionscrams) but if you are able to chain them and the people doing have proper skill, they can rip apart any slower fleet doctrine. I understand that it must be hard work to time the MJD gen properly so you dont come in too late/early and nothing happens. I will be honest, i didn't bother to read all the last 30 pages or so, so please excuse me if this suggestion already happened.
HIC Bubbles interrupt any MJDs, local or field generated.
A simple risk vs. reward equation: Option A = No HIC: You Risk that your fleet gets torn apart but you can MJD/warp off if the brown hits the fan.
Option B = HIC: You Risk that your fleet get hit by a painful bombrun or gets in a shortrange brawl it can't win but you will be rewarded with the security from hostile MJD fields.
Anyway, I look forward to the changes. No matter how its going to turn out, first look, then complain MJDs are supposed to be a partial counter to bubbles, no need to make the counter-counter countered again. |

Rowells
ANZAC ALLIANCE Fidelas Constans
2849
|
Posted - 2015.11.30 21:57:11 -
[588] - Quote
elitatwo wrote:Rowells wrote:what happens if two MJD activate at the same time? is it just a random split bewteen the two? or is there always and order of operations?
Two buddies of mine did try this out on SiSi and this daisy chaining works in order of activation. We did was we were aligning to a celestial and the one in front activated first, then I and then the other missed it but we were already 200km from where we started so it does work with timer ticks and in order of activation. So if you need to jump someone 100 to n+100km you can do just that. Clarification:
If a ship is located in two MJD fields (assuming the two command destroyers are not in each other's fields, which one would the ship take?
For instance, odd timing has led a hostile CD trying to MJD my ship into hostiles, and the other CD is trying to get me back to safety away from the hostiles, at the same time.
Is it server tick or actual time or voodoo magic? |

h4kun4
Heeresversuchsanstalt The Bastion
58
|
Posted - 2015.11.30 23:50:58 -
[589] - Quote
Only HIC bubbles would be blocking MJDs while not working like a scram in this idea, so you couls still mwd out on a gatecamp for example. DIC Bubbles, ESS bubble and Mobile anchorable Bubbles would not affect an MJD by any means.
Again, because it seems like there was a misunderstanding Risk = You kill your own fleet by bubbling them Reward = your fleets stays together so you might win Reason = Everone has the choice to be prepared to certain things...the one who chooses to bring a certain ship will get that chance, the one who decides against it has to deal with it if he gets podded, Its always been like that, preparation shopuld be rewarded, otherwise the game wouldn't be fun.
ofc that only works in nullsec and WH This would just be a way i imagined would help to not make fleet eagements a game of russian destroyer roulette, still there might be better ways, like capping the number of times you can stack mjd fields or sth else nobody had thought about yet...
Some philosophic words about risk and rewards: Risk vs. reward works for everything in eve, for every risk you take (every action that moves your ship closer to exploding) there should be a reward, let it be isk, a nice item drop, tears of the enemy, a nice chat wit the one you just shot how awesome that fight was, or simply the certain knowledge that you've just ruined someones day. Everything you think of as a reward, becomes a reward. |

Lugh Crow-Slave
1316
|
Posted - 2015.12.01 02:58:51 -
[590] - Quote
h4kun4 wrote:Only HIC bubbles would be blocking MJDs while not working like a scram in this idea, so you couls still mwd out on a gatecamp for example. DIC Bubbles, ESS bubble and Mobile anchorable Bubbles would not affect an MJD by any means.
Again, because it seems like there was a misunderstanding Risk = You kill your own fleet by bubbling them Reward = your fleets stays together so you might win Reason = Everone has the choice to be prepared to certain things...the one who chooses to bring a certain ship will get that chance, the one who decides against it has to deal with it if he gets podded, Its always been like that, preparation shopuld be rewarded, otherwise the game wouldn't be fun.
ofc that only works in nullsec and WH This would just be a way i imagined would help to not make fleet eagements a game of russian destroyer roulette, still there might be better ways, like capping the number of times you can stack mjd fields or sth else nobody had thought about yet...
Some philosophic words about risk and rewards: Risk vs. reward works for everything in eve, for every risk you take (every action that moves your ship closer to exploding) there should be a reward, let it be isk, a nice item drop, tears of the enemy, a nice chat wit the one you just shot how awesome that fight was, or simply the certain knowledge that you've just ruined someones day. Everything you think of as a reward, becomes a reward.
why not just use the hic to scram the destroyers or its own fleet members?
also have you tried using these things? its a pain just to jump one unwilling target let alone a good portion of your fleet
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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Calypso Warsmith
Strata Dynamics Power Absolute Inc.
26
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Posted - 2015.12.01 04:47:53 -
[591] - Quote
* Command Destroyers - Do not show up on D-Scan.
This is needed. |

Lloyd Roses
Artificial Memories
1343
|
Posted - 2015.12.01 13:26:19 -
[592] - Quote
Rowells wrote:For instance, odd timing has led a hostile CD trying to MJD my ship into hostiles, and the other CD is trying to get me back to safety away from the hostiles, at the same time.
Till now, the vectors effectively stack. Had it happen once with animations playing slightly out of sync, yet the movement was not what I intended. |

FT Diomedes
The Graduates
1972
|
Posted - 2015.12.01 13:49:26 -
[593] - Quote
Calypso Warsmith wrote:* Command Destroyers - Do not show up on D-Scan.
This is needed. Are you saying that Command Destroyers should not show up on D-scan? If that is what you are suggesting, why do you think that is necessary?
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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Lady Rift
What Shall We Call It
250
|
Posted - 2015.12.01 15:15:26 -
[594] - Quote
FT Diomedes wrote:Calypso Warsmith wrote:* Command Destroyers - Do not show up on D-Scan.
This is needed. Are you saying that Command Destroyers should not show up on D-scan? If that is what you are suggesting, why do you think that is necessary?
cause links should be safe ;) |

afkalt
Republic Military School Minmatar Republic
2486
|
Posted - 2015.12.01 15:18:33 -
[595] - Quote
Lady Rift wrote:FT Diomedes wrote:Calypso Warsmith wrote:* Command Destroyers - Do not show up on D-Scan.
This is needed. Are you saying that Command Destroyers should not show up on D-scan? If that is what you are suggesting, why do you think that is necessary? cause links should be safe ;)
There was some debate on the other thread if he meant they currently DO NOT.
To which my money is on he's not added them to his dscan overview settings. |

Lady Rift
What Shall We Call It
250
|
Posted - 2015.12.01 15:23:20 -
[596] - Quote
afkalt wrote:Lady Rift wrote:FT Diomedes wrote:Calypso Warsmith wrote:* Command Destroyers - Do not show up on D-Scan.
This is needed. Are you saying that Command Destroyers should not show up on D-scan? If that is what you are suggesting, why do you think that is necessary? cause links should be safe ;) There was some debate on the other thread if he meant they currently DO NOT. To which my money is on he's not added them to his dscan overview settings.
i see the wording now. should pay alittle more attention. Thought it was asking for them to not show on d-scan not that they where either bugged not to or he forgot to update his overview. |

James Shardanii
X-Y-Z
0
|
Posted - 2015.12.02 03:22:56 -
[597] - Quote
I see an easy counter to any command dessies trying to jump out parts of your fleet:
Space out your fleet or have a few anti-dessy groups made up of two cruisers or a frig and a cruiser. These groups should worry about nothing but enemy command dessies. Whenever one starts to make a move, the nearest group MWDs to its most likely target, tackles and destroys the dessy. If the firepower of the group is insufficient to destroy it in a timely manner, have the group web and target paint the dessy and reassign a BC/BS's guns for a few seconds. |

Rowells
ANZAC ALLIANCE Fidelas Constans
2853
|
Posted - 2015.12.02 04:50:09 -
[598] - Quote
James Shardanii wrote:I see an easy counter to any command dessies trying to jump out parts of your fleet:
Space out your fleet or have a few anti-dessy groups made up of two cruisers or a frig and a cruiser. These groups should worry about nothing but enemy command dessies. Whenever one starts to make a move, the nearest group MWDs to its most likely target, tackles and destroys the dessy. If the firepower of the group is insufficient to destroy it in a timely manner, have the group web and target paint the dessy and reassign a BC/BS's guns for a few seconds. If any of those ships for a scram, they should be able to easily stop it where it stands. |

Ellendras Silver
CrashCat Corporation
218
|
Posted - 2015.12.02 09:39:53 -
[599] - Quote
FT Diomedes wrote:Calypso Warsmith wrote:* Command Destroyers - Do not show up on D-Scan.
This is needed. Are you saying that Command Destroyers should not show up on D-scan? If that is what you are suggesting, why do you think that is necessary?
i read his post as: i dont see command destroyers on D-scan. and after that he posts that it is necessary i think he means that it is necassary to see them on D-scan and i agree (to make it abundantly clear i agree that it needs to be visible on D-scan)
[u]Carpe noctem[/u]
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Rek Seven
Hidden Agenda Deep Space Engineering
2118
|
Posted - 2015.12.02 11:04:31 -
[600] - Quote
More CPU for the Pontifex please.
The wishlist is pretty much complete...
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