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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Xa Charante
The Antiestablishmentarianists
0
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Posted - 2016.11.16 22:06:00 -
[331] - Quote
plz delete. |
Spankerz
Federal Navy Academy Gallente Federation
2
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Posted - 2016.11.16 22:11:38 -
[332] - Quote
Nice Job on the Orca CCP, thanks!
Also, those sweet sweet ganker tears mmm. Will fill few barrels so I can have some more in those cold winter evenings. Keep em' flowing. |
Xa Charante
The Antiestablishmentarianists
0
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Posted - 2016.11.16 22:11:41 -
[333] - Quote
Xa Charante wrote:Raven Ship wrote:Raw Matters wrote:Careby wrote:As long as you fit it sensibly, it probably won't be ganked. This. I am not sure how you want to gank an Orca if the pilot has at least the basic skills for tanking. The live Orca has already ~200k EHP and with the patch it gets another boost. How is you plan to kill that in high-sec? Throw Maelstroms at it until there are so many Concord ships that the server crashes? You can't get it with suspect either, as mining drones do not react to loot stealing and besides: there is no loot to steal with a cargo hold that huge. Now you can probably bump it away, but keep in mind that the drones have up to 60k range, plus another 24k for potential drone links. I'd say that someone who spends that much time bumping an Orca out of a belt really has serious problems. :D Those suicide catalyst, can deal 600dps? cost few mil. Then concord reaction in 0.5 is 30sec? that gives 18k dps per catalyst, 12 should take current orca down. Now add to that exploit part, that suiciders who have already -10ss, they move arround in pods, and there own alt orca launch catalyst for them in space, so that they can board them and have full time before concord reaction to shoot at your orca. Now add to that fact, that goons are who will gain most from current rorqual changes, somewhere else someone counted how much ratting cariers they lost by last half year, 11, so it will be in there interest to cut down hsec supply, as they will oversupply market in no time with those numbers.
Most Orcas are pushing 450 k ehp, it has almost 500 k ehp with shield burst on. That is a lot more then 12 cats even before I overheat my hardeners which gives me 518 k ehp. |
Xa Charante
The Antiestablishmentarianists
0
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Posted - 2016.11.16 22:17:50 -
[334] - Quote
Je'ron wrote:ROFL at those "OMG They are getting a 600k EHP, 800 DPS, 250k m3, 1600 m3/min, anchorable/unbumpable, mine fleet protecting, boosting Orca" whines.
You will need to fit a lot of modules and rigs on your Orca to get that: DC2, Reinforced Bulkheads, Transverse Bulkhead, Shield extenders, Shield Hardeners, Defense Field Extenders, DDAs, Drone Nav computers, Sebos, Expanded Cargohold, Cargohold Optimizers, Mining Augmentors, MWD, Higgs Anchor, Remote Reps + Augmentors, Remote Shield boosters, Mining Foreman Bursts, Shield Command Bursts.
Remind me again, how much PG & CPU and how many high, med, low and rig slots does the Orca have?
Yeah you cannot get 600 eph and 1600 m3/min. This is miss selling from CCP. Hell you can't even get 1600 m3/min without augmented drones and the new skill at V, and you would need all drone rigs meaning your tank is <400 k I believe. |
Penance Toralen
Compass Fox
28
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Posted - 2016.11.16 22:38:33 -
[335] - Quote
Bitter Fremlin wrote:Note: For all those running Orca:Exhumer yield comparisons...
It would appear that max-boosted Exhumer laser yields are down some 20% since Ascension, e.g. a Hulk is down from 1920m3/cycle/laser to1650m3-ish. Whether that is a non-applied bonus bug or simply down to the Mining Foreman skill now giving boost duration buffs rather than the old-style yield buffs I'll leave for people smarter than me to determine.
If you had a booster within the fleet with a Foreman Mind Link (and they were not in a Command Ship), that was 15% instead of the standard 10% increase in yield - 10/15 has been removed with the burst introduction. Might account for what you are seeing.
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baltec1
Bat Country Pandemic Legion
18417
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Posted - 2016.11.17 17:04:16 -
[336] - Quote
Spankerz wrote:Nice Job on the Orca CCP, thanks! Also, those sweet sweet ganker tears mmm. Will fill few barrels so I can have some more in those cold winter evenings. Keep em' flowing.
Looks to me like the tears are from bears. |
Ovigen Cympak
Center for Advanced Studies Gallente Federation
0
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Posted - 2016.11.19 15:19:59 -
[337] - Quote
Madame Black wrote:laser cycle time has gone from max with boost of 69sec to 61sec with new expansion from what I can tell. Not sure if this make up for the yield lost but it might. doesnt matter they made being a boost for a mining fleet stupid now with boost cycle module being 60 seconds and the fleet duration for applied boost lasting over 2 mins with skills. You either micro manage or use twice as much ammo to do the same thing. I personally am done boosting and will only drone mine untill this is fix. There should be options to make it match or set your own cycle time for module to re apply boost. Yet another reason for me to leave eve after being away again.
+111!!! With Command Burst Specialist and Mining Foreman Mindlink boost cycle module being 30 seconds and the fleet duration for applied boost lasting 2 mins with skills
There should be options to make it match or set your own cycle time for module to re apply boost +111!!! |
Dieter Ottenbach
Ottenbach Industries LTD
3
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Posted - 2016.11.20 02:51:51 -
[338] - Quote
Looks like I should invest in an egg-timer in order to do efficient Orca Mining boosting ........
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Zan Shiro
Alternative Enterprises
894
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Posted - 2016.11.20 13:23:44 -
[339] - Quote
Dieter Ottenbach wrote:Looks like I should invest in an egg-timer in order to do efficient Orca Mining boosting ........
Or auto run the burst. Tack on the cost of the charges to mineral sales. Boosting others....tell them to give up some charges to get the boosts.
As has been mentioned before tack on new charges to your sales to cover "aggravation" costs of change. Grrr ccp you are making this harder for the isk. Well then up the isk. Crappy low priced selling miners your problem here...and well yeah, its your problem lol.
this is how large scale ship building works. Part of our price is simply charging for the pita of hauling runs. My time on the haul, costs like t2 warp rigs to speed things up (my orca runs one anyway)....this makes it into sales as 5K isk more here, 10k more isk there, etc. |
Sgt Ocker
Caldari Provisions Caldari State
1245
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Posted - 2016.11.20 18:31:09 -
[340] - Quote
Zan Shiro wrote:Dieter Ottenbach wrote:Looks like I should invest in an egg-timer in order to do efficient Orca Mining boosting ........ Or auto run the burst. Tack on the cost of the charges to mineral sales. Boosting others....tell them to give up some charges to get the boosts. As has been mentioned before tack on new charges to your sales to cover "aggravation" costs of change. Grrr ccp you are making this harder for the isk. Well then up the isk. Crappy low priced selling miners your problem here...and well yeah, its your problem lol. this is how large scale ship building works. Part of our price is simply charging for the pita of hauling runs. My time on the haul, costs like t2 warp rigs to speed things up (my orca runs one anyway)....this makes it into sales as 5K isk more here, 10k more isk there, etc. You know, that is all crap.
You like everyone else sell at market prices or just under, otherwise you would never sell anything.
Tack a bit on here and a bit there for this and that - Your fukin dreaming mate. You can tack on all the extra's you want - and not sell your product (idiots)
NB; It is large scale builders that keep prices low - why do people who have no clue what they are talking about post on topics they have no idea about.
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
It really is getting harder and harder to justify $23 a month for each sub.
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Yudachi POI
Perkone Caldari State
0
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Posted - 2016.11.23 15:57:27 -
[341] - Quote
is anyone can tell me can Command Burst modules effect on my mining drone? |
Cade Windstalker
609
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Posted - 2016.11.23 16:03:45 -
[342] - Quote
Yudachi POI wrote:is anyone can tell me can Command Burst modules effect on my mining drone?
Nope, Command Bursts don't provide a bonus to Mining Drone yield. You can see this by just looking at the bonuses on the Command Bursts. |
cyennajewelz
The Scope Gallente Federation
3
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Posted - 2016.11.24 17:46:04 -
[343] - Quote
orca needs about 10 more bandwidth so you can have 2 hobs or 1 hammer out while you ice mine. other than that it works well ore mining with 4 miners and a hob ice mining is where it falls short. |
Shiroe Kumamato
0.0 Massive Dynamic Test Alliance Please Ignore
3
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Posted - 2016.11.26 14:50:44 -
[344] - Quote
cyennajewelz wrote:orca needs about 10 more bandwidth so you can have 2 hobs or 1 hammer out while you ice mine. other than that it works well ore mining with 4 miners and a hob ice mining is where it falls short.
I agree that ice mining is where it fails. Drop the bandwith needed by ice mining drones enough so the orca can field 2 of them and it would then be balanced to OK.
As a small scale (2 accounts) industrialist, the orca needs to be able to replace an exhumer in the ice belt, for me to use it. |
Gulmuk
Control-Space DARKNESS.
6
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Posted - 2016.11.27 02:23:48 -
[345] - Quote
Goati wrote:KrazyTaco wrote:Has any thought been given to the implications for NPC corp miners in High Sec now being able to essentially use the Orca as a near invincible default mining platform instead of the traditional barge / exhumer?
Given that the Orca will remain around the same price and it can now mine just as well as a yield fit Mackinaw, receives an extra 33k ehp base, and has a huge ore hold, what will stop a proliferation of Orcas that can't be engaged with in any meaningful way than by all but the largest gank fleets in High Sec? Orcas are very easy to bump. And I see they made the align even worse, by quite a lot. A few bumpers could knock any orcas out of the belt very quickly.
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Sgt Ocker
Caldari Provisions Caldari State
1251
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Posted - 2016.11.27 02:26:21 -
[346] - Quote
Shiroe Kumamato wrote:cyennajewelz wrote:orca needs about 10 more bandwidth so you can have 2 hobs or 1 hammer out while you ice mine. other than that it works well ore mining with 4 miners and a hob ice mining is where it falls short. I agree that ice mining is where it fails. Drop the bandwith needed by ice mining drones enough so the orca can field 2 of them and it would then be balanced to OK. As a small scale (2 accounts) industrialist, the orca needs to be able to replace an exhumer in the ice belt, for me to use it. Sorry but NO it doesn't. The single biggest mistake Devs made was giving Orca's and Rorqual's the ability to mine because there will now always be those who complain "they don't mine well enough".
Shiroe; The Orca is not meant to replace an exhumer - With a single Exhumer mining ice and using the Orca to boost and mine, you are getting roughly the same yield (per minute) as you would with 2 Exhumers (with no boosts), with the added bonus of not having to jet can or dock up each time you fill the Exhumers. So you are actually able to mine more in the same time period..
What would happen if Devs reduce bandwidth of Ice mining drones :- Reduce bandwidth for ice mining drones to 25 m/s - Then increase cycle time by 100%.
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
It really is getting harder and harder to justify $23 a month for each sub.
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Cade Windstalker
612
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Posted - 2016.11.28 14:42:17 -
[347] - Quote
Shiroe Kumamato wrote:cyennajewelz wrote:orca needs about 10 more bandwidth so you can have 2 hobs or 1 hammer out while you ice mine. other than that it works well ore mining with 4 miners and a hob ice mining is where it falls short. I agree that ice mining is where it fails. Drop the bandwith needed by ice mining drones enough so the orca can field 2 of them and it would then be balanced to OK. As a small scale (2 accounts) industrialist, the orca needs to be able to replace an exhumer in the ice belt, for me to use it.
Then... don't use it? It's a boosting ship, if it's not economical for you to use it then don't use it. Simple as that. The ship isn't meant to be a straight upgrade over an Exhumer.
Sgt Ocker wrote:The single biggest mistake Devs made was giving Orca's and Rorqual's the ability to mine because there will now always be those who complain "they don't mine well enough".
If you haven't noticed the devs are quite adept at ignoring stupid complaints and suggestions. There are five new ones posted in the PFAID forum every day or less and none of the bad ones get so much as a glance from the devs. |
Mara Rinn
Cosmic Goo Convertor
6026
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Posted - 2016.11.29 02:38:25 -
[348] - Quote
Dieter Ottenbach wrote:Looks like I should invest in an egg-timer in order to do efficient Orca Mining boosting ........
You do not need any third party timer since the buff timers are right there in front of you, assuming you are not AFK.
Day 0 Advice for New Players
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Mara Rinn
Cosmic Goo Convertor
6027
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Posted - 2016.11.29 02:48:19 -
[349] - Quote
baltec1 wrote:Anne Sol wrote: so 250mil for killing 700mil worth ship? I call it fair game then.
Now calculate the profit to be made on such a gank.
Now ask the gankers whether they measure profit in ISK or miner tears.
Day 0 Advice for New Players
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Dieter Ottenbach
Ottenbach Industries LTD
3
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Posted - 2016.12.02 22:03:05 -
[350] - Quote
Mara Rinn wrote:Dieter Ottenbach wrote:Looks like I should invest in an egg-timer in order to do efficient Orca Mining boosting ........ You do not need any third party timer since the buff timers are right there in front of you, assuming you are not AFK.
The purpose of the egg-timer is to draw attention to time just before, and not after, when they (the residual affect on the miners) will expire (and It is not an issue of AFK) - but rather it is situational awareness and "cockpit workload management" issue. Yes, if I only had two accounts running I probably could bother to move the mouse over, hover for a second, wait for the time left to pop back up again every 15 seconds (or alternatively squint to see when the little meter is getting really close on the first miner), but I'm managing several and don't have time for that. The egg-timer is working great thanks... |
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Nevyn Auscent
Broke Sauce
3725
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Posted - 2016.12.02 22:12:29 -
[351] - Quote
Dieter Ottenbach wrote:
The purpose of the egg-timer is to draw attention to time just before, and not after, when they (the residual affect on the miners) will expire (and It is not an issue of AFK) - but rather it is situational awareness and "cockpit workload management" issue. Yes, if I only had two accounts running I probably could bother to move the mouse over, hover for a second, wait for the time left to pop back up again every 15 seconds (or alternatively squint to see when the little meter is getting really close on the first miner), but I'm managing several and don't have time for that. The egg-timer is working great thanks...
Or you could just not fuss about 60k per hour additional cost, because if your operation is even slightly efficient that's insignificant next to what you will be bringing in, and just leave the boosts cycling and worry about the mining and looking out for gankers....... Just a thought. |
Cade Windstalker
623
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Posted - 2016.12.03 02:40:07 -
[352] - Quote
Nevyn Auscent wrote:Dieter Ottenbach wrote:
The purpose of the egg-timer is to draw attention to time just before, and not after, when they (the residual affect on the miners) will expire (and It is not an issue of AFK) - but rather it is situational awareness and "cockpit workload management" issue. Yes, if I only had two accounts running I probably could bother to move the mouse over, hover for a second, wait for the time left to pop back up again every 15 seconds (or alternatively squint to see when the little meter is getting really close on the first miner), but I'm managing several and don't have time for that. The egg-timer is working great thanks...
Or you could just not fuss about 60k per hour additional cost, because if your operation is even slightly efficient that's insignificant next to what you will be bringing in, and just leave the boosts cycling and worry about the mining and looking out for gankers....... Just a thought.
While I think this is fair for most people I don't think it's unreasonable to be able to set the auto-cycle to a more useful time, especially when there is a skill that specifically makes the boosts last longer and as things stand the impetus for the majority of pilots to train that skill is going to be pretty minimal.
Basically Eve is about fighting other players, not the UI, and while I agree that it's fair for something like this to not be a major priority for CCP if it's not causing a major inconvenience, it's not fair to say that it's not an issue *just* because it's only 60k ISK per hour or only a few tens of m3 of cargo space to work around it. That's still an issue with the UI and it should be addressed, because an egg timer at your desk doesn't add anything useful or meaningful to the game, it's busy work. |
Nevyn Auscent
Broke Sauce
3726
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Posted - 2016.12.03 04:18:35 -
[353] - Quote
Cade Windstalker wrote: Basically Eve is about fighting other players, not the UI, and while I agree that it's fair for something like this to not be a major priority for CCP if it's not causing a major inconvenience, it's not fair to say that it's not an issue *just* because it's only 60k ISK per hour or only a few tens of m3 of cargo space to work around it. That's still an issue with the UI and it should be addressed, because an egg timer at your desk doesn't add anything useful or meaningful to the game, it's busy work.
So instead you want to add busy work to everyone else to have to select the auto cycle time they want and add UI complication at the same time? Your 'fix' is even worse than your problem. |
Cade Windstalker
623
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Posted - 2016.12.03 20:03:07 -
[354] - Quote
Nevyn Auscent wrote:So instead you want to add busy work to everyone else to have to select the auto cycle time they want and add UI complication at the same time? Your 'fix' is even worse than your problem.
That's what default values are for.
CCP would be adding nothing to the chores list of anyone who doesn't care, they would get the same experience as they do now if they don't want to fiddle with the new settings. Besides, something like that is literally a one-time thing, and adds nothing outside of another menu option on the right-click menu for these modules. You wouldn't even need to figure out your cycle time, you'd just need to check the cycle time on the module in space.
That is miles away from worse than the problem unless you just *really* hate change, in which case I think you're playing the wrong game... |
Sikh Sattva
Vibe Squad
0
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Posted - 2017.01.02 15:00:40 -
[355] - Quote
Am I the only one that is against on-grid boosts? May as-well scrap my Orca and my dream of getting a Rorqual.
At least make it ON GRID... not 30km bursts... |
Regan Rotineque
The Scope Gallente Federation
473
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Posted - 2017.01.07 12:48:20 -
[356] - Quote
The odd thing I find is that you get these huge bonuses to tractor ranges, yet you have only 35km range on the boosts.
That being said, the overall range thing is an issue in larger belts, anomolies where you are often way over 35km apart from the orca, and rather than being able to complete the belts, anoms easily you are having to slowboat an orca around.
Would make far more sense to match the tractor/boost range on these. So you can have someone say 60-80km away from you and then tractor in the can they drop. |
Sgt Ocker
What Corp is it
1290
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Posted - 2017.01.08 04:02:45 -
[357] - Quote
Regan Rotineque wrote:The odd thing I find is that you get these huge bonuses to tractor ranges, yet you have only 35km range on the boosts.
That being said, the overall range thing is an issue in larger belts, anomolies where you are often way over 35km apart from the orca, and rather than being able to complete the belts, anoms easily you are having to slowboat an orca around.
Would make far more sense to match the tractor/boost range on these. So you can have someone say 60-80km away from you and then tractor in the can they drop. "Would make far more sense" - Right there is the problem.
What makes sense and would be useful, is not taken into consideration during development.
Bonuses don't match what would be optimal use and never will. From a development point of view, making bonuses and skills useful would be game breaking. This is after all Eve - Where for Devs, getting it half right is the norm.
I mean take the skill "fleet command" as an example - With optimal remap and +3's going from lvl 4 to 5 is 51 days for a measly 5% extra range on bursts. A rank 12 skill that really adds very little for the time it takes to train it, seriously, 50+ days of training 1 level for 2Km extra range to give a maximum range of 49Km.
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
It really is getting harder and harder to justify $23 a month for each sub.
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Cade Windstalker
709
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Posted - 2017.01.09 15:35:12 -
[358] - Quote
Sgt Ocker wrote:Regan Rotineque wrote:The odd thing I find is that you get these huge bonuses to tractor ranges, yet you have only 35km range on the boosts.
That being said, the overall range thing is an issue in larger belts, anomolies where you are often way over 35km apart from the orca, and rather than being able to complete the belts, anoms easily you are having to slowboat an orca around.
Would make far more sense to match the tractor/boost range on these. So you can have someone say 60-80km away from you and then tractor in the can they drop. "Would make far more sense" - Right there is the problem. What makes sense and would be useful, is not taken into consideration during development. Bonuses don't match what would be optimal use and never will. From a development point of view, making bonuses and skills useful would be game breaking. This is after all Eve - Where for Devs, getting it half right is the norm. I mean take the skill "fleet command" as an example - With optimal remap and +3's going from lvl 4 to 5 is 51 days for a measly 5% extra range on bursts. A rank 12 skill that really adds very little for the time it takes to train it, seriously, 50+ days of training 1 level for 2Km extra range to give a maximum range of 49Km.
I can almost guarantee you his was taken into consideration, and someone probably went "well, we want the boost range here because that's the bigger balance concern. Should we nerf the tractor range to match?"
At which point someone went "Nah, they'd just complain about that"
So yeah, unless what you're asking for here is for the tractor range bonus to be nerfed I don't think you actually want them to match.
CCP have said very similar things on other questions regarding tractor/salvage/ect bonuses that have very small effects on a ship's overall performance but break conventions like this, and the response has generally been "Well, do you really want us to take this away just to fit convention?" |
Sgt Ocker
What Corp is it
1290
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Posted - 2017.01.10 10:41:53 -
[359] - Quote
Cade Windstalker wrote:Sgt Ocker wrote:Regan Rotineque wrote:The odd thing I find is that you get these huge bonuses to tractor ranges, yet you have only 35km range on the boosts.
That being said, the overall range thing is an issue in larger belts, anomolies where you are often way over 35km apart from the orca, and rather than being able to complete the belts, anoms easily you are having to slowboat an orca around.
Would make far more sense to match the tractor/boost range on these. So you can have someone say 60-80km away from you and then tractor in the can they drop. "Would make far more sense" - Right there is the problem. What makes sense and would be useful, is not taken into consideration during development. Bonuses don't match what would be optimal use and never will. From a development point of view, making bonuses and skills useful would be game breaking. This is after all Eve - Where for Devs, getting it half right is the norm. I mean take the skill "fleet command" as an example - With optimal remap and +3's going from lvl 4 to 5 is 51 days for a measly 5% extra range on bursts. A rank 12 skill that really adds very little for the time it takes to train it, seriously, 50+ days of training 1 level for 2Km extra range to give a maximum range of 49Km. I can almost guarantee you his was taken into consideration, and someone probably went "well, we want the boost range here because that's the bigger balance concern. Should we nerf the tractor range to match?" At which point someone went "Nah, they'd just complain about that" So yeah, unless what you're asking for here is for the tractor range bonus to be nerfed I don't think you actually want them to match. CCP have said very similar things on other questions regarding tractor/salvage/ect bonuses that have very small effects on a ship's overall performance but break conventions like this, and the response has generally been "Well, do you really want us to take this away just to fit convention?" Actually the problem is the lack of range with boosts combined with the rank of the skills and their minimal effect for training time., If you had bothered to read my whole post you would know that.
The tractor beam bonus is all but irrelevant when you can't have your miners far enough away to make use of it - So yeah I suppose leaving a bonus that has little to no use; is right up devs alley and totally inline with current design trends (half baked, not finished).
I have an idea, fix the bonus given for training leadership skills (wing command & fleet command) so they match the rank of the skills - Wouldn't that be "balanced".
Wing & Fleet Command, 0 to 5.. 94 hours per KM boost range for a maximum of 19KM (not very efficient use of paid game time)
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
It really is getting harder and harder to justify $23 a month for each sub.
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Cade Windstalker
710
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Posted - 2017.01.11 20:12:08 -
[360] - Quote
Sgt Ocker wrote:Actually the problem is the lack of range with boosts combined with the rank of the skills and their minimal effect for training time., If you had bothered to read my whole post you would know that.
The tractor beam bonus is all but irrelevant when you can't have your miners far enough away to make use of it - So yeah I suppose leaving a bonus that has little to no use; is right up devs alley and totally inline with current design trends (half baked, not finished).
I have an idea, fix the bonus given for training leadership skills (wing command & fleet command) so they match the rank of the skills - Wouldn't that be "balanced".
Wing & Fleet Command, 0 to 5.. 94 hours per KM boost range for a maximum of 19KM (not very efficient use of paid game time)
Boosts intentionally have a limited range to force you to make trade offs and to make positioning at least slightly more important. It also forces you to keep the boosting ship closer to the ships it's affecting, which is important in fleet combat.
There's absolutely nothing half-baked about leaving the tractor beam bonus as-is. Yes, it won't see too much use if you're within boosting range of something, but the options there are to take it away or just leave it as-is so as not to break whatever minimal use it might have.
Your numbers for fleet and wing boosts are laughable. You're taking the level 5 trains, which aren't a big impact, and holding those up as the problem. If you ignore the unneeded level 5s, or even just the level 5 on fleet, you get something much more reasonable for the effect.
No one's forcing you to train those to 5. If you don't want to then don't. |
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