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bloomich
Trotter's Independent Traders Co
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Posted - 2007.05.30 09:51:00 -
[31]
Edited by: bloomich on 30/05/2007 09:56:25
Originally by: Byzan Zwyth
damn, I'm not saying amarr are uber or anything but I sometimes rat in a geddon (though I'm gallente spec). I have amarr BS 3 and large energy turret 1 (yes ONE) and I can kill any spawn I have come up against very VERY easily.
I do think amarr need a boost and I can think of may ways to do it without making them the next uber fotm. I think if CCP were going to do it like they said they would have done it by now. Only a couple of small changes are needed.
The NPC problems with Amarr is that only a few NPC types are easy to kill, try using a geddon vs a Angel Rat, or any other non Blood Raider/Sansha rat) Raven is the king of NPCing as it is versitile for all regions of eve.
For PvP the main problems are cap usage, crazy Powergrid requirements for beams, crap slot layout, crappy range of lasers as well as the Limited Damagetype and EANM II issue.
Lets say you fit an Abaddon for pvp.
Pvp you have to be competitive - or you will die. A fleet battle is coming up and you decide to fit that abaddon for 160km+ range, since all other races battleships do that. Whats this? 4-5 Tracking Enhancer II's just to hit that range with megabeams? Well, no choice but to fit Tach.
So thats the high slots taken care of. Now for the mid slots, lets put in some tracking comps.... Opps, not possible, since you need 2 sensor boosters, a Cap booster and a MWD. No mid slots left... ohh well.
Now for the low slots. Well, to hit at 160km+ optimal with Abaddon (or any other amarr ship) with tack, you need 3 t2 Tracking enhancers. Thats the Abaddon left with 4 low slots. Well, you need a couple of heatsinks to counter the mass plates people tend to use nowadays so thats 2 low slots left. Plate/DC II or Medium Rep/DC II? Ok thats lows taken care of.
Oh dear - we dont have any grid to fit all this... We need 1...2...3 Powergrid rigs.... Just to stay competitive with other races. Omg. And the Abaddon costs 30mil more in minerals to build than other races so extra nerf.
So 1. Crap laser range forces people to use Multiple Tracking enhancers - to stay competitive
2. Crap Powergrid demand for beams forces people to use 3 x powergrid rigs - to stay competitive
3. Crap slot layout means that there is no flexibility in setting one up - to stay competitive
4. Crap Capacitor/Laser usage means that the Abaddon needs a hauler full of cap booster charges following it - to stay competitive
5. Those t2 crystels cost a fortune. Having 8 long range, 8 SHortrange and a backup set (since t2 crystels burn up randomly) Means you have 40mil of crystels in your cargo.
I could go on and on - THe problem is that Amarr are NOT competitive with other races. The ships that are competitive are ones that do not use lasers and have a more flexible slot layout 
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Darwinia
Minmatar
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Posted - 2007.05.30 10:57:00 -
[32]
Originally by: bloomich ...stuff...
Finally somebody who gets what is the problem with Amarr ships nowadays. They look fine and dandy on paper, but as soon as you try fitting one to be up par with the other races you hit a granite wall.
PS
You forgot to add: even with a cap injector and a cargo full of boosters, you won't have enough cap to keep your lasers going. How is that for a full fleet no tank setup. ------------------------ I don't believe in sigs. |

LUKEC
Destructive Influence Band of Brothers
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Posted - 2007.05.30 11:18:00 -
[33]
The word from other camp... i have trained pretty much all gallente / amarr stuff.
Frig department: gallente > amarr (yeah i regularly beat taranises with crusader, but 2 midslots equals useless)
Dictor/destroyer: both crap(sabre to rule them all)
T1 cruisers: arbitrator is good, but it's only imported goods from gheylente.
T1 bc: harbinger = good, myrmidon... hit the drones :D Dunno cba with t1 crap.
T2 cruiser: zealot is probably best larger gang ship while gallente have 2 ships that are pretty much solopwnmobiles and nothing to use in larger gang. Sacri is just poor mans zealot really. Recons: amarr = solo, gallente = fcking evil(possilby best ones atm).
T2 BC: gallente > amarr. Abso still wins in gang role, but damnation is piece of junk(hence armor links on eos).
BS: Imo best amarr fleet BS is arma. Don't have alpha but rof compensates for it. I hate haulers for cap charges and abaddon is simply to fat for my taste. Megathron is pretty much equal to arma performance wise. However, arma is paperthin, delivers much more firepower though. Especially deadly on shields, makes people panic = win :D
For smaller gangs, arma and abaddon are good challenge to anything gallente. I'm still 90% sure most properly skilled geddon pilots will pwn domis easily (as long as domi isn't full of ew crap).
Capitals: don't fly amarr ones, however archon > thanatos imo(only downside inability to rep poses). Moros is dread daddy though.
-------- I tanked D2 capital fleet and all I got was truncated Erebus mail.
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.05.30 11:24:00 -
[34]
Originally by: Byzan Zwyth damn, I'm not saying amarr are uber or anything but I sometimes rat in a geddon (though I'm gallente spec). I have amarr BS 3 and large energy turret 1 (yes ONE) and I can kill any spawn I have come up against very VERY easily.
Belt rats are extremly easy, it's no problem at all to kill top lvl spawns with a battlecruiser. With low skills.
saying "amarr are not so bad, they can belt rat" is like saying "hey, he is not so bad, he can compete in the special olympics".
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Chrysalis D'lilth
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Posted - 2007.05.30 11:29:00 -
[35]
Can Caldari get some love too ?
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Gibbal Slogspit
Buffed Rumpuss Zit Dids
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Posted - 2007.05.30 11:38:00 -
[36]
Originally by: n0thing
Originally by: Sokratesz And soon Amarr will be buffed and gallente gets nerfed (FINALLY) and everyone will start whining all over again.
Please, in your next post, include all point on wich gallente is overpowered. Also relate it to this:
- Our drone UI is very hard to manage. Sometimes on lvl 4 missions it can even cost you a ship when whole pocket aggroes.
- We in constant need of resupply with Cap Boosters therefore we cant go ranged solo runs in hostile space, especially when its having only claimed stations.
- Our best damage dealers operate at <10km range, while cruisers even have to go <5km range.
- Our gun cap usage is not bonused in any way, and some of guns/ammo combos take almost same as Amarr guns take.
- To fit our main close-range damage dealer we need +5 turret CPU reduction implant.
So, actually you whine about Gallente only because the nosf usage on Domi/Myrmi? lol, then. Its not race that is overpowered, its module.
Actually with NULL L now (I beleive needs a bit of tweaking), the Neutron Mega/Hyp will out range a tempest/maelstrom in theory taking the 24KM from disrupt range into consideration. Also what close range ship isnt in constant supply of charges? Last time I looked, the blaster boats had insane ammounts of cargo, even enough to fit a large container to get more out of it.
But the thing that is overpowered, is multiple nosferatu...:) Cap killing, tanking hard and dealing 450 dps.
But I have to say, Amarr arent as bad as people make out. They are just poor compared to Gallente, and our ships have WORSE (alot worse) CPU than you gallente. So?
Gallente arent overpowered, they are above par...compare domi to the phoon/scorp/geddon, compare mega to apoc/raven/tempest...the only things that seem balance are the tier3s, however cap usage is too much on the abaddon, so I cant really say I am impressed with that.
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Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2007.05.30 11:50:00 -
[37]
"Amarr & General Balance in Revelations 2 - Seperate blog on that coming up." -- CCP Oveur
I guess we'll have to wait a bit more...
The main problem about Amarrs is the effective dps difference against shield and armor. Unless you change the basic resists of every ship to make shield more resistant to laser damage and armor less resistant, any other fix is bound to be only temporary, and the same problem will crop up again.
------------------------------------------ A big nuke may be nice in a strategy game, but something like this in a game where every unit is a player, and each death costly, is insane. |

n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.05.30 13:57:00 -
[38]
Edited by: n0thing on 30/05/2007 14:01:04
Originally by: LUKEC stuff
Yep, thats best Amarr ships you pointed out.
However, each race has its own ugly ducklings that are not used or not seen usually in battles, but Amarr imo got the most of ships 'with no role'.
Im typically not a fan of 'boost one, nerf another', but flying thru no-sec in solo runs, I have actually, almost never see an Amarr ship.
As for damage problem, I have read somewhere about explosive crystals? Give 2 fixed damage races another 3rd damage type. Caldari & Minmatar still get 4 types, and each of Gallente and Amarr get 3rd one. Explosive would be great for Amarr, having crystal with say....70% explosive and 30% thermal, while Gallente would have a 70% EM and 30% Kinetic ammo.
Makes sense with storyline as well, Ammatar being Matari, have been able to create explosive damage crystals, while Gallentean Crielere(or whatever its spelled) labs, came up with invention on how to wreck down Caldari electronic systems. ---
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Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2007.05.30 14:42:00 -
[39]
Originally by: n0thing Edited by: n0thing on 30/05/2007 14:01:04
Originally by: LUKEC stuff
Yep, thats best Amarr ships you pointed out.
However, each race has its own ugly ducklings that are not used or not seen usually in battles, but Amarr imo got the most of ships 'with no role'.
Im typically not a fan of 'boost one, nerf another', but flying thru no-sec in solo runs, I have actually, almost never see an Amarr ship.
As for damage problem, I have read somewhere about explosive crystals? Give 2 fixed damage races another 3rd damage type. Caldari & Minmatar still get 4 types, and each of Gallente and Amarr get 3rd one. Explosive would be great for Amarr, having crystal with say....70% explosive and 30% thermal, while Gallente would have a 70% EM and 30% Kinetic ammo.
Makes sense with storyline as well, Ammatar being Matari, have been able to create explosive damage crystals, while Gallentean Crielere(or whatever its spelled) labs, came up with invention on how to wreck down Caldari electronic systems.
An explosive crystal would be great to solve both the damage-on-armor issue and the pve issue, IF those crystals are alaivable for the most used damage/range, both in T1 and T2. No point having one different crystal type if they're only the equivalent of infrared and ultraviolet, for exemple...
------------------------------------------ A big nuke may be nice in a strategy game, but something like this in a game where every unit is a player, and each death costly, is insane. |

bloomich
Trotter's Independent Traders Co
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Posted - 2007.05.30 15:04:00 -
[40]
Originally by: Shadowsword An explosive crystal would be great to solve both the damage-on-armor issue and the pve issue, IF those crystals are alaivable for the most used damage/range, both in T1 and T2. No point having one different crystal type if they're only the equivalent of infrared and ultraviolet, for exemple...
It wont make any difference if the slot layout of ships and powergrid requirements are horribly broken. Look at the abaddon example on top of page 2, whats the point of extra damagetypes if your guns lack the range, your ships lack the powergrid, the slots forcing lack of versitility and so on.
Personally I would lik crystaly to do Multispectral damage - all damage types on each crystel, which takes into account EANM issues etc. Obviously damage could be lowered as a result. But until serious changes get made to lasers with relation to powergrid and range as well as cap use, there is nothing much you can do.
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n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.05.30 15:16:00 -
[41]
Yep, I meant more like to create a standalone charge group.
Think like -50% range, 0% range and 30% range will do perfectly. ---
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madaluap
Gallente Mercenary Forces Exquisite Malevolence
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Posted - 2007.05.30 15:38:00 -
[42]
Originally by: LUKEC
Shipclasses
That list is kinda off *imo*. Frigs: Gallente is equal to amarr in the frig department except AF. A crusader will wtfpwn a taranis if you use the crusader its speed advantage. A malediction is a far better tackler than the ares aswell. T1 frigs are equal aswell or amarr has the upperhand, because the punisher is one of the best frigs.
Dictor: yeh agree with that, but they only need to drop bubbles. Them being crap makes the actually good, because they are far easier to replace. Pretty sure gallente has the slowest, crappest in that department.
Cruisers: Maller is a good tanker with 2* dual 1600mm, but in the end it cant kill ****. Its kinda crap tbh. The arbitrator is pretty good, but like you stated a amarr ship with gallente bonusses (except for tracking dis). The omen could be pretty good if it wasnt for the PG issues you get when fitting heavy pulse lasers, especially T2 are impossible to fit.
T1 BC: harbinger is good, but overshadowed by myrmidom, hurricane and drake.
T2 cruiser: Zealot is far better than deimos @ killing and keeping the ship in 1 piece. Deimos is *absolutely not* a solo pwn mobile its quite possible the worst hac of all the semi-decent hacs. Sacriledge is simply a supertanker, but drake will probably deal more dps and tank nearly the same dps. Isthar is the 2e best hac, after vagabond offcourse.
T2 bc: Eos wtf owns all other fleet bc. Absolution is > than astarte though, loads of dps, more range, better tank. It can also run dual rep and all its guns on 1 injector.
BS: best fleet bs is probably abbadon because it has more time to react (read lag out) before it needs to warp out (resistance bonus) and can handle a DD far better. This thing has nearly the same alphastrike as a tempest. You need caprigs to make it work though. Megathron is very good aswell and dominix still remains a solo pwn mobile with nos.
Capital: thanatos is better than archon, most of the time you are bathing in HP anyway and when you go down a 25% resist bonus wont really save you, 25% extra damage will though. Im not claiming a resist bonus is crap though, its a damn good bonus. I wouldnt whine if i had such a bonus. Revelation is best dread for pos siege and capital killing, so the best dread in its class. Thats why dreads are in the game afteral. _________________________________________________ Breetime
A killmail!11!1 omgrawr: BOOOOOOOOOOOOOOYAAAAAAAAAAAAAAAAAAA |

bldyannoyed
Dark Centuri Inc. Firmus Ixion
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Posted - 2007.05.30 15:46:00 -
[43]
Explosive crystals would totally overpower lasers, as even 30secs rational thought would tell you.
It's beyond argument that on paper lasers do more damage than any other turret type.
The only thing that can outdamage a tachyon or a megapulse at any range is a neutron blaster. This is how its meant to be though, its why they use so much cap and why amarr ships have the cap reduction. More DPS oput of the box but to make it usable you have to train skills to get the cap use down.
Thats fallen down a bit since EANM oni tanking of course.
But now imagine you've got the standard Multi and the explosive equivalent.
Noone is gonna use the explosive against shields now are they? EVER. So regardless of what you're fighting you pile in with the standard multifrequency, eating tanked or untanked shields for breakfast.
As soon as they hit armour you instaswitch to explosive and proceed to *****that as well. Hey presto, lasers now do the highest DPS in pretty much every situation you can imagine, against any tank you can throw at them.
Your signature exceeds the maximum allowed dimensions of 400x120 pixels and filesize of 24000 bytes -Sahwoolo Etoophie ([email protected]) |

n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.05.30 15:52:00 -
[44]
Switching ammo in middle of close-range fight with enemy that is on par with you can spell death for your HP buffer, really.
As for cap usage, well maybe then Controlled Bursts skill will reduce usage not by 5%, make it 10%? ---
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bloomich
Trotter's Independent Traders Co
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Posted - 2007.05.30 15:55:00 -
[45]
Edited by: bloomich on 30/05/2007 15:54:55
Originally by: n0thing As for cap usage, well maybe then Controlled Bursts skill will reduce usage not by 5%, make it 10%?
Using tach on a Abaddon is like getting hit by 7 or 8 heavy Nos II on youself. 10% reduced cap usage/level is not going to be enough! 
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bldyannoyed
Dark Centuri Inc. Firmus Ixion
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Posted - 2007.05.30 15:58:00 -
[46]
You're forgetting that lasers crystals switch instantly.
If you're quick and accurate with your mouse pointer i see no reason why reloading 1 crystal type to another, even with 8 guns, should cost you more than 2 or 3 seconds. Your signature exceeds the maximum allowed dimensions of 400x120 pixels and filesize of 24000 bytes -Sahwoolo Etoophie ([email protected]) |

bloomich
Trotter's Independent Traders Co
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Posted - 2007.05.30 16:19:00 -
[47]
Originally by: bldyannoyed You're forgetting that lasers crystals switch instantly.
If you're quick and accurate with your mouse pointer i see no reason why reloading 1 crystal type to another, even with 8 guns, should cost you more than 2 or 3 seconds.
Lasers only switch instantly if you switch them 1 at a time and wait for them to reload. Since t2 crystals all become different stacks, trying to switch a set of crystels quickly results in the eve gui to reload all your guns from the same crystal! After a few seconds, only 1 crystal is loaded and then you repeat the process.
But if done slowly, it would take 1-2 seconds per turret, so it would not be that much much diffrent from conventional ammo, depending on the number of turrets.
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LUKEC
Destructive Influence Band of Brothers
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Posted - 2007.05.30 16:23:00 -
[48]
Originally by: bloomich
Originally by: bldyannoyed You're forgetting that lasers crystals switch instantly.
If you're quick and accurate with your mouse pointer i see no reason why reloading 1 crystal type to another, even with 8 guns, should cost you more than 2 or 3 seconds.
Lasers only switch instantly if you switch them 1 at a time and wait for them to reload. Since t2 crystals all become different stacks, trying to switch a set of crystels quickly results in the eve gui to reload all your guns from the same crystal! After a few seconds, only 1 crystal is loaded and then you repeat the process.
But if done slowly, it would take 1-2 seconds per turret, so it would not be that much much diffrent from conventional ammo, depending on the number of turrets.
You simply ignore that till you end(all up to 8 guns), then you press ctrl+r (reload).
However in most cruicial fights... reloads take long, long ... LOOOOOONG. And advantage of 1s reload is actually disadvantage that you need to change ammo. Well once you have ammo in, you don't need to RE-load, but ... it's no bonus whatsoever.
-------- I tanked D2 capital fleet and all I got was truncated Erebus mail.
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LUKEC
Destructive Influence Band of Brothers
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Posted - 2007.05.30 16:31:00 -
[49]
Originally by: madaluap
Originally by: LUKEC
Shipclasses
stuff
About frigs... I had intys in mind(don't use t1 frigs for travelling tbh :D)
However saying that malediction is better tackler than ares when there is no point in flying ares at all. (price used to be argument, but intys are dirt cheap... well apart from the caldari imba one). Crusader speed advantage or tank advantage over taranis(400mm plate crusader is still fast... well sort of) is ok, however taranis has ability to web and scramble and as soon as fight isn't 1vs1, crusader don't have any advantage left.
About dictors... eris has more lows = more options to fit cloak & 2 launchers and still have speed(aka coffin configuration). But both sucks big time, though.
-------- I tanked D2 capital fleet and all I got was truncated Erebus mail.
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BlackHorizon
Caldari Dark Knights of Deneb
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Posted - 2007.05.30 17:14:00 -
[50]
Originally by: bldyannoyed Explosive crystals would totally overpower lasers, as even 30secs rational thought would tell you.
It's beyond argument that on paper lasers do more damage than any other turret type.
The only thing that can outdamage a tachyon or a megapulse at any range is a neutron blaster. This is how its meant to be though, its why they use so much cap and why amarr ships have the cap reduction. More DPS oput of the box but to make it usable you have to train skills to get the cap use down.
Thats fallen down a bit since EANM oni tanking of course.
But now imagine you've got the standard Multi and the explosive equivalent.
Noone is gonna use the explosive against shields now are they? EVER. So regardless of what you're fighting you pile in with the standard multifrequency, eating tanked or untanked shields for breakfast.
As soon as they hit armour you instaswitch to explosive and proceed to *****that as well. Hey presto, lasers now do the highest DPS in pretty much every situation you can imagine, against any tank you can throw at them.
Umm. Electron blasters do more dps than mega pulse.
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Lazarus Telraven
Caldari
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Posted - 2007.05.30 18:45:00 -
[51]
Originally by: LUKEC
Originally by: bloomich
Originally by: bldyannoyed You're forgetting that lasers crystals switch instantly.
If you're quick and accurate with your mouse pointer i see no reason why reloading 1 crystal type to another, even with 8 guns, should cost you more than 2 or 3 seconds.
Lasers only switch instantly if you switch them 1 at a time and wait for them to reload. Since t2 crystals all become different stacks, trying to switch a set of crystels quickly results in the eve gui to reload all your guns from the same crystal! After a few seconds, only 1 crystal is loaded and then you repeat the process.
But if done slowly, it would take 1-2 seconds per turret, so it would not be that much much diffrent from conventional ammo, depending on the number of turrets.
You simply ignore that till you end(all up to 8 guns), then you press ctrl+r (reload).
However in most cruicial fights... reloads take long, long ... LOOOOOONG. And advantage of 1s reload is actually disadvantage that you need to change ammo. Well once you have ammo in, you don't need to RE-load, but ... it's no bonus whatsoever.
but also say you are close range ammo fitte, i.e rails w/ AM, the enemy fleet warps in 100km+ away, the mega then has to wait 10secs to fire, while the geddon can insta switch ammo and begin firing once the lock is acquired, and getting those shots out quick will most likely save some of your other guys. -Lazarus- |

bloomich
Trotter's Independent Traders Co
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Posted - 2007.05.30 21:12:00 -
[52]
Edited by: bloomich on 30/05/2007 21:11:58 Edited by: bloomich on 30/05/2007 21:11:37
Originally by: Lazarus Telraven but also say you are close range ammo fitte, i.e rails w/ AM, the enemy fleet warps in 100km+ away, the mega then has to wait 10secs to fire, while the geddon can insta switch ammo and begin firing once the lock is acquired, and getting those shots out quick will most likely save some of your other guys.
It can also be argued that 2-3 minutes later, that temptest with its 10 second reload is still able to fire while the abaddon/geddon has ran out of cap & boosters, thus unlikely to be able to save anyone. I am sure every Amarr pilot would not mind a 10 second reload if issues relating to their ships and guns were looked at.
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Siakel
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Posted - 2007.05.30 21:23:00 -
[53]
Originally by: bldyannoyed
It's beyond argument that on paper lasers do more damage than any other turret type.
Interesting. As was already said, 'on paper' Electron Blasters do the the same damage as Med/Heavy/Mega pulses.
And also, Amarrian ships at the sub-BS level tend to be outdamaged by both Minmatar and Gallente, and at times the Caldari. Which is interesting if they've got such amazing turrets that out DPS everything but neutron blasters.
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Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2007.05.31 08:58:00 -
[54]
Edited by: Shadowsword on 31/05/2007 09:00:51
Originally by: bldyannoyed Explosive crystals would totally overpower lasers, as even 30secs rational thought would tell you.
It's beyond argument that on paper lasers do more damage than any other turret type.
The only thing that can outdamage a tachyon or a megapulse at any range is a neutron blaster. This is how its meant to be though, its why they use so much cap and why amarr ships have the cap reduction. More DPS oput of the box but to make it usable you have to train skills to get the cap use down.
Thats fallen down a bit since EANM oni tanking of course.
But now imagine you've got the standard Multi and the explosive equivalent.
Noone is gonna use the explosive against shields now are they? EVER. So regardless of what you're fighting you pile in with the standard multifrequency, eating tanked or untanked shields for breakfast.
As soon as they hit armour you instaswitch to explosive and proceed to *****that as well. Hey presto, lasers now do the highest DPS in pretty much every situation you can imagine, against any tank you can throw at them.
Looks like someone forgot to take ship bonuses into account. Amarr ships generally lack damage bonuses for a reason...
As for the instaswitch argument, it may be on paper, but in reality it's about one second per gun of frantic clicking, even assuming they're no lag. I've seen fights so laggy than trying to change ammos was crippling you more efficiently than any EW.
------------------------------------------ A big nuke may be nice in a strategy game, but something like this in a game where every unit is a player, and each death costly, is insane. |

josti78
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Posted - 2007.05.31 09:53:00 -
[55]
- you need to train all your "ship" skills 2 5 (i.e. BS5) to even have halfway decent cap use. - even with BS5 your guns will still use more cap then anyother gun. and you WASTE a ship bonus to get the cap use down to the part where its still higher as every1 els. - You cannot use ANY module when your out of cap...neither do you have cool drones for when your out of cap. - 80% of the pvp ships use nos..hitting harder on cap weak races (you) - You can only do em/therm while 90% of the game armor tanks decreasing your dps into nothing ness. - You have cool optimal wich gos to waste cause your inability to dictate range. (mwd criples your ship)
You are AMARR
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Gozmoth
Amarr Altera Odyssea Tau Ceti Federation
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Posted - 2007.05.31 10:33:00 -
[56]
In fact, the 'good' amarr ships are those that do not use amarr weapons ... (except zealot). 
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Dristra
Amarr Shadows of the Dead Aftermath Alliance
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Posted - 2007.05.31 11:00:00 -
[57]
Originally by: Gozmoth In fact, the 'good' amarr ships are those that do not use amarr weapons ... (except zealot). 
well, even the zealot is not all that good... its a supreme one trick pony
It's great being Amarr isn't it.
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Sailon
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Posted - 2007.05.31 12:15:00 -
[58]
Edited by: Sailon on 31/05/2007 12:16:28 amarr is missing astrometrics frigate oh and lets look the starting screen theres 4races and theres sexy woman on 3 of the pics lets start where people look first its caldari theres woman with big gun and army at the backround and for gallente theres woman with big t*ts and small blaster on her hand minmatar also have nice woman and weapon behind her but lets look amarr poor pope stading center of the picture screaming dont choose me im poor old and weak and the amarr woman face doesent help it at all.
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bloomich
Trotter's Independent Traders Co
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Posted - 2007.05.31 13:25:00 -
[59]
Originally by: Sailon Edited by: Sailon on 31/05/2007 12:16:28 lets look the starting screen theres 4races and theres sexy woman on 3 of the pics lets start where people look first its caldari theres woman with big gun and army at the backround and for gallente theres woman with big t*ts and small blaster on her hand minmatar also have nice woman and weapon behind her but lets look amarr poor pope stading center of the picture screaming dont choose me im poor old and weak and the amarr woman face doesent help it at all.
I see......
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.05.31 13:28:00 -
[60]
I have a feeling what the amarr buff if going to be - big chested women on the char generation screen! 
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