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J Valkor
Invicta.
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Posted - 2008.05.08 14:10:00 -
[31]
Cerberus with light missiles fitted will eat any nano ship cruiser sized and above. Snake fitted curse with faction gear and a gang mate giving speed warfare links with the implant might be fast enough.
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a51 duke1406
The League of Godless Militants
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Posted - 2008.05.08 14:11:00 -
[32]
Edited by: a51 duke1406 on 08/05/2008 14:13:53 Good time for this tread, I have just started training for a curse, anything to go with recon 5, because my arazu just does not really cut it anymore. But its a decent discussion.
I have been messing around with eft as I cant fly the curse yet and trying to figure out if a duel medium battery set up with a pdu in the lows instead of a inertia stab would be worth while. It would need alot more management, but as gartel said he will rarely use a cap booster anyway. And hes one of my current wts that I actually respect how he fits a ships. 
I started using a cap battery on my ishtar a while ago and found that it works pretty well. Even against a nuet domi I fought the other evening, I could simply recharge so quickly between his cycles that it was never really an issue. Also you never need to perma run the mwd.
Now with a double cap battery on a curse and a peak recharge of 21 + whatever the nos will give you, I think it could be more sustainible against tough ships, i.e something like a double cap injecting domi which would become a war of atrition. Maybe it would just suit my style of play or maybe it simply does not work, as I said I cant fly it as yet. Any prefrences out there?
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Xaen
Caldari Caritas.
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Posted - 2008.05.08 16:15:00 -
[33]
Edited by: Xaen on 08/05/2008 16:18:44
Originally by: J Valkor Cerberus with light missiles fitted will eat any nano ship cruiser sized and above. Snake fitted curse with faction gear and a gang mate giving speed warfare links with the implant might be fast enough.
Explosion velocity on lights is about 2600. My curse goes about 3400m/s. 3800 m/s with good gang bonuses. And my drones will tear through the cerb's buffer tank before light missiles will touch my armor.
Maybe with Rocket Launchers, Caldari Navy Thorns and two Warhead Flare Catalysts. But then I'll be 3km outside your range. - Support fixing the UI|Suggest Jita fixes|Compact logs |

achoura
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Posted - 2008.05.08 19:01:00 -
[34]
I might add that alight missel cerb is no threat to a curse at all even with its bs cargo hold for cap boosters and velocity bonus it won't be hurting a cruse at all but, if by some miracle it was able to harm my curse what will it do? Ask me to stay still while it kills me?
The absolute worst that can happen with a cerb, or other missel spammer, is loosing afew drones and personally that's a 3 mil gamble i'm usually willing to take. I still stress preference to turret based targets, missel ships are onyl ever targets of opportunity if you're bored of believe they're poor enough pilots. ***The EVE servers and their patches*** |

Mel Gibbson
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Posted - 2008.05.08 23:45:00 -
[35]
Originally by: Xaen Edited by: Xaen on 08/05/2008 16:18:44
Originally by: J Valkor Cerberus with light missiles fitted will eat any nano ship cruiser sized and above. Snake fitted curse with faction gear and a gang mate giving speed warfare links with the implant might be fast enough.
Explosion velocity on lights is about 2600. My curse goes about 3400m/s. 3800 m/s with good gang bonuses. And my drones will tear through the cerb's buffer tank before light missiles will touch my armor.
Maybe with Rocket Launchers, Caldari Navy Thorns and two Warhead Flare Catalysts. But then I'll be 3km outside your range.
Think you need to recheck your numbers ... if you're not going faster than 8-9km/s a properly fitted Cerb with light precision missiles will tear you a new one.
I love the curse but if you've ever seen a Cerb setup for anti nano you should run.
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Gypsio III
Bambooule
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Posted - 2008.05.09 00:00:00 -
[36]
You can get the explosion velocity on Precision Lights on a Cerb to ~6000 m/s quite easily. That'll do full damage to all but really pimped Curses, and damage anything slower than 9 km/s.
Of course, you'll have to ask the Curse pilot nicely to get him to sit there and not just MWD out of range or warp off, but that's a whole other problem... 
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Boran Tisk
Crimson Trepidation
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Posted - 2008.05.09 01:37:00 -
[37]
So I ship that is specifically fit to beat me can indeed....beat me?
EGADS!
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Cpt Cosmic
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Posted - 2008.05.09 06:44:00 -
[38]
no it cant cause you will warp off laughing @the pathetic dps the cerb will do, unless you are not very clever 
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Angelonico
Series of Tubes
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Posted - 2008.05.09 06:50:00 -
[39]
Originally by: Gypsio III You can get the explosion velocity on Precision Lights on a Cerb to ~6000 m/s quite easily. That'll do full damage to all but really pimped Curses, and damage anything slower than 9 km/s.
Of course, you'll have to ask the Curse pilot nicely to get him to sit there and not just MWD out of range or warp off, but that's a whole other problem... 
Lies. People don't use the cerb for pvp. That's a total myth. Well. People who want to be effective anyway. 
"med range dps!" Is (practically) worthless.
"my missile precision!" if you want an anti frig platform, fly a nighthawk or a kitted drake.
A properly nano'ed curse's only fear is accidentally getting in web range before capping out his victim, or being heavy neuted. Light precision fit cerb? C'mon, let's keep it realistic.
And yes, a TS disruptor + snakes is a beautiful beautiful thing on this ship. I flip flop back and forth between injectors and large cap batteries. I've had better luck with the battery, but see the use of either setup.
Cheers.
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Endless Subversion
Club Bear
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Posted - 2008.05.10 03:55:00 -
[40]
I just had a hurricane fight me to a stalemate solo.
I wish I'd had missile launchers. Self Destruct & LogOffs |
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EvilSpork
Invicta.
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Posted - 2008.05.10 09:56:00 -
[41]
Edited by: EvilSpork on 10/05/2008 09:57:54 i'd like to see more input from people regarding a few things: 1) permarunning MWD + neut + point 2) med injector vs large battery vs medium battery(ies) 3) setups regarding fitting issue. ie 3med nuet 2 med nos + shield extenders, large battery + other stuff, etc. 4) rig choices. egress + polycarb vs dual polycarb, etc
great thread thus far, TONS of awesome info being presented. i want very much to fly this ship well, but i fear i am not fully understanding the intricacies of it well enough to fully take advantage of its power.
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Caelum Dominus
Amarr
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Posted - 2008.05.10 11:14:00 -
[42]
Edited by: Caelum Dominus on 10/05/2008 11:18:34
Originally by: Xaen
A Sac shouldn't be able to do a damn thing to you because of his guns being tracking/range disrupted and this complete lack of any capacitor to shoot at you. Other amarr ships should actually be the easiest targets since they have two weaknesses against the curse's strengths.
Originally by: Xaen And then there's that rocket launcher full of defenders I use...so I probably would probably be nonplussed by the Amarr ship flinging missiles at me.
You just lost all your credibility.
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Caelum Dominus
Amarr
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Posted - 2008.05.10 11:28:00 -
[43]
Edited by: Caelum Dominus on 10/05/2008 11:28:33
Originally by: EvilSpork Edited by: EvilSpork on 10/05/2008 09:57:54 i'd like to see more input from people regarding a few things: 1) permarunning MWD + neut + point 2) med injector vs large battery vs medium battery(ies) 3) setups regarding fitting issue. ie 3med nuet 2 med nos + shield extenders, large battery + other stuff, etc. 4) rig choices. egress + polycarb vs dual polycarb, etc
great thread thus far, TONS of awesome info being presented. i want very much to fly this ship well, but i fear i am not fully understanding the intricacies of it well enough to fully take advantage of its power.
1) You can perma-run MWD, point and tracking disruptor(s) with one medium capacitor battery and a capacitor recharger. Personally, I go with two Capacitor Power Relays in addition to this to be able to perma-run one neutralizer and both for a 2-3 minutes with decent skills. I wouldn't like to make that sacrifice without at least low-grade snakes, though, since it would put you down to 3100m/s (4100m/s with snakes). Mind you, this is intended primarily for solo PvP. For small fleets, I'd ditch the Capacitor Power Relays since you don't really need to perma-run your neutralizers anyway.
2) Capacitor Boosters have an edge over Capacitor Batteries in fights against nano-HACs and whatnot. If you're up against a well-tanked HAC, a Battlecruiser or even a Battleship though, you'll want to go with a Capacitor Battery. The cargo space of a Curse is ridiculously tiny - it only has room for four 800's, which really doesn't cut it.
3) I go with 3 Heavy Missile Launchers, 2 Neutralizers, a Medium Capacitor Battery and a Large Shield Extender. You could exchange the shield extender for another neutralizer or ditch some missile launchers, but I've found the above to be nicely balanced.
4) I'd go with dual 'carbs, since the Curse is an awfully lazy ship without.
Hope this helps.
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EvilSpork
Invicta.
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Posted - 2008.05.10 11:56:00 -
[44]
Originally by: Caelum Dominus stuff
1) ill have to play with fittings a bit more, or perhaps go with a faction small neut for less strain on my cap while keeping them as close to 0 as possible?
2) you basically hit my uncertainty on the head there. im not sure which will work better for me/my play style, though i think experience will be a big factor in that.
3) thats an odd high slot setup, and its unfortunate that i have HAM spec 4 for the sac and not HMLO lol.. i guess just consider the 3 HML you listed as somewhat optional due to my poor missile skills. maybe replace one with a faction small neut i mentioned in #1?
4) yeah, she is a bit of a sluggish boat sometimes =-\ my reason for the egress moves back to #1 again, and also the MASSIVELY reduced cost vs a polycarb. maybe i need low-grade snakes + zors hyperlink?
yes that was helpful, thank you! 
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Caelum Dominus
Amarr
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Posted - 2008.05.10 12:35:00 -
[45]
Edited by: Caelum Dominus on 10/05/2008 12:40:45
Originally by: EvilSpork other stuff
1) I've heard that works fine, though without Recon V for additional range on that small neutralizer I wouldn't feel comfortable using it very often.
2) Absolutely. To begin with, I used to go with a Capacitor Booster because it looked great on paper (another mid-slot available and a considerably more agile ship). After running into a fair share of well-tanked Battlecruisers that I was forced to disengage because I ran out of 800's though, I went with the Capacitor Power Relays and never looked back.
3) That sounds like an excellent idea, since you'd also be able to upgrade to a Heavy Capacitor Battery. Even with my limited missile skills, though, the 3 HMLs increase my DPS from 200 (only drones) to 260. I consider it worthwhile.
4) I wouldn't fly a Curse without either Polycarbons or at least low-grade snakes (preferably both). If you do, you'd be looking at something like 2300m/s (with Capacitor Power Relays). That's just way, way too slow. I reckon you could make a more economically sound version of the ship I'm flying if you go with Egress Port Maximizers and ditch the Capacitor Power Relays to make up for the lost speed, but I don't think that would be able to run even one Neutralizer for long and you'd be awfully slow.
I think the Curse is one of the ships that really rewards you for fitting it well and proper. Mine is worth an outrageous amount by my standards (polycarbons + faction disruptor), but I'm sure I would've already lost it a few times if I hadn't gone the full nine yards .
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Torothin
0utbreak
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Posted - 2008.05.10 13:35:00 -
[46]
Low grade snakes are the way to go. I prefer 2 true sansha nuets, 2 heavy missle launcher ii's, and an improved cloaking device ii. I mentioned why I used the cloak earlier in this thread. There is several ways to fit your mids and lows but the standard norm is at least 2 LSE's, 1 10mn mwd, and a warp disruptor ii, and a tracking disruptor ii and nano fit it. I throw in a cap relay ii in the lows and a Cap recharger ii in the mids. This basically gets me to permarun my mwd and recharge my cap in order to shoot more nuetralizing salvos. If you can get around 3k with this ship you are doing allright.
When you go 4.5k it is simply just awesome. Definetly the best and one of the more challenging ships to fly in this game.
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Yoko Lee
Caldari
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Posted - 2008.05.10 15:49:00 -
[47]
i dont have snake implant and my speed : 3100 m/sec with 2x overdrive II, 1x 10mn mwd II, 2x rigs polycarbon, skills, 2x hardwiring +5% velocity.
You use improved cloack and you lose lot of scan resolution (too much for me), there re lot of fit , not just one, dont forget that.
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Arkios Odymei
Incarnation of Evil Nocturnal Legion
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Posted - 2008.05.10 16:48:00 -
[48]
I do 3010m/s with out snakes or any speed implants. I never actualy spelled out my setup in this thread (but Im sure you can figure it out.) Anyways Here it is:
(Note: it needs at least a 3% CPU implant and fits with 0.25 free CPU) Highs: 1x Recon Probe Launcher 1x True Sansha Small Energy Neut 3x Med Unstable Neuts
Mids: 1x 1MN MWD II 1x Shadow Serpentis Warp Disruptor (26km) 2x Large Azeotropic Ward Salubrity's (2nd best named LSEs for CPU reasons) 1x Balmer Tracking Disruptor 1x Medium Electrochem cap booster (400's, 2 loaded, 13 spare in cargo)
Lows: 2x Overdrive II's 1x Nano II 1x Local hull Inertia Stab (Best named is better than T2)
Rigs: 2x Polycarbs ------------------------------------------------------------------
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Endless Subversion
Club Bear
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Posted - 2008.05.10 23:35:00 -
[49]
Originally by: Arkios Odymei I do 3010m/s with out snakes or any speed implants. I never actualy spelled out my setup in this thread (but Im sure you can figure it out.) Anyways Here it is:
(Note: it needs at least a 3% CPU implant and fits with 0.25 free CPU) Highs: 1x Recon Probe Launcher 1x True Sansha Small Energy Neut 3x Med Unstable Neuts
Mids: 1x 1MN MWD II 1x Shadow Serpentis Warp Disruptor (26km) 2x Large Azeotropic Ward Salubrity's (2nd best named LSEs for CPU reasons) 1x Balmer Tracking Disruptor 1x Medium Electrochem cap booster (400's, 2 loaded, 13 spare in cargo)
Lows: 2x Overdrive II's 1x Nano II 1x Local hull Inertia Stab (Best named is better than T2)
Rigs: 2x Polycarbs
So I was playing around with a friend on the test server last night, I was using your curse setup. He was in a standard dual rep hurricane with light drones.
Anytime I'd launch my drones and attack him, he'd launch his drones and start killing them. He'd never sick them on me. He effectively stalemated me.
Seems like any ship with 5x light drones could do that. Am i missing something? Self Destruct & LogOffs |

Torothin
0utbreak
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Posted - 2008.05.11 01:05:00 -
[50]
hence the reason you put missles on your curse as stated in this thread.
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Angelonico
Series of Tubes
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Posted - 2008.05.11 02:49:00 -
[51]
Edited by: Angelonico on 11/05/2008 02:52:56
Originally by: Endless Subversion
Originally by: Arkios Odymei I do 3010m/s with out snakes or any speed implants. I never actualy spelled out my setup in this thread (but Im sure you can figure it out.) Anyways Here it is:
(Note: it needs at least a 3% CPU implant and fits with 0.25 free CPU) Highs: 1x Recon Probe Launcher 1x True Sansha Small Energy Neut 3x Med Unstable Neuts
Mids: 1x 1MN MWD II 1x Shadow Serpentis Warp Disruptor (26km) 2x Large Azeotropic Ward Salubrity's (2nd best named LSEs for CPU reasons) 1x Balmer Tracking Disruptor 1x Medium Electrochem cap booster (400's, 2 loaded, 13 spare in cargo)
Lows: 2x Overdrive II's 1x Nano II 1x Local hull Inertia Stab (Best named is better than T2)
Rigs: 2x Polycarbs
So I was playing around with a friend on the test server last night, I was using your curse setup. He was in a standard dual rep hurricane with light drones.
Anytime I'd launch my drones and attack him, he'd launch his drones and start killing them. He'd never sick them on me. He effectively stalemated me.
Seems like any ship with 5x light drones could do that. Am i missing something?
Yes. Carry both types of tracking disruptor scripts in your bay. If he goes after your drones disrupt his turrets and if he pops drones - have your BONUSED drones (and larger bay) pop his. 5 warrior II's with proper skills and recon IV/V will kill his drones very, VERY fast.
If either of those suggestions seem unappealing, fit a heavy launcher or two in one of your high's and take them out yourself.
Also I prefer a large cap battery to an injector.
Cheers
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Arkios Odymei
Incarnation of Evil Nocturnal Legion
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Posted - 2008.05.11 04:36:00 -
[52]
Edited by: Arkios Odymei on 11/05/2008 04:38:43
Originally by: Endless Subversion So I was playing around with a friend on the test server last night, I was using your curse setup. He was in a standard dual rep hurricane with light drones.
Anytime I'd launch my drones and attack him, he'd launch his drones and start killing them. He'd never sick them on me. He effectively stalemated me.
Seems like any ship with 5x light drones could do that. Am i missing something?
Did you think to target and kill his drones with your own Bonused drones? Even if he does the Poop n' Scoop technique, drone shields arent reped fully anymore so you just kill them when he redeploys them. Also make sure to throw the TD with a Tracking script on the ship too, so he will have trouble shooting them with his own guns.
Oh, and are your skills up to snuff? Not calling you a noob or anything, but I just dont know what skills you have trained up and im too arsed to look you up online. IMO you cant truly realize the ships full potential without a lot of lvl 5 skills including capacitor skills, energy emission systems, drones skills and Recon to 5. ------------------------------------------------------------------
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Angelonico
Series of Tubes
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Posted - 2008.05.11 07:41:00 -
[53]
Originally by: Arkios Odymei Edited by: Arkios Odymei on 11/05/2008 04:38:43
Originally by: Endless Subversion So I was playing around with a friend on the test server last night, I was using your curse setup. He was in a standard dual rep hurricane with light drones.
Anytime I'd launch my drones and attack him, he'd launch his drones and start killing them. He'd never sick them on me. He effectively stalemated me.
Seems like any ship with 5x light drones could do that. Am i missing something?
Did you think to target and kill his drones with your own Bonused drones? Even if he does the Poop n' Scoop technique, drone shields arent reped fully anymore so you just kill them when he redeploys them. Also make sure to throw the TD with a Tracking script on the ship too, so he will have trouble shooting them with his own guns.
Oh, and are your skills up to snuff? Not calling you a noob or anything, but I just dont know what skills you have trained up and im too arsed to look you up online. IMO you cant truly realize the ships full potential without a lot of lvl 5 skills including capacitor skills, energy emission systems, drones skills and Recon to 5.
3 year old toon. Everything level five. I was answering his question with 3 possible suggestions. Your drones. Tracking disrupting his turrets. Using your own drones against his.
Anything else?
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EvilSpork
Invicta.
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Posted - 2008.05.13 08:17:00 -
[54]
any additional input?
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Squatdog
Caldari Provisions
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Posted - 2008.05.13 11:13:00 -
[55]
This is the same Curse we're talking about, right?
The Amarr recon which is great at solo pvp? |

Billy Merc
Amarr Pilots Of Honour Axiom Empire
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Posted - 2008.05.13 12:00:00 -
[56]
Edited by: Billy Merc on 13/05/2008 12:00:43 curse can easliy out run ishtar's ogre II's...even hammerhead II
On same note, he can prob outrun yours.....but not if he dont have cap 
If (nano) ishtar pilot has brains...he won't bother a curse...unless you are a dumb curse pilot and the (nano) ishtar pilot is aware of this fact.
Curse is not the "i win" button of eve....but it comes dam close as far as solo ships are concerned.
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Gartel Reiman
Civis Romanus Sum
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Posted - 2008.05.13 13:02:00 -
[57]
Originally by: EvilSpork Edited by: EvilSpork on 10/05/2008 09:57:54 i'd like to see more input from people regarding a few things: 1) permarunning MWD + neut + point
You definitely don't need to permarun a medium neut - just empty their cap, and then keep it low enough that they can't do much. A small neut does wonders here, thanks to its low cap consumption (for you) and short cycle. This should keep any empty ship empty, if they're not boosting. If they are, it will take a good bite out of the cap they get back from charges, and you can zap them with a medium as appropriate.
Also, if you're fighting solo against a non-missile ship, you probably don't need to permarun the MWD either. Tracking disruptors mean they can't hit you, and neuts mean they're very unlikely to MWD towards you and web you (and even if they do, and you don't notice in time to burst your own MWD, a salvo of your medium neuts will cause the web to deactivate at the end of its cycle). Drones can be popped, or just burst your MWD every time they start to catch up an do some damage.
Quote: 2) med injector vs large battery vs medium battery(ies)
It's a tricky one, but I don't think medium batteries do enough with such contention for the mid slots already (shield buffer, cap recharge, tracking disruptors). As for booster vs LCB, I've already expressed my preference for booster but I don't think it's a clear-cut thing and either can be made viable.
Quote: 3) setups regarding fitting issue. ie 3med nuet 2 med nos + shield extenders, large battery + other stuff, etc.
I wouldn't fit that many medium sized energy doodads in the high slots. I do like having three medium neuts, although you can drop down to two mediums (as well as your small) and do reasonably well. NOS can be nice to have, for where there are multiple targets or they're boosting, but given the massive efficiency of both your neuts and your NOS, a small will be enough to pull back some cap where you can. I daresay in fact small NOS will be better than medium as it cycles twice as fast, increasing the chance of you 'catching' the target at the right time when their cap is higher. Predictably NOS will be better if you went for a battery setup instead of a boosted setup.
All that said, I only really encountered fitting issues when I wanted to put a heavy launcher or two in the high slots. After playing around with it for a bit, I don't think they're really worth the fitting or loss of neut/nos slots, so I took them off (and then next outing got engaged by an Astarte on a gate, who managed to deaggress and jump at about 20% hull - would have had him with the heavies stiull on ).
Quote: 4) rig choices. egress + polycarb vs dual polycarb, etc
As others have said - dual polycarbs for the extra speed you get. If you want to fit cap mods, good old CCCs should actually do better for your cap levels than egress port maximisers as they apply to everything, not just the neuts. (Only reason to go for egress is the much cheaper cost, so they're good for a Sentinel for example). On a ship like the Curse with its style of heavy alpha-neuting followed by sustained, easier neuting you might actually be better off with SMCs instead of CCCs. They will increase your recharge rate slightly less (by 15% instead of 17.6%) but the extra capacity means you can sustain full cycles of all neuts for longer at the start of a fight - very useful against battleships, or if you want to split your neuting between two targets.
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EvilSpork
Invicta.
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Posted - 2008.05.13 21:20:00 -
[58]
Originally by: Gartel Reiman stuff up there
1) thats what im doing now, small faction neut to keep them totally dry. i can just JUST barely keep a point, TD, and small neut going at all times with the mwd off, but once i turn it on i have to start gulping down cap charges to keep it going. i guess if im flying the ship right i should be able to orbit with mwd off without much issue since they will have no mwd and their turrets will suck.... in practice i got beaten up by an absolution last night lol, granted i had my drones setup poorly, etc, etc. i made a ton of mistakes.
2) i like the safety the injector brings me knowing i wont cap out and i can always inject and run. but it makes it very hard when i cant permarun my mwd and whatnot. im going to have to test both setups to find a preference. i got a setup to permarun mwd + neut + TD + point, so i may try that...
3) ive liked having 3 medium neuts to insta-cap cruiers... if i switch to two medium, 1 small neut, what do i do with my last 2 high slots? lol im reluctant to fit missiles as i feel they will be somewhat wasted due to poor skills...
4) currently running dual polycarbs... and i'll probably stay this way. its stupidly expensive but by god does it work well...
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Mel Gibbson
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Posted - 2008.05.14 00:30:00 -
[59]
Now i know a lot of Curse pilots love the way they setup their ship, so i'll try not to thread on anyone's toes :)
From the way i see it, for small gang engagements the enemy will pretty much have neuts (any BS pilot worth his salt in 0.0 will have neuts, or his friends will).
Pretty much almost all the battles i've been in, i've been neuted/nossed once i'm called primary. And believe me, in a small gang if you're flying a curse, you better get used to being called primary :)
If you fit a battery setup, you're gonna run out of cap pretty darn fast regardless of your regen rate once those neuts start hitting you. Personally, i use a cap injector with 800's.
Why 800s? Because if you fit 400's, one heavy neut, one cycle can take that away from you. Very useful when you know you NEED cap to run away. Doesn't matter if you can only hold 6 charges, most fights are pretty much decided within 3 mins anyways.
I fit my highs with 2 neuts, 1 nos and 1 small neut/nos. Its nice to alpha someone's cap with 3 neuts, but not very practical in a fight with many targets, hence the 1 med nos.
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Torothin
0utbreak
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Posted - 2008.05.14 04:55:00 -
[60]
Lets face it. This is the best ship in eve. I have been piloting this ship for months. The only 2 things that can counter me is if I am jammed or if I am nueted by another Curse. Otherwise I am able to use my speed. The one thing I do not like is that people will not 1v1 you.
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