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Transmaniacon
Strike-Force-Alpha
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Posted - 2008.07.08 13:52:00 -
[1]
Autocannons damage is fine, in optimal, but when we are in optimal range, blasters destroy us, and if we try to make use of our high falloff, we take a huge damage hit. By increasing autocannon optimal, and lowering falloff, autocannons can fill the gap between blasters and lasers. Currently, we can not be competitive at any range with autocannons because there is always a ship that does whatever we do better.
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.07.11 12:06:00 -
[2]
In light of the ammo-changing idea, they could introduce a new module, an "auto-feeder". It could be a high slot module, with an activation cost. When you turn it on, it removes the need to reload, however, there would be a penalty, like a 5-10% RoF penalty because with this complex mechanism the guns could not fire as quickly. Also, you could only activate it when your clips are full, avoiding people just activating it when their clips were near empty to avoid the penalty. Although, its sort of stepping on Amarr's toes with the no-reload thing, however it could be a unique module.
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.07.22 15:14:00 -
[3]
We do get bonuses to tracking links... But I agree we do need a direct fix to autocannons. It is quite clear that they are outclassed in every respect, and make minmatar less competitive. I like astros idea of the optimal boost, it is by far the most effective proposal thus far, and would put auotcannons on par with other guns.
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.07.23 19:03:00 -
[4]
S&M feels lacking without Liang around...
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.07.31 18:22:00 -
[5]
Originally by: Hydrian Battlecorre Yeah i support minmatar getting some more love 100%...i dunno if it was in this thread or not but i really love the idea of the "exploding" arty shells that kinda work like smartbombs...
It would be too cool, anti-blob weapon ftw!
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.07.31 18:33:00 -
[6]
Originally by: Trojanman190
Originally by: Transmaniacon
Originally by: AstroPhobic
Originally by: Hydrian Battlecorre Yeah i support minmatar getting some more love 100%...i dunno if it was in this thread or not but i really love the idea of the "exploding" arty shells that kinda work like smartbombs...
The best solution for arty is to give them a meaningful alpha again. But we're not going to get it 
What about a higher calibre artillery cannon, something like an 1800mm Siege Cannon. 1800mm -> Tachyon, so there are 3 tiers of weapons to fall in line with most other weapons. It could have the high alpha, lower tracking, but enormous alpha, and a higher range, making it more appropriate for POS killing and fleet engagements. Or just replace the 1400mm with a 1800mm cannon, giving one the tracking (1200), and the other the damage we all want so badly.
or they could FIX 1400s.
Adding a new gun just means nobody will use the lower ones. Does anyone use 1200mm for sniping and fleet?
1200s are used a lot in PVE because of their higher tracking and higher clip size.
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.07.31 18:44:00 -
[7]
What they should do to fix everything is increase tracking on the 1200s, and give them a slight boost to RoF. This would allow the 1200s to be utilized in pvp more, in gangs, as their would be a small DPS increase, and the higher tracking would let them compete with lasers and railguns. For the 1400s, give them a higher damage mod, maybe a slight decrease in RoF, keeping the DPS constant, but giving them a larger alpha strike. I would like to see something on the order of 7000+ alpha strikes (with T2 guns), because as it is now, lasers can match our alpha, and out DPS us by a landslide... We need something to be good at...
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.07.31 19:04:00 -
[8]
Maybe we could just make a new thread every day with big bold lettering demanding a change until they get tired of deleting them...
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.07.31 19:18:00 -
[9]
Originally by: Siddy Edited by: Siddy on 31/07/2008 19:09:02 Devs are fully awear of this, thy dont see this as top or even near any priority list since we got 3 workking rances.
train amarr
lol, Devs got it 75% right, that's passing, good enough right...?
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.01 12:15:00 -
[10]
Anyone know when the next CSM meeting is? This way we can make sure they get this issue in and we can at least get a response from CCP...
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.01 12:33:00 -
[11]
MAN YOUR SHIPS, WE ARE RAIDING ICELAND!
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.01 13:46:00 -
[12]
Lets see if we can make it to 1400, in light of the current topic 
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.01 14:01:00 -
[13]
Edited by: Transmaniacon on 01/08/2008 14:01:03 Yea, being able to fall back on our agility and speed was a buffer against the lack of DPS, but now without that we have nothing 
Edit: Oh yea, capless guns!...
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.04 15:21:00 -
[14]
I think I know why CCP is giving us the shaft, they are trying to abolish slavery (Minmatar) and are nerfing us to hell and back... 
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.04 17:03:00 -
[15]
I think we are becoming a bit exaggerated and abusive here... Lets not get this thread locked for derailing because attacking them is only going to ruin our progress with this thread...
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.05 18:32:00 -
[16]
Edited by: Transmaniacon on 05/08/2008 18:33:45
Originally by: Lyria Skydancer
Originally by: Liang Nuren Edited by: Liang Nuren on 05/08/2008 05:54:46 Artillery Boost Options: - Double damage, halve ROF (4.8% DPS increase due to reload) - Triple damage, cut ROF to a third (6.6% DPS increase due to reload). - Double clip size (4.8% DPS increase due to reload) - Triple clip size (6.6% DPS increase due to reload) - Increase tracking
AC Boost Options: - Higher tier weapons gain higher falloff - Higher tier weapons gain noticeably higher damage potential - AC gain higher tracking
General Projectile Boost Options: - EMP should be boosted so that it has the same damage as other short range ammo - All ammos should have a "range modifier". This should affect both optimal and falloff. This option gets bonus points because it boosts all races, but Minmatar the most. - Tracking Computers/Enhancers/Links should affect falloff. This should affect both optimal and falloff. This option gets bonus points because it boosts all races, but Minmatar the most. It also serves to provide falloff based weapons (Projectiles, Blasters) with a prayer of countering unbonused TD's.
Hmm, I should come up with some more, but this might suffice to get us back on track.
-Liang
Ed: I bolded the ones I like. :) Ed2: I must admit that while I do think it would be a small nerf to Matari fleet utility... it'd make the game much better in nearly all situations outside of a fleet. Ed3: New favorites. :)
What is this. Santas wish list? Seriously have you given some of these options even 2 seconds of thought? Tripple damage + cut rof to a third? You have any idea what kind of redicilously overpowered alpha strike that would give some ships? Sorry but some ideas are just too laughable to even start to argue against.
To be honest, its the kind of alpha minmatar should have... Were talking something like 12000 alpha on a maelstrom, which still isnt enough to instapop a cruiser, and with the RoF penalty, you would fire maybe 2 times in a minute... I think doubling the damage and halving the RoF is an appropriate tradeoff; It gives us the alpha we should have, the clip size becomes less of a factor, and artillery will finally have a role again.
Edit: And it gives minmatar that "oh sh!t" factor, because a volley from a maelstrom will hurt
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.05 19:22:00 -
[17]
Originally by: Lyria Skydancer
Originally by: Veryez Edited by: Veryez on 05/08/2008 18:48:41
Originally by: Lyria Skydancer
What is this. Santas wish list? Seriously have you given some of these options even 2 seconds of thought? Tripple damage + cut rof to a third? You have any idea what kind of redicilously overpowered alpha strike that would give some ships? Sorry but some ideas are just too laughable to even start to argue against.
Did you have a reason for posting? They're overpowered because you say so? With all your vast Minmatar experience? But then you probably believe the Apoc needs another boost. Crawl back under your bridge troll.
I haz common sense unlike some in here. I told you nano needed a nerf. CCP nerfed it. I'm telling you now falcons are OP, some day youll see Im right. You all also some day realise CCP is not going to double or tripple alpha strikes on artillery. You'll see it some day.
I dont see a problem, we are simply rearranging the damage distribution. We would do the same DPS as before, except we would just have longer pauses inbetween damage. I can draw a chart to show you, the alpha strike still wont instapop things (ie. cruisers), and we will deal a lot of damage, then just sit there waiting to fire again...
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.05 19:50:00 -
[18]
Originally by: Clavius XIV The tripple clip size is much more likely to get implemeted, for comperable dps. While some alpha boost on artillary may be work looking at for keeping racial flavor, I think CCP is very reluctant to go down that path very far given that they want to make combat last longer.
The issue isn't just solo instapoping crusiers. Solo is not the only use for alpha, it applies in gang also. If two tempests can instapop a crusier I don't think they would take much more solace in being instapopped. If you have say 10 tempests vs 10 megas (just using as example of high alpha vs very low alpha), not even 10 pests can instapop a mega. But 30 tempests could. You triple alpha and now 10 pest can one volly a Mega, making a lot of difference in the outcome. Point being that alpha balance is more than "well as long as a single ship can't pop another single ship in one volly any amount of alpha is fine".
T1 cruisers are probably the most likely thing to get instapopped by artillery. Frigates can maintain too high a transversal, anything T2 will be able to negate most of that damage, hence the reason I used cruisers. Anything bigger than a cruiser, no threat, smaller things wont get hit (unless your lucky, in which case todays artillery can instapop)
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.05 19:55:00 -
[19]
Originally by: Lyria Skydancer
Originally by: Transmaniacon
To be honest, its the kind of alpha minmatar should have... Were talking something like 12000 alpha on a maelstrom, which still isnt enough to instapop a cruiser, and with the RoF penalty, you would fire maybe 2 times in a minute... I think doubling the damage and halving the RoF is an appropriate tradeoff; It gives us the alpha we should have, the clip size becomes less of a factor, and artillery will finally have a role again.
Edit: And it gives minmatar that "oh sh!t" factor, because a volley from a maelstrom will hurt
Double alpha? No way, it will never happen. It will be crazy overpowered. Stick to reasonable suggestions...
Give me some numbers then, showing me how omgwtfpwnbbq artillery will be. Double alpha, for my T1 named guns on my maelstrom, thats 9000 alpha... thats what 25% more than a Tach Abaddon? Lets halve RoF to comepensate, making firing time for me now 23 seconds, thats a long ass time to wait for another volley... The increases and decreases can be proportional to today's numbers so as to maintain a constant DPS, but as I have said before, we are just changing how we deal damage. Our damage graph will look like a really steep mountain range, so we are dealing no more damage than before, just at a different rate...
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.05 20:13:00 -
[20]
Edited by: Transmaniacon on 05/08/2008 20:13:23 Would be neat to have Vargur type falloff for normal T2 large autocannons, the just give the vargur a tracking bonus or something. But I do agree that adding optimal will just create another Amarr, and while more optimal does more in the way of hit quality, Minmatar needs to have its own specialization, so let the optimal-boosting mods boost falloff, and adjust the gun tiers to increase falloff and damage.
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.05 21:26:00 -
[21]
Originally by: AstroPhobic Edited by: AstroPhobic on 05/08/2008 20:42:01 Here's a thought: Raise all minmatar sensor strength, give artillery their 3x alpha, and watch falcons instapop. Two birds, one stone?
Oh man, wordplay.
Edit: Finally a use for these lovely mids 
That eliminates 75% of the posts in S&M every day =)
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.07 16:26:00 -
[22]
Edited by: Transmaniacon on 07/08/2008 16:26:22 What Minmatar Alpha Should Be...
    
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.12 15:17:00 -
[23]
CCP, What are you thoughts on the issue? Obviously after 38 pages of crap-free, intelligent posting with numbers and testimonials, you have recognized the community feels there is a problem... Do you have an opinion on the matter, I know most of us would be satisfied if you even just acknowledged that this is a concern. The issue was not brought to bear by the CSM, but surely that's not your only sole source of player-generated ideas, is it?
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.12 15:26:00 -
[24]
Hell I would even take a generic "We recognize the community feels this issue needs attention and will look into it"...
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.13 15:50:00 -
[25]
Originally by: EpicFailTroll Edited by: EpicFailTroll on 13/08/2008 15:40:06
Originally by: AstroPhobic You're playing theorycraft and losing. How do you honestly think you'll use an AB vaga to get inside web range of a ship with a MWD? Have you thought about this at all?
PS. If you're fitting afterburners in 0.0 (post patch, pre patch, whatever) you fail and you will die.
Can you use any other ship than vaga as an example? you're only embarrassing yourself. A ship with MWD but bad agility/acceleration -that is, most ships except minmatar- can be caught with a mimatar ship (good agility, acceleration) using AB. Breaking news!
PS: cancel your subscription. You're the kind of player that lobbyes against anything addressing the dumbing down of combat mechanics. MWD nerf ushers new dynamics and possibilities, that scares you.
Even after the patch, a ship with an MWD will outrun a similar ship with an AB. Claiming improved agility and acceleration (both of which have been lowered) are not enough to account for the speed differences of the modules. A ship with an AB will not catch a ship with an MWD of the same class. Therefore, that AB ship you keep describing will now be left chasing the target and in perfect position to be killed. The only ships that can orbit with an AB under tracking are the assault ships due to the low signature radius. Cruisers can not perform this, so stop beating a dead horse.
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.13 16:09:00 -
[26]
Originally by: EpicFailTroll
Originally by: Transmaniacon
Even after the patch, a ship with an MWD will outrun a similar ship with an AB. Claiming improved agility and acceleration (both of which have been lowered) are not enough to account for the speed differences of the modules. A ship with an AB will not catch a ship with an MWD of the same class. Therefore, that AB ship you keep describing will now be left chasing the target and in perfect position to be killed. The only ships that can orbit with an AB under tracking are the assault ships due to the low signature radius. Cruisers can not perform this, so stop beating a dead horse.
Agility, acceleration, and maneuvering: you need to test that, and not rely on keep at range/orbit all the time.
I dont care how quick you can turn on a dime, thats not going to make you go faster. You can just keep at range with your MWD and laugh as they chase you around. You wont have the speed to make up ground and get a web/scram on them before they just fly farther away.
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.13 16:32:00 -
[27]
But these are ideal examples, a smart player isnt going to fly directly at you, but we can not argue these kinds of details. Small ships will be able to orbit under guns with an AB, that I am looking forward too. But anything bigger than a frigate will not have that advantage.
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.13 19:13:00 -
[28]
Sure you can fight in 1-20km ranges, but then you will die. Blasters + Lasers > AC at that range. We either have to stay out of blaster range, or under laser tracking. This is true for minmatar ships. If both ships are equipped with AB, then yes, the minmatar ones will have an advantage and be able to dictate range somewhat better. But the fact of the matter is, AB will not be as prevalent as you seem to think. MWDs are still going to be standard in 0.0 combat, and while there might be an increased use of AB on certain ships, MWDs will still be the propulsion choice.
In addition, you have frequently attacked people on a personal level and it would be in your best interest to refrain from doing so.
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.13 19:20:00 -
[29]
Yea, the MWDs magnified the small original speed differences on Minmatar ships. AB close the gaps.
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.13 19:28:00 -
[30]
Edited by: Transmaniacon on 13/08/2008 19:29:03 No MWD in 0.0 = death
Escaping bubbles, getting to targets, instawarping, MWD are invaluable.
Edit: Astro, I used to be in ATF too, when they killed off Rare =) (I was in Homeless.)
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.13 19:50:00 -
[31]
This dog fighting though is all idealistic, in 0.0, the blobs are king...unfortunately. Good fights are far and few, and people are still going to use MWDs in 0.0, regardless of what they are planning on doing because you just don't have the options with an AB (namely GTFO).
Low sec may see more use with AB piracy, but its still a toss up. You are sacrificing the safety net the MWD enables (not just nano players, but all ships) and if you find yourself up against an enemy with an MWD, then your SOL. I do see what you are arguing, and would love for a game where AB dominated the playing field, but in this current state of the game, MWDs are required for 0.0 operations, and their advantages currently, and likely after the patch, outweigh those of the AB.
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.14 16:29:00 -
[32]
Originally by: EpicFailTroll
Originally by: Cpt Branko
Originally by: EpicFailTroll
Oh hai. Im a little troll. Bubbles do not exist, you never need to get back to gates, or get in range, ABs are fully viable and look, I just trolled your thread.
Stop trolling.
You're just a nanos****hoping to still be able to fly your vagabond the way you always have: with no risk. Reread my above posts for explanation why AB is viable in an environment where MWD is nullified by scrambler. 0.0 operations are not meant for solo btw.
All minmatar problems would be solved by this MWD nerf. That's the sad truth. EFT says it.
Even at the current state of the game, where Minmatar can reach 'ludicrous' speeds and avoid damage, they are still beat by other races. Speed helped us mitigate incoming fire, but we still fall behind when it comes to dealing damage. You can not win a battle by avoiding damage, you have to go on the offensive. This entire thread is devoted to how to fix Large Projectiles, and specifically the Tempest battleship. Giving Minmatar BS a chance in terms of damage output is what needs to be fixed. Nerfing MWDs is not going to "fix Minmatar". As dozens of posts have shown, MWDs are a staple of modern Eve combat. They are required for survival in 0.0, and generally mandatory in all other forms of pvp. Your argument about AB becoming superior in the coming patch is not valid simply because the benefits of MWD outweigh those of AB, and the entirety of Eve combat practices are not going to change. Lets finish this tangent about propulsion and Minmatar, and get back to discussing the actual problem at hand, their offensive capabilities.
/tangent
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.14 17:20:00 -
[33]
Originally by: EpicFailTroll
Originally by: Transmaniacon
Even at the current state of the game, where Minmatar can reach 'ludicrous' speeds and avoid damage, they are still beat by other races. Speed helped us mitigate incoming fire, but we still fall behind when it comes to dealing damage. You can not win a battle by avoiding damage, you have to go on the offensive. This entire thread is devoted to how to fix Large Projectiles, and specifically the Tempest battleship. Giving Minmatar BS a chance in terms of damage output is what needs to be fixed. Nerfing MWDs is not going to "fix Minmatar". As dozens of posts have shown, MWDs are a staple of modern Eve combat. They are required for survival in 0.0, and generally mandatory in all other forms of pvp. Your argument about AB becoming superior in the coming patch is not valid simply because the benefits of MWD outweigh those of AB, and the entirety of Eve combat practices are not going to change. Lets finish this tangent about propulsion and Minmatar, and get back to discussing the actual problem at hand, their offensive capabilities.
/tangent
0.0 is not meant for lone nanoers thinking they're top pilots just because they can evade most things. They need to be taught a lesson, and the MWD nerf would take care of that. Fleet wouldn't be affected. Nobody is going to go and scramble ships in a blob. Fleet will still use MWD.
AB becoming the main propulsion module in non-blob types of engagements helps minmatar BS. They can't go at autocannon optimal lest they be blasterized into rivets, and fighting at their optimal + falloff yields crappy DPS. If most ships fit ABs, fearing to have zero speed boost available due to MWD reactivation delay should they fit one, you get the chance to fight in the lower part of your falloff without your opponent closing on you. You can even fit viable artillery fits with the extra grid. You have better cap, allowing for increased neuting. This is actually a big point since projectile don't consume cap and the compulsory MWD griefs your capacitor. The cons are reduced sig of your adversary since he doesn't fit ABs, but your smaller sig doesn't implode either so damage is more mitigated than in the case of both adversaries using MWD.
You keep assuming everyone is going to be fitting AB, and if that were the case, it would be a little trickier manuevering around and being an effective combatant. But the fact of the matter is MWDs will still be used by just about everyone who uses them now. The only ships I see using AB are assault ships. 0.0 combat is blob warfare, plain and simple. I spent about 9 months in 0.0 doing skirmish type combat, and maybe had 2-3 good fights. Fights that were even and non-capital based, and were just plain fun. In order to survive and keep up in 0.0, you need an MWD. As Liang has described, you have zero chance of escaping a gate camp, if for some reason you need to get away from the fight to draw out drones, prevent death, any number of things, you cant do that with an AB. AB will probably be used more than they are now, but MWDs will remain a staple of 0.0 combat.
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.14 17:48:00 -
[34]
Edited by: Transmaniacon on 14/08/2008 17:48:53
Originally by: EpicFailTroll
- If MWD reactivation delay is implemented, everybody is going to fit AB in medium/small gangs: it will take a few seconds more to get back on gate, less than half a minute more to exit a bubble (remember it takes a while to fill the last quarter of your speedometer, MWD top speed is theoretical and seldom reached)
Once again, everyone is not going to fit AB like you seem to think. Those extra few seconds to get back on a gate mean you die. The half a minute to exit a bubble means they are going to point you and you die. MWD offer some survivability in 0.0, you should have the option to get away if you want too. I am NOT saying that nano-ships should be able to get away, I am saying that any MWD ship will have some ability to escape danger moreso than with a AB.
As far as BS using AB, it wont be the spectacular dog fighting you imagine. With the recent mass additions and speed decreases, expect to see mind boggling 250 m/s second BS speeds. That kind of speed will not suffice. If ALL BS used AB and were engaging in the same way, then you could argue Minmatar would have the advantage (albeit slight), but we all know this is not the case.
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.15 12:35:00 -
[35]
Originally by: Veryez
Originally by: Ranvaldy Edited by: Ranvaldy on 14/08/2008 01:33:42
I said IF they get the buff then we could also get a slight buff.Oh ye strongest when u have like shitloads of SP+Perfect cap skills etc.I was sweating till i didnt have the perfect cap skills+T2 Pulses to do lvl 4 missions alone or this game is for only players who has every skill on lvl 5 ?So i just /afk the game for 2 years then i come back and i pwn as amarr right ?
Of all the Amarr whines I've seen, the "We have to train so many SPs" has NO place in a Minmatar thread. You have no idea what 'having to train a lot of skills' really means.....
Typhoon:
Drone Skills Gunnery Skills Missile Skills Armor Tanking Skills
Armageddon:
Drone Skills Gunnery Skills Armor Tanking Skills
Cap skills argument is irrelevant because everyone needs them.
Oh and if you ever want to use T2 minmatar ships, dont forget you need to train shield tanking. And if you ever want to use the minmatar dreadnought, you need Citadel Torps and XL Projectiles. So tell me, where are the other Amarr skills you have to train...
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.15 16:25:00 -
[36]
Ok guys, heres the plan. At fanfest, get some devs really drunk and then trick them into signing a contract confirming they will give Minmatar some love. But don't worry, our plan is safe here 
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.15 16:41:00 -
[37]
Hehe , gotta give everyone a break and not burn them all out discussing something that seems to be getting us nowhere...
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.15 16:42:00 -
[38]
Originally by: AstroPhobic
Originally by: Cpt Branko
Originally by: Transmaniacon Ok guys, heres the plan. At fanfest, get some devs really drunk and then trick them into signing a contract confirming they will give Minmatar some love. But don't worry, our plan is safe here 
We have successfully derailed this thread for what must be three pages without anyone noticing 
I swear I could throw the most awful insults at whomever I want - it doesn't matter as long as it's in a minmatar thread.
WE ARE PEOPLE TOO! I DEMAND EQUAL RIGHTS
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.15 16:47:00 -
[39]
Originally by: Cpt Branko
Originally by: Lyria Skydancer
W00t! minmatar derailing their own threads?! Brilliant! My job is done here.
It's all about the post count.
We need to get to 1400, that would make for a nice thread hehe
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.15 16:48:00 -
[40]
Edited by: Transmaniacon on 15/08/2008 16:48:38 I IS TEH LEETSUACE!
Edit: 
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.15 16:53:00 -
[41]
Yea, even if the optimal is just pushed back, to say 7-9km, then we can increase our damage in falloff, and be able to operate at around optimal + falloff/2, thus removing the hit quality degradation, and extending the range of our DPS.
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