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Thread Statistics | Show CCP posts - 70 post(s) |

Treya Amoncarde
Royal Imperial Navy Reserves
0
|
Posted - 2012.12.05 04:52:00 -
[1231] - Quote
Here's an idea: Instead of removing the DD, or nerfing the guns, why not just remove the Titan from the game altogether? I mean, you only train for 2 years straight to pilot it, raise about $2,500.00 USD in ISK to afford it, spend a month in nullsec protecting it while it's being assembled and built (hoping your alliance doesn't fold or screw you over in the end anyway), and delegate yourself to being quite possibly the most paranoid type of capital pilot in all of EVE online. Why would ANYONE think that something the size of a spacestation that requires so many resources just to own, let alone operate, should be powerful at all? [/sarcasm] |

Edam Maulerant
Southern Cross Empire Flying Dangerous
1
|
Posted - 2012.12.05 11:32:00 -
[1232] - Quote
I think one issue is that sigradius relies almost entirely on transversal to be effective, I think a larger portion of sigradius benefits should be applied before the transversal calculation, so oversized guns still have a chance of missing a small, unmoving target.
This means transversal is good, but its not *quite* as life or death as it is now. And small ships at extreme range have a hope of closing. This also allows for more choices in mobility as direct fighter style assaults dont become an immediate death sentence. Currently there is one option in even the tiniest ship. Spiral and orbit. |

Misaka Todako
Close Proximity
4
|
Posted - 2012.12.13 00:19:00 -
[1233] - Quote
*Puts on flame suit* Let me preface this post with the fact that, on a different character, I fly a Leviathan. I do this for a major alliance who has a lot of titans. I've flown it for a while, and I've seen some pretty hilarious lossmails from fellow pilots. Some of this post may not factor in the full potential of gunnery on a titan given Citadel cruises and torps are uniformly bad against anything smaller than a planet. Not bitter.
Lord Zim wrote:dreads are vastly easier to kill, and as such are much more balanced by default.
This hasn't stopped titans from popping at a fairly regular interval. Titans have literally no defense from a subcap fleet. A single dictor can orbit and bubble it until the end of time (well until it runs out of bubbles anyway, a hictor could perma bubble assuming it was cap stable).
But this is fine. The same rule applies to several other ship engagements, and a Titan is designed to be used in fleets. However, given that goons recently killed a titan with something like 30 people, it's not particularly easy to say "Titans have too much ehp hurf blurf". Bring some neuting ships. It's a magical experience.
In a broader scope, tracking titans are fairly bad at this point. This isn't to say they can't blap battleships, but I will state they are bad at it and a tracking dread will do a better job in every checkbox that matters. So we can basically remove that role from the Titan entirely unless you're just being silly.
Titan DPS against structures is only slightly ahead of sieged dreads with t2 siege modules. Titans don't require siege as a bonus, but realistically with the 5m timer this isn't a massive improvement (not worth the cost difference for sure) given that you can drive by siege a POS fairly easily with a handful of dreads and it's much cheaper and less risky. Especially with Phoenixes which can be fit to be at jump cap as soon as they exit siege. Again the risk is lower with a dread, and you don't put your character in a coffin, so this role is again isn't ideal for the Titan. Supercarriers also excel here with the exception of poses themselves, for obvious reasons. Moreover the need to constantly grind structures is a fairly broken aspect of EVE that only the most fresh faced of newbies can honestly say they enjoy.
What Titans do have are bridges, and DDs. The DD itself is interesting but perhaps broken in ways I won't go into in this post. I do believe that the DD needs to be changed. If you look at the module's history, it's aparrent that CCP never really thought it through that well, and what's left of the module is writhing in agony; a barely breathing corpse abused by one too many knocks to the head with the nerf bat. However for the sake of argument, if you really wanted to poop on a hostile cap fleet, supercarriers have a better jump range and can use fighter bombers, which will do a pretty fantastic job and still sport impressive tanks. They can also launch fighters which are very good against many subcaps. Alpha is obviously lower so you can't insta-pop 3xCCC triage carriers, but that's a fairly broken mechanic to begin with.
Titan bridges are, while useful, not particularly fun or engaging for the pilot. Spare me the "boo hoo" posts as I don't really care. Alliances need bridges so they'll pay for titans and pilots if they can afford them, so people will fly titans. However it seems like if we narrow the scope of the titan to this single role, it's price ludicrous. Jump bridges run around 80m isk. Being able to light and bridge to a cyno is nice but lets at least keep things in perspective.
In summary, Titans are more utility at this point. The primary roles they fill are DDing hostile caps that happen to be inside jump range, and bridging ships. The first role is fairly risky for a 80b+ isk ship and many pilots (Mostly smaller coalitions who can't drum up a 250 man BS fleet at the push of a button) will avoid it. The second role is an exciting game of "push two buttons while sitting in the safety of a pos". This isn't to say you can't use titans for other things, but those other things are best left to Dreads or Supercarriers, which excel in those roles better and are less risky.
I guess to rein this post in, Titans have no direction. I don't really care how titans are changed, but something needs to change to give them a role again, beyond a giant over-priced jump bridge. And if bridging becomes their only role, the pricing needs to reflect that, which is a difficult decision given the number of Titans already in play. Smacking them with the nerf bat isn't the answer; it's a bandage. And maybe those bandages are necessary in the short term, but I hope CCP has some kind of long term plan to make Titans desirable and useful beyond Choose-Your-Own-Adventure jump bridges. |

iskflakes
Magnets Inc.
236
|
Posted - 2013.01.01 02:42:00 -
[1234] - Quote
The above poster makes good points.
Tians are two things: DD, and bridge. The DD is an obviously broken mechanic from so many perspectives. Why should the chance of getting instapopped increase as you go from a battleship to a carrier? And for the titan pilot, is it really satisfying PVP to hit a single button and see a single enemy explode? The DD can't even be used for drivebys (without a POS in system) or self defense. Broken. The bridge is a useful logistical tool, and without it mega coalitions wouldn't be able to grow so large, but you would think the most expensive (non collector's) ship in EVE would have a more glorified role than bridging guys around from the safety of a tower, with the only risk coming from misclicking the jump button, leading to probable death.
Titans need a revamp of their roles. That's neither a buff nor a nerf. One role they could fill is as the counter to subcap blobs. Give them tracking bonuses for blapping, and make the doomsday more like a giant smartbomb. Balance wise this clearly won't work unless cyno mechanics are simultaneously addressed. If cynos were given mass limits, most of the "problems" people have with supercaps become non-issues. It doesn't matter how much EHP a titan has, as long as his 300 friends can't come and save him within 5 minutes from the other side of EVE. It doesn't matter how good a titan is at blapping subcaps, as long as you're only fighting one of them and not a blob of 300. Track your wealth with EVEStats - https://ohheck.co.uk/EVEStats/home.php |

Misaka Todako
Close Proximity
5
|
Posted - 2013.01.02 06:26:00 -
[1235] - Quote
iskflakes wrote:If cynos were given mass limits, most of the "problems" people have with supercaps become non-issues. It doesn't matter how much EHP a titan has, as long as his 300 friends can't come and save him within 5 minutes from the other side of EVE. It doesn't matter how good a titan is at blapping subcaps, as long as you're only fighting one of them and not a blob of 300.
Mass limiting cynos is a terrible idea.
First, there are numerous workarounds. You can simply burn more cynos to your destination, which favors larger alliances who can drum up more cyno alts. Alternatively you can chain cyno by refitting a carrier once the first cyno caps out.
Second, the dynamics of a fight drastically change. It basically creates an environment where the first person to drop supercaps wins, as you'll be able to attack incoming capitals before they can get their whole fleet in system and set up.
And finally, if you rely on movement limitations to restrain capital fleets, then holding a system becomes trivial. Simply drop all your supers in it ahead of time and nobody can touch you.
I could spitball all kinds of titan role ideas, but that's not really my place. I'd much prefer to see CCP propose changes and reach out to other pilots, titan or otherwise, for feedback. However I get the feeling Titans are going to collect dust for a few more expansions. |

Bum Shadow
Es and Whizz Hedonistic Imperative
15
|
Posted - 2013.01.03 04:10:00 -
[1236] - Quote
Instead of a titan Opening and projecting a jump bridge which other ships can then jump though.
What if (due to its huge size and thus gravitational pull) it dragged "formed up" fleet members through a jump.
Meaning if you want to jump a fleet onto an enemy. titan has to come too.
Could get expensive mind!
Other jump capable ships will function as normal. Titan just has the ability to pull a fleet with it.
Or would that suck? >.< |

Brandoe Chung
Moon In Scorpio The Kadeshi
1
|
Posted - 2013.01.03 15:03:00 -
[1237] - Quote
And yeah I'll just leave this here Someone call for a ride? |

Andski
GoonWaffe Goonswarm Federation
6313
|
Posted - 2013.01.11 17:50:00 -
[1238] - Quote
iskflakes wrote:Titans need a revamp of their roles. That's neither a buff nor a nerf. One role they could fill is as the counter to subcap blobs. Give them tracking bonuses for blapping, and make the doomsday more like a giant smartbomb. Balance wise this clearly won't work unless cyno mechanics are simultaneously addressed. If cynos were given mass limits, most of the "problems" people have with supercaps become non-issues. It doesn't matter how much EHP a titan has, as long as his 300 friends can't come and save him within 5 minutes from the other side of EVE. It doesn't matter how good a titan is at blapping subcaps, as long as you're only fighting one of them and not a blob of 300.
I hope you're aware that your idea here is ridiculous and does nothing to address either ~~~teh blob~~~ or the lack of a role for titans. They'd simply become overpowered defensive tools, and would stagnate nullsec beyond hell when taking somebody's space means fighting a number of blapping AoE DDing titans that you cannot counterdrop due to cyno mass limits, if you're not already fighting them under a jammer to begin with. ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. ~~~~i am god~~~~ |

Andski
GoonWaffe Goonswarm Federation
6313
|
Posted - 2013.01.11 17:59:00 -
[1239] - Quote
Also, nothing would stop your "anti-blob" titan from being used against small fleets out of boredom, and nothing about it stops it from supporting huge fleets. ~*a proud belligerent undesirable*~ TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest. ~~~~i am god~~~~ |

Dasquirrel715
Universalis Imperium Tactical Narcotics Team
26
|
Posted - 2013.01.20 23:29:00 -
[1240] - Quote
iskflakes wrote:The above poster makes good points.
Tians are two things: DD, and bridge. The DD is an obviously broken mechanic from so many perspectives. Why should the chance of getting instapopped increase as you go from a battleship to a carrier? And for the titan pilot, is it really satisfying PVP to hit a single button and see a single enemy explode? The DD can't even be used for drivebys (without a POS in system) or self defense. Broken. The bridge is a useful logistical tool, and without it mega coalitions wouldn't be able to grow so large, but you would think the most expensive (non collector's) ship in EVE would have a more glorified role than bridging guys around from the safety of a tower, with the only risk coming from misclicking the jump button, leading to probable death.
Titans need a revamp of their roles. That's neither a buff nor a nerf. One role they could fill is as the counter to subcap blobs. Give them tracking bonuses for blapping, and make the doomsday more like a giant smartbomb. Balance wise this clearly won't work unless cyno mechanics are simultaneously addressed. If cynos were given mass limits, most of the "problems" people have with supercaps become non-issues. It doesn't matter how much EHP a titan has, as long as his 300 friends can't come and save him within 5 minutes from the other side of EVE. It doesn't matter how good a titan is at blapping subcaps, as long as you're only fighting one of them and not a blob of 300.
This post makes me realize how long I have been in this game. Titan DD's USED to be a giant grid wide smartbomb that killed anything less than a heavily tanked BS. |

sir Theador
The Scope Gallente Federation
0
|
Posted - 2013.01.22 08:39:00 -
[1241] - Quote
Titans were originally meant to only come in ones and twos at the begging but as the game membership grew the resources to build them in mass became available. I donGÇÖt think nerffing them is the answer. We donGÇÖt want a expensive ship that dose nothing. One thought to consider is if the titans can be mass produced then itGÇÖs probably time to introduce something bigger/better. Something like tec 2 titans would fit the bill. This may sound crazy but then again having 50 titans on the field doesnGÇÖt sound that sane to me ether. When we look at large fleet warfare no new content has been added besides neffing and buffing in a long, long, time. This has left us with a 4 combat capable caps in 3 classes. 1 titan 2 mother ships or super carriers and carriers. 3 dreadnaughts Then we have the battleships. Of all the battleships it seems only the tec 1 tier 3 ships get used much for fleet warfare. So we really donGÇÖt have the ships to make balancing effective at all in large fleet warfare. The caps will never be balanced without adding ships to make the null sec battle a dynamic engagement I would propose adding 3 ships as a start in the right direction. 1 A tec 2 battle ship for the fleet. If you have hundreds of tier 3 tec1 bs being used in fleet engagements I think itGÇÖs time to give us a ter3 tec2 bs for the fleet. A ship like this would help consolidate power and offset the caps dominance. For this ship I suggest more hp (about like the navy bs) +30% dps (with skills up to 5) and a 50% reduction to the rate of fire (lots more alpha) 2 A battle ship with smart bomb bonuses to counter the use of carriers. 3 A tier 2 anti-cap dreadnought that protects its self with a fuel powered deflector shield that cap weapons cannot penetrate but smaller, sub cap ships, can fly though. This ship would be vulnerable to small ships like bs, bc, fighters, and fighter bombers that got though its shield, but would be able to attack fleets of titans with impunity. A ship like this would allow titans to have awesome offensive capabilities without being overpowered.
|

ITTigerClawIK
Galactic Rangers R O G U E
185
|
Posted - 2013.01.25 12:27:00 -
[1242] - Quote
why is this couple year old thread still sticked ... and shoudlnt it be in F&I section now? |

Andy Landen
Exploring Eagles
88
|
Posted - 2013.01.25 22:34:00 -
[1243] - Quote
Confirming that with enough money, anyone can pay to win in Eve. Introducing the Titan.
For a more strategic role, the DD could be limited to only work against structures. Require strontium too. And prevent it from moving or warping for at least as long as the Triage module prevents the carrier from moving and warping. Might as well throw in the same anti-RR/anti-help effects typical of Triage and Siege. |

Misaka Todako
Close Proximity
8
|
Posted - 2013.01.31 07:03:00 -
[1244] - Quote
Andy Landen wrote:Confirming that with enough money, anyone can pay to win in Eve. Introducing the Titan.
For a more strategic role, the DD could be limited to only work against structures. DD can't hit structures intentionally, otherwise you could nuke a tower or station in literally seconds, which completely breaks sov mechanics. Regarding the other DD changes, as I've already stated above, titans are pretty garbage already. Further nerfing isn't going to help. You suggest that titans are an "I win" button, but I have no idea where this perception comes from beyond outdated perceptions of the Titan. The recent brawl in Asakai is a good example of how irrelevant Titans have become.
As for the "tech 2 titans" proposal above, well, I don't think I need to explain why it's a bad idea. You're just kicking the "titan problem" down to another ship.
Again, I don't think suggesting new titan mechanics or changes is the right thing to do at the moment. What I'd much rather have is some kind of statement from CCP as to what their plans are for the titan in the long term, or at least a nod to indicate they know the ship's totally broken. Once we know CCP actually gives a damn about fixing titans, we can then suggest or contribute to their ideas. |

sir Theador
The Scope Gallente Federation
0
|
Posted - 2013.02.08 08:05:00 -
[1245] - Quote
The titanGÇÖs original abilities were fine at the beginning of the game because of the number of them in the game. The super weapon was not overpowered because in most fleet battles there was only one titan. The problem came when there were 3-10 of them. Tec 2 titans would not be overpowered because nobody would be able to afford more than one or two for a while.
|

Elizabeth Norn
Tax Evasion Haven
0
|
Posted - 2013.02.14 18:32:00 -
[1246] - Quote
iskflakes wrote:The above poster makes good points.
Tians are two things: DD, and bridge. The DD is an obviously broken mechanic from so many perspectives. Why should the chance of getting instapopped increase as you go from a battleship to a carrier? And for the titan pilot, is it really satisfying PVP to hit a single button and see a single enemy explode? The DD can't even be used for drivebys (without a POS in system) or self defense. Broken. The bridge is a useful logistical tool, and without it mega coalitions wouldn't be able to grow so large, but you would think the most expensive (non collector's) ship in EVE would have a more glorified role than bridging guys around from the safety of a tower, with the only risk coming from misclicking the jump button, leading to probable death.
Titans need a revamp of their roles. That's neither a buff nor a nerf. One role they could fill is as the counter to subcap blobs. Give them tracking bonuses for blapping, and make the doomsday more like a giant smartbomb. Balance wise this clearly won't work unless cyno mechanics are simultaneously addressed. If cynos were given mass limits, most of the "problems" people have with supercaps become non-issues. It doesn't matter how much EHP a titan has, as long as his 300 friends can't come and save him within 5 minutes from the other side of EVE. It doesn't matter how good a titan is at blapping subcaps, as long as you're only fighting one of them and not a blob of 300.
I have a fix for these two issues, remote aoe/directed doomsdays. All someone needs to do is light a cyno and then you can blowup either the entire grid or any single cap on it, without any risk to the Titan. Brilliant if I say so myself.
"Those who cannot remember the past are condemned to repeat it." |

Barrogh Habalu
Imperial Shipment Amarr Empire
423
|
Posted - 2013.04.02 15:47:00 -
[1247] - Quote
Misaka Todako wrote:DD can't hit structures intentionally, otherwise you could nuke a tower or station in literally seconds, which completely breaks sov mechanics. To be honest, nothing prevents devs to code such useage carefully to avoid this sort of scenario. In any case though grind time will be lowered, but it doesn't look like "speeding up structure grind for those who can afford it" is a good role for a ship. |

Carniflex
StarHunt Intrepid Crossing
75
|
Posted - 2013.04.11 11:20:00 -
[1248] - Quote
sir Theador wrote:The titanGÇÖs original abilities were fine at the beginning of the game because of the number of them in the game. The super weapon was not overpowered because in most fleet battles there was only one titan. The problem came when there were 3-10 of them. Tec 2 titans would not be overpowered because nobody would be able to afford more than one or two for a while.
If you add The Biggest Stick into the game then cost does not matter - you will have larger alliances cooking them left and right even if you put them at a trillion isk investment, if they are sufficently overpowered. So I'm opposed to the idea of adding T2 Titans.
TBH in my opinion at this point all the good options are already far gone, with close to half thousand of these ships in game already. It's too late to place any realistic cap on the number of these so all thats left is to find some kind of role for them that does not make all their holders to ragequit.
I have one possibility - add 4 new outpost types into the game, which you can build by anchoring and upgrading a Titan. Something reasonably unique, say with some upgrades to these you can allow supercapital docking, or running alchemy reaction in station or whatever. It's still possible to come up with some reasonably unique stuff for stations.
That alone would not do a lot ofc - second thing would be removing all combat ability from titans. Add some more hp to make em die even slower but remove the DD and guns. They are logistical backbone ships anyway, mostly used for bridging people. If you remove its combat ability alliances will no longer have a reason to make 20 new titans (or whatever is the number atm) per month. Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |

Nylith Empyreal
Federal Defense Union Gallente Federation
315
|
Posted - 2013.04.14 10:21:00 -
[1249] - Quote
No matter what you give this ship, it's going to be exploited in some matter, to anti blob thus becomes a blob. Nice logistics, think dragging them through jump portals would be a nice idea, perhaps add another capability? Breaching cyno jammed systems in lieu of the sacrifice of sending them through with the fleet. Who's the more foolish the fool or the fool who replies to him? |

Andy Landen
Air Initiative Mercenaries
118
|
Posted - 2013.04.25 04:11:00 -
[1250] - Quote
The mistake was the Titan. The only fix is to remove the Titan. It can't even be pointed normally. It can't even be alpha'd like most other ships. Which brings us to the supers in general. No matter what you do to tweak a number here or there, the continued existence of supers is the problem. |

Reaver Glitterstim
Dromedaworks inc Tribal Band
457
|
Posted - 2013.04.25 10:01:00 -
[1251] - Quote
If people are losing subcaps to a Titan, they are not moving. It's kind of their fault. Malcanis for CSM 8 |

Carniflex
StarHunt Intrepid Crossing
79
|
Posted - 2013.04.26 11:10:00 -
[1252] - Quote
Reaver Glitterstim wrote:If people are losing subcaps to a Titan, they are not moving. It's kind of their fault.
That sidesteps the underlying problem of having a "broken" ship in game. Ship is "broken" when the only alternative of that ship is to bring more of that ship.
As far as I can see under the current mechanics it is basically so with the titans and supercarriers. If you are facing hundreds of them your best counter is to just bring out more of them. If desperate, you can attempt things like suicide dreads and such but that approach runs out of steam very fast.
You can kill small number of them if you outnumber them substantially, but at certain threshold it does not matter really that much anymore. Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |

Reaver Glitterstim
Dromedaworks inc Tribal Band
462
|
Posted - 2013.04.27 22:33:00 -
[1253] - Quote
I agree with that assessment. I think one solution would be to produce a supercapital weapon (both turrets and bombers) which deal much higher damage than regular capital weapons and can be fit on dreadnoughts or carriers - but which are ineffective at shooting regular capitals. One of the traits of the supercapital turrets should be an automatic miss effect for signature radiuses smaller than 10km, the turret missing more and more the smaller the sig radius is, regardless of radial velocity.
Or maybe regular capital weapons should do this--then you can attack titans with a big subcap fleet and it can't fight back on its own.
But Titans should have lower tracking than dreadnoughts, seriously. Malcanis for CSM 8 |

Hagika
LEGI0N
166
|
Posted - 2013.05.16 17:51:00 -
[1254] - Quote
CynoNet Two wrote:Killerhound wrote:Clone Vat Bay is horribly broken or well absolutely worthless, due to following Problems:
- makes you immoblie (no warp, move, jump) - has a duration of 3 mins and needs to be activated - installation process is horribly complicated (needs pilot to invite "customer") - costs something - Usage is a oneway process, because it works only to jump to it not from it, therefor the clones in there have no imps unless carried with the titan. Horrible work if 75 dudes need there specific imps (Warfare imps, Hardwirings, ....) - Module needs to be active to jump to titan - You pop out of the titan around it, you have to board your ship and put in your imps before you can start the engagement.
All this makes this module only useful for Interdictor pilots or similar roles but in a very specific case....
It's almost certainly outside the scope for a near-future patch, but revisting Clone vats is definitely on the list for giving titans a non-combat frontline role. Consider this: a) Scrap the current clone-installation method for clone vats. Make it so that they no longer contain jump clones in their current form. Remove the 'max clone limit' too. b) Prevent use of Clone Vat Bay inside a starbase shield. c) Allow pilots to instantly clone-jump from a station to an active clone vat module on a ship in the same fleet as them, appearing in a pod next to the capital ship. This jump is not affected by jump clone timers or the player's max jump clone limit. d) Change the Clone Vat skill to affect how many people can use the module per cycle, so it is worth skilling up. E.g. 10 people per cycle at level 1, up to 50 people per cycle at level 5. e) Increase Titan SMA capacity by at least 100% so that they can hold substantial numbers of spare ships for people cloning into a fight.
Do like this idea alot. |

Hagika
LEGI0N
166
|
Posted - 2013.05.16 18:36:00 -
[1255] - Quote
A couple great ideas on here and one that would put guns more in line with missiles in terms of dealing less damage to smaller targets.
My question is.. Is there a reason you are so bent on making the deadline? Is someone holding a pistol to your head?
How about take just a little more time to do it correctly, instead of finding a band aid to do it now? Seriously, do it right the first time so people are satisfied. I think most will not care if they have to wait maybe another month if that to get a good fix instead of a half arsed fixed that will not really solve any issues. |

I'm Down
Macabre Votum Northern Coalition.
164
|
Posted - 2013.05.19 03:09:00 -
[1256] - Quote
only 14 months old... what great iteration we've seen.
That temporary fix only accounts for about 12 % of the entire game's life. |

Joe D'Trader
Dreddit Test Alliance Please Ignore
170
|
Posted - 2013.05.23 01:30:00 -
[1257] - Quote
Necro? |

pmchem
GoonWaffe Goonswarm Federation
524
|
Posted - 2013.06.16 23:23:00 -
[1258] - Quote
Don't worry, they'll get back to this thread for tiericiding supercaps. @pmchem on twitter || GARPA || Goonswarm Economic Warfare Cabal |

Misaka Todako
Close Proximity
13
|
Posted - 2013.06.17 02:16:00 -
[1259] - Quote
pmchem wrote:Don't worry, they'll get back to this thread for tiericiding supercaps. I look forward to 2018 then. |

destiny2
Abh Academy Abh Alliance
140
|
Posted - 2013.06.25 23:48:00 -
[1260] - Quote
if they keep getting nerf'd does that mean prices will drop can never have to many titans :D |
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