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Thread Statistics | Show CCP posts - 15 post(s) |

Allen Ramses
Caldari Typo Corp
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Posted - 2008.10.28 20:22:00 -
[601]
Originally by: Gypsio III Max skills are assumed when balance is considered. You'll need to train Warhead Upgrades V to not get damage reduction, so why not GMP V?
I might be wrong, but something tells me the absence of a damage increase is not quite the same as a conditional reduction in damage potential (a broken one at that). |

Kalintos Tyl
Minmatar
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Posted - 2008.10.28 21:16:00 -
[602]
2008.10.28 21:10:00
Victim: Kalintos Tyl Corp: Unseen Chimera Alliance: The Unseen Company Faction: NONE Destroyed: Wolf System: FD-MLJ Security: 0.0 Damage Taken: 9084
Involved parties:
Name: Daren Kai (laid the final blow) Security: -1.1 Corp: War Tactical Groups Alliance: Varangians. Faction: NONE Ship: Megathron Weapon: 425mm Railgun II Damage Done: 4524
Name: MirrorGod Security: -9.8 Corp: Heretic Militia Alliance: NONE Faction: Minmatar Republic Ship: Abaddon Weapon: Berserker II Damage Done: 1859
Name: PatrickStarEX Security: 2.9 Corp: LOCKDOWN. Alliance: HUZZAH FEDERATION Faction: NONE Ship: Cerberus Weapon: Scourge Heavy Missile Damage Done: 1467
Name: Khalifrio Security: 2.8 Corp: Lone Star Joint Venture Alliance: Wildly Inappropriate. Faction: NONE Ship: Raven Weapon: Wrath Cruise Missile Damage Done: 1234
Name: Tomcat Security: 3.9 Corp: Are Cee Emm Alliance: Wildly Inappropriate. Faction: NONE Ship: Armageddon Weapon: Mega Pulse Laser II Damage Done: 0
Name: Marillio Security: 4.8 Corp: LOCKDOWN. Alliance: HUZZAH FEDERATION Faction: NONE Ship: Maelstrom Weapon: 1400mm Howitzer Artillery II Damage Done: 0
Name: Nakatah Security: -0.4 Corp: Total Mayhem. Alliance: Send More Paramedics Faction: NONE Ship: Manticore Weapon: 'Arbalest' Cruise Launcher I Damage Done: 0
Destroyed items:
200mm AutoCannon II Warp Scrambler II Barrage S, Qty: 60 Small Nosferatu II Projectile Ambit Extension I, Qty: 2
Dropped items:
Barrage S, Qty: 7264 (Cargo) 200mm AutoCannon II, Qty: 3 Gyrostabilizer II Adaptive Nano Plating II Barrage S, Qty: 60 Internal Force Field Array I Hail S, Qty: 3000 (Cargo) Small Armor Repairer II 1MN Afterburner II
well intresting damage distribution :D
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Shard Merchant
Minmatar
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Posted - 2008.10.28 21:26:00 -
[603]
Originally by: UrsaeMajoris Wishful thinking is suggesting increasing Rage Torps's explosion radius to 850m, which would then make it exclusively an anti-capital ship ammo. That and your quote from page 11 underlines one of the problems; T2 Rage/Fury ammo is being changed from a specialised, upgraded, high-damage ammo designed for ships of the same class to "Use this only for bigger targets.".
Can you even post without reusing and then bastardizing my rhetoric? How am I 'thinking wishfully' by expecting CCP to tweak Rage for the role they themselves decided on? You can't say I'm the only one who wants this, and then whinge at CCP to reconsider doing the same damn thing. That's some contradictory roofle, Jeeves.
Originally by: UrsaeMajoris Fury I can undertand the changes, since currently on TQ, the damage difference between faction and fury is negligible but the same is not the case with Rage and faction.
Um, lol? Discussing SISI stats in a SISI thread on a SISI forum and then using TQ values to make your case is one red herring. For the benefit of other readers, I hope to set the record straight:
Faction Cruise +15% damage Fury Cruise +28% damage
Faction Torps +15% damage Rage Torps +28% damage
So lets see.. Fury signature radius is 83% HIGHER over T1. Rage signature raidus is 44% HIGHER over T1. If Rage were as consistent with signature as all other stats.. Rage would have.. (drumroll please)..
823m SIGNATURE EFFING RADIUS
Considering my 850m value was a pure crapshoot on what I thought would constitute balanced, I'd say that was pretty awesome of me. |

Kalintos Tyl
Minmatar
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Posted - 2008.10.28 21:29:00 -
[604]
rail mega misies wolf 99% time while raven delivers steady damage all time. Balanced you say. Turets got " wrecking hits" ... |

Kalintos Tyl
Minmatar
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Posted - 2008.10.28 21:33:00 -
[605]
heavy droens have no problem tracking webed abing af wtf?? |

Javius Rong
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Posted - 2008.10.29 00:28:00 -
[606]
Originally by: CCP Nozh Edited by: CCP Nozh on 23/10/2008 12:57:05 We are currently testing a new missile damage formula to address the issues mentioned here.
In fact, afterburners will in general be more effective than microwarpdrive for speed tanking missiles since they decrease the signature radius to speed ratio more than microwarpdrives do.
The new missile damage formula has been running on Singularity for a week now, but the missile damage values have been constantly changing (from now on I'll try to post any changes we do here). Agility on ships has also been recalculated based on mass, instead of mass + MWD mass penalty.
Update by Fendahl on page 11 Update on page 12
Why does it make sense for any ship to be able to speed tank missiles other than a frigate? and why does it make sense for Afterburner to be a speed tanking mod instead of a well skilled MWD?
This has to be the scariest thread I have ever read in ANY game about rebalancing...... I would recommend that the Dev go back to the basics and come up with a new idea and let us live with Nanos (which I do not fly, but at least know how to deal with).....
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Vibora BR
Minmatar Brutor tribe
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Posted - 2008.10.29 02:30:00 -
[607]
Please Guys,
Think about to increase NPC sign radius or you will make the Raven and CNR (That I've just bought) near useless for mission running.
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oilio
Caldari State War Academy
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Posted - 2008.10.29 02:56:00 -
[608]
Originally by: Vibora BR Please Guys,
Think about to increase NPC sign radius or you will make the Raven and CNR (That I've just bought) near useless for mission running.
Sell the CNR now!!! You won't be able to give them away once these changes hit TQ.
Buy a nighthawk - you can get five of them for the price of a CNR, and they will be much better for missions after the nerf hits.
CCP NEVER change the stats on NPC ships - that's why NPC ships can fire torps from 80km etc. |

TZeer
Deep Core Mining Inc.
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Posted - 2008.10.29 04:04:00 -
[609]
Someone must have splipped something in their coffe.
Theese changes are just to stupid to be true.
Normal cruisers will already speedtank at 200m/s. We are looking at 60-70% damagereduction on normal cruisers before any speedmods or resists are taken into account...
So one of the mainpurposes for the raven in the fleetfights are taken away.
Add one AB and around 80% of the damage is taken away.
One of the upsides despite that you had delayed damage, was the good amount of DPS you could put on target when the missiles first reached.
Now even that is taken away.
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Braldye Sinma
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Posted - 2008.10.29 04:34:00 -
[610]
I threw away my bomber ....
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Vibora BR
Minmatar Brutor tribe
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Posted - 2008.10.29 05:03:00 -
[611]
I will keep cold mind and wait a little bit.
But will be pretty frustrating if my 1 Billion investment goes water down.
I hope CCP developers are not that crazy.
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Rip Striker
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Posted - 2008.10.29 08:32:00 -
[612]
Originally by: TZeer
... Normal cruisers will already speedtank at 200m/s. We are looking at 60-70% damagereduction on normal cruisers before any speedmods or resists are taken into account...
So one of the mainpurposes for the raven in the fleetfights are taken away. ...
Cruise Raven was never intended to be the most effective weapon against cruisers. That role should be occupied by HACs, BCs, and CSs. CCP is fixing that now.
A cruise Raven's role is to take out BCs and CSs, as they are the bulk support to a gang/fleet. CCP is fixing that now.
Fly safe! 
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Terra Mikael
Private Nuisance
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Posted - 2008.10.29 09:12:00 -
[613]
Originally by: oilio
Originally by: Vibora BR Please Guys,
Think about to increase NPC sign radius or you will make the Raven and CNR (That I've just bought) near useless for mission running.
Sell the CNR now!!! You won't be able to give them away once these changes hit TQ.
Buy a nighthawk - you can get five of them for the price of a CNR, and they will be much better for missions after the nerf hits.
CCP NEVER change the stats on NPC ships - that's why NPC ships can fire torps from 80km etc.
No. Get an Ishtar. Drones will be the only viable ships after this hits.
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Rip Striker
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Posted - 2008.10.29 09:30:00 -
[614]
Originally by: Terra Mikael
Originally by: oilio
Originally by: Vibora BR Please Guys,
Think about to increase NPC sign radius or you will make the Raven and CNR (That I've just bought) near useless for mission running.
Sell the CNR now!!! You won't be able to give them away once these changes hit TQ.
Buy a nighthawk - you can get five of them for the price of a CNR, and they will be much better for missions after the nerf hits.
CCP NEVER change the stats on NPC ships - that's why NPC ships can fire torps from 80km etc.
No. Get an Ishtar. Drones will be the only viable ships after this hits.
Havent your heard?
Originally by: CCP Zulupark
Ishtar: The ishtar is very very powerful, we however probably have to revisit its bonuses after the speed balance.
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Terra Mikael
Private Nuisance
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Posted - 2008.10.29 10:03:00 -
[615]
Originally by: Rip Striker
Havent your heard?
Originally by: CCP Zulupark
Ishtar: The ishtar is very very powerful, we however probably have to revisit its bonuses after the speed balance.
Dude, please say you're ****ing with me. This is just wrong on so many levels. This was supposed to fix speed. No one beforehand would have argued that the whole system needed and overhaul from the ground up. No one.
This hurts on so many levels. I'm having flashbacks to SWG and NGE. I can't breath.... 
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ArmyOfMe
Developmental Neogenics Amalgamated
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Posted - 2008.10.29 11:03:00 -
[616]
Originally by: Terra Mikael
Originally by: Rip Striker
Havent your heard?
Originally by: CCP Zulupark
Ishtar: The ishtar is very very powerful, we however probably have to revisit its bonuses after the speed balance.
Dude, please say you're ****ing with me. This is just wrong on so many levels. This was supposed to fix speed. No one beforehand would have argued that the whole system needed and overhaul from the ground up. No one.
This hurts on so many levels. I'm having flashbacks to SWG and NGE. I can't breath.... 
that quote was actually made when asked if it would be possible to change the hybrid turret damage bonus to either a armor resistance or armor rep bonus though
I very much doubt that ccp will nerf the ishtar in the future(but in all honesty you never know anymore)
Originally by: deadmaus
Because by the time we had calmed Plague down after he heard BoB were back in the vicinity it was too late to do anything
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Lili Lu
Purveyors of Uber Research Valuables and Ships
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Posted - 2008.10.29 19:27:00 -
[617]
I am ****ed. I wasted way too much training for HAM spec 4 and now I have no meaningful range option.
Heavy Missile spec users still have a viable close range high damage option.
Thanks for another Amarr nerf (this time to Khanid ships) you *******s. Yeah I said it.
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Gypsio III
Dirty Filthy Perverts
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Posted - 2008.10.29 19:33:00 -
[618]
Originally by: Lili Lu I am ****ed. I wasted way too much training for HAM spec 4 and now I have no meaningful range option.
Heavy Missile spec users still have a viable close range high damage option.
Thanks for another Amarr nerf (this time to Khanid ships) you *******s. Yeah I said it.
Jav HAMs were stupidly overpowered. Almost the DPS of faction Heavies to almost their range? Come on... No, HM users don't have a high damage option that remotely compares with the extra 25% damage of HAMs.
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Lili Lu
Purveyors of Uber Research Valuables and Ships
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Posted - 2008.10.29 19:39:00 -
[619]
Originally by: Gypsio III
Originally by: Lili Lu I am ****ed. I wasted way too much training for HAM spec 4 and now I have no meaningful range option.
Heavy Missile spec users still have a viable close range high damage option.
Thanks for another Amarr nerf (this time to Khanid ships) you *******s. Yeah I said it.
Jav HAMs were stupidly overpowered. Almost the DPS of faction Heavies to almost their range? Come on... No, HM users don't have a high damage option that remotely compares with the extra 25% damage of HAMs.
I'm not arguing that javelin HAMs should still hit for me at 77km like they do now, but what benefit is 5-10km more range?
In neither case does it change any combat variable for the jav user. Still have to dive into disrupter, scram, and web range all the time now.
Now tell me you lost the option to swap for more damage if you want to close for the kill, and you can claim a similar disadvantage.
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Rip Striker
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Posted - 2008.10.29 19:58:00 -
[620]
Originally by: Lili Lu
...
I'm not arguing that javelin HAMs should still hit for me at 77km like they do now, but what benefit is 5-10km more range?
In neither case does it change any combat variable for the jav user. Still have to dive into disrupter, scram, and web range all the time now.
Now tell me you lost the option to swap for more damage if you want to close for the kill, and you can claim a similar disadvantage.
What you should do is to compare the dps and range you get from your beloved HAMs to other medium sized close range weapons. I'm quite convinced you will find that HAMs are doing just fine.
Fly safe!
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Lili Lu
Purveyors of Uber Research Valuables and Ships
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Posted - 2008.10.29 20:05:00 -
[621]
Originally by: Rip Striker
Originally by: Lili Lu
...
I'm not arguing that javelin HAMs should still hit for me at 77km like they do now, but what benefit is 5-10km more range?
In neither case does it change any combat variable for the jav user. Still have to dive into disrupter, scram, and web range all the time now.
Now tell me you lost the option to swap for more damage if you want to close for the kill, and you can claim a similar disadvantage.
What you should do is to compare the dps and range you get from your beloved HAMs to other medium sized close range weapons. I'm quite convinced you will find that HAMs are doing just fine.
Fly safe!
Yeah, they're doing fine for one thing, tackle/close range damage dealing. Heavy missile ships have many more options. And, tell me a Cerb lacks in the damage dealing department with heavy missile options at any range.
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Allen Ramses
Caldari Typo Corp
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Posted - 2008.10.29 20:25:00 -
[622]
Originally by: Lili Lu Yeah, they're doing fine for one thing, tackle/close range damage dealing. Heavy missile ships have many more options. And, tell me a Cerb lacks in the damage dealing department with heavy missile options at any range.
A HML cerb is not practical. The kind of range you get with heavy missiles is quite disgustingly pointless when you take delayed damage into consideration. The cerb is a HAM ship. Plain and simple.
BTW, I'm still curious as to why torps deal 85% more dps than cruises, while HAMs deal 25% more dps than heavies. ____________________ Pimped out Raven to run level 4 missions quickly: 210 Mil ISK. Realizing your 120 Mil ISK Drake gets the job done faster: Priceless. |

Rip Striker
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Posted - 2008.10.29 20:38:00 -
[623]
Originally by: Allen Ramses
Originally by: Lili Lu Yeah, they're doing fine for one thing, tackle/close range damage dealing. Heavy missile ships have many more options. And, tell me a Cerb lacks in the damage dealing department with heavy missile options at any range.
A HML cerb is not practical. The kind of range you get with heavy missiles is quite disgustingly pointless when you take delayed damage into consideration. The cerb is a HAM ship. Plain and simple.
BTW, I'm still curious as to why torps deal 85% more dps than cruises, while HAMs deal 25% more dps than heavies.
The Cerb is not a HAM ship. It's design prevents it from fighting close range, that is, it has no resistance/shield bonuses as the other close combat shis.
Fly safe! 
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Gypsio III
Dirty Filthy Perverts
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Posted - 2008.10.29 21:31:00 -
[624]
Edited by: Gypsio III on 29/10/2008 21:32:54
Originally by: Allen Ramses
Originally by: Lili Lu Yeah, they're doing fine for one thing, tackle/close range damage dealing. Heavy missile ships have many more options. And, tell me a Cerb lacks in the damage dealing department with heavy missile options at any range.
A HML cerb is not practical. The kind of range you get with heavy missiles is quite disgustingly pointless when you take delayed damage into consideration. The cerb is a HAM ship. Plain and simple.
Plain, simple and completely wrong. 
The ability to project good DPS to 249 km is immensely powerful. We might see less whining about Falcons if more people realised this... 
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Hyveres
Caldari
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Posted - 2008.10.29 21:44:00 -
[625]
Originally by: Gypsio III Plain, simple and completely wrong. 
The ability to project good DPS to 249 km is immensely powerful. We might see less whining about Falcons if more people realised this... 
And it is a pretty good point on TG in a small scale engagement a falcon pilot has 16-24 seconds from the raven locks him untill he dies unless ofcourse he warps out(no more ecmboat interferanc).
While the raven wont have that kind of firepower once missile changes go live a HML cerb can still drop a falcon in 3-4 salvoes. Its DPS is higher than comparable snipers for that range so I dont really see the downsides.
When looking at flighttime and such its a bit under 40 seconds from Cerb lock untill the falcon dies , worst case scenario , heck a paper thing falcon will drop in 30 or less :)
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Opertone
Caldari SIEGE. United Legion
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Posted - 2008.10.29 21:50:00 -
[626]
for your delight:
TQ today
enemies abound 1 of 5 bane javelin, 503.5 HP, 600 m/sec, 350 m inferno navy, 685.025 HP, 300 m/sec, 450 m
interceptor no painters, 21:15:20 Combat Caldari Navy Inferno Torpedo hits Gallente Navy Gamma I Support Frigate for 35 damage. 21:15:47 Combat Caldari Navy Inferno Torpedo hits Gallente Navy Gamma I Support Frigate for 49 damage.
21:30:15 Combat Bane Javelin Torpedo hits Elite Federation Manica for 23 damage. (armor) 21:31:14 Combat Bane Javelin Torpedo hits Elite Federation Manica for 50 damage. (hull)
painted, dual TP-900 drones +38% sig
21:39:59 Combat Caldari Navy Inferno Torpedo hits Gallente Navy Gamma I Support Frigate for 53 damage. (armor) 21:40:07 Combat Caldari Navy Inferno Torpedo hits Gallente Navy Gamma I Support Frigate for 69 damage. (hull)
3 volleyed interceptor
battleship
no painters, 21:19:20 Combat Bane Javelin Torpedo hits Gallente Navy Dominix for 502 damage. (armor) 21:19:27 Combat Bane Javelin Torpedo hits Gallente Navy Dominix for 628 damage. (hull)
21:25:46 Combat Bane Javelin Torpedo hits Gallente Navy Megathron for 419 damage. (armor) 21:25:54 Combat Bane Javelin Torpedo hits Gallente Navy Megathron for 611 damage. (hull)
21:27:30 Combat Bane Javelin Torpedo hits Gallente Navy Orion for 251 damage. (armor) 21:27:58 Combat Bane Javelin Torpedo hits Gallente Navy Orion for 628 damage. (hull)
dual TP-900 drones, +20% +18% signature, +38% approx 21:32:40 Combat Caldari Navy Inferno Torpedo hits Federation Praktor Navis Praetoria for 631 damage. (armor + hull) 21:32:47 Combat Caldari Navy Inferno Torpedo hits Federation Praktor Navis Praetoria for 854 damage. (hull)
21:36:28 Combat Caldari Navy Inferno Torpedo hits Gallente Navy Megathron for 608 damage.
painted, dual TP-900 drones +38% 21:43:10 Combat Caldari Navy Inferno Torpedo hits Gallente Navy Megathron for 739 damage. 21:47:20 Combat Caldari Navy Inferno Torpedo hits Gallente Navy Megathron for 839 damage.
3 volleyed all of the battleships
cruiser 21:29:18 Combat Bane Javelin Torpedo hits Gallente Navy Thorax for 305 damage. (armor) 21:28:40 Combat Bane Javelin Torpedo hits Gallente Navy Thorax for 502 damage. (amor + hull) 21:29:24 Combat Bane Javelin Torpedo hits Gallente Navy Thorax for 628 damage. (hull)
dual TP-900 drones, +38% 21:36:54 Combat Caldari Navy Inferno Torpedo hits Gallente Navy Thorax for 684 damage. (armor) 21:36:55 Combat Caldari Navy Inferno Torpedo hits Gallente Navy Thorax for 854 damage. (hull)
instapopped the cruiser
mission completion time 12 mins and less
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Opertone
Caldari SIEGE. United Legion
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Posted - 2008.10.29 21:58:00 -
[627]
compare to:
SISI EA 1 of 5
Classic torpedoes, 596.25 HP DMG, 85.2 m/sec explosion velocity, 450 m explosion radius no target painter b]Rage torpedoes[/b], 763.2 HP DMG, 73.2 m/sec explosion velocity, 650 explosion radius b]Javelin torpedoes[/b], 536.625 HP DMG, 85.2 m/sec explosion velocity, 450 m explosion radius
gallente navy gamma support frigate, size 84, velocity 444 m/s:
no painter 15:52:16 Combat Inferno Torpedo hits Gallente Navy Gamma I Support Frigate for 8 damage. one target painter 15:52:53 Combat Inferno Torpedo hits Gallente Navy Gamma I Support Frigate for 11 damage.
no painter 16:00:14 Combat Inferno Rage Torpedo hits Gallente Navy Gamma I Support Frigate for 6 damage. one painter 16:00:45 Combat Inferno Rage Torpedo hits Gallente Navy Gamma I Support Frigate for 8 damage.
no painter 16:01:54 Combat Inferno Javelin Torpedo hits Gallente Navy Gamma I Support Frigate for 7 damage. one painter +34,5% 16:01:14 Combat Inferno Javelin Torpedo hits Gallente Navy Gamma I Support Frigate for 9 damage.
Gallente navy dominix, size 500 m, velocity 200 m/s
16:18:27 Combat Inferno Torpedo hits Gallente Navy Dominix for 282 damage. 16:18:00 Combat Inferno Torpedo hits Gallente Navy Dominix for 234 damage.
painted 16:20:15 Combat Inferno Torpedo hits Gallente Navy Dominix for 433 damage.
no painter 16:13:43 Combat Inferno Javelin Torpedo hits Gallente Navy Dominix for 203 damage. 16:14:46 Combat Inferno Javelin Torpedo hits Gallente Navy Dominix for 512 damage.
painted 16:16:36 Combat Inferno Javelin Torpedo hits Gallente Navy Dominix for 513 damage. always the same damage
thorax, 333 size, 160-280 velocity
16:31:47 Combat Inferno Javelin Torpedo hits Gallente Navy Thorax for 47 damage. 16:31:01 Combat Inferno Javelin Torpedo hits Gallente Navy Thorax for 344 damage. 16:31:07 Combat Inferno Javelin Torpedo hits Gallente Navy Thorax for 278 damage.
painted 16:31:40 Combat Inferno Javelin Torpedo hits Gallente Navy Thorax for 328 damage. 16:31:34 Combat Inferno Javelin Torpedo hits Gallente Navy Thorax for 294 damage.
time to completion never HG Crystal Raven destroyed unable to kill them any reasonable pace
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Shard Merchant
Minmatar
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Posted - 2008.10.29 22:29:00 -
[628]
I have to ask.. why the hell are you testing for PVE? Player combat balance is what matters, then PVE can be adjusted afterward for proper difficulty. It isn't as if the NPC frigates, cruisers and battleships are anything close to what we fly. They're a lot easier. If these changes resort to more teamwork on missions, which I highly doubt, that would be an awesome thing.
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Altho Regilian
Caldari Zantiu-Braun Security Services Zantiu-Braun Alliance
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Posted - 2008.10.29 22:34:00 -
[629]
I've been very quiet on this for the last several months to see how it would develop and honestly I'm quite pleased. Using caldari for PvP has for a VERY long time been a hard proposition, at BEST, unless of course, you use an ECM bird.
Looking at how things are going to be changed overall, I think this is probably one of the best solutions. For the longest time I have been calling for increases to missile velocity and explosion velocity (for light missiles, rockets, etc) as well as a review of the penalties for T2 missiles. However, with the devs saying that increasing the missile speed by too much can break the physics engine so this seems like a good middle ground.
And in all honesty, if it knocks the caldari mission runners down a peg or two, I'm ok with that too. A single weapon system shouldn't be the be all end all of mission running just like speed should never have become the be all end all of PvP.
I say that the changes aren't entirely finished yet so lets see what other tweaks the devs can come up with to get the game to what it should be.
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Shard Merchant
Minmatar
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Posted - 2008.10.29 22:38:00 -
[630]
I was just about to ask that. There hasn't been anything about missiles for almost a week, and the last patch only touched up on AF, and implemented the industrial changes from the blog.
It really doesn't look like more missile fine tuning is going to be done. 
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