These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Assembly Hall

 
  • Topic is locked indefinitely.
 

[Proposal] Aegis Destroyers

Author
Kattrina Incandenza
Incandenza Incorporated
#21 - 2012-04-21 16:05:43 UTC  |  Edited by: Kattrina Incandenza
Neoimus wrote:
I like this idea for when DUST goes live. Able to defend the heavies from ground based fire would be pretty cool. Already they had an idea in Templar One when a squadron of Catalyst destroyers fire their guns to defend the Moros. Tho a new ship class would be quite neat.

I like this angle quite a bit. Some level of ground-to-space and space-to-ground interdiction would be very cool. It is something that we haven't heard much about. I would share the developers sentiment that, without fully understanding the impact the unknown Dust variable will have, that it would be hard to create stuff in EVE that lessens or negates the impact of the Dust marines, but creating new fleet support roles is always interesting. It deepens the strategy.
Valerie Tessel
Center for Advanced Studies
Gallente Federation
#22 - 2012-04-21 22:07:43 UTC  |  Edited by: Valerie Tessel
Having more complexity for fleet fights is certainly one of the aims of this idea.

Ayla Hanaya wrote:
Sounds like a solid idea, but it does need polish... As far as Anti-Missile defense, Defender missiles work nicely for stopping incoming missile damage, but what you're proposing would require major reworks, new modules, new ships, and balancing for other ships to provide them a viable countermeasure to a whole fleet of these ships. Not gonna thumbs up this one yet, but i'll follow this idea.

Regarding counters to an Aegis destroyer there were a couple of things I thought might work.

Position and Effectiveness
First, the limitations of positional requirements: distance to line of fire, and perhaps distance to protected target are factors in the effectiveness of the modules. The closer the Aegis destroyer is to the line of fire between attacker and protected target, the more time the module has to intercept incoming fire, hence the more effectively it places the countermeasure.

The notion of reaction time also generates the second factor for effectiveness. The closer the Aegis destroyer is to the midpoint of the line between attacker and protected target, the more effective the countermeasure is. Being too close to the attacker reduces reaction time, being too close to the protected target reduces the space in which protective measures may be deployed. The ideal position for an Aegis destroyer, then, is midway between attacker and protected target, directly on, or very near the line of fire.

Naturally, skills at using the modules, and the effectiveness of the modules themselves would also be a factor. Beyond that, the effectiveness should also be proportional to the size of the weapons system, in the same way that weapons system size affects ability to hit targets today. Incoming fire from a frigate would be nearly impossible to intercept, whereas incoming fire from a battleship is much easier to mitigate.

Counters to Aegis Destroyers
Given that position and size plays so important a role in the effectiveness of the defense, a number of tactics arise that would be effective against a large group of Aegis destroyers.

First, and foremost, sniper fit destroyers and assault frigates could have a distinct advantage against Aegis destroyers. Imagine a fleet composition as follows:

  • Battleships, Command Ships, Battlecruisers, Cruisers and Logistics ships form the main fleet
  • Auxiliary tackle and Ewar ships
  • Aegis destroyers protecting bigger ships, including logis

The attacking fleet would have to punch through the defensive wall of Aegis destroyers in order to effectively attack the higher value targets they protect. Primary fire from blobs of BS, BC, or cruisers wouldn't be all that effective because the Aegis destroyers are protecting themselves as well as Logistics which can also lend support to the defensive wall.

But, Aegis destroyers are vulnerable to sniper-fit destroyers and assault frigates. Imagine using an initial wave of dessies and AFs to punch a hole in the wall. Imagine also, using tacklers to pin Aegis destroyers to pull them out of position. Even better, if we had another new module, say, a combat tractor beam, that could be used by a tackler to pull the destroyers out of position, we could have even richer sets of tactics.

While the initial wave of destroyers and AFs are working to create a hole, the larger fleet assets are maneuvering (!) to aim through that hole in the defense to start putting the hurt on the higher value assets of the defending fleet.

As you can see, there are richer tactics, maneuver, counter, target handling, that would arise from the addition of these capabilities. The role of wing command would become more important. The role of Logistics pilot would become more interesting (rep the wall, abandon the wall, rep the assets, run!).

Another alternative, given that range between attacker and protected target is important... Point-blank range with blasters becomes a reasonable countering tactic. Gallente buff!

Please help me refine the idea. Also, I ask for your support.

Tactical destroyers... I'll take a dozen Gallente, please.

Valerie Tessel
Center for Advanced Studies
Gallente Federation
#23 - 2012-04-23 19:01:31 UTC
Additional refinements, criticisms welcome.

Tactical destroyers... I'll take a dozen Gallente, please.

Valerie Tessel
Center for Advanced Studies
Gallente Federation
#24 - 2012-04-26 04:49:57 UTC
Help wanted: Please help identify the rough edges / holes / balance problems with this idea. If you can't find any, then please support Big smile

Tactical destroyers... I'll take a dozen Gallente, please.

Valerie Tessel
Center for Advanced Studies
Gallente Federation
#25 - 2012-04-29 18:35:59 UTC
Regarding server load...

This would be one of many potential things that would kill the idea of defense being positional. I was hoping that the requirement of both a mutual target and mutual activation (turret / defensive module) would mitigate this somewhat. It would not be as bad as Line of Sight requirements, for example.

How bad would it be in a 1500 ship fleet fight?

If not positional play (what a shame), what other mechanic for mitigation would work? I'm wondering if the positional mechanic I'm looking for could be simulated more simply with transversal velocity values. Those are stats the server already has to calculate for damage.

Thoughts?

Tactical destroyers... I'll take a dozen Gallente, please.

Arline Kley
PIE Inc.
Khimi Harar
#26 - 2012-04-29 23:18:26 UTC
While I think that this is genuinely a good idea, there are a couple of problems, one that you point out yourself

"Valerie Tessel " wrote:
How bad would it be in a 1500 ship fleet fight?


For an "active" (individually targeted) solution: pretty useless. You'd have so many pilots throwing so much **** at each other that the human mind would just not cope with the sheer amount of information that it would need to deal with to selectively counter each and every possible target.

For a "passive" (similar to AoE weapons) solution: not difficult but then you've got the additional server load to counteract it as well as balancing out the module that would actually be used.


In a smaller fleet skirmish situation (20-30 pilots for example), your suggestion may hold water - but again your going to have issues in regards to whether the module in effect would be an active or a passive solution - and then the poor pilot controlling it would have to be extremely careful not to be primaried.

Also, racially, the Amarr would be the "strongest" against most of the weapons used by the other races - Lasers are being developed to shoot down missiles and, in space, would prove to be the most viable option - missiles are too slow to be completely effective and railguns are going to be near Phalanx/Goalkeeper levels of ROF to have a chance of striking its target (firing as they are, dumb munitions).

You'd also have to consider the extremely short range these weapons have (especially in the real world - CIWS generally only go around 2-4km , although some are as close as 350 metres) - and the rate of fire as well would be immense.


How would the modules act (assuming a specific one is added) in terms of % reduction of incoming rounds? Would it be skill dependant (e.g 5% per level) or a flat unmodified value (e.g. 35% destroyed)?

"For it was said they had become like those peculiar demons, which dwell in matter but in whom no light may be found." - Father Grigori, Ravens 3:57

Valerie Tessel
Center for Advanced Studies
Gallente Federation
#27 - 2012-05-01 23:27:28 UTC
Arline Kley wrote:
While I think that this is genuinely a good idea, there are a couple of problems, one that you point out yourself

"Valerie Tessel " wrote:
How bad would it be in a 1500 ship fleet fight?


For an "active" (individually targeted) solution: pretty useless. You'd have so many pilots throwing so much **** at each other that the human mind would just not cope with the sheer amount of information that it would need to deal with to selectively counter each and every possible target.

You wouldn't need to target the attacker, only the friendly you intend to protect.

Arline Kley wrote:
For a "passive" (similar to AoE weapons) solution: not difficult but then you've got the additional server load to counteract it as well as balancing out the module that would actually be used.

In a smaller fleet skirmish situation (20-30 pilots for example), your suggestion may hold water - but again your going to have issues in regards to whether the module in effect would be an active or a passive solution - and then the poor pilot controlling it would have to be extremely careful not to be primaried.

For an Aegis destroyer to protect a friendly, it must activate a specialized module on that friendly. When an attacker fires, the position of attacker, defender, and friendly, along with the skills and characteristics of the module determine the percentage of damage reduced. Given the role of the ship, it would be expected that this ship is primaried by smart FCs. The expectation is that you have more than one, and that they form very small defensive units protecting each other, protecting logis, and friendlies. They are the first line of defense, but they are expected to go down in a fight, that's why they should be cheap.

Arline Kley wrote:
Also, racially, the Amarr would be the "strongest" against most of the weapons used by the other races - Lasers are being developed to shoot down missiles and, in space, would prove to be the most viable option - missiles are too slow to be completely effective and railguns are going to be near Phalanx/Goalkeeper levels of ROF to have a chance of striking its target (firing as they are, dumb munitions).

You'd also have to consider the extremely short range these weapons have (especially in the real world - CIWS generally only go around 2-4km , although some are as close as 350 metres) - and the rate of fire as well would be immense.

The range considerations need not be dictated by the capability of real world CIWS. Some lore crafting could alleviate that requirement. There's also the question of ammunition use. It'd probably be more useful to have a module that offers damage reduction for all incoming fire, in which case, ammunition would be impractical. Some manner of cap using force field magic, on the other hand would likely work better. I think I mentioned this in another post (though I did have a fairly long post eaten by the forum, so it may never have made it here).

Arline Kley wrote:
How would the modules act (assuming a specific one is added) in terms of % reduction of incoming rounds? Would it be skill dependent (e.g 5% per level) or a flat unmodified value (e.g. 35% destroyed)?

Overall effect of the module would have a maximum effectiveness percentage based on skills (racial destroyer skill for role bonus + skill at using the defensive modules). I also imagine that for each successful reduction, each additional reduction gets smaller. For example, the first module reduces the damage 25% (1000hp to 750hp), the next module reduces the damage another 25% of what's left (750hp to 562hp), and so on (422, 316, 237hp....). Ideally, skill and position determine which reduction applies first in the case where one pilot has 32% reductions and another has 25%... etc. It probably should have some tweaking for how it stacks or scales, but I don't think it should be possible to make friendlies impervious to fire.

I think I probably need some help squaring away the numbers and implementation details if it comes to that, but that's really CCP's job if they think the idea is worth implementing.

I don't think we players ought to dictate the math, we should simply generate the idea and the request: A new role for an inexpensive ship that yields richer tactics. I think active defense makes sense, and I'd also like to see destroyers take a part in fielding that new ability.

Please support the idea if you like it. The implementation will take care of itself (or cause the idea to be vetoed by CCP devs, which is also a valid result).

Tactical destroyers... I'll take a dozen Gallente, please.

Valerie Tessel
Center for Advanced Studies
Gallente Federation
#28 - 2012-05-14 04:50:22 UTC  |  Edited by: Valerie Tessel
Anyone think this is a bad idea? Anyone have any refinements?

Also, a word about Command Ships:

Command Ships can already boost armor or shields for an entire fleet. But there is a maximum total of 3 that can have this effect at once on ships they are boosters for. They also require very high skill levels and are very expensive ships to fly. An Aegis destroyer, on the other hand, would be something requiring comparatively low skills, and be comparatively cheap. They would be something a "young" player could get into. Losing one would be an expected outcome of a fleet fight. They could be a new start on the path to Logistics Cruisers and Command Ships.

Tactical destroyers... I'll take a dozen Gallente, please.

Aron Croup
Incompatible Protocol
#29 - 2012-05-15 08:15:29 UTC
YuuKnow wrote:
That would be a natural development for a race designed to fight hoards of missile ships. Unfortunately, Eve doesn't really follow logic in terms of its ship design. Look at the Amarrian which specialize in cap draining, but whoses main enemy use cap-less weapons...


They also specialize in tracking disruptors that shorten the optimal range and reduce tracking speed of weapon turrets. Turrets their main enemy uses.

Loius Woo
Sebiestor Tribe
Minmatar Republic
#30 - 2012-05-15 20:51:22 UTC
I think the idea is a good one. It is the kind of defense that is a natural outgrowth of warfare. You want defense in depth, if you can't keep the enemy from shooting at you (ECM) then you prevent them from hitting you (This idea) and if you can't do that , you mitigate the damage (Buffer tank) and if that is not enough, you repair (Logistics).

This idea is a good one for a niche that doesn't exist currently.

Implementation could be difficult. I am not sure that the game is built to do complex geometry for EVERY weapon firing. That could get pretty messy.

Perhaps a different way to implement it would be to make some pretty graphics that make it look like it is defending the sh1t out of someone but on the backend all it is doing is providing a boost to defense against some specific weapons.

I.E. when module "anti laser thingy" is active, a buff of "25% less damage from laser based weapons" is applied.

If it needs to be positional, then the simplest way would be to have it calculate a quick ratio of distance to friend vs distance to foe and apply that ratio to some flat damage modification percent.

Then it would work better the greater your ratio.

Conversely, if you made it an absolute ratio then you would have best results being EQUIDISTANT from each (the larger range is always the denominator so anything but equal results in a less than one ratio)

This would also be murder on the server as every shooter has to be calculated for in order to mitigate damage.

The other problem with this simplified approach is that I fear it will not provide the positional maneuver we are looking for since the complexity required to check if the destroyer is INTERVENING in the line of fire would be even harder to accomplish. That means that the "shield wall" you envision would be difficult to make happen.
Valerie Tessel
Center for Advanced Studies
Gallente Federation
#31 - 2012-05-16 02:08:04 UTC  |  Edited by: Valerie Tessel
Loius Woo wrote:
I think the idea is a good one. It is the kind of defense that is a natural outgrowth of warfare. You want defense in depth, if you can't keep the enemy from shooting at you (ECM) then you prevent them from hitting you (This idea) and if you can't do that , you mitigate the damage (Buffer tank) and if that is not enough, you repair (Logistics).

This idea is a good one for a niche that doesn't exist currently.

Implementation could be difficult. I am not sure that the game is built to do complex geometry for EVERY weapon firing. That could get pretty messy.

Perhaps a different way to implement it would be to make some pretty graphics that make it look like it is defending the **** out of someone but on the backend all it is doing is providing a boost to defense against some specific weapons.

I.E. when module "anti laser thingy" is active, a buff of "25% less damage from laser based weapons" is applied.

If it needs to be positional, then the simplest way would be to have it calculate a quick ratio of distance to friend vs distance to foe and apply that ratio to some flat damage modification percent.

Then it would work better the greater your ratio.

Conversely, if you made it an absolute ratio then you would have best results being EQUIDISTANT from each (the larger range is always the denominator so anything but equal results in a less than one ratio)

This would also be murder on the server as every shooter has to be calculated for in order to mitigate damage.

The other problem with this simplified approach is that I fear it will not provide the positional maneuver we are looking for since the complexity required to check if the destroyer is INTERVENING in the line of fire would be even harder to accomplish. That means that the "shield wall" you envision would be difficult to make happen.

I had some of the same concerns but my speculation was that these calculations may already be taking place. Transversal velocity is available in the overview, turret effectiveness tends to be greater when you are firing straight ahead or straight behind, which means angles are already being calculated. For the target, two angles to target, and two angles to defender together with distances to each would be enough to calculate the lines in question. But hamster stress is definitely a concern.

I do like your breakdown of strategies for handling damage.

Disruption (prevent the shot)
  • ECM
  • Tracking disruptor
  • Target breaker

Hardening (toughen the target)
  • Plates / Shield extenders
  • Hardeners / Resistance amplifiers / Invulnerability fields
  • Resistance / buffer boosts from Command Ships

Repair (clean up the mess)
  • Local armor rep / shield booster
  • Remote armor rep / shield transfer

Interception (physically block part of the shot)
  • (gap!)


I think I'll add this breakdown to the top post in fact. Thank you.

Tactical destroyers... I'll take a dozen Gallente, please.

Valerie Tessel
Center for Advanced Studies
Gallente Federation
#32 - 2012-05-23 18:25:30 UTC
Request for comments: Please critique and/or support.

Tactical destroyers... I'll take a dozen Gallente, please.

Lykouleon
Noble Sentiments
Second Empire.
#33 - 2012-05-23 22:39:54 UTC
Make defender missiles worth using.

/thread

Lykouleon > CYNO ME CLOSER so I can hit them with my sword

Jack Carrigan
Order of the Shadow
#34 - 2012-05-23 23:24:36 UTC  |  Edited by: Jack Carrigan
I am not completely opposed to this, however do have a suggestion. Aegis cruisers of modern navies utilize point defense weapons (usually in the format of a 20-millimetersuggestion gatling gun linked to radar and acoustical detection). So with that I would say give these new ships "point defense batteries" that require you to target the aggressing missile boat and when missiles come in these batteries open up with an extremely lightweight ammunition in 4-shots per point defense battery. Let the Aegis detroyer fit 4 of them and give it a percentile chance to destroy the incoming missiles and you reduce incoming damage. Also make it so said batteries are purely defensive so that they cannot be utilized to engage other ships and you're golden.

I am the One who exists in Shadow. I am the Devil your parents warned you about.

||CEO: Order of the Shadow||Executor: The Revenant Order||Creator: Bowhead||

Valerie Tessel
Center for Advanced Studies
Gallente Federation
#35 - 2012-05-24 04:37:40 UTC  |  Edited by: Valerie Tessel
Jack Carrigan wrote:
I am not completely opposed to this, however do have a suggestion. Aegis cruisers of modern navies utilize point defense weapons (usually in the format of a 20-millimetersuggestion gatling gun linked to radar and acoustical detection). So with that I would say give these new ships "point defense batteries" that require you to target the aggressing missile boat and when missiles come in these batteries open up with an extremely lightweight ammunition in 4-shots per point defense battery. Let the Aegis detroyer fit 4 of them and give it a percentile chance to destroy the incoming missiles and you reduce incoming damage. Also make it so said batteries are purely defensive so that they cannot be utilized to engage other ships and you're golden.

In one of the posts in the thread somewhere I suggested something along the lines of a singularity projector. When activated it would pull in some are all of the incoming shot, be it hybrid weapons fire, laser fire, projectiles, or missiles.

If targeting the aggressor were required and you activate a module on the aggressor, how would you prevent an alpha from a blob?

In the tactics post I mention a change to fleet battles where these Aegis destroyers are an initial shell that must be cracked before the main fleet may be effectively engaged. Taking Phalanx CIWS as an analogue, the system automatically targets the incoming fire. That's why I proposed that it be a module (or it could certainly be a weapons system) that you activate on a friendly. While the module is active, it would provide interception for all incoming fire of a certain type aimed at that friendly, with effectiveness determined by position, skill, and equipment quality.

I guess I should spell out what these modules are and how you'd use them.

High-slot modules:

Coherence Disruptor
Prevents or shifts laser fire on a friendly target
(skills: Laser Decoherence, Close-In Weapon Upgrades)

Projectile Shunt
Alters the course of a projectile fired at a friendly to turn it into a glancing blow or a miss
(skills: Projectile Deflection, Close-In Weapon Upgrades)

Plasma Decelerator
Cools a hybrid shot out of its plasma state while slowing it down reducing or eliminating the damage done to a friendly target
(skills: Hybrid Degeneration, Close-In Weapon Upgrades)

Phalanx Cannons
Fires micrometeorite fragments in the path of incoming missiles, deflecting or prematurely detonating them as they home in on a friendly
(skills: Phalanx Coordination, Close-In Weapon Upgrades)

Mid-slot modules:

Close-In Weapons Link
Increases the effectiveness of CIWS defense on a given friendly by linking sensors with the friendly's threat computer
(skill: Close-In Weapon Upgrades, Sensor Linking)

Combat Tractor Beam
Actively pulls a live target. Interceptor-only, or possible new role for T1 frigate. Same range as a webifier.
(skill: Propulsion Jamming?)

I'm a little ambivalent over whether these modules should actually use charges are not. It could be awesome to see them firing their hearts out at incoming fire and exhausting their stores of ammunition requiring a reload. The trick would be that you activate the module without it having to consume ammo until there is actual incoming fire. I'd prefer that a destroyer be able to hold enough ammo to engage for at least 10 minutes before exhausting said ammo. I thought it might just be easier to imagine these modules creating tiny subspace distortions or something like that and only using cap.

Thoughts?

Tactical destroyers... I'll take a dozen Gallente, please.

Jack Carrigan
Order of the Shadow
#36 - 2012-05-24 07:32:03 UTC
Well, of course it wouldn't actually utilize ammunition until there were incoming fire, thus not blowing its wad prematurely so to speak. Furthermore, I'd say that it would be a sub-ammunition type, such as the defender missile, but would only take up a very small volume in the cargohold, the weapon systems themselves able to hold a significant amount of said ammunition, and having an obscene rate of fire (such as the Phalanx CIWS/C-RAM system).

That would also be good for the market, as it would create new BPOs to be seeded throughout the market (not just for the modules, but the ammunition), and would make for a nice mineral/ISK sink.

So in essence, everyone wins.

I am the One who exists in Shadow. I am the Devil your parents warned you about.

||CEO: Order of the Shadow||Executor: The Revenant Order||Creator: Bowhead||

Serina Tsukaya
Dropbears Anonymous
Brave Collective
#37 - 2012-05-24 09:17:42 UTC
There is not much of a point to these kinds of systems in a game like eve. The reason for it being that if it were to be useful at all, then it would have to have a considerable effect, but being able to reduce greatly or negate the damage of 150 Maelstrums firing in unison would break game logic. Nothing would die as both sides would field so many protection ships that nothing would ever get hit.


Defender missiles already exist, and you're forgetting one crucial thing: How the game mechanics currently work. everything except for missiles and drones deal instant damage, and do not actually have a physical form or shape in the game from a design standpoint. All you see are the effects, there is never an actual round generated in space to be countered, as doing this would create horrible amounts of lag and doing calculations to counter these items would only help increase the load.

This would also be devistating on the market, as whilst new bpos give the manufacturings more things to produce, the reduced damage taken and by default, ships destroyed, there would be fewer ships to replace and fewer people would need to buy ships. The Entierty of the eve market is dependant on a single thing occuring: Things being blown up. Adding more ways to prevent that from happening is shooting the market in the foot, that and guess what effect this would have on caps :3
Valerie Tessel
Center for Advanced Studies
Gallente Federation
#38 - 2012-05-24 14:14:19 UTC
Serina Tsukaya wrote:
There is not much of a point to these kinds of systems in a game like eve. The reason for it being that if it were to be useful at all, then it would have to have a considerable effect, but being able to reduce greatly or negate the damage of 150 Maelstrums firing in unison would break game logic. Nothing would die as both sides would field so many protection ships that nothing would ever get hit.


Defender missiles already exist, and you're forgetting one crucial thing: How the game mechanics currently work. everything except for missiles and drones deal instant damage, and do not actually have a physical form or shape in the game from a design standpoint. All you see are the effects, there is never an actual round generated in space to be countered, as doing this would create horrible amounts of lag and doing calculations to counter these items would only help increase the load.

This would also be devistating on the market, as whilst new bpos give the manufacturings more things to produce, the reduced damage taken and by default, ships destroyed, there would be fewer ships to replace and fewer people would need to buy ships. The Entierty of the eve market is dependant on a single thing occuring: Things being blown up. Adding more ways to prevent that from happening is shooting the market in the foot, that and guess what effect this would have on caps :3

If you take a look at the post on tactics and countering (toward the top of this page) you'll note that the intention was to make it so that it would be fruitless to go after the main targets first. You'd now have to break the defense. Yet these destroyers would be highly vulnerable to frigates, sniping destroyers, and drones. In essence, there should be a sharp increase in the number of ships and modules destroyed.

The point is to change the combat mechanics to require some preliminary tactics before a battle reduces to a focus-fire exercise. It also means throwing lots of small, low-skill ships into the fray making an even larger role for newer players for both attack and defense. At the same time, you'd get gank-by-alpha protection in hi-sec through cooperative play (not resorting to solo Hulk buffs, for example) and within Concord rules.

Tactical destroyers... I'll take a dozen Gallente, please.

Haulie Berry
#39 - 2012-05-29 21:42:03 UTC  |  Edited by: Haulie Berry
Serina Tsukaya wrote:
There is not much of a point to these kinds of systems in a game like eve. The reason for it being that if it were to be useful at all, then it would have to have a considerable effect, but being able to reduce greatly or negate the damage of 150 Maelstrums firing in unison would break game logic. Nothing would die as both sides would field so many protection ships that nothing would ever get hit.


This is utter nonsense. That's like saying, "Well, threaded plumbing could never work because it would OBVIOUSLY just leak all over the place so solder is the only way to go."

Then, someone calls you an idiot and hands you a roll of teflon tape.

Anything that might break up some of the monotony of the current alpha-centric fleet paradigm warrants at least some consideration.
Mallak Azaria
Caldari Provisions
Caldari State
#40 - 2012-05-29 21:55:55 UTC
Valerie Tessel wrote:
Interception (physically block part of the shot)[list]
  • Defender Missiles!

  • I fixed this for you.

    /thread.

    This post was lovingly crafted by a member of the Goonwaffe Posting Cabal, proud member of the popular gay hookup site somethingawful.com, Spelling Bee, Grammar Gestapo & #1 Official Gevlon Goblin Fanclub member.