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[Autocannons] A Balance Suggestion

Author
Badman Lasermouse
Run and Gun Mercenary Corps
#21 - 2014-10-29 19:13:32 UTC
I understand the theory there but what Im talking about in practice, 425's may be easier to fit, but the typically Mini T1 Cruiser or BC is already light on the PG side to begin with, negating any fitting advantage.

While selectable damage is nice for shooting T2 hulls, I would prefer to have straight explosive guns with more favorable damage projection.

I'm only asking for about 10km in falloff here guys. I think its reasonable for a Hurricane to be able to do more than 250 DPS at 20km with AC's.


Badman

-Badman

scorchlikeshiswhiskey
Totally Abstract
O X I D E
#22 - 2014-10-29 19:17:51 UTC
Catherine Laartii wrote:
It would be MUCH more feasable to keep their total range intact, but shift more falloff into optimal. Aside from that, I would actually like to see lasers get the highest tracking speed of all the turret classes because they shoot light not mass projectiles...

If you want to involve *gasp* logic, we could always talk about the insta-damage artillery/rails at sniper ranges... Smile
SMT008
Deep Core Mining Inc.
Caldari State
#23 - 2014-10-29 19:27:30 UTC  |  Edited by: SMT008
Daichi Yamato wrote:
@SMT

again youre thinking of 1v1 situations.

many, MANY ships fit neuts. there is a very healthy neut vexor navy/ishtar/geddon/prophecy meta out there. And when your fighting for territory rather than a 1v1 you dont always have that luxury of 'Oh well i can see on D-scan you've countered my ship so ill just leave now'.


Many ships fit neuts, but which of these ship ACTUALLY NEUTS ?

I mean, yeah, Ishtars have the usual medium neut. Cynabals and Orthrus have a neut too.

Do you encounter a Zealot and go "HEEEEYYY, I'VE GOT A NEUT, There is nothing that Zealot can do to me because he'll be out of cap, heh !" ? No.

You encounter a Zealot, and shoot the hell out of him. You'll shoot the whole time, he'll shoot the whole time, and unless you have an ACTUAL neuting ship, with more than one utility neut that is there because you can't fit an additionnal weapon in that highslot, you won't really change the outcome of the fight.

You'll tell me "But that's 1v1 situations !". Yep, that is.

What would happen in a bigger fight ? Well, capacitor warfare is even less important, as there are many ships spread around rather large areas, neuts have rather low range and will easely be countered by capboosters.

Daichi Yamato wrote:
The sheer versatility the autocannon provides, that sweet spot middle ground and robust resistance to neuts is an excellent conservative choice when you cant always pick your fights and dont know what youre coming up against.

You come with brawlers? ill pull range, i dont need to refit nor even swap ammo save to poke your resist hole


Yep, you pull range and then what ? You go back home because you can't break his tank with your pityful DPS. Or you get caught because brawling HACs are pretty fast themselves and will scramble you at the slighest mistake at range control.

Lasers ? You suggest I get in close-range and brawl ?

You'll close range, taking nicely applied DPS the whole time, brawl down that single ship, then move on to another target, still taking the whole gangs' full DPS because lasers can hit well farther than 10km.

That's versus a laser-kiting gang. What would happen versus a laser-brawling gang ? It's simple !

They have a lot more tank than you, and will apply more DPS most of the time because tracking isn't really that much relevant when you have tons of hardtackle on the field. Yep, can't use that mobility anymore, you're pinned down now.


Shield Ishtar ? You suggest I try chasing a Shield Ishtar gang with AC boats ?

Not really no. Ishtars are a special thing. I'd say that most of the time, they'll tear you down with nicely applied 600 DPS sentries, doesn't matter if you poke a resist hole (that they can plug with rigs anyway). AC boats are also more fragile than most other races' ships, you'll get killed even faster. Against Ishtars, I would take RLML Caracals over "super versatile Stabbers".

Heavy on neuts ? Yep, your prop-mod turns off, and so does every active module on your ship including tackle and resistances.

True, if the enemy gang is heavy on neuts, and I mean REALLY heavy on neuts and you have absolutly no way to counter the X Bhaalgorns/Ashimmus/Neuting Legions/Curses, then alright, I suppose ACs have an advantage here. If I encounter an enemy gang that is heavy on neuts, I probably won't engage it unless I have a special trick up my sleeve too.

Daichi Yamato wrote:
other weapons dont have these 'on the fly' answers. so yeah, if you know what youre fighting and can pick those fights, by all means pick the right weapon for the job.


Oh but they do have these "On the fly" answers.

Brawlers are best at brawling, is that right ? So the point is to get within brawling range of the hostiles ? Well, against the most common fleets, you can either brawl it down because you're faster than them, trap them and force them to engage at a gate, or pull them with a well placed bubble and brawl them down. That's an "on the fly" answer. Sure, some specific fleets will be hardcounters to yours and you should just avoid them, but that's the same with every weapon system in EVE. Yes, even projectiles. Sometimes you just can't do ****.

Daichi Yamato wrote:
But if you dont know what the enemy are bringing before you have a chance to refit or reship, and you dont have a choice as to whether you take the fight or not because youre needed to defend something more meaningful than your killboard, then auto-cannons (along side missiles) are an excellent choice for being a jack of all trades, master of none.


Have you seen a fleet defending something by using autocannons ? Because in the last months, I have not. I've seen RailTengus, Ishtars, Dominixes, Apocs/NavyApocs, Sacrileges, T3 fleets, Cerberus, Harpies, Hawks, Navy Augorors sometimes, Navy Vexors, Prophecies, Deimoses, some Munnins too, Legion fleets, Megathrons, Blackops fleets, Bomberfleets, Thoraxes, Caracals, ArtyRuptures, RailRokhs, ArtyMaelstroms, PulseBaddons, Armageddons, Drakefleets...

I have not seen a single doctrine with neither small, medium or large Autocannons as the main weapon of the fleet.

Except for one doctrine, welpcanes/welppests. Used because they have 2 neuts on each ship, not because they had autocannons.

Can't use the Canes anymore because it got nerfed to one neut. I haven't seen a WelpPest fleet in a while too.

That should tell you that something is kinda off somewhere.
Sigras
Conglomo
#24 - 2014-10-29 19:59:13 UTC
The OP would be right if we were just looking at the weapons in a vacuum, but we arent.

You have to take into consideration the ships that these weapons get fit to as well.

First thing, autocannons are usually fit to shield ships meaning they can fit more tracking enhancers and or damage mods than their hybrid/laser counterparts which are generally armor tanks.

Secondly, autocannons are usually fit to ships with a speed advantage. This means they get to dictate range and use their versatility to exploit their opponent's weakness. Did you know that a vagabond using hail trades damage favorably at 0km with a zealot using conflag?

Lastly, you are sadly mistaken about blasters with null being able to match autocannons at kiting range... an unbonused blaster ship has a range of 6.3+8.8 while an unbonused autocannon ship has a range of 3+18

That means at the kiting range of 18, the autocannon ship is still doing 51% of its damage while the blaster ship is down to 20.9% each having two damage mods, rupture vs thorax, at 18 km the rupture does roughly twice as much damage.
Sigras
Conglomo
#25 - 2014-10-29 20:09:19 UTC
SMT008 wrote:
Have you seen a fleet defending something by using autocannons ? Because in the last months, I have not. I've seen RailTengus, Ishtars, Dominixes, Apocs/NavyApocs, Sacrileges, T3 fleets, Cerberus, Harpies, Hawks, Navy Augorors sometimes, Navy Vexors, Prophecies, Deimoses, some Munnins too, Legion fleets, Megathrons, Blackops fleets, Bomberfleets, Thoraxes, Caracals, ArtyRuptures, RailRokhs, ArtyMaelstroms, PulseBaddons, Armageddons, Drakefleets...

I have not seen a single doctrine with neither small, medium or large Autocannons as the main weapon of the fleet.

Except for one doctrine, welpcanes/welppests. Used because they have 2 neuts on each ship, not because they had autocannons.

Can't use the Canes anymore because it got nerfed to one neut. I haven't seen a WelpPest fleet in a while too.

That should tell you that something is kinda off somewhere.

What that tells me is that autocannons arent for static defense, theyre for a kiting offense.

Big slow armor boats are great for sitting in one place and defending something but when is the last time you saw an abaddon gang roaming anywhere without their titan to teleport them around?

Consider using the weapon for its intended purpose instead of trying to make it do something it wasnt designed for and then complaining when it doesnt work.
Badman Lasermouse
Run and Gun Mercenary Corps
#26 - 2014-10-29 20:09:57 UTC
Sigras wrote:
That means at the kiting range of 18, the autocannon ship is still doing 51% of its damage while the blaster ship is down to 20.9% each having two damage mods, rupture vs thorax, at 18 km the rupture does roughly twice as much damage.



20% of 1000 is still 50% of 400. No autocannon boat can pull 1000 gun DPS and still have a viable fit. A shield Brutix can, a Mega can do it without breaking a sweat. Try and pull those numbers on a Cane or a Pest, you are already cutting them in half before you even get started. So at 18K, blaster boat still wins the DPS race.

-Badman

Frostys Virpio
State War Academy
Caldari State
#27 - 2014-10-29 20:24:24 UTC
Badman Lasermouse wrote:
Sigras wrote:
That means at the kiting range of 18, the autocannon ship is still doing 51% of its damage while the blaster ship is down to 20.9% each having two damage mods, rupture vs thorax, at 18 km the rupture does roughly twice as much damage.



20% of 1000 is still 50% of 400. No autocannon boat can pull 1000 gun DPS and still have a viable fit. A shield Brutix can, a Mega can do it without breaking a sweat. Try and pull those numbers on a Cane or a Pest, you are already cutting them in half before you even get started. So at 18K, blaster boat still wins the DPS race.


Show me that brutix generating 1k dps.

Hint : 6 neutron + 6 dmg mods + 1 T2 ROF + high damage ammo is only 971.

That is also a wooping 0.00074 dps at the 18 km mark on a 10000m sig target not moving.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#28 - 2014-10-29 20:37:35 UTC
I think everyone is missing the point. Blasters are generally close range guns, designed to be close range. ACs are med range weapons, DESIGNED for medium range engagements.

At close range with blasters, they do their intended dps and kill ****. At medium engagement ranges with ACs (the range theyre designed for) were already only doing 50% of their paper dps. So, do tell how one is supposed to kill anything that isnt a frig with 200dps in a timely manner? At the range the guns were designed to operate at.

Almost any active tank fit on a cruiser will perma tank you. Large buffer fits will die, eventually, but do you have enough time to kill him before help arrives?
Celthric Kanerian
Viziam
Amarr Empire
#29 - 2014-10-29 20:43:07 UTC
Syrias Bizniz wrote:
TheMercenaryKing wrote:
wow...If there is any weapons in the game that doesn't need a buff, it is projectile turrets in general.



Medium Projectile turrets would like to have a word with you.


Don't make the Cynabal more ridicolous than it already is.

Soldarius
Dreddit
Test Alliance Please Ignore
#30 - 2014-10-29 20:45:58 UTC
Badman Lasermouse wrote:
Lets talk about mediums on non-falloff bonused hulls.

Currently, an armor Rupture or Cane (without multiple TE's) with 220's will have a falloff of around 12km using short range high damage ammo. With Barrage loaded and ~100 less DPS that number jumps to about 20km. So that means, at around 20km your average autocannon boat is doing about half their already anemic DPS.

Pulse Lasers will do FULL DPS out to 30km with scorch, albeit with slightly worse tracking.

Blasters, loaded with Null, can still outdamage autocannons within 20km.


Where exactly is that sweet spot where autocannons outperform blasters or lasers?

It doesn't exist. In Frigate Fights scram range kiting is a viable tactic, however once you jump up to mediums, holding your target at 10KM gives the autocannon pilot no advantage, as the blasterboat with null still outdamages, and outracks your high damage short range ammo.

Extending an autocannons falloff will not give Mini pilots a significant advantage, however it will give a skilled pilot a chance to compete against a Blaster Boat by controlling range, or at the very least hit a Laser Boat that is applying its Full DPS to them at range.


Unironically, anemic dps at 20km is still better than 0 dps at 20km, which is exactly what a HAM Drake gets.

So... buff HAMs? No. Wait, fit missile range mods? Oops. There aren't any. Maybe.. fly something with a range bonus? There we go!

http://youtu.be/YVkUvmDQ3HY

Stitch Kaneland
The Tuskers
The Tuskers Co.
#31 - 2014-10-29 21:16:17 UTC
Soldarius wrote:
Badman Lasermouse wrote:
Lets talk about mediums on non-falloff bonused hulls.

Currently, an armor Rupture or Cane (without multiple TE's) with 220's will have a falloff of around 12km using short range high damage ammo. With Barrage loaded and ~100 less DPS that number jumps to about 20km. So that means, at around 20km your average autocannon boat is doing about half their already anemic DPS.

Pulse Lasers will do FULL DPS out to 30km with scorch, albeit with slightly worse tracking.

Blasters, loaded with Null, can still outdamage autocannons within 20km.


Where exactly is that sweet spot where autocannons outperform blasters or lasers?

It doesn't exist. In Frigate Fights scram range kiting is a viable tactic, however once you jump up to mediums, holding your target at 10KM gives the autocannon pilot no advantage, as the blasterboat with null still outdamages, and outracks your high damage short range ammo.

Extending an autocannons falloff will not give Mini pilots a significant advantage, however it will give a skilled pilot a chance to compete against a Blaster Boat by controlling range, or at the very least hit a Laser Boat that is applying its Full DPS to them at range.


Unironically, anemic dps at 20km is still better than 0 dps at 20km, which is exactly what a HAM Drake gets.

So... buff HAMs? No. Wait, fit missile range mods? Oops. There aren't any. Maybe.. fly something with a range bonus? There we go!


There are missile range rigs. Course this discussion has little to do with missiles, and drakes arent known for kiting. Fit HML to shoot past 20km (lol nvm, HML are ****).
SMT008
Deep Core Mining Inc.
Caldari State
#32 - 2014-10-29 21:37:26 UTC
Sigras wrote:
The OP would be right if we were just looking at the weapons in a vacuum, but we arent.

You have to take into consideration the ships that these weapons get fit to as well.

First thing, autocannons are usually fit to shield ships meaning they can fit more tracking enhancers and or damage mods than their hybrid/laser counterparts which are generally armor tanks.


Most ships fit 2 damage mods. Vagabonds fit 2 Gyrostabs/2 TEs, Cynabals do the same, Hurricanes do the same in order to have DC II + Nano aswell, and so on. Some battleships have enough lows to fit more than 2 Gyrostabs, but that's it.

Blasterships don't really need tracking enhancers/computers because they brawl at web/scramble range and will almost always hit their target at the range they're supposed to be at.

Sigras wrote:
Secondly, autocannons are usually fit to ships with a speed advantage. This means they get to dictate range and use their versatility to exploit their opponent's weakness. Did you know that a vagabond using hail trades damage favorably at 0km with a zealot using conflag?


Yep, that is true, autocannons are usually fit to ships with a speed advantage. They get to dictate range (unless they encounter droneboats/heavy neuts/RLMLs/Huginns or any combination of those) and use their versatility (200 DPS with cap-less guns and selectable damage, woohoo !) to exploit their opponents' weakness.

Yep, a Vagabond can outbrawl a Zealot, this is nothing new. That doesn't make it a good ship, a lot of things can outbrawl a Zealot.

Sigras wrote:
Lastly, you are sadly mistaken about blasters with null being able to match autocannons at kiting range... an unbonused blaster ship has a range of 6.3+8.8 while an unbonused autocannon ship has a range of 3+18

That means at the kiting range of 18, the autocannon ship is still doing 51% of its damage while the blaster ship is down to 20.9% each having two damage mods, rupture vs thorax, at 18 km the rupture does roughly twice as much damage.


Rupture vs Thorax

Thorax with Heavy Ion II and Null Ammo, Rupture with 425mm II and RF EMP

Yes, I know, the Thorax is using his long-range ammo while the Rupture is using his short-range one.

A Thorax using his long-range, low damage ammunition with size 2 blasters get similar DPS as a Rupture with short-range, high-damage ammunition in the biggest sized ACs.

Quote:
What that tells me is that autocannons arent for static defense, theyre for a kiting offense.

Big slow armor boats are great for sitting in one place and defending something but when is the last time you saw an abaddon gang roaming anywhere without their titan to teleport them around?

Consider using the weapon for its intended purpose instead of trying to make it do something it wasnt designed for and then complaining when it doesnt work.


Dude, the doctrines I've listed here are for pretty much every purpose you can think of.

Shield Ishtars/Cerberus/Caracals/Muninns for small-gang kiting as well as sov-level kiting. All the battleships doctrine were/are designed for sov-fights. Some are used as medium-sized gang workhorses with triage and blingy fits. T3/Sacrilege/Augorors/NavyVexors/Prophecies/Legions for either armor brawling or armor-semi-kiting.

I'm not re-listing all those ships again. They are used for everything, offense, defense, hotdrop, you name it.

Why is there no AC ships here ? They're for kiting offense but they simply suck at it.
Daichi Yamato
Jabbersnarks and Wonderglass
#33 - 2014-10-29 21:37:33 UTC
SMT youve just gone straight back to saying 'when i know what im facing id much rather fly this or this blah blah and if i cant win i run away'.

good for you, but there are some ppl who go into enemy territory, cannot dock, cannot refit and have actually come with a purpose in mind that isnt padding their killboard.

You dont know whether your enemy will bring shield or armour, kitey or brawl, glass cannon or ultra logi, neuts,ecm or damps.

all you know is that hes going to see you and what youre flying first. And with that information will build a fleet comp with the purpose of making it as easy as possible to beat your fleet comp.

@ stitch

yep AC's are medium range weapons, and that is exactly what they do right now.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Omega Crendraven
The Scope
Gallente Federation
#34 - 2014-10-29 21:45:29 UTC
Quote:
PROJECTILE TURRETS ARE PERFECTLY BALANCED AND OP IN THE CURRENT META


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SMT008
Deep Core Mining Inc.
Caldari State
#35 - 2014-10-29 21:47:26 UTC  |  Edited by: SMT008
Daichi Yamato wrote:

all you know is that hes going to see you and what youre flying first. And with that information will build a fleet comp with the purpose of making it as easy as possible to beat your fleet comp.

@ stitch

yep AC's are medium range weapons, and that is exactly what they do right now.


Dude, you can fumble around with words all you want, but it's pretty clear everything takes a dump on AC boats at pretty much every purposes.

If it wasn't the case, you'd regularly see AC-based doctrines all around nullsec and lowsec. But it doesn't happen.

It would happen more if ACs weren't bad.

You're telling us ACs are medium range weapons but everything else performs better than ACs at medium range.

HAM Cerberus, most RLML ships, most serious droneboats etc.

Unbonused AC ships have ranges comparable to brawling ships, so there is no point trying to fight anything as you'll be either outgunned at close-range, or out-ranged in every other situation.

Bonused AC ships...well there are 3 of those, and they all get **** on by their counterparts in other races except for the very very few situations where they perform just marginally better.

If you want versatility, just don't take ACs, they are simply not versatile, most fleets will dunk you any time of the day.

EDIT : Yeah ask Omega CrendRaven about "versatile ACs". The Sleipnir is probably the only AC boat worth flying now.
Nevyn Auscent
Broke Sauce
#36 - 2014-10-29 22:21:10 UTC
Badman Lasermouse wrote:

Where exactly is that sweet spot where autocannons outperform blasters or lasers?

With lasers it's easy to answer. It's that sweet spot where you aren't firing at the highest native armour resist, or the always plugged 'hole' on shields. Which means you are loosing most of your laser raw DPS vs resists always. Just because lasers have sweet paper DPS does not mean they get to actually use any of it.
Ganthrithor
School of Applied Knowledge
Caldari State
#37 - 2014-10-29 22:37:23 UTC
I have to agree-- ACs are underpowered. I haven't flown an autocannon ship since the tracking enhancer nerf because the damage you can actually apply at the edge of point range is literally pathetic. For kiting, anything is better than autocannons (including things like rail Deimoses using long-range guns) at this point. The problem is damage application at range-- basically you can cut your damage in half if you're planning on engaging at kiting ranges, even on the hulls that have T2 falloff bonuses. On un-bonused hulls you're really out of luck, since your ****-poor range necessitates fighting inside scram range, but Minmatar ships don't have the stats for brawling (they don't do much damage, and they're not very tanky).

Medium AC kiting ships had marginal performance before the TE nerf, but the mobility advantages of the ships were usually enough to offset the poor damage output. The TE nerf really ruined them IMHO-- today they simply don't do enough damage to be a viable choice. Even with HAC 5, the Vaga is outperformed by a ton of other ships in its intended role (making so many other cruiser classes so fast and agile really eroded the Vaga's niche, as other ships are now pretty much as fast but also have good damage application). The only AC cruiser I'd still consider flying is the Cynabal, and that's just because of the new warp speed bonus they picked up.
Sigras
Conglomo
#38 - 2014-10-29 23:29:06 UTC
SMT008 wrote:
Sigras wrote:
The OP would be right if we were just looking at the weapons in a vacuum, but we arent.

You have to take into consideration the ships that these weapons get fit to as well.

First thing, autocannons are usually fit to shield ships meaning they can fit more tracking enhancers and or damage mods than their hybrid/laser counterparts which are generally armor tanks.

Most ships fit 2 damage mods. Vagabonds fit 2 Gyrostabs/2 TEs, Cynabals do the same, Hurricanes do the same in order to have DC II + Nano aswell, and so on. Some battleships have enough lows to fit more than 2 Gyrostabs, but that's it.

Blasterships don't really need tracking enhancers/computers because they brawl at web/scramble range and will almost always hit their target at the range they're supposed to be at.

That is exactly my point, the original argument was that autocannons dont have enough falloff compared to blasters. The thing people seem to keep forgetting is that blaster ships dont/cant run tracking enhancers because of limited low slots, autocannon ships are not so limited. It's almost as though the weapons were designed with the ships in mind to keep them balanced.

SMT008 wrote:
Yep, that is true, autocannons are usually fit to ships with a speed advantage. They get to dictate range (unless they encounter droneboats/heavy neuts/RLMLs/Huginns or any combination of those) and use their versatility (200 DPS with cap-less guns and selectable damage, woohoo !) to exploit their opponents' weakness.

I think you might be fitting your ship wrong bro... my vagabond does 250 DPS at 23 km before factoring in drones which twice what the proteus can put out at that range with blasters.

The fact of the matter is that speed and range dictation rule the battle... If your vagabond sees something it doesnt like, it leaves... If my deimos sees something it doesnt like, it dies. The fastest ships have to have the worst weapons to compensate for the fact that they usually have the ability to disengage, an ability my deimos almost never has.

SMT008 wrote:
Yep, a Vagabond can outbrawl a Zealot, this is nothing new. That doesn't make it a good ship, a lot of things can outbrawl a Zealot.

The point is that you get to choose, if you meet a blaster ship, you kite it to death, if you meet a laser ship you brawl it to death. The key to autocannons is their versatility.

The only buff I would support for autocannons would be a SLIGHT (5-6%) buff to hail ammo to emphasize the fact that theyre better at close range than lasers.

SMT008 wrote:
Rupture vs Thorax

Thorax with Heavy Ion II and Null Ammo, Rupture with 425mm II and RF EMP

Yes, I know, the Thorax is using his long-range ammo while the Rupture is using his short-range one.

A Thorax using his long-range, low damage ammunition with size 2 blasters get similar DPS as a Rupture with short-range, high-damage ammunition in the biggest sized ACs.

The only thing that says to me is that you're a fool if you get within 15 km of a thorax. That's too close to overheated web range anyway, kiting range is more like 18-20 km.
Look what happens when the rupture loads barrage

You've identified the the quintessential problem with blaster ships... they all say "come over here and ill kick your teeth in" the only problem is that every other ship in the game says "im not going over there and you cant make me"
Kaarous Aldurald
Black Hydra Consortium.
#39 - 2014-10-30 00:26:08 UTC
Medium Autocannons need buffed, yes.

But pretty much medium everything needs looked at, across the board. Projectile turrets aren't unique in that regard.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Badman Lasermouse
Run and Gun Mercenary Corps
#40 - 2014-10-30 02:02:57 UTC
Sigras, explain to me how that shield Rupture controls range on that shield Thorax. Maybe autocannons don't need a buff, maybe Gal ships just need a nerf.

-Badman