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Team: Dark Traders
Main: Kyp
Level: 2610
Class: Engineer

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Post Re: Gunners - Preliminary Change Notes
Aurora Ex Machina wrote:
Hmm, that item certainly wasn't supposed to be in game like that - I suspect an additional 0 on the aug_mod (i.e. 1% instead of 10% would be balanced). The Capital range I had in mind adds a flat rate +20 - +50 depending on tech level.

can i remind you that its a Kikale item? meaning you need the ruin skill? so it should be much better than anything else out there.... which i know is counter to the current trend of making culture skilled items 50% worse than equivalent UZ items, but come on!
i dont own one but i wish i did cuz they're awesome... plz dont nerf them :-(

ps sorry to everyone if they nerf it because i pointed it out to an admin >.<

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Tue Sep 14, 2010 10:27 pm
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Team: Heaven
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Post Re: Gunners - Preliminary Change Notes
Nerfing the Kako is the wrong approach. Just beef those expanders that are going in to be "ALMOST" on par with the kako. However, unless they are t21 or something. Maybe "along"(keyword) the lines of 25-50 hull space with a 1%-5% hull boost going up by tech lvls or something like that. SOMETHING LIKE THAT****...


Nerfing the Kako bad! I Liek me Kako! :shock:

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Tue Sep 14, 2010 10:32 pm
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Team: PrimalDecus
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Post Re: Gunners - Preliminary Change Notes
Nerk the KaKo ofc ! Capships have enaugh shield and energy bonuses allready and they can equip how many panels ? IMO they are way OP so nerfing them is the best option ...

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Wed Sep 15, 2010 2:56 am
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Team: Resident Evil
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Post Re: Gunners - Preliminary Change Notes
they can't be OP cos helro says only noobs use capships

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Wed Sep 15, 2010 5:45 am
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Post Re: Gunners - Preliminary Change Notes
Uth Matar wrote:
Nerk the KaKo ofc ! Capships have enaugh shield and energy bonuses allready and they can equip how many panels ? IMO they are way OP so nerfing them is the best option ...


Well, main reason for that is the boni you get from the Fleet Focus; everyone of those is small on it's own - but alltogether I can use much smaller gear on the FC (and probably the Gunner too) so the EFDN is, including the hull bonus, a really big (and empty ship).

It's different on other classes, shm, zerker, ... (not SD ofc ... you can load loads into a SD EFDN) they all lack the hull space (I've a caly+ on my shm to get it to work properly) still ofc the agility is - as always - far too high for any capship; and the Travelfields are just totally out of order and they even do not work like in the description (shield bank for example) stated.


Wed Sep 15, 2010 6:15 am
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Post Re: Gunners - Preliminary Change Notes
Just a reminder. If the Kikale Mzungu Ka Ko has the same rarity as the Kikale Mzungu Chungatanau, then that shows that it can be several universes without even the ruins showing up. Nerfing the item is a bad idea, maybe changing the extraction price to something else than 200m or whatever it was (this was the extraction price on Chungatanaus)? Nerfing the Kikale Mzungu Ka Ko, is a very, very bad idea.

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Wed Sep 15, 2010 6:45 am
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Team: Capitalists
Main: Jeff Bobbo
Level: 2048
Class: Gunner

Joined: Sat Dec 08, 2007 4:19 pm
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Post Re: Gunners - Preliminary Change Notes
The Lost One wrote:
Kikale Mzungu Chungatanau

I've never even heard of that item.... What is it? D:


---Edit---

Nvm, looked it up... So, first time I've ever heard of it.

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Wed Sep 15, 2010 7:36 am
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Post Re: Gunners - Preliminary Change Notes
EF line of ships -specially dreads get so much bonuses in all areas and they have good enough engine on them that it is really to much that they should have so much extra space . I say NERF it !.
Btw i do not play with gunner or seriously playing with my FC only dread i do use is one on DM char .

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Wed Sep 15, 2010 8:56 am
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Team: Capitalists
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Post Re: Gunners - Preliminary Change Notes
Uth Matar wrote:
EF line of ships -specially dreads get so much bonuses in all areas and they have good enough engine on them that it is really to much that they should have so much extra space . I say NERF it !.
Btw i do not play with gunner or seriously playing with my FC only dread i do use is one on DM char .

Right, just checked... With full class skills, no hull augs, a Ka Ko, and no trans items, I got like 130 space free, this with 50 missiles unpacked, no fuel, no missile crates and no tweaks, or vollies, or diffusers of any kind, or an/any OL(s)... D:

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Are you kidding me? Our C2 music is way better than that boring garbage you linked.


Wed Sep 15, 2010 9:15 am
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Post Re: Gunners - Preliminary Change Notes
That is not a proof for anything except that you are trying to cram biggest gear out there . It would be the same if i say that on my Lion with expander i can only use ghoul* mini , set of merc pulses , MFCR and escape pod , fuel ...

Engeniers and Shield Monkeys are support class and as such IMO they should be only one with extra space .

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Thx k-2
FREDOM FOR WING4+ !!! NOW !!! /viewtopic.php?f=4&t=28872&st=0&sk=t&sd=a
The Voomy One :Uth Matar is correct!


Wed Sep 15, 2010 9:22 am
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Post Re: Gunners - Preliminary Change Notes
Admins: heres ur new types of missiles
players: yay
admins: you will be able to store 20 on ur ship
players: -_-

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Wed Sep 15, 2010 9:32 am
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Post Re: Gunners - Preliminary Change Notes
Capital Class Ship Hull > Freighter Class Ship Hull
:roll:

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Wed Sep 15, 2010 3:49 pm
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Post Re: Gunners - Preliminary Change Notes
Not at all neo . Where did you get that idea ? Capital does not mean more hull but loads and loads of advantage for 1 less aug slot

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FREDOM FOR WING4+ !!! NOW !!! /viewtopic.php?f=4&t=28872&st=0&sk=t&sd=a
The Voomy One :Uth Matar is correct!


Wed Sep 15, 2010 4:36 pm
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Post Re: Gunners - Preliminary Change Notes
Er yes I suppose thats true. I just invision capital ships to be just a pure massive beast of a ship with tons of hull but most of it being used for specialized purposes.

I think a solution for the hull problem is just make missiles/missile crates (either or really), take up less hull space for gunner. High end missiles are bigger. So high end missile master (example) would make missiles slightly smaller. Similar to the zerker skill actually but somehow workable for gunner?

Maybe equipped launchers take up -.5% hull space or something.
/brainstorm?

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Wed Sep 15, 2010 6:00 pm
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Post Re: Gunners - Preliminary Change Notes
The capital ships of EvE Online is what I believe our capships should be based on...which basically means they would be like every sci-fy media but Star Trek.

Big and slow, for the tech range intended, with either massive dps(immobile dps) or the ability to swarm stuff with extremely high speed fighters.

Provide a logistics HQ with accessible bays to change out equipment and ships, with the largest being able to transport a full squad to any point in the layer that is not 5j from an owned galaxy.


I like the current design of capships, though.

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Wed Sep 15, 2010 6:14 pm
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