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Post Re: First batch of Specials
Griffin wrote:
A 100% locked engines effect.


Sat Apr 16, 2011 2:05 am
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Post Re: First batch of Specials
The Lost One wrote:
Griffin wrote:
A 100% locked engines effect.


/signed

Kanga

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Sat Apr 16, 2011 3:28 pm
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Post Re: First batch of Specials
newman233 wrote:
The Lost One wrote:
Griffin wrote:
A 100% locked engines effect.


/signed

Kanga


iirc a dev said that they wouldn't implent that cause it would be OP

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Sun Apr 17, 2011 9:20 am
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Post Re: First batch of Specials
playerboy345 wrote:
iirc a dev said that they wouldn't implent that cause it would be OP

nope, a dev said that about that on a reaver laser...as a SSS, its not tweakable and permanent, eg. you cant aug to permanently stop their engine, this will just be for maybe 10 secs tops.


Sun Apr 17, 2011 11:07 am
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Post Re: First batch of Specials
Might I suggest that all the t19 ruin ships get one? Specifically, the Bule Abadi Spectre; its inbuilt weapon is bad enough, even if it worked, and it doesn't. Could we have it changed to a SSS? Like, an EMP type device, that effects everything in 500 range or so. With the same mods the inbuilt weapon has.

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Wed Apr 27, 2011 11:27 am
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Post Re: First batch of Specials
Demiser of D wrote:
Might I suggest that all the t19 ruin ships get one? Specifically, the Bule Abadi Spectre; its inbuilt weapon is bad enough, even if it worked, and it doesn't. Could we have it changed to a SSS? Like, an EMP type device, that effects everything in 500 range or so. With the same mods the inbuilt weapon has.


Can we have a major beef on that ship, period? Even before it gets a SSS? 10% resist to all but mining(0%) is not funny.

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Wed Apr 27, 2011 12:08 pm
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Post Re: First batch of Specials
Don't most T19 ships fail kind of hard? There are some that have the stats of ships several techs lower (300 hull on Ukuk, *cough cough*).

OT: Would be interested in seeing more of these devices implemented, I think they'd add in a little extra kick to combat and make training more interesting.


Mon May 02, 2011 4:11 pm
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Post Re: First batch of Specials
Suggestion for some ship's sss, maybe DS+
Firstly ship is being untargeted after use, maybe its possible to make by giving -100% vis for 1 sec.
In that time sss launches 3 or 5 fighters with no weapons, no shield, same speed as player, exactly the same look as ship and hides players name under main ship for 7 seconds.
Preferably those fighter-decoys would have inverse script so they would run away from enemies.
About 3 minute cooldown on sss, 10 seconds lifetime of fighters.

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Tue May 03, 2011 9:33 am
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Post Re: First batch of Specials
SSGamer wrote:
Don't most T19 ships fail kind of hard? There are some that have the stats of ships several techs lower (300 hull on Ukuk, *cough cough*).

OT: Would be interested in seeing more of these devices implemented, I think they'd add in a little extra kick to combat and make training more interesting.



Unt F wing is the shit.

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Sat May 07, 2011 3:38 pm
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Post Re: First batch of Specials
blacker2359 wrote:
SSGamer wrote:
Don't most T19 ships fail kind of hard? There are some that have the stats of ships several techs lower (300 hull on Ukuk, *cough cough*).

OT: Would be interested in seeing more of these devices implemented, I think they'd add in a little extra kick to combat and make training more interesting.



Unt F wing is the shit.



It kinda fails hard if you don't know what you're doing. SD experience is 75% skill, 25% gear. If you suck at SD, it doesn't matter(for a long time) how much you put into it, it will be sub-par to weaker setups on more experienced players.

Weary Penguin, used a Vulture, to kill Panther SD's, as a Low level SD. Statistically speaking, the Vulture is weaker in all but weight, compared to a panther. How was this done? The dunderheads in the panthers were complete idiots at the class, though their ship alone was more expensive than most of WP's entire setup.

And if you've seen Helro's setup, anyone who has died to it while actively fighting back as a SD better just give him GG and suicide from now on if you call your ship a "pvp" SD.

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Sat May 07, 2011 4:54 pm
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Post Re: First batch of Specials
The untwing effectively already has a secondary, just like the lion and the panther; the inbuilt aura or tweak generators. Its just fine the way it is.

I think its a good thing to have skill based classes, i'm just sad that the increasing prevalence of beams in SS is making the skill element more and more superfluous.

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Sat May 07, 2011 5:17 pm
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Post Re: First batch of Specials
Unt F-Wing
UrQa Suqqa Ukkuk (T19 bana Sniper only HF)

Both of these ships are really good for specialised setups, they don't need any 'Specials'.

Obviously, considering their skill requirements and the cost involved to operate those, these are not all purpose low lvl entry ships.
I'm not against a beef on those but they do not need it.


Mon May 09, 2011 9:16 am
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