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Autor Thema: neue t2 schiffe  (Gelesen 24485 mal)

Itchy

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Re: neue t2 schiffe
« Antwort #30 am: 08. Oktober 2007, 09:14:56 »
Zid meint das schon richtig, hat sich ja erst vor kurzem eine Nightmare gekauft ;)

Grmlz

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Re: neue t2 schiffe
« Antwort #31 am: 08. Oktober 2007, 09:36:18 »
Na den.
Glück gehabt würd ich sagen.
Könnt mir vorstellen das der preis nach diesen changes,sollten sie wirklich so kommen, ziemlich nach oben gehen.

Naja,zu den freien slots, du könntest tractor beams und salvager reinbauen.
Oder Smartbombs gegen kleinkram.

Das der cap bonus wegfällt stört bei 4 turrets nicht so.
Immerhien,du machst den gleichen damage wie ne abaddon mit 8 türmen, aber brauchst daführ nur so viel cap wie ne apo.
Auserdem hast ja die lows frei führ damage und cap mods,PDU`s z.b.
« Letzte Änderung: 08. Oktober 2007, 09:43:51 von Grmlz »

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Itchy

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Re: neue t2 schiffe
« Antwort #32 am: 08. Oktober 2007, 09:47:42 »
So macht das Ding ja auch Sinn (auch wenn Zid ein großer Fan der Splitbewaffnung war).

Da kriegen die ganzen poser dann auch wenigstens neue Wrecking Rekorde mit Tachys für Ihre Sigs ;)

Bin aber trotzdem nicht ganz einverstanden mit den voraussichtlichen Änderungen, denn:
- Sansha Rats tanken Armor, nicht Shield
- Sansha Rats schießen eindeutig mit Raketen um sich

Ob die Nightmare aber für Missionen dann besser geeignet sein wird als eine Navy Raven, glaube ich jedoch trotzdem nicht. Missiles sind halt immer noch die PvE-Waffe nach Wahl - mit Lasern hat man immer noch das Problem, dass man in der Schadensart recht begrenzt ist und zweitens sinds immer noch Kanonen.

Grmlz

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Re: neue t2 schiffe
« Antwort #33 am: 08. Oktober 2007, 10:24:45 »
Kommt drauf an,wenn du bei ammar fliegst und viel blood/sanshas gegener hast is die  Nightmare sicher schneller.
« Letzte Änderung: 08. Oktober 2007, 13:53:07 von Grmlz »

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Itchy

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Re: neue t2 schiffe
« Antwort #34 am: 08. Oktober 2007, 11:48:11 »
Wenns denn so wäre :( Bei meinen Amarr Navy Agenten kriege ich auf eine Blood/Sansha Mission locker 10 andere :(

Aber das ist wahrscheinlich mein persönliches Pech.

Zidahya

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Re: neue t2 schiffe
« Antwort #35 am: 08. Oktober 2007, 13:05:44 »
Da schließe ich mich dann an. Guri Missions für jeden.  :couto:

Ja ich mochte die Splitbewaffnung sehr (bzw. mag noch hab ich sie ja) und ich denke auch das eine Raven aka Navy Issue immer noch die bessere Wahl im PVE ist. Aber gut schauen wir mal wie sich die Nightmare mit 4 Navy Lasern so fliegen lässt. Wenn man einen schönen Shieldtank hinbekommt und daran zweifel ich einfach mal nicht, es sei denn die ändern die Schild/Armor HPs nicht dann kann man in die Lows tatsächlich ein paar gute Cap Module und HS einbauen.

Wenn es mir dann gar nicht gefällt kann ich die ja vielleicht sogar mit Gewinn verkaufen.  :deal:

Viel gespannter bin ich ehrlich gesagt auf das neue Aussehen, denn die Nightmare ist leider ein recht altes Schiff mit matschigen Texturen.

Übrigens Caldari BS Skill + LASER Turret Damage =  :stupid:

Grmlz

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Re: neue t2 schiffe
« Antwort #36 am: 08. Oktober 2007, 13:47:48 »
Na,man muß natürlich mal warten ob die änderungen so bleiben.
Ich denk aber das sich das schiff führ 4er sicher gut eignet.
Ich flieg imo die hälfte der 4er missionen mit der geddon,das geht eigentlich ganz gut.
Und auch wenn der damage nicht immer zu den rats passt, im fall der nightmare sollte der höhere schaden (eben soviel wie ne abaddon mit 8 turrets macht) das mehr oder weniger ausgleichen.

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Zidahya

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Re: neue t2 schiffe
« Antwort #37 am: 08. Oktober 2007, 13:58:14 »
btw. du bekommst auf ne Abba 8 Turrets drauf? Bei 6 Tachyons war Schluß bei mir, plus 1 Siege Launcher.

Grmlz

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Re: neue t2 schiffe
« Antwort #38 am: 08. Oktober 2007, 14:19:55 »
Ich hab keine aba.
Und,ich sag auch nicht das du 8 turrets auf ne aba drauf bekommst.( auch wenn ich imo nicht wüßte warum das nicht gehen soll,darfst halt nicht tanken :P)
Ich  sage nur das die neue nightmare mit ihren 4 turrets dank dem 100% damage boni + 5% pro lvl so viel damage macht wie ne aba mit 8 machen würde.

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Zidahya

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Re: neue t2 schiffe
« Antwort #39 am: 08. Oktober 2007, 14:36:51 »
Ach so, eine theoretische Hochrechnung also. kk damit kann ich leben.

Zidahya

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Re: neue t2 schiffe
« Antwort #40 am: 16. Oktober 2007, 06:25:08 »
Doppelpost for the Win!  :uglydance1:

Hab mich schon gefragt was die T2 Frachter so besonders macht, hier die Antwort:

Zitat
To show off its shininess we're adding a host of Tech II ships that include the eerie Black Ops, the spearheading Marauders and the warp-jamming Heavy Interdictors, not to mention the lockdown terrors that are the Electronic Attack Ships, and the masters of the supply chain, the Jump Freighters.

Zumindest hört dann endlich mal dieses "ich will Carrier für Logistik fliegen können" auf.  :lol:

Grmlz

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Re: neue t2 schiffe
« Antwort #41 am: 18. Oktober 2007, 01:22:39 »
Auf sis gibts jetzt ein neues killmailsystem.
Schaut ganz gut aus,gibt mehr infos als die alten Mails.
Welche items wurden gedropped,wieviel schaden hat man gemacht usw.

 http://dl.eve-files.com/media/corp/wickedx/newkmsys.jpg

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tombs

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Re: neue t2 schiffe
« Antwort #42 am: 18. Oktober 2007, 11:27:04 »
nett. ob die irgendwann mal dieses ungelenke Scourge Heavy Missile Qty: 139 durch ne bessere formatierung ersetzen?

Grmlz

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Re: neue t2 schiffe
« Antwort #43 am: 23. Oktober 2007, 18:55:49 »
neuer dev blog

eported by CCP Fendahl | 2007.10.23 11:46:08 | NEW | Comments
Trinity introduces four new classes of Tech II combat ships: Electronic Attack Ships, Heavy Interdictors, Black Ops and Marauders. The ships will be available for testing on Singularity this week, though the current models are not representative of the final ship modules once the graphics update is rolled out. Many of the models are old unused Tech II models which are not scheduled to be ported with the graphics update. The final models will use the current Tech I hull, but with different textures and shaders to reflect the designs of their developers (as listed below).
Electronic Attack Ships
The electronic attack ships are essentially frigate equivalents of the combat recons. While they are somewhat lacking in EW capabilities and firepower compared to the combat recons, they should nevertheless not be under estimated. Their frigate class sensors give them first strike capability and enable them to disable enemy ships before they have a chance to lock. With the mobility of frigate hulls they are valuable assets for roaming frigate gangs.
Sentinel

    * Hull: Crucifier / Viziam
    * Slots: 3/4/3, 2 turrets
    * Fitting: 195tf, 40mw
    * Drones: 20Mbit/s bandwidth, 60m3 drone bay
    * Sensors: 572mm scan res, 36.5km targeting range, 21pt radar
    * Propulsion: 374m/s, 1,525,000kg
    * Tech II resistance bonus: 50% explosive, 25% kinetic

Bonuses:

    * 5% bonus to effectiveness of Tracking Disruptors per Amarr FF level
    * 20% bonus to Energy Vampire and Energy Neutralizer transfer amount per Amarr FF level
    * 40% bonus to Energy Vampire and Energy Neutralizer range per EAS level
    * 5% reduction to capacitor recharge time per EAS level

The sentinel has an effective range of up to 18km with tech 2 neutralizers and can sustain 3 of them when optimized for capacitor recharge. This makes the Sentinel a serious threat even to battleships.
Kitsune

    * Hull: Griffin / Lai Dai
    * Slots: 3/5/2, 1 turrets, 3 launchers
    * Fitting: 270tf, 26mw
    * Drones: none
    * Sensors: 520mm scan res, 42km targeting range, 24pt gravimetric
    * Propulsion: 365m/s, 1,600,000kg
    * Tech II resistance bonus: 50% thermal, 25% kinetic

Bonuses:

    * 10% reduction in ECM jammer capacitor need per Caldari FF level
    * 20% bonus to ECM jammer strength per Caldari FF level
    * 10% bonus to ECM jammer optimal range per EAS level
    * 5% bonus to capacitor capacity per EAS level

Since ECM jammers have a 20s cycle time, activating several jammers at once takes out a large chunk of the capacitor on a frigate if they are activated all at once. The capacitor bonus helps to mitigate this issue.
Keres

    * Hull: Maulus / Duvolle Labs
    * Slots: 2/5/3, 2 turrets
    * Fitting: 205tf, 33mw
    * Drones: 5Mbit/s bandwidth, 10m3 dronebay
    * Sensors: 546mm scan res, 39.25km targeting range, 22.5pt magnetometric
    * Propulsion: 382m/s, 1,450,000kg
    * Tech II resistance bonus: 50% kinetic, 25% thermal

Bonuses:

    * 5% bonus to Remote Sensor Dampener effectiveness per Gallente FF level
    * 10% reduction in Remote Sensor Dampener capacitor need per Gallente FF level
    * 10% bonus to Warp Disruptor range per EAS level
    * 10% reduction in Warp Disruptor capacitor need per EAS level

Note the warp disruption range is lower than for that of Gallente recons (up to 36km vs. 48km with Tech II warp disruptors).
Hyena

    * Hull: Vigil / Core Complexion
    * Slots: 3/4/3, 2 turrets, 2 launchers
    * Fitting: 145tf, 36mw
    * Drones: none
    * Sensors: 592mm scan res, 35km, 21pt ladar
    * Propulsion: 391m/s, 1,375,000kg
    * Tech II resistance bonus: 50% em, 25% thermal

Bonuses:

    * 5% reduction of Microwarpdrive capacitor penalty per Minmatar FF level
    * 7.5% bonus to effectiveness of Target Painters per Minmatar FF level
    * 20% bonus to Stasis Webifier range per EAS level
    * 3% reduction of signature radius per EAS level

The stasis webifier range is much shorter than for Minmatar recons (up to 20km vs. up to 40km), but still extremely dangerous when combined with the high scan resolution and maneuverability of a frigate.
Heavy Interdictors
Heavy interdictors are cruiser equivalents of the destroyer based interdictors, which combine area of effect warp disruption with the tanking capabilities of Heavy Assault Ships. Rather than using warp disrupt probes, the heavy interdictors use a module, the Warp Disruption Field Generator, which prevents all ships within its range from warping or jumping (including the heavy interdictor itself). While having the warp disruption field generator on a heavily tanked ship makes it more resilient, it also comes with some drawbacks. When activated the warp disruption field generator prevents remote assistance, increases the signature radius of the ship and reduces the effectiveness of afterburners and microwarpdrives. The agility is however effectively increased: the mass of the ship and the thrust of afterburners and microwarpdrives is significantly decreased (the thrust reduction cancels out the mass reductions in terms of speed boost). This effective increase in agility means that heavy interdictors flying at high speeds will slow down very fast once the warp disruption field generator is activated.
Devoter

    * Hull: Maller / Viziam
    * Slots: 6/3/7, 4 turrets
    * Fitting: 368tf, 1,265mw
    * Drones: none
    * Propulsion: 210m/s, 15,500,00kg
    * Tech II resistance bonus: 50% explosive, 25% kinetic

Bonuses:

    * 10% bonus to Medium Energy Turret capacitor use per Amarr CC level
    * 5% bonus to armor resistances per Amarr CC level
    * 5% bonus to Medium Energy Turret ROF per HI level
    * 5% bonus to range of Warp Disruption Fields per HI level
    * Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators

Onyx

    * Caracal / Kaalakiota
    * Slots: 6/6/4, 5 launchers
    * Fitting: 560tf, 835mw
    * Drones: none
    * Propulsion: 205m/s, 16,000,000kg
    * Tech II resistance bonus: 50% thermal, 25% kinetic

Bonuses:

    * 5% bonus to kinetic missile damage per Caldari CC level
    * 5% bonus to shield resistances per Caldari CC level
    * 10% bonus to Missile Velocity per HI level
    * 5% bonus to range of Warp Disruption Fields per HI level
    * Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators

Phobos

    * Thorax / Roden Shipyards (OMG?!?)
    * Slots: 6/4/6, 5 turrets
    * Fitting: 375tf, 1,165mw
    * Drones: none
    * Propulsion: 215m/s, 15,000,000kg
    * Tech II resistance bonus: 50% kinetic, 25% thermal

Bonuses:

    * 5% bonus to medium hybrid damage per Gallente CC level
    * 5% bonus to armor resistances per Gallente CC level
    * 5% bonus to medium hybrid falloff per HI level
    * 5% bonus to range of Warp Disruption Fields per HI level
    * Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators

Broadsword

    * Hull: Rupture / Core Complexion
    * Slots: 6/6/4, 5 turrets, 3 launchers
    * Fitting: 392tf, 1,010mw
    * Drones: none
    * Propulsion: 220m/s, 14,500,000kg
    * Tech II resistance bonus: 50% em, 25% thermal

Bonuses:

    * 5% bonus to Medium Projectile Turret firing speed per Minmatar CC level
    * 5% bonus to shield resistances per Minmatar CC level
    * 5% bonus to Medium Projectile Turret falloff per HI level
    * 5% bonus to range of Warp Disruption Fields per HI level
    * Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators

Black Ops
The Black Ops specialize in infiltration and covert operation. Equipped with a jump drive, they can jump short distances past enemy blockades. Covert Ops, Stealth Bombers and Force Recons (not Combat Recons) have been upgraded to support Covert Cynosural Field Generators. These new modules are advanced Cynosural Field Generators that cannot be detected and only Black Ops can lock on to. What makes the Black Ops in particular dangerous is that they can use miniaturized jump portal generators, Covert Jump Portal Generators, to sneak allied forces behind enemy lines. However the covert jump portal technology is rather limited compared to the Titan class jump portals and require support from the ships that jump through to work correctly. Covert jump portal generators can only bridge for ships with Jump Harmonics 2 or above. The covert tech 2 ships: Covert Ops, Stealth Bombers and Force Recons have been upgraded to this end. The resource consumption on the Black Ops jump drives and the Covert Jump Portal Generator is very high, so jump fuel logistics are a concern. Fortunately the Black Ops can also use ordinary jump gates and can thus save jump fuel for when it really matters.
Redeemer

    * Hull: Armageddon / Viziam
    * Slots: 8/4/7, 6 turrets
    * Fitting: 505tf, 17,000mw
    * Drones: 125Mbit/s bandwidth, 125m3 dronebay
    * Propulsion: 137m/s, 154,000,000kg, 0.0886x agility
    * Tech II resistance bonus: 10% explosive

Bonuses:

    * 10% reduction in laser capacitor need per Amarr BS level
    * 5% reduction in laser rate of fire per Amarr BS level
    * 7.5% bonus to laser tracking per Black Ops level
    * 25% bonus to cloaked velocity per Black Ops level
    * Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices

Widow

    * Hull: Scorpion / Kaalakiota
    * Slots: 7/8/4, 5 launchers
    * Fitting: 760tf, 8,800mw
    * Drones: 75Mbit/s, 75m3 dronebay
    * Propulsion: 126m/s, 161,000,000kg, 0.0886x agility
    * Tech II resistance bonus: 10% thermal

Bonuses:

    * 5% reduction in missile launcher rate of fire per Caldari BS level
    * 10% bonus to missile velocity per Caldari BS level
    * 10% bonus to ECM effectiveness per Black Ops level
    * 25% bonus to cloaked velocity per Black Ops level
    * Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices

Sin

    * Hull: Dominix / CreoDron
    * Slots: 7/6/6, 4 turrets
    * Fitting: 600tf, 8,800mw
    * Drones: 125Mbit/s bandwidth, 400m3 dronebay
    * Propulsion: 132m/s, 147,000,000kg, 0.0886x agility
    * Tech II resistance bonus: 10% kinetic

Bonuses:

    * 5% large hybrid damage per Gallente BS level
    * 10% drone bonus to drone damage and HP per Gallente BS level
    * 5% bonus to agility per Black Ops level
    * 25% bonus to cloaked velocity per Black Ops level
    * Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices

Panther

    * Hull: Typhoon / Thukker Mix
    * Slots: 8/5/6, 5 turrets
    * Fitting: 510tf, 12,750mw
    * Drones: 125Mbit/s bandwidth, 175m3 dronebay
    * Propulsion: 165m/s, 140,000,000kg, 0.0886x agility
    * Tech II resistance bonus: 10% em

Bonuses:

    * 5% bonus to large projectile turret rate of fire per Minmatar BS level
    * 5% bonus to large projectile turret damage per Minmatar BS level
    * 5% bonus to velocity per Black Ops level
    * 25% bonus to cloaked velocity per Black Ops level
    * Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices

Marauders
Marauders are heavy battleships focusing primarily on attrition and deployment for longer periods of time. While their number of hardpoints is limited to just 4, they also receive a 100% damage bonus to their primary weapon type. This has a number of advantages: the remaining high slots are available for other tasks, weapon capacitor need and munitions consumption rates are also reduced. Featuring large cargo holds they have plenty of storage for capacitor boosters or spoils of war. The sensors have been optimized for locking up to 10 targets at a time, but with sensor strengths comparable to cruisers the Marauders can be jammed quite easily if they are not hardened with ECCM.
Paladin

    * Hull: Apocalypse / Carthum Conglomerate
    * Slots: 7/4/7, 4 turrets
    * Fitting: 500tf, 13,500mw
    * Drones: 75Mbit/s bandwidth, 75m3 dronebay
    * Sensors: 12pt radar, 10 target locks
    * Propulsion: 125m/s, 110,000,000kg
    * Tech II resistance bonus: 25% explosive, 12.5% kinetic

Bonuses:

    * 5% bonus to capacitor capacity per Amarr BS level
    * 2% bonus to stasis webifier velocity factor per Amarr BS level
    * 7.5% bonus to armor repair amount per Marauder level
    * 7.5% bonus to large energy turret tracking per Marauder level
    * Role bonus: 100% bonus to large energy turret damage
    * Role bonus: 100% bonus to range and velocity of tractor beams

When using -90% webifiers, the stasis webifier velocity factor bonus increases the velocity factor penalty up to -99%, at which point a single webifier is as effective as two webifiers mounted on a standard ship. This means that the Paladin can easily hit any ship within web range, once the transversal velocity slows down.
Golem

    * Hull: Raven / Lai Dai
    * Slots: 7/7/4, 4 missiles
    * Fitting: 715tf, 6,500mw
    * Drones: 75Mbit/s bandwidth, 75m3 dronebay
    * Sensors: 14pt gravimetric, 10 target locks
    * Propulsion: 125m/s, 110,000,000kg
    * Tech II resistance bonus: 25% thermal, 12.5% kinetic

Bonuses:

    * 10% bonus to BS class missile velocity per Caldari BS level
    * 10% bonus to BS class missile explosion velocity per Caldari BS level
    * 7.5% bonus to shield boost amount per Marauder level
    * 7.5% bonus to target painters per Marauder level
    * Role bonus: 100% bonus to BS class missile damage
    * Role bonus: 100% bonus to range and velocity of tractor beams

The target painter bonus is quite effective in combination with missiles even against frigates if they are not using MWDs.
Kronos

    * Hull: Megathron / Duvolle Labs
    * Slots: 7/4/7, 4 turrets
    * Fitting: 550tf, 12,000mw
    * Drones: 125Mbit/s bandwidth, 125m3 dronebay
    * Sensors: 13pt magnetometric, 10 target locks
    * Propulsion: 135m/s, 102,500,000kg
    * Tech II resistance bonus: 25% kinetic, 12.5% thermal
    * Cargo: 1275m3

Bonuses

    * 5% bonus to large hybrid turret damage per Gallente BS level
    * 2% bonus to stasis webifier velocity factor per Gallente BS level
    * 7.5% bonus to armor repair amount per Marauder level
    * 7.5% bonus to large hybrid turret tracking per Marauder level
    * Role bonus: 100% bonus to large hybrid turret damage
    * Role bonus: 100% bonus to range and velocity of tractor beams

With the same stasis webifier velocity factor bonus as the Paladin, the Kronos is a death sentence to any frigate that ventures within web range.
Vargur

    * Hull: Tempest / Boundless Creations
    * Slots: 7/6/5, 4 turrets
    * Fitting: 625tf, 7,900mw
    * Drones: 75Mbit/s bandwidth, 75m3 dronebay
    * Sensors: 11pt ladar, 10 target locks
    * Propulsion: 150m/s, 102,500,000kg
    * Tech II resistance bonus: 25% em, 12.5% thermal
    * Cargo: 1150m3

Bonuses:

    * 5% bonus to large projectile turret ROF per Minmatar BS level
    * 10% bonus to large projectile falloff range per Minmatar BS level
    * 7.5% bonus to shield boost amount per Marauder level
    * 7.5% bonus to large projectile turret tracking per Marauder level
    * Role bonus: 100% bonus to large projectile turret damage
    * Role bonus: 100% bonus to range and velocity of tractor beams

The falloff bonus is significant advantage for the Vargur, giving it an impressive range even when fitted with Autocannons.

More blogs on new stuff and upcoming changes to follow.

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inno

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Re: neue t2 schiffe
« Antwort #44 am: 23. Oktober 2007, 20:33:26 »
Das freut das Herz. Insbesondere die Marauder.
Irgendwie bereitet es mir eine gewiss etwas kranke Befriedigung dass ich noch bestimmt 2 Monate brauche um die (wahrscheinlichen) Skillanforderungen zu erfüllen; so habe ich wenigstens Zeit mir die Kohle zusammenzusparen ;)

Danke Grmlz!
bad weeds grow tall...

 

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