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Nullsec Haber/Tartışma/Troll Konusu


Öne çıkan mesajlar

Mesaj tarihi:
Hahah, fena fail oldu.
Ama gördüğüm en berbat lagfestti.
Tidi olayı hikaye,2011 martta o2o'da NC Rus savaşında olan olayın 5 kat daha laglısı diyebiliriz.
İlk atlayan 300 Rus capitali pıtır pıtır döküldü,
CFC Capleri atladıktan 2-3 saat sonra gride inmeye başladı.
Oda inenler 3/1'i falan.Tabi onlarda döküldü.
Daha systemde log off olanlar vardır onların camp'i sürecek.
Bakalım totalde kaç dread kaybetmiş olacak CFC + Ruskie'ler.

P.S Lanet olası Dominixim yine sağ çıktı :(
Mesaj tarihi:


Kafama doomsday yerken hiç resmim olmamıştı iyi oldu

http://www.eve-razor.com/killboard/?a=kill_detail&kll_id=668851

Cıkabilecek konumdaydım sistemden ama siege modülü bitürlü kapanmadı. ne bubble vardı etrafta ne tackler, jumpcap deydim ama ölene kadar tam 4 küsür saat siege in bitmesini bekledim.

gf güzel tamam, reimburse imi aldım bile oda iyi de, arkadaş geminin hatrı var bende...
Mesaj tarihi:
said:
[2:31:28 PM] The Mittani: gf gf on your turkeyshoot jean
[2:31:39 PM] The Mittani: this is an unplayable disaster
[2:31:50 PM] Jean Leaner: Im not even getting to turkeyshoot my fighter bombers wont deploy
[2:31:52 PM] The Mittani: nothing can even load or turn on hardeners so all those dreads are yours to kill~
[2:33:38 PM] DHD: THE COALITION NOTORIOUS FOR SHITSTACKING NUMBERS GETTING THEIR SHIT STACKED BECAUSE OF THEIR NUMBERS
[2:33:38 PM] DHD: HUE
[2:33:39 PM] DHD: HUE
[2:33:58 PM] The Mittani: if you upvote a r/eve thread a bunch about it maybe it'll turn the tide dhd~
[2:34:14 PM] DHD: WHY YES I WOULD LIKE TO LOAD THE SYSTEM WITH LIKE A THOUSAND SUBCAPS, THEN EAT SHIT TRYING TO JUMP IN DREADS AFTER
[2:34:29 PM] DHD: THIS IS A THING I THINK WILL GO WELL


ahahah bir mittani ağlıyor, gözleri yaşlı
Mesaj tarihi:
KaRa_DaVuT said:



Kafama doomsday yerken hiç resmim olmamıştı iyi oldu

http://www.eve-razor.com/killboard/?a=kill_detail&kll_id=668851

Cıkabilecek konumdaydım sistemden ama siege modülü bitürlü kapanmadı. ne bubble vardı etrafta ne tackler, jumpcap deydim ama ölene kadar tam 4 küsür saat siege in bitmesini bekledim.

gf güzel tamam, reimburse imi aldım bile oda iyi de, arkadaş geminin hatrı var bende...


mete vurmuşssun adamın kafasına sdfljk
Mesaj tarihi:
A Doomsday device has a 10 minute cooldown, until it can be fired again. In 10% TiDi, this means that the cooldown is now 100 minutes.
In comparison, a capital gun might have a cycle time of 10 seconds, which becomes 100 seconds in heavy TiDi.
Under normal circumstances, the ratios are the same, and the capital guns should have proportionally the same impact from TiDi as doomsdays.
Where this breaks down is when TiDi isn't sufficient to handle the strain on the servers. When the servers are heavily overloaded, you'll experience module lag even in TiDi. In the battle last night, the module lag amounted to upwards of 25 minutes.
What this means is that one the Doomsday device has cycled, it takes ANOTHER 25 minutes for it to activate, for a total of 125 minutes, a 25% delay compared to the expected TiDi cooldown. A gun, on the other hand, cycles in 100 seconds, but it also takes 25 minutes to activate after its cycle. This means that the effective cycle time goes from 100 seconds to 1600, or 16 times the expected cycle time. In the span of time it takes for a DD to cycle once, the guns of a dread cycles a total of five times, instead of the expected sixty.
This applies to all other long cycle modules in EVE, and has been the case since the origins of EVE. While this ended up in PL/N3's advantage last night, what ultimately decided the battle was not the cycle times, but the inability for hundreds of dreads to load the grid at all. But that's another issue altogether."">
"In the aftermath of the HED-GP massacre (I won't call it a battle, because it wasn't), one thing was pretty clear. Doomsdays worked where guns didn't. I understand that a lot of people are upset about this and are wondering why this was. I'll try to explain this from a game mechanics perspective.
A Doomsday device has a 10 minute cooldown, until it can be fired again. In 10% TiDi, this means that the cooldown is now 100 minutes.
In comparison, a capital gun might have a cycle time of 10 seconds, which becomes 100 seconds in heavy TiDi.
Under normal circumstances, the ratios are the same, and the capital guns should have proportionally the same impact from TiDi as doomsdays.
Where this breaks down is when TiDi isn't sufficient to handle the strain on the servers. When the servers are heavily overloaded, you'll experience module lag even in TiDi. In the battle last night, the module lag amounted to upwards of 25 minutes.
What this means is that one the Doomsday device has cycled, it takes ANOTHER 25 minutes for it to activate, for a total of 125 minutes, a 25% delay compared to the expected TiDi cooldown. A gun, on the other hand, cycles in 100 seconds, but it also takes 25 minutes to activate after its cycle. This means that the effective cycle time goes from 100 seconds to 1600, or 16 times the expected cycle time. In the span of time it takes for a DD to cycle once, the guns of a dread cycles a total of five times, instead of the expected sixty.
This applies to all other long cycle modules in EVE, and has been the case since the origins of EVE. While this ended up in PL/N3's advantage last night, what ultimately decided the battle was not the cycle times, but the inability for hundreds of dreads to load the grid at all. But that's another issue altogether." said:




O kadar güzel bir yazı ki HED ile ilgili söylemek istediğim herşeyi özetliyor
Mesaj tarihi:
KaRa_DaVuT said:

A Doomsday device has a 10 minute cooldown, until it can be fired again. In 10% TiDi, this means that the cooldown is now 100 minutes.
In comparison, a capital gun might have a cycle time of 10 seconds, which becomes 100 seconds in heavy TiDi.
Under normal circumstances, the ratios are the same, and the capital guns should have proportionally the same impact from TiDi as doomsdays.
Where this breaks down is when TiDi isn't sufficient to handle the strain on the servers. When the servers are heavily overloaded, you'll experience module lag even in TiDi. In the battle last night, the module lag amounted to upwards of 25 minutes.
What this means is that one the Doomsday device has cycled, it takes ANOTHER 25 minutes for it to activate, for a total of 125 minutes, a 25% delay compared to the expected TiDi cooldown. A gun, on the other hand, cycles in 100 seconds, but it also takes 25 minutes to activate after its cycle. This means that the effective cycle time goes from 100 seconds to 1600, or 16 times the expected cycle time. In the span of time it takes for a DD to cycle once, the guns of a dread cycles a total of five times, instead of the expected sixty.
This applies to all other long cycle modules in EVE, and has been the case since the origins of EVE. While this ended up in PL/N3's advantage last night, what ultimately decided the battle was not the cycle times, but the inability for hundreds of dreads to load the grid at all. But that's another issue altogether."">
"In the aftermath of the HED-GP massacre (I won't call it a battle, because it wasn't), one thing was pretty clear. Doomsdays worked where guns didn't. I understand that a lot of people are upset about this and are wondering why this was. I'll try to explain this from a game mechanics perspective.
A Doomsday device has a 10 minute cooldown, until it can be fired again. In 10% TiDi, this means that the cooldown is now 100 minutes.
In comparison, a capital gun might have a cycle time of 10 seconds, which becomes 100 seconds in heavy TiDi.
Under normal circumstances, the ratios are the same, and the capital guns should have proportionally the same impact from TiDi as doomsdays.
Where this breaks down is when TiDi isn't sufficient to handle the strain on the servers. When the servers are heavily overloaded, you'll experience module lag even in TiDi. In the battle last night, the module lag amounted to upwards of 25 minutes.
What this means is that one the Doomsday device has cycled, it takes ANOTHER 25 minutes for it to activate, for a total of 125 minutes, a 25% delay compared to the expected TiDi cooldown. A gun, on the other hand, cycles in 100 seconds, but it also takes 25 minutes to activate after its cycle. This means that the effective cycle time goes from 100 seconds to 1600, or 16 times the expected cycle time. In the span of time it takes for a DD to cycle once, the guns of a dread cycles a total of five times, instead of the expected sixty.
This applies to all other long cycle modules in EVE, and has been the case since the origins of EVE. While this ended up in PL/N3's advantage last night, what ultimately decided the battle was not the cycle times, but the inability for hundreds of dreads to load the grid at all. But that's another issue altogether." said:




O kadar güzel bir yazı ki HED ile ilgili söylemek istediğim herşeyi özetliyor


all i hear

http://i.imgur.com/HgM5aCL.jpg
Mesaj tarihi:
Let's not talk about how we were scared shitless to use our own supers and titans. Let's not mention anything about how glorius it was to choke the system with a whooping thousand subcap fleet right before we jump our dreads as if we dont know what will happen. Let's all ignore all that and instead go cry about titan doomsdays, yea right, seems totally legit.
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