- Kill
- 30
- +0 negli ultimi 90 giorni
- Perdite
- 9
- +0 negli ultimi 90 giorni
- Efficienza
- Efficienza ISK 77%
- ISK distrutti
- 1.69B
- +0 negli ultimi 90 giorni
- Attività
- Inattivo
- 0 kill/giorno · ultimi 90 giorni
Scheda di combattimento
Numeri da eve-kill, di tutta la carriera
Combattimento
- Kill
- 30
- Perdite
- 9
- Indice di pericolo
- 100%
- Colpi finali
- 5
- Punti
- 30
ISK
- Distrutti
- 1.69B
- Persi
- 499.4M
- Bilancio
- +1.19B
- Efficienza ISK
- 77%
Solo
- Kill in solo
- 1
- Percentuale solo
- 3%
- Kill medie/giorno
- —
Altro
- Perdite contro NPC
- 0
- Quota perdite NPC
- 0%
- Attività
- Inattivo
Danni inflitti15.3K
Rapporto danni · 20%
Danni subiti62.9K
Attività
Cosa vola, dove combatte, le ultime kill e perdite
I più preziosi
Le kill più costose del periodo
Chi incontra
Chi uccide, da chi viene ucciso e cosa perde
Ultimi 90g
Uccisi
Ucciso da
Scafi persiPerdite suddivise per classe di scafo.
Bio in gioco
If the enemy is in range, so are you.
Incoming fire has the right of way.
Try to look unimportant, they may be low on ammo.
Professionals are predictable, it's the amateurs that are dangerous.
The enemy invariably attacks on two occasions: when you're ready for them, and when you're not ready for them.
Teamwork is essential, it gives them someone else to shoot at.
The enemy diversion you have been ignoring will be the main attack.
If your attack is going well you have walked into an ambush.
Anything you do can get you shot, including nothing.
Make it tough enough for the enemy to get in and you won't be able to get out.
If you're short of everything but the enemy, you're in a war zone.
When you have secured an area don't forget to tell the enemy.
Never forget that your weapon is made by the lowest bidder.
Remember, once you pull the pin, Mr. Hand Grenade isn't your friend any more.
Incoming fire has the right of way.
Try to look unimportant, they may be low on ammo.
Professionals are predictable, it's the amateurs that are dangerous.
The enemy invariably attacks on two occasions: when you're ready for them, and when you're not ready for them.
Teamwork is essential, it gives them someone else to shoot at.
The enemy diversion you have been ignoring will be the main attack.
If your attack is going well you have walked into an ambush.
Anything you do can get you shot, including nothing.
Make it tough enough for the enemy to get in and you won't be able to get out.
If you're short of everything but the enemy, you're in a war zone.
When you have secured an area don't forget to tell the enemy.
Never forget that your weapon is made by the lowest bidder.
Remember, once you pull the pin, Mr. Hand Grenade isn't your friend any more.