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81. Changing AF MWD to bonus to AB bonus - in Ships and Modules [original thread]
I was thinking replacing the 50% MWD sig reduction to +%5 AB speed per level. Desired speeds at level 5 would be 1100 m/s with AB on. We could also consider MASS reduction instead. I also once saw a suggestion to make AF's immune to neuts and r...
- by Saladinae - at 2013.06.18 00:56:00
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82. Gatling Retribution fit - in Ships and Modules [original thread]
Highs: Gatling Pulse II x4, 1 Small nos II Meds: 1MN MWD II, initiated harmonic warp scram Lows: Heat sink II x2, Overdrive II x2, DCU II Rigs: Small energy Coll + Small energy burst 2875 m/s, 4071 m/s overheat 239 dps at 5km with conflag (2...
- by Saladinae - at 2013.06.16 09:09:00
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83. What if Cruise Missiles - in Ships and Modules [original thread]
Riot Girl wrote: Would it only work for cov ops cloaks? If we gave each black ops a bonus to their racial damage type and made them all missile boats, I'd consider this as a black ops buff only.
- by Saladinae - at 2013.06.14 06:56:00
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84. What if Cruise Missiles - in Ships and Modules [original thread]
Riot Girl wrote: Wouldn't the missiles decloak the ship when you fire them? Yes, since 2011 I believe. Now if we reverted that change for cruise missiles only.
- by Saladinae - at 2013.06.14 06:33:00
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85. What if Cruise Missiles - in Ships and Modules [original thread]
Had their RoF reduced by 90% but could be fire while stealthed...
- by Saladinae - at 2013.06.14 06:04:00
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86. Restore the Oursulaert-Alentene gate - in Assembly Hall [original thread]
Nah, it's obvious you Jita tycoons fear any competition from new areas (Gallente). Either you know exactly why this proposal is here, without explanation, or you have no credibility on the subject to begin with, and thus unqualified.
- by Saladinae - at 2013.05.13 18:31:00
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87. Restore the Oursulaert-Alentene gate - in Assembly Hall [original thread]
sabre906 wrote: Help whom? If you don't understand the significance of this proposal, you can use google and research it, chances are, it doesn't concern you directly, otherwise you'd already know whom it is supposed to help.
- by Saladinae - at 2013.05.13 01:51:00
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88. How to make the most use of the malediction armor bonus? - in Ships and Modules [original thread]
Tsukino Stareine wrote: it's an interceptor and arguably the armour resist is just some icing on the cake when it comes to it's job. You should prioritise speed and agility still. If I was going to prioritize speed and agility I'd fly a winm...
- by Saladinae - at 2013.05.12 07:55:00
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89. Restore the Oursulaert-Alentene gate - in Assembly Hall [original thread]
It would really help :)
- by Saladinae - at 2013.05.12 06:44:00
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90. How to make the most use of the malediction armor bonus? - in Ships and Modules [original thread]
Taoist Dragon wrote: Active armour rigs don't low you down anymore. They in PG of armour reppers. Resist/trimarks still slow you down. That's actually pretty nice. I'll change my vengeance loadout. I'll need slightly better armor rigging sk...
- by Saladinae - at 2013.05.11 07:38:00
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91. How to make the most use of the malediction armor bonus? - in Ships and Modules [original thread]
I don't want to put armor rigs on the ship, since it slows it down, nor do I want to put plates on the ship for the same reason. Do you active tank this ship with an armor up (with a cap booster in med)? Or just slap on a dcu + enam and overdrive...
- by Saladinae - at 2013.05.11 06:47:00
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92. Propulsion module change: - in Player Features and Ideas Discussion [original thread]
ShahFluffers wrote: Saladinae wrote: ShahFluffers wrote: Xavier Thorm wrote: Saladinae wrote: If you remain isolated to the very idea of the OP, no they don't connect, they moment you extrapolate, everything needs to be considered. ...
- by Saladinae - at 2013.05.10 01:17:00
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93. Propulsion module change: - in Player Features and Ideas Discussion [original thread]
ShahFluffers wrote: Xavier Thorm wrote: Saladinae wrote: If you remain isolated to the very idea of the OP, no they don't connect, they moment you extrapolate, everything needs to be considered. I cant tell if you're a half-decent troll...
- by Saladinae - at 2013.05.10 00:02:00
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94. Propulsion module change: - in Player Features and Ideas Discussion [original thread]
ShahFluffers wrote: Saladinae wrote: Xavier Thorm wrote: Passive-tanked projectile boats do indeed not need cap for their weapons or tank. So? That doesn't make imbalanced that they need cap for their prop mods. Projectile should have ...
- by Saladinae - at 2013.05.09 17:46:00
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95. Propulsion module change: - in Player Features and Ideas Discussion [original thread]
Xavier Thorm wrote: Passive-tanked projectile boats do indeed not need cap for their weapons or tank. So? That doesn't make imbalanced that they need cap for their prop mods. Projectile should have either their ftting reqs massively incre...
- by Saladinae - at 2013.05.09 17:29:00
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96. Propulsion module change: - in Player Features and Ideas Discussion [original thread]
Xavier Thorm wrote: Saladinae wrote: No, what your saying is that kiting Projectile turret boats aren't effected by neuts. Thank you for proving that imbalance. It just so happens that projectiles have very low fitting reqs and are usually...
- by Saladinae - at 2013.05.09 16:21:00
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97. Propulsion module change: - in Player Features and Ideas Discussion [original thread]
ShahFluffers wrote: Saladinae wrote: ShahFluffers wrote: Right... this won't leave bigger ships at a disadvantage at all. Speed is a huge thing and neuts are one of the few ways to threaten kiters at range. That's a rock, paper, sciss...
- by Saladinae - at 2013.05.09 07:34:00
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98. Propulsion module change: - in Player Features and Ideas Discussion [original thread]
ShahFluffers wrote: Right... this won't leave bigger ships at a disadvantage at all. Speed is a huge thing and neuts are one of the few ways to threaten kiters at range. Are you saying the Projectile turrets should use cap?
- by Saladinae - at 2013.05.09 07:30:00
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99. Propulsion module change: - in Player Features and Ideas Discussion [original thread]
Propulsion modules remove X% of your maximum capacitor upon equip, but no longer drain from your cap while in use. The idea behind this change is that no ship, especially frigs/dessies, should have their only source of life (propulsion) neuted ou...
- by Saladinae - at 2013.05.09 07:12:00
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100. Paxton Industries is looking for 0.0 pilots - in Alliance and Corporation Recruitment Center [original thread]
Would you like a Dictor (and amarr AF/Inty) pilot?
- by Saladinae - at 2013.05.08 07:56:00
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