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1. what happened to sensor boosters? - in Ships and Modules [original thread]
its a sniping battleship. "Changed Ionic Field Projector and Targeting System Subcontroller rigs to ensure that they correctly receive stacking penalties when used alongside modules that affect the same attribute" i found this. is this true, it'...
- by ARGH69 - at 2012.12.12 17:29:00
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2. what happened to sensor boosters? - in Ships and Modules [original thread]
the mids are completely filled with sensor boosters and the stacking penalties are indeed heavy but there should still be some kind of scan res increase with a signal amplifier, even a 1 point increase, but there is not. i need to know what they ...
- by ARGH69 - at 2012.12.12 17:20:00
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3. what happened to sensor boosters? - in Ships and Modules [original thread]
its with scan res scripts. my setup is exactly the same as before. used to get around 850 scan res but now it is 612 and it is still 612 even with or without signal amplifiers. it is a very delicate setup. i cannot pvp without knowing exactly w...
- by ARGH69 - at 2012.12.12 17:17:00
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4. what happened to sensor boosters? - in Ships and Modules [original thread]
signal amplifiers in the low slots give the bonus to scan res before sensor boosters are activated but not after. scan res is stil 612 with or without signal amplifiers in the low slots... very confused! are attributes not showing up correctly no...
- by ARGH69 - at 2012.12.12 17:10:00
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5. what happened to sensor boosters? - in Ships and Modules [original thread]
haven't played in a long time. did they nerf sensor booster tech 2? my current fitting is showing considerably less scan res than what i remember it....
- by ARGH69 - at 2012.12.12 16:48:00
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6. Stealth Bombers - in Ships and Modules [original thread]
Originally by: James Lyrus Originally by: ARGH69 Edited by: ARGH69 on 17/10/2008 20:32:07 what's this? another stealth bomber thread and another series of "smart" pvp'ers bashing the ship again?.......LOL! this is how you fly ...
- by ARGH69 - at 2008.10.19 19:23:00
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7. Stealth Bombers - in Ships and Modules [original thread]
what's this? another stealth bomber thread and another series of "smart" pvp'ers bashing the ship again?.......LOL! this is how you fly the ship; null Linkage
- by ARGH69 - at 2008.10.17 20:03:00
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8. rorqual and cargo volume - in Ships and Modules [original thread]
Edited by: ARGH69 on 07/02/2008 19:03:48 can you load up assembled hulks and fill their cargo bays with stuff or is it limmited to only ammo like with a carrier?
- by ARGH69 - at 2008.02.07 19:03:00
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9. hydraulic bay thrusters rigs do not work? - in Ships and Modules [original thread]
does the same thing occur with implants that give missile damage boni?
- by ARGH69 - at 2008.01.15 23:45:00
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10. hydraulic bay thrusters rigs do not work? - in Ships and Modules [original thread]
another problem i am having is that the ballistic control unit's damage boni is not reflected at all! leaving your ship and re-entering it does not solve it.
- by ARGH69 - at 2008.01.15 23:20:00
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11. hydraulic bay thrusters rigs do not work? - in Ships and Modules [original thread]
thanks!
- by ARGH69 - at 2008.01.15 19:13:00
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12. hydraulic bay thrusters rigs do not work? - in Ships and Modules [original thread]
Quote: This ship modification is designed to increase missile velocity at the expense of increased CPU requirements for launchers. this did not increase my cruise missile's max velocity at all wtf!?
- by ARGH69 - at 2008.01.15 19:06:00
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13. missile velocity & explosion velocity....rediculous - in Ships and Modules [original thread]
Originally by: Omarvelous Dude - you were fighting a HAC with a T1 cruiser. You also used the wrong weapon - like people have said, light precision missiles. Or you could spend as much on missile explosion velocity rigs as the vaga pilo...
- by ARGH69 - at 2008.01.04 18:32:00
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14. missile velocity & explosion velocity....rediculous - in Ships and Modules [original thread]
Edited by: ARGH69 on 04/01/2008 07:25:41 i have max heavy missile skills and max missile support skills. as it currently stands, and without implants or rigs, my standard heavy missiles have a 1125 m/sec explosion velocity. if i switchted to p...
- by ARGH69 - at 2008.01.04 07:21:00
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15. missile velocity & explosion velocity....rediculous - in Ships and Modules [original thread]
need to vent/whine on this one; so i had my heavy missiles flying at 7500 m/sec chasing one of them 5000 m/sec vegabonds and cuasing 0.0 damage to it upon impact. i know this is just a game, and should not reflect real life....but how does a mi...
- by ARGH69 - at 2008.01.03 22:22:00
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16. Whats a good fit for bumping? - in Ships and Modules [original thread]
lol!
- by ARGH69 - at 2008.01.01 06:47:00
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17. Manticore Setups - in Ships and Modules [original thread]
Originally by: Maya Lingno well... if some of u stll mean that Stealth Bombers suck ->2007.12.20 23:23:00 Victim: Incog Neato Alliance: The Kano Organisation Corp: Agronards Haulage Company Destroyed: Iteron Mark III System: Daran Sec...
- by ARGH69 - at 2008.01.01 06:31:00
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18. Target navigation prediction - in Ships and Modules [original thread]
i am specializing in missile skills and currently am toying with a way to one-shot interceptors using the bonuses of stealth bombers and their cruise missiles. if this free AOF 1500 m/sec explosion velocity is true, it may be the key to making my ...
- by ARGH69 - at 2007.12.31 08:33:00
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19. Target navigation prediction - in Ships and Modules [original thread]
how do you know there is a hidden attribute? you are basically saying that you can add 1500 m/sec as a free bonus to your existing explosion velocity. so on a stealth bomber with a 1900 explosion velocity with bonuses, you can tack on another 1500...
- by ARGH69 - at 2007.12.31 08:03:00
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20. is there a 30 second cloaking penalty to stealth bombers? - in Ships and Modules [original thread]
Quote: DeCloak / Target / Fire / Cloak = No hit nononono, you must decloak right before impact for it to register damage.
- by ARGH69 - at 2007.12.30 21:24:00
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