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1. Working out resistances???? - in Ships and Modules [original thread]
your kinetic is off. 75 * .5 = 37.5, not 35 Kinetic resist should come to 81.25
- by Alan Freshley - at 2006.03.14 21:38:00
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2. [RMR] Ferox + Good skills - in Ships and Modules [original thread]
Your setup should be able to tank lvl 3 missions easily enough. However, you may have trouble hitting frigs that get close with those 250s. I would suggest dropping the target painter for a webber to make the 250s useful against close frigs. I ha...
- by Alan Freshley - at 2006.03.14 20:58:00
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3. Mining Director Skill - How does it Work? - in Skill Discussions [original thread]
If these skills are anything like other leadership skills, please look here Leadership skills and gang assist mods all work, more or less, the same way and to the same effect.
- by Alan Freshley - at 2006.03.08 20:46:00
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4. Wal-Mart - The High Cost of Low Price - in Out of Pod Experience [original thread]
Yeah but nobody beats ExxonMobil (Esso for any not in the United States). *awaits flames and rants about fuel prices*
- by Alan Freshley - at 2006.03.08 02:29:00
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5. Mining nuts you'll wanna look at this ..... - in Ships and Modules [original thread]
Quote: Also each level of Mining Foreman will give a bonus of 7.5% yield instead of the base 5%. Doh me make mistake each lvl of this skill will offer 3% bonus instead of the normal 2......*smacks self*
- by Alan Freshley - at 2006.03.07 04:34:00
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6. Mining nuts you'll wanna look at this ..... - in Ships and Modules [original thread]
I've heard rumor that they may be available from rats in complexes. No other details than that so I'd have no idea where or which ones.
- by Alan Freshley - at 2006.03.06 23:36:00
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7. Mining nuts you'll wanna look at this ..... - in Ships and Modules [original thread]
Edited by: Alan Freshley on 06/03/2006 23:34:32 Edited by: Alan Freshley on 06/03/2006 23:27:16 If it works like other Gang Assist Mindlinks, it will increase effectiveness gang assist mods from 15% (with Mining Foreman skill andSquadron C...
- by Alan Freshley - at 2006.03.06 23:27:00
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8. Target painter? - in Ships and Modules [original thread]
Quick note: A target painter will NEVER increase a weapon's damage beyond it's base (after skills and mods applied) I was shooting some structures in my caracal doing 198.9 damage per hit. Turned on Target Painter and still dealt 198.9 However it ...
- by Alan Freshley - at 2006.03.06 23:22:00
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9. Ships capable of doing lvl3 missions? - in Missions & Complexes [original thread]
Quote: A cruiser is the wrong(very wrong) ship for lvl 3s. Only use a cruiser so you can come back to the forum later and brag how good you are. Fair thought but here's one as well: Quote: a cruiser can be a lot of fun as well ...
- by Alan Freshley - at 2006.03.04 21:55:00
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10. Ships capable of doing lvl3 missions? - in Missions & Complexes [original thread]
Battlecruiser will do well in most any lvl 3. With decent skills and a decent kit, a cruiser can be a lot of fun as well. Battleship is most often overkill for lvl 3. I've never used HACs or AFs so can't answer for those though I'd assume HACs wou...
- by Alan Freshley - at 2006.03.04 09:54:00
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11. My idea to turn eves universe upside down - in Ships and Modules [original thread]
Finally I find someone else who uses BB for battleship. Been waiting long for that one. Semper Fi
- by Alan Freshley - at 2006.03.02 23:16:00
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12. LVL3 Gurista Extravaganza - Gate on last stage?? - in Missions & Complexes [original thread]
I recently did a lvl 3 Blockade mission and found 2 Gurristas Palladium tags in the loot. I faced only demolishers (frigs) and annihilators (cruisers) so I assume both of them came from the cruisers. Can anyone else confirm specific missions or ...
- by Alan Freshley - at 2006.02.25 21:58:00
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