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1. Drakes should be bold pt2 - in Ships and Modules [original thread]
Originally by: Liang Nuren I take your Drake and raise you a Raven: 6 CN/Cruise II (CN Wrath/ Fury ), Tractor, Salvager CN XL, 3 Hardener II, Hvy Cap Booster II, PWNAGE/TP II 4 CN BCU, DC II 3 Rigor I 5 Hammerhead, 5 Hobgoblin -Liang Ed...
- by Allen Ramses - at 2010.01.07 23:25:00
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2. Launcher Lamentations - in Ships and Modules [original thread]
I think the OP fails to realize that most of the problems associated with missiles are in theory and their relation to practice. For instance, torpedoes are 'fine' because the benchmark standard torp boat (the Raven) has six missile banks, as oppo...
- by Allen Ramses - at 2010.01.04 02:05:00
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3. What can be done to fix missiles, take two. - in Ships and Modules [original thread]
Oh boy... The last half page makes me quite confused. You guys are arguing with each other about your own ideas, and using that for the primary reason why I am totally wrong and should DIAF and such? I don't know which point to argue against, beca...
- by Allen Ramses - at 2009.10.30 04:21:00
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4. What are these AC changes I keep hearing about? - in Ships and Modules [original thread]
Ok, I misunderstood you. Apologies. Originally by: Liang Nuren The Scorp is hardly "incapable of battle", it just took an unnecessary (IMO) nerf. Its role should have been adjusted to be more battleship-like. I'm thinking 5% ROF / 25% E...
- by Allen Ramses - at 2009.10.26 04:48:00
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5. What are these AC changes I keep hearing about? - in Ships and Modules [original thread]
Originally by: Liang Nuren Originally by: Seriously Bored I must have missed the thread...I know the Pest is going to keep sucking, but what's changing with the Scorp? They aren't. I just dislike the "new" scorp vs the "old" sc...
- by Allen Ramses - at 2009.10.25 23:06:00
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6. Afterburner on cruisers - in Ships and Modules [original thread]
*pouts* Well he started it! ____________________ CCP: Catering to the cowards of a cold, harsh universe since November, 2006.
- by Allen Ramses - at 2009.10.24 20:56:00
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7. Afterburner on cruisers - in Ships and Modules [original thread]
That's not balancing around different rules. It's using different implementations of the same set of rules, based on a scalar relationship. Huge difference. ____________________ CCP: Catering to the cowards of a cold, harsh universe since November...
- by Allen Ramses - at 2009.10.24 20:37:00
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8. Afterburner on cruisers - in Ships and Modules [original thread]
Originally by: Hiroshima Jita Edited by: Hiroshima Jita on 24/10/2009 18:57:24 Lets put it this way... This. You took the words right out of my mouth (or keyboard). Frigates rely on speed, battleships rely on EHP, and cruisers rely o...
- by Allen Ramses - at 2009.10.24 19:11:00
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9. What are these AC changes I keep hearing about? - in Ships and Modules [original thread]
Originally by: Liang Nuren Normalizing EMP damage to other racial ammos (incl faction emp) by adding damage to EM. C/D? I thought EMP was to be switched to the +25% dmg ammo type, and Fusion was to be the +50% dmg ammunition? Or did they...
- by Allen Ramses - at 2009.10.23 23:43:00
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10. What can be done to fix missiles, take two. - in Ships and Modules [original thread]
Originally by: Liang Nuren It gives the game flavor. It makes them not the same. It makes them have tradeoffs . It's ok that they're different - it doesn't unnecessarily gimp missiles, and it doesn't unnecessarily gimp turrets. No. Usin...
- by Allen Ramses - at 2009.10.23 07:58:00
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11. Are implants like slave sets worth it? - in Ships and Modules [original thread]
Originally by: Suas Of course they're worth if you're PvP'ing in an area where you will never lose your pod (low/hi-sec). They add a ton of EHP to anything armor-tanked. This. Even LG slaves w/o Omega are worth it. Anything that can help...
- by Allen Ramses - at 2009.10.23 06:59:00
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12. What can be done to fix missiles, take two. - in Ships and Modules [original thread]
Originally by: NoNah No, I don't. You're saying that number of slots used for guns or launchers is somehow relevant. I can't see how it is. I can see less slots used being better if the same stats are otherwise applied(same RoF, same Alpha...
- by Allen Ramses - at 2009.10.23 06:42:00
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13. What can be done to fix missiles, take two. - in Ships and Modules [original thread]
Originally by: Liang Nuren Again, that is not a problem Bull****. Assuming everyone had lvl 5 skills upon starting out, it would not be a problem. However, most idiots realize EFT isn't the only variable. You seem to be quite intellige...
- by Allen Ramses - at 2009.10.23 03:42:00
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14. What can be done to fix missiles, take two. - in Ships and Modules [original thread]
Originally by: NoNah Does this make the nightmare crap, since it only gets 4 turrets?(and yes goes for allt he marauders and the new pirate faction ships aswell.) I'm not going to even bother with this one. You know perfectly well what ...
- by Allen Ramses - at 2009.10.23 03:00:00
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15. New to Eve - Merlin PvP and/or PvE advice - in Ships and Modules [original thread]
Originally by: Destrowig Somewhat related question, so minor hijack - how would a Merlin be fitted for pvp on a character that isn't a week old? Quote: [Merlin, PvP] Power Diagnostic System II Power Diagnostic System II 1MN Aft...
- by Allen Ramses - at 2009.10.23 02:00:00
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16. What can be done to fix missiles, take two. - in Ships and Modules [original thread]
Originally by: Liang Nuren Still -1 to nerfing the skills by moving the bonus into the missiles. As I said in my OP, a collective 125% bonus is FAR beyond the scope of utility. Furthermore, if you don't reallocate the bonuses, how do you...
- by Allen Ramses - at 2009.10.23 01:35:00
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17. New to Eve - Merlin PvP and/or PvE advice - in Ships and Modules [original thread]
The Merlin is a very powerful PvE and PvP ship, but it is not very newb friendly. If you want to use the ship anyway, I would recommend a fit such as this. It's good if you want to learn game mechanics faster. [Merlin, Rookie] Power Diagnostic Sy...
- by Allen Ramses - at 2009.10.23 00:49:00
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18. What can be done to fix missiles, take two. - in Ships and Modules [original thread]
For those of you who still find humor in trolling and mocking my infallible superhuman logic, please tell me what problem you have with my OP as it is NOW. Originally by: Tagami Wasp Rocket - 112 DMG @ 8 sec (14 DPS, +120%) HAM - 225 DM...
- by Allen Ramses - at 2009.10.22 22:05:00
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19. What can be done to fix missiles, take two. - in Ships and Modules [original thread]
Thank you for reviving this topic (I didn't care enough to do it myself), but is everyone discussing the missile system being in such disrepair, or about overall PG issues with Caldari ships? ____________________ CCP: Catering to the cowards of a ...
- by Allen Ramses - at 2009.10.21 01:23:00
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20. caldari navy heavy missle launcher vs republic fleet heavy launcher - in Ships and Modules [original thread]
RF HML - 11.625 ROF CN HML - 10.5 ROF That's why. ____________________ CCP: Catering to the cowards of a cold, harsh universe since November, 2006.
- by Allen Ramses - at 2009.10.18 21:41:00
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