| Pages: [1] 2 |
1. Salvager Profession - in Ships and Modules [original thread]
Originally by: Black Scorpio Originally by: Icesail Well, the point on the salvaging ship reqs being crazy is that it would diferenciate your casual salvager from a professional salvager. But I do agree they are a tad high. Maybe S...
- by AlphaBaker - at 2006.11.30 22:15:00
|
2. Jump Queues - in Issues, Workarounds & Localization [original thread]
just got stuck in a Jump queue to a system with only 12 people on for over 5 mins..... is this a new "feature" or just something wierd going on? The system was Uoyonen (not your hub of activity...) Icesail PS - Also, lag is 10 times worse than p...
- by AlphaBaker - at 2006.11.29 19:06:00
|
3. So... POS labs not fixed - in Science and Industry [original thread]
Same problem, Alliance members cannot access the labs, remove copies or use any of the slots....... we even tried to make the slots public, and they still cannot access them. Icesail - We seriously need Freighters to be able to dock to POSs - eve...
- by AlphaBaker - at 2006.11.29 17:27:00
|
4. Hypothetical question - in Ships and Modules [original thread]
save another 20-30 Billion isk and you can have a Estamel Fitted CNR. Thats about the top of the line for Pimp-my-Ride on a CNR
- by AlphaBaker - at 2006.10.02 20:43:00
|
5. 5 heavies on caracal? - in Ships and Modules [original thread]
Make sure you have your fitting skills up. Engineering increases your PG. You should be able to fit 5 heavies easy on a caracal, as long as you dont try to use T2 launchers/tank, and at that point you will run out of CPU before you even come close...
- by AlphaBaker - at 2006.10.02 20:09:00
|
6. Flycatcher for small targets - in Ships and Modules [original thread]
Could work, but at that range a Catalyst with 7 x 125 T2 would BBQ any frigate much faster for a fraction of the cost.... I think if you go for flycatcher, might as well slap 7 T2 light launchers, use precisions and watch them either die or laugh ...
- by AlphaBaker - at 2006.10.01 01:44:00
|
7. Capitals for alliances - what for the rest of us? - in EVE General Discussion [original thread]
well, the good news is that the price for mins is going to drop, now that the demand for capital ships is going to go down :)
- by AlphaBaker - at 2006.09.30 18:21:00
|
8. Armor Amplifier - in Ships and Modules [original thread]
What are you talking about? Armor faction mods not at par with shields ones? With the exception of the SAR, MAR and LAR, which, although better than T2 are still not efficient as the faction shield boosters, faction armor mods are FAR supperior to...
- by AlphaBaker - at 2006.09.23 20:07:00
|
9. Guristas Extravaganza Bonus Level - in Missions & Complexes [original thread]
Edited by: AlphaBaker on 17/09/2006 22:01:04 you can count on: 6 BS 6 BC 6 Dessies 2-4 Frigates 2 T3 Turrets (EM Damage) When you warp in, only the turrets will aggro you, so you have time to position yourself. Also, dont worry about aggros.....
- by AlphaBaker - at 2006.09.17 22:00:00
|
10. New Mission Type Ideas - in Player Features and Ideas Discussion [original thread]
Edited by: AlphaBaker on 13/09/2006 05:26:49 I did not say replace kill missions with combat courier, nor I said replace regular courier with combat courier... the title actualy says NEW MISSION TYPES, not replace exhisting ones. So, you coul...
- by AlphaBaker - at 2006.09.13 05:25:00
|
11. New Mission Type Ideas - in Player Features and Ideas Discussion [original thread]
After spending the day running delivery missions...... Combat Deliveries: It can be easly done using exhisting missions, and it would create the "group" missions people have been dreaming off. Example: Please deliver 10km3 to the research station...
- by AlphaBaker - at 2006.09.13 04:23:00
|
12. question on GE lvl 4 - in Missions & Complexes [original thread]
Edited by: AlphaBaker on 12/09/2006 04:08:59 Edited by: AlphaBaker on 12/09/2006 04:07:59 Basic Rule for L4s: If you are not 100% sure that shooting a building will not result in a total aggro, DONT SHOOT BUILDINGS NOR TURRETS. We tell thi...
- by AlphaBaker - at 2006.09.12 04:07:00
|
13. Ballistic Control Units bugged? - in Ships and Modules [original thread]
Just make sure if you shoot a can that its one of yours and not just a ramdom one in space.....
- by AlphaBaker - at 2006.09.06 21:47:00
|
14. most underrated ship mod ? - in Ships and Modules [original thread]
For shields, active hardners are always better. The closest one being the dread passive that gives you a 50% resist with max out comp skills. T2 passives only give you about 47.5%. For armor, in the other hand, T2 passives can give you 55% (same ...
- by AlphaBaker - at 2006.08.27 22:57:00
|
15. Why I am so frustrated and what the hell! (standings/Cosmos) - in Missions & Complexes [original thread]
Same problem here, so I F12 it. The response I got from the GM as that the required standings are 8.6, 9.2 and 9.9 unmodified standing to that faction. HOWEVER, the agents have been disabled and there is not ETA for when they are going to get enab...
- by AlphaBaker - at 2006.08.22 19:35:00
|
16. why do hacs have 0% resist - in Ships and Modules [original thread]
It was initialy invented to fix bullet holes on the plane wings, and it was called "100 m/h" tape, since it was rated to stay in place up to that speed. (WWI). The tape used in WWII to seal ammo boxes is a further development of the 100m/h tape. ...
- by AlphaBaker - at 2006.08.22 00:09:00
|
17. Dev's Nos Nerf Bad Idea - in Ships and Modules [original thread]
Could we please just get everything to have racial varients? that would solve the problem. NOS, 4 types as effective as now, but only 20% effective against other races, plus 1 Multi NOS, at 50% efficiency. Webs, 4 Types, plus multi same as above ...
- by AlphaBaker - at 2006.07.31 01:32:00
|
18. LVL 3 Missions Wolf Vs Jag ? - in Ships and Modules [original thread]
Remove Cap recharge 2 and put a web instead. No idea if it fits though :( (to deal with ceptors) Also, mordus do kinetic and thermal damage, so remove your reactive membrane and use a thermal one , or a second kinetic or even an adaptive. Thats ...
- by AlphaBaker - at 2006.07.26 23:46:00
|
19. now that we know that the tier 3 BS will not be drone boats - in Ships and Modules [original thread]
"Special Ability: 5% bonus to Large Hybrid Turret damage and 10% bonus to drone hitpoints and damage per skill level." So, remove 5% to damage on guns. Make Bonus 1: 10% to drone Hitpoints per skill level Make Bonus 2: 10% to drone damage per ski...
- by AlphaBaker - at 2006.07.26 23:23:00
|
20. 10.0 standing towards an agent - in Missions & Complexes [original thread]
Your missions get harder and with bigger rats..... (well, that has to do with acting standing not standing towards agent... but oh well). But no, you dont get anything special from your agent.
- by AlphaBaker - at 2006.07.26 22:41:00
|
| Pages: [1] 2 |
| First page | Previous page | Next page | Last page |