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1. Mindlinks - in Ships and Modules [original thread]
Ah right, i assumed it was 15% on top of the 10% speed skill. Thats sneaky. uh.
- by Anjerrai Meloanis - at 2007.08.20 18:46:00
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2. Mindlinks - in Ships and Modules [original thread]
being a leader doesnt help, the mods work. The implant doesnt. uh.
- by Anjerrai Meloanis - at 2007.08.20 18:27:00
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3. Mindlinks - in Ships and Modules [original thread]
Hey, i recently plugged in a skirmish warfare mindlink hoping to get the 15% bonus to speed yet ive received no bonus from it. Even when in gang. Im curious to know if any of the other mindlinks work? uh.
- by Anjerrai Meloanis - at 2007.08.20 18:23:00
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4. Warfare links requiring too much cap ? - in Ships and Modules [original thread]
Originally by: Nian Banks Originally by: Anjerrai Meloanis i think the bigger issue is how crap the cbc bonus to link modules is... 1% bonus per level is useless for a t2 ship, it should be cap need or something. i know it says 3%...
- by Anjerrai Meloanis - at 2007.05.21 18:44:00
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5. Warfare links requiring too much cap ? - in Ships and Modules [original thread]
i think the bigger issue is how crap the cbc bonus to link modules is... 1% bonus per level is useless for a t2 ship, it should be cap need or something. i know it says 3% but i have command ships 5 and ive tested skirmish links on a hurricane an...
- by Anjerrai Meloanis - at 2007.05.21 18:32:00
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6. New (theoretical) speed record found... - in Ships and Modules [original thread]
did you add gang bonuses to the final figure? for instance the 10% velocity and 38% microwarpdrive speed from evasive manuevers link? uh.
- by Anjerrai Meloanis - at 2007.05.17 23:54:00
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7. Gang modules and cap. - in Ships and Modules [original thread]
Originally by: Ripcha Headov Originally by: Anjerrai Meloanis Edited by: Anjerrai Meloanis on 10/05/2007 19:36:46 even with lvl 5 command ships on a claymore with skirmish links the bonus is 3% more than putting skirmish links ...
- by Anjerrai Meloanis - at 2007.05.11 11:19:00
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8. Gang modules and cap. - in Ships and Modules [original thread]
Edited by: Anjerrai Meloanis on 10/05/2007 19:36:46 as your post isnt entirely serious id say the bigger issue is that theres no point in putting the right mods on each ship as the bonus is so lame. even with lvl 5 command ships on a claymore...
- by Anjerrai Meloanis - at 2007.05.10 19:40:00
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9. [RMR] Sleipnir - in Ships and Modules [original thread]
Edited by: Anjerrai Meloanis on 16/12/2006 00:24:59 Just curious with the new changes in revelations has much changed in the fitting for this ship? I actually only just got back into Eve, i left just as i posted this thread. Anything i can mo...
- by Anjerrai Meloanis - at 2006.12.16 00:24:00
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10. Maelstrom.....no....Sleipnir.....yes - in Ships and Modules [original thread]
Originally by: ARMORINE shut up you two, he's trying to be kind and pass info along to younger players. zeron thansk for the info i'll pass it along to my corpmates who want to fly the mael. LOL, that reminds me of when Heavy Assualts ...
- by Anjerrai Meloanis - at 2006.12.05 22:22:00
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11. Maelstrom.....no....Sleipnir.....yes - in Ships and Modules [original thread]
wow, that info is well useful.x uh.
- by Anjerrai Meloanis - at 2006.12.05 17:58:00
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12. Energy Neut vs. Nos? - in Ships and Modules [original thread]
Originally by: BlackMoon Thrawn You also need cap to run a neut. If your enemy has nos and you neut him eventually you will both run out of cap but he will get yours as you wont be able to activate teh neut. By that time though it may have...
- by Anjerrai Meloanis - at 2006.11.15 20:05:00
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13. Lets face it, bandwagoners win at EVE. - in Ships and Modules [original thread]
Originally by: Splagada i stick to minnie since this char was created no shield skill at all now i see the Hurricane and Maelestrom come, i'm so happy !! :D right... Originally by: Splagada it has 8 turret hardpoints with...
- by Anjerrai Meloanis - at 2006.11.15 03:03:00
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14. Lets face it, bandwagoners win at EVE. - in Ships and Modules [original thread]
Originally by: Majin82 Originally by: LUKEC It's like... train caldari for KALdarI. OMG They figured it out... quick change the name to Revelations kali was a codename, just like shiva was for exodus. uh.
- by Anjerrai Meloanis - at 2006.11.15 02:56:00
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15. Command Ship - What's the deal, Help Me Out - in Ships and Modules [original thread]
Quote: Also, what close range battleships can you possibly best in a 1:1 if you are fighting a competent pilot? im sure that without ecm a battleship cant really beat a command ship 1on1, even with heavy nos. what would constitute compet...
- by Anjerrai Meloanis - at 2006.04.12 21:47:00
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16. Command Ship - What's the deal, Help Me Out - in Ships and Modules [original thread]
Edited by: Anjerrai Meloanis on 12/04/2006 20:49:40 Originally by: Hllaxiu Originally by: Anjerrai Meloanis I fail to see how you can have top end skills and not notice how good this ship really is. How many bursts from the...
- by Anjerrai Meloanis - at 2006.04.12 20:49:00
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17. Command Ship - What's the deal, Help Me Out - in Ships and Modules [original thread]
I use this setup: High *7x 220mm Vulcan Autocannon II *1x Medium Nosferatu II (i kinda fly solo alot so a gang mod wouldnt really benefit me) Med *1x 10mn Microwarpdrive II *1x Large Booster II *1x Invulnerability Field II *1x Medium Cap Injecto...
- by Anjerrai Meloanis - at 2006.04.12 20:35:00
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18. Teir 3 BC - in Ships and Modules [original thread]
Quote: Mantaining coherence may be as easy as changing the models for half of the command ships to shiny textured versions of the new tier 2 ones. it would be better if the cbc's had the tier 2 bc hull's and the gang module bc's to keep...
- by Anjerrai Meloanis - at 2006.04.12 20:22:00
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19. Shield Tanking in a Claymore - in Ships and Modules [original thread]
Originally by: Barbicane Claymore tanks well enough for level 4 missions but don't expect to do any damage with it I've parked mine in the hangar for now, waiting for the 5%->7.5%/level tracking change. Here's my setup anyway (design...
- by Anjerrai Meloanis - at 2006.04.11 18:32:00
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20. [RMR] Ship Setups *updated often, continued from origonal* - in Ships and Modules [original thread]
Originally by: Sol DiGriz PVP set up for Typhoon. Low Slots; 1x2880 armor plate 2xLarge Reconstructor Reppers 1xCap Recharger II 3xArmor Hardeners Med Slots; 1xPatterned Stasis Web 1xWarp Disruptor II 1xF-43 Repetative Multi-Frequency ...
- by Anjerrai Meloanis - at 2006.03.31 15:13:00
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