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81. Give Crystals another Damage type - in Ships and Modules [original thread]
Originally by: ***lente Hunter Amarr should have an added damage type to some crystals . Amarr is so limited because most of their damage output is lasers that lasers should have a wider range of damage types. I'm not saying give every cry...
- by Arkanor - at 2006.06.01 20:34:00
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82. Drones should be swappable from cargo just like ammo - in Ships and Modules [original thread]
Edited by: Arkanor on 18/05/2006 11:03:51 Originally by: Bellum Eternus Guns can swap ammo types to change damage type. Missiles can do the same. Why not drones? Because we already have guns, drones are awesome (aside from their in...
- by Arkanor - at 2006.05.18 11:02:00
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83. Missing Mods - in Ships and Modules [original thread]
I swear that has happened with at least 2 of my 400mm armor plates. ________________________________________________ \_/ <-- My care cup, LOOK it's empty!
- by Arkanor - at 2006.05.08 22:02:00
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84. which race's ships should I start out with. - in Ships and Modules [original thread]
Edited by: Arkanor on 08/05/2006 03:09:48 Originally by: Justin Cody stay with minmatar. Projectiles are anything but weak. They do multiple damage types, use next to 0 capacitor, and have very high damage modifiers fo ratillery and ve...
- by Arkanor - at 2006.05.08 03:06:00
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85. Blasters, artillery and more - in Ships and Modules [original thread]
Originally by: Tuxford Originally by: Kael D'mende McTest kinda have a point, according to the item-database, its got a 5% to siege/cruise ROF, the old bonus was 10% would it be to overpowered with 10% siege/cruise ROF ? 10% r...
- by Arkanor - at 2006.05.04 23:23:00
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86. Tech 1 or 2 weapons? - in Ships and Modules [original thread]
Originally by: Huzza Amaa a t2 large laser does anywhere between 50% and 18% more damage than a tech 1 laser due to skill dmg bonuses. Primary Skill Requirments Large Energy Turret V Gunnery V Large Beam Laser Specialization I Sharpsho...
- by Arkanor - at 2006.05.03 11:07:00
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87. FEAR THE MINING FEROX OF DOOOMMM!!!!11oneone eleven - in Ships and Modules [original thread]
Edited by: Arkanor on 30/04/2006 22:00:05 Miner IIs are much better, I use a brutix with 7. Ferox is a pretty crappy miner... ________________________________________________ Originally by: Kadrush I want a Death Star to mine Vel...
- by Arkanor - at 2006.04.30 22:00:00
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88. Please Reduce Caldari Mass - in Ships and Modules [original thread]
Edited by: Arkanor on 30/04/2006 05:16:55 Originally by: Degale You have to account for the mass of the caldari pilots thick head. Obviously they decreased that a bit so to make them moveable in the first place... _________________...
- by Arkanor - at 2006.04.30 05:17:00
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89. Megathron PVP T2 Rail setup - in Ships and Modules [original thread]
Originally by: Deja Thoris That does not look like its even close to fitting with regards to PG or CPU. Yeah, fitting those rails will likely require 1-2 RCUs depending on your skills, and may require a CPU booster as well. ___________...
- by Arkanor - at 2006.04.22 14:52:00
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90. rmr crow setup - in Ships and Modules [original thread]
Originally by: Dr Fighter two general setups rocket and standard missile. use 3x rocket launchers web, scram and mwd plate armor, rep, cap relay That looks like suicide, rocket launchers put you into web range easily. I'm planning on...
- by Arkanor - at 2006.04.21 00:48:00
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91. Domi vs. Thron - in Ships and Modules [original thread]
Have fun fitting a full rack of 425's on a Dominix That's 15000 powergrid there, the domi has 9k, it probably won't be tanking too well with that setup. The mega on the other hand has 15500 grid and should, with a little help from a reactor cont...
- by Arkanor - at 2006.04.21 00:18:00
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92. Hawks - in Ships and Modules [original thread]
Personally if you have the fitting reqs, I would use Arbalest missile launchers instead of rocket launchers, that way, all of your guns are best suited to one range and you don't have to close into stasis-webber range to fight effectively. Since y...
- by Arkanor - at 2006.04.20 22:43:00
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93. BattleCruisers for PvP - in Ships and Modules [original thread]
Edited by: Arkanor on 17/04/2006 23:20:38 Originally by: Viktor Fyretracker 5x Arbalest Assaults fry the inty quite well. But they don't do much against cruisers and the big guns now do they? BC's are a good deal tougher than crui...
- by Arkanor - at 2006.04.17 23:19:00
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94. T2 Ships why Price Gouge the crap out of them - in Ships and Modules [original thread]
Because they can. ________________________________________________ Originally by: Imperial Baddour I just lost my ship, and dont feel like playing anymore!
- by Arkanor - at 2006.04.17 16:15:00
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95. The 'second class' cruiser - in Ships and Modules [original thread]
Originally by: Valen L'eganas What good is all that firepower if you can't even lock your target??? Use the drones Luke. ________________________________________________ Originally by: Imperial Baddour I just lost my s...
- by Arkanor - at 2006.04.16 14:58:00
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96. Shuttle WAY overpowered - in Ships and Modules [original thread]
ITBL! Shuttles have more shields than noobships methinks. ________________________________________________ Originally by: Imperial Baddour I just lost my ship, and dont feel like playing anymore!
- by Arkanor - at 2006.04.16 14:53:00
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97. [Petition]Lower energy use on mega pulse - in Ships and Modules [original thread]
Edited by: Arkanor on 12/04/2006 19:22:10 Originally by: Spartan III Yet lasers are still not supposed to take more cap than blasters and they take twice as much. Of course they should. Blasters use ammunition which needs to be car...
- by Arkanor - at 2006.04.12 19:22:00
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98. Tech II ammo - in Ships and Modules [original thread]
Edited by: Arkanor on 10/04/2006 03:14:28 Yeah it really doesn't make sense, IMO it should only take effect when you're firing. Either that or change the reasoning used (lots of recoil/laser backlash to compensate for when they're not firing...
- by Arkanor - at 2006.04.10 03:14:00
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99. Thorax setup for 7/10 complex ? - in Ships and Modules [original thread]
Hi-slot : 4 Heavy ion blasters with antimatter ammo , 1 med NOS Med : 10MN AB , 2 Webbers Low :Med Repper, 3 mag-stabs, 1 energised adaptive nano. Personally I wouldn't run a 7/10 in something so small, if you could obtain a BC or BS that would p...
- by Arkanor - at 2006.04.09 18:35:00
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100. Interceptor tatics - in Ships and Modules [original thread]
Originally by: Gyameru no1 else with ideas? I'm planning on going for intys so I've been screwing with Tech 1 frigs to get the best idea I can (yes, its limited.) They're nothing like big ships, I fly a BC primarily and its quite forg...
- by Arkanor - at 2006.04.09 06:03:00
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