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281. Ice Belts and Pos Children - in Science and Industry [original thread]
Here are the numbers for the guy who mentioned that a hulk would beat a Mac every day. Skill level: Ice harvesting 5, Exhumers 5, Mining upgrades 4 & 3% implant (cuse they arn't that expensive) Equipment: 2/3 Ice miner II's (500sec cycle time), 2...
- by Balcura - at 2007.05.01 01:56:00
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282. Increasing Heavy Missile Damage - in Skill Discussions [original thread]
The Std low skill setup I use with a caracal is 5 assault launchers in the highs, passive shield tank in the mids and a BCU/BCU or a BCU/PDS or a BCU/DC in the lows. The frigs will give you little issue if you pound them with light missiles.
- by Balcura - at 2007.04.27 19:17:00
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283. Mining Foreman - in Skill Discussions [original thread]
Sexo has got most of the information correct. The mining Director needs to be a BC or a Carrier pilot. You can creative with tanking setups with either ship. With Mining Foreman 5 Mining Director 5 Warfare Link Spec 5 Cybernetics 5 (to get the sl...
- by Balcura - at 2007.03.27 00:51:00
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284. Mining Foreman Mindlink - in Skill Discussions [original thread]
Cal is correct the 2nd 2 mods don't work correctly. And the carebears were sad :(
- by Balcura - at 2006.10.17 23:59:00
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285. Tech 2 mining implant - in Ships and Modules [original thread]
I just finished training cybernetics 5 so I could fit the tech 2 mining implant. Expecting... based on the description, to gain a 50% bonus to the mining foreman skill effect and a 50% bonus to the mining director skill. This appeared not to be t...
- by Balcura - at 2006.10.09 01:15:00
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286. Mining Forman Link - Laser Optimazation - in Skill Discussions [original thread]
While this is an old topic, please let me clear up the mining foreman stuff for ya. 1) The mining forman skill to 5 adds a 10% bonus to the mining amount of all people in the gang in the same system. 2) The mining director skill adds to the effe...
- by Balcura - at 2006.09.22 04:02:00
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287. Mining Skills - in Skill Discussions [original thread]
Remember that you need to be in a BC to use the mining director module at all. For most "hard core" miners they fly barges making the mining director skill a complete and total waste of time for them.
- by Balcura - at 2006.09.07 04:01:00
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288. tank help - in Ships and Modules [original thread]
As a general rule passive tanking a BS is a bad idea due to the inability to get your shield's high enough and your regen rate low enough. Normally the most common ship that is passively tanked is the Ferox. 3125 shields and a recharge rate of 10...
- by Balcura - at 2006.08.24 21:44:00
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289. How many of you can fly a lot of ships from more than one race? - in Skill Discussions [original thread]
I can actually Fly all of the races frig's, cruisers, destroyers, battle cruisers and most haulers. This has come from more or less being required more then anything else. I find that having the ability to hop into any craft that is on the market ...
- by Balcura - at 2006.08.15 00:36:00
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290. Ship progression advice? (Newish player) - in Ships and Modules [original thread]
I knew I reconized the name from the SWG boards... Here is my 2 cents on this animal. The vexor is a great ship as is the thorax/brutix and the Domi. Depending on what you want to focus on I would recommend heading for the Domi as you mentioned th...
- by Balcura - at 2006.08.13 22:33:00
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291. Devo Equipment Change Idea... everyone else please comment - in Ships and Modules [original thread]
I'm running through the mining equipment today in the database and start to realize that there are just some mining lasers that are completely useless. Here's the idea I had, what do you all think? Take that different mining lasers in the game an...
- by Balcura - at 2006.08.13 16:58:00
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292. So Many Skill... Hea lets add 1 more - in Skill Discussions [original thread]
I just read a post that mentioned that for gang modules to be effective you need to be in the same system and undocked, while I knew this and had taken it as a rule, my mind shifted to the remote lab skills.... Every one knows what's next. What a...
- by Balcura - at 2006.08.09 07:00:00
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293. Missile Bombardment - in Skill Discussions [original thread]
It never shows the numbers behind the decimal, just like attributes. If you calculate the base flight time and fire on a stationary ship while stationary you can determine your max range in this case 2250 m/s * 2.8 s = 6300 m. This is the "Ideal" ...
- by Balcura - at 2006.08.09 02:42:00
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294. Skill stacking - in Skill Discussions [original thread]
They do stack, but not level 1 in one skill + level 1 in the other skill = 10%. The way it works: 2 Skills, Mining and Astrogeology. Mining 4 (20%) combined with astrogeology 4 (20%) using tech 2 mining lasers. 60 m3/min (Miners Base Draw) * 1.2 ...
- by Balcura - at 2006.07.16 17:06:00
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295. When should I start level 3s? - in Missions & Complexes [original thread]
OK, there is a lot of accurate information in the previous posts, here's my attempt at it. You are going to need a Ferox to pull off level 3 missions with low skill point totals. Here is how you may wish to set it up: High Slots: 5x Limos Heavy ...
- by Balcura - at 2006.06.12 00:07:00
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296. how many skillpoints is good to get a battleship? - in Skill Discussions [original thread]
I started using a Raven with the following skills. Missile launcher Ops 4 Torps 3 the rest of the missile support skills at 3 Weapon Upgreades 3 Electronics 5 Target Painting 3 Sig Analy 3 Targeting 3 Engineering 4 Energy Management 4 Energy Gr...
- by Balcura - at 2006.05.21 17:52:00
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297. New Module Idea: Drone Bays - in Ships and Modules [original thread]
As an idea lets make it a high slot and give it a % increase just like a cargo expander. Have it take Cargo Space for drone Bay - 15% drone bay increase for 30% cargo space for the tech 1's and 30% drone bay increase for a -60% decrease in cargo b...
- by Balcura - at 2006.05.02 18:33:00
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298. Missile Bombardment not working? - in Skill Discussions [original thread]
Edited by: Balcura on 02/05/2006 17:13:55 Thats an easy one... there is a .25 to 1 sec acceleration time depending on class of missile. So with every "max range" calculation you need to subtract that to get the actual distance. I think the red...
- by Balcura - at 2006.05.02 17:13:00
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299. Armor/Shield Compensation skill nuances? - in Skill Discussions [original thread]
On the Skill usage the skill reads that you gain a 5% bonuse to the resistance of the modules. Hence a 32.5% Energized Thermic Plating with therm comp to 4 would be 32.5 * 1.2 or a 39% thermic resistance plating. The math is very simalr to the act...
- by Balcura - at 2006.05.02 17:03:00
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300. Armor/Shield Compensation skill nuances? - in Skill Discussions [original thread]
Your ships skill bonus dosen't count for the stacking penality. Here's the math for ya... (100 - current resists) * resist % + current resist = New Resist Second module applies an approximate 13% reduction in the modules (100 - current resist) * ...
- by Balcura - at 2006.05.02 16:53:00
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