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121. Number Crunching - in EVE General Discussion [original thread]
Nighthawk with heavy launcher II's Heavy Launcher ROF = 12 sec BC level 5 (*.75) Heavy Missile spec 4 (*.92) Rapid Launch 5 (*.85) Missile launcher Ops (*.90) Balistic Controler II (*.89.5) ROF at the end 5.67 sec The ballistic controlers had an ...
- by Balcura - at 2008.02.01 02:47:00
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122. Give us set bonuses \o/ - in Ships and Modules [original thread]
I have to agree the faction modules in the game are a mixed bag in this game. 1) CN launchers fire faster then tech 2 even with the tech 2 bonus at 5 hence the extra DPS. 2) CN rail guns fire at the same rate, have the same damage multiplier the ...
- by Balcura - at 2008.01.31 01:34:00
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123. Tactics question - in Ships and Modules [original thread]
Std set on a thorax has a webber, scram and MWD even with the AB you'd still haven an issue keeping transversial up so the guns wouldn't get into you. second thing is that even if you managed to run from the guns and the guy didn't have a web... w...
- by Balcura - at 2008.01.29 22:01:00
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124. Changes to Manufacturing Calculations - in Science and Industry [original thread]
I just read that the devs are changing the "perfect" calculations for low run jobs as well as the high run jobs. The formula is still mostly correct, but I use the material quantity * .1 (waste factor) * 2 as my general calc for jobs as it's easy....
- by Balcura - at 2008.01.25 22:26:00
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125. Modern apoc setup - in Ships and Modules [original thread]
Another common setup is an Autocannon setup. Using 800mm autocannons you can use the entire cap for tanking (hence easier to run a duel rep).
- by Balcura - at 2008.01.24 22:59:00
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126. Noob question - Why are some T1 > T2s? - in Ships and Modules [original thread]
There is another minor difference to some of the tech 2 modules. Tech 2 guns and launchers are affected by the specilization skills. Tech 2 250mm rail guns gain a 8% bonus to damage when you have medium railgun spec to 4, while heavy launchers II'...
- by Balcura - at 2008.01.23 23:35:00
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127. Rorqual's little brother, the Orca - in Science and Industry [original thread]
I like the idea about having a 1mil m3 cargo hold while deployed, gang mods and tractor beams are also great. As far as the NPC corps using anything like this I have to say that is a bad idea. Easiest way to avoid that problem is to make the depl...
- by Balcura - at 2008.01.22 02:12:00
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128. Vulture vs Onyx (passive) shield tank comparison - in Ships and Modules [original thread]
The 2 ships have different roles in a gang... My Vulture fit is 4 heavy launchers and 3 gang mods, Mids: LSE II's, Invuln II and CN EM passive (with EM comp to 4) Lows: DCII, PDS II's and SPR II's (enough PDS vs SPR to keep the cap at 50%) My ...
- by Balcura - at 2008.01.22 01:25:00
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129. Base chance to invent an EAS at 4/4/4 skills ? - in Science and Industry [original thread]
Edited by: Balcura on 01/01/2008 01:22:04 You Estimation of the preceved numbers do not match actuality. Skills 5/4/4 Module invention with level 4 meta item over 200 inventions 78.4% success ratio (pre-Trinity). Post-Trinity - I am still com...
- by Balcura - at 2008.01.01 01:05:00
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130. Ice Mining, not very good profit? - in Science and Industry [original thread]
Actually the cycle time on a mack with exumers 5, tech 2 harvesters, 2 ice mining upgrade II's (cpu implant), the 5% ice mining implant and a maxed out gang buddy is 3.57 min per cycle or roughly 68 ice per hr. High sec ice is 300, 50, 25 and 1. ...
- by Balcura - at 2008.01.01 00:54:00
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131. New Player looking for guidance. - in Skill Discussions [original thread]
I recommend that they train learning skills to 2/3 then train all the skill you need to fly the ships you want to fly. You want frig 4, small guns to 4 with gunnery support to 2/3 missiles or rockets to 3/4 and missile supports to 2/3. Make sure ...
- by Balcura - at 2007.12.13 01:31:00
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132. Skills to fly my Cerberus, better... - in Skill Discussions [original thread]
You will definately want to get heavy missiles 5/ heavy missile spec 4 so you can fit tech 2 heavy launchers unless you have the isk to drop on CN launchers. I also use assault launchers on mine from time to time, you may want sdt missiles 5/spec ...
- by Balcura - at 2007.12.11 19:36:00
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133. command ships for mining operations - in Ships and Modules [original thread]
I run 2 different ships while mining as the gang/fleet cmdr. Skills: Leadership 5 (wing command if you need to), Link spec 5, foreman 5 and director 5 (with the slot 10 implant) The first ship you'll want to look at is the harbinger, 8 highs (1 g...
- by Balcura - at 2007.11.26 23:42:00
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134. Covetor skills - in EVE General Discussion [original thread]
Actually the mack should be exumers 3 and the hulk should be exumers 5 following the logic in the ORE progressions... Would you prefer that?
- by Balcura - at 2007.11.02 02:32:00
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135. CCP: buff high end mineral prices! - in EVE General Discussion [original thread]
There are some top end price controls based on NPC bought items that can be refined for a given amount of minerals... If anything this type of top end price control needs to be eliminated. Another thing that is different is the sizr of the bolde...
- by Balcura - at 2007.11.02 02:31:00
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136. Crystal reloading idea. - in Ships and Modules [original thread]
I agree with 1 condition... make it so that when the reload occures that ALL weapons reload the new ammo. This should also be done with other ships, phased plasma for EMP... lead for antimatter... ect...
- by Balcura - at 2007.10.31 01:00:00
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137. Escorts - in Player Features and Ideas Discussion [original thread]
I agree the perfect escourt is a logistic ship, especially in empire. 2 or 3 large shield reps and Concord wipes out the entire issue for you, just make sure the logistic ship jumps 1st and has a sensor booster or 2. In no sec and low sec this i...
- by Balcura - at 2007.10.29 19:44:00
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138. Mining ICE and Mercoxit - in Science and Industry [original thread]
The hulk out mines everything if you have exumers 3... after that the speciality ships actually mine better then the hulk.
- by Balcura - at 2007.10.27 22:08:00
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139. Torp Nerf - in EVE General Discussion [original thread]
Actually I do have an amarr mission runner with an APOC and only 13mil skill pts. the tank is a lit more sustainable and it dosn't take 50mil skill pts to be able to do it. The complaint is not about tank vs gank, but the fact that unlike any oth...
- by Balcura - at 2007.10.27 18:16:00
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140. Hulk in 0.6 - 0.5 - in Science and Industry [original thread]
There are a few ways to set a hulk so you can mine in high sec. I actually like the passive tank idea as it would allow you to use mining drones and keep the spawn on you the whole time so the drones don't get popped, but my setup is a little more...
- by Balcura - at 2007.10.27 03:07:00
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