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1. Torp nerf - in Ships and Modules [original thread]
Originally by: Xelexous ... I wondered why when I went in guiristas extravaganza last night why I couldn't kill anything with my torps. Ended up doing the whole thing with drones and refitting the raven to cruise in the 5th stage to compl...
- by Bottled Brain - at 2007.12.09 22:49:00
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2. Help with suggested Frigate load outs for new Caldari players. - in Ships and Modules [original thread]
New Player Merlin Setup for High-Sec Mission Running Train fitting-skills at least to lvl3: Engineering Electronics Weapon Upgrades Energy Grid Upgrades Shield Upgrades (another fitting skill: Electronics Upgrades)
- by Bottled Brain - at 2007.08.11 11:22:00
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3. how about 25% more range for pulse lasers? - in Ships and Modules [original thread]
rly? OMG Pulse Laser Nerf
- by Bottled Brain - at 2007.06.24 11:52:00
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4. L4 Missions - Tempest vs Maelstrom - in Ships and Modules [original thread]
Edited by: Bottled Brain on 04/12/2006 14:51:26 Originally by: Jigensama The tempest was my first choice fitted like this: ... High: 6x1200mm Scouts, 2x Assault Missles Middle: 1 100MN ABII, 1XL Shield Booster, 3x Shield Hardeners Low...
- by Bottled Brain - at 2006.12.04 14:51:00
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5. Ship Setups Index posters...a request for us lesser mortals - in Ships and Modules [original thread]
Originally by: Daftex Muleson Edited by: Daftex Muleson on 29/09/2006 12:40:14 ... The trouble with most of the setups is that they are completely irrelevant to those of us who haven't got maxed out skills in things like Engineering, W...
- by Bottled Brain - at 2006.09.29 15:36:00
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6. whats a good basic tanking setup for a stabber? - in Ships and Modules [original thread]
4 dual 180mm ac, 2 assault launcher 10mn ab, cap recharger, large cap battery med armor rep, 2 energized membranes (npc specific) You donŠt need a web if you fly your ship in a straight line in relation to your target. But you will need an ab to ...
- by Bottled Brain - at 2006.09.09 10:27:00
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7. Tempest: Shield + AC? - in Ships and Modules [original thread]
IIRC the tempest has the same cap recharge like the raven. The only difference is the tempest has one med slot turned into a low slot. And if you look around, some people donŠt even know what to do with the 6th med slot of the raven and fit senso...
- by Bottled Brain - at 2006.07.19 22:00:00
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8. Problems with 220mm Vulcan ACs on Stabber - in Ships and Modules [original thread]
No I donŠt. Yes ok, the 20% number was wrong. Thanks IŠm well aware of the difference between total and relative numbers. I see a lot of posts where people suggest to use acs at 100%, 80% or 60% of falloff but I see no posts that suggest to do t...
- by Bottled Brain - at 2006.06.13 20:18:00
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9. Problems with 220mm Vulcan ACs on Stabber - in Ships and Modules [original thread]
Just a note about the falloff usage. Ofc a bigger range increases your tracking but you pay for it with damage reduction. Nobody tells to use lasers, railguns or any other gun at the edge or far into their falloff. But everbody seems to think itŠ...
- by Bottled Brain - at 2006.06.13 17:48:00
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10. Here is why apoc is better with autocannons than with mega pulses - in Ships and Modules [original thread]
Originally by: Sniser ... if you check graphs here graphs you can see the difference between 10km and 15km are 10%less accurancy, that is 10% less dmg , so 300x0.1= you loss 30dps, thats not much I donŠt want to stalk you, but itŠs...
- by Bottled Brain - at 2006.06.04 00:25:00
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11. Amarr - in Ships and Modules [original thread]
Edited by: Bottled Brain on 03/06/2006 14:30:38 Originally by: Sniser Originally by: Bottled Brain Ok, mp do more damage than acs on the apoc except if you have high resists against emp and thermal.^^ BTW: Please compare the f...
- by Bottled Brain - at 2006.06.03 14:30:00
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12. Amarr - in Ships and Modules [original thread]
Ok, mp do more damage than acs on the apoc except if you have high resists against emp and thermal.^^ BTW: Please compare the falloff reduction of acs with 60m/s transversal (with web) and 200m/s transversal (no web and at 15km) in the damage scr...
- by Bottled Brain - at 2006.06.03 14:14:00
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13. Amarr - in Ships and Modules [original thread]
Originally by: Sniser *snip -5% turret cpu implant, engineering lvl5, electronics lvl5, weapon upgrades lvl5, advanced weapon upgrades lvl4 7 mega pulse t2, medium diminishing nos x5 proto web, faint warp disruptor, hypnos multispe...
- by Bottled Brain - at 2006.06.03 01:46:00
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14. Projectiles overpowered?? - in Ships and Modules [original thread]
Originally by: Gronsak ... AC track better than pulse iirc! .... Depends on how you look at it. At optimal where you use your base stats, the pulse have better tracking. The acs ofc have a better nominal tracking. But this is needed ...
- by Bottled Brain - at 2006.04.16 14:25:00
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15. What do all you missile users do about fast frigates? - in Ships and Modules [original thread]
The target painter does exactly what it should do. It increases the sig radius by 25%. T1 Missiles are balanced by built-in damage limitation regarding ship sizes. And a target painter, especially not a single single painter, is supposed to turn ...
- by Bottled Brain - at 2006.04.10 19:30:00
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16. What do all you missile users do about fast frigates? - in Ships and Modules [original thread]
Edited by: Bottled Brain on 10/04/2006 17:12:21 The target painter increases the sig radius of your target and does about the same like the guided prescision skill at lvl4. target sig radius: 40 explosion radius: 125 40 x 1.25 / 125 = 0.4 40...
- by Bottled Brain - at 2006.04.10 17:11:00
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17. What do all you missile users do about fast frigates? - in Ships and Modules [original thread]
Edited by: Bottled Brain on 10/04/2006 13:51:59 But they always hit!!!111eleven Npc frig orbiting at 750m/s (explosion velocity of heavy missiles) or lower: heavy missile - 125 explosion radius: 125 x 0.8 (skill)= 100 target signature radius...
- by Bottled Brain - at 2006.04.10 13:50:00
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18. The power of stabs: - in Ships and Modules [original thread]
Stabs are good. CCP recommends them. 16: Tips and Advice ò Use Warp Core Stabilizers to avoid being warp jammed. The more, the merrier. When you are warp scrambled you are not dead yet. You can still escape by moving away from the spot if they...
- by Bottled Brain - at 2006.04.09 16:11:00
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19. Er...AC Maller? - in Ships and Modules [original thread]
Edited by: Bottled Brain on 30/03/2006 20:52:40 rupture skill lvl4: 4 x 1.2 / 0.8 = 6 turrets + launcher 220mm vulcan ac : 1 cap / shot; 1.65 / 3.38 = 0.488 range: 1800, falloff: 8000 tracking at optimal: 0.1175 rad/sec x 1800 = 211.5 m/s fi...
- by Bottled Brain - at 2006.03.30 20:48:00
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20. Blaster range OMFG - in Ships and Modules [original thread]
Edited by: Bottled Brain on 26/03/2006 11:54:15 Originally by: Zavernus Hamarabi i use a t2 ab, and leave it on sharpshooter 4 and i web Orbit at 1km. DonŠt use ab. Reduce speed if needed. Despite being a short range weapon, the b...
- by Bottled Brain - at 2006.03.26 11:52:00
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