Pages: [1] 2 3 4 |
1. Missile range gimped? - in Ships and Modules [original thread]
Missiles needing to accelerate is just a theory. In the big thread about missile changes, TomB himself used max velocity * flight time when talking about the new ranges. If your missiles are routinely falling short, you might want to do a bug rep...
- by Cheim - at 2005.08.04 21:12:00
|
2. Raven Rocket - in Ships and Modules [original thread]
Let's see, with max skills and no modules that should get you about 112 damage per second. An XLI+amp repairs 104 hp/s. So yeah, you could totally beat a battleship tank, provided you were using EM, your opponent has no hardeners and has already l...
- by Cheim - at 2005.07.29 07:54:00
|
3. Change the Malediction/Crusader's bonuses - in Ships and Modules [original thread]
Originally by: Slithereen Quote: The optimal bonus makes sense, the Sacrilege gets one as well as the Zealot. Good point. So does the Vengeance and the Retributions--- So do the Enyo and Harpy and Muninn. Every assault ship...
- by Cheim - at 2005.07.26 06:37:00
|
4. What new missle skills effect rockets? - in Ships and Modules [original thread]
And even if Guided Missile Precision did affect rockets, which it doesn't, it wouldn't do anything except possibly against some structures.
- by Cheim - at 2005.07.23 23:31:00
|
5. Missile Skills vs Gunnery skills...all facts, no whine. - in Ships and Modules [original thread]
Originally by: Kremnican I didn't find a frig that has bonuses for flight time or speed of missiles, so the CCP post that rockets will do close to 15km is misleading, since you'll need to equip the rocket launcher on a Caracal or Raven (th...
- by Cheim - at 2005.07.12 19:31:00
|
6. Idea: different range missiles. - in Ships and Modules [original thread]
Originally by: j0sephine The current max ranges for most of missiles are simply out of whack and i never considered keeping them as part of the mechanics. You'd need to have them halved or so as a start, then apply the possible damage/rang...
- by Cheim - at 2005.07.11 19:49:00
|
7. Idea: different range missiles. - in Ships and Modules [original thread]
Originally by: Selim Right now missiles do the damage of the highest damage turret ammo, but at ranges higher than that you get with the longest range turret ammo... and you go and propose this? 75mm rail with Antimatter S without skill...
- by Cheim - at 2005.07.11 09:23:00
|
8. Missile Skills vs Gunnery skills...all facts, no whine. - in Ships and Modules [original thread]
Originally by: Grey Area Other anti-nerfers were complaining that the skill points were now too exacting, so I just thought I'd check...I wrote the figures down as I discovered them, made no adjustments other than those that seemed "fair" ...
- by Cheim - at 2005.07.08 20:18:00
|
9. I still kick ..uh.. behind.. - in Ships and Modules [original thread]
Originally by: j0sephine Ferox has just enough of signature size to get full damage from base cruise missile. And with Guided Missile Precision at l.5 it'll eat full torpedo charge, too. Guided Missile Precision doesn't affect torpedos....
- by Cheim - at 2005.07.08 19:36:00
|
10. Tempest, Megathron and Apocalyps suck - in Ships and Modules [original thread]
Originally by: Thor Darkwing and yes, they are ment to be group missions. that's atleast what they told us when they released them. Zrakor is a developer. He knows what missions are and are not supposed to be soloable. Your understandi...
- by Cheim - at 2005.07.08 06:10:00
|
11. Tempest, Megathron and Apocalyps suck - in Ships and Modules [original thread]
Originally by: Thor Darkwing -can't they understand that lvl4 missions NEVER where ment to be soloed? Is that so? Originally by: Zrakor First of all, the level 4 missions aren't intended for a group. Originally by: T...
- by Cheim - at 2005.07.08 01:23:00
|
12. plz give caldari rails based bs - in Ships and Modules [original thread]
Originally by: Ademaro Imre The scorpion is an appalling EW platform. The tiny 5% boost to jammer strength mean absolutely nothing when it is by far the slowest targeting battleship in the game. So - you must give up med slots for sensor b...
- by Cheim - at 2005.07.06 19:45:00
|
13. Power Reqs for missile launchers - in Ships and Modules [original thread]
Originally by: LUKEC omg so your weapon needs 4pg. Smallest t2 laser need 6pg. The smallest tech 1 laser needs 5MW. Tech 1 launchers here. Launchers are supposed to have lower grid than turrets. Quote: And 4pg on rocket launcher is...
- by Cheim - at 2005.07.05 23:54:00
|
14. Power Reqs for missile launchers - in Ships and Modules [original thread]
Edited by: Cheim on 05/07/2005 21:25:15 Originally by: Kaeten about time they did this, look at it like this. Rockets are short range (blasters/pulse) and standard are long range (rail/beam). Now you go try fitting 3 150mm rails and mw...
- by Cheim - at 2005.07.05 21:21:00
|
15. Missile & Launcher Overhaul - in Ships and Modules [original thread]
Originally by: Lorth ^^^^ Well sorrta, with skills they out range torps on TQ as of right now. Not to mention they have been made faster by a significant margin, nearly as fast as cruise are now. Range on TQ: 90,000 m Range on SiSi with...
- by Cheim - at 2005.06.09 22:02:00
|
16. New Missles, why doesnt make TomB a sheet like Hammer? - in Ships and Modules [original thread]
Originally by: Darkwolf The second issue is that torpedoes will suffer this damage reduction even against other battleships , on account of the fact that most battleships aren't 400 metres in sig radius. The Tempest for example, is only 3...
- by Cheim - at 2005.06.09 19:39:00
|
17. Missile & Launcher Overhaul - in Ships and Modules [original thread]
Edited by: Cheim on 09/06/2005 19:25:15 Originally by: Lorth I personally have a problem with some of the missile ranges and especially the torp ranges. Torpedo range is higher on Tranquility. As for the other missiles, there is a ...
- by Cheim - at 2005.06.09 19:23:00
|
18. New Dev Blog: Freighters and POS question - in Ships and Modules [original thread]
It almost certainly means freighters won't be able to dock at starbases, therefore it will be convenient to have a freighter haul the stuff to an outpost and have industrials distribute it. Actually, freighters will even be able to haul industrial...
- by Cheim - at 2005.06.08 01:17:00
|
19. New Shield Skill - in Ships and Modules [original thread]
Originally by: Sobeseki Pawi Aren't the Cruise Launchers being changed to match the Siege Launcher? The only difference being can fire Cruise but not Torps and the Siege can only fire Torps but not Cruise? Maybe that's the evil plan in t...
- by Cheim - at 2005.06.04 20:09:00
|
20. New Shield Skill - in Ships and Modules [original thread]
Originally by: Selim actually a cruise on a raven will do the same damage as a tachy with multifreq, 1400 on tempest with EMP etc. But at insane ranges. A Tachyon on an Apocalypse, not on an Armageddon. The ranges are insane though. And ...
- by Cheim - at 2005.06.04 05:40:00
|
Pages: [1] 2 3 4 |
First page | Previous page | Next page | Last page |