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41. Ferox gank setup - in Ships and Modules [original thread]
but on the other hand a passiv tanked ferox is quite hard to take
- by DayVV4lkEr - at 2006.07.13 00:37:00
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42. So now that freighters will soon drop cans! easy ways to gank them! - in Ships and Modules [original thread]
u forgot one thing: acting like that will drive up prices for T2 insanely (maybe even for BS) because T2 producers will try to compensate the loss.
- by DayVV4lkEr - at 2006.07.04 01:10:00
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43. Interdictors a tad to unstopable? - in Ships and Modules [original thread]
Edited by: DayVV4lkEr on 17/06/2006 10:15:10 Originally by: Gronsak Pros. 40km wide probes : insta deployment : cepter like speed they rae only 20 km! u would be the only guy that sits on the edge of the sphere and then thinks '...
- by DayVV4lkEr - at 2006.06.17 10:12:00
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44. ECM driving me crazy... - in Ships and Modules [original thread]
Acutally what everyone is whining about is that ALL ships jam not the effect of jamming. Simple Solution: Decrease general strength of jammers and give Jammer ships (scorp, BB and griffin) insane Bonuses to strength. But of course u then will he...
- by DayVV4lkEr - at 2006.06.12 09:25:00
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45. Tech 2 ammo - in Ships and Modules [original thread]
Originally by: Foulis Originally by: Maeli Nakamura Antimatter S: kinetic damage 7 HP thermal damage 5 HP Javelin S: kinetic damage 6 HP thermal damage 9 HP ----------- I feel like I'm missing something. How can that be worth -20%...
- by DayVV4lkEr - at 2006.06.10 21:54:00
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46. Tux - polite request for an ETA on the Nighthawk fix - in Ships and Modules [original thread]
First of all i don't think that the Assault Rockets (or whatever u call them) are the ultimate solution for the NH because if it's like rockets and torps they won't get bonuses to explosion radius, velocity and so on that means the Ships bonuses a...
- by DayVV4lkEr - at 2006.06.10 11:31:00
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47. Missile Counters - in Ships and Modules [original thread]
I don't hate missiles ... I have 7.6 m SP in Missile Launcher Opreation, but i can't stand that Whinage anymore that missiles are overpowred and that it's unfair that there is no counter module like a tracking disruptor. So just introduce one. ...
- by DayVV4lkEr - at 2006.06.08 12:22:00
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48. Missiles need to be looked at - in Ships and Modules [original thread]
Yeah the have been overhauled latly but they are still one of the most discussed things so i guess they still need to be looked at and that i not only want to make missiles uber u can (hopefully) see in this thread: Linkage
- by DayVV4lkEr - at 2006.06.08 11:56:00
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49. Missile Counters - in Ships and Modules [original thread]
The main problem why it is a problem to create a missile counter module is that all the stats that would make a missile hit for less damage are stats that are based on the missile and not the Launcher. The Solution for me would be give the Launch...
- by DayVV4lkEr - at 2006.06.08 11:53:00
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50. Missiles need to be looked at - in Ships and Modules [original thread]
Edited by: DayVV4lkEr on 08/06/2006 11:45:13 Originally by: Jon Hawkes Missiles already do less damage than turrets, so do not need any reduction in HP. I do however agree that Javelin Rockets shuold get the same kind of speed penalty ...
- by DayVV4lkEr - at 2006.06.08 11:43:00
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51. Missiles need to be looked at - in Ships and Modules [original thread]
First of all this isn't a whine thread this is a complain thread. u don't have to agree but i try to only list facts (it's somekind of hard u know). 1. T2 Rockets Let's start with the Javelin Rockets they decrease your speed by 30 % for every Ro...
- by DayVV4lkEr - at 2006.06.08 11:31:00
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52. tier 2 battlecruisers will nerf heavy assault cruisers? - in Ships and Modules [original thread]
If u didn't realize, there ARE already Battlecruisers ingame and at least the Ferox (it's the only one i can talk about because it's the only one i can fly) with a decent fitting (nothing officer or faction like only T1 and T2 stuff) kills pretty ...
- by DayVV4lkEr - at 2006.06.08 01:57:00
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53. T2 Rockets or Lights - in Ships and Modules [original thread]
both are crap stick with the T1 ones! Slow ceptor = dead fast Ceptor without cap = dead fast so forget about T2 missiles on a ceptor!
- by DayVV4lkEr - at 2006.06.08 01:48:00
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54. Specializing in a BC - in Ships and Modules [original thread]
Edited by: DayVV4lkEr on 15/05/2006 03:44:05 2 Raven, 1 Muninn, 2 Rupture, 1 Cov Ops and 1 Typhoon are the Result of 2 Days Solo-PvPing in a Ferox i would say not that bad .... What i'm really looking forward too is the Damage Bonus of the Ti...
- by DayVV4lkEr - at 2006.05.15 03:42:00
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55. A Proposed Solution to the Current Overpowering Nature of ECM - in Ships and Modules [original thread]
Somewhere i read teh following idea (i quite liked it tbh): If a Ship wants to jam another Ship it has at least to have a higher sensor strength then the opponents ship or it gets a reduced chance. Example: Ship A has 32 Sensor Strentgh (no matt...
- by DayVV4lkEr - at 2006.05.05 17:38:00
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56. Vulture/Nighthawk Targeting Range Question - in Ships and Modules [original thread]
I like the Caldari Command Ships and that has only one Reason: You can get a much better Missile Setup for the so called Railboat then for the Missile Boat itself. The Vulture has only a bit less damage because of one missing launcher, but it's ...
- by DayVV4lkEr - at 2006.04.30 02:47:00
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57. Looking for an alternative to Quickfit - in Ships and Modules [original thread]
Guess the same like the other guys, get your Java up to date :)
- by DayVV4lkEr - at 2006.04.30 02:38:00
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58. zealot vs cerb? info would be nice - in Ships and Modules [original thread]
why does it matter if u can get a ferox taht can at least kill the cerb easiely (no clue about the zealot though)
- by DayVV4lkEr - at 2006.04.26 02:29:00
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59. zealot vs cerb? info would be nice - in Ships and Modules [original thread]
Edited by: DayVV4lkEr on 26/04/2006 02:29:27 stupid double post
- by DayVV4lkEr - at 2006.04.26 02:29:00
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60. ferox ....active shield tank or passive - in Ships and Modules [original thread]
Let's see it that way. What is the worst that can happen to an active Shield Tanked Ferox ? I would say Nos and Neuts. How often do u see them in PvP the last days ? very often. Do Nos and Neuts affect a passiv tank ? no. Ip erosnally go with a ...
- by DayVV4lkEr - at 2006.04.19 15:33:00
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