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1. Normal Minmatar fittings. - in Ships and Modules [original thread]
Nails and a big hammer help me keep my bucket of bolts together. If its broke, hit it. If it aint broke, hit it just to be sure.
- by Degale - at 2006.06.12 01:20:00
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2. Really fast frigate? - in Ships and Modules [original thread]
its all about the vigil. theres a bug where the vigil is getting +5% speed per min frigate level making it much faster than your executioner. also it has boatloads of cpu if you want to fit a probe launcher. Im not sure what to do with its drone b...
- by Degale - at 2006.06.12 01:17:00
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3. web falloff - in Ships and Modules [original thread]
Originally by: Shin Ra Originally by: Dark Shikari Originally by: Farjung Originally by: Dark Shikari Originally by: Maya Rkell Well, the main problem is that is not how "falloff" works for anything else in...
- by Degale - at 2006.06.11 11:43:00
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4. web falloff - in Ships and Modules [original thread]
I dont really like the 10km range of webs. It means if your just on one side or the other of 10km you get drastically different effects. I think that webs should have falloff. Personally I think webs should be all falloff, no optimal and 10km fall...
- by Degale - at 2006.06.11 03:12:00
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5. I wish ships had gravity - in Ships and Modules [original thread]
the entire game engine would have to change. ships should be rated on maximum thurst and weight and then if you keep going in a straight line you could reach impressive speeds. Gravity of objects could be taken into acount by adding in an addition...
- by Degale - at 2006.06.10 15:33:00
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6. SPACE SPEED RECORDS! - in Ships and Modules [original thread]
Originally by: HippoKing Edited by: HippoKing on 10/06/2006 08:21:42 ok, post here the fastest speed your ships have obtained i want a screeny of the ship info thing as well or the "set speed to", as proof. screeny with the setup/skil...
- by Degale - at 2006.06.10 08:52:00
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7. Why no module to reduce sig radius? - in Ships and Modules [original thread]
it should be a low slot item that reduces power grid output, cap, and speed slightly and costs a bit of cpu for maybe 10% lower sig radius. sig radius is not just how big the ship is but how much power it puts out. A smaller reactor could be use...
- by Degale - at 2006.06.08 06:26:00
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8. Speedy Gonzalez anyone? - in Ships and Modules [original thread]
probe fast(easily over 3km/s) cheap(tech 1 fitted 150,000 or less) small(handles well and slow lock till you turn the MWD on)
- by Degale - at 2006.06.06 02:28:00
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9. SABRE setups - in Ships and Modules [original thread]
Originally by: Voltron Fury no pvp in it? no PVP, because you really need the bubbles to prevent rats from warping away in PVE OF COURSE THE SHIP IS FOR PVP, its T3H O3NSOR POD POPPER!! I personally think its dam sexy with 7 150mm I...
- by Degale - at 2006.06.05 16:24:00
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10. [RMR] Rifter setup - in Ships and Modules [original thread]
3 250mm IIs 1 Limos Launcher(better if I had it) 1 AB II 2 Small Shield Extender II 1 MAPC 1 Gyro II small plate, armor rep, or I use a nano I need to see if this fits 3 250mm II 1 name launcher 1 AB II 1 Medium Sheidl Extender II - empty, sho...
- by Degale - at 2006.06.05 02:17:00
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11. Tux, please look at laser damage types! - in Ships and Modules [original thread]
its a simple as this if laser did more thermal damage then there would be more thermal damage dealers out there and more people would tank against thermal. then you would be doing even less damage.
- by Degale - at 2006.06.01 15:51:00
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12. Soon(tm) covops changes? (Tux?) - in Ships and Modules [original thread]
how does the cheeta have less powergrid, less cpu, and a smaller drone bay than the Vigil the tech 1 ship its based on. O and that target painter bonus is really sweet.
- by Degale - at 2006.05.31 01:12:00
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13. Balance issues on t2 frigates? - in Test Server Feedback [original thread]
Interceptors and Bombers both have one advantage over other ships, they can choose their battles. Interceptors can run away from things they dont like and bombers can stay cloaked if they want. Bomber advantages They can gang and instapop things,...
- by Degale - at 2006.05.30 15:49:00
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14. Fastest Ship in EvE? - in Ships and Modules [original thread]
Crusader is the fastest ship in eve Vigil is the fastest tech I ship, and even faster due to a bug where it gets +5% speed per min frigate level. shuttles are the fastest without any mods. The vigil has 3 Hi 3 Mid and 3 low. It has a drone bay, ...
- by Degale - at 2006.05.30 01:15:00
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15. Sooo, how does one actually kill an interceptor in a bomber? - in Ships and Modules [original thread]
Bombers are weak, they have low hp and still fairly low DPS. The volley damage is great, especilly against frigates. They should be boosted carefully. No one wants them to becaome the I win button of frigate combat.
- by Degale - at 2006.05.30 01:10:00
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16. Heavy Precision Missile... Still worth it? - in Ships and Modules [original thread]
If there are four of them they should spank you no matter what you are doing.
- by Degale - at 2006.05.30 00:45:00
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17. Split slot ships -> 7.5% bonuses? - in Ships and Modules [original thread]
I say just give ships with split slots a little extra elsewhere. The typhoon has a big drone bay, the highest base speed, and the lowest sig radius of any battleship im pretty sure. This way the split layout ships get a little less of a bonus fro...
- by Degale - at 2006.05.28 02:44:00
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18. Rifter Mk II (Tux's first instinct) - in Ships and Modules [original thread]
yup webs are really powerful, one module that completely negates your speed advantage. but not everyone fits one, although they probably should. what about the slasher, how about that getting a falloff bonus. Its only slightly faster than the rif...
- by Degale - at 2006.05.28 02:35:00
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19. New Guy - Outfitting my Kestrel? - in Ships and Modules [original thread]
well for starters lets talk weapons standard missle launchers are nice, have good range and pack a nice punch, but take alot of powergrid and cpu. you probably wont be able to fit 4 of these and anything else without some better skills. The pirahn...
- by Degale - at 2006.05.27 14:15:00
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20. So how do you gear your Rifter? - in Ships and Modules [original thread]
I suggest using Tech II because I can use Tech two and am in the same situation. Obviously tech II projectiles make the most difference but even they can be subbed with named versions.
- by Degale - at 2006.05.27 12:08:00
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