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1. Sensors are [RL] wrong - in Ships and Modules [original thread]
Is it so hard to imagine that frigates would have built in survivability measures to make them harder to target, thus allowing them to close on large battleships?
- by Demos Q'algryph - at 2004.07.13 21:39:00
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2. Sensors are [RL] wrong - in Ships and Modules [original thread]
Is it so hard to imagine that frigates would have built in survivability measures to make them harder to target, thus allowing them to close on large battleships?
- by Demos Q'algryph - at 2004.07.13 21:39:00
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3. Thinking about getting myself a Typhoon... - in Ships and Modules [original thread]
heh, I can run 2 large armor reps on a tempest, with 3 hardners almost forever. Sub 200 cap recharge. And do some kickass damage in that setup. I dont see ANY typhoon stright up wtfpning a well setup tempest. On a side note, Im kitting out a ran...
- by Demos Q'algryph - at 2004.07.03 07:51:00
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4. Thinking about getting myself a Typhoon... - in Ships and Modules [original thread]
heh, I can run 2 large armor reps on a tempest, with 3 hardners almost forever. Sub 200 cap recharge. And do some kickass damage in that setup. I dont see ANY typhoon stright up wtfpning a well setup tempest. On a side note, Im kitting out a ran...
- by Demos Q'algryph - at 2004.07.03 07:51:00
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5. Tempest Useless? - in Ships and Modules [original thread]
800 mm's have a pretty nice sweet spot at 15km or so, 80%+ hits, and with 6 of them you really can shred other ships. If there was a 20km webber it would be even better.
- by Demos Q'algryph - at 2004.06.23 15:21:00
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6. Temptest set-up shield or armour tank - in Ships and Modules [original thread]
I dont see how you can call that a shield tank when you have 1 hardner and no cap recharge boosting equipment.
- by Demos Q'algryph - at 2004.06.21 13:20:00
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7. Tempest Setups - in Ships and Modules [original thread]
You can fit 6 800 mm proj's, 2 siege, 3 armor hardners, a med and large armor rep, and have space for up to 5 tech2 cap rechargers, even a cap power relay if you want. Now it is a short range setup (15-25k for best dmg under new gun changes), but ...
- by Demos Q'algryph - at 2004.06.18 20:00:00
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8. Shield booster nerf or BUG? - in Ships and Modules [original thread]
DPUs where supposed to give a shield boost effectiveness bonus. I think they are, but its not listed. With 3-4 PDUs and 2 shield amps, your penalties are stacking up, and your getting a negative bonus from the PDU. Wierd part is this was know on C...
- by Demos Q'algryph - at 2004.06.18 01:11:00
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9. Falloff + Optimal= Max Range = hits all the time! - in Ships and Modules [original thread]
I may be wrong, but.... Optimal is the optimal distance for full dmg on your volley, disregarding tracking. Now, what confuses me, regarding hits, misses on stationary targets. Why is it easier to hit something when its further away? If the target...
- by Demos Q'algryph - at 2004.06.17 17:53:00
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10. Spec Ops SHips - in Ships and Modules [original thread]
Theres been alot of debates on what the spec ops ships should get, in term of scanning, and finding safespots, etc. SOme people are hoping for using the scanners and right clicking a target, selecting warp to, even if its 14 or so AUs away. Inste...
- by Demos Q'algryph - at 2004.05.18 07:42:00
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11. Missiles, Launchers and Caldari - in Ships and Modules [original thread]
Well Alexi, its not quite useless. If you force your oppenent to use a themral hardner in place of a warp scrambler, you have just changed his config. However, I think it should be a dmg type that gets added, to any missiles. So lets say +10% ther...
- by Demos Q'algryph - at 2004.05.11 04:10:00
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12. Missiles, Launchers and Caldari - in Ships and Modules [original thread]
+thermal missile dmg per lvl. Ok, heres my take. 1) It should be kinetic, not thermal. 2) It should apply to all missiles. 3) It should be 5% per ship skill lvl. Reason behind this concept. Caldari ships are capable of guiding missiles to the ta...
- by Demos Q'algryph - at 2004.05.11 02:33:00
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13. Missiles, Caldari and Minmatar. - in Ships and Modules [original thread]
The referenced link is irrelavent. The current speed record is as I listed, and is not what the site talks about. The site is full of conjecture and speculation.
- by Demos Q'algryph - at 2004.03.30 22:12:00
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14. Missiles, Caldari and Minmatar. - in Ships and Modules [original thread]
Fastest missile right now moves at 2200 meters per second, and its a prototype scramjet engine. No o2 in space to fuel a scramjet. That being said, mssiles could be faster.
- by Demos Q'algryph - at 2004.03.30 15:24:00
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15. Missiles, Caldari and Minmatar. - in Ships and Modules [original thread]
I think Direct hits, glancing hits, etc, should be added to missiles, and the the size of the missile vs the size of the target determines the type of hit. Example, fir a cruise missile or a torp at a BS, like an Apoc. You should be guarenteed a d...
- by Demos Q'algryph - at 2004.03.29 19:25:00
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16. BS damage bonus and Balancing - in Ships and Modules [original thread]
I think this is being addressed by the removal, or change of BS skill lvl bonuses.
- by Demos Q'algryph - at 2004.03.24 02:35:00
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17. New Weapon Types - in Ships and Modules [original thread]
Id like to see debuff type weapons. Maybe a catalyst enfused plasma which would do little or no dmg to a ship, but would drop thermal resistance to shields or armor by 25%. A photon torpedo missile, that would do little to no dmg, but would put ...
- by Demos Q'algryph - at 2004.03.23 21:37:00
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18. Time to re-balance the Caldari. - in Ships and Modules [original thread]
Here is a better analogy. The lowskill end of the game, when you dont have much in gunnery, your skill points are more useful in missiles. Missiles seem to compensate for the lack of skill required in gunnery. But, in the high end of the game, onc...
- by Demos Q'algryph - at 2004.03.23 21:28:00
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19. Time to re-balance the Caldari. - in Ships and Modules [original thread]
Each launcher should have a base rof with the missile having a rof modifier akin to the hybrid cap use per ammo, beam cap use per crystal, and space proj ammo uses. Only problem is now Ill spend even more money on missiles if they fire even faster.
- by Demos Q'algryph - at 2004.03.23 01:53:00
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20. 720mm holitzer - in Ships and Modules [original thread]
720 mm gallium?
- by Demos Q'algryph - at 2004.03.22 21:10:00
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