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1. make way for tech 2 battleships and tech 3 stuff - in Ships and Modules [original thread]
Originally by: Reatu Krentor Originally by: ITTigerClawIK a T2 BS is a VERY scary thought..... think of a T2 Apocalypse with mega armour resistences and probaly a bonus for that and a huge cap bonus? Ooh ooh, T2 logistics Ap...
- by Directive - at 2006.12.05 12:01:00
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2. A bit more changes - in Ships and Modules [original thread]
Originally by: Donmadefy Originally by: Tuxford You understand it right. The problem is we use so many times rate when we should use time. It is of course wrong but I can't really shake it off. It gets worse with agility though, in...
- by Directive - at 2006.10.19 11:14:00
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3. what will happen to assault launchers? - in Ships and Modules [original thread]
And here I was keeping all the Assault Launchers I've looted recently... You could name them "Heavy Rockets" or "Light Torpedoes", would be more in line with what they are. No need to put "assault" in there really.
- by Directive - at 2006.10.12 16:07:00
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4. Faction Ship Collection - in Ships and Modules [original thread]
I spotted a Silver Magnate on escrow for 25b yesterday, so there's a chance for that
- by Directive - at 2006.10.10 12:04:00
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5. Best Ship Style for PVP? - in Ships and Modules [original thread]
Check also which pirate faction ships you can access post-BS training.
- by Directive - at 2006.10.06 13:18:00
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6. Faction Tier 1 battleships - in Ships and Modules [original thread]
Originally by: Axitikus Edited by: Axitikus on 06/10/2006 12:48:13 Thukker Tribe Monsoon Typhoon hull +2 missile hardpoints, -1 high slot 25% bonus to cruise and siege launcher rate of fire -5% mass per Minmatar BS level +10% les...
- by Directive - at 2006.10.06 13:16:00
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7. Faction MWD's - in Ships and Modules [original thread]
Domination MWD's also give +500% sig for +575% speed bonus.
- by Directive - at 2006.10.03 19:30:00
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8. Faction T2 ships in kali please : sold by NPCs ! - in Ships and Modules [original thread]
Originally by: MOS DEF Originally by: Galen Silas so MANY more fights would be won if the deimos had the extra midslot..... That ship lacks the stats to fill the slots it has. It'd need atleast 300 more base pg... Which isn'...
- by Directive - at 2006.09.28 18:02:00
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9. Titans vs other expensice ships. - in Ships and Modules [original thread]
Originally by: Trader Phil Originally by: Godar Marak Edited by: Godar Marak on 27/09/2006 16:47:56 Ok, from what I recall a doomsday weapon do about 67k damage(IIRC) Dreads can tank this no problem, without breaking a sweat.....
- by Directive - at 2006.09.27 16:57:00
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10. EANM Boost/Changes Proposal - in Ships and Modules [original thread]
Edited by: Directive on 20/09/2006 09:30:52 Make energized <insert plating name here> give +50% resist when turned on (current values when off) - at 2x cap cost (and halved duration) of equal hardener.
- by Directive - at 2006.09.20 09:30:00
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11. ISHTAR or DEIMOS ? ? ? - in Ships and Modules [original thread]
Originally by: DOGNOSH so what benefit is the hard-coded drone-control sub routines ? Gallente Cruiser Skill Bonus: 10% bonus to drone hitpoints and damage per skill level and Heavy Assault Ship Skill Bonus: +5 km bonus to Scout and He...
- by Directive - at 2006.08.18 08:35:00
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12. Blasters - The Forgoten Equation - in Ships and Modules [original thread]
Edited by: Directive on 17/08/2006 09:48:42 Every time you fire a turret in EVE, it has to aim again. Why? The turret gets "reset" to a factory default position after every shot. It's like pointing an automatic rifle at the ground instead of y...
- by Directive - at 2006.08.17 09:47:00
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13. Deimos: The Ugly Duckling - in Ships and Modules [original thread]
Fuel to fire; Deimos and Ishtar have smallest powergrid upgrades compare to their T1 brethren. Double the MWD cap bonus; ie. change it to the one Vindicator and Vigilante have.
- by Directive - at 2006.08.14 09:31:00
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14. Someone please explain what this is - in Ships and Modules [original thread]
Serpentis do damps. Pretty annoying but nothing to worry about, especially in a blastership.
- by Directive - at 2006.08.04 23:56:00
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15. don't you think deimos need help? - in Ships and Modules [original thread]
Originally by: Gariuys Don't touch that 6th high.... that 6th high is extremely nice, and deimos doesn't need cap injector. It's problem is mass, agility. nothing else. The base powergrid is problematic too, since Deimos is getting aro...
- by Directive - at 2006.07.25 11:38:00
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16. don't you think deimos need help? - in Ships and Modules [original thread]
Bit more base speed, bit less mass and a slight powergrid upgrade would be nice.
- by Directive - at 2006.07.25 06:22:00
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17. Visible module cycle - in Ships and Modules [original thread]
I'd prefer a small timer (like ammocounter has) instead of a popup box. Or even a small "led" which goes green/yellow/red depending on how long till recycle.
- by Directive - at 2006.07.07 12:28:00
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18. Titans - in Ships and Modules [original thread]
Originally by: Aidyn Avery what skills will be required for the titan ships? Corp Management 5 IIRC was listed in the fully searchable item database (while it was functional) during Shiva testing. We'll see if the Titans will really b...
- by Directive - at 2005.01.07 17:21:00
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19. À Elite Industrial - in Ships and Modules [original thread]
Originally by: Stormking It shows "Elite Battleship" *and* "Dreadnaught"? Those are going to be different classes? must be frigate -> destroyer cruiser -> battlecruiser battleship -> dreadnaught? I've always had that impressi...
- by Directive - at 2005.01.04 18:41:00
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20. Missile speeds.. Small missiles out of work? - in Ships and Modules [original thread]
Originally by: deviantC Yes skills make a big difference, but not to many to learn in Missiles, it's very linear. Where as one can learn a multitude in Gunnery to improve turret control and damage. As far as the missiles go, the bigger th...
- by Directive - at 2005.01.03 19:25:00
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