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161. Scanning implants question - in Ships and Modules [original thread]
elitatwo wrote: This might sound silly but how tiny does a signature have to be to make the implants have merrit? Irrelevant. Not your comment I mean the signature size question. Since the re-balance of the scan system when they made it stupi...
- by Donnachadh - at 2015.10.08 03:31:46
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162. And time has come to fly Marauder... - in Ships and Modules [original thread]
People think I am crazy when I state that there is no such thing as "the best" ship for level 4 missions. This whole crazy debate about polarized weapons brings me back to this and thank you for proving my point.
- by Donnachadh - at 2015.09.22 14:32:27
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163. And time has come to fly Marauder... - in Ships and Modules [original thread]
Personal favorite is the Golem because of the consistency of killing speeds, please note I said consistency not out right speed. For me BS are 4 vollies no matter where I am, maybe 5 for the elites. Mission partners Vargur, Paladin and Kronos can ...
- by Donnachadh - at 2015.09.21 04:27:33
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164. popularity of projectiles guns - in Ships and Modules [original thread]
Zothike wrote: cool story bro you make me smile with your little "i own a great secret i will keep it for me" getting this info is a question of 1/2 hour ? and yes i'm lazy for this because i'm hard at work on more important thinks and yes i w...
- by Donnachadh - at 2015.09.20 01:57:27
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165. popularity of projectiles guns - in Ships and Modules [original thread]
Zothike wrote: cool story bro Not a story it is the truth. I spent years watching markets etc to try and get an edge, why should I give it to you for free? If the offer was large enough I might be inclined to send you some information. But th...
- by Donnachadh - at 2015.09.19 16:20:22
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166. Superior blaster platform? - in Ships and Modules [original thread]
OK going to go with everyone else here for the near term except for one comment. DIsclaimer here. This next bit is based on a brawler fit Rattlesnake with a passive tank so it may not be applicable to your active tanked ships. I hope someone with...
- by Donnachadh - at 2015.09.15 14:35:03
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167. Best ship(s) for optimal L4 ISK? - in Ships and Modules [original thread]
Anize Oramara wrote: Again, no they can not post identical isk/h numbers simply because majority of time spent blitzing lv4 missions is spent in warp. Is it really? How about the pilot that is willing to decline any missions that is more tha...
- by Donnachadh - at 2015.09.14 15:17:24
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168. Hauler Naglfar - in Ships and Modules [original thread]
ISD Lyrin Rands wrote: Only T1 rigs? Come on if you're gunna go big then you gotta go all the way. My thoughts and add to that T1 guns, or does tha nag not have enough for that?
- by Donnachadh - at 2015.09.13 22:17:00
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169. Best ship(s) for optimal L4 ISK? - in Ships and Modules [original thread]
Bumblefck wrote: In the context of this thread and this thread only , 'optimal' is understood as maximum ISK/hour - nothing else. This has been stated explicitly in the OP. You missed the point. Because of player preferences once you move ou...
- by Donnachadh - at 2015.09.13 22:13:36
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170. Freighters... - in Ships and Modules [original thread]
Bumblefck wrote: The reason they're defenceless is to encourage you to...make friends, so that they can escort you. This and all the others like it just kill me. While it may be true from a technical perspective do you really think it is a v...
- by Donnachadh - at 2015.09.13 21:28:18
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171. Best T1 ship for L4 - in Ships and Modules [original thread]
No such thing as best it's all up to you to decide. Considering you can fly a Raven then that to me would be the best option. Range is not a problem with a micro jump drive, that 120 quickly becomes 20. If you cannot effectively kill frigates w...
- by Donnachadh - at 2015.09.13 21:01:07
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172. Best ship(s) for optimal L4 ISK? - in Ships and Modules [original thread]
Altair Taurus wrote: Come on! Rattlesnake costs 1/3 of Marauder price while offering comparable DPS and security. No need to waste time training Marauders only to fly 1 billion ISK worth pinata. Marauders are not really that much more skill i...
- by Donnachadh - at 2015.09.12 15:09:30
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173. The ULTIMATE Solo L4 Mission Ship - in Ships and Modules [original thread]
The Bigpuns wrote: Mgc's and mge's do not provide anywhere near the same application bonus as tp's on a golem, except at ranges > 80km (ish). The only times they are preferable is: if you need range cos torps; your blasting stuff at long ran...
- by Donnachadh - at 2015.09.07 03:36:49
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174. Damn the Torpedoes! 1441 DPS Golem - in Ships and Modules [original thread]
ANd yet here you are posting upp about what is the best solo mission ship in the game. https://forums.eveonline.com/default.aspx?g=posts&t=443451&find=unread Can't make up your mind?
- by Donnachadh - at 2015.09.05 16:08:42
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175. The ULTIMATE Solo L4 Mission Ship - in Ships and Modules [original thread]
Tohkat Sinawi wrote: Did anyone happen to note that faction missiles cost 4x the cost of T2? I know that the Golem uses little ammunition, but this really sounds to me like someone justifying not training T2 cruises and really wanting to offlo...
- by Donnachadh - at 2015.09.05 15:49:45
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176. The ULTIMATE Solo L4 Mission Ship - in Ships and Modules [original thread]
You are dead wrong on this from the moment you typed the very first letter of your title. To be blunt there is no such thing as "The ULTIMATE Solo L4 Mission Ship". I accept that from your point of view the fits posted are the bees knees and you c...
- by Donnachadh - at 2015.09.05 15:45:06
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177. Reduce Firing Range - in Ships and Modules [original thread]
Aralieus wrote: ...not sure if serious God's Apples wrote: m8 Reppyk wrote: Just like you. Thanks guys for proving once again that many of you never read past a point that you want to respond to, frustrating but yet comforti...
- by Donnachadh - at 2015.08.24 13:39:13
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178. Reduce Firing Range - in Ships and Modules [original thread]
Gully Alex Foyle wrote: Except tracking disruptors reduce turret optimal and falloff if they're unscripted or loaded with an optimal range script. Granted the name can be confusing, but you shouldn't give advice if the only thing you know abou...
- by Donnachadh - at 2015.08.15 14:53:19
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179. Mobile Tractor Unit - in Ships and Modules [original thread]
Tsukino Stareine wrote: If the deploy time was raised to 10 minutes it might be fair. Can you imagine a fleet that could just refit at will in the middle of combat? Too overpowered. MTU accessible by others should be ok though. Not relevant...
- by Donnachadh - at 2015.08.15 14:12:09
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180. Mobile Tractor Unit - in Ships and Modules [original thread]
Any item you deploy should be accessible to your corp mates and anyone in your fleet, I know it is this way with jet cans which are the personal property of the pilot that jettisons them and I cannot see why it would not be this way for scooping t...
- by Donnachadh - at 2015.08.15 04:45:46
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