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1. Maelstrom - Guristas - in Ships and Modules [original thread]
Is this for Ratting, or for Mission Running? That information might help clarify some. Those have slightly different objectives, and the DCU II comment implies Ratting.
- by Erci - at 2010.08.01 22:38:00
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2. Maelstrom for Lv 4, what am I doing wrong? - in Ships and Modules [original thread]
The setup quoted in the OP lists 6 lowslot modules, the mael only has 5, as noted by another poster. Also: the DCU helps mostly if the shield tank fails, and you take armor/hull damage. If that happens, you are mismanaging your tank, or warp scram...
- by Erci - at 2010.03.03 12:09:00
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3. Maelstrom for Lv 4, what am I doing wrong? - in Ships and Modules [original thread]
First, drop the shield extender. You're mixing active and passive shield tanks. XL shield boosters eat lots of cap; the CCC rigs alone won't cut it. I've found that a cap booster really helps burst tank through, until you can kill enough of the d...
- by Erci - at 2010.03.03 11:46:00
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4. Exploring! - in Missions & Complexes [original thread]
Covert Ops Frigate. Also: they have a bonus to scan time. Saves sanity from long scan times.
- by Erci - at 2008.06.12 13:25:00
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5. Drake for Level 3 / 4 - in Ships and Modules [original thread]
My current Drake setup: Lows: PDS II SPR II x2 BCS II Mids: LSE II x2 Specific Active T1 Hardeners x4 (I can't use T2 Hardeners yet) Highs: Heavy Missle Launcher I x7 (same problem as Hardeners) Small Tractor Beam I Rigs: CDFP x3 I need th...
- by Erci - at 2008.02.11 04:16:00
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6. Ship moving - in Ships and Modules [original thread]
I can think of a couple methods. Fly a ship out, grab a shuttle at your destination, and run back with the shuttle; this method is a little faster than a pod, but not by much. It does, however, let you keep the insurance applied to your ships. Yo...
- by Erci - at 2007.07.28 06:07:00
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