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1. Helios - 3th high slot? - in Ships and Modules [original thread]
Jonas Staal wrote: The Helios however is stuck with 2 high slots which removes the salvager option. Good thing you won't need a salvager!
- by Felsusguy - at 2013.06.01 19:20:00
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2. does tech I hybrid ammo need a boost? - in Ships and Modules [original thread]
I was going to support this, but hybrid turrets are supposed to do equal parts thermal and kinetic damage (that doesn't happen now, but only because kinetic damage is slightly larger for most ammo), and the capacitor thing would be going too far...
- by Felsusguy - at 2013.06.01 19:14:00
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3. I've seen a lot of rants about faction turrets... - in Ships and Modules [original thread]
Sergeant Acht Scultz wrote: Op is forgetting the +2% dmg increase from T2 Guns specialization No, I'm not. Faction turrets have a larger damage modifier, so it almost evens out. Cable Udan wrote: lolz, I didn't know people still just look...
- by Felsusguy - at 2013.06.01 19:05:00
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4. I've seen a lot of rants about faction turrets... - in Ships and Modules [original thread]
Destination SkillQueue wrote: that much of the positives you attribute to the faction guns actually come from the negatives caused by the ammo you chose for the comparison gun. Not really. Faction turrets have very similar damage and use much...
- by Felsusguy - at 2013.06.01 10:40:00
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5. I've seen a lot of rants about faction turrets... - in Ships and Modules [original thread]
And I don't see the point. Faction Turrets loaded with Faction Ammunition have better tracking, use less powergrid, are less capacitor intensive and have similar damage. The following are with max skills. Federation Navy Light Neutron Blaster lo...
- by Felsusguy - at 2013.06.01 09:44:00
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6. small blasters - in Ships and Modules [original thread]
Cable Udan wrote: Ions are the smallest. They do the least amount of damage, have the least amount of range, the highest RoF and the best tracking. They have the lowest fitting requirements. Electrons are the medium ground. They do more damage...
- by Felsusguy - at 2013.06.01 09:22:00
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7. Rage against the Tech 3 - in Ships and Modules [original thread]
Ships & Modules? How did I end up here?
- by Felsusguy - at 2013.04.04 05:15:00
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8. Rage against the Tech 3 - in Ships and Modules [original thread]
Terranid Meester wrote: I think in a way t3's are supposed to be a jack of all trades, master of none Which would result in them being completely outclassed by Tech 2 in every way. Give me one good reason why Tech 3 shouldn't be better than T...
- by Felsusguy - at 2013.04.04 05:10:00
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9. Rage against the Tech 3 - in Ships and Modules [original thread]
Tech 3 ships get a lot of rage for outcompeting Tech 3 ships. Some of it is understandable, some of it isn't. I have a solution to satisfy both sides of the argument. Currently, Tech 3 Cruisers are mind-bogglingly good at competing with Tech 2 C...
- by Felsusguy - at 2013.04.03 20:20:00
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10. Repairing Two Useless Skills - in Ships and Modules [original thread]
Adeena Torcfist wrote: Simple idea to fix defenders in my opinion. 20% reduced effectivness of defenders on your own missiles per level. Then, at level V, defenders wouldnt even effect my missiles, & i could carry on spamming Since wh...
- by Felsusguy - at 2012.05.03 01:23:00
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