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1. Cloaking and the Industrial Ship - in Ships and Modules [original thread]
Cloaks on larger ships very rarely work imo, they are too slow, and it does not take much to get a rough fix on thier position before they cloak. In my experience more often then not the end up being found very quickly because they can't move out ...
- by Fiddlestx - at 2006.03.30 04:18:00
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2. Hulk Exhumer Insurance - in Ships and Modules [original thread]
Originally by: Lsv1 Edited by: Lsv1 on 01/03/2006 01:23:45 Don't most people mine in 0.0 Alliance space? Where the gate camps are plentiful and chances of someone out of the Alliance owning you is nil? I bet most 0.0 miners and npc...
- by Fiddlestx - at 2006.03.01 02:20:00
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3. Armageddon vs Apocalypse - in Ships and Modules [original thread]
Geddons are not fragile by any means. You can dual plate them and add hardeners along with megapulse and really screw someone over. In my gank setup i can tank another gankageddon for almost a minute, so no it's not fragile by any means. Also in t...
- by Fiddlestx - at 2006.02.28 04:33:00
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4. Heretic Setups - in Ships and Modules [original thread]
I've been using a Heretic For a few weeks now, and I realize that a lot of people don't care for Khanid ships much. I really like it however. I have come up with a few setups for it; Setup 1: Hi 1 sphere launcher, 4x dual light beam II's, 2 stan...
- by Fiddlestx - at 2006.02.18 03:38:00
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5. Interdiction Sphere's and Launchers. - in Ships and Modules [original thread]
Are the sphere's based on a point systems like scramblers? Where every bubble put's so so many points on a target? Or is it like a mobile warp disruptor where wcs won't matter? So that brings up my next question. Can you fit more than one sphere ...
- by Fiddlestx - at 2005.12.08 03:35:00
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6. T2 BC's? Nah...OMG T2 Destroyers!!!!!!! - in Ships and Modules [original thread]
Edited by: Fiddlestx on 04/12/2005 06:55:15 Originally by: Time Killer What's all the fuss about? They've got no freakin 'PG I meant 12 PG less than the T1 versions? How the heck are they going to be able to kill the now-hacked-of...
- by Fiddlestx - at 2005.12.04 06:55:00
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7. 39 new ships in RMR, which are the last 4? - in Ships and Modules [original thread]
From the RMR feature page.. Race specific barges 4tw Quote: Between the Tech II Mining Barges and race-specific variants, a total of 39 new ships are introduced in Red Moon Rising. "To secure ourselves against defeat lies in our own ...
- by Fiddlestx - at 2005.12.04 03:57:00
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8. Indterdiction Sphere Launcher skill req's - in Ships and Modules [original thread]
You should be able to deploy them in empire. They'd be the equivalent of a 20km "smart" bomb. I dont' know about you but I would find it funny "To secure ourselves against defeat lies in our own hands... the opportunity of defeating the enemy i...
- by Fiddlestx - at 2005.12.03 03:16:00
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9. Price estimations on new capital ships - in Ships and Modules [original thread]
Edited by: Fiddlestx on 02/12/2005 22:35:11 Edited by: Fiddlestx on 02/12/2005 22:34:36 Originally by: Barbicane I predict all war activities will cease for 3 months following the RMR patch. All corps/alliances will go into isk gen...
- by Fiddlestx - at 2005.12.02 22:34:00
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10. [Idea] New Mods for Kali - in Ships and Modules [original thread]
I've been thinking about anti cloak features, and I thought that maybe a mod that is fitted like a smart bomb. Call it an EM pulse generator that creates a pulse with a limited range. Say 10-12km, when it catches a cloaker it destabilizes the cl...
- by Fiddlestx - at 2005.11.06 01:05:00
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11. Best ship names? - in Ships and Modules [original thread]
My snipergeddon is "AT&T" for those times when you just need to reach out and touch someone in a special way "To secure ourselves against defeat lies in our own hands... the opportunity of defeating the enemy is provided by the enemy himself." ...
- by Fiddlestx - at 2005.11.04 01:06:00
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12. Remove the link betweens/m/l weapons spec. skills - in Ships and Modules [original thread]
Edited by: Fiddlestx on 02/09/2005 21:02:52 Edited by: Fiddlestx on 02/09/2005 21:02:05 It makes perfect sense. It's a natural progression as you play eve. You start small and move on to bigger things. In a few days, I'll have been playing...
- by Fiddlestx - at 2005.09.02 21:01:00
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13. Hit percentage calculater - in Ships and Modules [original thread]
Thank you sir
- by Fiddlestx - at 2005.06.03 03:40:00
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14. Hit percentage calculater - in Ships and Modules [original thread]
Hey guys, I know that this has been on the forums before, but I've seached and can't find it anywhere. It was a flash hit calculater based on yoru tracking at optimal and falloff based on radial velocity and sig radius of the target. Any help wo...
- by Fiddlestx - at 2005.06.03 00:03:00
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15. Ferox setup, feedback wanted - in Ships and Modules [original thread]
Edited by: Fiddlestx on 18/05/2005 11:45:53 I run this setup for lvl 3 missions. It can handle all of them without ever warping out. Hi: 5x limos heavy launchers 2x named 250mm rails Mid: 1x Large Sheild Booster II 2x Hardeners (rat specific...
- by Fiddlestx - at 2005.05.18 11:46:00
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16. New crusader setup. - in Ships and Modules [original thread]
How well do beams perform as compared to pulses when it comes to tracking? I know the crusader has a tracking bonus, but are they still effective against other intercepters? "To secure ourselves against defeat lies in our own hands... the opportu...
- by Fiddlestx - at 2005.04.18 01:10:00
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17. Target Jammed Guns - in Ships and Modules [original thread]
Originally by: Cinnander Another interesting idea (although not really a very good one, WRT EVE combat) would be the ability to "lay covering fire" in an area... ie activate you guns in "covering fire" and have them randomly fire into th...
- by Fiddlestx - at 2005.04.03 02:03:00
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18. Ferox Sheild boosting penalty - in Ships and Modules [original thread]
3 actually :) didn't even occur to me, thank you "To secure ourselves against defeat lies in our own hands... the opportunity of defeating the enemy is provided by the enemy himself." Sun Tsu
- by Fiddlestx - at 2004.12.26 23:25:00
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19. Ferox Sheild boosting penalty - in Ships and Modules [original thread]
3 actually :) didn't even occur to me, thank you "To secure ourselves against defeat lies in our own hands... the opportunity of defeating the enemy is provided by the enemy himself." Sun Tsu
- by Fiddlestx - at 2004.12.26 23:25:00
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20. Ferox Sheild boosting penalty - in Ships and Modules [original thread]
I recently got a Ferox for the first time. I outfitted it with a med shield booster II and a shield boost amplifier I. The shield booster is supposed to boost 90hp, but it only boosts 70.7hp without the booster. With the booster it comes up to 86....
- by Fiddlestx - at 2004.12.26 23:15:00
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