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1. Turret changes - borked or not - in Ships and Modules [original thread]
with motion prediction 3, 4x800 2x650's 2 tracking enhancers 1, 1 auto gain tracking enhancer, 1 activated monopulse tracking mechanism on my tempest i can forget about tracking frigates at basically any range, thats with with lead and nuclear am...
- by Foehammer - at 2004.07.07 16:06:00
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2. Turret changes - borked or not - in Ships and Modules [original thread]
with motion prediction 3, 4x800 2x650's 2 tracking enhancers 1, 1 auto gain tracking enhancer, 1 activated monopulse tracking mechanism on my tempest i can forget about tracking frigates at basically any range, thats with with lead and nuclear am...
- by Foehammer - at 2004.07.07 16:06:00
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3. Implants not given by some agents now? - in Test Server Feedback [original thread]
i've had 1 where i usually had 1-2 a day, my guess is, since the implant mission is noncombat, you have less chance of one while using a combat ship.
- by Foehammer - at 2004.03.22 10:23:00
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4. Lack of components (devs please read) - in Test Server Feedback [original thread]
and why would i sell at mineral price? just to be an overall nice and kind guy? we dont do missions to please you guys really. and making bp's for the items, well that would certainly make missions worthwhile! alternative fix would be simply to ...
- by Foehammer - at 2004.03.16 15:08:00
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5. Lack of components (devs please read) - in Test Server Feedback [original thread]
i price my tech 2 components at average sellprice, which is usually at around 4-25k apiece, now, buy orders average maybe 2k apiece, why would i sell at this price? last two days i've sold out 18 tech2 orders, and currently have another 10 at gelf...
- by Foehammer - at 2004.03.16 14:11:00
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6. tempest and 800mm's - in Ships and Modules [original thread]
yea, i wouldnt use this for permanent npc hunting, but they are easy targets to test things out on :) i thought you needed 2x armor repairs for it to be worthwhile? and hm, well, guess i could remove the hardeners then, hmm hmm.
- by Foehammer - at 2004.03.09 11:17:00
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7. tempest and 800mm's - in Ships and Modules [original thread]
good point, why use an xl booster when i lack cap :)
- by Foehammer - at 2004.03.09 11:09:00
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8. tempest and 800mm's - in Ships and Modules [original thread]
thought i'd try an 800mm setup. been trying 6x800mm 2x malkuth heavy launchers. em/thermal hardener, shield boost amplifier, xl booster, mwd. pneumatic stabilizer, 2x coproccessors, 1 warp stab, 2x relays. while the dmg seems great, i have proble...
- by Foehammer - at 2004.03.09 10:58:00
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9. NPC Missile skills upped? - in Missions & Complexes [original thread]
somethings changed anyway, i can barely kill a single missile at 30km with defenders now. i get hit lots more than before the patch without changing tactics. i've actually been losing armor at times, mildly challenging, i like it.
- by Foehammer - at 2004.03.04 16:48:00
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10. NPC Missile skills upped? - in Missions & Complexes [original thread]
somethings changed anyway, i can barely kill a single missile at 30km with defenders now. i get hit lots more than before the patch without changing tactics. i've actually been losing armor at times, mildly challenging, i like it.
- by Foehammer - at 2004.03.04 16:48:00
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11. Agent Clarification! - in Missions & Complexes [original thread]
gotten zero today :) i'd think noncombat agents would have a greater chance of implants from now tho, since they arent combat missions, i do missions in a rupture, hell, i built my tempest on doing missions with my rupture.
- by Foehammer - at 2004.03.03 19:05:00
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12. Jump gate problems? - in Test Server Feedback [original thread]
happened the last patch too. new msg tho:your ship rupture has left the system 1m 17s ago! or something along those lines :)
- by Foehammer - at 2004.03.03 14:27:00
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13. Agent Clarification! - in Missions & Complexes [original thread]
Edited by: Foehammer on 03/03/2004 13:05:11 i'm doing missions for republic fleet mostly, i get about 2 implants a day(i do alot of missions), switched to pator tech to see what implant they have, and got one within 3 hours. implant seems to a...
- by Foehammer - at 2004.03.03 13:03:00
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14. modules mysteriously disable. - in Test Server Feedback [original thread]
been happening for as long as i've been playing i believe(little over a month). seems mostly a graphical bug with displaying the red or green lights. theres no way for me to know if an item is actually activated or just pretending to be unless i ...
- by Foehammer - at 2004.03.03 09:17:00
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15. "Krendig" Fix for Shield Booster / Cap Relay Issues - in Ships and Modules [original thread]
not really, as long as you make it pointless to stack 15 increasers.
- by Foehammer - at 2004.03.03 06:53:00
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16. "Krendig" Fix for Shield Booster / Cap Relay Issues - in Ships and Modules [original thread]
no reason for it to have either a linear or multiplied effect, can just as well have a stacking issue like hardeners, i.e. 1 booster give 120% recharge, 2 give 190% etc(random numbers but you get the point). i love this idea, sure it will take so...
- by Foehammer - at 2004.03.02 13:51:00
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17. Don't Nerf Cap Power Relays pls - in Test Server Feedback [original thread]
right, as if anyone cared about the downside.
- by Foehammer - at 2004.03.01 15:28:00
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18. Please get rid of useless Rewards - in Missions & Complexes [original thread]
Edited by: Foehammer on 27/02/2004 14:58:08 oops, double
- by Foehammer - at 2004.02.27 14:57:00
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19. Please get rid of useless Rewards - in Missions & Complexes [original thread]
The following bonuses may be awarded to you: one unit of Basic Expanded Cargohold yay, from a lvl3 agent :)
- by Foehammer - at 2004.02.27 14:55:00
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20. Those missions that send you to search for items in a flotsam... - in Missions & Complexes [original thread]
i really hate them, no bonus. they're such a joke, it's like a courier mission except you have to kill 2 2k mobs or so. getting 5-10 in a row is sliiightly annoying.
- by Foehammer - at 2004.02.26 06:49:00
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