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981. Best inty and best frig for exploring? - in Ships and Modules [original thread]
Executioner has very little cap and with mwd won't make alot of warps. I'd vote for malediction as it warps fastest. (out of the amarr ships)
- by Forsch - at 2005.11.12 12:08:00
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982. HP Increases on ships? - in Ships and Modules [original thread]
Interesting. So even without dmg mods (that are so very important for artillery ships), the Tempest comes out on top above 100-120km distance in any situation. And that is on a very small target, where the bad tracking of artillery plays a bigger ...
- by Forsch - at 2005.11.12 12:05:00
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983. Is it possible to Jam drones? - in Ships and Modules [original thread]
Well I know I tried it and I didn't get the ECM Burst to work on anything . Not ships, not drones. Not on corp members, not on war targets.
- by Forsch - at 2005.11.11 17:21:00
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984. Is it possible to Jam drones? - in Ships and Modules [original thread]
http://oldforums.eveonline.com/?a=topic&threadID=231278
- by Forsch - at 2005.11.11 15:47:00
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985. Interceptor defence for Cruiser above 10km - in Ships and Modules [original thread]
Webbing drones.
- by Forsch - at 2005.11.11 13:39:00
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986. new damage control stats - in Ships and Modules [original thread]
Originally by: Face Lifter Also, why does it benefit armor more than shields? I don't mind having variety in the game, but right now it seems like everything is against shield tanking Actually it benefits shield tanking more. You get sh...
- by Forsch - at 2005.11.11 13:12:00
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987. Trying to understand falloff range - in Ships and Modules [original thread]
The problem at 50m is neither optimal nor falloff. It's just tracking. A small movement of the enemy will translate into a big transversal velocity whichs screws up tracking. Your guns are simply to slow to follow the target.
- by Forsch - at 2005.11.10 19:14:00
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988. All HAC resists, readme - in Ships and Modules [original thread]
Edited by: Forsch on 10/11/2005 19:07:15 Edited by: Forsch on 10/11/2005 19:06:54 Still it is very depressing to fight against minmatar t2 ships with lasers. If the ships are equal, your chances to win are slim. If you have a better ship,...
- by Forsch - at 2005.11.10 19:06:00
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989. Projectile Ammo - what's the deal? - in Ships and Modules [original thread]
Originally by: Khaldorn Murino Originally by: Forsch Carbonized Lead : Who would use this over Depleted Uranium or Titanium Sabot? The latter 2 are better in every way! Nuclear : Why use this instead of Fusion at all? Oka...
- by Forsch - at 2005.11.10 16:49:00
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990. Projectile Ammo - what's the deal? - in Ships and Modules [original thread]
lol damn! That's it then. Thanks.
- by Forsch - at 2005.11.10 13:33:00
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991. Projectile Ammo - what's the deal? - in Ships and Modules [original thread]
Edited by: Forsch on 10/11/2005 13:28:42 I have never used projectiles but I am trying to understand them properly. For each size there are 8 different types. For example medium size: First thing I notice: The more range, the better the dam...
- by Forsch - at 2005.11.10 13:26:00
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992. Ranis dronebay - in Ships and Modules [original thread]
Imagine a cruiser duel then. A close range cruiser against a long range (with drone bay). The close range cruiser charges while the other sends its webber drones on him. The close range cruiser is webbed before it gets within 10km. The long range ...
- by Forsch - at 2005.11.10 12:32:00
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993. Anyone got any clue on the plate changes ? - in Ships and Modules [original thread]
You will take more damage against turrets because of lower transversal velocity and you will take more damage against missiles because of lower speed. Agility only determines how fast you turn and reach your best (transversal) velocity.
- by Forsch - at 2005.11.10 12:23:00
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994. HP Increases on ships? - in Ships and Modules [original thread]
How do you calculate all those numbers? Is that hits against structure aka no resists and no transversal? Clean numbers like this sure are pretty to try and prove your point but hardly appear like this in the game. In reality the damage differenc...
- by Forsch - at 2005.11.10 12:18:00
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995. HP Increases on ships? - in Ships and Modules [original thread]
Edited by: Forsch on 09/11/2005 14:51:11 Why not degrade the Tempest's weapons then? Dual Beams on an Armageddon aren't high end either. Edit: I see projectiles don't use alot of cpu anyway. But might be enough to make a cap injector fit.
- by Forsch - at 2005.11.09 14:48:00
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996. Artillery Alpha Strike nerfed - what will replace it? - in Ships and Modules [original thread]
Originally by: Testy Mctest The fact that against Amarr you only have to tank EM and thermal is irrelevent, since you can never usually know what you are going to fight. If I wander out into 0.0 for a random bit of pvp, I can't take my sh...
- by Forsch - at 2005.11.09 10:08:00
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997. Artillery Alpha Strike nerfed - what will replace it? - in Ships and Modules [original thread]
You can preach all you want about Amarr being Golden. And for the ship color I agree. Still, if you are up against Amarr you only need to tank em and thermal whereas against Minmatar you have to tank everything. This IS a very significant point in...
- by Forsch - at 2005.11.09 09:25:00
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998. Destroyer vs. Cruiser - in Ships and Modules [original thread]
Edited by: Forsch on 09/11/2005 06:59:51 Yea, without AB/MWD you will be dead before you get into nos range. And how to hold the enemy there without web? I think the best use for the coercer in pvp is pure gank.
- by Forsch - at 2005.11.09 07:00:00
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999. Devs: small request for station containers please - in Ships and Modules [original thread]
Yes please!
- by Forsch - at 2005.11.08 22:21:00
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1000. Artillery Alpha Strike nerfed - what will replace it? - in Ships and Modules [original thread]
Edited by: Forsch on 08/11/2005 20:09:53 It's funny how everything that has to do with minmatar, suddenly because their 'defining' and most important advantage the second someone talks about changes. First it was the speed, now it's the alpha ...
- by Forsch - at 2005.11.08 20:07:00
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