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1. Stack nerf questions. - in Ships and Modules [original thread]
Shield/capacitor recharge/capacity are not stacking nerfed, nor is powergrid/CPU. So none of them are stacking nerfed. If capacitor recharge was stacking nerfed, however, it would be yes all around; the stacking nerf does not care about the modul...
- by GC13 - at 2007.10.22 04:33:00
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2. Covops jumped by Sabre - in Ships and Modules [original thread]
I've never executed this perfect little maneuver under fire, but it seems to be the standard. Do the following in quick succession: 1) Double click away from the gate, warpable objects, and anyone camping the gate. 2) Activate MWD. 3) Activate cl...
- by GC13 - at 2007.10.16 04:27:00
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3. Carriers Fun Idea - in Ships and Modules [original thread]
Carriers are supposed to be logistics ships? I know that, and you know that, but judging from a lot of the setups thrown around these forums do you think most of the forum warriors know that? -- Science and Industry guide plus A Newbie's Gui...
- by GC13 - at 2007.08.02 16:30:00
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4. Carriers Fun Idea - in Ships and Modules [original thread]
I wouldn't have the bombers rep all that well. You need to keep fighters from being completely obsoleted. Perhaps give them a shield/armor rep like the rats have? Keep that away from the interceptors and bombers, have fun with it. -- Science...
- by GC13 - at 2007.08.02 05:58:00
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5. What is the best Minmitar Cruiser? - in Ships and Modules [original thread]
Er... Your Scythe will out-mine your Procurer. Anyway, Rupture for heavy hitting (works with artillery or autocannons), Stabber for more of a speed focus (definitely go with autocannons). Pick your poison; Stabber is cheaper, however. Rupture can...
- by GC13 - at 2007.08.02 01:57:00
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6. Carriers Fun Idea - in Ships and Modules [original thread]
As tempted as I would be to force the bombers to use munitions stored in the corporate hangar, that would murder the server with keeping track of the ammo count for 10+ bombers per carrier... My bombers, relative to existing fighters: 400m signat...
- by GC13 - at 2007.08.01 22:43:00
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7. building vs refining - in Ships and Modules [original thread]
Originally by: Mona X They're stacked, so it's 37.5%. No they're not, so it's 35%. -- Science and Industry guide plus A Newbie's Guide to Caldari Ships
- by GC13 - at 2007.07.24 01:06:00
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8. Rail size - in Ships and Modules [original thread]
Heat damage means the damage the module takes when you overheat it. The damage type is Thermal, not Heat. But actually, if you look, you'll see that railguns of different sizes have identical damage mods; this is because the medium ammo does twic...
- by GC13 - at 2007.07.16 00:49:00
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9. Triage and Siege - in Ships and Modules [original thread]
The deploy +1 fighter bonus counts for all drones, not just fighters. -- Science and Industry guide plus A Newbie's Guide to Caldari Ships
- by GC13 - at 2007.07.12 17:15:00
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10. about stacking heat sinks? - in Ships and Modules [original thread]
Going from two to three (with T2 damage mods) gives you a 12.4% DPS boost. Going from three to four only gives a 6% boost. Hmmmm... -- Science and Industry guide plus A Newbie's Guide to Caldari Ships
- by GC13 - at 2007.07.11 05:01:00
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11. invulnerability field 2 shield hardeners question - in Ships and Modules [original thread]
Passive modules don't have activation costs and activation durations (or anything of similar function); they're always active and you never turn them on or off. Your ship readout in space should also have some option to hide passive modules. -- ...
- by GC13 - at 2007.07.09 21:57:00
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12. invulnerability field 2 shield hardeners question - in Ships and Modules [original thread]
Active hardeners don't get a bonus when they're on. You get the small bonus when they're off, and that's it. The big bonus is a multiplier to the effect of the PASSIVE resistance modules. -- Science and Industry guide plus A Newbie's Guide to C...
- by GC13 - at 2007.07.09 21:46:00
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13. Question about Fighters, the 4 Types and when/why to use them ? - in Ships and Modules [original thread]
Note that they all do the same damage over time, and that the ones with better tracking have a faster orbit to compensate. -- Science and Industry guide plus A Newbie's Guide to Caldari Ships
- by GC13 - at 2007.07.05 18:05:00
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14. small freighter / big industrial ? - in Ships and Modules [original thread]
I vote that we instead give a 2-3x multiplier on the base cargo capacity of deep space transports and a 1.25-1.5x multiplier on blockade runners. It's so sad to see the Itty V being a better hauler than its T2 compatriots... Yeah, I know they're ...
- by GC13 - at 2007.07.04 03:50:00
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15. Repair drones - in Ships and Modules [original thread]
Uh... Are you getting snide just because nobody's answered in half an hour? They're like any other drone. Use "engage target" on the person. CONCORD will only kill you if they're busy trying to kill that person while you try to repair them. Also,...
- by GC13 - at 2007.06.28 20:11:00
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16. Question about Drake and a glitch..... - in Ships and Modules [original thread]
Because the game calculates the +15% resist as -15% damage taken from that damage type (or a 0.85x multiplier on the damage taken). With a 60% native resist, you're taking 40% damage normally. 40*0.85 = 34, and 100-34 does indeed equal 66. -- S...
- by GC13 - at 2007.06.11 17:19:00
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17. Triage Modules and the Nidhoggur - in Ships and Modules [original thread]
Yeah, their recharge rates are the same. But at level five cap skills, the Archon has 15,468.75 more cap than the Nidhoggur, and so if they're both running a fit that has them burning 500 cap/second more than they their recharge can sustain, that'...
- by GC13 - at 2007.06.10 17:41:00
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18. T2 large booster maelstrom + lvl 4 = ? - in Ships and Modules [original thread]
If the X-Large C5-L is that hard to fit... Rip off those 1400mms and put on 1200mms (you'll enjoy the tracking anyway). There are some missions where you're only running your X-Large half the time (with a single boost amplifier), so that's all go...
- by GC13 - at 2007.06.06 16:09:00
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19. Boost the Nidhoggur - Executive Summary - in Ships and Modules [original thread]
Well, at least the Nidhoggur is getting a little bit of love. Of course the devs shouldn't stop there... To be honest, a dual cycle time reduction (10%)/capacitor use reduction (15%) would be entertaining. Just TRY and kill my gangmate! -- ...
- by GC13 - at 2007.05.25 16:38:00
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20. Revising Cap recharge - in Ships and Modules [original thread]
Now there's an idea... Make nosferatus use a sort of ammunition like cap boosters... Drain X amount of energy sustainably for thirty seconds before a reload, or drain 3x that amount for ten seconds before a reload? Ooooh, anyone else like that, or...
- by GC13 - at 2007.05.15 13:16:00
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