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1. Speed reduction thingie - in Ships and Modules [original thread]
Okay, that rig-switching is a bit user unfriendly (30m for each rig for nothing), but it "okay". What I am happy about, is the next patch for the reason that a damn BS hopefully can't be faster as my interceptor, BUT on the other hand, as you pla...
- by Gordon Red - at 2007.03.16 18:51:00
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2. Amarr Battleships are Weak (Now with Math and No Flaming [I hope]) - in Ships and Modules [original thread]
Originally by: Violent Sky Excellent short-medium to medium-long range, more flexible than any other turret based weapon. That has to count for something. Medrange combat isn't happening! Sniping with alpha + many T2-BS and warping ou...
- by Gordon Red - at 2006.11.09 03:57:00
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3. Are we really THAT bad? - in Ships and Modules [original thread]
Passive tanking is better for the skilled people anyway!
- by Gordon Red - at 2006.11.09 02:26:00
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4. Amarr Battleships are Weak (Now with Math and No Flaming [I hope]) - in Ships and Modules [original thread]
Edited by: Gordon Red on 09/11/2006 02:13:28 If CCP don't want versality for Amarr, they haven't invented the Khanid ships! The T1+T2 recon standing for versality, too. But why no versality for the BS?!?
- by Gordon Red - at 2006.11.09 02:11:00
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5. Amarr Battleships are Weak (Now with Math and No Flaming [I hope]) - in Ships and Modules [original thread]
Edited by: Gordon Red on 09/11/2006 02:02:16 Originally by: Aeaus Originally by: Gordon Red ... Guns use up more then capacitor regeneration. Fitting mods are pretty much required. We don't really have a major low slot adv...
- by Gordon Red - at 2006.11.09 01:59:00
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6. Amarr Battleships are Weak (Now with Math and No Flaming [I hope]) - in Ships and Modules [original thread]
Edited by: Gordon Red on 09/11/2006 01:27:28 It is said that Amarr should be high damage dealer and have a strong armor. So you should have included to look at the armor rateing, too. You showed that the cap itself goes down very fast on amar...
- by Gordon Red - at 2006.11.09 01:24:00
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7. Amarr tacklers - in Ships and Modules [original thread]
Edited by: Gordon Red on 07/11/2006 02:07:41 The Punisher is a good tackler. 3rd slot for a webber would have been great, but for a T1-Frig is is allways better to stay out of webbingrange anyway. The Vengeance is an awesome heavy tackler wit...
- by Gordon Red - at 2006.11.07 02:06:00
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8. [RMR] Crusader and Armor Plates - in Ships and Modules [original thread]
That won't work, because you will run out off cap in no time.
- by Gordon Red - at 2006.11.07 01:46:00
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9. The Best Interdictor? - in Ships and Modules [original thread]
The Heretic is the worst Interdictor, because it is the slowest and the boni are strange (more launcher slots as turrets and it got more turret boni as for missles). 5xT2 standard launcher with precision are nasty enough expect to die anyway, so ...
- by Gordon Red - at 2006.11.07 01:32:00
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10. Autotarget systems - in Ships and Modules [original thread]
IMHO it's for increasing your SHIPS max targets => 10 Besides that, that mod simply wastes a slot... (perhaps interesting for recon) ____________________________________________________________
- by Gordon Red - at 2006.06.21 05:20:00
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11. New Vengeance Setup - in Ships and Modules [original thread]
PvE ist for pussies! Can someone post the other changes, too? How much more armor, less shields and what's with the "energy output" they suggested... ____________________________________________________________
- by Gordon Red - at 2006.06.20 22:28:00
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12. Ammar Faction ships - in Ships and Modules [original thread]
"all" ships (mostly with pictures!), but in german ____________________________________________________________
- by Gordon Red - at 2006.06.20 00:18:00
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13. Khanid MkII - in Ships and Modules [original thread]
/signed ____________________________________________________________
- by Gordon Red - at 2006.06.20 00:11:00
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14. CCP, EvE is being spoilt! - in Ships and Modules [original thread]
Whine thread... highend T1 ist better as T2 anyway ____________________________________________________________
- by Gordon Red - at 2006.05.15 14:06:00
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15. from punisher to .... what.... and when..... - in Ships and Modules [original thread]
Punisher => Maller AF are cool, but needing longer for training and atm AF costing MORE as a Maller... (I know the fitting of a maller isn't that cheap, too.) ____________________________________________________________
- by Gordon Red - at 2006.05.02 18:25:00
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16. Destroyers vs Interdictors - in Ships and Modules [original thread]
I want to drive a Heretic later, too. So I have invested quite some time during my nightshifts reading... - Destroyers (+50% more range/-25% rate of fire) are designed to carry 8 guns and pop frigs before they can get in reach => a destroyer i...
- by Gordon Red - at 2006.05.02 03:33:00
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17. Is the Destroyer/Interdicter tree worth taking? - in Ships and Modules [original thread]
Originally by: Hllaxiu Interdictors are death traps. Don't fly one around unless you're independently wealthy or your ship is giving you a steady supply of them. Everything webbed,scrambled & outnumbered is a death trap! ___________...
- by Gordon Red - at 2006.05.02 00:33:00
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18. Can a 2 cruise missile stealth bomber pop a interceptor? - in Ships and Modules [original thread]
Originally by: Turix Any competetant inty pilot can kill any bomber any time. For example my kill rate 1v1 vs bombers (me in inty) is 12 killed 0 lost. I rarley loose shield. IHMO Bomber is a bad inty killer solo, in packs tho *drools* ...
- by Gordon Red - at 2006.05.01 22:19:00
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19. Malediction vs Crusader Setups - in Ships and Modules [original thread]
The malediction has 2 launcher hardpoints and 3 turret hardpoints. Someone tried to fit 2 med.pulse + 2 standard missle launcher? ____________________________________________________________
- by Gordon Red - at 2006.05.01 21:37:00
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