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1. Rattlesnake T2 for mishes - whats the best? - in Ships and Modules [original thread]
Edited by: Granth Roden on 06/01/2011 17:55:40 Passive and active ship I know, this is an abormination, but hear me out: I got one on contract, decent price, and had the shield purger rigs (3). I do not wish to take them out (will if I net a m...
- by Granth Roden - at 2011.01.06 17:55:00
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2. Sleipnier -to run 0.0 anomalies (Sanctums-Heavens) / Plexes - in Ships and Modules [original thread]
You may consider: 100mn Afterburner. No cap penalty, takes a bit to accelerate and a lot to turn but it really gets moving. Sig doesn't grow either. Need to do 220mm acs with that though. The cap power relay is gimping the shield too. Use barrage ...
- by Granth Roden - at 2011.01.06 11:12:00
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3. Rattlesnake T2 for mishes - whats the best? - in Ships and Modules [original thread]
So in short: the game's on between active fits and passive fits. Am a bit more inclined to the passive since it'll shrug off any neuting, and its a lazy thing. The active seems to give better tank. Built an active with an XLarge booster II but yo...
- by Granth Roden - at 2011.01.06 11:07:00
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4. Rattlesnake T2 for mishes - whats the best? - in Ships and Modules [original thread]
This setup is very much like the one I thought of (basically drake) but with torps (drones can deal with small stuff) and pure tank. Lows 2 ballistic, 3 SPR + 1 PDS for the cap. Added 3 shield recharge rigs too. 1 AB, 2 LSE, 2 invuln + 2 rat spe...
- by Granth Roden - at 2011.01.06 00:41:00
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5. Rattlesnake T2 for mishes - whats the best? - in Ships and Modules [original thread]
No faction stuff, remember. T2. Can't fit like domi as its a shield boat. Unless one did full armor tank with 6 and used the 7 mids for drone tracking and speed, painters and stuff.
- by Granth Roden - at 2011.01.05 23:12:00
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6. Rattlesnake T2 for mishes - whats the best? - in Ships and Modules [original thread]
Just got one of these pretties, now must fit and therein lies the problem. All T2, no faction stuff whatever to drop and encourage a gank. Best passive or active? What works with this? Thanks all.
- by Granth Roden - at 2011.01.05 22:43:00
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7. Pve Fit - Autocannon or Artillery? - in Ships and Modules [original thread]
Missions are 90%+ in deadspace. MWD does not work in deadspace. Depends on the ship you're running, ACs will vandalize anything near you but force you to run up to catch whatever's far. Barrage ammo is your friend here. Arty is bad for close ra...
- by Granth Roden - at 2010.11.24 09:36:00
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8. Catalyst, Cormorant, Coercer, Thrasher - in Ships and Modules [original thread]
IT IS OFFICIAL. Destroyers suck. Official alliance tournament rankings: "Assault Frigate - 4 Interdictor - 3 Interceptor - 3 Frigate - 3 Hauler - 3 Destroyer - 2" Come on now, they're considered worse than haulers!! When you got 6 points le...
- by Granth Roden - at 2010.06.05 22:08:00
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9. Advice for a cruiser\BC set up for a low SP character v's MR - in Ships and Modules [original thread]
No, you're inflicting damage by overloading his energy use. Your drones are doing their bit, but unless he is incompetent you're not killing him. What you're doing is waiting for your buddies to finish their bit...
- by Granth Roden - at 2009.07.25 12:21:00
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10. Frigate Killer? - in Ships and Modules [original thread]
I have no idea what you're flying but: Webs stack. 2 on a drone, blow guns, next. It will go very fast even with heavy guns. You just have to sit still so your own movement does not ruin things.
- by Granth Roden - at 2009.07.25 12:19:00
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11. Afterburners and Assault Ships need fixing - possible fix - in Ships and Modules [original thread]
Using overheat is a fun idea. A greater overheat bonus would be interesting, for example if it greatly increased the anti-web effect. However I think that what is needed is a system that allows an AF/ AB ship to maneuver in combat and be useful, ...
- by Granth Roden - at 2008.05.05 23:39:00
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12. Afterburners and Assault Ships need fixing - possible fix - in Ships and Modules [original thread]
1 - Make afterburners give a penalty to webbers, 25% could do. So a 90% webber would do just 68%, an 80% webber would do 60%. It still works, but the effect is not nearly as lethal. A webbed ship on an afterburner can actually still move some. 2 ...
- by Granth Roden - at 2008.05.05 23:04:00
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13. Resists Explained - how T2 resists work - shield and armor compared - in Ships and Modules [original thread]
P.S.: Yeah I know, doesn't look good. But this doesn't allow tables and tab like I had.
- by Granth Roden - at 2008.04.18 23:56:00
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14. Resists Explained - how T2 resists work - shield and armor compared - in Ships and Modules [original thread]
2nd Part: T2 RESISTS - The fun starts here. How do they work? For every race, there is a primary and a secondary bonus. The primary is, of course, better. These bonii are NOT added like racial bonii. They are applied as if they were a normal modu...
- by Granth Roden - at 2008.04.18 23:55:00
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15. Resists Explained - how T2 resists work - shield and armor compared - in Ships and Modules [original thread]
How Shield-Armor bonii work and why shields are buggered RESIST PRIMER û How to do the maths. Pass this if you already know When you place a resist module on your ship, the resist mod is applied as a multiplication on the REMAINDER of your resis...
- by Granth Roden - at 2008.04.18 23:52:00
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16. 3 ideas for new destroyers - in Ships and Modules [original thread]
Destroyers should be setup more like light cruisers, in terms of tank - just using small guns for anti-frig support. As it is they don't really have that much firepower and they're thin in the skin, plus they're big targets. Think tier-1 or 2 cru...
- by Granth Roden - at 2008.02.29 00:32:00
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17. Hurricane set-up - in Ships and Modules [original thread]
Use the hurricane. Sure it is more expensive, but its greater tank + nasty gank will make missions shorter and risk is a LOT less. Do not fit the ship to the mission, use the best you can; time is really money here. For example, to start on a new ...
- by Granth Roden - at 2008.02.29 00:16:00
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18. Module to jam local - in Ships and Modules [original thread]
I remember the "end local" idea. It was frankly bad because it would be seen as bad by 90+% of the population. Jamming local would achieve that limited effect on limited circumstances - and when it did, I believe it would make for great battles. ...
- by Granth Roden - at 2007.12.17 18:43:00
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19. Module to jam local - in Ships and Modules [original thread]
Thanks for the comments. The basic idea is to get the benefits of having no local without excessive penalties. Just erasing local channel would be too nasty for newer players and those who do NOT like absolute paranoia, that is, a lot of the game...
- by Granth Roden - at 2007.12.16 00:03:00
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20. Module to jam local - in Ships and Modules [original thread]
Needed: High-energy jammer to jam channel "local" How it works: When activated you do NOT see who is in local, unless they make active communications. A special order in local ("@SG-number in system") obtains total number of people in system b...
- by Granth Roden - at 2007.12.15 10:44:00
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