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981. Revisiting mines: perhaps the perfect anti-capital weapon? - in Ships and Modules [original thread]
Originally by: Melodee619 yer I understand yer idea mate, jsut that it's really open to exploting. EG:: HIC jumps in, drop's a Bubble, then seeds it with "canister's".... It's bad enough now, when you come across group's like "AAA" who s...
- by Grimpak - at 2010.10.11 12:43:00
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982. Revisiting mines: perhaps the perfect anti-capital weapon? - in Ships and Modules [original thread]
Originally by: Melodee619 Not to be picky, but does anyone remember 0.0 gate's when mines were in abundance? LOL thus instead deploying a crapload of mines, you deploy a mine canister that "sends" mines arround, making damage to anything...
- by Grimpak - at 2010.10.11 10:14:00
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983. Revisiting mines: perhaps the perfect anti-capital weapon? - in Ships and Modules [original thread]
Originally by: Minma Biest Same effect as a minefield without the absurdly high object count. or an anchorable depletable canister that deploys mines when something gets too close. --- Quote: The more I know about humans, t...
- by Grimpak - at 2010.10.10 22:37:00
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984. Please tell me the best way to kill an onyx - in Ships and Modules [original thread]
I have heard from reliable sources that the best way to kill an onyx is to shoot him repeatedly. --- Quote: The more I know about humans, the more I love animals. ain't that right.
- by Grimpak - at 2010.10.10 17:41:00
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985. Revisiting mines: perhaps the perfect anti-capital weapon? - in Ships and Modules [original thread]
Originally by: SFX Bladerunner Originally by: Grimpak Originally by: SFX Bladerunner 1. Make mines 10.000m3 in size 2. Make mines only anchorable by industrial ships (requiring industrial 5 and anchoring 5 and taking xx min...
- by Grimpak - at 2010.10.10 12:35:00
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986. Revisiting mines: perhaps the perfect anti-capital weapon? - in Ships and Modules [original thread]
Originally by: SFX Bladerunner 1. Make mines 10.000m3 in size 2. Make mines only anchorable by industrial ships (requiring industrial 5 and anchoring 5 and taking xx minutes a piece and have to be reconfigured (reanchored for xx minutes) o...
- by Grimpak - at 2010.10.10 11:28:00
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987. Revisiting mines: perhaps the perfect anti-capital weapon? - in Ships and Modules [original thread]
so here I was thinking while sitting on the toilet (where all the great ideas come from, in my opinion), and then I was stroke by an "eureka!" moment. I thought, "Why deploying mines directly, when you can have a disposable "canister" that deploy...
- by Grimpak - at 2010.10.10 10:59:00
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988. 3 x Rigor or 2xRigor + 1 Flare - in Ships and Modules [original thread]
Originally by: Acuchai for a torp raven with 2TPs against belt rats. drones are more cost effective even then. --- Quote: The more I know about humans, the more I love animals. ain't that right.
- by Grimpak - at 2010.10.09 22:29:00
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989. 3 x Rigor or 2xRigor + 1 Flare - in Ships and Modules [original thread]
in a raven? if it's in a raven or any other raven-based hull, the answer is drones btw. --- Quote: The more I know about humans, the more I love animals. ain't that right.
- by Grimpak - at 2010.10.09 18:07:00
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990. Scorch - in Ships and Modules [original thread]
Originally by: Duchess Starbuckington Originally by: Zarnak Wulf Hybrids need a buff alot more then Scorch needs a nerf. This tbh. Pre-projectile buff I'd have been all for a scorch nerfing, but now with the current situation o...
- by Grimpak - at 2010.10.09 00:45:00
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991. 40m3 drone bay on Gallente recons, an becomming curse - in Ships and Modules [original thread]
Originally by: Zverofaust why does the arazu and lachesis have only a 40m3 drone bay, same as rapier/huginn? aren't gallente supposed to be the god damned drone race!?!?! sure it doesn't need to have 125m3 or something ridiculous but at le...
- by Grimpak - at 2010.10.08 18:29:00
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992. Industrials and excess CPU. Why? - in Ships and Modules [original thread]
Originally by: Skippermonkey This module never arrived, and was probably forgotten about once Orcas arrived nah. it was forgotten a couple of years after release, when they started to seed conquerable stations in nullsec. --- ...
- by Grimpak - at 2010.10.08 18:24:00
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993. Why would this railgun Rokh suck? - in Ships and Modules [original thread]
hint: you simply don't need to fit anything for beyond 150km (minimum range for in-grid warp). --- Quote: The more I know about humans, the more I love animals. ain't that right.
- by Grimpak - at 2010.10.08 17:27:00
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994. Stealth Bomber PVP tactics at station camp - in Ships and Modules [original thread]
Edited by: Grimpak on 07/10/2010 18:55:15 Originally by: Jane Jacobs Thank you for some of the replies so far. And to Noisrevbus thank you for the broad sweep. I'm (We) are not SO novice that we dont know the basics you speak of. What ...
- by Grimpak - at 2010.10.07 18:54:00
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995. Stealth Bomber PVP tactics at station camp - in Ships and Modules [original thread]
Originally by: Intigo ^ What he said about nullsec. It's completely wrong that it doesn't work vs anything smaller than BS though. :P hmmm... bombing gates where inties are in close orbit is bound to make them explode. ...or not. ...
- by Grimpak - at 2010.10.07 18:33:00
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996. Taranis fit (Ideas) Thanks - in Ships and Modules [original thread]
Edited by: Grimpak on 07/10/2010 18:31:41 Originally by: Lady Spank Originally by: Indeterminacy there is one, and only one, taranis fit. Wrong indeed. dual prop taranis is not the only effective taranis fit. one thi...
- by Grimpak - at 2010.10.07 18:30:00
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997. Orbital bombardment platforms (new ship class) - in Ships and Modules [original thread]
Originally by: Deathhawk first one looks like a womens sexual toy second one looks like a painful womens sexual toy third one looks like the thing thats used when youve been with a women thats exchanged sexual toys with seversal unclean ...
- by Grimpak - at 2010.10.06 21:07:00
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998. Why are hybrid guns bad? - in Ships and Modules [original thread]
Edited by: Grimpak on 06/10/2010 15:49:36 Originally by: Gypsio III You've got to be very careful when combining good speed with good agility, or poor speed with poor agility, as the combination is very powerful (or terrible if they're...
- by Grimpak - at 2010.10.06 15:38:00
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999. Why are hybrid guns bad? - in Ships and Modules [original thread]
Originally by: 1600 RT -mobility and speed are both minmatar things if you want your ship more agile you cant (unless anything minmatar get boosted accordingly) -i purposed some time ago a solution to revamp hull tank to give it the benefi...
- by Grimpak - at 2010.10.06 12:54:00
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1000. Why are hybrid guns bad? - in Ships and Modules [original thread]
Originally by: Tom Peeping As you say, it's really not that simple to fix hybrids. Some of these ideas would simply cause hybrid to be the new FOTM, and in others would have other significant effects to other races which would impact balan...
- by Grimpak - at 2010.10.05 21:21:00
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