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161. How can I get FOF missiles to focus fire? - in Ships and Modules [original thread]
******* double post
- by Grimpak - at 2011.11.22 12:04:00
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162. "Nerf This!" - in Ships and Modules [original thread]
Lyris Nairn wrote: I usually like you, but you're pulling the same "look at me, I'm too busy being clever to actually read the post," that was just discussed on the previous page. you asked a knee-jerk response, and I gave it to you. so sorr...
- by Grimpak - at 2011.11.18 15:09:00
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163. "Nerf This!" - in Ships and Modules [original thread]
Lyris Nairn wrote: Quiz Time! - By your first, instinctual, knee-jerk response, please answer the following questions: The most dependable, longest-lasting trucks on the road are manufactured by which of these auto companies? (a) Jeep (b) For...
- by Grimpak - at 2011.11.18 13:53:00
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164. "Nerf This!" - in Ships and Modules [original thread]
Shadowsword wrote: Sutskop wrote: A pirate ship shouldn't be beaten easily by a t1 counterpart. Perfectly balanced. If it were balanced, the Dramiel would be easily beaten by any T2 interceptor, like any faction cruiser having worse stat...
- by Grimpak - at 2011.11.17 15:10:00
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165. "Nerf This!" - in Ships and Modules [original thread]
Shadowsword wrote: Thaddaus Dieneces wrote: I hate beat MANY Dramiels one on one with a Daredevil and such. And if it's a kite Dramiel pop her drones and then get at range to be warped to and shes down or she runs. Again have to know how to ...
- by Grimpak - at 2011.11.17 14:35:00
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166. "Nerf This!" - in Ships and Modules [original thread]
Lyris Nairn wrote: Overcoming obstacles puts us in control of the game. until you smash against an unmovable object and can't go any further.
- by Grimpak - at 2011.11.17 11:53:00
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167. I know the stats are not final but.. - in Ships and Modules [original thread]
Onictus wrote: Naomi Knight wrote: Grimpak wrote: Zarnak Wulf wrote: The tornado's bonuses are : 5% falloff per level AND 5% ROF bonus per level They changed the falloff from the original 10% to 5%. An 800mm Tornado with one TE II...
- by Grimpak - at 2011.11.16 11:31:00
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168. I know the stats are not final but.. - in Ships and Modules [original thread]
Zarnak Wulf wrote: The tornado's bonuses are : 5% falloff per level AND 5% ROF bonus per level They changed the falloff from the original 10% to 5%. An 800mm Tornado with one TE II can now shoot 59km rather then 70km. The Maelstrom, by com...
- by Grimpak - at 2011.11.16 09:30:00
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169. Naga is now less fail! - in Ships and Modules [original thread]
The Underdark wrote: Arthur Frayn wrote: The Underdark wrote: If you want a good Hybrid ship and you already have the skills for the turrets, just train the measly skills needed to fly a gal BC.. Wrong. Gallente are drone race. Hybrid...
- by Grimpak - at 2011.11.16 01:39:00
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170. Naga is now less fail! - in Ships and Modules [original thread]
Onictus wrote: Grimpak wrote: well now I have a reason to use large hybrids. ty CCP. I still don't have a single point in Caldari ship command. well... now that I think about it I can also fly the tornado. which means that while I ...
- by Grimpak - at 2011.11.15 12:58:00
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171. Naga is now less fail! - in Ships and Modules [original thread]
well now I have a reason to use large hybrids. ty CCP.
- by Grimpak - at 2011.11.15 12:49:00
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172. possible way to balance minmatar - in Ships and Modules [original thread]
ElCholo wrote: So, return Minmatar back to the point where nobody played them... and everyone laughed at them in pvp. That's a great idea. if you have a way to boost blaster ships that doesn't make them into a poor version of AC ships, th...
- by Grimpak - at 2011.11.15 11:36:00
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173. possible way to balance minmatar - in Ships and Modules [original thread]
Naomi Knight wrote: Phill C wrote: Ruah Piskonit wrote: Oh this sounds like what i was saying. . . its an easy fix - Mini get their dps cut, keep their kiting range, speed, versatility and arti alpha (which is super cool feature btw - t...
- by Grimpak - at 2011.11.14 13:34:00
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174. Nerfs needed ASAP - in Ships and Modules [original thread]
mxzf wrote: Nerf ships! They just make it too darn easy for people to get places, it's not fair. ships are fine, nerf players!
- by Grimpak - at 2011.11.14 11:01:00
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175. possible way to balance minmatar - in Ships and Modules [original thread]
Buzzmong wrote: Page 2 and most of page 1 can be summed up as: Autocannons are better blasters than blasters are . As for the OP. No. Nerfing AC refire rate massively hurts DPS, so upping damage to compensate ends up turning them into mini ...
- by Grimpak - at 2011.11.13 13:47:00
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176. possible way to balance minmatar - in Ships and Modules [original thread]
Onictus wrote: Again where did I say nerf anything. You quoted my every. single. post. I made in this thread. Where? Genius. it's implied tho.
- by Grimpak - at 2011.11.13 12:39:00
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177. Boost minmatar - in Ships and Modules [original thread]
I wouldn't touch on the scan rez tbh. but the rest is interesting.
- by Grimpak - at 2011.11.10 12:50:00
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178. changes to the hyperions bonus - in Ships and Modules [original thread]
Liang Nuren wrote: Absolutely not. This would ruin the Hype for work under sentry fire. If you're that hard up for extra speed, ask for a base speed/agility boost to the hull. Or better yet, ask for an extra low slot so you can fit an istab or ...
- by Grimpak - at 2011.11.10 02:41:00
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179. Most versatile ship? - in Ships and Modules [original thread]
typhoon. can do anything xcept pve and ewar
- by Grimpak - at 2011.11.09 14:15:00
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180. no love for the phoon fleet? - in Ships and Modules [original thread]
Songbird wrote: 3 way split of the weap0n systems - it is very very bad. Remember that time, just after you started the game and you put some ac's and some artillery in your newbie ship just so you can deal with threats that are far away and ...
- by Grimpak - at 2011.11.08 14:39:00
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