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981. Whats the point of covert ops? - in Ships and Modules [original thread]
Originally by: hatchette Originally by: Xelios I can't think of a single useful thing for cloaking, I regret training electronics upgrades to 5 now. Scouting? You can do that in an interceptor, or with the scanner. Smuggling? We ha...
- by Grut - at 2004.07.12 10:05:00
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982. Whats the point of covert ops? - in Ships and Modules [original thread]
Originally by: hatchette Originally by: Xelios I can't think of a single useful thing for cloaking, I regret training electronics upgrades to 5 now. Scouting? You can do that in an interceptor, or with the scanner. Smuggling? We ha...
- by Grut - at 2004.07.12 10:05:00
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983. yet another thing about turrets - in Ships and Modules [original thread]
Edited by: Grut on 08/07/2004 23:02:29 ???????? Has the drone bay on an apoc been suddenly removed? or has the no1 defence against player or npc frigs been nerfed? methinks not mount 1 web in you mids then your large guns can hit cruisers, ...
- by Grut - at 2004.07.08 23:01:00
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984. yet another thing about turrets - in Ships and Modules [original thread]
Edited by: Grut on 08/07/2004 23:02:29 ???????? Has the drone bay on an apoc been suddenly removed? or has the no1 defence against player or npc frigs been nerfed? methinks not mount 1 web in you mids then your large guns can hit cruisers, ...
- by Grut - at 2004.07.08 23:01:00
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985. day 1 nerf 1, day 300 nerf 1,000 - in Ships and Modules [original thread]
Originally by: PASTOR TROY Originally by: Tetsuo Shogaatsu I understand the retarded McDonalds analogy, but the game is way more fun when you acctually have to use a little bit of brain power when equiping your ship. Want a game ...
- by Grut - at 2004.07.08 15:57:00
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986. day 1 nerf 1, day 300 nerf 1,000 - in Ships and Modules [original thread]
Originally by: PASTOR TROY Originally by: Tetsuo Shogaatsu I understand the retarded McDonalds analogy, but the game is way more fun when you acctually have to use a little bit of brain power when equiping your ship. Want a game ...
- by Grut - at 2004.07.08 15:57:00
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987. More Missiles! - in Ships and Modules [original thread]
I dont like the idea of frigs & cruisers taking dmg from missiles at high speed, large guns give a miss so why shouldnt missiles? Maybe some kind of trigger time would work, based on signal radius and combined with what you said about explosion r...
- by Grut - at 2004.07.08 15:46:00
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988. More Missiles! - in Ships and Modules [original thread]
I dont like the idea of frigs & cruisers taking dmg from missiles at high speed, large guns give a miss so why shouldnt missiles? Maybe some kind of trigger time would work, based on signal radius and combined with what you said about explosion r...
- by Grut - at 2004.07.08 15:46:00
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989. Turret Cruisers need PG Boost - in Ships and Modules [original thread]
Originally by: X'Alor Edited by: X'Alor on 07/07/2004 15:07:14 I would explore some of the tech 2 components on market......screw the armor tanking on it......try shield tanking it. running 2 modulated heavy beams, 1 heavy anode part...
- by Grut - at 2004.07.07 17:01:00
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990. Turret Cruisers need PG Boost - in Ships and Modules [original thread]
Originally by: X'Alor Edited by: X'Alor on 07/07/2004 15:07:14 I would explore some of the tech 2 components on market......screw the armor tanking on it......try shield tanking it. running 2 modulated heavy beams, 1 heavy anode part...
- by Grut - at 2004.07.07 17:01:00
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991. Turret Cruisers need PG Boost - in Ships and Modules [original thread]
Edited by: Grut on 07/07/2004 14:42:19 Yeah cruisers are nerfed enough without having to choose between dmg and tanking. On a mega you can fit a mwd, injector, armour tank and do good dmg, on a thorax you can do only two of the above. On an ...
- by Grut - at 2004.07.07 14:40:00
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992. Turret Cruisers need PG Boost - in Ships and Modules [original thread]
Edited by: Grut on 07/07/2004 14:42:19 Yeah cruisers are nerfed enough without having to choose between dmg and tanking. On a mega you can fit a mwd, injector, armour tank and do good dmg, on a thorax you can do only two of the above. On an ...
- by Grut - at 2004.07.07 14:40:00
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993. Rfiter setup in a Frig contest - in Ships and Modules [original thread]
Depends on wheather warping in and out is allowed. Kestrals munch pretty much everything that gets in web range now so your best bet is hitting from outside 10k highs 3x 280 1x rocket launcher meds mwd + small t2 booster lows cprs + whatever yo...
- by Grut - at 2004.07.07 14:28:00
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994. Rfiter setup in a Frig contest - in Ships and Modules [original thread]
Depends on wheather warping in and out is allowed. Kestrals munch pretty much everything that gets in web range now so your best bet is hitting from outside 10k highs 3x 280 1x rocket launcher meds mwd + small t2 booster lows cprs + whatever yo...
- by Grut - at 2004.07.07 14:28:00
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995. Rfiter setup in a Frig contest - in Ships and Modules [original thread]
Depends on wheather warping in and out is allowed. Kestrals munch pretty much everything that gets in web range now so your best bet is hitting from outside 10k highs 3x 280 1x rocket launcher meds mwd + small t2 booster lows cprs + whatever yo...
- by Grut - at 2004.07.07 14:28:00
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996. Covert Ops: Which Race would you prefer? - in Ships and Modules [original thread]
The gal one is probably the best for ew, mods can take alot of cap to run and with its reasonable grid its got 3 whole lows to boost with. The buzzard on the other hand looks like a baby scorp should be able to get enough dot out of the launche...
- by Grut - at 2004.07.07 11:52:00
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997. Covert Ops: Which Race would you prefer? - in Ships and Modules [original thread]
The gal one is probably the best for ew, mods can take alot of cap to run and with its reasonable grid its got 3 whole lows to boost with. The buzzard on the other hand looks like a baby scorp should be able to get enough dot out of the launche...
- by Grut - at 2004.07.07 11:52:00
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998. ECM and Remote Dampeners: FIX PLEASE. - in Ships and Modules [original thread]
Edited by: Grut on 07/07/2004 11:43:55 imo damps to be adjusted to only effect the boost given by sensor boosters, why? it insures you can still counter scorps jamming from 200km but removes a single scorps ability to damp 6 bs in a fleet batt...
- by Grut - at 2004.07.07 11:40:00
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999. ECM and Remote Dampeners: FIX PLEASE. - in Ships and Modules [original thread]
Edited by: Grut on 07/07/2004 11:43:55 imo damps to be adjusted to only effect the boost given by sensor boosters, why? it insures you can still counter scorps jamming from 200km but removes a single scorps ability to damp 6 bs in a fleet batt...
- by Grut - at 2004.07.07 11:40:00
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1000. Armageddon Setup - in Ships and Modules [original thread]
If your not using a mwd the best way is to cap tank Highs 1x large smartie or named medium (to kill npc frigs/inties) 7x Dual heavies after youve completed the rest of you fitting use the excess grid to swap for either megapulse (for short range)...
- by Grut - at 2004.07.06 17:32:00
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