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381. Tracking computers/enhancers: Why don't they affect falloff? - in Ships and Modules [original thread]
There's been some discussion of this on Scrapheap Challenge . The consensus there was that falloff should not be added to the existing tracking modules- that'd be stacking too many bonuses on a single piece of equipment. Instead, there should be ...
- by Guurzak - at 2006.09.20 19:37:00
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382. Starting a Minmatar character with maximum SP - in Skill Discussions [original thread]
No, it's not a month of training. The difference between starting as Minmatar with Frigate IV, and starting as an Amarr or Gallente with Gunnery V, is about 3 days of training with good implants and learning skills. Since the gunner needs Frigate...
- by Guurzak - at 2006.09.20 16:41:00
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383. Starting a Minmatar character with maximum SP - in Skill Discussions [original thread]
The way you start with lots of skill points is by choosing a custom career path with multiple bonuses to the same skill. One level-4 skill is a lot more points than 4 level-1 skills. The general 'best' career path for most characters is Racial Mi...
- by Guurzak - at 2006.09.19 20:51:00
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384. Can you do missions in a carrier? - in Missions & Complexes [original thread]
Originally by: Mikal Drey hw does the carrier warp to the gate ? Carriers can warp normally (and use acceleration gates) within a system; they cannot use jumpgates to change systems.
- by Guurzak - at 2006.09.19 20:43:00
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385. Level 2 Mission Question - in Missions & Complexes [original thread]
Mostly frigates, a few cruisers. Medium guns should generally be able to handle frigates just fine- fit a web or train up Motion Prediction if they can't. Fit assault launchers rather than heavies. Post specific ship and fitting if you'd like more...
- by Guurzak - at 2006.09.19 20:32:00
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386. Skill Groups - in Skill Discussions [original thread]
Originally by: Auritt Is there a thread on this part of the forum to let me know what groups of skills effect and ability? For example, which group of skills effect CPU useage, which group effect Missile useage, which group effect Powergri...
- by Guurzak - at 2006.09.19 20:26:00
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387. Help with attributes - in Skill Discussions [original thread]
For a combat-specced pilot, you want Perception highest, followed by Int and Will (there are arguments over which of these two should be second, with Int getting the nod from most of the more knowledgeable players), then Mem, then Cha. Mem is imp...
- by Guurzak - at 2006.09.19 20:24:00
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388. Experimental Cyclone fit (mixed tank) - in Ships and Modules [original thread]
If you really want to ewar your cyclone, ditch the boost bonus and armor tank it. Fit a third jammer and an AB/MWD in place of your shield mods, and put a rep/plate/hards in lows. Or, train a Blackbird which can do the same thing much more cheapl...
- by Guurzak - at 2006.09.19 20:07:00
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389. Best ship for tanking 0.0 spawn for mining OR Shield tanking feasible? - in Ships and Modules [original thread]
Saints are one of the rare Angel bs's that do thermal damage; you really want to avoid those if you're shield tanking. Nephs or Malakim, although technically harder, will be easier to shield tank due to resist types.
- by Guurzak - at 2006.09.19 20:03:00
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390. 1.2 mil SP character, what ship to do lvl3 missions? - in Ships and Modules [original thread]
Edited by: Guurzak on 19/09/2006 14:29:40 Originally by: Demios Khan Alright thanks, any tips for how high I need my skills before I can take on the hardest lvl3 missions in a BC? (guessing gurista extravaganza is hardest). I was ...
- by Guurzak - at 2006.09.19 14:29:00
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391. Shield Hardeners: Active or Passive w/ Shield Compensation Training ? - in Ships and Modules [original thread]
There's very little reason ever to go with passive shield hardeners except for a very tight frigate fitting or to make yourself nosproof. Actives provide better resists even with maxed comp skills and the cap drain is trivial. If you want to spend...
- by Guurzak - at 2006.09.19 13:28:00
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392. Minmatar's ship role - in Ships and Modules [original thread]
Originally by: Olirtad Fiven Why do people complain about split weapons... There is only one disadvantage that I see from split weapon systems and that's training time. Because a single weapon platform gets full effect from one w...
- by Guurzak - at 2006.09.19 02:10:00
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393. Which would be better for level 3 missions, Phoon or Cyclone - in Ships and Modules [original thread]
Typhoon has a better tank, Cyclone will probably kill faster due to medium weapons vs lots of frigates. If your shield tanking skills are up to the challenge, the Cyclone is probably a better (and much cheaper) bet.
- by Guurzak - at 2006.09.19 02:06:00
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394. Reduce ship assembly arrays to 22000 m3 for racial parity - in Player Features and Ideas Discussion [original thread]
What's a specialist cargo mod?
- by Guurzak - at 2006.09.18 22:40:00
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395. Moving a 25k m3 POS module - in Science and Industry [original thread]
Originally by: Robbie Boozecruise carrier with occator and viator in ship bay If I wanted to train up an Occator I wouldn't need the bloody carrier, would I.
- by Guurzak - at 2006.09.18 22:35:00
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396. 1.2 mil SP character, what ship to do lvl3 missions? - in Ships and Modules [original thread]
Any of the battlecruisers can do Level 3's adequately well. A passive-tanked missile Ferox is generally considered the best of the lot.
- by Guurzak - at 2006.09.18 19:00:00
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397. Cap Sucker! - in Ships and Modules [original thread]
Not really unique, that's pretty close to one of the cookie-cutter Typhoon builds. The Raven's a pretty bad choice for that kind of thing, though- not enough drone bay to make up for only 4 launchers' worth of DPS.
- by Guurzak - at 2006.09.18 18:57:00
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398. Module to reduce signature radius [eg Stealth Plating]? - in Ships and Modules [original thread]
Halo implants Skirmish Warfare Link: Evasive Maneuvers
- by Guurzak - at 2006.09.18 18:40:00
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399. Passive vs Active Shield Hardeners - in Ships and Modules [original thread]
Edited by: Guurzak on 18/09/2006 18:37:50 It's inconsistent: The bonus to passive resist on active modules is a linear addend, not a multiplier. So, with level 4 in a comp skill, you get (1% + 4*3% = 13%) from an active when turned off, or (1....
- by Guurzak - at 2006.09.18 18:37:00
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400. nanophoon - in Ships and Modules [original thread]
Originally by: Marc deBourgogne 3.2 km/sec : how Please tell me you didn't just post a 100-line quote followed by a 3-word post?
- by Guurzak - at 2006.09.18 18:31:00
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