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81. New probe system - in Ships and Modules [original thread]
Originally by: Magunus Wait a second. You mean to find a ship in space, you first have to know what race that ship belongs to? That can't be the case, since the recon probes are omni sensor. I would speculate that the different sensor...
- by Guurzak - at 2006.10.24 20:01:00
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82. with gang size limited to 10, are the tier 2's not getting a gang mod - in Ships and Modules [original thread]
If the devs have any sense, they've set it up so that you can still form basic gangs with no skills needed, but leadership and warfare skill bonuses and gang mods only apply within organized commands.
- by Guurzak - at 2006.10.24 19:40:00
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83. Hurricane discussion thread - in Ships and Modules [original thread]
Originally by: Popsikle Where does the hurricane get warfare mods? In the 8th high slot, just as one would expect.
- by Guurzak - at 2006.10.24 19:22:00
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84. Need clarification on leadership skill changes - in EVE General Discussion [original thread]
OK, it looks like you now need Leadership to form a squadron (max 10 pilots), Wing Command to form a wing (max 5 squadrons), and Fleet Command to form a fleet (max 5 wings). Please PLEASE tell us that you don't have to have all these skills to f...
- by Guurzak - at 2006.10.24 19:13:00
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85. Tux : Maelstrom Bonus - in Ships and Modules [original thread]
I like the plus-hits idea. It applies whether or not you're boosting, so you don't lose your bonus by skipping a tank. It can be used as-is for fleet fittings, or accentuated with extenders and relays for a great passive tank. And, it adds an init...
- by Guurzak - at 2006.10.24 18:51:00
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86. Any info on the new inertia stabs? - in Ships and Modules [original thread]
Originally by: turnschuh Originally by: Guurzak If you're already MWDing, even more sig penalty is not going to make any difference. the sig penalty also applies when you are not mwding. If you're in combat and you're not M...
- by Guurzak - at 2006.10.24 18:32:00
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87. Any info on the new inertia stabs? - in Ships and Modules [original thread]
If you're already MWDing, even more sig penalty is not going to make any difference.
- by Guurzak - at 2006.10.24 18:17:00
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88. The last nail into artillerys coffin? - in Ships and Modules [original thread]
Originally by: Darpz yup I think kali = nerf galente Since drones are the only weapon system that require neither ammo nor cap, I think you're wrong.
- by Guurzak - at 2006.10.24 17:11:00
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89. with gang size limited to 10, are the tier 2's not getting a gang mod - in Ships and Modules [original thread]
Originally by: DaemonBarber From the sounds of this - Wing Command 1 and Fleet Command 1 are essentially useless, since a Wing with 1 Squad is just a squad, and a Fleet with 1 wing is just a wing. Either that or it'll cap at lvl 4 and trai...
- by Guurzak - at 2006.10.24 17:08:00
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90. with gang size limited to 10, are the tier 2's not getting a gang mod - in Ships and Modules [original thread]
Tux posted elsewhere that the T2 BCs do indeed get to fit gangmods; it's just a display oversight that the bonus isn't listed. I suspect that gang mods will apply at least across wings and probably across fleets. They may have it where fleet comm...
- by Guurzak - at 2006.10.24 17:06:00
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91. POS guns question - in Science and Industry [original thread]
No, there's no firing log other than killmails if any. Make sure you have 1 or 2 small, shortrange guns on your tower so that your big batteries can't be sucked dry by a frigate orbiting at 25 km.
- by Guurzak - at 2006.10.24 16:43:00
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92. Outpost question for 'NPC' regions. - in Science and Industry [original thread]
Quote: 2. What other regions are like this? I only know of these 3. The 0.0 regions with NPC sovereignty are: Curse (Angels) Great Wildlands (Thukker) Outer Ring (ORE) Stain (Sansha) Syndicate (Syndicate) Venal (Guristas)
- by Guurzak - at 2006.10.24 16:40:00
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93. Helping T1 Battlecruisers - in Ships and Modules [original thread]
OK, the tier2 BCs look great. So great that the old models are looking kinda shabby in comparison. What would it take to make the original BCs interesting and useful without being overpowered? One option would be to enable a second and possibly t...
- by Guurzak - at 2006.10.24 15:49:00
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94. New BC's and Gang mods - in Ships and Modules [original thread]
I suspect that's a simple oversight. Gang mods are the defining unique characteristic of the battlecruiser class.
- by Guurzak - at 2006.10.24 14:43:00
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95. Hurricane discussion thread - in Ships and Modules [original thread]
Originally by: keepiru Kind of sad though, there's really no point to using the cyclone now... makes me sad, I really like the cyclone hull... choo choo! Cyclone will probably be better for missioning / solo ratting, which was already ...
- by Guurzak - at 2006.10.24 14:38:00
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96. Small POS setup - in Science and Industry [original thread]
A refining array is very nice for mining ice. It's terrible for mining any kinds of mineral ores- you only get 35% of your station refine rate when running ores through a basic refinery. You really need a medium or large intensive refining array i...
- by Guurzak - at 2006.10.21 22:07:00
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97. Clearly delineate the difference between long vs mid vs short ranges. - in Ships and Modules [original thread]
Originally by: Rally Wixx Allow propulsion jamming modules (webifiers and warp jammer/disruptors) to be set to a certain range between 0 and 150km So, you're in a closerange ship and someone locks you down and starts sniping from >...
- by Guurzak - at 2006.10.21 04:30:00
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98. Best tank setup - in Ships and Modules [original thread]
That's a silly question. If you could, why in the world would people pay so much for the "ubber" gear?
- by Guurzak - at 2006.10.21 04:22:00
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99. A bit more changes - in Ships and Modules [original thread]
Originally by: Zeroskills I worry that the HP increase is surgery by samurai sword.... My greatest fear is the next year will be spent trying to fix the unintended consequences of this 50% HP increase. In spite of all the "nerf/boost" po...
- by Guurzak - at 2006.10.21 04:18:00
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100. Can't figure out DPS. - in Ships and Modules [original thread]
Originally by: hattifnatt I think taking realoading into account is excessive most fight doesnt require you to reload anyway Hybrid turrets are nice like that. Unfortunately, the OP is using projectiles which are a different story alto...
- by Guurzak - at 2006.10.21 00:25:00
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