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141. Is It Possable - in Ships and Modules [original thread]
Appears to be a straightforward +5% to speed.
- by Guurzak - at 2006.10.13 17:14:00
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142. "Luck" based modules (not EW) - in Ships and Modules [original thread]
Bad idea. If it were good enough to be worth fitting, then it would turn battles into dicerolling fests rather than skillbased competitions. I'd rather win or lose on my own merits than flip a coin.
- by Guurzak - at 2006.10.13 17:12:00
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143. Question about Covert Ops and Recon ships - in Ships and Modules [original thread]
You are invisible, unscannable, and cannot target nor be targeted while cloaked. Covert ops are frigates, recons are cruisers. Any ship can fit a prototype or improved cloak. Only covops and force recons can use covops cloaks. Only the covops cl...
- by Guurzak - at 2006.10.13 17:08:00
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144. Lack of EOS fittings - in Ships and Modules [original thread]
Kusotarre's joke setup hits Pottsey's lack of sense of humor perfectly, wrecking for comedy gold.
- by Guurzak - at 2006.10.13 16:46:00
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145. POS Defense - in Science and Industry [original thread]
Concord will not defend POSs.
- by Guurzak - at 2006.10.13 15:44:00
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146. Invention and currently unseeded T2 items - in Ships and Modules [original thread]
Not unless they seed the BPOs at the same time. Devs have posted that invention will not create unseeded items.
- by Guurzak - at 2006.10.13 15:43:00
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147. Mining gang leader - in Ships and Modules [original thread]
The wing command skill is not seeded; if/when it is, it will increase the command ships bonus. On that note, the command ships bonus for the Eos applies only to Information Warfare gang links, which the Mining gang link is not. I'm also not cert...
- by Guurzak - at 2006.10.13 14:58:00
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148. I need to know proper skills for a Chimera pilot ASAP ! - in Skill Discussions [original thread]
Why do you need to know? Why is it so urgent that you know immediately? How soon will you be able to fly one? People will be more willing to spend their own time to help you, if you spend a little time first on describing your situation, polite...
- by Guurzak - at 2006.10.13 14:34:00
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149. Configure my station - in Science and Industry [original thread]
1 small control tower 1 mobile lab Was there anything else you wanted to do at your POS? Refit and store ships? Store modules and ores? Do you want defenses, or are you not going to worry about it? Every module you add to your tower increases fu...
- by Guurzak - at 2006.10.13 14:29:00
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150. Comparing T2 Large Guns vs T2 Cruise Training times. - in Skill Discussions [original thread]
Torps train even faster than cruises. Yes, the Raven is the fastest, easiest L4 mission runner. If that's your only goal, then you may as well train a Raven. On the other hand, all the Projectile spec prereqs are useful in their own right. If yo...
- by Guurzak - at 2006.10.13 14:21:00
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151. I need to know proper skills for a Chimera pilot ASAP ! - in Skill Discussions [original thread]
Cursing I Spelling I (optional) Impatience IV Ebay V
- by Guurzak - at 2006.10.13 13:51:00
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152. Invention - in Science and Industry [original thread]
I think you'll find out the same time as everyone else. No specific details on the process have been released yet, beyond what you can find in the relevant dev blogs.
- by Guurzak - at 2006.10.13 13:48:00
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153. Looking for specs on the jackrabbit - in Ships and Modules [original thread]
Amusingly, eve-search says that the original post is the one and only foray onto the boards that captainangry has ever attempted.
- by Guurzak - at 2006.10.13 13:43:00
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154. 10-20% explosive Resistance? - in Ships and Modules [original thread]
It's not the weakest stat on all ships. Explosive is the weakest stat on most armor because it's the strongest stat on most shields. EMP is the reverse. Kin and Therm are moderate on both.
- by Guurzak - at 2006.10.13 13:35:00
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155. Agility tests (stange!) - in Ships and Modules [original thread]
For reference, here's a breakdown of all agility stats: Battleship: 0.155 Vindicator: 0.105 BC: 1.1 T1 Cruiser: 0.55 faction/T2 : 0.65 Destroyer: 3.5 Frigate: 3.1 Shuttles: 1.0 Industrials and transports: 1.0 Freighters and Capitals: 0.05 ...
- by Guurzak - at 2006.10.13 13:27:00
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156. Lack of EOS fittings - in Ships and Modules [original thread]
Originally by: Ithildin Edited by: Ithildin on 13/10/2006 12:40:56 Originally by: Kusotarre Void Stop being an ass and give proper info. Somemone might actually think some of it is useful. Anybody who flies that fitting ...
- by Guurzak - at 2006.10.13 13:15:00
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157. Agility tests (stange!) - in Ships and Modules [original thread]
Originally by: Ithildin Well, the fix was 20% increased agility, so I'd assume that means a factor of 0.8 If current agility were 1.0, then the modified agility would obviously be 0.8. However, current agility is actually 1.1. If we s...
- by Guurzak - at 2006.10.13 12:25:00
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158. Is It Possable - in Ships and Modules [original thread]
It's not visible. I have a vigil that does 3450 with just 2 named nanos; could get it over 3600 with 3 but like the fitting better as it is.
- by Guurzak - at 2006.10.13 03:13:00
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159. Agility tests (stange!) - in Ships and Modules [original thread]
Yep. The higher modifier on battlecruisers means that adding a plate hits them harder than it does on either cruisers or battleships... and adding an AB or MWD hits them MUCH harder, a 10mn propulsion mod has a 5M kg mass penalty, much worse than ...
- by Guurzak - at 2006.10.13 00:39:00
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160. Mass Issues. Dev reply would be nice although unanticipated. - in Ships and Modules [original thread]
Moa effective mass: 13M * 0.55 = 7.15M kg. Cyclone effective mass: 12.5M * 1.1 = 13.75M kg Moa + AB effective mass: 0.55 (13M + 5M) = 9.9M kg Cyclone + AB effective mass: 1.1 (12.5M + 5M) = 19.25M kg Realworld (realgame?) nimbleness of any cruis...
- by Guurzak - at 2006.10.13 00:33:00
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