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1. Crane Blockade runner needs +4 powergrid. - in Ships and Modules [original thread]
Once more for the bump. Please make this ship useful again... Originally by: Gaven Blands Some of this may be true. Some might be a complete fabrication. Other parts may be interprative. But whatever the case it's all badly written in a ...
- by Harlequ1n - at 2008.05.16 12:33:00
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2. Crane Blockade runner needs +4 powergrid. - in Ships and Modules [original thread]
Well with all the proposed ship changes coming out, time to start beating the Transport ship drum again. More Power to the Crane! Only +4pg required! Oh, and lets have a useful transport ship bonus while were in the boost mood....
- by Harlequ1n - at 2008.02.02 18:49:00
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3. Dealing with Nano HACs... - in Ships and Modules [original thread]
'I'm guessing this is a troll... The Curse had a thing called a 'Warp Jammer', hence I couldn't jump.' Lol, I'm gonna enjoy the responses to this... 'Reading comprehension isn't your strong point, is it?' In the same way that game mechanics ar...
- by Harlequ1n - at 2008.01.14 13:40:00
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4. Caldari Transports - in Ships and Modules [original thread]
If it's not to late, turn back now! All the other transport ships are far superior to the Caldari ones, especially the Crane. Fly Gallente transports instead...
- by Harlequ1n - at 2008.01.09 13:53:00
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5. Oh Please CCP!!! NERF THIS AND THAT!!! - in Ships and Modules [original thread]
'That' is perfectly balanced in my opinion, its 'This' which is overpowered... (Hmm, or maybe its the other way round...?)
- by Harlequ1n - at 2008.01.07 13:05:00
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6. Heat and offlined modules - in Ships and Modules [original thread]
Hmm, I'm not so sure that empty slots perform the same as off-lined modules, I will have to do some more tests, I was under the impression that off-lined modules acted as heat sinks, perhaps something an empty slot couldn't do? Certainly with an o...
- by Harlequ1n - at 2008.01.04 13:55:00
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7. Heat and offlined modules - in Ships and Modules [original thread]
Somebody? Anybody? C'mon, someone must know something... :)
- by Harlequ1n - at 2008.01.04 09:35:00
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8. Heat and offlined modules - in Ships and Modules [original thread]
Edited by: Harlequ1n on 04/01/2008 00:16:53 So I've been playing with overheating, and sure enough, if you have offlined modules in any spare slots, they take a large amount of the damage before the overheated module starts getting damaged My...
- by Harlequ1n - at 2008.01.04 00:16:00
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9. Heavy dictors' - in Ships and Modules [original thread]
Originally by: Idxx or they imply abbreviation, which is what I understood in this case (although the apostrophe would be in the wrong position). Good job on the grammar police though. An apostrophe in the wrong position does not imply...
- by Harlequ1n - at 2007.12.11 00:40:00
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10. Crane Blockade runner needs +4 powergrid. - in Ships and Modules [original thread]
With the introduction of the Heavy Interdictor + focused script, it will become essential to fit an MWD on a BR to stand any chance of avoiding a low-sec camp. The Crane currently cannot do this without sever drawbacks - even more reason for an ex...
- by Harlequ1n - at 2007.11.22 15:00:00
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11. Crane Blockade runner needs +4 powergrid. - in Ships and Modules [original thread]
Bumpage for +4 PG and a transport skill that is worth training. Lets keep this one on the Dev's radar...
- by Harlequ1n - at 2007.11.16 11:40:00
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12. Crane Blockade runner needs +4 powergrid. - in Ships and Modules [original thread]
...+1 warp stab strength per level would be overpowered IMO, but the Crane desperately needs that extra few PG...
- by Harlequ1n - at 2007.10.31 15:09:00
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13. Crane Blockade runner needs +4 powergrid. - in Ships and Modules [original thread]
Bonus's should be for agility and speed, to get into warp quicker or back to the gate quicker.
- by Harlequ1n - at 2007.10.31 15:08:00
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14. Crane Blockade runner needs +4 powergrid. - in Ships and Modules [original thread]
bumpity - to keep this problem in the public eye, its only a couple of extra pg...
- by Harlequ1n - at 2007.10.13 23:00:00
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15. Crane Blockade runner needs +4 powergrid. - in Ships and Modules [original thread]
Bumpity bump for the cause...
- by Harlequ1n - at 2007.09.26 12:24:00
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16. Probing Cloakers - in Ships and Modules [original thread]
A cross post from another thread, but lets throw this one in the pot for discussion, all views welcome: 1. Make it so that you can probe cloaked ships, make them more difficult to find to encourage 'exploration' skill training such as astrometric...
- by Harlequ1n - at 2007.08.25 10:21:00
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17. info on cloaking? - in Ships and Modules [original thread]
It's been mentioned before, but here goes again: Make it so that you can probe cloaked ships, make them more difficult to find to encourage 'exploration' skill training such as astrometric pinpointing/triangulation etc Make the scan pick up the ...
- by Harlequ1n - at 2007.08.24 15:26:00
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18. Tux mind having a look ? (Blockade runner issue) - in Ships and Modules [original thread]
Its not as if we're asking for the moon ona stick, just for a ship that does what it says on the tin... Bumpity bump
- by Harlequ1n - at 2007.08.18 13:11:00
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19. Tux mind having a look ? (Blockade runner issue) - in Ships and Modules [original thread]
C'mon, lets get these useful again, I can't even remember where my Crane is atm...
- by Harlequ1n - at 2007.08.14 12:16:00
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20. Tux mind having a look ? (Blockade runner issue) - in Ships and Modules [original thread]
Bumpage, cos I want to fly my Crane again...
- by Harlequ1n - at 2007.05.28 12:57:00
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