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1. Level 5 missile support skills question. - in Skill Discussions [original thread]
Rats are active tank. Rep cycles... vary. Still, more DPS = dead rat Dead rats do 0 DPS Some call it DPS tanking, while I call it.... 'Corpse Tanking' _______________________________ Mine da rocks, make more ships. Pop da rats, make more rigs....
- by Helen Hunts - at 2011.06.05 05:45:00
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2. Level 5 missile support skills question. - in Skill Discussions [original thread]
Aye, listen to the Tippia. Warhead Upgrades 5 - You'll eventually want this, regardless of missile type. Guided Missile 5 - Cruise/Heavy missiles benefit nicely from this. Target Navigation 5 - Useful all around, but Torps will NEED every little ...
- by Helen Hunts - at 2011.05.29 08:54:00
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3. Skills question. - in Skill Discussions [original thread]
Missiles share little with turrets other than they are mounted on a ship to do damage to another. The missile skills are broken up so that one can skip training anything that isn't desired. The downside is every separate missile size and type HAS...
- by Helen Hunts - at 2011.05.26 05:49:00
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4. Question about trinary and secondary skill requirments. - in Skill Discussions [original thread]
Since Evasive Maneuvers isn't at 5, you can still use the ship, but you won't be able to train Interceptors any further until Evasive is back up to 5. Also, Interceptors rely on extreme maneuverability. You'll find, sooner or later, that not havi...
- by Helen Hunts - at 2011.04.17 04:05:00
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5. Attribute gains? - in Skill Discussions [original thread]
Learning skills were the other way to boost attributes. Since those are now gone, it's implants and remaps for you. _______________________________ Mine da rocks, make more ships. Pop da rats, make more rigs. Sell da gear, make more money. Any ...
- by Helen Hunts - at 2011.03.15 21:42:00
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6. Missile range skills and the short range missiles. - in Skill Discussions [original thread]
Train 'em to 5. You'll likely also want the implants for missile/torp range as well. Tagging Serpentis at 38k with standard/Fury torps can be done, but not without some serious investment. _______________________________ Mine da rocks, make more...
- by Helen Hunts - at 2011.02.24 04:55:00
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7. For Raven: Energy Management 5 or Cruise Missiles 5? - in Skill Discussions [original thread]
Personally, I went with the T2 launchers with Cal Navy BCS. Cheaper to fit, and I could run anything I wanted (or had on hand) in the launchers. (And used properly, T2 ammo tends to leave some nice gaping holes in things) As said above, buy the s...
- by Helen Hunts - at 2010.12.18 14:49:00
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8. A question about missle skills - in Skill Discussions [original thread]
Guided Missile Precision is pretty much the only missile support skill without value for a Rocket/HAM/Torp user. For your guided missiles, GMP and 'Warhead Rigor Catalyst' (Rigor, for short) rigs make for destructive and TINY explosions that rip...
- by Helen Hunts - at 2010.12.18 14:39:00
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9. TRAINING TIME - in Skill Discussions [original thread]
SP rate/minute = Primary + 1/2Secondary _______________________________ Mine da rocks, make more ships. Pop da rats, make more rigs. Sell da gear, make more money. Any Questions?
- by Helen Hunts - at 2010.12.18 14:32:00
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10. Buying Skill Points? - in Skill Discussions [original thread]
The guy was full of it. (and I don't mean good things) _______________________________ Mine da rocks, make more ships. Pop da rats, make more rigs. Sell da gear, make more money. Any Questions?
- by Helen Hunts - at 2010.10.04 21:08:00
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11. Advice on Mission Running in a Drake to Golem - in Skill Discussions [original thread]
Originally by: Lysia Imsadi That beeing said, why would you use a golem with torpedoes? What you gonna do against npcs that orbit at high distance or in case the npcs start at >>50km range? In my opinion a CNR is still better than ...
- by Helen Hunts - at 2010.09.25 20:31:00
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12. Daily progression while training skills - in Skill Discussions [original thread]
Technically, the server would have to recalculate for skills on every activation of any mod.... Not exactly a good thing for our poor, overworked hamsters. (Even the T2 hamsters wouldn't like it) KISS principle. Let's not complicate (and lag) thi...
- by Helen Hunts - at 2010.09.09 13:51:00
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13. Drone Control skills - in Skill Discussions [original thread]
That's it for skills, really. For more range, fit a Drone Link Augmenter to a highslot. For more range on Sentry Drones (optimal range, that is) Drone Sharpshooting. _______________________________ Mine da rocks, make more ships. Pop da rats, m...
- by Helen Hunts - at 2010.09.06 16:55:00
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14. Implants for Golem pilot? - in Skill Discussions [original thread]
Originally by: stoicfaux 6: +5% damage ZMT2000 7: +5% missile velocity ZML1000 8: +5% Cap, CC8 (or whatever) 9: +5% missile explosion velocity ZMS1000 10: +5% rate of fire, Whelan Machorin's Ballistic Smartlink or ZMM1000 RoF, Dmg, missi...
- by Helen Hunts - at 2010.08.13 17:32:00
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15. what are planetary management skills worth taking to V - in Skill Discussions [original thread]
Remote Sensing... Train it to 5 if you're a Certificate junkie, otherwise, 3. Someone in your group (and/or alts) should have 5/4 or 5/5 in Planet and adv. Planet. Have the one with the high skills guide in those without the skills. Extractors ar...
- by Helen Hunts - at 2010.08.13 17:22:00
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16. Armour and Shield Reinforcement Query - in Skill Discussions [original thread]
Mechanic (hull), Hull Upgrades (armor), Shield (management?) all give more HP of buffer. There's a few nice implants for slots 6-10 that can increase your buffer. Other than that, a Freighter pilot has only routing and non-AFKness skills to save...
- by Helen Hunts - at 2010.08.09 18:49:00
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17. Faction Implants and Learning Skills - in Skill Discussions [original thread]
For best training speed, use the +4/5 implants. You won't get the goodies of the faction implants, but the training goes faster. For that extra edge in PvE/PvP/scanning/whatever, use the faction implants applicable. You'll lose that edge in train...
- by Helen Hunts - at 2010.07.09 18:44:00
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18. Skillbook Aquisition for Quantum Physics and High Energy Physics - in Skill Discussions [original thread]
The Science specialty skills are 10 mil NPC price. If you're paying more, it's your own fault. There is at least 1 mission I know of that will occasionally drop such books, but since I already have the skills trained, I'll put them on the market...
- by Helen Hunts - at 2010.07.09 18:36:00
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19. Non-Public skills - in Skill Discussions [original thread]
They're in the database, but there's no way to get them (save for a few books accidentally seeded/given once upon a time) and they don't actually do anything. Some of these are placeholders for future happenings. Some are development paths that di...
- by Helen Hunts - at 2008.07.14 20:19:00
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20. Non-existent skills - in Skill Discussions [original thread]
Reverse Engineering was one of several options for T2 development. Reverse Engineering and Duplication lost out to the process we know as Invention. The skills still remain in the DB, but have no use/value. There are no skill books available for t...
- by Helen Hunts - at 2008.05.19 21:33:00
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