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1. pyfa 1.1.14 (Odyssey 1.0) - in Ships and Modules [original thread]
It seems the Claymore is missing a Heavy Missile Rate of Fire bonus. Looking at the Affected By on a Heavy Missile Launcher fitted to a Claymore it lists under Claymore a Rate of Fire *0.75 but the Claymore has 2x 5% per level rof bonus, one for t...
- by Hoshi - at 2014.08.16 23:37:00
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2. Fighter Drone Assing/Assist - in Ships and Modules [original thread]
On that screenshot you are using Geckos, they are not Fighters but Heavy Drones so they can not be assigned.
- by Hoshi - at 2014.06.11 03:35:00
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3. Lighting cynos on stations. - in Ships and Modules [original thread]
The range you land from a cyno is 5km. So you have to be at least 5km towards the station from the docking range limit or you risk the ship landing outside of docking range. And you also have to be at least 5km from the station geometry (preferabl...
- by Hoshi - at 2014.06.10 12:39:00
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4. The Launcher of Nothing - in Ships and Modules [original thread]
This goes back to the time when you could fit any type of missile in any type of launcher as long as the ammo wasn't too large. Kestrels with Light Missiles Launchers with Torpedoes was all the rage for a while back in 2004-2005.
- by Hoshi - at 2014.06.03 19:46:00
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5. scan probe mechanics - in Ships and Modules [original thread]
derp glurp wrote: if i grab the top of the cube it doesn't necessarily go up or down. it goes where ever. if i drag the cube to the center of the solar system map it appears to go there. when i turn the camera it is no where near the center of...
- by Hoshi - at 2014.06.02 11:21:00
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6. scan probe mechanics - in Ships and Modules [original thread]
We can not make you understand something, we can only help to try to understand it. You have been given multiple explanations and a couple questions asking for clarification on what information you are actually after but you are obviously not even...
- by Hoshi - at 2014.06.02 10:08:00
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7. scan probe mechanics - in Ships and Modules [original thread]
What is there to say other than what that text already tell you? If you grab a side you will move the probe in a plane aligned with the side of the box you grabbed. If you grab the top that means the horizontal plane. A side means a vertical plan...
- by Hoshi - at 2014.06.01 23:56:00
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8. What were some legendarily overpowered ships in the past? - in Ships and Modules [original thread]
Nicaragua wrote: Thorax back when it could field 5 heavy drones making it the best T1 cruiser blasterboat and drone boat. 8 heavy drones to be correct, which would be equal to 4 heavy today (the drone change cut every ships drone bay in half ...
- by Hoshi - at 2012.08.25 13:53:00
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9. Warp Core Stabilizers, a question - in Ships and Modules [original thread]
Ashimat wrote: A question: Have you ever, at any time been saved by a buffer on a Viator? Like "phew, that was close, good thing I had those shield-extenders on!" Whole point with cloaky haulers is not to be locked up, bloating sig goes aga...
- by Hoshi - at 2012.08.22 13:44:00
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10. Maelstrom fit (what is Shield tanking?!) - in Ships and Modules [original thread]
Liam Mirren wrote: Assuming a mission fit, anyone telling you to fit one of those ancillary shield boosters is an idiot. The cost to run one of those shield boosters is silly in a PVE situation and it's completely unneeded anyway. A Cap Boost...
- by Hoshi - at 2012.06.10 23:58:00
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11. Help With Blockade Runners - in Ships and Modules [original thread]
I can only fly the crane so I can't comment too much at the others but looking at the stats: Crane and Prowler have the best base agility and cargo space (the 2 important stats) but fewer low slots to effect it. In practice it doesn't seem to be m...
- by Hoshi - at 2012.06.06 12:25:00
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12. logic behind only one probing mod per ship? - in Ships and Modules [original thread]
I would say it's mostly an artifact from the previous probe system. In that one combat and non combat probe launchers had much different scan times and during sisi testing some people found ways to abuse this. So it was changed so you could only h...
- by Hoshi - at 2012.05.31 13:16:00
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13. Caldari ships to what.... - in Ships and Modules [original thread]
mxzf wrote: nate555 wrote: turrets just fire faster then missiles, thats all im saying Rocket Launcher 2: cycle time of 4s 280mm Howitzer Artillery 2: cycle time of 10.71s Rockets should be compared to Autocannons, not artillery. But i...
- by Hoshi - at 2011.09.20 20:52:00
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14. Best looking ships - in Ships and Modules [original thread]
Rifter with variants. Heron with variants. Merlin with variants.
- by Hoshi - at 2011.09.06 21:17:00
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15. Capacitor bug? Cap stability numbers are FUBAR - in Ships and Modules [original thread]
Fitting Flux Coils doesn't exactly help you either as they reduce max cap making it more likely to go jump over the peak. I would take a look at cap relays instead. Yes they reduce shield boost a little but this downside is usually more worth it t...
- by Hoshi - at 2011.09.04 06:12:00
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16. Tengu, Missiles and Explosion Rigs clarification! - in Ships and Modules [original thread]
3. Explosion Radius decreasing skills and items does not effect non guided missiles (rockets, HAM, Torpedoes). It even says so on the skill/rig: "Note: only works on guided missiles, that is light missiles, heavy missiles and cruise missiles." ...
- by Hoshi - at 2011.08.26 04:18:00
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17. Ammo question - in Ships and Modules [original thread]
What ammo to use depends on the target. For short range you use fusion against angels, emp vs.sansha and blood raiders and phased plasma against guristas and serprentis. Then maybe carry 1-2 types of longer range ammo.
- by Hoshi - at 2011.07.26 09:41:00
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18. Smartbomb range mechanics? - in Ships and Modules [original thread]
All ships in eve has 2 size attributes. Sig radius as mentioned above which is used for things like locking and tracking and stuff. And then there is the physical size. This is used for 2 things, bumping and smartbomb range.
- by Hoshi - at 2011.07.26 06:32:00
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19. BCU2 and torps - no damage bonus? - in Ships and Modules [original thread]
Originally by: Othran Edited by: Othran on 15/07/2011 09:24:45 Originally by: Hoshi Have damage bonus from bcu ever been displayed on missiles? I know it didn't 4 years ago. Anyway a quick test showed that the bonus is still be...
- by Hoshi - at 2011.07.17 09:20:00
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20. BCU2 and torps - no damage bonus? - in Ships and Modules [original thread]
Have damage bonus from bcu ever been displayed on missiles? I know it didn't 4 years ago. Anyway a quick test showed that the bonus is still being applied even if it's not displayed. ---------------------------------------- "Memories are meant to...
- by Hoshi - at 2011.07.15 08:51:00
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