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1181. Merlin setup - in Ships and Modules [original thread]
High: 2x 125mm rail, 2x standard launchers Mid: 1x 1mn afterburner, 1x small shield booster (tech 2 if possible), 1x either cap recharger or shield hardener Low: 2x power diagnostic system Start out with that and modify depending on preference/sk...
- by Hoshi - at 2005.11.21 16:46:00
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1182. Armor / Shield tank balancing on frigs - in Ships and Modules [original thread]
Originally by: Pottsey ôAnd this is where the higher resists on armor comes into play.ö But from next patch amour well have overall less resistance then shield setups. Shield tankers can add 30% to all resistance with more from 1 damage ...
- by Hoshi - at 2005.11.21 14:32:00
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1183. Target painters - how do they work? - in Ships and Modules [original thread]
Originally by: Godpool Remember, missiles are very very skill intensive. If you don't have umpteen missile skills at 4-5, then target painters aren't going to do much for you. For missiles, velocity of your enemy is MORE important, so cons...
- by Hoshi - at 2005.11.20 11:56:00
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1184. Target painters - how do they work? - in Ships and Modules [original thread]
Originally by: Mon Maures Do they effect turret damage in any way? They increase hit chance with upto 30-35%. Quote: Do I activate the TP once per enemy or am I supposed to run them on auto repeat? Auto repeat. Quote: ...
- by Hoshi - at 2005.11.20 11:32:00
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1185. How do you calculate wrecking shots? - in Ships and Modules [original thread]
I thought it was 5x?
- by Hoshi - at 2005.11.18 05:32:00
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1186. Agility, Intertial, and Acceleration - in Ships and Modules [original thread]
Yes it boosts acc, I did some tests a while ago about this timing how long to took to reach warp speed (80% of max). But these tests also showed that there is very little reason to use a inerita stab instead of a nanofiber as they give less agil...
- by Hoshi - at 2005.11.18 05:32:00
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1187. So explain to me again how energy weapons can do explosive damage? - in Ships and Modules [original thread]
"Any sufficiently advanced technology is indistinguishable from magic" Arthur C. Clarke
- by Hoshi - at 2005.11.17 03:12:00
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1188. Average Race Ship Traits - in Ships and Modules [original thread]
Edited by: Hoshi on 16/11/2005 01:41:06 If you assign points, 1p for first 2 for second etc which mean the less points the better you get the following: Gallante: 47 Minmatar: 49 Caldari: 49 Amarr: 52 BUT if we instead just count the number ...
- by Hoshi - at 2005.11.16 01:38:00
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1189. Ballistic Control Systems - in Ships and Modules [original thread]
You don't
- by Hoshi - at 2005.11.16 01:24:00
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1190. SISI stacking changes - some comparisons - in Ships and Modules [original thread]
Here is hardening stacking. Emp Hardeners on shield (current in ()): 0: 0% (0%) 1: 50% (50%) 2: 71.73% (68.83%) 3: 79.79% (79.4%) 4: 82.65% (85.92%)
- by Hoshi - at 2005.11.15 17:05:00
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1191. Faction modules - a list? - in Ships and Modules [original thread]
http://evegames.hostingbig.com/eve/data/index.html
- by Hoshi - at 2005.11.14 14:23:00
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1192. Ferox pvp - in Ships and Modules [original thread]
Originally by: Kleric Originally by: Hoshi 425mm rails on a ferox? how the **** do you fit that?. And 280mm art??? if you want to fit small guns other than hybrids on it medium beam lasers are much better. I think he means 425mm...
- by Hoshi - at 2005.11.13 15:54:00
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1193. Ferox pvp - in Ships and Modules [original thread]
425mm rails on a ferox? how the **** do you fit that?. And 280mm art??? if you want to fit small guns other than hybrids on it medium beam lasers are much better.
- by Hoshi - at 2005.11.13 12:33:00
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1194. Gun hit formula - in Ships and Modules [original thread]
Edited by: Hoshi on 11/11/2005 08:57:31 I would think it's random within certain parameters. Think something like this, the avg damage done by a shot should be Damage * Hit Chance. If we have 50% hit chance we might be able to get the followi...
- by Hoshi - at 2005.11.11 08:57:00
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1195. Gun hit formula - in Ships and Modules [original thread]
Trying to disassembel the tracking guide I get the following formulas. Tracking Factor = (((Transversal speed / (Range * Tracking)) * (Sig resolution / Sig Radius)) ^ 2 Range Factor = IF (Range <= Optimal range ) = 0 ELSE ((Range - Optimal Ra...
- by Hoshi - at 2005.11.11 01:01:00
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1196. Harpy and passive hardner bug or feature? - in Ships and Modules [original thread]
70% resist means you have 30% resist hole, 32.5% out of 30% = 9.75%. 70+9.75 = 79.75 or 80% resist. So you get exactly what you should get.
- by Hoshi - at 2005.11.10 17:43:00
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1197. Mk2 Merlin - in Ships and Modules [original thread]
Looking in the DB the only difference between a worm mk1 and mk2 is 840k kg less mass for the mk2 version (2.140.000 kg vs 1.300.000 kg).
- by Hoshi - at 2005.11.09 20:49:00
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1198. Missiles - in Ships and Modules [original thread]
Tobias' Modified Stasis Webifier 40km range 75% Naiyon's Modified Stasis Webifier 40km range 80%
- by Hoshi - at 2005.11.09 20:41:00
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1199. Tracking Disruptors - Whiskey Tango Foxtrot is confirmed. - in Ships and Modules [original thread]
Cheaper? I can't even find one for sale in the region I am in, tracking distruptors II on the other hand I can find several. There have always been looted mods of all kind that are better than the tech versions but that note here "looted" which m...
- by Hoshi - at 2005.11.06 01:33:00
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1200. Raven and New Drone Changes - in Ships and Modules [original thread]
One problem with shield transfare and armor repair drones, you can't target yourself so how are you going to order them to repair you?
- by Hoshi - at 2005.11.04 10:44:00
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