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1. What good is a Nosferatu? - in Ships and Modules [original thread]
Originally by: Laboratus However. I already noted how nos works, I suggest you think for yourself how it is best used. Look through killboards etc to see what kind of setups the ppl you fight use and adapt accordingly. Yay, even more pa...
- by Ice Breaker - at 2007.05.31 20:43:00
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2. Viable Long Range Incursus Setups? - in Ships and Modules [original thread]
Originally by: Bubba Fett Originally by: Ice Breaker With engineering IV you can fit 2 pds and get enough grid for a small shield booster and a shield hardener. It's not working bad, but you can tell that the ship isn't made for lo...
- by Ice Breaker - at 2005.06.04 03:10:00
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3. Viable Long Range Incursus Setups? - in Ships and Modules [original thread]
Sorry, pds stand for power diagnostic system. It gives various power, cap and shield bonuses. It's handy for some shield tank setups, mostly. Ice
- by Ice Breaker - at 2005.06.03 18:20:00
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4. Viable Long Range Incursus Setups? - in Ships and Modules [original thread]
With engineering IV you can fit 2 pds and get enough grid for a small shield booster and a shield hardener. It's not working bad, but you can tell that the ship isn't made for longe range. Ice
- by Ice Breaker - at 2005.06.03 17:47:00
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5. Need a good PVP setup for a Tristin. - in Ships and Modules [original thread]
Edited by: Ice Breaker on 28/05/2005 03:09:31 I tried to outfit one for a 1 vs 1 frig tournament, but couldn't find anything decent fitting to use. I found that there's always a better frig for any tactic i could think of. The tristan is slo...
- by Ice Breaker - at 2005.05.28 03:09:00
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6. ferox pvp setup - in Ships and Modules [original thread]
As much as i like a shield tanked + rails ferox for pve, i wouldn't use one for pvp and certainly not with rails. You need a web, maybe a painter, whatever you are doing except if someone can do it for you. Rails are only good if you want to "snip...
- by Ice Breaker - at 2005.05.28 01:09:00
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7. Shield Operation skill - in Ships and Modules [original thread]
Originally by: Pottsey The skill on the test sever has been changed back. Now that's a good news, thanks CCP. Ice
- by Ice Breaker - at 2005.05.24 19:35:00
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8. Incursus setup for lv1 or lv2 agent missions - in Ships and Modules [original thread]
Edited by: Ice Breaker on 23/05/2005 19:11:58 I use those two setups: close range: high: 3 * light electron blaster with AM med: mwd + web + micro/small cap injector depending on skill, "100" charges low: small armor rep + nanofiber/hardener/...
- by Ice Breaker - at 2005.05.23 19:10:00
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9. Shield Operation skill - in Ships and Modules [original thread]
Originally by: XpoHoc My last example doesn't really have anything to do with Ravens or Megathrons, it was just a general example to show why shield as a buffer for armor tanks is not the same as the armor as a buffer for shield tanks in m...
- by Ice Breaker - at 2005.05.23 04:25:00
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10. Shield Operation skill - in Ships and Modules [original thread]
Originally by: XpoHoc You fight a close range Megathron in your Raven. You are certainly right about how the higher "repair rate" (i.e. hp/s) can be an advantage for shield tankers, especially in this case of a pvp bs VS bs fight. Howe...
- by Ice Breaker - at 2005.05.23 01:11:00
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11. Passive shield tank works well with invulnerability fields - in Ships and Modules [original thread]
Edited by: Ice Breaker on 20/05/2005 02:58:39 Quote: I never tested the above out but it seems to me a passive tank can live longer then an active tank against gank setups with high damage mods and the passive tank can take the same dama...
- by Ice Breaker - at 2005.05.19 21:00:00
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12. Share wacky/uncommon ship setups - in Ships and Modules [original thread]
Originally by: Imhotep Khem What tank? Passive shield tanking 4tw... oh, wait... what happened to my shield operation skill ? Ice
- by Ice Breaker - at 2005.05.12 16:41:00
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13. Take down with 1 volley in Caracel? - in Ships and Modules [original thread]
Edited by: Ice Breaker on 10/05/2005 17:28:47 Concord ships are affected by diversion. More people commiting a crime a few seconds before you will give you more time to commit your crime. An untanked caracal can take about 30-40 seconds of C...
- by Ice Breaker - at 2005.05.10 17:04:00
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14. Can someone explain to me WHY missiles need an overhaul? - in Ships and Modules [original thread]
Originally by: xaioguai And new skills for missile seem fair for the turret pilots however, its kind of over nerf for the missile pilots. Turret pilots can cross train all 3 kind of turrets coz many skills in gunnery works in all 3 types o...
- by Ice Breaker - at 2005.05.09 22:12:00
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15. Why don't you unveil the big picture TomB ? - in Ships and Modules [original thread]
My assumption is that Sorja is talking about increased hp on shield extenders/armor plates. TomB posted at least twice in the sticky about the "shield operation" skill change, and the first and last posts make me think (perhaps wrongly) that this ...
- by Ice Breaker - at 2005.05.09 19:35:00
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16. Factors affecting tanking - in Ships and Modules [original thread]
Originally by: Dust Puppy I have some experience with OpenGL. It's not that hard to do some 2D plots in that I think. Then again it's probably a lot easier to do the gui in Java. That's also what i think. Java sounds good, maybe even a...
- by Ice Breaker - at 2005.05.09 17:53:00
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17. Factors affecting tanking - in Ships and Modules [original thread]
Originally by: Matthew The only problem with that is that everything comes in as discrete blocks, rather than a continuous stream. If you have a ship that deals 8 hits of 400HP on you once every 20 seconds, you could take that several ways...
- by Ice Breaker - at 2005.05.09 16:15:00
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18. Factors affecting tanking - in Ships and Modules [original thread]
Edited by: Ice Breaker on 09/05/2005 16:05:17 After reading what i wrote, second thought: there's an intermediate case, when you do not repair enough to sustain the tank but could kill the opponent before running out of hp. It then depends on ...
- by Ice Breaker - at 2005.05.09 15:59:00
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19. Factors affecting tanking - in Ships and Modules [original thread]
Edited by: Ice Breaker on 09/05/2005 15:45:54 Sounds nice. But actually if you don't factor anything random and know (even not exactly) the relations between variables, you don't need a simulation. You can find the numbers by solving the equat...
- by Ice Breaker - at 2005.05.09 15:38:00
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20. Factors affecting tanking - in Ships and Modules [original thread]
Edited by: Ice Breaker on 09/05/2005 15:11:29 I would say "peak damage": the maximum amount of damage you can possibly tank in a short period of time (volley/salvo damage). Pretty easy to figure out, something like total hardened hp of the tan...
- by Ice Breaker - at 2005.05.09 15:11:00
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