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101. CCP please look at the Vargur. - in Ships and Modules [original thread]
Edited by: Kelbesque Crystalis on 19/03/2008 18:12:44 Using a longer range ammo and an optimal scripted TC in the mids pushes optimal up high enough that the range bonus from falloff become moot (lock range). I personally use PP over EMP for S...
- by Kelbesque Crystalis - at 2008.03.19 18:11:00
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102. CCP please look at the Vargur. - in Ships and Modules [original thread]
Edited by: Kelbesque Crystalis on 19/03/2008 17:51:34 Originally by: Rib0 Originally by: Liang Nuren Edited by: Liang Nuren on 19/03/2008 17:28:22 Originally by: Rib0 low: 3x republic fleet Gyro 1x RCU II 1x tracki...
- by Kelbesque Crystalis - at 2008.03.19 17:49:00
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103. CCP please look at the Vargur. - in Ships and Modules [original thread]
And for all that fitting, you get a ship that has the same or less DPS than a Maelstrom. Meanwhile the Kronos and Paladin get a real damage bonus over their base T1 ships.
- by Kelbesque Crystalis - at 2008.03.19 17:46:00
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104. Why can't the Vargur use Artillery? - in Ships and Modules [original thread]
Originally by: Saietor Blackgreen Vargur needs about 600 more grid. This will allow using 4x1200mm T2 artilleries + XL booster + T2 AB with 3 PDUs, which produces setup with a DPS of maelstrom Explain how a Vargur with 2x gyros can mat...
- by Kelbesque Crystalis - at 2008.03.19 16:37:00
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105. CCP please look at the Vargur. - in Ships and Modules [original thread]
Originally by: Rib0 Originally by: Kelbesque Crystalis Are joking? Even with falloff rigs and barrage fighting exclusively against Angels, an artillery Maelstrom will out DPS a AC Vargur past 30km. Very few missions have everything ...
- by Kelbesque Crystalis - at 2008.03.19 00:41:00
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106. CCP please look at the Vargur. - in Ships and Modules [original thread]
Edited by: Kelbesque Crystalis on 19/03/2008 00:30:24 Originally by: Rib0 Originally by: Kelbesque Crystalis Originally by: Rib0 i wrote a long discussion about the the vargur compared to the nightmare in terms of missi...
- by Kelbesque Crystalis - at 2008.03.19 00:27:00
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107. OK, what about Minmatar now? - in Ships and Modules [original thread]
Originally by: Goumindong Also, i hope you don't get the impression i think that the Vargur doesn't need more powergrid. I am just saying its still plenty strong with AC's as a mission ship. edit: Ath Amon quit lying. I've done miss...
- by Kelbesque Crystalis - at 2008.03.18 23:00:00
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108. OK, what about Minmatar now? - in Ships and Modules [original thread]
Originally by: Goumindong [with variable damage types] Oh and to put to rest this point: Even with variable damage types in PvE scenarios, Rails still out DPS Artillery on all rat types except vs Angeles on a comparable fit mission sh...
- by Kelbesque Crystalis - at 2008.03.18 22:31:00
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109. OK, what about Minmatar now? - in Ships and Modules [original thread]
Originally by: Goumindong Not really. While there is a larger discrepancy between ACs and Arties powergrid[than say hybrids and rails, not really between large beams and pulses] needs there are also very few turret slots on the Vargur mea...
- by Kelbesque Crystalis - at 2008.03.18 22:23:00
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110. OK, what about Minmatar now? - in Ships and Modules [original thread]
Originally by: Arkady Sadik Edited by: Arkady Sadik on 18/03/2008 21:27:03 Originally by: Kelbesque Crystalis >cough< Vargur >cough< I don't fly bs, so no marauders as well, so please bear with me - what do you ...
- by Kelbesque Crystalis - at 2008.03.18 21:45:00
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111. CCP please look at the Vargur. - in Ships and Modules [original thread]
Originally by: ElCoCo Edited by: ElCoCo on 18/03/2008 20:50:26 If you want a solution, you need to take into account CCP's reasoning for not doing what you proposed in the first place (it shouldn't have a lot of PG so as not to fit hvy...
- by Kelbesque Crystalis - at 2008.03.18 21:13:00
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112. EW types and their counters - in Ships and Modules [original thread]
Originally by: starvoid Originally by: Kelbesque Crystalis Speed is a perfectly viable counter. Read the tracking guide/missile damage guide. Speed works to reduce hit rate for turrets, and helps reduce damage from missile. Both ar...
- by Kelbesque Crystalis - at 2008.03.18 20:36:00
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113. Why can't the Vargur use Artillery? - in Ships and Modules [original thread]
Originally by: Leandro Salazar Originally by: Julius Romanus Lvl4 missions arent the only kind of pve isk maker out there. As far as I can tell, the vargur is 0.0 ratting magic. AC's w/ massive falloff, big cargohold, salvage while...
- by Kelbesque Crystalis - at 2008.03.18 20:28:00
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114. EW types and their counters - in Ships and Modules [original thread]
Speed is a perfectly viable counter. Read the tracking guide/missile damage guide. Speed works to reduce hit rate for turrets, and helps reduce damage from missile. Both are the exact opposite effect that target painters provide.
- by Kelbesque Crystalis - at 2008.03.18 20:25:00
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115. Why can't the Vargur use Artillery? - in Ships and Modules [original thread]
Edited by: Kelbesque Crystalis on 18/03/2008 20:18:24 Originally by: Verrain Ravenlark That gives 824 DPS (including drones) at 51 optimal. Sorry, but AC's with barrage have a 6km optimal. At 51km + 6km your doing 1/2 damage.
- by Kelbesque Crystalis - at 2008.03.18 20:18:00
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116. CCP please look at the Vargur. - in Ships and Modules [original thread]
Originally by: Rib0 i wrote a long discussion about the the vargur compared to the nightmare in terms of mission running ability. the forum ate it. so ill summarise i found that the vargur and nightmare are roughly equivilent when it com...
- by Kelbesque Crystalis - at 2008.03.18 20:16:00
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117. OK, what about Minmatar now? - in Ships and Modules [original thread]
Originally by: Arkady Sadik And I would like to get back to the other Minmatar ships that need some kind of help (and that does not mean they are completely useless, just sub-par). >cough< Vargur >cough<
- by Kelbesque Crystalis - at 2008.03.18 16:52:00
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118. CCP please look at the Vargur. - in Ships and Modules [original thread]
Edited by: Kelbesque Crystalis on 18/03/2008 16:44:43 The tracking bonus and falloff bonus WOULD be a slight damage boost at certain ranges for artillery, if you didn't need to scrub two lows to fit artillery. By having to use 2 lows for fitti...
- by Kelbesque Crystalis - at 2008.03.18 16:44:00
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119. [TRI] AC Mission Vargur - in Ships and Modules [original thread]
You might consider using Falloff rigs. You'll do more damage at all ranges above your optimal, and they go well with the ship bonus. On my Mael, most cruisers I face never get into orbit (artillery). And if they do my drones eat them alive. I've...
- by Kelbesque Crystalis - at 2008.03.18 00:14:00
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120. AE4? back? - in Missions & Complexes [original thread]
Any confirmation that AE4 is back? Its actually one the missions I looked forward to. I have yet to see it personally, but my corp is wardec'd so I haven't been missioning much.
- by Kelbesque Crystalis - at 2008.03.17 17:13:00
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