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1. please help a pos virgin!! - in Science and Industry [original thread]
It's really tough to break even in low sec unless you find a moon that is outstanding for the area or have access to another moon mineral to make reactions. That being said you can also hire out your POS for research, invention and construction as...
- by KillerOfMacros - at 2007.04.24 02:14:00
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2. Raven review - in Ships and Modules [original thread]
You also may want to look at 2x BCU II, 2x PDS II and a DC II. The DC dosn't apply to a stacking penality, if you get trounced in a mission the extra 15% armor and 60% structure may allow you to save you raven... just a though.
- by KillerOfMacros - at 2007.04.24 02:10:00
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3. Middle Slot module for Retriever - in Ships and Modules [original thread]
try a cap charger
- by KillerOfMacros - at 2007.04.24 02:06:00
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4. Question about order in which skills stack - in Skill Discussions [original thread]
There are 2 kinds of skills in the game, the ones that increase things and the ones that decrease things. Both catagories are Multiplicitive. 1st the one that add... Small Energy turrets 5% per level to small turret damage. Level 1 = Base gun dam...
- by KillerOfMacros - at 2007.04.24 02:05:00
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5. T2 Medium Rails...worth it? - in Ships and Modules [original thread]
Tech 2 Rails... Best named rails from what I remember are the prototype rails and not Gauss. The tech 2 versions have the same base damage multiplier and speed the 1 main diffence is in the 8% (at level 4) damage bonus from the med rail spec skill...
- by KillerOfMacros - at 2007.04.06 21:24:00
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6. Dear CCP - in Skill Discussions [original thread]
Would be nice to see both the manufacturing one and a lab slot one as well. Both sets would be nice.
- by KillerOfMacros - at 2007.04.06 21:15:00
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7. Sheild & Armour Tanking and the Minmatar - in Skill Discussions [original thread]
What your really going to want to do is work on the skills for tanking and the ones that support it. Armor Tanking Mech 5 Repair systems 4 Hull Upgrades 5 (tech 2 hardners) Passive module skills to 4 Shield Tanking Electronics/Engineering 4 Shie...
- by KillerOfMacros - at 2007.04.06 21:14:00
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8. Ferox - Mining mindlink setups - in Ships and Modules [original thread]
Here is the one I use. High's: 5 XCEL miners, and a gang module Mid's: 3 Large Extender II's, 2 rat specific hardners II Low's: 1 DC II, 2 PDS II and Cap Pwr Relay (or PDS) depending on how your cap handles the hards, lasers and DC's You'll also ...
- by KillerOfMacros - at 2007.04.05 21:25:00
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9. Anyone know where to find a Salvager I module? - in Ships and Modules [original thread]
Edited by: KillerOfMacros on 05/04/2007 21:15:46 Use the search function in the second tab of the market. Yea like he said :)
- by KillerOfMacros - at 2007.04.05 21:19:00
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10. Mining Foreman/Director in his/her own right ? - in Skill Discussions [original thread]
I did exactly what you are talking about with my main charactor about 6 months ago. You'll also want leadership 5 and Wing command to 2 or 3 so you can run larger gangs of miners. I run a passive tanked Ferox (better then a drake due to the grid)...
- by KillerOfMacros - at 2007.04.04 21:50:00
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11. What is a proper Drake Setup? - in Ships and Modules [original thread]
My setup is a little different as I suspect you are using the ship for missions. Highs: 7 assault launcher II's, tractor beam Mids: 3x Large extender II's, Invuln II and 2 rat specific hards Lows: (2x BCU II's or 1x BCU II/1x DC II) and 2x PDS II...
- by KillerOfMacros - at 2007.03.28 01:06:00
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12. Drake skills - in Skill Discussions [original thread]
One of the setups you may wist to look at is good for low skill point guys running level 3 and lower missions. Fitting: Highs: 7 assault missile launchers (fires light missiles, use bloodclaws) Tractor Beam Mids: 3x Large Shield Extender II Photo...
- by KillerOfMacros - at 2007.03.20 16:53:00
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13. What is overpowered now? - in Ships and Modules [original thread]
I like the idea about giving NOS an optimal/falloff, not having them take a turret slot and giving them a sig rad and fall off. Making them a like weapons that fire to absorb cap instead of items that reduce speed or stop a target from warping w...
- by KillerOfMacros - at 2007.03.20 02:16:00
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14. Does the Negotiation skill increase RP gain? - in Skill Discussions [original thread]
Edited by: KillerOfMacros on 22/02/2007 00:44:57 The way the math works is this: (Your skill level * Agent skill level)^2 * (1 + agent effective quality / 100) The second part of the equation only works correctly if the agent "effective quali...
- by KillerOfMacros - at 2007.02.22 00:48:00
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15. T.1 medium rails at lvl V vs T.2 at lvl 1 (questions for gunnery vets) - in Skill Discussions [original thread]
The bonus for the tech 2 turret spec skill is on top of the pre-req to get the tech 2 gun. Tech 1 250mm rail - 6.38 rof, 24km optimal and 2.75 damage multiplier Tech 2 250mm rail - 6.38 rof, 29km optimal and 3.3 damage multiplier With medium tu...
- by KillerOfMacros - at 2007.02.22 00:43:00
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16. What skills tie in with a trading character? - in Skill Discussions [original thread]
Easiest way to decide what to train for a given profession is to diagram all the required skill point trains into what attributes are used most and choose your alt based on that information. It may take a little work, but in the end you'll underst...
- by KillerOfMacros - at 2007.02.05 21:56:00
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17. CPU and POWERGRID shortage, need little help - in Skill Discussions [original thread]
Short List: Electronics skill Engineering Skill Weapon Upgrades Advanced weapon upgrades (there are also module specific skills that you may want to train to 4 to get that reduction) If you were a little more specific on what ship and how you wer...
- by KillerOfMacros - at 2007.02.05 21:49:00
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18. Passive shield tanking a 10/10 complex - success - in Ships and Modules [original thread]
Edited by: KillerOfMacros on 05/02/2007 21:23:43 Here let me fill in a few of the details you asked about. 1 It was a passively tanked Drake (BC4) with 20+K shields (before gang bonus 23K after [seige warfare 5]) 2 Therm II / Kin II / Invuln ...
- by KillerOfMacros - at 2007.02.05 21:25:00
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19. How rigs SHOULD have worked - imho - in Ships and Modules [original thread]
This type of customization would be nice for everything made, but it will take up more space in the database and because of that it'll never be implemented. Great idea making the skill of the crafter be revelent, but the variation list in the bata...
- by KillerOfMacros - at 2007.02.05 21:13:00
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20. PVP Caracal - in Ships and Modules [original thread]
Edited by: KillerOfMacros on 05/02/2007 18:41:08 Here is a cheap 0.0 rat (rats as opposed to wolf as we don't expect to make it home in 1 piece) pack setup that I use. 5 Heavy assault launcher I (if you have crap around malk or limos is good ...
- by KillerOfMacros - at 2007.02.05 18:42:00
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