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1. Fitting a new Raven - in Ships and Modules [original thread]
I made the mistake of going straight from Cruisers to Battleships, and it has/is taking me weeks to get close to effectively flying it. Also, I find myself now going back and training up for a Battlecruiser (Drake) because it is more suitable for ...
- by Kimi - at 2009.07.26 16:33:00
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2. Interceptors = Fastest Ships? - in Ships and Modules [original thread]
Originally by: Xaen Edited by: Xaen on 26/09/2007 17:19:15 With a bizarre ass setup and level V skills I can get a Vagabond up to 29,510m/s With a real fit and one faction mod: 12,243m/s But what you really want isn't a fast ship, ...
- by Kimi - at 2007.09.27 11:38:00
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3. Interceptors = Fastest Ships? - in Ships and Modules [original thread]
I am looking for a good courier type ship to start working towards, mainly for running things like BP's around and checking markets in various regions. I am a carebear and seldom go to under .5 space, but some good defense would also be nice just ...
- by Kimi - at 2007.09.26 15:35:00
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4. Battleship boosts - in Ships and Modules [original thread]
Quote: i would say torpedos would be comfortable at 600 damage... Actually, I think that torps should be in the 1200 to 2000 range if their size, speed, and cost stay the same. Torps are VERY easy to shoot down. I did some testing with...
- by Kimi - at 2003.08.31 10:30:00
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5. Missile + Launcher changes on Chaos - in Ships and Modules [original thread]
Edited by: Kimi on 31/08/2003 10:37:33 Edited by: Kimi on 31/08/2003 10:35:41 Quote: ROFLMAO!! If im reading that correctly you're *****ing about the training times with 3 and 4 in Perception and Willpower? Idiot. Those are fr...
- by Kimi - at 2003.08.31 10:09:00
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6. Missile + Launcher changes on Chaos - in Ships and Modules [original thread]
Edited by: Kimi on 30/08/2003 22:07:37 Edited by: Kimi on 30/08/2003 22:06:31 Quote: Training for large turrets, and all the supporting gunnery skills required to make them work takes a month or more for an average spread of lvl 3 gu...
- by Kimi - at 2003.08.30 22:04:00
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7. Missile + Launcher changes on Chaos - in Ships and Modules [original thread]
Edited by: Kimi on 30/08/2003 17:45:21 Quote: Missiles own so bad on Chaos at the moment it's not funny. No, it is NOT funny. In fact it is sad. My main character has been training towards missiles almost since day one. She is max...
- by Kimi - at 2003.08.30 17:41:00
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8. Missile + Launcher changes on Chaos - in Ships and Modules [original thread]
Quote: Missles are certainly not NPC hunting weapons.. they're strictly for PvP only. Says who? Who exactly decided that? Is that an official CCP stance? If a missile is a primary weapon, it should be as much for NPC hunting as for ...
- by Kimi - at 2003.08.30 13:28:00
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9. Missile + Launcher changes on Chaos - in Ships and Modules [original thread]
Edited by: Kimi on 30/08/2003 07:20:08 Quote: Either you 1) Haven't tested the new missles on Chaos or 2) were trying to make a joke and I missed it somehow. 1. yes I have tested them, and they still suck. The only modifier is spe...
- by Kimi - at 2003.08.30 07:15:00
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10. Missile + Launcher changes on Chaos - in Ships and Modules [original thread]
Quote: - All missiles need to have at least 10% more damage base than they do to give them a clear advantage over other weapon types (especially if they take so much cargo space) sorry, but 10% would not even come close to making them v...
- by Kimi - at 2003.08.30 05:50:00
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11. Battleship boosts - in Ships and Modules [original thread]
For torpedoes to be worth what they cost and the sheer sloth of them, they would have to do more like 2500 to 4000 damage - not 600.
- by Kimi - at 2003.08.29 17:43:00
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12. Missile + Launcher changes on Chaos - in Ships and Modules [original thread]
Edited by: Kimi on 29/08/2003 17:37:46 "Missiles should detonate each other when they explode.." That is not the problem, as has been stated several times. The problem is that one missile sets off another missile just by proximity. The mis...
- by Kimi - at 2003.08.29 17:33:00
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13. Missile + Launcher changes on Chaos - in Ships and Modules [original thread]
Well, to put it bluntly, missiles still suck, which means that so do any of the Caldari ship specialized for missiles. The speed increase is only a mild improvement. They get there faster, but they still do the same pathetic damage, still take u...
- by Kimi - at 2003.08.29 12:52:00
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14. Battleship boosts - in Ships and Modules [original thread]
"check chaos, missiles now turn a properly equipped raven into a flying nightmare...." Hmm Not unless there have been some drastic changes in the last patch. The only thing I saw was that missiles were faster. Still too expensive, still too l...
- by Kimi - at 2003.08.29 12:39:00
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15. The Caracal - Good or bad? - in Ships and Modules [original thread]
"I gladly pay 1mil cost for torpedo's in a war to take out a 60mil ship.." hehe, no you won't. Torpedoes take up too much space, you cannot carry that many...
- by Kimi - at 2003.08.28 04:23:00
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16. Battleship boosts - in Ships and Modules [original thread]
Good point about the Raven already having a decent amount of mid slots. As many have noted, many of the Caldari ships, such as the Caracal and Raven would be fine if missiles were not so weak.
- by Kimi - at 2003.08.27 14:55:00
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17. The Caracal - Good or bad? - in Ships and Modules [original thread]
The Caracal currently is not very good, 95% of that is due to the fact that missiles pretty much suck. However, all types of weapons, including missiles, are being "retuned" on Chaos for the next patch. When that happens, I think the Caracal wil...
- by Kimi - at 2003.08.27 08:55:00
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18. Battleship boosts - in Ships and Modules [original thread]
I have been aiming my skills towards being the "uber Raven Queen" for weeks now, but have held off actually getting one for many of the reasons cited above. IMO, there are some other fixes that have not been mentioned, or only touched on. 1. La...
- by Kimi - at 2003.08.27 08:38:00
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19. tech lvl 5 combat drones !!!! - in Ships and Modules [original thread]
I would presume they came from one of the Jovian ships in the Stain. However, for tech level V they dont look all that impressive.
- by Kimi - at 2003.08.11 19:32:00
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20. Caracal loadout.. - in Ships and Modules [original thread]
"You could also run 2 MWD and drop the torps at point blank and fly on past..." As part of our missile tests, we tried that also. Our tester almost killed himself twice - they go off too soon and you get a lot of blast yourself. Yet they are far...
- by Kimi - at 2003.08.06 08:03:00
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