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81. Projectile Falloff + Target Painter - in Ships and Modules [original thread]
The target painter will help out mostly against smaller targets, especially if they have MWD active. If a target is already in your guns signature radius or is larger than it, the real benefit from the target painter in falloff is minimal. Too ti...
- by Kosetzu - at 2014.11.17 22:56:16
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82. Account validation error - in Test Server Feedback [original thread]
The fix Habakuk posted worked for me on this issue at least.
- by Kosetzu - at 2014.11.06 22:06:04
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83. Secondary Launcher useless? - in Ships and Modules [original thread]
I tried this back when I flew a cane myself, and like already mentioned here it is because you don't have better missile skills basically. Early on it's best to just focus on one type of weapon systems in this game to get it to a decent level firs...
- by Kosetzu - at 2014.11.01 12:17:05
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84. Drone Question - in Ships and Modules [original thread]
I would fit mission specific hardeners, and go down to 350mm guns (especially for lvl 3's). Just an example fit below of how I would fit it, downgrade as needed of course. The Reactive Armor Hardener really helps out a lot over normal hardeners b...
- by Kosetzu - at 2014.10.31 14:06:04
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85. Drone Question - in Ships and Modules [original thread]
It depends if you use Omnidirectional Tracking Links/Enhancers or not what range you can make use of them at. I fly an Ishtar at the moment with 1 omni link plus the 30% bonus I get from the hull bonus with my skills and have no real issue until t...
- by Kosetzu - at 2014.10.31 12:50:16
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86. Drone Question - in Ships and Modules [original thread]
Why you want to use ECM drones in a mission I can't tell, but faction drones are worth it, at least sentries. Used that while training for T2 myself.
- by Kosetzu - at 2014.10.30 17:23:41
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87. Tempest/Mealstrom ok for lvl4's? - in Ships and Modules [original thread]
Maelstrom is completely viable for incursions, just upgrade to the Machariel once you can afford it (they tend to get grumpy if you never upgrade). I used to have a Maelstrom for missioning and it worked really well even back when my skills weren...
- by Kosetzu - at 2014.10.30 15:47:18
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88. Best pirate BS against Guristas - in Ships and Modules [original thread]
I would say the Kronos is a good contender as well when including the Marauders. Guristas tend to jam quite a bit so any non-marauder will likely have to fit ECCM in order to complete them consistently in the same amount of time a marauder would.
- by Kosetzu - at 2014.10.22 21:42:46
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89. NPC Ammo Limit and Locking Capabilities - in Ships and Modules [original thread]
The Pied Shadow wrote: stay locked on you from hundreds of meters away? Hundreds of meters indeed, what a range On a more serious note, a lot of the NPCs can lock out past the normal 250km player limit, but they can't attack outside of ...
- by Kosetzu - at 2014.10.22 21:29:11
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90. Sticky:The 'one-line bad idea' thread - in Player Features and Ideas Discussion [original thread]
Triage affecting remote hull rep amount.
- by Kosetzu - at 2014.10.14 19:02:00
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91. Singularity: Rule violation reporting - in Test Server Feedback [original thread]
Got killed while helping out a titan fitting up at cap rotation. Killmail Image
- by Kosetzu - at 2014.10.13 14:06:35
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92. Sigh.. - in Test Server Feedback [original thread]
Worked fine yesterday, suddenly bugged today.
- by Kosetzu - at 2014.10.12 10:18:00
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93. Mass test on Singularity on Tuesday, 14th of October, at 17:00 UTC - in Test Server Feedback [original thread]
So just to make sure people bring the right stuff for capitals, gate jumps 3 times, jump drives 2 times? Need to make room for the 'topes between all the DDs is all =)
- by Kosetzu - at 2014.10.12 10:11:00
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94. Singularity: Rule violation reporting - in Test Server Feedback [original thread]
My pos and carrier got killed in EZA just now. Please rid the test server of these people who obviously disrupt testing purposes with illegal combat. Image of them shooting and DDing my carrier. And pos mails from reinforcing (first 3), and at...
- by Kosetzu - at 2014.10.11 21:24:38
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95. Cloaked ships decloaking each other - in Test Server Feedback [original thread]
Aurelius Valentius wrote: I thought cloaked ships in same fleet could see ships in same as cloaked effects to keep from slamming into each other? well if not that would be a nice deal for cloak fleet antics. Nope, cloaked ships can't be seen ...
- by Kosetzu - at 2014.10.11 16:43:00
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96. Sticky:The 'one-line bad idea' thread - in Player Features and Ideas Discussion [original thread]
Specific POS array passwords for each structure.
- by Kosetzu - at 2014.10.11 12:31:00
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97. Cloaked ships decloaking each other - in Test Server Feedback [original thread]
I sure hope this is one of the insanely many bugs that have appeared now... You can't even see cloaked people in your fleet and you are supposed to avoid them >_>
- by Kosetzu - at 2014.10.11 11:34:00
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98. questions about cloaking - in Ships and Modules [original thread]
Any ship with a high slot and enough CPU and PG can fit a cloak and use it. Covert Ops Cloaks are only usable by covert ships like stealth bombers, recons, covert ops frigates and blockade runners. To cloak you just need to be 2500m away from any...
- by Kosetzu - at 2014.10.08 22:04:00
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99. Coming out of warp faster - in Ships and Modules [original thread]
Unless they added a new cap on deceleration after Kronos or something, very fast ships like interceptors will literally appear out of nowhere because of how the server ticks with information works.
- by Kosetzu - at 2014.09.22 16:50:00
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100. Coming out of warp faster - in Ships and Modules [original thread]
It takes longer for people to be able to lock you after you exit warp, than it takes for you to lock onto them. Like already mentioned, acceleration/deceleration is based on warp speed of your ship now. Most ships dedicated to tackling the enemy ...
- by Kosetzu - at 2014.09.22 04:45:00
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