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1. Titan changes - update - in Ships and Modules [original thread]
Kaj'Schak wrote: Titans can only inflict their dread-compareable DPS at relativly short ranges (+ Doomsday all 10 Minutes). 50 tracking titans are not vulnerable to anything they'd be fielded against. No subcap fleet could take out any of...
- by Kun'mi - at 2012.03.27 18:20:00
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2. Malediction MK II - in Ships and Modules [original thread]
Purpose of an interceptor IMO: 1) Tackle down a target to let others in gang destroy them 2) Maintain that tackle for as long as possible In fleet, whats the point of fitting guns? Will it make a difference when your tackle is getting hit by do...
- by Kun'mi - at 2007.08.01 18:59:00
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3. Lets Fix Manticore - in Ships and Modules [original thread]
I don't see any reason why manticore can't have 4 launchers..caldari need some good ships. If nothing else, it will drive down the price of the other bombers. With bombs the focus of these ships now, the manticore with an extra launcher won't bl...
- by Kun'mi - at 2007.07.13 01:04:00
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4. Why are Fighter's so advanced? - in Ships and Modules [original thread]
it's not that hard to understand.... He's asking why fighters can track a target when they go into warp and follow them quickly, and engage them once they come out of warp. Player flown ships must do directional scans to narrow down the targets ...
- by Kun'mi - at 2007.06.19 15:23:00
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5. harbringer pvp - in Ships and Modules [original thread]
7x Focused Medium Pulse Laser II Warp Disruptor II x5 Web Electrochem Cap Injector ABII 2x Medium Armor Rep II 1x Armor Thermic Hardener 1x Armor Explosive Hardener 1x Armor Kinetic Hardener Damage Control II
- by Kun'mi - at 2007.04.14 20:31:00
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6. New idea to problems with Amarr Race - in Ships and Modules [original thread]
OK. So we all know Amarr have problems. They have good tanks in general, but can't be beaten by other ships. They do decent damage, at expense of a tank. Mid slots are a joke, so EWAR is out, even tackling is hard to do. Why not give all (or sel...
- by Kun'mi - at 2007.02.06 04:23:00
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7. Amarr Ships / Class roles - in Ships and Modules [original thread]
PVP ships in general are disadvantaged because of a low number of mid slots. Most ships have a max of 3 mids. Because amarr use so much cap, a booster is almost vital on all setups. This means you have a max of two slots for all the PVP essential...
- by Kun'mi - at 2007.02.04 02:54:00
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8. Harbinger solo-pvp setup - in Ships and Modules [original thread]
i'm a bit concerned with cap issues on your setups, especially the second one. Web might be a good idea. I really don't want to loose both cap mods though, so it's either a HSII or a web.
- by Kun'mi - at 2007.01.21 00:37:00
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9. Harbinger solo-pvp setup - in Ships and Modules [original thread]
So i'm amarr, and the harbinger is one of the few ships with enough mid slots to do some serious solo pvp. I've come up with this setup. Some of it is T1/named to save on costs. High: 7x Named heavy Pulse Lasers standard and multifreq. crystals ...
- by Kun'mi - at 2007.01.20 22:54:00
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10. Damage types vs. new region Drones - in Ships and Modules [original thread]
do all out EM damage if you can. If not, thermal is second best. Tanking you want everything, but explosive seems to be one of the main damage types they do, so bring a little extra there.
- by Kun'mi - at 2007.01.01 00:47:00
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