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21. Sacrilege improvements - in Ships and Modules [original thread]
Wont a sac kill zealot? Tank him and nos till it runs out of cap, then kill. Anyway, i got sac but havent used it yet. BTW i think it can also outdamage zealot with gank setup (4 hvy pulse, 2 hvy assault missiles, 3 t2 small drones). Smile, tomorr...
- by Lakotnik - at 2007.01.30 18:56:00
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22. Nerf, Myrmidon, please! - in Ships and Modules [original thread]
I think its pointless to nerf that ship. It is among better, but not totally uber. Nerfing every single ship that sticks out will result in insane amount of nerf and boost posts on forums and will bring this game to some stupid level when everyone...
- by Lakotnik - at 2007.01.30 18:36:00
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23. Possible Basilisk Fix (they want to promote support ships, right?) - in Ships and Modules [original thread]
Low HP is a problem till you fit an extender or a plate. Plate preferably. Then you need just a couple of resits modules and you have some buffer on the ship. Add an AB, put small signature in consideration and you have some tank. If you re planni...
- by Lakotnik - at 2007.01.28 22:13:00
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24. Do NOT nerf nanos and I-stabs - in Ships and Modules [original thread]
If nano BS waits to die of course. Smile, tomorrow will be worse.
- by Lakotnik - at 2007.01.23 01:54:00
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25. PETITION: Warp Disrupt Probes (aka bubbles) Need Fixing! - in Ships and Modules [original thread]
Well, only solution to bubble camps is only thing more lame, annoying and boring - nanoships. I agree that logging off and warping out of the bubble is lame. But what if you crash - you can just die then. Fixing the problem could be simple - log o...
- by Lakotnik - at 2007.01.23 00:52:00
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26. smartbombs for PvP - in Ships and Modules [original thread]
Small smartbomb is almost useless against drones. Even medium one is not very effective. If you re using just 1 smartbomb, you surely want a large one. Good enough to kill drones and some frigs that get too close. Nice way to kill pods as well. BT...
- by Lakotnik - at 2007.01.10 22:23:00
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27. [Rev] Pilgrim - in Ships and Modules [original thread]
Burst kills cap too fast as well to use 3 of those. Btw, change drones a bit (5 med 5 light or 2 hvy 2 med 1 light), if you re solo, use mixed type or kinetic drones. (kinetic -> fastest, best tracking, good damage type, good damage, ok durab...
- by Lakotnik - at 2007.01.10 22:19:00
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28. Guardian Setup - (Amarr Support Cruiser) - in Ships and Modules [original thread]
Edited by: Lakotnik on 06/11/2006 22:24:14 Change wcs for a cap relay, overall its not bad. Depends y do you need it of course.
- by Lakotnik - at 2006.11.06 22:24:00
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29. Game Ballance - in Ships and Modules [original thread]
Well i agree with almost every kali change but that SP stuff. Come on, people will open dozens of trial accounts and use them for a variety of stuff. Some ppl that want pirating will just make a couple of trial accounts and hop in destroyers, go t...
- by Lakotnik - at 2006.11.04 12:50:00
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30. Is this 1 year old Duramaller build still applicable? - in Ships and Modules [original thread]
Mission running maller works just good with 1600mm plate, 2 eanm, med repairer and frig beams. With pulses you need ab or even mwd for some minmatar "freedom" fighters (damn minnies). Web is a must for both setups. You have 1 hislot, 1 medslot and...
- by Lakotnik - at 2006.10.29 10:25:00
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31. Could you explain me Tech 2 frigate roles? - in Ships and Modules [original thread]
Assault frigate is used to kill other frigate class ships and has a nice tank. Interceptor is for catching people and tackling them. Covert ops is for scouting and probing, it is cloaked most of the time. Dies really fast and cloak is very expensi...
- by Lakotnik - at 2006.10.28 11:31:00
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32. Need help with destroyers - in Ships and Modules [original thread]
Put 8*dual light beams on, use ab and fill lowslots with heatsinks and modules if you need them to fit this. I think you should be able to go with 3 heatsinks and one nanofibre tho.
- by Lakotnik - at 2006.10.28 11:26:00
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33. So much for the ECM nerf... - in Ships and Modules [original thread]
Originally by: Zixxa Imagine you are sitting in built from toilet paper Falcon, jamming juicy BS. Jamming is gone BS relocks you instantly. Your stupid idea removes ECM recon ships from the game. Any except BBirds and Scorpions. Due to su...
- by Lakotnik - at 2006.10.27 13:42:00
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34. So much for the ECM nerf... - in Ships and Modules [original thread]
Originally by: Dark PIne This effect could be reduced if the length of jamming was based on the same formula as the success of jamming: Time of jamming = (Jammer's cycle time) * (Jamming strength) / (Target ship's sensor strength) Wha...
- by Lakotnik - at 2006.10.27 11:58:00
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35. my punisher setup any good? - in Ships and Modules [original thread]
Too many cap relays + i think punisher works better with projectiles and use all cap for tanking. And tank is another quite weak side. Put 2 eanms on it. Try 200mm acs. If you do not have enough cpu (grid should be ok), put coproc, cap relay or na...
- by Lakotnik - at 2006.10.22 12:31:00
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36. Suggestion for a blob reduction - in Ships and Modules [original thread]
There is a bit more explanation later. Dont give up after first lines. Lets say that one ship can take max of 100 points per 10 seconds. Each weapon that hits puts as much points on a ship as its rate of fire is. So for example, we have arty with ...
- by Lakotnik - at 2006.10.21 22:59:00
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37. Top three ships to own? - in Ships and Modules [original thread]
BS - fleet battles CS - gang support, great for smaller hunts recon - do i have to explain? I think those are the best for pvp. However, it is also impossible to live without haulers and ice mining barges - BS can mine minerals but not ice. So fo...
- by Lakotnik - at 2006.10.21 21:49:00
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38. Field Command Ships vs. Battleships - in Ships and Modules [original thread]
Well, size works better than tech lvl as long as both players know what to expect. Properly fitted BS kills a field command ship, while command ship works better against "lesser" ships. A command ship can have one hislot with a command module that...
- by Lakotnik - at 2006.10.14 11:21:00
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39. A weird armor suggestion - in Ships and Modules [original thread]
Why dont we make armor repairers repair armor over time? For example, now we get 400 armor every 10s, with this change each second armor increases 40s. Duration is 10s, cap usage the same. So, over time armor repairers still repair the same, just ...
- by Lakotnik - at 2006.10.13 20:10:00
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40. Module idea: Module Transfer Module :) - in Ships and Modules [original thread]
Hmmm even with only one module, ship capabilites can be increased a lot. For example, geddon wont miss one hislot but will kill for another med. Raven will gladly sacrafice one of hislots for another med. Most of the ships have one slot they can s...
- by Lakotnik - at 2006.10.13 10:55:00
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