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21. Are defensive Nosferatu needed anymore? - in Ships and Modules [original thread]
Anti-NOS NOS? Not after the patch. The main reason to fit NOS after the patch will be to help keep your cap stable because you're draining alot. Blasterboats, Amarr ships and the like all need more Cap to sustain their effectiveness. Nos gives the...
- by Lars Intarestum - at 2007.08.01 22:57:00
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22. Possible industrial cap hoax? - in Ships and Modules [original thread]
Originally by: Marie Mahro Nice post, although a Tempest, come on Something like the ship you described would be an awesome step up from a Capital Industrial, like a mothership counterpart. The ability to carry multiple hulks, a clone...
- by Lars Intarestum - at 2007.08.01 22:18:00
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23. PETITION: Nerf the Osprey! - in Ships and Modules [original thread]
Ospreys are going to cause the end of all EVE. Nothing can tank an Osprey, not even an Osprey. And an Osprey can tank everything, even another Osprey!
- by Lars Intarestum - at 2007.08.01 20:25:00
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24. Possible industrial cap hoax? - in Ships and Modules [original thread]
I can see it now... Space and time fractured and twisted within itself as the massive industrial ship, "Wealth's Own," split into being. Around it, several hundred asteroid rolled lazily in space, glistening in the warm sunlight from beyond the ...
- by Lars Intarestum - at 2007.08.01 20:10:00
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25. My PvP Rifter build - in Ships and Modules [original thread]
Originally by: Llerrad Gabemid i had 3x 200s and then 2x nosses instead but i dono how that's gonna work post NOS nerf, though if you plan to run MWD indefinitely, it'll prolly work out ok i think. maybe even take out cap relay for damage ...
- by Lars Intarestum - at 2007.07.31 20:24:00
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26. PETITION: Nerf the Osprey! - in Ships and Modules [original thread]
OMFGWTFLOLKTHXBAI
- by Lars Intarestum - at 2007.07.31 20:20:00
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27. nos changes possible balance problem - in Ships and Modules [original thread]
Won't the new NOS modules require some cap to use?
- by Lars Intarestum - at 2007.07.31 13:49:00
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28. Important Storyline Mission to haul 40,000m^3 - in Missions & Complexes [original thread]
Originally by: Ceremony Garp Edited by: Ceremony Garp on 26/07/2007 11:52:51 Originally by: Khan Dhu ...Level V is pushing it and is a good 18-25 days' train.. Dear Khan, You are quite right chap. I trained up to Gallent...
- by Lars Intarestum - at 2007.07.26 13:14:00
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29. Rifter for L2, Rupture for L3/Ratting - in Ships and Modules [original thread]
Arty is harder to fit a good tank, since it's much higher fitting. That said, the range will keep you safer alot of times in missions. Rockets on a Cruiser makes baby-jesus cry. Either go Assault (about the same RoF as rockets with bigger missile...
- by Lars Intarestum - at 2007.07.23 16:24:00
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30. T2 Rifter setup - in Ships and Modules [original thread]
Originally by: Kalazar 3x 150mm AC II 1x Rocket launcher 1x MWD (t2 or best named) 1x x5 web 1x J5b warp scrambler 1x Gyrostab II 1x 200mm RT plate 1x SAR II A good fit that, has served me well. Don't have quickfit on me, but will t...
- by Lars Intarestum - at 2007.07.23 16:21:00
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31. RUPTURE Lvl 2 mission setup - in Ships and Modules [original thread]
Use the Auto-cannons against other cruisers, missiles and drones against frigates. Used named stuff where you can afford. A Best-Named Rupture will eat L2s like they were nothing most of the time.
- by Lars Intarestum - at 2007.07.23 16:15:00
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32. RUPTURE Lvl 2 mission setup - in Ships and Modules [original thread]
That set up is pretty solid. You could swap the Web for another recharger if you're having trouble maintaining cap or swap a Gyro for a Hardener if your tanks is breaking alot but all in all, that should do just fine.
- by Lars Intarestum - at 2007.07.23 14:22:00
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33. Caldari ships are kinda ugly... - in Ships and Modules [original thread]
Merlin looks badass. Caracal... Ehh... Sorta. Rohk. Drake and Ferox are both good.
- by Lars Intarestum - at 2007.07.22 15:01:00
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34. Quick Q: Drake shield resists from BC level - in Ships and Modules [original thread]
Originally by: Sokratesz /me wants to say something about maths..but doesnt :) And I'll apologize for the forum spear quip. ...Though, do people do that on EVE-O? Apologize for things?
- by Lars Intarestum - at 2007.07.20 13:34:00
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35. Quick Q: Drake shield resists from BC level - in Ships and Modules [original thread]
Originally by: Elite Marksman No, all resist modules are equally efficient no matter what the base resistance is... I'll explain it again. R = final resist b = base/previous resist s = stack nerf coefficient m = resist modifier R = b + s(...
- by Lars Intarestum - at 2007.07.20 13:32:00
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36. Quick Q: Drake shield resists from BC level - in Ships and Modules [original thread]
Originally by: Leandro Salazar The thing is, the amount of damage resisted is inconsequential to any tanking calculation, only the damage taken counts. So while your example might be mathematically valid, it is not important for tanking ca...
- by Lars Intarestum - at 2007.07.20 13:29:00
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37. Quick Q: Drake shield resists from BC level - in Ships and Modules [original thread]
Originally by: Hannobaal Originally by: Lars Intarestum Quote: No, that's just the normal way resist bonuses are calculated. Otherwise you'd easily end up above 100% resists. Stacking penalties mean, for example, that if you ...
- by Lars Intarestum - at 2007.07.19 19:58:00
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38. Quick Q: Drake shield resists from BC level - in Ships and Modules [original thread]
Originally by: Jade Vendetta Edited by: Jade Vendetta on 19/07/2007 13:46:44 Edited by: Jade Vendetta on 19/07/2007 13:45:38 Originally by: Lars Intarestum Originally by: Sokratesz Originally by: Lars Intares...
- by Lars Intarestum - at 2007.07.19 19:57:00
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39. Quick Carrier Question - in Ships and Modules [original thread]
While we're on it, can you assign fighters then go into Triage mode? Will the fighters have to be recalled?
- by Lars Intarestum - at 2007.07.19 13:37:00
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40. Quick Q: Drake shield resists from BC level - in Ships and Modules [original thread]
Originally by: Sokratesz Originally by: Lars Intarestum Still, because you have the skill, your modules are less effective. Still means you have a higher end result but mod 1 still gives you less resists after skills than if you di...
- by Lars Intarestum - at 2007.07.19 13:25:00
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