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1. Rule of thumb for level 4 minimums? - in Ships and Modules [original thread]
Hell ***** wrote: Lazy8s wrote: bloodknight2 wrote: I saw you were missionning in amarr space and that you have amarr BS 5. Do you have any skill in gunnery? If yes, think about buying a nightmare. This ship is simply the best in amarr sp...
- by Lazy8s - at 2013.08.16 15:53:00
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2. Rule of thumb for level 4 minimums? - in Ships and Modules [original thread]
bloodknight2 wrote: I saw you were missionning in amarr space and that you have amarr BS 5. Do you have any skill in gunnery? If yes, think about buying a nightmare. This ship is simply the best in amarr space <3 I can use large lasers an...
- by Lazy8s - at 2013.08.16 14:36:00
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3. Rule of thumb for level 4 minimums? - in Ships and Modules [original thread]
Caitlyn Tufy wrote: Dear OP: there are two general rules of a thumb that you should consider: 1. Do not fly what you can't afford to lose 2. You need about 1000 dps gank/tank to do level 4 missions. Now obviously, some L4s are easier and some...
- by Lazy8s - at 2013.08.16 13:22:00
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4. Rule of thumb for level 4 minimums? - in Ships and Modules [original thread]
Caitlyn Tufy wrote: Indeed, Kery. I have never in my entire game time in EVE used real money to fun ships and I've never, ever flown a ship I wasn't ready to lose. I'd rather do stuff a bit slower and be sure I can recover from inevitable troub...
- by Lazy8s - at 2013.08.16 11:17:00
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5. Rule of thumb for level 4 minimums? - in Ships and Modules [original thread]
Whitehound wrote: Rule of thumb: do not fly what you cannot afford to lose. If you have doubts and are still thinking about L3s then do not get into a faction ship yet. First do it with a standard T1 until you are comfortable with it and have ...
- by Lazy8s - at 2013.08.16 11:07:00
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6. Rule of thumb for level 4 minimums? - in Ships and Modules [original thread]
Chainsaw Plankton wrote: Lazy8s wrote: Yeah I agree that's why I was asking for general rules of thumb. I'm still not entirely certain what I need before doing level 4s. All of my shield skills are 4 (shield operation is 5, shield managemen...
- by Lazy8s - at 2013.08.16 05:05:00
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7. Rule of thumb for level 4 minimums? - in Ships and Modules [original thread]
Kery Nysell wrote: Your fit looks nice, but you're missing a couple of medium slots ... the Navy Scorpion has 8 of those I'd upgrade everything to Tech 2 as soon as possible, drop the Heavy Capacitor Booster for a Shield Boost Amplifier, add...
- by Lazy8s - at 2013.08.16 01:25:00
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8. Rule of thumb for level 4 minimums? - in Ships and Modules [original thread]
I was really excited because I'm able to fit a Raven a la Liang and run level 4 missions. Today my buddy at work said I should just plex some ISK for an SNI and I thought he was crazy. I started looking at SNI vs Raven threads and started seeing p...
- by Lazy8s - at 2013.08.15 22:35:00
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9. Is Raven worth the extra cost vs Dominix for level 4s? - in Ships and Modules [original thread]
I just came back after 3 years off. I apparently have 2mil SP to spend immediately (on top of the 9.7mil I already have). I'm looking at a vanilla Raven with all T2 fittings vs a vanilla Dominix with all T2 fittings (except faction sentries). I ca...
- by Lazy8s - at 2013.07.30 13:01:00
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10. Tux, my idea to fix amarr..... - in Ships and Modules [original thread]
Originally by: DanMck Originally by: LUKEC Simple fix: tank boats get 20% cap reduction / lvl so they don't have to fall into group of heretics fitting projectiles. Would that make apoc overpowered? Dps would still be lower than r...
- by Lazy8s - at 2006.11.14 16:28:00
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11. Hitpoint boost and artilleries - in Ships and Modules [original thread]
Originally by: Warnings You increase armor and shield but you boost a lot minmatar which don't need cap for shoot ... Abaddon is a good example for amarr, you shoot somes mins and you are out of cap. If the target is destroy is ok, else y...
- by Lazy8s - at 2006.11.01 22:13:00
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12. Hitpoint boost and artilleries - in Ships and Modules [original thread]
Edited by: Lazy8s on 27/10/2006 16:48:50 I'm currently a caldari pilot and everyone I run with flies caldari/gallente or minnie. The boost will be nice to bring projectiles in line with the other guns. That being said, the first thing I thoug...
- by Lazy8s - at 2006.10.27 16:45:00
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13. Amarr - in Ships and Modules [original thread]
Originally by: Ituralde If I see another request for explosive crystals I am going to scream. Explosive damage is the second most useless damage out there save EM alone. ...And if anyone says 'Kinetic crystal' then they need to be beaten...
- by Lazy8s - at 2006.10.22 22:55:00
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14. Caldari & Missiles VS Amarr Lasers - in Ships and Modules [original thread]
I'm caldari and I recently started training amarr now I don't know what to do. I don't like gallente (I dunno why) and my RL toys have enough duct tape as it is so I don't want to go minmatar either really. I like the amarr ships and the punisher...
- by Lazy8s - at 2006.10.17 20:55:00
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15. New complaint thread: Caldari Ammo should be ranged based - in Ships and Modules [original thread]
Edited by: Lazy8s on 16/10/2006 17:54:22 double post :(
- by Lazy8s - at 2006.10.16 17:54:00
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16. New complaint thread: Caldari Ammo should be ranged based - in Ships and Modules [original thread]
Edited by: Lazy8s on 16/10/2006 17:54:40 Anyone complaining about missiles being overpowered in PvP has obviously not used them before. Go watch a few PvP videos and look for t3h ub4r rage torp users pwning!!!! Oh wait, you won't see it. Why? ...
- by Lazy8s - at 2006.10.16 17:53:00
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17. Amarr - in Ships and Modules [original thread]
Originally by: Godar Marak Originally by: Cosmo Raata Look, I've posted this before in other words, but I'll post it again: Amarr used to be the highest damage dealer, bar none. That was the role. Back then, Damage dealing was ho...
- by Lazy8s - at 2006.10.16 16:52:00
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18. Passive II+Shield comp>Active II? - in Ships and Modules [original thread]
Ahah! I knew I had to be doing something wrong thank you very much. I was adding 5% per level. You just saved me a week's worth of trains tyvm.
- by Lazy8s - at 2006.10.16 14:43:00
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19. Passive II+Shield comp>Active II? - in Ships and Modules [original thread]
I tried eve-search and couldn't find the answer so I figured I'd post. Active hardener IIs are 55% resist, passives are 37.5% resist, but with EM/kin/etc skills to 4 (adds 20%) that would put passive hardeners at 57.5%, is that correct or is there...
- by Lazy8s - at 2006.10.16 14:36:00
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20. Agility tests (stange!) - in Ships and Modules [original thread]
Edited by: Lazy8s on 13/10/2006 02:51:18 Edited by: Lazy8s on 13/10/2006 02:49:43 I've aid it before and I'll say it again, CCP talks about being "realistic" about stuff but they totally missed any sort of realism on the battlecruiser. A q...
- by Lazy8s - at 2006.10.13 02:49:00
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