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1. Best three rigs for a mission-running Raven? - in Ships and Modules [original thread]
I'm pretty sure the purpose of rigs is to encourage you to own a small garage of the same ships. ---- "I have not been podded and run out of isk. I am merely camping my hangar."
- by Lienzo - at 2006.12.25 18:20:00
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2. [REV] Rifter Revisited - in Ships and Modules [original thread]
3x 250mm arty 1x gravy 1x AB 1x 20km warp disruptor 1x damp/tracking disrupt 2(or 3)x Cap relays 1x gyrostab It's weak to large NOS, thoraxes, droneships, and even inties regardless of the Rifter blob. (not enough dps to matter & too short loc...
- by Lienzo - at 2006.12.08 09:17:00
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3. Destroyer Builds - in Ships and Modules [original thread]
If you think you are going to get a lock on a gate-tripping interceptor, you better not have fewer than 1 sensor boosters. Tanks on dessies are for npcing only. Kali changes are irrelevant. Nothing vulnerable is going to stick around to check o...
- by Lienzo - at 2006.11.27 04:33:00
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4. OK Tux i give in - in Ships and Modules [original thread]
I favor the giving up part. If nobody flies it, they're sure to make some adjustments, right? Why just look at the Ares, and all the drone potential rerolled into the theme. *reactivates someone-else's-problem field generator* ---- "I have n...
- by Lienzo - at 2006.11.25 11:13:00
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5. Rails on the Incursus? - in Ships and Modules [original thread]
Less CPU for 20km scram and an ew like a tracking disruptor or sensor damp, but more cap than the Rifter. Speed is very important though, because you will not be fitting better than an afterburner. You would most likely be better off with a Tris...
- by Lienzo - at 2006.11.22 07:06:00
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6. Hyperion - Kinda like the model now - in Ships and Modules [original thread]
Hyp needs +1 utility slot added since NOS now seems native to drone boats. Uh, remote reppers also work in utility slots. I like those little "arms" or whatever. Maybe something like a specialized remote repper that only works on drones and is f...
- by Lienzo - at 2006.11.20 16:29:00
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7. A Moros for fleet combat? - in Ships and Modules [original thread]
Edited by: Lienzo on 20/11/2006 03:45:01 Outside of seige mode, you only get about half the dps of a typical fleet mega with a maxed fit with your primary weapons. More likely you get about 1/5th damage of 425s with top skills with a normal dr...
- by Lienzo - at 2006.11.20 03:44:00
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8. tuxnerf.ytmnd.com :=) - in Ships and Modules [original thread]
If EVE has taught me anything, CCP will grow to a point where the carebears will reach a critical mass. Then they will split into two competing corporations with rival products, and each will get better (or one will fail and do something else). W...
- by Lienzo - at 2006.11.19 02:48:00
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9. Drake, what should ve been done. - in Ships and Modules [original thread]
A simple swap of RoF bonus to Kinetic missile bonus would have gone down better. Being specialized is more important than balance. Think how hard it would be for Drakes to kill each other then?
- by Lienzo - at 2006.11.18 11:01:00
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10. 220mm AC ranges - in Ships and Modules [original thread]
Optimals are optimals only on lasers. With ACs, you tend to have to balance the loss between tracking and falloff. The falloff damage curve is inverted from the optimal curve. See here . You damage the most quickly at 10% into falloff, then ...
- by Lienzo - at 2006.11.18 02:09:00
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11. New passive shield tank HP regen record 190 HP/s - in Ships and Modules [original thread]
Pre-Kali, I wouldn't have minded seeing some passive shield tank modules boosted considerably, and stacking penalties added to allow more tactical mods. Post-Kali, I'm not so sure. Unless warp disruption could outrange NOS so lasers could make a...
- by Lienzo - at 2006.11.11 08:07:00
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12. We need 30 km warp disruptors - in Ships and Modules [original thread]
Amarr are used to slim margins of success already. All that is needed is is for warp disruptors to have range equal to (Nos)+1km.
- by Lienzo - at 2006.11.06 06:48:00
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13. The increased importance of NOS - in Ships and Modules [original thread]
I have a feeling that all close range encounters are going to be ACs and Missiles. A webber will negate much of any drone usage, with the Drake having sufficient mids to add a target painter with no problem. I can think of a few ways to deviate f...
- by Lienzo - at 2006.11.04 21:42:00
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14. Scared to death of the Abaddon - in Ships and Modules [original thread]
*Tries to think of something inflammatory* How about this: if all the T2 long range ammo is getting nerfed from 100%->80%, then Amarr get hit a bit worse. This is because changes to range only affect optimals, and both hybrids and projectile...
- by Lienzo - at 2006.10.26 05:14:00
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15. With HP boost, nerf Omni tanks. - in Ships and Modules [original thread]
Hey, I have an idea for how we can lower HAC prices. Increase their skilled resists, and significantly decrease their other two resists. Specialization is so much cooler than uberness. T1 could always just be middle of the road.
- by Lienzo - at 2006.10.23 07:02:00
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16. What will happen to the Ferox? - in Ships and Modules [original thread]
Ferox w/ Rails: 170 base dps with Javelins Javelins - 250 dps w/ 2 magstabIIs 27km base optimals. 15+15 falloff. Spike - 150 dps w/ 2 magstabIIs 108km base optimals. Can start track another non-AB BC between 7-27km theoretically. Non-AB cruisers...
- by Lienzo - at 2006.10.23 05:21:00
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17. Caracal - Anti-Interceptor Setup - in Ships and Modules [original thread]
It doesn't really work without tons of sp, and even then, it doesn't work all that well. Even if you have a target painter strapped on, it still doesn't work that great. The thing of it is, the sig radius is important, but the explosion velocity ...
- by Lienzo - at 2006.10.22 08:31:00
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18. HP increase = goodbye bombers. Please fix this! - in Ships and Modules [original thread]
It's also nerfing the destroyers vs. inties too. Destroyers don't need hp. They need a locktime boost. It's actually quite difficult for a destroyer squad to down an inty in most non conceptual, or in situ arrangements. The inties can usually...
- by Lienzo - at 2006.10.22 08:18:00
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19. Don't Nerf Stabs! - in Ships and Modules [original thread]
Scramblers are old-school. Everyone and their momma uses dictors and insta-lock webberers now. The only place anyone needs to use stabs anymore is low-sec, and we all know that nobody cares about low-sec.
- by Lienzo - at 2006.10.19 06:03:00
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20. Warp speed differences between classes of ships. - in Ships and Modules [original thread]
If we kept the same proportions and dropped the overall warp speed, then the differences would be more noticeable. Currently, the time in actual warp is the shortest part on typical jumps within a small or medium sized system. The time to enter a...
- by Lienzo - at 2006.10.02 19:16:00
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