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381. Damage output in the game and PVP. - in Ships and Modules [original thread]
Originally by: Maya Rkell Okay. You've reduced damage mods to 1 slot. What ELSE are you going to mount? You need to then rebalance all the other mods arround that. A major change to game systems like this WITHOUT a major rebalance leads to...
- by Linavin - at 2005.06.19 17:11:00
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382. Making more NPC ships available to players? - in Ships and Modules [original thread]
The "Tech 2 looking" ships are just faction ships, basically new paintjobs, not tech II
- by Linavin - at 2005.06.19 02:16:00
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383. Damage output in the game and PVP. - in Ships and Modules [original thread]
Originally by: Maya Rkell Fine. Make it impossible to online more than one of ANY module then. Makes perfect sense from the "diversity" standpoint. Or find a sensible soloution. (hint: something which dosn't require 6 months of dev-time wo...
- by Linavin - at 2005.06.19 01:51:00
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384. Super Happy Drone Thread (Revised) - Discussion - in Ships and Modules [original thread]
I disagree about those drone combat arrays, drones aren't relagated to ship classes. A perfect example is an Ishtar with heavy drones. Any drone damage mods should affect all of them.
- by Linavin - at 2005.06.19 01:32:00
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385. Prices of stealth bombers... - in Ships and Modules [original thread]
Well when ceptors came out I hear they hovered around 30 mil for a while. Once stealths become a bit more combat viable the demand will go up and competition will drive the prices down
- by Linavin - at 2005.06.18 05:51:00
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386. Caldari Navy Rocket Launchers - in Ships and Modules [original thread]
10 mil?
- by Linavin - at 2005.06.17 20:31:00
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387. Damage output in the game and PVP. - in Ships and Modules [original thread]
Edited by: Linavin on 17/06/2005 20:19:36 Originally by: Amrotis I really wouldn't like for the hp of ships to be increased. It will change so much in terms of gameplay that eve will feel like a new game. A lot would really have to be ...
- by Linavin - at 2005.06.17 20:19:00
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388. Is my math correctly? Checking Cerberus DOT - in Ships and Modules [original thread]
Umm light missiles do nearly full damage to frigs with the missile changes iirc....
- by Linavin - at 2005.06.17 19:57:00
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389. New ships - in Ships and Modules [original thread]
The BFS are currently not on the test server
- by Linavin - at 2005.06.17 06:01:00
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390. bpcs of faction ships? - in Ships and Modules [original thread]
Originally by: Gungankllr When they put Caldari Navy Eagles in the game as an agent reward I will be highly motivated I want a Navy Harpy
- by Linavin - at 2005.06.17 05:27:00
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391. Enyo Set-up? - in Ships and Modules [original thread]
Based on pure numbers without even taking into account tracking, 125mm rails have nearly the same damage potential as 150mm rails. DPS on the 150's is only slightly higher. But then again tracking isn't taken into account. But the tracking differe...
- by Linavin - at 2005.06.17 05:13:00
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392. which ammo should i use? - in Ships and Modules [original thread]
Phased Plasma, EMP, and Proton all do nearly the same DPS against an unhardened enemy. EMP does do slightly more, but I would choose one of the three depending on the resists on what your fighting.
- by Linavin - at 2005.06.15 16:25:00
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393. T2 Cap rechargers - in Ships and Modules [original thread]
*cough* Dr Scope *cough*
- by Linavin - at 2005.06.15 16:20:00
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394. Turret tracking explained. With pictures - in Ships and Modules [original thread]
Originally by: xaioguai Edited by: xaioguai on 13/06/2005 22:49:56 BTW, anyone has any idea how signature radius effect the "good" hits eg. execllent, wrecking ? Well im pretty sure that the wrecking hit % is completly seperate than...
- by Linavin - at 2005.06.14 04:41:00
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395. Top 3 things you want in eve? - in Ships and Modules [original thread]
1. Player outposts (I know they're coming) 2. More ships for existing classes (more frigs please ) 3. Smarter Drones
- by Linavin - at 2005.06.13 17:38:00
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396. Need advice equipping my Tristan (Gallente Frigate) - in Ships and Modules [original thread]
Well those two high slots are best used to equip standard missile launchers or rocket launchers. You'll most likley use standards, because of the longer range matching your railguns. For your mediums, I would use an 1mn afterburner (if you can't ...
- by Linavin - at 2005.06.13 16:28:00
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397. Fitting your ship; A subjective look at bonuses - in Ships and Modules [original thread]
Sticky requested
- by Linavin - at 2005.06.13 03:09:00
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398. DeadSpace and the Mega - in Ships and Modules [original thread]
Well not all the drones will have low kinetic resists. The bigger ones (cruiser sized and higher) will have decent or uniform resistances. But the armor resists on the small ones are -750% for kinetic
- by Linavin - at 2005.06.11 02:24:00
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399. Post-exedus Kestral Setup - in Ships and Modules [original thread]
the problem is that all the current setups will change after the missile overhaul. So enjoy the low pg on launchers while you can
- by Linavin - at 2005.06.10 16:11:00
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400. Rare hardeners? - in Ships and Modules [original thread]
Theres also that invulnerability field that gives 50% resist to all
- by Linavin - at 2005.06.10 05:39:00
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