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1. Super tanky fun? - in Ships and Modules [original thread]
I would suggest a serious rethinking of your tactics before you consider ship fits. Just go sit in your dead-end low sec systems for a few hours in a cloaked ship and write down every ship that passes by. With that list in mind, choose a specific...
- by Merdaneth - at 2013.06.06 17:49:00
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2. Amarr - Slave or Snake? - in Ships and Modules [original thread]
It is simple: if in your PvP experience, you often get into fights where a 10-15% EHP make a difference, or where a small speed boost would have made a difference, then you know if Snakes or Slaves would have been useful. If you don't get into fi...
- by Merdaneth - at 2013.06.01 21:01:00
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3. BUFF the Dragoon! - in Ships and Modules [original thread]
Zarnak has the right idea here. However, I still think the Dragoon is subpar considering the opponents it usually faces. It is good against brawling frigs, but then again, so are most destroyers. Can it beat its own class at their game (assuming...
- by Merdaneth - at 2013.02.10 10:28:00
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4. Let's talk about the Dragoon - in Ships and Modules [original thread]
1. The Dragoon is terribly slow. Too slow to kite. Even with the 25% MWD speed bonus it gets, it is 30% slower than a Thrasher, and too slow to keep most AB frigates at bay. Basically, the 25% speed bonus is not a real bonus. 2. The neutralizer ra...
- by Merdaneth - at 2012.12.26 00:58:00
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5. The art of TD - in Ships and Modules [original thread]
The difficulty of using TD's shows itself in gangs, because when using TD's not only you need to keep up proper range and/or transversal from your target, but all your allies need to do the same. ECM is easier, fire-and-forget, others don't need ...
- by Merdaneth - at 2011.04.19 21:21:00
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6. Remove ECM. - in Ships and Modules [original thread]
Originally by: Grimpak amazingly, a few months/couple of years back, ECM was the prime choice to make smaller gangs viable. looks like what happened was not the fact that ECM is better, but all the things brought us to the point of balan...
- by Merdaneth - at 2010.12.22 18:40:00
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7. Remove ECM. - in Ships and Modules [original thread]
Originally by: Grimpak ECM is a force multiplier. of course that it will let you engage bigger gangs than your own, but how big they are, depends on how screwed up your FC is and how much ECM you have. If it was only a force multiplie...
- by Merdaneth - at 2010.12.22 14:00:00
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8. HOW TO SOLO: Teach Me (Gallente Pilots) - in Ships and Modules [original thread]
Originally by: Infinity Ziona True m8. I'd rather lose less ships then take unnecessary risks which give my opponents kills. Denying the enemy kills is imo extremely important. I guess it depends on what your motivation is and what your a...
- by Merdaneth - at 2010.12.22 13:40:00
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9. Remove ECM. - in Ships and Modules [original thread]
Edited by: Merdaneth on 22/12/2010 13:01:57 1. ECM is a decently balanced game mechanic 2. ECM is a no fun game mechanic Point 2 is why ECM gets so much complaints. Most people attacking and defending talk about point 1, which is useless,...
- by Merdaneth - at 2010.12.22 13:01:00
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10. HOW TO SOLO: Teach Me (Gallente Pilots) - in Ships and Modules [original thread]
Originally by: Infinity Ziona That depends if you are a rogue or a samurai. If you're a rogue you will ensure to take prey by surprise, removing their ability to prepare or adjust to your ship type. You can fly any ship. You will lose shi...
- by Merdaneth - at 2010.12.22 12:56:00
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11. HOW TO SOLO: Teach Me (Gallente Pilots) - in Ships and Modules [original thread]
Originally by: Diefurcht As a gallente pilot, I am asking other gallente pilots to teach me what works for them solo. - I want to be able to hold my own... obviously not against 5-6 pilots, but against the average 1v1, 1v2, or 1v3 scenari...
- by Merdaneth - at 2010.12.22 11:37:00
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12. Ship Tiers, WHY??? - in Ships and Modules [original thread]
Ships are differentiated by two major properties: 1. Role 2. Cost-effectiveness Required skill level or tier designation is really a non-factor in deciding what ship to fly. Only the bang-for-buck or the ability to fullfill specific roles are fa...
- by Merdaneth - at 2010.12.12 00:34:00
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13. The Worst Ships in their class (pvp), cast your votes. - in Ships and Modules [original thread]
Augoror It isn't useful for PvE too. ____ The Illusion of Freedom | The Truth about Slavery
- by Merdaneth - at 2010.10.12 19:58:00
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14. Scorch - in Ships and Modules [original thread]
T2 laser PvP ships tend to have two types of crystals: MF and Scorch. The range and damage of Scorch outperforms regular crystals by such a large margin, there is really no need for any of them. Nerfing scorch will certainly buff blasters and ra...
- by Merdaneth - at 2010.10.09 13:59:00
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15. Nightmare Lvl 4s - in Ships and Modules [original thread]
Sansha TDs are still old-style, they don't affect your falloff. So beams can be better if you know how to keep transversal low. ____ The Illusion of Freedom | The Truth about Slavery
- by Merdaneth - at 2010.07.20 20:44:00
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16. best sub 100mill rating ship? - in Ships and Modules [original thread]
Originally by: Nitrogendixoide If you're tackling an especially tough rat just orbit it and turn the tracking disruptors on to basically eliminate its entire damage output. NPCs are immune to tracking disruption. ____ The Illusion o...
- by Merdaneth - at 2010.02.28 11:02:00
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17. Un-fail the Retribution - in Ships and Modules [original thread]
The Crusader has the same damage output as the Retribution, more speed, agility, smaller sig radius and two mids. Only its raw armor tank is a bit worse if fitted like a Retri. The main Retri advantage is range, and if you need range nowadays, yo...
- by Merdaneth - at 2010.02.28 10:51:00
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18. The dram, intys etc.. - in Ships and Modules [original thread]
Originally by: Neesa Corrinne Need for Speed. In CCP's quest to ensure that blobs are the primary means of PVP, they decided to slow everyone down to a snails pace and take away speed tanking entirely, which means now we need more people ...
- by Merdaneth - at 2010.02.20 11:07:00
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19. The dram, intys etc.. - in Ships and Modules [original thread]
Originally by: Istvaan Shogaatsu Caracal, assault launchers, cheap missile rigs. Congratulations, you've created a 30km+ zone of death the Dramiel can't enter, and all for about 5% of its cost. Good luck killing Dramiels with that. Ho...
- by Merdaneth - at 2010.02.19 20:48:00
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20. Heavy assault cruiser (Zealot) or Battleship (Abaddon) next? - in Ships and Modules [original thread]
- You learn most from making mistakes. - You learn the most from taking risks. - There is no substitute for a real PvP situation (as opposed to nonlethal practice with corp mates) This means to learn to PvP well fast you will likely lose lots of ...
- by Merdaneth - at 2010.02.19 18:53:00
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