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121. Navy scorp? - in Ships and Modules [original thread]
There is nothing wrong with the SNI. you can use it early on in your carreer as mission runner, because it is easy to fit, at low skills you can use the extra tank to compensate for your low skills. Unlike all those uber CNR's it doesn't need fa...
- by Mike Whiite - at 2014.02.04 12:56:00
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122. Sticky:[Rubicon 1.1] Rapid Missile Update - in Player Features and Ideas Discussion [original thread]
Kagura Nikon wrote: Kynric wrote: After playing with the module a bit I find that I both like and hate it. The ammo swap problem is the main issue I have with the current rlml. The ability to select a damage type is one if the defining trait...
- by Mike Whiite - at 2014.02.03 15:01:00
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123. Most cost effective Level 4 Battleship. - in Ships and Modules [original thread]
What is cost efficient? there are several ways to mesure cost eficienty. is it completion speed, is it that you need low attention, so you can run a second account. is it adaptebillity (to rats), is it low skill usuable. ect ect. I consider t...
- by Mike Whiite - at 2014.02.03 11:48:00
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124. DEV's why no missile dps bonused pirate? - in Player Features and Ideas Discussion [original thread]
Personaly I hope they adress missiles first. Give them a better way to adjust to the changes being made in every other ballence round. being it by changing the mechanic/ bring more ways to adress the variables/ or giving other ways to do somethi...
- by Mike Whiite - at 2014.01.30 14:51:00
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125. [LANDMARK] TITAN GRAVEYARD - in Player Features and Ideas Discussion [original thread]
Nice Job CCP thanks. Would it be nice to fuel lore a little more? and give the system a real name? Personaly I was thinking something in the direction of: Titanomachy (after war in Greek mytholochy, where the Titans where defeated.) Large even...
- by Mike Whiite - at 2014.01.30 14:32:00
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126. Sticky:[Rubicon 1.1] Rapid Missile Update - in Player Features and Ideas Discussion [original thread]
Although I sencerly hope this module works now. I'm a bit sceptic on considering the module fixed because it works on a Tengu. Even HML's still sort of work on a Tengu. I also get it's a nice side weapon on a turret ship. any tries on non T3 ...
- by Mike Whiite - at 2014.01.30 09:51:00
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127. [LANDMARK] TITAN GRAVEYARD - in Player Features and Ideas Discussion [original thread]
I'm all for a great wreckage belt. Like a big beacon in space, D-scan disrupted in side because of all the Wrecks, and some PVE in it, pirates hiding among the Wrecks, salvageble stuff, nothing to game raping but fun and usuable. Kind of a playe...
- by Mike Whiite - at 2014.01.29 08:54:00
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128. Sticky:[Rubicon 1.1] Rapid Missile Update - in Player Features and Ideas Discussion [original thread]
El Space Mariachi wrote: Arthur Aihaken wrote: BadAssMcKill wrote: Giving the Drake an RML bonus would take it from garbage to top tier How is this going to move it to top tier exactly? It's not like RLMLs excel in either PvE or PvPGǪ ...
- by Mike Whiite - at 2014.01.23 22:20:00
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129. Non-Caldari missile ships for L4 missions? - in Ships and Modules [original thread]
Bertrand Butler wrote: . A correction though, the raven has the same PG the SNI has, the same capacitor bank, and a little less CPU (which is balanced by having one less slot). But the SNI need less cpu, slurping units, the extra tank mean...
- by Mike Whiite - at 2014.01.23 22:09:00
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130. Sticky:[Rubicon 1.1] Rapid Missile Update - in Player Features and Ideas Discussion [original thread]
Stitch Kaneland wrote: Its called a huginn/rapier. If you're in a missile gang its wise to bring one. Run some graphs with double web against a cruiser and heavies. You get all dps on target. I know heavies and hams don't do full damage to a...
- by Mike Whiite - at 2014.01.23 18:41:00
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131. Sticky:[Rubicon 1.1] Rapid Missile Update - in Player Features and Ideas Discussion [original thread]
Stitch wrote: Yes, that means turret users actually have to do something to get damage on target (mitigating transversal), where missile pilots just have to avoid getting caught. We have to add TE or TC to get fall-off at a reasonable distance,...
- by Mike Whiite - at 2014.01.23 14:39:00
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132. Non-Caldari missile ships for L4 missions? - in Ships and Modules [original thread]
Bertrand Butler wrote: 1. SNI is the easiest of the four to mission with, due to its exceptional tanking ability as well as its lowish skill requirement. Its strictly better for newer players, but you have to pay a lot for it. 2. Raven with ...
- by Mike Whiite - at 2014.01.23 11:35:00
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133. Non-Caldari missile ships for L4 missions? - in Ships and Modules [original thread]
Kairavi Mrithyakara wrote: John Ratcliffe wrote: Riot Girl wrote: I wouldn't exactly call the SNI 'efficient'. Actually, I'd call it a piece of crap but that's just my opinion. You should take RNI or Typhoon. That's harsh TBH. The SNI ...
- by Mike Whiite - at 2014.01.22 15:05:00
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134. Sticky:[Rubicon 1.1] Rapid Missile Update - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: ============================== Responding to CCP Rise's challenge. ============================== PROBLEM: 1. RLMLs are designed to be an anti-frigate weapon on a missile cruiser (the reasons for why we would want ...
- by Mike Whiite - at 2014.01.22 11:36:00
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135. Thukker or Mordus for Cald/Min faction pirate ships? - in Ships and Modules [original thread]
How much I like a pirate ship that focus on missiles. Let them first fix missiles as a whole before we get stuck with an other hull that is either worthless or overpowered.
- by Mike Whiite - at 2014.01.22 09:06:00
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136. Non-Caldari missile ships for L4 missions? - in Ships and Modules [original thread]
Salpad wrote: Yes, I want reasonably efficient ships for L4. And missile-based. Then you get back to the RNI and SNI.
- by Mike Whiite - at 2014.01.22 09:02:00
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137. Sticky:[Rubicon 1.1] Rapid Missile Update - in Player Features and Ideas Discussion [original thread]
Mizhir wrote: Hmm, good points. And Gypsio also had some good points with the PG. Caracals weren't the only ships that was strong with the RLML. The Cerb and ScytheFI was beasts as well. However the new RLML system opens up for new possib...
- by Mike Whiite - at 2014.01.21 19:31:00
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138. Sticky:[Rubicon 1.1] Rapid Missile Update - in Player Features and Ideas Discussion [original thread]
Mizhir wrote: What gives you that idea?https://forums.eveonline.com/themes/ccpEveOnline/pix-trans.png seriously, I'd love to understand what was so O.P. about them? also because you tell one post earlier that 2 old ones couldn't braek t...
- by Mike Whiite - at 2014.01.21 18:46:00
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139. Training Order: Tengu Or Golem - in Ships and Modules [original thread]
Sid Crash wrote: So you agree to losing 25% dps by not using Scourge missiles, and you're going to defend that by using :logic:, somehow? :) by the fact , I'm faster at the mission site.I lock faster, reach gates faster, loose less of this ...
- by Mike Whiite - at 2014.01.21 18:02:00
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140. Sticky:[Rubicon 1.1] Rapid Missile Update - in Player Features and Ideas Discussion [original thread]
Mizhir wrote: Jean-Baptiste Zorginho wrote: Since they don't do twice the damage and you still have the disadvantage of damage type (in your example, let's say you've chosen the 2 wrong damage types, still sucks to reload 40s on each group)...
- by Mike Whiite - at 2014.01.21 17:45:00
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