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1. upcoming curse, bhaal, etc Nerf. - in Ships and Modules [original thread]
Curse you, Curse!
- by Mona X - at 2012.03.26 10:08:00
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2. New Caldari player looking for some info - in Ships and Modules [original thread]
Switch to Kestrel. Train engineering and advanced weapon upgrades (AWU is quite advanced skill, so for now get engineering to 4).
- by Mona X - at 2012.03.26 10:07:00
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3. upcoming curse, bhaal, etc Nerf. - in Ships and Modules [original thread]
But capitals will be neuted by multiple enemies, even if they reflect half of neuting, it won't give them anything substantial.
- by Mona X - at 2012.03.26 07:03:00
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4. question about faction crystals - in Ships and Modules [original thread]
1. Don't use multiple sets. Either die before one set is finished or trash them before it happens. 2. When you choose, you have option to swap for used or un-used. 3. You're gonna end up with unevenly damaged crystals anyway.
- by Mona X - at 2012.03.26 06:12:00
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5. EFT v2.13.4 - Incursion 1.4.1 - in Ships and Modules [original thread]
Luscius Uta wrote: Dunno if someone else already posted that, but I found out that reduction to mwd signature radius penalty on interceptors isn't calculated...at least not on Ares and Taranis. ORLY? http://i.imgur.com/TJgF3.png
- by Mona X - at 2012.03.19 13:52:00
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6. Turrets vs Launchers - in Ships and Modules [original thread]
OfBalance wrote: It's a throwback to the days when torps didn't require the support of ship bonuses, webs, and painters to apply dps on anything smaller than a parked barn. OMFG, battleship weapon needs support to aplly full damage to target...
- by Mona X - at 2012.03.16 22:20:00
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7. Turrets vs Launchers - in Ships and Modules [original thread]
Quote: What's up with that? That: all lvl 5 abaddon with 8 mega pulse II, 2x heat sinks and navy multi: 815 dps all lvl 5 megathron with 7 neutrons II, 2x magstabs, and navy antimatter: 873 dps all lvl 5 raven with 6 siege launchers, 2x BCS'...
- by Mona X - at 2012.03.16 15:15:00
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8. Why the hate on shield caps/supers? - in Ships and Modules [original thread]
M1k3y Koontz wrote: Tracking enhancers exist just like tracking computers do. Except scripted officer computer boosts tracking by 42%, while enhancer by 20%. M1k3y Koontz wrote: Signal amplifyers, while not as good as sensor boosters, do...
- by Mona X - at 2012.03.16 13:06:00
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9. Why the hate on shield caps/supers? - in Ships and Modules [original thread]
Until recently boosted shield had to recharge after every session change, So, if you've had leviathan as booster you would have only 62,5% of your shield at the begining of battle. And that means you're now primary. Skorpynekomimi wrote: Armo...
- by Mona X - at 2012.03.15 16:14:00
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10. Hello, where can I get the parameters of the new T2 bomb launcher? - in Ships and Modules [original thread]
http://i.imgur.com/JC5rR.png
- by Mona X - at 2012.03.01 14:00:00
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11. Lowsec hauler - i need your ideas - in Ships and Modules [original thread]
Darthewok wrote: Or undock in a blazing fast inty to see the coast is clear Why? Did CCP turned off 30 sek invulnerability after undocking?
- by Mona X - at 2012.03.01 12:44:00
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12. Simple JF question - in Ships and Modules [original thread]
Up to 2.5km (if you're lucky).
- by Mona X - at 2012.02.27 21:52:00
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13. Simple JF question - in Ships and Modules [original thread]
http://i.imgur.com/PL5lq.jpg Scumbag Eve player: wants to save 1 milion, jumps 5 bilion ship through gate into lolsec.
- by Mona X - at 2012.02.27 15:27:00
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14. Overheating - in Ships and Modules [original thread]
Jeremy Ironforge wrote: Yep that would be a kind of synergy. Say T3 have same stats as T2 but can be overheated longer thus making it more viable on T3 hulls. That would make T2 obsolete. Actually, that would make moongoo obsolete too...
- by Mona X - at 2012.02.24 14:10:00
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15. Command Bonuses - in Ships and Modules [original thread]
Katherine Starlight wrote: Yeah i figured command bonuses command ships, altho command ships still have one what to say advantage over T3s boosting, they can be ongrid, strategic cruisers almost always are offgrid. Which means the booster gets...
- by Mona X - at 2012.02.24 14:07:00
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16. EFT v2.13.4 - Incursion 1.4.1 - in Ships and Modules [original thread]
Revolution Rising wrote: I've used this for years, but one thing that has started to bother me recently is the EHP values. Only recently? Revolution Rising wrote: EHP Values seem over-inflated recently compared to in-game values. Can a...
- by Mona X - at 2012.02.24 12:22:00
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17. Command Bonuses - in Ships and Modules [original thread]
If you'll get into all Tech 3s, then it takes more time.
- by Mona X - at 2012.02.23 20:14:00
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18. Capacitor/Shield Flux Coils - in Ships and Modules [original thread]
Ares Renton wrote: Stupid forum didn't post my last post. I have no idea why, but it sometimes discards my posts. Long story short, I did some math and the power diagnostic system is SUPERIOR IN EVERY WAY to any "Flux Coil" module. Flux coils ...
- by Mona X - at 2012.02.23 20:13:00
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19. Modules that affect Fighters - in Ships and Modules [original thread]
No. Only Drone Control Unit will let you launch 1 one more Fighter/Drone per active DCU.
- by Mona X - at 2012.02.22 14:51:00
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20. Archon. - in Ships and Modules [original thread]
Kaanchana wrote: Hi there, I need to know a bit more about the logistical side of a carrier. To be more precise, 1. What roles do I need for my alt to use corp hanger? None, you can use it always. Kaanchana wrote: 3. Can i stop anyone ...
- by Mona X - at 2012.02.20 22:40:00
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