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1. claw setup - in Ships and Modules [original thread]
I'm not able to view my complete claw load-out at the moment. But I do know it containers at least 2 named 280mm Howitzers, 2 named standard launchers, a 1mn MWD, and a Gyrostabilizer II.. I also haven't messed with my Claw load-out since the pa...
- by Mr nStuff - at 2004.06.24 18:20:00
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2. NPC shield/armor damage resistance list(?) - in Ships and Modules [original thread]
I remember some Dev Blog or something saying something about this info being available in-game in some sort of fashion soonÖ like you could look up info on an NPC and see what type of damage it is resistant to or what not. Or maybe it would show ...
- by Mr nStuff - at 2004.06.24 06:06:00
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3. Upcoming MWD related changes... - in Ships and Modules [original thread]
Originally by: Teutobod So you are calling me a big baby because I inform Sally about the MWD changes as IIRC. My post wasn't directed at you. Just anyone that has to do with or agrees with this rumor. Using a MWD on a battleship can ...
- by Mr nStuff - at 2004.06.15 06:32:00
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4. Upcoming MWD related changes... - in Ships and Modules [original thread]
Originally by: Teutobod You cannot manouver while MWD is firing. Not being able to turn while a MWD is firing, would be thee up most stupidest feature added to the game thus far. I mean what good is a MWD if you can not turn when you us...
- by Mr nStuff - at 2004.06.14 19:50:00
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5. How many runs on the Jovian Cloaking BPC? - in Ships and Modules [original thread]
Exactly. I contributed at least 1% to the success of RONA's blueprint. So it sure would be coo if it were 100 runs. 5 R&D Agents, 10months, Zero BPO Offers.. Onboard navigational [Planetary Avoidance] computer. My account will be suspended at...
- by Mr nStuff - at 2004.06.12 22:00:00
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6. How many runs on the Jovian Cloaking BPC? - in Ships and Modules [original thread]
Anyone know how many runs the jovian cloaking blueprints will have? 5? 20? 100?? Thanks. 5 R&D Agents, 10months, Zero BPO Offers.. Onboard navigational [Planetary Avoidance] computer. My account will be suspended at the end of the current p...
- by Mr nStuff - at 2004.06.12 20:48:00
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7. Curious.. Do you have to activate a Tracking Comp BEFORE...? - in Ships and Modules [original thread]
Does your tracking computer have to be activated BEFORE you activate your turrets in order to get the tracking bonus? Like lets say I activate my turrets.. Then I activate the tracking computer. Will the turrets then start tracking better? Or are...
- by Mr nStuff - at 2004.06.02 08:09:00
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8. Arma PvP Setup - in Ships and Modules [original thread]
with these setups, your going to find it difficult to lock things most of the time. it's all good setting up for mass damage.. But it sucks when you can't maintain a target lock because some fart knocker is jamming your frequency.. 5 R&D Agent...
- by Mr nStuff - at 2004.06.02 08:00:00
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9. Do Auto Targeters work on NPC at all? - in Ships and Modules [original thread]
So far zero luck.. using a named 'hostile' something or rather. Description says it targets any hostile ships within range. I have an NPC orbiting my ship at 2km and it's not targeted. When I activate the module, it doesn't proceed to target my li...
- by Mr nStuff - at 2004.06.01 01:11:00
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10. mods - in Ships and Modules [original thread]
cap relay nerf.. sounds pretty lame. hope they add a MWD activation cost nerf to that too. maybe cut the cost in half would be about balanced. 5 R&D Agents, 10months, Zero BPO Offers.. Onboard navigational [Planetary Avoidance] computer. My a...
- by Mr nStuff - at 2004.04.27 08:53:00
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11. Missile Reload times - in Ships and Modules [original thread]
It's a heating thing.. You have to let the launcher cool off before refire. 5 R&D Agents, 10months, Zero BPO Offers.. Onboard navigational [Planetary Avoidance] computer. My account will be suspended at the end of the current play period. Exp...
- by Mr nStuff - at 2004.03.02 22:10:00
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12. The Uber Tachyon. - in Ships and Modules [original thread]
Yeah.. Isn't it just the standard Tracking Computer gives uber stats? I heard that before.. Never got around to testing/exploit petitioning it. I use rare tracking comps sometimes. And I don't think there's nothing spectacular about them. 5 R&D ...
- by Mr nStuff - at 2003.12.13 00:54:00
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13. Speed Boosting Modules Use Mass Of Ships - in Ships and Modules [original thread]
Dunno.. 15% or whatever.. Just want to be sure they did the math right. Wouldn't be surprised if it's more like 1% for this scenario. BTW.. What's the reason for the super Afterburner nerf? I know the excuse for MWDs had something to do with PvP....
- by Mr nStuff - at 2003.12.12 21:03:00
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14. Speed Boosting Modules Use Mass Of Ships - in Ships and Modules [original thread]
Hmm.. So if the mass of your industrial ship is 22,000,000 Kg and the 10 MegaNewton Afterburner has a Mass Factor of 10,000,000 Kg.. And lets say it gives you a 50% Speed Boost. Does this mean it would only give your industrial ship a 25% Speed B...
- by Mr nStuff - at 2003.12.12 19:40:00
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15. Speed Boosting Modules Use Mass Of Ships - in Ships and Modules [original thread]
This major hit to travel time.. And the other major hit to travel time where you have to be within 2000 meters of every stargate before jumping. You will lose customers. Trust me.
- by Mr nStuff - at 2003.12.09 19:36:00
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16. Speed Boosting Modules Use Mass Of Ships - in Ships and Modules [original thread]
If we are going to make things more realistic.. Maybe it's time to remove the tremendous drag on ships. I wouldn't mind a MWD that takes 720 cap per 10 seconds if my ships didn't instantly slow back down to 130m/s when it's disabled. There is no ...
- by Mr nStuff - at 2003.12.09 05:27:00
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17. Speed Boosting Modules Use Mass Of Ships - in Ships and Modules [original thread]
720 Cap every 10 seconds. I think it's overkill. Nerfing MWD because of PvP.. I don't even use MWD for PvP.. I use it to get from point A to point B fast enough to where I can still Eat, Sleep, and take a Shower. Hmm.. I wonder how much a cruis...
- by Mr nStuff - at 2003.12.09 01:34:00
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