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1. My torpedoes are not flying far enough. - in Ships and Modules [original thread]
its those rigs yes, those 5% longer flight time and flight speed make quite a difference :) ----- GIEV custom ship paint jobs! I want my hello-kitty-kessie!
- by Mudkest - at 2010.12.06 11:49:00
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2. Fastest AFK Non-Shuttle ship to travel in? - in Ships and Modules [original thread]
Edited by: Mudkest on 20/01/2010 13:11:49 Originally by: Nuthyn Also, will an Orca get to warp faster if I hit a Microwardrive module??? nope, for simple reason a MWD(and AB) add mass to a ship. Sure, the mass added might be negli...
- by Mudkest - at 2010.01.20 13:10:00
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3. AFK Hauler - in Ships and Modules [original thread]
Edited by: Mudkest on 12/11/2009 15:11:11 Originally by: Skippermonkey Slow, i bet, you just covered your entire ship in 20cm of reinforced tungsten. Expecting a war? Considering 400mm is 40cm allready, your math is a bit off ;)...
- by Mudkest - at 2009.11.12 15:10:00
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4. Question about bonuses involved with Sensor Booster. - in Ships and Modules [original thread]
Originally by: Yarinor For 2 & 3 fit a tracking enchancer (or is it computer? i can never tell the 2 apart) its both, enchancher is lowslot passive, and computer is mid slot active(and can be scripted) ----- GIEV custom ship paint jobs...
- by Mudkest - at 2009.11.10 19:14:00
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5. Question about bonuses involved with Sensor Booster. - in Ships and Modules [original thread]
also, sensor booster need to be activated, so it wont show the bonus on your fitting screen like passive modules. ----- GIEV custom ship paint jobs! I want my hello-kitty-kessie!
- by Mudkest - at 2009.11.10 18:17:00
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6. Why tech 1 modules? - in Ships and Modules [original thread]
availabilty is probably an issue too, specialy on disposable ships. usualy a lot easier and faster to get t1 items then named/t2, specialy in more remote areas ----- GIEV custom ship paint jobs! I want my hello-kitty-kessie!
- by Mudkest - at 2009.11.10 17:22:00
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7. Personalize your ship - in Ships and Modules [original thread]
*smiles and points at sig* ----- GIEV custom ship paint jobs! I want my hello-kitty-kessie!
- by Mudkest - at 2009.07.07 13:18:00
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8. Large turrets on the Maelstrom - Help! - in Ships and Modules [original thread]
Originally by: Elena Morin'staal This. I fly a raven for PvE and even with a million in gunnery and turret skills, I find its outpaced by just about every other weapon. let me guess, AWU4, and large proj turret and support skills at ...
- by Mudkest - at 2008.10.31 15:43:00
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9. Another idea for mitigating nano gheyness - in Ships and Modules [original thread]
Originally by: DubanFP Edited by: DubanFP on 26/02/2008 01:19:25 Originally by: Mudkest would explain why eve feels so "flat" yes there is "up" and "down" but not much You do realize that a lot of things tend to be flat rig...
- by Mudkest - at 2008.02.26 01:39:00
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10. Another idea for mitigating nano gheyness - in Ships and Modules [original thread]
Originally by: Arthur Frayn You could no longer fly at top speed in one direction, then slow down and make a U-turn. You'd spin out like a car oversteering. Maybe eve ships currently have "space tires" to keep a firm grip on the road or s...
- by Mudkest - at 2008.02.26 01:09:00
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11. Another idea for mitigating nano gheyness - in Ships and Modules [original thread]
Edited by: Mudkest on 26/02/2008 01:03:16 Originally by: Katrina Coreli And given that EVE functions like we are flying ships in a fish tank i think quibling about physics is neither here nor there yup, but I have no idear what's i...
- by Mudkest - at 2008.02.26 01:02:00
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12. Drone UI improvement discussion. - in Ships and Modules [original thread]
I'm curious, what buttons with drone selected do you use that's not in drone-window-right-click-menu? there's attack target, return and orbit, return to dronebay in rightclick. True I havent really looked at the overview buttons with drones select...
- by Mudkest - at 2008.01.03 14:19:00
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13. The Providence - in Ships and Modules [original thread]
Originally by: Kalendor Since we are mostly Amarr, the skill training might be counter-productive. friggie3 and indy 4 is all it takes, friggie3 takes around 10 hours with implants and learningskills, indy 4 around 4 days. Sure you can...
- by Mudkest - at 2007.12.31 14:14:00
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14. Ammo vs. Sansha - in Ships and Modules [original thread]
Originally by: AshTrey However, if you are using Autocannons distance is irrelevant... you mean optimal range is irrelevant? cause distance certainly is :p anyway basicly PP or EMP against sansha(EMP better but difference not that big)...
- by Mudkest - at 2007.12.29 15:14:00
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15. Conquerable station taken over while building - in Ships and Modules [original thread]
Originally by: Captain Sonata Another way to annoy them is to have a JC at the hostile station, and just buyout all their ammo and resell is for a higher price :D jumpclone? marketing works too for that ... combine with procurment and v...
- by Mudkest - at 2007.12.24 00:13:00
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16. 2xIHU II @ Mack (Mining Upgrades 5) - in Ships and Modules [original thread]
Originally by: Eva d'Ray Originally by: Mona X But I will eloborate for Alexi; adding an implant on an indy toon to get more 'cpu' is a waste of money as indy toons don't need more cpu... get it how is it a waste if you ne...
- by Mudkest - at 2007.12.20 13:51:00
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17. Cruise Missiles vs Torpedoes. - in Ships and Modules [original thread]
I killed a few of the weaker bs in missions in an AF, but took a really long time and lots of ammo :o ----- GIEV custom ship paint jobs! I want my hello-kitty-kessie! For your safety do not destroy vital testing apparatus
- by Mudkest - at 2007.12.19 15:38:00
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18. Command Ships and Mining Gang Bonus - in Ships and Modules [original thread]
cycle time and mining range links, maybe mining cap use link in other 3d slot if theres ship with cap problems from the reduced cycle time. rest of setup aimed at taking out rats so the mining drones are safe. as for the impact, theye are very ni...
- by Mudkest - at 2007.12.18 17:41:00
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19. Covert Ops Stealth Bomber - in Ships and Modules [original thread]
Edited by: Mudkest on 15/12/2007 00:11:20 Originally by: twit brent bombers would make rediculously good tacklers because they can go anywhere in system sneak up on enemies then instalock and tackle with no delay. This throws out the ...
- by Mudkest - at 2007.12.15 00:08:00
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20. her's a riddle ... - in Ships and Modules [original thread]
so I was moving some minerals in with my mastodon, bunch of giant secure container in cargobay, nothing special right? then I made the mistake of unloading my stuff into the wrong station, but now I cant fit all the minerals back O.o I have 1! me...
- by Mudkest - at 2007.12.09 17:04:00
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