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781. To break a leg or not to? - in Out of Pod Experience [original thread]
Originally by: mercex Just had a weeks holiday, and I really don't wanna go back (believe it or not I hate my job) now since I live @ home I just can't pull a sicky, so I've bin playing with the idea of breakin my leg. May sound a little o...
- by Mudkest - at 2007.07.23 20:09:00
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782. Arty Rupture Help - in Ships and Modules [original thread]
Originally by: *****tricity KK, so is arty rupture not possible to solo in? I love arty so much :( awesome damage arty(rails and beam too I suppose) in general not suitable for soloing, as you range to hit things and need to be fairly ...
- by Mudkest - at 2007.07.23 18:57:00
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783. BC - Ferox, nearly died... - in Ships and Modules [original thread]
yes, missiles *are* somewhat easier for missions, but turrets work too, and using turrets has the added benefit that you learn how to use those(as opposed to missiles, wich have no learning curve what so ever) there's a tracking guide wich I su...
- by Mudkest - at 2007.07.23 18:53:00
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784. Arty Rupture Help - in Ships and Modules [original thread]
Originally by: Ewaffles My problem is it says my optimal range is 8855, but when im at that my arty always misses, i am staying still when shooting and web the target. I was just wondering what range i should be at to effectively hit my ...
- by Mudkest - at 2007.07.22 19:57:00
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785. What is Anchoring? - in Skill Discussions [original thread]
Originally by: Tortun Nahme makes it so that i cant fly by and scoop your entire container Oooh I want that kessie! -Huzzah for punctuation in LP store!
- by Mudkest - at 2007.07.22 07:02:00
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786. T3 Battleship Attributes/Bonuses - in Ships and Modules [original thread]
Originally by: Rafein Tier 1 BS = T2 Ewar BS. All ships have. 3 highs, 8 mids, 8 lows. Hac Resists Bonuses racial Ewar strength/optimal/falloff/cap use. There, not a WTFpwnmobil, but an amazing fleet ship. Course, we should probably do s...
- by Mudkest - at 2007.07.21 19:40:00
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787. T3 Battleship Attributes/Bonuses - in Ships and Modules [original thread]
Originally by: Selena Dimeling Role Bonus: -60% penalty to Large Hybrid Turret Tracking, +100% Bonus to Large Hybrid Turret Damage. Thereby, hopefully, giving it the punch to take out capitals, but little to no ability against ships its...
- by Mudkest - at 2007.07.21 19:37:00
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788. T3 Battleship Attributes/Bonuses - in Ships and Modules [original thread]
heavy destroyers perhaps? battleship skill, tracking and normal gun bonus heavy dessie skill bonus, damage bonus and 5-7.5% bonus to turret signature resolution(to take down cruisers/bc) ROF penalty(though I guess mini one would probably need an...
- by Mudkest - at 2007.07.21 19:18:00
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789. T3 Battleship Attributes/Bonuses - in Ships and Modules [original thread]
Originally by: Corwain Originally by: Gee Lok Robin I stopped reading right there. No, just kidding, but could you come up with a better name? Robin makes me think of a happy little bird chirping it's little heart out. ma...
- by Mudkest - at 2007.07.21 18:54:00
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790. Ships in dire straits - in Ships and Modules [original thread]
thing with cyclone(and other tier1 bc) is that theye have same stats as tier2(except for hp/cap ammounts) and have less slots compared to tier2. a nice tweak for bc would be, for example with cyclone/cane, to have the cyclone bit further lock ran...
- by Mudkest - at 2007.07.14 18:10:00
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791. Warhead Upgrades - in Skill Discussions [original thread]
guided missile precision doesnt work for rockets, hams and(capital) torpedoes for the rest, all missile skills affect all missiles. dont know how the various implants work though -Huzzah for punctuation in LP store!
- by Mudkest - at 2007.07.14 09:45:00
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792. New Ship Class Request *** Salvager *** - in Ships and Modules [original thread]
Originally by: VB Sarge I think it's a good idea, but there are definate problems with it. Destroyers, at least on the low end, have the salvager role dominated. After all, what else are they good for? Could it be a T2 ish destroyer, but g...
- by Mudkest - at 2007.07.14 09:33:00
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793. New Ship Class Request *** Salvager *** - in Ships and Modules [original thread]
oooh shiney, me wants :o -Huzzah for punctuation in LP store!
- by Mudkest - at 2007.07.13 14:35:00
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794. Best ship for minning - in Ships and Modules [original thread]
Originally by: NoNah Anyone who disconsider the possibility is an idiot in my eyes. Then again it may be common ignorance. However the fact that its the best doesn't make it the ship most suited for the situation. well there's consider...
- by Mudkest - at 2007.07.12 19:33:00
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795. Looking For Best Myrmi Tank - in Ships and Modules [original thread]
Originally by: Heartstone Originally by: Danica Calisto If you were playing it safe and smart, you'd use the NOS systems to suck your victims cap dry so they couldn't activate a SB, BEFORE launching your drones. Well yes ...
- by Mudkest - at 2007.07.12 19:30:00
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796. Projected electronic countermeasures - in Skill Discussions [original thread]
Originally by: Edania theres a new module that adds sensor strength to a target in addition to the sensor burdt but its somthing like mothership only not many people know what it is because its that pointless triage module, the usefull...
- by Mudkest - at 2007.07.12 19:28:00
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797. Projected electronic countermeasures - in Skill Discussions [original thread]
Originally by: Alvida The skill decreases the cycle duration of ECMs as I understand it, but does it also decrease the amount of time adversaries are jammed? cant check right now but is it not a remote ecm BURST, so jsut breaks lock bu...
- by Mudkest - at 2007.07.11 17:00:00
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798. Does one plus one equal two? - in Ships and Modules [original thread]
Originally by: Steini OFSI The Mathematician will answer 1+1=2 due to the laws of Mathematics The Probability person will answer 1+1=1,8-2,2 due to 10% margin of error in both ways of each 1 meaning range from 0.9-1.1 The civil engineer wo...
- by Mudkest - at 2007.07.09 19:02:00
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799. Does one plus one equal two? - in Ships and Modules [original thread]
Originally by: Woe Sin A couple of questions... 1. As long as an item's description does NOT specificaly indicate "penalty for using more than one of these items," can a player ASSUME that the item's attributes are cumulative when employi...
- by Mudkest - at 2007.07.09 16:39:00
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800. Scanning for logged off ships? - in Ships and Modules [original thread]
if you shot someone or got yourself criminaly flagged your ship stays in spaec for up too 15 mins when you log off(15 mins till your last criminal ation) if you shoot someone, warp to ss and then keep warping around for 15 mins and log off then y...
- by Mudkest - at 2007.07.09 16:34:00
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