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101. Tengu: AB or 2nd Invul? - in Ships and Modules [original thread]
Originally by: Aubrey Maturin Dont use an MWD, your sig-bloom will get you killed in a majority of missions while the AB will keep you alive. An MWD Tengu is going to not allow you to sig tank at all, while the added speed for "range" is n...
- by NoNah - at 2011.08.13 08:11:00
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102. Advantages of CNR Vs SNI? - in Ships and Modules [original thread]
An extra launcher and added drone bay(much more important than lots of people portray) I'll accept the SNI being fully capable of competing with the regular raven, where they're roughly equivalent, the SNI coming out very slightly on top. Parrots...
- by NoNah - at 2011.08.13 07:23:00
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103. Titans that can 2 volley BS's with 1 gun - in Ships and Modules [original thread]
Originally by: Taedrin Originally by: Zenith Intaki Correction, Titan WAS anti-blob tool. When they removed AoE doomsday, it became carrier sniper, unable to take down massive fleets in split second. AoE doomsday was better than w...
- by NoNah - at 2011.08.13 00:08:00
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104. Tengu: AB or 2nd Invul? - in Ships and Modules [original thread]
Use an MWD. Why you say? 2 good reasons, well 1 and a list of nullifications. 1.MWD is alot faster than Afterburner. 2. AB's are superior in every single way for any mission where you take alot of damage that you need to mitigate. You are blit...
- by NoNah - at 2011.08.12 22:00:00
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105. Defender I missile - in Ships and Modules [original thread]
While it's admitably literarily years since I used defenders, I want to recall them being the same way any other kind of missile is. They get a target upon launch, if said target disappears, they buzz off into empty space. They do thank god not re...
- by NoNah - at 2011.08.12 17:58:00
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106. Thermic/ EM Hardeners v Energized adaptive membrane II - in Ships and Modules [original thread]
Originally by: IGNATIUS HOOD Originally by: NoNah Aside from the small added bonus buffer gained from a DC II, you're better off with only active harderners. And this stays true up until your 3rd harderner. That is you can use 3 ...
- by NoNah - at 2011.08.12 17:39:00
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107. Thermic/ EM Hardeners v Energized adaptive membrane II - in Ships and Modules [original thread]
Originally by: FT Diomedes EANM gives a bonus to all 4 damage types. A specific hardener gives a larger bonus to one damage type. For PvE, specific are generally better, if you have the right ones. Usual rule of thumb is 1 primary, 1 secon...
- by NoNah - at 2011.08.12 17:10:00
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108. Slave implants + trimarks + strategic cruiser + 1600 plate? - in Ships and Modules [original thread]
Originally by: Aidamina Omen (Might as well use a toothpick against a concrete wall) This is how thousands of drake-pilots run missions. Parrots, commence! Postcount: 464630
- by NoNah - at 2011.08.10 13:14:00
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109. Monkeying Around with a Maller - in Ships and Modules [original thread]
Originally by: Sader Rykane stuff While I can live with the general intention and idea of the post, I can't with the details. 1. EHP and buffer is far from irrelevant for pve. However, it's really only applicable on very high end setu...
- by NoNah - at 2011.08.10 12:34:00
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110. THE EVE ONLINE EXPERIENCE - in Ships and Modules [original thread]
Originally by: KHAAN DRAKE I started off with a toon in late febuary and got up to 5.5 Billion ISK and had 16 or so ships. I spent alot of extra maoey to get there along with sitting on sites where the faction ships appeared. The developer...
- by NoNah - at 2011.08.10 01:47:00
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111. Slave implants + trimarks + strategic cruiser + 1600 plate? - in Ships and Modules [original thread]
On a tengu? Not a whole ton. On a legion everything maxed out? something along the lines of 1.2-1.3m effective iirc.(Might've been something like 1.023m aswell) Grab a version of your favourite third party ship fitter(such as EFT, pyfa or even ev...
- by NoNah - at 2011.08.10 00:57:00
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112. Dreadnoughts - in Ships and Modules [original thread]
Originally by: Tau Cabalander Edited by: Tau Cabalander on 10/08/2011 00:28:04 Edited by: Tau Cabalander on 10/08/2011 00:24:25 Originally by: Mfume Apocal Originally by: Tau Cabalander Fighters cannot hit a contr...
- by NoNah - at 2011.08.10 00:44:00
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113. Dreadnoughts - in Ships and Modules [original thread]
Originally by: MeBiatch I have to say i like that idea about putting ihubs in a shield so fighters/FB cant shoot them... maybe move the ihub to inside of the pos? That would mean they can't be shot until the pos is down, but then sti...
- by NoNah - at 2011.08.09 19:37:00
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114. Monkeying Around with a Maller - in Ships and Modules [original thread]
Originally by: Delucian See notes above - Good God! You have no notes remotely relevant to my question at hand? As for how I'd suggest anyone to do it? [Maller, New Setup 1] Medium Armor Repairer II Armor Thermic Hardener II N-Type ...
- by NoNah - at 2011.08.09 19:25:00
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115. Kronos a worthwhile upgrade? - in Ships and Modules [original thread]
Originally by: Canaloney Soup Edited by: Canaloney Soup on 09/08/2011 12:14:31 The kronos will out dps a shield gank domi by 35ish dps and the mega or hyper by 100+. Pros: can loot/salvage well doing mission, better range & tracking t...
- by NoNah - at 2011.08.09 19:16:00
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116. Monkeying Around with a Maller - in Ships and Modules [original thread]
Originally by: Delucian God, I do not know why I ever try to get any useful input from anyone on this forum with idiots like you guys being the only ones who post. I doubt either one of you have ever tried to fit this ship, but you both ...
- by NoNah - at 2011.08.09 19:06:00
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117. Scanners - in Ships and Modules [original thread]
Edited by: NoNah on 09/08/2011 19:02:46 Originally by: Dr Cedric Hey all, I'm curious about what cargo/ship scanners can actually see. In particular, I'm curious how much of a capital ship's cargo situation a scanner can find out. Can...
- by NoNah - at 2011.08.09 19:02:00
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118. Dreadnoughts - in Ships and Modules [original thread]
Originally by: MeBiatch 1st off dreads are meant to shoot structures... something that they excel at in worm hole space... but FB do a better job at it in regualr space... just nerf FB so they cant hit structers and presto dreads have thi...
- by NoNah - at 2011.08.09 19:00:00
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119. Dreadnoughts - in Ships and Modules [original thread]
Tenfold dread dps, make them unable to jump, dock or refit for 23 hours from when they leave a siege cycle, add a 24 hour aggression timer upon entering siege.(You are however allowed to eject) Give SBUs and TCU's bubbles, rendering moms useless ...
- by NoNah - at 2011.08.09 18:54:00
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120. Navy Apoc or Paladin. - in Ships and Modules [original thread]
Luckily there's a way of solving most of your problems at once, it's called shield paladin. It will have one of the best ISK/Hour rates there are, meaning any more mention thereof is pointless. It will be as nimble as any amarr battleship ever wi...
- by NoNah - at 2011.08.08 20:29:00
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