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181. CSM Leader Mittani not having a clue - in EVE General Discussion [original thread]
Originally by: Amsterdam Conversations Originally by: Caldari Citizen20090217 This. wh space: *no local *shifting exits *lower refine amounts *high risk, inefficient logistics *dscan every 2 secs *no intel channels (deep blue 0.0...
- by NoNah - at 2011.08.10 13:12:00
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182. 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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183. 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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184. EVE economy vs Iceland Economy - in Market Discussions [original thread]
Originally by: Birgitta Dahl Hello all, so, I was browsing the forums as I usually do and got wondering a couple of things. I decided someone might have some fun working out a guestimate:- 1) What would the Eve economy be as a percentage...
- by NoNah - at 2011.08.10 01:45:00
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185. 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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186. 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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187. 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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188. 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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189. 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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190. 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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191. 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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192. 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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193. 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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194. 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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195. Fastest Ship Build - in Ships and Modules [original thread]
If either of you rockpreachers can present me a legal way of activating the MWD on all clients at once, I'd be interested. Parrots, commence! Postcount: 615446
- by NoNah - at 2011.08.08 18:26:00
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196. Help understanding Artillery - in Ships and Modules [original thread]
http://dl.eve-files.com/media/0910/eve-tracking101.swf It may be outdated, but you should still play with it. Parrots, commence! Postcount: 708562
- by NoNah - at 2011.08.08 15:35:00
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197. Question regarding Jammers - in Ships and Modules [original thread]
If you have multiple jammers, you're really always better off using racials. Parrots, commence! Postcount: 225541
- by NoNah - at 2011.08.05 18:36:00
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198. Mission torp raven - in Ships and Modules [original thread]
I flew one reasonably similiar like it up until they changed the missile formula in quantum rise. Now it's terrible crap, sadly. Parrots, commence! Postcount: 848343
- by NoNah - at 2011.08.05 18:33:00
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199. would webs be overpowered if they do -90% like before the nanonerf? - in Ships and Modules [original thread]
Originally by: Red zeon nano aint dead, my solo pvp ship does allmost 12km/s :P If said ship is cheap, has no tracking issues, is virtually immune to cap warfare and has mass enough to bring you out of any temporary web, I agree. Nano ...
- by NoNah - at 2011.08.05 11:16:00
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200. L4 Tag team builds. - in Ships and Modules [original thread]
Rule of thumb, the more ships you have in a mission the less tank you need(not only per ship, but in total) and the more(better) projection you need. This means that missile ships are bad, drone ships(bar sentries) are terrible and turretships ar...
- by NoNah - at 2011.08.04 21:24:00
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