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81. Welcome back to eve Evil Edna - in Crime and Punishment [original thread]
Somebody didnt read the patchnotes
- by P'uck - at 2009.01.31 22:25:00
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82. What is going on with Google? - in Out of Pod Experience [original thread]
http://www.google.com/intl/xx-hacker/ heh ps: google sucks AND is evil
- by P'uck - at 2009.01.31 15:45:00
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83. What is going on with Google? - in Out of Pod Experience [original thread]
Edited by: P''uck on 31/01/2009 15:45:23 le darn poste de double
- by P'uck - at 2009.01.31 15:44:00
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84. Minmatar lvl IV runner which to choose? - in Ships and Modules [original thread]
With some SP in the right places the phoon is THE minnie mission runner. Cruises, medium artillery (yes, im serious) and drones work really well together. If you know what you're doing, you run with a minimal tank and 3 BCUs. bring a painter or ...
- by P'uck - at 2009.01.30 23:56:00
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85. favourite pvp boats! - in Ships and Modules [original thread]
Originally by: HowlinMad Murdock but any competent drake pilot could eat a 10 man rifter gang before they even got him to half shields MAYBE before QR, even then it was a long shot.
- by P'uck - at 2009.01.30 23:10:00
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86. Chasing low sec titans - in Crime and Punishment [original thread]
I think the correct scientific term here is "lolwut".
- by P'uck - at 2009.01.30 23:02:00
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87. Tempest ratting? - in Ships and Modules [original thread]
Originally by: Grista The Typhoon is a much better ratter, than the Tempest. This, without the ,
- by P'uck - at 2009.01.30 22:58:00
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88. Stealth Bombers Without Launchers? - in Ships and Modules [original thread]
Really no way of setting up some covops to create a straight warp-in-warp-out line and time it right and all? C'mon, tell me there must be SOME ridiculously complicated contraption that can make it work
- by P'uck - at 2009.01.30 18:27:00
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89. Stealth Bombers Without Launchers? - in Ships and Modules [original thread]
Is there no friggin way ever ever to warp in a bombersquad, drop us da bomb into a bubble camp, and warp them out again really really quickly? Do those bombs really take THAT long to detonate? is there nothing that can be done to at least, for onc...
- by P'uck - at 2009.01.30 18:12:00
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90. Cap stable - in Ships and Modules [original thread]
Ye olde rule of thumbe: When you hit 33% of total amount you have (Capacity/recharge time) x 2.4 available per second. If I remember school correctly, the parenthesises aren't needed, lets just say I added them for readability. The same formula...
- by P'uck - at 2009.01.30 18:07:00
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91. PvP Merlin - viable or flying coffin? - in Ships and Modules [original thread]
Edited by: P''uck on 30/01/2009 01:32:50 Don't try to run shield boosters on a frigate If you really really want to, get a gisti btype small for around 5 mil or so. Invul is out of the question, too, you dont have the cap on a frig. If you w...
- by P'uck - at 2009.01.30 01:31:00
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92. T2 hybrid turret/charge for mega - in Ships and Modules [original thread]
Edited by: P''uck on 30/01/2009 01:16:10 Originally by: The Djego The 2 Cap Boosters are unneedet I accidentially forgot to turn off the MWD in EFT and blindly accepted the fact the guns ate almost 80 cap a second - shouldve given ...
- by P'uck - at 2009.01.30 01:12:00
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93. T2 hybrid turret/charge for mega - in Ships and Modules [original thread]
I wouldnt wanna give up a bonused highslot for a medium energy neut. if you have such a hard time fitting stuff you might wanna reconsider the fit. 1 magstab and 350s has a meh dmg output.
- by P'uck - at 2009.01.29 18:45:00
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94. Wormhole penetration - in Ships and Modules [original thread]
Just thought I should check the thread to see whether the penetration jokes have stopped already...
- by P'uck - at 2009.01.29 18:03:00
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95. Overestimated ships of EVE - in Ships and Modules [original thread]
I don't think those rules arent all that absurd. You see a lot of folk flying around with dual 5%dmg implants, triple dmg mods and (close to) max skills in their favourite weapon category. (Usually the same category as the one they bought the seco...
- by P'uck - at 2009.01.29 17:46:00
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96. What's the difference between a passive and a buffer tank? - in Ships and Modules [original thread]
Edited by: P''uck on 29/01/2009 17:33:43 What ammrumm said about resists is also true, we forgot to mention that. If you KNOW you will have remote reppage, it MIGHT even be worth to factor that in, and in a case of doubt go for the moar resist...
- by P'uck - at 2009.01.29 17:31:00
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97. What's the difference between a passive and a buffer tank? - in Ships and Modules [original thread]
Edited by: P''uck on 29/01/2009 17:20:32 Rule of thumb: if you go PVE, you go for peak recharge, because it's realistic to actually tank all the incoming damage. In PvP - it gets impossible rather soon, it takes only one gank bs to break a pr...
- by P'uck - at 2009.01.29 17:19:00
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98. What's the difference between a passive and a buffer tank? - in Ships and Modules [original thread]
ehp= total hitpoint. but let's return to your inital question whether 1000@90 is the same as 9000@0 for the third time - I think it's not. 1000@90 takes a tenth of the incoming damage, so to last for the same amount of time it should probaby be ...
- by P'uck - at 2009.01.29 17:09:00
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99. What's the difference between a passive and a buffer tank? - in Ships and Modules [original thread]
Edited by: P''uck on 29/01/2009 17:05:13 Originally by: Lynkon Lawg I'm just saying they are on the table as available. Not for a buffer setup. /me stomps foot and goes into ninja sulk mode. edit: try the example you gave with 10...
- by P'uck - at 2009.01.29 17:02:00
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100. T2 hybrid turret/charge for mega - in Ships and Modules [original thread]
Can you two guys please get a room, so everybody can admire my awesome blaster setup. Thanks.
- by P'uck - at 2009.01.29 16:59:00
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