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1. Is it possible to Remote Target Paint ? - in Ships and Modules [original thread]
Edited by: Pottsey on 01/05/2011 08:48:00 It is really amazing the amount of people who do not know about command modules. It's perfectly possible to remotely give another ships 26% bonus to MWD or afterburners or a 26% bonus to the other ship...
- by Pottsey - at 2011.05.01 08:47:00
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2. Nightmare is dissapointing... - in Ships and Modules [original thread]
Crabs Collector said " Well then tell me, what orbits you in an OTA at 120km that you have to kill? " Nothing in those easy sites. Some of ther assault sites are split into two groups the short range at 60km ish and the long range at 120km that'...
- by Pottsey - at 2011.04.22 21:23:00
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3. Nightmare is dissapointing... - in Ships and Modules [original thread]
Well I would hardly call us a noob fleet as we do Override Transfer Array in well under 10mins and often without bothering to hack and have lots of members in the top 10. (It's my alt I do Incursions with not this character). We defiantly one of t...
- by Pottsey - at 2011.04.22 20:04:00
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4. Nightmare is dissapointing... - in Ships and Modules [original thread]
Crabs Collector said "With a webbooster+true sansha webber you have 22km+ range, there isnt much that orbits you outside 22km. And the usefulness of a webber on your ship is that you dont have to wait to see what others webbed for you." The last...
- by Pottsey - at 2011.04.22 17:34:00
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5. Nightmare is dissapointing... - in Ships and Modules [original thread]
Originally by: Crabs Collector Edited by: Crabs Collector on 22/04/2011 13:26:27 Originally by: Pottsey For Incursions I find the Nightmare performs much better then the Paladin at least for the shield fleets. Or for missions w...
- by Pottsey - at 2011.04.22 14:34:00
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6. Nightmare is dissapointing... - in Ships and Modules [original thread]
For Incursions I find the Nightmare performs much better then the Paladin at least for the shield fleets. Or for missions when there are 2 or more of you I find the Nightamre works better, but solo missions I am not so sure. ______ How to Passiv...
- by Pottsey - at 2011.04.22 09:24:00
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7. Insane shield recharge rate - in Ships and Modules [original thread]
The Iteron MK V can get from 0% to 100% in 13seconds! More practical are the Dominix, Rattlesnake & Mymidon. Rattlesnake is perhaps the best being able to tank well in the 1000's of DPS and still do decent damage output. ______ How to Passive S...
- by Pottsey - at 2011.04.03 20:40:00
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8. Kronos Uses? - in Ships and Modules [original thread]
I like the railgun shield tanked Kronos for Incursion sites. But I have to admit the Vindicator is better. EDIT: The best thing you can do with a Kronos is turn it into a HP buffer loot ship with MWD. 40km Tractor beams with salvagers and a large...
- by Pottsey - at 2011.03.07 07:35:00
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9. Kronos Uses? - in Ships and Modules [original thread]
Edited by: Pottsey on 07/03/2011 07:35:32 double post ______ How to Passive Shield Tank T2
- by Pottsey - at 2011.03.07 07:33:00
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10. Implants in Concord shop massively underpowered or not balanced - in Ships and Modules [original thread]
De Guantanamo said ôDo you think it makes you special to quote people differently than everyone else?ö ItÆs an old habit from back before forums had quote buttons and as itÆs one of the correct ways to quote people I still do it. ______ How t...
- by Pottsey - at 2011.01.31 13:03:00
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11. Implants in Concord shop massively underpowered or not balanced - in Ships and Modules [original thread]
SFX Bladerunner said " Seriously, anything beyond +5% in my books is OP and game breaking. Discuss." It depends on the implant. A 6% bonus to weapons does not have the same impact as 6% bonus to shield recharge. 6% cap recharge then some of the ...
- by Pottsey - at 2011.01.30 15:19:00
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12. Implants in Concord shop massively underpowered or not balanced - in Ships and Modules [original thread]
Arcs are not a one shot deal. I ran the Gallante one a fair few times now. ______ How to Passive Shield Tank T2
- by Pottsey - at 2011.01.28 12:39:00
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13. Implants in Concord shop massively underpowered or not balanced - in Ships and Modules [original thread]
ShahFluffers ôExponential costs for an extra edge? I fail to see the problem here.ô The problem is some implant(s) are exponential costs for a worse edge. Some of the implants lower tanks for exponential costs. Anyway can you really call 10dps ...
- by Pottsey - at 2011.01.28 11:08:00
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14. Implants in Concord shop massively underpowered or not balanced - in Ships and Modules [original thread]
Edited by: Pottsey on 28/01/2011 08:04:57 So even if I got the timeframe for LP's wrong you think it's ok for the best 250k Concord implants to be next to useless as there are easier to get better implants? You think 250k of LP's is worth 10d...
- by Pottsey - at 2011.01.28 08:02:00
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15. Implants in Concord shop massively underpowered or not balanced - in Ships and Modules [original thread]
I really hate it when CCP puts no thought into new items and just sets them all at 6%. We had the same with the Epic arc implants that where worse than the standard implants for a long time. Now we have the new Concord implants which are just so ...
- by Pottsey - at 2011.01.28 07:53:00
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16. Railguns suck in front of facts - in Ships and Modules [original thread]
Exploited Engineer said "How the heck do they store a projectile for a 1.6 meter gun in a volume of only 0.125 cubic meters?" Eve has some sort of compression tech where the inside of objects is bigger than the outside kind of like the Tardis in...
- by Pottsey - at 2010.11.20 19:01:00
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17. Shield Regeneration Function - in Ships and Modules [original thread]
Isan'na said "17514 Shield / 351 sec = 49.89 shield /sec * 2.4 =~ 120 hp/sec @ 25% by the rule of thumb." If you use 2.5 you get 124 hp/sec which match's in game. Like it was said before, Dust Puppy's's old thread of peak at 2.4 at 30% is wrong....
- by Pottsey - at 2010.08.08 21:38:00
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18. Shield Regeneration Function - in Ships and Modules [original thread]
Daergaar said " Therefore at Sc = 4378.5 (25% of my max shields), my recharge rate is:" We can make that far more simple. At 25% of your shields your peak HP regen = (shield cap / shield recharge rate)*2.5=x Simple to use, can be used on the fl...
- by Pottsey - at 2010.08.07 09:00:00
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19. Shield Regeneration Function - in Ships and Modules [original thread]
Liang Nuren said "Hmm... I thought they went over this in that article. It uses the same formula as capacitor, which can be found here: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=116993" That's wrong. It shows peak at 30% when the...
- by Pottsey - at 2010.08.07 08:49:00
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20. Tanking question - who's right? - in Ships and Modules [original thread]
Edited by: Pottsey on 05/08/2010 09:06:24 EDIT: Numbers rounded. At 50 dps incoming fit 1 would last 364 seconds, fit 2 would never die. At 100 dps incoming fit 1 would last 60 seconds, fit 2 would last 72 seconds. At 200 dps incoming fit 1 w...
- by Pottsey - at 2010.08.05 09:05:00
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