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1. The Curse. Why Shields? - in Ships and Modules [original thread]
The standard recipe of speedtank (mwd, 2 nanos, 2 inertias) and either 2 extenders and hardeners, or 1 extender and 3 damps currently works best on a curse. 5 Nos are overkill unless you're flying in larger gangs, 2-3 Nos and rest Heavy Missile La...
- by Quarantine - at 2007.03.03 18:51:00
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2. Tempest setup for 0.0 ratting[Rev] - in Ships and Modules [original thread]
If you want to stick to artillery, use 6x1400mm; ab/2x kinetic hardeners/large booster/shield boost amp; 3x Gyrostabs, 3x PDU T2 where you can afford it, at least the damage mods should be. CPU can be a bit tight with low skills, but it should fi...
- by Quarantine - at 2007.02.10 14:48:00
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3. [REV] Cheetah - in Ships and Modules [original thread]
Always fit a propulsion mod onto your cov ops. When jumping in a dictor/bubble camp, burst it once before cloaking right after. If you don't, people will approach your last known location and decloak you.
- by Quarantine - at 2007.01.22 13:33:00
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4. Do we really need these Titans ?? - in Ships and Modules [original thread]
Originally by: Grimpak even if he was not aggro'ed, the new probes could scan him in less than 2 minutes, wich is the regular non-aggro'ed logoff timer. ship finds him, and starts shooting him -> gets aggro'ed -> 15minutes. might...
- by Quarantine - at 2007.01.22 13:30:00
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5. Explain this : Balance ? - in Ships and Modules [original thread]
Originally by: Ithildin I just have to check, though. If a ship doesn't work well with (an intended) weapon, then it's not the weapon's fault, but the ship's fault. That is your argument, right? By logical deduction, it can never be the w...
- by Quarantine - at 2007.01.08 22:25:00
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6. Explain this : Balance ? - in Ships and Modules [original thread]
Edited by: Quarantine on 08/01/2007 21:56:37 Originally by: dalman 3. I hardly haven't flown a blasterthron for 2.5 years cause it's a piece of crap ship when combined with the crappyness of the blasters. So you don't have any expe...
- by Quarantine - at 2007.01.08 21:59:00
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7. Explain this : Balance ? - in Ships and Modules [original thread]
Originally by: Ithildin I don't know what I'd object to more, the statement that the Hyperion work as intended or how it is intended to work. I generally go with the latter. In either case, the Hyperion doesn't have any tracking bonuses, ...
- by Quarantine - at 2007.01.08 21:50:00
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8. Explain this : Balance ? - in Ships and Modules [original thread]
Originally by: dalman As you are saying that blasters have so much higher fitting reqs cause they do a bit more damage, then there's no longer any reason for any difference in cap-use between them... Blasters have higher fitting req...
- by Quarantine - at 2007.01.08 21:24:00
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9. Pls remove the falloff penalty on Void, thanks - in Ships and Modules [original thread]
Originally by: Butter Dog Now, previously, the raw damage difference was enough to make up for the penalties. But that is no longer the case. DPS over time is simply better with AM in almost every possible scenario. Generally whenever...
- by Quarantine - at 2007.01.04 02:52:00
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10. Maelstrom Setup - in Ships and Modules [original thread]
Slightly better than the Tempest at a considerably higher price - no thanks. If nobody flies it maybe ccp will notice in a year or so and change something.
- by Quarantine - at 2006.12.05 14:29:00
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11. Last call of help for Maelstrom - in Ships and Modules [original thread]
Giant stabber would be awesome, but would require a tracking bonus (already mentioned) and a nerf of snake imps to a size related speed bonus (fixed mass decrease or something like that). I'd prefer if the Maelstorm wasn't released with Kali next ...
- by Quarantine - at 2006.11.25 11:44:00
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12. Last call of help for Maelstrom - in Ships and Modules [original thread]
I'm not sure what's more annoying here, the fact that the Maelstorm doesn't suck enough to be looked at any time soon, or that the forums not only ate my post but used the wrong account and char too
- by Quarantine - at 2006.11.24 19:42:00
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13. Mine own Maelstrom thread and what needs to be done! - in Ships and Modules [original thread]
Redesign please. With the current stats, there is no point at all to release this ship.
- by Quarantine - at 2006.11.24 00:16:00
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14. Chimera question - in Ships and Modules [original thread]
To answer your question: (c) Sarmaul: without CPR you will need 4x Cap Rechargers II and 3xPDU II for a perma shieldtank on the Chimera. Fitting was Capital Booster, 2x Invul, 4x Cap Recharger II; 3xPDU II, 1x Dmg Control. Gives a tank comparable...
- by Quarantine - at 2006.11.15 18:02:00
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15. WCS nerf won't fix Vagabond imbalance - in Ships and Modules [original thread]
Originally by: Aramendel As said, 1800ms is plenty to outrun them. Unless I am missing something? Yep, you're fighting a human and not a npc. He will also use his propulsion mod and try to get into nos range if you only burst your mwd...
- by Quarantine - at 2006.11.14 16:57:00
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16. Dreadnought of your choice - in Ships and Modules [original thread]
The dreads are fairly balanced actually. The Phoenix for example does best dps when sieging a defended POS (you usually do so at great range, so that your can support fleet can snipe fighters without going under the range of POS guns, and out of t...
- by Quarantine - at 2006.11.14 14:54:00
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17. WCS nerf won't fix Vagabond imbalance - in Ships and Modules [original thread]
Originally by: Aramendel The only drone boat the vaga will have problems in kali with is the dominix due to heavy nos, vs all others he can outfly the heavies, pop the meds and stay out of med nos range. ECM won't be a viaable option on t...
- by Quarantine - at 2006.11.14 14:35:00
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18. WCS nerf won't fix Vagabond imbalance - in Ships and Modules [original thread]
Originally by: Shadowsword I was refering to vanilla vagabonds, which already are pretty ****ed hard to kill. Hard to kill doesn't make them overpowered, does it? If you look at the ships a vaga can take on reliably 1on1 (as in odds i...
- by Quarantine - at 2006.11.14 14:17:00
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19. WCS nerf won't fix Vagabond imbalance - in Ships and Modules [original thread]
Yes, snake+faction vagas are a little overpowered. A vanilla t2 vaga isn't however, so nerfing the vaga itself would be beside the point. So, to make life a little easier for those who don't want to spend an entire 2 minutes to figure out how to...
- by Quarantine - at 2006.11.13 17:50:00
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20. Nidhoggur, Hel, and Ragnarok bonuses. - in Ships and Modules [original thread]
Edited by: Quarantine on 03/11/2006 22:30:17 I've always liked the sig radius bonus of the Ragnarok, combined with the similar skirmish mod the reduced sig should be more than noticeable (especially if it isn't affected by the stacking penalty...
- by Quarantine - at 2006.11.03 22:29:00
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