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1. Capital Construction - Questions - in Science and Industry [original thread]
it does depend on what kind of cap ships your looking to build as well. AFAIK, you can build Carriers/Dreads in low sec stations, no POS needed. Freighters can be built anywhere. Unsure about the new mining Cap ship, but as i recall, the only Cap...
- by Rafein - at 2007.08.29 13:59:00
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2. New Mining Upgrades who drops them?! - in Science and Industry [original thread]
faction haulers spawns, which are rare, and random. Or could just get Tech 2.
- by Rafein - at 2007.08.29 10:48:00
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3. 30 + hours to invent a mining laser upgrade ???? - in Science and Industry [original thread]
Yes, best mining upgrade now is the 9% anode upgrade. On a different note, anyone else notice the T2 is actually pretty bad. Same 9% bonus as Anode, but Anode has 7.5% CPU penalty, Vs. T2's 12.5%
- by Rafein - at 2007.08.28 16:17:00
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4. Advanced Labs - in Science and Industry [original thread]
Yeah, they have been changed from Advanced to inferior labs, keeping the higher requirements, but losing most of the slots of a basic lab. Basic lab gets 3/3/1/5 slots, while "Advanced" lab gets 2/0/3/2 slots, all for the discounted price of 60 m...
- by Rafein - at 2007.08.24 12:04:00
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5. Your research POS setup - in Science and Industry [original thread]
Depends how many people are going to use it, and what slots you need. Course, with the new Advanced labs coming out, for a lone player, I could not see it being worth having more than one, since one Advanced lab will provide 5 ME, 3 PE, 6 Copy, ...
- by Rafein - at 2007.08.16 16:16:00
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6. Question : Can you build - in Science and Industry [original thread]
Carriers/Dreads are .4 or lower, unless you have the "grandfathered" Assembly lines in Empire, that build Capitals. Freighters can be built anywhere.
- by Rafein - at 2007.08.14 17:34:00
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7. Making T1 production more viable? - in Science and Industry [original thread]
only problem is named mods are almost always better than Tech 1. If rats are changed to only drop named mods, the only reason for T1 to exist is to turn into T2.
- by Rafein - at 2007.08.14 17:32:00
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8. Rorqual ORE Capital Ship - in Science and Industry [original thread]
Originally by: Admiral Nova Originally by: Transmaniacon While the cargo hold is only 20k m^3, the ore compression ability makes this quite a large capacity. For the rarer ore, the compression ratio is 20:1, meaning 400k m^3 cargo ...
- by Rafein - at 2007.08.14 09:57:00
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9. Mech. Eng agents - in Science and Industry [original thread]
Poor Caldari Amarr get good level 4's, Gallente get a good level 4. Caldari get 3 crappy level 3's. 2 of which, are in Amarr space.
- by Rafein - at 2007.07.17 16:47:00
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10. Rohk out mins a halk - in Science and Industry [original thread]
should not stacking nerf the modules, should just put a limit of 2 mining upgrades per ship, much like how you can only have one Damage control fitted per ship.
- by Rafein - at 2007.07.16 08:15:00
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11. T2 mining upgrades - in Science and Industry [original thread]
mining is the forgotten professions. I mean, we just recently got named mining rigs, which are too strong. We still do not have mining rigs. Would be nice for CCp to turn their eye to mining, but i think, with the worry of macro miners, mining w...
- by Rafein - at 2007.07.08 06:03:00
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12. Quick POS question - in Science and Industry [original thread]
cannot run reactions
- by Rafein - at 2007.07.07 09:43:00
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13. Newbie at the POS thingy - in Science and Industry [original thread]
also, remember you cannot mine moons, run reactions, at all in high sec.
- by Rafein - at 2007.07.07 09:42:00
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14. Whats up with Electronic Engeneering - in Science and Industry [original thread]
well, I remember a Dev blog about them breaking up a T2 cartel, removing the T2 BPO's from them and releaseing them on the lottery again. Probably the fallout of this.
- by Rafein - at 2007.06.24 07:18:00
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15. mining laser upgrades - in Science and Industry [original thread]
only time i remember about us getting new mining upgrades, was when RMR, the patch before Revelations, was supposed to introduce named Strip Miners, and named Mining upgrade mods. Course, like mining rigs, it never happened.
- by Rafein - at 2007.06.23 18:20:00
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16. POS loot question - in Science and Industry [original thread]
they can drop cans, but with remote research allowing players to keep BPO's in stations while the mobile lab's Research them, means you almost never get a BPo from a lab. Only chance is if the lab is in a system with no stations.
- by Rafein - at 2007.06.23 18:17:00
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17. Which control tower is better for defense? - in Science and Industry [original thread]
yeah, wait till next patch, cause if CCP made it so launchers no longer eed CPU, thus, no longer shut down whrn in Reinforced, Caldari towers may become useful. Especially player controlled, where the 25% faster RoF doesn;t get negated by the cycl...
- by Rafein - at 2007.06.19 09:59:00
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18. High-sec POS defence - in Science and Industry [original thread]
you won;t need large POS guns, as those are anti-Cap ships, and you will not see Cap ships in Empire. Also, a lot is changing, so really will have to wait to pass judgement. Guns will be Outside the CT, and targettable, so players can disable the...
- by Rafein - at 2007.06.19 09:54:00
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19. Standings and research agents - in Science and Industry [original thread]
also, with sharing missions in next patch, probably won;t be too ahrd to get your guy up to level 4 RnD missions, just be in a group with a high standing misisn runner, and let him turn them in to the group. The Faction increase is shared through ...
- by Rafein - at 2007.06.18 10:39:00
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20. Scanning for ore?? - in Science and Industry [original thread]
Not possible. Can use probes, though. Can even find an extra belt, every now and then
- by Rafein - at 2006.12.31 01:50:00
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