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1. The projectile fix - in Ships and Modules [original thread]
imo this problem comes down to megapulse's being to uber, if they nerfed the megapulse dmg mod, people would actually use beams on apocs and would not be able to tank 24/7 with everything running, as it is megapulses are the best weapon ingame han...
- by Revolution - at 2004.12.25 00:49:00
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2. The projectile fix - in Ships and Modules [original thread]
imo this problem comes down to megapulse's being to uber, if they nerfed the megapulse dmg mod, people would actually use beams on apocs and would not be able to tank 24/7 with everything running, as it is megapulses are the best weapon ingame han...
- by Revolution - at 2004.12.25 00:49:00
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3. To all ECM wannabee pilots... - in Ships and Modules [original thread]
ahhh this reminds me of fighting OC :-] 8 OC scorps at 120km, cycle jamming me , during a large fleet battle........
- by Revolution - at 2004.12.02 11:22:00
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4. To all ECM wannabee pilots... - in Ships and Modules [original thread]
ahhh this reminds me of fighting OC :-] 8 OC scorps at 120km, cycle jamming me , during a large fleet battle........
- by Revolution - at 2004.12.02 11:22:00
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5. Reduced Capacitor Usage and Volume of Charges on Chaos - in Ships and Modules [original thread]
If im using 425s, I always carry 4 or 5 types of ammo. With 425s, you cant afford to have ammo loaded that is +1km out of your optimal and be effective in combat.
- by Revolution - at 2004.02.26 05:17:00
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6. Cruise missiles - in Ships and Modules [original thread]
intelligent rebuttal there jim..
- by Revolution - at 2004.02.20 08:49:00
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7. Large blasters - in Ships and Modules [original thread]
me
- by Revolution - at 2003.09.13 07:22:00
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8. Large blasters - in Ships and Modules [original thread]
Can we have the animation of the small blasters firing effect on the large blasters as well plz.
- by Revolution - at 2003.09.13 06:47:00
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9. Cruise Missile Range? - in Ships and Modules [original thread]
I fired 12 torpedoes at a BH, he zipped to 170km away, i warped to him, started shooting him, then watched the torps come from behind me and hit him, travelling over 180km distance 0_o
- by Revolution - at 2003.09.12 01:02:00
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10. Hybrid useless - in Ships and Modules [original thread]
I dont understand people that use weapons in there ships that there ship doesnt have bonus's for :| btw scorp has 4 missle slots and 4 turret slots to choose from between 6 high slots total. Why would you want 4 425 rails? With this new patch, id...
- by Revolution - at 2003.09.06 11:14:00
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11. Hybrid useless - in Ships and Modules [original thread]
Yeah give the 425mm railgun a bigger dmg mod. Sure it has good range and low cap, but when a tachyon user can do 2000+ damage in 6 seconds and the 452mm rail user can do about 600 dmg in the same amount of time, it shows just how balanced the...
- by Revolution - at 2003.09.06 00:17:00
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12. Just an idea. - in Ships and Modules [original thread]
Edited by: Revolution on 29/08/2003 11:07:14 Actually, rather than using drone bays, how about an entirely new type of cargo bay - Ammo-hold . Amarr being laser users and non missle users would have a very small one. Caldari would have ...
- by Revolution - at 2003.08.29 11:06:00
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13. Large Ammo Takes Up Too Much Volume - in Ships and Modules [original thread]
large ammo does fa dmg when you compare it to medium, so why is it 5x as big?
- by Revolution - at 2003.08.15 14:52:00
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14. Battleship differences - in Ships and Modules [original thread]
pfft, if anything the scorpion is overpowered, setup right they are unstoppable.
- by Revolution - at 2003.07.16 04:42:00
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15. stats on dual 425mm 'scout' turret - in Ships and Modules [original thread]
even unfitted from my ship it still says 6 seconds o_0
- by Revolution - at 2003.06.30 10:41:00
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16. stats on dual 425mm 'scout' turret - in Ships and Modules [original thread]
Capacity 8 Damage mod 3.9 accuracy falloff 25000m trackingspeed 0.03 rof 6 seconds optimal range 9000m cpu 24 powergrid 250
- by Revolution - at 2003.06.30 07:22:00
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