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1. MWD/Cloak trick and EFT align times - in Ships and Modules [original thread]
Andraea Sarstae wrote: Apparently, a lot of people don't understand how it works, because I kept seeing the 10s threshold mentioned over and over. That was the point of the OP... to inform others that might have read that and just assumed it w...
- by RubyPorto - at 2013.09.05 05:07:00
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2. Make all carriers and dreads prone to normal warp disruptors in lowsec. - in Ships and Modules [original thread]
Valleria Darkmoon wrote: I've read more of this topic now and you mention several times that EVE is a failure as a commercial product. With one notable and tragic exception the customer base has continuously expanded since I started playing in...
- by RubyPorto - at 2013.07.19 07:31:00
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3. Quick Question: Cargo Mods/Rigs vs. Ore Hold - in Ships and Modules [original thread]
Bowen Tyrval wrote: Fair enough, I infer from the responses then that the only way to increase Ore Hold is the appropriate Ship Skill (Mining Frig/Barge/Exhumer)? Correct.
- by RubyPorto - at 2013.01.22 20:38:00
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4. Dreads and Nuets wtf? - in Ships and Modules [original thread]
Cambarus wrote: Barrogh Habalu wrote: XxRTEKxX wrote: Since when did Capacitor Warfare start being referred to as Electronic Warfare? Why basing balancing decisions (or suggestions of ones) upon semantics would be a better question. T...
- by RubyPorto - at 2013.01.22 18:58:00
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5. Armor tank modules - in Ships and Modules [original thread]
Lin-Young Borovskova wrote: Apolyon I wrote: all good pvp ships are armor archon, bhaal, loki, proteus Archon racial ship bonus: 5% all armor resist per level, the best capacitor of 4 carriers Bhaalgorn: "hey' you seem me there? (50km)"...
- by RubyPorto - at 2012.06.25 21:37:00
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6. Armor tank modules - in Ships and Modules [original thread]
PavlikX wrote: Yes, i am talking about PvE mainly and can't agree about this game created for PvP players, meantime others must stay aside. Sorry, dut there are no such postulates in the rules :) I am glad that you are agree with me about this ...
- by RubyPorto - at 2012.06.25 20:34:00
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7. Armor tank modules - in Ships and Modules [original thread]
Lin-Young Borovskova wrote: RubyPorto wrote: Armor is just fine. When it comes to use ships with bonus to armor resists? yes, significantly increases reps efficiency but that you already know it. Armor is just not that fine, riggs and p...
- by RubyPorto - at 2012.06.25 20:32:00
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8. Armor tank modules - in Ships and Modules [original thread]
PavlikX wrote: Quote: You're having trouble with L4s in a Marauder? That's bad and you should feel bad. Well, that mission is one of the deadliest if you will shoot down trigger in second pocket. Also 6th pocket of Angel Extravaganza in ca...
- by RubyPorto - at 2012.06.25 19:47:00
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9. Armor tank modules - in Ships and Modules [original thread]
PavlikX wrote: Have no idea what doctrines you talking about guys :) But according to the statistics ST tanked ships are more often croses the gates then AT ships. I have experience mission "Evolution" on Palladin and i saw like my friend deal...
- by RubyPorto - at 2012.06.25 19:22:00
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10. Armor tank modules - in Ships and Modules [original thread]
Paikis wrote: RubyPorto wrote: Tippia wrote: PavlikX wrote: For now we have situation in the game when Shield tank (ST) is better in general than Armor tank (AT) Right now, we have a situation which is pretty much exactly the same one...
- by RubyPorto - at 2012.06.25 05:06:00
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11. Armor tank modules - in Ships and Modules [original thread]
Tippia wrote: PavlikX wrote: For now we have situation in the game when Shield tank (ST) is better in general than Armor tank (AT) Right now, we have a situation which is pretty much exactly the same one as when armour tanks were GǣbetterG...
- by RubyPorto - at 2012.06.25 04:20:00
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12. Armor tank modules - in Ships and Modules [original thread]
Lin-Young Borovskova wrote: When BCU's are changed to be middle slots then AT and Shield tanking will be balanced. When plates balloon your Sig, shield and armor tanks will be balanced. They're different styles and sets of benefits/drawback...
- by RubyPorto - at 2012.06.25 02:11:00
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13. Armor tank modules - in Ships and Modules [original thread]
Gall have Ishtarcats.
- by RubyPorto - at 2012.06.24 22:02:00
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14. non-EFT fitting tool? - in Ships and Modules [original thread]
Jorma Morkkis wrote: Alara IonStorm wrote: prefer root beer. You americans should learn to drink real beer or whiskey. Some workplaces in the US consider it uncouth to drink beer or whisky during the workday (tragedy, I know). Aside ...
- by RubyPorto - at 2012.06.24 09:40:00
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15. non-EFT fitting tool? - in Ships and Modules [original thread]
Daniel Plain wrote: Alara IonStorm wrote: RubyPorto wrote: Cherry Coke is delicious. I'm usually a Pepsi/Mtn Dew man, but good god, Cherry Coke. The only Cherry Coke I like is this knockoff brand they sell at a nearby convenience store...
- by RubyPorto - at 2012.06.24 09:09:00
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16. non-EFT fitting tool? - in Ships and Modules [original thread]
Vilnius Zar wrote: Alara IonStorm wrote: Bill Serkoff2 wrote: Okay, what the hell is everyone's beef with EFT? Really! Why do some people drink coke and others pepsi. I tried Pyfa when it updated faster with the Inferno Balance changes...
- by RubyPorto - at 2012.06.24 09:08:00
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17. non-EFT fitting tool? - in Ships and Modules [original thread]
Willy Eckerslike wrote: I prefer EVE HQ. The fitting tool on there is pretty good and the program also does everything else I need too, and a lot of stuff I don't yet need, in one neat package. I also like Cherry Coke. Cherry Coke is delici...
- by RubyPorto - at 2012.06.24 01:47:00
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18. make fire rate relevant - in Ships and Modules [original thread]
Vilnius Zar wrote: RubyPorto wrote: Exploited Engineer wrote: lovebus wrote: MY PROPOSAL: implement a mechanic where something detrimental and stackable will happen everytime somebody is shot with any sort of weapon system but give it ...
- by RubyPorto - at 2012.06.23 17:39:00
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19. make fire rate relevant - in Ships and Modules [original thread]
Exploited Engineer wrote: lovebus wrote: MY PROPOSAL: implement a mechanic where something detrimental and stackable will happen everytime somebody is shot with any sort of weapon system but give it a short duration. The advantage of a h...
- by RubyPorto - at 2012.06.23 08:03:00
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20. make fire rate relevant - in Ships and Modules [original thread]
Bill Serkoff2 wrote: RubyPorto wrote: Bill Serkoff2 wrote: RubyPorto wrote: Alpha Fleets aren't snipers. They operate at like 30km. Sniper fleets operate a little (almost 10x) farther out. And are completely irrelevant because of qu...
- by RubyPorto - at 2012.06.23 04:12:00
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