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121. How many people are actually building Jump Freighters? - in Science and Industry [original thread]
Problem with all the current costings people give is they keep forgetting the very long time on building these things so you'll be buying and therefore carrying the cost a long time before you can realise the profit... and theres no real way with ...
- by SIR PRIME - at 2008.01.01 08:56:00
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122. Capital Remote Skills - in Skill Discussions [original thread]
Yes, inevitably you'll need to rep up pos mods at the very least and if you're fighting in the system then a cap is the best way. Boring job but critical.
- by SIR PRIME - at 2007.12.30 12:35:00
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123. rorqual: 2 or 4 assembly lines - in Ships and Modules [original thread]
4, but you need to repackage it get the other 2. Alternatively join the massive long list of petitioning rorqual pilots with t2 rigged ships who want ccp to sort it out and therefore not lose their rigs.
- by SIR PRIME - at 2007.12.30 09:49:00
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124. A Simple Black Ops Question.. - in Ships and Modules [original thread]
I can confirm what Wrayeth said - definitely faster on TQ in my Redeemer and its very easy to test that. Having the scan resolution penalty is a pain but there are imp cloaks with less penalty out there and it seems rather weird to not fit them ...
- by SIR PRIME - at 2007.12.29 09:28:00
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125. The Gang Mod Manifesto - in Ships and Modules [original thread]
Summary In summary, if the goal was simply to enable nano gang raiders to get an easier benefit from bonuses while making their gang boosters less visible then your suggestions are a sure fire winner û easy skill access, effectively *****ble on...
- by SIR PRIME - at 2007.12.28 16:05:00
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126. The Gang Mod Manifesto - in Ships and Modules [original thread]
IÆm obviously missing something as I canÆt see how making a particular ship squad commander makes them any more visible unless youÆre suggesting that being squad commander should light you up with a neon flashing sign in future? Sorry couldnÆt res...
- by SIR PRIME - at 2007.12.28 16:03:00
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127. The Gang Mod Manifesto - in Ships and Modules [original thread]
As to your solutions, the key and unique abilities of the Fleet command ships is their dual ability to run 3 combat links without having to gimp your setup and to receive a bonus to one set of them. That was emphasised really with the recent chang...
- by SIR PRIME - at 2007.12.28 16:00:00
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128. The Gang Mod Manifesto - in Ships and Modules [original thread]
A well written commentary on the subject though I disagree on several of the basic ôproblemsö you have identified. For the record IÆm a command specialist and have used the links/mindlinks in many combats from group to fleet sized plus the mining ...
- by SIR PRIME - at 2007.12.28 15:58:00
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129. Black Ops Portal Generator - Questions - in Ships and Modules [original thread]
Edited by: SIR PRIME on 24/12/2007 19:54:37 Originally by: Mr Cleann Originally by: Kaaii Edited by: Kaaii on 20/12/2007 17:37:22 Well.. i successful bridged my first recon into an 04 from an 05 a little while ago. Testin...
- by SIR PRIME - at 2007.12.24 19:53:00
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130. Paladin vs Nightmare for PVE and PVP - in Ships and Modules [original thread]
Nightmare - I'm finding the fitting much easier for missioning and 7 mids/5 lows allows a huge amount of ew and still a 5 slot armour tank (plus abaddon damage) in pvp. Paladin you're looking at losing a mid for eccm right at the start.
- by SIR PRIME - at 2007.12.15 14:46:00
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131. Rorquals Ship Bay Restriction in Trinity - in Ships and Modules [original thread]
If you look at it the Rorquals role seems in many ways to be the industrial version of the mothership - you can jump to the ship and then get into your mining/industrial ships, or in the case of your mothership jump and get into combat ships (yes ...
- by SIR PRIME - at 2007.12.13 16:49:00
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132. Strontium Consupmtion Nerf - in Science and Industry [original thread]
Combine that with the ability to scoop up pos components after killing the tower and I suspect a lot of high sec corps are about to get war decs or blackmail threats.
- by SIR PRIME - at 2007.11.30 17:15:00
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133. Can JF`s be built in empire ? Dev responce plz - in Test Server Feedback [original thread]
Can't see any reason why they wouldn't be tbh as the t1 freighter version can and this is just an upgrade not a completely new ship.
- by SIR PRIME - at 2007.11.24 12:43:00
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134. Come on CCP, do you *really* have to nerf Gallente ship volumes? - in Test Server Feedback [original thread]
Ummh unless they changed things in the last 2 weeks amarr are in the same situation after sisi so might want to cross check those stats.
- by SIR PRIME - at 2007.11.24 12:37:00
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135. Jump - Drive Modules for Industrials and Transport Ships ? - in Ships and Modules [original thread]
Ummmh cheap and untouchable jump capable ships is what you're asking for. Methinks that might invalidate the rorqual and t2 freighetr ... wait you know that from all your comments on other threads .... you just don't want to pay out for them.
- by SIR PRIME - at 2007.11.17 16:20:00
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136. Rev3 Jump Logistics - in Test Server Feedback [original thread]
I think peoples personal/corp wealth may be a bit more than you think - so far not a single of the advance t2 freighter orders people have made or just requested info about from us have been at the alliance level. But then most have also been rorq...
- by SIR PRIME - at 2007.11.17 16:10:00
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137. Cant scramble? Guess again. SuperCap pilot - in Ships and Modules [original thread]
Originally by: SATAN Originally by: Rudy Metallo Lemme guess, PO'd Lowsec Mommy pilot? Mom's needed to be nerfed in lowsec. They have been (almost) unkillable up to this point. Don't try and deny it, if I remember correctly x13 ar...
- by SIR PRIME - at 2007.11.04 10:27:00
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138. The 1bn ISK Question - in Science and Industry [original thread]
An Investment Plan opportunity (something like that), you give them your isk and supposedly get dividends back. The vast majority are scams or will never be that successful as they depend on otehr people keeping working really hard to generate you...
- by SIR PRIME - at 2007.09.25 16:07:00
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139. Bring back the '80s!!! (ICE MINERS ARRRGH) - in Science and Industry [original thread]
We noticed this yesterday for the first time - just 2 of the pilots in the ice field had the problem no one else. All the mackinaws were configured the same. It wasn't every cycle though but could be every 15 and then 3 after. Incredibly irritatin...
- by SIR PRIME - at 2007.09.25 16:02:00
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140. Rorqual Gang Mining Calculations - in Science and Industry [original thread]
Originally by: Sandslinger Edited by: Sandslinger on 12/09/2007 00:52:26 Originally by: SIR PRIME -22.5% cycle time for a maxed mindlink/skill pilot even without the rorqual. To be honest they're suicide machines in the belts ...
- by SIR PRIME - at 2007.09.12 07:21:00
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