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1. Paladin vs Vargur - in Ships and Modules [original thread]
On a target that's 265m sig and goes around 188 m/s, Paladin outDPS Vargur by up to 100dps between 20 to 50 km.
- by Sandeep - at 2010.06.08 04:56:00
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2. Please explain falloff - in Ships and Modules [original thread]
Guide to turret damage 1.7+20 on EFT means optimal = 1.7km, falloff = 20km. You have roughly 50% chance to hit at 1x falloff. Your chance may be further reduced by tracking or signature resolution issues.
- by Sandeep - at 2010.04.18 23:09:00
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3. Anti-Theft Tactics for Ratting? - in Ships and Modules [original thread]
Why do you even have ECM on your ship? That thing doesn't work 80+% of the time.
- by Sandeep - at 2010.04.15 03:39:00
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4. Sensor Booster/MWD and lock time - in Ships and Modules [original thread]
Yes. When scan res or target sig changes, the remaining lock time is re-calculated instantly.
- by Sandeep - at 2010.03.30 17:29:00
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5. Orca Agility - in Ships and Modules [original thread]
ASC is not a pre-requisite for Orca, therefore ASC does not help the agility of Orca. What is this time flux thing?
- by Sandeep - at 2010.03.16 21:16:00
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6. F.O.F missiles, how do they work? - in Ships and Modules [original thread]
I regularly use FOF missiles and here are some latest facts I discovered: In simplest terms: FOF missiles shoot at the closest target that has your name is in his/her/its yellow aggression timer, whether the timer is hidden or visible. The range ...
- by Sandeep - at 2010.03.02 20:05:00
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7. Subsystem Question - Adaptive Augmenter Bonus - in Ships and Modules [original thread]
Without any solid numbers from you, I am going to give you a general answer. When looking at resist bonus, think of damage reduction. If the bonus says 25% bonus to all resists, whatever incoming damage you would have received is reduced by 25...
- by Sandeep - at 2010.01.27 05:20:00
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8. How NOT to be suicide ganked? - in Ships and Modules [original thread]
Originally by: Gavin DeVries You still can't. You can, however, put stuff in a container, then make a courier contract for it. You have a container inside a courier package, and supposedly a scan will just show the interior container witho...
- by Sandeep - at 2010.01.24 02:51:00
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9. Assigning Drones - in Ships and Modules [original thread]
The following points apply to normal drones. Assist The drones shoot whatever the assisted member begins shooting with turrets or missiles that require a target lock, and then shoot any recent targets (if the assisted member switches targets). ...
- by Sandeep - at 2010.01.16 20:12:00
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10. Comparing ships side by side? - in Ships and Modules [original thread]
EVEMon's Ship Browser does that. What is this time flux thing?
- by Sandeep - at 2010.01.02 21:40:00
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11. Launcher grouping - in Ships and Modules [original thread]
I just did some testing on sisi by shooting at Concord billboard in low sec. The billboard has 100% defender chance so it's simpler math. 5 missiles in a group, one group total: One defender fired per group. Four missiles worth of damage applied...
- by Sandeep - at 2010.01.01 06:21:00
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12. Launcher grouping - in Ships and Modules [original thread]
Originally by: Liang Nuren Great info - just to confirm what you mean, it took 7 fewer volleys to take him to armor when grouping your missiles? -Liang Yes. I'd like to repeat another sample for ungrouped, but the rat blew up. What ...
- by Sandeep - at 2009.12.31 19:51:00
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13. Launcher grouping - in Ships and Modules [original thread]
For missile users going to be shooting Rachen or other defender happy rats, try shooting in single group or totally ungrouped (maintain 40-50 km distance). Count the number of salvos to drop its tanking layer (shield for Rachen) for each case. Wai...
- by Sandeep - at 2009.12.31 19:34:00
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14. Launcher grouping - in Ships and Modules [original thread]
Originally by: Jacob Holland Defender missiles are AoE and they will destroy multiple missiles if you blob them up. By spreading your launches you reduce the effect of defenders, by grouping them you increase it. Defenders are not AOE....
- by Sandeep - at 2009.12.31 10:01:00
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15. Launcher grouping - in Ships and Modules [original thread]
Missile users, how do you group your launchers and why? What is this time flux thing?
- by Sandeep - at 2009.12.31 04:20:00
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16. Tengu Advice? - in Ships and Modules [original thread]
Did you use [All level V] or your skills? Either way, it is too low for level 4 missions. You should aim for 1000 after adding your DPS out and your sustained defense. /thread
- by Sandeep - at 2009.12.25 19:02:00
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17. Insurance: Check My Math - in Ships and Modules [original thread]
Originally by: Lady Australia your maths is way out, 40% of an uninsured 8m ship is not 4m for a start. When you say "8m ship" do you mean it costs 8 mil to get one, or the platinum payout = 8 mil? /thread
- by Sandeep - at 2009.12.18 05:30:00
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18. Insurance: Check My Math - in Ships and Modules [original thread]
Let's say ship costs 800000 ISK to you from market, insurance costs 300000 ISK (platinum), and insurance will pay 1000000 ISK at 100%, or 400000 ISK at 40%. Uninsured: Step 1) Buy ship You lost 800000 ISK You gained a ship Step 2) Your ship bl...
- by Sandeep - at 2009.12.18 05:17:00
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19. Which for Missions - in Ships and Modules [original thread]
Nighthawk, because of 13% more dps and the explosion velocity bonus against frigs. /thread
- by Sandeep - at 2009.12.14 19:08:00
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20. Hi-Sec Painting - in Ships and Modules [original thread]
Go target paint your corp mate. If you are denied docking/jumping for 1 minute, it must be an aggressive act. Same for any actions you have doubt. /thread
- by Sandeep - at 2009.12.14 17:36:00
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