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1. Suicidal Catalyst - PvP - in Ships and Modules [original thread]
I've tried a similar setup on the test server a while back, I think it was 8x Light Electron 2s, 2x webs, and 3x Mag Stabs, and took it up against a blasteranis. And won. With 10% structure left. That was fun. It's a good way to die, but if you ...
- by Sarleena - at 2007.07.18 04:53:00
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2. Local reinforced bulkhead question. - in Ships and Modules [original thread]
Originally by: Sn4k3 3y3s I use them. 21k of hardened structure on a megathron = win Is that with a bunch of hull reppers in the mids? <.< Life should NOT be a journey to the grave with the intention of arriving safely in an a...
- by Sarleena - at 2006.08.17 03:52:00
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3. stealth bombers - in Ships and Modules [original thread]
Originally by: Eternal Fury Originally by: Kate Darieux Originally by: Eternal Fury stuff 100 stealth bombers? Man, that's sadistic! Btw, about the comment of activating passive targeting and then uncloaking, i don't...
- by Sarleena - at 2006.08.07 02:30:00
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4. Remove Autorepeat from weapon modules - in Ships and Modules [original thread]
Originally by: MrCjEvans i thought about this a long time abo, and then i thought what it would be like on something say a ran with electron blasters and damage mods, or rax/deimos/megat , closed i think? Catalyst+8x electron 2 + 3x...
- by Sarleena - at 2006.07.30 21:00:00
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5. Destroyers. - in Ships and Modules [original thread]
I'd love this, especially with the 150mm spike cormorant, the only caldari ship I fly 90km range 7-gun salvo on a sub-cruiser-size ship isn't bad at all Life should NOT be a journey to the grave with the intention of arriving safely in an attrac...
- by Sarleena - at 2006.07.25 01:03:00
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6. Concept for Assault Destroyers - in Ships and Modules [original thread]
*remembers eating a blasteranis with his electron-catalyst, and imagines the havoc a catalyst could do with a full set of tech 2 neutrons* Dangerous, especially if you add a significant armor bonus to them, with tech 2 heavy resists. They'd be fu...
- by Sarleena - at 2006.07.13 03:26:00
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7. Maxing out a Dominix tank - in Ships and Modules [original thread]
I've got 4x fb10 cap rechargers, 2x cap power relays, 2x active and 1x passive hardeners, and 2x large accom reppers. with energy systems operations 5 and energy management 4, it can run both reppers indefinately, with repair systems at 2. I think...
- by Sarleena - at 2006.07.10 03:48:00
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8. StealthBombers - in Ships and Modules [original thread]
Originally by: Frezik Stealth bombers have a hidden bonus that removes the sensor recalibration time. And also reduces their re-cloak delay to 5 seconds instead of 20. Life should NOT be a journey to the grave with the intention of arri...
- by Sarleena - at 2006.06.29 02:03:00
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9. Capital Ship Bumping - in Ships and Modules [original thread]
And hear I was expecting to see Chribba fitting his dread with all local hull conversion nanofibers and a deadspace MWD and bumping innocents in Amarr. Bump-a-revalation, ftw. Life should NOT be a journey to the grave with the intention of arrivi...
- by Sarleena - at 2006.06.22 08:12:00
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10. CCP, you should allow us to upgrade our T1 itmes to T2 - in Ships and Modules [original thread]
What do you thing tech 2 manufacturing is? To make a tech 2 item, you take the tech 1 item, a number of components, and stick it in the factory with a tech 2 BPO/BPC to be upgraded. Why should we shortcut it so that you can train a skill to do it?...
- by Sarleena - at 2006.06.18 18:44:00
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11. Add the 'Bomber' to Bombers - in Ships and Modules [original thread]
You know where this would fit perfectly? In the custom ship modifications/ship pimping system. Be able to swap out your cruise launcher PG reduction for a Siege launcher PG reduction, and add a penalty of some sort to the ship. Or, as an even big...
- by Sarleena - at 2006.06.18 18:33:00
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12. Mission-runner Ishkur - in Ships and Modules [original thread]
depends, if you want it for ratting, I'd say fit the neutrons, the neutrons and ions+damage mod should come out to about the same damage over time, and neutrons will eat less ammo over that time. Life should NOT be a journey to the grave with the ...
- by Sarleena - at 2006.06.07 03:03:00
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13. what would you like to see on the Gallente BC? - in Ships and Modules [original thread]
I would like to see: 5 high slots: 4 turrets/2 missiles 4 mid slots 7 low slots 125m3 drone bay 10% bonus to drone HP and Damage per level AND 5000m drone control range bonus per level OR +25 m3 bonus to drone bay per level Ishtar gets...
- by Sarleena - at 2006.06.07 02:39:00
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14. Gallante Dominix setup and drones - in Ships and Modules [original thread]
Originally by: Heelay Ashrum p.s) I know that domi have only 10% resistanze in explo dammage, but resist the temptation fitting one explosive hardener if u are fighting gurista, serpentis, blood raiders or sasha. they dont make explosive d...
- by Sarleena - at 2006.06.06 07:58:00
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15. Gallante Dominix setup and drones - in Ships and Modules [original thread]
Edited by: Sarleena on 06/06/2006 04:42:37 See, I don't even use guns on mine, and I've done just about every amarr security kill mission at level 3. I run: Hi's: 2x 'Knave' Heavy Nos 2x Tractor Beam 2x Drone Link Augmentor Mids: PWNAGE targ...
- by Sarleena - at 2006.06.06 04:41:00
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16. Gallante Dominix setup and drones - in Ships and Modules [original thread]
Hmm? Having trouble doing level 3s in a dominix? What's giving you so much trouble? Tanking? Killing things? If you have such good drone skills, anything other than tech 1 light drones should be able to eat up a mission if you use them carefully. ...
- by Sarleena - at 2006.06.06 04:02:00
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17. The Brutix - in Ships and Modules [original thread]
Brutix is a heavy blaster ship. Toss a high-end AB on it, web, 7x blasters, and a decent tank, and it eats things. The 7.5% bonus to repper effectiveness per level makes it an incredible tank as well. Rails just don't work as well when you're too ...
- by Sarleena - at 2006.06.04 15:21:00
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18. Heavy drones on level 3 missions? - in Ships and Modules [original thread]
Sentry drones and tech 2 mediums. Warp in, if you have a group <20-30 km from you, aggro them, and drop your mediums to chew them up, if the nearest group is 50-60km away, drop 5x wardens. I've seen them chew through a single group of 8 frigat...
- by Sarleena - at 2006.06.04 15:13:00
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19. Domi - sentry drones - in Ships and Modules [original thread]
Well, their max range varies from drone to drone, but if you check their stats, they have an automatic activation range of up to 250km. I believe that they'll fire at any target that aggros you within your drone control range. So a domi with 6 dro...
- by Sarleena - at 2006.06.04 00:51:00
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20. sentry drones - in Ships and Modules [original thread]
Edited by: Sarleena on 01/06/2006 02:24:24 Warden: Base optimal: 50km x1.2 - drone sharpshooting 4 - 60km x1.2 - one drone tracking link - 72km optimal x1.2 - second drone tracking link - 86.4km optimal keeping going x1.2 - third drone track...
- by Sarleena - at 2006.06.01 02:24:00
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