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1. New Missiles Damage Graphical Analysis - in Ships and Modules [original thread]
Very nice analysis. What is interesting is, that missiles get damage reduction by speed very early. For example: A BS, that moves with full speed but without AB/MWD is at around 130 - 150m/s (depending on ship, skills etc). But according to that g...
- by Seramis - at 2008.11.16 15:51:00
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2. Proposal: Minmatar ship fixes - in Ships and Modules [original thread]
Originally by: Amy Wang Edited by: Amy Wang on 24/08/2006 10:57:37 - added the Cheetah, sry I forgot it in the first place and yes it is ridiculus that it cant even fit a cloak and a probe launcher with skill lvl 4 without cramming the...
- by Seramis - at 2006.08.24 11:09:00
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3. 3 cruisers versus a battleship - in Ships and Modules [original thread]
Raven with 3 torps, 3 Cruise would be an easy target. If you kill the lock range with celestis and stay out of the very short new lock rang Raven can only use 3 of it's 6 launchers, so only half damage. Raven will be dead without killing one of th...
- by Seramis - at 2006.08.24 10:58:00
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4. Gunnery vs Missiles : skilltree - in Ships and Modules [original thread]
Originally by: FinrodFelagund ...The only argument I've seen that half passes as an argument against making the gunnery tree more like the missle tree is that t2 guns are "so much better" then t2 missles andtherefore should requier a longe...
- by Seramis - at 2006.08.15 08:36:00
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5. Gunnery vs Missiles : skilltree - in Ships and Modules [original thread]
Originally by: 13th I copied a response I made from a previous thread on the same subject: Instead of arguing about skill rankings and number of skills required, I decided to load up Evemon and see how long it would take to train for tech...
- by Seramis - at 2006.08.15 08:18:00
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6. Gunnery vs Missiles : skilltree - in Ships and Modules [original thread]
Originally by: Deeik ... sorry but it's no excuse to let missiles be > guns. Where are missiles > guns? In exactly one field...mission running. For PvP missiles are crap, or why did I see Ravens soe rarely in fleet battles? It's...
- by Seramis - at 2006.08.14 13:53:00
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7. Amarr BS for level 4 missions - in Ships and Modules [original thread]
Edited by: Seramis on 11/04/2006 07:41:43 Forget ECM Bursts, they are useless (5-6km range, lol). I tried ECM Bursts, and they had no effect even if NPC's are in range. Also Gank Setup will not work in most cases. You need a tank because in ma...
- by Seramis - at 2006.04.11 07:40:00
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8. Missile skills and rockets - in Ships and Modules [original thread]
There is a problem in Flight time. Rockets have 2s per default. If u train Missile Bombardement (+10% to flight time) at level 1 it would have 2.2s, but digits after komma are not shown there, so it still shows you 2s. But that u can test easily. ...
- by Seramis - at 2006.03.30 14:57:00
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9. Anyone else sick of the amount of Nos Dominix's? - in Ships and Modules [original thread]
Originally by: DigitalCommunist Its a no-brainer setup that works in pretty much any close range situation where you aren't jammed. Close range being anything under 20k, which is where most fights happen. The ship itself doesn't have the g...
- by Seramis - at 2006.03.30 14:49:00
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10. Anyone else sick of the amount of Nos Dominix's? - in Ships and Modules [original thread]
Originally by: Jim'ard Stone Originally by: Asnar solution it aint a solution. Just give you a chance of escaping like wcs. which id prefer It is a solution. Domi without lock ... Nosferatu == useless, EW Modules == use...
- by Seramis - at 2006.03.30 14:36:00
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11. Reduce Thoraxes bay to 100m3 - in Ships and Modules [original thread]
Originally by: Naughty Boy And, furthermore, nobody is talking about 10 heavy drones (maxed drones skills) but 8 heavy drones (drones to level 5, drone interfacing to level 3). So all that much wind only about 2 Heavy Drones (8 in Thor...
- by Seramis - at 2005.08.23 11:06:00
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12. Reduce Thoraxes bay to 100m3 - in Ships and Modules [original thread]
Originally by: Naughty Boy *gasp* It is not nice to question people's intelligence. It is not even clever to do it in a way that shows that you didn't understand most of what was said previously. Nobody said that there is no counter to a ...
- by Seramis - at 2005.08.23 09:29:00
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13. Area Damage missiles - in Ships and Modules [original thread]
Long time ago Torpedoes did splash damage. Problems were: 1. First Torpedo killed the following with the splash damage. So u fire a full volley, and only 1 hits --> waste of Ammo and kills your DoT to Noobship-class 2. If you hit anything that ...
- by Seramis - at 2005.08.17 10:51:00
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14. Anti Frigate Prophecy - in Ships and Modules [original thread]
Originally by: X'Alor ... 6 Heavy pulse 2's/arbalest heavy launcher 3 Eutectics 2 medium T2 armor repairers/rcu2/3 energized adaptive nano ... Prophecy only has 1 Launcher Hardpoint, and against Friggs this setup is crap. The friggs wi...
- by Seramis - at 2005.08.11 09:12:00
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15. Newbie Kestrel Setups - in Ships and Modules [original thread]
Originally by: Fidelis Deus Thanks; It'll be a while before I can use a MAPC. Another setup I'm thinking of is a Amarr Punisher; same goal as with the Kestrel, except this time with lasers instead of rockets. 3x Medium Pulse 1x Small Nos...
- by Seramis - at 2005.08.11 08:27:00
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16. Newbie Kestrel Setups - in Ships and Modules [original thread]
For tackling the Kessi is to slow. You will not come into range for webbifier/scrambler. Either your target escapes or you died before you reach it. Problem is, that Kessi isn't only slow it is also very weak. For tackling a Vigil is a much more b...
- by Seramis - at 2005.08.11 08:24:00
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17. Cerberus, is it worth wasting time training assault ship skills to get - in Ships and Modules [original thread]
An advantage of the Cerberus is the variable attacking range. You can select the range. If your opponent has a close range fitting go to long range and kill him from 100km, if he is in sniper go close and he will not hit you as often. This in my o...
- by Seramis - at 2005.08.10 10:35:00
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18. Best Noob PvP ship & Setup - in Ships and Modules [original thread]
For groups i would suggest a Vigil 150mm Autocannon Rocket Launcher MWD 7.5km Scrambler/maybe webbifier Small Armor repper (for repair after the fight) Cap power relays
- by Seramis - at 2005.08.10 09:29:00
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19. EW vs Sanshas - in Ships and Modules [original thread]
EW works against NPC's. It was changed in one of the last patches.
- by Seramis - at 2005.08.09 14:41:00
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20. Missile users need some love, CCP! - in Ships and Modules [original thread]
Originally by: Abbadonuk Thing is, we all know that if you fit a couple of tracking boosters then turrets hit better. This reduces the effects of transversal velocity and is true for BS guns ability to hit frigs at range, cruisers at close...
- by Seramis - at 2005.07.27 13:57:00
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