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1. Heavy assault missile launcher II or Arbalest? - in Ships and Modules [original thread]
HAM II can also use T2 ammo, for either more damage or more range.
- by Severa Crest - at 2007.10.27 11:03:00
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2. 220 ac or 440 ac - in Ships and Modules [original thread]
Why not try a full passive shield tank? Lose the MWD and fit some artillery instead of autos.
- by Severa Crest - at 2007.08.11 10:21:00
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3. Sentry Drone Inconsistency - in Ships and Modules [original thread]
T2 sentry damage is already balanced, so reduce damage by 10% then you can have the standard 2% per level for spec skills.
- by Severa Crest - at 2007.08.11 10:12:00
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4. what is wrong with the muninn? - in Ships and Modules [original thread]
The Muninn is good for its role, it's the best cruiser sized arty platform. In larger gangs, where it's important to lock and get damage on a target as quickly as possible the Muninn>Vagabond. For roaming and solo the Vagabond provides good D...
- by Severa Crest - at 2007.06.29 00:30:00
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5. amarr sniping (not BS) - in Ships and Modules [original thread]
Try a zealot with beams, it has optimal range bonus and should be able to hit at 100km+ with t2 ammo and a couple of tracking computers.
- by Severa Crest - at 2007.05.16 07:00:00
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6. [Rev] Vagabond. - in Ships and Modules [original thread]
low slots should be - 2 gyro, 2 overdrives, 1 istab rigs should be - 2 mass reduction I think this gives the best balance between agility, speed, and damage. You just need a buddy/alt to scoop loot because of your gimped cargo.
- by Severa Crest - at 2007.04.07 23:30:00
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7. APOC gang PVP setup - in Ships and Modules [original thread]
Edited by: Severa Crest on 23/03/2007 20:26:08 Originally by: Marquis Dean I fear you will encounter wtfstacking on all those hardeners. His hardeners will stack the same as yours if I'm not mistaken, 3 mods affecting each damage...
- by Severa Crest - at 2007.03.23 20:30:00
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8. PvE Muninn fitting - in Ships and Modules [original thread]
I'd go with the shield tank personally because the armour tank will leave you with lame damage. Something like High - 5 720's, 2 assault launchers Med - AB, Large shield extd, kin shield hard Low - RCU T2, 3 Gyro, tracking enhancer 5 light ...
- by Severa Crest - at 2007.01.27 14:22:00
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9. [REV] Dominix - in Ships and Modules [original thread]
I think your calcs are wrong a decently skilled domi with t2 drones should be doing 400dps+.
- by Severa Crest - at 2006.12.24 18:02:00
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10. **** +5% Kinetic missile damage/ level. - in Ships and Modules [original thread]
Make missiles do mixed damage types - problem solved
- by Severa Crest - at 2006.11.18 11:18:00
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11. limit to missile damage boost? - in Ships and Modules [original thread]
Easier way is to check the info of the charge while its loaded, at the fitting screen.
- by Severa Crest - at 2006.11.18 11:14:00
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12. Death to Seleene (AKA Battlecruiser Nerf) - in Ships and Modules [original thread]
TBH I'm not really upset about this change, because I KNEW it would happen. If somethings too good to be true, it usually is.
- by Severa Crest - at 2006.11.16 17:26:00
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13. Tux, questions and concerns about how the HP change affects solo PvP - in Ships and Modules [original thread]
I understand what could be perceived as problems with the hitpoint boost, but I think these will be confined to the test server. The problem with the setups being used on the test server atm are that most of them have no tackling and they need a...
- by Severa Crest - at 2006.11.15 10:25:00
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14. Some tempest setups. - in Ships and Modules [original thread]
It's not really a logistic setup though, it's supposed to be a dmg setup with a hp buffer. Flown with similarly setup ships the remote rep is useful for after the fight. Also combat drones just to maximise the damage output. Will start using th...
- by Severa Crest - at 2006.10.28 11:42:00
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15. Some tempest setups. - in Ships and Modules [original thread]
Edited by: Severa Crest on 28/10/2006 11:34:04 Gang setup - high - 6 x 800 2's, heavy unstable neut, remote armour rep mid - MWD, web, scram, ladar eccm, med cap injector low - 2 x 1600 RT, EANM t2, 3 x gyro 2 With 3 ogre t2s in the drone ...
- by Severa Crest - at 2006.10.28 11:33:00
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16. So much for the ECM nerf... - in Ships and Modules [original thread]
Originally by: Butter Dog Well, I just had a Myrm V Myrm fight on the test server. He had two T1 multispec ECM's fitted. I lol'd to myself, thinking this was a nub who clearly forgot about the nerf. Oh, how wrong I was. I spent 50% of ...
- by Severa Crest - at 2006.10.27 10:45:00
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17. what will happen to assault launchers? - in Ships and Modules [original thread]
Edited by: Severa Crest on 11/10/2006 11:59:09 Originally by: Tuxford Yes they will, unless I forgot. The only one that doesn't are the explosion cloud ones. Like rockets and torpedoes these missiles aren't "guided". What that means is...
- by Severa Crest - at 2006.10.11 11:58:00
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18. what will happen to assault launchers? - in Ships and Modules [original thread]
Originally by: Tuxford Its new skills for the tech 1 and tech 2 launchers. That is you'll need Heavy Assault Missiles which is sort of like the rockets, heavy missiles and those skills and then there is Heavy Assault Missile Specialization...
- by Severa Crest - at 2006.10.11 11:53:00
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19. Deimos: The Ugly Duckling - in Ships and Modules [original thread]
Edited by: Severa Crest on 11/10/2006 11:45:55 Originally by: Fenderson i was just thinking about this and getting upset so i thought i'd whine a little Lets look at vagabond vs deimos. Sure its not a fair comparison, the vaga is wa...
- by Severa Crest - at 2006.10.11 11:46:00
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20. What I want from the 3 minmatar battleships - in Ships and Modules [original thread]
Originally by: Jim McGregor Originally by: Severa Crest Neither of them are great at long range combat Neither is the Typhoon. And thats my whole point. Ships that have a clear purpose are good at some things, and bad at oth...
- by Severa Crest - at 2006.10.11 11:28:00
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