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1. Power Reqs for missile launchers - in Ships and Modules [original thread]
First of all, the skill for power grid reduction is a joke for frigs, 6-8% does barely make a difference on 4 - 8MW. Second, just because frigs in general have too little grid to fit a decent set of guns doesn't mean that the same mistake has to ...
- by ShadowHawk - at 2005.07.06 06:53:00
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2. Power Reqs for missile launchers - in Ships and Modules [original thread]
It seems some genius drastically increased grid usage on small launchers. This has the effect that most frig setups that are already hard to fit and require at least one MicroAux now can't fit the launchers anymore. Did anyone at CCP ever do some...
- by ShadowHawk - at 2005.07.05 20:31:00
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3. Whats the point of the new T2 EW stuff? - in Ships and Modules [original thread]
I never quite understood why T2 components wouldn't be one step above the best named items... it just somehow doesn't make sense to me that they are a better technology level, yet they use more power and/or CPU and still only manage to be as good ...
- by ShadowHawk - at 2005.04.18 20:10:00
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4. Damn MWD II - in Ships and Modules [original thread]
what is annoying is that this change is not metioned in the patch notes... it states that T2 MWD and AB now use 10% more cap than T1 items, but it doesn't state that they will use more grid... plus that would be 20% more grid in this case... I al...
- by ShadowHawk - at 2005.02.01 19:33:00
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5. Assault Frigate Vs Interceptor - in Ships and Modules [original thread]
Well, Interceptors still have the upper hand on speed and smaller signature radius, assault frigs have more fire power and should be a bit tougher... I guess it will remain to see until they are actually available which class comes out on top... ...
- by ShadowHawk - at 2004.08.24 18:42:00
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6. Assault Frigate Vs Interceptor - in Ships and Modules [original thread]
Well, Interceptors still have the upper hand on speed and smaller signature radius, assault frigs have more fire power and should be a bit tougher... I guess it will remain to see until they are actually available which class comes out on top... ...
- by ShadowHawk - at 2004.08.24 18:42:00
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7. Light in the chaos, balancing reasons - in Ships and Modules [original thread]
snutt, you're mostly spot on except for the calculation of level 5 BS vs level 4 as mentioned by most here... I do agree that 10% reduction in cap usage on lasers is a tad high, it would make more sense to reduce lasers a bit themselves and the...
- by ShadowHawk - at 2004.05.19 18:31:00
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8. Sticky: Balancing gone mad - in Ships and Modules [original thread]
Krusty, I fully agree with you on this... only part that isn't necessary is the additional CPU on the Raven and the Grid on the Apoc (I do fly an apoc)... those changes are just necessary because of the other changes that are the result of YET ot...
- by ShadowHawk - at 2004.05.18 15:04:00
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9. Updated: Missile and Launcher details! - in Ships and Modules [original thread]
Does anyone else see that this whole discussion is purely because some dev is changing the system as it is? Will the situation be better after the patch? I seriously doubt it. Right now, frigs have their place, so do battleships... cruiser are a b...
- by ShadowHawk - at 2004.05.18 14:29:00
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10. TomB You Cannot Balance Ships in EVE Because... - in Ships and Modules [original thread]
Edited by: ShadowHawk on 17/05/2004 19:29:33 Eve is a very complex system and as with any other complex system, every change you introduce has effects on other things. EVERY change will have ripple effects through out the system in one form or...
- by ShadowHawk - at 2004.05.17 19:26:00
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11. Updated: Missile and Launcher details! - in Ships and Modules [original thread]
Here are my two cents to this discussion: first of all, how will this all affect NPC combat... right now, with NPCs not being restricted by anything in terms of cap usage, ammunition, MWD usage, and so on, how will that change with the new missil...
- by ShadowHawk - at 2004.05.17 16:01:00
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12. Heavy Nosferatu I - in Ships and Modules [original thread]
They have an activation cost that is the same as the amount of cap being transfered to your ship. This leads to your ship not gaining any cap while using the nosfeartu and once the other ship runs out of cap, they actually drain your cap. The act...
- by ShadowHawk - at 2004.04.19 18:40:00
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13. Updated: Upcoming Balance Changes - in Ships and Modules [original thread]
well, here's my two cents... first of all, I don't see why a drone change is necessary. Heavy drones are a battleships anti frig measure, they are supposed to kill frigs... several frigs can still take out the 6-8 heavy drones most BS have fairly ...
- by ShadowHawk - at 2004.04.17 08:19:00
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14. Speed Boosting Modules Use Mass Of Ships - in Ships and Modules [original thread]
Edited by: ShadowHawk on 08/12/2003 16:57:30 someone mentioned that it would be hard to limit MWDs or ABs to a certain number... well, there is already code in the game to do exactly this... number of turrets, number of launchers... just add p...
- by ShadowHawk - at 2003.12.08 16:54:00
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15. Changes to stacking of modules with multiplying effect - in Ships and Modules [original thread]
I fully agree with the previous poster that making those changes causes ripples that will throw other things out of whack... there are some good books out there on how to write online games that explain this situation in a lot of detail... like fo...
- by ShadowHawk - at 2003.09.08 19:44:00
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16. Changes to stacking of modules with multiplying effect - in Ships and Modules [original thread]
TomB, can you give an example of what the damage bonus would be if I fit a 1.091 and 1.07 heatsink??? With the current model, I would get a bonus of 1.16737... what would it be after the nerf??? Your 280mm 'Scout' Artillery I perfectly strik...
- by ShadowHawk - at 2003.09.05 17:28:00
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17. Changes to stacking of modules with multiplying effect - in Ships and Modules [original thread]
one thing to consider when applying the formula is how this affects mounting modules of different multipliers... you could actually get less bonus from two items if the second one has a much lower multiplier than the first one... this is what Tom...
- by ShadowHawk - at 2003.09.05 17:21:00
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18. Changes to stacking of modules with multiplying effect - in Ships and Modules [original thread]
I think applying non stacking to speed will just make gate camping even easier... Gate camping takes no skill or strategy at all... all you do is wait with a decent amount of ships at the gate... see what warps in, if you think you can win the bat...
- by ShadowHawk - at 2003.09.05 15:45:00
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