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1. Effects of Higher Rate of Fire on Realized Damage - in Ships and Modules [original thread]
Originally by: Von Kroll You obviously missed the 2 or 3 times where I said I wasn't trying to compare weapon systems or overall DPS. True, I've only skimmed the thread, because honestly the answer is quite simple and straightforward...
- by Siiee - at 2011.03.29 13:22:00
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2. Effects of Higher Rate of Fire on Realized Damage - in Ships and Modules [original thread]
You may not care about volley damage but since volley and ROF are two components that are balanced against each other you can't have a meaningful discussion about overall DPS without considering both. When comparing weapon systems you can't jus...
- by Siiee - at 2011.03.29 08:03:00
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3. Best Nightmare fits to run Blood Raider anomalies. - in Ships and Modules [original thread]
Never undock without a full set of light drones for PvE. For the remaining space hammerheads are really underwhelming, and heavies are far far too slow to support that kind of dps, that leaves you with either a backup set of lights, or 1 or 2 sent...
- by Siiee - at 2011.03.13 00:54:00
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4. Best Nightmare fits to run Blood Raider anomalies. - in Ships and Modules [original thread]
Ya I kinda glossed over that 2nd fit, thinking it was a TC/Boost amp rather than dual TCs. I do think that quad stacked tracking is excessive (thou if I thought I could get away with it I would, I'd rather have 1% better tracking than 100 dps addi...
- by Siiee - at 2011.03.12 22:49:00
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5. Best Nightmare fits to run Blood Raider anomalies. - in Ships and Modules [original thread]
I never understood why people persist in thinking that a hull tracking bonus negates the need for tracking mods. The hull bonus does not penalize the modules, so it just means that you get even better tracking overall, and who would willingly say ...
- by Siiee - at 2011.03.12 21:56:00
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6. How much would an Supercap cost if... - in Ships and Modules [original thread]
Probably even more because of the incredible amount of extra hauling that would cause.
- by Siiee - at 2011.03.01 12:08:00
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7. Cyclone and solo pvp - advice? - in Ships and Modules [original thread]
Originally by: Target Painter If you want, I could just hop over to EFT, EVEHQ and Pyfa to graph out the tank differences between both our fits when being shot by a Tempest. You don't have to, this was so lul worth I had to do it mysel...
- by Siiee - at 2011.02.06 08:23:00
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8. Are the low grade ECCM implants worth it? - in Ships and Modules [original thread]
Originally by: Hung Wang Only thing preventing me from getting a set for one of my jump clones is that I fly more than one race's ships. That's the problem I have with them, or else I'd get a set in a heartbeat. I switch ships as the m...
- by Siiee - at 2010.11.29 00:27:00
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9. Multiple tractor beams on the same wreck. - in Ships and Modules [original thread]
It's always been easy to do if you were working too fast. Simplest way to do it was always to pre-fire all your tractors while a lock was still resolving. You may show multiple active tractors on a single target but only one of them is actually w...
- by Siiee - at 2010.10.09 09:39:00
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10. A Question About How Target Painters Multiply Sig Radius - in Ships and Modules [original thread]
The effects of a module are stacking penalized, not the modules themselves. As others have mentioned since the TP effect is applied to the target ship it will stack with all other TP effects being applied to that ship. Effect stacking is also imp...
- by Siiee - at 2010.10.05 06:54:00
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11. HP Boost for Sub-Super Capitals - in Ships and Modules [original thread]
A guardian has far more utility than just countering (and it's not even really a counter) super caps. Actually, some might say that in a lowsec gang planning to spend any amount of time on gate or station that a logistics ship would be something...
- by Siiee - at 2010.09.28 03:32:00
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12. HP Boost for Sub-Super Capitals - in Ships and Modules [original thread]
Why is it either or? If losing immunity wouldn't effect null then why is it bad to do. And why would an EHP reduction work where it's most dangerous in nullsec, but if lowsec were made more dangerous (but still not equally so) then all of a sudden...
- by Siiee - at 2010.09.28 03:18:00
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13. HP Boost for Sub-Super Capitals - in Ships and Modules [original thread]
Edited by: Siiee on 28/09/2010 02:42:47 Originally by: Dethmourne Silvermane I can't believe my semi-troll targeting limit post is still being argued about It's amazing the sort of things that people will honestly think is even r...
- by Siiee - at 2010.09.28 02:39:00
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14. HP Boost for Sub-Super Capitals - in Ships and Modules [original thread]
Originally by: Ninetails o'Cat One way of doing it that seemed water tight to me was suggested to me by a corp mate a while back: Originally by: Corp Mate Basically you need to have four groups of people relative to each target: ...
- by Siiee - at 2010.09.28 01:06:00
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15. HP Boost for Sub-Super Capitals - in Ships and Modules [original thread]
So each pilot needs 3/4 of a jump freighter full of fuel per jump, it's not insignificant I'll give you that, but I still think that it's mis-placed.
- by Siiee - at 2010.09.26 01:24:00
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16. HP Boost for Sub-Super Capitals - in Ships and Modules [original thread]
That's still relying on "too expensive" remaining "too expensive", though I can see that being more effective being a recurring cost. But it doesn't really make it any more of an alliance asset, you're only adding one person to the mix, to right ...
- by Siiee - at 2010.09.26 00:29:00
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17. Shield rechargers - useless? - in Ships and Modules [original thread]
rechargers work well for a drake pilot who isn't skilled enough to run a full rack of hardeners, they can also be useful if you've got a lot of SPRs and don't have the cap to run a lot of hardeners (usually when invuls are involved), though I'm no...
- by Siiee - at 2010.09.25 21:51:00
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18. HP Boost for Sub-Super Capitals - in Ships and Modules [original thread]
Originally by: Liang Nuren Supercapital changes: - Fighter Bombers, Doomsdays, Ewar Immunity, and Jump Portals limited to 0.0 - Dramatically increase Doomsday fuel consumption to ~1B ISK to fire - Dramatically increase jump fuel costs to...
- by Siiee - at 2010.09.25 20:41:00
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19. New Cap Ship - in Ships and Modules [original thread]
Drone faction mothership, larger than a titan. Cannot be ejected from ever, requires 100 mil SP to pilot, and when destroyed results in the perma-death of the character flying it. That'll teach 'em.
- by Siiee - at 2010.09.14 23:58:00
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20. Wacky drone dimensions - in Ships and Modules [original thread]
Originally by: FT Diomedes I thought drones were supposed to fold up to fit in the bays (sort of like the wings on a carrier aircraft fold up). This. Drones are actually hollow so they fold up really small. When you launch them they ge...
- by Siiee - at 2010.09.11 00:50:00
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