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1. Lets make the apoc work thread. - in Ships and Modules [original thread]
Edited by: Slave Master on 26/12/2007 23:39:26 I think po0psy might be on the right track with running 3 heavy neuts and 5 mega pulse II's but in order for the setup to work you would need 2 cap injectors IMO to have remaining cap after u suck...
- by Slave Master - at 2007.12.26 23:39:00
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2. Unorthodox yet effective setups? List yours here - in Ships and Modules [original thread]
I was curious as to what setups people have discovered which are quite unorthodox yet efficient for PVP or PVE. Whether it be running autocannons on amarr ships or something a little more creative list some of your creations here!
- by Slave Master - at 2007.12.26 13:24:00
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3. Solo 0.0 pvp (which ship?) - in Ships and Modules [original thread]
Abaddon if your skills are good enough.
- by Slave Master - at 2007.12.24 09:02:00
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4. Navy issue Augoror. Gang setup? - in Ships and Modules [original thread]
How would you setup this ship for gang PVP. I know autocannons are ideal, but what setup would you use for lasers specificaly? cheers
- by Slave Master - at 2007.12.22 23:24:00
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5. HP of a torpedo? - in Ships and Modules [original thread]
As the topic says, can someone fill me in on the HP of a torpedo and cruise missile for that matter? Working out which smartbombs / defender missiles would be required to take them out. Thanks
- by Slave Master - at 2007.12.18 08:33:00
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6. most impossible to hit ship? - in Ships and Modules [original thread]
If you look at the tracking guide it lets you enter numbers into the chart to see % chances to hit based on signature radius and velocity. A serious tackler pilot with implants, rigs, gang bonus will get between 15-20km/s. Assuming its a crusader ...
- by Slave Master - at 2007.12.17 01:15:00
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7. most impossible to hit ship? - in Ships and Modules [original thread]
Originally by: Hannobaal Originally by: Slave Master Signature radius doesn't matter when your travelling between 10 - 20km/s. Signature radius effects how many of your turrets will hit the target IF they were able to hit. If your ...
- by Slave Master - at 2007.12.17 00:51:00
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8. most impossible to hit ship? - in Ships and Modules [original thread]
Signature radius doesn't matter when your travelling between 10 - 20km/s. Signature radius effects how many of your turrets will hit the target IF they were able to hit. If your tracking speed can't keep up with 10-20km/s which i doubt it can then...
- by Slave Master - at 2007.12.16 23:52:00
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9. Laser advice for a noob, please. - in Ships and Modules [original thread]
If you are asking which is better for a punisher then i can't answer that question but the general rule for lasers is pulse > beams for DPS but you also need to consider the lack of damage you do to your opponent with pulses while you try to ge...
- by Slave Master - at 2007.12.16 23:42:00
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10. Paladin vs Nightmare for PVE and PVP - in Ships and Modules [original thread]
So my skills are almost ready to fly a Paladin which will mostly be 0.0 activity. Both of these ships look pretty sweet and are about the same price tag. Which do you think would be better for an Ammar trained pilot? Keep in mind i would only tra...
- by Slave Master - at 2007.12.15 11:02:00
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11. Ship cleaning modules please. - in Ships and Modules [original thread]
I agree, this is rediculous! Gallente players complain about the colour of their ships and it gets fixed next patch! Welcome to Gallente Online. I'm glad CCP are putting their efforts into keeping the best looking factions ships coloured nicely ...
- by Slave Master - at 2007.12.15 06:35:00
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12. Abbadon setups - in Ships and Modules [original thread]
It's all about Tachyons on an Abaddon believe me. Train up advanced weapon upgrades, add a powergrid rig and throw on 8 tachyon II's. The ability to hit over 60k with blood multifreq crystals is an option you want available to you as pulses are to...
- by Slave Master - at 2007.12.09 02:32:00
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13. How to use NOS nowdays? - in Ships and Modules [original thread]
Since NOS was nerfed, i've been trying to figure out how to use it effectively. Has anyone got a working setup for NOS based ships? As it appears NOS is the amarr EW skill i've been thinking about setups which may work. It seems NOS needs you to b...
- by Slave Master - at 2007.12.08 11:33:00
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14. The new electronic warfare frigates - in Ships and Modules [original thread]
Has anyone else had a look at these and seen a huge difference in effectiveness? I don't see the point of the sentinel (amarr) bonus's to energy vamp since the last NOS nerf. Energy Neut is neet but will it really serve any purpose on these ships ...
- by Slave Master - at 2007.12.06 00:35:00
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15. Do tracking enhancers increase the chances of critical strikes? - in Ships and Modules [original thread]
I have just been toying around with different setups on my amarr ships using the eve fitting tool. The one thing with eve fitting tool is it doesn't factor in your tracking speed into the DPS calculation which made me wonder if a tracking enchance...
- by Slave Master - at 2007.11.27 22:06:00
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16. Blasterthron - in Ships and Modules [original thread]
Ok nevermind my apoc setup, i didnt realise it lacked CPU. So could this work? Blastabbadon Hi: 8 x Neutron blaster II's Meds: MWD II, 20km scram, X5 Web, Cab booster II Lows: 1 x Large Repper II, 2 x MFS II's, 2 x Active hardners, 1 x Co-proce...
- by Slave Master - at 2007.11.24 01:11:00
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17. Blasterthron - in Ships and Modules [original thread]
Apoc gets 10% reduction to energy weapon use per level (obviously no use) but it also gets 5% bonus to total capacitor per level. I'm sure the 25% extra cap would be very valuable to this type of setup.
- by Slave Master - at 2007.11.23 23:35:00
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18. Blasterthron - in Ships and Modules [original thread]
I don't know much about blasterthrons to be honest, but has anyone ever tried a blaster-apoc? The extra cap ability of the apoc means capacitor usage isn't as much of an issue, and while they have the same slots 8/4/7 the apoc has significantly m...
- by Slave Master - at 2007.11.23 12:20:00
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19. Power of guns vs ability to tank - in Ships and Modules [original thread]
I've been playing around with some different setups on my Abaddon, and the best tanking setup i can come up with requires that i use dual heavy beams over mega beams. For PVE (and PVP to an extent) do you think its more important to hit at the max...
- by Slave Master - at 2007.01.13 12:38:00
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20. Power of guns vs ability to tank - in Ships and Modules [original thread]
I've been playing around with some different setups on my Abaddon, and the best tanking setup i can come up with requires that i use dual heavy beams over mega beams. For PVE (and PVP to an extent) do you think its more important to hit at the max...
- by Slave Master - at 2007.01.13 12:38:00
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