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381. n00bs look here. This is a MUST read for you - in EVE General Discussion [original thread]
Good post Hippey :) If there's something I would recommend for making money - read point 3 of Hippey's post. Go hunting. Experiment with weapons, find tactics that suits you best. Sell loot to real people (because they can pay a lot for many items...
- by soltys - at 2003.06.25 00:23:00
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382. Tactical shields in pictures. - in Ships and Modules [original thread]
use url and /url in square brackets. http://img.villagephotos.com/p/2003-6/248526/Tacshields.jpg ---------------------------------------------------------- Damage stats: click version v1.1.02 retail.
- by soltys - at 2003.06.24 23:15:00
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383. 1077: Capacitor Bug - in Test Server Feedback [original thread]
I've never used mwds and noticed the same, but: I've always had installed power diagnostic system I when it happend. What about you ? ---------------------------------------------------------- Damage stats: click version v1.1.02 retail.
- by soltys - at 2003.06.24 15:48:00
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384. 1077: Capacitor Bug - in Test Server Feedback [original thread]
Yes, I noticed this yesterday. All modules were using the more energy, the less you had in capacitor. So if your capacitor was around i.e. 248/248, my LiF was eating 14 energy, as it should. But when I was around 100/248, it ate ... around 100 un...
- by soltys - at 2003.06.24 13:17:00
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385. CCP: Tracking broken/unbalanced? - in Test Server Feedback [original thread]
Yep - DoT is more or less the same. That's kinda strange. Though single hits are of course more damaging, but who thinks about single hits when planning ship setup for fighting. Again - it looks like the only advantage is improvement in range, not...
- by soltys - at 2003.06.24 13:08:00
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386. "Burst" type ECM devices - in Ships and Modules [original thread]
Not sure how other people look at it, but I would welcome to see such device wth strength around 16, small duration time, and requiring hi energy slot. Edited by: soltys on 24/06/2003 12:18:31 ------------------------------------------------...
- by soltys - at 2003.06.24 12:18:00
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387. 1086+: feature request - autoreload - in Test Server Feedback [original thread]
I didn't know. Could you point me some link to that information ? ---------------------------------------------------------- Damage stats: click version v1.1.02 retail.
- by soltys - at 2003.06.24 11:57:00
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388. CCP: Tracking broken/unbalanced? - in Test Server Feedback [original thread]
I agree. After changes sometime ago to projectiles, all guns starting with 125 and ending at 250, improve in terms of damage over time, range and requirements. And then at the end, there're howitzer guns that require 2x more power (small) or 100 m...
- by soltys - at 2003.06.24 11:55:00
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389. CCP Feature Request ! Opinions Please... - in Test Server Feedback [original thread]
yep, it would be so much easier to trade with players being in different places. Currently - don't forget that you can use courier mission trick to do it. You just leave courier mission for specific player with reward i.e. 1 isk and collateral eq...
- by soltys - at 2003.06.24 11:33:00
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390. Feature Request - Automatic Afterburner usage when on Autopilot - in Test Server Feedback [original thread]
Fully agreed :) It would be great if autorepeating afterburners/mwds are automatically turned on after jump. ---------------------------------------------------------- Damage stats: click version v1.1.02 retail.
- by soltys - at 2003.06.24 11:26:00
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391. 1086+: feature request - autoreload - in Test Server Feedback [original thread]
In view of recent limiting capacity of many rare small weapons, it would be great to have autoreload function. This is how it could be implemented: - when weapon is firing at some target, it has green, flashing color - when gun runs out of ammo, ...
- by soltys - at 2003.06.24 10:38:00
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392. Reporting bugs pointless? - in Test Server Feedback [original thread]
Quote: It has a logfile (.lbw) or a screenshot that demonstrates the problem (use screenshots only for graphical problems) One small question: If someone sends hypothetical report like: "module X should give 5% bonus per level, but in re...
- by soltys - at 2003.06.24 10:27:00
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393. 1077: dual 425 scouts - in Test Server Feedback [original thread]
I know this is not testserver, But I can't test it currently there. Anyway, Dual 425 scouts claim to take 100 m3 volume now (looking at description). Yet they really take 300 m3, which is really nasty surprise :) ----------------------------------...
- by soltys - at 2003.06.23 22:35:00
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394. Griffin the fastest??? - in Ships and Modules [original thread]
In my rifter with two LiFs and one partial hull conv. I get around 1155m/s currently. current (relevant) skills: min frig. 4 navigation 4, acc contr 3 Next point would be to take acc contr to 4 :) That will push me up to 1258. ------------------...
- by soltys - at 2003.06.23 14:14:00
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395. Griffin the fastest??? - in Ships and Modules [original thread]
Don't forget, that separate modules / skill stack by multiplying. Example: my rifter: partial hull -> +21 navigation 4 -> 1.2 minmatar frigate 4 -> 1.2 then boosters LiF rockets -> 1.375 acceleration control 3 -> 1.15 (300+21)*...
- by soltys - at 2003.06.23 12:21:00
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396. Is speed really important in combat? - in Ships and Modules [original thread]
Quote: 1) When the range penalties for ammo get put in (if they weren't last patch, I didn't pay attention), then I see speed helping someone with short-range, high-damage weapons get inside. I always choose my ammo and weaponary in such...
- by soltys - at 2003.06.23 08:59:00
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397. anger is rising FAST !!! - in Test Server Feedback [original thread]
Quote: well now when your training for a certain skill and you need the one thats stuck to finnish before it will let you train the skill you have sitting in the station its rather difficult to start it. I think I'm not floowing you here...
- by soltys - at 2003.06.23 08:21:00
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398. Is speed really important in combat? - in Ships and Modules [original thread]
Against NPCs, tactic is simple - manually orbit them at 13k - 17k range, don't get to close, as Impalers can hurt pretty badly :) I even use radar here (though I'd really like to see Elite like implemented is some future, after more important is...
- by soltys - at 2003.06.22 22:55:00
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399. Is speed really important in combat? - in Ships and Modules [original thread]
I have no experience in fights with PCs, but with my current tactics against NPC pirates, I can handle i.e. 4 impalers and depredator in Rifter without too much trouble, thanks to speed. I can squeeze over 700 m/s in rifter with LiF (mainly thanks...
- by soltys - at 2003.06.22 20:30:00
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400. 1089: two issues found - in Test Server Feedback [original thread]
@Hellmar: I can't cancel any buy orders that I placed, both when client was in 1087 and 1089 state. Also - there was one order that should have expired some time ago (around 5 hours ago, looking at this post reply). There was no reaction to "canc...
- by soltys - at 2003.06.22 19:59:00
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