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241. Navy Scorpion - rebalancing - in Ships and Modules [original thread]
Edited by: Sunviking on 25/04/2011 17:54:40 Edited by: Sunviking on 25/04/2011 17:51:14 Originally by: Pantload Originally by: Sunviking Edited by: Sunviking on 25/04/2011 17:44:32 Edited by: Sunviking on 25/04/2011 1...
- by Sunviking - at 2011.04.25 17:51:00
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242. Navy Scorpion - rebalancing - in Ships and Modules [original thread]
Edited by: Sunviking on 25/04/2011 17:44:32 Edited by: Sunviking on 25/04/2011 17:44:01 Originally by: Pantload Originally by: Sunviking Pantload, please post your fit to prove this, then I will run it through EFT to check...
- by Sunviking - at 2011.04.25 17:44:00
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243. Navy Scorpion - rebalancing - in Ships and Modules [original thread]
Originally by: Pantload Originally by: Sunviking Originally by: Goose99 Think of it this way, a SNI with 4 bcs puts out the same dps as a CNR with 3 bcs, while having far better tank and cap stability. 4 bcs CNR means signi...
- by Sunviking - at 2011.04.25 17:38:00
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244. Navy Scorpion - rebalancing - in Ships and Modules [original thread]
Originally by: Noz Khan I love the SNI as it is. It is, as already stated, a Drake on steroids. 8 Midslots on a BS is great. You can run a very good tank, speed mods, target painter, 3 BCS and still maintain cap stabilty. In fact, it is po...
- by Sunviking - at 2011.04.25 17:22:00
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245. Navy Scorpion - rebalancing - in Ships and Modules [original thread]
Originally by: Goose99 Think of it this way, a SNI with 4 bcs puts out the same dps as a CNR with 3 bcs, while having far better tank and cap stability. 4 bcs CNR means significant sacrifice to tank and cap, unless you deadspace fit it. CN...
- by Sunviking - at 2011.04.25 17:16:00
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246. Navy Scorpion - rebalancing - in Ships and Modules [original thread]
Hi, I feel the current description of the Navy Scorpion as an 'offensive monster' is not exactly accurate. (Check out the ship's description) With 6 cruise missile launchers it has no better DPS than a standard Raven, and in fact the Raven can o...
- by Sunviking - at 2011.04.23 08:52:00
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247. Scorpion Navy Issue DPS increase - in Ships and Modules [original thread]
This is not how a Navy Scorp should be fit, but happy to help you get your proper fit. I use a Navy Scorp as my main Lvl4 mission-runner. It is considerably cheaper than a Navy Raven, plus it actually has enough CPU to enable you to have a proper ...
- by Sunviking - at 2011.04.22 20:32:00
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248. Caldari pilot, with Amarr 2nd account - Which race to crosstrain for? - in Skill Discussions [original thread]
Edited by: Sunviking on 21/04/2011 07:53:37 I have a Caldari main account, plus an Amarr second account. My question is: Which race should I crosstrain for on my main Caldari account? I have already decided to train crosstrain Caldari on my ...
- by Sunviking - at 2011.04.21 07:51:00
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249. New Pirate Faction - in Player Features and Ideas Discussion [original thread]
Originally by: NoLimit Soldier Originally by: Aglais speed+missiles already exists. My Gila reaches speeds nearing 2km/s. It's technically a missile boat. Though Legion ships might be interesting... Only issue is, what hulls woul...
- by Sunviking - at 2011.04.13 14:37:00
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250. Assault Launcher for Battleships (using Heavy Missiles) - in Player Features and Ideas Discussion [original thread]
Originally by: Goose99 Some balancing would be needed. For instance, dps should be significantly lower when compared to cruise missile launcher, with both unbonused. This would be in line with assault launcher -> hml. Agreed, thanks...
- by Sunviking - at 2011.04.13 13:45:00
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251. Assault Launcher for Battleships (using Heavy Missiles) - in Player Features and Ideas Discussion [original thread]
Originally by: Arden Elenduil Heavy assault missiles are MEANT to be used on cruiser and battlecruiser sized hulls. Assault missiles are meant to be used on destroyer and frigate hulls, same as rockets. I am talking about Heavy Missi...
- by Sunviking - at 2011.04.13 13:33:00
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252. New Pirate Faction - in Player Features and Ideas Discussion [original thread]
Speed and Missiles would be a fantastic combination of attributes. And in fact, this was how I played with Caldari when I first started playing this game, before I realised that Caldari ships were not that fast compared to the other races. And i...
- by Sunviking - at 2011.04.13 13:30:00
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253. Assault Launcher for Battleships (using Heavy Missiles) - in Player Features and Ideas Discussion [original thread]
Dear CCP, I recently opened a thread about introducing a new Launcher weapon for Battleships. The thread has the same name as this thread. This launcher would be fitted to a Battleship, but would fire Heavy Missiles at an increased Rate-Of-Fire ...
- by Sunviking - at 2011.04.13 13:21:00
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254. Agent Standing 10.00 - in Missions & Complexes [original thread]
Hi Everyone, The topic is this: Is there any benefit of having the maximum standing with a mission agent of 10.00? Are there any bonuses it confers?
- by Sunviking - at 2011.03.30 16:18:00
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255. Assault Launcher for Battleships (using Heavy Missiles) - in Ships and Modules [original thread]
Good to see some discussion here. Just to confirm, Yes, I am talking about a Battleship launcher that fire Heavy Missiles at a fast rate. I am Not talking about Heavy Assault Missiles or Heavy Assault Launchers.
- by Sunviking - at 2011.03.09 13:43:00
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256. Assault Launcher for Battleships (using Heavy Missiles) - in Ships and Modules [original thread]
Edited by: Sunviking on 09/03/2011 11:30:06 The subject is: Should there be an Assault-style launcher for Battleships, which fires Heavy Missiles, in addition to the The Cruiser-sized Assault Launcher which fires Standard Missiles? Please di...
- by Sunviking - at 2011.03.09 11:28:00
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