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21. PVP MWD - in Ships and Modules [original thread]
If you want to catch your prey more often than not, then the MWD is a must. Since a lot of pvp ships are close range fitted it gives you a huge advantage to get up to your opponents much quicker as well.
- by ThatCpp - at 2008.03.11 05:29:00
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22. Gallente EWAR just boost it now? - in Ships and Modules [original thread]
The introduction of scripts reduced the effectiveness of so many modules. I was under the impression that once they introduced scripts, they would make those mods which were affected stronger in a specific area with a script inside than before. Ho...
- by ThatCpp - at 2008.03.10 22:59:00
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23. LVL 4 Navy Mega / Mach - in Ships and Modules [original thread]
I fly a fairly cheaply fitted faction navythron, 7x Dread Guristas 425mm rails, tractor beam 4x cap recharger II 1x LAR(I use a brynn's modified), 3x Hardeners, 3x Magstabs(I use a tuvans modified}. 1 tracking enhancer(I use a mizuro's modified)...
- by ThatCpp - at 2008.03.08 22:19:00
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24. ********Petition For a Caldari Navy Issue Rokh**************** - in Ships and Modules [original thread]
Faction battlecruisers are missing right now so i'd rather they get those in the game first.
- by ThatCpp - at 2008.03.06 23:02:00
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25. PvP: Is there any situation where amarr is better than Caldari? - in Ships and Modules [original thread]
Sniping and fleet engagements, missiles take some time to hit their targets. That and capital ships, the rev is a really solid dreadnought.
- by ThatCpp - at 2008.03.06 05:13:00
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26. Gallente Battleship Comparison - in Ships and Modules [original thread]
The only issue I have with the domi is when you choose a specific role for it, you really have to specialise. A gank domi will hurt but its tank will be rather poor and if you uber tank it the dps will be laughable. And if you fit for both gank an...
- by ThatCpp - at 2008.03.05 20:51:00
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27. signature resolution - in Ships and Modules [original thread]
Was wondering how significant signiture resolution is in determining the hit chance of a weapon. Suppose one were to use an ion siege blaster with 1000 signature resolution to fire at a battleship with 400 signature radius. Neither of which are ...
- by ThatCpp - at 2008.03.04 00:06:00
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28. AMARR SHIPS GETTING RIPPED OFF! - in Ships and Modules [original thread]
Absolution should definitely get the extra turret, although without a grid increase. It would still be able to downsize the guns to fit one more and still do more damage than it currently does.
- by ThatCpp - at 2008.03.03 01:39:00
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29. Moving to Battleships.....What skills should i make sure I have? - in Ships and Modules [original thread]
You will want to get your skills for large weapons to at least level IV and you should have the rest if you are capable of flying a BC effectively.
- by ThatCpp - at 2008.03.03 01:35:00
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30. Gellente blaster boat poll - in Ships and Modules [original thread]
The megathron is easily built to be one of those high dps ships. The hyperion is more well rounded in its roles, in that it can put out a decent amount of damage although not insanely high and will tank a good amount although not indefinitely as c...
- by ThatCpp - at 2008.03.02 06:58:00
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31. Building on lessons I've learned from flying an Astarte in PVE... - in Ships and Modules [original thread]
Edited by: ThatCpp on 02/03/2008 06:53:04 Sounds good, but with advanced weapons upgrades V you will likely be able to swap 6 guns for 425mm's. Not too sure though as I swapped to a navy mega before I finished AWU 5. Most missions you will st...
- by ThatCpp - at 2008.03.02 06:51:00
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32. Absolution tank - in Ships and Modules [original thread]
Faction/Deadspace fittings aren't really all that worth it in pvp apart from using them on nano ships which hardly ever get caught and killed. If you are going tank/gank you'll probably die quite frequently, of course with a good set up you will...
- by ThatCpp - at 2008.03.01 23:33:00
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33. Laser Ferrox better than Laser Prophecy? - in Ships and Modules [original thread]
Why focused lasers and not heavy pulse on the prophecy? Anyway, if the poster really likes the laser ferox so much why doesn't he just use it? Unless of course its completely ineffective in combat in any and all situations... Piece of advice, s...
- by ThatCpp - at 2008.03.01 23:19:00
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34. Turret based PvE ships. - in Ships and Modules [original thread]
Maybe you need to try higher level missions with big rats that are more suitable for your guns to hit? Another thing to think about is putting that drone bay to some use, light drones are more than capable of destroying the smaller ships as your m...
- by ThatCpp - at 2008.02.26 23:38:00
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35. Evaluate this fitting for me, please (navy mega for high-sec missions) - in Ships and Modules [original thread]
Use drones to kill small ships, not missile launchers. Remove 1 large rep and all your cap relays, the ship is way over-tanked. To get the most out of your navy mega you need to fit 7 425's and 3 magstabs.
- by ThatCpp - at 2008.02.26 23:30:00
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36. Navy Mega setup needed (mission runner) - in Ships and Modules [original thread]
Originally by: mlove This is the set up I use: 7 425mm tech II's, 1 tractor beam 3 cap recharger II's, 1 faction tracking comp. 1 faction armor rep. , 2 to 3 faction mag stabs, 1 tracking mod, 3 to 4 hardeners (faction) Rigs: 3 CCC's...
- by ThatCpp - at 2008.02.25 21:30:00
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37. Gallente L4 mission ship-low SP - in Ships and Modules [original thread]
Edited by: ThatCpp on 25/02/2008 21:27:39 Using a plate when you first start doing lvl4 missions gives you some buffer. It makes things looks a lot less scary when you are taking fire from many npc's. All in all just to get you comfortable wit...
- by ThatCpp - at 2008.02.25 21:27:00
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38. Gallente L4 mission ship-low SP - in Ships and Modules [original thread]
Looks like you are more invested into gunnery, i'd start with trainning large hybrid and battleships to IV then use a megathron with 7x 425mm or hyperion with 4x350mm & 4x425mm.
- by ThatCpp - at 2008.02.25 18:44:00
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39. Why EANM II's over active hardener II's on a PvP ship? - in Ships and Modules [original thread]
The main reason I use EANM II's is cos with decent compensation skills you could get by with 2 of those instead of 3xhardeners which saves you a slot for either damage mod or plate.
- by ThatCpp - at 2008.02.25 09:51:00
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40. Passive VS Active shield....imbalance? - in Ships and Modules [original thread]
Perhaps its just that LSE II's are very easy on the fittings and shield power relays are just incredibly effective.
- by ThatCpp - at 2008.02.23 00:45:00
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