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41. Navy Faction Omen or Tech II Zealot? - in Ships and Modules [original thread]
I suppose you could do some Sansha or Blood belt ratting with it, but beyond thatGǪ brrrGǪ
- by Tippia - at 2012.09.29 17:44:00
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42. Navy Faction Omen or Tech II Zealot? - in Ships and Modules [original thread]
Sowilla wrote: I was planning on using it when I hit level II missions. Then you can skip the Zealot completely. It's not a good PvE boat.
- by Tippia - at 2012.09.29 17:32:00
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43. level 3 pve tengu any ideas? - in Ships and Modules [original thread]
ThekeeperOfTheCrypt wrote: id rather stick to a single ship and fit as needed. i already have fits for L1 2 & 4 just needed 3 Then you have one for 3 as well, since there's no appreciable difference between them.
- by Tippia - at 2012.09.29 16:24:00
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44. Indy hauler: nano inner's or i-stabs? - in Ships and Modules [original thread]
Alphaphi wrote: i use nanos for my prowler, but Istabs for my orca. I just use an MWD for my Orca GÇö much more efficient (and in this case, the sig bloom really makes no differenceGǪ)
- by Tippia - at 2012.09.28 12:00:00
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45. Indy hauler: nano inner's or i-stabs? - in Ships and Modules [original thread]
Praxis Ginimic wrote: If you want to offer up the maths concerning sig radius v sensor strength and lock time as well as the most commonly used ships in 0.0 barrier or low sec gate camps then I will gladly crunch the #'s and we can find out if ...
- by Tippia - at 2012.09.28 01:26:00
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46. Indy hauler: nano inner's or i-stabs? - in Ships and Modules [original thread]
Nanos. They may give a lower agility bonus than istabs, but the time you save on getting to warp by fitting istabs is immediately lost in the improved locking speed for the enemy. In terms of travel time, the difference will too small to really m...
- by Tippia - at 2012.09.28 00:43:00
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47. CCP Remodel that ugly MOA! - in Ships and Modules [original thread]
Hell no! The Moa is iconic GÇö it needs to be preserved!
- by Tippia - at 2012.09.27 22:21:00
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48. Do you have a pimpmobile? - in Ships and Modules [original thread]
I should have a T2-rigged, complex-fitted Ishkur stuffed away in some hangar somewhere that I used back in my SAK days to impress help out newbies when they got stuck on L1 and L2 (and L3) missions. I haven't checked on it for ages, but I recal...
- by Tippia - at 2012.09.25 01:40:00
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49. Humongous inconsistencies in deadspace tanking mods - shield boosters made extreme - in Ships and Modules [original thread]
Tomcio FromFarAway wrote: Completely? No. Yes. One is an exploration ship, the other is a ratting ship. This means you're loading them up with completely different stuff and have completely different headroom to add useful stuff to them. In a...
- by Tippia - at 2012.09.17 15:35:00
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50. Humongous inconsistencies in deadspace tanking mods - shield boosters made extreme - in Ships and Modules [original thread]
Tomcio FromFarAway wrote: Things worth noting : - Tengu uses T2 AIFs while Proteus is using C-EANMs - First Tengu is using weakest medium booster while Proteus is using the strongest medium repper - Tengu has much higher sig/speed/range tank - ...
- by Tippia - at 2012.09.17 13:27:00
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51. Humongous inconsistencies in deadspace tanking mods - shield boosters made extreme - in Ships and Modules [original thread]
Tomcio FromFarAway wrote: By looking at the stats and functionalities of those modules. Then no, they're not GÇ£core design conceptsGÇ¥ GÇö they're just a (very loose) pattern you're projecting onto them. Quote: No, I'm comparing mods that...
- by Tippia - at 2012.09.16 21:52:00
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52. Humongous inconsistencies in deadspace tanking mods - shield boosters made extreme - in Ships and Modules [original thread]
Cpt Gobla wrote: Those are the only 3 logical options open. GǪexcept for the fourth and fifth ones: 4. Boosters are bad at the low end, good at the high end, for an average of GǣfairGǥ, whereas reppers are fair across the board for an aver...
- by Tippia - at 2012.09.16 20:40:00
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53. Humongous inconsistencies in deadspace tanking mods - shield boosters made extreme - in Ships and Modules [original thread]
Tomcio FromFarAway wrote: Are those not the core design concepts for boosters and reppers? Are those concepts not implemented on the level of T1/T2 mods? I don't know. Where did you get them from? Quote: Comparison to ewar modules? Yes. Y...
- by Tippia - at 2012.09.16 19:37:00
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54. Humongous inconsistencies in deadspace tanking mods - shield boosters made extreme - in Ships and Modules [original thread]
Cpt Gobla wrote: Tell me, which smaller picture compensates for deadspace Shield Boosters being faster, stronger, more efficient, hitting at the start of cycle, being able to fit on smaller class ships etc.? The ones mentioned, for startersGǪ...
- by Tippia - at 2012.09.16 16:57:00
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55. Humongous inconsistencies in deadspace tanking mods - shield boosters made extreme - in Ships and Modules [original thread]
Cpt Gobla wrote: That bigger picture is composed of smaller pictures. GǪand you have to include them all. You can't look at each and every one of them on their own, nor can you, as in this case, only look at partial smaller pictures on thei...
- by Tippia - at 2012.09.16 16:31:00
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56. Humongous inconsistencies in deadspace tanking mods - shield boosters made extreme - in Ships and Modules [original thread]
Cpt Gobla wrote: Saying that you do realize that there's only 0,5 cap per second difference between Armour and Shield Hardeners, compensating for the fact that shields passively regenerate, meaning every % of resist has a small additional benef...
- by Tippia - at 2012.09.16 16:18:00
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57. Humongous inconsistencies in deadspace tanking mods - shield boosters made extreme - in Ships and Modules [original thread]
Cpt Gobla wrote: The Boosters themselves aren't necessarily broken. It's the disparity with armour repairers I outlined that is. GǪand that supposed disparity isn't shown by the numbers because on their own don't tell us anything useful. You'...
- by Tippia - at 2012.09.16 15:29:00
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58. Humongous inconsistencies in deadspace tanking mods - shield boosters made extreme - in Ships and Modules [original thread]
Cpt Gobla wrote: Deadspace Shield Boosters on the other hand are both fast and even more efficient than the best Armour Repairers. They repair 2,93 hp/cap as opposed to 2,8 hp/cap for the best armour repairers. They provide both burst and effi...
- by Tippia - at 2012.09.16 15:02:00
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59. Humongous inconsistencies in deadspace tanking mods - shield boosters made extreme - in Ships and Modules [original thread]
Cpt Gobla wrote: You forgot the OP already? No, but the OP only shows a bunch of context-less comparisons of incomplete numbers. He's making that GÇ£TP is better than ECMGÇ¥ leap of logic mentioned earlier. So: what disparity?
- by Tippia - at 2012.09.16 13:31:00
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60. Humongous inconsistencies in deadspace tanking mods - shield boosters made extreme - in Ships and Modules [original thread]
Lin-Young Borovskova wrote: I strongly recommend you to share your uber Hyperion/Megathron cap stable running 1 single uber dead space LAR fit that isn't a lol PVE setup or an awesome loot pi+¦ata brick alike with mids and rigs wasted by cap re...
- by Tippia - at 2012.09.16 12:54:00
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