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101. Gallante Navy Megathron (color question) - in Ships and Modules [original thread]
Originally by: Tekka So, you just want it cause its black...? The reason that I want the Navy Megathron is because it's a Navy Battleship that I can enjoy using and looking at constantly. Considering everyone spends a lot of time sta...
- by Tribunal - at 2005.03.23 01:59:00
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102. Gallante Navy Megathron (color question) - in Ships and Modules [original thread]
Thank you so much! That black coloring is very cool looking. Navy Megathron here I come .
- by Tribunal - at 2005.03.22 23:26:00
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103. Gallante Navy Megathron (color question) - in Ships and Modules [original thread]
Well, I can not really make out any red in the camouflage, but the lighting is not all that great. The question is still up in the air though! Camouflaged (possibly red) or black?
- by Tribunal - at 2005.03.22 21:43:00
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104. Are we going to get our mines back? - in Ships and Modules [original thread]
They do not fit in any launchers atm.
- by Tribunal - at 2005.03.22 21:34:00
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105. Gallante Navy Megathron (color question) - in Ships and Modules [original thread]
I am thinking about trying to work for this ship (depends if it is actually the color that I hope it is) and drop my goal of a navy tempest (just can not get over how ugle the tempest is). I am looking at a picture of the Navy Megathron and it is ...
- by Tribunal - at 2005.03.22 21:29:00
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106. Battlecruiser with Seven Turret Hardpoints? - in Ships and Modules [original thread]
The thought of 7 425mm gives me happy thoughts.
- by Tribunal - at 2005.03.20 04:15:00
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107. Railguns tracking vs Blasters - in Ships and Modules [original thread]
THanks for the replys ;). GIves me food for thought
- by Tribunal - at 2005.03.17 23:14:00
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108. Railguns tracking vs Blasters - in Ships and Modules [original thread]
I am planning on starting to use hybrids soon (getting tired of proj guns). So, I am left to chose which type, railguns or blasters, that I wish to train up to tech 2 level first (small). I keep seeing people mention that the railgun tracks bette...
- by Tribunal - at 2005.03.17 20:28:00
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109. Armageddon & Pulse Lasers - in Ships and Modules [original thread]
Edited by: Tribunal on 12/03/2005 20:18:12 Originally by: Damajink Edited by: Damajink on 12/03/2005 20:06:06 Originally by: Tribunal The first batch of laser nerfs have not made it to the live server and you are calling fo...
- by Tribunal - at 2005.03.12 20:18:00
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110. Armageddon & Pulse Lasers - in Ships and Modules [original thread]
The way to fix the "ganking" setups is to put heavy negatives on stacking: heatsinks, gyros, ect. Focus on the real problem, stacking, and not on the ships that can exploit the problem the best.
- by Tribunal - at 2005.03.12 19:58:00
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111. Armageddon & Pulse Lasers - in Ships and Modules [original thread]
The first batch of laser nerfs have not made it to the live server and you are calling for more nerfs against the Amarr ships? Give me a break . Lasers use to be utter crap and now they are not. How about calling for buffs for lacking weapon cla...
- by Tribunal - at 2005.03.12 19:38:00
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112. Apocalypse vs Tempest Fleet Battle setup's (Add: Megathron) - in Ships and Modules [original thread]
Base dmg mod- Tach II - 5.1 425 - 3.3 (4.125 with Mega bonus)
- by Tribunal - at 2005.03.11 01:07:00
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113. Apocalypse vs Tempest Fleet Battle setup's (Add: Megathron) - in Ships and Modules [original thread]
Edited by: Tribunal on 11/03/2005 00:56:28 Holy batman... So much for all the "hybrids suck" talk. By the way, would these figures hold true for the performance of the small weapon classes?
- by Tribunal - at 2005.03.11 00:52:00
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114. Balanced Fleets: Nerf Damage Across Ship Classes - in Ships and Modules [original thread]
This is something that will need to wait until the ship hp patch is put in the game.
- by Tribunal - at 2005.03.09 17:35:00
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115. Battlecruiser agility - doesn't seem right - in Ships and Modules [original thread]
Edited by: Tribunal on 22/02/2005 23:13:37 A BC has better agility then a normal cruiser . I will take my rupture for a test run tonight, but I recall it handling much, much better then my Cyclone. Turning a Cyclone can, at times, feel like ...
- by Tribunal - at 2005.02.22 23:13:00
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116. Amarr Assault Ships - in Ships and Modules [original thread]
Originally by: Safaomae Edited by: Safaomae on 21/02/2005 20:57:05 thanks for all your replies I'm thinking now that I'll head in the direction of the Prophecy via the maller... not so many skills to train up. I do like amarr sh...
- by Tribunal - at 2005.02.21 21:27:00
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117. Amarr Assault Ships - in Ships and Modules [original thread]
The road to getting to a HAC is through the AC skill. HAC requires AC to be IV to train. The only thing you could get away with is not training your frig skill to V. It will only take 14 days (or less) to train to amarr frig V from IV I would sugg...
- by Tribunal - at 2005.02.21 20:37:00
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118. Cyclone loadouts - in Ships and Modules [original thread]
Ideal Cyclone setup: Hi: 4 x 720's 2 x Heavy Missile Launchers 1 x Rocket or standard launcher 1 x Small Pulse laser Mid: 1 x AB (tech II) 1 x Med Shield Booster (tech II) 2 x Hardeners (active) Low: 1 x Power Relay 2 x Gyro (tech II) 1 x Track...
- by Tribunal - at 2005.02.18 15:50:00
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119. Save the pulselasers! - in Ships and Modules [original thread]
Please do not go overboard and nerf all the pulse lasers. Small and medium pulse lasers are balanced.
- by Tribunal - at 2005.02.15 18:03:00
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120. The Cyclone? - in Ships and Modules [original thread]
The shield bonus is really not all that impressive when you compare it to the bonuses of two of the other three BCs (read 5% resist). The Cyclone, like any large minmatar ship, greatest flaw is the amount of trained skills needed to run the ship ...
- by Tribunal - at 2005.02.11 06:41:00
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