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1. No Topic - in EVE Forum Experiments [original thread]
Edited by: TrueFlame on 29/11/2004 23:55:04 "On a long enough timeline, the survival rate of everyone drops to zero." -Fight Club
- by TrueFlame - at 2004.11.29 23:51:00
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2. No Topic - in EVE Forum Experiments [original thread]
Edited by: TrueFlame on 29/11/2004 23:55:04 "On a long enough timeline, the survival rate of everyone drops to zero." -Fight Club
- by TrueFlame - at 2004.11.29 23:51:00
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3. Tribes: Vengance - in Out of Pod Experience [original thread]
ROFL. The only thing "True to tribes" about T:V is the spinfusor and jetpacks. The devs really ****ed up the game. Its basically UT2k4 with jetpacks. I mean, the devs even coded it as a mod of UT. The game is tight and fast paced and much more li...
- by TrueFlame - at 2004.09.06 03:39:00
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4. Tribes: Vengance - in Out of Pod Experience [original thread]
ROFL. The only thing "True to tribes" about T:V is the spinfusor and jetpacks. The devs really ****ed up the game. Its basically UT2k4 with jetpacks. I mean, the devs even coded it as a mod of UT. The game is tight and fast paced and much more li...
- by TrueFlame - at 2004.09.06 03:39:00
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5. Question about "utility" high slots and use of combat drones - in Ships and Modules [original thread]
On the utility slots.... First off, mining lasers use turret hardpoints (just making sure you understand that as you listed them seperately). Currently, high slot modules that do not use missile bays or turret hardpoints are: nosferatus, energy ne...
- by TrueFlame - at 2004.08.24 03:54:00
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6. Question about "utility" high slots and use of combat drones - in Ships and Modules [original thread]
On the utility slots.... First off, mining lasers use turret hardpoints (just making sure you understand that as you listed them seperately). Currently, high slot modules that do not use missile bays or turret hardpoints are: nosferatus, energy ne...
- by TrueFlame - at 2004.08.24 03:54:00
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7. Cap Recharger II - missing in action? - in Ships and Modules [original thread]
I just sold 4 for 32m. They didnt sell for 50 or 40, but went quick when I dropped to 32, so 8m/each sounds like the going price. Not bad considering I paid 1m each initially (back when they were being made ).
- by TrueFlame - at 2004.08.17 07:55:00
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8. Cap Recharger II - missing in action? - in Ships and Modules [original thread]
I just sold 4 for 32m. They didnt sell for 50 or 40, but went quick when I dropped to 32, so 8m/each sounds like the going price. Not bad considering I paid 1m each initially (back when they were being made ).
- by TrueFlame - at 2004.08.17 07:55:00
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9. delete - in Market Discussions [original thread]
Edited by: TrueFlame on 06/08/2004 22:30:52
- by TrueFlame - at 2004.08.06 08:42:00
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10. delete - in Market Discussions [original thread]
Edited by: TrueFlame on 06/08/2004 22:30:52
- by TrueFlame - at 2004.08.06 08:42:00
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11. WTF 'wards' - in Ships and Modules [original thread]
Edited by: TrueFlame on 29/07/2004 05:05:05 It works indeed... 6x siege (360 cpu, 10500 grid) 2x heavy nos (100 cpu, 4000 grid) 1x xlarge booster (200 cpu, 500 grid) 3x named shield hardeners (106 cpu, 3 grid) 2x cap recharger IIs (24 cpu, 2 ...
- by TrueFlame - at 2004.07.29 05:00:00
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12. WTF 'wards' - in Ships and Modules [original thread]
Edited by: TrueFlame on 29/07/2004 05:05:05 It works indeed... 6x siege (360 cpu, 10500 grid) 2x heavy nos (100 cpu, 4000 grid) 1x xlarge booster (200 cpu, 500 grid) 3x named shield hardeners (106 cpu, 3 grid) 2x cap recharger IIs (24 cpu, 2 ...
- by TrueFlame - at 2004.07.29 05:00:00
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13. NPC Battleships...warping out? - in Issues, Workarounds & Localization [original thread]
Glad Im not the only one then. Has this been addressed or reported at all?
- by TrueFlame - at 2004.07.27 08:11:00
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14. NPC Battleships...warping out? - in Issues, Workarounds & Localization [original thread]
Glad Im not the only one then. Has this been addressed or reported at all?
- by TrueFlame - at 2004.07.27 08:11:00
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15. NPC Battleships...warping out? - in Issues, Workarounds & Localization [original thread]
I was fighting a Sansha Beast Lord (500 or 750k, I forget) in a 0.0 belt (obviously). He was escorted by 3 100k sanshas. The angle I warp in at, they are behind the belt and me in the middle, so they get stuck on the roids trying to get to me. The...
- by TrueFlame - at 2004.07.27 07:17:00
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16. NPC Battleships...warping out? - in Issues, Workarounds & Localization [original thread]
I was fighting a Sansha Beast Lord (500 or 750k, I forget) in a 0.0 belt (obviously). He was escorted by 3 100k sanshas. The angle I warp in at, they are behind the belt and me in the middle, so they get stuck on the roids trying to get to me. The...
- by TrueFlame - at 2004.07.27 07:17:00
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17. Droonies - in Ships and Modules [original thread]
Originally by: "TrueFlame" Originally by: "Meridius" The more i read, the more i see that nobody asked for these changes Waves of drones coming from frigs? Tomb, you must realize that this is going to drastically change pvp and w...
- by TrueFlame - at 2004.07.27 03:57:00
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18. Droonies - in Ships and Modules [original thread]
Originally by: "TrueFlame" Originally by: "Meridius" The more i read, the more i see that nobody asked for these changes Waves of drones coming from frigs? Tomb, you must realize that this is going to drastically change pvp and w...
- by TrueFlame - at 2004.07.27 03:57:00
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19. Drones - in Ships and Modules [original thread]
Originally by: Meridius The more i read, the more i see that nobody asked for these changes Waves of drones coming from frigs? Tomb, you must realize that this is going to drastically change pvp and will only lead to a new wave of patche...
- by TrueFlame - at 2004.07.27 00:57:00
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20. Drones - in Ships and Modules [original thread]
Originally by: Meridius The more i read, the more i see that nobody asked for these changes Waves of drones coming from frigs? Tomb, you must realize that this is going to drastically change pvp and will only lead to a new wave of patche...
- by TrueFlame - at 2004.07.27 00:57:00
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