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361. tech 1 ship overhaul - in Ships and Modules [original thread]
Originally by: Meridius Tuxford. What would you describe the Omens role as? Right now it can't do anything better then a Maller. It has a trivial drone bay and pointless missile launcher. It can't out damage or out tank a Maller. Before ...
- by Tuxford - at 2005.10.01 22:08:00
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362. tech 1 ship overhaul - in Ships and Modules [original thread]
Originally by: Nafri Originally by: Tomias Itaraou Would it be possible to give the Incursus another lowslot to balance out the nerf it got? Currently - the switch from a tracking bonus to falloff is a bit annonying - I much pref...
- by Tuxford - at 2005.10.01 19:14:00
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363. tech 1 ship overhaul - in Ships and Modules [original thread]
Originally by: Khaldorn Murino [Not our guns :) Yes your guns. Checked with 280mm howitzers on a ship with 35m sig radius with 1000m/sec transversal velocity and the falloff still performed better, that is curve peaked higher and you go...
- by Tuxford - at 2005.09.30 15:30:00
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364. tech 1 ship overhaul - in Ships and Modules [original thread]
Originally by: Khaldorn Murino Well I had thought it was intended to make useless ships useful. which is a nice idea. Not to overhaul tech 1 ships. And its making some ships less useful :) I just thought of a decent bonus for the rifter, ...
- by Tuxford - at 2005.09.30 15:09:00
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365. tech 1 ship overhaul - in Ships and Modules [original thread]
1000th reply _______________
- by Tuxford - at 2005.09.30 11:38:00
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366. tech 1 ship overhaul - in Ships and Modules [original thread]
Originally by: Zendor Tux, Have you thought any more about the Beli Yes, haven't quite made up my mind. The target painting bonus already makes it a pretty unique ship although I'll be the first one to admit that it is somewhat not as ...
- by Tuxford - at 2005.09.30 11:21:00
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367. tech 1 ship overhaul - in Ships and Modules [original thread]
Griffin ECM range bonus changed to 10% ECM cap need per level. I think that it's more important that griffin can actually run these modules than to be able to use them at 80km range. _______________
- by Tuxford - at 2005.09.30 11:13:00
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368. tech 1 ship overhaul - in Ships and Modules [original thread]
Originally by: Nafri Edited by: Nafri on 29/09/2005 09:59:48 Yeah, but most races (ok unliky caldari too) dont have to tank with their midslots. That was kind of my point, it is really a problem with all ships that shield tank. ___...
- by Tuxford - at 2005.09.29 10:01:00
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369. tech 1 ship overhaul - in Ships and Modules [original thread]
Originally by: Nafri Yeah, but our slotlayout sucks for shieldtanking check my lenghty post for my ideas and analyze of what some matari ships just lack I just looked over it. It's not really only a Matari problem, overall there are ...
- by Tuxford - at 2005.09.29 09:54:00
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370. tech 1 ship overhaul - in Ships and Modules [original thread]
Originally by: Khaldorn Murino Exactly! I mean cmon Tux, really now mate, When you jump up ship classes, like Hak says, speed and sig rad is gonna matter only so much. On a battleship, i think we'd all rather have more tanking/firepower a...
- by Tuxford - at 2005.09.29 09:47:00
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371. tech 1 ship overhaul - in Ships and Modules [original thread]
Originally by: Khaldorn Murino Im still interested in the design philosophy around minmatar ships if you got a spare minute to explain it? Im sure the devs hate us moaning minnies, but we really really want to love our ships even more tha...
- by Tuxford - at 2005.09.28 16:42:00
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372. tech 1 ship overhaul - in Ships and Modules [original thread]
Originally by: Khaldorn MurinoDid you think the minmatar frigates truly were that overpowered as they were?[/quote Not really, but they haven't been massively nerfed as you like to think. I'm just pointing out that even with a slightly re...
- by Tuxford - at 2005.09.28 16:27:00
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373. tech 1 ship overhaul - in Ships and Modules [original thread]
Originally by: Slan Traveller Speed is about the only thing keeping the Rifter in one piece under fire. Respectfully Pretty much as any frigate. Do you know what the shield armor hp between the combat frigs are? Punisher has 75 more a...
- by Tuxford - at 2005.09.28 16:23:00
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374. tech 1 ship overhaul - in Ships and Modules [original thread]
Originally by: Sewell Best speed = minmatar, this was basically the only thing minmatars had that the other races didn't. Sure our ships may be worthless in many aspects, but at least we were (usually) fastest. That advantage will still b...
- by Tuxford - at 2005.09.28 15:50:00
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375. tech 1 ship overhaul - in Ships and Modules [original thread]
Originally by: Khaldorn Murino Originally by: Tuxford Good post but you totally ignored what kind of defenses these ships use. Isnt the Rupture meant to armour tank as well? It kind of swings both ways, personally I armor ...
- by Tuxford - at 2005.09.28 10:48:00
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376. tech 1 ship overhaul - in Ships and Modules [original thread]
Originally by: Nyxus Ships Leftover Grid & CPU using Tech 1 Heaviest Weap Thorax using 5 250's or 5 Nuet(same grid) Grid Left =50 MW CPU = 225 Moa using 4 250's & 2 H. Launcher Grid Left = -52.5 MW CPU = 305 Rupture using 4...
- by Tuxford - at 2005.09.28 10:04:00
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377. tech 1 ship overhaul - in Ships and Modules [original thread]
Originally by: Khaldorn Murino Oh yeah Tux, what exactly is the reasoning behind the falloff bonus for the Rifter? I mean, it doesnt seem to lend well to what the ship is used for? Goes very well with autocannons do to their large fallo...
- by Tuxford - at 2005.09.27 15:07:00
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378. tech 1 ship overhaul - in Ships and Modules [original thread]
Originally by: Alex Harumichi Tux, if you have time could you please let me/us know if you agree or disagree (or are undecided :) that the following two points are problems? 1) The Executioner is classified as a tackler even though it has...
- by Tuxford - at 2005.09.27 14:13:00
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379. tech 1 ship overhaul - in Ships and Modules [original thread]
Originally by: Khaldorn Murino Fair enough, i wasnt trying to mislead, i just grabbed a load of numbers from the database. Its the armour/resist vs the lower number of slots and speed of the rifter then really, if the weapons balance out ...
- by Tuxford - at 2005.09.27 14:12:00
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380. tech 1 ship overhaul - in Ships and Modules [original thread]
Originally by: j0sephine Edited by: j0sephine on 27/09/2005 14:03:58 "Why can the Rax, Moa, and Rupture all fit thier strongest T2 medium weapons 250mmII's and 720mm II's ....." Moa can't fit full set of strongest weapons without...
- by Tuxford - at 2005.09.27 14:10:00
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