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41. Question about Moros - in Ships and Modules [original thread]
I'll have to agree with that =) But still, semi conductors will keep you alive longer with neuts on you running both reps and if no neuts, let you run both longer then with ccc's Atleast this is my understanding.
- by Vim - at 2008.02.04 20:49:00
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42. Question about Moros - in Ships and Modules [original thread]
Edited by: Vim on 04/02/2008 20:28:03 The reason for the single rep, semi conductor rigs is simple: It will sustain itself for a siege cycle even if you get heavy neut power going on you(to a degree ofc), giving you a chance to get out when si...
- by Vim - at 2008.02.04 20:24:00
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43. Question about Moros - in Ships and Modules [original thread]
Edited by: Vim on 04/02/2008 18:41:06 I would've guessed: 1xCRep therm/kin/ex hrds, eanmII, 1xdc2, 1xmfsII/eanmII? edit: and 3xsemiconductor memory cells.
- by Vim - at 2008.02.04 18:37:00
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44. Major DPS problem, need some feedback - in Ships and Modules [original thread]
Get named blasters like 'modals' and load navy antimatter m charges =) And buff your general support gunnery skills to min 4s :)
- by Vim - at 2008.02.01 17:49:00
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45. Tactics question - in Ships and Modules [original thread]
The agility wont help you with that speed difference, youd be within 10 and webbed followed by a quick death.
- by Vim - at 2008.01.29 22:00:00
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46. tempest setup for low sec ganking - in Ships and Modules [original thread]
well... 6x800mmII's(repuplic fleet emp, hail is... good but meh tracking etc. Barrage is ofc golden as always ), 1-xmed neut, 0-1xmed nos mwd, web, scram, cap booster, eccm/sensor booster/in earlier days: tracking disruptor. 1xLARII, 2xEAMN, 1xD...
- by Vim - at 2008.01.25 02:41:00
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47. So i was board and EFT was there.... - in Ships and Modules [original thread]
Last I heard anything you cant remote rep a ship in triage, once you enter triage with one ms... that ms dies if theres a fleet around =)
- by Vim - at 2008.01.24 12:15:00
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48. How to catch a gang of nano-recons? - in Ships and Modules [original thread]
Originally by: Everyone Dies Edited by: Everyone Dies on 20/01/2008 15:46:58 There's really nothing you can do other than recruit huginn/rapier pilots spend, 100's millions on faction webs, or gimp your BS with neuts but that won't g...
- by Vim - at 2008.01.20 19:41:00
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49. Warp Disruption Field Generator Issue - in Ships and Modules [original thread]
Hint, check your own top speed when using the bubble and an mwd =) /* Whats a guy got to do to get a smile off around here */ <a href="http://www.glitteryourway.com" target="_blank"><img src="http://img244.imageshack.us/img244/180/glitter...
- by Vim - at 2008.01.19 19:37:00
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50. So, what is the top 10 of the most expensive modules? - in Ships and Modules [original thread]
Cache cleared.
- by Vim - at 2008.01.18 21:00:00
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51. Astarte setup [TRIN] - in Ships and Modules [original thread]
Edited by: Vim on 18/01/2008 20:41:20 MFS=Magnetic Field Stabilizer aka magstab It wont holdup to a blastermega for long imo. /* Whats a guy got to do to get a smile off around here */ <a href="http://www.glitteryourway.com" target="_blank...
- by Vim - at 2008.01.18 20:41:00
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52. Astarte setup [TRIN] - in Ships and Modules [original thread]
2xMARII 1xDC2 1xEx hardenerII 2xMFSII /* Whats a guy got to do to get a smile off around here */ <a href="http://www.glitteryourway.com" target="_blank"><img src="http://img244.imageshack.us/img244/180/glitteryourway0459c69bdu2.gif" al
- by Vim - at 2008.01.18 20:11:00
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53. Brutix - in Ships and Modules [original thread]
Your general idea is good. Altough your skill levels seem highly... varied. hull upgrades 5 but not repair systems trained to 4 for t2 MAR... t1 magstab... take the 3 days to train that and upgrade your repairerers and magstab and you'll have a ...
- by Vim - at 2007.11.19 14:23:00
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54. Another Eos thread...but this one is diff. I swear! - in Ships and Modules [original thread]
Was thinking about something similar but you typed yours slightly different out very good. Great idea this one =) /* Whats a guy got to do to get a smile off around here */
- by Vim - at 2007.10.30 00:23:00
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55. nano vagabond, is there any caldari ships/setups that can stop them? - in Ships and Modules [original thread]
Heavy neut baitship is like... suprise buttsecks! Not to good a chance of getting your friends on grid before they realize somethings up and try to withdraw asap =) scorp with neuts, mwd, med cap booster, webx2 scram, 3xecm, 2xsignal ups, 1600mm ...
- by Vim - at 2007.10.28 09:57:00
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56. 0.0 Hulk - in Ships and Modules [original thread]
If you do have a couple of guys mining in barges and your hulk is set to be the 'tanker' stuff it with t1 hardeners in the mids, a CRII possibly. And then have your dear friends carry shield repair drones. Go in, get aggro, friends warpin lock ...
- by Vim - at 2007.10.06 03:24:00
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57. Good blaster boat and armor tank? - in Ships and Modules [original thread]
Edited by: Vim on 06/10/2007 03:20:45 There is only one blasterboat. In it I place my faith, my soul and my eternal gratitude. It can do insane damage, it can have a great tank, it can have a mix of both and... it can be used to slide through...
- by Vim - at 2007.10.06 03:18:00
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58. Megathron hitting for 400-500 damage - in Ships and Modules [original thread]
Well, with a mega and 3xmfs and neutrons/ions modal and navy ammo iam looking at 200-300 hits vs 50% resistish. No idea if void realy would up it to 400-500 on average hits, it dosent feel like it O_O add such goodies as surgical strike 5, gallen...
- by Vim - at 2007.09.08 18:45:00
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59. Megathron hitting for 400-500 damage - in Ships and Modules [original thread]
the kinda important thing to know here would such things as, what was your setup. if mr x was flying something like posted above, neutrons and void or heck. modal neutrons/ions and navy antimatter and 3xmfsII and all support skills to a minimum ...
- by Vim - at 2007.09.08 18:00:00
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60. Which position in a fleet gives the bonuses? - in Ships and Modules [original thread]
Edited by: Vim on 10/08/2007 16:53:09 Basicly he says it like I do :P Get the unbroken chain of green lights to Squad #1 and its ok. All positions must be taken and have the space to accomodate the wings/squads/goons, space is given by skill...
- by Vim - at 2007.08.10 16:50:00
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