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161. raven lvl 4 mission fit - in Ships and Modules [original thread]
Quote: 3 BCUs T2 1 damage control T2(again...worried. will give me more time to warp if needed) 1 CPU 3 PDUs Your raven has 8 low slots?
- by Vyllana - at 2009.04.19 18:59:00
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162. Lvl 4 Mission, Torp Golem question - in Ships and Modules [original thread]
Edited by: Vyllana on 18/04/2009 06:29:00 You don't really need the AB. Assuming you are fitting range rigs and have Jav torps with you, it'd be quite the rare mission where you wouldn't be in range of enemies. Remember you can use a target pa...
- by Vyllana - at 2009.04.18 06:28:00
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163. what is this? - in Ships and Modules [original thread]
It's the acceleration in your damage. So right now your dps is 500. But in a week when your skill finishes training to level 5 your dps will be 520. So then your dpsps is: 20/(7*24*60*60) = 0.000033 dpsps.
- by Vyllana - at 2009.04.17 02:57:00
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164. My beef with ship modifications - in Ships and Modules [original thread]
Edited by: Vyllana on 17/04/2009 02:52:33 Quote: Because I don't feel that ISK should be a factor combat balance You may not feel this way, and it may or may not be the best way, but that's the way EVE is. More expensive ships/setups...
- by Vyllana - at 2009.04.17 02:49:00
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165. Nemesis Setup W/ Patch - in Ships and Modules [original thread]
Unless they boosted the CPU of these ships in the process, making a decent fit is gonna be really hard, since siege launchers take way more CPU than cruise launchers.
- by Vyllana - at 2009.04.16 02:27:00
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166. New Faction Battleship - Hyperion - in Ships and Modules [original thread]
Faction battlecruisers would be fun.
- by Vyllana - at 2009.04.14 06:55:00
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167. Wolf or Jaguar? - in Ships and Modules [original thread]
Obviously take the Jag over the wolf, you need the extra meds to be able to lock them down and prevent them from escaping.
- by Vyllana - at 2009.04.13 21:49:00
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168. Suggestions on how to improve my CNR fit - in Ships and Modules [original thread]
[Raven Navy Issue, New Setup 1] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Damage Control II Pithum C-Type Medium Shield Booster Caldari ...
- by Vyllana - at 2009.04.11 14:33:00
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169. Is it time to revisit the 4th bonus on AFs? - in Ships and Modules [original thread]
Yeah they definitely could use a fourth bonus. Would round out a lot of the ships nicely, given the right bonus. As for slots... I think some of them already have decent slot layouts; not sure if they all really merit an extra slot. Some obviousl...
- by Vyllana - at 2009.04.09 08:14:00
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170. best way to obtain largest range with torps?? - in Ships and Modules [original thread]
Yeah personally I think the 10% flight time bonus is a kinda overkill. The range is fine with just the 20% velocity bonus. I'd rather have some other bonus on there instead of the 10% flight time. Like 10% explosion radius reduction per level inst...
- by Vyllana - at 2009.04.07 21:51:00
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171. best way to obtain largest range with torps?? - in Ships and Modules [original thread]
6 x 1.5 = 9. Small mistake there in your calculation. Also, factor in rigs, and you'll get the value I posted above.
- by Vyllana - at 2009.04.07 21:41:00
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172. best way to obtain largest range with torps?? - in Ships and Modules [original thread]
Edited by: Vyllana on 07/04/2009 21:38:31 Edited by: Vyllana on 07/04/2009 21:37:12 Open up EFT, check the range of your torp on a raven. Take that range, multiply by 2, and you've got the range the bomber will get (assuming all skills 5)....
- by Vyllana - at 2009.04.07 21:36:00
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173. Target Painter Falloff - in Ships and Modules [original thread]
Hmm, that's strange, from what I recall I see that 10 sec countdown bar every single cycle of the painter, even when I use it at the limits of falloff range or beyond. That's what prompted me to ask the question as it seemed like it was always wor...
- by Vyllana - at 2009.04.03 21:44:00
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174. Target Painter Falloff - in Ships and Modules [original thread]
So for each target painter cycle, it has a chance of either working or not? Is there any feedback anywhere or way to check whether the painter succeeded during any given cycle?
- by Vyllana - at 2009.04.03 21:32:00
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175. Target Painter Falloff - in Ships and Modules [original thread]
Anyone know what the significance of target painter falloff is? Are they as effective in their falloff as in their optimal, or does the sig radius increase become smaller as you paint something that's farther off in the painter's falloff?
- by Vyllana - at 2009.04.03 21:04:00
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176. Raven mission running fit - in Ships and Modules [original thread]
6x cruise launchers (arbalests, or T2s if you have the skills, or CN if you've got the cash) 1x tractor 1x salvager 1x Large shield booster II 1x shield boost amplifier II 3x mission specific hardeners 1x phased weapon navigation array generation...
- by Vyllana - at 2009.04.03 04:52:00
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177. Universal Stealth Bomber Setup - in Ships and Modules [original thread]
Originally by: Anope If they gave the range bonus they are considering you would still have an optimal of 40km at best with torps, which is still well in drone range. Seems like a solid fit. However, 40km at best on the torps? That'...
- by Vyllana - at 2009.04.03 04:45:00
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178. Question regarding 'cap stable' fit that isn't... - in Ships and Modules [original thread]
Are you sure all your related skills are 5? Don't forget "Shield Compensation", it's not a "cap skill", but it saves you cap when using a shield booster. Also, are you sure it's a CNR? If so, why 6 cruise launchers. Should be 7. Not that it matte...
- by Vyllana - at 2009.04.03 04:33:00
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179. Ship for Lvl. 4 Missions - in Ships and Modules [original thread]
Depends, for most level 4s, 300-400 is more than plenty. For a few, however, you'd want around ~550-600ish to feel safe. People post fits with Gist X-Large boosters just to brag about how wealthy they are or something, it's totally unnecessary, al...
- by Vyllana - at 2009.04.02 16:49:00
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180. Rockets are out of balance - in Ships and Modules [original thread]
Yeah rockets need a major boost. Damage and explosion velocity both need a big boost, range can be cut a bit if necessary.
- by Vyllana - at 2009.04.02 00:32:00
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