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1. Removing uniform resistances - Solves balance issues? - in Ships and Modules [original thread]
Great idea, would love to see this put in.
- by Xelia - at 2006.10.30 11:53:00
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2. R+D agent question - in EVE General Discussion [original thread]
Fairly certain lab ops is for blue print researching, not agent research. Only reason I have it at lvl 5 is for the research project management skill. For a guide you can look in mission forum, look at the stick called "Agent Mission, COSMOS an...
- by Xelia - at 2006.10.27 19:21:00
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3. What is a respectable DPS? - in Ships and Modules [original thread]
First with full skills 5 T2 heavy drones will do ~311 damage, 5 T2 meds ~155.5. An 8 gun close range apoc will put out ~350 dps from a mega pulse set up, add the 5 med drones and thats ~500 dps before resists. A 7 gun close range geddon will put...
- by Xelia - at 2006.10.27 19:16:00
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4. R+D agent question - in EVE General Discussion [original thread]
Bah, you responded to yourself faster than I could :D Anyways, even though the skill is a pain to buy/train for to me it was worth it after the work of getting my standing up with the research corp.
- by Xelia - at 2006.10.27 19:00:00
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5. R+D agent question - in EVE General Discussion [original thread]
The skill you are looking for is called "Research Project Management". It takes research lvl 5 and lab ops lvl 5. Costs 40 mill like the above poster said. Also it is a rank 8 skill.
- by Xelia - at 2006.10.27 18:59:00
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6. R+D agent question - in EVE General Discussion [original thread]
The higher the relevant skill the more research points awarded per day.
- by Xelia - at 2006.10.27 18:38:00
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7. R+D agent question - in EVE General Discussion [original thread]
You only need lvl 1 in a skill the agent offers research in (in addition to the required standings) to start using the agent for that skill. To your second post it is only 1 field per agent.
- by Xelia - at 2006.10.27 18:34:00
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8. Capacitor Power Relay Tech II Availability - in Ships and Modules [original thread]
Not in game yet. I really really hope they come out with the new amarr battleship .
- by Xelia - at 2006.10.24 09:32:00
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9. Shield Compensation - Where's Armor Comp? - in Ships and Modules [original thread]
Edited by: Xelia on 17/10/2006 23:46:49 Quote: figuring we need 2 slots to do the effect of 1 do we get a extra mid? What are you talking about? What is wrong with you people? The 2x LAR tech 2 is equal to the XL tech 2 booster + am...
- by Xelia - at 2006.10.17 23:46:00
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10. page' capacitor flux coil recharge rate calculation needed - in Ships and Modules [original thread]
So say you have 1000 cap max and 100 sec recharge rate ya? 1000 max cap times .85 for 850 max cap. ya? 100 sec recharge times .7 ya? 70 second recharge. 850/70 is 12.1428 ya? 1000/100 is 10 ya? 12.1428 is 21.428% more than 10 ya? Now look...
- by Xelia - at 2006.10.17 23:35:00
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11. Shield Compensation - Where's Armor Comp? - in Ships and Modules [original thread]
Quote: Does anyone know if there is an Armor Compensation skill that does the same for armor reps? No. Quote: why isn't there? Because they are balanced already. While being balanced they are not the same.
- by Xelia - at 2006.10.17 16:17:00
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12. Armor Amplifier - in Ships and Modules [original thread]
Originally by: DubanFP Originally by: Xelia Others came into this thread and posted random, unsupported, untrue statments which I then pointed out were crap. Do you really think you were any better? Awe. I'm sorry. I didn'...
- by Xelia - at 2006.09.24 03:33:00
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13. Armor Amplifier - in Ships and Modules [original thread]
Originally by: DubanFP Edited by: DubanFP on 24/09/2006 03:00:43 Originally by: Xelia Quote: Ok if i absolutely HAVE to add more you guys are forgtting much more then the increased Cap efficiency of Armor tanks. What ...
- by Xelia - at 2006.09.24 03:17:00
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14. Armor Amplifier - in Ships and Modules [original thread]
Quote: Ok if i absolutely HAVE to add more you guys are forgtting much more then the increased Cap efficiency of Armor tanks. What increased cap efficiency of armor tanks? Can you not read? Is math too hard to consider before posting? Di...
- by Xelia - at 2006.09.24 02:54:00
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15. Armor Amplifier - in Ships and Modules [original thread]
Quote: I never said that one or the other was less or more efficient. So: Quote: my "shield tankers" (Raven and Scorpion) drink my cap like there's no tomorrow ... Quote: A shield tank boosts more HP per second, yes, but...
- by Xelia - at 2006.09.24 02:48:00
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16. Armor Amplifier - in Ships and Modules [original thread]
Quote: Gist equipment cost an arm, a leg and your left nut ... I was trying to stay in the comparable and affordable modules, T1 and T2, but with Deadspace/Officer modules, there's a total imbalance ... Ya, and certainly the cap recharge...
- by Xelia - at 2006.09.23 18:14:00
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17. Amarr - in Ships and Modules [original thread]
Quote: dual small rep? Nah, if you ignore the fact that it doesn't have the power grid to fit the 8x mega pulse tech 2 in addition to the 2x LAR tech 2 (even with adv weap 5/eng 5) with full skills the apoc will regen 97 cap/sec and use...
- by Xelia - at 2006.09.21 16:32:00
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18. Amarr - in Ships and Modules [original thread]
Quote: Apoc cant keep tank AND guns going? dont make me laugh. My T2 fit apoc runs megapulse 2s and a full dual rep tank forever. Ya, with no damage mods right? Pumping out a massive 350 damage no less eh? at a range of ass -1 and wi...
- by Xelia - at 2006.09.21 14:25:00
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19. Boost Armor Hitpoints Please!!!!! - in Ships and Modules [original thread]
Bah, stacking penalties. I want to fly around in a geddon with 185k armor points :D
- by Xelia - at 2006.09.21 03:40:00
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20. Faction Standings. - in Missions & Complexes [original thread]
You should always be allowed into their space. The trouble comes when you get -5 standing and below, their navy forces might um not greet you as you might have wished...
- by Xelia - at 2006.09.21 01:34:00
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