Pages: [1] 2 3 |
1. Pilgrim with a probe launcher? - in Ships and Modules [original thread]
If you don't use a cloak, Ravenesa, then why use a pilgrim instead of a curse? It looks like a very solid build if you run 2 medium neuts and a cloak instead of 3 medium neuts.
- by Xetal Maelstrom - at 2009.11.03 23:13:00
|
2. Extra hi-slots for larger ships ! - in Ships and Modules [original thread]
Widshin Apart from any real life comparison it boils down to this .. what are frigates for? If battleships (and to a lesser degree cruiser/battlecruiser can fend them off following your suggestions - then why should people fly frigates in the f...
- by Xetal Maelstrom - at 2009.11.01 02:04:00
|
3. Missing Pirate Ships - in Ships and Modules [original thread]
Amarr-Caldari: Sansha Amarr-Gallente: Amarr-Minmatar: Blood Raiders Caldari-Gallente: Guristas Caldari-Minmatar: Gallente-Minmatar: Serpentis, Angel Cartel Outside of the oddity of Serpentis and the Angel Cartel sharing a line of bonuses, each...
- by Xetal Maelstrom - at 2009.10.25 03:36:00
|
4. The BattleDestroyerCruiserShip - in Ships and Modules [original thread]
I think what the OP is saying is that destroyers use frigate modules and are a "half step" towards cruisers. Battlecruisers use cruiser modules and are a "half step" towards battleships. _______ use battleship modules and are a "half step" towards...
- by Xetal Maelstrom - at 2009.10.21 05:21:00
|
5. Incorrect ship lengths? - in Ships and Modules [original thread]
It isn't the length of your ship, it's how you fly it. Right? Right?!
- by Xetal Maelstrom - at 2009.10.17 20:27:00
|
6. while your messing with ships, the nighthawk - in Ships and Modules [original thread]
It is a command ship, so it doesn't need stellar DPS. What it does need, however, is better fitting... specifically 20-30% more powergrid.
- by Xetal Maelstrom - at 2009.10.16 03:44:00
|
7. Electronic Warfare Usefulness. - in Ships and Modules [original thread]
And no they are not good for fighting long range ships, as the dampeners themselves have a very poor optimal range. I don't understand that... A module that is designed to reduce sensor range, but doesn't have long range itself. Seems kind of ...
- by Xetal Maelstrom - at 2009.10.16 03:28:00
|
8. Curse & Pilgrim pilots, help here please - in Ships and Modules [original thread]
I imagine the point of the sensor damps is to have essentially a non-tank. Get a target solo, be fast, damp them so they can't target you, neut them to nothing, drone them, and get out. I've never tried it myself, but I'm guessing that is the pla...
- by Xetal Maelstrom - at 2009.10.15 07:49:00
|
9. Anyone killed and Obelisk? - in Ships and Modules [original thread]
Concord's police response is fine. The only issue I have with the entire situation is Concord paying insurance to ships that they themselves killed.
- by Xetal Maelstrom - at 2009.10.14 22:49:00
|
10. NEW MISSLE GUIDANCE SYSTEM SUGGESTION - in Ships and Modules [original thread]
Guns. Drones. Missiles. Each have their own unique advantages and disadvantages as a weapons system. I suggest you acquire at least basic proficiency at all 3 if you intend to participate in a wide variety of PVP activities.
- by Xetal Maelstrom - at 2009.10.14 07:57:00
|
11. Gunnery and tracking question - in Ships and Modules [original thread]
My understanding, translated to layman's terms: If A.) your tracking is equal to their transversal movement to your ship and B.) your weapon's signature resolution is equal to their ships signature radius, then you'll have a 50% chance to hit. I...
- by Xetal Maelstrom - at 2009.10.09 03:03:00
|
12. Ships I'd love to see significantly changed - in Ships and Modules [original thread]
There are a lot of cases where a race has two ships that fill a very similar role in a particular class-size. Obviously one ends up being better than the other, which makes the worse one pretty well useless. I'd like to see these changed to have ...
- by Xetal Maelstrom - at 2009.10.08 10:25:00
|
13. What if we made turrets more like missiles? - in Ships and Modules [original thread]
Quote: All you guys spitting out the one liners saying "no this will never happen" without a single reason aren't doing this game a single favor. Here is the only good reason: Because if we wanted a game where everything was absolutely ...
- by Xetal Maelstrom - at 2009.10.04 22:19:00
|
14. Pirate faction ships prices ? - in Ships and Modules [original thread]
Well it is true that you don't need to use your lows for BCUs like you would on a drake. It's also true that the Gila has 2300 less base shields and if you want reasonable DPS from the Gila you'll want to have a Sentry drone augmenter and 2 purge...
- by Xetal Maelstrom - at 2009.10.04 20:33:00
|
15. Proposal: Web Strength Amplifier module - in Ships and Modules [original thread]
I fail to see how it is a stupid question. You specifically singled out the Rapier and Huginn as the reason why this needs to be added. Rapiers and Huginns have 6 mid slots. That is plenty to field two webs, a MWD, a cap booster, and a warp disru...
- by Xetal Maelstrom - at 2009.10.04 20:03:00
|
16. Proposal: Web Strength Amplifier module - in Ships and Modules [original thread]
How is this different from using two webs? Web 1: 100% -> 40% Web 2: 40% -> 19.12%
- by Xetal Maelstrom - at 2009.10.04 19:40:00
|
17. Pirate faction ships prices ? - in Ships and Modules [original thread]
The Gila looks like it'll just be a flip version of the drake. Drake: Puts up a massive passive shield tank. Main missile DPS, secondary drone DPS. Gila: Puts up a massive passive shield tank. Main drone DPS, secondary missile DPS.
- by Xetal Maelstrom - at 2009.10.04 19:28:00
|
18. Help me understand the new projectile/autocannon relationship - in Ships and Modules [original thread]
Thank you.
- by Xetal Maelstrom - at 2009.10.04 07:07:00
|
19. Help me understand the new projectile/autocannon relationship - in Ships and Modules [original thread]
My forum-search-fu has failed. Anyone mind pointing me in the right direction for the specifics of the changes?
- by Xetal Maelstrom - at 2009.10.04 05:09:00
|
20. Getting a ship to stable - in Ships and Modules [original thread]
Energy Management (in Engineering tree) and Energy Systems Operation (also in Engineering tree) are the most important, as they directly boost your cap and reduce the recharge time. There are some "secondary" ones that can help your cap depending...
- by Xetal Maelstrom - at 2009.10.03 22:28:00
|
Pages: [1] 2 3 |
First page | Previous page | Next page | Last page |