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1. [RMR] stilello - in Ships and Modules [original thread]
Originally by: BigJim Beef DuraTacklerÖ (as posted before by someone i can't remember) 2x 150II 1 Nos MWD 2x tackle mods as needed 1 Med extender II Whatever you need in lows to fit the above With good skills has well over 1500 shield...
- by absolute - at 2006.04.01 23:37:00
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2. The horror. Thrasher/Sabre + t2 ammo - in Ships and Modules [original thread]
Seems like they picked the worst way to implement the penalty, I have no problem with it stacking but the difference between large and small is not justified. The devs are known to use the stacking penalty everywhere, why not in this case. It wo...
- by absolute - at 2006.03.01 15:28:00
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3. The horror. Thrasher/Sabre + t2 ammo - in Ships and Modules [original thread]
Thrasher with emp s 309m/s Thrasher with quake s 64.8m/s Is this a joke? Ammo's like hail s and quake s are utterly useless on destroyers. Were is the logic for making small t2 ammo have way more penalty. Because my thrasher has more turret p...
- by absolute - at 2006.03.01 03:46:00
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4. Stiletto Setup - in Ships and Modules [original thread]
Edited by: absolute on 22/02/2006 19:00:08 dura-tackler 2x ac 200 t2 1x rocket MWD t2 medium shield extender t2 - get over 1.5k of sheilds. 7.5k scram web 2x diag t2 1x aux This setup is tight on cap so if you don;t have great cap and warp...
- by absolute - at 2006.02.22 18:55:00
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5. 1600 ting v n-type hadners - in Ships and Modules [original thread]
Edited by: absolute on 31/01/2006 15:15:41 Edited by: absolute on 31/01/2006 15:15:21 Um.... 4xlarge duel tachyon's Well besides that, hardners go well with amour repairing , but if you just want to take a fast heavy beating go for plates...
- by absolute - at 2006.01.31 15:14:00
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6. minmatar tech II ammo? - in Ships and Modules [original thread]
Edited by: absolute on 08/01/2006 20:01:15 The adv artillery ammo has its pros: They deal alot of damage for their range, quake for close range, tremor for long. But you can only use them to kill either slow (no ab/mwd) versions of your ship o...
- by absolute - at 2006.01.08 20:00:00
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7. we need anti-nos mod - in Ships and Modules [original thread]
ecm and sensor damps are another counter.
- by absolute - at 2006.01.04 03:44:00
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8. Should I restart my char? (Minmatar) - in Ships and Modules [original thread]
any race can train for any other races ship. So you can train for a raven or domi if you want to go for whats hot this month.
- by absolute - at 2005.12.17 21:46:00
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9. large 'reprieve' vestment reconstructer II - in Ships and Modules [original thread]
So they are event modules?
- by absolute - at 2005.12.17 21:39:00
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10. large 'reprieve' vestment reconstructer II - in Ships and Modules [original thread]
Edited by: absolute on 17/12/2005 21:30:41 Check out this item.. large 'reprieve' vestment reconstructer II 250 more amour repaired per cycle and 1350 less pg, all of this for only 17 more cpu. http://www.eve-online.com/itemdatabase/shipeq...
- by absolute - at 2005.12.17 21:30:00
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11. typhoon or wait for tempest - in Ships and Modules [original thread]
If your low on skills stick to a typhoon. amour tank it, if u have to pvp with low skills i would load up an amour tank, some heavy nos and missiles lauchers in high slots, and finaly an ab,scram and maybe 2 jammers in mid. It's the best setup f...
- by absolute - at 2005.12.17 18:29:00
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12. Megathron bonus idea... - in Ships and Modules [original thread]
Originally by: Vasq on a serious note .. 5% more cap would be better as the mega has the smallest cap of all tier2 bs (which is a bit poor as proj/missile dont use cap) l The mega has 4500 cap while the tempest & raven have only 4250.....
- by absolute - at 2005.03.30 21:24:00
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13. New warp scramblers - in Ships and Modules [original thread]
Edited by: absolute on 08/03/2005 20:59:00 I agree that within optimal the chance based system should set its self to 100%. It seems that cpp just ported its coding from turrets to these mods, and they set the threshold at "excellent hit" wha...
- by absolute - at 2005.03.08 20:58:00
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14. Apoc after Crystal/Pulse nerf - in Ships and Modules [original thread]
There are more crystals then just radio and MF. Try Standards for cap, becuase they don;t suck anymore -45% cap
- by absolute - at 2005.03.03 23:17:00
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15. Typhoon Level 4 mission setup - in Ships and Modules [original thread]
4x dual 650s 4x seige med all cap accom, and the rest hardners. no cap issues at all, I sometimes replace a med for an ab or a web. works well if they only use 2 types of damage. so in other words, it tanks everything except angels/ mercs/ and mim.
- by absolute - at 2005.02.09 20:01:00
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16. Typhoon Setup - in Ships and Modules [original thread]
for you..... you should get alot more warp core stabs, around 4+. and pray. seriously, you shouldn;t be in a bs. try a cruiser on a low level npc and build up. Untill you can clear any cruiser spawn in just a cruiser don;t land inside a bs.
- by absolute - at 2005.01.22 14:06:00
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17. Typhoon - possible missile bonus? - in Ships and Modules [original thread]
A minimal change would be to replace the range bonus with a 5% explosive missile damage bonus. But this is only 1/4 of a rof bonus. Something in between thses two would be balanced. Either 1. 4% missile rof 2. 5% explosive and kinetic missile da...
- by absolute - at 2005.01.14 20:00:00
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18. Typhoon - possible missile bonus? - in Ships and Modules [original thread]
A bonus to noseferatus would give the typhoon a great nich. It seems to be a great alternative to the missile bonus, which I don't believe would make the phoon unbalanced compared to a raven.
- by absolute - at 2005.01.13 20:27:00
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19. Typhoon - possible missile bonus? - in Ships and Modules [original thread]
I would love to see a 5% rof for missiles bonus. Even if it had to replace the 10% range bonus which is hardily used. The typhoon is such an underdog, so i will root for it.
- by absolute - at 2005.01.12 21:41:00
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20. The projectile fix - in Ships and Modules [original thread]
I think that the devs would like to improve 1400's with more tacking and also damage, but they don;t due to one volly frigate or cruiser gankdom. To solve this just let 1400s fire at the end of each cycle like amour reps do. This way 1400's with ...
- by absolute - at 2004.12.26 07:28:00
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