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3981. Carriers request. - in Ships and Modules [original thread]
Originally by: hydrid Edited by: hydrid on 28/06/2005 10:11:59 so after all this talk, no one has any pics or stats for the carrier? carriers come in Kali mate. if they havent even finished working on the dreadnoughts, and theyre s...
- by keepiru - at 2005.06.28 10:17:00
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3982. Weapon disrup[tors info needed - in Ships and Modules [original thread]
You should note that falloff affect different EW modules in different ways: Your "normal" EW (target jammers) go from their nominal chance-to-jam from 0m-optimal, to 0% chance @ optimal + 2* falloff Things like remote sensor dampers and target p...
- by keepiru - at 2005.06.28 10:13:00
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3983. Bombers overpowered. Nerfed in the next patch. - in Ships and Modules [original thread]
Originally by: Maxine Stirner Don't you lose your target lock when you cloak? I guess the new missile speed and frigate sized scan speed might help.. Don't have cloak. Don't know. Your missiles keep going. ------------- The early b...
- by keepiru - at 2005.06.28 07:33:00
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3984. Bombers overpowered. Nerfed in the next patch. - in Ships and Modules [original thread]
I seriosly hope they get a boost for the sake of all the suckers who bought one. I had a nemesis take shots at my npc-fit celestis, and it couldnt even dent me, let alone kill me, while i came pretty close to popping it as my corpmate kept cloaki...
- by keepiru - at 2005.06.28 06:26:00
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3985. The Situation of Amarr Ships and Weaponry - in Ships and Modules [original thread]
Originally by: DrunkenOne Edited by: DrunkenOne on 28/06/2005 03:39:23 Seriously we need to introduce this thread starter to the "omgmyravensux" thread whiners. It would be the most classic thread ship & modules has ever seen. The rav...
- by keepiru - at 2005.06.28 04:14:00
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3986. gankainix :P - in Ships and Modules [original thread]
Edited by: keepiru on 28/06/2005 00:27:12 actually the stacking penalty is so that all modules past the 3rd do more than the 1 before, because of the exponential curve of stacking multiplicative bonuses on top of each other. Its how the armag...
- by keepiru - at 2005.06.28 00:26:00
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3987. Up-to-date DuraMaller. - in Ships and Modules [original thread]
Edited by: keepiru on 27/06/2005 21:26:25 Originally by: Count Tiberio I'm using infra-reds and xrays when I need them. Also, another question. If I am not using cruiser sized guns anyway is it worth using frigate sized howitzers or ...
- by keepiru - at 2005.06.27 21:18:00
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3988. Up-to-date DuraMaller. - in Ships and Modules [original thread]
Originally by: Count Tiberio What if I used dual modal medium beams? they still dont track well enough, and much less damage the medium pulse. anyway, a maller clocks 425m/s easy, and a good 450 with skills (and much more after patch)...
- by keepiru - at 2005.06.27 20:58:00
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3989. Where PvP in EVE went wrong. - in EVE General Discussion [original thread]
I endorse this thread. But jokes aside, YES. of course going from Idea -> Execution, now there's the problem eh. ------------- The early bird might get the worm, but the second mouse gets the cheese.
- by keepiru - at 2005.06.27 20:43:00
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3990. Caracal vs. Interceptor on test server. - in Ships and Modules [original thread]
Originally by: Zaintiraris Originally by: DrunkenOne Originally by: Zaintiraris Dude, you should totally get one of your forum monkey guys to make a picture of you in a patriotic stance with the caption "My name is Drunken...
- by keepiru - at 2005.06.27 20:13:00
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3991. Up-to-date DuraMaller. - in Ships and Modules [original thread]
the 1600 plate and double small repper was a feature of the original, venerable duramaller because using a 100MN, oversized afterburner didnt leave you with much grid, meaning you couldnt fit a large battery very well, so you had to have large buf...
- by keepiru - at 2005.06.27 20:01:00
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3992. Up-to-date DuraMaller. - in Ships and Modules [original thread]
Originally by: Shayla Sh'inlux Bah. Duramaller should use 2x small repper 2, 3x appropriate hardner and a 1600mm plate in low. 2x small repper = same cap use/s and armor rep/s as a medium tech II, but it saves you about 150 powergrid. T...
- by keepiru - at 2005.06.27 19:38:00
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3993. questions regarding Brutix - in Ships and Modules [original thread]
Edited by: keepiru on 27/06/2005 18:50:49 worse than that. all the other BCs can fit an almost-full or full rack of largest guns and a full tank. Ferox: 5x 250mm, 2 heavy, some pdus in low, and still got spare slots for magstabs if you want ...
- by keepiru - at 2005.06.27 18:50:00
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3994. Caracal vs. Interceptor on test server. - in Ships and Modules [original thread]
Originally by: Mortuus Wait.... He's complaining because 2 of his midslots have to go to hitting something that no other Cruiser/BS can hit without doing the same or even using more slots? So missles are still your best choice for killing...
- by keepiru - at 2005.06.27 18:31:00
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3995. An idea how to fix cruisers - in Ships and Modules [original thread]
Edited by: keepiru on 27/06/2005 18:22:16 yes and yes, no to the insurance part. ------------- The early bird might get the worm, but the second mouse gets the cheese.
- by keepiru - at 2005.06.27 18:22:00
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3996. Caracal vs. Interceptor on test server. - in Ships and Modules [original thread]
Originally by: DrunkenOne Edited by: DrunkenOne on 27/06/2005 17:43:53 keepiru, I dont think you read stormfronts tests. Orbit 15K MWD ON PAINTED Scourge 20dmg Bloodclaw 12 dmg ORBIT 500 PAINTED (NOT WEBBED) 1500m/s Scourge - 120 dmg...
- by keepiru - at 2005.06.27 18:18:00
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3997. questions regarding Brutix - in Ships and Modules [original thread]
1) it can tank passably well so long as you use 3 mid slots for cap rechargers. you can try and go full damage and get mediocre results, but good luck fitting as it has the lowest cpu and 2nd-lowest powergrid of all BCs 2) 7 light neutron/heavy e...
- by keepiru - at 2005.06.27 17:47:00
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3998. Caracal vs. Interceptor on test server. - in Ships and Modules [original thread]
Originally by: DrunkenOne Edited by: DrunkenOne on 27/06/2005 16:48:08 Originally by: keepiru how so, they hit for 0.7, please elucidate me, how are they decent? They don't hit for .7 with the new skills. Or if you (omg) f...
- by keepiru - at 2005.06.27 17:37:00
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3999. Missile & Launcher Overhaul - in Ships and Modules [original thread]
cruise are still the most effective missile against inty, while lights seem to be still useless, so that is nowhere near fixed. ------------- The early bird might get the worm, but the second mouse gets the cheese.
- by keepiru - at 2005.06.27 16:42:00
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4000. Caracal vs. Interceptor on test server. - in Ships and Modules [original thread]
Originally by: DrunkenOne Edited by: DrunkenOne on 27/06/2005 15:44:41 Originally by: Tobiaz All that was needed were torps slowing down more, cruises having a hard cap on hitting anything going faster then 1000 m/s (while the...
- by keepiru - at 2005.06.27 16:37:00
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