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1. Interceptors - in Ships and Modules [original thread]
Originally by: babylonstew Originally by: Hakuin Originally by: Maya Rkell In that in the long interceptor thread, TomB made it plain that interceptors were supposed to kill things. Amen. Linkage for the none beli...
- by nmwone - at 2006.06.19 14:08:00
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2. Interceptors - in Ships and Modules [original thread]
Originally by: Maya Rkell In that in the long interceptor thread, TomB made it plain that interceptors were supposed to kill things. If anything, the Stilleto needs changing, not the other interceptors. An I see your suggestions as, frank...
- by nmwone - at 2006.06.19 13:43:00
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3. Interceptors - in Ships and Modules [original thread]
At Aesus, sure the numbers can be tweaked. Originally by: Kcel Chim Edited by: Kcel Chim on 19/06/2006 08:14:51 nice idea, just 3 things i personally see as flaws. 1)"propulsion jamming modules require no capacitor" is very dangerous...
- by nmwone - at 2006.06.19 08:21:00
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4. Interceptors - in Ships and Modules [original thread]
These ships have been debated left and right over a long time now, in what they are to be. Lack of finding a current topic addressing my exact thoughts, I'am making a new one. I generally make do with what CCP gives me and if one ship/module does...
- by nmwone - at 2006.06.19 07:51:00
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5. The lesser Used Intercepters - in Ships and Modules [original thread]
One could say there's nothing wrong with the interceptors except the Ares and Raptor. But there is a lot left to be desired by us that want a class of ships that are truly made out to be tacklers. You don't have to change all eight interceptors, j...
- by nmwone - at 2006.03.16 08:34:00
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6. The lesser Used Intercepters - in Ships and Modules [original thread]
Warp disruptors on interceptors is an option, not a must to make the ship good/work. And lets leave faction disruptors out of this since they cost 10 times more than the ship itself depeding on which ship you're going to use it on. Their cap use d...
- by nmwone - at 2006.03.15 18:14:00
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7. The lesser Used Intercepters - in Ships and Modules [original thread]
Stiletto can allready pull out -6. Making a lvl4 ceptor skill pilot do the same with Ares. A specialized with lvl5 a notch more. Ofcourse the Stiletto and other ceptors would need something to. Its just about impossible to catch anything with -2 t...
- by nmwone - at 2006.03.15 15:57:00
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8. The lesser Used Intercepters - in Ships and Modules [original thread]
It wouldnt really do much good giving the Ares scramble range bonus. The ship struggles with fitting stuff, and you end up fitting weapons that are to be used below the base 7,5km anyway. Instead give it something usefull like 50% to scramble stre...
- by nmwone - at 2006.03.15 15:48:00
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9. ccp: unnerf the rage torps.. - in Ships and Modules [original thread]
They are usefull, though there're some pain getting there. What I would like to see is an increase on explosion velocity from 100m/s to 150m/s, so that with skills it dont have issues with BS base speeds. A small decrese in explosion radius from 1...
- by nmwone - at 2006.02.22 22:11:00
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10. Why would you use tech 2 ammo right now? (And, what type if any) - in Ships and Modules [original thread]
Of the ammo I can use and used. Null S, cause it makes my taranis even more loveable, didnt think that was possible. Conflagration L, cause it doesnt stack the penalty, which makes it possible to compensate for some of the tracking penalty, and ...
- by nmwone - at 2006.01.19 17:50:00
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11. What happened to Conflagration crystals? - in Ships and Modules [original thread]
They are not removed, all sizes show up when I search for the crystals. Maybe you spelled the name wrong, even though you didnt in this post. Though they fixed the bugged tech2 crystal bpos buildtime, so now it takes (in the case of the Conflag L...
- by nmwone - at 2006.01.12 07:56:00
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12. T2 ammo is weird... - in Ships and Modules [original thread]
Originally by: Cadiz Edited by: Cadiz on 11/01/2006 00:46:30 Why does everybody write off Null and Barrage ammo? :/ In the case of Null, you get about 91.6% of the damage of Antimatter, but with 75% greater optimal and 25% increased f...
- by nmwone - at 2006.01.11 08:57:00
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13. Rage Torps - in Ships and Modules [original thread]
They need some help with painting yes. 1x Painter 30% (without spec skill) and 3 Berserker TP-900, gets you 85% of maxdmg on another BS as target. 2x Painter 30% (without spec skill) and 3 Berserker TP-900, gets you 95% of maxdmg on another BS a...
- by nmwone - at 2006.01.11 07:53:00
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14. Tech II Missile Issues - in Ships and Modules [original thread]
I don't agree that Rage torps are that useless. Ofc this ammo doesnt suite solopaying that much, but its been exaggereated how much you really have to paint for these. Two painters with spec skill and 3 heavy painter drones is enough in most cases...
- by nmwone - at 2006.01.10 09:04:00
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15. Tech II ammo - in Ships and Modules [original thread]
My question is what the correct "stats" are suppose to be, both on the ammo and the bpos. Also some review of the ammo I've tested I've now tested bunch of this ammo and I've gathered some info of friends testing the ammo which I cannot use mysel...
- by nmwone - at 2006.01.07 23:15:00
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16. Hail ammo + cap recharge - bug or feature? - in Ships and Modules [original thread]
Originally by: BH Runner The 'bonus' for the Hail L, has been adjusted on the test server, with the post-RMR patch it will function as intended to. Fitting this ammo will make is devastating damaging but will hurt the Cap recharge of the s...
- by nmwone - at 2006.01.07 11:06:00
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17. Rage Torps Bugged? - in Ships and Modules [original thread]
The torps just need some help getting there. [ 2005.12.28 19:41:39 ] (combat) <color=0xffbbbb00>Your Mjolnir Rage Torpedo hits Occidus [T-R-S], doing 1174.6 damage. That's with 3 bcu2 and warhead upgrades lvl3 or lvl4 (cant remember what I...
- by nmwone - at 2006.01.03 12:41:00
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18. Gatling Pulse - in Ships and Modules [original thread]
With wanting to try some optional fittings and still make use of the specific bonus for guns I get on my Amarr ships, I wonder if the powergrid on this gun and the tech2 version is a bit wrong. Projectiles got their 125mm gatling autocannon which ...
- by nmwone - at 2005.09.20 12:54:00
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