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321. are we making eve to complicated for our new players - in Ships and Modules [original thread]
I dont think the game is getting any harder for the players coming in than it was for us who started back in 2003. While the learning curve has always been steep the basics have remained essentally the same. The new players coming in have the same...
- by xenorx - at 2005.11.22 14:39:00
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322. Newbie question: train for caldari or amarr ships? - in Ships and Modules [original thread]
Originally by: DrunkenOne I'd definately go pure caldari if I was to start over I find that a little suprising DrunkenOne. How come?
- by xenorx - at 2005.11.21 18:33:00
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323. Newbie question: train for caldari or amarr ships? - in Ships and Modules [original thread]
I currently cannot see how you can go wrong as a new player training Amarr. Currently most Caldari ships have been gimped by the over nerfed bat. Caldari may get sorted out in the future but atm they have not been fixed yet. The amarr ships relie...
- by xenorx - at 2005.11.21 18:23:00
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324. ever getting MAPC IIs ? - in Ships and Modules [original thread]
Originally by: Dark Shikari Originally by: keepiru and cap power relays IIs I have one of these and will sell it for a few hundred million ISK. I would like to know how you came by this? Since NPC's dont drop T2 items and...
- by xenorx - at 2005.11.21 17:56:00
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325. Retribution Close Up Tanking PVP - in Ships and Modules [original thread]
Originally by: Joerd Toastius Originally by: Istvaan Shogaatsu Anyway, would any of you really object if the Retribution lost its utterly worthless 5th highslot and gained a 2nd midslot? What's with all the arguing, don't you reali...
- by xenorx - at 2005.11.19 17:36:00
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326. Retribution Close Up Tanking PVP - in Ships and Modules [original thread]
Ok granted the Retribution is limited by that 1 mid slot. I would be the first to do back hand springs with a round off twist if they dropped the utility high slot for an extra mid. That said the ship is NOT useless in PvP. Its just limited. Know ...
- by xenorx - at 2005.11.19 13:57:00
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327. bring back the boost the cerb and eagle threads(sacriledge too) - in Ships and Modules [original thread]
Edited by: xenorx on 17/11/2005 20:50:33 Cerberus: Add +1 launcher slot Add CPU and PG to fit the extra launcher. Change 5% kinetic bonus on both the caracal and cerberus to 5% to all damage types and + 5% kinetic on top of that. Just like ...
- by xenorx - at 2005.11.17 20:48:00
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328. Missiles - in Ships and Modules [original thread]
Quote: Assault Launcher: the role of the Assault Launcher doesn't fit very well into play for a cruiser sized weapon. We have discussed adding new types of missiles (Assault Missiles) for some time; that can act similar to Rockets & Torpedoe...
- by xenorx - at 2005.11.11 21:15:00
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329. Assault Missiles - in Ships and Modules [original thread]
Originally by: Maya Rkell Leave the current assualt launchers as they are (or with a minor RoF improvement), and bring in a NEW heavy rocket launcher. which can have similar fittings to the heavy missile launcher. I tend to agree with...
- by xenorx - at 2005.11.09 16:19:00
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330. Assault Missiles - in Ships and Modules [original thread]
It also looks at though the explosive velocity will be increased on lights. This should help quite a bit as well bring them back in line.
- by xenorx - at 2005.11.09 00:05:00
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331. Assault Missiles - in Ships and Modules [original thread]
Originally by: Arshes Nei Ok you convinced me on the issue of slow bad missile launchers, sounds like fun, but fitting standards when having to deal with frigs is not a solution ... Those frigs you cant kill with 5 heavy launchers(fast f...
- by xenorx - at 2005.11.08 21:37:00
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332. Assault Missiles - in Ships and Modules [original thread]
Originally by: Hugh Ruka how about giving the assault launcher 6 seconds base rof, and a 0.3 flight time modifier and keep light missiles in it ? Basicaly no new skills needed, and everybody is happy :-) Ok you would have to triple th...
- by xenorx - at 2005.11.08 21:13:00
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333. Assault Missiles - in Ships and Modules [original thread]
Originally by: Arshes Nei Originally by: xenorx I have to disagree with you on the size of the ammo in cargo. I fully support a reduction of missile m3 cargo size. It would be very hard to argue in favor of keeping the oversized am...
- by xenorx - at 2005.11.08 21:01:00
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334. Assault Missiles - in Ships and Modules [original thread]
I have to disagree with you on the size of the ammo in cargo. I fully support a reduction of missile m3 cargo size. It would be very hard to argue in favor of keeping the oversized ammo when I opperate in 0.0 99% of the time away from stations to ...
- by xenorx - at 2005.11.08 20:28:00
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335. Assault Missiles - in Ships and Modules [original thread]
Originally by: Jim Raynor If CCP makes the assault launcher not suck, and transforms it from a light missile spewing low dps abortion to a high dps assault missile spamming sex monster, how should it work? Rocket Launchers fire low very d...
- by xenorx - at 2005.11.08 19:51:00
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336. Modern crusader setup - in Ships and Modules [original thread]
Originally by: Agent2 Holtze hmm isn't it a bit overkill with the 3 CPR' kyle and soros? Not if you want to keep all your guns, 20km disrupter & mwd running. With 2 your cap will fail.
- by xenorx - at 2005.11.08 00:58:00
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337. Auction - FULL SNAKE SET - not low grade! - in Sell Orders [original thread]
Originally by: Trinity Faetal dont do it norf SHHHHHHHH!
- by xenorx - at 2005.11.07 20:09:00
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338. CCP - A considerate request for information regarding missiles - in Ships and Modules [original thread]
Originally by: qyros The Devs donŠt have to reply here, they can if they feel like. Do you remember the big projectile mess? Or the time when defenders slowed your ship down by 50% (and two defenders made it stop)? Or the magical effect o...
- by xenorx - at 2005.11.05 16:48:00
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339. Defender Missiles. - in Ships and Modules [original thread]
I find them useful when hunting NPC targets and can keep them out to ranges over 30km. Anything under that and they dont seem to have enough time to do thier dance off in one direction then reaquire and catch the incoming missiles. TBH I havent tr...
- by xenorx - at 2005.11.04 20:02:00
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340. Heavy Missile ROF Boost - in Ships and Modules [original thread]
Well a Rof reduction would be nice. Certainly it is a step in the right direction. Changing the damage bonus from kinetic only to an across the board bonus for the Cerb and Caracal is good as well. If I recall correctly that is the way it used to...
- by xenorx - at 2005.11.04 19:54:00
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