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1. Idiot's guide to Drake active tanking (Rev II) - in Ships and Modules [original thread]
Ok here's some numbers. I do have Battlecruiser 5, so mileage may vary. Resists with EM/Invuln T2 are 75/79/68.5/58. Thermal is a bit low, a rig may need to be fitted. DPS with t1 kinetic missiles is 298. Single shot of 302.6 with a ROF of 7.11s...
- by xphreakx - at 2007.06.17 17:01:00
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2. Idiot's guide to Drake active tanking (Rev II) - in Ships and Modules [original thread]
Edited by: xphreakx on 17/06/2007 16:19:00 So you're sitting in your Drake crying that the world is coming to an end on Tuesday when the shield recharge time gets bumped up by a measly 12%. Maybe it's time to start looking into active tanking ...
- by xphreakx - at 2007.06.17 16:13:00
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3. Rewrite description text for your favorite/least favorite ships! - in Ships and Modules [original thread]
Ferox Does anyone still love me? Hello? I can fit gang mods, maybe some railguns and a missile launcher or two. I know you're all staring at my hot younger sister, Drake. ----------- -phreak
- by xphreakx - at 2007.06.03 16:53:00
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4. Possible Basilisk Fix (they want to promote support ships, right?) - in Ships and Modules [original thread]
*minor bump* Having finishing training for a basilisk not too long ago, I may want to chime in with some ideas. - Higher resists. Perhaps give logistics ships in general the equilvalent resists of a HAC or Fleet Command Ship. Another option is t...
- by xphreakx - at 2007.03.25 22:22:00
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5. What is the most powerful ship level 1 missions can be done in? - in Ships and Modules [original thread]
Apoc with smartbombs ----------- -phreak Freespace2 Source Code Project Singularity: Because I could never afford a Cerberus on TQ.
- by xphreakx - at 2007.03.25 01:33:00
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6. Harpy / Hawk PVP setups - in Ships and Modules [original thread]
Originally by: DiuxDium 4x 150 II 4x SB II (sensor booster) Fitting Mods\MFS II Close, but the 4th sensor booster will be stacking nerfed too much against the other three. 4x 150mm (t2, spike) 1x rocket launcher 1x ab t2 2x sensor b...
- by xphreakx - at 2007.03.07 03:24:00
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7. t2 Battleship Concepts - in Ships and Modules [original thread]
Edited by: xphreakx on 29/09/2006 03:01:13 T2 battleships should be gang mod driven (Flagships) and should have half the damage potential of their T1 counterparts. Flagships should have special gang mods to enchance the damage potential of the...
- by xphreakx - at 2006.09.29 03:01:00
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8. 425mm Railgun II price - in Ships and Modules [original thread]
The T2 425 price rose since the Caldari can use it. I have a feeling the price will go down once people realize the Rokh will suck at missions when compared to the Raven . Doesn't bother me since the T2 350s still shoot further than T2 425s on a ...
- by xphreakx - at 2006.09.20 21:45:00
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9. Tire 3 and tire 2 kali ships wich do you want more - in Ships and Modules [original thread]
Edited by: xphreakx on 18/09/2006 02:46:55 Dee Snider wants you to Rock! ----------- -phreak Freespace2 Source Code Project Singularity: Because I could never afford a Cerberus on TQ.
- by xphreakx - at 2006.09.18 02:47:00
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10. Best Damage from your Eagle - in Ships and Modules [original thread]
Edited by: xphreakx on 18/08/2006 00:30:09 Your 250mm Railgun II perfectly strikes Guristas Inferno, wrecking for 515.4 damage. (antimatter ammo, HAC 4, MRS 4). Average hits are for around 130 or so (untanked). Your Heavy Neutron Blaster II p...
- by xphreakx - at 2006.08.18 00:27:00
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11. Eagle/Beagle PVE setups - please list yours. - in Ships and Modules [original thread]
Edited by: xphreakx on 12/08/2006 17:43:11 Paragraphed for great justice!! I'll generally use rail setups on non-deadspace missions since i can choose the engagment ranges. With 1 f-90 sensor booster, i get about a 135km lock range and abo...
- by xphreakx - at 2006.08.12 17:39:00
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12. Controlled Burst Change - Would it help Amarr and Gallente ships? - in Ships and Modules [original thread]
Edited by: xphreakx on 11/08/2006 02:56:06 /signed on OP Originally by: Corellia Orsam simple fix, just add a skill called something like 'advanced controlled bursts' and make it do a further 5% less cap used firing turrets per traine...
- by xphreakx - at 2006.08.11 02:56:00
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13. Crazy Scorpion Idea - PvE - in Ships and Modules [original thread]
Do damps work against NPCs since they have infinite lock range and insta-lock? They may be useful if a player jumps you if you mission in low-sec, but you may want to trade them for some racial ecms if you want to tank through jamming. Speaking of...
- by xphreakx - at 2006.08.05 17:25:00
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14. A new ship needs a new name, the Roc - in Ships and Modules [original thread]
Some suggestions: Firebird Unladen Swallow Laden Swallow Sparrow Emu ----------- -phreak Freespace2 Source Code Project Solar Storm
- by xphreakx - at 2006.06.19 18:09:00
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15. Mathemagicians required to solve the warp-capacitor equation. - in Ships and Modules [original thread]
Edited by: xphreakx on 15/05/2006 21:50:37 Originally by: Max Teranous Ok, so new game. What is the least distance you can get a battleship to warp? Geddon: CapToWarp Need: 0.000000138 (all battleships the same, btw) Mass = 110000000...
- by xphreakx - at 2006.05.15 21:50:00
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16. Spreadsheet - Damage Calculations @ Range - in Ships and Modules [original thread]
Edited by: xphreakx on 10/05/2006 01:36:09 Thanks, got a.19 working and managed to hack in the proposed Caldari Tier 3 battleship using 7 425IIs and a T2 cruise launcher (even though i figure it'll probably use 6/2). Awesome spreadsheet. ----...
- by xphreakx - at 2006.05.10 01:36:00
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17. Spreadsheet - Damage Calculations @ Range - in Ships and Modules [original thread]
Well i did download this, only to my dismay that Excel 2000 is unable to load this (see MS KB article: http://support.microsoft.com/kb/313275/en-us ). I think i have a copy of Office 2003 lying around which I can use. Otherwise this sounds like ...
- by xphreakx - at 2006.05.10 00:48:00
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