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Ikanden Reiss
Caldari Dark Quantum Empire
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Posted - 2009.03.15 20:20:00 -
[31]
thanks mickey lol¼ i know what a hornet is gawd! sorry vespid alpha, just kiddin around, i take you dont play DOW, its G.
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Zeba
Minmatar Honourable East India Trading Company
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Posted - 2009.03.15 20:20:00 -
[32]
Originally by: Trader20
Originally by: Vespid Alpha
Don't take this wrong, but how are you all responding so fast ???
How is you doing that ???
They trained forum whoring to lvl 5.
Much like the op I would wager. 
Yay! Got meh sig back! ♥ Weatherman |

Ehronn
Caldari Nutz N Boltz Skunk-Works
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Posted - 2009.03.15 20:21:00 -
[33]
woohoo Caldari ftw :)
kestrel-caracal-drake-raven for the frig/cruiser/battlecruiser/battleship tech 1 missile boats
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Dysfunctional Playground |

Noix Arikani
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Posted - 2009.03.15 20:21:00 -
[34]
seems like alot of people logging causes the original trolls to come out and play, that or explain how a "noob" that hasnt progressed from starter ships can know about T2 lazer crystals wearing out ??? 
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Ruze Ahkor'Murkon
Amarr No Applicable Corporation
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Posted - 2009.03.15 20:23:00 -
[35]
Amarr focus primarily on lasers, but have many ships that use missiles, and a few ships that specialize in drone use.
Caldari seem to primarily focus on missiles, but have many ships that can use railguns and a few that specialize in ewar.
Minmatar primarily focus on projectiles, but have many ships that also use missiles, and a few that specialize in webbing (don't think they have any that get bonuses to drone use before carriers).
Gallente focus primarily on blasters, though many would argue that their primary is actually drones.
Before Wormholes
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Vespid Alpha
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Posted - 2009.03.15 20:25:00 -
[36]
Nice one
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Jana Clant
New Dawn Corp New Eden Research
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Posted - 2009.03.15 20:27:00 -
[37]
Originally by: Vespid Alpha
Hang on, what do you mean amarr always have inf ammo ???
Heh, shows what i know, i thought the crystal wore out....
Tech 1 crystals last forever. Tech 2 or faction will eventually burn out.
New Eden Research, where your research gets done!
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Vespid Alpha
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Posted - 2009.03.15 20:28:00 -
[38]
Originally by: Noix Arikani seems like alot of people logging causes the original trolls to come out and play, that or explain how a "noob" that hasnt progressed from starter ships can know about T2 lazer crystals wearing out ??? 
Actually, i scrouged a laser from a wreck, and i noticed it needed a crystal, and assuming that,like the other weapons, it needed ammo, so i just assumed it would wear out
that's why
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Vespid Alpha
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Posted - 2009.03.15 20:29:00 -
[39]
Originally by: Ikanden Reiss thanks mickey lol¼ i know what a hornet is gawd! sorry vespid alpha, just kiddin around, i take you dont play DOW, its G.
Sos, sometimes i misinterprit stuff. My bad, v.Sorry.
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Ruze Ahkor'Murkon
Amarr No Applicable Corporation
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Posted - 2009.03.15 20:29:00 -
[40]
Originally by: Jana Clant
Originally by: Vespid Alpha
Hang on, what do you mean amarr always have inf ammo ???
Heh, shows what i know, i thought the crystal wore out....
Tech 1 crystals last forever. Tech 2 or faction will eventually burn out.
Even still, any true Amarrian knows that we have ammo. They're called cap booster charges.
Before Wormholes
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Vespid Alpha
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Posted - 2009.03.15 20:31:00 -
[41]
Huh ????
Sorry i don't have an amarr save can you explain ???
*Gets notepad*
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Ruze Ahkor'Murkon
Amarr No Applicable Corporation
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Posted - 2009.03.15 20:36:00 -
[42]
Originally by: Vespid Alpha Huh ????
Sorry i don't have an amarr save can you explain ???
*Gets notepad*
Lasers use capacitor. Lots and lots of it. In order to fit a setup that does damage equivalent to other races, Amarrians either have to sacrifice midslots and rigs for cap rechargers, or use Capacitor Boosters.
Cap boosters use charges, which we have to pop just like everyone else and ammo.
In PvE, you can get away with dropping those mids (usually MWD/Web, Ewar and warp scram) and fitting rechargers. In PvP, however, those mids are far more important, and so you sacrifice the 'constant cap' builds for a build that hits hard, but drains cap a whole lot faster.
Before Wormholes
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Vespid Alpha
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Posted - 2009.03.15 20:39:00 -
[43]
I got the bit about huge capacitor drain, but i didn't catch the rest of that. Can you put it in newbie speak please ???
(not meant to be offensive, just did'nt understand half of that)
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Ruze Ahkor'Murkon
Amarr No Applicable Corporation
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Posted - 2009.03.15 20:44:00 -
[44]
Originally by: Vespid Alpha
I got the bit about huge capacitor drain, but i didn't catch the rest of that. Can you put it in newbie speak please ???
(not meant to be offensive, just did'nt understand half of that)
Huge capacitor drain, right?
Two ways to outfit your ship to fight it. You can use cap rechargers. They are passive modules, they fit in the mid slots (which Amarr ships have few of), they are only moderately affective, and usually you have to fit two, three or more to make it so that your ship can fire it's lasers and run the tank (hardeners, armor rechargers) without going empty. Because going empty on cap is bad.
No cap = no ability to shoot, warp away, or defend.
The second way is to fit a cap booster. A cap booster is an active module (you activate it ... it doesn't just help you like a passive module does). A cap booster takes a charge, which injects so many points of cap energy into your capacitor. You put cap booster charges in the booster, and more in your cargo hold.
So instead of three rechargers, you put in one booster, and have room for the important things you'll need for PvP.
Before Wormholes
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Ikanden Reiss
Caldari Dark Quantum Empire
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Posted - 2009.03.15 20:47:00 -
[45]
there are three types of slots, high mid and low. high are triangles mid ar two loines and low are singluer lines. mids slots are very important in PVP (player V player) so its important not to waste them on cap boosters. however this is an applicable strategy to PVE (player v enviroment) your best off getting bigger and better gns and training your capacitor skills than you are to waster mid slots, kewl?
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Vespid Alpha
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Posted - 2009.03.15 20:51:00 -
[46]
Originally by: Ruze Ahkor'Murkon
Originally by: Vespid Alpha
I got the bit about huge capacitor drain, but i didn't catch the rest of that. Can you put it in newbie speak please ???
(not meant to be offensive, just did'nt understand half of that)
Huge capacitor drain, right?
Two ways to outfit your ship to fight it. You can use cap rechargers. They are passive modules, they fit in the mid slots (which Amarr ships have few of), they are only moderately affective, and usually you have to fit two, three or more to make it so that your ship can fire it's lasers and run the tank (hardeners, armor rechargers) without going empty. Because going empty on cap is bad.
No cap = no ability to shoot, warp away, or defend.
The second way is to fit a cap booster. A cap booster is an active module (you activate it ... it doesn't just help you like a passive module does). A cap booster takes a charge, which injects so many points of cap energy into your capacitor. You put cap booster charges in the booster, and more in your cargo hold.
So instead of three rechargers, you put in one booster, and have room for the important things you'll need for PvP.
Ok, Gotcha
Shouldn't be a problem for me, as i intend to get a manticore and give it one laser cannon as back up in case i run outta missiles. One last question as i gotta got to bed soon, what's the differece between missiles and rockets ???
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Ruze Ahkor'Murkon
Amarr No Applicable Corporation
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Posted - 2009.03.15 20:55:00 -
[47]
Edited by: Ruze Ahkor''Murkon on 15/03/2009 20:56:16
Originally by: Vespid Alpha
Originally by: Ruze Ahkor'Murkon
Originally by: Vespid Alpha
I got the bit about huge capacitor drain, but i didn't catch the rest of that. Can you put it in newbie speak please ???
(not meant to be offensive, just did'nt understand half of that)
Huge capacitor drain, right?
Two ways to outfit your ship to fight it. You can use cap rechargers. They are passive modules, they fit in the mid slots (which Amarr ships have few of), they are only moderately affective, and usually you have to fit two, three or more to make it so that your ship can fire it's lasers and run the tank (hardeners, armor rechargers) without going empty. Because going empty on cap is bad.
No cap = no ability to shoot, warp away, or defend.
The second way is to fit a cap booster. A cap booster is an active module (you activate it ... it doesn't just help you like a passive module does). A cap booster takes a charge, which injects so many points of cap energy into your capacitor. You put cap booster charges in the booster, and more in your cargo hold.
So instead of three rechargers, you put in one booster, and have room for the important things you'll need for PvP.
Ok, Gotcha
Shouldn't be a problem for me, as i intend to get a manticore and give it one laser cannon as back up in case i run outta missiles. One last question as i gotta got to bed soon, what's the differece between missiles and rockets ???
Rockets are small, short range missiles, as far as I understand it.
A manticore, eh? Hahahah ...
Before Wormholes
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Ikanden Reiss
Caldari Dark Quantum Empire
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Posted - 2009.03.15 20:57:00 -
[48]
fire faster, less accurate less damage. less fitting req.
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Vespid Alpha
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Posted - 2009.03.15 20:59:00 -
[49]
1: Do rockets home in though ??? 2: What's so funny ??? I Know it will take a while, but it CAN be done. How is this funny ???
(Genuinley curious)
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Vespid Alpha
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Posted - 2009.03.15 21:01:00 -
[50]
I have an answer to the capacitor drain thing....
*ta da*
You could just use a heavy energy vampire......
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Ruze Ahkor'Murkon
Amarr No Applicable Corporation
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Posted - 2009.03.15 21:03:00 -
[51]
Originally by: Vespid Alpha
1: Do rockets home in though ??? 2: What's so funny ??? I Know it will take a while, but it CAN be done. How is this funny ???
(Genuinley curious)
The above users remark that you might be a troll, using a new character to get posters to respond to idiotic questions. I'm basing my own responses on the fact that you ARE new, assuming that if you aren't, it's no sweat to me, but if you are, you could use the help.
Secondly ... rockets don't 'home in', per se. All missiles do.
Before Wormholes
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Vespid Alpha
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Posted - 2009.03.15 21:09:00 -
[52]
I am new, and if these questions are "Idiotic" then i apologise, but i am just fairly underinformed. Plus, if i were a troll, i would have made a big thing over the vespid is outdated thing and not have apologised.
Anyway, i have to get some sleep now. (where i live it's really late, dunno about you)
Thanks for answering my questions, and i'll probably see you round on the forums
Goodnight, thank's again for the help.
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Maxinie
Gallente
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Posted - 2009.03.15 22:39:00 -
[53]
Hello there new player
Saw this and had a look thru the posts, you were thinking about putting a laser on your caldari ship ?
Now, heres a little tip for you.
Every race have there own primary weapon systems as has been explained. The ships usualy have some kind of bonus for these primary weapons and or defence.
Mixing things up might seem like a good idea but rearly is not.
A laser uses cap, amarr use lasers as primary weapon system and there ships have the biggest cap of all ships in game, caldari do not have laser as primary or even secondary weapon system, they have minimal cap compared to amarr so if you have a laser on your caldari ship you might find yourself drifing without power to do anything.
And.. as a side note.. caldari use shields, not armor, do NOT armor tank your caldari ship, unless your mad your have mad armour skills, do NOT armor and shield tank at the same time, its just not a good idea and people will laugh at you.
With that aside, welcome to the crazy land of serious internet spaceships =)
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Agent Unknown
Caldari
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Posted - 2009.03.15 23:01:00 -
[54]
Originally by: Maxinie Hello there new player
Saw this and had a look thru the posts, you were thinking about putting a laser on your caldari ship ?
Now, heres a little tip for you.
Every race have there own primary weapon systems as has been explained. The ships usualy have some kind of bonus for these primary weapons and or defence.
Mixing things up might seem like a good idea but rearly is not.
A laser uses cap, amarr use lasers as primary weapon system and there ships have the biggest cap of all ships in game, caldari do not have laser as primary or even secondary weapon system, they have minimal cap compared to amarr so if you have a laser on your caldari ship you might find yourself drifing without power to do anything.
And.. as a side note.. caldari use shields, not armor, do NOT armor tank your caldari ship, unless your mad your have mad armour skills, do NOT armor and shield tank at the same time, its just not a good idea and people will laugh at you.
With that aside, welcome to the crazy cold land of serious internet spaceships =)
Fixed.  ----------------------------------- "What can go wrong, will go wrong."
Originally by: CCP Fallout
And yelling is bad. It makes the baby Jesus cry and when the baby Jesus cries I'm forced to lock threads
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Mazaron
Fallen Angel's Blade.
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Posted - 2009.03.15 23:36:00 -
[55]
Originally by: CCP Gangleri
Hornet is a light drone of Caldari make.

That's a Templar, an Amarrian fighter drone used by carriers.
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Ris Dnalor
Minmatar Tribal Liberation Force
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Posted - 2009.03.16 00:20:00 -
[56]
Edited by: Ris Dnalor on 16/03/2009 00:21:00
Originally by: PKlavins Caldari are the main missile users. Secondary are Minmatar, but definitely Caldari use missiles the most. The railgun is a lie.
Caldari, of course is the primary missile user, BUT
Amarr have a couple decent missile boats,
whereas Minmatar have a couple boats that use missiles and projectiles, but not really any "missile boats". (aside from stealth bombers.. )
I'd put Amarr second and Minamtar 3rd.
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Johann Callasan
Caldari State War Academy
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Posted - 2009.03.16 00:54:00 -
[57]
Originally by: Vespid Alpha
1: Do rockets home in though ??? 2: What's so funny ??? I Know it will take a while, but it CAN be done. How is this funny ???
(Genuinley curious)
Every weapon in EvE has two variants: a long-range lower-damage version, and a short-range higher-damage version.
Of the "light missile" group, Rockets are the short-range higher-damage version. Standard Missiles are the long-range version.
The main difference between the long-range and the short-range missiles (Other than the obvious) boils down to one skill that can increase damage: Guided Missile Precision. Both will hit in the same manner (that is, they hit unless shot down by a Defender missile, or with a smartbomb), but the Guided Missile Precision skill ONLY applies to the long-range variants (the "guided") missiles.
As to why a Mantocire is bad, other thanthe skill training requirements which would take a LONG time for a newbie - well, I'd like to know too!
Most people follow the Caldari progression of missileboats if they like missiles, as the Caldari have the greatest number of "pure" missileboats. That progression is:
Kestrel -> Caracal -> Drake -> Raven -> Golem OR Nighthawk.
Just be warned when fitting Rockets on a Kestrel - it's tank is paper-thin, and you'll be in the enemy's range if you close in enough to make Rockets effective at newbie skills. Standard Missiles take a fair amount of skill training before they're effective on a Kestrel, but once you get there things melt fast. Merlin IMHO is better...though as a ship with split weapons, it'll teach you some bad habits. It has a better tank and potentially more gank than a low-skill Kestrel.
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Johann Callasan
Caldari State War Academy
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Posted - 2009.03.16 00:58:00 -
[58]
Originally by: Vespid Alpha
Originally by: Noix Arikani seems like alot of people logging causes the original trolls to come out and play, that or explain how a "noob" that hasnt progressed from starter ships can know about T2 lazer crystals wearing out ??? 
Actually, i scrouged a laser from a wreck, and i noticed it needed a crystal, and assuming that,like the other weapons, it needed ammo, so i just assumed it would wear out
that's why
Check out the different crystals sometime, you'll notice something...
You can change the range, the amount of cap use, and the proportions of damage done on lasers by using different crystals. Since crystals also take a VERY short time to change in the field, it's relatively simple to tailor your damage output and range to the situation. Same is true of ammo for the other races - with the sole exception of missiles, where you only change the damage type. The other races take longer to change ammo too - 10 seconds as opposed to 3.
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Sheriff Jones
Amarr Clinical Experiment
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Posted - 2009.03.16 07:19:00 -
[59]
Originally by: Ruze Ahkor'Murkon Secondly ... rockets don't 'home in', per se. All missiles do.
Unless ofcourse you use FOF missiles, which seem to be working these days 
My opinions represent the opinions of my corporation completely. I'm the CEO damnit. |

Lilla Kharn
Amarr THORN Syndicate Mostly Harmless
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Posted - 2009.03.16 10:08:00 -
[60]
Originally by: Korerin Mayul
Originally by: Vespid Alpha
How come civy guns have inf ammo ??? I know it works gameplay wise,but how do thry get round that in game ??? If it's some kinda regeneration tech, why don't we have it ????
(not sayin we should, just remarking)
they (the small guns) do naff all damage.
Amarr, however, have infinate ammo, all the time... they just miss alot.
I disagree as being unable to fly anything except Amarr. If you are missing a lot you are doing something wrong.
Missiles are strongly use by Caldari, Minmatar, then Amarr. Amarr have ships that specifically use missiles and drones on a couple of their ships and are completely useless without those items. Well, not completely, but pretty up there.
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