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Thread Statistics | Show CCP posts - 1 post(s) |

Froztwolf
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Posted - 2003.06.04 10:29:00 -
[1]
Can anyone tell me with 100% certainty what the skill Surgical strike does? The description on eve-i.com is the same as for Sharpshooter, only the skill kosts 1M. ------------------------
Never underestimate the power of denial! |

Froztwolf
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Posted - 2003.06.04 10:29:00 -
[2]
Can anyone tell me with 100% certainty what the skill Surgical strike does? The description on eve-i.com is the same as for Sharpshooter, only the skill kosts 1M. ------------------------
Never underestimate the power of denial! |

Odysseus
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Posted - 2003.06.05 00:53:00 -
[3]
Im not absolutely certain but i have heard from a dev that it gives +%2 dam to all turrets
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Odysseus
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Posted - 2003.06.05 00:53:00 -
[4]
Im not absolutely certain but i have heard from a dev that it gives +%2 dam to all turrets
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DREAMWORKS
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Posted - 2003.06.05 13:10:00 -
[5]
Thats pretty lame for such an expensive skill... __________________________
http://www.nin.com/visuals/thtf_hi.html |

DREAMWORKS
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Posted - 2003.06.05 13:10:00 -
[6]
Thats pretty lame for such an expensive skill... __________________________
http://www.nin.com/visuals/thtf_hi.html |

Hierophant
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Posted - 2003.06.05 16:32:00 -
[7]
It could be that it actually gives the same bonus as sharpshooter and stacks with it..
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Hierophant
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Posted - 2003.06.05 16:32:00 -
[8]
It could be that it actually gives the same bonus as sharpshooter and stacks with it..
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DREAMWORKS
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Posted - 2003.06.05 20:20:00 -
[9]
lol i was asuming it allready did... Even IF it did, its pretty lame for such an expensive skill. __________________________
http://www.nin.com/visuals/thtf_hi.html |

DREAMWORKS
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Posted - 2003.06.05 20:20:00 -
[10]
lol i was asuming it allready did... Even IF it did, its pretty lame for such an expensive skill. __________________________
http://www.nin.com/visuals/thtf_hi.html |

Arondos
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Posted - 2003.06.06 23:32:00 -
[11]
It's broken it constantly sets itself back to 0/1000. I put in a bug report on it.
Life isn't fair and neither is Eve. Get over it. |

Arondos
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Posted - 2003.06.06 23:32:00 -
[12]
It's broken it constantly sets itself back to 0/1000. I put in a bug report on it.
Life isn't fair and neither is Eve. Get over it. |

drunkenmaster
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Posted - 2003.06.07 09:55:00 -
[13]
did any of you check the stats on this?
it gives you +5% optimal range, which will give you a greater chance of getting excellent/perfect shots.
From what I read, it will also give a new level of damage at a high enough level.
eg:
normal weapon falloff (damage vs distance)
best - - worst 10 10 10 9 9 8 8 7 6 5 4 3 1
With sharpshooter
best - - worst
12 10 10 10 9 9 8 8 7 6 5 4 3 2 1
the 12 here will be the new leel of damage you can achieve.
At least, that's how I see it.
If this doesn't make any sense, then just ignore it. It would take longer to explain than I currently have.
Edited by: drunkenmaster on 07/06/2003 09:56:13 .
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drunkenmaster
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Posted - 2003.06.07 09:55:00 -
[14]
did any of you check the stats on this?
it gives you +5% optimal range, which will give you a greater chance of getting excellent/perfect shots.
From what I read, it will also give a new level of damage at a high enough level.
eg:
normal weapon falloff (damage vs distance)
best - - worst 10 10 10 9 9 8 8 7 6 5 4 3 1
With sharpshooter
best - - worst
12 10 10 10 9 9 8 8 7 6 5 4 3 2 1
the 12 here will be the new leel of damage you can achieve.
At least, that's how I see it.
If this doesn't make any sense, then just ignore it. It would take longer to explain than I currently have.
Edited by: drunkenmaster on 07/06/2003 09:56:13 .
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drunkenmaster
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Posted - 2003.06.09 11:27:00 -
[15]
okay, maybe not 5%+ optimal damage, but actually -5% falloff bonus, which amountrs to the same thing.
It seems the trajectory analysis skill also does the same thing, but costs less and requires gunnery 5 to even open the front cover. .
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drunkenmaster
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Posted - 2003.06.09 11:27:00 -
[16]
okay, maybe not 5%+ optimal damage, but actually -5% falloff bonus, which amountrs to the same thing.
It seems the trajectory analysis skill also does the same thing, but costs less and requires gunnery 5 to even open the front cover. .
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Froztwolf
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Posted - 2003.06.17 16:29:00 -
[17]
But if they stack, I want them both :D ------------------------
Never underestimate the power of denial! |

Froztwolf
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Posted - 2003.06.17 16:29:00 -
[18]
But if they stack, I want them both :D ------------------------
Never underestimate the power of denial! |

Big Al
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Posted - 2003.06.17 16:56:00 -
[19]
From it's description, it grants +3% damage to all turrets.
Not sure if it does anything else. 'It is only when your life flashes before your eyes that you realise how much you have missed.'
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Big Al
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Posted - 2003.06.17 16:56:00 -
[20]
From it's description, it grants +3% damage to all turrets.
Not sure if it does anything else.
'It is only when your life flashes before your eyes that you realise how much you have missed.'
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Quantum Matrix
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Posted - 2003.06.20 13:58:00 -
[21]
Surgical strike is a ridiculously powerful skill. Not only does it give +3% to all weapons, it gives +3% to all weapon mods.
So, weapons get +3, then the mods get +3, then the weapon damage is multiplied by the new mod bonus which has already been multiplied by the SS skill. And what you're left with is gold. :)
-QM
What do we want? Brains! When do we want them? Brains! |

Quantum Matrix
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Posted - 2003.06.20 13:58:00 -
[22]
Surgical strike is a ridiculously powerful skill. Not only does it give +3% to all weapons, it gives +3% to all weapon mods.
So, weapons get +3, then the mods get +3, then the weapon damage is multiplied by the new mod bonus which has already been multiplied by the SS skill. And what you're left with is gold. :)
-QM
What do we want? Brains! When do we want them? Brains! |

ginsu gnife
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Posted - 2003.06.20 17:25:00 -
[23]
this skill lets you "disable" ships... i noticed after learning this skill that the NPC pirate will stop firing weapons as they get hurt... before this skill i could have them 99.999% destroyed and they are firing away, now as they get hurt their weapons stop functioning... this is good for disableing NPC's so you can mine in an area without them respawning! also i saw a REALLY cool message saying "pirate is ejecting from ship" (NPC) then the ship became a deralict... unfortunaly i could not disable the laser before it fired again :(
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ginsu gnife
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Posted - 2003.06.20 17:25:00 -
[24]
this skill lets you "disable" ships... i noticed after learning this skill that the NPC pirate will stop firing weapons as they get hurt... before this skill i could have them 99.999% destroyed and they are firing away, now as they get hurt their weapons stop functioning... this is good for disableing NPC's so you can mine in an area without them respawning! also i saw a REALLY cool message saying "pirate is ejecting from ship" (NPC) then the ship became a deralict... unfortunaly i could not disable the laser before it fired again :(
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BSOD
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Posted - 2003.06.20 17:51:00 -
[25]
Can anyone confirm this regarding disabling of ships?
I haven't been able to disable a ship since my tutorial drone. ---------------- Blue Screen of Death CEO Exodus Enterprises |

BSOD
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Posted - 2003.06.20 17:51:00 -
[26]
Can anyone confirm this regarding disabling of ships?
I haven't been able to disable a ship since my tutorial drone. ---------------- Blue Screen of Death CEO Exodus Enterprises |

Quantum Matrix
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Posted - 2003.06.22 04:23:00 -
[27]
I've never seen a disabled pirate, I have SS 4.
-QM
What do we want? Brains! When do we want them? Brains! |

Quantum Matrix
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Posted - 2003.06.22 04:23:00 -
[28]
I've never seen a disabled pirate, I have SS 4.
-QM
What do we want? Brains! When do we want them? Brains! |

Joshua Calvert
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Posted - 2003.06.22 11:35:00 -
[29]
I've noticed that ships do stop firing when you have them almost destroyed but I just cant stop my turrets firing quickly enough to see if they can be disabled and left there.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Joshua Calvert
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Posted - 2003.06.22 11:35:00 -
[30]
I've noticed that ships do stop firing when you have them almost destroyed but I just cant stop my turrets firing quickly enough to see if they can be disabled and left there.
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