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MrRookie
Caldari Dark and Light inc. D-L
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Posted - 2007.11.19 23:36:00 -
[31]
Originally by: Fuazzole But can you use Javalins in your officer seige set up
no Sig removed. Please email us at [email protected] if you would like to know why. -Conuion Meow
May I have pink next time plz? |
MrRookie
Caldari Dark and Light inc. D-L
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Posted - 2007.11.19 23:43:00 -
[32]
Originally by: Aarla Edited by: Aarla on 15/11/2007 12:46:28 just curious , wasnt there something about some missile skills not working for Torps like bombardment og 1 other skill , that gave flighttime and velocity. So my question is does the hardwiring help ? they say missile and torps arent "missile" they are well torps.
oh another thing , they change calibration on sisi from 350 to 400 , what means you can fit 2xt2 and 1xt1 rig
Only one skill doesn't affect torps/assault missiles/rockets and thats the Guided missile presission skill.
The same goes for rigs and implants aswell. You can't improve the signature factor on unguided missiles Sig removed. Please email us at [email protected] if you would like to know why. -Conuion Meow
May I have pink next time plz? |
Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.11.20 06:55:00 -
[33]
Originally by: MrRookie
I had the 5% missile speed implant and the 5% missile flight time implant. 2x missile speed rigs and 1x missile flight time rig all T1 rigs. The speed and flight time rigs are stacking nerfed btw so bether stick with 2 speed and 1 flight time.
That rises question for me as perhaps I have missed something relevant.
Originally by: Carniflex Apparently both missile speed and missile flight time hardwires are both slot 7 (unless I'm missing something, ZMC1000 and ZML1000) so theoretical max range drops 5% as I will be able to use only one of those. With max skills it should still reach up to max 70 km tho with javelins.
Have they changed one of those hardwires into different slot or is there some other 'new' (or something I have managed so far miss all the time) hardwire that occupies some other slot. I must admit I have not got any time lately to visit SiSi over past half a week or so.
Range of 60km seems quite good altho not quite sufficent for solo mission running in all missions. But then again it's always possible to fit cruise for those missions where you know that rats are at 90+ km from you and use torps for those missions where that is sufficent to engage NPC's without running out of targets (granted refitting is hassle, but it's needed anyway with cheaper tank's). It should be also quite sufficent if running missions with 2 ships as sitting idle with one ship while another spanks few far away targets is not as bad as slowboating around trying to reach range and then have to travel back to gate later.
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MrRookie
Caldari Dark and Light inc. D-L
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Posted - 2007.11.20 13:12:00 -
[34]
Originally by: Carniflex
Originally by: MrRookie
I had the 5% missile speed implant and the 5% missile flight time implant. 2x missile speed rigs and 1x missile flight time rig all T1 rigs. The speed and flight time rigs are stacking nerfed btw so bether stick with 2 speed and 1 flight time.
That rises question for me as perhaps I have missed something relevant.
Originally by: Carniflex Apparently both missile speed and missile flight time hardwires are both slot 7 (unless I'm missing something, ZMC1000 and ZML1000) so theoretical max range drops 5% as I will be able to use only one of those. With max skills it should still reach up to max 70 km tho with javelins.
Have they changed one of those hardwires into different slot or is there some other 'new' (or something I have managed so far miss all the time) hardwire that occupies some other slot. I must admit I have not got any time lately to visit SiSi over past half a week or so.
Range of 60km seems quite good altho not quite sufficent for solo mission running in all missions. But then again it's always possible to fit cruise for those missions where you know that rats are at 90+ km from you and use torps for those missions where that is sufficent to engage NPC's without running out of targets (granted refitting is hassle, but it's needed anyway with cheaper tank's). It should be also quite sufficent if running missions with 2 ships as sitting idle with one ship while another spanks few far away targets is not as bad as slowboating around trying to reach range and then have to travel back to gate later.
Sorry, my mistake, I only had the 5% velocity implant. As for the rigs, they state in the description that using more than one will be penalized.
I dont think the range will be a problem, at least not with maxed skills. You should be able to push the range up to nearly 70 with javelins and all you really need to do is trigger the ships with a 75mm rail and they should be in range in no time Or fitt an AB and you should move from 90 to 60 in a minutte. Then again this might be alitle easier on the Golem with the strong tank which might leave room for a painter and an afterburner Sig removed. Please email us at [email protected] if you would like to know why. -Conuion Meow
May I have pink next time plz? |
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