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161. How to get combat storyline missions? - in Missions & Complexes [original thread]
Tempban Darkfall wrote: Sorry if this has been asked before, I coudln't find it in first few pages. Is there any method to increase your chances of getting offered a combat storyline mission instead of say, a distribution one? No, but runni...
- by Exploited Engineer - at 2012.07.18 10:35:00
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162. Been a while... Missiles? - in Missions & Complexes [original thread]
Daniel Plain wrote: ...but... i want to FIRE ZE MISSILES...? Counting volley is overrated, believe me. I'm having more fun with my railgun Tengu than I had when it still sported missiles. And I didn't even rig the thing for guns, nor am I u...
- by Exploited Engineer - at 2012.07.17 17:45:00
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163. T2 ship bonuses and how the T1 carryovers are named. - in Ships and Modules [original thread]
Shereza wrote: I'm sure it's a dead horse, but I'd like to toss my hat in for suggesting that the T1 ship bonuses be renamed to "Role bonus" and pre-calculated for level 5. It's never really made a lot of sense to me that CCP would leave them a...
- by Exploited Engineer - at 2012.07.15 09:29:00
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164. Level 4 CNR Fit for maximizing DPS - in Ships and Modules [original thread]
Th3 Ladyship wrote: Im questioning the above build based on the fact that is it optimal for speed/full damage? Err ... no. Not at all. BCUIIs should be CNBCUs. CCC righs should be as many rigor rigs as possible, and flare rigs otherwise. ...
- by Exploited Engineer - at 2012.07.14 09:12:00
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165. L3 security / command missions. Fav ship? - in Ships and Modules [original thread]
Caitlyn Tufy wrote: Major overkill and insanely fast: T3 cruiser Railgun Tengu. Not too fast and a nice break if you're fed up with counting volleys.
- by Exploited Engineer - at 2012.07.13 20:43:00
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166. plz remove Tengu from this game. - in Ships and Modules [original thread]
Muad 'dib wrote: who would have thought that a heavily modifiable strategic cruiser would be able to modify its fitting and subsystems to be good at pve *gasp* Have you looked at the other three strategic cruisers recently?
- by Exploited Engineer - at 2012.07.13 16:05:00
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167. 100mn Legion Frig killer...? - in Ships and Modules [original thread]
Jonnie Concrete wrote: problem? comments? It's an awfully expensive ship and fitting for essentially killing expendable ships. Also, how much time do you think you have to execute your plan before the rest of the hostiles get there and p...
- by Exploited Engineer - at 2012.07.12 06:28:00
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168. The biggest issue with T3 Cruisers... - in Ships and Modules [original thread]
Klymer wrote: You wanna see the Tengu be just as crappy as the other T3's? Take the missile subsystem off it and fit the Magnetic Infusion Basin, that's the hybrid turret sub if you don't know and had to look up the name of it like I just did u...
- by Exploited Engineer - at 2012.07.11 17:17:00
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169. Ship for survival... - in Ships and Modules [original thread]
Kinven Nicald wrote: What would you use with what kind of fit and why? Something that looks so wimpy everyone wants to kill it last? Then finish off the last opponent.
- by Exploited Engineer - at 2012.07.11 16:45:00
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170. Warp speed or agility? - in Ships and Modules [original thread]
Pinstar Colton wrote: Does agility impact how quickly your ship can accelerate to max speed? Or is it just for align time? There's no difference in EVE. EVE only cares about the velocity vector of the ship; the alignment of the ships model ...
- by Exploited Engineer - at 2012.07.11 06:35:00
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171. Simple UI suggestion for missions: - in Player Features and Ideas Discussion [original thread]
Daria Meridian Carlile wrote: Open your mission journal, check the mission, it will state completed, if it is completed And now do that for 4 or more open missions, and RSI will ensue. And with the sluggish user interface, it's not fun.
- by Exploited Engineer - at 2012.07.10 18:59:00
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172. Simple UI suggestion for missions: - in Player Features and Ideas Discussion [original thread]
Currently, mission status can be offered and accepted . My suggestion: Add a third status - "completed", for missions whose objectives are fulfilled. This would make life for many mission runners much easier.
- by Exploited Engineer - at 2012.07.10 16:10:00
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173. Burst Aerator vs Collision Accelerator - in Ships and Modules [original thread]
Hakaimono wrote: When should you use one or the other? The former if you want the larger DPS boost (at the expense of going through ammo more quickly), the latter if you want the larger volley damage boost (at the expense of getting slightly...
- by Exploited Engineer - at 2012.07.09 06:15:00
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174. Redesign the Caracal please! - in Ships and Modules [original thread]
Talon Mordu wrote: -Doing some image searches i found THIS and i shat bricks. It doesn't conform to Caldari "flying brick" aesthetics.
- by Exploited Engineer - at 2012.07.02 16:50:00
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175. Need some help - in Missions & Complexes [original thread]
jacoron wrote: missions just dont look good tbh the isk from them suck or am i missing something Missions are stable, safe income. To squeeze the last ISK out of them, however, requires some careful observation of the market and using the LP...
- by Exploited Engineer - at 2012.06.30 14:10:00
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176. Any way to repair structure damage out of station? - in Ships and Modules [original thread]
WTB hull repair drone.
- by Exploited Engineer - at 2012.06.29 20:40:00
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177. XL Turret Tracking - Theory and Practice - in Ships and Modules [original thread]
Maeltstome wrote: The signature difference between your guns and the targets sig is a multiplier on the hit chance %. Therefore a stationary target will still take full damage from a gun. This is why tornado's can alpha strike a frigate with no...
- by Exploited Engineer - at 2012.06.29 16:06:00
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178. XL Turret Tracking - Theory and Practice - in Ships and Modules [original thread]
Hatsumi Kobayashi wrote: Exploited Engineer wrote: In the extreme case of zero angular velocity, the targets signature radius does not affect the turrets chance to hit or damage. Your chance is lowered if the signature radius of the targe...
- by Exploited Engineer - at 2012.06.29 16:02:00
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179. XL Turret Tracking - Theory and Practice - in Ships and Modules [original thread]
Noisrevbus wrote: The most simple way to explain it is to just look at the hierarchy of things. XL guns to BS? If you run an MWD on a BS, just as on any other ship it's sig will bloom to the next magnitude. If you apply painters you can achieve...
- by Exploited Engineer - at 2012.06.29 06:19:00
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180. Make Tech 1 Cruisers and Battlecruisers unable to fit heavy tank for balancing - in Ships and Modules [original thread]
Ashera Yune wrote: Tech 1 Cruisers and Battlecruisers should get a limitation that does not allow them to fit to 1600mm plates (perhaps also 800mm) and Large Shield Extenders. Hard limitations are bad, mmkay? Personally, I believe adding a...
- by Exploited Engineer - at 2012.06.28 18:38:00
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