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1. Newbie with Production questions - in Science and Industry [original thread]
I'd say first off, it's very nice to see such enthusiasm. Manufacturing and mining can't really be compared. Manufacturing consists mainly of you acquiring materials, perhaps moving them to your base where you know there are manufacturing slots av...
- by James Baker - at 2010.01.20 22:44:00
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2. New Commandship Skillline for more variation - in Skill Discussions [original thread]
Look, it's nice of you to come up with a skill list but honestly, if you're not going to do it properly, don't bother. Making a list in your favour is one thing, making a blatantly wrong list is entirely another. I'll play nice and list the bad t...
- by James Baker - at 2007.10.11 18:35:00
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3. New Commandship Skillline for more variation - in Skill Discussions [original thread]
Originally by: Malcanis The part you're quoting is taken straight from the ship description in the item database. You don't NEED sig analysis 5 or LRT 5 to undock a carrier. You can't even get in to a FCS ship without them. And who said a...
- by James Baker - at 2007.10.11 06:38:00
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4. New Commandship Skillline for more variation - in Skill Discussions [original thread]
Originally by: Azur Tzesaeia It is roughly a difference of 40days depending on your skills/attributes. Standart armor and engeneering skills are not a must have for either of the both ships although we all know one should have them to rea...
- by James Baker - at 2007.10.11 06:32:00
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5. New Commandship Skillline for more variation - in Skill Discussions [original thread]
Originally by: Malcanis Hmmm... to actually undock a Fleet Command Ship you need Battlecruiser 5 (6) Racial Cruiser 5 (5) Sig. Analysis 5 (1) Long Range Targeting 5 (2) Spaceship Command 5 (1) = 15 ranks to level 5. Plus Logistics 4 ...
- by James Baker - at 2007.10.11 06:21:00
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6. New Commandship Skillline for more variation - in Skill Discussions [original thread]
Ok, I don't know where you got your numbers. Seriously, it's way beyond me. You're trying to compare ants with sperm whales. Let's have a look at what skills you want to fly a Command Ship. Mind you, the normal stuff like Cruiser 4 and normal com...
- by James Baker - at 2007.10.10 20:09:00
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7. Going toward a cruiser, what skills should I have beyond the required? - in Skill Discussions [original thread]
You'll probably want the basic ship support and gunnery skills up, as you'll probably notice very fast if you try to jump into a Thorax with minimum skills. We're talking everything from Energy Systems Operation (and Management) over Navigation a...
- by James Baker - at 2007.09.26 15:23:00
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8. targetting scrambled lock down - in EVE New Citizens Q&A [original thread]
Being target jammed is not an uncommon sight. In PvP you'll see it rather a lot, and yes, it also happens in missions, though only Guristas have a habit of doing it. And even then, only a small subset of Guristas have this nasty habit, but in an u...
- by James Baker - at 2007.09.24 12:48:00
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9. New Account: Which is Better PVP? Gelente, Minmatar or Amarr? - in EVE New Citizens Q&A [original thread]
If there was one answer you would only see people from one faction playing Eve. But there isn't. Each race's ships have their strenghts and their weaknesses. You could divide it into say solo, skirmish and fleet warfare and try to fit races into t...
- by James Baker - at 2007.09.21 11:54:00
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10. Need some insight please! - in EVE New Citizens Q&A [original thread]
Sniping is all about railguns. Rails have by far the longest optimal range of any gun and add to it that many Caldari ships get 10% range bonus per level of ship skill and you're looking at some seriously long range. If you opt to fly Gallente you...
- by James Baker - at 2007.09.21 11:49:00
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11. pirate - in EVE New Citizens Q&A [original thread]
That entirely depends on what you define as a pirate ;) In my book it's someone roving about one way or the other locking down people with the ability to kill them but opting to extort money in order for the victim to save his ship. As for how i...
- by James Baker - at 2007.09.21 11:40:00
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12. session changes. - in Issues, Workarounds & Localization [original thread]
Edited by: James Baker on 21/09/2007 10:39:09 Session changes are done server side, as the name implies, whenever there's a change in your session, e.g. when you jump (and will subsequently be transferred to another node), which means that it'...
- by James Baker - at 2007.09.21 10:39:00
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13. Crash fecked up my tutorial - in EVE General Discussion [original thread]
Edited by: James Baker on 15/09/2007 14:25:47 Not knowing exactly how the new tutorial works, there are a couple of options. You can possibly try warping back to where you were, for example a deadspace beacon. Alternatively you can use the pet...
- by James Baker - at 2007.09.15 14:25:00
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14. [Video] Default Project - in My EVE [original thread]
I would like to state for the record that I in no way endorse the use of non-Caldari ships. Furthermore, I did contribute something: I made the very best effort to sabotage Nubbins' 56k connection while he foolishly attempted to upload these waste...
- by James Baker - at 2006.07.08 09:06:00
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15. Skill training time - in Skill Discussions [original thread]
A topic that has been brought up many times... Let's take it from a the beginning: Yes, you can indeed get to the end-level in XP-based games rather rapidly, and yes, you can always catch up. Does this mean that you can't catch up in Eve? By all ...
- by James Baker - at 2006.06.27 17:37:00
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16. Freighter Jumping - in Skill Discussions [original thread]
Right, let's start from the bottom: a) Jump drives are not modules, but built-in functions much like warp drives. They only exist on capital ships, of which the freighter is not one. Hence, no jump drive. b) No jump drive means you can't jump the...
- by James Baker - at 2006.06.06 20:16:00
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17. A Player Scam (beware) cost me 625mil - in EVE General Discussion [original thread]
Edited by: James Baker on 06/06/2006 20:09:05 Originally by: HippoKing An old scam, and one of the more common ones. The hubs are rife with it: used to be cormorants and feroxes back in the day Actually, it used to be Omens trade...
- by James Baker - at 2006.06.06 20:09:00
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18. On the starting skill choice question... - in Skill Discussions [original thread]
I would sooner be sure to get good attributes rather than good starting skills. Those 300k skillpoints can be acquired in two weeks, while the schewed attributes you would get to obtain those would be significantly harder to live with in the long ...
- by James Baker - at 2006.05.20 22:32:00
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19. Carrier - in Skill Discussions [original thread]
I wouldn't encourage starting carrier training until after 18 months of playing. While you can certainly train for it a lot faster than that, you really don't want to be flying around in a 1bn isk ship with no support skills whatsoever. You will w...
- by James Baker - at 2006.05.19 18:56:00
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20. drone skills - in Skill Discussions [original thread]
Quite basically, as with all skills, they are not restricted to anything or anyone. However the module which relies upon this skill (the Drone Control Unit) uses an awful lot of power and is thus designed for capital ships (carriers and mothershi...
- by James Baker - at 2006.05.19 06:02:00
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