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1. New Dev Blog: The EVE Repair Tool and You - in EVE Information Portal [original thread]
Good thing this is coming out (Soon¡Ö). I just updated my 3 clients (yes, THREE) and one fubar'd in the processes. It's not so bad, as the fubar one is for my 2nd account, and my laptops version updated just fine. It ain't over till the fat lady...
- by Johnson McCrae - at 2009.12.03 01:20:00
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2. HAVE CCP FORGOTTEN EVE IS A GAME?!!! - in Missions & Complexes [original thread]
I did a Caldari version of Enemies abound. NASTY is a word I'd use. Lost my Raven in the first area of 1 of 5. THAT alone ticked me off. Then I find out I'm taking MASSIVE faction loss from what are SUPPOSED to be npc corp ships, not NAVY ships. ...
- by Johnson McCrae - at 2006.01.01 01:42:00
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3. Idea for solving dreadnought commonality - in Ships and Modules [original thread]
We won't see any Dreads. Using the jumpdrives is too hazardous. ie: Guy wants to jump his dread, he gangs with a guy who has the beacon mod. Beaconer goes to target system, starts up the mod, mod 'icons' its position in space. Hostiles SEE the b...
- by Johnson McCrae - at 2005.07.02 20:05:00
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4. Missile & Launcher Overhaul - in Ships and Modules [original thread]
Edited by: Johnson McCrae on 26/05/2005 12:26:29 One major change this missile change that will need to be made concerns Deadspace missions. Specifically the placement of the mobs IN those missions. The main reason Ravens are chosen, currentl...
- by Johnson McCrae - at 2005.05.26 12:25:00
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5. Missile & Launcher Overhaul - in Ships and Modules [original thread]
Originally by: Shadowsword Suggestions: - Light missiles: explosion radius: 50m -> 40m explosion velocity: 1000m/s -> 2000m/s - Torpedoes: explosion velocity: 250m/s -> 200m/s I'll test later with cruises and heavy missiles......
- by Johnson McCrae - at 2005.05.15 11:32:00
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6. Missile & Launcher Overhaul - in Ships and Modules [original thread]
The biggest problem in the calculations, is the use if Sig Rad and Velocity. Sig Rad from MWD will increase the hit capability of the weapon. Unfortunately, the velocity increase FROM that MWD, not only negates the sig rad but ALSO adds MORE ner...
- by Johnson McCrae - at 2005.05.14 22:29:00
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7. Missile & Launcher Overhaul - in Ships and Modules [original thread]
BTW, Guided Missile skill doesn't include torps, which are PATTENTLY guided, not FOF. It ain't over till the fat lady falls on ya! [ 2004.10.09 02:50:23 ] (combat) Your 425mm Compressed Coil Gun I perfectly strikes Guardian Sentry, wrecking for ...
- by Johnson McCrae - at 2005.05.11 03:48:00
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8. Missile & Launcher Overhaul - in Ships and Modules [original thread]
Something TomB hid (ie. he didn't tell us because we'd scream) is that torps and cruise missiles are damage capped against frigate ships. At least, thats my impression. Was goofing off with some Guristas Fugitives. Relatively slow targets (200m/s...
- by Johnson McCrae - at 2005.05.10 20:35:00
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9. Missile & Launcher Overhaul - in Ships and Modules [original thread]
Some of you are missing the point of the major differences the current 'test' missiles have from turrets. Take a Mega with large rails, if an inty heads at him, you can switch to AM ammo and smack that sucker at 30k or better, knock the taste out...
- by Johnson McCrae - at 2005.05.10 00:18:00
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10. Missile & Launcher Overhaul - in Ships and Modules [original thread]
My belief is that if the missile can catch the target, it should HURT the target, seriously, not catastrophicly. Most can outrun torps, even with the current speed, cept battleships (well, my Mega can go 2000m/s) so what the point? Most good pla...
- by Johnson McCrae - at 2005.05.08 23:23:00
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11. Missile & Launcher Overhaul - in Ships and Modules [original thread]
Uh, correct me if I'm wrong (and I hope I am) but Sig Radius is being used in the calculations? It occured to me when I was observing npc rats and the damage being delt with torps/cruise missiles. When they are running 'base' speed for their shi...
- by Johnson McCrae - at 2005.05.07 13:35:00
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12. Missile & Launcher Overhaul - in Ships and Modules [original thread]
New wrinkle. Lets take a non-moving (can't move really) object, like, say, Wall Elevators, Junchtions, Bunkers, you know, stuff as big as or bigger than my bloody Raven. There should be NO reduction in damage on them. But, this is how I figured ...
- by Johnson McCrae - at 2005.05.07 08:25:00
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13. Missile & Launcher Overhaul - in Ships and Modules [original thread]
Oy! Ya'll want to have some REAL fun. If you got a lvl 4 Caldar agent (Navy preferred), try to roll the 'Duo of Death' deadspace mission and give it a whorl. You cant freaking hit those bloody Spider drones with ANYthing that'll take them out qu...
- by Johnson McCrae - at 2005.05.06 23:45:00
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14. Missile & Launcher Overhaul - in Ships and Modules [original thread]
Whats really sad about this, is it severly nerfs everything, not just missile boats. Take deadspace missions. Without the ability for a bs to pack fof's into the launchers, it cant swat those stupid ships your warping right on top of. Not, unless...
- by Johnson McCrae - at 2005.05.06 04:09:00
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15. Missile & Launcher Overhaul - in Ships and Modules [original thread]
I have a better calculation. Torps/Cruise: Against Cruisers - 40% damage Against Frigs/Inty's - 20% damage Heavies: Cruisers 100% F/I's 50% All others, 100% Now, add a calculation that can reduce received (at whatever % is allowed) damage by...
- by Johnson McCrae - at 2005.05.05 22:59:00
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16. Missile & Launcher Overhaul - in Ships and Modules [original thread]
Oh brother. I know a few people that are going to be ticked off. I tried a Raven on a 'Sabatoged' mission. Worthless is the word that comes to mind. For those of you who have no clue, with lvl 4 mission's, you have to do as much damage as fast a...
- by Johnson McCrae - at 2005.05.05 22:01:00
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17. MISSILES: Dont Complain, Long Read - in EVE General Discussion [original thread]
Bobbeh makes some very valid points to start with. But then shoots himself in the head with his comparisons with the one key item that defines his comparisons: POINT BLANK RANGE! At 10k or more, any missile boat can have its missiles intercepted ...
- by Johnson McCrae - at 2005.03.07 21:55:00
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18. Please fix the Cargo can/Drones dropping to hangar... - in Test Server Feedback [original thread]
Before Exodus, you were exploiting a bug. It has been fixed. All ships revert to 'basic' stats after you leave. Your skills are no longer boosting, so mods and excess cargo are turned off/removed. Get used to it, this is the way it's supposed to...
- by Johnson McCrae - at 2005.02.08 23:02:00
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19. Indy's and Cargo Containers - in Test Server Feedback [original thread]
When you leave a ship, it reverts back to its 'basic' stats, and all mods that go beyond are shut off, and cargo that overfills is ejected. This is not a bug. Lock the thread. It ain't over till the fat lady falls on ya! [ 2004.10.09 02:50:23 ]...
- by Johnson McCrae - at 2005.02.08 23:01:00
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20. Please Remove... - in EVE General Discussion [original thread]
Here's an excellent idea, lets get rid of pirate players so we dont have to hear them whine all the time! It ain't over till the fat lady falls on ya! [ 2004.10.09 02:50:23 ] (combat) Your 425mm Compressed Coil Gun I perfectly strikes Guardia...
- by Johnson McCrae - at 2005.02.01 19:17:00
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