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1. What will/should be nerfed next? - in Ships and Modules [original thread]
Edited by: Lakotnik on 10/04/2007 21:49:55 MY ideas: Some nos balance is needed. Counter, make last 20%? not nossable and last 10%? not even neutable, NOS slots, stacking penalty ? ECM works fine now, i would nerf other EW (TD especially) a ...
- by Lakotnik - at 2007.04.10 21:52:00
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2. New ship suggestion - sieger - in Ships and Modules [original thread]
Edited by: Lakotnik on 05/04/2007 18:38:20 What are you trying to tell me? I know there are dreads in game and that they have siege modules... Suggestion was for a ship that enables OTHERS to enter siege. Of course not the same way dread does ...
- by Lakotnik - at 2007.04.05 18:40:00
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3. New ship suggestion - sieger - in Ships and Modules [original thread]
Under all non-capital ship classes there are at least 2 ships, just destroyers and logistics miss one. Destroyers could do with a similar one than current, just different weapon system - missiles, so i wont say anything else. Also, i dont fly them...
- by Lakotnik - at 2007.04.05 16:18:00
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4. [REV] Guardian Setups - in Ships and Modules [original thread]
Its not hard yes, but when you have damps you somehow need enemies on overview, thats y i m complaining about setup... Also gal logistic is a primary armor repping, while amarr has cap. Hard to compare which one is better then. -- Smile, tomorrow...
- by Lakotnik - at 2007.03.26 22:02:00
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5. [REV] Guardian Setups - in Ships and Modules [original thread]
Hummm you like suicides dont you. No tank whatsoever... Also, you are making problems for enemy ships and helping own... hard to set overview then. So - i would avoid both setups, get more tank and use just repair/recharge. -- Smile, tomorrow wil...
- by Lakotnik - at 2007.03.26 21:20:00
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6. About ECM drones... - in Ships and Modules [original thread]
ECM drones are overpowered imo, be it any size. That means - yes its very viable to have some. -- Smile, tomorrow will be worse.
- by Lakotnik - at 2007.03.25 20:17:00
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7. Logistics Ships Proposal - CCP bring forth with the balance! - in Ships and Modules [original thread]
Ok lets start. First - it might seem completely unreasonable that a logistic pilot would be AGAINST these changes (well, not all) but thats the case... I fly a guardian. Fleet combat needs to be changed a lot. Primary dies instantly, so logistics...
- by Lakotnik - at 2007.03.10 21:53:00
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8. Awful Modules - Stasis Webifier II - in Ships and Modules [original thread]
Imo keep everything else but give like 12k range on it... that would be nice. Currently it is useless as x5 is very cheap and better. Not to mention fleeting. -- Smile, tomorrow will be worse.
- by Lakotnik - at 2007.02.25 17:23:00
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9. gang mod shield harmonisation - in Ships and Modules [original thread]
This gang stuff is a bit broken imo. Squad commanders for example: They get their own bonuses. These bonuses are forwarded to squad members. Bonuses from wing commander and fleet commander above them are forwarded to his squad members but NOT him....
- by Lakotnik - at 2007.02.25 17:04:00
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10. Sniping in a abaddon? - in Ships and Modules [original thread]
1.) Your range will be much higher. Skills + tracking computers take care of that. 2.) I dont know damage mod right now, but its pretty decent. 3.) Cap is really gone fast. 4.) Comparing to PULSE geddon? Please dont compare long and short range. B...
- by Lakotnik - at 2007.02.25 16:54:00
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11. Apoc change of roles what u think? - in Ships and Modules [original thread]
What about giving apoc armor resist instead of cap use? Remove 3 turret hardpoints and give 3 missile ones. Remove 1 hislot for 1 med. It would be a decent unpredictible heavy tank ship. Probably pure nos setup if nos doesnt change... It would pro...
- by Lakotnik - at 2007.02.24 12:15:00
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12. Vagabond v. Deimos - in Ships and Modules [original thread]
Deimos fitted with rails, dual web, tracking comp, tracking enhancers and some magstabs in addition to a bit of tank/plate could make standard vaga run. Killing it is out of question. -- Smile, tomorrow will be worse.
- by Lakotnik - at 2007.02.13 16:10:00
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13. Which command ship is most suited to its purpose? - in Ships and Modules [original thread]
If you want a CS that is the best for running links and staying alive i would say damnation is great. If you need a bit of damage as well, dont even think of taking it. Guns/missiles on the ship are a waste of space imo. -- Smile, tomorrow will b...
- by Lakotnik - at 2007.02.13 16:03:00
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14. NPC's WITH NANO BS's!!!!!! - in Ships and Modules [original thread]
Edited by: Lakotnik on 09/02/2007 00:41:25 Ummmm lol thats a very known bug, happened to me many times as well :D Sometimes NPCs just go berserk. Smile, tomorrow will be worse.
- by Lakotnik - at 2007.02.09 00:44:00
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15. My Eagle and it's dire dps. - in Ships and Modules [original thread]
Well, skills and t2 help a lot. And that ship, with good setup, pops inties and pods VERY fast. Smile, tomorrow will be worse.
- by Lakotnik - at 2007.02.09 00:43:00
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16. My Omen setup - in Ships and Modules [original thread]
Well lets start: Blasters on amarr ship? For NPCing i think that pulses will be better than blasters. But for pvp, element of surprise is still considerable. But dont fit SMALL blasters. Fit med ones. 1600mm plate for ratting = teh sux on this set...
- by Lakotnik - at 2007.02.09 00:40:00
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17. Ammar miner between a frigate and a barge? - in Ships and Modules [original thread]
Why dont you fit 5 miners II on maller? Lows full of cpu stuff and mining upgrades. On the other hand, proph is a good miner probably yea. Smile, tomorrow will be worse.
- by Lakotnik - at 2007.02.08 23:28:00
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18. Possible Basilisk Fix (they want to promote support ships, right?) - in Ships and Modules [original thread]
Well, remote repping (shield and armor) ships are great for keeping smaller ships or ships of equal size alive. One cant do, 2 work great. For repping a BS, ship is mostly useless. Well, not completely, 2 can work as good as 2 large II reppers, bu...
- by Lakotnik - at 2007.02.03 11:40:00
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19. Amarr Mk II - in Ships and Modules [original thread]
Well i think that amarr ships are just good, mostly. On the other hand, guns are terrible. Pulse lasers, cept smallest, have the worst tracking. They have good range, but what will that help when a ship gets close or far enough? Perhaps 10% boost ...
- by Lakotnik - at 2007.01.30 21:33:00
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20. Sacrilege improvements - in Ships and Modules [original thread]
Only difference between zealot and sac bonuses is 5% rof for zealot vs 5% resists for sac. Do not mix old sac damage here (without dmg bonus and missile one instead). Zealot has more lowslots and making a gank setup is easier while still tanking. ...
- by Lakotnik - at 2007.01.30 20:58:00
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