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Topics - Macrune

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16
Lord of the Rings Online / Another barrows run anytime soon?
« on: May 02, 2009, 05:19:49 PM »
I'd like to have another go at barrows again if anyone is up for it.

1. because ive got 4 more quests to do in there  ::)
and
2.  Because i enjoyed it first time around an now im a little higher with a few more skills i can hopefully do a bit of damage and healing  :P

17
Lord of the Rings Online / Mac's in LoTRO as well now
« on: April 23, 2009, 11:10:32 AM »
 Well any advice to a LoTRO noob then guys?
My mate is on the Eldar server and has given me 10G to help me get started not that i think ill need it for a fair time.
Are you lot all on one server or mixed around on various different ones?

18
EVE Online / Build enquiry
« on: April 17, 2009, 07:40:31 AM »
Are we able to build Hulks within the Corp?

If so can i have details of what it would cost for the corp to build me 1 x Hulk and 1 x Orca in 0.0 please.

(trying to plan in advance here as i estimate that in about 6 weeks I should be able to put out a fleet of 2 x hulk, 1 x orca and 1 x something pewpew as a 0.0 mining fleet)  ;D

Ta

Mac

19
EVE Online / Transport fee for Rub..
« on: April 11, 2009, 08:21:57 PM »
Just a little something i want to put forward.
We all know how hard it is to make cash if you end up spending an unreasonable amount of your time carrying out non - isk making actions. It seems to me that Rub is having to spend a hell of alot of time running back and forward to hi-sec moving people and products around for the rest of us. This must cut into his cash flow a fair amount (he did kind of mention it in passing today as a throw away comment  ;) but being the sneaky git i am i actually noted it for later digestion  ;D ).

What say you we compensate Rub for the time he has to spend running around after us?

Oh and Rub before you post something like ' no its not nessessary im doing it for the good of the corp'...  hush no comments from you please  :-X . This is about something above and beyond the normal sacrifices we all make for the corp. And until someone else becomes able to fly a rorq and/or carrier its going to continue to be a pain for you. So let this one ride.

20
EVE Online / Equipment availability in 0.0
« on: April 04, 2009, 02:37:56 PM »
I'm currently getting together a list of equipment im going to box up in contianers for transfer to 0.0 . i'm just curious as to the general availability of everyday modules etc for purchase out there in the wild west. Hopefully its fairly good which will cut down on the amount i have to carry along with me when i move.

21
EVE Online / What no EvE time?
« on: March 14, 2009, 10:49:02 AM »
It would seem my enforced absence will be considerably longer than i first though.
Though i should be back to playing within the next week or so i will be limited to one or two sessions a week. The plane fact of the matter is I just wont be at home enough to be able to log on.
I shall continue to train my characters in the hope that things will change again soon.
The joys of real life commitments   ::)

22
EVE Online / Shelving Characters - and away
« on: March 03, 2009, 07:12:47 AM »
A combination of an increased work load in R/L and having more characters means I'm going to have to shelve one or more of my characters for the time being as I dont have the time to mess around raising their various faction reps etc.
To Start with I will be Putting Akamine on hold as he is my lowest training character.
That will leave me with
Odin Zin - PvP / Missioning etc
Admiral Hellfire - Mining and associated skills.
Chalcocite - Mining (but a long way behind Admirals skills)
Sebnemm - Missioning / PvP using upto and including BC's at present.

I may end up having to drop another character along with its associated account as well if things don't lighten up at work, that will most likely be Sebnemm. (im going to put Akamine & Sebnemm on the same account so that if i do i can stop paying for one of my accounts).


23
EVE Online / Falcon fit
« on: February 24, 2009, 05:12:28 PM »
This is what ive kitted it out with at present...
any thoughts / advice?
With the MWD and Smartbomb off its cap stable at 57%

24
EVE Online / Cerberus PvP tank and spank
« on: February 18, 2009, 06:35:09 PM »
This is a PvP setup i was considering for a Cerb.

Thoughts?

25
EVE Online / Nighthawk
« on: February 18, 2009, 06:09:42 PM »
Im after advice on both PvP and PvE set ups for this ship. Based around a caldari character with missile skills rather than gunnery.

Ta.

26
EVE Online / Re: Kasei Technologies to provide Jump Clone standings
« on: January 03, 2009, 12:44:56 PM »
Ill get up and running tonight on Akamine and Chalcocite.
Ill leave the corp before sleep tonight and start the ball rolling.
Ta bud that makes things alot easier.  ;D

27
EVE Online / Basic ship fittings guide
« on: December 24, 2008, 04:54:25 PM »
For those of you who like me are completely new to this game.
I found this post usefull in that it gave me a better idea of what does what than the explanations provided in the item database on the main EvE site.

EFT
EFT is your friend, use it well. It makes chosing ships and what to fit on them out of game very very easy and as you'll find, you can export from it into Battleclinic to discuse your fittings.


Cloaks:
A Covert OPs cloak can only fit on a Force Recon or a Covert Ops. Only these ships can warp cloaked.
An Improved Cloak can fit on any ship but gives a large speed reduction when activated and a large reduction of sensor abilty when just fitted. Only the Stealth Bomber can fit the Improved Cloak with no penalties (skills and a Sensor Booster balance out the penalties)
Prototype Cloak inflicts bigger penalties than an improved cloak and effects Stealth Bombers as well.
With base skills on a non-covert specific ship (example T1 BS) you cant lock a target for 30 seconds after turning off a cloaking device.
You cant use any modules while cloaked. Mods that have already begun a cycle, such as MWD, will complete their cycle (while under the cloak penalties) before turning off.


Guns:
Dont mix short range guns and long range guns. This will make you ineffective at both ranges.

For example dont fit pulse lasers and beam lasers. At range your pulses lasers will not hit so the damage you inflict is reducded, up close your beams will not track fast enough to hit targets, they will miss and again your damage inflicted will be less.

Chose long or short range and stick to it. Use differant ammo types and Sub weapon systems like drones or your often single missile launcher slot on gun platforms to help you out on your weaker range.

Each race has a weapon type of choice. Theres some cross over between the rivals (gal/caldari, amarr/mini) but the majority of each races ships are based on the same weapons.

Gal use Hybrid Blasters and Rails
Caldari use Missiles
Minmatar use Projectile Autocannons and Artilery
Amarr use Pulse and beam lasers

You can find out more about the weapons your ship is designed for from is ship description and in the main you should stick to fitting the weapons it gets bonues for. In time you will learn about ships which have cross over (Damnation uses missiles for amarr, Rohk uses rail guns for caldari) and some "Out of the box" thinking setups but concentrate on knowing the basics first and best.


Energy Vampires (NOS) and Energy Disabilizers (NEUTS)
NOS suck cap to your own ship, reducing the cap from the target. However you can only take cap until you reach your own max cap and you cant take a targets cap below your own level.

This means that if you are on max cap or more cap than the target, you wont suck any more and the targets cap will recharge and wont have a disabling effect anymore. Your mods will still run off any cap you do suck.

Once target cap hits 30% and heading to less, NOS stops working.

NEUTS remove cap from the target AND from you. Although this can be harmful to you, its countered with a cap booster. NEUTS remove more cap from targets than NOS so verses tacklers like intercpetors they work great as a single heavy neut can remove the cap from them in one/two cycles stopping thier tackling mods.


Rigs
T2 rigs are for Supercaps, Rorquals or pimped missoning ships. Pimped out missioning ships dont need them, they are just on there as well, yeah, they are pimped out and the owners have lots of cash.
T1 rigs are good and for everything T2 and T1 battlecruiser above are worth it, especialy on normal caps.
T1 rigs are not worth it on T1 cruisers. You could buy and insure 2-3 T1 cruisers for the cost of most rigs, let alone more than one rig.
T1 Cruisers dont need rigs to do the missions they are designed for and in PVP T1 cruisers die to easy for the rigs to be worth it in those situations either.


Smartbombs
Small smartbombs are of no use.
Medium smartbombs on the likes of Falcon, Rook or Blackbird can be worth it, for fending off drones.
They are of no use on other same size ships.
Large smartbombs are good and often used on caps.


Damage Control Units (DCU)
If you have a low slot left, stick on in. It will save your arse
You can only fit one Damage Control Unit to a ship, same for all ships in EVE, only one DCU. Its that good a mod 


Capacitor Power Relays (CPR)
In general these are not a good idea on a ship that is using shield booster mods. They increase the speed your capcitor recharges but at the same time reduce the amount of shield boost you get from a shield booster mod. This effects your "tank" so you wont be repairing as much shield damage.


Tanking

Basic tanking is seting up your ship to repair as much damage as inflicted upon it and sustain it for a period of tim. In general its a bad idea to setup your ship for both sheilds and armor at the same time.

Chose one or the other, as most ships in EVE are good and designed for one or the other. Minimatar ships are slightly odd in that some its best to armor and others its best to shield tank. All the other races have one set way.

Caldari - Shield
Amarr - Armor
Gallente - Armor
Minmatar - Shield/Armor depending on ship

in general a tank can be either an active one, passive or a buffer. "buffer" tank basicly means you stick on enough plates or shield extenders or resists so that you will have killed your target or escaped before you die. A buffer tank does not normaly have any kind of repair mods on, its kill or be killed basicly.

Active tank means you place mods such as repairs/sheild boosters and high % resist mods on your ship and when required you turn them on. These give a high level or repair and reduce damage a lot, but as a side effect can use a lot of cap.

Passive tank, well this only realy effects shield tankers as armor does not repair its self. Sheild recharges its self, all ships have shield and a shield recharge speed value. A passive tank uses shield recharge mods to increase the recharge speed and the amount per cycel, lower % resist mods and shield extenders. Its called a passive tank as you dont turn mods on, you just fit them, and they work away in the background all the time and use no cap.

Speed tanking is using a high speed to reduce damage taken. This is done by going so fast that guns cant track and so fast that when a misslie hits, you pass through the expolsion so quckly, it has a very short amount of time "on target", it does little damage.

You can mix these up, a passive setup drake with active invun fields works very well, the invun fields use cap, so its a mix of both, but to learn the basics, stick to one way or another to start with.

Hull tanking, well, somone once said "Real men hull tank" and i bet you 50mil ISK he dont hull tank often. On expensive fits i believe it can work, but 99% of everyone in EVE does either Armor, Shield or Speed.


High Slot Hardpoints

Your ships can have up to 8 hard slots as mentioned. These slots will either be turrets, missiles or utility.

Your ship will have a set number of these slots you can use on turrets or missile or a mix of both.

You can put a utility mod (remote rep, cloak, smart bomb etc) in any slot, they are not resticted and in most cases you can put more than one (those that you can only fit one of will inform you when you try to fit the second).

Guns can only go on gun(turret) slots and missiles only on missile(launcher) slots.


Electronic Warfare

Jamming:

This is a big topic and calculations and chance based stuff make it hard for a rookie to get their brain round at first in some cases so i'll stick to the basics. This is also based on Jamming ships being used, fitting jammers on non-jamming ships is pointless as they dont have the ship bonuses to make the jammers work efficently.

Theres 6 kinds of jammers in-game.
Gravametric jammer for use against Caldari
Magnometric jammer for use against Gallente
Ladar jammer for use against Minmatar (correct me if im wrong i get this one and the next mixed up)
Radar for use against Amarr
Multi frequency jammer for use on all targets
Multi frequency burst for use on all targets, its an area effect mod, rather than a targeted mod.

Now they are color coded as well so you can stick them in your mid slots in alphabetical order of the race they are used against, Amarr (Radar), Caldari (Gravametric) etc, this helps i think. Multis can be used against any ship but are not as good at jamming as the race specific ones.

Thats it basicly

So whats this Gravaradar frequency thing about then..?

Well each ship has sensors that allow them to do "stuff". The type of sensors the ship has depends on its race. Theres no differance to what can actualy be achived with these sensors, just each race uses something differant to obtain the same result.

So each race of ships has a sensor type, and then a sensor strength which depends on ship type.

When you apply a jammer to a ship, the ships sensor strength and type is compaired to the jammers strength and type, the out come of which gives a % chance to jam then vessel.

If you activated a caldari jammer against a caldari ship you would get a good chance to jam.
If you activated an amarr jammer against a caldari ship you would get a very poor chance to jam.
If you activated a mutli frequency jammer against a caldari ship you would get better chance than the amarr one, but less of  a chance to jam than the caldari jammer.

Your chance to jam is then increased with skills and moduls. The vessel you target can increase there chance of NOT getting jammed by fitting modules that increase their sensor strength.

Sensor Dampening:

This is a lot more straight forward than jamming and can be done with ships that are not designed for dampening as well as those that can although the specific dampening ships get bonuses that make dampeners even better.

Your sensors have a set range and targeting time depending on your ship type. You can increase your oponents targeting time and reduce their targeting range with dampeners or you can focus on one atribute, ie reducing their targeting range more, by using a focused script.

They can counter this by fitting sensor boosters which decrease their time to target and increase the range at which they can target.


Warp Disrupters and Scramblers

The differance between these modes are straight forward.

Both stop ships warping away but 1 has a significant bonus.

A disrupter has a standard range of 20k (not including non-role specific ships or t2/faction mods), so a target within that range can not warp off if you have the mod actived on them.

Its got a strength of -1, a ship has a normal warp strength of 1, when the two are added you get 0 so the drive does not work. If the target has warp core stabilsers on (not very common these days) they could have a warp core strength of 1 + the number of WCS fitted meaning for every WCS they have fitted you will need 1 extra warp disrupter on the target.

A warp scrambler follows the rules as above however its range is only 7.5k on standard models. It has a strength of -2, combating the effects of anyone with a WCS or two on.

A scramblers major bonus is that that if your target is running a microwarp drive (speed mod) at the time you apply your scrambler, the MWD will stop working and the target will drop to normal speeds and be easier to catch.

28
The Dog & Duck / So hows about a small sweepstake then?
« on: November 15, 2008, 04:42:35 PM »
 After having slayers cut from the game prior to release who'd care to place their bets as to when they will be back in the game then? Without a doubt they will be at some point because they must be just about the most popular character type not in the game already.

I personally think they will be included in the first big expansion pack that we have to pay extra for. so probably the second quarter of of 2009.


29
Greatest Thrill's -

Bungee jumping from the Kawarau Bridge in NZ followed by taking a jetboat ride in they Shotover river canyons the following week.
Dropping 40+ meters on a length of cord from a perfectly good bridge and riding at 60 miles per hour in a boat in water less than 30cm deep past rocks the size of a family car tested my blood pressure and then some.

Worst disaster -

 Tough one because what I would class as a distaster may not be the same for other people. There's a choice of two i recon.

1. Breaking both cruciates and the medial ligament in my right knee, dislocating my jaw, breaking my nose and left wrist, dislocating my left shoulder, breaking 3 ribs on the left side of my ribcage and puncturing my left lung.  All this occurred at the same time. I lost an argument with a Post Office transit van on a road in the Lake District called hardknott Pass.  I was coming down, he was going up and he didn't see me until it was to late. Apparently the impact wrote off his van as well as me and my bike. I spent 5 weeks in hospital, had a total of 7 operations and 9 months off work.
2. Marrying the wrong woman the first time around. It cost me everything I owned (including a 5 bed semi) apart from the clothes on my back and my car. Oh and i still have to pay her £500 a month for another 10 years yet. And she was the one whom did the dirty so to speak.


Strangest thing I've ever done -

A few years ago i spent 3 days in full Hazchem gear picking through the wreckage of a crashed 747 Korean cargo plane looking for bits of the crew. It had crashed just after take off and had exploded on impact. As it was carrying a full load of fuel it left a hole 200 foot long and 30 foot deep with a debris field covering several miles. The hazchem suit was required as the a 747 cargo plane has a fairly substantial amount of uranium in its build which when burnt becomes rather nasty (so I'm told). The largest part we found was a piece of scalp about 10cm sq hanging from a branch of a tree.

30
Warhammer Online / Out of it for a week or two
« on: October 06, 2008, 07:10:36 AM »
Sorry folks but my trusty old PC finally gave up the ghost last night. >:(
So whilst im without a games machine ive taken the opportunity to change my Inet provider as well. ;D
I hope to be back up and running on or about 13th of October. At the rate we are going i guess that will put me about 10-15 ranks behind the rest of you. :-[ Oh well such is life.
Ill keep an eye on the boards from my laptop.
For those of you interested this was the final spec i went for.

 EDITED

As a number of people expressed an interest.

Here's the final spec i actually ordered.  This spec does work very well as ive loaded War up onto it this afternoon and im currently running it at 1248 x 1024 with all setting maxed and im getting 53 - 62 fps in altdorf, PQ's and soloing and 49-57 fps in TA with approx 20 players in there. If i turn off a couple of bits like grass and reflections it seems to be staying steady in the 55 - 60 fps band no matter where i am.  Ive yet to try it in a large PvP area with 40+ players but ill let you know how it copes with that.
 
The spec?

AMD AM2 + Phenom 9950+quad core 2.6ghz 4mb cache

Gigabyte Ga-MA770-DS3 AM2+ DDR2 1066 motherboard (not crossfire or sli capable) - I read numerous reviews on this board and they all described it as a sturdy reliable board that has lots of overclocking capability.

Corsair 4x2gb ddr2 800 ram

Seagate 360gb sataII HD 7200 rpm 8mb cache - This is purely my boot hd and will have nothing on it but windows etc.

Maxtor 500gb sataII 32mb cache 7200rpm HD - This is my game drive.

Nvidia 9800GTX+ 512mb PCI-E DVI. - speaks for itself.  very fast and powerfull and handles the game very well when combines with the quad core processor.

samsung 20x sata dvdrw lightscribe

Logitec keyboard / optical mouse and speaker set

windows vista home premium 64bit

netlynx pci 54g wireless adaptor

2 year rtb (parts and labour warranty)

This entire package was delivered less than 50 hrs after ordering and came to £719.75 including VAT and free courier delivery.

A very nice little deal.  Yes theres better out there (including what i was going to pay £1500.00 for in the first place (until the wife said no way), but i dont think i could get a much better deal for the money.

the company are www.powerc.com
 

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