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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
nobody285 wrote: hey, here to bug you again about the calc XD , there seems to be an error in base calculations becuase it says all bases have -900 ish energy no matter what energy |
Tue Mar 01, 2016 3:01 pm |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
What is the default hull space on a station?
Does it differ between kit? There was no information on that on the Wiki. |
Tue Mar 01, 2016 3:07 pm |
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Team:
Rank: Director Main: hawk Level: 1366 Joined: Wed Dec 26, 2012 3:58 pm Posts: 115 |
there is different hull space by tech and by different type of station , only way to see is go in game =/
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Tue Mar 01, 2016 3:16 pm |
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Team:
Rank: Director Main: hawk Level: 1366 Joined: Wed Dec 26, 2012 3:58 pm Posts: 115 |
another suggestion, could you add something for drone calculations to, would be kinda usefull for the few of us.
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Tue Mar 01, 2016 3:17 pm |
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Team:
Rank: Director Main: hawk Level: 1366 Joined: Wed Dec 26, 2012 3:58 pm Posts: 115 |
there seems to be no overloaders in the calc for bases
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Tue Mar 01, 2016 3:38 pm |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
nobody285 wrote: there is different hull space by tech and by different type of station , only way to see is go in game =/ nobody285 wrote: another suggestion, could you add something for drone calculations to, would be kinda useful for the few of us. nobody285 wrote: there seems to be no overloaders in the calc for bases |
Tue Mar 01, 2016 4:31 pm |
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Team:
Rank: Director Main: hawk Level: 1366 Joined: Wed Dec 26, 2012 3:58 pm Posts: 115 |
the overloaders seems to be adding crazy stats, like the dps went from 150k-200k to over 500k
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Thu Mar 03, 2016 2:25 pm |
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Team:
Rank: Officer Main: number666.5 Level: 8924 Joined: Wed May 03, 2006 4:12 pm Posts: 3457 Location: nowhere |
I have been looking at your calc to see what kind of TSs i want for next uni, finding some problems.
- Industrial Freighters get +5% hull in the game, your calc gives the 10% and 2% speed (not sure if that speed should be there, the skill description isn't really clear about it). - Some mods on items ((Advanced) Eucration Flux) doesn't give the mod bonus (20% speed). Can the spreadsheet be updated to it? Think the old calc had it iirc. - Some item types (capacitor, energy, cloak, charger and tractor) can't be modded as sleek. Can also be some other mods missing. Next to that it's a great calc! I love it. _________________ Valkyrie300 wrote: You need to thoroughly think before sprouting exaggerated statements |
Sat Mar 12, 2016 5:24 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
lordjeroen wrote: Industrial Freighters get +5% hull in the game, your calc gives the 10% and 2% speed (not sure if that speed should be there, the skill description isn't really clear about it). From which skill is these effects coming? Merchant Fleet Master states 2% to most stats, but doesn't specify which. It has nothing to do with Industrial Freighter though, it applied to trade slaves. lordjeroen wrote: - Some mods on items ((Advanced) Eucration Flux) doesn't give the mod bonus (20% speed). Can the spreadsheet be updated to it? Think the old calc had it iirc. - Some item types (capacitor, energy, cloak, charger and tractor) can't be modded as sleek. Can also be some other mods missing. |
Sat Mar 12, 2016 6:21 am |
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Team:
Rank: Officer Main: number666.5 Level: 8924 Joined: Wed May 03, 2006 4:12 pm Posts: 3457 Location: nowhere |
andsimo wrote: lordjeroen wrote: Industrial Freighters get +5% hull in the game, your calc gives the 10% and 2% speed (not sure if that speed should be there, the skill description isn't really clear about it). From which skill is these effects coming? Merchant Fleet Master states 2% to most stats, but doesn't specify which. It has nothing to do with Industrial Freighter though, it applied to trade slaves. lordjeroen wrote: - Some mods on items ((Advanced) Eucration Flux) doesn't give the mod bonus (20% speed). Can the spreadsheet be updated to it? Think the old calc had it iirc. - Some item types (capacitor, energy, cloak, charger and tractor) can't be modded as sleek. Can also be some other mods missing. MfM only gives 5% hull to industrial freighters, Doesn't say if the 2% of all else (like speed) is still applied. The wiki page is a bit outdates (blame sundog), if you go to the MfM skill ingame you see that industrial freighters get different stats as MfM. Also found out that the phunky coaxer adds 20x capacity in the calc, while it should be +20 speed. _________________ Valkyrie300 wrote: You need to thoroughly think before sprouting exaggerated statements |
Sun Mar 13, 2016 5:22 am |
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Contributor
Team:
Rank: Officer Main: SunDog60 Level: 6541 Joined: Sun Dec 25, 2011 2:15 pm Posts: 613 Location: Canada |
lordjeroen wrote: andsimo wrote: lordjeroen wrote: Industrial Freighters get +5% hull in the game, your calc gives the 10% and 2% speed (not sure if that speed should be there, the skill description isn't really clear about it). From which skill is these effects coming? Merchant Fleet Master states 2% to most stats, but doesn't specify which. It has nothing to do with Industrial Freighter though, it applied to trade slaves. lordjeroen wrote: - Some mods on items ((Advanced) Eucration Flux) doesn't give the mod bonus (20% speed). Can the spreadsheet be updated to it? Think the old calc had it iirc. - Some item types (capacitor, energy, cloak, charger and tractor) can't be modded as sleek. Can also be some other mods missing. MfM only gives 5% hull to industrial freighters, Doesn't say if the 2% of all else (like speed) is still applied. The wiki page is a bit outdates (blame sundog), if you go to the MfM skill ingame you see that industrial freighters get different stats as MfM. Also found out that the phunky coaxer adds 20x capacity in the calc, while it should be +20 speed. I'm a station master, not a boring old merchant fleet master. _________________ T21 Skills and Dailies Guide - Personal Wiki Contributions - Monthly Wiki Contributions |
Sun Mar 13, 2016 8:42 pm |
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Team:
Rank: Officer Main: number666.5 Level: 8924 Joined: Wed May 03, 2006 4:12 pm Posts: 3457 Location: nowhere |
SunDog60 wrote: I'm a station master, not a boring old merchant fleet master. Get more alts! Meh, maybe I have have to become less lazy and get my ass to the wiki to add stuff. _________________ Valkyrie300 wrote: You need to thoroughly think before sprouting exaggerated statements |
Mon Mar 14, 2016 3:13 am |
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Main: king kone
Level: 37 Joined: Mon Jan 07, 2008 10:36 pm Posts: 1068 |
The way Paladin explained it to my confused box of soapyness, Sunny only wants to be a Gunner. He doesn't want alts (besides that f2p webchat thing). And IF he had to make more than one character, they're all going to Gunner and Station Mastery, regardless of how little remaining base slots he has.
As director, no one gets to tell him what to do. _________________ ->Aces High ->Fortes Fortuna Juvat ->Up with irons |
Mon Mar 14, 2016 3:42 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
lordjeroen wrote: The phunky coaxer adds 20x capacity in the calc, while it should be +20 speed. |
Mon Mar 14, 2016 3:45 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
lordjeroen wrote: MfM only gives 5% hull to industrial freighters, Doesn't say if the 2% of all else (like speed) is still applied. The wiki page is a bit outdates (blame sundog), if you go to the MfM skill ingame you see that industrial freighters get different stats as MfM. |
Mon Mar 14, 2016 3:49 am |
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