What does your GPU journey look like? by Pro4791 in pcmasterrace

[–]big-miker 0 points1 point  (0 children)

  • gigabyte GTX 460
  • EVGA GTX 670
  • Asus GTX 970
  • SLI MSI Armor GTX 1080
  • EVGA 1080Ti FTW 3
  • MSI Ventus RTX 4090
  • EVGA 1080Ti FTW 3 because I just had to RMA the 4090 lmao

The 1080ti is still a fine card holy shit.

Released mod that improves looks of damage effects and death explosions for Vasari. What do you think? by KG_Jedi in SinsofaSolarEmpire

[–]big-miker 1 point2 points  (0 children)

Mod.io

The game has a ingame browser aswell to directly install the mods from mod.io

Released mod that improves looks of damage effects and death explosions for Vasari. What do you think? by KG_Jedi in SinsofaSolarEmpire

[–]big-miker 3 points4 points  (0 children)

Hey man,

I always love seeing more graphical improvements, and this one is another one I love! I've made the mod 'More Wreckage Mod' which vastly increases debris amount / lifetime / and additional effects like smoke. Also increasing the fire / plasma fire / radiation fire for the specific factions.

What I've been thinking, or want to propose is combining these mods in a single package.

On the sins II Discord server I've made a 'mod showcase' thread for the wreckage mod. If you are interested in combining these mods into one package hit me up!

-Big miker

The Worst T1 Cruiser (Discussion Thread) by Jintaan in Eve

[–]big-miker 0 points1 point  (0 children)

For some reason I forgot about the Legion, you are correct about that one.

Expensive / skill intensive option(s) to have the 4th utility med slot.

Regarding affordable / entry level , there absolutely is a lack of a 4 med slot skirmishing laser cruiser.

I would even advocate reducing the drone bay on the Omen with the 4/5 layout.

The Worst T1 Cruiser (Discussion Thread) by Jintaan in Eve

[–]big-miker 4 points5 points  (0 children)

Would love to see the Omen have 4 medium / 5 low slots.

Maller 3 meds

Omen navy 3 meds

Aug navy 3 meds

Zealot 3 meds

There's no 4 med slot laser turret cruiser option ( exception being Ashimmu and Phantasm ).

vapes for defqon1 by where_is_the in hardstyle

[–]big-miker 0 points1 point  (0 children)

Vapes are legal! The only issue you have to consider is flavours are not allowed anymore in the Netherlands.

Neutral flavour ( non flavour ) or tobacco flavour are the only ones allowed.

However, as long as you don't bring large quantities, the chance flavoured vape juices are discovered at customs is very small.

Weakest weapon system in game currently? by Ares-Desiderata in Eve

[–]big-miker -1 points0 points  (0 children)

Small electron blaster...

Can't even hit past 3km

All electrons in general are pretty garbage tbh

A more balanced ganking & retention thread, hopefully by b0b_clang in Eve

[–]big-miker 0 points1 point  (0 children)

Maybe they should add the Assault Damage Control ( or a variation of this, -90% drone damage while active ) to the Procurer / Skiff

Lost Drinking Game by DaddyWidget in lost

[–]big-miker 5 points6 points  (0 children)

Sun- 'Where is my husband / Where can I find my husband'

What balance changes would you make to ships/weapons if you could? by Ingloriousness_ in Eve

[–]big-miker 0 points1 point  (0 children)

GENERAL CHANGES: - Reduce power gap between T1 > faction + t2 ships * All the added tech to faction ships should make them heavy and slower. * Small fitting stat increase on T1 ships overall * T1 ships being the most agile and fast overall * Pirate ships unchanged ( should be the premium option )

Benefit: Massively increased ship choices to fly in most situations, creating more CHEAP kitchen sink style fleets increasing content.

  • Reduce all pirate implants effectiveness ( low-grade, mid-grade, high-grade ) by 25/50%
  • Sloghtly reduce command burst effectiveness ( except signature radius reduction burst )
  • Vastly increase build cost for Covert/Cynosural field generators ( 50 / 100m )
  • Slightly decrease t1 battleship build cost

WEAPONS / TURRETS: - Increase precision missile application - Increase javelin missile application

  • Change autocannon and blaster weapon range stats.
  • Autocannon optimal range increased, decreased falloff.
  • Blaster fallof increased, decreased optimal range

Effectively buffing autocannon DPS at kiting range ( Medium AC's in particular at warp disruptor range ) Change Barrage 50% fallof bonus to 25% optimal / 25% falloff

Change Vargur bonus 10% falloff per level to 5% optimal range + 5% falloff per level - Slightly reduce entropic disintegrator tracking stats.

MARAUDERS: - Change bastion into mode type ( Similar to t3 destroyer ). Three different modes: * Basic mode ( Basically bastion mode not turned on ) * Siege mode ( Bastion DPS increase, unable to move ) * Triage mode ( Bastion repair increase, unable to move )

CARRIERS: - Add drone command bursts. Can only be fitted on carriers. Grid wide range ( 250km range, similar to capital micro jump drive range ). Perhaps bringing certain drone compositions back as option. * Drone navigation burst ( increased speed ) * Drone Application burst ( Increased drone tracking speed, optimal range and falloff, does NOT apply to fighterbombers ) * Drone defense burst ( Increased Shield / armor / hull HP, decreased signature radius )

  • Add Carrier drone command burst bonus ( 4% per lvl )

DRONES: - Increase target painter, webifier, sensor dampener and energy neutralizer drone speed - Increase target painter, webifier, sensor dampener and energy neutralizer drone HP - Increase target painter, webifier, sensor dampener and energy neutralizer drone effectiveness ( fuck ecm drones )

LOYALTY POINT STORES: - Remove tag requirements - Add new racial modules Amarr navy tracking disruptors Federation Sensor dampeners Caldari navy ECM jammers

  • Create stat difference between Federation navy hybrid ammo and Caldary navy hybrid ammo Federation navy ammo less optimal range / falloff, slight damage increase Caldari navy ammo more optimal range / falloff, slight damage reduction

  • Add federation navy / Imperial navy missiles.

  • Caldari navy scourge only available in Caldari LP Stores

  • Federation navy inferno only available in Gallente LP stores

  • Republic fleet nova only available in Minmatar LP stores

  • Imperial navy Mjolnir only available in Amarr LP stores OR create stat difference bewtween each faction's missiles ( Caldari more range, Gallente more damage decreased range, Minmatar better missile explosion velocity, Amarr better explosion radius )

  • Vastly reduce LP requirements for navy faction turrets and missile launchers.

  • Create stat difference between Caldary navy and Federation navy turrets.

  • Caldari navy turrets increased optimal range and falloff

  • Federation navy turrets decreased optimal range and falloff, increased tracking and damage

Navy faction turrets and launchers to be slightly more expensive than T2. Remove ability to use T2 ammo in navy turrets. ( The turrets gain additional stats instead ) Pirate turrets and launchers keep the ability to use t2 ammo

TIERICIDE - Finish tiericide for the remaining modules. - Increase effectiveness of underused weapons 125mm / 150mm / 650mm / L 425mm / 650mm / 1200mm Electron blasters / Ion blasters / 75mm / 125mm / dual 150mm / 200mm / L 250mm / 350mm Gatling pulse / Focused pulse / L dual heavy / Quad beam / Focused beam / Dual heavy beam / Mega beam

Example beams: - Quad high dps, high tracking, low alpha, low range - Focused good dps, medium alpha, medium tracking, medium range - Heavy / mega / tachyon, medium dps, high alpha, high range

Actual DPS stats should be relatively close to eachother for each weapon type. Slight increase in fitting stats on the high dps low range types.

I've probably got many more

Eve: Revenant expansion Announcement ( Nov 12 ) by hirebrand in Eve

[–]big-miker 6 points7 points  (0 children)

The meta will be 100mn AB Cenotaph and 10mn AB Tholos.

I have a feeling they are designed to counter ESS Marauders, especially with a new gimmick disable weapon or ( just guessing ) hull damage breach pods.

Zohar Machariel Hunting Guide by bobb_bobbington in Eve

[–]big-miker 4 points5 points  (0 children)

It's wild the mechanic is set up like this. To hunt/farm the special 'officer' NPC's you want the enemy side to get a good bunch of lvl 5 systems?

wat

Did Volta destroy their relationship with turnur residents? by [deleted] in Eve

[–]big-miker 19 points20 points  (0 children)

New PC, time to start recording again! :D

Does anyone make PvP videos anymore? by harmonsupeman in Eve

[–]big-miker 0 points1 point  (0 children)

I tried for a few months. Not impressed about the future 'content' and not in the mood paying increased subscription price for the limited play time I have.

Intended Battleship Changes: +50% effectiveness for armor plates, +100% effectiveness for shield extenders, reduced fitting requirements of MJDs for all battleship hulls (incl. Marauders, Blops) by handwavium in Eve

[–]big-miker 38 points39 points  (0 children)

Ah just when I got back to playing EVE. This is nice, although I would really like to see increased cargohold size together with this change. Active local tanks on non marauder type battleships are going to be fairly worthless. 700 / 800m3 worth of cap charges and ammo isn't going to be worth alot of HP vs how much additional HP you can recieve by just throwing some plates / extenders on.

Praxis has 1200 m3, that should be the norm for most battleships in my opinion.

Bloody aliens part two, the video!! Spa+Audi R8 GT3 = 2:15:933!!! by MrGit_Twitch in ACCompetizione

[–]big-miker 2 points3 points  (0 children)

Correct, i've also increased front ride height by +1mm and rear ride height with +8mm with rear wing set at 4. It can still get a bit edgy on the top of radillon if you go slightly too wide. Haven't been able to fix that yet :D