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don't u bored to play always same game since years with his "i aim the feet/birds i head shot"
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 Post subject: kestrel config
PostPosted: Tue Jun 27, 2006 8:12 am 
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ok, going to try to refine this here:

4 missile launchers
1 shield booster, 1 ab, 1 empty slot
1 powercore, 1 warp stabilizer

figured out that we'll be short some cpu for the warp stabber. Probably around 10 or so, depending on your electronics skill and other cpu reduction skills.

===

so here's the plan.

at first,
leave the warp stabber fitted but offline unless in low sec, then flip off the shield booster and flip on the stabber. the logic is that if some one is about to blow you up, boosting your shield won't help much, hitting the AB and warping the fuck out will.

Next, if you don't mind sparing the training time, train up electronics more to give you more cpu.

and lastly, we can keep an eye out for cheap named missile launchers and warp stabbers. Just two malkuth missile launchers should reduce cpu needs by 10, if i recall.

Remember, even though there's a 3rd mid power slot open, it's going to be difficult to fit anything in there since we're already using up damn near every bit of cpu and powergrid. But if you can fit something, more power to you.

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 Post subject:
PostPosted: Fri Jun 30, 2006 5:39 pm 
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ok team, everything has been bought besides the kestrels (even the skillbooks.)

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 Post subject:
PostPosted: Fri Jun 30, 2006 8:02 pm 
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notice:

everything is there except us, the pirates. Let's be ready to play by mid to late july.

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 Post subject:
PostPosted: Fri Jun 30, 2006 8:09 pm 
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all i need is one skill and a power core. the skill is going to take 7 day (about 6 now). its the one you said awould take 4 days. i guess may attributes are a little messed up.

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 Post subject:
PostPosted: Fri Jun 30, 2006 8:15 pm 
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6 days if you have high intel and memory. (in the neighboorhood of 12) far more if you don't.

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