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Just started L4s - impressions and few questions

Author
Rashpla Bastanold
In Boobiez We Trust
#1 - 2012-08-13 07:47:02 UTC  |  Edited by: Rashpla Bastanold
Hi all,

This weekend I've spend on getting myself into hisec L4s in my first and most expensive ship in my whole Eve carrier: maelstrom. For the moment it is fitted with t1 800mm ACs but tomorrow my large projectiles V will finish and I will be able to use t2 version.

Beside guns I run with pretty standard PVE fit:
- in mediums: XL shield booster, heavy cap booster with navy 800 charges, invul, two mission specific shield hardeners, 100mn mwd
- in lows: 3x gyro, 2xTE
- rigs: Large Anti-EM/Kinetic/Explosive Screen Reinforcer I (or different resists to plug lowest ones, I don't remember exactly)

All above modules are T2 except of XLSB which I had to drop to meta because of fitting problems. According to EveHQ I have 661 dps omni tank and around 950 dps against specific rats. Gunz are blazing with 485 dps, light drones are buzzing with approx 60 dps (I have to train more drones skills, I know).

I read that for missions arties are better but I like ACs better, I'm used to them in pvp and feel more comfortable with them.

OK, so L4s...

Bounties are so sweet in comparison to L3s. 300k - 500k for a BS and even 2,5 mil for mission target BS? Nice.
And to be honest my skills are low enough right now to keep me interested in what actually is going on around me. I've read a lot post from people who are like "meh, I park my ship, launch drones, go f**k my gf and mission accomplished when I'm back".

In my case it's not so easy cheesy. I have to keep an eye on those pesky web/scram frigs and pop them first from a distance or unleash my drones on them asap. Next in line are cruisers because they can get in my face pretty fast (well, comparing to BSs) and there are gazzillionz of them. And at the end I take care of BSs. And sometimes I have to pull some range on them, sometimes I have to get in their faces. All fun and engaging experience which is exactly what I'm looking for. Being all "meh" begs a question "so why da f*ck are you still doing it?"

Ok, moving on. Salvaging.

I've heard salvaging is pointless until L4s and now I understand why. I know that prices indicated by inventory are not exactly what you can get from a market, not with just selling stuff instead of putting on sells orders but 13 mils from one mission pocket? For my wallet it is a nice piece of ka-ching!

And just when I started to clean up my first mission I understood why people say that dedicated salvage ship is a must. I had thrasher fitted with 8 salvagers and mwd and I just HAD to go and buy tractor beams for it. MWDing to every single wreck to get in range of looting and/or salvaging was taking too fu*king long. Now I can track everything in 20km range and salvaging is a lot easier. And I'm definitely buying Noctis as soon as I can afford it.

Ok, what I noticed.

Sometimes I have to run my shield booster for a few cycles either because I got ahead of myself and under heavy fire or just to survive initial heat. And cap is going really fast in such situations. And if I have to cycle my mwd too to get closer to rats cap is just blitzing out. And when cap is going down cap booster charges are going too. I think training my skills regarding energy and shield should help here so they will land in queue right after Large Autocannon Specialization and BS IV (approx. 8 days of training).

Ammo is running fast too. I think it's because ACs and again - my lacking skills so I need more hits to kill a rat than I would have to on higher levels of gank oriented skills. Here already mentioned Large Autocannon Specialization and BS IV should help. I'm not sure about T2 ammo, people say it cuts profits greatly but again - more firepower means less actual bullets need to be fired to kill rats. I will have to calculate it when I will be able to use them.

Oh, a propos calculating profits.

After first day I honestly had no idea if I made any money. I had to buy a ship and most of modules (beside gyros and TEs which I had stashed already for my L3 running cane). Then I had to but salvagers and tractor beams for my janitorial duty thrasher. And large ammo, and cap charges. All that got me from approx 280 mils down to approx. 20 mils.

And Eve wallet is not exactly great in tracking income/spendings so I did a little googling and Eve Mentat popped out among search results. I installed it and yes, that's exactly what I needed. Journal tab -> "today" and I know if said day was in plus or minus area. Fast and simple.

TL;DR;

After two days of running L4s (approx 12 hours all with breaks in between for RL and getting out of my mom's basement, you know) I'm happy with that part of Eve. Profits are nice for my level of experience and commitment, missions themselves quite engaging and demanding so it's fun for now. Probably with skills and experience it will wear out but then I will probably move on to something else.

Few questions:

1) How do you but ammo, cap charges and such things that run out very quickly?

Is placing 3 months long buy orders with prices under current sell prices and just waiting for them to fulfill is best option? I like to have some spares stashed but to have items asap you have to pay full price and that of course cuts profits. I'm thinking about convo some indy corps and propose mutually profitable arrangement. Or maybe I should just train some more indy skills and produce t1 ammo by myself? I have no idea how accessible production lines are in hisec, probably not so much in very populated area where I am.

2) I'm using eve-survival.org (of course) and I noticed that some missions have versions for different rats factions. Serpentis, angels, sansha, etc. Do those factions depend on region where mission is taking place? I'm doing them in Heimatar and I noticed that rats are usually angel type but at one mission there were serpentis ships. And I think rats' faction dictates gank/tank damage types so it would be good to read proper version of mission report.
Rashpla Bastanold
In Boobiez We Trust
#2 - 2012-08-13 07:58:16 UTC  |  Edited by: Rashpla Bastanold
One trick that I saw in some pvp video and it can help other newbies was to put spare cap charges in cargo container not directly into cargo. It let's you to carry actually more cap charges (or basically more of anything) because container can contain more m3's of stuff then its volume is. So, for example I carry medium standard container which has volume of 325m3 but has capacity of 390m3. This way I can carry 16 cap charges in container, 6 in cargo for direct reloading and I still have place for approx 3000 pieces of ammo. When I reload cap booster I just get next batch of 6 charges from container and put them in cargo.

They don't teach that in tutorials, are they? :)
hmskrecik
TransMine Group
Gluten Free Cartel
#3 - 2012-08-13 08:40:40 UTC
Ad. 1) Ammo cost is negligible to what you earn doing missions. Placing long term buy orders or manufacturing is wise but when you need ammo right now it doesn't make sense waiting till order/job finishes.

Ad. 2) The common wisdom is it depends of the region where mission is handed but my experience is that agent's faction plays some role too. In any case it seems it's not black and white and wherever you go you will get some mix of missions against different factions. Some will be offered more often than others. If you're not sure what are you up to, take a closer look at the agent's dialog window: where there is mentioned encounter place, just to the left is small symbol of the faction you will be fighting (no symbol means there will be drones, mercs or some mix).

Ad. charges) Well, the first logistic problem you have is to transport those charges to mission zone. And warping back and forth will cut into your profits. So for best effect try to rely only on what you can keep in your cargo hold. Also try to build your skills and ship's fit to get 700 dps or more. This way you will not only do the mission faster but also you will have to tank it for shorter time, which means you will use less charges and so you will not have to carry that many of them.

HTH.
Rashpla Bastanold
In Boobiez We Trust
#4 - 2012-08-13 08:58:56 UTC
Ad. ammo - yes, it more or less what I'm thinking - no sense to count pennies when in time I spend "saving" few thousands I can earn millions shooting rats. I just was wondering how others do that.

Ad. rats - thanks a lot for that faction icon tip, I never noticed it being there. Honestly I don't believe there is any icon there, are you pulling my leg to lower my work efficiency because right now all I can think about is go home and see that damn icon? :)

Ad. cap charges - I admit I had warp out few times but it was not to resupply charges but to dock and restore my cap/shields faster without using charges. Ok, maybe waste of time but I'm not exactly isk/hour ratio freak so no harm done. And only once I used all cap charges in my cargo - wife aggro distracted me for a moment and rats aggro got me deep into armor so I had to boost my shields and rep in emergency mode while trying to align and warp out.

BTW - do you heat your mods during missions? Maybe not gunz but hardeners/reppers/boosters? In pvp I usually engage with gunz/mods heated but PVE I'm not sure if it does make much sense. On the other hand warp out and back make mission longer and it can be less of "cost efficient" then just paying repair bills for slightly cooked mods.

Ad. skills - as I wrote few next days will be all about gank so large projectiles spec and BS to IV. I didn't EFT it yet but along with T2 gunz it should get me more into 600-700 dps area.

hmskrecik
TransMine Group
Gluten Free Cartel
#5 - 2012-08-13 12:53:48 UTC
No, I'm not pulling your leg. :) The icon is small but noticeable when you look for it. Just take closer look when you talk with your agent next time.

Please disregard my remark about charges, I didn't read your post carefully and I've got impression that you put charges to the jet can out of the ship while doing the mission.

Though when I mentioned skills, I didn't mean only skills required for guns. I meant all supporting gunnery skills. I assume you have most of them at 4 but try to train them to 5 too (no rush, just keep it in mind).

Usually I don't overheat modules during missions. They burn out too fast and the missions last too long to treat it as viable tactic. That said I did OH repper+hardeners few times, but they were ohshit moments and normally I plan mission so I don't have to do it ever again, but I carry smal batch of repair paste just in case.
Caleidascope
Republic Military School
Minmatar Republic
#6 - 2012-08-13 13:19:08 UTC
About ammo.
Since you collect the loot, you are going to get some modules that are not really valuable or useful to you. You can buy t1 ammo bpo on the market, reprocess useless loot, manufacture your own ammo.

Life is short and dinner time is chancy

Eat dessert first!

Mina Sebiestar
Minmatar Inner Space Conglomerate
#7 - 2012-08-13 13:41:37 UTC
Train mini bs to 5 maelstrom have shield boost bonus there is no reason for xl booster on that ship and when you downgrade to large shield booster your cap problems will go away.also mwd cap skills are must if you using it,and in the end train for vargur it have 4 guns so ammo usage will go away it have bonus to range so bar traveling to gates you dont need to work that mwd a lot,and finaly just train skills.

You choke behind a smile a fake behind the fear

Because >>I is too hard

Nuela
WoT Misfits
#8 - 2012-08-13 14:12:48 UTC  |  Edited by: Nuela
When you are starting out, you should salvage. It is worth it.

Notes to newbies:

- Basically, the faster you can run missions, the less you should salvage. Salvaging takes time in which you could be running more missions. If it takes you an hour to run an average mission, then salvage!. If it takes you 10 minutes, grab another mission. You will find your mission time decreasing remarkably with experience running them, as your skills improve and as your ship/mods increase in power.

- LP is important. It is roughly about half of your income missioning. Realize this and incorporate it.

- You will start to bling out your ship in time. However, do not go overboard. Once your ship reaches about 1 bill in value back it off until you are down to about a billion. You don't need more bling than that anyway.

- Don't mission with corpies in your blinged-out mission runner if you you don't know them very well. If you do, take a cheap ship.

- Constantly try to improve your missioning. Try to get the time down and your isk/hour up. Strive for improvement all the time....don't be a slack-jawed zombie.

- Learn about blitzing missions.

- A missioning ship is inherently different from other kinds. Someone asked me for my fit once and then choked and said that my entire EHP was far less than his shields. A missioning ship is an endurance machine. It needs to take moderate damage over a long period of time and dish out a healthy DPS. Think the small skinny guy that can run all day and not get tired. Such a ship should NEVER be used for anything else. A mission ship is a mission ship and nothing else. I have found that my missioning ships, while great for lvl 4's, are not even ideal for null sec anoms.

- You need more than one type of missioning ship. You should have one that is big and can deal DPS and take damage. You should have another that speed tanks, does good dps and is great for blitzing. Different ships for different missions. The CNR/Tengu combination works great for Caldari.

- Learn to balance defense mods so that you hae JUST the right amount. Too much defense sacrifices DPS and isk gained. You will learn the right amount over time.

- Do not neglect drone skills. A ship without drone skills is more vulnerable than one without as those drones can be used to kill warp scramming rats. The ship I used to lose most in missions were sans drones.

- People will constantly tell you to have a stable cap for missioning. While good advice while you are learning...a stable cap ship is less efficient. An efficient missioning ship should not be cap stable though it shouldn't have too short of a depletion time.

There's more, but you are on your own (unless you become a corpie of course :) )
Rashpla Bastanold
In Boobiez We Trust
#9 - 2012-08-13 17:14:55 UTC
Thanks a lot for responses. I'm sure some other mission running newbie will find them useful too.

Regarding my skills here's eveboard link.

Supports for guns will follow BC IV and large projectiles spec IV shortly and when I will have them all at IV I will move on to "tank" category so shields, cap, navigation, etc. I have pretty much experience how they influence overall ship efficiency because not so long ago my pvp main made almost exactly same journey but up to BC class. No worry, I know that skills > bling pretty much. I've seen enough of lolmails where ppl learnt about that simple fact of Eve very quickly and violently Twisted

Once again, thank you all for taking time to provide useful info.
Zhilia Mann
Tide Way Out Productions
#10 - 2012-08-13 17:39:53 UTC
Rashpla Bastanold wrote:
Regarding my skills here's eveboard link.


Drones! Take DI to 4 as a priority. CDO 4 is another I'd look at asap. Durability 4 is nice for when the little guys get redboxed. Navigation 4 will help take out spiders a bit faster.

Otherwise it looks like you know what you're doing with gunnery etc.
Julien Brellier
Federal Navy Academy
Gallente Federation
#11 - 2012-08-13 18:20:44 UTC
Try to make room for a shield boost amplifier.
This gives a massive increase in rep points per cycle, thereby meaning you need to use your booster less, thereby using less cap Cool

Marc Callan
Center for Advanced Studies
Gallente Federation
#12 - 2012-08-13 21:12:43 UTC
As someone who does missions in a Maelstrom, I'd say that for certain enemies, especially Guristas or Serpentis, a rack of artillery is a good investment. Guristas especially like to kite out well beyond autocannon range, and a set of 1200's or 1400's will deliver a lot of pain to them quite nicely (though for the 1400's, you may need to crank your Weapon Upgrades skill to 5 and Advanced Weapon Upgrades to at least 3 to fit them). Meta-4 artillery works fine for me; no need to rush to Tech II arty. It's good to have the alternate weapons handy for those missions ill-suited to autocannon.

(One of my favorite pastimes in missions is to place side bets on whether a Guristas battlecruiser will survive a single volley of 1400's from 50km out, even though my optimal's less than 40. They usually don't.)

And I'm a firm believer in "tank, then gank" - get your resistances and effective hit points up to where you're comfortable you can survive, and then dial back your defensive modules to improve your offense until you're satisfied with your balance of firepower to defenses. For instance, I've had enough missions go sideways on me that I always mount a Damage Control II in my lows; shield resist boosts without stacking penalties are nice, but the hull resists are what saved my bacon a couple of times.

Taking up your racial drone specialization skills - at least your Minmatar and Gallente ones - to Level II will unlock the Tech-II mediums, which will give you some nice additional DPS on your targets, and help you clear missions quicker - they're also good against cruisers if you're using artillery, which doesn't work too well against close-range targets smaller than battlecruisers. Hammerhead IIs are best for raw damage, while Valkyrie IIs are faster-moving and more effective against ships with explosive holes in their tanks.

Taking Weapon Upgrades to V and training up Advanced Weapon Upgrades will also free up CPU and powergrid to help with things like that Tech II XL shield booster; the Maelstrom's notorious for having to use a crowbar to finish fitting out, especially with powergrid-hogging 1400's.

Also, taking Shield Management to V may be a painful train, but ultimately should be worth it - I know I've regretted putting that one off as long as I have. It'll give you extra buffer and open up Tech II shield boost amplifiers, and depending on your resist profiles, you may find you don't need that heavy cap booster for some missions. (I have sort of a noob fit, with triple Capacitor Control Circuit rigs; there are only a few missions where I've found myself needing the cap booster.)

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Sydney Nelson
Nelson Universal Aerospace
#13 - 2012-08-13 21:47:28 UTC
google: "Eve Survival"
That site is great if you didn't know about it already.
(You can just type the name of your mission in google then add "eve survival" at the end.)

Also check-out "Chruker"
(Do the same google the name of your mission then add "chruker" to the end.)
Chruker will tell you exactly how much of each damage type each rat does, how many of each rat there are, what each rat's bounty is, how fast the rat goes, what its resists are, what its optimal/fall-off is, etc.

This is the best site for L4s. With all that info you can figure-out exaclty how many of each hardener to use, how much tank you will need, which guns to use (long or short range), etc.

Eve Survival doesn't have all the detailed info, but it is nice because there is a comment section where people will leave comments about what they used and if the mission was hard or easy or whatever.

Check it out!
Siyis Rholh
Republic Military School
Minmatar Republic
#14 - 2012-08-14 02:14:53 UTC  |  Edited by: Siyis Rholh
Regular/T2 XL shield boosters don't really have a lot of use in missions other than eat up fitting reqs unnecessarily. Unless you did something wrong (like mismanage your triggers, not watching ranges or pull the wrong groups getting too many rats from linked aggro) you should never need the boost amount a XL brings and there is no realistic way to sustain it for very long.

A T2 XL SB has the same shield boost amount per point of cap as a T2 Large SB. Look at ways to increase the efficiency with f.e a shield boost amplifier like Julien suggested. People who use deadspace (Gist mainly) (XL) shield boosters do so in part because they have a much better cap efficiency than T2s and not necessarily because they actually need the tank running one of them constantly gives.

The less cap a shield booster uses the easier they are to pulse at peak capacitator recharge rate (http://go-dl1.eve-files.com/media/corp/Corvax/Capacitor04.gif is still correct I believe). As long as your tank is good enough you should attempt to convert any overhead into more damage, be it either through changing fitting or a different approach during missions (rats doing squat damage to you with four frigs and a BS shooting at you? move towards next group and pick targets while blowing the BS out of the sky so you can start shooting at something useful again right after it dies while your drones clear out the frigates). I'm not advocating dropping safety margins in your tank but once you've run L4s for a while and gotten familiar with the missions and your ship you should be able to determine when and how to change things to improve mission times.

Estimate mission clear times and try to clear if faster the next time you get a mission. You don't have to be obsessive about it or keep very good track but it's fun if you adjust something, improve your fit or whatever and seeing a bounty tick that was a million isk higher than the last time you ran that mission.
Hakaimono
Native Freshfood
Minmatar Republic
#15 - 2012-08-14 02:34:18 UTC
I never looted or savalged in a Maelstrom.
But now I got a Vargur so I can loot/salvage the wrecks from one group while shooting the other group. That way I'm not wasting time on it aside from running to the nearest market hub, but I do that anyway for selling LP items.
Marc Callan
Center for Advanced Studies
Gallente Federation
#16 - 2012-08-14 11:32:58 UTC
There is actually one advantage to the XL shield boosters: they can give you a short-term "burst" of shield reps that will stave off over a thousand DPS incoming - and on some missions, you can draw that much fire if you screw up a trigger and get multiple waves firing on you. The idea is that you only need to tank that heavy DPS long enough to take some of the rats off the field, but when you need those extra shield hit points, you need them fast.

(Also, you may want to consider swapping your MWD for an afterburner, or for a target computer or extra tank module if you're in a mission which doesn't require a lot of moving around. 100MN MWDs are murder on fitting requirements, and the cap penalty doesn't help on a ship that depends on active shield boosting.)

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Josef Djugashvilis
#17 - 2012-08-14 15:00:56 UTC
Something it took me a while to catch on to.

Do not run faction missions. I am Gallente, but due to corp commitments, I ran Amarr missions for a long time.

Right now I am - 3.01 with Gallente and can only run level 1 missions for them.

Diplomacy at 4.

Oh well, live and learn.

This is not a signature.

Cage Man
Fusion Enterprises Ltd
Pandemic Horde
#18 - 2012-08-14 20:01:38 UTC
Get a BPO for cap charges and ammo and use your salvaged\loot material to build them. Especially the cap charges, it a pain having to haul them all over the place...