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Running solo missions in a Paly Amarr/Amattar space.

Author
sodney
Tactical Feed.
Pandemic Horde
#21 - 2012-12-17 20:31:16 UTC
Kara Books wrote:

So far so good, whole room agro surprise's Iv not run into yet, I hope I never do


lol...what?
Caitlyn Tufy
Perkone
Caldari State
#22 - 2012-12-17 22:11:16 UTC
Jared Falkenberg wrote:
Whole room agro was a bug that's supposedly been fixed.


It seems so. I didn't get worlds collide yet, which is seriously the only mission that freaks me out (bad memories; four elite webbers/scamblers coupled with close range full room angel damage can be nasty :p), but I've had a few post-patch full room aggro missions today and none of them seemed to be bugged anymore. With double Paladin / Mach / Nightmare, hell, even double CNR, I wouldn't worry about it, no matter the mission, tbh, because most stuff will be dead before it can even react.
Kara Books
Deal with IT.
#23 - 2012-12-17 22:44:15 UTC
Caitlyn Tufy wrote:
Jared Falkenberg wrote:
Whole room agro was a bug that's supposedly been fixed.


It seems so. I didn't get worlds collide yet, which is seriously the only mission that freaks me out (bad memories; four elite webbers/scamblers coupled with close range full room angel damage can be nasty :p), but I've had a few post-patch full room aggro missions today and none of them seemed to be bugged anymore. With double Paladin / Mach / Nightmare, hell, even double CNR, I wouldn't worry about it, no matter the mission, tbh, because most stuff will be dead before it can even react.


I actually did a pretty nasty one last night, was something new to me, not to be able to tank a mission without warping out, 3 times and back in, tis was the one with 3 rooms, last room you would have 3 groups, the one furthest to the left has 2 nasty little jamming cruisers, the group you never shoot first.

Somethings changed, Im pretty certain iv never had to warp in and out of that mission before patch and I have to admit, it was pretty new and interesting, I kinda like the challenge.

as for drones, I didnt have much problem adapting to the new changes, so far iv lost 1 small drone on my mining character =) no T2 drones where harmed in the process of mission running thought, just pull the drone in taking damage.

My plan now, is, to have 5 flights of small drones in the drone bay, pull in group 1 when its crumpled up and launch group 2, etc etc.

as for the New mission changes, I see some MAJOR CHANGES COMING in gameplay style.

1.
People will now have to adapt to the increased resistance, mission rats now have by using more mission specific hardeners.
2.
This in turn will make Mission runners very susceptible to Griefing and ganking, once scanned down, the cloaked enemy will now know exactly how to fit their gank squads and pop, T2, faction officer and other goodies drop, sooner or later a group like SKUNKWORKS, or anything with "WORKS" in their corp or character corp history will figure out just how lucrative this IS This is 100% inevitable, Brace yourselves EvE mission runners.
Cheep up your fits and try to fly omni tanked as much as possible!
Hammer Legion Member
Doomheim
#24 - 2012-12-17 23:32:25 UTC  |  Edited by: Hammer Legion Member
Kara Books wrote:

This in turn will make Mission runners very susceptible to Griefing and ganking, once scanned down, the cloaked enemy will now know exactly how to fit their gank squads and pop, T2, faction officer and other goodies drop, sooner or later a group like SKUNKWORKS, or anything with "WORKS" in their corp or character corp history will figure out just how lucrative this IS This is 100% inevitable, Brace yourselves EvE mission runners.
Cheep up your fits and try to fly omni tanked as much as possible!


wtf?!
if you're trying to be a badass Game-mechanic predictor you should read patch notes more carefully...

btw. highsec ganking in general has become a lot worse now just fyiBlink

regards,
Hammer

regards, HML

Kara Books
Deal with IT.
#25 - 2012-12-18 00:05:55 UTC
It has become "Allot worse" yesterday, not today.
Hammer Legion Member
Doomheim
#26 - 2012-12-18 00:27:55 UTC
Kara Books wrote:
It has become "Allot worse" yesterday, not today.


see, Google-translator DOES have a sense of irony!


regards, HML

Kara Books
Deal with IT.
#27 - 2012-12-18 00:55:43 UTC
Hammer Legion Member wrote:
Kara Books wrote:
It has become "Allot worse" yesterday, not today.


see, Google-translator DOES have a sense of irony!




Why so serious?
Kara Books
Deal with IT.
#28 - 2012-12-18 04:27:27 UTC
Зомби Ферма Skunkworks?
Alayna Le'line
#29 - 2012-12-18 12:08:21 UTC
Caitlyn Tufy wrote:
Jared Falkenberg wrote:
Whole room agro was a bug that's supposedly been fixed.


It seems so. I didn't get worlds collide yet, which is seriously the only mission that freaks me out (bad memories; four elite webbers/scamblers coupled with close range full room angel damage can be nasty :p), but I've had a few post-patch full room aggro missions today and none of them seemed to be bugged anymore. With double Paladin / Mach / Nightmare, hell, even double CNR, I wouldn't worry about it, no matter the mission, tbh, because most stuff will be dead before it can even react.


Just fyi Worlds Collide seems to be fixed, at least the Serpentis + Guristas version didn't full room aggro for me a few days ago.
Acrel
Viziam
Amarr Empire
#30 - 2012-12-18 15:58:44 UTC
The full room aggro bug is no longer an issue. I have run a lot of L4 missions since CCP announced that they had fixed it, and I have not had any problems with it. Vengeance, The Assault, Worlds Collide ... all the missions that were made ridiculously hard by it are now back to how they were before the patch. Except for the drone hate of course, but I don't use drones except for frigate clean up. And T1 Hobgoblins are cheap.
Cage Man
Fusion Enterprises Ltd
Pandemic Horde
#31 - 2012-12-18 17:13:32 UTC
Kara Books wrote:
Cage Man wrote:
Unless you slavaging as you go.. there is no good reason to stick to the pally. Shield skills are not that long to train to be competent, and the NM with tachy's will burn through missions extremely fast. You need to shield tank it so you can use all the lows for heat sinks and TE's.


Focused character is focused on staying focused.

the time it would take me to train perfect shield skills, I could spend taking the remainder of my invention skills to 5's, all of them.

P.S.
the Pally has more DPS, versatility and doesn't have the capacitor handycap of the nightmare, they are both good choices, its all a matter of what resources are available and personal preference, is all it comes down to really.


My fit below.. use it for incursions also hence the odd rigs... show me how your pally fit that does more DPS and still has the ability to tank anything and track anything bigger than a BC... for long mission gates I fit a 100mn mwd instead of tracking comp and drop tractor beam. With conflag I can pop cruisers round 15km... with my implants I get round 10 mins of cap with guns firing.. but most things are dead then, very rarely inject cap, boost shields or even use drones...

[Nightmare, LvL4]

Auto Targeting System II_2
Tachyon Beam Laser II_2, Imperial Navy Multifrequency L
Tachyon Beam Laser II_2, Imperial Navy Multifrequency L
Tachyon Beam Laser II_2, Imperial Navy Multifrequency L
Tachyon Beam Laser II_2, Imperial Navy Multifrequency L
Small Tractor Beam II_2

Kaikka's Modified X-Large Shield Booster_1
Heavy Capacitor Booster II_1
Adaptive Invulnerability Field II_2
Adaptive Invulnerability Field II_2
Sensor Booster II_2
EM Ward Field II_2
Tracking Computer II_2, Tracking Speed Script

Imperial Navy Heat Sink_2
Imperial Navy Heat Sink_2
Imperial Navy Heat Sink_2
Imperial Navy Heat Sink_2
Tracking Enhancer II_2

Large Capacitor Control Circuit II_2
Large Core Defense Field Extender I_2
Large Anti-Thermal Screen Reinforcer II_2



Crash Lander
Imperial Academy
Amarr Empire
#32 - 2012-12-18 22:09:49 UTC  |  Edited by: Crash Lander
I'll also reiterate as an experienced amarr pilot: Paladin is quite possibly the worst Marauder of them all. A pulse napoc has better damage projection and plenty of tank for L4s. Ships to use in Amarr space in order:

1) Tach Nightmare
2) Pulse Navy Apoc
3) Paladin

And yes you can still solo if you are careful; but with TDs its just annoying as hell.
Kara Books
Deal with IT.
#33 - 2012-12-18 22:11:23 UTC
the nightmare has better tracking, less dps, less cap

find it on battleclinic
Cage Man
Fusion Enterprises Ltd
Pandemic Horde
#34 - 2012-12-18 22:13:56 UTC
Kara Books wrote:
the nightmare has better tracking, less dps, less cap

find it on battleclinic


LOL.. sure... Roll
Kara Books
Deal with IT.
#35 - 2012-12-18 22:15:13 UTC
Crash Lander wrote:
I'll also reiterate as an experienced amarr pilot: Paladin is quite possibly the worst Marauder of them all. A pulse napoc has better damage projection and plenty of tank for L4s. Ships to use in Amarr space in order:

1) Tach Nightmare
2) Pulse Navy Apoc
3) Paladin

And yes you can still solo if you are careful; but with TDs its just annoying as hell.


How exactly is a Navy apoc at 600M isk, with less slots and worse bonuses better then a pally?

At 600M isk? seriously, no, way to costly for the slots and bonuses you get at the cost of SIX HUNDRED MILLION INTERSTELLER CREDITS

Thank you, for your post but please don't hijack my threads to advertise manipulated items.
Kara Books
Deal with IT.
#36 - 2012-12-18 22:16:20 UTC
Cage Man wrote:
Kara Books wrote:
the nightmare has better tracking, less dps, less cap

find it on battleclinic


LOL.. sure... Roll


I missed the joke.

P.S.
head over to battleclinic to work on your fitting skills, I meant that in a good way.
Cage Man
Fusion Enterprises Ltd
Pandemic Horde
#37 - 2012-12-18 22:19:59 UTC
Kara Books wrote:
Cage Man wrote:
Kara Books wrote:
the nightmare has better tracking, less dps, less cap

find it on battleclinic


LOL.. sure... Roll


I missed the joke.

P.S.
head over to battleclinic to work on your fitting skills, I meant that in a good way.


The joke is a NM has less DPS.. and if the pally DID infact work better than the NM.. I can guarantee you I would fly it.. I can fit ships just fine TY... perhaps YOU should have a stab at it yourself before making false statements..
Crash Lander
Imperial Academy
Amarr Empire
#38 - 2012-12-18 22:25:33 UTC
Kara Books wrote:
Crash Lander wrote:
I'll also reiterate as an experienced amarr pilot: Paladin is quite possibly the worst Marauder of them all. A pulse napoc has better damage projection and plenty of tank for L4s. Ships to use in Amarr space in order:

1) Tach Nightmare
2) Pulse Navy Apoc
3) Paladin

And yes you can still solo if you are careful; but with TDs its just annoying as hell.


How exactly is a Navy apoc at 600M isk, with less slots and worse bonuses better then a pally?

At 600M isk? seriously, no, way to costly for the slots and bonuses you get at the cost of SIX HUNDRED MILLION INTERSTELLER CREDITS

Thank you, for your post but please don't hijack my threads to advertise manipulated items.


Get your facts straight: I have all 3 of those ships
For arguments sake: 1 extra low + rig. if you put tanking modules in those your base tank is the same as the pally. with the exact same number of slots left. So whats left:
Pally: Extra highs
vs
Napoc: 7.5% bonus to Large Energy Turret optimal range per level (ie 37.5% better.). That means Multifreq range with pulses without any mods is ~24km.

Now fit it up and that range goes to +32km. I'll let you extrapolate other crystals. Thats called damage projection => rats dead before you have to tank. Now suppose you say I'll tach fit the pally; I'll say good luck with that abysmal powergrid.

If you want to run around in an overtanked brick then be my guest.
Kara Books
Deal with IT.
#39 - 2012-12-18 22:33:56 UTC
Crash Lander wrote:
Kara Books wrote:
Crash Lander wrote:
I'll also reiterate as an experienced amarr pilot: Paladin is quite possibly the worst Marauder of them all. A pulse napoc has better damage projection and plenty of tank for L4s. Ships to use in Amarr space in order:

1) Tach Nightmare
2) Pulse Navy Apoc
3) Paladin

And yes you can still solo if you are careful; but with TDs its just annoying as hell.


How exactly is a Navy apoc at 600M isk, with less slots and worse bonuses better then a pally?

At 600M isk? seriously, no, way to costly for the slots and bonuses you get at the cost of SIX HUNDRED MILLION INTERSTELLER CREDITS

Thank you, for your post but please don't hijack my threads to advertise manipulated items.


Get your facts straight: I have all 3 of those ships
For arguments sake: 1 extra low + rig. if you put tanking modules in those your base tank is the same as the pally. with the exact same number of slots left. So whats left:
Pally: Extra highs
vs
Napoc: 7.5% bonus to Large Energy Turret optimal range per level (ie 37.5% better.). That means Multifreq range with pulses without any mods is ~24km.

Now fit it up and that range goes to +32km. I'll let you extrapolate other crystals. Thats called damage projection => rats dead before you have to tank. Now suppose you say I'll tach fit the pally; I'll say good luck with that abysmal powergrid.

If you want to run around in an overtanked brick then be my guest.


This overtanked brick, deals 1200 DPS at 50KM, 1480 at 20km
This overtanked brick doesnt cap out with just guns shooting.
This overtanked brick doesnt doesnt have trouble with capacitor.
Arcosian
Arcosian Heavy Industries Corp Holding
#40 - 2012-12-18 22:43:25 UTC
This thread is starting to turn into another one of those NM vs Paladin discussions. I've posted in many of these threads and have used both ships for hundreds of L4 missions. I can say without a doubt the only difference between a NM and paladin is the tracking which isn't an issue for most L4 missions.

It also seems to be turning into a pulse vs tach thread also and again I can say without a doubt tachs have no problem what so ever in missions. In fact you can fit a tachy nightmare to have the tracking of pulse lasers with scorch. With good skills and a good fit there is almost no difference between the two ships.
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