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Request for comments on Coercer and level 1 missions

Author
Edam Neadenil
Bax Corporation
#1 - 2013-02-26 05:22:42 UTC  |  Edited by: Edam Neadenil
Hi there,

I am after suggestions on what is below but also comments as to whether I am on the right track in terms of strategies. I am posting here rather than a build forum because I am more interested in comments on whether I am thinking along the correct lines than the actual build (though I will actually fly this ship).

I have been playing for 6 days and have decided to use my racial free Coercer for my initial Level 1 agent missions as the forums state the destroyers are suitable for this level. The advantages over a cruiser are:
- I will hopefully learn more about battle tactics in a smaller ship
- I can get another one for free by training again at a different school if I do break it.


Does this make sense ?

Searching the main forums for advise I came up with this build in the EFT tool:

The Build -
http://i4.photobucket.com/albums/y101/clannagh/modules_zpsed40afb0.jpg

My logic is:

Low Slots
[200mm Reinforced Rolled tungsten Armor]because its Amarr and meant to tank armor
[Basic Damage Control] for the same reason
[Armor Repair]to fix that armor

Medium Slots
[1MN Afterburner]because otherwise its dog slow
[Stasis Webifier 1]in case ever meet drone 'n stuff ... not sure about this one in Amarr space

High Slots
[ Dual Light Beam laser 1 with Radio S] * 8 because it is Amarr and Amarr do lasers and Radio S because the coercer is a long range beastie

The logic behind the Radio S is the 8 turrets make up for the low hit power, whereas the +60% Radio S range combined with the 50% from the Coercer itself gives me a range of 2.4 x normal letting me hit at 20km plus. I will of course carry sets of standard S and multi-frequency S for situations I need more smacking grunt.

Comments?
MuraSaki Siki
ChuangShi
Fraternity.
#2 - 2013-02-26 05:45:58 UTC
Since in missioning, u need to fight against lots of target, sustainable tanking should be in mind

I would suggest that swap 200mm plate to resistance modules,
ex : energized adaptive plating , (if no cpu, then choose adaptive resistance plating)
or any armor hardener if u know which dmg type of the rats act on you

and why?

1. armor plate lower ur speed , let u much easier to be hit
2. more resistance mean you receive less damage, as your armor repairer repair fixed amount HP, it will make ur tanking more effective

Edam Neadenil
Bax Corporation
#3 - 2013-02-26 05:53:31 UTC
MuraSaki Siki wrote:
Since in missioning, u need to fight against lots of target, sustainable tanking should be in mind

I would suggest that swap 200mm plate to resistance modules,
ex : energized adaptive plating , (if no cpu, then choose adaptive resistance plating)
or any armor hardener if u know which dmg type of the rats act on you

and why?

1. armor plate lower ur speed , let u much easier to be hit
2. more resistance mean you receive less damage, as your armor repairer repair fixed amount HP, it will make ur tanking more effective



Ok makes sense

Will adaptive plating stack with the Basic Damage Control Unit or will they conflict?
M'pact
Aliastra
Gallente Federation
#4 - 2013-02-26 06:24:33 UTC
The damage control and other resistance modules will stack.

However, because you are a new player with a new character, I suggest keeping the armor plate for now. L1 missions aren't too difficult, but because of your skill levels you really should have some extra armor buffer for those "just in case" moments where you forget to activate the repairer or something. Once you get your Mechanics and Hull Upgrades skills up to 4, then switch to a resistance module to see how you handle the difference.

By the way, if you haven't already...

I suggest going into your character sheet and clicking the Attributes tab. You can remap your attributes to accelerate the speed that your character learns skills. My recommendation for maximum skilling while actually playing the character is to put seven points into Intelligence and seven points into Perception. This gives a really good skilling rate for a wide variety of skills that you will need to get as a beginning character. Once you're a few months or a year into it and have a decent general skill base, you can switch to a more focused attribute remap for "power skilling."

When I finally do make an impact on this universe, it will reverberate across the entirety of it, and no one will be able to truthfully claim they don't know me. - -

Until then, I'll just sit quietly over here, minding my own business...

MuraSaki Siki
ChuangShi
Fraternity.
#5 - 2013-02-26 06:58:45 UTC
Mr M'pact's suggestion is quite good, as i go beyond from missioning for a long time


no stacking penalty of damage control with other resistance modules
so if you u get 1 DC and 1 resist modules, both 100% effective,
when u put 1 DC and 2 resist modules,
DC and the more powerful resist modules effect 100%, and the last one only 87%

although no stacking penalty of DC and resist modules, due to the calculation of resistance ,
for example,
now your EM resistance is 0%,
put 1 modules with state "50% EM resistance", your EM resistance will go from 0 to 50%
put 1 more, your EM resistance will go from 50 to 75%
Xercodo
Cruor Angelicus
#6 - 2013-02-26 08:00:31 UTC
NEVER EVER EVER use basic modules/

Use a Damage Control I

The Drake is a Lie

Katran Luftschreck
Royal Ammatar Engineering Corps
#7 - 2013-02-26 10:36:03 UTC  |  Edited by: Katran Luftschreck
We sell these, if you're interested...

RAEC Lancea
Coercer Hull
High: 8 x Gatling Pulse Laser
Medium: 1 x Energized Adaptive Nano Membrane, 1 x Small Armor Repairer, 1 x 200mm Steel Plates
Low: 3 x Small Capacitor Control Circuit
Rigs: 1 x Small Anti-Explosive Pump, 1 x Small Anti-Kinetic Pump, 1 x Small Anti-Thermal Pump
Cargo: 8 of each crystal type

The Bad: Lasers are very short ranged and the ship itself if very, very slow. It's also totally PvE themed and probably useless in PvP.

The Good: It's frikkin' indestructible in L1/L2 missions because with any halfway decent skills it is cap stable even with the repairer running non-stop. Also cheap & noob friendly (we normally sell them for around 2,000,000 fit as shown, with discount if you're in EvE Uni).

http://youtu.be/t0q2F8NsYQ0

Frank Millar
The Scope
Gallente Federation
#8 - 2013-02-26 11:04:41 UTC
Katran Luftschreck wrote:
We sell these, if you're interested...

RAEC Lancea
Coercer Hull
High: 8 x Gatling Pulse Laser
Medium: 1 x Energized Adaptive Nano Membrane, 1 x Small Armor Repairer, 1 x 200mm Steel Plates
Low: 3 x Small Capacitor Control Circuit
Rigs: 1 x Small Anti-Explosive Pump, 1 x Small Anti-Kinetic Pump, 1 x Small Anti-Thermal Pump
Cargo: 8 of each crystal type

The Bad: Lasers are very short ranged and the ship itself if very, very slow. It's also totally PvE themed and probably useless in PvP.

The Good: It's frikkin' indestructible in L1/L2 missions because with any halfway decent skills it is cap stable even with the repairer running non-stop. Also cheap & noob friendly (we normally sell them for around 2,000,000 fit as shown, with discount if you're in EvE Uni).

Uhm, seems to me you're mixing it up by putting certain modules where they won't fit.
What you put in Med slots should be in Lows, CCC's don't go in Lows and would get in the way of the rigged Pumps.

Question
Liam Inkuras
Furnace
Thermodynamics
#9 - 2013-02-26 16:22:39 UTC
Katran Luftschreck wrote:
We sell these, if you're interested...

RAEC Lancea
Coercer Hull
High: 8 x Gatling Pulse Laser
Medium: 1 x Energized Adaptive Nano Membrane, 1 x Small Armor Repairer, 1 x 200mm Steel Plates
Low: 3 x Small Capacitor Control Circuit
Rigs: 1 x Small Anti-Explosive Pump, 1 x Small Anti-Kinetic Pump, 1 x Small Anti-Thermal Pump
Cargo: 8 of each crystal type

The Bad: Lasers are very short ranged and the ship itself if very, very slow. It's also totally PvE themed and probably useless in PvP.

The Good: It's frikkin' indestructible in L1/L2 missions because with any halfway decent skills it is cap stable even with the repairer running non-stop. Also cheap & noob friendly (we normally sell them for around 2,000,000 fit as shown, with discount if you're in EvE Uni).

You've got the mods in the wrong place on that mate. Capacitor Control Circuits (CCC's) are rigs. Energized Nano Membrane, Armour rep, and plates are low slot modules. OP, your fit is good for 6 days old, much better than what I came up with when I was 6 days in (dual tanked cormorant ftw). One crucial thing, however, never, and I mean NEVER, fit 'Basic' modules. Use the vanilla T1, meta, or T2 as price and skills allow. Here is a fit I threw together for you that should be able to handle all L1 and many L2 missions.

Coercer: Low Skill Missioner

Highs:
Dual Light Pulse Laser I x8

Mids:
1mn Afterburner I
Cap Recharger I

Lows:
Damage Control I
Small Armour Repairer I
Energized Adaptive Nano Membrane I

Rigs:
Small Capacitor Control Circuit I x3

You should be able to fit this, and the cap will last plenty long for you to run the mission (if it isn't already stable)

I wear my goggles at night.

Any spelling/grammatical errors come complimentary with my typing on a phone

Katran Luftschreck
Royal Ammatar Engineering Corps
#10 - 2013-02-26 16:52:52 UTC
Whoops, yer right... I was mixing it up with something else... too many windows at once... hang on...

Oh LOL ... wow did I ever get mixed up! Doh!

RAEC Lancea
Coercer hull
High: 8 x Gatling Pulse Laser
Medium: 2 x Medium Shield Extender
Low: 1 x Energized Adaptive Membrane, 1 x Small Armor Repairer, 1 x 200m Reinforced Steel Plates
Rigs: 3 x Small Capacitor Control Circuits
Ammo: lots of crystals

...and what I was mixing it up with was...

RAEC Retiarius
Punisher hull
High: 3 x Gatling Pulse Laser, 1 x Small Nosferatu
Medium: 2 x Cap Recharger
Low: 1 x Power Diagnostic System, 1 x 400mm Reinforced Steel Plates, 1 x Small Armor Repairer, 1 x Energized Adaptive Membrane
Rigs: 1 x Small Anti-Explosive Pump, 1 x Small Anti-Kinetic Pump, 1 x Small Anti-Thermic Pump
Ammo: lots of crystals


Yes, yes I know, meta 4 modules, thing is these are mass production models. People are free to upgrade to meta whatever they want whenever they find it and it will snap into place like legos. But meta can't be made from blueprints, so we don't sell them that way.

http://youtu.be/t0q2F8NsYQ0

Edam Neadenil
Bax Corporation
#11 - 2013-03-06 01:20:34 UTC
Thanks for the help everyone.

The fit I finally used was this:


Coercer: (L1/L2 Mission Ship)

Highs:
Dual Light Beam Laser I x8
(sometimes swap in a salvage I)

Mids:
1mn Afterburner I
Supplemental Scanning CPU I (with Targeting Range Script)

Lows:
Damage Control I
Small Armour Repairer I
Energized Adaptive Nano Membrane I

Rigs:
Small Capacitor Control Circuit I x2
Small Energy Locus Co-ordinator I


Basically the extra targetting range and longer optimal range make up for my inept pilot skills
Jensaro Koraka
Caldari Provisions
Caldari State
#12 - 2013-03-06 11:51:26 UTC
Edam Neadenil wrote:
Hi there,

I am after suggestions on what is below but also comments as to whether I am on the right track in terms of strategies. I am posting here rather than a build forum because I am more interested in comments on whether I am thinking along the correct lines than the actual build (though I will actually fly this ship).

I have been playing for 6 days and have decided to use my racial free Coercer for my initial Level 1 agent missions as the forums state the destroyers are suitable for this level. The advantages over a cruiser are:
- I will hopefully learn more about battle tactics in a smaller ship
- I can get another one for free by training again at a different school if I do break it.


Does this make sense ?

Searching the main forums for advise I came up with this build in the EFT tool:

The Build -
http://i4.photobucket.com/albums/y101/clannagh/modules_zpsed40afb0.jpg

My logic is:

Low Slots
[200mm Reinforced Rolled tungsten Armor]because its Amarr and meant to tank armor
[Basic Damage Control] for the same reason
[Armor Repair]to fix that armor

Medium Slots
[1MN Afterburner]because otherwise its dog slow
[Stasis Webifier 1]in case ever meet drone 'n stuff ... not sure about this one in Amarr space

High Slots
[ Dual Light Beam laser 1 with Radio S] * 8 because it is Amarr and Amarr do lasers and Radio S because the coercer is a long range beastie

The logic behind the Radio S is the 8 turrets make up for the low hit power, whereas the +60% Radio S range combined with the 50% from the Coercer itself gives me a range of 2.4 x normal letting me hit at 20km plus. I will of course carry sets of standard S and multi-frequency S for situations I need more smacking grunt.

Comments?

Don't mix buffer and active tanking. You want to be active tanked for PvE. Replace the plate with an energized membrane. Replace the DCU with one too. They're more for buffer tanking. Or possibly a weapon upgrade instead of the second membrane. Other than that you're doing pretty good.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats." -H.L. Mencken

Lost Greybeard
Drunken Yordles
#13 - 2013-03-06 12:05:59 UTC
Edam Neadenil wrote:

My logic is:

Low Slots
[200mm Reinforced Rolled tungsten Armor]because its Amarr and meant to tank armor
[Basic Damage Control] for the same reason
[Armor Repair]to fix that armor

Medium Slots
[1MN Afterburner]because otherwise its dog slow
[Stasis Webifier 1]in case ever meet drone 'n stuff ... not sure about this one in Amarr space

High Slots
[ Dual Light Beam laser 1 with Radio S] * 8 because it is Amarr and Amarr do lasers and Radio S because the coercer is a long range beastie

...

Comments?


1: as others have said, don't use Basic modules. Damage control I. Or II when you can.

2: as a new player in Amarr, capacitor is killer. Put capacitor control circuits in all of the rig slots.

3: webber is unnecessary against NPCs when you're using small guns. Drop it, fit a capacitor recharger instead (see point 2)

4: generally speaking "Dual" guns are a weird intermediate power-level that you don't want to bother with if you can fit full-on "medium" (actually small, names are weird) light beam lasers on there. Or, if you want shorter-range, harder-hitting weapons, actually switch types and use pulse lasers.

5: you can switch ammo by deactivating the guns, dragging the new ammo in, and reactivating, and it doesn't take much space. Go ahead and bring your Radio if you like it, but include a set of multifrequency for heavy close in damage as well, and maybe some standard too. Carry the spares in cargo and swap 'em out as needed.

6: prioritize the above, then fit the biggest plate you can find if you're gonna do plates. With the AB, being slow isn't a big concern for you since ABs don't use much cap and can thus run for a long time.
Kezn Tzestu
Jonas Virpio Corporation
#14 - 2013-03-06 18:47:49 UTC
Maybe its just me but i never use DCU in PvE, i rather swap it out for a rat specific resistance mod, also swapping out the adaptive for another rat specific, having 2X of the same or 1 of the each top type dmg of the rats you will meet, its far more effective than a DCU wich gives the most bonus to hull, and if ur in hull in PvE, its a bad sign, and its a good habit to have the specific resistance mods as you will need it later as the missions gets harder.

Also remember since you fly an amarr ship with lasers you are most effective in amarrian space since most of the rats you will meet are weak against EM/thermal wich all your lasers do and nothing else.
Mara Rinn
Cosmic Goo Convertor
#15 - 2013-03-07 04:17:26 UTC
My preference with the Coercer is to use beams, fill the lowslots with heatsinks, and rely on the afterburner to keep me at sufficient range to speed and shield tank the destroyer. Yes, I will eventually take armour damage, but I can fix that by paying the station to repair it for me, or undock with a small repairer fitted and repair between missions.

The advice about not mixing buffer and active tank is valuable.

My low-level mission alts are running L1 and L2 missions in destroyers and assault frigates, for which I use the same strategies: long range weapon systems, focus on DPS and speed, finish the mission as quickly as possible and return to base with more than 1% structure Big smile

These alts have less than 10M SP, though I have specifically focussed on Engineering, Electronics, Mechanics and Hull Upgrades for various reason.

As an example, I have an alt flying a Corax. This character can take out most L1 and L2 frigate NPCs with one or two light missiles. Moving to rockets for more DPS would be counterproductive since the Corax is capable of clearing rooms within a couple of volleys. With light missiles and moderate missile skills the Corax is capable of staying outside the weapons range of frigates and most cruisers. Thus no active or buffer tanking modules are required.

Low Slots
2 x [Heat Sink II] because its Amarr and meant to vanquish enemies with the light of truth
1 x [Tracking Enhancer II] because see above :)

Medium Slots
[1MN Afterburner II]because otherwise its dog slow
[Stasis Webifier 1]in case ever meet drone 'n stuff ... not sure about this one in Amarr space

High Slots
[ Dual Light Beam laser 1 with Radio S] * 8 because it is Amarr and Amarr do lasers and Radio S because the coercer is a long range beastie

Note that using Multifrequency S will reduce your range but significantly upgrade your DPS. Long range is good, but lots of DPS is better, especially once you figure out how to close the range without getting blown up.

Also, switch up to the best beam lasers you can fit. I don't have my fitouts right here with me, but can you squeeze Medium Modulated Energy Beam I into your fitting? It might even be worth switching a heat sink out for a Micro Auxiliary Power Core, just to squeeze that last Medium Modulated Energy Beam I into the fitting.

The 1MN Afterburner II is non-optional, but you can save CPU and PG by leaving the stasis webifier off. If you're within 10km of a target, you're in trouble.

Another option for the low slots is to stuff them full of overdrive injectors to help ensure that you maintain range.