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I Feel Like I Am Doing Something Wrong

Author
Fimbul Vetr
Imperial Shipment
Amarr Empire
#1 - 2014-02-23 22:30:52 UTC
I'm a fairly new player here, ~7m sp, and recently (a little over a month ago,) I started doing L4 missions for Isk. I upgraded from a Raven to a CNR about a week ago, hoping the slight increase in tank and DPS would help me mission faster. It definitely helped over the Raven, but I still feel like I am taking too long to complete most missions. For example, Angel Extravaganza can take me an hour occasionally.

I've tried two separate builds on my CNR: An MJD build and an AB build.

When I use the MJD build I jump away from the enemies, aggro the closest group, kill, rinse and repeat until a pocket is dead. I feel that that is a pretty standard way to use the MJD, and I'm usually very safe while doing it, apart from the odd mission with cruise missile battleships. Even then I have more than enough tank. My problem with this build is that I occasionally have to wait or slowboat to get some of the far targets within locking range. I also lose a lot of time slowboating to acceleration gates in missions where i cannot safely MJD to and from a gate while killing mission rats. I'm sure with practice I can probably speed that up, but that's still a minimum 5-6 minutes in a pocket.

When I use the AB fit I generally orbit either the acceleration gate or my MTU and again systematically kill groups when that is possible. My problem with this fit is that I find myself having to spam my shield booster more than I'd like, which makes me need to fit and use a cap booster with my fits, and when that runs out on some of the harder missions I have to warp out.

Currently I'm only making 30-40m an hour doing missions including loot with my MTU, bounties, and LP on a good day. I haven't trained Security Connections yet (soon, it's on my queue,) so I know that will boost my income a bit. My DPS is also a bit low, but I'm working on that with capping out some more missile skills and replacing my BCUs and cruise launchers with Caldari Navy ones.

I'm looking for some critique of my fits, posted below, and any tips or hints at what I might be doing wrong. Should I blitz missions or clear them for the bounties in this ship? Any help would be appreciated. I'm not expecting to get to the speed and safety of a marauder, but I feel like I should be making more than I am.

Afterburner

High:
8x Arbalest Cruise Missile Launcher

Mid:
3x Mission Specific Hardener
1x XL Shield Booster II
1x Meta 4 Shield Boost Amp
1x heavy Cap Booster II
1x Experimental 100mn Afterburner

Low:
4x Domination Ballistic Control Unit
1x Photonic CPU Enhancer

Rigs:
2x Warhead Rigor Catalyst
1x Warhead Flare Catalyst

MJD

High:
8x Arbalest Cruise Missile Launcher

Mid:
2x Mission Specific hardener
1x XL Shield Booster II
1x Meta 4 Shield Boost Amp
2x Meta 4 Target Painter
1x MJD

Low:
4x Domination Ballistic Control Unit
1x Meta 4 Signal Amp

Rigs:
2x Warhead Rigor Catalyst
1x Warhead Flare Catalyst
Tauranon
Weeesearch
CAStabouts
#2 - 2014-02-23 22:59:17 UTC  |  Edited by: Tauranon
Cap boosters take practice, you need to leave the cap at 27-35% whenever you aren't boosting to get as much natural cap as possible and you need to learn all the mission triggers, even to the extent of kiting a trigger occasionally.

As far as 30-40m goes, that sounds like you are running for a navy, and not sisters or someone with a high LP value.

---

Some easy methods of gaining more efficiency for your tank to make your 800s last

1 - change to pith c-type xl booster. a few% more hps per cycle for same cap, and also uses massively less cpu which (often) simplifies fitting (used to be 10% diff, not as large now).
2 - change to T2 shield boost amp (36% vs 30%) boost increase, for slightly more cpu
3 - use a 5% cap regen implant - which is surprisingly effective because it works for the whole mission whilst you are only cycling your booster periodically. On a domi it raises the point where my cap sits when I'm not cycling booster and rep, and buys me the odd free rep cycle.
4 - use some c-type hardeners - these days only the em hardeners are valuable.

The combination would give you some extra lifespan on a cargo full of cap boosters.

If you sold the copasetic amp (~27m), then the booster which ~60m is only 33m you have to find, and its not a gankworthy fit by itself.
GordonO
BURN EDEN
#3 - 2014-02-23 23:46:53 UTC
You need to get T2 cruise missile launchers and use fury. Its still not going to do it as efficiently as a turret ship but will be much better. Turrets can insta pop frigs and cruisers as they come towards you, something cruise missiles don't do that well.

... What next ??

Fimbul Vetr
Imperial Shipment
Amarr Empire
#4 - 2014-02-24 02:08:34 UTC
Tauranon wrote:
Cap boosters take practice, you need to leave the cap at 27-35% whenever you aren't boosting to get as much natural cap as possible and you need to learn all the mission triggers, even to the extent of kiting a trigger occasionally.

As far as 30-40m goes, that sounds like you are running for a navy, and not sisters or someone with a high LP value.

---

Some easy methods of gaining more efficiency for your tank to make your 800s last

1 - change to pith c-type xl booster. a few% more hps per cycle for same cap, and also uses massively less cpu which (often) simplifies fitting (used to be 10% diff, not as large now).
2 - change to T2 shield boost amp (36% vs 30%) boost increase, for slightly more cpu
3 - use a 5% cap regen implant - which is surprisingly effective because it works for the whole mission whilst you are only cycling your booster periodically. On a domi it raises the point where my cap sits when I'm not cycling booster and rep, and buys me the odd free rep cycle.
4 - use some c-type hardeners - these days only the em hardeners are valuable.

The combination would give you some extra lifespan on a cargo full of cap boosters.

If you sold the copasetic amp (~27m), then the booster which ~60m is only 33m you have to find, and its not a gankworthy fit by itself.


Thank you for your response.

Yeah, that's what I'm doing with my cap booster currently. I'm only cycling it with <10% or so cap left. I also actually am doing Sisters, so yeah, like I said I should be making more than I am.

1 - Done. Will try it out when I have some time.
2 - I'll do that once I have the skills. Management is the last major shield skill I don't have at 5.
3 - Will try it out.
4 - Will look into it.

GordonO wrote:
You need to get T2 cruise missile launchers and use fury. Its still not going to do it as efficiently as a turret ship but will be much better. Turrets can insta pop frigs and cruisers as they come towards you, something cruise missiles don't do that well.


I'm training towards a Tengu right now. T2 cruise missiles are going to have to wait a while. Also, my cruise missiles already insta-pop frigates at range if they have no transversal. At close range I have drones. Frigs haven't been a problem.
Mara Rinn
Cosmic Goo Convertor
#5 - 2014-02-24 03:13:02 UTC
I'm running a very similar fit to yours, all T2 (with Cruise Missile Specialization 5), using Fury missiles (I switch to standard for frigates in missions where the NPCs tend to shred drones). I don't have a shield boost amplifier though, that slot is occupied by a target painter. Instead of the Cap Booster I have a Sensor Booster which I carry both range and resolution scripts for. Using fury, my CNR is pushing out a paper DPS of just over 1000, this includes a few cruise & other missile related implants. Without Fury, using standard missiles in T2 launchers, this CNR's paper DPS was a touch over 700.

To get 80M+ ISK/hr, I blitz missions, turn down missions that I can't blitz (attack of the drones? DENIED, rogue drone harassment? DENIED), and end up suffering a little due to less-than-perfect standings with my agent (sadly, LP rewards seem to take a huge hit between 9.9 and 9.8). Often I'll settle for not blitzing, but I'll still skip the truly worthless missions (anything with rogue drones). I value SOE LP at about 2000 ISK/LP.

The most important thing I do for getting a high income is don't dawdle. If you take longer than a minute to dock, hand in, accept, undock, you start seriously eating into your ISK/hr rate by blowing out the "hr" bit on the bottom. Accept the mission, undock, get to the mission site, start blowing things up as soon as you get there, head for the next gate immediately, abandon the wrecks (contract the salvaging to Pro Synergy), start aligning for the out-gate as the last enemy is being shot, get into warp ASAP, and don't waste time in chat channels while you should be warping or shooting or engaging your agent. There's time for chat and waffle while your weapons are cycling on battleships. Any time your ship is in space and not shooting things or warping to/from mission is wasted time. Every second that your ship (in formal terms, your "capital") is idle deducts another percentage from your ISK/hr.

I'll post my spreadsheet later, but I was at the point of completing "The Blockade" in a few minutes (warp in at range, only shoot the triggers, warp out), meaning that the 12 extra seconds aligning for the gate after I'd finished blowing stuff up was eating into my ISK/hr. The CNR is already slow enough in warp, you don't want to add align time into the mix.

30-40M ISK/hr is what I would expect from a high-end battleship with decent weapon skills when you're not deliberately pushing to blitz everything, maybe you're checking forums or babbling on TS or otherwise not keeping your ship moving to reduce wasted time in transit (i.e.: you are being social, not a ISK farming robot). And then maybe you're derping around with fittings. As an example of how I've tried to optimise my mission times, here are some names of saved fittings:


  • Angel Cartel
  • Serpentis
  • Mordus Headhunters
  • Pirate Invasion AC
  • Damsel In Distress
  • Dread Pirate Scarlet


I try to avoid drag & drop refitting where possible. Some of these fittings are duplicates, the aim being that I pick a mission-specific fitting where it makes a difference. Damsel is a MJD fitting: I MJD to range (keeping the building in line with a celestial), blow up the building, warp in to scoop the damsel out, warp out.
Gh0stBust3rs
Project.Nova
The Initiative.
#6 - 2014-02-24 03:17:27 UTC
Fimbul Vetr wrote:
Tauranon wrote:
Cap boosters take practice, you need to leave the cap at 27-35% whenever you aren't boosting to get as much natural cap as possible and you need to learn all the mission triggers, even to the extent of kiting a trigger occasionally.

As far as 30-40m goes, that sounds like you are running for a navy, and not sisters or someone with a high LP value.

---

Some easy methods of gaining more efficiency for your tank to make your 800s last

1 - change to pith c-type xl booster. a few% more hps per cycle for same cap, and also uses massively less cpu which (often) simplifies fitting (used to be 10% diff, not as large now).
2 - change to T2 shield boost amp (36% vs 30%) boost increase, for slightly more cpu
3 - use a 5% cap regen implant - which is surprisingly effective because it works for the whole mission whilst you are only cycling your booster periodically. On a domi it raises the point where my cap sits when I'm not cycling booster and rep, and buys me the odd free rep cycle.
4 - use some c-type hardeners - these days only the em hardeners are valuable.

The combination would give you some extra lifespan on a cargo full of cap boosters.

If you sold the copasetic amp (~27m), then the booster which ~60m is only 33m you have to find, and its not a gankworthy fit by itself.


Thank you for your response.

Yeah, that's what I'm doing with my cap booster currently. I'm only cycling it with <10% or so cap left. I also actually am doing Sisters, so yeah, like I said I should be making more than I am.

1 - Done. Will try it out when I have some time.
2 - I'll do that once I have the skills. Management is the last major shield skill I don't have at 5.
3 - Will try it out.
4 - Will look into it.

GordonO wrote:
You need to get T2 cruise missile launchers and use fury. Its still not going to do it as efficiently as a turret ship but will be much better. Turrets can insta pop frigs and cruisers as they come towards you, something cruise missiles don't do that well.


I'm training towards a Tengu right now. T2 cruise missiles are going to have to wait a while. Also, my cruise missiles already insta-pop frigates at range if they have no transversal. At close range I have drones. Frigs haven't been a problem.



Even if you stick with T1 or even Navy ammo training for T2 Launchers and ammo means a gain of 80 dps just form skills/launcher to 200 dps with furies.

Domination BCS are worthless. Better off with T2(Unless your fitting skills suck)
Dont bother with Navy launchers...No really dont. Use Meta 4. train for t2


Fimbul Vetr
Imperial Shipment
Amarr Empire
#7 - 2014-02-24 04:07:56 UTC  |  Edited by: Fimbul Vetr
Gh0stBust3rs wrote:


Even if you stick with T1 or even Navy ammo training for T2 Launchers and ammo means a gain of 80 dps just form skills/launcher to 200 dps with furies.

Domination BCS are worthless. Better off with T2(Unless your fitting skills suck)
Dont bother with Navy launchers...No really dont. Use Meta 4. train for t2




I was using Dominations to make up for a slight hole in my CPU when using BC2's in all slots. They aren't prohibitively expensive, so that's not a huge deal. I've replaced them with Navy BCU's though.

Again, T2 cruises are a long way off for me because I'm training towards tengus/hacs. Missioning is a means to an end for me, and I could use that 18 odd days training Caldari Cruiser V. Once that's done I'll consider it, but that's still a little while off.
Klymer
Hedion University
Amarr Empire
#8 - 2014-02-24 04:42:37 UTC
I would add that in addition to getting T2 launchers, you want to max out the Guided Missile Precision and Target Navigation Prediction skills as soon as possible. They lower the explosion radius and effects of target movement on missiles thus increasing applied damage . The CNR's hull bonus for explosion radius is it's major improvement over the standard Raven, even more so than the 8 launchers. You should have Caldari BS 4 and be looking ahead to training it to 5 if you plan on using the CNR as your go to mission ship. Sure it's along train but you can look forward to the Golem at the end of it.

For implants, stick to the ones that benefit missiles. A cap regen implant on a CNR...just no.

Slot 6: Zainou 'Snapshot' Cruise Missile CM-60x for x% damage increase to cruise missiles
Slot 7: Varies - There are missile velocity and flight time implants as well as HAM and HML damage specific implants.
Slot 8: Zainou 'Deadeye' Guided Missile Precision CM-605 for a 5% bonus. This is ~150m on the markets and worth it for CNR
Slot 9: Zainou 'Deadeye' Target Navigation Prediction TN-905 for 5% bonus. Another ~150m but again it's worth it for the CNR.
Slot 10: Zainou 'Deadeye' Rapid Launch RL-100x for x% rate of fire increase for all launchers.

6 is a given if you plan to stay in the CNR a while. There's also the torpedo damage TD-60x implant but it's of extremely limited use.

7 is bit broader choice. Missile range is always good but the HAM and HML damage implants are there for the Tengu and HAC

8, 9 and 10 are the ones I would splurge on and get the 5% versions as they effect any missile ship you fly.

Just remember to skill up Infomorph psychology and advanced infomorph psychology so you can setup plenty of jump clones Cool
Luwc
State War Academy
Caldari State
#9 - 2014-02-26 12:55:48 UTC
To put my prolly TL'DR post in a nutshell :

ISK i.e. fancy gear does not comprehend for a lack of SP.

Dont be that guy with 7m SP that looses a 10b Ratting boat and finds himself as ALOD on TMC.

Ty good bye

http://hugelolcdn.com/i/267520.gif

Batelle
Federal Navy Academy
#10 - 2014-02-26 15:09:32 UTC  |  Edited by: Batelle
1 hour for a full clear of angel extravaganza isn't that bad OP. Its certainly not l33t professional-mission-runner 50m SP minmaxblitzing isk, but its not bad for 7m sp (i think i was still in cruisers/BCs at 7m). You can the number of total spawns by shooting certain structures along the way, this is the blitz for the mission. There's a couple factors to consider when deciding to blitz or full clear.

If you are running missions for a corp with high LP value, then blitzing is a better option. If you're running them for a navy, doing a full clear with salvaging will make the less-valuable LP a smaller part of your income. Naturally how easy/difficult it is for you to salvage is also an important consideration. Also keep in mind some factions have better loot than others. I think Guristas are pretty low-value for example.

Mara Rinn wrote:
To get 80M+ ISK/hr, I blitz missions, turn down missions that I can't blitz (attack of the drones? DENIED, rogue drone harassment? DENIED), and end up suffering a little due to less-than-perfect standings with my agent (sadly, LP rewards seem to take a huge hit between 9.9 and 9.8). Often I'll settle for not blitzing, but I'll still skip the truly worthless missions (anything with rogue drones). I value SOE LP at about 2000 ISK/LP.


Attack of the drones is one of the quickest and easiest blitzes that I know.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Organic Lager
Drinking Buddies
#11 - 2014-02-26 15:20:47 UTC
Fimbul Vetr wrote:
I'm a fairly new player here, ~7m sp, and recently (a little over a month ago,) I started doing L4 missions for Isk. I upgraded from a Raven to a CNR about a week ago, hoping the slight increase in tank and DPS would help me mission faster. It definitely helped over the Raven, but I still feel like I am taking too long to complete most missions. For example, Angel Extravaganza can take me an hour occasionally.

I've tried two separate builds on my CNR: An MJD build and an AB build.

When I use the MJD build I jump away from the enemies, aggro the closest group, kill, rinse and repeat until a pocket is dead. I feel that that is a pretty standard way to use the MJD, and I'm usually very safe while doing it, apart from the odd mission with cruise missile battleships. Even then I have more than enough tank. My problem with this build is that I occasionally have to wait or slowboat to get some of the far targets within locking range. I also lose a lot of time slowboating to acceleration gates in missions where i cannot safely MJD to and from a gate while killing mission rats. I'm sure with practice I can probably speed that up, but that's still a minimum 5-6 minutes in a pocket.

When I use the AB fit I generally orbit either the acceleration gate or my MTU and again systematically kill groups when that is possible. My problem with this fit is that I find myself having to spam my shield booster more than I'd like, which makes me need to fit and use a cap booster with my fits, and when that runs out on some of the harder missions I have to warp out.

Currently I'm only making 30-40m an hour doing missions including loot with my MTU, bounties, and LP on a good day. I haven't trained Security Connections yet (soon, it's on my queue,) so I know that will boost my income a bit. My DPS is also a bit low, but I'm working on that with capping out some more missile skills and replacing my BCUs and cruise launchers with Caldari Navy ones.

I'm looking for some critique of my fits, posted below, and any tips or hints at what I might be doing wrong. Should I blitz missions or clear them for the bounties in this ship? Any help would be appreciated. I'm not expecting to get to the speed and safety of a marauder, but I feel like I should be making more than I am.

Afterburner

High:
8x Arbalest Cruise Missile Launcher

Mid:
3x Mission Specific Hardener
1x XL Shield Booster II
1x Meta 4 Shield Boost Amp
1x heavy Cap Booster II
1x Experimental 100mn Afterburner

Low:
4x Domination Ballistic Control Unit
1x Photonic CPU Enhancer

Rigs:
2x Warhead Rigor Catalyst
1x Warhead Flare Catalyst

MJD

High:
8x Arbalest Cruise Missile Launcher

Mid:
2x Mission Specific hardener
1x XL Shield Booster II
1x Meta 4 Shield Boost Amp
2x Meta 4 Target Painter
1x MJD

Low:
4x Domination Ballistic Control Unit
1x Meta 4 Signal Amp

Rigs:
2x Warhead Rigor Catalyst
1x Warhead Flare Catalyst


I see this thread is a couple days old but figured I could help since I took the exact same route, drake -> raven -> cnr -> tengu.

It sounds like you already have a good plan in place and your current loadouts look good for your skills and isk investment. I would prioritize upgrading in the order listed below.

What to do with isk
1) get the navy bcu (only need 3)
2) start saving for tengu (t2 hams, small deadspace shield booster, transfer navy bcus from cnr)

What do to with skills
1) get your missile support skills to at least level 4
2) get your shield tank and capacitor support skills to at least level 4
3) train for tengu
4) improve your social skills, lp payout, mission payouts, standing gains, etc.
5) improve trading skills, this saves a lot when selling loot/salvage

30-40m an hour isn't bad for your ship/skills, in a cnr you should be full clearing rooms, i found it to slow to blitz with.
If you don't have an alt be more selective in which missions you choose to loot/salvage. Gone berserk is really good for loot as is the blockade, angels Extravaganza on the other hand isn't (pop the silo for the implant of course).

Once you get in a tengu change your strat to blitzing missions. Hopefully you will have 5.0+ standings with soe by then and can freely decline bad missions. This is where you should notice a huge jump in your isk per hour. You'll go from maybe 50-60m/hour slowboating in a cnr to 80-100m/hour blitzing in a tengu. If you need advice on how to get into blitzing and which missions to run and which to decline just shoot me an in game mail.
Batelle
Federal Navy Academy
#12 - 2014-02-26 15:26:35 UTC  |  Edited by: Batelle
tengu is a good ship and probably more low-sp friendly than the CNR, but assuming you have the SP, going from a CNR to a tengu is definitely a step down, unless you plan to use both depending on the mission, and especially if you're declining missions that are too many jumps away.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Organic Lager
Drinking Buddies
#13 - 2014-02-26 16:43:31 UTC
Batelle wrote:
tengu is a good ship and probably more low-sp friendly than the CNR, but assuming you have the SP, going from a CNR to a tengu is definitely a step down, unless you plan to use both depending on the mission, and especially if you're declining missions that are too many jumps away.


I don't think there is much debate that blitzing @ 2k/lp is > full clears for isk/hour (especially for those without a salvage alt)

Sp and isk are always an issue and tengu is far easier to fly at a far lower cost. Even if they were equal price and skill i can't think of too many missions where the cnr would out blitz a tengu. Blockade and angels are the only ones that come to mind where the cnr greatly out shines a tengu (they are both instant declines for me :( due to no cnr/golem)

Batelle
Federal Navy Academy
#14 - 2014-02-26 16:49:44 UTC
Organic Lager wrote:
Batelle wrote:
tengu is a good ship and probably more low-sp friendly than the CNR, but assuming you have the SP, going from a CNR to a tengu is definitely a step down, unless you plan to use both depending on the mission, and especially if you're declining missions that are too many jumps away.


I don't think there is much debate that blitzing @ 2k/lp is > full clears for isk/hour (especially for those without a salvage alt)

Sp and isk are always an issue and tengu is far easier to fly at a far lower cost. Even if they were equal price and skill i can't think of too many missions where the cnr would out blitz a tengu. Blockade and angels are the only ones that come to mind where the cnr greatly out shines a tengu (they are both instant declines for me :( due to no cnr/golem)



battleships can blitz just fine if they have a prop mod. And they'll do better any time you have to shoot more than a few battleships. But I'm a big advocate of the tengus awesomeness at pretty much everything. I just think if you want to be in a tengu, the raven/cnr is a major training detour. I mean, I guess if you want to run level 4's while you wait then thats good, but I would probably just advice someone to keep blitzing level 3's and go straight for a tengu.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Fimbul Vetr
Imperial Shipment
Amarr Empire
#15 - 2014-02-26 21:07:47 UTC
Batelle wrote:
Organic Lager wrote:
Batelle wrote:
tengu is a good ship and probably more low-sp friendly than the CNR, but assuming you have the SP, going from a CNR to a tengu is definitely a step down, unless you plan to use both depending on the mission, and especially if you're declining missions that are too many jumps away.


I don't think there is much debate that blitzing @ 2k/lp is > full clears for isk/hour (especially for those without a salvage alt)

Sp and isk are always an issue and tengu is far easier to fly at a far lower cost. Even if they were equal price and skill i can't think of too many missions where the cnr would out blitz a tengu. Blockade and angels are the only ones that come to mind where the cnr greatly out shines a tengu (they are both instant declines for me :( due to no cnr/golem)



battleships can blitz just fine if they have a prop mod. And they'll do better any time you have to shoot more than a few battleships. But I'm a big advocate of the tengus awesomeness at pretty much everything. I just think if you want to be in a tengu, the raven/cnr is a major training detour. I mean, I guess if you want to run level 4's while you wait then thats good, but I would probably just advice someone to keep blitzing level 3's and go straight for a tengu.


I played briefly two years ago on this character, and had no idea what I was doing at the time. By the time I renewed my account I already had Caldari Battleships and Cruise Missiles, along with all races but Gallente and their preferred weapons, but zero support skills.

Missioning isn't what I intended to play this game for, and, at least for the moment, I would rather invest 18 days into Cruiser V so that I can fly HACs and Recons than I would on cruise missiles to burn through these missions faster. I like Tengus, and it just so happens that they are only a stone's throw away from some other ships I like to fly. In the future, when I have the extra training time, i'll train cruise missiles to V and switch back while I mission.
GordonO
BURN EDEN
#16 - 2014-02-26 21:27:44 UTC

GordonO wrote:
You need to get T2 cruise missile launchers and use fury. Its still not going to do it as efficiently as a turret ship but will be much better. Turrets can insta pop frigs and cruisers as they come towards you, something cruise missiles don't do that well.


I'm training towards a Tengu right now. T2 cruise missiles are going to have to wait a while. Also, my cruise missiles already insta-pop frigates at range if they have no transversal. At close range I have drones. Frigs haven't been a problem.[/quote]

1 turret and 1 frig is gone, time taken to kill stuff all adds up, so if you use say a NM each turret will pop a frig, so 4 frigs in the time it takes to lock them. But if you making low isk, that means you taking longer than you could. If you putting the T2 cruiser training off.. then don't expect to get better results from the Raven, or any ship that isn't properly trained.

... What next ??