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LVL 2 missions. Im getting owned!!!!

Author
Karizma Karpenter
Doomheim
#1 - 2012-01-07 20:52:49 UTC
Ok ive been reading a Rupture is the way to go for a cruiser. So ive bought one fitted it and ive started a level 2 mission (Technological Secrets 1 of 3) and i get 15 frigs and destroyers who just bombard me with missiles and my rupture just cant tank the attack?
I only have 500k sp and have finished the recomended certs for the rupture but i just cant seem to find a fit that can contain them.

Any ideas?
Eternum Praetorian
Doomheim
#2 - 2012-01-07 20:55:46 UTC
Did you try googling Rupture Lv 2 Mission Runner?


Just saying...

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Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#3 - 2012-01-07 21:08:32 UTC
You want to work up other skills. I recommend getting Hull Upgrades up to at least 4 (five is better). For an extra 5% armour per level, applied to the base figure (plus anything from plates, iirc).

If you're using Energized Adaptive Nano Membranes (or Adaptive Nano Plating), get the armour compensation skills too. They make it significantly better.

/Everything/ gets better with skills.

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Deviana Sevidon
Jades Falcon Guards
#4 - 2012-01-07 21:22:00 UTC
500k SP is quite early for jumping into a cruiser. Small turrets are easier to handle at your skill level, so would recommend to get Destroyers to level 3, fit some arties and see how you can do some damage.

Hull upgrades 4 is a good idea if you armor tank your ship. Before you return to cruisers I would recommend some semi-okay fitting and gunnery skills and also some navigation skills. An afterburner is not a bad idea in missions because the incoming damage is reduced when your own ship is moving faster, making it easier to tank.

....as if 10,058 Goon voices cried out and were suddenly silenced.

Karizma Karpenter
Doomheim
#5 - 2012-01-07 21:58:11 UTC
Ok this is all good but will a destroyer be able to cope with the dps the lvl2 missions give out?
Mara Rinn
Cosmic Goo Convertor
#6 - 2012-01-07 22:51:08 UTC
Destroyer, artillery, afterburner and overdrive injector. Keep as far away as possible while still doing damage to the targets, and you're golden. There aren't many ships in level 2 missions that will fly fast enough to give you curry.
Caleidascope
Republic Military School
Minmatar Republic
#7 - 2012-01-07 23:57:27 UTC  |  Edited by: Caleidascope
Recommended certificates are kinda useless.

You don't show your fit. I am going to guess anyway. You did the ac fit with armor tank. Am I right?

All of my mission fits are sniper fits. With medium arti and medium ab you stay at 35 km. Sort the overview to show the nearest rat on top. Kite the nearest rat, kill it, kite next one, kill it, kite next one, kill it, and so on. With you at 35 km away, no frigate or destroyer can touch you, so you can drop the useless armor tank and fit dps mods.

Life is short and dinner time is chancy

Eat dessert first!

1-Up Mushroom
Imperial Academy
Amarr Empire
#8 - 2012-01-08 02:27:55 UTC
Eternum Praetorian wrote:
Did you try googling Rupture Lv 2 Mission Runner?


Just saying...


That's a pretty bad fit tbh, try this
http://eve.battleclinic.com/loadout/55039-Rupture-Trusty-Ruppy-L2-Runner.html
Downgrade to meta or T1 whatcha need to
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Caleidascope
Republic Military School
Minmatar Republic
#9 - 2012-01-08 03:09:44 UTC
1-Up Mushroom wrote:
Eternum Praetorian wrote:
Did you try googling Rupture Lv 2 Mission Runner?


Just saying...


That's a pretty bad fit tbh, try this
http://eve.battleclinic.com/loadout/55039-Rupture-Trusty-Ruppy-L2-Runner.html
Downgrade to meta or T1 whatcha need to

Web on an arti fit is useless. Otherwise it is good sniper fit.

Life is short and dinner time is chancy

Eat dessert first!

Lazeysun Azaph
Ministry of War
Amarr Empire
#10 - 2012-01-08 11:56:03 UTC
I have got a carcal,
i am flying through the mission, with your ship, get damage control, shields and armour repair.
Miyamato
Ministry of War
Amarr Empire
#11 - 2012-01-08 13:02:01 UTC
What I have done in the past for missions like this is jump in, kill as many as I can with some Explosion dampening and armor enhancers and jumped out. Rinse and repeat.

I had the same issue with a recent mission of mine. Jumped in, saw 12 or so Mercs and all of a sudden I had 12 missiles coming my way. Immediately jumped out and refitted lol.

Closing in quickly will force them to switch to lasers or other weaponry I saw though. But in a Cruiser, closing in quickly isn't much of an option. So outfitted with a bunch of explosion dampening mid-power's. Extra armor low powers, and maxxed my range in weaponry so I could hit back from afar.

Worked. Was able to take out 6-7 the first run, and the 2nd no problem.
Lili Lu
#12 - 2012-01-08 14:01:42 UTC
Lazeysun Azaph wrote:
I have got a carcal,
i am flying through the mission, with your ship, get damage control, shields and armour repair.

Yeah, see this is the attitude of almost everyone that starts Caldari. "How are you having problems? This is easy. What's wrong with you. Just dual tank your ship if you have to. I just slap on some LSEs, hardeners, and purgers and I have no problem tanking. And how can you not hit the rats, just press the f button . . ."

And then later on when they decide to enter pvp -
"Whaaa, my missiles don't instanly hit, and all the tackle mods mean I can't fit my usual overstuffed better than an armor tank shield tank that kept me laughing at npcs, please CCP buff my Caldari ships . . . I want more mids so I can fit a point and web and cap injector and still have as many tank mods in the remaining mids . . . and I want more speed because I already have the greatest range at any class but I want the best speed now so I can maintain that range advantage with ease . . ."

Please don't become one of those people that enjoy the Caldari advantage in pve and fail to understand the cap and repping problems that armor tanking characters encounter when they first start out. Don't later also become one of those people that then cry for buffs because your Caldari ships can't maintain their laugh at incoming npc damage in pvp, don't have an advantage in speed that's so helpful in pvp, and your missiles don't operate the same way in pvp as armor turret ships as far as topping killboards.
Mardero
#13 - 2012-01-08 16:55:41 UTC
Lili Lu wrote:
Lazeysun Azaph wrote:
I have got a carcal,
i am flying through the mission, with your ship, get damage control, shields and armour repair.

Never, ever shield and armor tank at the same time.

FYP. You seemed to have missed the bigger problem.
DevilDog11101775
Black Aces
Goonswarm Federation
#14 - 2012-01-09 12:39:07 UTC
Lili Lu wrote:
Lazeysun Azaph wrote:
I have got a carcal,
i am flying through the mission, with your ship, get damage control, shields and armour repair.

Yeah, see this is the attitude of almost everyone that starts Caldari. "How are you having problems? This is easy. What's wrong with you. Just dual tank your ship if you have to. I just slap on some LSEs, hardeners, and purgers and I have no problem tanking. And how can you not hit the rats, just press the f button . . ."

And then later on when they decide to enter pvp -
"Whaaa, my missiles don't instanly hit, and all the tackle mods mean I can't fit my usual overstuffed better than an armor tank shield tank that kept me laughing at npcs, please CCP buff my Caldari ships . . . I want more mids so I can fit a point and web and cap injector and still have as many tank mods in the remaining mids . . . and I want more speed because I already have the greatest range at any class but I want the best speed now so I can maintain that range advantage with ease . . ."

Please don't become one of those people that enjoy the Caldari advantage in pve and fail to understand the cap and repping problems that armor tanking characters encounter when they first start out. Don't later also become one of those people that then cry for buffs because your Caldari ships can't maintain their laugh at incoming npc damage in pvp, don't have an advantage in speed that's so helpful in pvp, and your missiles don't operate the same way in pvp as armor turret ships as far as topping killboards.



^^^^ Could not have said it any better. Caldari is GREAT for PVE and with proper skill can be decent in PVP but caldari aint the best thats why I have minne trained on any pvp toon.
Gugino
Cabronazos
#15 - 2012-01-09 16:04:16 UTC  |  Edited by: Gugino
Why a Rupture when you can do it with a fast Rifter ?


[Rifter, Shield Rifter]

Damage Control II
Nanofiber Internal Structure II
Micro Auxiliary Power Core I

1MN Afterburner II
Medium Shield Extender II
X5 Prototype Engine Enervator

150mm Light AutoCannon II, Hail S
150mm Light AutoCannon II, Hail S
150mm Light AutoCannon II, Hail S
TE-2100 Standard Missile Bay, Sabretooth Light Missile

Small Core Defence Field Extender I
Small Core Defence Field Extender I
Small Anti-EM Screen Reinforcer I

4.5k EHP

The trick is to keep moving and orbiting enemies, afterburner always on, orbit at 1k (this will put you around 2k). I've done all Lvl2 missions with this, it's really fun ;)
Zhilia Mann
Tide Way Out Productions
#16 - 2012-01-09 16:56:27 UTC
Gugino wrote:
Why a Rupture when you can do it with a fast Rifter ?


[Rifter, Shield Rifter]

Damage Control II
Nanofiber Internal Structure II
Micro Auxiliary Power Core I

1MN Afterburner II
Medium Shield Extender II
X5 Prototype Engine Enervator

150mm Light AutoCannon II, Hail S
150mm Light AutoCannon II, Hail S
150mm Light AutoCannon II, Hail S
TE-2100 Standard Missile Bay, Sabretooth Light Missile

Small Core Defence Field Extender I
Small Core Defence Field Extender I
Small Anti-EM Screen Reinforcer I

4.5k EHP

The trick is to keep moving and orbiting enemies, afterburner always on, orbit at 1k (this will put you around 2k). I've done all Lvl2 missions with this, it's really fun ;)


If you're going with that approach, I'd take a Thrasher over that any day:

[Thrasher, ACs pve ]
Tracking Enhancer II
Gyrostabilizer II

Cold-Gas I Arcjet Thrusters
Invulnerability Field II
Medium Shield Extender II

200mm AutoCannon II, EMP S
200mm AutoCannon II, EMP S
200mm AutoCannon II, EMP S
200mm AutoCannon II, EMP S
200mm AutoCannon II, EMP S
200mm AutoCannon II, EMP S
200mm AutoCannon II, EMP S
[empty high slot]

Small Projectile Burst Aerator I
Small Projectile Ambit Extension I
Small Core Defence Field Extender I

Larger sig, somewhat slower -- but thrice the damage using the same ammunition plus much better range. I haven't hit an issue with this so far (not that I spend a ton of time in L2s, mind, but... standings).
MadMuppet
Critical Mass Inc
#17 - 2012-01-09 18:05:45 UTC  |  Edited by: MadMuppet
The Rupture is a fun boat and works well in both PVE and PVP, but to use all its abilities will require a mix of skills. If I am just doing missions in one I shield tank with an afterburner and orbit the ships at 15-20km. I let drones and missile launchers deal with the short range stuff and I use artillery to deal with the long range things. So, just to add a little color to this thread I am posting an entry level shield Rupture here and is similar to the ones I've used recently (although I used a lot of T2 things).

[Rupture, no skills]
Tracking Enhancer I
Tracking Enhancer I
Gyrostabilizer I
Gyrostabilizer I
Power Diagnostic System I

Invulnerability Field I
Small Shield Booster I
10MN Afterburner I

650mm Artillery Cannon I, EMP M
650mm Artillery Cannon I, EMP M
650mm Artillery Cannon I, EMP M
650mm Artillery Cannon I, EMP M
Standard Missile Launcher I, Sabretooth Light Missile
[empty high slot]

Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I

Add drones to taste

Think is the very basic core of what I was flying using base level gear. Without skill bonuses (which were not factored in to the build at all) this thing can fly around on the afterburner with the invulnerability Field going all day (cap stable). If the small shield booster is running you only get 1m45s worth of time. The reason for the empty high slot has to due with fitting with no skill bonuses, you only have 2 cpu and 38 power grid remaining.

Why I used what I used:
-Ammo type is just EFT default
-The Three Medium Capacitor rigs do run the price up some, but they recharge your capacitor faster which helps a mission boat.
-Two gyros (higher rate of fire and more damage for the guns) and two tracking enhancers (better aiming for the guns)
-The Power Diagnostic system (for capacitor recharge rate increase) however without it you still have 10m45s of cap running just the Invul and the Afterburner, so putting in another tracking enhancer (or gyro if you have the CPU) might be better.
-Standard missile launcher for small fast ships that get in too close for your guns. Only one fits without bonuses, but getting a second one on will help your damage.
-Artillery instead of Autocannons. You get to shoot things at range with large single hits rather than lots of little ones. With the afterburner you'll outrun what you can't outgun in L2 missions, get to range and let them have it.
-Afterburner and Shields instead of armor. Speed is life (this thing will go 387 m/s before skills). With speed missile damage is reduced, enemy gunfire has a harder time hitting, and you can choose the ranges at which to fire. In many cases you can even out range the missile spewing ships (you will still be doing 50% damage at almost 35km with short range ammo).
-All items used are the cheapest base items for demonstration reasons.

Armor ship are great for PVP, but they slow you down and the low slots get used up for things that don't help your guns hit. Just don't go taking this thing in to a PVP fight, it'll get eaten alive.

TLDR: Here is an alternative fit that a newer character can actually fly and will work in PVE missions. I think new players should be shown a starting point rather than the ending point in ship design. It is sort of depressing for them to find out the cool fits everybody talks about a three months of training out, give people a starting point instead.

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"If you are part of the problem, you will be nerfed." -MadMuppet

Rostok Kemal
Soleil d'Or
#18 - 2012-01-09 18:54:40 UTC
I would like to give you some non-fitting related advice. Talk to your more experienced corp-mates and tag along on a mission or three with them. Doing that will give you an idea of how best to run a mission.

If possible, have them do it in a similar fitted ship to what you have. If they can't do it, then you know there is a problem with your fit that you are not going to be able to overcome. If none of your corp mates are willing to do that, then find a new corp.

Finally, remember that a bigger hull does not always translate into a better ship for your skill level. As previous posters have mentioned, give a destroyer or frigate a shot. Your skills will likely work better with the smaller hulls.