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Missions & Complexes

 
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Level 4 mission questions

Author
Camoran Orlenard
The Scope
Gallente Federation
#1 - 2012-03-29 04:03:50 UTC  |  Edited by: Camoran Orlenard
Hello, pretty new player here. I'm trying to decide on a BS to train up to for mission running and maybe exploration. I've been reading a lot and have a few questions. Do level 4 missions often require warping out to complete or is that only if I mess something up and pull the whole room? And how important is being able to select damage types? I'd like to be able to accept any mission but can they be completed with the wrong damage type or is it just impossible?

Thanks
Tandin
Cascadia Shipyards
#2 - 2012-03-29 05:07:07 UTC
Camoran Orlenard wrote:
Hello, pretty new player here. I'm trying to decide on a BS to train up to for mission running and maybe exploration. I've been reading a lot and have a few questions. Do level 4 missions often require warping out to complete or is that only if I mess something up and pull the whole room? And how important is being able to select damage types? I'd like to be able to accept any mission but can they be completed with the wrong damage type or is it just impossible?

Thanks



If you're properly skilled and your ship is properly tanked a BS should be able to solo any level 4 and never need to warp out. Of course, this assumes you manage aggro properly as well.

Damage types is very important but you can tell that when you receive the missions.. for example, a mission against guristas or caldari is best done with kinetic/thermal damage and therefore an amarr laser boat isn't optimal.

The best selections for using any damage type are either Caldari missile BS (i.e. raven) or one of the minmatar BS. Gallente work to a lesser extent with drone damage but the hybrids are locked in as thermal/kinetic so aren't so wonderful against Sansha or Blood raiders.. Likewise, Amarr laser BS's suck hard against angels.

You can finish any mission with any damage type but it will be painfully slow and therefore much less valuable in isk/hour terms.
Camoran Orlenard
The Scope
Gallente Federation
#3 - 2012-03-29 05:26:25 UTC
Thanks for the reply. How strong of a tank is actually needed? Just in general. A lot of people say not to go overboard on tanking.
Tandin
Cascadia Shipyards
#4 - 2012-03-29 05:31:13 UTC
Well it depends largely on your style of play.. if you sit there like a rock and aggro half the room, expect a rain of hurt. If you keep moving (not necessarily kiting but enough to throw off some of the tracking and such) and are careful with aggro a moderate tank with some damage mods (i.e. heat sinks, ballistic controls, etc) would be perfectly fine.

There are two ways to tank.. absorb as much damage as possible OR kill the rats so fast they never get a chance to kill you.
Dato Koppla
Balls Deep Inc.
Minmatar Fleet Alliance
#5 - 2012-03-29 06:53:24 UTC  |  Edited by: Dato Koppla
Tandin wrote:

There are two ways to tank.. absorb as much damage as possible OR kill the rats so fast they never get a chance to kill you.


Pretty much, and the first way is ******** unless you're really really low skilled in which case you shouldn't be flying a BS. The new 'in' missioning style is to go minimum tank and a whole bunch of damage and damage projection mods.

I'd suggest going for a pretty big tank at first and learn to manage aggro well, then drop tank for damage mods when you feel comfortable, it's not an exact math, but around 400-500 tank is usually ample for most missions even if you mess up aggro a little or don't have good dps skills. I run 300 ish tank on my nightmare and around 400 on my CNR, both cap booster supported, but those are overtanked as I barely shield boost in missions, just there's no more space for any more dps/projection.
Dilligafmofo
3WAYFOUNDATIONS
New Miner's Union
#6 - 2012-03-29 07:19:32 UTC
As Dato states:

At first, make sure that you are very well tanked ( no such thing as overtanked until you know every mission and / or can easily replace your mission ship).

Use the mission report guides until you know off by heart, the damage types, spawns etc on each of the missions.
At some point in the near future, you will have the knowledge and confidence to know that you are in a position to run them faster.

At this point, start to strip out some of your tanking modules and replace with damage mods and tracking equipment. You will know when the time is right for this.

Hit me up in game over the weekend if you plan to run in minmatar / gallente or amarr space for your missions. I can take you out with me and show you the ropes if you require. ( I don't do caldari missions as I hate being permajammed).

Warmonger Simon
Trinity Alpha Zero
#7 - 2012-03-29 07:42:03 UTC
For missions good thing is to use http://eve-survival.org while you learn all the damage types / resists you need to have as well as triggers (ships which when killed spawn another wave).

Some of missions in mission reports will have Sansha/Guristas/.... with same mission name -> this is the npc's your fighting , ussualy when you're given a mission you'll see icon of enemies you will be fighting there you can just click it to see what they are and then check right mission report for more info.
Daniel Plain
Doomheim
#8 - 2012-03-29 13:11:08 UTC
like the previous posters mentioned, you do not really need that much tank in lvl4s unless you are inexperienced and/or have low skills. as long as you have enough drone skills to kill the occasional warp scrambling frigate, a ~500ish tank that you can hold up for about 2 minutes should at least keep you alive if you have to warp out. if you don't screw up and have decent dps and range, you can usually get by with about 300 permatank (or a larger burst tank, depending on your ship and preference)

as to which ship to fly
the current king of the hill is the machariel, closely followed by the nightmare. here are the main differences between the two ships
- machariel is faster and more agile. this means less tank needed if you keep moving and less downtime when flying to a gate. a nightmare can only get around 300m/s with afterburner, some gates are 50-60km away. you do the math
- nightmare has slightly better paper damage as well as better damage projection but is limited to em and thermal. especially gurista missions can become really annoying
- a nightmare has very little ammo cost compared to a machariel (you shoot faction ammo in lvl4s
- a nightmare is more beginner friendly because you can buy 4 faction guns and do not really need to skill large energy weapons 5 to deal good damage. you also have one more free high slot so you can equip tractor beam+salvager or somesuch.

I should buy an Ishtar.

Oad en Cedoulain
Unique Names Are Srs Business
#9 - 2012-03-29 14:03:50 UTC  |  Edited by: Oad en Cedoulain
IIRC jesters trek wrote some guides for level 4s wich seem to still be more or less accurate, in said guide he noted that the "go to numbers" for level 4's should be roughy 1k dps/eftdefense split any way you like,

so if you can only muster 300 dps i guess the go to number for eft defense would be 700, but as stated above i guess that some of thoose 700 can be accounted for through actually moving i.e. orbiting whatever (orbit beacon best bacon).

Apart from that i wouldn't really recomend level 4's if you can't muster more than 300 dps (was just a number grabbed out of thin air) since as far as my experience goes doing level 4's in a slowdraek with 400 dps is reeeeeheheeeealy slow, however still doable with very few warpouts.
Daniel Plain
Doomheim
#10 - 2012-03-29 14:42:36 UTC  |  Edited by: Daniel Plain
if you have good heavy missile skills and good passive shield skills, you can do most gurista lvl4s in a drake sufficiently fast. but in the time it takes to get battlecruisers to 5, HML II etc, you might as well stick to lvl 3s and train battleship skills instead, as you have to train them anyway eventually, unless you go straight for tengu.

I should buy an Ishtar.

Dato Koppla
Balls Deep Inc.
Minmatar Fleet Alliance
#11 - 2012-03-29 16:12:40 UTC
Machariel has pretty EFT dps but it fights deep into falloff, so even though its damage is selectable, it'll probably only be the best in Angels, just as the Nightmare is the best at Sansha/Blood, but I believe the CNR is the best overall
Zhilia Mann
Tide Way Out Productions
#12 - 2012-03-29 17:19:28 UTC
Dato Koppla wrote:
Machariel has pretty EFT dps but it fights deep into falloff, so even though its damage is selectable, it'll probably only be the best in Angels, just as the Nightmare is the best at Sansha/Blood, but I believe the CNR is the best overall


A) this is kind of a moot point given that none of the ships mentioned are really starter ships, but

B) check your damage curves on a typical mission Machariel. Now check its speed and realize that you will only very rarely be outside of 30km from your targets. Then

C) realize how much damage is lost from sig/speed reduction on a CNR and throw in the fact that how pretty much have to use drones on frigates rather than popping them at distance.

Conclusion: Mach eats CNR alive.

But see A above. To start out, the "best" ships are probably Drake (though only because Ravens are a dead end), Maelstrom, Apocalypse, and Dominix (though a Megathron can work in a pinch). The 1000 combined tank/gank is old wisdom but it does work for battleships, where you're hardly mitigating any incoming damage. Starting out, you will almost certainly have to warp out now and then, especially while learning triggers and figuring out how/when to blitz.
drdxie
#13 - 2012-03-29 19:27:13 UTC
If you new to lvl4's and BS I would suggest trying to make it cap stable. I battled my but off with a XL boosted raven that was cap assisted, there was just too much going on. I refit for large cap stable booster fit with less DPS for a bit till I was used to managing the triggers etc. If you can, its always easier to fly with someone first. I have often gone with new corpies and just watched, boring as hell, but the safest way for new lvl4 players, if triggers are messed.. broadcast if anything has you scrammed.. and run.. always stay aligned. And get T2 drones.. they will save you when you need quickly pop scram frigs.

Caldari Loving needed.. https://forums.eveonline.com/default.aspx?g=posts&m=1608277&#post1608277

Fairhand
Aliastra
Gallente Federation
#14 - 2012-03-29 20:40:55 UTC
Since I started off in Gallente ships, I gradually worked my way up through the hulls and only went up a mission level when I felt confident with my skills in the current missions. I feel the main issue newish folks have is rushing to the bigger hulls just cos they have managed to save the isk or been lucky with a donor's generosity. That leads to a popped hull.

My personal philosophy as Gallente is to fly cap stable and over tanked until I am comfortable with the missions I am being offered. I should stress that I have about 22M SP but a large chunk are in Science and Industry. My Gunnery and support skills are reasonable but have some gaps which I am working on.

Since I have T2 light and medium drones and a T2 tank but T1 guns, I tended to fit a DCU, active hardeners, one appropriately sized armour repper and ONE damage module in the lows until recently when I have started dropping the DCU for a second damage module. There are a few missions where I have noted that with reasonably careful management I can go with a thinner tank so have started fitting for that.

Take it easy and start over tanked until confident.
Fairhand
Aliastra
Gallente Federation
#15 - 2012-03-29 20:44:09 UTC
Oh, about damage types... As Gallente in drone boats the majority of my damage comes from the drones and the eve-survival guides gives you the needed damage types. This means the majority of my damage is the correct type since I always swap out drones at my mission hub. Sure the guns are locked in to thermal and kinetic but they work... especially once I am through the armour as most npcs have no hull resists to speak of.
Zaltone
SkyDog Freight and Logistics
#16 - 2012-03-29 22:53:33 UTC
I like my dominix, the one im useing right now is a passive shield tank with large arty cannons fit to it using sentry drones I have a alt that uses the same ship. So i warp them both in and make quick work of any mission.

Heres a fit that is close using Rail instead of Arty


[Dominix, pvp]
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Large Shield Extender II
Large Shield Extender II
Large Shield Extender II
Kinetic Deflection Field II
Thermic Dissipation Field II

Drone Link Augmentor I
Drone Link Augmentor I
425mm Prototype Gauss Gun, Lead Charge L
425mm Prototype Gauss Gun, Lead Charge L
425mm Prototype Gauss Gun, Lead Charge L
425mm Prototype Gauss Gun, Lead Charge L

Large Core Defense Field Purger I
Large Core Defense Field Purger I
Large Core Defense Field Purger I


Warden II x5
Garde II x5

The Dominix is always, the answer the question doesnt matter!!!!!