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Tier 2 missions

Author
Nate Nichols
GWA Corp
#1 - 2012-04-11 04:39:03 UTC
Okay this is going to be very troll-able but....

Do I just suck or are tier 2 missions designed to be done with more people then just myself?

My Vexor cannot handle having 5 NPC ships shooting missiles at me. My shields are gone in about 15 seconds and my armor takes a tremendous pounding. It seems impossible to evade missiles.

Am I doing something wrong or are they designed for groups?
Kahega Amielden
Rifterlings
#2 - 2012-04-11 05:14:17 UTC
Nate Nichols wrote:
Okay this is going to be very troll-able but....

Do I just suck or are tier 2 missions designed to be done with more people then just myself?

My Vexor cannot handle having 5 NPC ships shooting missiles at me. My shields are gone in about 15 seconds and my armor takes a tremendous pounding. It seems impossible to evade missiles.

Am I doing something wrong or are they designed for groups?


No, a properly fit vexor should be more than capable of doing level 2s.

What is your fit?
Nate Nichols
GWA Corp
#3 - 2012-04-11 05:24:05 UTC
I have fitted now:

3 250mm rail guns
1 tractor beam
1 salvage tool

1 experimental afterburner
1 small capacitor battery
1 analyze tool

1 200mm reinforced nanofiber plates
1 small armor repair tool

and 3 goblin drones



total noob setup I'm sure.....
Grikath
Deep Core Mining Inc.
Caldari State
#4 - 2012-04-11 05:30:07 UTC
ummm that is not a mission setup...

Highsec isn't "Safe".  Neither is it a playground for bullies and bottomfeeders. So stop complaining and start playing the game already.

Nate Nichols
GWA Corp
#5 - 2012-04-11 05:32:45 UTC
I thought he was asking what I had fitted on my vexor. I guess I don't understand the question.

I'm literally drowning in my noobish'ness right now.
Grikath
Deep Core Mining Inc.
Caldari State
#6 - 2012-04-11 05:43:24 UTC  |  Edited by: Grikath
he did ask for your fit, you posted, and I sprayed coffee over my keyboard.

suggestion, after a quick g00gl0r look, as Í don't fly froggie ships:

here and here.

This gives you a basic idea, plus variations. might have to touch up a thing or two depending on your skills though.

Highsec isn't "Safe".  Neither is it a playground for bullies and bottomfeeders. So stop complaining and start playing the game already.

Nate Nichols
GWA Corp
#7 - 2012-04-11 05:52:36 UTC
I see. Interesting fit. A bunch of stuff I neither have access to or know how to get.

My life story in EVE.

Back to the drawing board. Extraordinarily disappointing.
Sin Pew
Ministry of War
Amarr Empire
#8 - 2012-04-11 07:21:11 UTC
You shouldn't breakfast at the computer, Grik, it's bad for your keyboard Lol

Don't get over your head Nate, you don't need T2 mods to survive L2 missions.
First thing, bookmark eve-survival.org and before you accept a mission, look it up on the website to see the type of damage you'll have to sustain (EM/therm/kin/expl) so you can fit the appropriate resists. Keep in mind that some missions are designed to be blitzed unless you have a very tough tank, like "Recon 1/2/3".

Forget the plates for missions, these are better suited as buffer tank for pvp.

Keep the salvage/tractor for your catalyst, that's what those boats are good for, and use the remaining turret slot to increase your dps instead. You can always bookmark a wreck and come back to salvage/loot the wreckage after you completed the mission.

Don't hesitate to warp to 100km of the warp-in beacon when you can, that gives you an idea of where you're headed and can sometimes allow you to aggro only part of the NPC or draw fast ones out of the fray (frigates) to take them down safely.

I don't know Gallente boats much, neither your skilling, but L2 aren't that difficult if you fit your ship correctly...

[i]"haiku are easy, But sometimes they don't make sense, Refrigerator."[/i]

Grikath
Deep Core Mining Inc.
Caldari State
#9 - 2012-04-11 08:47:35 UTC
Nah, Sin.. It's called "sleepless night". And wishing I could pod my upstairs neighbour.

let's see, Nate.. your toon is about 70 days old..

I've set up an "empty" toon in EVEHQ.. No implants, no remap, and looked what it would take to get to the fit in the second link.

It turns out that even as...handicapped.. as that toon is, it can learn all the stuff you need to know to fly that fit ( albeit rather badly, since supports aren't trained) in just 21days. Of which more than half is taken up by training for the drones.

Of course, you'd run into other problems if you tried and fitted a ship like this on those skills.

So let's do the "it's not worth it unless you train it to 4" paradigm, add cap skills, gunnery support, and general fitting skills. And then replace that 10MN AB II for the loot-fittable 10MN "experimental" type AB, since there's no way you're able to fit *that* without training AWU up a bit first, which takes too much time for this excercise.

Raw training time for all this would be 61days, 16 hours. general remap gives you 4d, 19 hrs saving on that time.
By this tme you should have been able to afford +3 implants in at least the important slots, but even keeping to +2's which you can get *very* early on shaves off another 5d, 14h, making a total time saving of roughly 10 days in all.
This could probably be done more efficiently, but we're starting from scratch here, and take the average of the total skillqueue. If only because you can't expect a newbie to min/max, but can expect him to read up and learn.

So basically you could fly this cruiser efficiently in roughly 55 days , and pwn any level 2 mission.
And it's not even using Esoteric Vet Knowledge, but simply using the stuff you can find *everywhere* all over the 'net.

Highsec isn't "Safe".  Neither is it a playground for bullies and bottomfeeders. So stop complaining and start playing the game already.

DeBingJos
Sebiestor Tribe
Minmatar Republic
#10 - 2012-04-11 10:09:21 UTC
Nate Nichols wrote:
I have fitted now:

3 250mm rail guns
1 tractor beam
1 salvage tool

1 experimental afterburner
1 small capacitor battery
1 analyze tool

1 200mm reinforced nanofiber plates
1 small armor repair tool

and 3 goblin drones



total noob setup I'm sure.....


A vexor is a drone ship. Try to train your drone skills.

You are using a very small bufferplate: 200mm is for frigs. Buffer us also usually used for pvp.
You are using a small armor rep; those are also for frigs. Use at least a medium for cruisers and battlecruisers.
Try to increase your resists. Fit a damage control (and turn it on, it is an active module) and/or resistance plating.
Use the afterburner to keep your speed up. If the missiles are a problem, the higher speed reduces the missile damage. Kill the webbing frigates first.

Ungi maðurinn þekkir reglurnar, en gamli maðurinn þekkir undantekningarnar. The young man knows the rules, but the old man knows the exceptions.

Kahega Amielden
Rifterlings
#11 - 2012-04-11 13:31:57 UTC  |  Edited by: Kahega Amielden
Nate Nichols wrote:
I have fitted now:

3 250mm rail guns
1 tractor beam
1 salvage tool

1 experimental afterburner
1 small capacitor battery
1 analyze tool

1 200mm reinforced nanofiber plates
1 small armor repair tool

and 3 goblin drones



total noob setup I'm sure.....


Being blunt, yes.

There's a number of problems.

First and foremost the Vexor is a droneboat. You'll note that in the ship's description you see a 10% bonus to drone damage and hitpoints per level of Gallente Cruiser. That's huge. Vexor is one of the Gallente droneboats and thus when using it, drones are a major component of your ship. The Vexor has 75 m^3 drone bay and 50 m^3 bandwidth. This means it can carry 5 medium drones and 5 light drones (which are better at hitting frigates)...Having five of either out at a time. Try 5 Hammerheads and 5 hobgoblins, using the hammerheads to kill cruiser rats and the hobgoblins to kill frigates.

Secondly, you are wasting slots. Empty slots on a ship are never a good thing. Fill them with something. In your case, you could fill the lows either with damage mods (magnetic field stabilizer I, makes hybrid guns like rails do more damage) or more tank modules. Right now, you appear to need more tank. 200mm armor plates are frigate-sized plates (for a cruiser you'd want at least 800mm) and the small armor repper is a frigate-sized tank module. You're running around in a cruiser with a mission designed for cruisers with the tank of a frigate.

Your mids don't entirely make sense either. Small capacitor batteries give a flat amount of capacitor energy (which also improves recharge depending on how much of an increase it was). It's another frigate sized module you put on a cruiser. Either use a medium capacitor battery, a capacitor recharger, or a medium capacitor booster with the largest capacitor booster charges you can put in it - 200 for smalls, 800 for medium and large (with capacitor boosters you can sometimes get away with small sized boosters on a cruiser, but generally don't).

The analyzer is completely useless to you. It does not do anything. Fit something else like a stasis webifier to slow down ships so you can hit them easier. Also, make sure you're using a 10mn afterburner and not a 1mn afterburner - the former will do almost nothing for you as it is, again, a frigate-sized module.

The Vexor has 5 hislots and 4 turret slots...You should really be using all 4 of those turret slots on turrets. The higher-caliber railguns do more damage per shot, but also have a lower RoF. In general, the primary benefit to high-caliber guns is that they provide better range, with slightly better damage per second. They have a major downside of poor tracking speed (hard to hit close frigates) and high fitting requirements (lots of PG/CPU required). In the case of the Vexor, fitting a rack of 250s is going to destroy your powergrid making it harder for you to fit tanking modules.


Here's a good, basic fit.

[Vexor, Newbie L2 Missions]

Dual 150mm 'Scout' Accelerator Cannon, Antimatter Charge M
Dual 150mm 'Scout' Accelerator Cannon, Antimatter Charge M
Dual 150mm 'Scout' Accelerator Cannon, Antimatter Charge M
Dual 150mm 'Scout' Accelerator Cannon, Antimatter Charge M
[Empty High slot]

Experimental 10MN Afterburner I
'Langour' Drive Disruptor I
Medium Capacitor Booster I, Cap Booster 800

Medium Inefficient Armor Repair Unit
Damage Control I
Energized Adaptive Nano Membrane I
Energized Adaptive Nano Membrane I

[Empty Rig slot]
[Empty Rig slot]
[Empty Rig slot]


Hobgoblin I x5
Hammerhead I x5

(made using pyfa. Ship fitting programs like Pyfa or EFT are highly recommended)


you'll need cap booster 800 charges to go with the medium capacitor booster. You don't need too many; just pop this when your capacitor energy gets low. Make sure you only activate your armor repairer when your armor is actually taking damage.

Also, make sure you activate your damage control all the time. It takes virtually no capacitor but still needs to be active. It provides you with an insane amount of buffer and also helps your armor resistances. The resistances, by the way, will make each flat point of HP repaired by the medium armor repairer 'worth' more.
Remistor Callaway
The Scope
Gallente Federation
#12 - 2012-04-11 13:44:25 UTC
I did most lvl2 mission in a Rifter or a Dramiel using speed to avoid missiles explosions and turrets. Only with T1 guns. If a little frigate can do it I'm pretty sure a Vexor can tank it correctly. Only a few missions are really "harder".

Like someone said, kill the webber, it slow you down making you a easier target for guns and missiles will do a greater damage to you. If your capacitor is stable or close to be, use your afterburner to gain speed and keep enemy at optimal range.

If you use medium hybrid turrets, use railguns for long range, and focus them on cruiser sized ships. Use drones to take care of smaller one that are difficult to aim with the medium turrets.

Remove the tractor beam and put a 4th gun here. You'll still have a salvager, and lvl2 mission pockets are not really big(you dont have to fly 100km away to get your wreck like in a lvl4). If a wreck is too far you still have the afterburner to get closer to it quickly. Be sure to use a 10mn, 1mn are almost useless on a cruiser. Or you could just use a dedicated salvage ship(a frigate is more than enough, even a Velator). Dont forget, a ship that do everything is never better than 2 specialized ships.

You also have spare low slots, you can put a "upgrade" module here, like a Gyrostab, or a heatsink to maximize DPS. I would also remove the 200mm plating and put some armor resistance booster, which will reduce the amount of damage you take(look eve survival to know what kind of damage this mission will do)

Kick the small armor repairer, use a medium one.

Frigate and Destroyers use small items,
Cruiser/BattleCruisers Medium
BattleShip Large.
Louis deGuerre
The Dark Tribe
#13 - 2012-04-11 13:59:37 UTC
Unless the mission will have energy neutralizers (I don't think any L2 will have those) relying on cap booster is not a good idea.
For mission running being cap stable (using cap recharger modules) is much better. If you get tackled by NPC you can hold out practically forever and try to escape. Not so with boosters.

You start to get the picture
- 1 * Damage control (turn it on !)
- 1 * Medium armor repairer (turn it on when taking armor damage)
- 1 * 10MN Afterburner (turn it on and keep moving !)
- 5 * medium drones + 5 * light drones

Use eve survival site to understand mission
* Use drones that do damage type that NPC are vulnerable too. Never use EM damage drones, they suck, if they are vulnerable to EM, go for their secondary damage type weakness (usually thermal) and you will still do more damage than using EM damage drones.
* Vice versa, fit a tank that resists the damage that the NPC do. Being Gallente you are especially vulnerable to explosive damage (check your armour resists), so use an armor explosive hardener (turn it on !) if you expect explosive damage.
Alternatively, you can up you resists around the board using Energized Adaptive membrames. Using a plate is not a bad idea, but then use at least an 800mm one, preferable a 1600mm one. Maximizing resists is the best strategy though.

You can more or less ignore the guns as you will do very little damage compared to your drones. Sort out your low- and midslots, fit a Drone Link Augmentor in a highslot for an extra 20km drone control range. Then fit whatever railguns or other long range guns will fit.

Fit at least one gun to get aggro. When all NPCs are shooting you, unleash drones and attack. Use AB to keep range on enemy. When new NPC appear recall drones and only let them back out when you have all aggro again. Webbing and warp scrambling frigates are always primary. Use light drones on frigates. Group drones and use shortcuts to command them.
Nate Nichols
GWA Corp
#14 - 2012-04-11 15:20:01 UTC
Wow.


For a game that encourages people to screw one another over, I've never been disappointed with the amount of information and help people are willing to give on these forums.

Thanks a lot!

I'll take this information into account and try to make some major changes to the ship.

And yes, my toon might be 70 days old but 14 of those days were my trial, followed by a long absence. I just re subbed the other day.

Still learning the ropes here, and thanks again.
Kahega Amielden
Rifterlings
#15 - 2012-04-11 16:04:17 UTC  |  Edited by: Kahega Amielden
Quote:
Unless the mission will have energy neutralizers (I don't think any L2 will have those) relying on cap booster is not a good idea.


In a vexor he is going to have at most two slots (if we wants a web, one) for cap management (unless he wants to shell out for expensive rigs). A cap recharger just is not going to give him enough cap to run a single medium repper. A medium capacitor battery costs about the same in fittings as a capacitor booster, while still only marginally improving cap recharge. He would be very sharply limited in the length of time he could run his repper if he used that.

A cap booster with 400s or 800s will make him completely cap stable. If he needs to he can keep the repper going for as long as he has cap boosters (and a vexor can hold more than enough to go through a level 2). Given that the fit I gave is rather light on PG, there is no downside at all other than having to give up a portion of your cargo bay (whoopdeedoo).


Quote:
* Use drones that do damage type that NPC are vulnerable too. Never use EM damage drones, they suck, if they are vulnerable to EM, go for their secondary damage type weakness (usually thermal) and you will still do more damage than using EM damage drones.


Expanding on this, drones have different properties other than damage type. Thermal drones (hobgoblins, hammerheads...) do the most damage but are the slowest and have the worst tracking, whereas explosive drones (warriors, valkyries..) are faster and track well, but do less damage. Kinetic drones are inbetween. EM drones are pretty much worse at everything than explosive or kinetic drones for some weird reason.

Quote:
You can more or less ignore the guns as you will do very little damage compared to your drones. Sort out your low- and midslots, fit a Drone Link Augmentor in a highslot for an extra 20km drone control range. Then fit whatever railguns or other long range guns will fit.


Firstly, in what level 2 missions is he going to seriously need the extra 20km drone control range? More importantly... Very little damage? Drones are the primary weapon system but droneboats do absolutely ******* awful damage if they don't have guns to support. In the fit I linked, the railguns are almost 40% of the ship's total damage. It would be vastly more if you fit blasters. The Vexor is more than capable of tanking level 2s and fitting a full rack of guns.
Toshiro GreyHawk
#16 - 2012-04-11 17:19:18 UTC  |  Edited by: Toshiro GreyHawk
A few things I didn't see mentioned (apologies to those who did mention them if it was just my morning blearyness).


1) Read the mission requirements carefully. If you are doing one of the "Recon" missions - you don't actually have to kill many if any rats - you just need to "recon" the area then get out. Your mission briefing if you have it minimized will pop up and tell you in green letters when the mission has been accomplished. Other than the "Recon" missions - most Level II's are trivial and should have been easy to complete - even with your original fit. Oh and - yes - sometimes on the "Recon" missions - the rats do hit you with energy neuts ... If you see this red finger reaching out towards your ship - thats what that is. You can also look at the right side of the screen in your over view and see a little symbol there. Put your mouse pointer over that symbol and it will tell you what it is. If you have some symbol over there that is hurting you - kill that ship first. After you've seen enough of them - you'll be able to recognize those symbols. A little scrolling bar that pops up in the middle of your screen is also a clue that someone is using something like that on you.

2) I use 3 types of charges in my Rails - Anti Matter, Iridium and Iron. This gives me a short, medium and long range capability. If you read the sho info for each charge it will indicate that the ones that add range have less power and vice versa. Load each type of charge that you are going to carry, then right click on that mount and do a show info on the loaded weapon. This will show you what the Optimal and Falloff for that weapon WITH that particular charge loaded. Do that for EACH charge you are going to carry and write down those ranges if you can't remember them. When you engage the enemy - those are the ranges at which you can hurt them - with that charge loaded. Rule of thumb is that you're OK out to Optimal + Fall off but after that aren't going to do much damage.

3) You have two basic tactics to use when mission running. a) Brawling and b) Kiting. If you are Brawling - you fit short range, powerful weapons, dive right into the enemy and kill them faster than they can break your tank. If you are Kiting the enemy - you come close enough to them to get their agro (they start blinking at you) then turn away and let them chase you, using your after burners to control the range and then kill them as they try to close. If you keep them behind you and shoot over your stern at them - this will minimize the tracking problems of your weapons. Rails track less well than shorter range weapons so minimizing their tracking problems helps you hit the rats. The Gunnery Skill Motion Prediction will also help with that.

4) Start the mission with your short range - powerful charges loaded. If the mission dumps you into some **** ... you want to be hurting the rats badly as you point your ship at clear skies and AB your way out of there. If you come in at long range - you will have time to change your charges. Engage the rats from what is the most effective range for that mission. If you can get out of their range - they can't hurt you. This is what drone modules are for, among other things.

5) Fit a Catalyst with 4 tractors and 4 salvagers - use this ship to salvage your missions.

[Catalyst, Salvager]

Tractor Beam I
Tractor Beam I
Tractor Beam I
Tractor Beam I
Salvager I
Salvager I
Salvager I
Salvager I

1 MN AB
Small Shield Booster

Cargo Hold Expander I
Cargo Hold Expander I
Cargo Hold Expander I


Empty Rig slot]
[Empty Rig slot]
[Empty Rig slot]

Hobgoblin I x 1


a) After your salvaging skills improve you can switch out one of those salvagers for another tractor
b) use the AB of you choice
c) if you are salvaging a mission space that has gone away because it has been turned in - you can use a Micro Warp Drive instead of that AB - but - it will cut down you cap
d) Cap is a problem early on until you get your cap skills up (Energy Systems Operation and Energy Management - as well as your Navigation skills).

Always remember to do a Save Location on one of your wrecks or you won't be able to find them if the mission space has gone away. Wrecks & Jet Cans last 2 hours. If you bookmark your first wreck, then kill all the rats in a stream behind you - you can start salvaging at that bookmark (saved location) and just work your way down the path. You can run multiple missions - then get in your salvaging destroyer and run around to savlage them. Sort your People and Places by Date - then take the oldest one first.



Now - the above is all talking about - MISSIONS. This has NOTHING to do with PVP. PVP and PVE fits rarely look anything alike.

Each ship is a tool fit for certain types of work. You can customize that tool for specific jobs. A tool that is designed for one purpose is not so good for another. Saws make bad hammers and vice versa.

Exploration ships - are yet another subject.

Use the right tool for the job - or - for the part of the job you are currently doing.

You can either have more than one ship set up for different jobs - or if the same hull is to be used with a different fit - you can save different fits in the fitting tool if you don't have more than one hull available.



And ... last but far from least ... don't feel bad about not knowing everything the first day ... we were all ******* New Guys once too ...



.
Louis deGuerre
The Dark Tribe
#17 - 2012-04-11 18:07:05 UTC  |  Edited by: Louis deGuerre
Kahega Amielden wrote:
Stuff


[Vexor, Vexor Mission Noob Armor]
1600mm Reinforced Rolled Tungsten Plates I
Medium Armor Repairer II
Capacitor Power Relay II
Energized Adaptive Nano Membrane I

10MN Afterburner II
Cap Recharger II
Cap Recharger II

[empty high slot]
[empty high slot]
[empty high slot]
[empty high slot]
Drone Link Augmentor I

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


Hobgoblin I x5
Hammerhead I x5

Cap stable at 37% running everything with L4 skills (and Drones L5 of course). I'd say put on a single gun to get aggro and 2 * tractor beams and 1* salvager to loot while your drones kill everything. Cap batteries, we can agree on, are almost always a bad choice.
As a Gallente pilot I well remember my early days and guns do crap damage compared to drones when you start out with low skills. Initially, his drones skills will be limited hence the Drone Link Augmentor I. When he gets leet drone skillz he will not need it untill he starts playing with Dominix.

But don't take my word for it, try everything ! :P

P.S. Just to clarify for op, when people talk about cap stable they never mean fits relying on (a limited supply of) cap boosters.
Kahega Amielden
Rifterlings
#18 - 2012-04-11 19:52:29 UTC
So your fit costs triple what mine does(rigs), has barely more than half the damage, and has a completely unnecessary plate that just slows you down... And on top of that, it absolutely requires already having great drone skills.
Nate Nichols
GWA Corp
#19 - 2012-04-11 19:55:07 UTC  |  Edited by: Nate Nichols
Okay, thanks so much for the advice. I'm on my way to refitting the vexor.


Energized Adaptive Nano Membrane I


It says I will have a penalty if I use more then one of these....should I just 1 and fit something else into the low power slot?

Also, Can't fit the cap booster 800 says only hardware mods can be fitted....??
Kahega Amielden
Rifterlings
#20 - 2012-04-11 20:23:51 UTC
Many modules that affect the same attribute experience diminishing returns. For two modules, this effect is minor. The second EANM will only be 94% as effective. It's not a big deal for two mods, but the third will be 54%. Effective and the 4th is 27% or so.

The cap booster is ammo. You want to fit a medium capacitor booster l and load it with cap booster 800s or 400s. Activate the mod when your cap gets low. Cap booster charges are big, but you shouldn't need more than 10 800s or 20 400s
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