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Tier 2 missions

Author
Culmen
Deep Core Mining Inc.
Caldari State
#21 - 2012-04-12 02:29:37 UTC
Kahega Amielden wrote:
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


Everything in this post is correct.

However i would like to also point out that it's not the modules stacking so much as the effects of the module
for example the EANM will reduce the effectiveness of A kinetic armor hardner or an EM Hardner.
because the EANM provides protection for all damage types.
A kinetic armor hardner WOULD NOT affect the bonus of an EM hardner.

And in no case would you start to lose resistance.

The general rule of thumb is 3 modules buffing the same thing is ok, 4 is straining it,
the 5th is practically useless.

Finally, there's a few common setups for hardeners depending on how many slots you have.

If you have 2 slots for resistance mods
its 1 Adaptive resistance mod
1 damage specific resistance mod for the primary damage the rats are putting out

if the rats do omni damage, fit 2 adaptive resistance mods.

If you have 3 slots
fit 2 resistance mods for the primary damage the rats put out
fir 1 resistance mod for the secondary damage the rats put out

if the rats do omni damage
fit 2 adaptive resistance mods
fit 1 resistance mod for whatever is weakest on your ship, usually explosive for armor tankers and em for shield tankers.

There is a fine line between a post and a signature.

Nate Nichols
GWA Corp
#22 - 2012-04-12 03:39:29 UTC  |  Edited by: Nate Nichols
Okay, just an update since all this debate is centered around my OP.

I'm using now:

x4 Dual 150mm 'Scout' Accelerator Cannon.....with iridium charges...however you spell it. Just becuase I have a bunch and I want to use them up. I seem to miss A LOT when NPC's are close, not sure why.


And one TOTALLY unrelated question:

I changed my overview to not show custom offices, I thought, and now I can't see my GF in the overview even though we are in the same fleet and system....how do I change it back to default? I have no profiles saved or anything, just filtered out custom offices and now I can't see her on the OV even when we're in the same system....


As always, thanks.
DeBingJos
Sebiestor Tribe
Minmatar Republic
#23 - 2012-04-12 07:05:27 UTC
Nate Nichols wrote:
Okay, just an update since all this debate is centered around my OP.

I'm using now:

x4 Dual 150mm 'Scout' Accelerator Cannon.....with iridium charges...however you spell it. Just becuase I have a bunch and I want to use them up. I seem to miss A LOT when NPC's are close, not sure why.


And one TOTALLY unrelated question:

I changed my overview to not show custom offices, I thought, and now I can't see my GF in the overview even though we are in the same fleet and system....how do I change it back to default? I have no profiles saved or anything, just filtered out custom offices and now I can't see her on the OV even when we're in the same system....


As always, thanks.



1. You are using railgunss; thos are long range weapons. Get more distance between you and the enemy and try to keep transversal small. This means: try to get the enemy to move directoly towards you or directly away from you.

2. You can only see other ships on the overview that are on grid with you. If your GF is in system you will see her in local, but not on the overveiw unless she is on your grid. (I hope I make sense to you...)

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

Louis deGuerre
The Dark Tribe
#24 - 2012-04-12 08:50:15 UTC  |  Edited by: Louis deGuerre
Nate Nichols wrote:
x4 Dual 150mm 'Scout' Accelerator Cannon.....with iridium charges...however you spell it. Just becuase I have a bunch and I want to use them up. I seem to miss A LOT when NPC's are close, not sure why.


*Cough* Drones *Cough* P
Rails are only good for long range, Blaster for close range (but that means travel time to get close, and taking extra damage because you are close). Even with web, up close your Rails won't hit anything decently as long range guns have poor tracking.
So use your 10MN AB to 'kite' them at your maximum optimal range (use Antimatter ammo for max DPS). Use show info on your guns in space with ammo loaded to see your optimal range (dependant on ammo loaded). Iridium is ok ammo, with more range but less DPS than Antimatter. Switch ammo types between Antimatter, Iridium and Iron based on target range (closing in to use that Antimatter of course).
If you want to go 'the way of the gun', switch to a Thorax with MWD and blasters. The Thorax has a bonus to MWD cap use. MWD up close and blaster their face point blank. Ten times more effective than rail-vexor.

Overview problems are too difficult to solve 'remotely'. I recommend using my Epic Overview Settings.
Grikath
Deep Core Mining Inc.
Caldari State
#25 - 2012-04-12 10:22:08 UTC
more technically:

Guns have a maximum rate at which they can turn around. The long range guns (railguns) turn slower than short range guns (blasters). Also, the bigger they are, the slower they turn.

The rate at which your gun can turn fastest is called it's tracking speed, and is expressed in radials/second.

Anything in orbit around you, combined with your own movement, results in a "speed across the sky" called transversal speed that is also expressed in radials/second.
For any given speed, this transversal velocity in orbit varies with range. This means that things that orbit close to you have a much higher transversal velocity than something at a greater distance, even though the speed is the same.

If your transversal is 0 ( you are flying to your target head-on, or flying from it at a spead greater than it can manage) this part of the "to hit" equation is [1].
As the targets' transversal speed grows, the chance to hit it grows smaller, until transversal becomes greater than your tracking speed, at which time you cannot hit the target anymore.
(Using this is part of the tactic called "speed-tanking")

Frigates tend to be speedy and orbit close-range, so their transversal is (very) high if you let them get close, and long-range guns will have trouble hitting them. Which you've already noticed.
This is why a cruiser has drones, and why in low level missions you tend to pick off frigates first if they're far away enough.

As far as your overview is concerned, it has a "return to default" button somewhere in it's menu.

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

Louis deGuerre
The Dark Tribe
#26 - 2012-04-12 10:59:32 UTC  |  Edited by: Louis deGuerre
Slight addition to above:

Transversal velocity / distance = angular velocity.
You can add an angular velocity column to the overview if you wish.
If your target's angular velocity is greater than your weapon's tracking speed (both measured in rad/s), you will not hit it. The target has 'gotten under your tracking'.
If the target has an angular velocity of 6.28 rad/sec he is orbiting you once each second.
Jouron
Hadon Shipping
#27 - 2012-04-12 14:42:08 UTC  |  Edited by: Jouron
Nate Nichols wrote:

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.



Dont get your hopes up we just like the sounds of our own voices. Like we know something or some **** like that.

4x Dual 125mm railguns 1 x tractor beam

2 x cap recharger II's
1 x 10mn experimental ab II
1 x medium armor rep II
3 x racial hardeners
1 x medium auxilliary nano pump
2 x capacitor control circuits

Racial drone groups.

Dont forget to check rat damage type on mission survival and change hardeners accordingly.
I see your lvl 2 missions disappearing very rapidly with less work on your part.
Nate Nichols
GWA Corp
#28 - 2012-04-12 19:45:04 UTC
Okay, I have made a lot of the changes suggested here. I am now having major capacitor shortages. Drains in about 1.11 minutes.


High slots:

x4 Dual 150mm 'Scout' Accelerator Cannon, Antimatter Charge M
Drone link argumentation.

Med Slots:

Experimental 10MN Afterburner I
'Langour' Drive Disruptor I
Cap Recharger 1

Low slots:

Medium Inefficient Armor Repair Unit
Damage Control I
x2 Energized Adaptive Nano Membrane I

Rigs:

Med capacitor control circuit 1
Kahega Amielden
Rifterlings
#29 - 2012-04-12 22:26:46 UTC  |  Edited by: Kahega Amielden
There's a reason I suggested you use cap boosters. Even with max skills, in order to not run out of cap you are going to need THREE of those capacitor rigs and probably a t2 cap recharger or something. While it's annoying having to manage booster charges, it's way easier to manage your cap with them and doesn't require paying out the ass for rigs which are going to cut deep into your budget as a newbie.

Additionally, there are cap skills (energy management and energy systems operation) that both improve your cap recharge. If you don't have those trained up then cap rechargers and CCC rigs aren't going to be enough, but a capacitor booster setup will be.

The drone link in the highs is also doing absolutely nothing for you unless you are engaging rats at >40-50+ km. All that module does is allow you to command drones further.


The fit you're using is a mix between what I suggested and what he suggested. However, the one that he suggested is awful beyond belief, especially for a newbie. Ignore it.
Kalli Brixzat
#30 - 2012-04-13 05:32:29 UTC
@OP:

You're new, so you don't know much. That's fine. You're not expected to...especially for a game as complex as EvE is.

Do yourself a favor - go on Battleclinic.com and copy the highest rated PvE loadout you find there. Ignore the T2 and faction mods/weapons, just use the same mod/weapon in it's T1/Meta 1-4 version.

I rarely advocate adhering mindlessly to cookie-cutter loadouts, but in EvE, it's the best way to learn what to put on what ship.
Toshiro GreyHawk
#31 - 2012-04-13 11:43:46 UTC


Yeah ... one thing to understand about fits ... is that the modules in them are often interdependent.

What you want to do - is look at each fit - and figure out what EACH module does - and how that module interacts with the other modules in the fit to accomplish the purpose of the fit.

You design a fit to work in a certain way - with a degree of flexibility.

For me ... the way *I* fly ... I like to engage ther rats from as far away as I can. That gives me control of the engagement. I can run away or maneuver on the rats as I want, like ... a cowboy with a bunch of cattle. I can draw off the ones I want to kill first - the frigates - then come back and kill the cruisers. Against large numbers of rats - I have no problem ... except how long it's going to take me to kill them.

I accept that my tactics are going to make the mission take longer to complete than someone who is a brawler and just dives right into them. He is taking a chance that his tank will be broken - and have to warp out to avoid being blown up.


Now ... on drone modules - since I engage the rats at long ranges - 40-50km - and carry Weapons that will hit from that distance - I'm often outside of not merely the frigates range - but their cruisers as well.

Once I reduce the odds by wiping out the frigates and thining out the cruisers - then I load shorter range loads for my weapons and close in to finish them off.


Now - that is just the way *I* do it. That doesn't mean it's the "best" way to do it. To my mind there is no "best" way. There are simply advantages and disadvantages - and you take the ones you prefer.

For me ... it's like I'm having this little contest with the rats. If I have to warp out - I lose. I don't like losing so I don't like having to warp out. But that little contest is only in my head. The game doesn't care about things like that at all. It's just the way I like to play. Someone else - could have an entirely different approach.

I also don't like losing ships. Don't get me wrong - ships are just tools and they are expendable - but if you lose one - it means you lost the fight - and I don't like that - so I don't like losing ships.


What all this means - is that different people have different ways of having fun playing the game - and their philosophy will be reflected in their play style - which will be reflected in the way they fit their ships.


For some people - running missions is all about making money. Some of those people are having their fun doing PVP and for them - running missions is just a funding source - so they want to get through it as fast as they can.


For me ... missions are so damn boring ... if I don't make some kind of little game within the game about them ... I'd not be able to do them. Since I'm more of an industrialist - I'm running missions for standings - otherwise - I wouldn't do them at all.



Anyway ... don't worry. Just keep thinking about what you're doing, why you're fitting some module or other on your ship and how you're going to make things all work together to support your current goals.

You've gotten a fairly large knowledge dump here ... so just expect it to take a while before you really understand what people have said.

For threads like this - where you've gathered a good bit of information - bookmark them and then come back later and read them again. I've gotten a lot out of doing that as there's a lot of things you just don't see the implications of when you first read them. Later it's like "OH! That's what they meant!"

*shrug*

.
Lost Greybeard
Drunken Yordles
#32 - 2012-04-13 18:57:02 UTC
For a mission vexor when you're starting out:

1- Always use capacitor rechargers in any mid slot that's not fitting a propulsion module. Not cap boosters, not cap batteries.
2- Always equip a medium armor repairer in a low slot
3- If you put rigs in, make sure they're capacitor control circuits

More generally, make sure you look at your ship bonuses, they'll usually tell you a good way to play the ship.

Vexor- bonus to drone damage and hybrid turret damage, I should get as many drones as possible and stick some hybrid turrets on.

Destroyer- turret range and tracking bonus, I should probably put long-range guns on it and shoot things from far away, while running away using a microwarp drive or afterburner.

Thorax- ship specifically mentions blasters, MWD bonus. I should probably fit an MWD to drive it into range and then shoot things with blasters.

Basically, don't let internet advice overrule your basic intuition from reading the ship descriptions. As you can see, the forum can give you plenty of advice, but unless you're asking a pretty specific question it's going to be kind of all over the map. More advanced players, you see, all have their own playstyle and that can change how we fit something like the Vexor pretty dramatically. For instance, when I was starting out I'd stack a couple drone range extenders (link augmentors) on my Vex, fill the lows with _speed mods_ of all things, and go in a big, fast circle around the deadspace rooms while my medium drones killed everything in the L3 missions. Can you reliably do that? Probably not, because that's my natural playstyle.

So... I guess the short way to say this is "what am I doing wrong?" may be a bit too general a question to garner really useful advice. Interesting discussion? Yes. Useful advice? Not so much.
Culmen
Deep Core Mining Inc.
Caldari State
#33 - 2012-04-13 19:12:20 UTC  |  Edited by: Culmen
One thing i noticed is that alot of folks recommended a Damage Control.
I would dispute this for a PVE craft.

A PVP craft might have the battle decided while in structure, it makes alot of sense to have one, especially if it depends on sheer hit points rather than active repair means.

A PVE craft on the other hand rarely spends much time in a defense that's not primary.
Shield tankers regard armor as the thing that gets damaged as your warp out.
Armor tankers regard shields as the thing that allows your reppers to get through the first cycle.
Both consider Structure Damage as a sign you were sleeping/tackled rather than warping the hell out.

For almost every PVE situation it would be better to fit a dedicated armor resistance mod.
In your fit, if you were fitting for omni damage I'd fit an Explosive Armor Hardner I or whatever meta level you got handy. If you can't spare the CPU fit an Explosive Nanoplating.

One exception to this would probably be Incursions.
With PVP like amounts of incoming damage that extra resists in your off tank/structure might be the difference between your fleet's logistics ships repping you from structure and you fleet's logistics ships looting your wreck.

There is a fine line between a post and a signature.

Kahega Amielden
Rifterlings
#34 - 2012-04-13 20:27:53 UTC
Having buffer in the off chance you have to warp out is not a bad thing, and the DC does more than just that. Because of stacking penalties (more importantly, the fact that the DC is not stacking penalized) the DC is just as good at boosting the active tank as a third EANM while providing much more buffer.

If he wanted to memorize the damage types dealt by all of the different rat factions and swap out hardeners before every mission then yes, specific hardeners would be superior. However, the fit I gave him offers a 71 DPS active tank which should be more than sufficient for any level 2
Lost Greybeard
Drunken Yordles
#35 - 2012-04-13 20:31:48 UTC
Culmen wrote:

A PVE craft on the other hand rarely spends much time in a defense that's not primary.
Shield tankers regard armor as the thing that gets damaged as your warp out.
Armor tankers regard shields as the thing that allows your reppers to get through the first cycle.
Both consider Structure Damage as a sign you were sleeping/tackled rather than warping the hell out.


To be fair, a damage control will also save you from lag, er, I mean "time dilation" that randomly makes your ship that always aligns in 3 seconds sit there looking stupid for about twenty while aligned instead.

And as a new player having something fitted that protects you from the consequences of rookie mistakes like not killing the tacklers first or letting your armor hit 10% before aligning in a mission is not entirely unreasonable. It's good to have some statistical padding when you're not quite 100% proficient with the game yet.
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