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Level 4's in Caldari space /w two ships. Ship advice for retribution.

Author
Devil's Call
Social safety
#1 - 2012-11-26 23:53:59 UTC  |  Edited by: Devil's Call
Heya,

I'm thinking about doing some level 4's for fun. And with retribution coming 4 december including a HML nerf and torpedo buff, I was wondering what would be most efficient for running level 4's with two ships. (two monitors, no alt tab.)

Doing this in caldari space I think CNR/SNI/Golem/Rattler would be nice, a combo between those anyway.
Hypothetically speaking, with characters with EVERYTHING level 5, what would be most efficient/fun?

Maybe two CNR's, just spam missiles? Or maybe a golem+rattlesnake? (With the torp buff, maybe even two golems?)
With maxed out drone skills a rattlesnake with sentry's on support seems nice, taking one for the agro seems pointless with the NPC's AI now switching targets. Also I'm not sure about how often they switch to drones now, cba to pay too much attention to them if I'm going the rattler route.

Was wondering if anybody has experience with this and would like to share it with me. But basically any input is welcome.
Edit: I also have a third acount with a noctis, so I don't need golems for salvage or something.
Tricky Dutch
Anoikis Equilibrium
Honorable Third Party
#2 - 2012-11-27 00:27:44 UTC
If you were running Anoms, torps would be one thing. However often time in missions you're going to find rats way out there, so I'd stick with cruise missiles, or another ship altogether.
Devil's Call
Social safety
#3 - 2012-11-27 00:36:27 UTC
Tricky Dutch wrote:
If you were running Anoms, torps would be one thing. However often time in missions you're going to find rats way out there, so I'd stick with cruise missiles, or another ship altogether.


Hmm idd, so it'd have to be double CNR (seems rather efficient) or CNR+rattlesnake.
Devil's Call
Social safety
#4 - 2012-11-27 00:46:38 UTC
Only problem is that a CNR's tank is kinda weak, but I guess that shouldn't be a problem with two accounts. Maybe I should also establish a cap chain between the two or something, although I wouldn't have a tractor for mission objectives that way. Hmmz
Mina Sebiestar
Minmatar Inner Space Conglomerate
#5 - 2012-11-27 01:38:45 UTC
I dont know about torp buff but it smell like Golem will become real maraudee and as such i would use it.

You choke behind a smile a fake behind the fear

Because >>I is too hard

Caitlyn Tufy
Perkone
Caldari State
#6 - 2012-11-27 13:01:15 UTC
Efficient running = two missions, one for each ship.

If, however, you want to mix it up, then I'd go with one ship that does a lot of damage to big ships and one that does a lot of damage to small ones. Also note that due to speed of the ships, the bigger they get, the longer range you'll need because you'll lose time moving around otherwise. If I had to choose, Tengu + CNR would be my pick, but there are others.

Quote:
Only problem is that a CNR's tank is kinda weak


1. You shouldn't overtank for missions - if you do, you're losing damage, thereby doing them at less than optimal rate.
2. CNR can get a respectable tank, just prepare to open a wallet and have the skills for it. That's why I tend to say that SNI is better for people without proper skills, it's easier to fit and has more tank by default.

Quote:
I dont know about torp buff but it smell like Golem will become real maraudee and as such i would use it.


There's a whole lot more wrong with Golem than "merely" having a hard time hitting small targets. You're better off in Vargur or CNR, not to mention pirate battleships.
Devil's Call
Social safety
#7 - 2012-11-27 15:25:04 UTC
Hmm, I think tengu+CNR will work nicely. I just wonder if maybe two CNR's will be better after the HML nerf... But fitting a tengu with two TP's might also boost the other CNR's damage, and I don't really have room for TP's on CNR's without gimping it's tank even more.
Flurk Hellbron
Science and Trade Institute
Caldari State
#8 - 2012-11-27 16:44:09 UTC
Use 2 Mach's or Vindi's
Cage Man
Fusion Enterprises Ltd
Pandemic Horde
#9 - 2012-11-27 18:48:14 UTC
CCP's plan was to reduce missile flight time and then let tracking computers and enhancers work on missiles. The have decided to not go ahead with the changes to the tracking enhancers and computers. This will now mean your torps will be working at even shorter ranges. i run a CNR with torps and 3 x range rigs, on Tranq the range is 39km, on bucking ham it is 32km, take into account acceleration and the fact that you and your target are moving, t1 torps will not even hit out at 30km with 3 x range rigs and half decent skills. Cry Tengu is still a good option, even with teh changes you will with HML hit out at 90km and maybe need an extra volley to kill things.
Flurk above has the right idea.. but I do enjoy the speed at which t2 torps kill bs, so maybe a vindi and a scorp navy with torps will be OK. I say scorp navy as the extra slots will allow for the fitting of a mwd to make up for the range difference
Devil's Call
Social safety
#10 - 2012-11-27 18:58:02 UTC
Hmm alright, well maybe I should fly in amarr space then. CNR+Nightmare seems nice.
Cage Man
Fusion Enterprises Ltd
Pandemic Horde
#11 - 2012-11-27 19:04:36 UTC
Two NM are even better.. trust me, this is the one place I don't use a turret and torp combination. One toon can't even use T2 tachy's but you will destroy things so quickly you barely have time to look at a second screen.
Devil's Call
Social safety
#12 - 2012-11-27 19:06:50 UTC
Very true, sadly only one of my characters can fly a nightmare.
Caitlyn Tufy
Perkone
Caldari State
#13 - 2012-11-28 07:20:21 UTC
Devil's Call wrote:
Hmm, I think tengu+CNR will work nicely. I just wonder if maybe two CNR's will be better after the HML nerf... But fitting a tengu with two TP's might also boost the other CNR's damage, and I don't really have room for TP's on CNR's without gimping it's tank even more.


HML nerf is vastly overwhined about, tbh. With changes to heavy assault missiles, I'd recon the run of the mill Tengu will be a HAM fit with Javelins (around 50km range with all at V, which almost equals the new HM Fury) and Rage for battleships.

Quote:
CCP's plan was to reduce missile flight time and then let tracking computers and enhancers work on missiles. The have decided to not go ahead with the changes to the tracking enhancers and computers. This will now mean your torps will be working at even shorter ranges.


Javelins are unchanged. Rage torperdoes lose some of their speed and gain a slightly increased explosion radius, but with Guided skill and implants now affecting it will be easier to use (the changes equal roughly 1-2 TPs, depending on target). Rage Heavy Assaults are superior to Fury Heavies in every way except the range now. We'll be fine.
Rain6636
GoonWaffe
Goonswarm Federation
#14 - 2012-11-28 15:31:21 UTC  |  Edited by: Rain6636
Rain6637
GoonWaffe
Goonswarm Federation
#15 - 2012-11-28 15:40:30 UTC
Rain6638
GoonWaffe
Goonswarm Federation
#16 - 2012-11-28 15:41:33 UTC
or me

[ 2013.06.21 09:52:05 ] (notify) For initiating combat your security status has been adjusted by -0.1337

Rain6639
GoonWaffe
Goonswarm Federation
#17 - 2012-11-28 15:43:43 UTC
or me... if you want to talk about multiboxing missions

http://i.imgur.com/frqjQ.jpg
Devil's Call
Social safety
#18 - 2012-11-28 17:32:28 UTC
Wauw, haha. Will do after I come back from the gym tonight if you then so happen to be online. ^^
Rain6639
GoonWaffe
Goonswarm Federation
#19 - 2012-11-28 18:20:50 UTC
I'm in and out of class all day, so i couldn't write too much.

basically:

nightmare= 1,000 dps

rattlesnake= 500 dps with sentries

you're going to spend some money on the nightmare until you can fit T2 lasers. imperial navy tachyons, imperial navy heat sinks, imperial navy multifrequency. i think it's like, 300 mil over the cost of the hull.

assign the rattlesnake's sentries to the nightmare, and you are controlling 1,500 dps of instant damage out to a range of 40km optimal, 70km falloff, 100km max on the sentries. virtually no ammo; it will take something like 20 missions before you need to swap out crystals.

I find that the multifrequency/sentry combo gets nearly full damage out to 70km.

you *could* do two nightmares, but the rattlesnake and its drones fill in a targeting deficiency of the nightmare below *and* above its range of 30-70km. the nightmare also has so much dps, you don't need two of them.

I did use a golem before the nightmare, and it gets 1100 dps out of torps, but the range of 30km SUCKS. and then there's the ammo. it's a hassle.

my goal for the nightmare was to replace the golem in terms of dps, and it has, and more.

to manage the sentries of the rattlesnakes properly, after you assign them to the nightmare, separate the nightmare's guns into two groups and alternate between targets. only activate both groups on battleships. this is to keep the sentries busy--otherwise, they sit idle while your lasers are finishing cycle.

if anything gets under 25 km, just release light drones. I prefer light drones over mediums because they're faster, and it seems like the NPCs are less likely to target light drones at all.

I leave small targets for last (when they get in too close for lasers and sentries), even cruisers, sometimes battleships.

use "assist" and "guard" frequently.

I use the rattlesnakes for utility highs, such as 2 or 3 cap transfers for a cap chain, 3 to 4 drone link augmenters, and maybe a shield transfer. they're basically logi and, tactically, the nightmare's drone bitches. The only reason I would fit offensive highs is for the range the nightmare lacks, but I don't... it's maybe 150 dps per rattlesnake with cruises, but then you lose the drone links. and then they need ammo. it's not worth it.

the nightmare has two cap transfers as well. this negates the nightmare's cap problems. there's so much spare cap, in fact, that I ran X-L ancillary boosters EMPTY. until I got around to switching them out for X-L booster II's.

with the right implants (I'm running 5 percenters) and a shield boost amp, i get over 1,000 shield hitpoints per activation of X-L shield booster II's, with an activation cost of a little over 300cap.

it's not stable on auto-repeat, but it doesn't need to be, either.

I fill the mids with active shield hardeners and a booster, maybe a booster amp. i haven't run a prop mod in a while--slow boating to a gate is a welcome break from the race to set up the sentries and the lightning fast lock & pop routine.

lastly: this is a strictly level 4 and below fleet. would be great for level 5's, except there's the gankers.

if you'd like to come along on level 4's, convo me in game. I also carry large shield drones in the rattlesnakes, and they can rep something like 800 shield hp/second. if needed. hopefully not, because it ties up the rattlesnakes' drones, but i've kept some nooby battleships alive.

oh, and drone damage amps are supposed to get a buff, too, that's gonna be awesome.
Rain6637
GoonWaffe
Goonswarm Federation
#20 - 2012-11-28 18:41:56 UTC  |  Edited by: Rain6637
with the nightmare and rattlesnake setup, you warp in and sit still.

moving around is necessary in pvp fleets, but mission grinding takes too high a toll if you have to dictate range by moving.

It's why I wouldn't use the mach and vindi. that's a lot of speed management.

you can do a "rolling" dps on the move to, like, an acceleration gate with your mobile drones out.

use the rattlesnake as logi and make the nightmare's lows full-gank: 4 heat sinks, 1 tracking enhancer

it's so brutishly effective, the only rig I would recommend is a collision accelerator on the nightmare--it doesn't matter what the other rigs are, on the nightmare or the rattlesnake. fit what makes you feel good (i guess)

//I don't use the CNR because it's freaking brittle--it doesn't like to take hits, and it becomes a rep burden. the golem does better dps AND has a rep bonus (before you die, feel an X-L anci booster in a golem with crystal implants and a boost amp--there's nothing like it).

but not worth it because the ammo hassle. ...even with an orca in space to replenish ammo and drones

http://i.imgur.com/ZIitv.jpg
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