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RDy for lvl 4s ?

Author
ENTITY UNKNOWN
The Scope
Gallente Federation
#1 - 2013-04-08 07:00:32 UTC
How do you know you have decent enough skills to start safely running lvl 4s ?


heres my character sheet. Im wanting to fly either a rattlesnake or dominix

character
Pearlescent Blue
Perkone
Caldari State
#2 - 2013-04-08 08:06:38 UTC  |  Edited by: Pearlescent Blue
Hi there, as long as you can fit all T2 defense/offense and have a gank/tank off about 1000 then you should be ready for it. Meaning either 500 dps with a 500 tank or 300 dps with 700 tank etc. you get the idea. I would not go into lvl 4 without at least 400-500 dps imo. WIth your drone skills, I would definitely recommend to go for the Dominix. You might not even need the T2 guns with it since most of your dps probably will come from the drone. But you need a decent tank with it. Especially if you dont have a high dps boat yet, teh defense is even more importanat becuase you have to take a longer beating. You dont have to be cap stable but if you cant complete a pocket within 5-6 minutes then cap stable is pretty nice to have. Anyway, I hope that helps a little. Focus on your mechanic skills if you go dominix and engineering for the rattler.
ENTITY UNKNOWN
The Scope
Gallente Federation
#3 - 2013-04-08 08:29:06 UTC
Pearlescent Blue wrote:
Hi there, as long as you can fit all T2 defense/offense and have a gank/tank off about 1000 then you should be ready for it. Meaning either 500 dps with a 500 tank or 300 dps with 700 tank etc. you get the idea. I would not go into lvl 4 without at least 400-500 dps imo. WIth your drone skills, I would definitely recommend to go for the Dominix. You might not even need the T2 guns with it since most of your dps probably will come from the drone. But you need a decent tank with it. Especially if you dont have a high dps boat yet, teh defense is even more importanat becuase you have to take a longer beating. You dont have to be cap stable but if you cant complete a pocket within 5-6 minutes then cap stable is pretty nice to have. Anyway, I hope that helps a little. Focus on your mechanic skills if you go dominix and engineering for the rattler.


Thanks for the reply. Im fixing to start training my sentry drones to T2 to bring my dps up
Dilligafmofo
3WAYFOUNDATIONS
New Miner's Union
#4 - 2013-04-08 08:35:37 UTC
I was able to run lvl 4's with 2m sp when I started. It was slow but earned me a decent living at the time.

The missions have changed somewhat since then but the mission reports are far more accurate nowadays. Stay away from sansha blockade and the bonus room in AE and you should be fine.

There is no shame in warping out, do it if you need to.
Tauranon
Weeesearch
CAStabouts
#5 - 2013-04-08 08:48:36 UTC
Move gallente battleship to IV, and then you would be feasible in a dominix - imo the lack of drone hitpoints and damage without gallente battleship skill is troublesome. rest of your core and drone skills are probably bearable as is.

sentry iv, and drone interfacing iv, you have done already, but you should really get large hybrids to iv, and every gunnery support skill to III. Without much damage coming from your battleship, stuff will get interested in shooting your sentries pretty quick.

Rattlesnakes aren't so pricey that I would be afraid to use to learn missions in it these days, but a dominix is a lot cheaper to start with if you do screw up and lose one.
Egravant Alduin
Ascendance Rising
Ascendance..
#6 - 2013-04-09 07:55:27 UTC  |  Edited by: Egravant Alduin
I agree with the first reply but have this in mind.As your skills grow stronger the more fun level 4 missions become .I did the mistake with only 2m skill points and not battle based only and I lost 2 maelstroms.A lot of people in here suggest 5m points to have fun and fast mission times.Good luck in your first tries in level 4 and have fun.Kill warp frigates first so if you see you are losing you can dock.

Feel the wrath of the GECKO!

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#7 - 2013-04-09 11:53:12 UTC  |  Edited by: Tsukino Stareine
Tauranon wrote:
Move gallente battleship to IV, and then you would be feasible in a dominix - imo the lack of drone hitpoints and damage without gallente battleship skill is troublesome. rest of your core and drone skills are probably bearable as is.

sentry iv, and drone interfacing iv, you have done already, but you should really get large hybrids to iv, and every gunnery support skill to III. Without much damage coming from your battleship, stuff will get interested in shooting your sentries pretty quick.

Rattlesnakes aren't so pricey that I would be afraid to use to learn missions in it these days, but a dominix is a lot cheaper to start with if you do screw up and lose one.


no point at all in fitting guns to your domi. T1 rails using something like iron ammo is just a waste of cap and fitting. Better off focusing on your drone and navigation skills and use the MJD to full effect. Put armour and shield remote reps in highs instead for better drone survivability.

in addition to this: if you have a tech 2 tank it's extremely difficult to lose your ship if you go into the mission prepared and know the spawns.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#8 - 2013-04-09 13:16:30 UTC
Although you can start running L4's the second you can sit in a BS
Skill L1
I wouldn't recommend it, some missions can be problematic with the very basic skill levels.



Drones
Get Drone Interfacing 5, T2 sentries really shine with the full +100% bonus
Drone Sharpshooting 5, for the T2 Item unlock

Gunnery
Your well set for a good choice here, just need the last few support skills (Check the Basic Certificate requirements for an easy reference for which support skill goes with which weapon system, then aim for L3+ in the relevant ones)
Large Projectiles
Large Hybrids
Either will see you in good stead, Add some AWU 3+ to help with fittings
Meta4's will be fine for L4's

Mechanics
Armour Rigging L4 for the T2 rigs, and reduced fitting penalty
Get the [xyz] Armour Compensation skills ...

Ship Command
Again you have room for a good choice
Gallente Battleship L3+
Minmatar Battleship L3+
if you train both these, you will later have the choice between the Machariel & Vindicator



Also you might want to consider BC5 to take advantage of the skill-change in the summer expansion
Josef Djugashvilis
#9 - 2013-04-09 15:24:21 UTC  |  Edited by: Josef Djugashvilis
Dilligafmofo wrote:
I was able to run lvl 4's with 2m sp when I started. It was slow but earned me a decent living at the time.

The missions have changed somewhat since then but the mission reports are far more accurate nowadays. Stay away from sansha blockade and the bonus room in AE and you should be fine.

There is no shame in warping out, do it if you need to.


I don't think the OP means courier missions.

There again, I used to run lvl 4 combat missions in my Velator using two mining lasers, earning at least, - insert desired fantasy figure here - per hour.Smile

This is not a signature.

Tauranon
Weeesearch
CAStabouts
#10 - 2013-04-10 01:26:10 UTC
Tsukino Stareine wrote:
Tauranon wrote:
Move gallente battleship to IV, and then you would be feasible in a dominix - imo the lack of drone hitpoints and damage without gallente battleship skill is troublesome. rest of your core and drone skills are probably bearable as is.

sentry iv, and drone interfacing iv, you have done already, but you should really get large hybrids to iv, and every gunnery support skill to III. Without much damage coming from your battleship, stuff will get interested in shooting your sentries pretty quick.

Rattlesnakes aren't so pricey that I would be afraid to use to learn missions in it these days, but a dominix is a lot cheaper to start with if you do screw up and lose one.


no point at all in fitting guns to your domi. T1 rails using something like iron ammo is just a waste of cap and fitting. Better off focusing on your drone and navigation skills and use the MJD to full effect. Put armour and shield remote reps in highs instead for better drone survivability.

in addition to this: if you have a tech 2 tank it's extremely difficult to lose your ship if you go into the mission prepared and know the spawns.


Moving to warden 1 range and shooting only warden 1s is like 350 dps even with plenty of DDAs. Some of the rats tank 200 dps and will take forever to crack. This is the dominix equivalent of running L4s in a drake.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#11 - 2013-04-10 01:44:42 UTC
and you're going to be able to hit with rails at warden range?

right.
Tauranon
Weeesearch
CAStabouts
#12 - 2013-04-10 04:28:14 UTC
Tsukino Stareine wrote:
and you're going to be able to hit with rails at warden range?

right.


All the fits I ever personally use or post for the domi would be intended to be used at approximately plutonium range for t1 350mm guns, which gives reasonable dps for level 3 skills, combined with using gardes, for the higher damage mod. The drone aggro problem in missions becomes a lot worse if your dominix object in space is not dealing damage. Its certainly one of the factors in an NPC choosing to switch.

In any case, if you are MJD fit, you are far enough away that tracking is non issue for either 350mm or 425mm, and your tank is no longer under suffiicient pressure that you can't use fit tracking computers and there is no reason at longrange why you can't script optimal, and you should be using the MJD and your fit to produce a fat killzone optimal, and not just put yourself in another suburb to fire wardens from.

Also when I analyse all the mission geometries, which I have done to figure out whether any of the missions were better with a double jump to avoid slowboating the spacen potato, a significant proportion are optimal to fire from the beacons without letting anything under your tracking (it locks the frigates first or it gets the hose again), a significant proportion of them are single pocket non deadspaces where the MJD is not necessary to setup at range, and the slot is thus free for another tracking computer, and some of them are impossible to MJD without going 100km away from nearly everything on the first jump, which is not actually a desirable a thing to do with an MJD.

ie use an MJD when appropriate yes, but its not panacea, and IMO not as useful as gunnery.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#13 - 2013-04-10 13:51:01 UTC
Tauranon wrote:
Tsukino Stareine wrote:
and you're going to be able to hit with rails at warden range?

right.


All the fits I ever personally use or post for the domi would be intended to be used at approximately plutonium range for t1 350mm guns, which gives reasonable dps for level 3 skills, combined with using gardes, for the higher damage mod. The drone aggro problem in missions becomes a lot worse if your dominix object in space is not dealing damage. Its certainly one of the factors in an NPC choosing to switch.

In any case, if you are MJD fit, you are far enough away that tracking is non issue for either 350mm or 425mm, and your tank is no longer under suffiicient pressure that you can't use fit tracking computers and there is no reason at longrange why you can't script optimal, and you should be using the MJD and your fit to produce a fat killzone optimal, and not just put yourself in another suburb to fire wardens from.

Also when I analyse all the mission geometries, which I have done to figure out whether any of the missions were better with a double jump to avoid slowboating the spacen potato, a significant proportion are optimal to fire from the beacons without letting anything under your tracking (it locks the frigates first or it gets the hose again), a significant proportion of them are single pocket non deadspaces where the MJD is not necessary to setup at range, and the slot is thus free for another tracking computer, and some of them are impossible to MJD without going 100km away from nearly everything on the first jump, which is not actually a desirable a thing to do with an MJD.

ie use an MJD when appropriate yes, but its not panacea, and IMO not as useful as gunnery.


350mm using plutonium barely gets to 59km with a whole falloff. Assuming you use 2 DLAs (which you should) it's 99 dps with faction ammo at 59km and that's with perfect skills: utterly pointless.

Remote repping your sentries if they do draw aggro has 2 advantages:

1. It keeps them from dying
2. It draws aggro back to you far more than 99 (or 86 using normal ammo) will ever do.

Not having to use mids for tracking computers means putting either:

A: more omnis, longer range meaning longer time to apply damage
B: painter to apply more damage to smaller ships.
C: better tracking meaning your minimum range is shorter giving you, again, longer time to apply damage.

Both are far more effective ways to increase your damage than fitting 4 very underpowered 350mm rails that can't even apply damage at the same range as half your drones.

MJD is the solution for low skilled sentry pilots. You get overwhelmed you just jump away and continue to dps. Obviously as your drone skills become better this needs to happen less.
Tauranon
Weeesearch
CAStabouts
#14 - 2013-04-10 16:19:23 UTC
Tsukino Stareine wrote:


350mm using plutonium barely gets to 59km with a whole falloff. Assuming you use 2 DLAs (which you should) it's 99 dps with faction ammo at 59km and that's with perfect skills: utterly pointless.



The OPs current skills with 3x DDA, 5x warden 1, is 257 dps. You'd of course sneeze at 100 extra dps on top of that Roll Effectively against the peak regen, the worst case scenario in a mission is he would be fighting a battleship repping 240 kinetic hps/sec, and be attempting to clear a couple of thousand hps of the shield at effective rates of 17-25 hps. ie I'd expect him to shoot for 80 seconds to clear the peak regen phase of the stronger battleships, or even fail outright to break it if application isn't perfect.

In any case. use 2x tc, 5x350 protogauss, 80km optimal to fight with the t1 drones, and I would fire 139 dps with iridium and with my recommended skills (see post), he would fire 115 extra dps, and fighting at a more sensible 40km he'd be firing thorium for 148 more dps, which would with either wardens or gardes clear the peak regen of the bigger ships tolerably quick.

Quote:


Remote repping your sentries if they do draw aggro has 2 advantages:

1. It keeps them from dying
2. It draws aggro back to you far more than 99 (or 86 using normal ammo) will ever do.



Either the drone won't die anyway, or you don't have it locked and cannot lock it quick enough, and you can't keep all the drones locked because losing 5 locks to your own drones is stupid and will cause you to get lock delay during fighting. Been there done that in wormholes. I lived in a wormhole in 2010 before many people had t3s and actually had to use the domi as day to day ratter vs this ai.

Quote:


Not having to use mids for tracking computers means putting either:

A: more omnis, longer range meaning longer time to apply damage
B: painter to apply more damage to smaller ships.
C: better tracking meaning your minimum range is shorter giving you, again, longer time to apply damage.



These are not missiles. ie perfect damage application can be cheesed by creating 0 transversal conditions. The painter is only useful to avoid further stacking penalty from too many omnis if things are not flying down your barrels, and you've already fitted the one mod (MJD) that makes them fly perfectly down your barrels. The main thing you are getting out of omnis is the optimal after an MJD, and 2 is enough for wardens, and stacking penalties and multipliers being smaller means gardes never reach.

Quote:

Both are far more effective ways to increase your damage than fitting 4 very underpowered 350mm rails that can't even apply damage at the same range as half your drones.


use 5 guns, fight at a proper range. if you must fight at a longer than sensible range for a dominix, use a rig for extra 15kms drone control and use 5 guns - if you jumped out of a cloud of ships overwhelming you (which means you are probably failing at your MJD fit anyway), then some of them will still be in drone range after the MJD, and the rest will be after you kill the ones that you can reach immediately after the jump. You don't need to blow 2 barrels on DLAs, ever.

Quote:


MJD is the solution for low skilled sentry pilots. You get overwhelmed you just jump away and continue to dps. Obviously as your drone skills become better this needs to happen less.


No its a giant resource chewer that should really be used all the time if its going to be fit, and the rest of the modules should be chosen to match - ie forget painter and RR on an MJD setup, they are almost completely superflous/don't go together.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#15 - 2013-04-10 21:39:00 UTC
Tauranon wrote:

The OPs current skills with 3x DDA, 5x warden 1, is 257 dps. You'd of course sneeze at 100 extra dps on top of that Roll Effectively against the peak regen, the worst case scenario in a mission is he would be fighting a battleship repping 240 kinetic hps/sec, and be attempting to clear a couple of thousand hps of the shield at effective rates of 17-25 hps. ie I'd expect him to shoot for 80 seconds to clear the peak regen phase of the stronger battleships, or even fail outright to break it if application isn't perfect.

In any case. use 2x tc, 5x350 protogauss, 80km optimal to fight with the t1 drones, and I would fire 139 dps with iridium and with my recommended skills (see post), he would fire 115 extra dps, and fighting at a more sensible 40km he'd be firing thorium for 148 more dps, which would with either wardens or gardes clear the peak regen of the bigger ships tolerably quick.


Of course i'd sneeze at 99 dps, because with the OPs skills it's likely to be not even half of 99 dps. That figure I gave you was faction plutonium with all 5s.

And assuming OP has only around 74km drone control range with one DLA, that's going to be your maximum engagement range which is not optimal at all.

2 DLAs are minimum if you're sniping with wardens which means maximum of 4 guns unless you're planning on engaging at 74km or less constantly which is a huge waste of your drones' potential.

Even curators and bouncers will get longer optimals than 74km with half decent skills. I could understand if you had combat drone V and EW drone V but that's not the case (that would give you 84km control which is acceptable).

Now if we take your example of iridium ammo, 115 dps will only be out to 65km at perfect skills, more likely 50km with OPs skills. Once again extremely little dps for the effort involved.

If you have ships within 40km of you it's fairly moot whether or not you have guns or not since gardes will tear apart anything at that range and shooting things won't mean the gardes will need one less volley to pop the target making it a complete waste of time and cap.

Tauranon wrote:

Either the drone won't die anyway, or you don't have it locked and cannot lock it quick enough, and you can't keep all the drones locked because losing 5 locks to your own drones is stupid and will cause you to get lock delay during fighting. Been there done that in wormholes. I lived in a wormhole in 2010 before many people had t3s and actually had to use the domi as day to day ratter vs this ai.


It doesn't take that long to lock a sentry and ai is programmed to focus fire on one drone at a time (usually) so it's fairly simple to start locking the drone that is taking damage. Sentries are fairly sturdy and unless the rats are extremely close, they won't be taking that much DPS anyhow.

Tauranon wrote:
These are not missiles. ie perfect damage application can be cheesed by creating 0 transversal conditions. The painter is only useful to avoid further stacking penalty from too many omnis if things are not flying down your barrels, and you've already fitted the one mod (MJD) that makes them fly perfectly down your barrels. The main thing you are getting out of omnis is the optimal after an MJD, and 2 is enough for wardens, and stacking penalties and multipliers being smaller means gardes never reach.


While I do mostly agree with this: can you kill everything on their approach before they get to you? If not then painting and gaining more tracking/range is good for your efficiency and it leaves your MJD to be used in emergencies only. It could even allow you to completely drop the DCU for another DDA since you blap everything before it gets close to being within turret range.

Plus there's not always the possibility of 0 transversal. NPC rats especially never sit still and they can only realistically get popped on approach with MWD on. It might not sound like much but painting them and popping a few before they even aggro saves time and potentially negates the need for you to MJD away at all.

While wardens are great, I actually tend to use damage specific drones (gardes for serpentis and guristas, curators for sansha etc). Their orbiting ranges are strangely convenient to the drones' optimals that they're weak against. Being able to have gardes that can hit a 40km orbiting serpentis battleship makes life SO much easier since wardens actually track like poo at 40km a lot of the time.

Tauranon wrote:
use 5 guns, fight at a proper range. if you must fight at a longer than sensible range for a dominix, use a rig for extra 15kms drone control and use 5 guns - if you jumped out of a cloud of ships overwhelming you (which means you are probably failing at your MJD fit anyway), then some of them will still be in drone range after the MJD, and the rest will be after you kill the ones that you can reach immediately after the jump. You don't need to blow 2 barrels on DLAs, ever.

No its a giant resource chewer that should really be used all


Without perfect drone range control skills you are not going to be able to use 5 guns and maintain a decent attack range. I'd prefer using my rigs on sentry damage augs instead of having to waste it on drone control range and attempt to increase largely irrelevant turret dps.

It's a get out of jail free card, I'm not expecting people to use it every time it's off cooldown but it basically makes missioning in a sentry boat extremely risk free. You can literally fit all gank and MJD and not get hit at all in most missions.

I explained earlier why paint is good and some rats can hit over 80km so RR is useful still
Tauranon
Weeesearch
CAStabouts
#16 - 2013-04-11 04:51:50 UTC
Tsukino Stareine wrote:
Tauranon wrote:

In any case. use 2x tc, 5x350 protogauss, 80km optimal to fight with the t1 drones, and I would fire 139 dps with iridium and with my recommended skills (see post), he would fire 115 extra dps, and fighting at a more sensible 40km he'd be firing thorium for 148 more dps, which would with either wardens or gardes clear the peak regen of the bigger ships tolerably quick.


Of course i'd sneeze at 99 dps, because with the OPs skills it's likely to be not even half of 99 dps. That figure I gave you was faction plutonium with all 5s.



please read the quote.

it is nearly 30% more dps over what I would expect him to have with gallente battleship iv done, and far more than 30% now. you don't sneeze at 30% more dps when shooting at a target that is REPPING itself. Old players take disproportionately long times to kill frigates because of overkill, young players take forever to clear battleship buffers because the battleships keep refilling the buffers. any player that goes from 350 dps to 450 dps, sees disproportionate gains in mission complete times because they not only clear the battleships starting hps (30k ehp vs kin typically) quicker, but they prevent the battleships putting too much more hps in front of them in the first place.

Quote:



And assuming OP has only around 74km drone control range with one DLA, that's going to be your maximum engagement range which is not optimal at all.

2 DLAs are minimum if you're sniping with wardens which means maximum of 4 guns unless you're planning on engaging at 74km or less constantly which is a huge waste of your drones' potential.



Use the 15km rig for the second DLA if you intend on sniping. A rig is not as valuable as a turret highslot. I already said that too - read the post. Also wardens hit properly at 65km with a couple of omnis already, ie they don't gain anything from 3 omnis until you are fighting at truly absurd ranges.

Quote:


Even curators and bouncers will get longer optimals than 74km with half decent skills. I could understand if you had combat drone V and EW drone V but that's not the case (that would give you 84km control which is acceptable).

Now if we take your example of iridium ammo, 115 dps will only be out to 65km at perfect skills, more likely 50km with OPs skills. Once again extremely little dps for the effort involved.



it is still 25-30% more dps, and a tracking computer will still push the optimal further, and as I pointed out before, young players get stuck shooting the battleship buffers which the battleships rep, and the less dps you have, the more hps you have to actually kill to complete the pocket.

Quote:


If you have ships within 40km of you it's fairly moot whether or not you have guns or not since gardes will tear apart anything at that range and shooting things won't mean the gardes will need one less volley to pop the target making it a complete waste of time and cap.



Which is exactly why I suggest optimising for fighting at 40km. You get garde dps and tracking, and you get good gunnery dps on top if it, and a lot of the pockets are set up to allow you to do exactly this. ie a newbie can have a dominix which does 500+ dps at 40km, without having any level 5 skills beyond the initial access skills, and such a fit (due to preventing battleship repping), will be more than twice as fast at finishing missions than a 350 dps warden example. Bring an MJD dedicated fit if historically you have trouble with things getting under the drones tracking (which doesn't happen much if you prioritise frigate->cruiser->battleship anyway).
Tauranon
Weeesearch
CAStabouts
#17 - 2013-04-11 05:27:58 UTC
Tsukino Stareine wrote:


It doesn't take that long to lock a sentry and ai is programmed to focus fire on one drone at a time (usually) so it's fairly simple to start locking the drone that is taking damage. Sentries are fairly sturdy and unless the rats are extremely close, they won't be taking that much DPS anyhow.



it most certainly is not programmed to shoot 1 drone at a time. Again you are talking about dedicating the most valuable type of slot on the ship, that could have been active finishing the mission 100% faster all the time, and putting into a rare case, that often doesn't happen at all, and which is almost totally negated as you say yourself by the MJD, or by investing a single damage salvo (4 seconds added to mission complete) in a bay/release.

Quote:


While I do mostly agree with this: can you kill everything on their approach before they get to you? If not then painting and gaining more tracking/range is good for your efficiency and it leaves your MJD to be used in emergencies only. It could even allow you to completely drop the DCU for another DDA since you blap everything before it gets close to being within turret range.



I can - since my dominix currently does 1080 dps without implants, and it doesn't matter much anyway, you realistically just need to kill the frigates on approach, and the cruisers on approach that will approach to below 20km which is not all of them. None of them are giant hp stores, and the only race that gets under drones with battleships are angels, and I bring zerker/bouncer combo for angels anyway, since its seriously convenient that they'll come close enough to let me zerker/run and gun to the next gate with near full dps.

Quote:


Plus there's not always the possibility of 0 transversal. NPC rats especially never sit still and they can only realistically get popped on approach with MWD on. It might not sound like much but painting them and popping a few before they even aggro saves time and potentially negates the need for you to MJD away at all.



You are optimising 8 to 12 seconds of shooting instead of the next 10 minutes of shooting.. Once they fly at you (mwd or otherwise), you will hit them, and at that point the painter is superflous module. I shot all 4 spider drones down on approach in silence the informant with a pair of navy omnis. Painter doesn't help that much because it gets stuck after the first target dies on cooldown, so its only available for every third salvo in a droneboat blapping task. ie I just cannot rate a stuck module as valuable enough to fit.

Quote:


While wardens are great, I actually tend to use damage specific drones (gardes for serpentis and guristas, curators for sansha etc). Their orbiting ranges are strangely convenient to the drones' optimals that they're weak against. Being able to have gardes that can hit a 40km orbiting serpentis battleship makes life SO much easier since wardens actually track like poo at 40km a lot of the time.



agreed, but you are now not MJDing, and the battleships will go and take up those orbits even whilst you kill the frigates and cruisers that want to come closer.

Quote:


Without perfect drone range control skills you are not going to be able to use 5 guns and maintain a decent attack range. I'd prefer using my rigs on sentry damage augs instead of having to waste it on drone control range and attempt to increase largely irrelevant turret dps.



Sentry damage augs are terrible. Expensive, massive fitting penalty that gimps a newbie players ship, and completely outclassed by DDAs, and DDAs help with light drones for trapped newbies and for heavies (vs angels). Note that a skilled player can get 3 DDAs and a magstab onto an armor dominix, and that there are simply better uses of rig slots. I flew with them for 3 years, best thing that ever happened to drone boats was no longer needing them.

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#18 - 2013-04-11 13:04:53 UTC
Thing is with DDAs you can only fit so many before you run out of lows. There's nothing else to put in rigs apart from sentry damage augs if you're running with a MJD fit.
Tauranon
Weeesearch
CAStabouts
#19 - 2013-04-11 16:27:32 UTC
Tsukino Stareine wrote:
Thing is with DDAs you can only fit so many before you run out of lows. There's nothing else to put in rigs apart from sentry damage augs if you're running with a MJD fit.


The 2x nano pump/ 1x drone control range is best rigging for domi IMO. Frees up lows and highs for damage.

On a regular domi you have to go 3 resists if you want to MJD, and one of the rigs has to be a grid rig, 1 should be the drone control range rig, and the other should probably bake on which ever of the mids you intend dropping - I'd probably bake on the f-90s range boost with an ionic field projector to free up the midslot for the MJD, as thats an irrelevent penalty.

Dominix Navy Issue - blink to cake and eat it.

[hi slots]
5x 350mm Railgun II - navy antimatter charge L
1x drone link aug II

[mid slots]
2x federation navy omnidirectional tracking link II
1x f-90 positional subroutines (script targeting range)
1x tracking computer II (script optimal)
1x medium electrochemical capacitor booster (cap 800)
1x large micro jump drive.

[low]
1x core b-type large armor repairer
1x core b-type thermic hardener
1x core b-type kinetic hardener
3x Drone damage augmenter II
1x federation navy magnetic field stabilizer

[rigs]
2x large auxillary nanopump 1
1x drone control range augmenter 1

[drones]
5x garde II
5x warden II
5x hobgoblin II
5x ogre II

cargo - javelin, antimatter, thorium, spike, cap 800s.

99km drone control range, 420 rat specific tank,
1142 dps @ 14km - javelin/ogre II,
1095 dps @ 31km - antimatter/garde II,
763 dps @ 99km/drone control limit - spike/warden II
Lipbite
Express Hauler
#20 - 2013-04-11 18:21:26 UTC  |  Edited by: Lipbite
I've completed first L4 mission when I was 3 weeks "old" - in Dominix. Entity can do them without too much problems.
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