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Missions & Complexes

 
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How do I run Lvl 4s faster

First post
Author
Phoenix Phoenie
Artemis V
#1 - 2014-03-08 03:48:40 UTC
Hey guys,

I have been running some lvl 4 missions for a few months now in a raven, maelstrom and now a tempest.
I really like my Tempest even better than a ac maelstrom, but I have been having problem with killing the battleships. I can kill the frigs and cruisers at an insane speed but the battleships can tank against my dps for so long. I have been kiting in my tempest and here is my fit

6x 800mm Heavy 'scout' repeating cannon I
2x 'Arbalest' cruise launcher I

1x large shield extender II
1x XL shield booster II
2x mission specific harderners II
1x large micro jump drive

2x gyrostabilizer II
1x damage control I
2x Tracking enchancer II
1x Co-processor II

2x Large Projectile Ambit extension I
1x Large processor overcloaking unit

and some light drones

I am trying to get to use t2 for all mods.

anything that you guys would change please tell me.

PS. tempest has horrible cpu which is the only thing I dislike which is why i fitted the LPOU and co processor.

thanks,
Phoenix

Deerin
East Trading Co Ltd
#2 - 2014-03-08 08:20:54 UTC
What range do you engage battleships in. You have close range guns there. MJD setups are more effective with LR guns. Train t2 heavy AC's for barrage ammo to get some additional range on your AC's.
Vyktor Abyss
Abyss Research
#3 - 2014-03-08 09:31:15 UTC
Add more people.
Adrie Atticus
Caldari Provisions
Caldari State
#4 - 2014-03-08 11:12:36 UTC
Appropriate drones might help you out, maybe a set of Hammerhead II's.
Machiavelli's Nemesis
Angry Mustellid
#5 - 2014-03-08 16:45:15 UTC
Smartbombing rokh
Sean Parisi
Blackrise Vanguard
#6 - 2014-03-08 18:16:39 UTC
Fastest way to run them; is by not running them at all
Maximus Decimal
Doomheim
#7 - 2014-03-08 22:09:19 UTC
You shouldn't really need a damage control for PVE so you can switch that out for another gyro or bcu on the raven. If you have the capital, invest in a pirate BS. I'm assuming that is not an option, so use the maelstrom. It should have more DPS than your pest and you will be safe due to the tank bonus.

Find a friend, there are pleanty of highsec mission cops out there, find one active in your timezones. And make sure you are compatible with the members abd that they have the same imterests within the game.

Don't over tank, this is a schoolboy error when it comes to running missions. If its possible drop a tank mod for a target painter these will help with actually applying the DPS you have.

Practice makes perfect, keep at it, if yiu have your heart set on making isk this way, keep it up and you will learn spawn points of NPCs and triggers.

Skill up, your main problem here is not that you don't have the ability to use the T2 modules but the fact that you obviously lack the support skills. Train them up as you practice remember to specialize. Pick projectile/gunnery or missiles once you are profficient in one then train to the next.

I hope this helped.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#8 - 2014-03-11 21:58:59 UTC
This thread has been moved to Missions & Complexes.

ISD Ezwal Community Communication Liaisons (CCLs)

Jeanne-Luise Argenau
Brutor Tribe
Minmatar Republic
#9 - 2014-03-12 01:58:06 UTC
i assume as u did l4 in a raven that u have useable missile skills why not try the use of a typhoon.

im just throwing a fit together i would use but u r right the cpu its a ***** to fit, probably better with one less dda and instead a co-processor and down to t2.

[Typhoon, mission]

6x 'Arbalest' Cruise Launcher I (Mjolnir Cruise Missile)
Drone Link Augmentor I

Large Micro Jump Drive
Pith C-Type X-Large Shield Booster
EM Ward Amplifier II
Thermic Dissipation Amplifier II
Heavy Capacitor Booster II (Cap Booster 800)

3x Drone Damage Amplifier II
3x Caldari Navy Ballistic Control System
Signal Amplifier II

Large Warhead Flare Catalyst II
Large Warhead Rigor Catalyst II
Large Processor Overclocking Unit I

4x Warden II
5x Hobgoblin II
Anize Oramara
WarpTooZero
#10 - 2014-03-12 10:35:32 UTC
get into a marauder (vargur for angels an pally for amarr) if you want to salvage and loot or mach/nightmare if you want to blitz.

even a normal faction ship will be a step up from t1 bs

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Fatimer Lightspeed
Royal Amarr Institute
Amarr Empire
#11 - 2014-03-12 11:36:46 UTC
DPS is obviously only going to make things faster, given you can apply it of course.

The thing I found to give me most benefit was knowing the missions. Know the triggers, know the spawns and so on. It saves so much time and possible time lost warping out and in.
Talia Valta
ValtaTeleVisuals
#12 - 2014-03-12 12:22:59 UTC
If you want to run a lvl 4 faster, switch to artillery.

Warp in, turn away from rats, drop MTU, and then MJD away.

Stop ship, engage said rats with LR Guns, whilst using drones to assist when stuff gets "close".

Target the smallest ships first, and insta pop them, move onto cruisers, battlecruisers and finally, the battleships will be range.

I used this tactic on an alt, with a Meta 4 Hybrid Railgun Hyperion and could complete a normal (2hr bonus window) mission in less than 45 mins, in some cases 20 mins.

If you want to stick too close range, then upgrade to a Vargur with T2 AC's and a bastion module.

Target the closest ships and put the drones on them.

Hope this helps.
Zor'katar
Matari Recreation
#13 - 2014-03-12 14:48:08 UTC  |  Edited by: Zor'katar
I wouldn't recommend stepping into a Marauder or pirate ship as some have suggested... at least not yet. That's more for people who have already more or less maxed out the potential of the T1 ships. Make that a longer-term goal.

For shorter term, I'd concentrate on:

  • T2 guns. In addition to the DPS boost, gives you the option of Barrage with ACs, which can help again ships that like to keep range.
  • If you don't have Weapon Upgrades 5 yet, prioritize it to help with the CPU issue you appear to have. Ideally, it'd be nice to replace both the CPU rig and module with a DPS rig and mod. You might only be able to manage one, though.
  • Give a hard think to whether you really need the MJD. Switching to the AB can save you some CPU.
  • If you're active tanking, you generally don't want to fit extenders. While it gives you a little more buffer, it doesn't really affect how much damage you can mitigate over time. Switch to another hardener if you really need more tank, but a Tracking Computer scripted for range would probably be more helpful.
  • You can also consider artillery as has been suggested. You lose some DPS, but range can be the bigger problem in L4s with un-range-bonused ACs.
  • Give more thought to the Maelstrom. If you just find the Tempest more fun to fly, then by all means proceed. Mael in my experience is all-around a bit more effective, though.

EDIT: While some of those don't appear to directly address the "applying more DPS to battleships" question, they work toward the goal of maximizing the number of offensive modules you can fit. There may also be ways to improve via piloting, but for that you need to tell us how you currently fly the ship.
IIshira
School of Applied Knowledge
Caldari State
#14 - 2014-03-13 02:53:01 UTC
I'm guessing this is mostly a skills issue. Work on your support skills for gunnery. If you post an Eveboard link you will get some skill advice.

The Djego
Hellequin Inc.
#15 - 2014-04-01 11:50:21 UTC  |  Edited by: The Djego
The problem of the tempest is that it has a relative weak capacitor and only really works with tons of SP, because of the damage bonuses(making it far worse at BS 4 than it is at BS 5) and split weapons(projectile, drones, missiles) and doesn't got so much DPS to begin with. Also I could probably blame CCP Rise for not giving the Tempest the needed attention during the changes to T1 BS last summer.

This is something I did put together a bit ago, simply because I had the urge to fly it again(flown it on a daily basis as shield nano BS back in the days). It deals 1050 dps with high skills and is sufficient to run most L4s similar to a mach(well with less speed, range and dps). Your problems with the dps are most likely range issues, what means your effective dps might be as low as 200-300 dps at 50km, what will take forever. This is where the mwd and a lot of movement comes into play, to get within 30km to the spawns and apply most of the dps.The RLMLs are mostly against frigs that get under your guns, since I didn't utilize any kind of light drones with the fitting.

[Tempest, mini Mach]
Large Armor Repairer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Gyrostabilizer II
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer

Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Tracking Computer II, Tracking Speed Script
Gist C-Type 100MN Microwarpdrive

800mm Repeating Cannon II, Fusion L
800mm Repeating Cannon II, Fusion L
800mm Repeating Cannon II, Fusion L
800mm Repeating Cannon II, Fusion L
800mm Repeating Cannon II, Fusion L
800mm Repeating Cannon II, Fusion L
Rapid Light Missile Launcher II, Nova Light Missile
Rapid Light Missile Launcher II, Nova Light Missile

Large Auxiliary Nano Pump I
Large Capacitor Control Circuit I
Large Projectile Metastasis Adjuster II

Garde II x3

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Estella Osoka
Cranky Bitches Who PMS
#16 - 2014-04-01 13:49:47 UTC
This is all about skills. Train for T2 Large Autos. When you train the Large Autocannon Spec skill, your DPS improves significantly. Yes it is a long train, but it is totally worth it. As someone else suggested, train up your core skills so you can fit your ship better.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#17 - 2014-04-01 16:24:21 UTC  |  Edited by: Kitty Bear
The "help my mission channel" is still active afaik
webby

Don't know your skill setup, so some generic advice is below
Most battleships can field at least 5x Light drones
Train for T2 Hobgoblins or T2 Warriors

Focus on either Gunnery or Missiles
For Gunnery Train to L4+ - Trajectory Analysis, Surgical Strike, Sharpshooter, Rapid Firing, Motion Prediction & *Controlled Bursts
For Missiles Train to L4+ - Warhead Upgrades, Target Navigation Prediction, Rapid Launch, Missile Projection, Missile Bombardment & Guided Missile Precision

Key skills are underlined.
*Projectile Turrets don't use cap, so Controlled Bursts can be ignored initially.

Next train for the T2 variant of the turret/launcher your using, T2 tanking modules and the core fitting skills.
Priority wise, I would put core fitting skills ahead of T2 guns, and the T2 Tank ahead of the T2 guns, but follow your own preference here, but essentially all 3 areas are pretty important.

Cross training for a 2nd weapon system from this point can now be beneficial


A 3-4 module tank can be enough
e.g.. Shield Booster, EM Ward & Invuln. or Shield Booster, 2x xHardner, 1x yHardner
Check on eve-survival for damage types done and modify your tank accordingly.


Have fun.


[edit]
Core Skills groups are Engineering, Navigation, Targeting & Rigging
Mallak Azaria
Caldari Provisions
Caldari State
#18 - 2014-04-03 05:57:55 UTC
You need more purples, that is how you make your character super awesome.

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chaosgrimm
Synth Tech
#19 - 2014-04-03 15:44:57 UTC
A few things:

I dont recommend the tempest for 4s, but I do want to comment on ur fit. In general, dont fit buffer for lvl 4 tanks. That large shield extender is a waste of a slot. You are also overstacking ur falloff. ex: at lvl 5 skills:
after 2TE IIs and an ambit I, a second ambit 1 only adds about 1km f/o moving you from ~37k to ~38k. If you were to drop the shield extender for a TC II with a range script, and remove 1 of ur ambits, the f/o is ~43k. i.e. better falloff, the flexibility to switch to a tracking script, and gain a rig slot.
(if you need tank a boost amp will serve u better in 4s than a shield extender, and you could also add a ccc instead of that second ambit)

pick a weapon system / ship line and stick with it. Better to be good with 1 wep system than terrible with 3 xD

If using tech 1 projectiles, fusion, phased and emp are the ammos u should be using. Where are you doing missions at? projectile weapons are arguable the worst against guristas due to lack of decent kinetic dmg.

Use the maelstrom as it tops out higher than the tempest in pve and requires less training. Typhoon is good, but you should avoid atm as it is more skill intensive than the maelstrom. Maelstrom also benefits both your weapons and tank for each level of BS

The hull skill and the gunnery skills should be your training priority. Make sure you get training in the supporting skills like trajectory analysis (esp for ACs).

Because you seem new + moving from missiles to guns, i figured I'd mention this just in case you arent familiar with ACs. Provided your tracking is sufficient with the target, the closer you get to it / the more falloff range your guns have, the more damage you will be dealing up until the point you get into your optimal range.

ACs are great and what you eventually want, but they're somewhat skill intensive to use effectively when you consider that navigation skills play a big role in closing ur engagement distance, as well as trajectory analysis playing a vital role in your applied damage. For new players its usually more beneficial to role with artillery instead as they usually offer better applied dps on low skilled toons. You may want to estimate your average engagement range, then plug ur skills into EFT and use a graph to compare which is more effective for your skillset.

The benefits of using arty on a low skilled toon:

  • Artillery have longer cycle times coupled with higher dmg per shot, which means faction ammo usually ends up being cost effective. NOTE: if you do end up going with arty, dont group ur guns as arty overkill is significantly higher than ACs
  • longer engagement ranges means you can get away with fitting a lighter tank, which will save on cap and free slots for modules that impact ur applied dps. It also means you arent penalized as harshly for poor navigation / range skills. With the introduction of MJDs, you might as well
  • you arent penalized as harshly for remaining relatively stationary. being stationary also mean you can add sentry drone damage to ur dps



My suggestion for a low skilled toon would be something like:

[Maelstrom]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II / Gyrostabilizer II
Tracking Enhancer II

Large Micro Jump Drive
Tracking Computer II (have both scripts available)
X-Large Shield Booster II
Mission specific hardener II
Mission specific hardener II
Mission specific hardener II / shield boost amp II / TC II (if using 4 gyros)

1200mm Heavy 'Scout' Artillery I x8, Republic Fleet Ammo

Large Projectile Burst Aerator II
Large Core Defense Capacitor Safeguard I
Large Core Defense Capacitor Safeguard I


Tau Cabalander
Retirement Retreat
Working Stiffs
#20 - 2014-04-03 17:17:48 UTC  |  Edited by: Tau Cabalander
Phoenix Phoenie wrote:
PS. tempest has horrible cpu which is the only thing I dislike which is why i fitted the LPOU and co processor.

Options:
* Faction X-L shield booster will save a lot of CPU.
* Tempest Fleet Issue.
* Faction / deadspace modules.
* Drop the DCU.