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EVE New Citizens Q&A

 
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Couple more questions came up as I surfed around...

Author
Pod Panik
Low-Sec Scrubs
#1 - 2015-02-16 05:02:30 UTC
Hello all!


As I was doing some T2 missions, I realized that at some point I was getting damaged directly to my armor, bypassing my shields. How is that possible?

Do you have the same "bypass" mechanism for armor?




How do you get a better sense of what damage is affecting you? All I see on my screen are plain number such as "Hit for 52 famage". I would like to know if I get hit with explosion, kinetic, thermal or other types of damage...






I looted some live stock ('Militants"). What am I supposed to do with those?

Also, you know Eve is a great game when you can loot strippers! Hahah. I showed that to my wife and she was NOT impressed. I kept them at my home base. I can't sell them...a guy always needs company!

Hahaha






How can you get gate camped in a low sec sector just by passing through? I noticed that there are a number of guardian sentries at the gates. Is it only risky for those who actually venture through the system?


What experience can you share on the Myrmidon vs Prohecy?



As always thanks for the very helpful comments



Cara Forelli
State War Academy
Caldari State
#2 - 2015-02-16 05:38:07 UTC
Pod Panik wrote:
As I was doing some T2 missions, I realized that at some point I was getting damaged directly to my armor, bypassing my shields. How is that possible?

Shields can be penetrated when they fall below 25%. The Tactical Shield Manipulation skill decreases this effect. There's some debate about whether or not it's better to have it at level 4 or level 5, which is a whole can of worms that some people are very passionate about. Roll

Pod Panik wrote:
How do you get a better sense of what damage is affecting you? All I see on my screen are plain number such as "Hit for 52 famage". I would like to know if I get hit with explosion, kinetic, thermal or other types of damage...

Under the main "E" menu there is a "notifications and logs" option (can't remember the submenu it's under). If you click that and then go to the settings in the logs window you can modify the details of the notifications shown in space. This works well for PVP combat as you can add the type of weapon, which gives you a good idea what type of damage it is. I'm not sure what it shows for NPCs.

Pod Panik wrote:
How can you get gate camped in a low sec sector just by passing through? I noticed that there are a number of guardian sentries at the gates. Is it only risky for those who actually venture through the system?

I'm not sure exactly what you are asking, but the idea of a gate camp is to plop yourself down on a high traffic gate and kill anything that comes through. Gate campers aren't interested in your life story, or whether or not you belong there. They just want to kill you.

Pod Panik wrote:
What experience can you share on the Myrmidon vs Prohecy?

The Myrm is a very good active tanker while the prophecy can fit an impressive buffer tank.

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Donnachadh
United Allegiance of Undesirables
#3 - 2015-02-16 05:46:16 UTC  |  Edited by: Donnachadh
A note to the post above.
While the Prophecy can fit a wonderful buffer tank, the whole buffer tank thing is not really well suited to missions as a whole, they will work just not as well as a good active tank.

We have given you this in several of your posts, use it, it will give you much information you seek.
http://eve-survival.org/wikka.php?wakka=missionreports

NPC always shoot the same damage type, you mission briefing or the link above will tell which NPC you are flying against in every mission. Here is a link to another decent source of damage types.
http://wiki.eveuniversity.org/NPC_Damage_Types

Now to some specific answers.

As mentioned above when you shields fall to 25% it is possible that damage can bypass your shields and go straight to armor.

A you move into level 3's and 4's knowing the NPC and damage types you will be facing in each mission will become more and more important so now is the time to make it a habit to check these things.

Most of the loot you get is just there as part of the "payment" if you will for running the mission. Many of the items you find are really have no value to the game but may to you or others. If it is something you like then keep it, otherwise sell it on the market for whatever you can get for it. There is one big caution here, read the mission brief, there are many missions where you need to loot something and take it back to your agent to be able to complete the mission.

Gate camping is really just a group of people hanging around at a gate looking to catch someone to blow up.
The guardians are called gate guns, combined with station guns are the only Concord presence in low sec. As loong as you are not shooting at anyone the guns will not shoot at you. Beyond that this is a very complex topic and best suited for it's own topic so please ask if you want to know more.

Myrm and Prophecy.
BOth excellent ships, both make good level 3 mission runners with a proper fit.
Both are armor tanked and they have approximately the same drones capabilities.
The real difference is in the bonuses they give, the Myrm gives a bonus to armor rep amount while the Prophecy gives a bonus to resistances.
The Myrm make your armor reps more effective but you have to repair more damage due to the lower resistances.
The Prophecy is less effective with the reps, but that is compensated for by the higher resistances so your reps have to repair less damage.

Now to another thing and that is skills, listed below are a recommendation for a base set of skills that will help you, if you have vets helping you have them look this over and recommend changes based on your skill now, your needs and they can help you with which order to train these in.

Do not train any of these to level 5 until you have most or all of them to level 4 you will get much better overall performance from your ship and weapons that way.

Please take note this list has not been updated in the last 6 months or so and some of these skills may have been removed or renamed.

Basic skills on which everything else is based.
Science 4
Engineering 4
Electronics 4
Mechanic 4


These help your ships to move as efficiently as possible.
And allow the efficient use of afterburners and microwarp drives.
Navigation 4
Afterburner 4
High speed maneuvering 4

These help you get the most out of your ships onboard power system.
Energy management 4
Energy systems operation 4
Energy grid upgrades 4

These are the basis for many of the ship upgrades in Eve.
Jury rigging 4
Hull upgrades 4
Armor rigging 4
Shield upgrades 4

These will help you get the most protection from your sheilds and armor.
Repair systems 4
Sheild operations 4
Sheild management 4

These help your ships mobility and other aspects of the propulsion system.
Evasive maneuvering 4
Acceleration control 4
Fuel conservation 4
Warp drive operation 4

These help with targeting.
Targeting 4
Signature analysis 4

Skills to help with your defensive tanking.
For armor tank pilots
EM armor compensation 4
Explosive armor compensation 4
Kinetic armor compensation 4
Thermic armor compensation 4

For shield tank pilots
EM shield compensation 4
Explosive shield compensation 4
Kinetic shield compensation 4
Thermic shield compensation 4

Gunnery or missile skills needed for your chosen ship and fit.

And just when you ythought there was a lot to train now we can get into a basic set of drones skills.
Drones 5
Light Drone Operation 4
Medium Drone Operation 4
Heavy Drone Operation 4
Drone Durability 4
Drone Interfacing 4
Drone Navigation 4
Drone Sharpshooting 4
Drone Avionics 4
Sentry Drone Interfacing 4
Amarr Drone Specialization 4
Caldari Drone Specialization 4
Minmatar Drone Specialization 4
Gallente Drone Specialization 4
Discomanco
We pooped on your lawn
#4 - 2015-02-16 10:18:13 UTC
Donnachadh wrote:

Basic skills on which everything else is based.
Engineering 4
Electronics 4
Mechanic 4

These help you get the most out of your ships onboard power system.
Energy management 4
Energy systems operation 4

These are the basis for many of the ship upgrades in Eve.
Jury rigging 4
Hull upgrades 4
Armor rigging 4

These help with targeting.
Targeting 4

Thought I might wanted to "update" this list Blink
Power Grid Management 4
CPU Management 4
Capacitor Management 4
Capacitor Systems Operation 4
(in other words Core Ship Operation level 3 certificate)
Hull Upgrades 4
the Rigging skills are no longer needed to fit the actual rigs, but are still ok to have to reduce their penalty
Target Management 4
Trey Kutoi
SergalJerk
Test Alliance Please Ignore
#5 - 2015-02-16 11:49:58 UTC
Donnachadh wrote:


For shield tank pilots
EM shield compensation 4
Explosive shield compensation 4
Kinetic shield compensation 4
Thermic shield compensation 4




these are of questionable benefit because unlike armor tankers who get resistances for their 'omni' modules, Adaptive Nano Plating and Energized Adaptive Nano Mesh from their compensation skills, adaptive invulns no longer benefit from these skills while not activated ( and don't have any effect while activated) leaving their effectiveness to 'passive' resist modules. In most circumstances, you will not have enough mid slots to fit these, and if you do squeeze one into your fit,you might be better served by using an adaptive invuln or a damage specific active hardener (adaptive invulns give 20/25% bonus to all shield resists, same as an unskilled passive does to a single damage type, active hardeners give 50% to one type)
Pod Panik
Low-Sec Scrubs
#6 - 2015-02-16 12:27:21 UTC
Very interesting info...

Let me just clarify two of my questions...

Regarding my shields being bypassed, from what I have notice they have not been damaged at all. It seems like the damage went directly to my armor. This happened as I was going through my mission acceleration gates.

Could it be some kind of over heat?




And for the gate camping, i have been attacked in the past entering a 0.4 sector. I was surprised as there are CONCORD sentries in place that should have replicated to the initial assault. As i didn't move away from the gate (no time to...) i should have been within their range.

So i am wondering what happened. is it possible for the gate campers to disable the sentries? Or could they be immune to them due to their high faction with them?

Thanks
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#7 - 2015-02-16 12:44:31 UTC
are you sure your armour wasn't just damaged still from previous encounters?

Sentries in low sec are not concord, they do small amounts of damage that increase over time. it's very possible for a pirate to just tank them for a few minutes.
Ned Thomas
Sebiestor Tribe
Minmatar Republic
#8 - 2015-02-16 12:56:22 UTC
Pod Panik wrote:
Very interesting info...

Let me just clarify two of my questions...

Regarding my shields being bypassed, from what I have notice they have not been damaged at all. It seems like the damage went directly to my armor. This happened as I was going through my mission acceleration gates.

Could it be some kind of over heat?




And for the gate camping, i have been attacked in the past entering a 0.4 sector. I was surprised as there are CONCORD sentries in place that should have replicated to the initial assault. As i didn't move away from the gate (no time to...) i should have been within their range.

So i am wondering what happened. is it possible for the gate campers to disable the sentries? Or could they be immune to them due to their high faction with them?

Thanks


As was mentioned, your armor will begin taking damage when your shields hit 25%. To my knowledge, there is no other instance where your armor should take damage without your shields first being lowered. If you notice it again, you may want to file a bug report.

As for the sentry guns on lowsec gates (you'll see them referred to as "gate guns") they will attack you if you aggress an illegal target. Legal targets would be anyone with a low enough security status, anyone with a criminal or suspect timer, and anyone you are at war with. Outside of that, if you fire the first shot on someone, the guns will fire on you. The guns can be tanked, especially by anything larger than a cruiser. Do not try to tank them in a frigate or destroyer.
Tau Cabalander
Retirement Retreat
Working Stiffs
#9 - 2015-02-16 13:11:11 UTC  |  Edited by: Tau Cabalander
For what it is worth... okay, really because I have a slight case of OCD...

The hidden attribute that TSM skill affects is called shield uniformity. It starts at 0.75 and goes up to 1.0 at level 5 skill.

Re: TSM 5 debate - Only train to level 4 to enable T2 shield hardeners (or not at all if you only want to armor tank), as the skill is slightly detrimental (more-so for armor tanks), but more importantly level 5 is pretty much useless as it is very hard to maintain 1% to 5% shield for any length of time and survive in any ship other than a supercapital [I've managed it in a Drake battlecruiser vs. select C3 Sleepers for ~10-15 minute time spans, but this is a very rare & unique situation, and an extremely dangerous practice]. Finally, damage bleed is very random and a small amount; also note that bleed doesn't increase the amount of damage taken, just where it gets applied to. TSM level 5 skill just isn't worth the ~2 weeks of training.

As far as I know, armor also has a uniformity of 0.75 but no skill to raise it.

Note that damage bleed can also happen when hull tanking, but in this case anything fitted can take damage, even rigs.
M'pact
Aliastra
Gallente Federation
#10 - 2015-02-16 14:09:25 UTC
Pod Panik wrote:
Very interesting info...

Let me just clarify two of my questions...

Regarding my shields being bypassed, from what I have notice they have not been damaged at all. It seems like the damage went directly to my armor. This happened as I was going through my mission acceleration gates.

Could it be some kind of over heat?




And for the gate camping, i have been attacked in the past entering a 0.4 sector. I was surprised as there are CONCORD sentries in place that should have replicated to the initial assault. As i didn't move away from the gate (no time to...) i should have been within their range.

So i am wondering what happened. is it possible for the gate campers to disable the sentries? Or could they be immune to them due to their high faction with them?

Thanks

If you are seeing damage to armor even when your shields are not damaged, this is due to fleet boosts (assuming you are in a fleet). You are likely receiving a boost to your armor amount, and because your armor doesn't regenerate naturally, these extra armor points appears as "damage" unless you have an armor repper fit so you can rep up to the new boosted armor level. The same happens to shields when they are boosted by fleet bonuses, but shields regenerate so you don't notice.

If it's not due to fleet boosts, then I have no idea what that damage is. It's never happened to me or any player I know.

When I finally do make an impact on this universe, it will reverberate across the entirety of it, and no one will be able to truthfully claim they don't know me. - -

Until then, I'll just sit quietly over here, minding my own business...

Donnachadh
United Allegiance of Undesirables
#11 - 2015-02-16 14:57:41 UTC  |  Edited by: Donnachadh
Discomanco wrote:
Thought I might wanted to "update" this list Blink
Power Grid Management 4
CPU Management 4
Capacitor Management 4
Capacitor Systems Operation 4
(in other words Core Ship Operation level 3 certificate)
Hull Upgrades 4
the Rigging skills are no longer needed to fit the actual rigs, but are still ok to have to reduce their penalty
Target Management 4

Thank you for the additions, not sure how I missed such basic skills.

Trey Kutoi wrote:
Donnachadh wrote:


For shield tank pilots
EM shield compensation 4
Explosive shield compensation 4
Kinetic shield compensation 4
Thermic shield compensation 4




these are of questionable benefit because unlike armor tankers who get resistances for their 'omni' modules, Adaptive Nano Plating and Energized Adaptive Nano Mesh from their compensation skills, adaptive invulns no longer benefit from these skills while not activated ( and don't have any effect while activated) leaving their effectiveness to 'passive' resist modules. In most circumstances, you will not have enough mid slots to fit these, and if you do squeeze one into your fit,you might be better served by using an adaptive invuln or a damage specific active hardener (adaptive invulns give 20/25% bonus to all shield resists, same as an unskilled passive does to a single damage type, active hardeners give 50% to one type)

Interesting as EFT, EVE HQ and PYFA seem at first glance to disagree with you and the definition of these modules is to boost shield resistance to a specific damage type with no mention of limitations on what type of modules they apply to. I know that they considerably increase the tank ability of my passive tanked Rattlesnake as well as my Golem and CNR mission ships. Even if it has limited application the basic theory of anything helps could appply here and when training to level 4 these skills add very little to the train time required perhaps just 24 hours or so each.

As to your contention about mids, boosting resistances, rep amount and cap are in many ways the single biggest thing you need to do with mids in a mission ship especially one for a new player. Since the OP is specifically asking questions about missions I try to keep my answers dedicated to those things that really help mission pilots.

Pod Panik wrote:
Very interesting info...

Let me just clarify two of my questions...

Regarding my shields being bypassed, from what I have notice they have not been damaged at all. It seems like the damage went directly to my armor. This happened as I was going through my mission acceleration gates.

Could it be some kind of over heat?

Now that you mention it, yes it is possible that you activated the overheating on the modules in question, if you did that would account for the damage to armor with no damage to shields.
ergherhdfgh
Imperial Academy
Amarr Empire
#12 - 2015-02-16 15:15:04 UTC
Pod Panik wrote:
Hello all!


As I was doing some T2 missions, I realized that at some point I was getting damaged directly to my armor, bypassing my shields. How is that possible?

Do you have the same "bypass" mechanism for armor?


This is why I recomend that newer players go browsing through the in game market UI kind of like window shopping. Look at all the skills and all the modules and all the ships etc...... to see what is out there. If you open a category then open a subcategory (sometimes there are multiple tiers of subcategory) you eventually get to a selection that will show a list of everything in that sub or sub sub category with description and some informative icons. In this case you would have clicked on "Skills" and then "Shields" to open a list of all shield related skills.

You don't have to do this all at once you can do it in small bites but it's kind of like window shopping. I used to do this with skills especially just to see which skills where now available to train that I might be interested in because sometimes you unlock skills and are not aware of it and the icons in the upper left will tell you that.

Doing this every once in a while is a good practice it helps you get familiar with what is available in game. I still learned about things that I did not know about even after having played this game for a few years. I just did this last night trying to figure out a way to do some burner missions. I opened the ships section to see what frigates were available with what bonuses.

Want to talk? Join Cara's channel in game: House Forelli

Phig Neutron
Starbreaker and Sons
#13 - 2015-02-16 16:52:39 UTC
M'pact wrote:

If you are seeing damage to armor even when your shields are not damaged, this is due to fleet boosts (assuming you are in a fleet). You are likely receiving a boost to your armor amount, and because your armor doesn't regenerate naturally, these extra armor points appears as "damage" unless you have an armor repper fit so you can rep up to the new boosted armor level. The same happens to shields when they are boosted by fleet bonuses, but shields regenerate so you don't notice.


This is likely the case. OP was probably in a fleet where the squad commander had some levels in Armored Warfare. When OP and the squad commander are in the same solar system and both undocked, he gets a boost to total Armor hitpoints.
Phig Neutron
Starbreaker and Sons
#14 - 2015-02-16 16:55:24 UTC
Pod Panik wrote:
How can you get gate camped in a low sec sector just by passing through?

When you go through a gate, you will find yourself about 10km away from the other side. You either try to make it back to the gate (during which time gate campers can try to web and shoot you) or you try to align and warp (and during the align time campers can try to scram and shoot you).

Or you can fight them and go down in a blaze of glory. Third option.
Discomanco
We pooped on your lawn
#15 - 2015-02-16 17:02:37 UTC
Donnachadh wrote:
Discomanco wrote:
Thought I might wanted to "update" this list Blink
Power Grid Management 4
CPU Management 4
Capacitor Management 4
Capacitor Systems Operation 4
(in other words Core Ship Operation level 3 certificate)
Hull Upgrades 4
the Rigging skills are no longer needed to fit the actual rigs, but are still ok to have to reduce their penalty
Target Management 4

Thank you for the additions, not sure how I missed such basic skills.

Well, you didn't really miss them, you just took their old names.
Engineering - Power Grid Management 4
Electronics - CPU Management 4
Energy Management - Capacitor Management 4
Energy Systems Operation - Capacitor Systems Operation 4
Targeting - Target Management 4
Multitasking - Advanced Target Management
M'pact
Aliastra
Gallente Federation
#16 - 2015-02-16 17:05:41 UTC  |  Edited by: M'pact
Donnachadh wrote:
Interesting as EFT, EVE HQ and PYFA seem at first glance to disagree with you and the definition of these modules is to boost shield resistance to a specific damage type with no mention of limitations on what type of modules they apply to. I know that they considerably increase the tank ability of my passive tanked Rattlesnake as well as my Golem and CNR mission ships. Even if it has limited application the basic theory of anything helps could appply here and when training to level 4 these skills add very little to the train time required perhaps just 24 hours or so each.

The EM/Explosive/Kinetic/Thermal Shield Compensation skills only affect Shield Resistance Amplifiers. They do not affect any other modules, so if you never use the SRAs then the skills are useless.


Donnachadh wrote:
Now that you mention it, yes it is possible that you activated the overheating on the modules in question, if you did that would account for the damage to armor with no damage to shields.

Overheating modules cannot create damage to shields, armor, or hull. It can only damage the modules themselves.

When I finally do make an impact on this universe, it will reverberate across the entirety of it, and no one will be able to truthfully claim they don't know me. - -

Until then, I'll just sit quietly over here, minding my own business...

Pod Panik
Low-Sec Scrubs
#17 - 2015-02-16 20:44:47 UTC
Soooo...

If I get it right, I should not have to be concerned with gate campers in Low Sec as long as I warp from Gate to gate without any travelling inside the zone. The CONCORD posted at the gates should protect me if I am aggressed.


Right?
Ned Thomas
Sebiestor Tribe
Minmatar Republic
#18 - 2015-02-16 20:47:42 UTC
Pod Panik wrote:
Soooo...

If I get it right, I should not have to be concerned with gate campers in Low Sec as long as I warp from Gate to gate without any travelling inside the zone. The CONCORD posted at the gates should protect me if I am aggressed.


Right?


Traveling gate to gate is a sure way to get shot. The guns will slap them for doing it, but they will by no means save you.
ShahFluffers
Ice Fire Warriors
#19 - 2015-02-16 21:06:07 UTC  |  Edited by: ShahFluffers
Pod Panik wrote:
Soooo...

If I get it right, I should not have to be concerned with gate campers in Low Sec as long as I warp from Gate to gate without any travelling inside the zone. The CONCORD posted at the gates should protect me if I am aggressed.

Right?

Er... no.

In Low-sec (0.4 to 0.1 systems) there is no CONCORD. And there are no NPC "police" around to engage any hostiles.
NOTE: CONCORD and the NPC police are not designed to "protect you." They are purely a "vengeance" / "discouragement" type mechanic that forces hostiles to make a cost-benefit analysis... assuming the hostile(s) are interested in tangible benefit in the first place (sometimes they are more interested in "let's do this for FUN!") and / or are not suicidal.

In Low-sec... the only thing you have on your side are sentry guns... which are located around stargates and stations.
Sentry guns deal a decent amount of omni-damage... enough to two or three shot a frigate... or put a lone cruiser at a significant disadvantage.


What does this mean for you?

- It means you can somewhat ignore most SOLO frigates.
- Solo Cruisers are iffy (assuming you are in a ship capable of PvP)
- Any ship has back-up support (in the form of remote repairs (see: assisted healing) or other assistance) CAN tank the gate / station guns.


What can you do about this?

- be faster. Frigates with high Navigation and Spaceship Command skills... along with Nanofiber modifications... can jump to warp before most ships can lock on to them (we are talking about ~2 second align times).
This is still no guarantee though. There are some "high caliber" gatecamps which have enough gear, practice, and luck to lock on and pin most ships that come through.

- be stealthy. Ships capable of using Covert-Ops cloaks excel at getting through gatecamps. Just be sure to keep your cool, not double click the cloaking mod, and only hit the cloak button as soon as you see the text "Warp Drive Active" (this takes a little practice).

- take the "backwater" routes. The low-sec systems closest to the major trade-hubs (Jita, Amarr, Dodixie, Rens, and Hek) are often camped. Find the high-sec to low-sec systems that are less traveled and you will often find that they are not camped.

- bring friends in PvP ships. Gatecampers are often not equipped to deal with actual combat. To tank the gate guns often requires some specialist fits and tactics that are not that useful for brawling.
Phig Neutron
Starbreaker and Sons
#20 - 2015-02-16 21:11:29 UTC
Pod Panik wrote:
Soooo...

If I get it right, I should not have to be concerned with gate campers in Low Sec as long as I warp from Gate to gate without any travelling inside the zone. The CONCORD posted at the gates should protect me if I am aggressed.

Right?


No! Your ship doesn't warp instantly. It takes usually several seconds to get up to 75% of max speed (or is it 88.8mph?) before you get to warp. During that time, people can warp scramble you and then you're stuck. That's the whole point of a gate camp -- to kill people transiting through the gate!

Sentry guns just make it harder for the pirates to use frigates, which makes it harder for them to get a fast lock. But they can still do it with cruisers, particularly with remote sensor boosters aiding them.

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