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Noob with a Caracal

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Author
Regnum Iraes
State War Academy
Caldari State
#1 - 2016-01-14 13:04:29 UTC
Hey there.

I started playing this game less than a week ago, and so far I'm liking it. This game is definitely really complex, but with Google, a friend's help and the only thread I've started here (before this one :P), I've been able to learn some stuff. I've also applied for Eve University, since I don't mean to be asking all my somewhat complex questions here, but it'll take a few days to get an answer so I'll post my question here for now.

So, I'm 1-2kk away from getting the Caracal (yup, I'm Caldari). First, is that the cruiser I should go for? I only plan to do pve for now, no pvp at all until I know quite a bit more about the game. I also like missiles so I'm upgrading these skills, I have no plans to go for the other weapons now. I also made sure I've unlocked the cruisers skill so I can use them.

But anyway, I dont really know what kind of missile launchers to use, nor what mid/high/low fits and why should I use them. Same goes for skills, I've been focusing on engineering, shields and missiles for now, but I think I can also use drones so maybe I should go for them too? I've googled this stuff, of course, but most of the info seems to be a bit old, and from what I've seen things change somewhat quick in this game, so I have no idea if the fits I've found will be useful at all.

I'm sorry, this is still a bit confusing to me. I dont mean to repost the same stuff, but I see myself in the need of doing that.

Thank you very much for your help.
Greetings.
ISD Rontea
ISD STAR
ISD Alliance
#2 - 2016-01-14 13:37:14 UTC
Caracal:
Quote:
Caldari Cruiser skill level:
5 % bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
10 % bonus to Light Missile, Heavy Missile and Heavy Assault Missile max velocity


Rapid Light Missile - very good DPS against small ships, but very long reload time. Good weapon for solo/small gang PvP, average for PvE with a lot of targets. Good range.
Heavy Missile - normal damage against medium and large targets (BC/cruisers/BS) without EWAR, if you if and use Traget painter and/or stasis webifier good against small targets. Very good range
Heavy Assault Missile - like a Heavy Missile, but give more damage and have close/medium fire range.

You can find Caracal fittings for PvE and PvP on Osmium

ISD Rontea

ISD STAR Executive

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Pix Severus
Empty You
#3 - 2016-01-14 13:40:01 UTC  |  Edited by: Pix Severus
Here's a tip for you, right-click on the ship you want to fly, select show info, then the traits tab. Ships often get bonuses to certain types of weapons, so you'll want to stick to those for the most part.

If we look at the Caracal, you can see it gets bonuses to Rapid Light Missile Launchers, Heavy Missile Launchers, and Heavy Assault Missile Launchers. If you're focusing on PvE you'll want to be using either of the heavy launchers (try them both out, they have different rates of fire, different ranges, etc). You would typically use light missiles on a Caracal in PvP when coming up against frigates, but you can also use them in PvE to take out smaller enemy ships if you want.

This site should give you some ideas on how to fit it. Don't just blindly copy any fit you see there though. take your time, read through the show info of every single module to see what it does, and why.

You will probably need some skills in drones in the future, focus on getting T2 light scout drones for now, they are always useful.

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ISD Fractal
ISD Community Communications Liaisons
ISD Alliance
#4 - 2016-01-14 16:21:19 UTC
Running PvE is often done in shield ships, often using drones or missiles. Caldari ships are great because they're often made for shield fits and use missiles. Since you're applying to Eve University, I'll link you their excellent wiki that should help you with the problems you're encountering: http://wiki.eveuniversity.org/Caracal.

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Lieutenant

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Cara Forelli
State War Academy
Caldari State
#5 - 2016-01-14 16:48:34 UTC  |  Edited by: Cara Forelli
Download a fitting program like EFT (use alternate mirror link) or Pyfa. Find some Caracal fits online (like the ones linked above from osmium) and put them in EFT to see the stats. You can import your character's API key to see exactly how they will function with your skills. If you right click on a module on the fitting it will show you a list of all the skills that affect it. Then you can modify skills one by one to see how they affect the fit (helping you decide what to train).

The great thing about fitting tools is you can play around with fits without having to buy all the modules first, which can get very expensive if you want to tinker around with different things. Start with a fit you find online and then try swapping things out as you see fit to see what happens. Experimenting with fits is the only way to learn to fit them well yourself. Otherwise you'll still be copying fits from the internet a year from now. Some of us spend more time playing with fits than actually flying them. Roll

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Memphis Baas
#6 - 2016-01-14 16:53:51 UTC
Missiles, like the guns, have short range and long range versions. The progression is as follows:

Frigate Sized (Destroyers too):
- Rockets - short range
- Light Missiles - long range

Cruiser Sized (Battlecruisers too):
- Heavy Assault Missiles - short range
- Heavy Missiles - long range

Battleship Sized:
- Torpedoes - short range
- Cruise Missiles - long range

In addition to the above, the heavier ships also have the option of installing "rapid" launchers for the smaller missiles, in case you need to hunt lots of frigates with a cruiser, or lots of cruisers with a battleship. The launchers require the power grid present on a cruiser or battleship (respectively) but fire the smaller missiles:

- Rapid Light Missile Launcher (RLML) - for cruisers / battlecruisers
- Rapid Heavy Missile Launcher (RHML) - for battleships

Level 2 PVE missions will send you to fight groups of frigates and destroyers, with a few cruiser-sized bosses now and then. As such you have to be able to project damage to frigates, and also be able to have high DPS for the boss. You will also get a variety of ranges for the NPCs; some of them appear 60km away in the mission, and prefer "long" ranges of 20-30km, others will get right in your face at 5km or less.

So your options are:

- (long range) Heavy Missiles + target painter (to better hit frigates)
- (short range) Heavy Assault Missiles + target painter (for frigates) + 10mn Afterburner (to get in range for far targets)
- (short range relative to Heavy missiles) RLML (hit frigates very well) + 10mn Afterburner (to get in range)

As with guns, the close range missiles do more DPS than the long range, and the larger missiles do more dps than the smaller (frigate) sized, on paper, but in practice the big missiles will only do about half the damage or less to frigates because they are so small. The Target Painter, thus, is pretty critical for the bigger missiles.

For defenses, you can either use the medium slots for shield resistances and the low slots for shield power relays, resulting in a passive shield tank, or you can use the medium slots for shield resistances and a shield booster (active shield tank). The active tank lets you use some of the low slots for Ballistic Control Systems (2 or more), to increase the damage of your missiles.

So:

Caracal

High Slots:
- 'Arbalest' Heavy Assault Missile * 5

Med Slots:
- 10mn Afterburner
- Target Painter (tech 2 if possible)
- 2 shield resistances (hardeners or shield resistance amplifiers)
- Large Ancillary Shield Booster - this will use cap charges, and is oversized - your shields are repaired very well until you run out of charges, then it's a 30 second reload time where you're SOL

Low Slots:
- Damage Control
- Ballistic Control System * 2
- Co-Processor or Reactor Control Unit to help fit that large shield booster - if not needed, fit another BCS
Memphis Baas
#7 - 2016-01-14 16:59:02 UTC
Most big ships will use big weapons (missiles or guns), and these weapons have trouble hitting small fast frigates. As a result, starting with cruisers and the bigger ships, everybody uses drones as an anti-frigate defense. The Caracal has room for 2 light scout drones, and you should definitely train the few drone skills required to install these light scout drones. As you go to bigger ships you may even want medium combat drones.

So even if you're focusing on missiles only, train enough drone skills to be able to use the defensive drone bays in your ships.
Regnum Iraes
State War Academy
Caldari State
#8 - 2016-01-14 17:18:50 UTC  |  Edited by: Regnum Iraes
Thank y'all for your answers, be sure I'll make good use of them :)

Memphis Baas wrote:

In addition to the above, the heavier ships also have the option of installing "rapid" launchers for the smaller missiles, in case you need to hunt lots of frigates with a cruiser, or lots of cruisers with a battleship. The launchers require the power grid present on a cruiser or battleship (respectively) but fire the smaller missiles:

- Rapid Light Missile Launcher (RLML) - for cruisers / battlecruisers
- Rapid Heavy Missile Launcher (RHML) - for battleships

Level 2 PVE missions will send you to fight groups of frigates and destroyers, with a few cruiser-sized bosses now and then. As such you have to be able to project damage to frigates, and also be able to have high DPS for the boss. You will also get a variety of ranges for the NPCs; some of them appear 60km away in the mission, and prefer "long" ranges of 20-30km, others will get right in your face at 5km or less.

So your options are:

- (long range) Heavy Missiles + target painter (to better hit frigates)
- (short range) Heavy Assault Missiles + target painter (for frigates) + 10mn Afterburner (to get in range for far targets)
- (short range relative to Heavy missiles) RLML (hit frigates very well) + 10mn Afterburner (to get in range)



Damn, I just wrote something, clicked on Post and it all disappeared.
Anyway, thank you for this elaborate reply. I have a question tho, if I'm going to be fighting mainly frigates and destroyers in L2 security missions, what launchers should I go for? Rapid Light ones if I'm not worng, but I'm far from sure, that got me a bit confused.

Thanks.

EDIT: Bonus question! lol. I've seen guides where it tells me to go for X Launcher and guides where it tells me to go for X Launcher II. Needless to say I know the II is better, but how much better? Level 1 are like 50k each, while level 2 are 850k, which is a lot for someone like me who just has 850k right now, lol. What should I go for first? Maybe get all the equipment at level one (including painters and etc) and then go for level 2 once I have enough money?
Memphis Baas
#9 - 2016-01-14 18:22:59 UTC  |  Edited by: Memphis Baas
Tech 2 is approx 50% better than T1. However, T2 has high skill prerequisites (some skills at 4, maybe some skills at 5). Check the info button on the module to see what the requirements are.

As far as "against frigates", all 3 options above are valid; you either use RLML with missiles designed to hit frigates, or you use the heavier missiles with a Target Painter. The target painter enlarges the frigates so they're much bigger and much easier to hit, as far as the missile is concerned. So heavy missile + target painter = good damage against frigates. And then heavy missile + no target painter = good damage against cruisers.

You want T2 on that target painter because you need to make the frigates as big as possible, and you only have room for 1 target painter.

As far as cost, your cruiser costs 8 million? 11 million? You want to put some 800k modules in it to make that 11 million perform, and also so you don't lose your ship. Would be a shame to lose 11 million ship because you didn't want to spend 800k on a better shield or weapons that could kill the target before it can kill you.

Typically, for a 10 million ISK ship you're looking at another 5 million total, maybe 10, in "good" modules, to make sure the ship performs and survives. If you don't have that kind of cash, go cheaper, but keep in mind that you're "flying what you can't afford to lose".
Cara Forelli
State War Academy
Caldari State
#10 - 2016-01-14 18:45:46 UTC  |  Edited by: Cara Forelli
You may not have noticed, OP, but there are other options besides T1 and T2. If you click "show info" on a mod and go to the "variations" tab, you will see all the available "named' or "meta" versions. These are generally somewhere between T1 and T2 in effectiveness, but they only require the skills you need for T1. Clicking the "compare" button will let you see exactly how their attributes differ. They will vary in price. Sometimes a meta version is actually preferable to T2 in certain ways so they can be even pricier despite requiring less SP. However there's usually a decent meta version which is better than T1 but not too expensive and a good choice if you can't use T2.

Memphis Baas wrote:
You want T2 on that target painter because you need to make the frigates as big as possible, and you only have room for 1 target painter.

Target painters are an example of where the meta version is strictly better than the T2. The Phased Weapon Navigation Array Generation Extron (meta 4) target painter uses less cap and less CPU than the T2 version. It also takes less heat damage when overheated. It's actually one of the last things that you should train to T2 because you don't gain any extra advantage in fitting it. Many experienced pilots never fit T2 target painters (even if they have trained the skill itself for the bonus it gives).

As a side note, check out the names of the meta target painters for a chuckle. Blink

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Regnum Iraes
State War Academy
Caldari State
#11 - 2016-01-14 19:59:36 UTC  |  Edited by: Regnum Iraes
Alright, so this is the build I've came up with:

Advanced Limos Heavy Missile Launcher *5

Phased Weapon Navigation Array Generation Extron - 650k
Afterburner 10mn - 100k
Large Ancillary Shield Booster - 250k

Damage Control I - 20k
Ballistic Control System II - 700k *2
Reactor Control Unit II - 450k

I chose these missile launchers because they seem to be better than the HML1 (mine are meta 2) and they're kinda cheap.

Then I chose that painter, that afterburner and that shield booster. I'm missing two shield boosters, but that's pretty much because I don't know what to go for. Apparently each booster increases the resistance against a particular kind of damage, and I really dont know which one to go for.

I'll also go for Damage Control 1 for now since it's gonna take me some days to unlock the skills I need for level 2, but once I can I'll upgrade it to level 2.

All kind of critizism is appreciated, of course. But so far you guys have been really useful :)

And yeah, PWNAGE! Haha.

Greetings
Iria Ahrens
Space Perverts and Forum Pirates
#12 - 2016-01-14 21:00:20 UTC  |  Edited by: Iria Ahrens
If you type out a post and lose it, the forum periodically saves your draft for you. Look at the bottom left of the text box. It should say draft. Click it and it will repopulate your post. If you are using quick reply then click reply and it will take you to the standard reply window, where you can click draft and refill the window.

Also, meta's might not be more expensive because they are "better" in performance, some are better in that they are easier to fit having slightly lower cpu or pg requirements.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Centis Adjani
Adjani Corporation
#13 - 2016-01-14 21:58:29 UTC
Regnum Iraes wrote:
Then I chose that painter, that afterburner and that shield booster. I'm missing two shield boosters, but that's pretty much because I don't know what to go for. Apparently each booster increases the resistance against a particular kind of damage, and I really dont know which one to go for.

When it comes to PvE and you run Missions, you should fit the ship against the damage you will face.
Different enemies draw different damage. See this table about the different damage types the factions do and the
different damages the are weak against: http://wiki.eveuniversity.org/NPC_Damage_Types

Regarding fitting your ship, look at another post of mine some days ago, linked below with some links to fitting infos:
https://forums.eveonline.com/default.aspx?g=posts&m=6254081#post6254081
Memphis Baas
#14 - 2016-01-14 22:42:23 UTC  |  Edited by: Memphis Baas
Regnum Iraes wrote:
I'm missing two shield hardeners, but that's pretty much because I don't know what to go for. Apparently each hardener increases the resistance against a particular kind of damage, and I really dont know which one to go for.


As indicated above, it's simple:

Buy all 4 hardeners (one of each kind - EM, Thermal, Kinetic, Explosive).

Then go ask your agent for a mission. Agent will give you a mission, say The Hidden Stash. Look at the objective and the icon will say you're going to be facing Guristas pirates.

Open eve-survival.org in a web browser or even in the in-game web browser. Scroll down to the hiddenstash2gu item, and click on it. You will see:
Quote:
Damage Dealt: Kin, Therm
Recommended weapons damage: Kin, Therm

That means, put in the Kin and the Therm hardener, and load up kinetic (scourge) or thermal (inferno) missiles.

This is why PVE is easy; you can pre-fit your ship for each mission, to have the "correct" resistances and also hit the targets with the "correct" type of damage to kill them fast. After 10 years of playing this game, we have all the info on the internet.
Regnum Iraes
State War Academy
Caldari State
#15 - 2016-01-14 23:27:21 UTC
Alright, that makes a lot of sense!

Ok, just one more question and I'm done, I swear! What's the difference between a Heavy Missile Bay and a Heavy Missile Launcher? I can't see any difference in the stats, at least not any that would screw me over, while the bays are like 2 times cheaper. I must be wrong somehow, but yeah, that's what it looks to me.

Thanks again!
Memphis Baas
#16 - 2016-01-15 02:03:33 UTC  |  Edited by: Memphis Baas
There's a "how good it is" number, it's called the "meta".

Look at the Variations tab on the Heavy Missile Launcher, and then for each one look at the Attributes tab.

Heavy Missile Launcher - T1, meta 0.

Malkuth - T1, meta 1
Limos - T1, meta 2
XR-3200 - T1, meta 3
Arbalest - T1, meta 4

Heavy Missile Launcher II - T2, meta 5

Undertaker - officer, meta 6

Domination - faction, meta 7
Republic - faction, meta 7
True Sansha - faction, meta 7

Dread Gurista - officer, meta 8

If you hold SHIFT when you press the show info i button, you can compare them side by side.

The higher meta missile launchers:

- have increased capacity to hold more missiles
- have a better rate of fire (lower number = shoots faster)
- may require less CPU to fit into the ship

T1 and T2 items (meta 0 and meta 5) are manufactured in huge numbers by players. The prices are determined by what mats they require to manufacture. Meta 1-4 and meta 6-8 are loot drops, their prices are based on how rare they are as drops, which may not reflect how good they are.

Otherwise "bay" or "launcher" is just flavor text. You have to look at the stats to see what the differences are.
Chainsaw Plankton
FaDoyToy
#17 - 2016-01-15 07:03:34 UTC
if you show info on a module and go to the variations tab there should be a compare tool in there, very useful quickly look at differences, with most launchers you are looking at Rate of fire.

as a newb I went merlin -> caracal -> drake -> raven. seemed to work pretty well. although these days I'd use a kestrel and/or corax at the start.

I'd also suggest at some point cross training another race and learning to use guns. personally I prefer guns in most situations however missiles still have a bunch of uses.

@ChainsawPlankto on twitter

Gregor Parud
Imperial Academy
#18 - 2016-01-15 07:38:27 UTC
Chainsaw Plankton wrote:
if you show info on a module and go to the variations tab there should be a compare tool in there, very useful quickly look at differences, with most launchers you are looking at Rate of fire.

as a newb I went merlin -> caracal -> drake -> raven. seemed to work pretty well. although these days I'd use a kestrel and/or corax at the start.

I'd also suggest at some point cross training another race and learning to use guns. personally I prefer guns in most situations however missiles still have a bunch of uses.


Explained here.
Trevor Dalech
Nobody in Local
Of Sound Mind
#19 - 2016-01-15 07:56:33 UTC
Especially for easier missions and sites I would highly recommend the RLML caracal, it is my first choice for running some of the easier combat exploration sites in low sec (3/10 and unrated sites) and can usually clear a lot of stuff with only one reload, making it extremely fast.

A heavy missile caracal on the other hand is pretty safe play, you can usually sit FAR out of range of rats (70km or more, I have a 150km fit lying around somewhere but that was just messing around to see how ranged I could go) and just slowly grind them down. Heavy missiles require a bit more skill investment compared to rapid lights though, before they start hitting smaller targets well.
Gregor Parud
Imperial Academy
#20 - 2016-01-15 08:22:16 UTC  |  Edited by: Gregor Parud
Trevor Dalech wrote:
Especially for easier missions and sites I would highly recommend the RLML caracal, it is my first choice for running some of the easier combat exploration sites in low sec (3/10 and unrated sites) and can usually clear a lot of stuff with only one reload, making it extremely fast.

A heavy missile caracal on the other hand is pretty safe play, you can usually sit FAR out of range of rats (70km or more, I have a 150km fit lying around somewhere but that was just messing around to see how ranged I could go) and just slowly grind them down. Heavy missiles require a bit more skill investment compared to rapid lights though, before they start hitting smaller targets well.


I did a test with a basic caracal with both HML and RLML on a semi-low SP character doing lvl 2 missions.

Using RLML is really annoying because the reload is so fast it's easy to use too many volleys per target, making you lose a lot of potential damage. This will very much suck for any newbie who doesn't understand the concept of counting volleys based on target and takes a lot more effort and paying attention to make sure you don't suck out.

The only way to outperform HML is to really count volleys and, if you are lucky enough, to be able to reload while in transit/use an acceleration gate. If you can't/don't specifically make that happen then HML is not any slower at completing lvl 2 missions (or a 3/10) than RLML, while being MUCH less annoying and restrictive to use.


I know it seems to make sense to use rapids but unless you're good at this and can time it perfectly, the missions lends itself to it or you're just lucky, it's not the case.



- edit -

As a complete side note: Osmium has become the new Battleclinic, use with caution.
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