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Sisters of Eve Mission 27 ship and fit out help

Author
Black-Hawk Ellecon
Federal Navy Academy
Gallente Federation
#1 - 2017-01-16 21:06:14 UTC
I have just gone and got my destroyer (Catalyst) for this mission and to help with the others including the Dagan mission when I come to it. My question is is this fit the right one to deal with these things?

[Catalyst, Black-Hawk Ellecon's Catalyst]
Small Armor Repairer I
Energized Adaptive Nano Membrane I
Damage Control I

1MN Afterburner I
Stasis Webifier I

125mm Railgun I
125mm Railgun I
125mm Railgun I
125mm Railgun I
125mm Railgun I
125mm Railgun I
125mm Railgun I
125mm Railgun I

Iridium Charge S x2811
Antimatter Charge S x10672

Alincer Trossereides
University of Caille
Gallente Federation
#2 - 2017-01-16 21:17:15 UTC  |  Edited by: Alincer Trossereides
I just destroyed his ship in a Catalyst and it was easy. One caveat is that I created my toon a month and a half ago and then just let him sit gaining skill points for the first four weeks. When looking for a fit for any ship or situation I always start with UniWiki and often I need not go any further.

[Catalyst, Epic Arc Dagan Killer]
Limited Light Ion Blaster I
Limited Light Ion Blaster I
Limited Light Ion Blaster I
Limited Light Ion Blaster I
Limited Light Ion Blaster I
Limited Light Ion Blaster I
Limited Light Ion Blaster I
Limited Light Ion Blaster I

1MN Monopropellant Enduring Afterburner
Cap Recharger I

Small Inefficient Armor Repair Unit
Magnetic Field Stabilizer I
Micro Auxiliary Power Core I

Small Capacitor Control Circuit I
Small Capacitor Control Circuit I
Small Capacitor Control Circuit I


Antimatter Charge S x1

P.S. I did everything else in the arc in a kite Tristan. Easy peasy.

Sometimes nothing can be a real cool hand.

Kazual Jayde
The Scope
Gallente Federation
#3 - 2017-01-16 21:21:31 UTC  |  Edited by: Kazual Jayde
Looks ok to me.

Maybe get Faction antimatter if you can afford some, for the later fights.

Slightly better x8 guns = much better.

Cap recharger instead of the web as a swap-in for the longer fights if you're having cap troubles.

Get some Rigs in there, too, maybe an anti-explosive or trimark armor pump for a bit of extra tank, or nano accelerator/nano pump for better reps.

Keep in mind that there can be a LOT of jumps in between missions, and a frigate will fly these faster than a destroyer.
MadMuppet
Critical Mass Inc
#4 - 2017-01-16 21:23:49 UTC
The mission Burning down the hive has webs and scrams.

The mission Chasing Shadows has neuts that'll drain your cap.

You need at least 100dps to even begin hurting Dagan which with Alpha skills is going to be tough with this fit (which is around 100dps right now if my calculations are right (130DPS if you had all level V skills)

Otherwise you should be able to blast through the other missions without problem.

This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.

"If you are part of the problem, you will be nerfed." -MadMuppet

Black-Hawk Ellecon
Federal Navy Academy
Gallente Federation
#5 - 2017-01-16 21:35:24 UTC
Kazual Jayde wrote:
Looks ok to me.

Maybe get Faction antimatter if you can afford some, for the later fights.

Slightly better x8 guns = much better.

Cap recharger instead of the web as a swap-in for the longer fights if you're having cap troubles.

Get some Rigs in there, too, maybe an anti-explosive or trimark armor pump for a bit of extra tank, or nano accelerator/nano pump for better reps.

Keep in mind that there can be a LOT of jumps in between missions, and a frigate will fly these faster than a destroyer.



I am Alpha so can I use rigs?
Trasch Taranogas
State War Academy
Caldari State
#6 - 2017-01-16 21:50:56 UTC
Good luck.

Good choice with railguns on mission 27.

Never ever get them closer than 12 km.

Bring enough charges.

If you always stay ready you don't have to get ready.

Black-Hawk Ellecon
Federal Navy Academy
Gallente Federation
#7 - 2017-01-16 22:07:56 UTC
How do I know what range I have with this fit and ship? I can work on the basis of keeping enemies at 12km distance and try to maintain at least that but what is the actual distance I could keep them at and still be effective at killing them? An explanation with an answer would be gratefully appreciated.
ShahFluffers
Ice Fire Warriors
#8 - 2017-01-16 22:44:11 UTC
Black-Hawk Ellecon wrote:
How do I know what range I have with this fit and ship?

Right click you weapons.

There should be two values:
- Optimal: the range where you can potentially deal full damage
- Falloff: is an extension of optimal range where your damage will be penalized the further out you go.

Generally speaking, you want to stay out at the edge of your optimal range (though, there are exceptions to this).


Also note that ammo does change your range as well.
In your case,

- Antimatter ammo will cut your weapon range by 50% (in exchange for dealing more damage)
- Iridium will extend your range, but will deal less damage.


If I were you... I would get some Lead ammo as it does not modify your weapon's range and reduces the capacitor consumption of your weapons by 50%.
Antimatter ammo will be a solid "backup" ammo in case you have tougher enemies (hint: leave those for last so you can close range without being pelted from all angles).


And if you REALLY can't crack your enemy's tank, consider changing your weapons to Blasters.

They have FAR less range (you basically have to be right on top of your target) but will deal FAR more damage.
Jonah Gravenstein
Machiavellian Space Bastards
#9 - 2017-01-16 23:01:20 UTC
ShahFluffers wrote:
And if you REALLY can't crack your enemy's tank, consider changing your weapons to Blasters.

They have FAR less range (you basically have to be right on top of your target) but will deal FAR more damage.
Blasters would work nicely with the web too.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Tau Cabalander
Retirement Retreat
Working Stiffs
#10 - 2017-01-16 23:18:39 UTC  |  Edited by: Tau Cabalander
Dagan is intended to be done with help.

Ask in local!

When in the area, I'll even offer my help in local, as will other players. There is nothing to risk by accepting a fleet invitation.

Otherwise a cruiser is commonly suggested.


Recommended range: optimal + 1/4 falloff. Avoid exceeding optimal + 1/2 falloff. Exception to rule: lasers should always be used within optimal, close to optimal, as they don't really have much falloff.
ShahFluffers
Ice Fire Warriors
#11 - 2017-01-16 23:19:42 UTC
I should also note that if the Op does decide to go with Blasters, use Antimatter only.

Since blasters have an inherently short range (sub 1000m), the range bonuses that different ammo types give will be trivial at best.


This is probably the only weapon system in the game where you are given the choice of "high damage ammo or go home."
Xorne Meir'noen
Doomheim
#12 - 2017-01-16 23:43:21 UTC
I did the NOSing Harbinger with a Tormentor actually. I was able to just orbit him close. Couldn't hit me then so I could turn off the repairer and AB, which meant he couldn't drain my cap (as I had 2 cap batteries fit) fast enough. Just blasted away till he died. I don't remember the exact fit and I'm at work, but something like:

3 beams, ab, 2x cap batt, sar, 2 drone dmg amps, and the rigs... um cap controls till cap stable, then nano pumps.

I did every mission except Dagan solo--had another frig help with him because I couldn't break his tank. I had to fit some cargo expanders for that one 150 m³ mission.
Kazual Jayde
The Scope
Gallente Federation
#13 - 2017-01-17 00:41:22 UTC
It might be worth pointing out that by the time you've done all the missions up to the last one, you will likely have enough isk to buy and fit a basic cruiser for the last mission.

Save items that look interesting, and use the Variations tab in the "Show Info" window to learn about naming conventions and stats for the various modules you will find. Some of the so-called "meta" modules (that is, loot that drops but can't be created b y industry) do almost as well (better in some rare cases, iirc) than their TechII counterparts, and you're likely to run across several if you loot your kills. Just don't start mixing your guns, it's best to have full volleys of the exact same weapon in almost every case.

Some of these "meta" modules can fetch a good price, and the mission takes you near to several major trade hubs, so it can be worth taking them with you. Trading one or two of these items for a full rack of slightly better weapons or ammo can make a big difference early on.

As far as I know, Alphas can use T1 rigs without an issue, they can certainly train the skill required at any rate, they just can't get to the maximum drawback reduction that an Omega can. Rigs are expensive, and single-use only (as in, you have to destroy the item to change it out) so make sure to do your research before buying and installing them, as they can be relatively expensive mistakes for a new player to make.
Black-Hawk Ellecon
Federal Navy Academy
Gallente Federation
#14 - 2017-01-17 17:51:18 UTC
well I completed the mission but had to warp out and back in twice!!! Couldnt get the hang of kiting and the enemies were all over me and got too close to my ship. It got pretty scary with my shield gone and armor running out I thought I was going to lose my ship. They webified me and I was worried I may not be able to warp back to base. Phew glad thats over!!
Black-Hawk Ellecon
Federal Navy Academy
Gallente Federation
#15 - 2017-01-17 18:47:31 UTC
can someone please clarify the difference between webifiers and warp scramblers as I was able to warp back to base when the little web thingy was showing above my hud.
Hakawai
State War Academy
Caldari State
#16 - 2017-01-17 19:43:48 UTC  |  Edited by: Hakawai
Black-Hawk Ellecon wrote:
can someone please clarify the difference between webifiers and warp scramblers as I was able to warp back to base when the little web thingy was showing above my hud.

A webber slows you down (normal space velocity).

Update: the original text above also had the text: "They make it easier to warp though". This is wrong (see SurrenderMonkey's post, two posts down)


A warp scrambler makes it impossible to warp but doesn't affect velocity. They also turn off your MWD.
Hakawai
State War Academy
Caldari State
#17 - 2017-01-17 19:51:47 UTC  |  Edited by: Hakawai
@ the OP.

"Burning Down the Hive" is one of several SoE Epic Arc missions that are designed (well designed) as lessons.

This one is the first mission where you need to add a serious tank to your ship.

Previously most people have "speed tanked" (ask if you need info). This one requires that you can absorb some damage. It's a joke of sorts among experienced players, because it's a very common place for new EvE players to lose their first ship to rats.

I could tell you different ways to handle it, but I expect you've been given workable fits above.

FWIW, Missions 47 and 49 have similar, well-designed challenges. 47 uses Neuts, hits moderately hard so you can't be lazy, and requires some dps tuning. 49 is a pure dps test. It can be done in a frigate, but a lot of players have problems getting their dps up even in a Destroyer.

In all three cases, the lessons they teach are well worth losing a ship.
SurrenderMonkey
State Protectorate
Caldari State
#18 - 2017-01-17 19:52:11 UTC
Hakawai wrote:

A webber slows you down (normal space velocity). They make it easier to warp though.


Not really.

In the specific case that you're already aligning on the correct vector and are partially accelerated, the max velocity cut can scoot you into warp earlier. They don't make it easier to warp in general, though.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Hakawai
State War Academy
Caldari State
#19 - 2017-01-17 19:57:51 UTC  |  Edited by: Hakawai
SurrenderMonkey wrote:
Hakawai wrote:

A webber slows you down (normal space velocity). They make it easier to warp though.


Not really.

In the specific case that you're already aligning on the correct vector and are partially accelerated, the max velocity cut can scoot you into warp earlier. They don't make it easier to warp in general, though.

Thanks!

FWIW I've been told that by several different players. I've wondered about it, because there's nothing to support the claim in the module info - I think I'll go with your explanation instead.

I've modified the post above to highlight and correct the error (too bad we don't have a strikeout font).
Akane Togenada
Doomheim
#20 - 2017-01-17 20:43:07 UTC
Burning Down the Hive can also be completed with a destroyer fitted for long range. I used a Cormorant with Rails (Iridium Ammo) and had an optimal of around 23 km. This is so far away that the Drones will be unable to apply either much damage or do their nastly webbing/scramming.

I'd argue that even if the learn how to tank lesson is probably the missions main objective it could also be seen as a learn range control mission if one chooses the long range option.
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