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How to do Level 2 missions with brawling?

Author
Alaric Faelen
Republic Military School
Minmatar Republic
#21 - 2017-01-24 21:02:46 UTC
Everything is more fun with friends. If you want to enjoy Eve more, fly with friends- even for PvE.

You open up a whole world of fittings, fleet composition, tactics, communications, and many game mechanics most players don't see until they get into PvP- mostly fleet mechanics like fleet warping, anchoring, target calling, broadcasts....
There is a lot to this game, and you really only scratch the surface flying around trying to do everything yourself.
Chainsaw Plankton
FaDoyToy
#22 - 2017-01-24 21:07:14 UTC
Xeno Uta wrote:
Yeah the idea of RLML comes to my mind, but the capacity+reload, man, I think is a pain in the ass.
As for HAM, I see online that they do little damage against frigates, so I wondered they takes lots of time to destroy a single frigate.
But, maybe my idea about HAMs is wrong.....

HAMs should be able to deal with the frigs that show up in missions pretty well. The typical low level frig is pretty slow and has low HP, if they are a bother adding a web, painter, or one of the missile application mods/rigs will probably speed up kill time nicely. There is also the skill issue as a few percent here and a few there will add up.

Xeno Uta wrote:
ShahFluffers wrote:
Also... "Light" Blasters are Frigate and Destroyer level weaponry.

You are looking for Medium / Heavy Blasters.


I wondering if medium turrets can deal with frigates since there's a lot of them in level 2 missions.

for sure, My preferred level 2 ships are turret ships with long range guns. Once you learn to draw in the npcs you can kill those low HP frigs I mentioned earlier with one or two shots from most turrets.

I think it might make sense to start with a long range moa so you learn some of the basics of what works/doesn't work with turrets and once you feel comfortable with that swap to the short range guns and try brawling.

Also add some magnetic field stabilizers (hybrid turrets) or ballistic control systems (missiles) for a nice damage boost!

@ChainsawPlankto on twitter

Xeno Uta
Doomheim
#23 - 2017-01-24 21:16:12 UTC  |  Edited by: Xeno Uta
ok, take out the moa then.

What about this corax simulation?

Quote:
[Corax, R Corax]
Mark I Compact Capacitor Flux Coil
Mark I Compact Capacitor Flux Coil

1MN Y-S8 Compact Afterburner
Medium Shield Booster II
Small Capacitor Booster II
Upgraded EM Ward Amplifier I

'Arbalest' Rocket Launcher I
'Arbalest' Rocket Launcher I
'Arbalest' Rocket Launcher I
'Arbalest' Rocket Launcher I
'Arbalest' Rocket Launcher I
'Arbalest' Rocket Launcher I
'Arbalest' Rocket Launcher I

Small Capacitor Control Circuit II
Small Anti-EM Screen Reinforcer II
Small Anti-Thermal Screen Reinforcer I

Inferno Rocket x945
Cap Booster 200 x1


So I use 1 time the afteburner to get closer to the enemies then activate the booster and kill the group of ships.

Can this idea works?

Chainsaw Plankton wrote:
Xeno Uta wrote:
Yeah the idea of RLML comes to my mind, but the capacity+reload, man, I think is a pain in the ass.
As for HAM, I see online that they do little damage against frigates, so I wondered they takes lots of time to destroy a single frigate.
But, maybe my idea about HAMs is wrong.....

HAMs should be able to deal with the frigs that show up in missions pretty well. The typical low level frig is pretty slow and has low HP, if they are a bother adding a web, painter, or one of the missile application mods/rigs will probably speed up kill time nicely. There is also the skill issue as a few percent here and a few there will add up.


Nice to hear! I have simulated a Caracal too, what do you think about this simulation?

[Caracal, Brawling safe-and-sound]
Pro-Nav Compact Missile Guidance Enhancer
Mark I Compact Capacitor Flux Coil
Pro-Nav Compact Missile Guidance Enhancer
Mark I Compact Reactor Control Unit

10MN Y-S8 Compact Afterburner
Medium Shield Booster II
Medium Compact Pb-Acid Cap Battery
Medium Compact Pb-Acid Cap Battery
Medium Compact Pb-Acid Cap Battery

Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I

Medium Anti-EM Screen Reinforcer II
Medium Anti-Thermal Screen Reinforcer I
Medium Polycarbon Engine Housing I

Hornet I x1
Warrior I x1

Scourge Heavy Assault Missile x300
ShahFluffers
Ice Fire Warriors
#24 - 2017-01-24 21:32:12 UTC
..... halp!

someone help this nubbin make a properly fit destroyer!!

I am at work and limited to my phone!!

Burn that fit!!! aaasrgggg!!!
Xeno Uta
Doomheim
#25 - 2017-01-24 21:42:13 UTC
ShahFluffers wrote:
..... halp!

someone help this nubbin make a properly fit destroyer!!

I am at work and limited to my phone!!

Burn that fit!!! aaasrgggg!!!


Not for nothing I posted on new citizens. Yep, I'm not an expert of eve online.

This said, calm down, and when you out of work maybe you will had better ideas to help me out.
Gregorius Goldstein
Queens of the Drone Age
#26 - 2017-01-24 21:48:51 UTC  |  Edited by: Gregorius Goldstein
I put together an easy alpha fit:
200 DPS with alpha Skills
24000 HP with alpha skills, 20 HP/s shield regen, I like it to keep going from anom to anom
But you can swap one shield extender for a rat specific hardener.
5600m falloff and 1500m optimal with range script loaded. You headbut ships until they explode
Asign your drones to fast and small frigattes and carry spare T1 ones in your cargo
Enough cap for seven minutes with everything running, cap stable with lead charges or afterburner off
530 m/s is fast enough for me, but you have spare CPU and Powergrid for a 50 nm MWD to close in at 1400 m/s,
but you have to learn how to pulse the MWD because it drains the cap to much if you keep it on.

[Moa, Hug Face Moa]
Vortex Compact Magnetic Field Stabilizer
Vortex Compact Magnetic Field Stabilizer
Vortex Compact Magnetic Field Stabilizer
Damage Control II

Large Azeotropic Restrained Shield Extender x2
Adaptive Invulnerability Field I
10MN Monopropellant Enduring Afterburner
F-12 Enduring Tracking Computer (or web, or target painter)

Heavy Electron Blaster I
Heavy Electron Blaster I
Heavy Electron Blaster I
Heavy Electron Blaster I
Heavy Electron Blaster I

Hobgoblin I x3

Antimatter Charge M x1000
Optimal Range Script x1
Gregorius Goldstein
Queens of the Drone Age
#27 - 2017-01-24 22:14:13 UTC  |  Edited by: Gregorius Goldstein
A somewhat cheap fit with Alpha skills is not that easy to pull of but this works for my caldari alpha clone:


[Corax, Rocketstar]
Ballistic Control System II
Ballistic Control System II

1MN Monopropellant Enduring Afterburner
Missile Guidance Computer I Missile Range Script
(Or a target painter, web, shield hardener, personaly I prefer more range on rockets)
Limited Adaptive Invulnerability Field I
Medium F-S9 Regolith Compact Shield Extender

OE-5200 Rocket Launcher
OE-5200 Rocket Launcher
OE-5200 Rocket Launcher
OE-5200 Rocket Launcher
OE-5200 Rocket Launcher
OE-5200 Rocket Launcher
OE-5200 Rocket Launcher

[Empty Rig slot]
Small Processor Overclocking Unit I
Small Ancillary Current Router I

Scourge Rocket x301
Missile Range Script

100 DPS, 540 m/s 6500 ehp, 10 hp/s recharge, 8300 m flight range, cap stable
Gregorius Goldstein
Queens of the Drone Age
#28 - 2017-01-24 22:24:34 UTC  |  Edited by: Gregorius Goldstein
Tracking/Guidance computer instead of a taget painter because one will split weapond for Level 2 missions and painter will only work on one target. Same with webs. Passive shield fits because cap booster is hard to pull of with alpha skills. The pasive ragen with extenders is often as good as a small shield bosster with less cap hassle. Sure, anc. shield booster is an option, but hard to justify the costs of cap boosters for level 2 missions. Same with fraction ammo.

If you can afford more expensive modules go for it, I keept it as cheap as possible for starters.
Takh Meir'noen
24th Imperial Recon
#29 - 2017-01-25 04:11:11 UTC
81.5 HP/s omni-tank, 236 DPS @ 21k + 17 DPS (drones), 628 m/s, 32.7% cap stable

[Caracal, Alpha Brawl]

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Power Diagnostic System II

10MN Monopropellant Enduring Afterburner
Medium Shield Booster II
Limited Adaptive Invulnerability Field I
Limited Adaptive Invulnerability Field I
Medium Cap Battery II

Prototype 'Arbalest' Heavy Assault Missile Launcher I, Scourge Heavy Assault Missile
Prototype 'Arbalest' Heavy Assault Missile Launcher I, Scourge Heavy Assault Missile
Prototype 'Arbalest' Heavy Assault Missile Launcher I, Scourge Heavy Assault Missile
Prototype 'Arbalest' Heavy Assault Missile Launcher I, Scourge Heavy Assault Missile
Prototype 'Arbalest' Heavy Assault Missile Launcher I, Scourge Heavy Assault Missile

Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit I

Hobgoblin I x2

The T2 cap rigs are 12M each. If can drop a BCS for a 2nd PDS and use T1 rigs. Damage drops to 210 but it cuts the price of the fit down to 23M from 45M. But
Gregorius Goldstein
Queens of the Drone Age
#30 - 2017-01-25 07:58:54 UTC
This fit is cap stable with the medium shield bosster running? Nice.

Takh Meir'noen wrote:
81.5 HP/s omni-tank, 236 DPS @ 21k + 17 DPS (drones), 628 m/s, 32.7% cap stable

[Caracal, Alpha Brawl]

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Power Diagnostic System II

10MN Monopropellant Enduring Afterburner
Medium Shield Booster II
Limited Adaptive Invulnerability Field I
Limited Adaptive Invulnerability Field I
Medium Cap Battery II

Prototype 'Arbalest' Heavy Assault Missile Launcher I, Scourge Heavy Assault Missile
Prototype 'Arbalest' Heavy Assault Missile Launcher I, Scourge Heavy Assault Missile
Prototype 'Arbalest' Heavy Assault Missile Launcher I, Scourge Heavy Assault Missile
Prototype 'Arbalest' Heavy Assault Missile Launcher I, Scourge Heavy Assault Missile
Prototype 'Arbalest' Heavy Assault Missile Launcher I, Scourge Heavy Assault Missile

Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit I

Hobgoblin I x2

The T2 cap rigs are 12M each. If can drop a BCS for a 2nd PDS and use T1 rigs. Damage drops to 210 but it cuts the price of the fit down to 23M from 45M. But

Xeno Uta
Doomheim
#31 - 2017-01-25 17:29:44 UTC  |  Edited by: Xeno Uta
Gregorius Goldstein wrote:
A somewhat cheap fit with Alpha skills is not that easy to pull of but this works for my caldari alpha clone:


[Corax, Rocketstar]
Ballistic Control System II
Ballistic Control System II

1MN Monopropellant Enduring Afterburner
Missile Guidance Computer I Missile Range Script
(Or a target painter, web, shield hardener, personaly I prefer more range on rockets)
Limited Adaptive Invulnerability Field I
Medium F-S9 Regolith Compact Shield Extender

OE-5200 Rocket Launcher
OE-5200 Rocket Launcher
OE-5200 Rocket Launcher
OE-5200 Rocket Launcher
OE-5200 Rocket Launcher
OE-5200 Rocket Launcher
OE-5200 Rocket Launcher

[Empty Rig slot]
Small Processor Overclocking Unit I
Small Ancillary Current Router I

Scourge Rocket x301
Missile Range Script

100 DPS, 540 m/s 6500 ehp, 10 hp/s recharge, 8300 m flight range, cap stable


During brawling I just destroyed 5-6 ships and then warp the ass off before they tear me apart.

Fortunally I completed my mission, but my corax it was well cooked.

I know, I need to learn, but I not think that a brawling corax means to risk the death by doing partially a mission... I mean: destroyers are paper thin but there's absolutely nothing for tanking more?

Meanwhile, I upgrading my skill to more capacitor, on my simulation I'm out with brawl Caracal by -2,4%
Gregorius Goldstein
Queens of the Drone Age
#32 - 2017-01-25 17:58:21 UTC  |  Edited by: Gregorius Goldstein
My Caldari Alpha is a few month old and may have more skillpoints, but you can use the empty rig slots to fill the gap.
You could tank some more by fitting an active armor tank (shield booster) but only for a few minutes. And you can swap the modul for damage application (painter/web/computer) for rat specific hardener or an second shield extender.

If you look what ships trigger the next wave of rats you should not face more than 5-6 rats at the same time. The Corax is hard to tank and some damage has to be avoided by piloting. Those missiles/rockets don't have to track, use them at high angular velocity.

When you want to brawl you would look for ships with bonuses to tank and short range weapons, but you are a bit limited as an alpha. Level 2 missions can get tricky in any destroyer at low skills, but are quite easy in any cruiser. Try Blaster Moas ones your skills are a bit higher, those are far better at brawling.
Xeno Uta
Doomheim
#33 - 2017-01-25 18:05:43 UTC
Gregorius Goldstein wrote:
My Caldari Alpha is a few month old and may have more skillpoints, but you can use the empty rig slots to fill the gap.
You could tank some more by fitting an active armor tank (shield booster) but only for a few minutes. And you can swap the modul for damage application (painter/web/computer) for rat specific hardener or an second shield extender.

If you look what ships trigger the next wave of rats you should not face more than 5-6 rats at the same time. The Corax are hard to tank and some damage has to be avoided by piloting. Those missiles/rockets don't have to track, use them at high angular velocity.

When you want to brawl you would look for ships with bonuses to tank and short range weapons, but you are a bit limited as an alpha. Level 2 missions can get tricky in any destroyer at low skills, but are quite easy in any cruiser. Try Blaster Moas ones your skills are a bit higher, those are far better at brawling.


Thank you gregorius for the suggestions and the fittings.

Also thanks everyone for the help and suggestions too!
Gregorius Goldstein
Queens of the Drone Age
#34 - 2017-01-25 18:15:31 UTC
Have fun and fly save.
Takh Meir'noen
24th Imperial Recon
#35 - 2017-01-25 19:29:00 UTC  |  Edited by: Takh Meir'noen
Gregorius Goldstein wrote:
This fit is cap stable with the medium shield bosster running? Nice.


Yes, cap stable--though this is with Max Alpha Caldari skills. I don't know how much of them you could drop and still be cap stable.

Despite all that though, I wouldn't run a brawling Caracal for L2s. I'd run heavy missiles and use a missile guidance computer or target painter and nail everything from the cheap seats. But I run all my mission boats that way. I was just throwing together a cap stable active tank Caracal for laughs.

[Caracal, Alpha Passive]

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Power Diagnostic System II

10MN Monopropellant Enduring Afterburner
Large Shield Extender II
Limited Adaptive Invulnerability Field I
Limited Adaptive Invulnerability Field I
Shield Recharger II

'Arbalest' Heavy Missile Launcher, Scourge Heavy Missile
'Arbalest' Heavy Missile Launcher, Scourge Heavy Missile
'Arbalest' Heavy Missile Launcher, Scourge Heavy Missile
'Arbalest' Heavy Missile Launcher, Scourge Heavy Missile
'Arbalest' Heavy Missile Launcher, Scourge Heavy Missile

Medium Core Defense Field Purger I
Medium Core Defense Field Purger I
Medium Core Defense Field Purger I

Hobgoblin I x2

There's a passive tanked Caracal, cap stable (22 minutes). 80 omni-tank, 204 dps @ 66k, 628 m/s. Tank gets up to 97 HP/s with T2 rigs, but that's really expensive. (93Mish up from 33Mish)
Major Trant
Brutor Tribe
Minmatar Republic
#36 - 2017-01-26 14:41:35 UTC
Xeno Uta wrote:
Gregorius Goldstein wrote:
Rapid Lights Caracal or Rocket Corax are both options for more action with missiles in level 2 missions. The Corax is a bit tricky to fly as you have to spiral in, its tank can't eat much level 2 damage..

But the real fun would be a Blaster Moa imho. Good tank and short range gank.


I tryed to simulate the blaster moa and boy.....90 dps! Wow.
Also the rocket corax have the same dps.

I made two simulations, in case I get tired of rocket corax:

[Corax, *Rocket Corax]
Type-D Restrained Nanofiber Structure
Mark I Compact Reactor Control Unit

Medium F-S9 Regolith Compact Shield Extender
Small Azeotropic Restrained Shield Extender
Small Azeotropic Restrained Shield Extender
1MN Y-S8 Compact Afterburner

'Arbalest' Rocket Launcher I
'Arbalest' Rocket Launcher I
'Arbalest' Rocket Launcher I
'Arbalest' Rocket Launcher I
'Arbalest' Rocket Launcher I
'Arbalest' Rocket Launcher I
'Arbalest' Rocket Launcher I

Small Auxiliary Thrusters II
Small Anti-EM Screen Reinforcer II
Small Anti-Thermal Screen Reinforcer I

Inferno Rocket x315

[Moa, *Blaster Moa]
Mark I Compact Capacitor Flux Coil
Mark I Compact Reactor Control Unit
Mark I Compact Reactor Control Unit
Mark I Compact Reactor Control Unit

100MN Y-S8 Compact Afterburner
Large F-S9 Regolith Compact Shield Extender
Medium Compact Pb-Acid Cap Battery
Medium Compact Pb-Acid Cap Battery
Large Azeotropic Restrained Shield Extender

Limited Light Neutron Blaster I
Limited Light Neutron Blaster I
Limited Light Neutron Blaster I
Limited Light Neutron Blaster I
Limited Light Neutron Blaster I

Medium Polycarbon Engine Housing I
Medium Anti-EM Screen Reinforcer II
Medium Semiconductor Memory Cell I

Antimatter Charge S


Those simulations are right for brawling level 2 missions or I missed something?

How come nobody has picked up the fact that he has a 100MN AB fitted to the Moa?

That is why you are having to waste all lows on Reactor Control Units. Fit a 10MN AB or even a 50MN MWD and use the lows for damage mods.
Gregorius Goldstein
Queens of the Drone Age
#37 - 2017-01-26 16:01:03 UTC  |  Edited by: Gregorius Goldstein
Guess because at first glance you just see all the cap modules and skip further reading?
You don't want to see my newbie fits, didn't even have all slots filled. Now any hints for the fits posted later? I am sure improvements are possible.

Major Trant wrote:

How come nobody has picked up the fact that he has a 100MN AB fitted to the Moa?

That is why you are having to waste all lows on Reactor Control Units. Fit a 10MN AB or even a 50MN MWD and use the lows for damage mods.
Deacon Abox
Black Eagle5
#38 - 2017-01-28 17:50:19 UTC
For the kind of brawling you seem to want to do in missions, use a cruiser with a web. Then also know when not to click orbit, or at least not a tight orbit with your prop mod still on. You will hit things fine then, with either guns or missiles.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Redus Taw
Farmers Union Iced Coffee
Pandemic Horde
#39 - 2017-01-28 18:31:37 UTC
For the Moa fit get modal neutron blasters (mediums). For your low's go with magnetic field stabilizers and maybe a damage control 2 if you're worried about your tank, if not, get another mag stab. For mids go with an afterburner, 2 medium shield extenders, and 2 adaptive invulnerability fields (these are active modules so make sure you turn them on). For rigs I'd probably get two t1 shield extenders (this isn't the name, but its the rig under shields and has extender in the name) and 1 t1 rig for em resistance. I apologize for not having the exact name, but I think you'll be able to find those rigs with little trouble. Personally I think having cap and shield charges is a waste of money. If you're getting low on shields just go dock real fast and that will put your shield back to 100% and go back out and complete the mission.
DeMichael Crimson
Republic University
Minmatar Republic
#40 - 2017-02-01 07:17:31 UTC
Redus Taw wrote:
For the Moa fit get modal neutron blasters (mediums). For your low's go with magnetic field stabilizers and maybe a damage control 2 if you're worried about your tank, if not, get another mag stab. For mids go with an afterburner, 2 medium shield extenders, and 2 adaptive invulnerability fields (these are active modules so make sure you turn them on). For rigs I'd probably get two t1 shield extenders (this isn't the name, but its the rig under shields and has extender in the name) and 1 t1 rig for em resistance. I apologize for not having the exact name, but I think you'll be able to find those rigs with little trouble. Personally I think having cap and shield charges is a waste of money. If you're getting low on shields just go dock real fast and that will put your shield back to 100% and go back out and complete the mission.

After reading this thread, I'd say this is pretty close to what I would have wrote.

A buffer shield fit (Extender) with active shield resists (Invul Field), Afterburner, Power Diagnostic System, Damage Control and 1x Anti EM Screen Reinforcer rig to plug the EM hole in the shield.

I've found it's much easier for new players to do this type of fit since they're still training up skills and learning the game. The thing to remember is always go with the next size of Extender available. In other words, use a Medium Extender on Frigate/Destroyer, a Large Extender on Cruiser/Battlecruiser, etc. That gives them some buffer to work with.

They will be able to stay engaged longer and with the right piloting tactics, should be able to complete the missions before needing to warp out for repairs. Course this is mainly good for Level 1 and Level 2 missions, higher level missions require more specialized fit up's which they should already know how to do by then.

Anyway, in my opinion that's pretty much the basic defensive tank for new players when first starting out.


DMC
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