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Mission-Running Maelstrom

Author
Antonio Medichi
The Scope
Gallente Federation
#1 - 2012-02-26 23:47:35 UTC
Hello. Ive been running missions for Amarr imperial family in a maelstrom, and have frequently run into problems. I started with a shield-tanking setup, about 450 dps on the 800mm scout guns (yes i have lame skills) and could run my repper for about 2 minutes. my tank would almost always break, even in easier missions. So i switched to an armor tank, cap stable repping with AB off, but it halved my effective DPS, and now i can't down some NPC ships fast enough. i dont have the isk for faction fits, but any suggestions on what to roll with would be greatly appreciated.
Mike712
Tenth Plague of Egypt
#2 - 2012-02-26 23:52:56 UTC
Antonio Medichi wrote:
Hello. Ive been running missions for Amarr imperial family in a maelstrom, and have frequently run into problems. I started with a shield-tanking setup, about 450 dps on the 800mm scout guns (yes i have lame skills) and could run my repper for about 2 minutes. my tank would almost always break, even in easier missions. So i switched to an armor tank, cap stable repping with AB off, but it halved my effective DPS, and now i can't down some NPC ships fast enough. i dont have the isk for faction fits, but any suggestions on what to roll with would be greatly appreciated.



You're tank is failing because with 450 DPS, probably more like 250 DPS at typical mission engagement ranges you're simply killing the NPCs too slowly.

With skills that poor(if you're only getting 450 DPS with 800mms) you really shouldn't be in a battleship and I'm sure most here will agree.

Get yourself in a hurricane and gank your way through level 3s, you'll probably make more isk since you'll lose less performance with a smaller hull/guns due to skills. Once you get your gunnery skills to 4s and 5s try the battleship again.

Regards, Mike712 The BattleClinic Team

Izziee
University of Izziee
#3 - 2012-02-27 00:48:07 UTC  |  Edited by: Izziee
Antonio Medichi wrote:
Hello. Ive been running missions for Amarr imperial family in a maelstrom, and have frequently run into problems. I started with a shield-tanking setup, about 450 dps on the 800mm scout guns (yes i have lame skills) and could run my repper for about 2 minutes. my tank would almost always break, even in easier missions. So i switched to an armor tank, cap stable repping with AB off, but it halved my effective DPS, and now i can't down some NPC ships fast enough. i dont have the isk for faction fits, but any suggestions on what to roll with would be greatly appreciated.


Train T2 guns, you'll find your tank will last significantly longer then, or well, the ships dying a lot faster so less hitting you.

High :
T2 800mm x8

Medium:
T2 X-Large Shield booster
T2 Shield hardeners x2 (Mission specific)
T2 Cap booster with 5x 800 caps with 12-13 in cargo.
T2 Afterburner OR Target painter OR Tracking computer + scripts OR a 3rd hardener. Mission dependent. Obviously the TP is if you tank missions easily and just want that extra dps, but a TC would be better imo. CPU/PG dependant
T2 Shield Amp

Low:
T2 Gyros x3
T2 Tracking Enhancer x2

Rigs: Ambit extension.

5x Hobs II
5x Hammers II
5x Warriors II
(or whatever you prefer since you're doing amarr)

It's very decent DPS, with a falloff of around 65-70km with average skills. Works very well for me at least. It's cheap also with no faction mods, okayish speed allowing you to get to the gates or just burning away from things and 1 shotting frigs over 12km to 65-70km and 2 shotting a little bit after that. It hits around 1500-2200 ish (more on hull with T2 ammo) every 3.6 secs.

People may have better fits but tbh, I love it and works perfectly for me, plus, it's cheap!

If you can't use all that do what the guy above said and fly a hurricane and burn L3's while training for those. Starting with guns first. Good thing is, it works well for the hurricane.
Vito Antonio
Doomheim
#4 - 2012-02-27 13:00:33 UTC
Why aren't people using arty maelstroms for mission running?

I'm flying raven atm and was thinking about switching to maelstrom for more dps, but low range of auto cannons frightens me.
Izziee
University of Izziee
#5 - 2012-02-27 13:09:03 UTC  |  Edited by: Izziee
Vito Antonio wrote:
Why aren't people using arty maelstroms for mission running?

I'm flying raven atm and was thinking about switching to maelstrom for more dps, but low range of auto cannons frightens me.


Terrible tracking, huge unneeded range, sloooow RoF, lower DPS, more CPU+PG so less gyros/te for some etc etc etc

I can hit a BS 70km away, there aren't that many missions that require more than that. Worlds collide perhaps but then, with the amount of damps in that mission you'll need to fit Sebo's anyway.

Take AE for example. I can target 6 frigates and pop one every 3.5 seconds and just keep working my way through them, by the time all the frigs, cruisers, BC's are dead I've got close to the remaining battleships and start hitting them for 2-3k every few seconds and the mission is done.

Then when you're using 1400mm arties, you're firing what, every 35 seconds or something? Sure, you can use your drones for the frigates but that will take ages, plus they'll all be on top of you and really, unless you one hit the battleships you'll still take longer to kill them, hell, even 1 hitting them will take longer imo. With ACs you can 4-5 hit them and that's like 15-20 seconds.

Arties are great alpha, but for missions, not so good really imo <---MY opinion. 1200mm are better but still, AC's just come out on top every time for me personally.

and is 70km "low" range for you in missions? Like I said, not that many missions with anything beyond that, hell, you can still hit past 70km often enough anyway, just not that hard.

P.S. I'm talking about barrage which is my primary choice, I rarely change it to hail since everythings dead before it gets into hails range, or close to dying so the 10 second reload would just slow it down. Else if it's a close mission I'll use hail which is around 42km IIRC, or Faction PP at around 45km.
Robert Lefcourt
BigPoppaMonkeys
E.B.O.L.A.
#6 - 2012-02-27 13:12:35 UTC  |  Edited by: Robert Lefcourt
Vito Antonio wrote:
Why aren't people using arty maelstroms for mission running?

I'm flying raven atm and was thinking about switching to maelstrom for more dps, but low range of auto cannons frightens me.


With a good fitting, you're always able to deal decent damage out to 45km. Considering you'll dish out 800ish dps, your killspeed is your tank. If you onehit the frigs, when they come into range, you'll hardly ever need your drones. You got more action and the missions will complete much quicker.



rob
Vito Antonio
Doomheim
#7 - 2012-02-27 13:46:20 UTC
Izziee wrote:

Terrible tracking, huge unneeded range, sloooow RoF, lower DPS, more CPU+PG so less gyros/te for some etc etc etc

Now I'm convinced, I'll try ac mael Pirate
Brotha Umad
Republic Military School
Minmatar Republic
#8 - 2012-02-27 13:54:57 UTC
Quote:
P.S. I'm talking about barrage which is my primary choice, I rarely change it to hail since everythings dead before it gets into hails range, or close to dying so the 10 second reload would just slow it down. Else if it's a close mission I'll use hail which is around 42km IIRC, or Faction PP at around 45km.

T2 AC ammo for mission ? Isn't it a bit expensive ?
Izziee
University of Izziee
#9 - 2012-02-27 13:59:58 UTC  |  Edited by: Izziee
Brotha Umad wrote:
Quote:
P.S. I'm talking about barrage which is my primary choice, I rarely change it to hail since everythings dead before it gets into hails range, or close to dying so the 10 second reload would just slow it down. Else if it's a close mission I'll use hail which is around 42km IIRC, or Faction PP at around 45km.

T2 AC ammo for mission ? Isn't it a bit expensive ?


Depends how you look at it.

IMO no.

Sure, it's a lot more expensive for the ammo, but, it's a lot more fun seeing shiny numbers, it has a far greater range thus making it easier to tank since everythings popped before it gets even remotely close, while also killing those in range A LOT faster, meaning more isk per hour, and ofc less hits per ship using less ammo anyway.

I don't salvage or loot either anymore, I get more cash just running right to the next mission.

Plus faster standing increase (main reason I'm boring myself for missions)

I actually find it cheaper using T2 ammo for a lot of missions. Ofc, there are some that would be better off with standard I guess, but I'm lazy.
Jason Torville
Caldari Provisions
Caldari State
#10 - 2012-02-27 20:45:43 UTC
I've flown a bunch with different ammo types and I used to use faction ammo, but that just gets really expensive really quickly. That said, I am considering going back to it now. The thing is, if you salvage/make enough, you can get 5,000 rounds through the loyalty shop for about 2.4m. The thing I worry about is how fast I go through the stuff. With 8 guns at 20 rounds a minute, you're going through 160 rounds a minute or so. Regular large ammo costs about 160 per unit of Fusion L for me, but you'd pay 480 for each round of faction ammo that you make yourself.

I've never really used T2 because I've always seen it as even more expensive and something that I can't manufacture myself. That said, faction ammo is really good, but you need to weigh your options before using it. If you're running a 1200 mael fit, it's great, but doesn't seem worth it with AC's to me, especially because I can already hit out to 70km so there's no need for barrage. I might try the faction ammo, but I don't see a use for T2. Not in my case anyway.
Mavnas
The Scope
Gallente Federation
#11 - 2012-02-27 21:38:02 UTC
I don't know how I'd feel about T2 ammo with something like ACs, but I use T2 and faction laser crystals all the time, and T2 missiles for BSes (different chars).

Also, I have an apoc with a 60km optimal and a paper thin tank. I recently realized that Navy multifrequency outdamages standard out to close to 90km. That thing is fun in some missions. My main's Nighthawk was a pain in missions where stuff spawns at 100km.
Julien Brellier
Federal Navy Academy
Gallente Federation
#12 - 2012-02-27 21:58:10 UTC
You can make a Maelstrom cap stable and still have a decent tank if you use 2 boost amps and a deadspace large shield booster.

[Maelstrom, lolfit]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II

Gist A-Type Large Shield Booster
Shield Boost Amplifier II
Shield Boost Amplifier II
Invulnerability Field II
Invulnerability Field II
Cap Recharger II

800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I

Hobgoblin II x5
Hammerhead II x5
Mike712
Tenth Plague of Egypt
#13 - 2012-02-27 22:03:16 UTC
Julien Brellier wrote:
You can make a Maelstrom cap stable and still have a decent tank if you use 2 boost amps and a deadspace large shield booster.

[Maelstrom, lolfit]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II

Gist A-Type Large Shield Booster
Shield Boost Amplifier II
Shield Boost Amplifier II
Invulnerability Field II
Invulnerability Field II
Cap Recharger II

800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I

Hobgoblin II x5
Hammerhead II x5


If you're going to spend that much you may as well do this:

[Maelstrom, lolfit]
Tracking Enhancer II
Tracking Enhancer II
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer

Tracking Computer II, Optimal Range
Gist A-Type Large Shield Booster
Shield Boost Amplifier II
Photon Scattering Field II
Photon Scattering Field II
Heat Dissipation Field II

800mm Repeating Artillery II, EMP L
800mm Repeating Artillery II, EMP L
800mm Repeating Artillery II, EMP L
800mm Repeating Artillery II, EMP L
800mm Repeating Artillery II, EMP L
800mm Repeating Artillery II, EMP L
800mm Repeating Artillery II, EMP L
800mm Repeating Artillery II, EMP L

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


Hobgoblin II x5
Hammerhead II x5

Regards, Mike712 The BattleClinic Team

Macks Artilius
Brutor Tribe
Minmatar Republic
#14 - 2012-02-28 02:16:50 UTC
Antonio Medichi wrote:
Hello. Ive been running missions for Amarr imperial family in a maelstrom, and have frequently run into problems. I started with a shield-tanking setup, about 450 dps on the 800mm scout guns (yes i have lame skills) and could run my repper for about 2 minutes. my tank would almost always break, even in easier missions. So i switched to an armor tank, cap stable repping with AB off, but it halved my effective DPS, and now i can't down some NPC ships fast enough. i dont have the isk for faction fits, but any suggestions on what to roll with would be greatly appreciated.


Forum ate my post. Short version is:

1. Shield tank it. You have that shield booster bonus for a reason. If you're fighting rats that do EM/Therm damage consider an EM resistance rig to plug the hole

2. If your gunnery skills are poor, use artillery; you'll need it to do decent damage at range. And you will NEED to stay at range, use your drones for frigates, kite everything else as best you can. You'll need a reactor control unit to fit 1400s until you get advanced weapon upgrades, but you'll use all the bonuses it gives you.
Arazel Chainfire
Aliastra
Gallente Federation
#15 - 2012-02-28 03:41:38 UTC
While I do think that for well skilled players, autocannons are better, especially if you get a mach/vargur with a falloff bonus, when you have low skills artillery really are better. For missions, if you toss 1400mm arties on it, you get about 30km optimal using shortrange ammo (with 30-60km falloff depending upon how many TC/TE you toss on), but you also get about a 20s cycle time and poor tracking, in addition to needing the RCU's to fit. It can make sense if you prefer arty with good skills, but for low skills you want to go with 1200's. 1200's reduce range and damage a bit, but the better tracking and faster cycle time will probably win out in the end. And being able to kite means that you take less damage, so you tank lasts better.

-Arazel
McRoll
Extraction and Exploration Ltd.
#16 - 2012-02-28 13:19:41 UTC
I disagree on the prevalent opinions that autocannons are better. I flew the Mael myself a long time before I advanced into faction BS and artillery is superior if you use faction ammo, which is worthwile with 1400's and use manual piloting to reduce transversal.

Mael doesn't offer a falloff bonus and flies like a brick. This reduces your good on- paper DPS to maybe 50% depending on what missions you fly and the NPC type. Don't even try to fly against Guristas with autocannons for example.

For starters you should use 1200's with afterburner fitted. Use it to increase range to the enemy and reduce the transversal by flying away at a straight line (or towards them if you are far away). Ungroup your guns, that way you can spread your DPS to multiple targets and volley frigs at range with 2-3 guns.

As for tank, try using a cap injector. By using your afterburner you mitigate incoming DPS and burst- tanking with your shield booster you should have enough cap to complete every mission.

When your skills get better, upfit to 1400's, by then you should have the hang of it so tracking isn't that much of an issue. You also should have learned all missions by then which start at close range and you can use autocannons there.

If you still are unsure about autocannons vs artillery, make an EFT fit with both weapons and display the DPS graphs. You will notice that autocannons begin to decline in DPS over range very early on and the window where they deliver more real DPS is very small.

And finally, you should work on your skills, maybe you sit too early in this ship. Mael is one of the best BS for missionrunning but it also requires a good deal of manual piloting anc character skills to become really effective.
Caleidascope
Republic Military School
Minmatar Republic
#17 - 2012-02-28 18:07:18 UTC
Switch back to shield.

Use arti.

Use ab.

Kite smaller ships: frigs, cruisers, bc. Orbit big ships: bs.


Basically I think we are dealing here with three issues.

Issue one is lack of skills. Nothing to be ashamed here. When I started running l4, it took me additional 3 or 4 months to get real good at it. Just training bs 5 to take advantage of the ship bonus in full is a month of training, for example.

Issue two is what I call: one trick pony. Some people never learn how to use arti, all they know is ac. Using arti is not just fitting modules on the ship and training arti specialization. It is also tactics. Tactics includes using kiting on smaller targets, kiting or oribiting on targets that are equal to you in size. Speed tank. Distance tank (frigs have to reach you in order to hurt you, you kite them, they can not reach you, they can not hit you, you take no damage, that is part of your tank).

Issue three, inflexibility of mind. OP tried one fit with shield tank. Than tried armor tank. Then ran to cry for help. OP was willing to try some new things. But he was not willing to scrap his tried and true fit in order to build a new fit or fits around a different weapon system like arti. OP showed willingness to modify his fit, but he is not willing to scrap it, throw it out of the window and start from scratch.

Life is short and dinner time is chancy

Eat dessert first!

Izziee
University of Izziee
#18 - 2012-02-28 18:38:48 UTC  |  Edited by: Izziee
Caleidascope wrote:
Switch back to shield.

Use arti.

Use ab.

Kite smaller ships: frigs, cruisers, bc. Orbit big ships: bs.


Basically I think we are dealing here with three issues.

Issue one is lack of skills. Nothing to be ashamed here. When I started running l4, it took me additional 3 or 4 months to get real good at it. Just training bs 5 to take advantage of the ship bonus in full is a month of training, for example.

Issue two is what I call: one trick pony. Some people never learn how to use arti, all they know is ac. Using arti is not just fitting modules on the ship and training arti specialization. It is also tactics. Tactics includes using kiting on smaller targets, kiting or oribiting on targets that are equal to you in size. Speed tank. Distance tank (frigs have to reach you in order to hurt you, you kite them, they can not reach you, they can not hit you, you take no damage, that is part of your tank).

Issue three, inflexibility of mind. OP tried one fit with shield tank. Than tried armor tank. Then ran to cry for help. OP was willing to try some new things. But he was not willing to scrap his tried and true fit in order to build a new fit or fits around a different weapon system like arti. OP showed willingness to modify his fit, but he is not willing to scrap it, throw it out of the window and start from scratch.



What a load of dribble.

There's nothing to "learning" Arties. In fact, I started out with them, and I loved them, the shiny high numbers thinking they were great etc. Then I woke up. Sure, half of it boils down to a matter of opinion, and that's fine, but what you state is complete crap.

Arties are crap tracking, nothing more to be said. It's not about "learning" how to use them, they wil always be crap. Getting your angular is all well and good, but you know what? When I can just lock and one shot a frig over 70km every 3.5 seconds, that's nothing to do with "learning" how to use them, that's what we call being effecient. Having to kite? It's a mission, not PvP, there's no skill in mission, or do you try to impress the NPC rats?

What's your fire rate on arties? Without factoring in skills (because lets face it, I doubt OP has much in regards for them) they fire every 40 seconds, while 800s fire every 7.88 seconds. For me, they fire every 3.5 secs. By the time you've fired off your first volley, done your kiting and all that ineffecient crap, I've blown up every frigate in the mission, unless their right on top of me, even then I sometimes hit them, how's that work out with arties?

DPS is higher in ACs, range is perfectly fine (The range on arties isn't needed at all for 99% of missions) there's not as much overkill, a miss doesn't hurt nearly as much, tracking is far better, you 1 shot frigs every few seconds, 2 shot cruisers (7 seconds...how long before you can volly again with your arties?) even against BS's you're more likely to finish one off quicker than it takes your next volly with arties.

I use an AB with AC's also, while you try and state you need to burn away from them, how is that any different to burning to them? Well, you rarely need to actually burn to them for most missions and can instantly start shooting for one.

I used arties, numbers were nice, but waiting for the next alpha isn't. Tracking isn't etc etc. You can impress the rats all you want but me? I'd rather get the mission done ASAP and as effeciently as possible.

If you like arties better, then sure, you're opinion, but that's all it is. Before you try and say use drones for frigates, I've blown the frigates up before the drones even reach them, but hey, even if I didn't, AC's will still kill the rest far far quicker than any drones would.

Opinions are what makes Eve so great, the shear amount of fittings and playstyles etc, but talking rubbish like "you just need to learn how to shoot arties" is just that, rubbish. Like I said, I once had a hard on for arties. If anything, it would be AC's that require a person to have a better understanding of them since close range is more dangerous for the tank etc.

IMO, Arties are a PvP/ganking/numbers/whatever thing, but not for efficient killing in missions.
Caleidascope
Republic Military School
Minmatar Republic
#19 - 2012-02-28 18:56:36 UTC
Izziee wrote:

What a load of dribble.

There's nothing to "learning" Arties. In fact, I started out with them, and I loved them, the shiny high numbers thinking they were great etc. Then I woke up. Sure, half of it boils down to a matter of opinion, and that's fine, but what you state is complete crap.
.
.
.

Behold the one trick pony.

I am not here to change your mind. AC works for you, all power to you then. I use arti and ac, just for different things.

Life is short and dinner time is chancy

Eat dessert first!

Izziee
University of Izziee
#20 - 2012-02-28 19:02:13 UTC  |  Edited by: Izziee
Caleidascope wrote:
Izziee wrote:

What a load of dribble.

There's nothing to "learning" Arties. In fact, I started out with them, and I loved them, the shiny high numbers thinking they were great etc. Then I woke up. Sure, half of it boils down to a matter of opinion, and that's fine, but what you state is complete crap.
.
.
.

Behold the one trick pony.

I am not here to change your mind. AC works for you, all power to you then. I use arti and ac, just for different things.



If anyone is one trick that would be you, you seem incapable of actually being able to read and comprehending something so simple while still repeating your same gibberish. (I better edit to make it simple...You know, the fact that I stated numerous times I used arties for a long time. Also, I'll add I fly mutiple ships using multiple weapon systems in missions, which i far from 1 trick. I won't use arties any more though, since AC's are superior in 99% of missions...why do you use AC's still if arties are?

So go ahead and enlighten me. What's your firing rate with 1400's? You got 10 frigates, 5 cruisers, 5 BS all at 50km range. How long is that going to take you hmm? Excluding locking time.

Those 10 frigates are going to take me around 35 seconds. To down all. You?

Those cruisers will take me 7-14 seconds each. You?

The battleships will take me 20-40 seconds each. You?

P.S, I'm being very generous with the numbers for you.

That's without using my drones btw.
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