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Which missions offer most close range-rats?

Author
skreeDK
Softice inc.
#1 - 2015-08-18 11:02:31 UTC
Hi folks,

I want to do lvl4's without having to do half the damage half the time, when rats are 40km+ away. I know that all factions have rats who like to keep their distance.

But, I prefer to have them up close and personal - which faction is most likely to be intimate like that? Angels?

Thanks
Anize Oramara
WarpTooZero
#2 - 2015-08-18 11:09:06 UTC
skreeDK wrote:
Hi folks,

I want to do lvl4's without having to do half the damage half the time, when rats are 40km+ away. I know that all factions have rats who like to keep their distance.

But, I prefer to have them up close and personal - which faction is most likely to be intimate like that? Angels?

Thanks

Mercs, Angels.

That said what ship/fit you using? 40km sounds awfully short ranged for a lv4 mission boat.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

skreeDK
Softice inc.
#3 - 2015-08-18 11:13:17 UTC  |  Edited by: skreeDK
Atm, using a Paladin with Mega Pulse Laser II's.

Optimal range with bastion module active and multifreq-crystals is 28 km...I'd like to be able to do max damage most of the time :)

I could switch to another ship, but nothing that would deal the same amount of damage while laughing as hard at the incoming dps..

On the other hand, a Paladin would be useless against Angels ..what ship would be best against angels? I'm thinking damage type etc.
Gh0stBust3rs
Templars HIghsec
Stellar Fusion
#4 - 2015-08-18 12:05:23 UTC  |  Edited by: Gh0stBust3rs
funny my paladin does 90-105km with scorch and 45km with conflag loaded.


I think you need some more tracking computers and downgrade to a medium deadspace rep.

[Paladin, Paladin]

Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Corpum C-Type Medium Armor Repairer

Tracking Computer II, Optimal Range Script
Tracking Computer II, Tracking Speed Script
Tracking Computer II, Optimal Range Script
Cap Recharger II

Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Bastion Module I
Salvager II
Small Tractor Beam II
Drone Link Augmentor II

Large Auxiliary Nano Pump II
Large Capacitor Control Circuit II


Hobgoblin II x15


Also get some decent hardwirings. Fit can also drop cap recharger for a prop mod as needed
FT Diomedes
The Graduates
#5 - 2015-08-18 12:20:18 UTC
skreeDK wrote:
Atm, using a Paladin with Mega Pulse Laser II's.

Optimal range with bastion module active and multifreq-crystals is 28 km...I'd like to be able to do max damage most of the time :)

I could switch to another ship, but nothing that would deal the same amount of damage while laughing as hard at the incoming dps..

On the other hand, a Paladin would be useless against Angels ..what ship would be best against angels? I'm thinking damage type etc.


Something is wrong with your fit. On my Paladin, I get 33+22 with my Mega Pulse Laser II's (998 turret DPS). With that said, since I use the Paladins for Blood Raider 10/10's, I go for Tachyons instead, because I get great range (70+45), with 944 turret DPS.

Against Angels, I found the Vargur or the Machariel to be the best choices. Use Republic Fleet Fusion ammo.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Daniela Doran
Doomheim
#6 - 2015-08-18 12:51:43 UTC  |  Edited by: Daniela Doran
skreeDK wrote:
Atm, using a Paladin with Mega Pulse Laser II's.

Optimal range with bastion module active and multifreq-crystals is 28 km...I'd like to be able to do max damage most of the time :)

I could switch to another ship, but nothing that would deal the same amount of damage while laughing as hard at the incoming dps..

On the other hand, a Paladin would be useless against Angels ..what ship would be best against angels? I'm thinking damage type etc.


2 Paladins. Or a Vargur like Diomedes said.
Daniela Doran
Doomheim
#7 - 2015-08-18 13:06:40 UTC  |  Edited by: Daniela Doran
Gh0stBust3rs wrote:
funny my paladin does 90-105km with scorch and 45km with conflag loaded.


I think you need some more tracking computers and downgrade to a medium deadspace rep.

[Paladin, Paladin]

Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Corpum C-Type Medium Armor Repairer

Tracking Computer II, Optimal Range Script
Tracking Computer II, Tracking Speed Script
Tracking Computer II, Optimal Range Script
Cap Recharger II

Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Bastion Module I
Salvager II
Small Tractor Beam II
Drone Link Augmentor II

Large Auxiliary Nano Pump II
Large Capacitor Control Circuit II


Hobgoblin II x15


Also get some decent hardwirings. Fit can also drop cap recharger for a prop mod as needed


[ Brawling Paladin, ]
Capacitor Power Relay II
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
True Sansha Energized Adaptive Nano Membrane
True Sansha Large Armor Repairer
Damage Control II

Large Micro Jump Drive
Cap Recharger II
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script


Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Bastion Module I
Salvager II
Small Tractor Beam II
Drone Link Augmentor II

Large Capacitor Control Circuit II
Large Capacitor Control Circuit II


Try this fit, it's cap stable and would hit anything within Optimal without the need of tracking scripts. Just make sure you pop the frigs first before they close in and start orbiting you within 5km or risk your drones to kill them. Or MJD away and kill them at range again.
Daniela Doran
Doomheim
#8 - 2015-08-18 13:10:40 UTC
FT Diomedes wrote:
skreeDK wrote:
Atm, using a Paladin with Mega Pulse Laser II's.

Optimal range with bastion module active and multifreq-crystals is 28 km...I'd like to be able to do max damage most of the time :)

I could switch to another ship, but nothing that would deal the same amount of damage while laughing as hard at the incoming dps..

On the other hand, a Paladin would be useless against Angels ..what ship would be best against angels? I'm thinking damage type etc.


Something is wrong with your fit. On my Paladin, I get 33+22 with my Mega Pulse Laser II's (998 turret DPS). With that said, since I use the Paladins for Blood Raider 10/10's, I go for Tachyons instead, because I get great range (70+45), with 944 turret DPS.

Against Angels, I found the Vargur or the Machariel to be the best choices. Use Republic Fleet Fusion ammo.


Yea I prefer Tachs as well, but I believe the OP likes to brawl so Pulse would be better for his/her Paladin.
Anize Oramara
WarpTooZero
#9 - 2015-08-18 13:49:35 UTC
Conflag is horrendously good and does near max damage and tracking comps are your friend. I really really want to own a paladin one day.

That said Vargur and Mach both get 70km or more falloff with short range ammo, and close to 50km with hail (Does horrendous things to angels) and of course 110km+ with barrage for those hard to reach places. You'll also apparently get 70km with blasters with null(I think) on a kronos and very nice dps with void at close ranges.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Estella Osoka
Cranky Bitches Who PMS
#10 - 2015-08-18 15:05:33 UTC
There are only 2 Marauders that I can think of that are good for all types of rats. The Golem (shudder), and the Vargur. I prefer the Vargur.
Chainsaw Plankton
FaDoyToy
#11 - 2015-08-18 18:26:22 UTC
there are a bunch of missions where the rats don't want to get intimate with you, but you can get intimate with them. When you MJD a Void Blaster Kronos into a group it kills them so fast they can't get out of range.

I don't really like the range on the vargur for general missions, but for angels it is probably pretty sweet. I haven't done angel missions in a long time.

anyways here is my paladin setup, Pretty similar to the earlier ones, but a bit more dps focused. You really don't need any cap mods with a pulse setup, could probably even swap the CCC for something else. I leave it on because with a tach setup and a long mission cap starts to drop and then I'll also swap a TC for a cap recharger. don't think that 70 vs 73km optimal makes that much of a difference.

there is also room to play with the mids, you will want a prop mod (or two) on some missions, easy to swap a TC or sensor booster for that.
[Paladin, pulse dps]
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Heat Sink II
Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Corelum C-Type Medium Armor Repairer

Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Sensor Booster II, Scan Resolution Script

Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Small Tractor Beam II
Small Tractor Beam II
Salvager II
Bastion Module I

Large Energy Burst Aerator II
Large Capacitor Control Circuit I

Hobgoblin II x5

@ChainsawPlankto on twitter

skreeDK
Softice inc.
#12 - 2015-08-19 06:39:40 UTC
Thank you all for your input - except for the dual Paladin thing, that was useless.

I think I'll go with a Macharial for Angels, although it doesn't have the wtfbbq-tank, it really does some serious damage!
Anize Oramara
WarpTooZero
#13 - 2015-08-19 07:36:40 UTC  |  Edited by: Anize Oramara
skreeDK wrote:
Thank you all for your input - except for the dual Paladin thing, that was useless.

I think I'll go with a Macharial for Angels, although it doesn't have the wtfbbq-tank, it really does some serious damage!

It's my blitzing boat but does angel Extrav and Buzz Kill no problems (haven't tried the bonus room though. Also trying to keep the bling to a minimum since you know Pirate )

[Machariel, New Setup 1]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Core C-Type Large Armor Repairer
Armor Explosive Hardener II
Armor Kinetic Hardener II

Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Core C-Type 500MN Microwarpdrive
Heavy Capacitor Booster II, Cap Booster 800

800mm Repeating Cannon II, Hail L
800mm Repeating Cannon II, Hail L
800mm Repeating Cannon II, Hail L
800mm Repeating Cannon II, Hail L
800mm Repeating Cannon II, Hail L
800mm Repeating Cannon II, Hail L
800mm Repeating Cannon II, Hail L
Small Tractor Beam II

Large Hyperspatial Velocity Optimizer II
Large Hyperspatial Velocity Optimizer II
Large Hyperspatial Velocity Optimizer II

Hobgoblin II x5
Bouncer II x4

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

skreeDK
Softice inc.
#14 - 2015-08-19 07:52:24 UTC
@Anize

Does that really tank enough?

Pyfa tells me that it will tank 233 hp/s indefinitely, but that's quite a bit less than the 1300 hp/s I'm used to from the Paladin...will it really be enough?
Sobaan Tali
Caldari Quick Reaction Force
#15 - 2015-08-19 09:37:31 UTC  |  Edited by: Sobaan Tali
skreeDK wrote:
@Anize

Does that really tank enough?

Pyfa tells me that it will tank 233 hp/s indefinitely, but that's quite a bit less than the 1300 hp/s I'm used to from the Paladin...will it really be enough?


One of the unspoken downsides of running in a Marauder for too long is that their massive tanks will spoil you and can create a rather corrosive tendency to underestimate ships without such high physical tank. 233 is not that much on its own, but on a fast mover like a Mach, that's actually doable -- you just have to know how to make that work hard enough. More of the tank is in the Macharial's maneuverability and firepower, where as for a Marauder, it's all in the raw tanking. True that a Macharial would require smarter maneuvering and greater situational awareness from the pilot, but I assure you that ships like the Mach can make smaller numbers work much harder than other ships.

In fact, as a fellow Marauder pilot myself, I would go so far as to say that 1300 tank on a Paladin is maybe a bit too high. My last Paladin (It's still alive, I just haven't been using it lately) ran closer to 900-1000 cap stable and still felt overtanked.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

skreeDK
Softice inc.
#16 - 2015-08-19 09:55:07 UTC
Sobaan Tali wrote:
skreeDK wrote:
@Anize

Does that really tank enough?

Pyfa tells me that it will tank 233 hp/s indefinitely, but that's quite a bit less than the 1300 hp/s I'm used to from the Paladin...will it really be enough?


One of the unspoken downsides of running in a Marauder for too long is that their massive tanks will spoil you and can create a rather corrosive tendency to underestimate ships without such high physical tank. 233 is not that much on its own, but on a fast mover like a Mach, that's actually doable -- you just have to know how to make that work hard enough. More of the tank is in the Macharial's maneuverability and firepower, where as for a Marauder, it's all in the raw tanking. True that a Macharial would require smarter maneuvering and greater situational awareness from the pilot, but I assure you that ships like the Mach can make smaller numbers work much harder than other ships.

In fact, as a fellow Marauder pilot myself, I would go so far as to say that 1300 tank on a Paladin is maybe a bit too high. My last Paladin (It's still alive, I just haven't been using it lately) ran closer to 900-1000 cap stable and still felt overtanked.


My current Paladin fitting:

HIGH:

4 x Mega Pulse Laser II
1 x Bastion Module I

MED:

1 x 100MN Afterburner II
2 x Cap Recharger II
1 x Tracking Computer II (Optimal Range Script)

LOW:

2 x Heat Sink II
1 x Capacitor Power Relay
2 x Large Armor Repairer II
2 x Mission-specific Armor hardeners

RIGS:

2 x Large Capacitor Control Circuit II

This amounts to:

Cap stable at 38,6%
Tank: 1356,7 HP/s
DPS: 821 (without drones)
Optimal: 30,6 km
Falloff: 19,8 km

Great tank, OK damage, but not suited for Angels - that's why I asked :)
Sobaan Tali
Caldari Quick Reaction Force
#17 - 2015-08-19 10:13:59 UTC  |  Edited by: Sobaan Tali
[Paladin, IMPUSLE]

Core C-Type Large Armor Repairer
Damage Control II
Reactive Armor Hardener
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink

Large Micro Jump Drive
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Cap Recharger II

Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Bastion Module I
[Empty High slot]
[Empty High slot]
[Empty High slot]

Large Capacitor Control Circuit II
Large Capacitor Control Circuit II

Inherent Implants 'Squire' Capacitor Systems Operation EO-603
Eifyr and Co. 'Gunslinger' Motion Prediction MR-703
Inherent Implants 'Squire' Capacitor Management EM-803
Inherent Implants 'Lancer' Gunnery RF-903
Inherent Implants 'Lancer' Large Energy Turret LE-1003

Cap stable if that's your thing, though you can drop the Recharger for a third TC. Prop mod can be swapped for mission needs, even a microwarp drive is doable PG/CPU wise. Tanks 738.8 cold omni. I don't normally run Mega Pulse, so others can chime in if they see a tweak opportunity present.

Here's what I have ran with and can vouch for the tank and firepower...

[Paladin, CANNIBAL]

Core X-Type Large Armor Repairer
Damage Control II
Reactive Armor Hardener
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink

Large Micro Jump Drive
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Cap Recharger II

Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Bastion Module I
[Empty High slot]
[Empty High slot]
[Empty High slot]

Large Capacitor Control Circuit II
Large Capacitor Control Circuit II

Inherent Implants 'Squire' Capacitor Systems Operation EO-603
Eifyr and Co. 'Gunslinger' Motion Prediction MR-705
Inherent Implants 'Squire' Capacitor Management EM-803
Inherent Implants 'Lancer' Gunnery RF-905
Inherent Implants 'Lancer' Large Energy Turret LE-1005

The X-Type can be dropped for a C, tank holds at 940.2 with the X. RAH and DC2 are there for omni tanking like the other one, but you can drop them for mission specific for more when needed (doubtful, though). Still cap stable, IN pushes nearly 70Km optimal with range scripts and tracks at .0299 rad/sec with tracking scripts. Take note of the Imps, the gunnery ones are 5% on this one, where as they are assuming all 3% set on the Mega Pulse build above it. DPS doesn't drop below 1000 until you drop to IN Gamma and below. Tracking speed kind of sucks, though, but it does reach well enough to make up for it.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Sobaan Tali
Caldari Quick Reaction Force
#18 - 2015-08-19 10:33:14 UTC
Drop one of the reppers, and maybe consider swapping the other for a C-type, they are dirt cheap. Start hitting your core and gunnery skills until they are at or better than 4, look into getting some implants and faction heatsinks to help up the dps. By the end, you should be looking to have at least three-to-four heatsinks, and be closer to 1000-1200 dps range between IN Multi and Conflag. At the rate you're at now, Angels won't be giving you much trouble, but they will die hard.

Truth be told, you will even with solid gunnery see worse performance against Angels in a Paladin, so long term goal could be to get trained up for a secondary ship (Mach, Vargur, Golem, CNR, Rattlesnake, etc to name a few). I would say Mach on account that you can both armor tank them and the gunnery skills translate over smoothly, but the require a different kind of pilot. Vargur would still use the core gunnery skills, though needs shield tanking skills to run.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

skreeDK
Softice inc.
#19 - 2015-08-19 10:50:10 UTC
Sobaan Tali wrote:
Drop one of the reppers, and maybe consider swapping the other for a C-type, they are dirt cheap. Start hitting your core and gunnery skills until they are at or better than 4, look into getting some implants and faction heatsinks to help up the dps. By the end, you should be looking to have at least three-to-four heatsinks, and be closer to 1000-1200 dps range between IN Multi and Conflag. At the rate you're at now, Angels won't be giving you much trouble, but they will die hard.

Truth be told, you will even with solid gunnery see worse performance against Angels in a Paladin, so long term goal could be to get trained up for a secondary ship (Mach, Vargur, Golem, CNR, Rattlesnake, etc to name a few). I would say Mach on account that you can both armor tank them and the gunnery skills translate over smoothly, but the require a different kind of pilot. Vargur would still use the core gunnery skills, though needs shield tanking skills to run.


I can fly all sub-caps in eve, and I think my gunnery skills are OK too :P

https://billedeupload.dk/images/2BoGJ.png

The thing is, I hate having to escape to gain distance, or warp out because I can't tank enough. I just want to warp in, deal damage = profit!

Before they changed NPC AI, I warped in with a souped up geddon and had my alt in logi - that worked perfect.


I'm going to buy a Macharial tonight, and I'll bugger off to Minnie space and kill some Angels :)
Anize Oramara
WarpTooZero
#20 - 2015-08-19 11:29:00 UTC
skreeDK wrote:
@Anize

Does that really tank enough?

Pyfa tells me that it will tank 233 hp/s indefinitely, but that's quite a bit less than the 1300 hp/s I'm used to from the Paladin...will it really be enough?

Yea I was surprised too when I plugged it into eft but the only mission I can not reliably tank is Blockade (Blood and probably sansha) but I can tank Blockade Angel easily enough. The reason for this is because the trigger is often a guess and they get into optimal relatively quickly so lots of incoming dps. Interestingly with a boosting alt I can tank it fine. That said I think I should be able to do it without boosts if I actively fly my mach a bit better (have been a bit lazy with it) as in MWD to each group so I'm out of range of the other groups and can get transversal up on the BSes. Also if you hit the trigger(kruul) first in damsel the incoming dps is a bit much. But yea it tanks serpentis assault (I wouldn't try guristas with a mach) Massive attack, pirate invation (angels) even drone harassment (fly to mother drone, nuke it and kill everything, tanks it fine). Heck I can even do Gone bezerk by ONLY killing the trigger cruisers/BS and ignoring everything else and blitz it. I haven't tried fully running Recon 1 (sansha) with it yet but it should have more than enough dps to kill anything threatening it.

Remember a mach handles a lot more like a cruiser while a marauder is close to a dread. It flies VERY differently to my Vargur even though the specs are very similar (range, dps, etc.)

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

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