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Blitz and Burner Guide v1.2.1

First post
Author
MrsPotatoHead
Doomheim
#201 - 2016-03-07 14:32:36 UTC  |  Edited by: MrsPotatoHead
Next up - how to gank all these mission running ships efficiently to bring the SOE LP back up in value Big smile
saVVage RuS
Garoun Investment Bank
Gallente Federation
#202 - 2016-03-08 08:15:44 UTC  |  Edited by: saVVage RuS
Did anyone notice anything differen't today? I was doing my usual blitzing through these burner missions when I came upon the Gurista (worm) burner mission. I use a daredevil for this particular mission and keep the target at a specific range (in this case my optimal is 1.5km so I keep at range 1.5km) after I have shut off its mwd. So I mwd in and scram its mwd and use my keep at range key to order my ship to keep at range 1.5km. Insta popped. Now typically that worm will insta pop my specific fit if you fail to get very close to it (1.5km usually does pretty well on the damage.) after two volleys. So I just assume maybe I messed up, didnt OH a hardener and just got unlucky with a crazy volley or something. I come back with another daredevil and this time double check my hardeners are both OH, my warp scram is OH. everything is good to go. Turn on all my modules and keep at range 1.5km this time I get it and im tanking it for a good amount of time, and i notice something is off. Im not doing my usual amount of damage and im taking MORE damage than usual. This is when I notice that my ship, despite being vastly faster than the worm, is staying at around 3km range. This is obviously very bad because the worm does massive damage at that range. so I go to look at my default keep at range setting, its 1.5km like I want it, I try 500m and still it keeps at 3km. I make sure my mwd is working (it is) and my speed bar is obviously huge because the mwd is on and it has PLENTY of room to increase its speed but it will not keep at anything other than 3km. So I pop again. Third times the charm right? This time i set to 500m, get everything right, and again it stays at 3km even when keep at range is 500m with plenty of speed for it to increase to close that distance. The enemy is only moving at around 360 m/s when im moving at 4k+ so I'm massively confused at this point and I manually click my speed on the speed bar down there to 500, and only then does it close the gap closer than 3km. I complete the mission after losing around 200 million isk for the two daredevils. Was there some mechanic change behind the "keep at range" command or something recently?

TL:DR: Was the "keep at range" command changed in any way recently?
MrsPotatoHead
Doomheim
#203 - 2016-03-08 10:22:10 UTC
saVVage RuS wrote:


TL:DR: Was the "keep at range" command changed in any way recently?



You need to turn your mwd OFF once you get to range on the worm.


saVVage RuS
Garoun Investment Bank
Gallente Federation
#204 - 2016-03-08 19:58:41 UTC
MrsPotatoHead wrote:
saVVage RuS wrote:


TL:DR: Was the "keep at range" command changed in any way recently?



You need to turn your mwd OFF once you get to range on the worm.



Not really. If you turn off the mwd you are moving at around the same speed of the target, and youll be dead long before you can get to the range you want. I figured it out although ive never had to do this before. Basically I just pulse the mwd with the command active, this forces the ship to accelerate and close the distance because of the burst of speed. For some reason I can't get this keep at range command to work in this mission anymore. I don't know why this started happening, never had an issue with it before. Costed me quite a bit to learn this new lesson though.
MrsPotatoHead
Doomheim
#205 - 2016-03-08 21:48:20 UTC  |  Edited by: MrsPotatoHead
saVVage RuS wrote:
MrsPotatoHead wrote:
saVVage RuS wrote:


TL:DR: Was the "keep at range" command changed in any way recently?



You need to turn your mwd OFF once you get to range on the worm.



Not really. If you turn off the mwd you are moving at around the same speed of the target, and youll be dead long before you can get to the range you want. I figured it out although ive never had to do this before. Basically I just pulse the mwd with the command active, this forces the ship to accelerate and close the distance because of the burst of speed. For some reason I can't get this keep at range command to work in this mission anymore. I don't know why this started happening, never had an issue with it before. Costed me quite a bit to learn this new lesson though.




"For Worm Mission: OH both armour hardeners, Warp Scram(1 cycle) and Guns. OH MWD for 1 cycle ONLY(Optional). Keep at range 1.5km. Activate all tank modules. Once within 10km activate Scram and deactivate MWD. Once within 3km activate Guns and turn off OH on Shadow Serpentis Armor Kinetic Hardener. Activate Cap Booster once cap is low."


Straight from the guide which you obviously have used aswell. I have done and do this mission plenty enough to know exactly how to do it and have NEVER died in this mission. Your call though.
Anize Oramara
WarpTooZero
#206 - 2016-03-08 22:02:54 UTC  |  Edited by: Anize Oramara
The worm burner uses missiles. Missiles' damage applied depends on the target's sig radius. MWD blows your sig radius way up, especially so on unbonussed ships like T1 and pirate ships. However, speed reduces the damage dealt by missiles. This is why on the approach to the burner worm, so long as have the hardners on and OH and the rep going you'll be fine. The problem is as soon as you reach your target you need to turn off your MWD or you will take full damage from the missiles because you're no longer speed tanking them. Sometimes you'll have outpaced a volley or two and having a couple volleys hit you at once with your MWD on but your ship effectively standing still means you'll go insta pop.

Another side affect of trying to keep at range while running an MWD is that you tend to follow at a longer range than you actually set. This is because of your speed with the MWD. It's just how it is. Once you're within scram range of the worm you need to turn your MWD off or you will die and you will not be able to get in a stable following range.

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

saVVage RuS
Garoun Investment Bank
Gallente Federation
#207 - 2016-03-08 23:03:00 UTC
I know about the mwd turning off once im within my optimal range. My issue is getting to that range (which my keep at range apparently has trouble doing with the mwd on.) inside my scram range. If i turn off my mwd before my optimal it takes a very long time for my ship to get inside its optimal. Thats why I said if I just pulse it back on I can get the effect I want (to get closer than this 3km my "keep at range" apparently seems to have trouble passing. I was just confused as to why it just doesnt immediately close that distance when Im moving at 4km+ and can clearly get to that range very easily when the target is moving at 360 m/s. I wasn't aware of this "thats just how it is" thing where supposedly MWD work differently with keep at range. I've found a solution though like I said though. Althrough I would just prefer if keep at range worked and actually put your ship at your optimal with mwd on so then you can turn it off and be at perfect range.
MrsPotatoHead
Doomheim
#208 - 2016-03-09 12:48:31 UTC
saVVage RuS wrote:
I know about the mwd turning off once im within my optimal range. My issue is getting to that range (which my keep at range apparently has trouble doing with the mwd on.) inside my scram range. If i turn off my mwd before my optimal it takes a very long time for my ship to get inside its optimal. Thats why I said if I just pulse it back on I can get the effect I want (to get closer than this 3km my "keep at range" apparently seems to have trouble passing. I was just confused as to why it just doesnt immediately close that distance when Im moving at 4km+ and can clearly get to that range very easily when the target is moving at 360 m/s. I wasn't aware of this "thats just how it is" thing where supposedly MWD work differently with keep at range. I've found a solution though like I said though. Althrough I would just prefer if keep at range worked and actually put your ship at your optimal with mwd on so then you can turn it off and be at perfect range.


Well I'm having no issues with it at all. Still working as it has done, so nothing apparent wrong with the keep at range.

You just need to burn at it, click keep at range, land scram kill mwd. Job done. You may be a little away from it but the gap is easily closed without the need to pulse the mwd.

Povlig Hemah
Ezoterics
#209 - 2016-03-16 05:14:30 UTC  |  Edited by: Povlig Hemah
Here is cheap and very usefull fit to blitz "Dread Pirate Scarlet" mission using GARMUR:
[Garmur, Scarlet]
Ballistic Control System II
Micro Auxiliary Power Core II
Nanofiber Internal Structure II

5MN Quad LiF Restrained Microwarpdrive
Warp Disruptor II
1MN Afterburner II
Republic Fleet Medium Shield Extender

Rocket Launcher II, Mjolnir Rage Rocket
Rocket Launcher II, Mjolnir Rage Rocket
Rocket Launcher II, Mjolnir Rage Rocket

Small Hyperspatial Velocity Optimizer II
Small Hyperspatial Velocity Optimizer II
Small Hyperspatial Velocity Optimizer II

In Cargo:
2k of Mjolnir Rage Rocket
Gate Key

============
Use MWD to reach 1st and 2nd gate.
In 2nd pocket with Scarlet activate AB to approach Scarlet, lock target, activate Warp Disruptor, set orbit 5km, overheat Rocket Launcher to kill her faster.

This fit costs around 80kk.
Average time to blitz this mission - 5 minutes.

Video
Huffy Dragon
Another Corp..
#210 - 2016-03-20 12:40:27 UTC
I recently took a look at mission running. So far I ran ~50 missions on SISI, finalizing fits suited for my SP etc. I want to get some input on agent-standings:

So far I was able maintain my standing for SOE by running only burner missions and recon. Has this been plain luck or can people with more experience confirm this?

While running for empire factions, i got considerably more non-burner missions. For empire corps I was not able to keep my agent standing above -2 by running only burners. Has this been bad luck or can people with more experience confirm this?
Shiloh Templeton
Cheyenne HET Co
#211 - 2016-03-20 15:14:26 UTC
Huffy Dragon wrote:
So far I ran ~50 missions on SISI, finalizing fits suited for my SP etc.

So far I was able maintain my standing for SOE by running only burner missions and recon. Has this been plain luck or can people with more experience confirm this?

While running for empire factions, i got considerably more non-burner missions. For empire corps I was not able to keep my agent standing above -2 by running only burners. Has this been bad luck or can people with more experience confirm this?

Wow, you are dedicated.

I think it was luck, you will need to wait 4 hours or run some non-ideal missions occasionally. Each agent seems to have it's own pool of missions so you will get different results from different agents.

Anize Oramara
WarpTooZero
#212 - 2016-04-24 17:26:37 UTC
Updated the guide to v1.2

Quite a few changes came with the recent update to Eve so I felt a bit bad about leaving the guide with as much bad info as it had. Also I got to use it as an excuse to go shoot goons on my alt. grrgons.

Thanks for everyone who sent mails on corrections and info. I really appreciate it Pirate

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

Arthur Aihaken
CODE.d
#213 - 2016-04-24 19:26:46 UTC
Anize Oramara wrote:
Updated the guide to v1.2

Quite a few changes came with the recent update to Eve so I felt a bit bad about leaving the guide with as much bad info as it had. Also I got to use it as an excuse to go shoot goons on my alt. grrgons.

Thanks for everyone who sent mails on corrections and info. I really appreciate it Pirate

Glad to see you're still here. What's your opinion on the new Heavy Stasis Grappler? Is there a place in the blitzing world for it?

I am currently away, traveling through time and will be returning last week.

Anize Oramara
WarpTooZero
#214 - 2016-04-24 22:26:23 UTC
Arthur Aihaken wrote:
Anize Oramara wrote:
Updated the guide to v1.2

Quite a few changes came with the recent update to Eve so I felt a bit bad about leaving the guide with as much bad info as it had. Also I got to use it as an excuse to go shoot goons on my alt. grrgons.

Thanks for everyone who sent mails on corrections and info. I really appreciate it Pirate

Glad to see you're still here. What's your opinion on the new Heavy Stasis Grappler? Is there a place in the blitzing world for it?

The only place where it *might* have any use at all would be The Assault on the Barghest and even then I think a normal web or even paint might be better.

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

Anize Oramara
WarpTooZero
#215 - 2016-04-26 18:43:05 UTC
So as per my guide I've been running the Onyx and it's slow if safe. The Orthus is faster but it's a little iffy on the tank. I'm testing the Cerberus but since I don't have HAC5 yet (and missing one or two other lv5 missile skills) I think it has potential for very high SP pilots. Basically the onyx fit made to work on the Cerb.

To give you an idea the Onyx kills a sentinel in slightly less than 1 full load of RLM but takes 3 reloads of Scourge Fury to kill the Ahimu. The Cerb requires even less of 1 full clip for the sentinels (but not enough to kill 2 in one load) but only requires 2 scourge fury reloads.

Tank wise it has better enough tank than he Orthrus to not run into any issues and has a way bigger cargo bay than either so you can use an MTU to make up for the lack of a tractor.

[Cerberus, Blood Base]
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
True Sansha Reactor Control Unit

Republic Fleet Large Shield Extender
Republic Fleet Large Shield Extender
X-Large Ancillary Shield Booster
Pithum C-Type EM Ward Amplifier
Pithum C-Type EM Ward Amplifier

Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II

Medium Anti-EM Screen Reinforcer II
Medium Warhead Calefaction Catalyst II

Hornet I x3

Caldari Navy Inferno Light Missile x760
Navy Cap Booster 400 x43
Scourge Fury Light Missile x778

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

Arthur Aihaken
CODE.d
#216 - 2016-04-29 14:55:04 UTC  |  Edited by: Arthur Aihaken
Anize, just a suggestion for ammunition on the Garmur fit vs. the Team Jaguar. In my experience I've found that it's better to just orbit @25km and wait about 10 seconds for all targets to settle into their orbits - then you can just use standard Caldari Navy Mjolnir rockets instead of Mjolnir Javelin. The initial wait is easily offset by the decreased time to kill the Burner Bursts.

I am currently away, traveling through time and will be returning last week.

Anize Oramara
WarpTooZero
#217 - 2016-04-29 17:07:40 UTC
Arthur Aihaken wrote:
Anize, just a suggestion for ammunition on the Garmur fit vs. the Team Jaguar. In my experience I've found that it's better to just orbit @25km and wait about 10 seconds for all targets to settle into their orbits - then you can just use standard Caldari Navy Mjolnir rockets instead of Mjolnir Javelin. The initial wait is easily offset by the decreased time to kill the Burner Bursts.

So the main issue I've found the with Jag when orbiting at 25km is that unless you have really good range skills and an implant, the funky way missile range 'works' means some missiles will get lost to the aether when shooting at the logi since their range is pretty variable. There's also no feedback to the player unless the player specifically combs through the logs. I see this the most clearly on the Serpentis Burner when I run the Hawk. It used to a pretty tought mission but that was because some missiles would just go poof for not reason.

This is so that the build, at least for this guide, is a lot more consistent. If just using caldari mjolnir works then bu all means.


On a side note I ran the Cerb again and the stupid random ai struck again. They didn't go after the drones and I took a little bit of armor and structure damage. Again though I don't have HAC5 so missing some resists and dps. Going to experiment with shield maintenance bots.

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

Arthur Aihaken
CODE.d
#218 - 2016-04-29 17:52:12 UTC  |  Edited by: Arthur Aihaken
Anize Oramara wrote:
So the main issue I've found the with Jag when orbiting at 25km is that unless you have really good range skills and an implant, the funky way missile range 'works' means some missiles will get lost to the aether when shooting at the logi since their range is pretty variable. There's also no feedback to the player unless the player specifically combs through the logs. I see this the most clearly on the Serpentis Burner when I run the Hawk. It used to a pretty tought mission but that was because some missiles would just go poof for not reason.

Perfect frigate and missile skills are a must for flying the Garmur. Light Missile Specialization V isn't necessarily required - but everything that relates to application and range definitely is. For those unwilling or unable to run missile implants, I offer the following modified fit. It requires a single Faction ballistic control system which allows you to run a T2 missile guidance enhancer. This bumps your range by 1-2km as well as adding 12% to your existing damage application.

Without any missile implants whatsoever I'm getting 229.5 DPS @31km (270 DPS @32km overheated). I've also tried this with a Faction target painter but I'm not sure there's a noticeable difference over the meta version. And you absolutely, positively need to fly it in red.

[Garmur, Red Baron]

Polarized Rocket Launcher, Caldari Navy Mjolnir Rocket
Polarized Rocket Launcher, Caldari Navy Mjolnir Rocket
Polarized Rocket Launcher, Caldari Navy Mjolnir Rocket

Dread Guristas Ballistic Control System
Ballistic Control System II
Missile Guidance Enhancer II

5MN Y-T8 Compact Microwarpdrive
Phased Scoped Target Painter
Missile Guidance Computer II, Missile Range Script
Missile Guidance Computer II, Missile Range Script

Small Hydraulic Bay Thrusters II
Small Rocket Fuel Cache Partition II
Small Warhead Flare Catalyst I

I am currently away, traveling through time and will be returning last week.

Bumblefck
Kerensky Initiatives
#219 - 2016-04-29 20:16:47 UTC
Have you tried dropping the TP? I run with three MGCs (unscripted), and it's a fair bit less micro-managy. Range scripts not required. Lighter on cap use too :)

Perfection is a dish best served like wasabi .

Bumble's Space Log

Arthur Aihaken
CODE.d
#220 - 2016-04-29 21:07:11 UTC  |  Edited by: Arthur Aihaken
Bumblefck wrote:
Have you tried dropping the TP? I run with three MGCs (unscripted), and it's a fair bit less micro-managy. Range scripts not required. Lighter on cap use too :)

I've been debating that, actually. You may be on to something here - three MGCs could be the ticket.

I am currently away, traveling through time and will be returning last week.