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Taking a wee step up in combat.

Author
Grakulus Silmaril
Native Freshfood
Minmatar Republic
#1 - 2012-01-17 10:28:17 UTC
Hello. I've been learning the game through the various tutorial agents and have moved on to the Sisters of Eve story arc where hopefully I can continue to learn the mechanics of the game. I'm looking for soem advice as to how to take the step up from "harmless" to "mostly harmless" (for those that remember playing Elite on the BBC Micro...).

Up until now a Rifter with a couple of 125mm guns and a Small Shield Booster has been sufficient for all the combat missions but a few missions into the SoE arc I'm up against a tougher set of NPCs.

I don't recall specifically the NPCs (Serpent Faction???...) but the mission asks that I take out their base and the defenders. They are a sudden spike in difficulty and I have had to emergency warp out twice to save myself. So, my first reaction was "we're gonna need a bigger boat" as I was thinking I need to take a step up in DPS soI travelled off to pick up my Thrasher as it has lots of turret hardpoints but am I thinking along the wrong lines here? Is it more about what skills I have rather than what ship I'm in? (I guess a combination of both). I have level 4 in my Minmatar Frigate skill so I guess I'm wasting that by hopping into a Destroyer. So is it more case of shopping for better equipment (and for the skills to use them)? If so, are there some basic rig setups that are standard for combat at my level that anyone could recommend?

Any advice on how to take my first step up from useless to slightly-less-useless in combat would be appreciated.
ShahFluffers
Ice Fire Warriors
#2 - 2012-01-17 11:30:25 UTC  |  Edited by: ShahFluffers
Grakulus Silmaril wrote:
Hello.


Why, hello there.

Grakulus Silmaril wrote:

... the mission asks that I take out their base and the defenders. They are a sudden spike in difficulty and I have had to emergency warp out twice to save myself. So, my first reaction was "we're gonna need a bigger boat" ... (snip)... but am I thinking along the wrong lines here? Is it more about what skills I have rather than what ship I'm in? (I guess a combination of both).


A little of both and more.
HOW you move your ship around matters. For instance... if you maintain some degree of speed you can mitigate incoming damage to your ship. Range and "transversal" also help as NPC rats can only apply so much damage so far and can only track you so well (i.e. maintain distance (if fit for range) and make yourself move "fast" relative to the target).
HOW you fit your ship is also another thing that you should look into. There is a saying in EVE; "half the battle in EVE is decided before you even undock." Certain ships work better with certain fits in certain situations.


Grakulus Silmaril wrote:
I have level 4 in my Minmatar Frigate skill so I guess I'm wasting that by hopping into a Destroyer.


The frigate skill does not affect your destroyer. It is only a prerequisite. The actual skill "Destroyers" does affect your Thrasher and I do highly suggest getting that to level 4. It will prove to be quite handy (both now and in the future).


Grakulus Silmaril wrote:
So is it more case of shopping for better equipment (and for the skills to use them)? If so, are there some basic rig setups that are standard for combat at my level that anyone could recommend?


Sadly, I am no expert in small ship combat. Would someone else like to take a crack at making an optimal "newbie Thrasher?"
J'Poll
School of Applied Knowledge
Caldari State
#3 - 2012-01-17 11:32:13 UTC  |  Edited by: J'Poll
Grakulus Silmaril wrote:
Hello. I've been learning the game through the various tutorial agents and have moved on to the Sisters of Eve story arc where hopefully I can continue to learn the mechanics of the game. I'm looking for soem advice as to how to take the step up from "harmless" to "mostly harmless" (for those that remember playing Elite on the BBC Micro...).

Up until now a Rifter with a couple of 125mm guns and a Small Shield Booster has been sufficient for all the combat missions but a few missions into the SoE arc I'm up against a tougher set of NPCs.

I don't recall specifically the NPCs (Serpent Faction???...) but the mission asks that I take out their base and the defenders. They are a sudden spike in difficulty and I have had to emergency warp out twice to save myself. So, my first reaction was "we're gonna need a bigger boat" as I was thinking I need to take a step up in DPS soI travelled off to pick up my Thrasher as it has lots of turret hardpoints but am I thinking along the wrong lines here? Is it more about what skills I have rather than what ship I'm in? (I guess a combination of both). I have level 4 in my Minmatar Frigate skill so I guess I'm wasting that by hopping into a Destroyer. So is it more case of shopping for better equipment (and for the skills to use them)? If so, are there some basic rig setups that are standard for combat at my level that anyone could recommend?

Any advice on how to take my first step up from useless to slightly-less-useless in combat would be appreciated.


IMO you are doing it right to get into a destroyer or maybe even a cruiser. Keep in mind you need skills and a proper setup to use these ships in missions. (sorry, not a minny pilot so no idea on fits btw).

Also keep in mind you are talking about combat, in general in EVE this relates to PvP and not PvE (which you are doing). So what you need is a mission-fit for your frigate/destroyer/cruiser.
Couple of tips: look up the info of the ship you are flying (right click your ship and show info) in it's description it will list which bonuses apply to the ship, try to fit out a ship so you make use of its bonuses.
Also do some research on tanking (some ships are best armor tanked, some best shields, and also NPC ships do a fixed type of damage, try to build your tank towards the NPCs you are shooting (the type of NPCs you will be shooting is given in the screen you have to press accept to accept the mission.)

Here are couple of usefull websites for missioning and just general stuff:

http://www.ogrank.com/content/view/698/59/ = this one will list which types of damage all NPC rats do to you and which type of damage they are vulnerable to.
http://isktheguide.com/ = huge (over 700 pages) guide which explains almost all things you can do in EVE, including large part on how to fit ships (guns, missiles, tanking etc). And PDF is free to download.
http://eve-survival.org/ = contains (almost) every mission in EVE, so you can read up what to expect, how to tank it and which ships trigger the next wave of NPC rats out there to kill you.

And yes SoE can get bit hard to run in your frigate, believe all but the last mission (last mission is intended to do in a small group) can be done with a cruiser and some starting skills, and I've seen destroyers do them too.

btw, on your reaction on needing a bigger boat, I think in this case you are right. Just keep in mind in EVE bigger isn't always better. Large guns of a battleship size boat will have trouble shooting small, fast ships. You have to balance the ship you fly against the stuff you are going to shoot.

Nice guideline for future normal missions are:

Level 1: Frigates / Destroyers (Cruisers can do them but are less effective).
Level 2: Destroyers / Cruisers (Frigates can do them but have a hard time, anything bigger then cruiser can do them but less effective).
Level 3: Cruisers / Battlecruisers (Like before, smaller is possible but hard, bigger is possible but less effective).
Level 4: Battlecruisers / Battleships / T3 cruisers (see comment at level 3)
Level 5: Battleships / Groups of people / Carrier when in low-sec

EDIT:
Grakulus Silmaril wrote:
how to take the step up from "harmless" to [i]"mostly harmless[/i]"


BTW, Am I the only 'old' pilot here who sees the fun in this sentence.

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Help channel: Help chat - Reloaded

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Schmata Bastanold
In Boobiez We Trust
#4 - 2012-01-17 11:45:31 UTC
I don't exactly remember doing SoE arc so no help there but IMO getting into cruisers just because rats in L1 or L2 are getting hard for a frig or dessie is a faulty logic. I do my L3s in a thrasher and at one mission where I lost it I thought "hey, I can fly stabber, let's buy it and mission will be easy, right?".

Wrong!

Bigger ship needs bigger guns which I have no real skills to use them effectively. Enough to say that I lost my stabber almost as fast I my thrasher. And it was a pain to look at a fking sloooow that cow was. Jeez, anybody saying stabber is fast never flew a frig before :)

But to get back on topic...

I think OP should skill up his/her frigate skills (racial Frigate V, Spaceship Command IV or V) and get support skills up to at least 3 and preferably to 4 (navigation/mechanics/ PG/CPU related).

Destroyers skill taken to level 4 won't harm if OP want to make a switch into them especially that now dessies are pure joy to ride and spit fire upon rats.

Of course I can speak only from my point of view as a 4 months old player who does not care much about missions efficiency but cherish fun factor of Eve universe :)

Invalid signature format

J'Poll
School of Applied Knowledge
Caldari State
#5 - 2012-01-17 11:50:41 UTC
Schmata Bastanold wrote:
Of course I can speak only from my point of view as a 4 months old player who does not care much about missions efficiency but cherish fun factor of Eve universe :)


I love this attitude towards EVE, +1 like

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Help channel: Help chat - Reloaded

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Xerces Ynx
Aliastra
Gallente Federation
#6 - 2012-01-17 11:55:15 UTC
Yes, it's both. But not only ship skills are relevant here, but also (if not mostly) weapon skills. Bigger does not mean better. Bigger ships have bigger DPS, but are slow in velocity and tracking speed. If you're going against few low NPC frigates, you should be fine in a frig. If there's more of them, or they have destroyers, you need skills to fly a frigate safely. Bigger ship (cruiser and up) will do no harm to them as it's too slow for dogfights.
Destroyer is a very good solution. This ship is designed to kill frigates and with proper tanking and skills it can engage even extensive number of small ships or small number of cruisers. With weapon skill trained to V and ship skill trained to III (or more) low NPC cruisers die quickly. They can't even hit you.

There's one more thing you should take into consideration - tactics. Try luring small groups of enemy ships and kill each one at time. Don't rush rambo-style into a swarm of enemies. Use tanking and/or ECM goodies. Prioritize your targets. Unleash your drone(s) etc. In short: don't rely on your guns only. Think, flank, separate, ambush and deceive. Your mind is your best weapon.

The most important rule in flying small ships: keep moving. If you are hanging in one place, you're dead. Orbit enemy ships, manually if you can (be careful near obstacles, navigation in EVE is buggy), change course often and be aware of your surroundings. Don't stop unless there's no threat.

Error reading signature file: /home/xerces/.signature: No such file or directory

Schmata Bastanold
In Boobiez We Trust
#7 - 2012-01-17 12:05:52 UTC
Xerces Ynx wrote:
There's one more thing you should take into consideration - tactics. Try luring small groups of enemy ships and kill each one at time. Don't rush rambo-style into a swarm of enemies. Use tanking and/or ECM goodies. Prioritize your targets. Unleash your drone(s) etc. In short: don't rely on your guns only. Think, flank, separate, ambush and deceive. Your mind is your best weapon.

The most important rule in flying small ships: keep moving. If you are hanging in one place, you're dead. Orbit enemy ships, manually if you can (be careful near obstacles, navigation in EVE is buggy), change course often and be aware of your surroundings. Don't stop unless there's no threat.


This, exactly! Rats can be stupid but they come in sometimes massive numbers so you have to be smarter to take them down.

At one mission, I think it was Downing of Slavers or sth like that, basically a lot of quite tough rats for my thrasher I just MWDed from a swarm and took a look at them. Rats are usually divided into a few groups and it is possible to limit their aggro only to one group. This way you have to tank only 5 ships shooting at you instead of 20.

In some missions it is possible to make a bookmark at 200km from a swarm and then warp in and out between BM and rats. Of course you can't warp to a rat but once you kill one of them you can warp to a wreck. That tactic was very good for a few missions I did where I could not handle all rats at once. But most missions I think have some kind of jamming that prevent you from such short warps strategy and you have to make actual warp out of a mission but wherever you can do near BM <-> swarm bouncing it will help a lot.

Invalid signature format

gfldex
#8 - 2012-01-17 12:30:45 UTC  |  Edited by: gfldex
Grakulus Silmaril wrote:
Is it more about what skills I have rather than what ship I'm in?


Mostly, yes. You can easily double your DPS with 5 days of skilling. Fitting skills are even more important.

Destroyers are anti frig platforms. If you shoot mostly frigs you will do well in a destroyer. I did the whole lvl1 arc in a Coercer without getting a single hit to armor. It helps a lot to understand how turrets work*.

There is a fairly large amount of permutations of all them fine modules you can find in the market. Many of them will fit to your ship. Pretty much all but two are completely pointless.

7x 150mm Light Prototype Automatic Cannon, 1x OE-5200 Rocket Launcher
1x MWD, 2x Medium F-S9 Regolith Shield Induction
2x Gyrostabilizer II

If you can't fit that you are missing fitting skills. There are imps that increase both CPU and PG. If you are missing exactly 1% of either they can cut down on skill time quite a lot.

Don't try to fit the biggest guns possible to your ship if you have to gimp the rest of your fitting. Play to the strength of the ship instead of trying to close all holes. Most importantly your ship is not a bling-target. It's a utility to get a job done. You need to know what you are facing and then bring the ship that can solve the problem. Don't rush into the next big ship (unless you go for a Drake). If you don't got the skills to fit a frig well you wont be able to fit a Battleship either.

* http://wiki.eveonline.com/en/wiki/Turret_damage (It's a shame that his BBCode bug is still not fixed)

If you take all the sand out of the box, only the cat poo will remain.

gfldex
#9 - 2012-01-17 12:45:17 UTC
J'Poll wrote:
BTW, Am I the only 'old' pilot here who sees the fun in this sentence.


No you don't. The wheel of time will crash anybody over ... err ... time.

If you take all the sand out of the box, only the cat poo will remain.

malaire
#10 - 2012-01-17 12:46:25 UTC
gfldex wrote:
* http://wiki.eveonline.com/en/wiki/Turret_damage (It's a shame that his BBCode bug is still not fixed)

Longer article about same formula: Turret Damage

New to EVE? Don't forget to read: The Manual * The Wiki * The Career Options * and everything else

Jouron
Hadon Shipping
#11 - 2012-01-24 20:48:04 UTC
Navigation to 5 : 25% bonus to top speed,
Space ship command 5 : 25% bonus to Agility
Evasive maneuvering 5 : 25% bonus to Agility.
Fuel conservation 5 : -25% cap use from AB
Acceleration control 5 : 25% bonus to AB top speed.

These will all contribute to making any mini ship you fly faster and more agile with out signature radius penalties.

Also do you know what damage they were doing? Did you tank accordingly?
Maia Demoncast
Perkone
Caldari State
#12 - 2012-01-24 21:41:54 UTC  |  Edited by: Maia Demoncast
The epic arc seems designed so that as you are doing it, you will progress through frigates to destroyers to cruisers. So switch to your thrasher once you can, then train towards getting minmatar cruiser skill, skills to use medium guns and some gunnery/fitting skills. As those skill finish you should be approaching the end of the epic arc and accumulating some money to buy your first cruiser (probably rupture).

Also some people are suggesting you train some skills to lvl5 right now, which is the wrong thing to do for you I think. Training a skill to lvl5 takes a long time and gives only a small marginal benefit. Unless you need a prerequisite skill for something, it is best to first train as many skill to lvl1, then train them to lvl 2 and so on. You will gain the benefits faster this way.

Eventually you will want to train all support skill to lvl5, buts that's later.
J'Poll
School of Applied Knowledge
Caldari State
#13 - 2012-01-24 22:01:45 UTC
Maia Demoncast wrote:
The epic arc seems designed so that as you are doing it, you will progress through frigates to destroyers to cruisers. So switch to your thrasher once you can, then train towards getting minmatar cruiser skill, skills to use medium guns and some gunnery/fitting skills. As those skill finish you should be approaching the end of the epic arc and accumulating some money to buy your first cruiser (probably rupture).

Also some people are suggesting you train some skills to lvl5 right now, which is the wrong thing to do for you I think. Training a skill to lvl5 takes a long time and gives only a small marginal benefit. Unless you need a prerequisite skill for something, it is best to first train as many skill to lvl1, then train them to lvl 2 and so on. You will gain the benefits faster this way.

Eventually you will want to train all support skill to lvl5, buts that's later.


Not totally agree with this. Most lvl 5 people suggest only take a couple of days and they do help a lot with damage or the abilty to fit ships. Though if you want to be able to progress a bit quicker, level 4 in the skills will do, but I do suggest to get them to level 5 as soon as possible

Personal channel: Crazy Dutch Guy

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Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#14 - 2012-01-25 00:25:18 UTC
gfldex wrote:
J'Poll wrote:
BTW, Am I the only 'old' pilot here who sees the fun in this sentence.


No you don't. The wheel of time will crash anybody over ... err ... time.


Don't get caught in witchspace. Big smile

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Alaric Faelen
Republic Military School
Minmatar Republic
#15 - 2012-01-25 23:57:49 UTC
If I can toss in 2 cents- Eve is actually rather well set up in it's intended path of progression for ships.

That is, at modest SP, you are MORE effective in a smaller vessel than in larger ones. The trend in PvP has been larger hulls and high alpha. So many people blow right by frigates and cruisers and 'learn' PvP in a BC.

Remember that for larger hulls you will also need Drones skills, as well as more robust skills overall to make tight fittings work.

Keeping with the intent of ship progression, you will do better actually taking the steps. I'm pretty new to dedicated PvP myself, and regret every fleet I've been in that I wasn't flying something small and fast.

You can, fairly quickly, fly highly specialized combat roles in small ships- which IMO is a lot more fun than generic DPS boat. Interceptors, as mentioned already, are pretty much the ground floor of the shiny T2 ships. Half the cost of a BC, requires actual flying rather than mashing Approach/Orbit.

As for PvE- I ran missions for-freaking-ever and hated it. I stopped at level 3's rather than buy another mission boat for level 4's- I started just doing a bare minimum of PvE to support PvP- which isn't much if you are flying smaller ships, naturally.

A couple friends I made in New Eden run worm holes together in BC's. With three of us, a few hours of beating up Sleepers left me with more than enough isk to have a hanger full of frigates for melting faces. WH are a way of life in and of themselves in Eve- you might get hooked. Scanning skills help but mine are terrible and I scan down WH pretty easily.

The biggest 'step up' in Eve, really any MMO, is finding other people. You'd be amazed what options are open to The Right Five Guys (tm) in this game.
Teowulff Odinson
Republic Military School
Minmatar Republic
#16 - 2012-01-26 13:53:31 UTC
Grakulus Silmaril wrote:
Up until now a Rifter with a couple of 125mm guns and a Small Shield Booster has been sufficient for all the combat missions but a few missions into the SoE arc I'm up against a tougher set of NPCs.

I don't recall specifically the NPCs (Serpent Faction???...) but the mission asks that I take out their base and the defenders. They are a sudden spike in difficulty and I have had to emergency warp out twice to save myself. So, my first reaction was "we're gonna need a bigger boat" as I was thinking I need to take a step up in DPS soI travelled off to pick up my Thrasher as it has lots of turret hardpoints but am I thinking along the wrong lines here? Is it more about what skills I have rather than what ship I'm in? (I guess a combination of both).

Also keep in mind that most Minmatar missions give NPC rats that deal and are vulnerable to Explosive damage.
Serpentis deal and are vulnerable to Thermal damage so pick a thermal resist and use Phased Plasma.
Ireland VonVicious
Vicious Trading Company
#17 - 2012-01-28 07:23:39 UTC
Your thought process is correct!

Use a destroyer to deal with the SOE arc.
Some people even bring cruisers but destroyers can get the job done.
Using a T1 frigate is going to make things very hard for any player young enough to still get any use out of the SOE arc missions.

The mostly harmless part was funny.
Grakulus Silmaril
Native Freshfood
Minmatar Republic
#18 - 2012-02-01 10:13:53 UTC
gfldex wrote:


7x 150mm Light Prototype Automatic Cannon, 1x OE-5200 Rocket Launcher
1x MWD, 2x Medium F-S9 Regolith Shield Induction
2x Gyrostabilizer II


I think I'll investigate that fit. So far I've seen quite a few fits that don't use a shield booster (including that one) but that does make me nervous. It seems that in all my combats I need to boost shields so having everything passive makes me a little nervous. Is there a reason why so few recommended fits include shield boosters?
J'Poll
School of Applied Knowledge
Caldari State
#19 - 2012-02-01 12:33:42 UTC
Grakulus Silmaril wrote:
gfldex wrote:


7x 150mm Light Prototype Automatic Cannon, 1x OE-5200 Rocket Launcher
1x MWD, 2x Medium F-S9 Regolith Shield Induction
2x Gyrostabilizer II


I think I'll investigate that fit. So far I've seen quite a few fits that don't use a shield booster (including that one) but that does make me nervous. It seems that in all my combats I need to boost shields so having everything passive makes me a little nervous. Is there a reason why so few recommended fits include shield boosters?


That's more or less depending on the ship itself, some ships rule in being passive tanked due to their own bonuses and how the ship layout is (natural shield points, natural armour points, capacitor size and slot layout).

For instance the Drake, it's more or less the king of passive shield tanking but it 'sucks' at active shield tanks. So most of the fits you encounter are based on the natural advantages of a ship and most are found by trial and error by other pilots.

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Petrus Blackshell
Rifterlings
#20 - 2012-02-01 20:27:36 UTC
Grakulus Silmaril wrote:

I think I'll investigate that fit. So far I've seen quite a few fits that don't use a shield booster (including that one) but that does make me nervous. It seems that in all my combats I need to boost shields so having everything passive makes me a little nervous. Is there a reason why so few recommended fits include shield boosters?


The longer a fight lasts, the more beneficial it would be to have an active tank (shield booster or armor repairer).

In PvE, you need to survive for a veeery long period of time. That makes shield boosters and armor repairers essential.

In PvP, you just need to survive until your enemy is dead. That is usually a minute or less. Comparing two modules of the same caliber:

A Medium Shield Extender II gives you +1050 HP in your shields. A Medium Shield Booster II gives you +30 HP/sec while it's active. This means that the booster needs to be active for 35 seconds to have been equally effective to the extender. However, as the amount of HP you get from the booster is not front-loaded (like the HP from the extender), if your enemy does significantly more than 30 DPS your ship will go up in flames much more quickly than if you had the extender.

Additionally, active tanking tends to require a specific fit to accomodate it, to the exclusion of other useful modules (like a web). It also makes you very capacitor-dependent, so if you encounter something with an energy neutralizer you will have trouble.

That is overall why active tanking is not popular. There are some ships that can pull it off (like the Vengeance or the Cyclone) but in general a buffer tank is usually a safer bet.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

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