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Missions & Complexes

 
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I think I'm doing it wrong (level 1missions)

Author
Severian Autarch
Tribal Liberation Force
Minmatar Republic
#1 - 2012-01-22 22:24:32 UTC
Playing for a month. Using a Rifter. Tried active and passive tanks. Got pretty good at approaching npc's on transverse. I don't get hit until I'm close.

Problem is that my weapons (autocannons and missiles I can use) hit best within 1000 so I orbit an npc close. But then even though I may take him out sometimes, there are always at least two others close by, and I die. Can't seem to separate them. Can't get them from far away. Don't bit too hard when I do hit.



Help!


Spineker
#2 - 2012-01-22 22:29:25 UTC
Optimal + Falloff = what?

Also dont level 1 mission rats die in a single shot
Severian Autarch
Tribal Liberation Force
Minmatar Republic
#3 - 2012-01-22 22:39:53 UTC
1. 4800 m

2. My client must work different. They just kind of chuckle at me after one hit.

Khanh'rhh
Sparkle Motion.
#4 - 2012-01-22 22:43:29 UTC  |  Edited by: Khanh'rhh
You will never be able to mitigate damage by using transversal when you are in a 1 vs many situation; some will always have position on you.

In this scenario, it's best to kite the rats. That is to say, deliberately keep at range and use long range weapons against them.

For you, I would suggest an artillery fit Thrasher. Try to keep about 10-12km (dependent on skills) away from them and blow them away as they try to chase you.

A second advantage in this technique is the rats will have poor transversal against you, as they are coming straight at you. Your artillery should pop one rat per shot. It's best to actually ungroup the weapons (4+3 for example) as you can usually pop one per sub-group.

Google "eve kiting" if this doesn't make sense.

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,

Derath Ellecon
University of Caille
Gallente Federation
#5 - 2012-01-22 23:02:00 UTC
Khanh'rhh wrote:
You will never be able to mitigate damage by using transversal when you are in a 1 vs many situation; some will always have position on you.

In this scenario, it's best to kite the rats. That is to say, deliberately keep at range and use long range weapons against them.

For you, I would suggest an artillery fit Thrasher. Try to keep about 10-12km (dependent on skills) away from them and blow them away as they try to chase you.

A second advantage in this technique is the rats will have poor transversal against you, as they are coming straight at you. Your artillery should pop one rat per shot. It's best to actually ungroup the weapons (4+3 for example) as you can usually pop one per sub-group.

Google "eve kiting" if this doesn't make sense.



Pretty much this.

Generally it seems:

PVP-Short range weapons
PVE-Long range weapons
Teowulff Odinson
Republic Military School
Minmatar Republic
#6 - 2012-01-23 00:50:29 UTC
Derath Ellecon wrote:

Generally it seems:

PVP-Short range weapons
PVE-Long range weapons

Well .. kiting is one viable technique. But you can also use an afterburner to speed tank, active shield to repair damage, use rat specific hardeners and tracking enhancers to get some extra range and preciscion.

Using short range weapons in missions isn't neccessarily bad, you just need the right ship setup and skills to make it work.
Severian Autarch
Tribal Liberation Force
Minmatar Republic
#7 - 2012-01-23 00:59:47 UTC
Khanh'rhh wrote:
You will never be able to mitigate damage by using transversal when you are in a 1 vs many situation; some will always have position on you.

In this scenario, it's best to kite the rats. That is to say, deliberately keep at range and use long range weapons against them.

For you, I would suggest an artillery fit Thrasher. Try to keep about 10-12km (dependent on skills) away from them and blow them away as they try to chase you.

A second advantage in this technique is the rats will have poor transversal against you, as they are coming straight at you. Your artillery should pop one rat per shot. It's best to actually ungroup the weapons (4+3 for example) as you can usually pop one per sub-group.

Google "eve kiting" if this doesn't make sense.


Thanks. That works a whole lot better!
Severian Autarch
Tribal Liberation Force
Minmatar Republic
#8 - 2012-01-23 01:00:26 UTC
Teowulff Odinson wrote:
Derath Ellecon wrote:

Generally it seems:

PVP-Short range weapons
PVE-Long range weapons

Well .. kiting is one viable technique. But you can also use an afterburner to speed tank, active shield to repair damage, use rat specific hardeners and tracking enhancers to get some extra range and preciscion.

Using short range weapons in missions isn't neccessarily bad, you just need the right ship setup and skills to make it work.


I'm not good enough to do this yet. Thanks. I'll keep kiting for awhile then move this.
iNFoRMaLiTY11
Viziam
Amarr Empire
#9 - 2012-01-23 07:00:06 UTC
Well if youve played for a month i have to ask do you do have small projectile weapons at 5 and if not then why?

I grinded standings for datacore farming in autocannon trasher with passive tank. T1 modules for tank not even named was all it took for both level 1-s and 2-s.

Barrage my friend. It has awesome range and a rack of autocannons on trasher just kills one npc a cycle. Fast and effective.

My trasher was fitted with 1 afterburner, 2 medium shield extenders in mids, 1 shield power relay in low and a power diagnostics system because i couldnt be arsed to train support skills for alt that never sees more combat. Biggest T2 autocannons 200-s i belive and its set for both level 1 and level 2 missions

The ship goes 500 something m/s, has enough tank to either tank all missions or very very rarely warp out. Range with barrage is round 7-ish km from optimal + falloff. Pops stuff in 1 or 2 cycles of guns. Even with barrage-s tracking penalty the ship had no problem hitting stuff.

Yes i know the optimal bonus on trasher would favor artilleries but really in level 1 and 2 missions the 7 year rate of fire on arties make missions go as slow as Forrest Gumps head. And Barrage S is not that expensive. Heck if you have the skills fro AC trasher i can donate you my old one with a cargo load of ammo as i dont use it anymore anyway.

Skills i trained from top of my head:

Small projectile 5
Motion Preediction 3
Gunnery 3
Small autocannon specialization 1
Destroyers 3
Shield upgrades 1
Energy grid upgrades 1
Afterburner 1

Total with worst imaginable remap (had int/mem remap for science skills) with no implants it was still heavily under 1 week. Round 4 days of training id say.

But if youve trained any other support skills in your month you might be able to switch something in the low slots for more damage or slap a tacking enhancer there or something to make things go boom even faster.
Vaerah Vahrokha
Vahrokh Consulting
#10 - 2012-01-23 11:45:26 UTC
You either need good tank, good gank or a good mix of two (harder to achieve than the former 2).

With a short range ship you need big gank and "speed tank" (don't stand still!) else you will melt.

With a long range ship you can snipe 1 ship at a time and you can also kite a group while sniping them 1 by 1. It's more newbie friendly.
DeMichael Crimson
Republic University
Minmatar Republic
#11 - 2012-01-23 12:15:59 UTC
Sounds like you might be having a problem with your defensive tank. Most new players have a tendency to mix different types of defensive tanks which basically lowers your defense capacity in half. Also some forget to train up all related skills pertaining to the specific tank of choice.

Usually the progression would be Level 1 missions in Tech 1 Frigate or Destroyer. Level 2 missions in Tech 1 Cruiser or Tech 2 Frigate. Level 3 missions in Tech 1 Battlecruiser, Tech 2 Cruiser and Frigates. This is when you'll need to start fitting for increased resistance and start countering NPC EWAR. Level 4 missions in Tech 1 Battleships, Tech 2 Battlecruisers. These missions tend to have a lot of EWAR.

As a new player, it's easier to do a passive shield tank coupled with speed and short range weapons on a Rifter. You should have no problem completing level 1 and level 2 missions, especially if you continue to upgrade the fit and train up all related skills. Usually just turn on AB, keep it active and set orbit about 700m range with EMP S ammo loaded, target and shoot. Just remember to keep moving.

Basic Rifter Fit (upgrade when skill permits)

High slot:
3x 150MM Light Autocannon I
1x Rocket Launcher I

Mid slot:
1x 1MN Afterburner I
1x Medium Shield Extender I
1x Shield Recharger I

Low slot:
1x Shield Power Relay I
1x Power Diagnostic System I
1x PDS or SPR (depends on skills)

Rig slot:
1x Small Anti-EM Screen Reinforcer I
1x Small Core Defence Field Extender I
1x Small Core Defence Field Purger I

Always remember that the higher Meta level modules will have better attributes and are easier to fit, Of course they also cost more. Train up related skills and upgrade modules asap. Goal is to go with Tech 2 modules and eventually replace the Shield Recharger with an Invulnerability Field module and replace one of the low slot modules with a Gyrostabilizer or Tracking Enhancer module. A fully trained Tech 2 rigged and Faction fitted Rifter can complete most level 3 missions but it's not really time or ISK efficient.

The Evelopedia has a lot of Guides.
MadMuppet
Critical Mass Inc
#12 - 2012-01-24 04:34:48 UTC
Please don't think I am bashing you but I have a hard time believing that you are getting killed in level 1 missions flying a Rifter. Are you sure you are talking to a level 1 agent and not a level 2?

I just flew four (combat) L1 missions with on my corp alt (818,000sp)
Skills include
small projectile 3
Frigate 4
Gunnery 3
Rapid fire 2
Shield Operations 4
Afterburner 5
Navigation 5
Evasive Maneuvering 3

The ship was this:

[Rifter, Testflight Cap Stable]
[empty low slot]
[empty low slot]
[empty low slot]

1MN Afterburner I
Civilian Shield Booster I
[empty med slot]

125mm Gatling AutoCannon I, EMP S
125mm Gatling AutoCannon I, EMP S
125mm Gatling AutoCannon I, EMP S
[empty high slot]

[empty rig slot]
[empty rig slot]
[empty rig slot]

I can run the AB and the shield booster all day (cap stable).

Lowest my shield ever got was 73% during 'Whats in a name part 1 of 5'.

What kind of ammo are you using? Perhaps you are not using short range ammo (EMP, Phased Plasme, Fusion...)
My tactics for the mission where you are supposed to kill things (two of the 'What's in a name' chain are non-combat recon missions, make sure to read the details) were to target the nearest guy while orbiting at 1000m on with the AB running and the Shield booster running while firing away. When that guy was almost dead I targeted the second guy and hit orbit as soon as number one died and opened fire on him... repeat as necessary. I only used EMP ammo (even on the Gallente).

Again, something seems wrong here.

This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.

"If you are part of the problem, you will be nerfed." -MadMuppet

Spineker
#13 - 2012-01-24 04:42:34 UTC
Have any better luck Sever?

Remember in the early days don't jump around skills pick one set and go for it. If you love guns stick with them and learn them they are really good, although missiles in the early stages are better for PVE. Even if you just get standard missile 2 or 3 and grab a Missile frig you will burn through L1 missions. Which kind of contridicts what I just said about sticking with skill set to start but nothing wrong with grabbing a few hours of missiles just to be able to make some isk for books etc. Once you get your gun skills up a little (gun skills take far more skill) and understand how the falloff and optimal work you will roll on.

Although if I were to do it over I would get destroyer 3 and get a Caldari gun boat and lay waste to L1s.

Hmm maybe I am confusing things LOL
Devil tiger
#14 - 2012-01-24 10:37:37 UTC
Your skills just suck mate.
the rifter is fine.

With proper skills you can target to 30km and hit easily to 15-25km with small AC

Either you need more skill training or sturdier ship to take the heat from npc's while figuring what buttons to press.