Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Qui Binder
Gallente Federal Navy Academy
|
Posted - 2009.02.17 16:07:00 -
[1]
I know WHO is hitting me, but how do I know what he's hitting me with?
I was doing a mission, kind of in over my head (translate: repair bill was almost as much as the reward). I visually could see what was hitting me that was doing the most damage but I wasn't sure WHAT type of weapon it was.
I wanted to upgrade my armor specific to that type of attack and I saw armor that gave 25% bonus for kinetic, or a different upgrade for 25% bonus for heat, etc., etc. It was a crap-shoot trying to find the right armor upgrade. I think in the end I made money on that mission but certainly wasn't much.
|
Billy Sastard
Amarr
|
Posted - 2009.02.17 16:11:00 -
[2]
http://eve-survival.org/
go there and look up the mission you are running, the damage types you need to tank for are listed in each mission. <-------------------------------------------------> "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." -Albert Einstein |
Johann Callasan
Caldari
|
Posted - 2009.02.17 16:25:00 -
[3]
Originally by: Qui Binder I know WHO is hitting me, but how do I know what he's hitting me with?
I was doing a mission, kind of in over my head (translate: repair bill was almost as much as the reward). I visually could see what was hitting me that was doing the most damage but I wasn't sure WHAT type of weapon it was.
I wanted to upgrade my armor specific to that type of attack and I saw armor that gave 25% bonus for kinetic, or a different upgrade for 25% bonus for heat, etc., etc. It was a crap-shoot trying to find the right armor upgrade. I think in the end I made money on that mission but certainly wasn't much.
Ya, that happens sometimes. Two ways to go about it:
1) Go to eve-survival,.org and look up your mission. You can use the IGB to look at that site - works fine. It'll list the main damage types you need to tank agaisnt...most of the time, anyway. Sometimes, if it says "Multiple Damage Types", that's laziness on the part of the guy who wrote up that particular mission report. In that case, just look up the rats you're fighting against usingg the link on the site, and it'll show you wnat you need to tank against...usually when they list "multiple types, the combo is EM/kinetic (mercentraies), or EM/thermal (drones).
2) Go to your Character Sheet and look up your combat logs - they usually list what kinds of damage you took - or you can guesstimate by looking at WHAT hit you. If it's railgun charges, it's kinetic/therm. If it's a named missile, look up the missile involved (example: Sabretooth is a light EM missile) and know that missiles only have one damage type.
|
Ki Tarra
Caldari Ki Tech Industries
|
Posted - 2009.02.17 16:32:00 -
[4]
Edited by: Ki Tarra on 17/02/2009 16:35:20
As the others have advised, check out eve-survial for a general overview of the mission. You could also use a site such as eveinfo to get more details about that specific NPC. Originally by: Qui Binder (translate: repair bill was almost as much as the reward)
Unless you are in a rush, you shouldn't have a repair bill. Fit a armour/hull repairer, undock, let them run a few minutes, dock and switch back to your optimal setup.
Footnote - combat logs won't tell you what type of damage. It will tell you the type of missile, which you can then look up as suggested by the earlier poster. The only thing in the combat log that will tell you what damage an NPC turret is doing is the name of the NPC which you can then look up on a site like Eve-Info.
|
Xipher Maddox
|
Posted - 2009.02.17 17:17:00 -
[5]
For quick reference, I keep npc.elfarto.com bookmarked or as my homepage in the in-game browser. That way, I can load it up, type in a search and see a stat breakdown of Shield/Armor Weaknesses and what their attack strengths, HP, etc are.
|
Ghengis Tia
|
Posted - 2009.02.17 17:17:00 -
[6]
Even a minimal amount of ratting/mission-running should yield you a few armor and hull repairers.
Your shield should regenerate by itself, but if you want to do it faster (and are armor tanked) fit a shield booster and repair it outside the station, as has been suggested.
Note that hull repairers are very slow, fit as many as you can to speed up the process.
I only use the repair shops for drones, but you can repair them too with remote armor and hull repairers, but you'll have to train a few skills. Remote armor/hull reppers can also be obtained as loot from ratting and running missions.
|
Qui Binder
Gallente Federal Navy Academy
|
Posted - 2009.02.17 18:02:00 -
[7]
I think I'm "armor" tanked (I say think because I'm not 100% sure of anything lol)
I didn't have an repairer at this station and was too lazy to go buy one I guess. I have a few armor repairers but I really try to avoid any hull damage because that goes quickly once I'm down to that.
No worse feeling, short of losing your ship, than to see hull damage AND hear "capacitor empty" at the same time because you forgot to turn off shield booster.
"Scotty, I need warp speed now please!"
Thanks for the tips. Next time I see a reward 3 or 4 times higher than I'm used to, I'll do more research first. :)
|
Qall Rungbar
The New Era HUZZAH FEDERATION
|
Posted - 2009.02.17 18:45:00 -
[8]
So you've got armour hardeners and a shield booster when you're running the mission? If so, this is not an optimal setup.
As mentioned above, go to http://npc.elfarto.com (works in game), search for the name of the rat(s) that are shooting at you. It'll tell you their damage type dealt. Aim to get your resists up to around the 80% mark for the primary damage type (with the active hardeners running - the fitting screen only shows your resists with the hardeners disabled).
As you're Gallente, I'll assume you're still flying Gallente ships, which means you should be armour tanking. Drop the shield booster. Fit the best armour rep you can afford/fit, and use the mid slots for afterburner and cap rechargers. Lows are armour rep, 2 primary hardeners (ideally), 1 secondary hardener, and if you have any spare slots, a Damage Control is great (helps all resists), then weapon upgrades. ==== Qall |
Ki Tarra
Caldari Ki Tech Industries
|
Posted - 2009.02.17 19:38:00 -
[9]
Originally by: Qall Rungbar So you've got armour hardeners and a shield booster when you're running the mission? If so, this is not an optimal setup.
This!
If you have a shield booster, then you are either shield tanked or doing something wrong.
I would encourage you to read through this guide.
Mixing tanking types is strongly discouraged.
|
Qui Binder
Gallente Federal Navy Academy
|
Posted - 2009.02.17 22:34:00 -
[10]
Probably doing something wrong then. lol I only had the shield booster there because I have space and power to use it. I don't have anything else to put in the medium slots. I have an upgrade for the capacitor but that takes up a low-power slot, with the 200mm plate taking up the other. With 3 guns in the high-power slots, that leaves me with medium slots but nothing fits there that I've found, can fit, and have the skills to use.
For ship upgrades, I don't know what to look for, so I wind up just seeing what's for sale and seeing if it could help me and if I could use it. Someone told me to "armor tank" (Gallente Incursus) so I have a 200mm plate of something (the strongest I could find that I could fit). I also have a damage control unit of some sort... don't have the game here at work so I don't have specifics.
I'll read that Guide to Tanking. Thanks for the Link.
Qall Rungbar: what do you mean by "(with the active hardeners running - the fitting screen only shows your resists with the hardeners disabled)." That didn't make sense to me.
Thanks for the help... there's an aweful lot to this game.
|
|
Louis deGuerre
Gallente Public Funded War Targets
|
Posted - 2009.02.17 23:56:00 -
[11]
Edited by: Louis deGuerre on 17/02/2009 23:55:57
Originally by: Qui Binder Qall Rungbar: what do you mean by "(with the active hardeners running - the fitting screen only shows your resists with the hardeners disabled)." That didn't make sense to me.
Thanks for the help... there's an aweful lot to this game.
An active hardener will only seem to give a tiny boost to your armour or shield resistances. To really see their impact you should undock, turn them on and click get info on your ship or the capacitator window. You will notice the resistances are now much higher. A passive hardener can be activated (hence use no cap), but will always give less extra resistance than an active hardener.
armour plate + small armour repairer is best for the incursus as you only have 2 low slots. Make use of your speed (afterburner in the mids) to get some distance if things go bad, so you repair and head back in.
|
Strom Nekth
|
Posted - 2009.02.17 23:56:00 -
[12]
Originally by: Qui Binder
Qall Rungbar: what do you mean by "(with the active hardeners running - the fitting screen only shows your resists with the hardeners disabled)." That didn't make sense to me.
I think that he's talking about how it can be tricky to see what the effects are of some items that you fit to your ship.
There are three types of armor: 1) Armor plates. These just add armor hit points. If youre in the fitting screen and highlight (or fit) one of these then you'll see your ships' armor value increase.
2) Passive armor hardeners. These increase your resistance to a specific type of attack, or give asmaller boost to all types or give a percentage boost to armor hp. If you highlight or fit one of these then you ship's resistance will update on the fitting screen.
3) Active armor hardeners. These do the same as the passive hardeners but give you a bigger boost. However the boost only actually works when you turn the unit on (like a damage control unit). Because you can't turn them on when you are docked you can't see their activated effect on the fitting screen. (They generally have a 1% passive resist bonus when turned off, but 50% or so when activated.)
|
Baka Lakadaka
Gallente Agony Unleashed Agony Empire
|
Posted - 2009.02.18 02:50:00 -
[13]
Originally by: Louis deGuerre Make use of your speed (afterburner in the mids) to get some distance if things go bad, so you repair and head back in.
The best way to do this is to find a planet/station (you could use a moon in high-sec) and turn towards it, at the same time turning away from the mission rats.
By accelerating up to top speed you can insta-warp to that object (because you don't need to turn or accelrate, you're already at top speed and aligned). If you get into trouble you just warp to that object and you're safe - there are no warp scramblers in lower level missions. While travelling away from the rats, you fire over your shoulder to pick them off. If you get too far away, slow down or move back towards them and repeat the process.
______________________ Isn't it time you learned to fight back? Agony Unleashed Home of the PvP University.
Now Recruiting. |
Qui Binder
Gallente Federal Navy Academy
|
Posted - 2009.02.18 16:33:00 -
[14]
Originally by: Louis deGuerre
An active hardener will only seem to give a tiny boost to your armour or shield resistances. To really see their impact you should undock, turn them on and click get info on your ship or the capacitator window. You will notice the resistances are now much higher. A passive hardener can be activated (hence use no cap), but will always give less extra resistance than an active hardener.
armour plate + small armour repairer is best for the incursus as you only have 2 low slots. Make use of your speed (afterburner in the mids) to get some distance if things go bad, so you repair and head back in.
Thanks for explanation.
BTW, incursus to boom. lol
I was busy trying to notice what the text box said when I got hit "Light Fireburst Thingamajig hit you with 35 damage" and didn't get out of there in time. I had just finished the turn and starting to warp when the fatal blow hit. There is where I could have used Baka Lakadaka's advise about aligning my exit strategy ahead of time, so it goes faster when I need it.
Anyway... I bought a Tristen seeing it's fitting was 4/3/3, but then found out that only 2 of the 4 high-power slots can be for guns. Live & learn, I guess.
I did fill up the lower power slots with a power upgrade, 400mm plating and an armor repairer (which I have to leave off line unless I turn something else off). Armor HP is 1400something. I went back in after the rats that blew up the Incursus and the Tristen was barely scratched.
I appreciate all the advise & tips. Having fun even though I'm not really sure what I'm doing half the time. :)
|
Ki Tarra
Caldari Ki Tech Industries
|
Posted - 2009.02.18 17:33:00 -
[15]
Originally by: Qui Binder I did fill up the lower power slots with a power upgrade, 400mm plating and an armor repairer (which I have to leave off line unless I turn something else off). Armor HP is 1400something. I went back in after the rats that blew up the Incursus and the Tristen was barely scratched.
I would suggest reworking your setup so that you can keep the armour repairer online: repair as you go, much like how you would use a shield booster. The 400mm plate is probably a bit too big for your frigate. It is ment more for cruisers. Fitting it on a frigate will require you giving up a fair bit: ie no missile launchers or armour repairer.
On a Tristan, half of your high slots are for turrets the other half for missiles. The problem is that few Gallente ships fit missiles, so it is questionable if it is worth the time needed to get much out of those missiles.
|
Gartel Reiman
Civis Romanus Sum
|
Posted - 2009.02.18 18:34:00 -
[16]
Originally by: Qui Binder I was busy trying to notice what the text box said when I got hit "Light Fireburst Thingamajig hit you with 35 damage" and didn't get out of there in time. I had just finished the turn and starting to warp when the fatal blow hit. There is where I could have used Baka Lakadaka's advise about aligning my exit strategy ahead of time, so it goes faster when I need it.
You don't need to read in the heat of action; you can bring up the messages log at any time (from the "Accessories -> Log" option on the Neocom menu (the line of buttons on the left)), so in this case you ought to have warped out when your tank was in trouble, and then taken as long as you needed to look through the damage logs while safe.
As noted by others above though, the Incursus is a bit of a strange armour tanker in that it only has two low slots. Consequently you don't have much freedom to harden against specific damage types even if you can identify what's hitting you, since after fitting the armour rep you only have one low slot left. There's two philosophies to what could go in here; a resistance module (ideally an EANM, or just an Adaptive Nano Plating if you're low on CPU/skills) would be the best choice in general, since this reduces the damage you take from all hits and consequently will increase the efficiency of your armour repairer. Alternatively, if your repper is being overwhelmed by the incoming damage with your current skills/tactics, then an armour plate (200mm is likely to be the most appropriate size) will at least give you a bit more of a buffer to pop those few extra NPCs before you have to warp out, and make things much easier when you come back.
Don't forget the tactics, too - in lower level missions, the NPCs like to swarm you with short-range guns. Make sure you fit an afterburner and long-range guns, then stay away from them picking them off at your leisure. While it's tempting as a new player to fit out your ship with all kinds of modules for a variety of situations, you'll generally have much greater success if you fit for a specific tactic, so that every module slot you have is increasing your efficiency in this area. So as a general starting point, I'd expect a fitting like the following should be decent:
3 x 125mm railgun
1 x 1mn afterburner 2 x Cap rechargers
1 x small armour rep 1 x energized adaptive nano membrane
Fit the railguns with an ammo that gives them a reasonable range (if you compare ammos you'll notice that they run the spectrum from short range & high damage, to long range & low damage). Iridium is a nice tradeoff usually, as this gives a small range bonus without sacrificing too much damage. Depending on the quality of the guns you use and your skills, this will give you an optimal range of between 11 and 15 km, which should be more than enough to stay away from most of the smaller ships and take them out before they can hurt you.
Notice as well how every module helps with this particular tactic; long-range guns to do damage from range, the afterburner to give enough speed to maintain the range gap, the EANM to reduce whatever damage does hit you from that range, the armour rep to patch up what gets through, and the cap rechargers to give you enough juice to keep everything running (the armour rep in particular takes a lot of capacitor; ideally you won't need to run it that often, but the ability to do so, especially if you get into a bit of a sticky spot before you can burn out of range, is very nice to have).
|
Wa'roun
Eve University Ivy League
|
Posted - 2009.02.18 18:36:00 -
[17]
Cheap advertisement for Eve University for you newbs.
Teaching new capsuleers for years. Join channel: "Eve University" or read here |
Ki Tarra
Caldari Ki Tech Industries
|
Posted - 2009.02.18 18:54:00 -
[18]
Originally by: Gartel Reiman 3 x 125mm railgun
1 x 1mn afterburner 2 x Cap rechargers
1 x small armour rep 1 x energized adaptive nano membrane
This is a good setup, and I would recommend using it as a baseline.
You might also think about swapping the EANM for a Magnetic Field Stabilizer.
If your afterburners are able to keep you out of range, the extra damage from the MFS could make up for damage lost by using longer range ammo.
Also concider that "dead rats deal no damage": gank is sometimes better than tank.
Which tactic is more effective will depend on the situation: you should get used to the idea of refitting your ship slightly depending on the mission you are facing.
|
Celia Therone
|
Posted - 2009.02.19 01:18:00 -
[19]
One more piece of advice: Move up to a Catalyst as soon as possible.
This is the Gallente destroyer, so you can probably train the necessary Destroyers I immediately assuming that you have Gallente Frigate III already. IF not these are both quick trains.
The Catalyst itself costs around 900,000isk if memory serves.
Throw an afterburner in the mids, an armor repairer in the lows and some armor boosting plates.
Then fill as many of the 8(!) highs as you can with 125mm rails or 150mm rails (you wont have the skills to fit too many of these) with long range ammo like iridium.
Use the afterburner to get range, then pick off the level 1 frigates with ease.
You should crush most level 1 missions. Be careful, however, about level 2 missions. The Catalyst can be a bit fragile for some of those - it's probably best to move up to a cruiser like a Vexor.
|
Qui Binder
Gallente Federal Navy Academy
|
Posted - 2009.02.19 06:45:00 -
[20]
Originally by: Gartel Reiman
3 x 125mm railgun
1 x 1mn afterburner 2 x Cap rechargers
1 x small armour rep 1 x energized adaptive nano membrane
Thanks for the suggestion. I'll see what I can fit off that list.
Originally by: Wa'roun Cheap advertisement for Eve University for you newbs.
Teaching new capsuleers for years.
I actually applied a couple days ago. I'm trying to catch someone online who has the time to talk. I'm off work tomorrow, so I'll try again then. :)
|
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |