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Beazal
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Posted - 2010.01.16 07:38:00 -
[1]
Edited by: Beazal on 16/01/2010 07:38:36 Alright, so I just came back to EVE after a bit of a break and I'm having the same issue I had before which ultimately lead me to lose my Dominix tonight on a level 3. I was running:
High slots - Doesn't matter, salvagers/tractor and a drone link augmentor Mids - 5X Cap recharger II X CCC 4X mission specific hardeners, DC II, 2X Large reppers Hobgoblin II's and Hammerhead II's
It said I was cap stable at 32% or something and I was doing Portal of War pt. 2. I jumped into the Amarr area and sure enough my cap dropped down to roughly 30%, and it slowly started dipping lower and lower each time until eventually I realized I was going to run out. Needless to say, lost my ship. I have a 7M SP character and am working towards sentry drones and T2 heavies but I figured I could at least handle a level 3. Any tips so I don't make the same mistake?
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Smokie McLottapot
Caldari Keepers Of The Gate
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Posted - 2010.01.16 07:53:00 -
[2]
Simple, Amarr Navy (as well as Blood Raiders) nuet. My Siggy :) Prove it wrong!
Originally by: SirMolle Strategy
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Beazal
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Posted - 2010.01.16 07:56:00 -
[3]
Originally by: Smokie McLottapot Simple, Amarr Navy (as well as Blood Raiders) nuet.
Then how do you deal with them exactly? If I can't keep my cap stable I can't keep my tank stable and then /fail
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Zith Vasha
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Posted - 2010.01.16 08:00:00 -
[4]
Kill the ships neuting you, look on your overview it will tell you.
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Smokie McLottapot
Caldari Keepers Of The Gate
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Posted - 2010.01.16 08:03:00 -
[5]
My suggestions: #1 lose 1 x armor rep for better resists, thus making your cap much easier to manage #2 Consider a cap booster for those missions, just to get you out of a hard spot ... ... ... #3 passive shield tank (yeah I know, but it works for most lvl 3's) #4 skill for drake just for those missions (boooo dps)
My Siggy :) Prove it wrong!
Originally by: SirMolle Strategy
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Awesome Possum
Underworld Excavators
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Posted - 2010.01.16 08:17:00 -
[6]
1. don't run amarr missions 2. don't run blood raider missions 3. don't run lvl 3s in a domi 4. profit? ♥
Wreck Disposal Services |
cal nereus
Cal Temp Agency
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Posted - 2010.01.16 09:46:00 -
[7]
Edited by: cal nereus on 16/01/2010 09:46:58
Well, the 4hardeners/2repairers set works well for me. I'd recommend pulsing the second repairer and keeping yourself aligned to warp just in case things go badly. If you want, try starting at sentry-sniping range (40 to 80 kilometers with sentry drones). I use an omnidirectional tracking unit and I have no trouble popping frigates and cruisers with the sentries from those ranges. If anything gets too close, out come the heavies or mediums.
Mission rats with neutralizers are a bit of a tough nugget. If you can't destroy them before they kill your cap, consider not fighting the Amarr anymore. Or if you absolutely must, try using a passive tank. You won't need your cap as much, especially since most of your damage is from drones anyways. Clear Skies Day of Darkness |
Veloni
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Posted - 2010.01.16 11:08:00 -
[8]
I never understood those full rack of salvager/tractors with dual rep.
Imo 1 rep, 4 hardeners, 2 magstabs mids: 2omni tracking links, cap rechargers highs: 1 drone link + whatever guns you can fit, 250's or 350's
Tanks everything (or maybe not something like AE bonus room) and goes trough everything much faster then all those dualrep/whatever fail-fits.
If you had a similar fit you would have just killed everything before your cap and tank started breaking.
1 repper + 4 hardeners is enough for everything, just there will be a lot of times when your tank is gonna fail slowly, but if you kill the cruisers/bc's in the approach, or just shoot a BS from between the spawn youll never have any problems.
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Kaian Voskhod
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Posted - 2010.01.16 11:18:00 -
[9]
I disagree with you: high slots does matter.
The more dps you spit, the less damages you take because all rats die before hurting you.
I play with the following domi
LOW 1 Faction armor rep 4 hardeners T2 2 Faction damage mod
Medium mix of Cap rech and or tracking / web / AB. The most important is to remain cap almost cap stable (20min is ok)
High: 6x 350mm ^^ That adds 300-400dps heh.
And rigs! 1-2 nanobots 1 CCC
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Zaryah
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Posted - 2010.01.16 19:38:00 -
[10]
....
People lose battleships in L3s?
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Haniblecter Teg
F.R.E.E. Explorer Wildly Inappropriate.
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Posted - 2010.01.16 20:29:00 -
[11]
Edited by: Haniblecter Teg on 16/01/2010 20:32:02 First of all, don't forgoe your guns. Throw some large blasters up there and you can begin to smoke larger rats at 20km.
No AB, so I'm assuming your using sentry drones...cause if you're not, get an AB and zoom around...and you DEFINITELY want heavies, because medium drones just won't cut it.
You're dropping below 30% because you're running dual reppers. You don't need that much rep if you kill teh rats faster, esp. in a level 3.
Also, what level of gall Bs do you have? Are you fielding 5 drones?
EDIT: Get rid of the Damage control. It only saves you if you failed, and you're better served with a speed mod (if using an AB) mag stab (if you put some guns up there, doesnt even have to be large) or another resist.
Double check that you're tanking the right damage.
Make sure you know what the fixed turrets are doing to you, theres stasis batteries AND NOS batteries. ----------------- Friends Forever |
Burnharder
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Posted - 2010.01.16 22:22:00 -
[12]
Fit a cap booster. Mids should be HB II and 4x CRII. You can carry 5 charges in the booster and around 19 in the cargo bay (800's). That should see you through a heavy neuting.
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Bibbleibble
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Posted - 2010.01.16 22:27:00 -
[13]
Edited by: Bibbleibble on 16/01/2010 22:27:53 I used to run missions in this Domi:
[Dominix, Dominix] Power Diagnostic System II Large Armor Repairer II Large Armor Repairer II Armor Thermic Hardener II Armor Thermic Hardener II Armor Kinetic Hardener II Armor Kinetic Hardener II
Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
Dual 250mm Railgun II, Antimatter Charge L Dual 250mm Railgun II, Antimatter Charge L Dual 250mm Railgun II, Antimatter Charge L Dual 250mm Railgun II, Antimatter Charge L Dual 250mm Railgun II, Antimatter Charge L Dual 250mm Railgun II, Antimatter Charge L
Large Capacitor Control Circuit I Large Capacitor Control Circuit I Large Sentry Damage Augmentor I
Bouncer II x5
But then I up-gunned myself to this:
[Dominix, Dominix] Magnetic Field Stabilizer II Magnetic Field Stabilizer II Large Armor Repairer II Armor Thermic Hardener II Armor Thermic Hardener II Armor Kinetic Hardener II Armor Kinetic Hardener II
Omnidirectional Tracking Link I Omnidirectional Tracking Link I Cap Recharger II Cap Recharger II Cap Recharger II
350mm Railgun II, Antimatter Charge L 350mm Railgun II, Antimatter Charge L 350mm Railgun II, Antimatter Charge L 350mm Railgun II, Antimatter Charge L 350mm Railgun II, Antimatter Charge L Drone Link Augmentor I
Large Capacitor Control Circuit I Large Capacitor Control Circuit I Large Sentry Damage Augmentor I
Bouncer II x5
Oh, and be very very very careful around Blood raider or Amarr NPCs as they often come with Noses and Neuts that will knock you off your cap stability if your not careful.
I suggest you look at this before every mission until you get to know them a bit better, and make sure you gank the nosing npcs first.
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Jainia Soltella
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Posted - 2010.01.17 07:26:00 -
[14]
One general tip, regardless of the ship that you fly:
When you are worried about your cap/tank, align to a celestial (planet, gate, or station, just select it and click the "Align" button in the Selected Items Window) if things go pear-shaped, you can insta-warp out before dying.
Just make sure that you kill scramming frigs first, and there should be no reason to die to NPCs.
PS: DONT WAIT FOR YOUR DRONES if you need to warp out. Replacing them is usually easier/less expensive then replacing your ship.
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Veliria
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Posted - 2010.01.17 11:46:00 -
[15]
Originally by: Zaryah ....
People lose battleships in L3s?
I'm still trying to wrap my head around this... The ONLY mission where I may understand this would be New Frontiers 5 of 7 in it's original state. Six very powerful neut towers at 50-80km and getting spawns for each one you killed. I think there were even scram frigs in that one, I always brought a SPR Drake for that mission.
How did you end up having to take so much damage that you needed both reppers on constantly? It seemed the neuting the rats did was rather minor and only just enough to push you past peak recharge.
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Deb Dukar
Minmatar
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Posted - 2010.01.17 13:33:00 -
[16]
Originally by: Kaian Voskhod I disagree with you: high slots does matter.
The more dps you spit, the less damages you take because all rats die before hurting you. ...
so true. i used to run my missions in an overtanked Maelstrom. mission was slow and rubbish. then i screw half of the tank, piled up damge and range mods, 800mm autos and a cap booster. im now running through missions like crazy and barely need my tank (lvl4 missis).
so in short ... DPS is your friend. sto even thinking about afking missions. it might be possible but its not worth the effort. ------------------------- horray for typos |
tempus deathbringer
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Posted - 2010.01.17 14:11:00 -
[17]
Edited by: tempus deathbringer on 17/01/2010 14:15:58
Quote: The ONLY mission where I may understand this would be New Frontiers 5 of 7 in it's original state
i hit this on my myrm and lost my ship the first time i did it. mission taught me alot about piloting in eve , it was a painful learning experience but necessary for a 6mil sp pilot like myself.
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Celia Therone
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Posted - 2010.01.17 22:19:00 -
[18]
Originally by: Beazal High slots - Doesn't matter, salvagers/tractor and a drone link augmentor Mids - 5X Cap recharger II X CCC 4X mission specific hardeners, DC II, 2X Large reppers Hobgoblin II's and Hammerhead II's
Fit guns in the high slots. Mediums are fine if you can't fit large yet. This helps to kill things and the faster things die the smaller the risk that you'll lose your tank.
Consider swapping out one hardener for a capacitor power relay, gives you a much stronger cap.
Why didn't you turn off one of your lar ii's when you saw your cap dropping below stable? Were you really taking so much damage that you needed both on 100% of the time? Lar ii's take huge amounts of cap so turning one off even for a few seconds can preserve your cap stability around max recharge.
Why didn't you warp out of the mission when you saw your tank failing? Always kill warp scrambling ships (typically frigates) first unless you believe that they're the trigger for the next wave. You know how to see which ships are scrambling you from the overview, right? And to align to a celestial (like a planet) if you think you might have to warp out so you can do so pretty much instantly?
Also you know that accepting an anti-empire faction mission will destroy your rep with that faction really quickly? It's a ton of work to recover that faction...
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AmarrVictor
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Posted - 2010.01.17 23:40:00 -
[19]
if that tank isn't keeping you alive then no tank will. Your problem is lying in how you do the mission and get the agression. You should be able to tank with that setup np whatsoever unless you run out of cap. are you using the mission guides?
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Von Kapiche
Minmatar
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Posted - 2010.01.18 00:30:00 -
[20]
Heh, I almost lost a Domi in Angel Blockade 3 once, but I'd popped every trigger and thats an awful lot of missiles.
OP: single ( faction ) LAR, at least one ANP rig, and cap booster for missions with neuts. Incoming damage does not stay constant, so why should your tank. Making one LAR work as well as two cuts down your cap use pretty significantly, eh.
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Terianna Eri
Amarr Senex Legio Get Off My Lawn
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Posted - 2010.01.18 02:57:00 -
[21]
Originally by: Zith Vasha Kill the ships neuting you, look on your overview it will tell you.
I'm pretty sure that this isn't true, only midslot ewar shows up on the overview. For neuts/nos you'll have to follow the line of effect from your ship to the offending ship. ________________
Originally by: CCP Incognito PS the "time to P*nis" is the shortest time recorded in human history. :)
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Zulric
The Praxis Initiative
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Posted - 2010.01.18 03:46:00 -
[22]
Edited by: Zulric on 18/01/2010 03:47:28
Originally by: Veliria
I'm still trying to wrap my head around this... The ONLY mission where I may understand this would be New Frontiers 5 of 7 in it's original state. Six very powerful neut towers at 50-80km and getting spawns for each one you killed. I think there were even scram frigs in that one, I always brought a SPR Drake for that mission.
How did you end up having to take so much damage that you needed both reppers on constantly? It seemed the neuting the rats did was rather minor and only just enough to push you past peak recharge.
NF5/7 doesn't scram any more. I did it a few days ago. :)
I'd say he just turned both reppers on and slowboated over to the neut towers..
Originally by: Terianna Eri
Originally by: Zith Vasha Kill the ships neuting you, look on your overview it will tell you.
I'm pretty sure that this isn't true, only midslot ewar shows up on the overview. For neuts/nos you'll have to follow the line of effect from your ship to the offending ship.
It doesn't, but they are named [Faction] Neutralizer [Type] so they're a bit obvious.
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Terianna Eri
Amarr Senex Legio Get Off My Lawn
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Posted - 2010.01.18 03:50:00 -
[23]
Originally by: Zulric
Originally by: Terianna Eri
Originally by: Zith Vasha Kill the ships neuting you, look on your overview it will tell you.
I'm pretty sure that this isn't true, only midslot ewar shows up on the overview. For neuts/nos you'll have to follow the line of effect from your ship to the offending ship.
It doesn't, but they are named [Faction] Neutralizer [Type] so they're a bit obvious.
Really? Hmm, I haven't seen that... I'll look for it. ________________
Originally by: CCP Incognito PS the "time to P*nis" is the shortest time recorded in human history. :)
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jfkthesecond
Caldari Interstellar War Supplies
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Posted - 2010.01.18 08:44:00 -
[24]
drop damage control for cap power relay
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Snow Banshee
Amarr Ruatha Holding
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Posted - 2010.01.18 09:29:00 -
[25]
your setup overtank L4 .. figures L3.
for sure you would be able to tank everything even with only 1 rep.
Your mistake is to activate everything without considering the dps they are doing. Activete yust 1 rep .. and look hot it goes... if the second one is needed, turn it on since you have not killed something.
and also: for l3 missions 6x 250mm are nice :)
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