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Halborn
Celtic Technologies Inc.
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Posted - 2010.09.19 15:28:00 -
[1]
Hey, I just started a new guy which I want to focus on first being a very capable mission runner in a caldari vessel (Drake,Raven,CNR,Golem) and then later on a PvP in Minmatar ships like Vagabond and Hurricane.
As my main has only flown amarr i'm pretty clueless when it comes to missile skills. So my question is whats the main missile skills that are really important for everything up to golem? Any other advice is also welcome Thanks ------------------------------
CEO Celtic Technologies Inc. |
Irae Ragwan
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Posted - 2010.09.19 15:40:00 -
[2]
All of them sans Guided Missile Precision will be applicable to a golem. GMP only applies to GUIDED missiles (standard, heavy, cruise).
If you intend to fly all those missile boats, you should probably aim to V them all. Barring that, you could leave GMP and Warhead Upgrades at IV, those are probably the least dps per training time at V.
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Halborn
Celtic Technologies Inc.
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Posted - 2010.09.20 00:13:00 -
[3]
Originally by: Irae Ragwan All of them sans Guided Missile Precision will be applicable to a golem. GMP only applies to GUIDED missiles (standard, heavy, cruise).
If you intend to fly all those missile boats, you should probably aim to V them all. Barring that, you could leave GMP and Warhead Upgrades at IV, those are probably the least dps per training time at V.
Was planning on skipping battlecruiser V as i'll be going into a raven fairly quickly and i'd rather spend the time on Battleships V which ofcourse gives me access to the golem. Right so every support missile to V apart from precision and maybe warhead upgrades gotcha! thanks ------------------------------
CEO Celtic Technologies Inc. |
Irae Ragwan
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Posted - 2010.09.20 04:59:00 -
[4]
I'd spend some time in a CNR before you go burning up lots of time on torp and marauder skilling. Marauders in general (well, salvage in general) aren't really any better than a CNR imho. And in some cases are quite sub-optimal by comparison.
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Lysia Imsadi
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Posted - 2010.09.23 12:07:00 -
[5]
Originally by: Irae Ragwan All of them sans Guided Missile Precision will be applicable to a golem. GMP only applies to GUIDED missiles (standard, heavy, cruise).
Just want to make sure no confusion arises: Guided missile precision affects all standard, heavy and cruise missiles - not only the FoF ones.
That beeing said, why would you use a golem with torpedoes? What you gonna do against npcs that orbit at high distance or in case the npcs start at >>50km range?
In my opinion a CNR is still better than the golem for mission running if you do not need to loot/salvage in it.
Greets, Zha
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Halborn
Celtic Technologies Inc.
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Posted - 2010.09.25 00:19:00 -
[6]
Well as there is gonna be a dedicated salvage ship it would be interesting to see if marauders get left behind especially if you have a 2nd account as that noctis can salvage stuff fierce by the looks of it.
I will probably stay in a CNR til i can afford a full faction fit golem ofcourse why bother buying a marauder if you cant afford the full setup. What i was saying was i'd rather train Battleships V (which will boost the CNR) than train battlecruiser to V as drakes can do level 4 but CNR clearly surpasses it. ------------------------------
CEO Celtic Technologies Inc. |
Helen Hunts
Gallente Red Dragon Mining inc Red Dragon Industries
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Posted - 2010.09.25 20:31:00 -
[7]
Originally by: Lysia Imsadi
That beeing said, why would you use a golem with torpedoes? What you gonna do against npcs that orbit at high distance or in case the npcs start at >>50km range?
In my opinion a CNR is still better than the golem for mission running if you do not need to loot/salvage in it.
Actually, with a GOOD torp setup, the Golem runs out of targets very quickly, and usually within tractor range. A CHEAP Golem setup is... a bit better than the Raven/RNI.
4x T2 Siege Launcher 2x Tractor, 1 Salvager 1-2 Republic Fleet target painters Some tank 3-4 CN or DG BCS (optional Damage Control) Drones. Rig with Hydraulic Bay Thrusters and Rocket Fuel Cache (T2 FTW) and you're pretty much set on the ship end. Implants make this from pretty good to Excellent. Slots 6, 7, 9 and 10 all have some nice options for missile range/RoF and Torp damage. 3% implants are cheap enough. 5% implants are expensive, but are worth it.
That being said, I can tag 37.5k orbit Serpentis with standard torps with kills in 2-4 volleys. (Rage doesn't dependably hit those 37.5k orbits, sadly) Javelins reach out to 60+. And I can do it all with a mostly T2 fit. (Started with just a pair of Pithi B small boosters, really) _______________________________
Mine da rocks, make more ships. Pop da rats, make more rigs. Sell da gear, make more money.
Any Questions? |
Bokanon
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Posted - 2010.09.26 00:56:00 -
[8]
Consider FOF in mission running. It can get way boring to rely on them and sometimes they are useless but against lots drones or when you are feeling lazy they are the ticket.
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