MadMuppet
Universal Freelance CONSORTIUM UNIVERSALIS
522
|
Posted - 2012.08.18 22:39:00 -
[1] - Quote
Michell Starstrider wrote:I followed a lot of the suggestions and used Armor Repair and Armor Plates to Armor Tank. I'm very disappointed in Small Hybrid Turrets, by the time I've gotten close enough to a target for them to be effective... the enemy has already been shooting me up quit a bit. Considering Hybrid Turrets are the suggested Weapon type for all Gallente ships, that's pretty disheartening. The Missiles work long range, but the DPS isn't great against tougher targets.
I will say the Armor Repair module worked surprisingly well in combination with the Armor Plates, but I still had to go Repair at the station before killing the Boss. That does not feel very heroic, it actually feels very cheap and almost borderline cheating.
I appreciate people's suggestions, I am trying everything you guys are saying. My Hybrid Turrets and Missiles were totally ineffective against the Boss and took forever to kill him. All the while, he's tearing through my Shields in about 3 seconds and is still doing quite a bit of damage to my Armor. As I said, I had to actually go repair and come back to beat the damn guy.
Should I just forget about Hybrid Turret Blasters? They really don't seem to be very effective, even when you're right on top of your target the DPS feels dismal.
Short range fighting is painful at first becuase you do have to suffer the 'wall of gun fire' as you close. However, once you are on top of your target you can often gun 'under the guns' of bigger ships (you are moving faster than their guns can turn to shoot you). If I missed it earlier I apologize, but what ship are you flying?
Advice from my toolbox:
Use rigs, if you are more worried about running out of cap in your frigate you should be looking as Small Capacitor Control Circuits I. http://www.eveiverse.com/items/small_capacitor_control_circuit_i The only skill you need to train to use this is Jury Rigging to level 1. Once you put a rig in a ship it cannot be removed without destroying it, so if you repacakage the ship they will be destroyed.
Use an afterburner to close the range on the target. Although you can also use a Microwarp drive in many missions I would advise against it since it makes your signature five times larger (and you are easier to hit).
I would actually advise against using armor plates, they slow you down. Use 'Plating' instead. These are low slot items that reduce the damage you take from specific damage types (example http://www.eveiverse.com/items/small_capacitor_control_circuit_i#items%2Fmagnetic_plating_i ) <-- that is an item that does not use cap or slow down your ship but reduces the Kinetic damage you take.
On that note, find out what the damage types are in the mission you are going to take. Look up the mission here: http://eve-survival.org/wikka.php?wakka=MissionReports and look at around the fourth line or so for 'Damage Dealt'. Then fit the right plates for the right mission.
Orbit, orbit, run, but rarely use approach. When you are moving in to fast orbiting shots on ships set the orbit distance to 500-1000m. Odds are you are not going to be able to turn that tight and on a frigate that means you are going to be looping in small arcs about 2000m in radius. The good thing about orbit is, once you kill your target you keep flying at speed away from the area, just pick the next closest guy, hit orbit on him, and open fire until he dies. Orbit also has you approach the target as a slight angle making it a little harder for you to hit, the afterburner you should be using also helps this. Note, this is called 'speed tanking'.
Approach and 'keep at distance' (which I have defaulted to 1000km to run away from fast ships/kiting) both have a nasty atribute, once the thing you are approaching or keeping at distance dies, you stop! You should never stop unless you are shooting at a stationary target at the end of a mission (warehouse). Again, use orbit to keep you from stopping. Or at least double-click in the direction of the target ship rather than use 'approach'.
While a lot of people scream the cap-stable is pointless, it isn't a bad thing to get near when you are starting out. In general I find a mission ship with 10 minutes of cap or so with combat systems running close enough to cap stable for my liking. When i say 'combat systems' I make sure to off-line things like salvagers and tractor beams in the fitting window WHEN IN STATION to get an accurate read of capacitor numbers. Just make sure to on-line them again before undocking. If I tried to make a type of coffee that made all of you happy, and you rated it, the group score for it would be about 60 out of 100. Break into 3 or 4 coffee clusters, and made coffee just for each cluster, the scores would go from 60 to 78. The difference between coffee at 60 and coffee at 78 is a difference between coffee that makes you wince or makes you happy. |