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Bugsy VanHalen
Society of lost Souls
220
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Posted - 2012.11.01 17:13:00 -
[31] - Quote
While I do agree that a good rule of thumb is damage protection out to 60km for level four missions. Considering many level 4 missions have BS's that orbit at 50km.
However, If you are flying a AB fit that is cap stable with the shield booster off, as in the AB can be run non stop. you no longer need that range as you can quickly run down those pesky ships.
Both fits work well. I have run missions in blaster boats where you do not get near 60km damage projection, but when coupled with a AB range is far less of an issue.
Although many EFT warrior fits are not ideal any ship that has over 500 DPS and a decent tank can run lvl 4 missions. A ship with 7-800 DPS is a good mission ship, and Some of the best mission boats can do over 1000 DPS. The key is to maximize your applied damage either thru added range or a faster ship. As long as you can tank the mission long enough to blast all the rats you are good to go. After that is is just a matter of working on your completion times to maximize your isk/hour. There is more than one way to run level 4 missions. In fact I would say there are more than 5 ways. |
Bugsy VanHalen
Society of lost Souls
220
|
Posted - 2012.11.01 17:14:00 -
[32] - Quote
Bugsy VanHalen wrote:While I do agree that a good rule of thumb is damage protection out to 60km for level four missions. Considering many level 4 missions have BS's that orbit at 50km.
However, If you are flying a AB fit that is cap stable with the shield booster off, as in the AB can be run non stop. you no longer need that range as you can quickly run down those pesky ships.
Both fits work well. I have run missions in blaster boats where you do not get near 60km damage projection, but when coupled with a AB range is far less of an issue.
Although many EFT warrior fits are not ideal any ship that has over 500 DPS and a decent tank can run lvl 4 missions. A ship with 7-800 DPS is a good mission ship, and Some of the best mission boats can do over 1000 DPS. The key is to maximize your applied damage either thru added range or a faster ship. As long as you can tank the mission long enough to blast all the rats you are good to go. After that it is just a matter of working on your completion times to maximize your isk/hour. There is more than one way to run level 4 missions. In fact I would say there are more than 5 ways.
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Daniel Plain
Science and Trade Institute Caldari State
411
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Posted - 2012.11.01 17:44:00 -
[33] - Quote
you realize that a nightmare with afterburner still goes only ~330m/s? that's 30sec for 10km, disregarding the ~12 seconds align time.
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |
Sexy Cakes
Have A Seat Holdings
128
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Posted - 2012.11.01 18:29:00 -
[34] - Quote
[Nightmare, Missions] Domination Tracking Enhancer Imperial Navy Heat Sink Imperial Navy Heat Sink Imperial Navy Heat Sink Imperial Navy Heat Sink
Cap Recharger II Cap Recharger II Core X-Type 100MN MicroWarpdrive Caldari Navy EM Ward Field Caldari Navy Thermic Dissipation Field Caldari Navy Adaptive Invulnerability Field Gist X-Type X-Large Shield Booster
Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Drone Link Augmentor I Drone Link Augmentor I
Large Semiconductor Memory Cell I Large Semiconductor Memory Cell I Large Capacitor Control Circuit II
Warrior II x5
Not today spaghetti. |
Cage Man
Evil Guinea Pigs
17
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Posted - 2012.11.01 18:29:00 -
[35] - Quote
I have to agree with Daniel, I have used both and found tachyon's to be better than pulses in missions. I use T2 as using gleam close up works better that multi |
Arcosian
EntroPrelatial Industria EntroPraetorian Aegis
26
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Posted - 2012.11.01 21:14:00 -
[36] - Quote
[Nightmare, L4 Missions)] Imperial Navy Heat Sink Imperial Navy Heat Sink Imperial Navy Heat Sink Imperial Navy Heat Sink Tracking Enhancer II
Heavy Capacitor Booster II, Cap Booster 800 Pith A-Type X-Large Shield Booster EM Ward Field II EM Ward Field II Thermic Dissipation Field II Tracking Computer II, Tracking Speed Script Tracking Computer II, Tracking Speed Script
Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Small Tractor Beam I Small Tractor Beam I
Large Semiconductor Memory Cell I Large Energy Metastasis Adjuster I Large Anti-Thermal Screen Reinforcer I
Hobgoblin II x5 Hammerhead II x5
Implants: EG-605 MR-705 EM-805 SS-905 LE-1005
1077DPS (guns only) Range: 38+32 Tracking: .05 |
Dorn Val
Probe Patrol Project Wildfire
86
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Posted - 2012.11.05 08:15:00 -
[37] - Quote
The problem with EFT, and any other fitting program, is that they can't factor in tracking. Although I'm sure it looks good in EFT, you're really not gaining much with that third HS (and the fourth is a joke). Beam lasers always track worse than pulse, and you'd be a lot better off removing 2 heat sinks and replacing them with 2 tracking enhancers. Also to cut cost: As a general rule of thumb don't fit more than 2 faction modules of the same type. The difference in DPS between faction and non faction, after the second module, isn't worth paying for due to stacking penalties.
Disclaimer: I don't run missions, but I do a lot of PVP and frequently out DPS corp mates that have higher skills because I'll drop a third heat sink for a tracking enhancer. The tracking formula is FUBAR, since my damage will vary while shooting something large like a POS even though I'm sitting still. However the tracking speed of your guns is factored into the damage that your non missile turrets do, even when you're sitting still and shooting a large target (so there is an even bigger difference when shooting something that's in motion). Sandbox: An enclosed area filled with sand for children engaged in open-ended, unstructured, imaginative play. Also a place for cats to urinate and defecate... |
Arcosian
EntroPrelatial Industria EntroPraetorian Aegis
36
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Posted - 2012.11.05 14:36:00 -
[38] - Quote
Dorn Val wrote:The problem with EFT, and any other fitting program, is that they can't factor in tracking. Although I'm sure it looks good in EFT, you're really not gaining much with that third HS (and the fourth is a joke). Beam lasers always track worse than pulse, and you'd be a lot better off removing 2 heat sinks and replacing them with 2 tracking enhancers. Also to cut cost: As a general rule of thumb don't fit more than 2 faction modules of the same type. The difference in DPS between faction and non faction, after the second module, isn't worth paying for due to stacking penalties.
Disclaimer: I don't run missions, but I do a lot of PVP and frequently out DPS corp mates that have higher skills because I'll drop a third heat sink for a tracking enhancer. The tracking formula is FUBAR, since my damage will vary while shooting something large like a POS even though I'm sitting still. However the tracking speed of your guns is factored into the damage that your non missile turrets do, even when you're sitting still and shooting a large target (so there is an even bigger difference when shooting something that's in motion). If you're worried about cost you shouldn't be flying a nightmare. The fit I posted has 2 tracking comps, a tracking rig, a tracking enhancer, and the NM has a tracking bonus. The only thing another tracking enhancer would do is sacrifice DPS. For most L4 missions the rats spawn at range or you are able to warp in at any range you want and with almost 1100DPS you can alpha anything BC and lower. Tracking really isn't needed since the rats are burning toward you to get in their optimals anyway and their transversal is really low.
As for the tracking formula it's not broken. If you look at the formula and in your case shooting a POS you can see you would have .5 raised to a constant for a hit chance so you would almost never do the same damage consistently even if you were sitting still.
People have been debating whether pulse or beams are better for a long time. I prefer beams since I can use faction crystals which last 4 times as long as scorch and can put out 800 DPS to well over 80 KM. This is nice because I don't have to burn toward some spawns in sansha and BR missions that are 100km away. Not to mention that beam fit has the same tracking as a pulse fit using optimal range scripts in the TC and scorch. |
Cage Man
Evil Guinea Pigs
21
|
Posted - 2012.11.05 18:13:00 -
[39] - Quote
Here's a secret to check to see if your fit will survive mission running.. try it on the test server.. now ssshhhhh don't tell everyone |
Daniel Plain
Science and Trade Institute Caldari State
413
|
Posted - 2012.11.07 15:55:00 -
[40] - Quote
Dorn Val wrote:The problem with EFT, and any other fitting program, is that they can't factor in tracking. if only there was a way to simulate tracking....
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |
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Sayuri Itsu
Perkone Caldari State
0
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Posted - 2012.11.08 19:29:00 -
[41] - Quote
DarkStar78 wrote:Here is the setup I use for all my Amarr and Gallente lvl 4 missions.
Imperial Navy Heat Sink Imperial Navy Heat Sink Imperial Navy Heat Sink Imperial Navy Heat Sink Tracking Enhancer II
Gist C-Type X-Large Shield booster Adaptive Invulnerability Field of your choosing Mission specific Shield Hardener Mission Specific Shield Hardener Tracking Computer II Tracking Computer II Cap Booster or Afterburner (I run AB)
Imperial Navy Mega Pulse Laser Imperial Navy Mega Pulse Laser Imperial Navy Mega Pulse Laser Imperial Navy Mega Pulse Laser Small Tractor Beam II Drone Link
Large Capacitor Control Circuit I Large Capacitor Control Circuit I Large Capacitor Control Circuit I
Ditch the Tachs as well as any T2 guns, sure the alpha is nice on the tachs and you get to brag about it but T2 guns and especially Tachs are just too power hungry and will put allot of strain on your already weak cap situation. You will also get more real damage out the Mega Pulse Lasers because of the better tracking. Lasers change ammo types in 1 second and you will need that with the pulse lasers. Always have at least 2 sets of 3 different range types. Multifrequency (- 50% range) , Standard (0% Range), and Radio (+ 60% Range). Also need 2 scripts for the tracking computers, 2 Tracking speed and 2 Optimal Range. Load the optimal range scripts for the long range targets and tracking speed scripts for the orbiting cruisers and frigs, yes you can hit 5km orbiting frigs. There is allot of versatility in this setup range wise, you just have to be smart on how to apply it.
I like the C-type SB because its more than enough to tank all my missions and itGÇÖs much more forgiving when I accidentally leave it on for longer than I need but the A type is a very nice unit. I would run with a Cap booster until you are comfortable with the setup and then ditch it for an AB.
If you are comfortable with how you fly the ship and handle your missions I would ditch the DCU for a tracking enhancer, the more dps you can apply the faster you can get done. Time is money.
I can alpha cruisers and sometime BCs in my missions with the pulse lasers. Very rarely does it take more than 3 shots to down one, most of the time its 2 shot per cruiser/BC.
Trying to run cap stable for missioning is a waste of time and money if you are not an afk missioner. If you are cap stable then you need to remove some cap modules and fit some damage/tracking modules. I believe my setup expires in 3 or 4 minutes which is more than enough time to get out of any sticky situation I have been in.
Rats usually melt before they get within 20km, and I always target the frigates first.
Hope this helps! If you have any questions you can always contact me ingame.
When i came across don't bother with the T2 guns i stopped reading, you sir are a tool, learn to manage your cap, pray to god you do not fly amarr in pvp.
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Stillet0
Pator Tech School Minmatar Republic
1
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Posted - 2012.11.08 22:42:00 -
[42] - Quote
DarkStar78 wrote:Here is the setup I use for all my Amarr and Gallente lvl 4 missions.
Imperial Navy Heat Sink Imperial Navy Heat Sink Imperial Navy Heat Sink Imperial Navy Heat Sink Tracking Enhancer II
Gist C-Type X-Large Shield booster Adaptive Invulnerability Field of your choosing Mission specific Shield Hardener Mission Specific Shield Hardener Tracking Computer II Tracking Computer II Cap Booster or Afterburner (I run AB)
Imperial Navy Mega Pulse Laser Imperial Navy Mega Pulse Laser Imperial Navy Mega Pulse Laser Imperial Navy Mega Pulse Laser Small Tractor Beam II Drone Link
Large Capacitor Control Circuit I Large Capacitor Control Circuit I Large Capacitor Control Circuit I
i am new to the Nightmare and been intrested in a pulse version as it is similar to my Mach with uses autocannons. I found the autocannon mach to be superior to the tach nightmare and wondered if swapping the tachyons to pulse would increase its awesomeness. The problem i found with the tachyon Nightmare is mainly its tank and cap usage. my fit is
[Nightmare, current] Imperial Navy Heat Sink Imperial Navy Heat Sink Imperial Navy Heat Sink Imperial Navy Heat Sink Damage Control II
Tracking Computer II, Tracking Speed Script Tracking Computer II, Tracking Speed Script Dread Guristas Adaptive Invulnerability Field Dread Guristas Adaptive Invulnerability Field Pith A-Type X-Large Shield Booster Heavy Capacitor Booster II, Cap Booster 800 Caldari Navy EM Ward Field
Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Small Tractor Beam II Drone Link Augmentor II
Large Capacitor Control Circuit I Large Capacitor Control Circuit I Large Capacitor Control Circuit I
Acolyte II x5 Infiltrator II x5 most skills at 5 (me old bitter vet)
so question, have you tried the Tachyoon version and are you sure pulse is better. |
Cage Man
Evil Guinea Pigs
21
|
Posted - 2012.11.08 23:36:00 -
[43] - Quote
My tank consists of 1 xT2 invuln, 1x T2 em ward a xl pith c booster and a T2 thermal rig. I have no problems, so not sure how you have problems with tanking with navy invulns. I have use T2 beam, pulse on a NM and T2 800ac on a mach.. and when you shooting EM/Therm weak rats the tachyon NM is going to out perform the mach and the T2 pulse NM. Pulse is only better in a small number of missions its not worth switching. I also barely use my drones as most things pop before they get close.. I have a sensor booster to help with quick locking. also helps to split guns, 1 beam will insta pop a frig. also I find switching to gleam for close work is better that multi |
Stillet0
Pator Tech School Minmatar Republic
1
|
Posted - 2012.11.09 00:08:00 -
[44] - Quote
Cage Man wrote:My tank consists of 1 xT2 invuln, 1x T2 em ward a xl pith c booster and a T2 thermal rig. I have no problems, so not sure how you have problems with tanking with navy invulns. I have use T2 beam, pulse on a NM and T2 800ac on a mach.. and when you shooting EM/Therm weak rats the tachyon NM is going to out perform the mach and the T2 pulse NM. Pulse is only better in a small number of missions its not worth switching. I also barely use my drones as most things pop before they get close.. I have a sensor booster to help with quick locking. also helps to split guns, 1 beam will insta pop a frig. also I find switching to gleam for close work is better that multi TBH I donGÇÖt know why my tank bad, maybe I am not flying it right, ie warp in too close. My EFT claimed shield resist are EM-79.1% Therm-70.5% Kin 77.9% Ex 81.6% maybe I should boost the Thermal with a rig I will try that before I invest in faction pulse which are not cheap. Yeah found splitting guns are better due to the looooong gun cycle anyway, Tried gleam but not much as new to the ship
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Daniel Plain
Science and Trade Institute Caldari State
414
|
Posted - 2012.11.09 00:18:00 -
[45] - Quote
use discarge elutriation rigs when you are flying T2 tachs, it'll save much more cap than the CCCs regenerate.
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |
Sturmwolke
298
|
Posted - 2012.11.10 13:47:00 -
[46] - Quote
Fit that I use (max cap skills and most importantly, Controlled Burst at L5). Easier cap management, cap booster fitted as insurance (against disconnects or shtf surprises) and TE (instead of 4th HS) offsets the 2nd TC loss. My rule of thumb for gunboats is to fit 2x TCs minimum for its dmg projection factor and better avg dps (aka better hit quality).
Works with a Gist C but I traded it for a Gist B since it's not that much higher in price. Note the use of faction shield amp in combination with a faction hardener to get about the same resist, but with less cap use. T2 EDE rig is a must if you aim to fit your Nighmare to conserve cap with sustained Tachyon firing.
[Nightmare, Gist B T2 Tachyon] Damage Control II Imperial Navy Heat Sink Imperial Navy Heat Sink Imperial Navy Heat Sink Tracking Enhancer II
Gist B-Type Large Shield Booster Tracking Computer II, Tracking Speed Script EM Ward Field II EM Ward Field II Pith B-Type Thermic Dissipation Field Pithum B-Type Thermic Dissipation Amplifier Heavy Capacitor Booster II, Cap Booster 400
Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Small Tractor Beam I Auto Targeting System II
Large Energy Discharge Elutriation II Large Capacitor Control Circuit I Large Capacitor Control Circuit I
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Jock Johnson
Red Federation RvB - RED Federation
0
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Posted - 2012.11.11 01:38:00 -
[47] - Quote
How do you deal with Elite frigs/cruisers with a Nightmare ? And missions like The Blockade (sansha), where tracking disruption is a real pain ? |
Arcosian
EntroPrelatial Industria EntroPraetorian Aegis
37
|
Posted - 2012.11.11 04:06:00 -
[48] - Quote
Jock Johnson wrote:How do you deal with Elite frigs/cruisers with a Nightmare ? And missions like The Blockade (sansha), where tracking disruption is a real pain ? NM mostly doesn't have a problem with frigs/cruisers since you can insta-pop them while they are at range. If they get within 30km you're doing something wrong. And 1-2 tracking disrupting ships aren't too bad to deal with either if you switch TC scripts and/or switch to longer range ammo.
L4 Sansha blockade is another story though since you get 6-8 elite cruisers that perma tracking disrupt you. This reduces your optimal and tracking to almost 0 so ANY gunboat will have a problem with it. Best method I have found is warp in as far away as possible and snipe them before they get in range. Their tanks are more than medium drones can handle so if they get in range to TD then you're kinda screwed.
This is the only mission where pulses are probably better to fit IF AND ONLY IF you can handle being within range/tank all the DPS on the field, have an almost stable cap and know what the triggers are. If you mess up things can go south real fast and TD pulses don't have **** for range to kill anything far away. |
Daniel Plain
Science and Trade Institute Caldari State
416
|
Posted - 2012.11.11 18:36:00 -
[49] - Quote
Jock Johnson wrote:How do you deal with Elite frigs/cruisers with a Nightmare ? And missions like The Blockade (sansha), where tracking disruption is a real pain ? warp in at 100. problem solved.
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |
Jock Johnson
Red Federation RvB - RED Federation
0
|
Posted - 2012.11.11 22:07:00 -
[50] - Quote
Thank you |
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Byron Squared
FCI Solvents
2
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Posted - 2012.12.08 02:54:00 -
[51] - Quote
Jock Johnson wrote:How do you deal with Elite frigs/cruisers with a Nightmare ? And missions like The Blockade (sansha), where tracking disruption is a real pain ?
Other solution used to be long range ammo, tracking scripts, fight in fall off. The fall off with standard in tachyons is over 60 km and used to not be affected by NPC TD. Unfortunately they changed that in the last patch - now NPC kill falloff and that missions is even more painful - plus drone aggro :^(
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Shinzhi Xadi
Royal Amarr Institute Amarr Empire
0
|
Posted - 2012.12.08 18:22:00 -
[52] - Quote
This thread is interesting for me, I have used a nightmare for years. My fitting strategy is different than whats posted here though.
I'm curious, when missioning in Amarr space, you will many times run into Angel Extravaganza. How do the posted fits here handle the bonus room in that mission? Tanks here seem to be 600dps or lower, and incoming dps in that room is what, 1100? Do you just skip that mission? It pays very well, upwards of 50mil if you salvage it.
Also to the person that recommended elutriation rigs for Tach II, unless EFT is completely wrong, CCC rigs give more cap performance than EDE rigs do. On my fit, EFT shows a large decrease in cap time when using EDE. I do have a 6% turret cap use rig, so maybe that's why. |
Julius Priscus
26
|
Posted - 2012.12.08 19:48:00 -
[53] - Quote
Stillet0 wrote:I am thinking, since the mach uses 800mm, maybe i should use pulse on the Nightmare? Is there a cap stable setup for the nightmare with real world dps (not eft)
there is only three setups for the nightmare.
xlsb with cap injector. xlsb with cap power relays in lows ( fail fit imo ) and then there is the less is more setup. dead space medium shield booster with mission specific hardners.
the below one is what I used for Omni tanking. I would fit what I need in the empty slots depending on what mission when I used it for say sansha/bloods it would be 2x em and 2x therm hardeners .
with 2x 5% dam imps it would be over 1200 dps. including drones. oh and its cap stable.
how ever what I am hearing is.. mission now full rooms agro you.
look me up ingame if you want a quiet place to run missions. I know of a lvl 4 agent in a 0.6 system that is combat. its in a true high sec island in low sec.
[Nightmare, Nightmare fit]
Imperial Navy Heat Sink Imperial Navy Heat Sink Imperial Navy Heat Sink Republic Fleet Tracking Enhancer Republic Fleet Tracking Enhancer
Pithum A-Type Medium Shield Booster Pith A-Type Shield Boost Amplifier Dread Guristas Adaptive Invulnerability Field Dread Guristas Adaptive Invulnerability Field Cap Recharger II [Empty Med slot] [Empty Med slot]
Imperial Navy Tachyon Beam Laser Imperial Navy Tachyon Beam Laser Imperial Navy Tachyon Beam Laser Imperial Navy Tachyon Beam Laser [Empty High slot] [Empty High slot]
Large Capacitor Control Circuit II Large Capacitor Control Circuit I Large Capacitor Control Circuit I
Inherent Implants 'Squire' Energy Systems Operation EO-605 Inherent Implants 'Squire' Energy Management EM-805
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Lugalzagezi666
74
|
Posted - 2012.12.08 21:15:00 -
[54] - Quote
Shinzhi Xadi wrote:This thread is interesting for me, I have used a nightmare for years. My fitting strategy is different than whats posted here though.
I'm curious, when missioning in Amarr space, you will many times run into Angel Extravaganza. How do the posted fits here handle the bonus room in that mission? Tanks here seem to be 600dps or lower, and incoming dps in that room is what, 1100? Do you just skip that mission? It pays very well, upwards of 50mil if you salvage it.
Also to the person that recommended elutriation rigs for Tach II, unless EFT is completely wrong, CCC rigs give more cap performance than EDE rigs do. On my fit, EFT shows a large decrease in cap time when using EDE. I do have a 6% turret cap use implant, so maybe that's why.
Imo AE is not worth doing unless you have mach, cnr, vargur or some other marauder (pally being the worst here). Salvaging is never worth it unless you have dedicated char for it (or marauder). Go run some gone berserks or mining misapropriations instead.
Anyway, cap boosted nm shouldnt have any issues tanking ae bonus room if you know what are you doing (pop sentries, then bcs, kite bses, dont shoot the trigger...).
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Castina
The Church of Robotology
2
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Posted - 2012.12.08 21:35:00 -
[55] - Quote
Put an autotargeter II in one of the highs. Being able to have 10 targets at once is useful.
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Julius Priscus
26
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Posted - 2012.12.08 23:32:00 -
[56] - Quote
Daniel Plain wrote:Jock Johnson wrote:How do you deal with Elite frigs/cruisers with a Nightmare ? And missions like The Blockade (sansha), where tracking disruption is a real pain ? warp in at 100. problem solved.
ok explain how you warp into a mission at 100km and start shooting npc's? |
Daniel Plain
Science and Trade Institute Caldari State
491
|
Posted - 2012.12.09 00:15:00 -
[57] - Quote
Julius Priscus wrote:Daniel Plain wrote:Jock Johnson wrote:How do you deal with Elite frigs/cruisers with a Nightmare ? And missions like The Blockade (sansha), where tracking disruption is a real pain ? warp in at 100. problem solved. ok explain how you warp into a mission at 100km and start shooting npc's? press f1.
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |
Julius Priscus
26
|
Posted - 2012.12.09 05:46:00 -
[58] - Quote
Daniel Plain wrote:Julius Priscus wrote:Daniel Plain wrote:Jock Johnson wrote:How do you deal with Elite frigs/cruisers with a Nightmare ? And missions like The Blockade (sansha), where tracking disruption is a real pain ? warp in at 100. problem solved. ok explain how you warp into a mission at 100km and start shooting npc's? press f1.
with the exception of one or two missions all you are gonna be able to F1 at is a gate |
Byron Squared
FCI Solvents
2
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Posted - 2012.12.10 04:17:00 -
[59] - Quote
Julius Priscus wrote:Daniel Plain wrote:Jock Johnson wrote:How do you deal with Elite frigs/cruisers with a Nightmare ? And missions like The Blockade (sansha), where tracking disruption is a real pain ? warp in at 100. problem solved. ok explain how you warp into a mission at 100km and start shooting npc's?
Blockade happens to be one of the missions where you control initial warp in range - there is no initial gate. warp to 0, cancel, warp to 100, shoot rats, hope the TD ships never close. |
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