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Z'krooh
Pator Tech School Minmatar Republic
5
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Posted - 2015.10.10 11:12:40 -
[1] - Quote
I would like to know some universal tips & tricks for running missions.
For example, do you have multiple hulls fitted for different missions or just switch fitting?
Do you crosstrain your skills for different missions?
Do you loot & salvage?
How to handle ammunition? Do you build it yourself, haul from greater distance or just buy from local market?
I want to hear it all! |
Amanda Chan
Tyrant's Short Bus Syndicate
52
|
Posted - 2015.10.10 13:50:35 -
[2] - Quote
Z'krooh wrote:I would like to know some universal tips & tricks for running missions. For example, do you have multiple hulls fitted for different missions or just switch fitting? Nope, I went omni tanked on all my ships and brought out whatever hull I felt like giving attentionDo you crosstrain your skills for different missions? You could if you really wanted to min/max.Do you loot & salvage? Yes but with a second accountHow to handle ammunition? Do you build it yourself, haul from greater distance or just buy from local market? Both. I bought the t2 ammo and made myself t1 ammo from the reprocessed crap modules that don't really sell well.I want to hear it all!
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Donnachadh
United Allegiance of Undesirables
575
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Posted - 2015.10.10 15:04:04 -
[3] - Quote
"For example, do you have multiple hulls fitted for different missions or just switch fitting?" Depends on personal preference, character skills and ships you choose to fly. For new players the most common is to change your fit to give you the most damage output and the most damage resistance(tank) for the NPC you will be fighting. The most common of these changes are the shield / armor hardeners you are using and the ammo you are shooting. As character skills and ISK available increase it is common for mission runners to use an omni tank (using the same hardeners with all NPC) and simply change your ammo to get best damage. A caution note here as attractive as an omni tank may be they are far more dependent on character skills to work properly so I advise caution if you try them.
Some ships are better suited to fighting against a specific NPC race so many of us may choose ships depending on the NPC we will be fighting. No matter what level missions you are running it is always more costly ISK wise to buy and fit a fleet of ships than it is to have just one you use for all missions.
As you progress through the mission levels 1 to 4 you wil need different ships for the different levels of missions so ultimately you will end up with a fleet of mission ships. Many missions pilots have one they prefer for each level of mission difficulty so having 4 or more in not uncommon.
"Do you crosstrain your skills for different missions?" Not usually for different missions specifically but you cross train to fly different ships but there are some important considerations. For new players it is best to concentrate your training on a single type of ships. By this I mean if you start out with a shield tanked ship then stay with shield tanked ships. Same is true for weapons if you start with missiles then stay with them do not. Cross training into other types of ships will slow your initial progress and make the game more frustrating, stay on course and let the cross training come at the proper time later on.
Do you loot & salvage? Yes and no. Personally I never loot of salvage any level 1 or 2 missions unless I need something from the wrecks / pocket to turn in the mission. I do salvage most level 3 and all level 4 missions simply because I enjoy doing it as a part of the overall mission thing and the increase in ISK is enough to justify the time, at least to me.
Another part of this is a mission style called a blitz. In a blitz you only kill / destroy those things required to complete the mission and you only loot / salvage those things you need to complete the mission.
For a new player in level 1 and 2 missions loot salvage is a double edged sword. You can make more ISK by doing it but often there is more ISK to be made by flying away from the stuff and just going on to the next mission. Interpreting when and where you loot / salvage and when you do not is a personal decision so you will have to experiment with it and see what works best for you and what you want from the game.
How to handle ammunition? Do you build it yourself, haul from greater distance or just buy from local market? Personally I use T2 ammo for everything and it is easier to just buy it than to try and produce it. However I know players that prefer to make their ammo simply because they enjoy that aspect of the game. For newer players like you there are advantages to making your own. Exposure to the blue prints / manufacturing side of the game is one of them. Costs wise it is hard to say, if you loot / salvage, reprocess and then use those minerals to make your ammo it may come out slightly less expensive. And then there is the whole but I like to do it and I do not care about costs aspect. Like most other things in the game this one comes down to personal choice.
I know this is likely to leave you with more questions so ask away here or contact me in game with them. Although I suggest here on the forums since you will get a broader range of ideas / theories.
Edit, missed a link I wanted to give you so here it is. http://eve-survival.org/wikka.php?wakka=missionreports |
The Bigpuns
Touring New Eden Haven.
12
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Posted - 2015.10.10 16:31:43 -
[4] - Quote
Universal tip: fit a mjd. It's an infallible "win-buttan", particularly for newer players. Make sure you can target and shoot effectively at 100km and you will have zero problems in most missions. It is also the slowest way to run most missions, but until you get used to each mission, it is the safest way to run. What is particularly important about it is that it is immune to npc scrams, so you can always get out of a pocket if you run into trouble.
What ships can you currently fly, and what sort of skills do you have? |
chaosgrimm
Universal Production and Networking Services
197
|
Posted - 2015.10.10 18:21:45 -
[5] - Quote
Tips change depending on your SP and how comfortable you are with missions. When you're a beginner just getting into 4s, looting and salvaging is usually worth it because your combat skills arent that great.
To answer your questions: do you have multiple hulls fitted for different missions or just switch fitting? If you're doing burners you'll want a ship that can complete them. If not, you'll still want a fast frig for missions like recon and cargo delivery. The slasher is a good cheap option but the dramiel is probably the best option. It's also just nice to have if you ever need to make a small trip to a market hub for odds and ends.
I wouldnt recommend having more than one BS requiring different faction / weapons system skills. Your hardwirings will conflict. If you wanted multiple battleships, I'd recommend taking ships that use the same skills but employ different tactics such as the Vargur and the Machariel. The Vargur for missions with worthwhile loot and the Mach for blitzing, but that is a pretty small optimization for the isk.
Do you crosstrain your skills for different missions? Dont crosstrain weapon skills because your hardwirings will conflict. Hull skills you may need to cross train if you're using a pirate hull. Outside of that, I'd really only worry about it if you're switching mission hubs. For example, if you use lasers then later move to a minmatar hub to run missions indefinitely, it might be wise to switch to projectiles.
Do you loot & salvage? I do, but it this really depends on ship you're using and your SP. With low SP its usually always beneficial because it takes awhile to clear missions but very little time to loot/salvage comparatively. At high SP, if you're using a marauder you might as well loot and salvage what you can as you go. If you're blitzing in a mach, is usually not worth coming back to the site in something else.
How to handle ammunition? Do you build it yourself, haul from greater distance or just buy from local market? Really depends on the hull, fit, and location. In general, if you use alot of t2 ammo or if you dont loot+salvage, just buy it outright. If your using a marauder like the vargur which uses very little T2 ammo + it gains materials from looting + salvaging, making it yourself is a viable option.
Other than that and assuming you've got a bit of mission experience and are just looking for optimizations here and there, I'd give ya tips like: * Salvage drones are more efficient if you assign them to wrecks individually. * If a frig is targeting a drone (an isnt webbing it), instead of pulling the drone in you can also send the drone to a more distant target, which lowers your angular and will allow you to kill it with your turrets. * Always see about making warpspeed rig(s) work on a battleship. * Plan your engagement range in advance and make sure you have adequate propulsion for it. * pre-align your with your gates before they unlock * Serpentis have high defender missile rates. * Grouped missiles are less impacted by defender missiles. * Missiles suck.
And maybe some common mistakes + oversights: * tech II light drones typically arent worth it for missions. * dont waste your time with cap stability on a battleship * weapon cycle time and alpha are important stats * dont group all your weapons in a single stack (except for the defender missile issue). |
Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
12381
|
Posted - 2015.10.10 19:27:46 -
[6] - Quote
Step 1: check eve survival
Step 2: don't explode <---------important
Better the Devil you know.
=]|[=
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holdmybeer
The Conference Elite CODE.
15
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Posted - 2015.10.10 21:26:35 -
[7] - Quote
This is what I do:
1. Make sure my mining permit is still valid.
2. Bring a freighter full of cruise missiles to sister's of eve station in Osmon.
3. Fit my Golem with adaptive invuls so they can tank all missions. Use permatank so you won't die even when you get disconnected
4. Complete missions as fast as possible.
5. Salvaging without shooting, or shooting without salvaging is a waste of time. If there is nothing to shoot, leave the wrecks and get a new mission.
6. Sell billions of assets you get from doing missions in jita every weekend. |
Tiddle Jr
Brutor Tribe Minmatar Republic
580
|
Posted - 2015.10.11 00:08:03 -
[8] - Quote
Z'krooh wrote:I would like to know some universal tips & tricks for running missions. For example, do you have multiple hulls fitted for different missions or just switch fitting? - yes multiple Do you crosstrain your skills for different missions? - crosstrain for different hulls, see above Do you loot & salvage? - yes How to handle ammunition? Do you build it yourself, haul from greater distance or just buy from local market? - market, 5 major hubs plus dozen of smaller ones seeded arround I want to hear it all!
Q & A |
Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
1884
|
Posted - 2015.10.11 01:04:07 -
[9] - Quote
at this point I mostly have machs (one arty, one ac) and then various ships for burners. For standard missions outside of the mach I mostly use a kronos or paladin.
I didn't initially cross train for missions, but I've been around long enough I'm pretty well trained on all races. My alt initially went deep on missile hulls, but well missiles aren't very good so...
loot burner wrecks, ignore pretty much everything else
buy ammo in local hub and move it in a blockade runner on an alt.
@ChainsawPlankto
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Garrett Osinov
Center for Advanced Studies Gallente Federation
19
|
Posted - 2015.10.11 09:29:07 -
[10] - Quote
Choose agent with good lp / isk ratio. If you want to run missions in Hisec, make sure that the Hisec mission agent doesn't sent you all the time to low sec. 0.0 agents have best payouts.
Ignore long missions (extravaganza, worlds collide and other similar missions). I use 2 characters to run lvl 4 missions. For blitzing missions I use Tengu (it is cloacky and interdiction nullified, then I refit to DPS fit), also it does good DPS and warps reasonably fast.
For team burner missions (thats where the main income comes from) I use Griffin (jamming) + Worm (dps), for Anomic agent I use Worm + various other ships (Blarpy against Dramiel, Harpy against Daredavil, Wolf against Blood / Sansha and Daredavil against Worm). Some people run Anomic agents with one character but with very expensive fits, for me this isn't an option. For Base burners I use Cerberus against Serpentis Base (you can use Vagabond, Deimos or Ishtar here), Vigilant against Angel base and I decline Blood base burner.
And remember, main income comes from burners. So with 2 chars you decline all stupid missions and take only good ones. So you balance this way you corp standing. |
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Donnachadh
United Allegiance of Undesirables
576
|
Posted - 2015.10.11 15:16:03 -
[11] - Quote
Hello all got question to ALL of you. Did any of you bother to do an EvE Who check? Yea all of you are posting information that will be viable and valuable at some point but are they viable and valuable right now to a 7 day old character?
Just some thoughts on other posts.
The Bigpuns wrote:What ships can you currently fly, and what sort of skills do you have? I guess this is valid from a certain point of view considering that new characters get 400,000 SP when they start. But even so it is not hard to guess what a barely 1 week old character is likely to be flying. But then maybe you did not bother to check that so I will leave this here in case you want to use it. http://evewho.com/
chaosgrimm wrote:Tips change depending on your SP and how comfortable you are with missions. When you're a beginner just getting into 4s, looting and salvaging is usually worth it because your combat skills arent that great.
To answer your questions: do you have multiple hulls fitted for different missions or just switch fitting? If you're doing burners you'll want a ship that can complete them. If not, you'll still want a fast frig for missions like recon and cargo delivery. The slasher is a good cheap option but the dramiel is probably the best option. It's also just nice to have if you ever need to make a small trip to a market hub for odds and ends.
I wouldnt recommend having more than one BS requiring different faction / weapons system skills. Your hardwirings will conflict. If you wanted multiple battleships, I'd recommend taking ships that use the same skills but employ different tactics such as the Vargur and the Machariel. The Vargur for missions with worthwhile loot and the Mach for blitzing, but that is a pretty small optimization for the isk.
Do you crosstrain your skills for different missions? Dont crosstrain weapon skills because your hardwirings will conflict. Hull skills you may need to cross train if you're using a pirate hull. Outside of that, I'd really only worry about it if you're switching mission hubs. For example, if you use lasers then later move to a minmatar hub to run missions indefinitely, it might be wise to switch to projectiles. Burner missions, yes that's what a week old character needs is information on running burner missions. But then I guess at some point they may want to run them so I guess on the basis of any info is good info why not.
Your whole reason for not cross training skills is total fail, have you ever heard of these insignificant things called jump clones? If not then I suggest you investigate them as they render your arguments against cross training completely moot.
I do agree with you that for a new character cross training weapons or tanking methods is not a good idea, but that is based on the longer train time required to reach a reasonable level of skills for any one specific ship.
Ralph King-Griffin wrote:Step 1: check eve survival
Step 2: don't explode <---------important
LIke this especially the don't explode part.
Garrett Osinov wrote:And remember, main income comes from burners. So with 2 chars you decline all stupid missions and take only good ones. So you balance this way you corp standing. Again interesting thoughts and valid. Do you really think that a 1 week old character will be running burner missions?
Yes I know the OP asked for all of our thoughts and ideas about missions, and at some point in time everything that has been posted will be valuable and viable for the OP. But given that the character is barely a week old giving them some thoughts and insights that can be applied right now is a very good thing as well. Do you all have anything to add to your previous posts that is more valuable and more viable for a week old charcter? |
Garrett Osinov
Center for Advanced Studies Gallente Federation
19
|
Posted - 2015.10.11 16:59:05 -
[12] - Quote
Donnachadh wrote:Hello all got question to ALL of you. Did any of you bother to do an EvE Who check?
Again interesting thoughts and valid. Do you really think that a 1 week old character will be running burner missions?
Yes I know the OP asked for all of our thoughts and ideas about missions, and at some point in time everything that has been posted will be valuable and viable for the OP. But given that the character is barely a week old giving them some thoughts and insights that can be applied right now is a very good thing as well. Do you all have anything to add to your previous posts that is more valuable and more viable for a week old charcter?
Are you sure that his main is 7 days old ? As an example I don't use my main character, which is 11 years old, to write post on this forum. But when I came back after long brake I was asking similar question. |
Z'krooh
Pator Tech School Minmatar Republic
5
|
Posted - 2015.10.11 16:59:18 -
[13] - Quote
Well, I don't mind, I'll make notes.
But could someone transfer this thread into right category? |
Bumblefck
Kerensky Initiatives
8766
|
Posted - 2015.10.11 17:17:14 -
[14] - Quote
Donnachadh wrote: Do you all have anything to add to your previous posts that is more valuable and more viable for a week old charcter?
I think it might be better to answer with the information that the OP requested, rather than patronise and condescend to what you think the OP might need.
As for the OP topic, all I would add is to second what Ralph has said, and elaborate that, after a period of time, experience of mission triggers and general increase of skill operation, concern over damage types generally become irrelevant as damage output becomes your tank. The ultimate goal is of course maximising damage, and at the beginning you favour tank over gank.
[b]----
CONCORD arrested two n00bs yesterday, one was drinking battery acid, the other was eating fireworks. They charged one and let the other one off.[/b]
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chaosgrimm
Universal Production and Networking Services
197
|
Posted - 2015.10.11 21:16:06 -
[15] - Quote
Donnachadh wrote:chaosgrimm wrote:Tips change depending on your SP and how comfortable you are with missions. When you're a beginner just getting into 4s, looting and salvaging is usually worth it because your combat skills arent that great.
To answer your questions: do you have multiple hulls fitted for different missions or just switch fitting? If you're doing burners you'll want a ship that can complete them. If not, you'll still want a fast frig for missions like recon and cargo delivery. The slasher is a good cheap option but the dramiel is probably the best option. It's also just nice to have if you ever need to make a small trip to a market hub for odds and ends.
I wouldnt recommend having more than one BS requiring different faction / weapons system skills. Your hardwirings will conflict. If you wanted multiple battleships, I'd recommend taking ships that use the same skills but employ different tactics such as the Vargur and the Machariel. The Vargur for missions with worthwhile loot and the Mach for blitzing, but that is a pretty small optimization for the isk.
Do you crosstrain your skills for different missions? Dont crosstrain weapon skills because your hardwirings will conflict. Hull skills you may need to cross train if you're using a pirate hull. Outside of that, I'd really only worry about it if you're switching mission hubs. For example, if you use lasers then later move to a minmatar hub to run missions indefinitely, it might be wise to switch to projectiles. Burner missions, yes that's what a week old character needs is information on running burner missions. But then I guess at some point they may want to run them so I guess on the basis of any info is good info why not. Your whole reason for not cross training skills is total fail, have you ever heard of these insignificant things called jump clones? If not then I suggest you investigate them as they render your arguments against cross training completely moot. If you could jump clone everytime you wanted to change your battleship I would agree. Unfortunately, mine are on a timer
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Shallanna Yassavi
Imperial Academy Amarr Empire
27
|
Posted - 2015.10.12 02:20:26 -
[16] - Quote
1: To start off, extra hulls with fittings are pricey. Later, they're a time-saver.
2: Trying different things is fun. Maybe mission running isn't for you. But, some things to remember: Lasers and hybrids are locked into EM/thermal and thermal/kinetic damage types. Drones, projectiles, and missiles aren't. This doesn't become a serious issue until you get into lvl 4s.
3: Usually. For early missions, your mission ship will be big enough to hold everything a mission drops. For later ones, you'll need a Noctis with tractors and salvagers to do it efficiently. Some things aren't usually worth salvaging (most Guristas, rogue drones).
4: I shoot tech 1 lasers and occasionally hybrid ammo. I've got a bad case of first character syndrome (I crosstrained a lot), so I can build ammo way fater than I can shoot it. It's not the most efficient path, though.
A signature :o
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The Bigpuns
Touring New Eden Haven.
12
|
Posted - 2015.10.12 09:24:45 -
[17] - Quote
Donnachadh wrote:an awful lot of stuff
Whoa, badass...
You got me, I don't evewho check everyone who asks for help. I went as far as asking op for relevant info, and then I would hope he would meet us halfway.
You went to great lengths to tell us how bad we are. Thanks for your effort. Did you have anything constructive, or are you just a natural griper? |
chaosgrimm
Universal Production and Networking Services
197
|
Posted - 2015.10.12 15:45:45 -
[18] - Quote
Donnachadh wrote:Some ships are better suited to fighting against a specific NPC race so many of us may choose ships depending on the NPC we will be fighting. No matter what level missions you are running it is always more costly ISK wise to buy and fit a fleet of ships than it is to have just one you use for all missions.
This is a horrible oversimplification on an issue that is nearly explicitly reserved for the min/maxer crowd. This is by no means a universal tactic. Role plays a big factor here. For example, there are many missions where a blitz is more profitable than a clear. On those missions, the offensive profile is less important that factors like warpspeed and mobility. Volley count/cycle is also a significant factor in edps.
It becomes more complicated when your wanting ships that have similar PvE roles. For example, why keep both a vargur and a kronos at a mission hub? Assuming an LP-1005 implant, higher cycle time, and range differences in weapon systems, will the kronos be able to perform mission X better than the vargur? Than a Mach? Would the kronos still perform better on mission X if the bil+ you spent went towards acendency implants or even pimping the vargur?
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Donnachadh
United Allegiance of Undesirables
579
|
Posted - 2015.10.13 02:43:03 -
[19] - Quote
Garrett Osinov wrote:Are you sure that his main is 7 days old ? As an example I don't use my main character, which is 11 years old, to write posts on this forum. But when I came back after long brake I was asking similar question with my alt char. I have no idea if the OP character is a main or an alt do you? What makes you think they are an alt for a veteran player?
Bumblefck wrote:I think it might be better to answer with the information that the OP requested, rather than patronise and condescend to what you think the OP might need.
The Bigpuns wrote:You went to great lengths to tell us how bad we are. Thanks for your effort. Did you have anything constructive, or are you just a natural griper? Did either of you bother to read ALL of the posts? Not likely or you would have found my first post which is filled with information that I believe to be relevant to the age of the character and the questions asked.
chaosgrimm wrote:This is a horrible oversimplification on an issue that is nearly explicitly reserved for the min/maxer crowd. This is by no means a universal tactic. Role plays a big factor here. For example, there are many missions where a blitz is more profitable than a clear. On those missions, the offensive profile is less important that factors like warpspeed and mobility. Volley count/cycle is also a significant factor in edps.
It becomes more complicated when your wanting ships that have similar PvE roles. For example, why keep both a vargur and a kronos at a mission hub? Assuming an LP-1005 implant, higher cycle time, and range differences in weapon systems, will the kronos be able to perform mission X better than the vargur? Than a Mach? Would the kronos still perform better on mission X if the bil+ you spent went towards acendency implants or even pimping the vargur? Your right in some ways my post was an oversimplification so blame that on my belief that we can easily overwhelm a new player with information and that really does not serve any purpose. If you are only running missions against Sansha is your Vagur better than the Paladin?
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chaosgrimm
Universal Production and Networking Services
197
|
Posted - 2015.10.13 04:41:15 -
[20] - Quote
Donnachadh wrote: Your right in some ways my post was an oversimplification so blame that on my belief that we can easily overwhelm a new player with information and that really does not serve any purpose. If you are only running missions against Sansha is your Vagur better than the Paladin?
I think you're missing the point here.
The question isnt "which is better?", it's "why would want to have both a vargur and a paladin at a mission hub?" (Especially at your unrealistic hub that only gives you sansha missions). Why spend any of your mission budget on a vargur in your scenario?
In a realistic scenario, I might get rogue slave trader / downing the slavers occasionally in a minmatar hub. Even though these are missions vs sansha, a vargur can complete rogue slave trader faster than a paladin. A mach can complete downing the slavers faster than a paladin. This is because raw paper dps potential isn't always the most important stat for mission efficiency and doesn't always translate to better edps. So saying that X race's ships are better on missions vs NPC faction Y, is by no means universal. (And this is before considerations like declining missions, hardwiring conflicts, the cost effectiveness of buying a second marauder vs pimping the hull or head of your current setup, etc) |
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Valacus
Shattered Silver
1
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Posted - 2015.10.13 17:08:08 -
[21] - Quote
1 hull with multiple fittings, and even those fitting changes are just for racial damage. Using Caldari gives you all the PvE benefits. Race specific shield hardeners and selectable damage types. They have just enough drone power to kill off annoying web/scram frigs, which is all you need. I never loot/salvage. Waste of time. Blitzing for the LP is the way to go. LPs make more ISK than loot, and they make it faster. Social skills oriented to missions, especially security connections and negotiation, go a long ways. Get both to V. |
Cartheron Crust
Matari Exodus
180
|
Posted - 2015.10.14 09:59:05 -
[22] - Quote
"Pot as many balls as you can." |
ISD Atomic Dove
ISD Community Communications Liaisons
67
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Posted - 2015.10.15 06:50:22 -
[23] - Quote
Good Evening,
I have removed an offtopic post. please carry on as if i were never here
Quote: 27. Off-topic posting is prohibited.
ISD Atomic Dove
Lieutenant
Community Communication Liaisons (CCLs)
Interstellar Services Department
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Z'krooh
Pator Tech School Minmatar Republic
5
|
Posted - 2015.10.15 09:43:49 -
[24] - Quote
ISD Atomic Dove wrote:Good Evening, I have removed an offtopic post. please carry on as if i were never here Quote: 27. Off-topic posting is prohibited.
Hey, could you please move this into missions & complexes? |
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