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Nuladen
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Posted - 2004.02.25 22:58:00 -
[1]
Just a general idea for ship/setups would be appreciated please. Lost a cruiser this week after trying to take a couple of level 3 kill missions on... didn't realise they would be so different from the level 2 kill missions which are a little easy in a Merlin. Currently working for the Caldari Navy agents. thanks all, Nul.
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Wraeththu
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Posted - 2004.02.25 23:24:00 -
[2]
95% of all the kill missions are fine with a cruiser. If you go missile or long-range heavy, then 99% of all the cruisers are fine as long as you don't mind plinking from 50k out and using defenders/smartbombs for the incoming fire. That said, "the damsel" and "rogue slave trader" missions occasionally have very naughty adversaries. I suspect you met the first. Most of which are doable by some long-range weapons (generally torps), but it's expensive on the budget. Any BS with a large turret makes the process less painful. It seems to me that most mission adversaries have a pension for EMP Heavy Missiles. So, an EMP shield hardener is always a nice addition. -- TomB: End the speed-race. 1 propulsion mod allowed, make turrets affect ship attributes like +speed/+ab speed +agil for progressivly smaller/lighter turrets, -speed/-ab speed -agil for long-range. |
Nuladen
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Posted - 2004.02.25 23:33:00 -
[3]
Hehe, yup it was the "Rogue Slave Trader" that got me, he was in a MOA with MWD's I'm guessing as he closed distance very rapidly indeed and than proceeded to break my shiny new crusier, thankyou insurance... Hmmm, maybe I'll try again tommorrow... thanks, Nul.
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Mrissa Easeah
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Posted - 2004.02.25 23:41:00 -
[4]
And keep a record of who uses -which- missile.
Elena uses Scourges (Kinetic) while her escourt use Thunderbolt (EM). Learned this the hard way, soaking lots of damage from the EM, and nearly getting hulled letting Elena too close to me early on.
The enemy composition may vary, but the missiles used by specific types don't.
I use a Thorax with 3 250mm rails, some tracking/range and damage mods, and iridium (Can use tungsten or lead or even iron). Keep at 50-55km away and lead off members of large packs and kill them one by one.
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Dark Nyte
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Posted - 2004.02.26 00:03:00 -
[5]
Edited by: Dark Nyte on 26/02/2004 00:15:39 The trick to lv3 agent missions, if you want an easy life is range if you can stay within 40-50km from bad guys, either with missiles or long range Guns you will have no problems what so ever. I personally used a kestrel with heavy missles (I used scourge cos the are cheap), 2 abs and a shield boaster.
And just to make this not a complete rehash of what everyone else said the advantage of using the kestrel and missiles is that with 2 Abs you can easily stay out of range of the bad guys.
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Toom Tabard
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Posted - 2004.02.26 05:48:00 -
[6]
I use a Kestrel with cruise or heavy missiles for all the lvl 3 kill missions. I set an orbit at 48k. If any of em try to get in close, I use a mwd to outrun them. I never get scratched, unless I lose connect, then I'm a pod by the time I get back in cause I have to reset my fricken dsl...
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Kretin Arnon
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Posted - 2004.02.26 07:22:00 -
[7]
You never have problems with the NPC shooting down all your missiles in flight so you can't scratch them?
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Nicolai Kerensky
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Posted - 2004.02.26 12:13:00 -
[8]
I use a Thorax with 4 250 rails on and try to keep about 40-50 km from target, then plink away until they die. This keeps me out of range of thier missles which is a "good thing"™. |
Diana Merris
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Posted - 2004.02.26 14:35:00 -
[9]
Just going to agree with most of the others; use a cruiser and keep them at 40km+ range and you'll be fine. I have a MWD equiped set on manual and when they MWD toward me I click mine to keep the distance. Just takes a bit of timing.
Bring lots of ammo.
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Meau
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Posted - 2004.02.26 20:27:00 -
[10]
Quote:
Bring lots of ammo.
I can only support that statement.
And i also agree that the large majority of missions is doable in a cruiser or even a kestrel. Doing them in a BS is a LOT faster though, but not needed.
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Latiente Baxudov
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Posted - 2004.02.26 21:07:00 -
[11]
Buy a BS or get it somewhere... it makes lvl3 missions easy... too easy oh how i wish lvl4 agents were out
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Kretin Arnon
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Posted - 2004.02.26 21:21:00 -
[12]
Me too. I'm waiting for all the people crying they've lost their battleship on their first level 4 mission.
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Valorian
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Posted - 2004.02.27 05:20:00 -
[13]
Warp in at 60, turn on sensor booster, lock targets, kill one at a time, 3-4 720mm proj (ammo flavour is variable), defenders (2 launchers to allow for reloading with incoming), 0-1 launcher with Hvy/Torp/Cruise (generally obtained from previous kills).
NB Work out the max range for your missiles by using a single launch, sometimes you lose distance due to the launcher firing away from your target. Also if your outside the range of their missiles (the npcs do fire from outside their missile range, for now ), no need to burn up your defender stock. You need to alternate the auto/manual on launchers depending on range and number of enemy.
Have used both Stabber and Rupture successfully following this practice.
An NPC Corporation is not the pilot of its ships and structures! |
Wicked Warrior
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Posted - 2004.02.27 12:39:00 -
[14]
I use an Rupture for all kill missions. That works just fine. I usually warp in at 40k and starts to shoot them down, sometimes they get very close to me but no bigger problems than need for some shield boost, exept for following exeption... I got bored with running missions for a wile and didn't pay any attention to missions for about 3 weeks. Then I head back to my agent and got the Damsell in distress mission. I didn't read the description, just warped away. I thought it would be the scumbag-easy-to-kill Kruul and his wingmen. I warped in at 15 km and... No Kruul, only Zor, 500k pirate in a Raven BS and his wingmen (35k?)... I got myselef a nice pod-trip back to my hangar... ------------------------------------------ When you get close enough to read this line, you are low...
Choose your meaning of low a) passing below the normal level base of measurement b) marking a nadir or bottom <the low point of his career> c) DEAD -- used as a predicate adjective d) socially humble in character or status e) of lesser degree f) of lesser position, rank, or order g) falling short of some standard (mine) h) not advanced in complexity, development, or elaboration |
Simen Looswe
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Posted - 2004.02.27 14:26:00 -
[15]
watch out for the Rogue Slave Trader Mission for the Caldari Navy. You can encounter either 2 Mortifiers (Moa's with mwd, and blasters) or 2 Infernos (Moa's with MWD and Cataclysm cruise missiles). when these guys mwd to you, 60km's is not enough. The mortifiers ate 2 of my moa's. Needless to say, that HURT. Currently i have fitted 2 thermal wards, a booster and an afterburner, and the inferno's are not that bad. You dont have the time to take them out with your rails, so you need your missile launchers with heavies/cruise/torps. If u use your rails, they will get to close.
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Viduus
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Posted - 2004.02.27 15:17:00 -
[16]
A combo ship (turrets & launchers) with a 55% medium slot range enhancer + torpedos will do for any level 3 kill mission.
Just remember to use "Orbit -> Current (85km)" or whatever your range is, as opposed to "Keep at range", which does not seem to work correctly.
For the mid to easier ones, any ship with a range over 40km is fine.
* Public Channel: NEA * |
Kozak
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Posted - 2004.02.27 21:21:00 -
[17]
This is what i use to do agent missions for a level 3 agent:
1x Thorax -
Hi Slots: - 3x 250mm Railguns (Thorium) - 2x 150mm Railguns (Thorium)
Med Slots: - 1x 10MN Microwarp Drive - 1x EM Ward - 1x Medium Shield Booster
Low Slots: - 1x Reactor Control Unit - 1x Power Diagnostic Unit - 2x Capacitor Relays - 1x Overdrive Injector I
Drone Bay: - 8x Ogre Heavy Drones
With this setup I took on 85K mallers, 2x 75K thorax's and anything else my agent through at me with relative ease. I do have a lot of experience with NPC's. And I usually warp in within 30K, that lets me open up on them before they have a chance to launch many missles.
Hope this helps.
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Asharee Intrefer
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Posted - 2004.02.27 22:44:00 -
[18]
I have about the same setup as Kozak, but I'm a bit more flexible on the ammo side. I use tungsten or iridium (I recommend iron charges if you don't have either sharpshooter skill lvl 3-4 or a named railgun with longer range) against some NPCs to stay at +40Km to avoid heavy missiles.
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Athule Snanm
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Posted - 2004.02.27 23:32:00 -
[19]
Quote: watch out for the Rogue Slave Trader Mission for the Caldari Navy. You can encounter either 2 Mortifiers (Moa's with mwd, and blasters) or 2 Infernos (Moa's with MWD and Cataclysm cruise missiles). when these guys mwd to you, 60km's is not enough. The mortifiers ate 2 of my moa's. Needless to say, that HURT. Currently i have fitted 2 thermal wards, a booster and an afterburner, and the inferno's are not that bad. You dont have the time to take them out with your rails, so you need your missile launchers with heavies/cruise/torps. If u use your rails, they will get to close.
Well, same mission for Amarrian Navy threw up two Blood Sages (Shadow I think) - in Armageddon battleships! And of course it had to be the time I warped in at 15km whilst not paying attention...not complaining - in fact despite losing an Arma to them it was nice to know there are some challenging missions in there!
_______________________________
Doomheim - EVE's only hygiene! |
Phaethon
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Posted - 2004.02.28 00:46:00 -
[20]
Edited by: Phaethon on 28/02/2004 00:49:37 A blaster Thorax or even Vexor +drones will do nicely. But you need to know what you go up against (hardener) and I might suggest using 250 rails for the dual Inferno missions.
Back when there were only one Inferno and some terrorrists I managed to kill one of them in my Vexor but lost all my drone to his missiles. Layout of the Vex was 4x dual 150 mm proto rail with AM, 1 small smartbomb 2x 10 mn mwd, 1 medium cap extender mag stab, medium armor rep, reactor control, cap relay.
Next time I was podded by his friend, by a combination of lag, and "I'm soo close". Basicly one last cruise killed my smoldering ship and the pod because i dind't have enough cap to fire both mwd's. He was missing something like 2 pixel before he was dead. One expensive day as I had a full set of implants.
Needless to say the tactics was to let him fire his 8 cruise while u are faar away from him. Then dual mwd the 70 km's to "up his nose", release drones, then dual mwd again when the "old" missiles self destruct. then fly in a triangle with the mwd's to shoot at him, and relocate when his missiles get too close.
This was the same Vex I met Zor in first time, first mission after the patch. Dual mwd's saved the day, my ship, my clone and implants. :) Didn't finish the mission because the gates went belly up while I tried to get my to my BS :(
WTB. Infifitrator I drones |
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Asharee Intrefer
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Posted - 2004.02.28 01:20:00 -
[21]
Are blasterboats really any good vs NPCs? Many of the ones I have encountered seem to be able to MWD for a very long time without draining their power, so to me it seems it would be tricky to keep them within range long enough for the blasters to shred them.
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Mandros Aslay
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Posted - 2004.02.28 11:26:00 -
[22]
Quote: I use a Kestrel with cruise or heavy missiles for all the lvl 3 kill missions. I set an orbit at 48k. If any of em try to get in close, I use a mwd to outrun them. I never get scratched, unless I lose connect, then I'm a pod by the time I get back in cause I have to reset my fricken dsl...
I support the above.
Kestrels are now a great ship. My answer to lev3 missions is skills. Range skills and target lock skills (speed and number) makes life easier.
Cruise missles in quantity make life easier. Ok the expense doesnt always justify the means but hey....
Kestrel is big enuf for most courier and has enuf punch for the main kill missions and with 2 mwd makes about 4500m/s.
But caracal is good for the harder missions too.
Radio L at 77km helps :)
The rest has been said.
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Shaemell Buttleson
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Posted - 2004.03.03 11:02:00 -
[23]
Rupture. 4 x 720mm 2 standard missile launchers (defenders) medium shield booster, shield booster amplifier, 10 mn ab. 5 power diagnostics.
Never met Zor but Krul, Elena and Schmidt are fairly easy in this. Warp in at 60km get close enough to get the attention of the hardest one and then keep your distance and whittle it down. Usually i find it's only the character that closes quickly leaving the henchmen so far back they cant even hit with a missile. Finish off the henchmen after the character is dead. Also if it gets a little frantic drop your drones, the rupture can carry 6 hammerheads which can if used right kill any of these.
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Do'Rok Zero
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Posted - 2004.03.03 11:19:00 -
[24]
MOA 2 x 650 proj 2 x 420 (incase they get too close) 2 x Launchers w/ widowmaker & havoc 2 x med shield extenders 2 x 10mn afterburner 2 x reactor control 1 x power diagnostic 1 x gyrostabiliser
Seems to work for me....
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Nuladen
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Posted - 2004.03.03 12:21:00 -
[25]
Edited by: Nuladen on 03/03/2004 12:22:23 Well thanks for the advice all Been using a Kestrel fitted with a 1NW Microwarp, and 4 launchers loaded with heavy missiles, the only time I've been touched is after killing when I can't be bothered to wait and a last missile might hit me on the way in to loot have had no problems at all and never had to use a defender missile yet plus I already got 2 implants which made me happy
Nul.
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