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DeFood
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Posted - 2004.08.30 15:48:00 -
[61]
Originally by: Tindel Thorax and Taranis is what i use for lvl3 missions.
You totally need certain skills and modules, sometimes there is a slim line between death and success. I love it, makes it exciting :P
I have yet to see this slim line. Sure, for a long time I had a rax that couldnt do the missions. id get close and start to take damage, but its a fool that cant judge if the damage rate is tankable or not (and it wasn't) so i bugged out. If the damage rate ISN't tankable, then you better be damned sure you can out damage your opponent.
Unless you have a habit of not reading your journal, or warping in 15km to totally unknown encounters
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DeFood
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Posted - 2004.08.30 15:48:00 -
[62]
Originally by: Tindel Thorax and Taranis is what i use for lvl3 missions.
You totally need certain skills and modules, sometimes there is a slim line between death and success. I love it, makes it exciting :P
I have yet to see this slim line. Sure, for a long time I had a rax that couldnt do the missions. id get close and start to take damage, but its a fool that cant judge if the damage rate is tankable or not (and it wasn't) so i bugged out. If the damage rate ISN't tankable, then you better be damned sure you can out damage your opponent.
Unless you have a habit of not reading your journal, or warping in 15km to totally unknown encounters
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Mannui
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Posted - 2004.08.30 17:10:00 -
[63]
Originally by: DeFood
The rats spawn in where the last rat dies. So kill it at range.
Figured this out last night, but thanks for the tip. I was previously expecting them to spawn at the original mission bookmark...
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Mannui
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Posted - 2004.08.30 17:10:00 -
[64]
Originally by: DeFood
The rats spawn in where the last rat dies. So kill it at range.
Figured this out last night, but thanks for the tip. I was previously expecting them to spawn at the original mission bookmark...
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Dominik
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Posted - 2004.08.30 18:15:00 -
[65]
I actually find myself HOPING for Gone Berserk every time I request work. I've made it a habit to reject courier missions, unless they're important, as the time it takes to jump isn't worth the bounty I'm not getting by not having to kill things.
Got a Berserk missions a couple days ago that gifted me with a 550k Domination Scout on wave 3, right on top of me. ^_^ I didn't even have to chase him down to kill him! (PS. Short-range setups work WONDERS on agent kill missions, instead of long-range ones.) |

Dominik
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Posted - 2004.08.30 18:15:00 -
[66]
I actually find myself HOPING for Gone Berserk every time I request work. I've made it a habit to reject courier missions, unless they're important, as the time it takes to jump isn't worth the bounty I'm not getting by not having to kill things.
Got a Berserk missions a couple days ago that gifted me with a 550k Domination Scout on wave 3, right on top of me. ^_^ I didn't even have to chase him down to kill him! (PS. Short-range setups work WONDERS on agent kill missions, instead of long-range ones.) |

Shlub
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Posted - 2004.08.30 21:20:00 -
[67]
I use a caracal for lvl 3 kill missions. I have the minimum amount of skills in missiles needed for heavys and still find them incredibly easy. I need lvl 4 agents.
My caracal setup is: HIGH: 5 named heavy launchers (with scourge)
MED: 10mn mwd 2 cap recharger 1s Named medium shield booster
LOW: Cap recharger 1s
Warp in at 60km, lock the big ships, open fire, turn your ship around and fly away from them. If they get within 40km turn the mwd on and get back to about 50km. You won't take a single hit.
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"When You have to kill a man it costs nothing to be polite" |

Shlub
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Posted - 2004.08.30 21:20:00 -
[68]
I use a caracal for lvl 3 kill missions. I have the minimum amount of skills in missiles needed for heavys and still find them incredibly easy. I need lvl 4 agents.
My caracal setup is: HIGH: 5 named heavy launchers (with scourge)
MED: 10mn mwd 2 cap recharger 1s Named medium shield booster
LOW: Cap recharger 1s
Warp in at 60km, lock the big ships, open fire, turn your ship around and fly away from them. If they get within 40km turn the mwd on and get back to about 50km. You won't take a single hit.
----------
"When You have to kill a man it costs nothing to be polite" |

Dame Sneakers
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Posted - 2004.08.31 03:16:00 -
[69]
I have 1.2 mil skill points, but alot of them are in the learning skills.
I have been doing level 2 kill missions in either a Rifter, set up for close combat, two 125mm guns, two rocket launchers and 10nm AB or a Breacher, set up for long range combat with 3 standard missile launchers and a 10nm AB.
My standing has just increased enough so I now have level 3 agents and I was wondering how I should deal with the level 3 kill missions. Should I use one of my Frigates or equip the Rupture that I have never used and use that?
If you suggest the Rupture, what sort of load out should I use?
Thanks... ------------------------------------So many skills, so little time... |

Dame Sneakers
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Posted - 2004.08.31 03:16:00 -
[70]
I have 1.2 mil skill points, but alot of them are in the learning skills.
I have been doing level 2 kill missions in either a Rifter, set up for close combat, two 125mm guns, two rocket launchers and 10nm AB or a Breacher, set up for long range combat with 3 standard missile launchers and a 10nm AB.
My standing has just increased enough so I now have level 3 agents and I was wondering how I should deal with the level 3 kill missions. Should I use one of my Frigates or equip the Rupture that I have never used and use that?
If you suggest the Rupture, what sort of load out should I use?
Thanks... ------------------------------------So many skills, so little time... |

JP Beauregard
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Posted - 2004.08.31 05:37:00 -
[71]
Edited by: JP Beauregard on 31/08/2004 05:39:12
Originally by: Dame Sneakers I was wondering how I should deal with the level 3 kill missions. Should I use one of my Frigates or equip the Rupture that I have never used and use that?
If you suggest the Rupture, what sort of load out should I use?
Learn to use the Rupture before taking it on lvl 3 missions, and leave the Rifter at home. Your loadout should be for range between 28 and 45 km. The farther out with good damage the better. Missile-spamming frigates or the rogue escorts at close range can get rather nasty. At decent range, they can only scratch your shields - boost those. A 10 MN MWD is essential.
Since I don't know your skills, it's rather difficult to suggest a specific loadout because of grid, cpu or skill restrictions. There are plenty of suggestions in Ships & Modules but since I place a premium on the comfy factor, I'd say: experiment 
JP Beauregard
=== The Pilkington Guides to EVE === |

JP Beauregard
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Posted - 2004.08.31 05:37:00 -
[72]
Edited by: JP Beauregard on 31/08/2004 05:39:12
Originally by: Dame Sneakers I was wondering how I should deal with the level 3 kill missions. Should I use one of my Frigates or equip the Rupture that I have never used and use that?
If you suggest the Rupture, what sort of load out should I use?
Learn to use the Rupture before taking it on lvl 3 missions, and leave the Rifter at home. Your loadout should be for range between 28 and 45 km. The farther out with good damage the better. Missile-spamming frigates or the rogue escorts at close range can get rather nasty. At decent range, they can only scratch your shields - boost those. A 10 MN MWD is essential.
Since I don't know your skills, it's rather difficult to suggest a specific loadout because of grid, cpu or skill restrictions. There are plenty of suggestions in Ships & Modules but since I place a premium on the comfy factor, I'd say: experiment 
JP Beauregard
=== The Pilkington Guides to EVE === |

DeFood
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Posted - 2004.08.31 07:35:00 -
[73]
Originally by: JP Beauregard Missile-spamming frigates or the rogue escorts at close range can get rather nasty. At decent range, they can only scratch your shields - boost those. A 10 MN MWD is essential.
Ammatar fleet scouts are also quite a ***** if you find yourself doing missions for the Thukker Tribe mix of companies.
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DeFood
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Posted - 2004.08.31 07:35:00 -
[74]
Originally by: JP Beauregard Missile-spamming frigates or the rogue escorts at close range can get rather nasty. At decent range, they can only scratch your shields - boost those. A 10 MN MWD is essential.
Ammatar fleet scouts are also quite a ***** if you find yourself doing missions for the Thukker Tribe mix of companies.
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Dame Sneakers
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Posted - 2004.08.31 13:08:00 -
[75]
K, so to rig a Rupture for 28K to 45K fighting range I would put on 720mm artys, these have an optimal range of 20K with a falloff of 17500, so I assume that makes them good for from 20K to 37.5K. So to get the desired range would one have to use ammo that gives a range bonus?
If so, the choices are Proton M (20% range bonus), Nuclear M (40%) or Carbonized Lead M (60%). It looks like the Nuclear M would give an optimal range of 28K with a max range of, hmm does the 40% get applied to just the optimal or to both the optimal plus the falloff? Well, worst case, just the optimal, then the max would be 45.5K. So it looks like Nuclear M would give me the range desired.
Is that right??
Oh, and I guess the reason for fighting at 28K plus is to stay out of the figate rats light missile envelope, that being I assume 25K? ------------------------------------So many skills, so little time... |

Dame Sneakers
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Posted - 2004.08.31 13:08:00 -
[76]
K, so to rig a Rupture for 28K to 45K fighting range I would put on 720mm artys, these have an optimal range of 20K with a falloff of 17500, so I assume that makes them good for from 20K to 37.5K. So to get the desired range would one have to use ammo that gives a range bonus?
If so, the choices are Proton M (20% range bonus), Nuclear M (40%) or Carbonized Lead M (60%). It looks like the Nuclear M would give an optimal range of 28K with a max range of, hmm does the 40% get applied to just the optimal or to both the optimal plus the falloff? Well, worst case, just the optimal, then the max would be 45.5K. So it looks like Nuclear M would give me the range desired.
Is that right??
Oh, and I guess the reason for fighting at 28K plus is to stay out of the figate rats light missile envelope, that being I assume 25K? ------------------------------------So many skills, so little time... |

Vordicae
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Posted - 2004.09.04 17:27:00 -
[77]
30k for light missiles .. u can sit at 31 and watch the boogers get right up to your nose then vanish :)
you will find that with skills and MODS your range increases .. my Optimum with 720s is 32k, using Depleted uranium , thats 20 shots each instead of 10 and no range deficit ----------------------------------------------------- In space .. no-one can hear you munching crisps in the back seat of your Hauler ! ----------------------------------------------------- Show me the money |

Vordicae
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Posted - 2004.09.04 17:27:00 -
[78]
30k for light missiles .. u can sit at 31 and watch the boogers get right up to your nose then vanish :)
you will find that with skills and MODS your range increases .. my Optimum with 720s is 32k, using Depleted uranium , thats 20 shots each instead of 10 and no range deficit ----------------------------------------------------- In space .. no-one can hear you munching crisps in the back seat of your Hauler ! ----------------------------------------------------- Show me the money |
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