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Thread Statistics | Show CCP posts - 1 post(s) |
derp flerp
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Posted - 2010.11.24 08:23:00 -
[1]
I'm only on level 3s! this is completely ****ing ridiculous. every room there are 6-18 ships in. sometimes i can aggro a third of them at once. sometiems i aggro the whole room at once!
as soon as something locks me, it gets to its optimal range and stays there. that means that the entire fleet is keeping me at 30+km. i can't even get heavy missiles that will fly 30km+10s@300m/s. some of these guys have a base speed of 300m/s! i have a speed of 328m/s WITH AN AFTERBURNER! which of course drains my cap. which leaves less power for armor repairers.
and armor repairers! don't get me ****ing started. two armor repairer IIs can't even keep me up when i'm being bombarded by twelve scourge heavy missiles per volley, 40-50dmg each, and that's with a double resistance active tank.
i was wooed by promises of "100m isk/hour!" doing missions with a salvage. i can't even finish a mission in the time that i'm allotted to get the bonus 500k cash, and the bounties are running 2-3m when i can clear the whole mission. each one takes me six to seven cycles of warp in, get ****ed, warp out, repair, warp back in for another hot sharp ****ing before i can whittle the npcs down enough to tank their damage... and i still have to chase them down across 30km each at effectively 20m/sec.
**** that ****. **** it right in the face.
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S'qarpium D'igil
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Posted - 2010.11.24 08:25:00 -
[2]
Incursion sites are meant for larger groups of players and you shouldn't try to solo them.
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derp flerp
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Posted - 2010.11.24 08:34:00 -
[3]
i'm not doing incursion sites. i'm doing level 3 missions in empire. or trying to.
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Desigre
Minmatar
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Posted - 2010.11.24 08:34:00 -
[4]
Edited by: Desigre on 24/11/2010 08:37:44 Edited by: Desigre on 24/11/2010 08:36:02
Originally by: S'qarpium D'igil Incursion sites are meant for larger groups of players and you shouldn't try to solo them.
Confirming this. CCP designed incursion sites so you cant solo them. Heck you dont even get payed unless your in fleet atleast.
Normal missions should be easy enough if their not you have 2 options: 1. Your tanking is not effective. Fit to mission specific resists... 2. your dps is low, train more skills that suport weapons you use.
How my missioners seems to evolve is they learn to tanbk first and then train dps skills to kill those rats. Se basicly they develop from fleet mission running to be able to solo run missions.
If you need advice/someone to chat about mission running, let me know ingame. My first character in this game has been running missions on and off for 2 years now...
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Eclorc
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Posted - 2010.11.24 08:38:00 -
[5]
Edited by: Eclorc on 24/11/2010 08:40:04 If you post the ship type you are using, and the fittings you have, this may help others to help you. What ship? T2 repairers - what size? Launchers?
edit: You say you're using heavy missiles and only getting 30km range?? Train Missile projection, and Missile Bombardment skills ASAP.
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derp flerp
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Posted - 2010.11.24 08:42:00 -
[6]
Originally by: Desigre
1. Your tanking is not effective. Fit to mission specific resists...
double active resist and two armor repairer IIs. how much more tank SHOULD i need? i can't fit more than that -- 6 low slots, every mission has two damage types listed on eve-survival.
Originally by: Desigre
2. your dps is low, train more skills that suport weapons you use.
there aren't enough missile skills in the game to hit something 30km away, flying away from me at 300m/sec. or if there are, there's no way that i would still be running lvl 3 missions after spending long enough to train them up.
oh i'm amarr you say, i should be using lasers you say? it's too bad that lvl 3 mission rats have 90+% em resistance and lasers drain precious cap that i need to use to repair and harden.
how about some good advice?
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Jennifer Starling
Amarr
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Posted - 2010.11.24 08:43:00 -
[7]
Edited by: Jennifer Starling on 24/11/2010 08:45:33
Originally by: derp flerp I'm only on level 3s! .. 6-18 ships .. heavy missiles that will fly 30km+10s@300m/s .. "100m isk/hour!" doing missions with a salvage ..
Right .. - Level 3's pay mostly 5-10 million an hour if you blitz them; - Heavy Missiles can reach from 37.5 km without skills to roughly 84 km with max skills before range enhancements, and discounting target movement - I guess you don't have a lot of skills in missiles; - 6-18 ships per level, that's fairly common for all level missions, you should be used to that by now.
So WTH are you complaining about? And what ship are you flying?
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Adst
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Posted - 2010.11.24 08:44:00 -
[8]
The most likely problem you have at the moment is skills.
for example, I fly a Drake (yeah shh all you Nerfers! ) that at one point in time I found it tough on the hardest level 3s, now I can solo level 4s in it - all down to skills.
Other Advice is to use Eve Survival which has reports on mission telling you what to expect, which groups you can aggro without others and so forth.
But as was posted above me, if you post the fit you're using it's easier for us to point out the skills you're lacking, where the fit is likely failing and so forth.
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Lutz Major
Austriae Est Imperare Orbi Universo
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Posted - 2010.11.24 08:44:00 -
[9]
Check out http://www.eve-survival.org for mission specific intel. It seems you lock and shoot the wrong targets, if you aggro the whole room.
Every battle cruiser should deal damage far beyond the 30km. (i.e fit artilleries instead of autocannons)
Also 100M isk/hour is for raiding parties in wormholes or L5s. Not mission running in high-sec.
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derp flerp
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Posted - 2010.11.24 08:52:00 -
[10]
Edited by: derp flerp on 24/11/2010 08:53:10 ship 1: harbinger highs: 6x heavy pulse laser Is with infrared Ms Mids: 3x cap recharger Is, 10mn afterburner lows: 2x med armor repairer 2s, 2x microcell nanite [mission damage type] hardeners
ship 2: caracal highs: 5x heavy missile launcher Is loaded with mission specific missile damage types mids: 10mn afterburner, 2x mission-specific shield hardeners, 2x medium shield boosters lows: ****all
ship 2 warps out when i start crying about my armor, the shield modules are only there to keep the ship up long enough to align and warp out.
i'm checking eve-survival for each mission and fitting the right hardeners and damage types. i'm using the right drones.
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Hecatonis
Amarr
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Posted - 2010.11.24 08:58:00 -
[11]
Originally by: derp flerp
I'm in a harbinger. t2 medium reppers. flying duo with a caldari in a caracal - missile bombardment at 3, missile projection at 3. it's not that i'm only getting 30km range, it's that the targets are keeping me at (at least!) 30km and flying away from me at 300m/sec.
on i run lvl 3 in a harby, my fit is as follows
high - T2 pulse, all slots (if you dont have the skills go with modulated pulse, carry x-ray and infrared) med - Afterburner, named if you can get it, web, and cap recharger for the rest low - t2 armor rep, 2 active resist, passive omi resist, more cap for the rest
then a full compliment of drones, all hob 2 as i am too lazy to train the skills to get the others.
sometimes it takes me a bit to catch up to them, but everything dies at 24km out. if you have agro, kill them wiht your drones as they never shoot them. if they are targeting you.
mail me in game i will send you my fit. i never have issues with l3 missions
__________________________________________________ stop acting like tw*ts and use your brain |
Rian O'Shea
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Posted - 2010.11.24 08:58:00 -
[12]
OP should stop trolling. A Caracal with heavies not reaching 30km, that's quite an achievement. Other than that, fit beams.
Oh and stop trolling.
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Jennifer Starling
Amarr
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Posted - 2010.11.24 09:03:00 -
[13]
Originally by: Rian O'Shea A Caracal with heavies not reaching 30km
Agreed, the minimum range of heavies is 37.5 km!
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VE3DVY
Amarr
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Posted - 2010.11.24 09:09:00 -
[14]
Confirming that, in a Harbinger, lvl3's really aren't that hard...
3/10 at best.
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"The history of the world is none other than the progress of the consciousness of freedom." - Hegel. |
Jennifer Starling
Amarr
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Posted - 2010.11.24 09:11:00 -
[15]
Originally by: VE3DVY Confirming that, in a Harbinger, lvl3's really aren't that hard... 3/10 at best.
Not hard but can be slow, especially if you have to fight Guristas. And The Blockade is always a major pain.
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mmmPork
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Posted - 2010.11.24 09:17:00 -
[16]
Originally by: derp flerp I'm only on level 3s! this is completely ****ing ridiculous. every room there are 6-18 ships in. sometimes i can aggro a third of them at once. sometiems i aggro the whole room at once!
as soon as something locks me, it gets to its optimal range and stays there. that means that the entire fleet is keeping me at 30+km. i can't even get heavy missiles that will fly 30km+10s@300m/s. some of these guys have a base speed of 300m/s! i have a speed of 328m/s WITH AN AFTERBURNER! which of course drains my cap. which leaves less power for armor repairers.
and armor repairers! don't get me ****ing started. two armor repairer IIs can't even keep me up when i'm being bombarded by twelve scourge heavy missiles per volley, 40-50dmg each, and that's with a double resistance active tank.
i was wooed by promises of "100m isk/hour!" doing missions with a salvage. i can't even finish a mission in the time that i'm allotted to get the bonus 500k cash, and the bounties are running 2-3m when i can clear the whole mission. each one takes me six to seven cycles of warp in, get ****ed, warp out, repair, warp back in for another hot sharp ****ing before i can whittle the npcs down enough to tank their damage... and i still have to chase them down across 30km each at effectively 20m/sec.
**** that ****. **** it right in the face.
4/10
You got people to respond.
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Ovella
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Posted - 2010.11.24 09:19:00 -
[17]
3/10
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Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2010.11.24 09:25:00 -
[18]
First off, the "100 mil ISK/hour" is the best-case scenario for uberpimped dualboxing L4 mission-running plus mission cherry-picking. That Caracal pilot with a minimal additional training could hop into a Drake and probably solo the missions himself, or at least take the role of the primary tanker if nothing else, leaving your first Harbinger pilot free to pack in damage mods, long-range lasers and some other nice optimal/DPS enhancing fit changes. And so on and so forth.
TL;DR : you're doing it wrong OR are trolling. _
Beginner's ISK making guide | Manufacturer's helper | All about reacting _
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Vaal Erit
Science and Trade Institute
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Posted - 2010.11.24 09:28:00 -
[19]
2/10. Your name is derp flerp? Come on, I can't believe anyone would fall for this... - It's not "Play through a pre-set story, become stronger, do endgame". Gameplay is open ended, and you make your own story. Unless you're too afraid of 'pvp grief' to do anything relevant |
Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2010.11.24 09:30:00 -
[20]
Some days, it can be entertaining to feed trolls. Nah, scratch that, usually. _
Beginner's ISK making guide | Manufacturer's helper | All about reacting _
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Hecatonis
Amarr
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Posted - 2010.11.24 09:30:00 -
[21]
Originally by: Jennifer Starling
Originally by: VE3DVY Confirming that, in a Harbinger, lvl3's really aren't that hard... 3/10 at best.
Not hard but can be slow, especially if you have to fight Guristas. And The Blockade is always a major pain.
agreed, not being able to insta-pop a gurista fig is depressing, and they do like to run those little buggers. it just takes that much longer to salvage, they just need to learn that i will win, and just stay in optimal, preferable 10km out, then everything will be in range of my tractor beams.
and the blockade is a major pain for anyone, doesnt matter what you fly. but the loot and bounties and reward is always good :P
__________________________________________________ stop acting like tw*ts and use your brain |
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CCP Spitfire
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Posted - 2010.11.24 09:39:00 -
[22]
Moved from 'EVE General Discussion'.
Spitfire Community Representative CCP Hf, EVE Online |
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Moose Burger
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Posted - 2010.11.24 10:09:00 -
[23]
it means its time to get a drake.
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RaTTuS
BIG Majesta Empire
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Posted - 2010.11.24 10:37:00 -
[24]
remove your warp core stabs --
Join BIG
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Desigre
Minmatar
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Posted - 2010.11.24 10:38:00 -
[25]
Originally by: derp flerp
Originally by: Desigre
2. your dps is low, train more skills that suport weapons you use.
there aren't enough missile skills in the game to hit something 30km away, flying away from me at 300m/sec. or if there are, there's no way that i would still be running lvl 3 missions after spending long enough to train them up.
oh i'm amarr you say, i should be using lasers you say? it's too bad that lvl 3 mission rats have 90+% em resistance and lasers drain precious cap that i need to use to repair and harden.
ok now i know your trolling. Standard heavy missile has 37.5 km max range. 3750 m/s * 10 sec max flight time = 37500 m
And thats before any missile suport skills.
So your complaining your choise of ships and weapons then? Well thats your problem then. Try some other weapons then if rat resist is problem. Thats why my missioners fly caldari ships, missiles are so easy to change so i can do any damage type needed to kill those pesky mission rats...
Your alternative choise is move where rats are generally weak against em/ther damage, but im quessing your amarrs are too stuborn to admit your mistakes.
PS. my raven pilots can shoot cruise missiles 147km+ last time i checked and their missile suport skills are not even maxed yet.
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Obsession Paranoia
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Posted - 2010.11.24 11:42:00 -
[26]
The guy is using HAMs. He doesn't know the difference.
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Demorar Borgear
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Posted - 2010.11.24 12:34:00 -
[27]
I haz rifter and itty me help yoo nao? |
Tarasina
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Posted - 2010.11.24 13:27:00 -
[28]
Originally by: derp flerp Edited by: derp flerp on 24/11/2010 08:53:10 ship 1: harbinger highs: 6x heavy pulse laser Is with infrared Ms Mids: 3x cap recharger Is, 10mn afterburner lows: 2x med armor repairer 2s, 2x microcell nanite [mission damage type] hardeners
ship 2: caracal highs: 5x heavy missile launcher Is loaded with mission specific missile damage types mids: 10mn afterburner, 2x mission-specific shield hardeners, 2x medium shield boosters lows: ****all
ship 2 warps out when i start crying about my armor, the shield modules are only there to keep the ship up long enough to align and warp out.
i'm checking eve-survival for each mission and fitting the right hardeners and damage types. i'm using the right drones.
Suggestions:
Instead of infrared, try multifreq/gamma
Get the 17km+ lasers if you don't alrady have them
Use 2 active hardeners, (hull & armor -> armor hardener), passive hardeners don't give you even half of what actives give.
Use named cap rechargers, meta 2,3,4
2 heat sinks in the remaining lows OR 1 tracking enhancer and 1 heat sink, depending on how well you hit enemies.
Rigs: 3 Capacitor control circuits, Amarr sucks at cap usage (or rules, depending on viewpoint, uses a lot of cap)
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Medarr
Amarr
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Posted - 2010.11.24 14:16:00 -
[29]
Edited by: Medarr on 24/11/2010 14:23:13 Edited by: Medarr on 24/11/2010 14:22:35 [Harbinger, Mission runner] Damage Control II Medium Armor Repairer II Armor EM Hardener II Armor Thermic Hardener II Heat Sink I Heat Sink I
10MN Afterburner II Cap Recharger II Cap Recharger II Cap Recharger II
Heavy Modulated Energy Beam I, Multifrequency M Heavy Modulated Energy Beam I, Multifrequency M Heavy Modulated Energy Beam I, Multifrequency M Heavy Modulated Energy Beam I, Multifrequency M Heavy Modulated Energy Beam I, Multifrequency M Heavy Modulated Energy Beam I, Multifrequency M Small Tractor Beam I Salvager I
Medium Capacitor Control Circuit II Medium Capacitor Control Circuit II Medium Auxiliary Nano Pump I
swap crystals and hardeners to mission rerquirements. Should do the trick. Also do not dual tank focus on one tank, in the case of amarr thats armor tanking.
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Warpoutnowgogo
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Posted - 2010.11.24 15:15:00 -
[30]
Even though you have a lvl 3 agent... it doesnt mean your skilled enough to do lvl 3s.
Read the mission briefs, help alots.
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