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Xcercs Kitriana
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Posted - 2011.04.04 11:48:00 -
[1]
Greetings, Ill jump right to the point.
I am comming up to 6million skill points as a pilot and have gotten myself a Abaddon for running level 4 missions.
At the moment i seem to struggle with both tanking and damage, tank doesnt seem to be enough and i know dps is lacking. In fleet missions this is covered by the more experienced and better fitted pilots. In solo missions it seems to be taking alot longer than i expected to clear a mission. Its not that i cannot solo level 4's its more the time it takes completing the mission and the first pull or so where the tank looks to be failing till i killed a couple rats.
Current fittings are Setup
looking for any advise or suggestions to running the ship better. at moment i run level 4's in Gallente space so its mostly Serpentis and Angels i seem to get. I could move space if the rats change will be of significant change.
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Burnharder
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Posted - 2011.04.04 13:20:00 -
[2]
I notice you're tanked for kinetic and thermal, so I assume you aren't missioning in Amarr space (where the Abaddon really shines). This is your first problem.
Secondly, with 6 million skill points it's going to be difficult to get the best out of this ship. Personally I would recommend an Apoc instead of an Abaddon for level 4 with only 6 million in SP. Abaddon works well with maxed or near maxed specialisation, especially beams (some people disagree and run with pulses, as you are), but ideally you need T2 guns, imperial navy ammo and 2 or 3 heat sinks. It helps if you've got an RR alt because then you can go full gank. Otherwise, add a cap booster with 800's in the mids, drop the low CPR and add in another heatsink. You should only ever need 3 crystal types: radio, ultraviolet and multi-frequency. I use imperial navy. You should too if you can afford them.
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Melina Lin
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Posted - 2011.04.04 14:15:00 -
[3]
Edited by: Melina Lin on 04/04/2011 14:16:03 Pulse Apoc is the best Amarr BS for a beginner. T1 pulse laser don't give you enough ranged DPS on Aba, they begin to shine once you get scorch crystals, though. Since you already bought the Aba, refitting for beams should give you less head ache.
Guristas are a pain, stay away for now, but Serps and Angels are not that bad. Your natural prey are Sansha and Raiders.
The fit below should work for you. Use Navy ammo, it is cheap. This should fit with "Weapons Upgrades" to 4. Train "Advanced Weapon Upgrades" ASAP, so you can upgrade the smaller turrets to Mega Beams, then go for T2 large guns.Always carry both scripts for the TC.
Money invested in a "Imperial Navy" repper is well spend.
[Abaddon, Xcs Abaddon help] Heat Sink II Heat Sink II Large Armor Repairer II Armor Kinetic Hardener II Armor Kinetic Hardener II Armor Thermic Hardener II Armor Thermic Hardener II
Tracking Computer II, Optimal Range Cap Recharger II Cap Recharger II Cap Recharger II
Dual Modulated Heavy Energy Beam I, Imperial Navy Ultraviolet L Dual Modulated Heavy Energy Beam I, Imperial Navy Ultraviolet L Mega Modulated Energy Beam I, Imperial Navy Ultraviolet L Mega Modulated Energy Beam I, Imperial Navy Ultraviolet L Mega Modulated Energy Beam I, Imperial Navy Ultraviolet L Mega Modulated Energy Beam I, Imperial Navy Ultraviolet L Mega Modulated Energy Beam I, Imperial Navy Ultraviolet L Mega Modulated Energy Beam I, Imperial Navy Ultraviolet L
Large Capacitor Control Circuit I Large Capacitor Control Circuit I Large Capacitor Control Circuit I
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Xcercs Kitriana
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Posted - 2011.04.04 14:41:00 -
[4]
Edited by: Xcercs Kitriana on 04/04/2011 14:42:30 The hardeners i change depending on mission ... is missions in amarr space really that much difference ?
Apoc seemed more a gank ship, i wanted to make sure i kept the ship i bought as long as possible rather than silly mistake in mission costing me more than it should.
Plugging your fitting suggestion to evehq im getting only 2:20 of cap time (10mins not using repper). i was under the impression cap stable tanks were need to at least to start with on level 4's since the damage can be lacking to kill things fast enough to ensure you repair as little as needed.
Faction Ammo i will be changing once i get online since everyone is reccomending it i will trust that the dmg increase is more than worth it .. would faction guns be worth it ? (pulses and or beams)
How much difference in dps will the tracking computer add ? i can fit it with each script for range or tracking just concerned that i will burn out my cap so fast.
Agreed with the imperial repper will start searching although from what i remember they have a fairly hefty cost attached
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Burnharder
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Posted - 2011.04.04 15:05:00 -
[5]
Edited by: Burnharder on 04/04/2011 15:06:54 Edited by: Burnharder on 04/04/2011 15:06:24
Originally by: Xcercs Kitriana Edited by: Xcercs Kitriana on 04/04/2011 14:42:30 The hardeners i change depending on mission ... is missions in amarr space really that much difference ?
Apoc seemed more a gank ship, i wanted to make sure i kept the ship i bought as long as possible rather than silly mistake in mission costing me more than it should.
Plugging your fitting suggestion to evehq im getting only 2:20 of cap time (10mins not using repper). i was under the impression cap stable tanks were need to at least to start with on level 4's since the damage can be lacking to kill things fast enough to ensure you repair as little as needed.
Faction Ammo i will be changing once i get online since everyone is reccomending it i will trust that the dmg increase is more than worth it .. would faction guns be worth it ? (pulses and or beams)
How much difference in dps will the tracking computer add ? i can fit it with each script for range or tracking just concerned that i will burn out my cap so fast.
Agreed with the imperial repper will start searching although from what i remember they have a fairly hefty cost attached
In Amarr space you'll mostly get EM/Therm rats in missions (not always ofc), which is the only damage you can do with lasers.
If you're worried about cap, that's another reason to go Apoc. Apoc has a cap bonus for large energy turrets (as well as an optimal bonus), whereas the Abaddon has a damage and armor resistance bonus. The cap bonus is better if your skills aren't very high.
You don't need stable cap, you just need to be able to last long enough to kill the rats. You don't have to fire your guns continuously. You can switch them off if cap is running low to let it go back up again. However, because this is a problem, that's why I suggested a booster in mids with a bay full of 800's. Then you can pop some cap whenever you need it.
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Melina Lin
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Posted - 2011.04.04 15:40:00 -
[6]
Originally by: Xcercs Kitriana Plugging your fitting suggestion to evehq im getting only 2:20 of cap time (10mins not using repper).
With Aba you need to learn to pulse the repper anyway, but with UV you should be able to shoot cap-stable with repper off. It seems you have the cap skills not even at 4, so fix that, also consider training "Controlled Bursts" to 3.
Originally by: Xcercs Kitriana How much difference in dps will the tracking computer add ?
None by itself, but the range advantage lets you use higher damage crytals to the same range.
Oh, and faction guns have the fitting requirements of T2 guns. AWU is calling. :)
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Xcercs Kitriana
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Posted - 2011.04.04 17:04:00 -
[7]
Originally by: Melina Lin
Originally by: Xcercs Kitriana Plugging your fitting suggestion to evehq im getting only 2:20 of cap time (10mins not using repper).
With Aba you need to learn to pulse the repper anyway, but with UV you should be able to shoot cap-stable with repper off. It seems you have the cap skills not even at 4, so fix that, also consider training "Controlled Bursts" to 3.
Originally by: Xcercs Kitriana How much difference in dps will the tracking computer add ?
None by itself, but the range advantage lets you use higher damage crytals to the same range.
Oh, and faction guns have the fitting requirements of T2 guns. AWU is calling. :)
Ahh my bad i had multi as the ammo not the ultra yes cap stable with ultra.
Question on pulsing repper, if your having to keep it on to tank the dmg coming in would that suggest resists, damage or both need improving, and Yes plan is BS4 then t2 weapons its only 34 days iirc cap skills i have the core capacitor at standard
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Burnharder
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Posted - 2011.04.04 17:53:00 -
[8]
Originally by: Xcercs Kitriana
Question on pulsing repper, if your having to keep it on to tank the dmg coming in would that suggest resists, damage or both need improving, and Yes plan is BS4 then t2 weapons its only 34 days iirc cap skills i have the core capacitor at standard
This is a question of managing the mission. If you aggress everything at once, you're going to have a problem. Use Eve Survival to find out what the mission is going to present, how the aggression works and have a plan of action before you attempt it.
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Naya Sky
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Posted - 2011.04.04 18:08:00 -
[9]
If you plan on doing L4 missions for a while move to Amarr space so you will get the majority of missions against Blood Raiders and Sanshas (which are both weak to EM/Thermal damage).
You are wasting way too many slots for your capacitor. Lose the power relay and add another heat sink. And lose like 2 capacitor recharges and add a tracking computer and capacitor booster (with 800's). The cap booster 800's are really cheap anyway - and they can help a lot when you are in a bad spot.
Get some faction modules (lasers, heat sinks, armor reps, hardeners, etc...).
Use faction ammo. The imperial navy crystals aren't that expensive and they last for a LONG time (and they do make a difference).
Are you using any implants? If not, get the tracking speed, large energy turret damage, all turret damage, capacitor ones, etc ...
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Melina Lin
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Posted - 2011.04.04 18:10:00 -
[10]
Edited by: Melina Lin on 04/04/2011 18:10:53 ^^ This. (Burnharder on EVE survival)
Another tip, two gun groups reduce overkill on smaller stuff and weapon downtime. Also good for a bit of recharge.
Try to keep your cap at around 25%, your recharge is highest at this point.
Always align out to a celestial, and pre-lock scram frigs. You need 20 seconds to lock a frig, which can be a looong time if things go south.
Learn "Thermodynamics", to overheat repper or hardeners. Good for these o-**** moments.
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Forum Troll Trolling
Forum Trolling Corp
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Posted - 2011.04.04 20:07:00 -
[11]
wrong, peak capacitor recharge is approx 30% peak SHIELD recharge is 25%
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Crabs Collector
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Posted - 2011.04.04 21:27:00 -
[12]
First you should change the area you mission in, if you want to stick to Amarr ships for missioning. Go to Amarr space, so you'll get only a small amount of guristas/angels to fight.
About the fit: I dont know exactly what your skills are, so i'll give some hints and go try it out in EFT what you can fit. In your highs should be meta 4 beams. In your mids cap rechargers and a tracking computer. In your lows you should have enough resistance with 2 rat specific hardeners and 1 energized adaptive nano membrane if you have a decent amarr BS level. The rest can be filled with heatsinks, maybe a power diagnostic system (for fitting those beams and extra cap) and a good large repairer. For rigs ofcourse ccc rigs, cant live without them on the baddon :)
gl
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Songbird
Gallente T.I.E. Inc.
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Posted - 2011.04.04 21:58:00 -
[13]
If you're going strictly amarr, I'd say go apoc, then navy apoc(when you get the money), then the marauder.
Abaddon is a great pvp ship - the extra tank and gank are certainly nice but it's not exactly a low skill points mission boat.
Apoc on the other hand has that extra range(so you can use pulse lasers) and extra cap recharge (so you can tank without problems)that you need for missions(with my skills it's cap stable with 2 large reps ).
As someone posted if you have to drive abbadon use beam lasers. The 30km optimal with MF is much better than what you get with pulse, thus you can apply the higher dps at longer range.
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Crabs Collector
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Posted - 2011.04.05 05:41:00 -
[14]
Oh and about the apoc..... The apoc just sucks balls for missioning untill you can use t2 pulse, or if you're fighting angels. But even then you're probably better off with a pulse abaddon because of its damage bonus.
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Xcercs Kitriana
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Posted - 2011.04.05 07:54:00 -
[15]
Well thank you everyone for the replies and suggestions,
Going to fit the ship with Beams and take it to Amarr space and get the most from what the ship can do. The Apoc argument in my case would win in fleet ops since the extra damage would be great but i like the extra tank of the abaddon for when i solo.
Gah now comes the relocation ... the only time i hate having rigged ships :P
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PewPewLaser
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Posted - 2011.04.05 11:21:00 -
[16]
Get cap skills to 5. Baddon can be a little annoying using beams with multifreq as far as cap is concerned. Really requires high skills. Abaddon benefits immensely from heatsinks and for a lower sp player those heatsinks have to be power relays.
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Tarasina
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Posted - 2011.04.05 11:58:00 -
[17]
Edited by: Tarasina on 05/04/2011 11:59:27 I didn't see it mentioned but have you thought about splitting up your guns in 2 groups? The idea is that you can use 1 group of weapons + repper AND be cap stable, when that situation occurs. So your not solely depending on drone dps. Something like half the amount of guns fitted should work. 2 groups of 3 guns or whatever.
My alt flies an Abaddon and it's a beetch...got all basic cap skills maxed but it is nowhere near cap stable. Cap only lasts 3 minutes with repper on and multifreq (tachyons). With 2 guns running it is capstable. But I never fly it solo, its always complementing my main. It tanks long enough. Fitted with 3 CCC rigs and 3 cap recharge IIs...just to give you an idea.
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