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Aesiron
Amarr DEXN Recruitment
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Posted - 2011.08.25 16:08:00 -
[1]
Hi.
Recently when I just got into level 3s with a Harbinger I prevailed, but now I have been forced to decline missions because they are too hard, and just now I am running a mission of which my armor gets torn apart before I can get into optimal range with my Harby. The fitting is fine. But I think it might be that the Harby isn't good tank.
So I was wondering whether it's worth selling it for a drake.
What do you think?
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Nomad Vherokic
Minmatar
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Posted - 2011.08.25 16:12:00 -
[2]
Can we see your fit?
What mission is it?
Can you fly a drake, what are your skills, who are you flying against/for? --
Why do people sign their name at the bottom of a post? We know who you are already... |
Flurk Hellbron
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Posted - 2011.08.25 16:14:00 -
[3]
Within a drake and with average skills to use it, lvl III missions ain't a problem no more.
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Snarly Pete
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Posted - 2011.08.25 16:33:00 -
[4]
Do you not have scorch yet? I don't remember having a problem with the level 3 stuff in my harb. Post your fit for any more detailed advice like the other dude said
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xenodia
Gallente DYNAMIC INTERVENTION ORPHANS OF EVE
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Posted - 2011.08.25 16:41:00 -
[5]
Originally by: Aesiron Hi.
Recently when I just got into level 3s with a Harbinger I prevailed, but now I have been forced to decline missions because they are too hard, and just now I am running a mission of which my armor gets torn apart before I can get into optimal range with my Harby. The fitting is fine. But I think it might be that the Harby isn't good tank.
So I was wondering whether it's worth selling it for a drake.
What do you think?
Prophecy has a better tank than harby if you absolutely have to use amarr BC. I fail to see how even with a craptastic BC fit that youd have trouble in a lvl 3 though. I could see a harby having trouble in lvl 4s, but a lvl 3 is soloable in an assault frig if you do it right.
This signature space for rent |
Daniel Plain
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Posted - 2011.08.25 18:02:00 -
[6]
some missions are significantly harder on the tank than others (especially when you accidentally kill the trigger too soon). cutthroat competition and blockade come to mind for caldari. as for the drake, it can fit a ridiculous tank for a battlecruiser, even without t2 modules. on the flipside, you sacrifice a lot of mobility and dps. my advice to you would be to first decide if you want to stick to turrets or missiles in the near future, then decide which ship you want to fly and THEN skill up the respective tank skills. any BC can tank any lvl3 easily with enough SP investment.
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Aesiron
Amarr DEXN Recruitment
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Posted - 2011.08.25 19:40:00 -
[7]
Yeah guys, sorry for the vagueness I had little time to write this.
---------------------------------------------------- [My Harbinger fit for level 3s: armor tank and DPS] 7x Heavy Modal Pulse Laser I (3x multi, 2x standard, 2x microwave) 1x Salvager I
3x Cap Recharger II 1x Y-S8 Hydrocarbon Afterburner
2x Mission Specific Hardener II 2x Heat Sink II 1x Medium Armor Repairer II 1x Capacitor Flux Coil I
10x Hobgoblin I (4 can fly at once)
3x Capacitor Control Circuit I ----------------------------------------------------
The mission I was performing today was called The Good Word (level 3). When I tried the mission the 6 cruisers that spawn all deal very high kinetic missile damage and my ship simply gets torn apart before I can get in range and before I know it I have to warp out otherwise I get onto hull.
One thing I thought was to get beam lasers instead so I can zap them at a distance instead of relying on getting at range.
Another thing I noticed was that my Medium Armor Repairer II is very slow, it heals about 1/20th of my armor at a time and takes about 10 seconds and is too inconsistent compared to the enemy missiles. I thought that I could equip another repairer; except then my capacitor would run out very quickly.
Any advice?
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Rath Kelbore
Spaceship Hooligan Productions
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Posted - 2011.08.25 19:52:00 -
[8]
Originally by: Aesiron Yeah guys, sorry for the vagueness I had little time to write this.
---------------------------------------------------- [My Harbinger fit for level 3s: armor tank and DPS] 7x Heavy Modal Pulse Laser I (3x multi, 2x standard, 2x microwave) 1x Salvager I
3x Cap Recharger II 1x Y-S8 Hydrocarbon Afterburner
2x Mission Specific Hardener II 2x Heat Sink II 1x Medium Armor Repairer II 1x Capacitor Flux Coil I
10x Hobgoblin I (4 can fly at once)
3x Capacitor Control Circuit I ----------------------------------------------------
The mission I was performing today was called The Good Word (level 3). When I tried the mission the 6 cruisers that spawn all deal very high kinetic missile damage and my ship simply gets torn apart before I can get in range and before I know it I have to warp out otherwise I get onto hull.
One thing I thought was to get beam lasers instead so I can zap them at a distance instead of relying on getting at range.
Another thing I noticed was that my Medium Armor Repairer II is very slow, it heals about 1/20th of my armor at a time and takes about 10 seconds and is too inconsistent compared to the enemy missiles. I thought that I could equip another repairer; except then my capacitor would run out very quickly.
Any advice?
I've never fit a harbi for missions but I can tell you with a fair amount of certainty that you don't want to mix ammo types like that.
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Aesiron
Amarr DEXN Recruitment
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Posted - 2011.08.25 21:00:00 -
[9]
Originally by: Rath Kelbore
Originally by: Aesiron Yeah guys, sorry for the vagueness I had little time to write this.
---------------------------------------------------- [My Harbinger fit for level 3s: armor tank and DPS] 7x Heavy Modal Pulse Laser I (3x multi, 2x standard, 2x microwave) 1x Salvager I
3x Cap Recharger II 1x Y-S8 Hydrocarbon Afterburner
2x Mission Specific Hardener II 2x Heat Sink II 1x Medium Armor Repairer II 1x Capacitor Flux Coil I
10x Hobgoblin I (4 can fly at once)
3x Capacitor Control Circuit I ----------------------------------------------------
The mission I was performing today was called The Good Word (level 3). When I tried the mission the 6 cruisers that spawn all deal very high kinetic missile damage and my ship simply gets torn apart before I can get in range and before I know it I have to warp out otherwise I get onto hull.
One thing I thought was to get beam lasers instead so I can zap them at a distance instead of relying on getting at range.
Another thing I noticed was that my Medium Armor Repairer II is very slow, it heals about 1/20th of my armor at a time and takes about 10 seconds and is too inconsistent compared to the enemy missiles. I thought that I could equip another repairer; except then my capacitor would run out very quickly.
Any advice?
I've never fit a harbi for missions but I can tell you with a fair amount of certainty that you don't want to mix ammo types like that.
Really? Why not? It makes sense, Microwave for long range, Multi for once they get in range and Standard at mid, otherwise I will be having to get into range before I will hit because one way or another I always end up being about 10km away from the enemies but over a long time.
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Le'Mon Tichim
Amarr The Baseborn Syndicate
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Posted - 2011.08.25 21:02:00 -
[10]
Edited by: Le''Mon Tichim on 25/08/2011 21:02:58
Originally by: Aesiron
Originally by: Rath Kelbore
Originally by: Aesiron Yeah guys, sorry for the vagueness I had little time to write this.
---------------------------------------------------- [My Harbinger fit for level 3s: armor tank and DPS] 7x Heavy Modal Pulse Laser I (3x multi, 2x standard, 2x microwave) 1x Salvager I
3x Cap Recharger II 1x Y-S8 Hydrocarbon Afterburner
2x Mission Specific Hardener II 2x Heat Sink II 1x Medium Armor Repairer II 1x Capacitor Flux Coil I
10x Hobgoblin I (4 can fly at once)
3x Capacitor Control Circuit I ----------------------------------------------------
The mission I was performing today was called The Good Word (level 3). When I tried the mission the 6 cruisers that spawn all deal very high kinetic missile damage and my ship simply gets torn apart before I can get in range and before I know it I have to warp out otherwise I get onto hull.
One thing I thought was to get beam lasers instead so I can zap them at a distance instead of relying on getting at range.
Another thing I noticed was that my Medium Armor Repairer II is very slow, it heals about 1/20th of my armor at a time and takes about 10 seconds and is too inconsistent compared to the enemy missiles. I thought that I could equip another repairer; except then my capacitor would run out very quickly.
Any advice?
I've never fit a harbi for missions but I can tell you with a fair amount of certainty that you don't want to mix ammo types like that.
Really? Why not? It makes sense, Microwave for long range, Multi for once they get in range and Standard at mid, otherwise I will be having to get into range before I will hit because one way or another I always end up being about 10km away from the enemies but over a long time.
Because you can instantly swap crystals out? You're cutting your damage by mixing crystals. Carry a set of multis, standards, and radios. Close, medium, and long range.
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Aesiron
Amarr DEXN Recruitment
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Posted - 2011.08.25 21:05:00 -
[11]
Originally by: Le'Mon Tichim Edited by: Le''Mon Tichim on 25/08/2011 21:02:58
Originally by: Aesiron
Originally by: Rath Kelbore
Originally by: Aesiron Yeah guys, sorry for the vagueness I had little time to write this.
---------------------------------------------------- [My Harbinger fit for level 3s: armor tank and DPS] 7x Heavy Modal Pulse Laser I (3x multi, 2x standard, 2x microwave) 1x Salvager I
3x Cap Recharger II 1x Y-S8 Hydrocarbon Afterburner
2x Mission Specific Hardener II 2x Heat Sink II 1x Medium Armor Repairer II 1x Capacitor Flux Coil I
10x Hobgoblin I (4 can fly at once)
3x Capacitor Control Circuit I ----------------------------------------------------
The mission I was performing today was called The Good Word (level 3). When I tried the mission the 6 cruisers that spawn all deal very high kinetic missile damage and my ship simply gets torn apart before I can get in range and before I know it I have to warp out otherwise I get onto hull.
One thing I thought was to get beam lasers instead so I can zap them at a distance instead of relying on getting at range.
Another thing I noticed was that my Medium Armor Repairer II is very slow, it heals about 1/20th of my armor at a time and takes about 10 seconds and is too inconsistent compared to the enemy missiles. I thought that I could equip another repairer; except then my capacitor would run out very quickly.
Any advice?
I've never fit a harbi for missions but I can tell you with a fair amount of certainty that you don't want to mix ammo types like that.
Really? Why not? It makes sense, Microwave for long range, Multi for once they get in range and Standard at mid, otherwise I will be having to get into range before I will hit because one way or another I always end up being about 10km away from the enemies but over a long time.
Because you can instantly swap crystals out? You're cutting your damage by mixing crystals. Carry a set of multis, standards, and radios. Close, medium, and long range.
Okay I will take that into account, anything else look bad about the fitting?
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mxzf
Minmatar Shovel Bros
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Posted - 2011.08.25 21:12:00 -
[12]
Originally by: Aesiron Okay I will take that into account, anything else look bad about the fitting?
He's right, carry a set of each crystals and just swap them. With the ammo change speed, there's no reason not to.
Also, Capacitor Flux Coil? On an armor tanked ship (where you don't care about shield boosting anyways), Capacitor Power Relay is strictly better (2% less recharge bonus, but 10% more cap capacity over fitting a CFC).
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Le'Mon Tichim
Amarr The Baseborn Syndicate
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Posted - 2011.08.25 21:14:00 -
[13]
Originally by: mxzf
Originally by: Aesiron Okay I will take that into account, anything else look bad about the fitting?
He's right, carry a set of each crystals and just swap them. With the ammo change speed, there's no reason not to.
Also, Capacitor Flux Coil? On an armor tanked ship (where you don't care about shield boosting anyways), Capacitor Power Relay is strictly better (2% less recharge bonus, but 10% more cap capacity over fitting a CFC).
I was also going to suggest he drop back to medium pulses. Your dps would drop, but you'd free up cap and powergrid, and if you dropped the flux coil, you could fit a second repper, and possibly be able to perma run it.
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Jiao Governator
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Posted - 2011.08.25 21:37:00 -
[14]
One thing to consider, at least until you get T2 Pulses, is to use named Beams. Tracking is a lot worse (although you have drones to help with frigates) and dps on close orbiting NPCs will be a lot lower, but you'll be able to shoot much more effectively from 30k+. |
VR Highfive
Amarr Raptor Industries Art of War Alliance
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Posted - 2011.08.25 22:00:00 -
[15]
Hey Aesiron,
Have a look at these fits below and see if they could work for you. I slightly changed yours to suit the situation.
I don't know how your skills are so I don't know how your cap durability will be. You could consider exchanging 1 cap recharger for a cap booster if you have problems in the cap department.
Also Beams are a good idea too. You will do less damage but you will do damage sooner. I have always preferred pulses but that is a personal taste.
Also I recommend using medium drones: hammerheads if you can. 4 hammerheads do more damage than 4 hobgoblins.
Fit 1 tactic: Close the distance fast and kill them before they kill you. Turn the MWD off once you are close to them to save cap.
[Harbinger, PvE Swift strike] Medium Armor Repairer II Armor Kinetic Hardener II Armor Kinetic Hardener II Heat Sink II Heat Sink II Armor Kinetic Hardener II
Y-T8 Overcharged Hydrocarbon I Microwarpdrive Cap Recharger II Cap Recharger II Cap Recharger II
Heavy Modal Pulse Laser I, Imperial Navy Radio M Heavy Modal Pulse Laser I, Imperial Navy Radio M Heavy Modal Pulse Laser I, Imperial Navy Radio M Heavy Modal Pulse Laser I, Imperial Navy Radio M Heavy Modal Pulse Laser I, Imperial Navy Radio M Heavy Modal Pulse Laser I, Imperial Navy Radio M Heavy Modal Pulse Laser I, Imperial Navy Radio M Salvager I
Medium Capacitor Control Circuit I Medium Capacitor Control Circuit I Medium Capacitor Control Circuit I
I put an extra hardener in there as the rats do Kinetic damage and to have your repper be most effective you need that resist as high as possible.
Fit 2. Close in slow(er) and take the beating with 2 reps and smaller guns. As a previous poster suggested. I am not sure if 2 reps are enough but you will have to find out. You do less damage though.
[Harbinger, PvE Rocky ] Medium Armor Repairer II Armor Kinetic Hardener II Armor Kinetic Hardener II Heat Sink II Heat Sink II Medium Armor Repairer II
Y-S8 Hydrocarbon I Afterburners Cap Recharger II Cap Recharger II Cap Recharger II
Focused Modal Pulse Laser I, Imperial Navy Radio M Focused Modal Pulse Laser I, Imperial Navy Radio M Focused Modal Pulse Laser I, Imperial Navy Radio M Focused Modal Pulse Laser I, Imperial Navy Radio M Focused Modal Pulse Laser I, Imperial Navy Radio M Focused Modal Pulse Laser I, Imperial Navy Radio M Focused Modal Pulse Laser I, Imperial Navy Radio M Salvager I
Medium Capacitor Control Circuit I Medium Capacitor Control Circuit I Medium Capacitor Control Circuit I
Also know that u use least cap using standard crystals if that is an issue. I just put Radio crystals in the fits because they have the best range but as earlier posters suggested it is wise to have different sets in your cargo bay.
In all honesty though, as much I love the Harby, for missions you are prob better off with a Drake.
High5
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Zhilia Mann
Tide Way Out Productions
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Posted - 2011.08.25 22:38:00 -
[16]
Originally by: VR Highfive Also know that u use least cap using standard crystals if that is an issue. I just put Radio crystals in the fits because they have the best range but as earlier posters suggested it is wise to have different sets in your cargo bay.
As much as range would be nice, I suspect you're going to be better off with multi, gamma, and x-ray for their heavier therm component. Most kin rats have therm as a secondary; I see no reason why these would be different (though I admittedly haven't checked).
I'd highly suggest switching to beams. T1 pulses just don't have the range you need to stay flexible -- especially in a situation like this.
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Leppa Avato
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Posted - 2011.08.26 06:56:00 -
[17]
The fit i used to fly when i did 3's with mediocre skills was named beams in the high slots, 4 cap rechargers in the med slot, 4 mission specific hardeners in the low slots( so when fighting Sansha that would be 2 active EM hardeners and 2 Thermal active hardeners)With a medium armor repairer II and a heat sink. My drone skills were at level 5 at the time so i took 5 hobgoblins with me. For rigs i used 3 Capacitator control circuits. And as my skills and energy management got better i started swapping out a cap recharger for an afterburner and then CCC's for aux nano repair rigs.
Get your armor compensation skills up to level 3, train your energy management skills, for amarr energy emission systems and controlled bursts are really important, engineering wise you want the cap capacity skill at 5 and the the recharge cycle skill at 5.
Then look here Eve Survival reports when you start a mission so you know what to avoid and what not to shoot to trigger something bigger.
Missions never seemed easier after that.
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Aesiron
Amarr DEXN Recruitment
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Posted - 2011.08.26 07:04:00 -
[18]
Thanks for all the help, I will try these out.
But my problem isn't in Capacitor, it's just that I seem to be taking very heavy damage from the missiles in this mission and the Survival Reports doesn't say whether it's Kinetic or Thermic missiles.
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Mnengli Noiliffe
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Posted - 2011.08.26 07:52:00 -
[19]
Edited by: Mnengli Noiliffe on 26/08/2011 07:54:04 try the beam lasers and the tracking computer/locus rigs for increased optimal range.
also do use adaptive membranes since they give much more resistance than active hardeners, spread out. if you have to tank more than 1 damage type they are the best bet. use 1 or 2 of them all the time and then add 1 or 2 mission specific active hardeners.
oh and don't waste precious low slots for anything but tank and some damage. if you can't tank then try switching heat sinks for more tank in form of more resistances or buffer. you can't afford second repper anyway.
but if you have sufficient range, you will more often not need to tank as much.
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Nocturnal Avenger
Sebiestor Tribe
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Posted - 2011.08.26 09:56:00 -
[20]
Edited by: Nocturnal Avenger on 26/08/2011 09:58:32 Edited by: Nocturnal Avenger on 26/08/2011 09:57:17 Inspiration, given my own skill set
7 heavy beam II 1 tractor beam - level 3 salvage is crap anyway imho.
4 cap recharger II
2 HS II 2 EANM II 1 DC II 1 Imp. navy medium repper [faction - should not cost too much though]
3 Aux nano pump
Fits with a 3% PG implant Cap stable Reps 468 every 7.65 seconds 594 dps without heat
- Carebear Pirate - |
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mxzf
Minmatar Shovel Bros
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Posted - 2011.08.26 12:45:00 -
[21]
Edited by: mxzf on 26/08/2011 12:45:56
Originally by: Mnengli Noiliffe also do use adaptive membranes since they give much more resistance than active hardeners, spread out. if you have to tank more than 1 damage type they are the best bet. use 1 or 2 of them all the time and then add 1 or 2 mission specific active hardeners.
Yeah, ANPs are awesome. You can also pick up some DED C-Type ones for cheap, 15M, and they're better than anything short of an EANM2 (in some ways they're still better than EANM2, since they use 36 less CPU and only have 19.5625% resists instead of 20%).
IIRC my standard slot layout for a 6-lows armor-tank is something like: DC2, Centii C-Type ANP, MAR2, 1-2 hardeners, 1-2 damage mods.
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Cyniac
Gallente Twilight Star Rangers
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Posted - 2011.08.26 13:53:00 -
[22]
A few thoughts -
You have a cap problem. You are dedicating 7 slots to cap (3 CCC rigs, 3 cap rechargers and a low slot which ought to be a capacitor power relay) - while this is normal early on it's constraining your setup. Work on your cap skills your ship will thank you for it.
Consider using a NOS instead of a salvager if you are going to use pulses - normally if you are going to be fighting in pulse range you'll probably be in NOS range as well which will help with the cap and it makes the rats marginally weaker and easier to kill.
Regarding to incoming damage - you should get a message telling you which kind of missiles are hitting you, just check to see which damage those correspond to. It could be kinetic (scourge, bloodclaw, terror... hmm now I think about it do NPCs ever use HAMs?), or it could be something else.
If nothing else works boost your tank by getting a double repper setup on the harbi (there you probably will need a lot of cap).
Good luck. Harbi is a great ship, but you need a fair bit of skills to fly it.
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Aesiron
Amarr DEXN Recruitment
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Posted - 2011.08.26 14:11:00 -
[23]
Originally by: Cyniac A few thoughts -
You have a cap problem. You are dedicating 7 slots to cap (3 CCC rigs, 3 cap rechargers and a low slot which ought to be a capacitor power relay) - while this is normal early on it's constraining your setup. Work on your cap skills your ship will thank you for it.
Consider using a NOS instead of a salvager if you are going to use pulses - normally if you are going to be fighting in pulse range you'll probably be in NOS range as well which will help with the cap and it makes the rats marginally weaker and easier to kill.
Regarding to incoming damage - you should get a message telling you which kind of missiles are hitting you, just check to see which damage those correspond to. It could be kinetic (scourge, bloodclaw, terror... hmm now I think about it do NPCs ever use HAMs?), or it could be something else.
If nothing else works boost your tank by getting a double repper setup on the harbi (there you probably will need a lot of cap).
Good luck. Harbi is a great ship, but you need a fair bit of skills to fly it.
Yeah, here is the full list of what I've changed so far:
- Changing all of the hi slot lasers to Beam. - Using 3 sets of 7 crystals now. - Replaced Flux Coil with Power Relay. - Training some capacitor skills to level 4. - Using two armor repairers any got rid of a Heat Sink. - Using anti-cruiser drones as well.
With all of this I managed to finish the mission I had trouble with without having to warp out more than once.
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Zhilia Mann
Tide Way Out Productions
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Posted - 2011.08.26 16:38:00 -
[24]
It's always gratifying to see someone legitimately come in seeking help, provide the information needed, get it, and make changes accordingly. Occasionally the forums deliver....
I meant to post my standard low-skill T1 fit yesterday but didn't have time. It looks something like this (drop to meta 3 where meta 4 is prohibitively expensive, especially the cap rechargers and the MAR):
[Harbinger, mishin harb T1] Extruded Heat Sink I Extruded Heat Sink I Fourier Transform I Tracking Program N-Type EM Hardener I N-Type Thermic Hardener I Medium 'Accommodation' Vestment Reconstructer I
Eutectic I Capacitor Charge Array Eutectic I Capacitor Charge Array Eutectic I Capacitor Charge Array Y-S8 Hydrocarbon I Afterburners
Focused Modulated Medium Energy Beam I, Multifrequency M Focused Modulated Medium Energy Beam I, Multifrequency M Focused Modulated Medium Energy Beam I, Multifrequency M Focused Modulated Medium Energy Beam I, Multifrequency M Focused Modulated Medium Energy Beam I, Multifrequency M Focused Modulated Medium Energy Beam I, Multifrequency M Focused Modulated Medium Energy Beam I, Multifrequency M [empty high slot]
Medium Capacitor Control Circuit I Medium Auxiliary Nano Pump I Medium Auxiliary Nano Pump I
Hammerhead II x5
Note the rigs; that might help you not have to use two reps. The 3xCCC fits are definitely easy on cap, but the extra repair from ANPs can really help out. You can trivially swap the tracking enhancer for a SAR (or a MAR even) if you need more tank -- but I really like having that bit of extra range.
Anyhow, sounds like you're on the right track now. If you want to stick with the Harb for any length of time I'd push towards this:
[Harbinger, mishin harb] Heat Sink II Heat Sink II Heat Sink II Armor EM Hardener II Armor Thermic Hardener II Medium Armor Repairer II
Cap Recharger II Cap Recharger II Cap Recharger II 10MN Afterburner II
Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M [empty high slot]
Medium Capacitor Control Circuit I Medium Auxiliary Nano Pump I Medium Auxiliary Nano Pump I
Hammerhead II x5
That thing pretty much shredded every (EM/Therm) L3 I had to run while boosting Amarr standings. Obviously carry Scorch as an alternative on that setup.
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Exploited Engineer
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Posted - 2011.08.26 20:07:00 -
[25]
Originally by: Aesiron But my problem isn't in Capacitor, it's just that I seem to be taking very heavy damage from the missiles in this mission and the Survival Reports doesn't say whether it's Kinetic or Thermic missiles.
Doesn't the combat log show the name of the missile type you got hit with?
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Tau Cabalander
Retirement Retreat
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Posted - 2011.08.26 21:19:00 -
[26]
Originally by: Aesiron Thanks for all the help, I will try these out.
But my problem isn't in Capacitor, it's just that I seem to be taking very heavy damage from the missiles in this mission and the Survival Reports doesn't say whether it's Kinetic or Thermic missiles.
Look at the name of the missiles when they hit you. Also in your log.
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Snarly Pete
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Posted - 2011.08.27 04:06:00 -
[27]
Also, youre really going to want drones to 5. Then hobgob 2s
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Thorian Baalnorn
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Posted - 2011.08.27 07:08:00 -
[28]
Edited by: Thorian Baalnorn on 27/08/2011 07:09:30
Originally by: Aesiron
Originally by: Cyniac A few thoughts -
You have a cap problem. You are dedicating 7 slots to cap (3 CCC rigs, 3 cap rechargers and a low slot which ought to be a capacitor power relay) - while this is normal early on it's constraining your setup. Work on your cap skills your ship will thank you for it.
Consider using a NOS instead of a salvager if you are going to use pulses - normally if you are going to be fighting in pulse range you'll probably be in NOS range as well which will help with the cap and it makes the rats marginally weaker and easier to kill.
Regarding to incoming damage - you should get a message telling you which kind of missiles are hitting you, just check to see which damage those correspond to. It could be kinetic (scourge, bloodclaw, terror... hmm now I think about it do NPCs ever use HAMs?), or it could be something else.
If nothing else works boost your tank by getting a double repper setup on the harbi (there you probably will need a lot of cap).
Good luck. Harbi is a great ship, but you need a fair bit of skills to fly it.
Yeah, here is the full list of what I've changed so far:
- Changing all of the hi slot lasers to Beam. - Using 3 sets of 7 crystals now. - Replaced Flux Coil with Power Relay. - Training some capacitor skills to level 4. - Using two armor repairers any got rid of a Heat Sink. - Using anti-cruiser drones as well.
With all of this I managed to finish the mission I had trouble with without having to warp out more than once.
IMO you want at least 3 active hardners if not 4. 2 primary dam, 1 or 2 secondary damage. I wouldnt use two reppers. i would instead add a hardner. Hardners are way more cap and PG friendly. I wouldnt use anything like EANMs in a mission. Their is no reason to split your resist between 4 damage types in missions. Its a waste of resist.The only reason i would use sometime like a EANM or ANM is if my fittings allowed nothing else.ANM and EANM are for pvp not pve.
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