Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Faux
|
Posted - 2005.03.18 12:00:00 -
[1]
i was happily going along and doing elvel 4 misison in my upber tanked ups scorp..unit i hit this mission...
frist thigs first.. scrop set up was this 4 seige launcher 2 250 rails (named) 3 thermal 3 kinetic wards, 1 abs, 1 x-large shield booster 4 balistic mods low...
well i warp in..and got introduced to 4 mercanaray wingman in ceptors witha few deathgaurds.. no problem.. ate a few more things... ate the respawn of a coupel wingman (note this action) started fight with next cluster of rats.. ate them... in middle of fight ate antoher spawn of 2 mercanary wingman... started last cluster.. had to warp out as zor and friends and a few more mercanay wingman started hurting me...
repaired... came back..warped out immediatly with damge as a few mercanary wingamn and zor and firends were right ther at the warp in point... *OUCH!!!!* called in a freidn for help... warped in with friend.. lost scorp to mercanary wingmen and zor people agian... friend BARTELY escaped with structure still intact...
about 6 hours later.. repaced raven.. decided to try again with mutiple warp core stabs on incase ther was teh mercanary wingman again...
well needless to say..ther was.. over 72 mercanary wingman YES!!!! 72+ (got screenie too) they were all sitting at liek 15 km when i got there.. and my raven lasted exaclty 3 secodns form warp in to OMFG whta happened...
it seemed that the mercanary wingmen jsut kept respawning.. and multiplying..
|
S'Daria
|
Posted - 2005.03.18 12:08:00 -
[2]
Edited by: S''Daria on 18/03/2005 12:12:55
Its a known bug. Report it...
BTW you won't get your ship or modules back.
Fail this mission of you can't immediately go back before too many wingmen spawn. Otherwise decline this mission with your 4 hour freebie each time you get it if you can't handle it.
|
Faux
|
Posted - 2005.03.18 12:16:00 -
[3]
known bug.. and i wont get my ship back?
now that jsut sucks..
and i i know i am gonna lose standing now.. cause a.. no clue on what that 4 hours freebie time was.. ( now i have a clue) and be..well past it..
but WONT get a ship back for thier bug? uncool ... Ps.. all errors in typing are mine and mine alone.. youwant them..you become an inept typist all on yoru own!
|
Faux
|
Posted - 2005.03.18 12:19:00 -
[4]
also..where is a list of known bugs of playign nature.. woudl like to find out more incase i run into more..
|
Seramis
|
Posted - 2005.03.18 12:37:00 -
[5]
Hmm, strange, i made this mission few days ago for a corp m8. He accepted the mission, lost his ship and asked me for help then. So i did it 4hours later alone with my Raven. There were only 4 Wingmen (as always) and all the other stuff, but not something like 72+ wingmen.
|
Faux
|
Posted - 2005.03.18 12:42:00 -
[6]
i figured after 6 hours there woud be the wingman and the origianl things.. so i went in with my raven.. .. well most the other thigns were gone.. only a few crueirs left ( 3 or 4.. and zor of cousre..and 72+ wingman...
after DT i logged back on and went in with my velator to check it out..
about 15 wingmen.. nutten use but zor and a courple crusiers and 15 or so wingmen
|
sableye
|
Posted - 2005.03.18 13:21:00 -
[7]
Originally by: Seramis Hmm, strange, i made this mission few days ago for a corp m8. He accepted the mission, lost his ship and asked me for help then. So i did it 4hours later alone with my Raven. There were only 4 Wingmen (as always) and all the other stuff, but not something like 72+ wingmen.
if there has been s erver reboot/downtime the complex will reset was that the case here?
|
Faux
|
Posted - 2005.03.18 13:43:00 -
[8]
after i visited agisn.. they had correct number of things..even things i had kileld before hand.. got help form 2 friends..and proceeede to get revenge upon this mission.. it even paid me in a 425 proto... Gm said that they shoudl repace my ship for this but i have to fiel under Other for the petitions.
|
capt
|
Posted - 2005.03.18 14:12:00 -
[9]
Edited by: capt on 18/03/2005 14:12:25 I had it too once that after 3-4 hours of being AFK, for real life reasons, I returned to this mission to find 25-30 mercenary wingmen.
Lucky enough my scorpion was tanked like mad for the wingmen damage types and they went down pretty fast with a few torps.
|
BATT
|
Posted - 2005.03.18 14:43:00 -
[10]
Quote: 3 thermal 3 kinetic wards, 1 abs, 1 x-large shield booster
Quote: 4 balistic mods low...
This set up is not good..
your scorp capacitor cannot handle all this mods.. you would need 3 power diagnostic T2 in your low slots and at least one good cap recharger in your middle, (swapped against one kinetic) .depending on your skills..
no wonder you went down..
|
|
Balbriggan
|
Posted - 2005.03.18 15:27:00 -
[11]
The wingmen regenerate, and if you leave it long enough there can be loads of the lil buggers. Its a known bug, petition it, and if the gms are feeling generous, you might get your ship back, although any modules that survived the blast but were not picked up will be lost. thats always been the case
|
BATT
|
Posted - 2005.03.18 15:35:00 -
[12]
Perso,i would not give him anything back since the reason he lost the Raven is because he wasn't able to prevent the wingmen regeneration with the poor scorp set up he brought into battle.
Might sound a bit harsh :)
|
Pollie
|
Posted - 2005.03.18 17:31:00 -
[13]
Originally by: BATT Perso,i would not give him anything back since the reason he lost the Raven is because he wasn't able to prevent the wingmen regeneration with the poor scorp set up he brought into battle.
Might sound a bit harsh :)
No, just stupid.
He lost the ship to a bug
|
Joshua Foiritain
|
Posted - 2005.03.18 17:39:00 -
[14]
Originally by: BATT
Quote: 3 thermal 3 kinetic wards, 1 abs, 1 x-large shield booster
Quote: 4 balistic mods low...
This set up is not good..
your scorp capacitor cannot handle all this mods.. you would need 3 power diagnostic T2 in your low slots and at least one good cap recharger in your middle, (swapped against one kinetic) .depending on your skills..
no wonder you went down..
3 Hardeners, 1 cap charger, 2 ballistics and 3 t1 Power diags works just fine ---------------------------
[Coreli Corporation Mainframe] |
Sadist
|
Posted - 2005.03.18 18:18:00 -
[15]
How about getting a set of good named smartbombs and then chaining the wingmen?
_______________________________________________
|
marioman
|
Posted - 2005.03.18 22:54:00 -
[16]
only time i use my scorp is when my corp mate wants to run with me. doesnt do enough dmg by itself...and has a strange tank lol
4 siege, 2 425 rails, 2 large shield booster IIs, 2 kin and 1 therm hardeners, dread guristas shield boost amp, large shield extender II, cap recharger II, 4 PDS II
with my corpmates gang bonus i get over 10k shields and get 660 (330*2) for the shield boosters at a cost of 320 cap. That is, when i actually have to use the 2nd booster, for the most part i can turn on just 1 and tank everything lol
anyway, ive come to love the large shield booster II over the XL for most applications, works better (in a relative sense) and uses less cap and still does the job, specially with an amp.
I know some of you may say "it has the same duration as an XL" or "thats a waste of a med slot" well to quote number 1, yes this is true, but then again its not sucking down 400 cap every 4 seconds either, using 2 at a time, without amps, is 480 shield for 320 cap, while a XL C5-L is 480 shield for 400 cap, so every 4 seconds im saving 80 cap, which i dont think is bad at all. As for quote #2 yes it uses 2 slots, but when u 8 on a scorp, i think its a justifiable sacrifice to save the cap, not sure if this would work on a raven or something with less slots but as it stands now my scorp is the dmg soaker, my corp mate rips them to shreds with mega pulse w/o fear of getting hit.
Anyway sorry about rambling, i just figured i'd share my scorp setup since there was talk about them lol
|
Booky
|
Posted - 2005.03.18 23:25:00 -
[17]
Um, anyone else find it odd that this guy has 3x kinetic and thermal hardeners but does not fit a single cap recharger or shield amp?
You should NEVER fit a second hardener of the same type unless you already have a shield amp in place.
You were getting about 60% Thermal and 70% Kinetic resistance after the first set of hardeners. Then you got 70% Thermal and 77.5% Kinetic from the second set and 73.75% Thermal and 80.3125 Kinetic from the third set. A single amp would give you ~30 more boost every second. Even if the enemy did 100 dammage of both kinetic and thermal to you every second you would only be saving ~23 dammage every second. So you are less effective and you are using 3 more slots. Spelling corrections welcome, but don't expect me to edit my post. |
Jim Raynor
|
Posted - 2005.03.19 05:31:00 -
[18]
You do know those NPCs in damsel do mostly explosive damage right? You should have 1 EM 1 Kinetic 1 Thermal and 1 Explosive, IMO..
The trick is to kill the cruisers and frigates at the warp in, let Zor fly back to outpost, then lock Zor and unload on him, by the time he dies his friends should be ~60km away, then begin killing them.
DO NOT LET ZOR GET UP CLOSE OR YOU WILL PROBABLY GET OWNED. His missiles come fast...... :( ------
ROBBLE ROBBLE |
Mo Reaper
|
Posted - 2005.03.19 14:28:00 -
[19]
You should get you ship back f you petition it. Mate lost his raven to 21 wingmen, GM's gave his ship back and any modules listed in the killmail, in return for any insurance payout.
|
fras
|
Posted - 2005.03.19 16:17:00 -
[20]
kinetic is probably the most popular damage on this mission as just about every rat except Zor deals it. That's followed by explosive then Thermal(Zor) and least of all EM.
I run mid slots of em, therm, kin, expl, amp + SB with 5 PDU's in low. If you take each group at a time it allows you to go straight through without warping out.
|
|
Ruffio Sepico
|
Posted - 2005.03.19 16:42:00 -
[21]
Originally by: Jim Raynor You do know those NPCs in damsel do mostly explosive damage right? You should have 1 EM 1 Kinetic 1 Thermal and 1 Explosive, IMO..
The trick is to kill the cruisers and frigates at the warp in, let Zor fly back to outpost, then lock Zor and unload on him, by the time he dies his friends should be ~60km away, then begin killing them.
DO NOT LET ZOR GET UP CLOSE OR YOU WILL PROBABLY GET OWNED. His missiles come fast...... :(
The rats is grouped, Zor being in the biggest group. Kill off the other groups one by one. (Dont **** off the entire spawn at once)...
Before you open fire on Zor's group, wait until a mercenary wingman respawn, quickly kill it, now focus all your fire on Zor to kill him first. If you go for his escorts first, you are most likely to fail. Why?
1) Respawning Merc wingmen will interfer. 2) The combination of the above and Zor start scramble you at some 22km range can really give you a lot of pain.
You can Tank Zor's damage somewhat Easy. If you need to buy some time, use your drones to disrupt his escort. I noticed that if you send your drones at bs's in missions, their escort seem to focus on your drones to protect the bs's (Omg! AI on the lose?, dunno but it happens).
Home: http://www.hidden-agenda.co.uk HiD Kills: http://eve.hidden-agenda.co.uk/kill_list.php
|
Cracken
|
Posted - 2005.03.19 17:43:00 -
[22]
light drones are the ultimate for distracting npcs a moa can kill bs'es by using 5 light drones too draw away fire from your ship. so bring a bunch along and almost nothing can kill the drones but it will definately reduce the amoutn of incoming fire.
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |