Pages: [1] :: one page |
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Dharven Freeh
|
Posted - 2005.10.22 00:02:00 -
[1]
I went on a level II mission the other day...big mistake. The first room of the complex wasn't too bad, but in the second one, some mercs targetted me with missiles. It was all over very quickly. A second ship I used to go back in an effort to recover some loot met the same fate.
What can I use to keep missiles from targetting me? Are there some kind of countermeasures? Space flares or something?
|

F'nog
|
Posted - 2005.10.22 00:08:00 -
[2]
Your only real choices are either a ship with weapons whose range is greater than the missiles or a ship that can tank the damage. For L2 you're looking at a Cruiser or Assault Frig for the harder ones. They can tank the damage easily.
Sig modified due to xenophobic comments -Iacon
|

jenga
|
Posted - 2005.10.22 12:28:00 -
[3]
Edited by: jenga on 22/10/2005 12:27:56 you could always use defender missiles yourself these destroy the incoming missiles and provide some small sefence against enemy missiles
|

Dark Shikari
|
Posted - 2005.10.22 12:31:00 -
[4]
Defenders aren't very fast--and with the newly increased speed of missiles, its rare that they can catch the enemy missiles in time.
Its usually easier to just tank their damage type specifically. - Proud member of the [23].
Don't get the reference in my sig? Click it.
|

Illminatis
|
Posted - 2005.10.22 17:12:00 -
[5]
you may be able to get lucky with a smart bomb
|

Haloe
|
Posted - 2005.10.23 23:30:00 -
[6]
Originally by: Illminatis you may be able to get lucky with a smart bomb
Do smart bombs destroy incoming missiles if you miraculously get the timing right?
- - - - - - - - - - - - - - - -
|

Astabon
|
Posted - 2005.10.23 23:39:00 -
[7]
Originally by: Haloe
Originally by: Illminatis you may be able to get lucky with a smart bomb
Do smart bombs destroy incoming missiles if you miraculously get the timing right?
From what I understand...yes.
|

F'nog
|
Posted - 2005.10.24 03:02:00 -
[8]
Originally by: Haloe
Originally by: Illminatis you may be able to get lucky with a smart bomb
Do smart bombs destroy incoming missiles if you miraculously get the timing right?
Yes, but it was hard enough when missiles were slow. Now it's orders of magnitude harder.
Sig modified due to xenophobic comments -Iacon
|

Pagefault
|
Posted - 2005.10.24 08:43:00 -
[9]
Defenders will help u at 40km+ (maybe 30 if u are fast and have little lag), the response time on shorter ranges is far too short. => They won't help u defend a frig against small missiles, they are only good for defending bs from cruises.
|

Demarcus
|
Posted - 2005.10.24 10:00:00 -
[10]
What ship were you in? What fittings did you have?
------------------------------------- You are all worthless, and weak.
|

Dharven Freeh
|
Posted - 2005.10.24 18:54:00 -
[11]
I was in a Kestrel...the mission was the Level II "Silence the Informant" mission. I have since gone back and beaten it using my new Caracal, and it was tough even in that. The mobs guarding the gate respawn very quickly, and you have to kill all the mobs before you can warp to the next room. I expect to have an easier time when I try it again tonight using heavy missiles.
I have since tried using several methods to deal with missiles:
- Defender missiles - not very effective, as they must be launched at the moment that the enemy missile is launched, they frequently miss, and you cannot simply keep the launcher active to automatically attack any missiles that might be launched at you. Plus that is one more launcher that you could be using to actively attack your target.
- tanking damage - I suppose I could use some sort of shield reinforcement module specific to the mobs' missiles. Failing that, I have installed a cap recharger that is pretty useful in keeping my shields up.
- ECMs - I have a general-purpose ECM installed that is useful at reducing the number of missiles coming at me at once. I can target and block a single mob from firing for about 20 seconds, which is enough time for two volleys of five missiles. It helps somewhat, but is most effective when going up against only one mob at a time.
- target selectivity - In other words, I make sure that I target a missile-bearing mob first. If there is one Kestrel-class ship and two others, I will destroy the Kestrel first because they can do much greated dps at range.
It's still a little disappointing not to have some sort of automatic countermeasures, aside from the ECM, which only works on one target anyway. This would be a nice feature.
|

Dark Shikari
|
Posted - 2005.10.24 20:54:00 -
[12]
A medium shield booster II with hardeners tends to be pretty much invincible in all level 2 missions. - Proud member of the [23].
Don't get the reference in my sig? Click it.
|

Tanya Kovacs
|
Posted - 2005.10.25 10:40:00 -
[13]
Edited by: Tanya Kovacs on 25/10/2005 10:41:38 Edited by: Tanya Kovacs on 25/10/2005 10:41:06
Originally by: Dharven Freeh I expect to have an easier time when I try it again tonight using heavy missiles.
This mission was my first lvl2-mission and as far as I played lvl2 yet, this is the hardest one (and the most lucrative). In my first run I almost ran out of ammo because of the fast gate-respawn 
I'm in a Caracal too and you will NOT have an easier time with heavy missiles! They don't do as much damage as the light ones do (to this small enemies).
I equiped my Cara with 2 heavy and 3 assault.
heavy emp: 28 damage/hit@merc fighter light emp: 77 damage/hit@merc fighter (and you are able to fire the missiles way faster..)
Equip your cara with assault launchers and pick up a lot of ammo for this mission. 
|

Pinstripe Giamatti
|
Posted - 2005.10.25 14:31:00 -
[14]
Also, if you have the slot available, try a target painter. Your heavies will get much better hits on the smaller/faster ships.
|

Dharven Freeh
|
Posted - 2005.10.25 18:27:00 -
[15]
I did discover that tidbit last night about heavy missles not doing as much damage on smaller mobs...another player pointed it out to me. I think it is so important that it deserves its own bullet point:
- big missiles don't hurt small targets as much - Because smaller targets are faster, heavy missiles will NOT do their rated damage against them unless you somehow slow them down with a statis webifier, or use some sort of target painter. Don't expect to be shooting down a Kestrel with one volley of heavies. I was shocked that my Scourge missiles were only doing 30 dmg against a mob frigate, when a Bloodclaw was doing upwards of 50.
My next step is going to be getting my missile skills up there so I can fire small missiles from my assault launcher at >40km, at which point I *should* be able to stay out of range. I'm also taking into consideration having to tank for specific types of damage; if I had some sort of shield resistance booster for explosive damage (I think), I would've mitigated lowered the damage those mobs were causing me considerably.
One nice thing about that mission...once you kill all the mobs, you may have to take 3 trips to gather up all the loot from the initial spawns and the near-constant respawns. I made a TON of ISK. 
|

Karthik
|
Posted - 2005.10.25 18:45:00 -
[16]
Caracal ftw on all level 2's. FYI, to get 40+ km range on your missiles, Cruiser4 and all missile skills dealing with velocity and flight time 3 should get you what you need.
One other tip: as I moved from level 1 agents to level 2 agents, the locking distance of the rats roughly doubled. This presents a problem because as the target of said rats, you can end up with multiple groups all heading at you. To combat this, the very first thing you do is turn 180 degrees away from the closest targets. Follow that with lock up of targets, then adjust course away from any groups you are heading toward after the 180. Once this is all accomplished, you will find managing the spawn very easy. The gate rats reappear every 5 minutes or so, but if you proceed around the stage in an orderly fashion they are easy to deal with.
|

Tanya Kovacs
|
Posted - 2005.10.26 08:10:00 -
[17]
Originally by: Dharven Freeh One nice thing about that mission...once you kill all the mobs, you may have to take 3 trips to gather up all the loot from the initial spawns and the near-constant respawns. I made a TON of ISK. 
Um.. I always could carry all the loot away and I'm in a Cara too? All I had to leave were the cap-boosterpacks (they use a lot of space, imo not worth it). But you are right: this mission takes ages to complete, but it's really worth the "hard work" 
|

Callistus
|
Posted - 2005.10.26 13:07:00 -
[18]
Also on that mission always remember to blow up the habitation module in the final stage. It usually drops some quite good loot. --------------------
[Coreli Corporation Mainframe] |

Dark Shikari
|
Posted - 2005.10.26 17:04:00 -
[19]
Originally by: Dharven Freeh I did discover that tidbit last night about heavy missles not doing as much damage on smaller mobs...another player pointed it out to me. I think it is so important that it deserves its own bullet point:
- big missiles don't hurt small targets as much - Because smaller targets are faster, heavy missiles will NOT do their rated damage against them unless you somehow slow them down with a statis webifier, or use some sort of target painter. Don't expect to be shooting down a Kestrel with one volley of heavies. I was shocked that my Scourge missiles were only doing 30 dmg against a mob frigate, when a Bloodclaw was doing upwards of 50.
My next step is going to be getting my missile skills up there so I can fire small missiles from my assault launcher at >40km, at which point I *should* be able to stay out of range. I'm also taking into consideration having to tank for specific types of damage; if I had some sort of shield resistance booster for explosive damage (I think), I would've mitigated lowered the damage those mobs were causing me considerably.
One nice thing about that mission...once you kill all the mobs, you may have to take 3 trips to gather up all the loot from the initial spawns and the near-constant respawns. I made a TON of ISK. 
Its actually not the speed, but also the size. Speed only matters if the ship is exceeding 2.5-3.5km/s.
A standing still frigate will take basically no damage from a torpedo, as its low sig radius will ensure that the torpedo explodes nowhere near the actual ship. - Proud member of the [23].
Don't get the reference in my sig? Click it.
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |