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

Arleonenis
|
Posted - 2005.11.24 16:54:00 -
[1]
Hi i saw lots of topics about lvl3 missions so i think you will enjoy walkthrough for one of most difficult lvl3.
I used t2 as its cheaper than named
Setup for crusader: -4*medium pulses t2 -1mn t2 afterburner -cap recharger (prefered named) -small armor repairer t2 -heat sink t2
-4*multifrequency crystals and 4*microwave crystals
rest lows depends on fitting skills and you cap skills
Tactics: First level could be easily skipped with afterburner and direct run to next gate (you could clean it easily if you want) After jumping to second and last stage turn afterburner on (you should have it always on through whole mission) and move away from enemies Look at positions of npcs your first targets will be gun towers move close and orbit at 2.5km around tower and use multi crystals, keep in mind to have at least 30km from npc ships so pick a gun and flight path carefully. You should have enough juice (cap) to run guns and small repairer long enough to kill turret, after its killed move away from npcs use short bursts on repairer to preserve cap and keep armor at max. It is needed to replenish cap and repair your armor (it could be down to 50%). Use this time to chose path that will take you to next turret gun and do same with it as you done with first one. After both turrets are down it is far more easy as this turrets do most damage to you, but look out one bad move and you tosted.
(your next target are missle turrets use same tactics)
After all turrets are down its time to take down frigates. Load your guns with microwaves and plot a course that will take you at 8-9km to one of frigates (remember to not get to close to them) when you at 18km start firing, you could need to do two attack runs to take down a frigate. Carefully use repairer bursts to keep you alive and dont run out of cap. After first frigate is down use same tactics to take down second frigate.
When they both destroyed its easy load multifreq crystals orbit at 2.5km to cruiser and blow it to pieces than move to next one and repeat.
And you just completed lvl3 spy stash in crusader. You could use diffrent interceptors too, but i think blasters same as autocanons could be not good enough (you will be forced to close to frigate and when it webs you... welcome egg)
I hope it will be usefull for you guys, it is fun and after few tries you could repeat it easily (just dont forget one mistake = egg)
|

Insidious Karn
|
Posted - 2006.01.01 14:56:00 -
[2]
Just out of interest, have you tried lvl3 missions in your Crusader, post RMR patch? and HOW did you fit 4! medium pulses T2 on that thing? you're lucky to fit 2 (with nothing else fitted)
|

looooikl
|
Posted - 2006.01.01 23:20:00 -
[3]
no it fits, but i changed to tracking enhancer instead of dmg mod and a energized adaptive
|

Raest
|
Posted - 2006.01.02 01:03:00 -
[4]
only way i got this to fit is with AWU3 ... as follows: 4x med pulse II 1x named ab 1x eutectic or fb-10 (8 cpu) 1x MAPC 1x hs II 1x named rep (4 cpu) 1x named relay (3 cpu)
remaining: 0.34 pg 0.1 cpu ...or fit an AB II with AWU4
but: you can fit a dual light pulse II setup with 2x HS II way easier, and it even does slightly more DPS and uses a rep II .. or you can drop to named rep + web + crappy relay (1 cpu) or nano or whatever.
|

Titas Agor
|
Posted - 2006.01.02 05:14:00 -
[5]
Edited by: Titas Agor on 02/01/2006 05:17:43 thanks for the info... i really need all the info i can get on lvl 3 missions but heres the thing im having the most difficulty with.... why should you need tech 2 equip for a lvl3 mission? some of the skills you need to be able to use the tech2s are just crazy.... what will you need to do the lvl 4s then? Tech 3s?? to me the average player doing lvl3 missions will not be able to use half of the tech2s you guys list on using... if your using tech 2s then of course you going to have a much easier of a time on a mission then ppl that dont...
and heres the big question... what kind of skill and equipment will you need in order to do lvl 5 missions?
the missions were perfectly fine Pre RMR... they were perfectly ballanced. and all were doable solo... just because a few of the very older players who have mega skill levels find them tiresome and boring, didn't mean the rest of use wanted the missions changed...
thats what i would have tought lvl 5 missions would have been for... seems like all the ballace has gone potty...
|

Isipsia V'dak
|
Posted - 2006.01.02 10:45:00 -
[6]
Nice walkthrough thanks, just completed this mission in my AF i found it fun. I did hit a bug in that i cant destroy the Guristas Officer's quarters and im still waiting to see what CCP have to say, but apart from that i believe this is the hardest lvl3 mission, harder then the tech secrets one.

|

Melkinor T'sbanion
|
Posted - 2006.01.03 12:31:00 -
[7]
Originally by: Isipsia V'dak Nice walkthrough thanks, just completed this mission in my AF i found it fun. I did hit a bug in that i cant destroy the Guristas Officer's quarters and im still waiting to see what CCP have to say, but apart from that i believe this is the hardest lvl3 mission, harder then the tech secrets one.

See the little diamond on the officer's quarters? It is a container. Open it.
|

Qutsemnie
|
Posted - 2006.01.03 21:11:00 -
[8]
Edited by: Qutsemnie on 03/01/2006 21:16:50
As collateral damage you inspired me to do level 2 missions in an executioner. Was a minor diversion for getting my feet wet in low sec space, an opportunity to do something frigaty while i waited for skills to train, and prolly a good way to ramp up to level 3 missions in an inty as some of the issues i dealt with sounded alot like this thread just with a larger margin of error.
The executioner was: High: 2xDual Modulated Pulse Energy (though it was 125 prototypes before i went hunting for rats in low sec. The 125 prototypes had DPS issues on a 150k rat and then I thought screw this ammo stuff. Im happy with the change and the lack of reloading helps when your working things down. Though i havent gone back to see if i can break that 150k rats tank)
Mid: Afterburner II (original afterburner I) Cap Recharger I (going to be named when i go home. Originally didnt want to spend a bunch of money on an executioner... but things evolved..)
Low: Small Armor Repairer II Capacitor Power Relay
The ship has not so much DPS but the reason I took it is it goes 1100 m/s with a 33 signal radius with the most potency of any ship close to that in tech 1. I dont consider the rifters signal radius close. The ship has an innate cap regen bonus that makes it more potent then it looks with 4+ frigate skill. It can run the armor repairer alot with the guns and afterburner going (and i should have checked if it can run armor repairer indefinatly with a tech I afterburner... hmm going to look now). That and I had done a rifter before. Against rats i think it might be more capable then the rifter. That 133% larger signal radius the rifter has is more meaningful in a negative way then the increased DPS the rifter has.
Anyway one tech I frigate tested against .2 rat spawns and level 2 missions. Even the frigate rats in those areas had issues hitting it. For anyone else wanting to goof around while they wait for interceptor skills. It lives but ummm it kills not so fast =)
|

Arleonenis
|
Posted - 2006.01.03 21:55:00 -
[9]
Edited by: Arleonenis on 03/01/2006 21:56:24 crusader is great; especially its firepower, i sometimes take it to easier lvl4 missions and kill battleships (only those with bounty below 500k, as there are in some missions battleships that outtank crusader) Cruisers die in seconds to that firepower... 
yes mapc is required, yes it fits And yes heat sink tech2 made a big diffrence in damage output
And no training tech2 stuff for interceptor isnt long... try to train for tech2 battleship guns and than tell me about it Frigate size tech2 stuff is FAST to train... very fast
And no i wouldnt take crusader to "new" rmr missions ccp served us, why should i? Its not worth the risk
|

Qutsemnie
|
Posted - 2006.01.03 21:57:00 -
[10]
The only tech 2 time sink in that build is the guns and they could be matched with named frigate sized guns while you waited for pretty good DPS
No tech 2 ammo in your experimentations?
|

Arleonenis
|
Posted - 2006.01.03 22:01:00 -
[11]
Edited by: Arleonenis on 03/01/2006 22:01:23 No tech2 ammo, no faction ammo either, with such rate of fire it would be very costly...
Modulated could do the trick... tech2 gives 8% more damage (from specialization skill to level4), but when you dont kill battleships it will be OK, you dont really need that insane firepower...
|
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |