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ULTIMA TREX
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Posted - 2003.09.05 13:58:00 -
[1]
when i pirate hunt in my Maller i just wait for pirates coming in, it takes a long time to do it. i hear alot saying Chain killing. how is this menouver pulled off as im looking to 'chain kill' in my armageddon since i worked my ar*e off mining for it.
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Discorporation
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Posted - 2003.09.05 14:04:00 -
[2]
You kill all but one NPC.
After that, they keep coming in. Always keep one alive and you'll be chaining them.
Or zezzing.
[Heterocephalus glaber]
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TekRa
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Posted - 2003.09.05 14:06:00 -
[3]
in a nut shell, you should leave one of the pirates that spawns alive, this causes the rest to spawn faster, like the survivor calls for back-up.
Its a good idea to shoot this last guy up a bit so when you want the chain to stop, u just quickly kill him.
It usually happens to me when I hunt NPCs, not on purpose tho, just cos I kill them slowly
Some guy called Zezman wrote an article about it, not idea what the URL is tho.
> With the lights out it's less dangerous. |
Scragg
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Posted - 2003.09.05 14:08:00 -
[4]
I suspect jumping to a belt can trigger a rat spawn too. So if your just camping one belt consider jumping to anoter to ge yourself more rats.
Scragg, Tyrell Corporation Vice-Director Military Operations |
ULTIMA TREX
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Posted - 2003.09.05 14:11:00 -
[5]
i read zezmans menouver and i found doing it in an armageddon was a bit hard :P.
what is that last pirate doing while ur spending an hour or 2 chain killing?
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Danton Marcellus
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Posted - 2003.09.05 14:43:00 -
[6]
He dies first when the back-up arrives, see how that works.
Convert Stations
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CashMoney
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Posted - 2003.09.05 14:50:00 -
[7]
Zezman
http://sky.prohosting.com/lobber/index.htm |
Jarjar
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Posted - 2003.09.05 14:51:00 -
[8]
Say you warp into a belt with 5 pirates, lets call them Pirate 1-5. You kill pirate 1-4, damage pirate 5. When the next (possibly a group) spawns, you kill pirate 5 and begins to kill pirate 6. Make sure that there is ALWAYS at least 1 pirate left or you just killed the chain.
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ULTIMA TREX
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Posted - 2003.09.05 15:03:00 -
[9]
Edited by: ULTIMA TREX on 05/09/2003 15:05:40 thank you.
say in 0.1 space and in an armageddon. could i not just let the 1 pirate shoot all he likes at me while i run my shield booster? and unlock him to concentrate on others?
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Agent Shield
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Posted - 2003.09.05 15:04:00 -
[10]
While we are on the topic, is there a way for a single player in a spawn to end the spawn 'gracefully' when the player does not have the capability to kill the pirates before a new spawn?
I ask this because I ran into this situation last night. I log in, decide to go NPC hunt, picked a belt, flew into 5 Drug Barrons. I get positioned, and start firing. Now I sit there for about an hour killing them in sucession as they spawn.
At about an hour, I am thinking how I am going to stop for the night? I have just enough skill/ability/firepower to kill in sucession, but can't kill ALL of them before another NPC or two spawn.
Spawns thus far I have had our Fleet Commander park next to me and take them out, but he was not on-line last night. He finally did arrive after about 1-1/2 hours of me in a spawn.
My choices if he did not arrive were:
1) Just leave the 50 cans or so sitting out there.
2) Try to get someone's attention when they flew by the local to come lend a hand.
3) Jump out of the area, fly back kill, see if they now die or respawn. If they die, we are in business; if they don't, then repeat #3 until I figure out that it won't work.
When we finished clean up of this spawn, we went back to base. In local, I noticed someone mention that "there are lots of cans in x-x if anyone wants them". I can see that using option #1 combined with this general statement will allow another to come claim those cans since I am unable to get them myself.
So, of those that get into a spawn action by yourself, how do you 'end' the spawn IF you don't have the ability to kill all NPCs with your current ship/abilities? Do you use #1, #2, #3, or some other way? Agent Shield |
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ULTIMA TREX
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Posted - 2003.09.05 15:09:00 -
[11]
Put 1 gun on each pirate and lower their defences top virtually nothing then finish em all off quickly.
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Daesdemona
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Posted - 2003.09.05 15:14:00 -
[12]
Quote:
So, of those that get into a spawn action by yourself, how do you 'end' the spawn IF you don't have the ability to kill all NPCs with your current ship/abilities? Do you use #1, #2, #3, or some other way?
Get a battleship, or just hire me.
----------------------------------------------- Bart: "Do you even have a job any more?" Homer: "I think its obvious that I Don't" ----------------------------------------------- |
Agent Shield
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Posted - 2003.09.05 15:18:00 -
[13]
I have a BS, but my skills have been geared towards a leader/businessman, so my fighting skills are not top notch yet. I am starting to train some of those gunnery and such, but until then, my battle skills are not up to par as someone who concentrated on them.
But thanks for the tip(s).
Agent Shield |
Judicator
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Posted - 2003.09.05 15:36:00 -
[14]
To end the spawn fly away from the belt. At some point the pirats warp away/vanish. Not sure why, but they do.
"I have tried for months and months to make m0o the most hated, the most despised corp in the galaxy and what happens? A stack of muppets named TTI comes along and just basically urinates on my bonfire."
Stavr0s
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Ulstan
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Posted - 2003.09.05 15:39:00 -
[15]
With spawns of 5 cruisers, I start chain spawning them whether I want to or not. I kill like the first 4, and by the time the last is about dead, 2 repop, and so on.
To be able to pick up the loot I have to do some painstaking method of taking themall down to almost nil, then shooting them all at once quickly.
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Nexos II
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Posted - 2003.09.08 15:18:00 -
[16]
I have gotten in the same situation at times to, i usually bookmark a tainer near their spawnpoint and warp away to recharge my cap, change ammunition to shortrange/lots of damage instead of longrange/little damage and start pounding them off =) --- Your 425mm Compressed Coil Gun I perfectly strikes Guristas Conquistador, wrecking for 969.6 damage. |
Rust
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Posted - 2003.09.08 15:27:00 -
[17]
Just move well out of range. Wait and let your cap and shields recharge. Within a few mins the pirates will go have a look at another field.
You can then go collect the loot, but keep your eyes open because when they respawn they can be right on top of you, and you will need to move fast before the invunrability wears off.
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StiZum Hilidii
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Posted - 2003.09.08 15:31:00 -
[18]
as said above its sooo easy to kill a spawn on your own. work on piratre down then another then another till all the pirates around youare down to like 4% strength then spack them up in quick sucession. STAN
FACTA NON VERBA |
Ana Khouri
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Posted - 2003.09.08 15:40:00 -
[19]
- to end a chain if you are not able to kill them fast enough -> warp away and come back in 5 mins
problems with a arma? - use shieldhardener for the pirate damage types *important* - design your outfit that way that you don't have problems with your cap recharge. Using 4 tachys doesn't halp you much when your cap is empty after the 5th pirate
Generally: - 4 or 5 cruiser spawns are best for chaining, with a bigger spawn the chain is faster, too. 3 cruiser spawns are usually too slow to chain effeciently, only use them if you want a loot item only they drop (example: sashas juggernauts - heavy beam lasers)
- IMO best chainweapons are shortrange, since they have the (usually) best damage/time and damage/energy values.
-A BS with SH (preferably double) can sit in the chainspot, while a cruiser should keep a distance of 20 km from it, so he get's short breaks to recharge between the waves. Single SH are needed for cruisers too.
- Ships with single SH should avoid spawns with missles - you need double SH against the missle damage type to be able to keep your shield.
- Don't try to keep your shield over 40%, shields have the best recharge rate at 20-50% and will level out there without you having to use a SB if you do it right.
The general tips are of cource for my shortrange, damage maxxed outfit. Someone how fills his empty slots with cap power relays could probably run a SB on autorepeat - but will to crap damage. Or someone with a longrange setup won't need as many SH, but will, too, do crap damage compared to my shortrange setup
And the faster you can do damage - the faster you can kill them - the faster the spawn will get - the faster you make money.
free speech not allowed here |
The Wretch
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Posted - 2003.09.08 17:20:00 -
[20]
Edited by: The Wretch on 08/09/2003 17:23:14 Best situation 1 (solo):
1. 5 spawn pirates 2. Near a station 3. Bounty >20K 4. Indy driver to haul loot (70/30 split if hired) 5. Firepower and endurance to kill 6 per minute non stop indefinately.
Average spawn priming time: 30 minutes Average bounty collected first hour (including priming time): 4-5 million Average bounty collected second hour: 7-9 million Average loot collected per 2 hours (recycled): 2-4 million
Best situation 2 (solo):
1. 5 spawn pirates 2. Bounty >40K 3. Laser set up - pain in the ass to find the perfect balance between cap recharge and damage output (skills very important to compliment) - took me several weeks and long term skill planning/development to find a "sweet spot" setup. Going to have to go back to the drawing board once the new patch comes in . 4. Be able to kill 4-5 a minute non stop indefinately. 5. Pick thru loot went finished and sell rares later.
Average spawn priming time: 30-45 minutes Average bounty collected first hour (including priming time): 6-9 million Average bounty collected second hour: 15-18 million Average rare loot collected (retail average): 5-20 million
Or if you have money to burn use a second account as a battery ship and go for max damage layout using lasers. This yeilds incredible money if done correctly.
Side note: this is just as boring as mining. So don't expect a whole lot of action making money this way either . But at least you get a security boost as a side kick. It is very hard to get the right set up. As seen by countless ppl trying their hand at this and failing to produce good money.
The Wretch Cyberdyne Systems CEO
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