
Extregar Qvint
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Posted - 2006.04.11 19:30:00 -
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This mission is not at all impossible even for a char with low skills. But you need to know some basic tactics to use against npc's.
It's been mentioned above, but i cant stress this enough: Learn how to kite!
Its basicly a tactic that you use when you know your ship is faster or about as fast as the npc ships you are taking on. (It usually works very well when in a frig and especially on l1 missions where you dont meet any interceptors etc.) (And ohh, you have to have "long" range weapons. F.ex. Standard missiles and 125/150mm rails give about 20km range with low skills and the right choise of ammo)
On this perticular mission the first stage is not much to worry about; two seperate groups of ships at long range (about 100km?). Just pick one of the groups and head over to their spot. About halfway they will aggro and start coming for you. Now as you close in on the rats (at about 20km/optimal range) TURN 180 degrees and head the way you came from and hit the afterburner to gain speed. You are now kiting the rats, and some of the rats wont even be able to hit you from that far. Lock and blast the rats out of the sky.
The second stage is a little more tricky. Here you basicly land much closer to the rats and there is more of them. As soon as you warp in have a _quick_ look around and then immediatly start flying in a direction away from the main rat groups, again hit the afterburner to sail away from them. This will hopefully make only a few of them aggro you. When you feel you are at a comfortable range, start shooting, and keep the range. Be careful that you dont aggro too many of them at once.
Third (final) stage is similar to the second with fewer ships.
While the tactics are your main weapon, you also have to use a proper ship setup which allows you to use those tactics to full effect.
I fly/flew a Merlin because it is the best tanking/allround ship of the Cal frigs. In the highs i use 2x standars launchers and 2x 125mm rails. In the mids i have Cold-gas arcjet thrusters (named AB), small shield booster, and 2x passive shield hardeners. Lows are filled with 2x PDS.
This setup lets me hit decent at about 15-20km range, but thats not why it is good. First, the power diagnostic systems in the lowslots give nice allround bonuses to cap amount, cap recharge rate, shield amount, shield recharge rate and powergrid. Secondly the hardeners gives this little frig really nice resistances to incoming damage. If you pick a EM and a Thermal hardener you get around 50% resistance to all damage types. If you know what damage types you are up against, you can stack them to get better resists. (F.ex Guristas deal only Kinetic and Thermal, then pick Kin + Th or 2x Th hardeners). Thirdly, i can keep the afterburner running constantly and not drain the cap. (Mainly thanks to the PDS's) When i do the Merlin pushes about 500m/s, which is enough to outrun most NPC's.
And last, my char has about 3 mill sp. But 2 mill of them are in learning, and 500k in electronics. Only about 500k in releveant skills for missions, ie: Navigation, Gunnery, Missiles and Spaceship Command skills.
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