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Kunoichi Katsuda
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Posted - 2006.04.03 01:21:00 -
[1]
Mainly I am in trouble because I am a miner and a trader not a soldier. I do not know what skills I need to run my new Megathron, what weapons to use, how I should use it. Really I might as well have just got this game yesterday because I do not know what I should do to turn my Megathron into a respectable fighting machine. So at this point any guidance would be much appreciated.
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Dangerously Cheesey
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Posted - 2006.04.03 01:25:00 -
[2]
The [RMR]Ships discussion thread stickied at the top of this forum is a great place to start. Look under Gallente and then Megathron.
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9854365
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Posted - 2006.04.03 01:27:00 -
[3]
Edited by: 9854365 on 03/04/2006 01:30:33 Umm ok then why did you buy it? It makes a great miner btw.. Megas tend to be a bit hard to fit with low skills. 2 major set ups are either rail guns or blasters. I would suggest rails for you as not everyone isa knifefighter.Armor tank in lows and fill drone bay... Really you'd get mnore info on why and what you plan on doing with it..
AND FOR THE LOVE OF ALL THAT IS SACRED INSURE IT BEFORE YOU UNDOCK!
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Kunoichi Katsuda
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Posted - 2006.04.03 11:30:00 -
[4]
I bought it so that I could do missions and make more cash from missions since I did not seem to be making anymore money mining. I also wanted to be able to protect my mining parties from pirates who would come to destroy us.
Currently I am parked in a library with pretty much every skill book I need, so I can just sit in the safety of the space station in 0.5 zone and work on skills and then fly out with my transport ship and get whatever parts my megathron will need.
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Twilight Moon
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Posted - 2006.04.03 11:34:00 -
[5]
What Lvl of missions are you doing?
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Lauriers
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Posted - 2006.04.03 14:09:00 -
[6]
ironically I use it for mining, with 7miner IIs 4 mining upgrades, v good coprocessors and 5 harvies it mines about the same speed as a large TI barge with strips. Very tight fit though
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DeathWarrior
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Posted - 2006.04.03 14:22:00 -
[7]
Edited by: DeathWarrior on 03/04/2006 14:23:12 Some Skills you could use :
Energy Grid Upgrades 4 Gunnery 5 Weapon Upgrades 5 Advanced Weapon Upgrades 4 Engineering 5 Energy Sys Ops 5 Energy Management 5 Rapid Firing 4 Sharpshooter 4 Surgical Strike 4 Large Hybrid Turret 5 Large Hybrid Specialisation 4 Drones 5 Drone Interfacing 4 Scout Drone Op 5 Heavy Drone Op 5 Mini/Cald/Amarr/Gall Drone Spec 4 Electronics 5 Gallente Battleship 4 Electronic Upgrades 4 Controlled Burst 4 Motion Prediction 4 Trajectory Analysis 4 Hull Upgrades 5 Mechanic 5 Repair Systems 5 Kinetic Armor Compensation 4 Thermal ARmor Compensation 4 Explosive Armor Compensation 4 EM Armor Compensation 4 Acceleration Control 4 Evasive Maneuvering 5 High Speed Manuevering 4 - 5 to be cool. Navigation 5 Spaceship Command 5
Aim for these and you will be a pretty good Megathron pilot.
I may have missed some.. But you can figure them out after u trained those above skills 
These arent the requirments to fly the ship basically.. these are so you can use the ship effectively - Not to its " Full potential " but you will get near enough as much as u can get out of it I am being sold! o.O
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Benglada
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Posted - 2006.04.03 15:58:00 -
[8]
Originally by: DeathWarrior Edited by: DeathWarrior on 03/04/2006 14:23:12 Some Skills you could use :
Energy Grid Upgrades 4 Gunnery 5 Weapon Upgrades 5 Advanced Weapon Upgrades 4 Engineering 5 Energy Sys Ops 5 Energy Management 5 Rapid Firing 4 Sharpshooter 4 Surgical Strike 4 Large Hybrid Turret 5 Large Hybrid Specialisation 4 Drones 5 Drone Interfacing 4 Scout Drone Op 5 Heavy Drone Op 5 Mini/Cald/Amarr/Gall Drone Spec 4 Electronics 5 Gallente Battleship 4 Electronic Upgrades 4 Controlled Burst 4 Motion Prediction 4 Trajectory Analysis 4 Hull Upgrades 5 Mechanic 5 Repair Systems 5 Kinetic Armor Compensation 4 Thermal ARmor Compensation 4 Explosive Armor Compensation 4 EM Armor Compensation 4 Acceleration Control 4 Evasive Maneuvering 5 High Speed Manuevering 4 - 5 to be cool. Navigation 5 Spaceship Command 5
Aim for these and you will be a pretty good Megathron pilot.
I may have missed some.. But you can figure them out after u trained those above skills 
These arent the requirments to fly the ship basically.. these are so you can use the ship effectively - Not to its " Full potential " but you will get near enough as much as u can get out of it
You dont need armor comp skills for active hards, really... ---------------------------
Originally by: Wrangler Unfrtinately you dnot get to vote.. 
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DeathWarrior
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Posted - 2006.04.03 16:03:00 -
[9]
well i like passive tanks I am being sold! o.O
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Kunoichi Katsuda
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Posted - 2006.04.03 17:19:00 -
[10]
I would like to use it for whatever missions the megathron can do on its own comfortably.
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jbob2000
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Posted - 2006.04.03 17:25:00 -
[11]
Originally by: Kunoichi Katsuda I would like to use it for whatever missions the megathron can do on its own comfortably.
level 3s then?
I hate to say it, but most level 4 missions will require some faction mods and lots of skills in order to complete them. Even then, you will have to execute the mission perfectly.
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Karma Coma
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Posted - 2006.04.03 20:13:00 -
[12]
Sorry but thats bs... you dont need any faction items to do lvl 4 missions and for the ones you cant solo faction items wouldnt help you anyway, you need a group then. If you get all the skills posted earlier you will do fine on all non dead space missions and for the really hard ones like angel just bring a friend or two
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Salmod
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Posted - 2006.04.03 20:27:00 -
[13]
Originally by: jbob2000
Originally by: Kunoichi Katsuda I would like to use it for whatever missions the megathron can do on its own comfortably.
level 3s then?
I hate to say it, but most level 4 missions will require some faction mods and lots of skills in order to complete them. Even then, you will have to execute the mission perfectly.
I don't really know about the Mega, but I can solo nearly all L4 missions with a Dominix quite easily.... I don't even have uber skills... I can see that perhaps the Dom tanks better than the Mega (extra mid slot for cap) - but I'm sure the Mega could still hold its own on L4's...
To the OP - if you have decent drone skils, sell the Mega and get a Domi, it's awesome for missions (+PvP+Mining) and cheaper. My setup is:
5x Dual 250mm Compressed Coil, 1xDrone Link Aug 5x Cap Recharger II 2x LAR II, 4 specific hardeners 5 Medium t2 drones and the rest t1 Heavies (rat specific damage)
First LAR runs forever, 2nd is used for short periods when needed (which isn't often). The only missions that give me trouble are the ones with drone bugs making the whole room agro (1st stage of World's Collide for instance). But the vast majority are fine. Can solo the Guristas Extravaganza bonus stage as well...
-[ salmod ]- |

O'Sirius
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Posted - 2006.04.03 20:31:00 -
[14]
5x Cap Rechargers? Wowzers, aren't there a stacking penalty on those too?
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DeathWarrior
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Posted - 2006.04.03 20:36:00 -
[15]
There is a stacking penalty... and 5x Cap Rechargers is pretty common. I am being sold! o.O
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Salmod
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Posted - 2006.04.03 20:47:00 -
[16]
Actually I wasn't aware of the stacking penalty - but either way, the setup works, and I can't think of anything else useful to put in the mids, except maybe a drone navi comp...
-[ salmod ]- |

Kara Kaprica
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Posted - 2006.04.03 20:50:00 -
[17]
My best piece of advice to give you is to work 1stly and foremost on your drones and armour tank skills. All the big guns in thw world are not going to help if you cant warpout because some frig is scrambling you and your being pounded. For missions 1st look towards the survival of your ship, and then to its offensive capabilities.
Always Outnumbered. Never Outgunned.
Signature exceeds max filesize of 24,000 bytes and maximum dimensions of 400x120 pixels. -Garik
well thats me owned eh? |

slothe
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Posted - 2006.04.04 11:47:00 -
[18]
seriously dont take it into missions.
start doing lvl 2s in a thorax forst get some experience, then try a brutix, then use the mega.
your gonna die so quick if you dont.
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Eyeshadow
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Posted - 2006.04.04 12:41:00 -
[19]
Originally by: DeathWarrior There is a stacking penalty... and 5x Cap Rechargers is pretty common.
Actually cap modules (cap reachargers/CPRs/PDUs/Batteries) do not have a stacking penalty
My Latest Vid (16/02/06) |

Lirt
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Posted - 2006.04.04 12:45:00 -
[20]
Edited by: Lirt on 04/04/2006 12:46:29
Originally by: DeathWarrior Edited by: DeathWarrior on 03/04/2006 20:34:58 Some Skills you could use :
Drone Support Skill 3/4 Energy Grid Upgrades 4 Gunnery 5 Weapon Upgrades 5 Advanced Weapon Upgrades 4 Engineering 5 Energy Sys Ops 5 Energy Management 5 Rapid Firing 4 Sharpshooter 4 Surgical Strike 4 Large Hybrid Turret 5 Large Hybrid Specialisation 4 Drones 5 Drone Interfacing 4 Scout Drone Op 5 Heavy Drone Op 5 Mini/Cald/Amarr/Gall Drone Spec 4 Electronics 5 Gallente Battleship 4 Electronic Upgrades 4 Controlled Burst 4 Motion Prediction 4 Trajectory Analysis 4 Hull Upgrades 5 Mechanic 5 Repair Systems 5 Kinetic Armor Compensation 4 Thermal ARmor Compensation 4 Explosive Armor Compensation 4 EM Armor Compensation 4 Acceleration Control 4 Evasive Maneuvering 5 High Speed Manuevering 4 - 5 to be cool. Navigation 5 Spaceship Command 5
So your suggestion is just max them all? Why when people ask for ship skills everyone tells them to "five them all" to be good. You can be a decent fighter with no need for many 5 skills. Why dont you give new people less time consuming solutions while they r still good For example why you need HSM to level 5 ?? if you dont use blasters, why skilling to tech2 is necessary to undock the thing? Evasive Maneuvering/Large Hybrid Turret/Scout Drone Op/High Speed Maneuvring/Navigation/Energy Management/Energy Sys Op doesnt have to be level 5. Ofc if you have them to level 5 they will improve your performance but you can pretty good undock the thing, play around and have some fun without spending years in training. Just avoid 1v1 encounters. I may be right i may wrong, your decision.
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Salmod
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Posted - 2006.04.04 13:03:00 -
[21]
Originally by: Eyeshadow
Originally by: DeathWarrior There is a stacking penalty... and 5x Cap Rechargers is pretty common.
Actually cap modules (cap reachargers/CPRs/PDUs/Batteries) do not have a stacking penalty
Yeh, I just checked this - there is definitely no penalty.... The 5th Cap Recharger II still adds 20% to recharge rate.
-[ salmod ]- |

Yarek Balear
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Posted - 2006.04.04 13:24:00 -
[22]
Edited by: Yarek Balear on 04/04/2006 13:27:55 If there was no stacking penalty, you would be 100% better with 5 fitted. That's not the case, each one is applied in turn, with the reduction to cap recharge happening after the previous one is applied - hence effectively stacking.
It's not really a penalty, the bonus effects do stack though...
e.g. You have cap recharge at 100s. You load 1 cap recharger II and it drops to 80s (giving your 20% reduction). A 2nd one drops you to 64s (only giving you a 16s drop), rather than a further 20s if there was no stacking...
Still well worthwhile fitting 5 on the mission domi though because the figures are much larger.
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DeathWarrior
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Posted - 2006.04.04 13:28:00 -
[23]
Originally by: Yarek Balear Edited by: Yarek Balear on 04/04/2006 13:27:55 If there was no stacking penalty, you would be 100% better with 5 fitted. That's not the case, each one is applied in turn, with the reduction to cap recharge happening after the previous one is applied - hence effectively stacking.
It's not really a penalty, the bonus effects do stack though...
e.g. You have cap recharge at 100s. You load 1 cap recharger II and it drops to 80s (giving your 20% reduction). A 2nd one drops you to 64s (only giving you a 16s drop), rather than a further 20s if there was no stacking...
Still well worthwhile fitting 5 on the mission domi though because the figures are much larger.
Ahh yess, this is what I meant just Im not as good at maths as you. Thank you for pointing that out I am being sold! o.O
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Ithildin
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Posted - 2006.04.04 13:28:00 -
[24]
Salmod - you're missing a low slot on the Dominix setup.
Originally by: DeathWarrior Edited by: DeathWarrior on 03/04/2006 20:34:58 Some Skills you could use :
Drone Support Skill 3/4 Energy Grid Upgrades 4 Gunnery 5 Weapon Upgrades 5 Advanced Weapon Upgrades 4 Engineering 5 Energy Sys Ops 5 Energy Management 5 Rapid Firing 4 Sharpshooter 4 Surgical Strike 4 Large Hybrid Turret 5 Large Hybrid Specialisation 4 Drones 5 Drone Interfacing 4 Scout Drone Op 5 Heavy Drone Op 5 Mini/Cald/Amarr/Gall Drone Spec 4 Electronics 5 Gallente Battleship 4 Electronic Upgrades 4 Controlled Burst 4 Motion Prediction 4 Trajectory Analysis 4 Hull Upgrades 5 Mechanic 5 Repair Systems 5 Kinetic Armor Compensation 4 Thermal ARmor Compensation 4 Explosive Armor Compensation 4 EM Armor Compensation 4 Acceleration Control 4 Evasive Maneuvering 5 High Speed Manuevering 4 - 5 to be cool. Navigation 5 Spaceship Command 5
Here's some commentary and constructive criticism.
Drone Support Skill (Support Drones?) isn't needed very much. The extra drone skills aren't needed, either, since you don't want the rats shooting at your drones in the first place. Energy System and Energy Management are really, really, important skills. Sharpshooter 4 - needed at 5 in order to train Large Railgun Specialization! Motion Prediction 4 - needed at 5 in order to train Large Blaster Specialization! Large Hybrid Turret 5 - train this if you wish to train for T2 guns, you'll be forgiven if you only train to level 4 and use Prototype Gauss Guns or Modal Blaster Cannons instead. Note that you'll need Medium and Small Hybrid Turret to level 5 as well as Medium and Small specialization skills to level 4 in order to train Large specialization skills Drone Interfacing 4 - this skill is more important to train to level 5 than drone specialization skills (are to train to any level) Gallente Battleship 4 - get this skill to level 5 if you are serious. It adds 5% more damage and 5% more tracking and is thus a better deal than level 5 large turret. Armour compensations 4 - if you like passive hardeners (which saves a LOT of CPU), otherwise put these skills on the shelf. Evasive Manouvering 5 - this is a prerequisite for interceptors, and unless you want to turn like a fridge instead of a safe (i.e. slowly, but not quite as slowly as before), don't train this. Low priority. High Speed Manouvering - keep this skill at level 1. Seriously. Don't train it. this is the MWD cap use skill, and doing missions you will not fit MWD ever.
That said, I recommend RAILGUNS. Skip everything to do with blasters until you feel like it (and until the devs've fixed them). That means you can skip the following, really: * Small, medium, and large blaster specialization * Motion prediction (doesn't need to go to level 5) * High speed manouvering (doesn't need to go higher - though you should have it at 1 already) * Caldari and Amarr drone specialization (use Gallente, thermal, to do more damage or Mimatar, explosive, to do damge your turrets do not. Minmatar drones are also faster)
And last but not least, a rather nifty mission setup: HIGH-SLOTS : ~~~~~~~~~~~~ > [1811 | 49] 350mm Railgun II > [1811 | 49] 350mm Railgun II > [1811 | 49] 350mm Railgun II > [1811 | 49] 350mm Railgun II > [1811 | 49] 350mm Railgun II > [1811 | 49] 350mm Railgun II > [1811 | 49] 350mm Railgun II > [2000 | 43] E500/Diminishing Nosferatu
MED-SLOTS : ~~~~~~~~~~~ > [ 1 | 12] Cap Recharger II > [ 1 | 12] Cap Recharger II > [ 1 | 12] Cap Recharger II > [ 1 | 12] Cap Recharger II
LOW-SLOTS : ~~~~~~~~~~~ > [2300 | 55] Large Armor Repairer II > [2300 | 55] Large Armor Repairer II > [ 1 | 44] Armor Kinetic Hardener II/I > [ 1 | 44] Armor Thermic Hardener II/I > [ 1 | 44] Armor Explosive Hardener II/I > [ 0 | 3] Capacitor Power Relay I > [ 0 | 3] Capacitor Power Relay I
Run forever when using Iridium (not counting NOS). NOS is for problems breaking NPC tanks.
Originally by: KilROCK
Originally by: Arkanor Gallente missileboat might be cool.
Pod yourself till you got no skills.[
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DeathWarrior
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Posted - 2006.04.04 13:28:00 -
[25]
Edited by: DeathWarrior on 04/04/2006 13:35:38
I am being sold! o.O
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Jaketh Ivanes
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Posted - 2006.04.04 13:34:00 -
[26]
Originally by: Yarek Balear Edited by: Yarek Balear on 04/04/2006 13:27:55 If there was no stacking penalty, you would be 100% better with 5 fitted. That's not the case, each one is applied in turn, with the reduction to cap recharge happening after the previous one is applied - hence effectively stacking.
It's not really a penalty, the bonus effects do stack though...
e.g. You have cap recharge at 100s. You load 1 cap recharger II and it drops to 80s (giving your 20% reduction). A 2nd one drops you to 64s (only giving you a 16s drop), rather than a further 20s if there was no stacking...
Still well worthwhile fitting 5 on the mission domi though because the figures are much larger.
Thats how everything is calculated. The modifier isn't based on a base stat (like default speed) but on your present speed. Also counts for armor hardners, but they also have a stacking penality added to them.
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DeathWarrior
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Posted - 2006.04.04 13:35:00 -
[27]
Originally by: Ithildin
Here's some commentary and constructive criticism.
Drone Support Skill (Support Drones?) isn't needed very much. The extra drone skills aren't needed, either, since you don't want the rats shooting at your drones in the first place. Energy System and Energy Management are really, really, important skills. Sharpshooter 4 - needed at 5 in order to train Large Railgun Specialization! Motion Prediction 4 - needed at 5 in order to train Large Blaster Specialization! Large Hybrid Turret 5 - train this if you wish to train for T2 guns, you'll be forgiven if you only train to level 4 and use Prototype Gauss Guns or Modal Blaster Cannons instead. Note that you'll need Medium and Small Hybrid Turret to level 5 as well as Medium and Small specialization skills to level 4 in order to train Large specialization skills Drone Interfacing 4 - this skill is more important to train to level 5 than drone specialization skills (are to train to any level) Gallente Battleship 4 - get this skill to level 5 if you are serious. It adds 5% more damage and 5% more tracking and is thus a better deal than level 5 large turret. Armour compensations 4 - if you like passive hardeners (which saves a LOT of CPU), otherwise put these skills on the shelf. Evasive Manouvering 5 - this is a prerequisite for interceptors, and unless you want to turn like a fridge instead of a safe (i.e. slowly, but not quite as slowly as before), don't train this. Low priority. High Speed Manouvering - keep this skill at level 1. Seriously. Don't train it. this is the MWD cap use skill, and doing missions you will not fit MWD ever.
That said, I recommend RAILGUNS. Skip everything to do with blasters until you feel like it (and until the devs've fixed them). That means you can skip the following, really: * Small, medium, and large blaster specialization * Motion prediction (doesn't need to go to level 5) * High speed manouvering (doesn't need to go higher - though you should have it at 1 already) * Caldari and Amarr drone specialization (use Gallente, thermal, to do more damage or Mimatar, explosive, to do damge your turrets do not. Minmatar drones are also faster)
And last but not least, a rather nifty mission setup: HIGH-SLOTS : ~~~~~~~~~~~~ > [1811 | 49] 350mm Railgun II > [1811 | 49] 350mm Railgun II > [1811 | 49] 350mm Railgun II > [1811 | 49] 350mm Railgun II > [1811 | 49] 350mm Railgun II > [1811 | 49] 350mm Railgun II > [1811 | 49] 350mm Railgun II > [2000 | 43] E500/Diminishing Nosferatu
MED-SLOTS : ~~~~~~~~~~~ > [ 1 | 12] Cap Recharger II > [ 1 | 12] Cap Recharger II > [ 1 | 12] Cap Recharger II > [ 1 | 12] Cap Recharger II
LOW-SLOTS : ~~~~~~~~~~~ > [2300 | 55] Large Armor Repairer II > [2300 | 55] Large Armor Repairer II > [ 1 | 44] Armor Kinetic Hardener II/I > [ 1 | 44] Armor Thermic Hardener II/I > [ 1 | 44] Armor Explosive Hardener II/I > [ 0 | 3] Capacitor Power Relay I > [ 0 | 3] Capacitor Power Relay I
Run forever when using Iridium (not counting NOS). NOS is for problems breakin
This is very good criticism - I suppose I was giving skills for PvP Also.. But as Ithildin said.
Use Rails for PvE - As you can only use an AB in missions, it will take you 'ages' to get into blaster range.
Ithildin's setup is rather good. I would listen to him for missioning as mine was more of a pvp skil tutorial I suppose.
Cap Skills are very important as its something the megathron doesn't have an awful lot of its very handy to have them maxed out. I am being sold! o.O
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Salmod
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Posted - 2006.04.04 14:43:00 -
[28]
Originally by: Ithildin Salmod - you're missing a low slot on the Dominix setup.
Yeah you're right - Cap Power Relay in the last slot. 
And yes, I realise there is a stacking effect - but I wouldn't call that a penalty, which is what I thought DeathWarrior meant... 
-[ salmod ]- |

Eyeshadow
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Posted - 2006.04.04 23:04:00 -
[29]
Originally by: Yarek Balear Edited by: Yarek Balear on 04/04/2006 13:27:55 If there was no stacking penalty, you would be 100% better with 5 fitted. That's not the case, each one is applied in turn, with the reduction to cap recharge happening after the previous one is applied - hence effectively stacking.
It's not really a penalty, the bonus effects do stack though...
e.g. You have cap recharge at 100s. You load 1 cap recharger II and it drops to 80s (giving your 20% reduction). A 2nd one drops you to 64s (only giving you a 16s drop), rather than a further 20s if there was no stacking...
Still well worthwhile fitting 5 on the mission domi though because the figures are much larger.
Actually i think thats called diminishing returns as opposed to a stacking penalty. The modules themselves dont get a stacking penalty, but the more you add, the less good they do 
My Latest Vid (16/02/06) |
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