
Helen Tiger
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Posted - 2006.04.16 00:56:00 -
[1]
Hi All,
I haven't posted in some time, because I've been experimenting to find a solution to one really itching problem mission-runners like me are facing since RMR hit us :
NPC now have crazy mad ECM skills.
Probably from skillbooks us mortals don't have access to, such as "Super-Long Range Target Disruption".
For the most part, I do my L4 solo missions in one of the most effective ships for the job : a cruise-missile Raven. Typical fitting for this kind of bird, assuming sniper tactics, includes a couple of mid-slot targetting range mods, bringing targetting range to over 250 km (on par with cruise missile range : 236 km)
If your ship is fitted sensibly for cruise-missile sniping, it also has to have an AB and a SB in the mid slots, leaving you only two med slots available for cap recharger, shield hardeners or whatever you like (i.e. tech II cookie dispenser)
However, since RMR, I have found myself forced to use these two slots for gravimetric ECCM modules so my sensor strength would get to 57.
And despite that, very often, rats break my targetting while I'm 240 km away from them.
I won't rehash the old points : yes, at 240 km an NPC rat shouldn't be able to see me, but they do. And no targetting disruptor I know of has a range of 240 km... but the rats have some.
In fact, a tech II ECM module has a range + fall off of barely 81 km...
Since it's pointless to whine for CCP to nerf the damn NPC's, and since I still want to be able to mission without grievance from NPC's, I had to find a solution.
Apparently, increasing your sensor strength will not work. I could use info from mission runners with high sensor strengths, but personnaly I have noticed even a sensor strength of 120 will not help you against NPC jammers.
And I still wanted my mid slots back...
So I decided to turn to FoF missiles.
I know they have an old reputation for being unreliable, and they are a bit weaker than regular ordnance (they do have their dedicated damage bonus skill) but if you think about it : FoF's do not need you to target your enemy... so you can just remove all sensor mods from your ship.
I have been trying FoF's on a Caracal for a few dozen missions and I'm now moving the concept to my Raven. Here's my experience with FoF's :
- No matter your missile skills, FoF heavies have a hard-limit of 75 km to their range. (my skills would allow 126 km)... so you need to close in to your target more than you would using regular ordnance.
- This is offset by the mid slots you claim back, which help immensely to tank any damage you might receive from getting closer to your target.
- FoF's target the closet enemy, in real-time : so it is possible your launchers will not stick to a target until it is destroyed. This means you may waste ammo and that you need to stay the course : victory will take longer. Note that this is offset by target jamming : if you ever lost lock on a BS you were trying to break the tank off, you know what I mean : by the time you lock again, the mofo has replenished its tank.
- On the other hand, combat become simpler : as soon as an enemy gets in range, fire, and try to survive until all enemies are sunk. You can concentrate on your tanking and drones, and no longer need to actively target the NPC's.
I have used FOF's against Level 3 rogue drones and it yielded a surprising effect : FoF's do not aggro any drone except for the one being hit ! And as it closes on you, this effectively prevents you from firing at another drone, so you only have one drone trying to kill you.
I sure hope this holds true with Level 4 rogue drones but I see no reason why not.
On the Raven, removing my 4 targetting mods will allow me to mount : - A shield boost amp - Two or three shield hardeners - A cap recharger
This is more than enough for a solid anti-NPC tank.
For the Amarr : I recommend drones. Target once, attack, then it won't matter if you're jammed...
Helen
Originally by: Kittamaru Bravo Helen! (...) Never seen someone do their research before disproving another's point!
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