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Drizit
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Posted - 2006.05.03 15:09:00 -
[1]
I got a lvl3 mission, 'Intercept the Pirate Transport' which was Blood Pirates.
Setup was: Med Knave1 Energy Drain 2 Heavy Afocal Maser 1 .......1x Dark blood Radio M for 8km to 38km range .......1x Standard M for 8km to 33km range 3 dual 150mm railguns with Lead Charge 6km to 13km range 1 heavy missile launcher 1 with widowmaker heavy 10MN T2 AB 55% faction EM hardeners Dread Gurista Med Shield Booster Thermal Exhaust System 1 Medium Armour Repper T1 2x Cap Power Relay 1 2x Local Hull conversion Nanofiber 4 Hornet Drones
I jumped to the waypoint in my Prophecy and immediatly got a message form the pirates to leave or be shot at. By the time I had managed to target and start shooting at them, my armour was down to 10% and I had to beat a hasty retreat. Got out with 25% structure left and left 4 drones behind.
I managed one kill before I had to retreat again to repair. The NOS didn't seem to help at all, my cap was still draining like mad. The second time I managed a kill, and got out fast again. I kept on doing it until I could tank the damage enough to stay longer and took out more. Eventually, I was able to stay to take out everything except the captain.
I went back to reload since I was running low on ammo by then and filled the hold with lead charges and widowmakers. I set the 4 drones on him and started to fire at him. Even with NOSsing him, hardeners and shield boost going, he was eating my shield like it wasn't even there and he was tanking everything I could throw at him. I recalled the drones at 10% armour and went back to repair and refit. Took the shield boost off and fitted standard thermal hardeners for 50%. Again, he just ate through my shield and my cap was draining fast even with the NOS going full blast and he just tanked everything. I went back again and fitted a second NOS, taking a Maser off since the energy weapons were doing nothing to him. Again, he ate my shield and armour and tanked everything.
I eventually went back with an Apoc and kept him at 30km range with rails and two cruise missile launchers. After nearly an hour of constant firing and almost all of my railgun ammo, he finally went down.
The whole mission took me 5 hours to do and also a final slug out against a single ship using a BS which is ridiculous since I can breeze all of the lvl2 missions in my Prophecy.
Firstly, I had to use rails which is not an Amarr weapon. My skills for hybrid and energy weapons is the same but the energy weapons are so lame, that I can do hardly any damage with them, even with faction crystals.
Secondly, this NPC was using energy weapons so it was EM/thermal but my shields went down just as fast whether I had the hardeners on or not.
Thirdly, dual NOS wasn't draining anything from him, he was still tanking everything but dual med NOS should have left him with hardly any cap on a cruiser (Maller). Also it wasn't giving me any extra cap at all. Total waste of a high slot IMO.
So what's the deal? are level 3 missions supposed to be done by more than one person? This mission certainly seems like it.
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Maxell Snow
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Posted - 2006.05.03 15:15:00 -
[2]
I have no problem with lev 3's but then I'm in a brutix, and fairly strong in drone skills... My setup is for an armor tank too...there are definently certain missions that I cannot solo, or others that I have to jump in and out like you said.... An industrial, roleplaying corporation, currently recruiting -----------------------------------------------
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jbob2000
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Posted - 2006.05.03 15:16:00 -
[3]
That is a terrible setup.
First of all you've got more then one type of weapon on their with really varying ranges, and as a result will give you really bad DPS. In my opinion, you'd be better off using all heavy pulses with xray and infared or short and long range crystals.
You've also got a mixed tank which is INCREDIBLY ineffecienct. You'd be much better of armor tanking it and then stick and ab and cap rechargers in the meds. Put 2 or 3 hardeners in your lows depending on the NPCs and 1 or 2 medium T2 reps with the rest cap relays.
Couple things other I can suggest, but cant be bothered to type it out.
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Hurada
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Posted - 2006.05.03 15:19:00 -
[4]
Edited by: Hurada on 03/05/2006 15:24:59 Edited by: Hurada on 03/05/2006 15:21:46 Edited by: Hurada on 03/05/2006 15:20:13 This mission?
Im sure that most of them are meant to be solo'd and have done alot of them in my cyclone. It can tank quite a high dps though being an active shield tank.
I suspect you need to optimize your setup. I cant offfer much advice since I dont fly a proph but make sure you harden for both EM & Thermal. I noticed you got a AB fitted, but I've allways found propulsion upgrades useless on a BC for missions.
edit: Yup as jbob says dont mix tanks.
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Davion Wallcheck
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Posted - 2006.05.03 15:54:00 -
[5]
Level 3 missions totaly are solo bait, you problem is simply your setup (which is just plain nasty) and your tactics.
I do level 3 missions im my Prophecy and most of them are no problem at all with just 1 or 4 which i avoid like the plauge. 'Intercept the Pirate Transport' is one which kinda middle rung difficulty, first time i did it i had to warp out 3 times, now i can do it without warping out at all.
My setup: 2x Focused Modal Medium Laser 1 4x Heavy Modal Laser 1 1x Assault launcher
1x Target Painter 1x Cap Recharger 1x 10min AfterBurner
1x Meduim Armour Repairer 1x Cap Power Relay 2x Heat Sink 2x Passive Harners
Tactic that i use with worry is ignore all the ships and take out the gun placements first, they hurt the most. After their dead then you can deal with the ships no problems, with only the last big guy taking forever with his stupid tank.
You can breeze though level 2s no problem therefore level 3s shouldnt take long? Heh, i can do loads of level 2s in my Commy, dont mean i'd take it to a level 3 tho :p.
Railguns.. Railguns on a Amarr boat.. No. Mixing racial weapons is rarely a good idea, and this isnt one of those times. If you dislike energy weapons so much dont f*ckup your ship buy fitting rails, but fly Caldari instead. Also, Amarr ships dont harden their shields theres no sense to it at all, Amarr boats armour tank without exception. Amarr boats dont give a damn about their shields, shields are just a sponge to soak damage till you get into range.
Have you considered flying Caldari? You seem to like sheild tanking and railguns so why not? Just because your Amarr doesnt mean you can fly Caldari, im Caldari and fly almost souly Amarr ships.
Oh and the NOS thing, afaik NPCS have unlimited Cap so draining just helps you not hinders them.
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Myiesha
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Posted - 2006.05.03 16:09:00 -
[6]
I belive every missin in the game can be soloed. Some of them are much harder then others though. :) Its only hhigh end complexes that actualy require groups to do.
The suggestions above are good ones, you realy need to re-think your setup and take advantage of the ship your flying. Going with a weapon type that fits your ship is your first correction. Also a single tank type as multi tanking is a waste.
Note lasers are VERY effective, and in general have some of the best attributes for any turret. Their only real drawback on Amarrr ships is the limited damage types.
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Deja Thoris
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Posted - 2006.05.03 18:59:00 -
[7]
Its your hardners.
Prophecy has weak thermal resists.
Smack one ACTIVE EM armour hardner and two ACTIVE armour thermal hardners on and laugh at blood raiders.
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Drizit
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Posted - 2006.05.03 20:42:00 -
[8]
Edited by: Drizit on 03/05/2006 20:42:48 One of the reasons I chose to use rails/lead ammo mostly is that kinetic is Blood raiders weakest resistance while EM is their best. The Mercenary Elite is even weaker vs explosive which is where Widowmaker Heavies did the damage.
It desn't seem logical that I should attack their highest resistance. Even EM heavy missiles from the Prophecy and EM cruise from the BS weren't even touching the captain, I switched to Kinetic damage cruise on the BS and started to deal some damage.
Beams just bounce off with hardly any effect, even the smaller ships that normally crumple under a few volleys from rails just shrugged off the beam damage, my Hornet drones were doing more damage than my beam lasers.
Part of the reason for the mix of weapons is that I normally take out the shields with the energy weapons since shields are usually more prone to EM damage, the rest I take out with kinetic once the shields are down. Mixed range? I don't think it's that bad. Again long range beams to take shields out and then keep shorter range for when they get in closer with no shield left. Prophecy's are not fast by any means so it's usually up close and personal by the time they go down. I don't want them under my range by keeping all long range weapons.
8K beam falloff and 15K rail optimal means I can keep them between 8 and 15K and keep on dealing damage of both types unless these weapons work differently than their specs state.
However, I am just starting into combat and still not sure of the best setups. Most of my skills until now have been in the mining and industrial side. The limit of my combat experience is: I point a gun and shoot, if it hits, it does damage, if it misses, it doesn't do damage. Simple. Eve combat is just way too much math.
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Co'balt
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Posted - 2006.05.03 20:55:00 -
[9]
Edited by: Co''balt on 03/05/2006 20:55:11
Originally by: Drizit Edited by: Drizit on 03/05/2006 20:42:48 One of the reasons I chose to use rails/lead ammo mostly is that kinetic is Blood raiders weakest resistance while EM is their best. The Mercenary Elite is even weaker vs explosive which is where Widowmaker Heavies did the damage.
You are completely wrong. EM is their worst resist and kinetic is one of their best after explosive. You'd do far better fitting a full rack of medium pulses than you would rails.
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Pang Grohl
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Posted - 2006.05.03 21:53:00 -
[10]
Edited by: Pang Grohl on 03/05/2006 21:54:05 Check out EVE[geek] & EVE Info for info on the NPC resists & damage types. As a general rule NPCs are weakest against the damage types they inflict.
Also be sure you are taking advantage of your ships bonuses. Armor resists & Medium energy cap use.
Good Luck, & if you don't get the answers you need here try posting to the Missions forum
edit: fixed linkage Forum: A place where ideas come to prove their worth.
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hiask
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Posted - 2006.05.03 21:54:00 -
[11]
they are soloable
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Drizit
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Posted - 2006.05.03 23:16:00 -
[12]
OK. I bow to thee knowledgeable ones.
New setup. Highs. Medium Knave NOS 5 Focused modal medium 3x Standard 1x Sansha Radio 1x Xray Heavy rocket launcher/ Thunderbolt Heavy (EM heavy missile).
Mids. 10mn AB II 2 barton Reactor cap recharger.
Lows. 2x Dual-Sheathed Thermic plating 1 Triple-Sheathed Reactive plating 1 Triple-Sheathed Reflective plating 1 Dual-Sheathed Magnetic plating 1 Medium Armour Repper
I wasn't going to chance a lvl3 yet until I had tested the setup first. I don't know the missions and what are the hard ones so I decided to try a lvl2. First one I got was about the hardest level2 mission I've had so far 'Technological Secrets part 1'.
The Elite Mercs usually have me down close to armour and the second wave is arriving while I am still halfway through the first. But this time, they hardly even scratched my shield and I just finished the wave as the next arrived. At no time was I even below 50% shield and at no time did I need the NOS.
Now I'm even more confused... How can the armour reflective plating strengthen my shield because they were hardly touching it but before, they were ripping it to pieces and I was boosting and using the NOS just to keep it above 10%?
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G Dabak
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Posted - 2006.05.03 23:31:00 -
[13]
I wonder if I can remember my setup from a few months ago...
5 Heavy Beam 1 Med Nos 1 Tractor Beam or Heavy Launcher (does all that fit?)
1 Cap recharger or AB 2 Webs
1 Med Rep II 3 Active Hardeners (Exp/Kin/Therm if I was being lazy) Last 2 low slots could be energized adaptives, heat sinks, or cap power relays depending on how I felt at the time.
There may be better setups, but with decent gunnery skills (all at 3-4) and terrible capacitor/BC skills I was able to solo pretty almost every L3 with ease except like... Spy Stash and Tech Secrets where I'd have to warp a couple times. Using all beams was nice on the missions where hardened cruisers would orbit at 20 or 30KM and shoot the hell out of me. Killing them fast made it much easier.
Also, read the tracking guide in the Ships & Modules forum. It's complicated but it's good to have some idea of how that works.
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Benglada
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Posted - 2006.05.04 00:26:00 -
[14]
Use active hards for one, If you dont have hull upgrades at 4 and you fly amarr, thats pitiful. ---------------------------
Originally by: Wrangler Unfrtinately you dnot get to vote.. 
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LordArioch
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Posted - 2006.05.04 00:37:00 -
[15]
6 Heavy modal pulses 1 heavy launcher
Nicest possible ab, good webber, cap recharger
2 small armour rep2's 3 rat specific hardners, cap recharger.
I thank you... You laugh at me because I am different. I laugh at you because you are all the same. |

GOFTI
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Posted - 2006.05.04 00:46:00 -
[16]
- Bad setup OP - Nos does effect NPC but not like it does with players, there is a percentage to how likely they are to repair, NOS decreases this percentage, it doesnt reduce the NPCs cap, course the smaller and/or fewer the nos the less the effect on NPC - Do not use a shield tank on an Amarr ship, they are build to armor tank, you can try but you will fail, ok maybe not in a lvl 2  - Use armor hardners and/or energized hardners in your lows - Target painter for one missile turret = waste of slot - Speed in a BC (cept brutix with certain setups) = useless = loose the AB and local nanos - Try a setup with 2 medium or 1 medium 1 small armor repair + hardners - Do not use faction crystals, they are not worth your cash imo - Use one type of turret so you can get same distance on all of em, this way you make sure you are at your optimal range for all the turrets (i advice using medium pulses or beams only since they get a bonus from ship) - Use a webifier - Loose the missile launcher and fit a NOS instead, 2 medium nos should be enough to keep your armor tank up, so either 6 guns and 1 nos or 5 guns and 2 nos - Use multifrequency crystals for maximum damage - Use microwave crystals for ranged fighting (carry both types)
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Benglada
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Posted - 2006.05.04 00:56:00 -
[17]
Originally by: GOFTI - Bad setup OP - Nos does effect NPC but not like it does with players, there is a percentage to how likely they are to repair, NOS decreases this percentage, it doesnt reduce the NPCs cap, course the smaller and/or fewer the nos the less the effect on NPC - Do not use a shield tank on an Amarr ship, they are build to armor tank, you can try but you will fail, ok maybe not in a lvl 2  - Use armor hardners and/or energized hardners in your lows - Target painter for one missile turret = waste of slot - Speed in a BC (cept brutix with certain setups) = useless = loose the AB and local nanos - Try a setup with 2 medium or 1 medium 1 small armor repair + hardners - Do not use faction crystals, they are not worth your cash imo - Use one type of turret so you can get same distance on all of em, this way you make sure you are at your optimal range for all the turrets (i advice using medium pulses or beams only since they get a bonus from ship) - Use a webifier - Loose the missile launcher and fit a NOS instead, 2 medium nos should be enough to keep your armor tank up, so either 6 guns and 1 nos or 5 guns and 2 nos - Use multifrequency crystals for maximum damage - Use microwave crystals for ranged fighting (carry both types)
I agree on all points, except the prophecy doesent get a bonus to lasers. (look) ---------------------------
Originally by: Wrangler Unfrtinately you dnot get to vote.. 
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Drizit
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Posted - 2006.05.04 01:39:00 -
[18]
Originally by: Benglada I agree on all points, except the prophecy doesent get a bonus to lasers. (look)
QFT. Cap use and armor resist. It uses far less cap with rails than the beams anyway, even with lvl5 BC skill so this bonus is pretty useless. Armor resist is useful to any ship and is probably the only one that makes sense unless you only use beams so the other bonus would help.
The last bonus is support type since I presume the Prophecy was originally planned as a support ship of some kind. Now replaced by T2 Battlecruisers (Damnation and Absolution) so it's really a redundant bonus now.
99% reduction in the CPU need of Warfare Link modules.
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235ppo01
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Posted - 2006.05.04 04:22:00 -
[19]
Edited by: 235ppo01 on 04/05/2006 04:22:57 omg apoc with rails???? an hour to kill 1 npc on a lvl 3???  Did you buy this toon or a bored miner?
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annab
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Posted - 2006.05.04 11:03:00 -
[20]
I've done all the level3 missions with this setup.
It depends on the mission you have some mission are easy to do others are very hard.
Eve info is a good site for information on missions.
I run Highs 6*heavy pulse laser ii with infrared m Crystals 1*heavy missile launcher ii
mids 1*10mn afterburner ii 1*cap recharger ii 1*fleeting propulsion inhibitor i
Lows 1*medium armor repairer ii 2* to 3* armor hardeners ii(depends on the rats) 1*tracking enhancer ii 1* local power plant manager: capacity power relay i
If I'm using 2 armor hardeners then I add in a heat sink ii
If I'm up against the Blood Raiders or Sansha's Nation I only use a Thermal harder and add two heats sink ii.
If you have the armor compensation skills at level 5 then go for True Sansha or Dark Blood Energized plates as you only loss 5% but your have more cap.
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Drizit
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Posted - 2006.05.04 18:01:00 -
[21]
Originally by: 235ppo01 Edited by: 235ppo01 on 04/05/2006 04:22:57 omg apoc with rails???? an hour to kill 1 npc on a lvl 3???  Did you buy this toon or a bored miner?
Bored miner. My gunnery skills are not that good. - lvl3 med and lvl1 large hybrid plus a couple of damage/range skills like surgical strike at lvl 2. Until recently, I have been mining/manufaturing but most prices for stuff I can produce have crashed since T2 stuff came out and there's practically no profit in it now.
annab: Most of what you mentioned is T2. I'll be able to match that setup in about 12 months time when I've trained up for all that T2 stuff. Add another 6 months of mining to pay for it all. I don't use much T2 stuff because most named stuff is often better (or at least equal) and a lot cheaper anyway and you don't need all those specialised skills for them.
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Norton1898
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Posted - 2006.05.04 18:19:00 -
[22]
Originally by: Drizit
Now I'm even more confused... How can the armour reflective plating strengthen my shield because they were hardly touching it but before, they were ripping it to pieces and I was boosting and using the NOS just to keep it above 10%?
Just FYI...On an armour tanking ship, the shields are supposed to be "ripped" into. Just don't worry about them. I armour tank and don't get concerned until my armour has about 1/3 left. The key is that you want there to be a "level off" point where your armor is not really losing points. I have my ships set-up so I can turn on and off armour reps and hardeners as they are need. Sorry...No set-up for you as I fly Gallente.
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Genove
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Posted - 2006.05.04 20:09:00 -
[23]
I have no problem doing lvl 3's in my Megathron 
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Cipher7
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Posted - 2006.05.04 21:02:00 -
[24]
Get rid of the shield booster, use armor hardeners and repper.
For ratting fit the tank first, fit the weapons last.
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Vladimir Ilych
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Posted - 2006.05.04 21:09:00 -
[25]
I have no problems with any lvl 3 in my Cyclone. Just fit the correct active shield hardners and the rest is easy.
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Gasm
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Posted - 2006.05.04 22:09:00 -
[26]
Originally by: Vladimir Ilych I have no problems with any lvl 3 in my Cyclone. Just fit the correct active shield hardners and the rest is easy.
against angels that would be explosive and kinetic?
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F'nog
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Posted - 2006.05.05 05:20:00 -
[27]
Originally by: Gasm
Originally by: Vladimir Ilych I have no problems with any lvl 3 in my Cyclone. Just fit the correct active shield hardners and the rest is easy.
against angels that would be explosive and kinetic?
And EM just to be safe. Or 3 T2 Multis
Originally by: Bl4zer But, cmon, this is the Eve forums, we don't let facts get in the way of pointless speculation.
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