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ShAgArAnK5
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Posted - 2006.06.18 17:32:00 -
[1]
heloo :)
Just wondering if any caldari pilot could gimmie a hand? :)
What skills do i need for sheild taning? oviously sheil operation. but which engineering skills will help me tank better. in terms of capacitor ect ect :)
thankyou!
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TricksR4Cats
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Posted - 2006.06.18 17:50:00 -
[2]
Tactical Shield manipulation 4 Explosive Shield Compensation 3/4 Kinetic Shield Compensation 3/4 EM Shield Compensation 3/4 Thermal Shield Compensation 3/4 Missile Launcher Operation to 5 Cruise Missiles 4 Torpedos 4 Energy Grid Upgrades Energy Management Energy Systems Operation Engineering Shield Emission Systems Shield Management Shield Operation Shield Upgrades Eltronics Electronics Upgrades Targeting Target Painter Signature Analysis
And then wahtever u need for propulsion etc. That's from memory - I'm working towards a Raven now, and I want all those skills at at LEAST level 4 before I step into one (exept those at lvl 5 that are needed like Heavy Missile Launcher and Missile Launcher Operation).
I got 45 days left to go ;)
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GC13
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Posted - 2006.06.18 18:40:00 -
[3]
Don't bother with those shield compensation skills (except the "Shield Compensation" skill, which is actually useful). Also, most people won't bother with a target painter on their Raven. Make sure you get your missile support skills up in addition to those engineering and whatnot skills.
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StrannikUA
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Posted - 2006.06.19 14:31:00 -
[4]
Shield Operation 5 allows to use Tech 2 shield boosters - definetely a skill to have.
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GC13
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Posted - 2006.06.19 19:18:00 -
[5]
Originally by: StrannikUA Shield Operation 5 allows to use Tech 2 shield boosters - definetely a skill to have.
You only need it at level five to use XLarge T2 boosters. 4 for Large, 3 for Medium, and 2 for Small. Of course you'll be wanting to use an XLarge on a Raven for missions (or so I am told), so getting it to five is a good idea anyway.
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Mik Nostrebor
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Posted - 2006.06.21 05:34:00 -
[6]
Here's a catch for you.
The Damage per second rates for torps, heavy missiles and cruise missiles can be misleading. Here is some info:
Base rates:
Heavy Missiles Speed: 3750m/s Flight time: 10s Range: 37.5km Base Launcher RoF: 15s Damage: 150 Dam/Sec: 10 Exp vel: 750 Radius: 125m
Torpedos (Siege Launcher) Speed: 1250 Flight Time: 30s Range: 37.5km Base Launcher RoF: 24s Damage: 450 Dam/Sec: 18.75 Exp velocity: 400 Radius: 250m
Cruise Missiles Speed: 3750 Flight Time: 20 Range: 75km Base Launcher RoF: 22s Damage: 300 Dam/Sec: 13.63 Exp vel: 500 radius: 300m
It would appear that Torpedos win the day. However, if you take into account that there are severe drop offs in damage for ships with signature radii lower than the bast radius you will find that torps and cruise missiles are pointless against friates and less useful than heavy missiles against cruisers.
My advice is to learn up Heavy missile as you main weapon. The ammo is cheaper and takes less of your cargo, the damage per second actually works out higher considering the amount of frigs and cruisers (and even some battle ships) you encounter.
For example with the following skills: Heavy Missiles IV Missile Bombardment III Missile Launcher Operation V Missile Projection III Rapid Launch III Target Navigation Prediction III Torpedoes II Cruise Missiles I Warhead Upgrades II
I do the following to structure (ie unresisted):
Tristan Class: Gallente Frigate Signature: 42m Heavy: 7.5 dps Torp: 4.0 dps Cruise: 3.7 dps
Catalyst Class: Gallente Destroyer Signature: 86m Heavy: 15.4 dps Torp: 8.3 dps Cruise: 7.7 dps
Thorax Class: Gallente Cruiser Signature: 140m Heavy: 22.4 dps Torp: 13.5 dps Cruise: 12.5
Brutix Class: Gallente Battlecruiser Signature: 300 m Heavy: 22.4 dps Torp: 28.9 dps Cruise: 26.8 dps
Dominix or Megathron Class: Battleship Signature: 420/400m Heavy: 22.4 dps Torp: 38.5 dps Cruise: 26.8 dps
As you can see the only advantage of cruise missiles are their range. Torps advantage only really becomes distinct against other Battleships. If you are a mission runner then I would recommend sticking to Heavy missiles and concentrating on them at least until you are doing level 4 missions.
Just my thoughts, Mik
Orks corp is looking for new blood in Heimatar. Small friendly and experienced. Contact me ingame :) |

Slaadi
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Posted - 2006.06.21 14:00:00 -
[7]
Originally by: Mik Nostrebor The Damage per second rates for torps, heavy missiles and cruise missiles can be misleading. Here is some info:
Very misleading, as you did not factor in Raven cruise/torp bonuses, the 3x5% bonus to damage your heavies are getting over your cruise (Skill 4 vs. skill 1), no guided missle precision skill to increase expl velocity. Using "base" rates with no skill modifications is nice too.
How about this, with about 600,000 in missle skills and caldari battleship at 3:
XR3200 Heavy Missle Bay Speed: 4875m/s Flight time: 13s Range: 63.37km Base Launcher RoF: 9.98s Damage: 179.4 Dam/Sec: 17.97 Exp vel: 975 Radius: 106m
Arbalest Siege Missle Launcher Speed: 2112.5m/s Flight Time: 39s Range: 82.36km Base Launcher RoF: 12.75s Damage: 538 Dam/Sec: 42.19 Exp velocity: 325 Radius: 400m
Arbalest Cruise Launcher Speed: 6337.5 Flight Time: 26 Range: 165.75km Base Launcher RoF: 11.71s Damage: 358.8 Dam/Sec: 30.64 Exp vel: 650 radius: 255m
To the OP: Learn Drones 5, drone interfacing 3 and caldari drone spec at 1, use vespa II's on small targets, they will tear frigs and even cruisers apart while you bombard the big targets with cruise/torps.
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