
Teadrinker
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Posted - 2007.03.08 19:42:00 -
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Edited by: Teadrinker on 08/03/2007 19:39:51 I come humbly asking advice. I've been running Level 3 missions in my beloved Myrmidon ("Plausible Denial") for a while with great success. In many cases, the NPCs didn't even get through my shields.
Then the other night, disaster struck in the form of a Blockade mission. I think I made a mistake early on, because I got a "pirate reinforcements have arrived" message almost immediately; perhaps I killed the ship that triggers the next wave?
In any case, I found myself in a hailstorm of missiles--they were hitting me nonstop, and my armor was going down rapidly. I warped out, repped and went back in. Same story--I could kill maybe 2-3 ships before I had to run, even though I was running the repper constantly, and never ran out of cap charges. In the end, my poor ship was turned into scrap. (The lag incurred when everything in the room targeteted me simultaneously meant that I couldn't even start to do anything--like turn on my reppers--before my armor was a 50%.
Here's the setup I started out with:
High slots: 5 x 250 MM railguns, Iridium ammo (couldn't figure out what I wanted in the sixth slot, and didn't have enough power to run a sixth gun).
Medium: 1 x Target painter, 1 x webber (for slowing down those nasty frigs that get too close), 1 x cap recharger (I think that's the right name for it--feeds charges to the cap) with size 800 charges, 1 x 10 MN Afterburner II, and one of those aiming devices that increases performance of hybrids.
Low: 1 x Emergency Damage Control, 2 active "Type N" hardeners (type depends on enemies), Med repper II, some gizmo to increase firing rate and damage of my rails, and a Reactor Control II (+15% Energy grid to run all this stuff).
After the first few tries, I started playing around with my low slot configuration. I added a second tech II repper and got rid of the gunnery enhancer. I lasted a bit longer, but not long enough. Again, the problem was that the missiles were simply eating my armor faster than I could rep it.
Truly desperate, I got a third armor repper II, and removed the damage control. Back to the fray...for the last time. Maybe if the lag hadn't happened, three reppers would have made a difference...but somehow, I doubt it.
I am now fitting out the Plausible Denial II. I'm thinking of doubling up on the active hardeners, and am trying to decide whether to install 1 or 2 reppers. From what I've read in this forum, I think I'm going to fit a drone link in the 6th high slot.
I have to be careful with energy--I'm running really close to the limit, even with the 15% enhancement from the reactor control. CPU is no problem--I still have a third of it left. Aside from soliciting general advice, I have a couple of specific questions.
First, about drones: I've been using medium tech I drones (mostly Hammerheads), though I have the skill for tech II. I just can't justify the expense of those babies. Should I reconsider, and spring for the tech II versions? And what about "sentry drones"? How are they different from other drones? Should I be using sentries?
Second, lots of people seem to be filling their medium slots with cap rechargers. Are these the ones that consume charges, or do they just enhance cap recharge time? As I said, I have no problem running out of cap--when I pop in one of those 800s, my cap instantly goes up by a bout a third. Am I missing something here?
Third, could someone please tell me what "EANM" means?
Thank you for your patience.
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