
Vabjekf
Caldari
|
Posted - 2007.03.22 09:35:00 -
[1]
While frigates are mostly good for close in work and using speed to avoid getting hit as often, for level 1 mission you can try a ranged setup, as npcs usualy have prety bad range.
Afterburners are important because speed is important. All turret weapons have a tracking speed, if you are moving close in and fast many weapons will have trouble hitting you. This is more noticable on larger guns but npcs in frigates still lose a good bit of damage if you keep moving. If you are trying a ranged setup for your missions you NEED to be able to stay at range. Guns that are good at range have trouble hitting close up. Likewise if you are close range its nice to be able to close the distance faster. But for the most part npcs in level 1 missions all just stupidly try to swarm you, so i would almost say you wouldnt need an afterburner for this.. they are still great to have however.
Figure out what your optimal range is and try to hit that. Your optimal range will be effected by your skills and the kind of ammo you use so you cant just look at the market values. The optimal is the range at which you do full damage, falloff is the unit of measurement beyond optimal that diminished accuracy is based off of. Optimal+falloff is about 50%, optimal +falloffx2 is somthing like 5% or somthing terribly low, its a curve and the longer your falloff range is the further slower your accuracy reduces beyond optimal. Try to stay in optimal unless your guns have a very large falloff range.
Read the ship and module forums, theres a sticky with some setups. Many of the t1 frigate setup posts have discussion about fitting for a newbie with low skills.
Frigates cant realy fit armor hardeners so dont worry about them right now. Get some passive armor resistance things. They come in two flavors. One takes no fitting requirements at all and boosts resists a little. Another takes some powergrid and CPU and boosts resists a bit more. Learn what you are fighting and boost resists for that. You are gallente so are probably fighting alot of serpentis (im assuming, im currently in gallente space and fighting them =x). They do kenetic and thermal damage.
Skills help alot. Gunnery skills will make you much much more effective than you currently are. Increaseing damage range and accuracy. Getting gunnery and all the supporting skills you can to 3 is a good mark for wanting to fly a frigate.
As far as cruisers. Cruisers are capable of doing most level 2 missions even if you totaly suck. Alot of people who want to run missions try to get into one as soon as possible, but there are some storyline level 2s that will be hard if you dont know what you are doing. Just stay with level 1s untill you earn enough money yourself to have goten a cruiser (figure at least 1 mil for fitting it ontop of the base cost, and another mil+ to insure it, which is important).
About that, always insure your ships. Ships tend to blow up. Tech 1 ships work well with insurance. Dont think of it as spending more, think of it as the insurance cost + whatever it doesnt cover = actual price. Using this most cruisers only cost about a mil or two total.
Make sure you keep your clone upgraded.
Also mess around with drones some, as you are gallente and im prety sure every single gallente ship has at least a 5m3 drone bay. They are anoying to use but powerful.
This game does start out kind of rough.
Oh yeah, open your autopilot settings (f10) and make sure avoid podkill zones is unchecked, it screws with the autopilot. Dont be afrade of low sec. Go in there with a cheap frigate. You can actualy do prety good rating (killing NPC pirates in belts) with cheap level 1 frigates once you get the hang of things even if your characters new and fitting skills are still bad.
|