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Black-Hawk Ellecon
Federal Navy Academy Gallente Federation
15
|
Posted - 2017.01.16 21:06:14 -
[1] - Quote
I have just gone and got my destroyer (Catalyst) for this mission and to help with the others including the Dagan mission when I come to it. My question is is this fit the right one to deal with these things?
[Catalyst, Black-Hawk Ellecon's Catalyst] Small Armor Repairer I Energized Adaptive Nano Membrane I Damage Control I
1MN Afterburner I Stasis Webifier I
125mm Railgun I 125mm Railgun I 125mm Railgun I 125mm Railgun I 125mm Railgun I 125mm Railgun I 125mm Railgun I 125mm Railgun I
Iridium Charge S x2811 Antimatter Charge S x10672
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Alincer Trossereides
University of Caille Gallente Federation
0
|
Posted - 2017.01.16 21:17:15 -
[2] - Quote
I just destroyed his ship in a Catalyst and it was easy. One caveat is that I created my toon a month and a half ago and then just let him sit gaining skill points for the first four weeks. When looking for a fit for any ship or situation I always start with UniWiki and often I need not go any further.
[Catalyst, Epic Arc Dagan Killer] Limited Light Ion Blaster I Limited Light Ion Blaster I Limited Light Ion Blaster I Limited Light Ion Blaster I Limited Light Ion Blaster I Limited Light Ion Blaster I Limited Light Ion Blaster I Limited Light Ion Blaster I
1MN Monopropellant Enduring Afterburner Cap Recharger I
Small Inefficient Armor Repair Unit Magnetic Field Stabilizer I Micro Auxiliary Power Core I
Small Capacitor Control Circuit I Small Capacitor Control Circuit I Small Capacitor Control Circuit I
Antimatter Charge S x1
P.S. I did everything else in the arc in a kite Tristan. Easy peasy. |

Kazual Jayde
Virgin Plc Evictus.
31
|
Posted - 2017.01.16 21:21:31 -
[3] - Quote
Looks ok to me.
Maybe get Faction antimatter if you can afford some, for the later fights.
Slightly better x8 guns = much better.
Cap recharger instead of the web as a swap-in for the longer fights if you're having cap troubles.
Get some Rigs in there, too, maybe an anti-explosive or trimark armor pump for a bit of extra tank, or nano accelerator/nano pump for better reps.
Keep in mind that there can be a LOT of jumps in between missions, and a frigate will fly these faster than a destroyer. |

MadMuppet
A Better Corp Name
1153
|
Posted - 2017.01.16 21:23:49 -
[4] - Quote
The mission Burning down the hive has webs and scrams.
The mission Chasing Shadows has neuts that'll drain your cap.
You need at least 100dps to even begin hurting Dagan which with Alpha skills is going to be tough with this fit (which is around 100dps right now if my calculations are right (130DPS if you had all level V skills)
Otherwise you should be able to blast through the other missions without problem.
This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.
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Black-Hawk Ellecon
Federal Navy Academy Gallente Federation
15
|
Posted - 2017.01.16 21:35:24 -
[5] - Quote
Kazual Jayde wrote:Looks ok to me.
Maybe get Faction antimatter if you can afford some, for the later fights.
Slightly better x8 guns = much better.
Cap recharger instead of the web as a swap-in for the longer fights if you're having cap troubles.
Get some Rigs in there, too, maybe an anti-explosive or trimark armor pump for a bit of extra tank, or nano accelerator/nano pump for better reps.
Keep in mind that there can be a LOT of jumps in between missions, and a frigate will fly these faster than a destroyer.
I am Alpha so can I use rigs? |

Trasch Taranogas
State War Academy Caldari State
94
|
Posted - 2017.01.16 21:50:56 -
[6] - Quote
Good luck.
Good choice with railguns on mission 27.
Never ever get them closer than 12 km.
Bring enough charges.
Forumkiller.
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Black-Hawk Ellecon
Federal Navy Academy Gallente Federation
15
|
Posted - 2017.01.16 22:07:56 -
[7] - Quote
How do I know what range I have with this fit and ship? I can work on the basis of keeping enemies at 12km distance and try to maintain at least that but what is the actual distance I could keep them at and still be effective at killing them? An explanation with an answer would be gratefully appreciated. |

ShahFluffers
Ice Fire Warriors Escalating Entropy
11386
|
Posted - 2017.01.16 22:44:11 -
[8] - Quote
Black-Hawk Ellecon wrote:How do I know what range I have with this fit and ship? Right click you weapons.
There should be two values: - Optimal: the range where you can potentially deal full damage - Falloff: is an extension of optimal range where your damage will be penalized the further out you go.
Generally speaking, you want to stay out at the edge of your optimal range (though, there are exceptions to this).
Also note that ammo does change your range as well. In your case,
- Antimatter ammo will cut your weapon range by 50% (in exchange for dealing more damage) - Iridium will extend your range, but will deal less damage.
If I were you... I would get some Lead ammo as it does not modify your weapon's range and reduces the capacitor consumption of your weapons by 50%. Antimatter ammo will be a solid "backup" ammo in case you have tougher enemies (hint: leave those for last so you can close range without being pelted from all angles).
And if you REALLY can't crack your enemy's tank, consider changing your weapons to Blasters.
They have FAR less range (you basically have to be right on top of your target) but will deal FAR more damage.
How did you Veterans start?
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Jonah Gravenstein
Machiavellian Space Bastards
27351
|
Posted - 2017.01.16 23:01:20 -
[9] - Quote
ShahFluffers wrote:And if you REALLY can't crack your enemy's tank, consider changing your weapons to Blasters.
They have FAR less range (you basically have to be right on top of your target) but will deal FAR more damage. Blasters would work nicely with the web too.
In the beginning there was nothing, which exploded.
New Player FAQ
Feyd's Survival Pack
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Tau Cabalander
Retirement Retreat Working Stiffs
6618
|
Posted - 2017.01.16 23:18:39 -
[10] - Quote
Dagan is intended to be done with help.
Ask in local!
When in the area, I'll even offer my help in local, as will other players. There is nothing to risk by accepting a fleet invitation.
Otherwise a cruiser is commonly suggested.
Recommended range: optimal + 1/4 falloff. Avoid exceeding optimal + 1/2 falloff. Exception to rule: lasers should always be used within optimal, close to optimal, as they don't really have much falloff. |
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ShahFluffers
Ice Fire Warriors Escalating Entropy
11386
|
Posted - 2017.01.16 23:19:42 -
[11] - Quote
I should also note that if the Op does decide to go with Blasters, use Antimatter only.
Since blasters have an inherently short range (sub 1000m), the range bonuses that different ammo types give will be trivial at best.
This is probably the only weapon system in the game where you are given the choice of "high damage ammo or go home."
How did you Veterans start?
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Xorne Meir'noen
Brave Newbies Inc. Brave Collective
0
|
Posted - 2017.01.16 23:43:21 -
[12] - Quote
I did the NOSing Harbinger with a Tormentor actually. I was able to just orbit him close. Couldn't hit me then so I could turn off the repairer and AB, which meant he couldn't drain my cap (as I had 2 cap batteries fit) fast enough. Just blasted away till he died. I don't remember the exact fit and I'm at work, but something like:
3 beams, ab, 2x cap batt, sar, 2 drone dmg amps, and the rigs... um cap controls till cap stable, then nano pumps.
I did every mission except Dagan solo--had another frig help with him because I couldn't break his tank. I had to fit some cargo expanders for that one 150 m-¦ mission. |

Kazual Jayde
Virgin Plc Evictus.
34
|
Posted - 2017.01.17 00:41:22 -
[13] - Quote
It might be worth pointing out that by the time you've done all the missions up to the last one, you will likely have enough isk to buy and fit a basic cruiser for the last mission.
Save items that look interesting, and use the Variations tab in the "Show Info" window to learn about naming conventions and stats for the various modules you will find. Some of the so-called "meta" modules (that is, loot that drops but can't be created b y industry) do almost as well (better in some rare cases, iirc) than their TechII counterparts, and you're likely to run across several if you loot your kills. Just don't start mixing your guns, it's best to have full volleys of the exact same weapon in almost every case.
Some of these "meta" modules can fetch a good price, and the mission takes you near to several major trade hubs, so it can be worth taking them with you. Trading one or two of these items for a full rack of slightly better weapons or ammo can make a big difference early on.
As far as I know, Alphas can use T1 rigs without an issue, they can certainly train the skill required at any rate, they just can't get to the maximum drawback reduction that an Omega can. Rigs are expensive, and single-use only (as in, you have to destroy the item to change it out) so make sure to do your research before buying and installing them, as they can be relatively expensive mistakes for a new player to make. |

Black-Hawk Ellecon
Federal Navy Academy Gallente Federation
15
|
Posted - 2017.01.17 17:51:18 -
[14] - Quote
well I completed the mission but had to warp out and back in twice!!! Couldnt get the hang of kiting and the enemies were all over me and got too close to my ship. It got pretty scary with my shield gone and armor running out I thought I was going to lose my ship. They webified me and I was worried I may not be able to warp back to base. Phew glad thats over!! |

Black-Hawk Ellecon
Federal Navy Academy Gallente Federation
15
|
Posted - 2017.01.17 18:47:31 -
[15] - Quote
can someone please clarify the difference between webifiers and warp scramblers as I was able to warp back to base when the little web thingy was showing above my hud. |

Hakawai
State War Academy Caldari State
42
|
Posted - 2017.01.17 19:43:48 -
[16] - Quote
Black-Hawk Ellecon wrote:can someone please clarify the difference between webifiers and warp scramblers as I was able to warp back to base when the little web thingy was showing above my hud. A webber slows you down (normal space velocity). They make it easier to warp though.
A warp scrambler makes it impossible to warp but doesn't affect velocity. They also turn off your MWD. |

Hakawai
State War Academy Caldari State
42
|
Posted - 2017.01.17 19:51:47 -
[17] - Quote
@ the OP.
"Burning Down the Hive" is one of several SoE Epic Arc missions that are designed (well designed) as lessons.
This one is the first mission where you need to add a serious tank to your ship.
Previously most people have "speed tanked" (ask if you need info). This one requires that you can absorb some damage. It's a joke of sorts among experienced players, because it's a very common place for new EvE players to lose their first ship to rats.
I could tell you different ways to handle it, but I expect you've been given workable fits above.
FWIW, Missions 47 and 49 have similar, well-designed challenges. 47 uses Neuts, hits moderately hard so you can't be lazy, and requires some dps tuning. 49 is a pure dps test. It can be done in a frigate, but a lot of players have problems getting their dps up even in a Destroyer.
In all three cases, the lessons they teach are well worth losing a ship. |

SurrenderMonkey
Space Llama Industries
3095
|
Posted - 2017.01.17 19:52:11 -
[18] - Quote
Hakawai wrote: A webber slows you down (normal space velocity). They make it easier to warp though.
Not really.
In the specific case that you're already aligning on the correct vector and are partially accelerated, the max velocity cut can scoot you into warp earlier. They don't make it easier to warp in general, though.
"Help, I'm bored with missions!"
http://swiftandbitter.com/eve/wtd/
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Hakawai
State War Academy Caldari State
42
|
Posted - 2017.01.17 19:57:51 -
[19] - Quote
SurrenderMonkey wrote:Hakawai wrote: A webber slows you down (normal space velocity). They make it easier to warp though.
Not really. In the specific case that you're already aligning on the correct vector and are partially accelerated, the max velocity cut can scoot you into warp earlier. They don't make it easier to warp in general, though. Thanks!
FWIW I've been told that by several different players. I've wondered about it, because there's nothing to support the claim in the module info - I think I'll go with your explanation instead.
I've modified the post above to highlight and correct the error (too bad we don't have a strikeout font). |

Akane Togenada
Science and Trade Institute Caldari State
25
|
Posted - 2017.01.17 20:43:07 -
[20] - Quote
Burning Down the Hive can also be completed with a destroyer fitted for long range. I used a Cormorant with Rails (Iridium Ammo) and had an optimal of around 23 km. This is so far away that the Drones will be unable to apply either much damage or do their nastly webbing/scramming.
I'd argue that even if the learn how to tank lesson is probably the missions main objective it could also be seen as a learn range control mission if one chooses the long range option. |
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ShahFluffers
Ice Fire Warriors Escalating Entropy
11394
|
Posted - 2017.01.17 20:55:09 -
[21] - Quote
Quote:Update: the original text above also had the text: "They make it easier to warp though". This is wrong (see SurrenderMonkey's post, two posts down) No... SurrenderMonkey is correct... but only when circumstances are a certain way.
Google: "Web-warp trick" (or "webbing freighters").
How did you Veterans start?
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Black-Hawk Ellecon
Federal Navy Academy Gallente Federation
15
|
Posted - 2017.01.17 21:43:41 -
[22] - Quote
Akane Togenada wrote:Burning Down the Hive can also be completed with a destroyer fitted for long range. I used a Cormorant with Rails (Iridium Ammo) and had an optimal of around 23 km. This is so far away that the Drones will be unable to apply either much damage or do their nastly webbing/scramming.
I'd argue that even if the learn how to tank lesson is probably the missions main objective it could also be seen as a learn range control mission if one chooses the long range option.
my optimal range was only about 8km so how did you get 23km range? Am I missing something? |

Trasch Taranogas
State War Academy Caldari State
97
|
Posted - 2017.01.17 22:16:11 -
[23] - Quote
Black-Hawk Ellecon wrote:Akane Togenada wrote:Burning Down the Hive can also be completed with a destroyer fitted for long range. I used a Cormorant with Rails (Iridium Ammo) and had an optimal of around 23 km. This is so far away that the Drones will be unable to apply either much damage or do their nastly webbing/scramming.
I'd argue that even if the learn how to tank lesson is probably the missions main objective it could also be seen as a learn range control mission if one chooses the long range option. my optimal range was only about 8km so how did you get 23km range? Am I missing something?
Hi
As I told before I used Ibis for this mission.
1x Afterburner
1x 150mm Railgun 1 with Spike S / Iron S ( the ones that gave 60% more range)
1x F-90 Targeting Sensor Booster I with Range Script.
1x Magnetic Field Stabilizer 1 (gave some more damage)
F-90 with Script let me target them at 30km.
Railgun plus Spike S let me deal damage at 20 km.
Kept distance kiting and toggling afterburner.
(Took a long time and distance. A couple of hundred charges.)
Forumkiller.
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Akane Togenada
Science and Trade Institute Caldari State
25
|
Posted - 2017.01.17 22:35:01 -
[24] - Quote
Black-Hawk Ellecon wrote:Akane Togenada wrote:Burning Down the Hive can also be completed with a destroyer fitted for long range. I used a Cormorant with Rails (Iridium Ammo) and had an optimal of around 23 km. This is so far away that the Drones will be unable to apply either much damage or do their nastly webbing/scramming.
I'd argue that even if the learn how to tank lesson is probably the missions main objective it could also be seen as a learn range control mission if one chooses the long range option. my optimal range was only about 8km so how did you get 23km range? Am I missing something?
A few factors that explains the difference:
1. The Cormorant get's a 10 % bonus to optimal range for each level of Caldari Destroyer (I have III so that's 30 % increase). The Catalyst gets a 10 % bonus to fallof range instead.
2. I'm pretty sure your 8 km range is with antimatter ammo loaded. If you have Iridium loaded on a rail fitted Catalyst you should get more then 8 km optimal.
It's really two different ships even though the basic stats and fitting options are quite simillar. The Catalyst bonus to fallof seems to suggest it's primary role is to be fitted with Blasters for heavy short range damage. The Cormorant bonus to optimal seems to suggest it's primary role is to be fitted with Rails for long range sniping (not the best choice obviously but very cheap in comparison to other ships used in simillar roles).
I'd say the Cormorant might have a slight edge in PvE while the Catalyst is clearly preferable for PvP. |

MadMuppet
A Better Corp Name
1154
|
Posted - 2017.01.17 22:45:34 -
[25] - Quote
WIth my Alpha I tried Burning Down the Hive... I know how to play, but I got lazy... I warped out too. :)
https://3.bp.blogspot.com/-GlSSkHVD0pE/WGbqgBB2D-I/AAAAAAAACls/xCGMY-wZY5AeIHkqyoIg85OyWup2oh5DACLcB/s1600/BarryZ28.png
This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.
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Hakawai
State War Academy Caldari State
42
|
Posted - 2017.01.18 06:14:09 -
[26] - Quote
Black-Hawk Ellecon wrote:my optimal range was only about 8km so how did you get 23km range? Am I missing something? Guns come in short range (for you, Blasters) and long-range variants (Rails). Bigger rails have longer range, but they also use more CPU, grid, and Cap. It's hard to fit a full rack of 150s on a Cat.
Ammo affects range too. Read the Hybrid part of this (twice): http://www.eveinfo.net/complexes/inde~932.htm
If you want to maximize range, you'll have to use lower-dps ammo. And you'll probably have to leave one (maybe two) turrets empty. OTOH, while sniping is slower than getting close, it' a lot safer. Also FWIW, the Gallente Algos can be set up to fight at 40 km (with only drone dps though) so the Cormorant isn't the best Long Range destroyer :)
Apart from ammo, you can influence range with a Tracking Computer + Optimal range script (it can also fit a "Tracking Speed Script" for when you want to be closer to your targets). There's also a "Tracking Enhancer" module (not scriptable) that can do both at once.
If you look at the "traits" for Catalysts vs Cormorants, you see the details of what Akane Togenada said: both have a flat 50% Optimal Range bonus with the ship, but the Cormorant gets +10% more for both Optimal and Falloff per "Caldari Destroyer" skill level, while the Cat gets Falloff and Tracking.
There's a second not-so-hidden message above too. Hopefully you can see (part of) the skeleton of a fitting system that starts with hull traits & slot layout (with some reference to CPU, Grid, Cap, resistances, Drone bandwidth, etc), and uses modules to enhance the hull characteristics you need for a particular task.
Some other modules you've probably seen mentioned:
- Magnetic Field Stabilizers add Hybrid dps
- Drone Damage Amplifiers add drone damage (assuming you try an Algos, or go back to the Tristan)
- Sensor Booster (scriptable) can be used to add targeting range
There are modules (and sometimes rigs) for almost everything. But of course you only have so many slots,and you can't add slots to a hull.
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mkint
1393
|
Posted - 2017.01.18 17:17:58 -
[27] - Quote
I'm coming in late here, so a few things. Use the in game fitting simulation to see the stats you'll get before you buy it. Never trust someone else's loadout as is. You need to know that it's going to do what you think it should do, and while pre built loadouts might be good enough for a fleet where it'll average out, for solo stuff you need the performance of a custom loadout.
1) guns - the ones you've got are fine, my usual preference, but keep around a full rack of neutron blasters with you as well. You are allowed to own more than 1 type of gun, just don't mix fitted guns. You can also keep around a couple mag stabs in case your tank is more than you need and DPS less than you need.
2) tank - looks good. imo, a little over tanked. I prefer a speed tank in small ships. I'd tend to swap out those resists for propulsion mods. Also be aware, damage control isn't particularly useful for improving a PVE tank compared to other alternatives. The biggest advantage of it is that it adds hull resists, which if you hit hull, you've already done something wrong in PVE. It might buy you more time to run away, but there are better options for improving your armor and holding the field, such as the eanm you've already got fitted.
3) controlling the range - you've got your AB, and your web. Good start. Like I said, I like being fast, but that's not the only way to control ranges. The longer range of rails helps give you range flexibility as well. I'm not sure what the range of your ammo is, but make sure you have 1 that's outside of web range at 12ish km, then maybe another even further out. Consider tracking mods to effectively improve your DPS at longer ranges (you can use shorter range ammo at longer ranges, therefore higher DPS.)
Some numbers. A cheap neutron blaster DPS catalyst can get approximately 300 DPS, but has range issues. A comparable Algos has about 230 DPS with much more flexible range options but more skills required for minimal effectiveness. Skills you're gonna need eventually anyway flying Gallente. It sounds like yours is around 100 DPS, which is fine for most situations, but be prepared to be flexible.
Maxim 6. If violence wasnGÇÖt your last resort, you failed to resort to enough of it.
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Black-Hawk Ellecon
Federal Navy Academy Gallente Federation
15
|
Posted - 2017.01.18 20:05:50 -
[28] - Quote
mkint wrote:I'm coming in late here, so a few things. Use the in game fitting simulation to see the stats you'll get before you buy it. Never trust someone else's loadout as is. You need to know that it's going to do what you think it should do, and while pre built loadouts might be good enough for a fleet where it'll average out, for solo stuff you need the performance of a custom loadout.
1) guns - the ones you've got are fine, my usual preference, but keep around a full rack of neutron blasters with you as well. You are allowed to own more than 1 type of gun, just don't mix fitted guns. You can also keep around a couple mag stabs in case your tank is more than you need and DPS less than you need.
2) tank - looks good. imo, a little over tanked. I prefer a speed tank in small ships. I'd tend to swap out those resists for propulsion mods. Also be aware, damage control isn't particularly useful for improving a PVE tank compared to other alternatives. The biggest advantage of it is that it adds hull resists, which if you hit hull, you've already done something wrong in PVE. It might buy you more time to run away, but there are better options for improving your armor and holding the field, such as the eanm you've already got fitted.
3) controlling the range - you've got your AB, and your web. Good start. Like I said, I like being fast, but that's not the only way to control ranges. The longer range of rails helps give you range flexibility as well. I'm not sure what the range of your ammo is, but make sure you have 1 that's outside of web range at 12ish km, then maybe another even further out. Consider tracking mods to effectively improve your DPS at longer ranges (you can use shorter range ammo at longer ranges, therefore higher DPS.)
Some numbers. A cheap neutron blaster DPS catalyst can get approximately 300 DPS, but has range issues. A comparable Algos has about 230 DPS with much more flexible range options but more skills required for minimal effectiveness. Skills you're gonna need eventually anyway flying Gallente. It sounds like yours is around 100 DPS, which is fine for most situations, but be prepared to be flexible.
what neutron blasters exactly as there are several? I have 3 light ion blasters should i use those and get 5 more? Or should I get 8 light neutron blasters? |

mkint
1394
|
Posted - 2017.01.19 03:18:58 -
[29] - Quote
Black-Hawk Ellecon wrote:mkint wrote:I'm coming in late here, so a few things. Use the in game fitting simulation to see the stats you'll get before you buy it. Never trust someone else's loadout as is. You need to know that it's going to do what you think it should do, and while pre built loadouts might be good enough for a fleet where it'll average out, for solo stuff you need the performance of a custom loadout.
1) guns - the ones you've got are fine, my usual preference, but keep around a full rack of neutron blasters with you as well. You are allowed to own more than 1 type of gun, just don't mix fitted guns. You can also keep around a couple mag stabs in case your tank is more than you need and DPS less than you need.
2) tank - looks good. imo, a little over tanked. I prefer a speed tank in small ships. I'd tend to swap out those resists for propulsion mods. Also be aware, damage control isn't particularly useful for improving a PVE tank compared to other alternatives. The biggest advantage of it is that it adds hull resists, which if you hit hull, you've already done something wrong in PVE. It might buy you more time to run away, but there are better options for improving your armor and holding the field, such as the eanm you've already got fitted.
3) controlling the range - you've got your AB, and your web. Good start. Like I said, I like being fast, but that's not the only way to control ranges. The longer range of rails helps give you range flexibility as well. I'm not sure what the range of your ammo is, but make sure you have 1 that's outside of web range at 12ish km, then maybe another even further out. Consider tracking mods to effectively improve your DPS at longer ranges (you can use shorter range ammo at longer ranges, therefore higher DPS.)
Some numbers. A cheap neutron blaster DPS catalyst can get approximately 300 DPS, but has range issues. A comparable Algos has about 230 DPS with much more flexible range options but more skills required for minimal effectiveness. Skills you're gonna need eventually anyway flying Gallente. It sounds like yours is around 100 DPS, which is fine for most situations, but be prepared to be flexible. what neutron blasters exactly as there are several? I have 3 light ion blasters should i use those and get 5 more? Or should I get 8 light neutron blasters? Neutrons are the highest DPS of the blaster variants, and they are easy to fit a full rack (as opposed to rails where it's extremely difficult to fit a full rack of the biggest 150's.) I'm not going to tell you you HAVE to use them, but there are very few situations where I'd personally use any other blaster. Which version of neutrons doesn't really matter. Show info > variations > compare. Don't blow your budget. Ideally use matching guns exactly, but if you do have to mix different types of neutron blasters it won't be that big a deal.
Be aware, the most important part, the part that nearly always decides who wins the fight, is controlling the range. Blasters can almost never control the range because your engagement window is so narrow. People who fly with blasters regularly become very good at controlling the range, and they still lose most of the time. It's not easy. However, it is hilarious watching a tough tank just evaporate in front of you. :) For the SOE arc, you'll only really need the blasters for Dagan, an ideal situation where the range is so easy to control and the target's only real advantage is its tank.
Maxim 6. If violence wasnGÇÖt your last resort, you failed to resort to enough of it.
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Akane Togenada
Science and Trade Institute Caldari State
27
|
Posted - 2017.01.22 12:12:52 -
[30] - Quote
Black-Hawk Ellecon wrote:what neutron blasters exactly as there are several? I have 3 light ion blasters should i use those and get 5 more? Or should I get 8 light neutron blasters?
Simple answer: If you can fit 8 Neutron Blasters without sacrificing other modules you want in Middle and Low you should do so. If I remember correctly a Catalyst should be easier to fit then my Cormorant so it is likely that you could get away with 8 Neutrons even as a quite new character. |
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