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Chackly
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Posted - 2007.05.21 20:09:00 -
[1]
I went through the whole tutorial. I saved up enough skills and money to fly a cruiser without being totally broke if it gets blown up. I learned some about damage types and transversal velocity and other such things, but I'm still getting blown up frequently by NPC rats.
There's a whole, WHOLE lot to know though. Am I missing some critical skill or is it my ship build? I have no way of knowing unless I ask, so here I am.
Here are the skills I have currently as per evemon:
http://mysite.verizon.net/maradon/Chackly.html
My ship is a Vexor. I usually fit it with 3 Dual 150mm Compressed Coil Guns loaded with Iridium Charges for the 20% range bonus and higher damage. My other two high slots have a tractor beam and salvager.
My med spots are a target painter, a webifier, and an afterburner. These are usually because I am fighting NPC rats to salvage to cover my constant repair and repurchasing costs :(
Low slots are an armor repairer, an energized adaptive nano membrane, 100mm rolled tungsten plates, and a "Local Power Plant Manager" capacitor power relay.
I stock Hammerhead medium scout drones and can deploy 4.
Everything is tech 1 unless specified otherwise. Am I doing anything glaringly wrong?
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DiuxDium
Free Mercenaries Union
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Posted - 2007.05.21 20:18:00 -
[2]
Edited by: DiuxDium on 21/05/2007 20:17:27
1) With low skills using an EANM (Energized Adaptive Nano) Or any type of PASSIVE armor hardeners is a BAD idea. Use ACTIVE hardeners. Until you learn your Compensation skills good.
2) There is no need for a Target Painter whilst using a Vexor. The signature resolution of your drones (and your guns) are small enough to hit any and all targets.
3) A 100mm plate is completely useless. Even on frigates you use 200mm plates. If you really want to plate your vexor, use a 800, or 1600mm plate.
4) I suggest you replace the plate with additional ACTIVE hardeners.
A mock setup for fighting say, Guristas.
High: 3x Medium Nos 2x Small Guns (To draw agro)
Mids: AB 2x Cap Rechargers
Low: 2x Active Kinetic Hard 1x Active Thermic Hard 1x Medium Armor Rep
Finally: Get drones V ASAP. After that, get Drone Interfacing to IV ASAP. Those two skills in conjunction will increase your damage by a huge amount. ------------- The above user should never be taken seriously. |

Donathan Slade
Kay Korporation Knights Of the Southerncross
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Posted - 2007.05.21 20:27:00 -
[3]
Edited by: Donathan Slade on 21/05/2007 20:28:59 1) Get your "basic" learning skills to rank 4, and then buy the advanced skills (4.5Mill each) and get them to rank 2 or 3 (2 hours training or so), so you can train faster.
2) Get Electronic Upgrades, this will allow you to equip Cap Rechargers and PDS's. Edit: Get propution jamming for weber, and target painting for target painters (if you insist on using them) this will lower the cap used when using them.
3) Don't use plate on low ships, use active hardener or another eanm (get your compensation skills to rank 3 minimum)
4) Afterburner rank 3 and then get the apropriate cap conservation skill. name illudes me right now. Evasive maneuvering to 3, warp skill to 3. (this will save cap durring and pre-warping into fights)
5) Get Gallente Cruise 3 (minimum), Drones 5, Scout Drones 5, Drone interfacing 2(at least, 3 recommended).
6) All gunnery affective skills to 3 (controlled bursts, rapid fire). Get Weapon Upgrades (to save some CPU to fit stuff).
MAJOR REQUIREMENT !! Energy Management and Energy System Operations to 3(MINIMUM) to get max cap and cap regen faster.
And, as a usefull hit, when you get to 1/4 hull, warp away!! don't just take it and die.
Also, do no higher than L2 missions!
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Chackly
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Posted - 2007.05.21 20:36:00 -
[4]
Is it really an incredibly bad idea to use adaptive hardeners instead of type-specific hardeners? It just seems like a pain to switch out modules every time you grab a new mission.
Also I don't know some of your abbreviations. Medium Nos? Also, when you say cap rechargers you mean the ones that use charges and not passive ones right?
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Haizum
Shadows of the Dead Aftermath Alliance
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Posted - 2007.05.21 20:43:00 -
[5]
It's a bad idea mainly because with low skills, the bonuses are very low to each resistance, and instead better to tank the damage specific to the NPC's you know you're going to fight.
"Cap rechargers" are the basic passive increase in recharge rate, like this. "Medium NOS" refer to the Nosferatu, or Energy Vampire range of high-slot mods available, such as this.
Try out the setups given, with the active hardeners your resistances should increase much more than with the EANM, as long as you remember to turn them on when you go to fight. If your armour gets too low, warp out, rethink your setup/strategy and try again, early in the game you don't want to be losing too many ships. Also try going up against easier NPCs in the higher security status systems until you find your footing and what works best for you.
Hope this helps!
--------------- If you are ferocious in battle, remember to be magnanimous in victory. - Lt. Col. Tim Collins |

fullmetalpwn
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Posted - 2007.05.21 21:37:00 -
[6]
Edited by: fullmetalpwn on 21/05/2007 21:35:59 Edited by: fullmetalpwn on 21/05/2007 21:35:37 Right now my character is just nearing the end of his trial and has slightly over 1 million SP. I fly a Vexor and use this, I've yet to have any problems:
High [4] 150mm 'Scout' I Accelerator Cannon (Antimatter) [1] Medium NOS
Medium [1] 10mn Afterburner [2] Cap Recharger I
Low [1] Medium Armor Repairer I [1] Energized Adaptive Nano Membrane I [1] Energized Thermic Nano Membrane [1] Energized Reflective Nano Membrane
Drone Bay [5] Hammerhead I (For Cruisers and bigger) [5] Hobgoblin I (For Frigates)
Switch out the Thermic and Reflective depending on what your killing.
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sallyr
Gallente Mithril Inc Interstellar Alcohol Conglomerate
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Posted - 2007.05.21 23:02:00 -
[7]
Originally by: fullmetalpwn Edited by: fullmetalpwn on 21/05/2007 21:35:59 Edited by: fullmetalpwn on 21/05/2007 21:35:37 Right now my character is just nearing the end of his trial and has slightly over 1 million SP. I fly a Vexor and use this, I've yet to have any problems:
High [4] 150mm 'Scout' I Accelerator Cannon (Antimatter) [1] Medium NOS
Medium [1] 10mn Afterburner [2] Cap Recharger I
Low [1] Medium Armor Repairer I [1] Energized Adaptive Nano Membrane I [1] Energized Thermic Nano Membrane [1] Energized Reflective Nano Membrane
Drone Bay [5] Hammerhead I (For Cruisers and bigger) [5] Hobgoblin I (For Frigates)
Switch out the Thermic and Reflective depending on what your killing.
god thats disgusting . . .not the setup . . . the fact that in 14days u can get over a mill sp as a noob! god makes my 32 look kinda . . crap!
Resistance is Futile
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Simmith
Gallente
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Posted - 2007.05.21 23:07:00 -
[8]
a Damage Control I might give you more bang for the buck instead of that 100mm plate, if you also remember to turn it on.
Also dont just use "orbit at 5000" button that was the default for your velator. With a new ship and new guns you need to adjust your tactics, change the distances. With railguns you should be able to get a good range of 40+ km and if the rats survive to get any closer, you have drones.
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Spider Iarus
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Posted - 2007.05.21 23:28:00 -
[9]
I was right where you were a couple of weeks ago. Here's the setup that worked well for me:
5x 150 proto gauss rails, lead load (in retrospect, might fit a NOS)
Web/AB/Targeting computer (in retrospect might drop the web for a cap charger, most of my problems in this build were with cap)
Damage Control (don't leave home without it, ever, ever), Thermic plating, Kinetic plating, Hybrid Damage mod, armor rep
Hold full of med drones/light drones to fit
Basically level 2 missions are full of frigates with the occasional cruiser, and as such using med guns puts you at a distinct disadvantage. You can't keep range on a frigate using a Vexor, so loading at any range past your drone range is pretty pointless. Loading a NOS can help for some missions where you really need to run your rep'er for a while and the frigates are nice enough to close in on you - drill one with a NOS and use him as a battery while you kill his distanced friends.
Med slots are tough. To snipe you would want a MWD instead, and that's not an option for missions. The burner will help but is more of a convenience for closing long distances. The web is a little tricky - it helps you track those close targets but then again you DO have a full complement of drones and those nice 150's, so even close targets aren't too bad. Use if you like. The targetting computer may give you more mileage with the boost to both range and tracking speed. Preference ftw ;) I'd say drop the web for a cap recharger (i.e. %cap/time) if you're running dry a lot.
Lows - well, the Damage control is a given. Keeps your shield 'buffer' up longer, gives a decent bonus to your armor, and turns your hull from butter into low-grade aluminum which WILL save your life at least once or twice. 0% hull resist vs. 54%? No other mod will EVER give you that kind of return. Hardeners are trickier, fit what you can and keep a few spares around for different missions. I'd go rat-specific, honestly, but if you really like the adaptives go for it. It'll be harder imho. The armor rep'er is also a given, but on a vexor it will suck your cap dry very, very quickly so you may want to consider a SARII rather than a med repper - as you like it.
Oh, and at cruiser 3 you're 34 million isk and a few hours of training from a Myrmidon. Better bonii, much bigger tank, no cap issues, and capable of running level 3's even with very, very low SP numbers (if you can drive a Vex, you can drive a Myrm). Just don't pvp with it yet ;)
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Krulla
Minmatar Queens of the Stone Age Anarchy Empire
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Posted - 2007.05.21 23:39:00 -
[10]
Originally by: sallyr god thats disgusting . . .not the setup . . . the fact that in 14days u can get over a mill sp as a noob! god makes my 32 look kinda . . crap!
Um, elitist much?
They start out with 800 thousand or so... so it's not terribly impressive.  ------------------------- Sigs are for noobs. |
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DiuxDium
Free Mercenaries Union
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Posted - 2007.05.21 23:44:00 -
[11]
Originally by: sallyr
god thats disgusting . . .not the setup . . . the fact that in 14days u can get over a mill sp as a noob! god makes my 32 look kinda . . crap!
yeah makes my 92m sp look pale compared to a newbie getting a jumping start through the 'boring' phase of eve. join me in protest by canceling your account.  ------------- The above user should never be taken seriously. |

Elspeth Vigneron
Caldari Phoenix Logistics Industries
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Posted - 2007.05.22 01:40:00 -
[12]
Originally by: Chackly My ship is a Vexor. I usually fit it with 3 Dual 150mm Compressed Coil Guns loaded with Iridium Charges for the 20% range bonus and higher damage. My other two high slots have a tractor beam and salvager.
Fit it with 4 75mm Gatling and use Anti-Matter. You'll do good damage and save grid for other things.
Also, Greater Range = LESSER Damage.
Quote: My med spots are a target painter, a webifier, and an afterburner. These are usually because I am fighting NPC rats to salvage to cover my constant repair and repurchasing costs :(
Drop the target painter. The 75mm guns will do a great job of putting the rounds on the target without help. Put in a Capacitor Charger. That will help you much more.
Quote: Low slots are an armor repairer, an energized adaptive nano membrane, 100mm rolled tungsten plates, and a "Local Power Plant Manager" capacitor power relay.
The 75mm guns will free up grid. Also, drop the cap power relay. Fit 800mm plate. See if you can fit 1600mm plate and, if necessary to fit the larger plate, put in a power diagnostic system. Otherwise a second EANM.
Phoenix Logistics Industries |

Harlequinn
Caldari Confederation of Red Moon Red Moon Federation
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Posted - 2007.05.22 18:46:00 -
[13]
Quote: Why do I keep getting blowed up?
TBH, best title I've seen for a post in a long time.
Sorry for contributing nothing to this thread.
Good luck with the not getting blown up thing.... Your signature exceeds the maximum allowed filesize of 24000 bytes -Sahwoolo Etoophie ([email protected]) |

Anaalys Fluuterby
Caldari
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Posted - 2007.05.22 19:49:00 -
[14]
Plus one of the drawbacks of having all these skills and being in a cruiser 2 weeks after starting is you haven't had the time for the PLAYER to learn how to play the game.
Read what was posted above, read the missions threads, ask specific questions for help with specific answers, and last learn :)
Seriously. I know people that have fun flying T1 frigates in level 3 & 4 missions in gangs. And I know another one that got a battle ship killed in a level 2. The difference? PLAYER skills.
EvE takes time to learn and do, regardless of your character's skills.... <-----------> Factional Warfare:
The LowSec wars which never happened. |

Lance Hawke
Beyond Divinity Inc Blind Beavers
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Posted - 2007.05.22 20:33:00 -
[15]
Originally by: Elspeth Vigneron Fit it with 4 75mm Gatling and use Anti-Matter. You'll do good damage
Are we playing the same game?
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Thor Xian
Vertigo One E.A.R.T.H. Federation
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Posted - 2007.05.22 20:53:00 -
[16]
Originally by: Donathan Slade Edited by: Donathan Slade on 21/05/2007 20:28:59 1) Get your "basic" learning skills to rank 4, and then buy the advanced skills (4.5Mill each) and get them to rank 2 or 3 (2 hours training or so), so you can train faster.
I wanted to squash this common misconception before you decided to undertake it. Only do this if you feel your skills are at a point where they can wait about a month and a half to train learnings up, learnings may increase training speed by a lot, but if you do them at the wrong time (too soon for you), they will hurt your desire to play. I recommend all relevent skills to lvl 3 with certain exceptions: Engineering, Electronics, Drones/Gunnery/Missiles (depends on which ship you fly really, in your case, Drones) and train them to lvl 4 or 5 asap. _________________________ ~Thor Xian, Star Commander |

Almarez
Setenta Corp Xelas Alliance
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Posted - 2007.05.22 21:08:00 -
[17]
Originally by: Chackly I went through the whole tutorial. I saved up enough skills and money to fly a cruiser without being totally broke if it gets blown up. I learned some about damage types and transversal velocity and other such things, but I'm still getting blown up frequently by NPC rats.
There's a whole, WHOLE lot to know though. Am I missing some critical skill or is it my ship build? I have no way of knowing unless I ask, so here I am.
Here are the skills I have currently as per evemon:
http://mysite.verizon.net/maradon/Chackly.html
My ship is a Vexor. I usually fit it with 3 Dual 150mm Compressed Coil Guns loaded with Iridium Charges for the 20% range bonus and higher damage. My other two high slots have a tractor beam and salvager.
My med spots are a target painter, a webifier, and an afterburner. These are usually because I am fighting NPC rats to salvage to cover my constant repair and repurchasing costs :(
Low slots are an armor repairer, an energized adaptive nano membrane, 100mm rolled tungsten plates, and a "Local Power Plant Manager" capacitor power relay.
I stock Hammerhead medium scout drones and can deploy 4.
Everything is tech 1 unless specified otherwise. Am I doing anything glaringly wrong?
Actively armor tank the damage types of the rats you're going up against. If you are having cap issues, replace the target painter (and possibly the webber) with cap rechargers. In reality, if you get your drone nav skills at about lvl 4 you should still be able to hit rat frigs with heavy drones.
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Byzan Zwyth
Dark Centuri Inc. Firmus Ixion
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Posted - 2007.05.22 22:40:00 -
[18]
warp out, dont just let your ship blow up
NPC vexor setup
3x duel 150's, Tractor Beam, NOS/Salvage/another Duel 150 1x AB, 1x large Peroxide cap battery, Cap recharger 1x MAR, 2x active hardeners, 1x Damage Control/CPR
Get good named mods
I can rat anything in 0.0 that does not NOS in a similar setup, obviously the better your skills are and the better the mods you use are the better it will perform.
First you should look to getting Drones V, drone interfacing IV, combat Drone Operation IV so you can use a set of med drones that will do good damage And make sure you can fit all these mods. ---------------------- Rank: Tech 1 and a 1/2 cannon fodder
Pointless forum slowing bandwidth hogging signature pic inc? |

Kermis
Caldari Cryo Crypt inc.
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Posted - 2007.05.22 23:03:00 -
[19]
Originally by: Anaalys Fluuterby Plus one of the drawbacks of having all these skills and being in a cruiser 2 weeks after starting is you haven't had the time for the PLAYER to learn how to play the game.
Read what was posted above, read the missions threads, ask specific questions for help with specific answers, and last learn :)
Seriously. I know people that have fun flying T1 frigates in level 3 & 4 missions in gangs. And I know another one that got a battle ship killed in a level 2. The difference? PLAYER skills. EvE takes time to learn and do, regardless of your character's skills....
Heh, talk about it. I saw a 2 month old guy doing lvl 2 missions in a Typhoon earlyer today. I wanted to kill him, but I don't have probes (And he was blue). ;(
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