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Duzter
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Posted - 2007.08.06 19:49:00 -
[1]
I just started playing 2 days ago, and no matter what I try I get totally smacked around in the Executioner and Punisher while flying level 1 missions. I thought I would like lasers at first, but it seems that they are just way too hard to get working this early. The real problems I am running into are range issues. If I am close enough to hit the npcs with lasers they appear to be in range to jam my targeting. Also, the other alternative is that the npc fire range is much greater than my medium pulse range and I just get smacked around by the swarm of red dots.
I'm thinking I want to focus on more ranged combat. The idea of missiles and bombarding a target with guns is appealing to me. The question I have is...should I make a new character that is Caldari or Gallente? The idea of drones is not totally amiss with me, but doesn't feel to be my style. I think in the end I want to focus on longer range guns, but use missiles for early mission running and building isk.
I tried a Caldari miner, but mining seems too tediously boring. I'm not a huge fan of hunting down mats to manufacture things for the missions either. I am considering business, but I don't want to run a corp. I also imagine it is very hard to get started in the hauling/trading aspect too. It seems like soldiering or special ops is the way to go for short term isk gain while being entertained.
Any suggestions on starting race, sub-race, profession, and class? Your input is much appreciated.
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Ozzie Asrail
Infinitus Odium The Church.
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Posted - 2007.08.06 20:04:00 -
[2]
Well, you don't need to re-roll just to change race. Just buy and train the other skills needed. ofc if your totally broke and only 2 days in re-rolling aint too bad. The ONLY thing that matters with your char inthe longrun is the attributes.
It also sounds a little like you are doing missions for caldari corps v guristas? They jam and their much harder to kill with lasers, try against sansha or blood npc pirates.
3rd. Punisher is a great ship - post your setup. -----
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Duzter
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Posted - 2007.08.06 20:17:00 -
[3]
I was testing out the "Bleeder" profile I found on the forums.
2xMedium Pulse Laser I 1xDual-light Pulse Laser I 1xSmall Nosferatu I
1x1mn Afterburner I 1xWarp Scrambler I
1xSmall Armor Repairer I 3xCapacitor Power Relay I
The only real setback would be along the lines of 4 hours or so of play. Faster to restart than learn all those skills for another race it looks like. I can afterburner into range and take out one ship before I need to leave. Some of the time I can't warp out before they destroy my ship though. The jamming mission from from an Amarr Internal Security agent. There was another, non-guristas mission that totally pounded me before I could even get in range to fire my lasers. I didn't even have time to turn and warp out when I realized I couldn't get in range. (This was a level 1 mission too). I'm thinking I must be doing something wrong, and that I should change my playstyle to be more ranged.
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Vincenzo Delloro
Amarr Lux et Veritas
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Posted - 2007.08.06 20:46:00 -
[4]
A Punisher is fine for all level one missions-it's actually the best mission running frigate out there.
Just remember you're focusing on setting up your tank first, then other items. You'll want a Small Armour Repairer, some energised plating to boost the relevant resistances for the mission, a Damage Control, then maybe something like an overdrive or a Capacitor Power Relay. Mid slots should be an Afterburner and a Cap Recharger, then keep with your Medium Pulses and put a Small Nos in the high slots.
Use different crystals for different ranges, generally you'll want to keep Radios and Multifrequencies though play around with all of them (you can switch to Beams if you need the range and your PG and CPU can take it, they're less bad than medium beams though still not as good as pulses.) Use the "Orbit at" command along with the afterburner to close quickly and move fast, keeping your transversal up. You'll outtank every NPC frigate and most cruisers, and outdamage most of them, too.
The most important thing in missions is to get the hang of only aggroing certain groups, rather than the whole lot if you can help it. Also be aware which NPCs spawn the next wave. This site will be your best friend, and is viewable in the In Game Browser.
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Vincenzo Delloro
Amarr Lux et Veritas
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Posted - 2007.08.06 20:49:00 -
[5]
Originally by: Duzter I was testing out the "Bleeder" profile I found on the forums.
2xMedium Pulse Laser I 1xDual-light Pulse Laser I 1xSmall Nosferatu I
1x1mn Afterburner I 1xWarp Scrambler I
1xSmall Armor Repairer I 3xCapacitor Power Relay I
The only real setback would be along the lines of 4 hours or so of play. Faster to restart than learn all those skills for another race it looks like. I can afterburner into range and take out one ship before I need to leave. Some of the time I can't warp out before they destroy my ship though. The jamming mission from from an Amarr Internal Security agent. There was another, non-guristas mission that totally pounded me before I could even get in range to fire my lasers. I didn't even have time to turn and warp out when I realized I couldn't get in range. (This was a level 1 mission too). I'm thinking I must be doing something wrong, and that I should change my playstyle to be more ranged.
You won't need the Warp Scrambler, that's solely for PVP-NPCs don't warp out. Jamming can be avoided by using the relevant Radar ECCM, or just wait it out. The build above is fairly light on tank, so I'd avoid it for now. Your focus should be resistances first, not cap.
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Bellatrix Racell
Amarr
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Posted - 2007.08.06 21:02:00 -
[6]
Now I see your problem, and must help correct you oh errant one. I too am an Amarr soldier ( although from the Khanid kingdom ), and must train you in the proper ways.
First your 'Bleeder' set up Punni is more geared for PvP than running missions. NPC Rat's don't warp away, as such your Warp scambler is a wasted slot. Maybe train up Ewar, and fit a ECCM device to boost your lock? Which will prevent the jam. Or train up Signature Analysis so you can re-lock faster when you do dump.
Want to try a different approach, fine. Our Caldari allies feel missles are the way to go combat wise. Read a few books on missle warfare, and jump into an Inquisitor ( 3 x Std missles 17 km range ) Many on the forums feel missle boats are better mission runners.
It's no secret turreted warfare is more skill intensive than just lobb'in missles in. Also the Amarr are not 'teh Uber I w1n' race. Basically I'm saying on day 2 if you are frustrated and looking for an easier play the Caldari state is that way. It's not a go back to WOW it's: Matari are the most skill intensive ( EVE on Hard ) Amarr are a challenge ( lasers are not an I win ) Gallente ( you mentioned drones are not your thing, Gallente ships need drones to be effective ) CAldari ( more players than other races combined, think i'm lying look at Jita statistics )
So in sumary: It's not the Amarr-it was you set a ship to PvP, and went mission running. Amarr is harder, so to succeed you have to want it. Getting frustrated on day 2? Gawd wait til you get pop'd and loose a 5 mil ship on day 23 Executioner is a sexy ship to run in, but you have to fit/fly well. ------< Official Sig demarkation line >--------
100% Mod hijack proof 
If a Caldari, and an Amarr had an offspring, would it be a Calamari?? Please excuse me, for I need to find some |

Imperator Jora'h
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Posted - 2007.08.06 21:07:00 -
[7]
Edited by: Imperator Jora''h on 06/08/2007 21:08:32
Originally by: Vincenzo Delloro
Originally by: Duzter I was testing out the "Bleeder" profile I found on the forums.
2xMedium Pulse Laser I 1xDual-light Pulse Laser I 1xSmall Nosferatu I
1x1mn Afterburner I 1xWarp Scrambler I
1xSmall Armor Repairer I 3xCapacitor Power Relay I
The only real setback would be along the lines of 4 hours or so of play. Faster to restart than learn all those skills for another race it looks like. I can afterburner into range and take out one ship before I need to leave. Some of the time I can't warp out before they destroy my ship though. The jamming mission from from an Amarr Internal Security agent. There was another, non-guristas mission that totally pounded me before I could even get in range to fire my lasers. I didn't even have time to turn and warp out when I realized I couldn't get in range. (This was a level 1 mission too). I'm thinking I must be doing something wrong, and that I should change my playstyle to be more ranged.
You won't need the Warp Scrambler, that's solely for PVP-NPCs don't warp out. Jamming can be avoided by using the relevant Radar ECCM, or just wait it out. The build above is fairly light on tank, so I'd avoid it for now. Your focus should be resistances first, not cap.
Agreed. That is a PvP setup. Warp Scramblers are useless against NPCs. Swap the Scram for a Cap Recharger. Replace two of the cap relays in low with resistance gear (note that you should switch out resistance gear based on the NPCs you fight...Gurista do Kinetic/Thermal for example).
As you orbit at speed that should go a long way to helping you tank. Note that on a straight drive in and out you may get hit harder than usual because your transversal speed is low. I think with the modifications above you should still be cap stable or near enough that turning your repper off and on when needed should be simple enough.
Also, try not to split your weapons. If you cannot fit 3xMedium Pulse then at least with ammo changes make the two different guns have the same optimal range (or as near as you can make it).
Finally, with somewhat low skills of a new player you may find the tracking on close range Pulse to be a bit lacking for close in work. Beams might suit you better or slow down if you cannot hit anything while orbiting. Or go for longer ranged ammo till you find a place where you hit reliably and for decent damage.
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Ozzie Asrail
Infinitus Odium The Church.
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Posted - 2007.08.06 21:11:00 -
[8]
Thats Pvp setup and it's a pretty terrible one at that. Try this
3x Dual Light Pulse 1x 1mn AB, 1x Cap Recharger 1x Small Armour Rep, 3x Energised Membranes
Match the membrames to whatever rats you are fighting. Sansha\blood use 3x therm, 1x em for guristas or serps use 2x kinetic and 1x therm for angels use 2x exp and 1x kin. -----
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Imperator Jora'h
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Posted - 2007.08.06 21:14:00 -
[9]
Originally by: Ozzie Asrail 1x em for guristas
EM for Guristas? They do not use EM damage. They are Kinetic/Therm (so 2x Kin and 1x Therm although I am not sure if there are resistance holes on a Punisher to account for).
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Ozzie Asrail
Infinitus Odium The Church.
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Posted - 2007.08.06 21:19:00 -
[10]
missplaced commas and missing ands lol :( -----
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Duzter
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Posted - 2007.08.06 21:21:00 -
[11]
Thank you all for your help, going to refit and give it a go.
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Duzter
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Posted - 2007.08.06 21:24:00 -
[12]
Hmm, I can't afford a vast array of different membranes. What set should I get first?
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Orikon Maru
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Posted - 2007.08.06 21:34:00 -
[13]
Edited by: Orikon Maru on 06/08/2007 21:39:29 Im a new Amarr pilot as well, and so far the punisher has been doing well for me. After much angst and experimenting I use
3xMedium Pulse Lasers
1 Named Afterburner (loot drop) 1 Cap recharger
1 Small Armor Rep 1 Heatsink 2 Cap power relays.
I can't run the defences forever, but by managing when I need the Afterburner and only repairing when crucial im doing fine. With multifrequency crystals in the lasers the thing brings the pain, but you need to get close. Honestly I should drop the heatsink for more defense, but something deep in my soul screams GANKSHIP when I see lasers.
If you are fighting Guristas you are at a disadvantage. They resist the type of dammage the lasers do pretty well, plus they seem to be more likely to have missile ships. (Noticed this fighting mercinaries too.) I think the location of the agent determines what kind of badguys you fight against, so unless you have a really good reason to be in Caldari space head back to Amarr space. You will get missions mostly againsts Blood Raiders, Sansha's Nations, and Drones(at least my experience so far) which conviently happen to be weak vs lasers (good job on that one dev team).
Thats not to say you cant switch to another race, everyone keeps telling me that Caldari have great mission ships, but so far level 1's are very doable in the Punisher.
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Duzter
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Posted - 2007.08.06 21:46:00 -
[14]
Here is how I outfitted for now.
3x medium pulse laser I --3x microwave S
1mn afterburner cap recharger I
small armor repairer I energized basic thermic plating I energized magnetic membrane I capacitor power relay I
this totally maxed out my CPU and PowerGrid.
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Soneia Blends
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Posted - 2007.08.06 21:54:00 -
[15]
Duzter, I can't stress this enough Especially with lasers Carry 3 types of crystals for each gun for your Punisher, take 3 each Multifrequency S, Radio S, and Standard S. Use Multifrequency on the ships that like to get up and in your face- like under 2000m when they orbit. Standard for most regular encounters, and Radio on those ships that just don't wanna get close to you. With an afterburner you should be able to adjust your speed to suit your range needs better, and I know alot of people are gonna ****oo this but for level 1 missions, forget the tank, just drop in the cap power relays and a cap recharger on the mid. Maybe replace one of the Cap Relays with a Power Diagnostic, that'll give you a little more cap overall.
You want to be able to fire your lazers and run your armor repper non-stop while still being able to use your burner when you need to. You probably won't be there right off but that's a good place to aim for in the very near future.
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Duzter
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Posted - 2007.08.06 21:56:00 -
[16]
Thank you all for the feedback. I'm now destroying these ships that were giving me trouble.
And thank you for explaining why to keep multiple sets of crystals and when to use which. It's all very confusing, but I think I am getting the hang of it.
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Imperator Jora'h
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Posted - 2007.08.06 22:05:00 -
[17]
Edited by: Imperator Jora''h on 06/08/2007 22:07:24
Originally by: Soneia Blends Duzter, I can't stress this enough Especially with lasers Carry 3 types of crystals for each gun for your Punisher, take 3 each Multifrequency S, Radio S, and Standard S. Use Multifrequency on the ships that like to get up and in your face- like under 2000m when they orbit. Standard for most regular encounters, and Radio on those ships that just don't wanna get close to you.
I agree wholeheartedly with keeping multiple crystal sets on hand but I disagree with Radio ammo. Especially versus things like Gurista/Angels it flat out sucks and not so hot in PvP either (they are all EM damage). I much prefer Microwave ammo. Range is not as good but at least you get mixed damage again. I also keep Standards and Multi in my cargo although I tend to fight most often with X-Ray as a good balance of range and damage. Multi tends to work best for some ships that just will not die and when hammering on structures.
However, against certain rats you will find they tend to opt for certain ranges. Generally best to setup your guns so their optimal is around the point the bad guys like to hover at as best you can (some will come close like frigs...I mean where the heavy hitters like to sit).
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