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Somma
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Posted - 2007.10.17 22:27:00 -
[1]
Any tips for how to find missions which will not kill me?
I found that chart which says the %s for what type of missions different agents will give you.... and I still keep getting combat missions(which always wreck me).
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Asestorian
Sebiestor tribe
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Posted - 2007.10.17 22:28:00 -
[2]
What level agents are you trying to do here, and in what ship?
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Matalino
Gallente Ki Tech Industries
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Posted - 2007.10.17 22:31:00 -
[3]
You can turn down one mission every 4 hours to avoid those occational combat missions.
Otherwise, if you are trying to do courier missions, then all you can do is select the right department to work for.
If you want easier kill missions, there is nothing other than the agent's level that affects the diffuculty of those missions. All agents of the same level pull from the same random set of missions. The only difference is that some have a higher propablity of handing out combat vs courier missions.
************************** Datacore Harvesting IPO |
Somma
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Posted - 2007.10.17 22:43:00 -
[4]
Edited by: Somma on 17/10/2007 22:43:42 Level 1 agents, I was using a comorant but I switched to a kestrel. All any agents give me, are combat missions..... and most of them completley kick my ass :/ I can't even warp out, I just get destroyed. On my third kestrel now, my bank account is completley empty as well.
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Stefx
Gallente Moons of Pluto
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Posted - 2007.10.17 22:45:00 -
[5]
You can also ask your corp mates (or join a corp if you didn't join one yet) to assist you. We often do missions in gangs, it's a lot of fun
----------- MOP recruiting Industrialists/miners/traders/missioners/etc
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Somma
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Posted - 2007.10.17 22:48:00 -
[6]
I only have 2 agents, a security agent and a surveilance agent.... am I boned?
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Gartel Reiman
Project F3
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Posted - 2007.10.17 22:59:00 -
[7]
Chances are you should still be able to do level 1 kill missions in a Kestrel with medicre skills, so long as you use the right fitting and tactics. How are you fitting you Kestrel at the moment, and what's your general strategy for attacking the rats?
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Somma
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Posted - 2007.10.17 23:17:00 -
[8]
My strategy is to try to stay far away and get them one group at a time, but frequently they all come as soon as I attack one group.... I have 1 shield extended and 4 standard missle launchers-should I add anything else?
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Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2007.10.17 23:35:00 -
[9]
Originally by: Somma I only have 2 agents, a security agent and a surveilance agent.... am I boned?
Those are mainly combat divisions. What I'd recommend is to either look on your map and use the available agents filter or look up available agents under Show Info for whichever corporations you're interested in. Or use an out of game resource like http://www.eve-agents.com/
If you want to avoid combat, look for divisions like Production, Distribution, etc.
A lot of the mission type by division info you'll see in game and on the forums is out of date, by the way. You can find some real analysis here: http://oldforums.eveonline.com/?a=topic&threadID=590534
Hope this helps. * * * In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-Douglas Adams, writing about EVE |
Sicil Fioet
Minmatar
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Posted - 2007.10.17 23:37:00 -
[10]
Edited by: Sicil Fioet on 17/10/2007 23:42:05
Originally by: Somma My strategy is to try to stay far away and get them one group at a time, but frequently they all come as soon as I attack one group.... I have 1 shield extended and 4 standard missle launchers-should I add anything else?
You need to keep on moving fast, so an afterburner, named one if you can afford it. Also a shield booster to repair the shield.
I don't fly Caldari but try something like: 3x or 4x standard launcher afterburner, invulnerability field, shield booster in mids 2x power diagnostic unit in or 1x pdu and 1x ballistic control unit in lows
Shield extender increases you signature radius making it more easy to hit you. Try invul field instead that will raise your shield resistances making less damage come through. Try to buy named varieties of modules. They aren't always more expensive than T1 mods as sometimes I find some that sell even cheaper than T1 ones so browse the market for 1st and 2nd named ones.
To answer your original post, try finding agents from the following departments: Advisory, Public Relations Archives, Marketing, Mining - about 70% should be courier missions. Manufacturing, Distribution, Production - about 90% should be courier missions.
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Stefx
Gallente Moons of Pluto
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Posted - 2007.10.18 00:00:00 -
[11]
List of agent/mission types
----------- MOP recruiting Industrialists/miners/traders/missioners/etc |
Somma
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Posted - 2007.10.18 00:28:00 -
[12]
Sicil Fioet, unless i'm m issing something, there is no way I can put so many items on my ship.... that would go way, way over my power limit.
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Stefx
Gallente Moons of Pluto
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Posted - 2007.10.18 01:00:00 -
[13]
Eventually you will, don't worry
You should look for a good corp, with them you'll learn much faster and make more isk.
----------- MOP recruiting Industrialists/miners/traders/missioners/etc |
Sicil Fioet
Minmatar
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Posted - 2007.10.18 01:37:00 -
[14]
Originally by: Somma Sicil Fioet, unless i'm m issing something, there is no way I can put so many items on my ship.... that would go way, way over my power limit.
hmmm, train up your Engineering skill up if you haven't done so already.
You got 4x high, 3x mid, and 2x low with 30 base pg units. With two power diagnostics that give 5% pg bonus each you'd have 33 pg.
Powergrid requirements of mods: 1mn afterburner - 10 pg standard launchers - 8 each, so 24 for three (can't fit four, but you need a tank so sacrifice one) shield booster - 2 pg invulnerability field - 1 pg Total: 37 pg
So you're lacking about 4 pg. With 3 levels on Engineering skill you'll be there and it is only a few hours of traiing. Alternatively you can use 2x reactor control (each gives 10% pg bonus) and have just one level on Engineering skill. I'd recommend training up Engineering 3 anyhow - it is just one of those skills that you need to have to fit any ship decently.
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Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2007.10.18 03:18:00 -
[15]
Edited by: Tsanse Kinske on 18/10/2007 03:18:13
Originally by: Stefx List of agent/mission types
FWIW, that is exactly what I meant by outdated information. :P * * * In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-Douglas Adams, writing about EVE |
Thorke
Gallente Old Timers Guild Inc.
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Posted - 2007.10.18 05:47:00 -
[16]
Originally by: Tsanse Kinske Edited by: Tsanse Kinske on 18/10/2007 03:18:13
Originally by: Stefx List of agent/mission types
FWIW, that is exactly what I meant by outdated information. :P
I am also coming to the painful conclusion that the division data in that list is no longer valid; I think it changed sometime in 2007. For one thing, Marketing has shifted from an emphasis on courier missions to one on kill missions and I think there may be a few other divisions that have changed character.
It might be a very good idea to start a new community project to confirm or alter the info in that post.
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Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2007.10.18 07:16:00 -
[17]
Originally by: Thorke
Originally by: Tsanse Kinske Edited by: Tsanse Kinske on 18/10/2007 03:18:13
Originally by: Stefx List of agent/mission types
FWIW, that is exactly what I meant by outdated information. :P
I am also coming to the painful conclusion that the division data in that list is no longer valid; I think it changed sometime in 2007. For one thing, Marketing has shifted from an emphasis on courier missions to one on kill missions and I think there may be a few other divisions that have changed character.
It might be a very good idea to start a new community project to confirm or alter the info in that post.
Terrible idea. (See 2nd link in post 9. ) * * * In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-Douglas Adams, writing about EVE |
pausert
Caldari AFK
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Posted - 2007.10.18 14:32:00 -
[18]
Try this setup on your Kessie (What I used when I was a newb). High - 3 or 4, if you can fit them,standard launcher. Midddle - 1 shield extender, 1 shield booster, 1 civilian afterburner. Low - 2 power diagnostic system. This should be an easy fit with some speed and shield recharge.
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GC13
Caldari Deep Core Mining Inc.
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Posted - 2007.10.18 18:00:00 -
[19]
Better yet, try this setup on a Merlin:
2x 125mm railgun 2x standard missile launcher
Small Shield Booster 1MN Afterburner 2x Resistance amplifiers (depends on enemies)
Magnetic Field Stabilizer Something that takes 0/0 (Overdrive injector system, nanofiber internal structure)
Should fit with minimal skills (I think you need three levels between your Electronics and Weapon Upgrades, or 3 in one and 2 in the other), if I remember properly.
Merlin = Far more survivable, and able to kick out plenty of damage as well. Far easier to fit, to boot. Yeah, I'm on the losing side of the Caldari frigate gang war, what's it matter so long as I'm right?
--
Science and Industry guide plus A Newbie's Guide to Caldari Ships |
Thorke
Gallente Old Timers Guild Inc.
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Posted - 2007.10.18 23:47:00 -
[20]
Originally by: Tsanse Kinske
Terrible idea. (See 2nd link in post 9. )
As in it is really a bad idea, or it is a bad idea to do it twice?
I missed the reference.
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Esmenet
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Posted - 2007.10.19 00:51:00 -
[21]
Sounds like your troubles comes mostly from lack of understanding on how to fit and use your ship.
Here is a lot of new player guides that you might want to read. Note especially the tanking guide. http://oldforums.eveonline.com/?a=topic&threadID=437508
Also in lvl 1 missions you are rarely if ever warp scrambled so if you stay aligned for warp as you fight you can always warp out if things go badly.
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Harkwyth Mist
Caldari The Black Ops
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Posted - 2007.10.19 03:50:00 -
[22]
L1 missions are reasonably straight forward with a kestral
hi: 4x std launchers mid: small booster
is a workable bare minimum for fittings
launch from a station, right click your ship and select 'show info', select the modules tab, and scroll down to the charges listing and click the little blue "i"
look for max flight time and max velocity (not explosion velocity) and multiply to get your maximum range by skills round DOWN to the nearest 5 or 0 to allow for inflight course changes, now set your orbit/keep at distance accordingly.
assess as best you can how the groups are dispersed within the mission, and double click on empty space to move into a position that moves you AWAY from 2-3 groups but towards just 1 group. its not a race you can take your time moving into a favourable position before locking & launching.
1 salvo from 2 launchers is normally sufficient to destroy a L1 mission rat. warp away if your cap is gone and your shield drops to 30% use Kinetic or Thermal missiles
download EVEMON it will be your best eve-friend ever focus a little (upto L2/L3) on skills that affect Powergrid, Capacitor, CPU and Shielding, then go for skills affect your missiles/guns
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Gartel Reiman
Project F3
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Posted - 2007.10.19 09:09:00 -
[23]
I get the feeling that the OP wasn't using a shield booster, so was relying solely on the passive recharge that comes from fitting a single extender. Which if so, would explain the lack of tank.
If this is the case OP, then fitting a small (not civilian!) shield booster will greatly increase the amount of damage you can take and should make previously challenging missions a walk in the astro-park.
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Vivian Porter
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Posted - 2007.10.19 10:06:00 -
[24]
Edited by: Vivian Porter on 19/10/2007 10:14:36 Yes. A good afterburner and a shield booster do wonders against NPC's. The shield booster can be a civilian but don't use the civilian AB. Get at least a 1MN.
The other thing I'll second is - get a better ship. I don't like crapping around in weak frigates so I always buy the level 3 frigate as soon as I've got the skills/money. Until I do - I buy the lower grade frigate with the biggest hold, put the best lasers on it that it can fit and go mine until I can get that level 3 frigate.
If you've got a level 3 frigate, a good after burner and a shield booster - you should be able to beat most NPC frigate clusters. Just head where ever they aren't when you come into the arena then take them on one group at a time.
If your shield starts getting low just run away from them.
Now here - I really like to use rail guns and missiles to kill them from range. That doesn't work so well against individual's in PVP but it works great against NPC pirates. Mostly NPC pirates use short range weapons and don't have or use their warp drives in low level missions. The only one's I've ever seen with a WMD were ratting.
When you get dumped into the middle of a bunch of them - don't start targeting them right away. Get your speed up first, then look around to find a clear area of sky, hit your afterburner and get away from them. Once you're clear - look back and see how they're clumped - then edge your way around and take on the smaller clumps first.
Don't just dive right into them. Move in close enough to target them and then edge away so that they start chasing you. Then kill them as they come.
One other thing you might want to do - is to get to know the different types of ships. Mostly the pirates are just using regular ships like ours. Here, the one's you've got to look out for - are the ones in Level 3 Frigates - so you want to learn what the Pirate names are of those level 3 frigates and be more careful how you take them on. Take the time to Look At each type of ship whose name you don't recognize to get an idea of how tough it is. Experience fighting these ships will help you. Here, you can gain some experience by ratting, killing pirates in asteroid belts. Start off with the .8 belts and work your way down to the level .5 belts. Here, you'll only encounter small groups of pirates instead of the mobs you'll see in those missions. You'll also pick up some loot that you may be able to fit to your ship and pick up some money for killing them.
Another thing you can do - is to fit a small armor repair to your ship - even if you can't activate it with the power grid you've got. What you can do - is to fall back away from the enemy to a quiet spot, just so they aren't chasing you - stop your ship and let your capacitor fill all the way back up. At that point - you can turn something else off - such as your shield booster - and turn the small armor repairer on. When it's topped your armor off - you can repeat the procedure to turn back on the shield booster then go back into the fight with your shields and armor topped off.
Lastly, make sure you've got some place set as a destination. If you get into a bad situation you can then just use the Autopilot as a panic button (though it's going to work better if you are running towards your exit gate) - but then having it already set as a destination - highlights that gate and makes it easier to see.
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Gartel Reiman
Project F3
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Posted - 2007.10.19 11:03:00 -
[25]
Originally by: Vivian Porter Another thing you can do - is to fit a small armor repair to your ship - even if you can't activate it with the power grid you've got. What you can do - is to fall back away from the enemy to a quiet spot, just so they aren't chasing you - stop your ship and let your capacitor fill all the way back up. At that point - you can turn something else off - such as your shield booster - and turn the small armor repairer on. When it's topped your armor off - you can repeat the procedure to turn back on the shield booster then go back into the fight with your shields and armor topped off.
I would recommend against this. If you're only going to warp out of the mission to a safe spot, wait for a while to online the armour repairer, then repair and online the shield booster - it would be much better to carry the armour repairer in your cargo hold, then dock in a station and switch them out. It wouldn't take much longer than waiting for the capacitor to recharge to 95% (in fact, it might even be quicker), but more importantly you could fit the low slot with something that was actually useful to you in the mission (e.g. overdrive, BCS, damage control etc). The recommendation above would basically give you a permanent -1 low slot nerf.
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pmacFTO
Caldari Dedspace Saints
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Posted - 2007.10.19 11:55:00 -
[26]
If you only have 2 agent types go to your map settings and set it so you can show agents. Go to your Map(F10) then go to star map tab and under that select Color stars by then select the My information folder and click My available agents - then your map will show you where the agents you can use are located - the bigger the dot on the map the more agents there are!
The color stars by feature is sooooo under-rated and under-used but itĘs awesome for finding stuff!
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Harkwyth Mist
Caldari The Black Ops
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Posted - 2007.10.20 01:53:00 -
[27]
Originally by: pmacFTO The color stars by feature is sooooo under-rated and under-used but itĘs awesome for finding stuff!
QFT
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Vivian Porter
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Posted - 2007.10.20 19:50:00 -
[28]
Originally by: Gartel Reiman
Originally by: Vivian Porter Another thing you can do - is to fit a small armor repair to your ship - even if you can't activate it with the power grid you've got. What you can do - is to fall back away from the enemy to a quiet spot, just so they aren't chasing you - stop your ship and let your capacitor fill all the way back up. At that point - you can turn something else off - such as your shield booster - and turn the small armor repairer on. When it's topped your armor off - you can repeat the procedure to turn back on the shield booster then go back into the fight with your shields and armor topped off.
I would recommend against this. If you're only going to warp out of the mission to a safe spot, wait for a while to online the armour repairer, then repair and online the shield booster - it would be much better to carry the armour repairer in your cargo hold, then dock in a station and switch them out. It wouldn't take much longer than waiting for the capacitor to recharge to 95% (in fact, it might even be quicker), but more importantly you could fit the low slot with something that was actually useful to you in the mission (e.g. overdrive, BCS, damage control etc). The recommendation above would basically give you a permanent -1 low slot nerf.
Actually ... it all depends on a number of things.
First off ... if you don't have the juice to put the Armor repairer on line - you may not have the juice to put anything else on line either or you may not have anything else to put there if you're a new character. Playing new characters - I've had any number of times where I was flying around with EMPTY slots simply because between my low Engineering Skills and the crappy Frigate I was in - I didn't have the juice to fill every slot. Even in Level 3 Frigates I've found it more useful to carry the Armor Repairer there off line - because I DIDN'T have anything better to put there at the moment and the slot would have been empty otherwise.
Additionally, if you've got to jump a few times because you're in a mission or there's no base in the system you're in ... that means you'll be not only jumping TO the base to put in the Armor Repairer, coming out of the base, fixing your armor, going back into the base, swapping the armor repairer out but you'll also then be jumping a few more times just to get BACK to where you were. That could take a LOT longer than letting your capacitor charge. Besides - if you are going to go to all the trouble to jump to a base - it may have a repair facility and you wouldn't need the Armor Repairer anyway.
Being in a new player advice forum ... this is something a New Character might need to do - not a permanent solution. The permanent solution is to get your power grid up to snuff or get a better ship so you don't have to resort to expedients like this.
But ... I mentioned it here ... so people would know HOW they could turn modules on and off while in space if they had a reason to want to do that.
Most of the use I've had for this trick was in bringing a Salvager online after I'd killed some rats. I'd turn my afterburner or shield booster off and turn the Salvager on. I'd Salvage the rats and then swap things back before warping to another system. As soon as I got my Engineering Skills up to snuff - I didn't have to do that any more. It was a pain in the butt but ... it let me Salvage my kills with a new character.
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Gartel Reiman
Project F3
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Posted - 2007.10.22 07:32:00 -
[29]
Yeah, it is definitely a reasonable trick for a salvager. (With all the high powered weapons out there begging to be used, I've done exactly this with one of my high slots even with AWU 3, so it's not even necessarily a fitting skills thing).
But I'm still not sure I agree with you. Regarding the concept of nothing else fitting in that low slot, most of the 'hull upgrades' and 'propulsion upgrades' require no CPU or powergrid at all - this is particularly true of both Nanofiber Internal Structures and Overdrive Injector Systems, both of which will be useful for a shield tanker looking to keep distance from the rats. And they both only require Hull Upgrades level 1, which can be trained for in under an hour even if you start with no skills at all, so that shouldn't be an issue.
Also, the recharge time for a frigate's capacitor is generally 3-4 minutes (and this is unlikely to be affected much by Energy SysOps/Management at this stage). Getting the capacitor up to 95%, as is required to online a module, will take a good chunk of this time from peak recharge point, and if the ship's warping out, chances are its booster has been running constantly for the last minute or so, so it could well be near to empty. I don't think I've ever been sent to a high-sec mission in a system without a station, so that oughtn't to be an issue. I would have thought that warping to a station (the nearest one, since they all have fitting facilities) and docking should not take any longer than waiting the three minutes or so for the cap to recharge to 95%.
At the end of the day you make a good point about being able to fit modules offlined and online them in space. However, I would only endorse this when there's nothing else you can usefully fit in that slot - and with low slots that is basically never the case. Even if it did take a little longer to dock and swap an armour repairer, I would rather do it that way since the extra lowslot (speed mod) can help avoid taking damage at all. Fitting the offline repairer seems more pessimistic, along the lines of "I'll have to warp out so many times to repair that I want the process to be as efficient as possible".
I'm sorry if this comes across as a little harsh, but I stick by my original statement that it would be losing a low slot for no useful combat gain. When you're running a kill mission, it's nice to have the benefit of as many slots as possible.
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