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voetius
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Posted - 2008.05.03 20:47:00 -
[1]
Edited by: voetius on 03/05/2008 20:48:47 I know - it's me again. I was determined not to fail the Murderer Brought to Justice mission - even though I couldn't do it in a kestrel. So enter the Cormorant.
I checked the ship loadouts thread on the ships forum and now have:
[LOW] - MAPC [MID] - Medium shield extender I and Invuln. Field I [HIGH] - 7 x 125mm Rail with antimatter charges
I've managed to finish the Murderer Brought to justice and a couple more missions but I'm stuck on the last part of a 3-parter. I keep having to warp out as there are 2 x Baldur (?) left and a Cruiser.
My shields go down faster than a nun's knickers even with the invuln on - they are spamming me with Widowmaker Heavy and rails (?) Minmatar ships (?)
With the above loadout I have left:
cpu 190 / 258 grid 73.8 / 78.0
a mid slot free and the launcher slot free but I prolly don't have the grid for a missile launcher (8 I think)- if I could fit a rocket laucher there it would do as the enemy ships are close ( less than 5 klicks) when I warp to the encounter.
Any suggestions on improving my loadout to try and finish this mission?
Edit: I've been flying the Kestrel since a week from starting and this is the first ship with rails that i've flown so they could be a better charge to use? |
AxisKiller
Caldari Hatori Mining Services DAMAGE INC...
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Posted - 2008.05.03 21:33:00 -
[2]
This is how I had my Cormorant.
[LOW] - Damage Control I [MID] - Small Shield Booster I, Small Shield Extender I, Shield Recharger I, Kinetic Amplifier I (not sure on the exact name of this guy) [HIGH] - 7x 75mm 'Scout' cannons, 3 of them with antimatter, 4 with lead.
I did fairly well with this setup, having to warp out only once per every few missions. |
Alias Alpha
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Posted - 2008.05.03 23:44:00 -
[3]
Lvl 2's can be tricky at times, but if you got decent gunnery you should be fine. Just watch your transversal velocity.... run away from them to minimize it. |
voetius
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Posted - 2008.05.04 04:28:00 -
[4]
thanks both for the advice.
AxisKillier - I'll try your loadout. |
Dirk Magnum
Spearhead Endeavors
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Posted - 2008.05.04 04:57:00 -
[5]
Honestly, destroyers are better used for salvaging in missions than fighting in them. Sure, they are usually better than frigates (although their large signature lets massed small ships possibly overwhelm your tank), but compared to a missile cruiser with assault launchers (Caracal for Caldari), Destroyers kinda suck.
The last time I used a Destroyer to fight in missions was when I ran level 2's for the Archangels back in 2006 (before salvaging was added.) My setup was 7 light ions and a rocket launcher, with an afterburner, a medium shield booster (I think), two mission-specific passive hardeners, and a WCS in the low (this WAS 0.0 before WTZ and 20-man blobs.) If my fitting skills had been better I might have been able to get more out of it in terms of modules. It worked okay most of the time, but I still got destroyed now and then. I ended up upgrading to a Brutix. It was overkill for level 2's, but on the other hand it stood no chance of dying in them either. The drones took care of the enemies, mainly. Sidenote: the Brutix was hull tanked. I'm not joking, unfortunately. I was young and reckless tbh. |
voetius
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Posted - 2008.05.04 09:18:00 -
[6]
Edited by: voetius on 04/05/2008 09:33:21 Dirk - I'm working on my skills and should have a Caracal in a week but in the meantime I have to do something useful - either missions or ratting - more ISK in ratting but loyalty points and ISK in missions.
I've modified the loadout after spending a couple of hours ratting to get used to how it works.
LOW MAPC MID Sm Shield Extender I --- Sm Shield Booster I --- Sm Cap Battery I HIGH 1 x Malkuth + bloodclaw ---- 3 x 125mm Rail ---- 3 x 150mm Rail ---- 1 x 125mm Rail prototype I all with anitmatter
I couldn't run the first setup as it sucked all my cap.
I switched from 125mm to 150mm as the enemy ships wouldn't come inside my optimal so I was just scratching them with the 125's but with the 150's I managed to bag bothe the fighters now I can't get to the cruiser - it just orbits at 30km and fires heavy widowmakers at me.
I'm AFK for a while but will check back later in case anyone has any suggestions - if nothing better I might go and get my Kestrel and see if I can get the cruiser that way. |
Jurgen Cartis
Caldari Interstellar Corporation of Exploration Nex Eternus
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Posted - 2008.05.04 09:25:00 -
[7]
Here's the problem: Destroyers are a frigate sized tank on a cruiser sized target. Have you considered using a well-tanked Merlin? They're tough as nails and have good range. However, I think the mission I lost it on was 'Tech Secrets 3/3' which is the one you are running right now.
Have you tried looking up the NPCs, seeing what damage they do and specifically hardening against that damage type? |
voetius
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Posted - 2008.05.04 09:31:00 -
[8]
yup it's tech secrets 3/3. I'll have a look at the NPC ship database - someone sent me a link in reply to a previous post. The Kestrel I have has a good shield tank and is pretty much maxed out though I might try a merlin.
I've been having a look at the ships thread for Cormorants just now and there lots of interesting choices for guns but the item database shows that none have superior range to the 150mm rails that I have mounted.
Ho hum... |
Candice Bormardin
Caldari Jouvulen Enterprises Inc.
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Posted - 2008.05.04 23:57:00 -
[9]
I don't really have a lot of specific advice but there's a few things you might want to think about.
The 150's are going to give you better range than the 125's and a larger punch per shot so if range is your problem with that Cruiser and you want to increase it you might try putting on as many 150's as you can instead of some of those 125's.
Another thing about range - is the Antimatter ammunition. That takes a good chunk out of your range. I tend to use the Iridium ammunition when I want more range - but in any case the range modifier to your ammo is something else to think about.
Another thing to think about is the Damage type those Bloodclaw's do, which is Kinetic. Do a show info on the missile and it will tell you what they do. In any case these are the damages for the light missiles:
Blood Claw (Green Tip)- Kinetic Piranha (Gold Tip) - Explosive Flameburst (Red Tip) - Thermal Sabertooth (Blue Tip)- ECM
The rockets with the same colored tips do the same damage.
This is the list I found of what to use against who:
Best Damage to NPCs
Guristas - Kinetic Serpentis - Thermal Mordus - Thermal & Kinetic Blood - EM & Thermal Sansha - Thermal Angel - Explosive Mercenary - Thermal Arch Angels - Kinetic/Thermal
pith/pithi is guristas gist/gistii is angels centum/centii is sanshas corpum/corpii is blood raiders corelum/coreli is serpentis
Note above that only the Angels & Guristas don't have Thermal as a primary or secondary Damage vulnerability - so if you don't know - Thermal is a good bet.
Two other things to think about:
1) Getting a Cruiser Yourself 2) Once you're down to just the Cruiser, changing over to a Merlin and/or Orbiting the Cruiser at close range using Blasters. *shrug*
Lastly ... I always carry either a MWD or Afterburner in my mids which lets me control the range of the engagement.
Sorry I can't offer more definitive advice, I have some Cormorants but I've not used them on this mission.
GL
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