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lacal
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Posted - 2008.10.06 12:44:00 -
[1]
Hey guys
from lurking on these forums, it seems that the established wisdom for quicker mission running is more gank and less tank - I would agree.
My question however - Is this statement primarily aimed at armour tankers?
I'm a low SP character (2.7Mill) and running lvl4's in a shield tanked maelstrom. I have 3 Gyrostabilisers fitted already. Mids are devoted to shield hardeners, booster, amp and an AB (depending on the mission)
Is the only way of me improving my 'gank' through skills?
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Abrazzar
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Posted - 2008.10.06 12:51:00 -
[2]
You could add a Tracking Computer to increase the accuracy and thus the damage of your projectile weapons. But shield tanks generally have the advantage of combining gank and tank quite successful. Only capacitor may be an issue as shield boosting is more cap intensive but that's it. Guess that's why the Raven is so widely used: Gank, Tank and no tracking issues.
-------- Ideas for: Mining
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vanBuskirk
Caldari
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Posted - 2008.10.06 12:58:00 -
[3]
A few things that might improve damage are; skill up as far as you can stand training for (Surgical Strike V or Warhead Upgrades V help a lot, and so do skills to improve accuracy and ROF), fit the appropriate implants (damage and ROF), fit damage rigs, use the best guns and best damage mods you can afford and have skills to fit, use faction ammo (navy ammo from any race adds 10%, I believe).
Total all this and, since the bonuses from them all multiply, you should be able to boost damage by 50% or more.
---------------------------------------------- "Violence is the last refuge of the incompetent."
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lacal
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Posted - 2008.10.06 13:23:00 -
[4]
Well using the best tech 1 named 1400's with rep fleet ammo - tracking computer tis a good idea.
Hardwiring I had forgotten about, will visit that tonight - I'm guessing that none of the set implants offer damage increases - best I can see for me is the crystal set - but that s tank based.
Looks like question has been answered - need to improve my skills :)
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Mioelnir
Minmatar Meltd0wn iPOD Alliance
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Posted - 2008.10.06 16:06:00 -
[5]
Well, increased rep amount via crystals leads to fewer resistances needed freeing up maybe a slot or some fittings etc.
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Deva Blackfire
D00M.
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Posted - 2008.10.06 16:18:00 -
[6]
if you have maxed skills and 3 gyros only thing left to do is add +1 gyro and change em all into domination/RF or officer ones.
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1200 baud
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Posted - 2008.10.06 19:38:00 -
[7]
There are implants that offer bonus' to both Rate of Fire (RoF) and Damage (by Turret, S,M,&L). Both are 1%, 3%, 5% flavors. Unless you have deep pockets, go for the 3% ones initially. Dance like it hurts, Love like you need money, Work when people are watching. - Scott Adams |

lacal
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Posted - 2008.10.07 10:51:00 -
[8]
Well thanks for all the advice guys.
Took the plunge last night and emptied my wallet, I was planning to save for a decent shield booster, but got spend happy....
Flew 23 jumps to Jita to pick up a low grade crystal set, when I say 'set' I mean just the 5 cheaper attribute ones, then noticed I only had cybernetics 3 so could only fit the first 4 doh - still, gives a moderate increase in tank dps, enough for me to feel confident to drop a hardener (I was using 4) and fit a tracking computer loaded with a tracking script.
Also picked up 5 3% hardwiring implants in Jita, could have got these from the LP store but the prices in Jita are crazy low if you work on the assumption of 1000LP = 1Mill, most of them are selling for 13-15Mill when in the LP store you would be 10Mill plus 10k LP's
Anyway picked up 3% large projectile damage mod, 3% all turrets damage mod, 3% velocity mod, 3% cap recharge and 3% cap capacity.
The cap mods let me drop one of my power diags and fit a tracking enhancer with a nice wee 10% optimal bonus as well.
Sticking everything into EFT it didnt look much different to previously, very slight increase in turret dps due to the hardwiring - tracking increased from 0.010 to 0.013 and optimal upto 55km.
Flying it in a mission however, I'm sure the tracking mods and slightly higher optimal were giving me better hits than previously - damage added by tracking is such a hard thing to quantify however, anyone know of a good log parser or a some hard numbers on tracking increasing hit 'quality'?
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Ghengis Tia
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Posted - 2008.10.07 15:05:00 -
[9]
The key to 1400's is transversal. That is the rate a ship is going at a different direction from you. To make Large arty work, you've got to be below 100 transversal, preferably below 50.
You can designate a column in your overview to show you transversal velocity of each ship around you. Shoot at the ships with below 50.
Once you've got the hang of that, 1400's are killer. I just set the "Keep at range" to whatever your optimal is, and either head right toward the target, or when real close, directly away from it. Forget orbiting a target, the tracking speed on large arty will not keep up.
There's something about rushing right at a target with guns blazing that gets me stoked. Give it a try.
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lacal
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Posted - 2008.10.07 16:02:00 -
[10]
I have my overview set to display transversal as rad/sec - the same as the units used when you 'show info' your turret.
My, incorrect, assumption was that a tracking of 0.010 would mean I would hit a target with a transversal of 0.010, this seems not to be the case with the targets transversal needing to be 0.007 or lower for me to hit it.
Of course with a tracking computer fitted I've now upped these figures, but curios to know if tracking affects your hit 'quality'?
Time to go and revisit the tracking guide on here I think lol - oh and agree about not orbiting with 1400's!
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Ghengis Tia
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Posted - 2008.10.07 16:53:00 -
[11]
Had to break the habit I got into with my Hurricane, just orbit and let the 720s chew 'em up.
First time I flew my Typhoon I was aghast that I wasn't hitting with my 1200's, all the forum posts about arty being crap were coming back to me.
I suspected the tracking speed was the culprit, and when I asked on the forums for arty BS tactics, the transversal speed was mentioned by Liang Nuryen.
Large artillery may be underrated due to this factor. I also trained up to Large Arty Spec 3 and use 1400 II's on my Mael, so it is indeed a pleasure introducing NPC's to my little friends.
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Sidious Lord
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Posted - 2008.10.07 17:22:00 -
[12]
I fly a Nightmare, so similar to in that its shield tank with guns.
Crystals are indeed nice, free up a mid slot.
As said, get 3 faction gyros fitted. Then get cybernetics to lvl needed to fit the +5% damage and RoF implants, the total increase over 3%s is maybe another 5% total DPS.
As also said get a tracking comp in any spare mids, but get an AB on there asap, will speed missions up if u don't already have one. Hit quality can make a big difference, and so ergo so does tracking.
The only other thing that will speed up your missioning is missions against the right targets (angels mainly in your case) so Republic space is good.
Thats about it. There is also the option of fitting autocannons with a god AB and falloff rigs and using that, much more DPS but u have to move around more.
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lacal
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Posted - 2008.10.07 23:06:00 -
[13]
Only had time to run a couple of missions tonight - Gone Berserk and another one involving lots of Angel Cruisers, 2 rooms, end result getting 20 militants from 2 different personnel transports, Took 2 hours total to run the missions and loot/salvage them.
Took up the advice to fit an AB, which really really helped in the second mish with a 70km trek to the accel gate in the first pocket :(
I'm finding with the increased damage I'm getting, just from the small steps taken in this thread, that I can stay stationary most of the time and only move when things start to get to within 30km, helps for the speeding up the looting as well :)
So now down to one LSB2 and 3 shield hardeners as opposed to having 1 LSB2, 4 hardeners amd a shield boost amp at the start of this thread - certainly seems to be quicker so cheers for the advice guys :)
One last thing I've been looking for is an explanation of how the 'quality' of a hit is calculated - the tracking guide on eve-online.com only factors for base damage - a quick forum search threw up a cpl of hits but nothing concrete - anyone got a link saved away anywhere?
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Rootak
Gallente
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Posted - 2008.10.08 03:56:00 -
[14]
the tracking enhencer will not necessarily give you a better hit. Let me explain.
whithout the tracking enhencer there could be some shot that you would miss because of the lack of tracking. with the tracking enhencer there will be shot that will hit thus helping your total dps. it wont add any damage on itself but will help your guns hit better
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MailDeadDrop
Archon Industries
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Posted - 2008.10.08 15:28:00 -
[15]
Originally by: lacal Sticking everything into EFT it didnt look much different to previously, very slight increase in turret dps due to the hardwiring - tracking increased from 0.010 to 0.013 and optimal upto 55km.
You do realize that the "very slight increase" in tracking from 0.010 to 0.013 is a 30% increase in tracking speed, right?
MDD Jump Clones: 8M and NO corp switching |

lacal
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Posted - 2008.10.08 17:52:00 -
[16]
Yup I surely do, which is why I used the very slight increase line for turret dps.
Still chucking 30% tracking increase feels a bit like using an expensive shield boost amp with a civilian shield booster, maybe I should play to my turrets strength and change that tracking script for an optimal range one
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MailDeadDrop
Archon Industries
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Posted - 2008.10.09 00:07:00 -
[17]
Oh true. But EFT's "very slight turret DPS" is just that: EFT's calculation of your DPS. To my knowledge, EFT does not consider traversal in the DPS calculations, which would seem to indicate that a substantial increase in tracking could cause a great deal more of one's output DPS to actually strike the target, yielding more actual DPS from EFT's theoretical DPS.
MDD Jump Clones: 8M and NO corp switching |

Clansworth
Burning Sky Labs
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Posted - 2008.10.09 01:37:00 -
[18]
Originally by: lacal My, incorrect, assumption was that a tracking of 0.010 would mean I would hit a target with a transversal of 0.010, this seems not to be the case with the targets transversal needing to be 0.007 or lower for me to hit it.
As you have noticed, this is not entirely how it works. What you are missing is the Signature Resolution vs. Signature Radius comparison, which is multiplied with the tracking/transversal comparison to determine chance-to-hit. If the Signature Resolution of your guns was the same as the signature radius of the target, than your tracking to transversal comparison would be accurate.
New Prospector Class |

lacal
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Posted - 2008.10.09 14:05:00 -
[19]
Well broke out EFT this morning to have a play with the DPS graphs, see what affect a tracking script had via an optimal range script and if signature size was accounted for.
Fisrt off the graphs definitely take account of signature size, except for on a stationary target, but I believe this is the case ingame also.
If you've used EFT before then the graphs should make sense - The only change I made to my setup for the attacking ship was to change the script in the tracking computer between tracking and optimal.
The target ships have just been picked to represent the different sig sizes, with the targets being a BS, a BC, a cruiser and a frig (in the second graph)
Two graphs shown, one with targets trans. velocity being 100% and the second being 30% - this does mean, due to the way eft works, that each target has a different transversal velocity but for the BS, BC and cruiser they all have max velocitys roughly the same.
I was quite suprised that even at a low transversal the tracking computer is more beneficial that an optimal range script, happy days, and I know which one I'll be using in future...
100% Transversal
30% Transversal
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Clansworth
Burning Sky Labs
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Posted - 2008.10.09 16:36:00 -
[20]
Originally by: lacal Fisrt off the graphs definitely take account of signature size, except for on a stationary target, but I believe this is the case ingame also.
Correct, as the signature error is multiplied with the tracking error, and a stationary target has a tracking error of 0, it will mean that regardless of signature, the aiming error will be 0. (misses will still be calculated based on range error)
New Prospector Class |

Layla Ashley
Amarr Children of Avalon Avateas Blessed
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Posted - 2008.10.10 10:25:00 -
[21]
if you shoot the mission rats in correct order, only very few of them will be able to get into orbit (they die before able to do so). if you are stationary that will add up to nearly 0 transversal for most targets. having many possible targets (marauder) or maybe sensor booster will help with that |
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