| Author |
Topic |
 Falgarra Uta |
Posted - 2011.06.30 18:53:00 - [ 1]
Been playing for about a month now, really liking the game. (Aside from all the recent events I'm still waiting to see unfold) I however think I am pushing myself to far out to fast. Jumped over to .6 space to rat the fields and decided to do some Cosmic Anomaly scanning and attempted some Gurista Refuge/Hideout ones, Did 1 with ease, 2nd one was a "Drone Assembly" and on the 3rd wave I was destroyed pretty handily (Warping out took forever) then the 3rd was another Gurista Refuge camp and the 3rd wave wiped me out.
My question is should I jump back over to higher sec space while I am still this new in SP or should I change something that I am doing to survive PVE alone in these situations?
2 lost Kestrels were fit with
High 1 Salvager I 3 Named Standard Missle Launchers (Bloodsomething missles) Mid Shield Repair I 1MN Afterburner ECCM Low 2 Power Diagnostic Units
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 DeMichael Crimson Minmatar Republic University
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Posted - 2011.06.30 20:34:00 - [ 2]
I think the easiest Anomaly class is the Hideaway followed by Burrow, then Refuge and lastly Den for high security systems. This doesn't mean the order is easiest to toughest since there's also 4 levels for each class of Anomaly. Check this thread for more info. I don't know about Caldari ships but it'll probably help to drop the salvager and fit up another Missile launcher. Also drop the ECCM module and fit up a Medium Shield Extender. Warp in to the Anomaly at about 20 km range and then keep range from the NPC's. |
 Falgarra Uta |
Posted - 2011.07.01 01:55:00 - [ 3]
Thank You for the reply, I salvage a lot as a newbie so I want to try other options before dropping the savager from my high slot, I know that would be the easiest fix action. I'll do what you said for the med slot though and keep working my shield tanking SP. I warp to 30 and try and keep at missile range but when there are 4 of them on me it's hard! |
 Fahad AlAmir Amarr |
Posted - 2011.07.01 02:21:00 - [ 4]
Bear in mind that everything I'm gonna say comes from someone who has zero experience with Caldari ships.
If you're roaming while doing anomalies, I can see why the salvager is important as seven jumps back and can be a pain. If you're close though, it might be worth it to bookmark a wreck, finish the anomaly and come back in a dedicated salvage ship. Another launcher would increase your DPS.
What you could always try is flying manually - double click away from the rats with your AB on and let them come to your optimal range, adjusting speed as needed. Sometimes that's better than orbiting. |
 DeMichael Crimson Minmatar Republic University
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Posted - 2011.07.01 04:24:00 - [ 5]
Edited by: DeMichael Crimson on 01/07/2011 04:26:17
OK, you probably know most of this but I'm going to go through it anyway.
You can carry the salvager with you in your cargo hold and after completing the site, bookmark the area, dock, refit and go back for loot and salvage. To bookmark the area, right click on a wreck and select 'Add Bookmark'.
Warping in at 30 km is fine.
To set the 'Keep Range' option from NPC's, right click on the 'Keep Range' icon next to the target lock icon in the 'Selected Item' box and set your range to 30,000 m range (30 km). In the Overview, click on the top of the header for the column that shows distance to enable the overview to show objects that are closest to you.
After warping in, turn on the Afterburner and select the closest NPC and click 'Keep Range' in the 'Slected Item' box, target it and then fire all misiles. While in combat, if another NPC get's closer to you, click on that and select 'Keep Range'. Continue doing this on any NPC that get's close to you. You might have to stop shooting missiles on one NPC and switch to another if that one NPC retreats and the other one advances.
This will enable you to 'Keep Range' from all of the NPC's.
The higher Meta level Tech 1 modules (named) are more expensive but will make fitting easier since they use less CPU and have better bonus attributes.
Stick with the easiest Anomaly which is Class 1 level 1. For example:
Hideaway (Class 1 level 1) Hidden Hideaway (Class 1 level 2) Forlorn Hideaway (Class 1 level 3) Forsaken Hideaway (Class 1 level 4)
Burrow (Class 2 level 1) Hidden Burrow (Class 2 level 2) Forlorn Burrow (Class 2 level 3) Forsaken Burrow (Class 2 level 4)
The link to the thread I had posted earlier has the entire Anomaly list.
Hope this helps, good luck.
DMC |
 Hakkar'al Gallente |
Posted - 2011.07.01 12:01:00 - [ 6]
Originally by: DeMichael Crimson
I don't know about Caldari ships but it'll probably help to drop the salvager and fit up another Missile launcher. Also drop the ECCM module and fit up a Medium Shield Extender. Warp in to the Anomaly at about 20 km range and then keep range from the NPC's.
This. You don't have a tank ... |
 Velicitia Gallente Open Designs |
Posted - 2011.07.01 12:23:00 - [ 7]
Edited by: Velicitia on 01/07/2011 12:23:57 Originally by: Hakkar'al Gallente
Originally by: DeMichael Crimson
I don't know about Caldari ships but it'll probably help to drop the salvager and fit up another Missile launcher. Also drop the ECCM module and fit up a Medium Shield Extender. Warp in to the Anomaly at about 20 km range and then keep range from the NPC's.
This. You don't have a tank ...
see this for more info too. The tables show what damage types you'll have to contend with (for Guristas -- Kinetic/Thermal), as well as the damage type to use (for Guristas, Kinetic -- the bloodclaws you're using are fine ). I don't think a Kessie (frigate) can fit a Medium Shield Extender (Cruiser-sized module)... so for the mids: the afterburner, small extender, and an invulnerability field (active shield hardener) will help you tank the rats. edit -- fixed the linky |
 Falgarra Uta |
Posted - 2011.07.02 02:24:00 - [ 8]
All awesome advise guys, thank you. I will look at/into everything!! YEah Medium Shield Extender is not for my class, switched to a small. Testing some ideas now, my SP are not the highest so it is really hard to try and fit all of these things. with the PWR/CPU I have. I am working on training the needed skills to drop power requirements ETC. |
 DeMichael Crimson Minmatar Republic University
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Posted - 2011.07.02 02:55:00 - [ 9]
Medium shield extender will fit on Tech 1 frigates. I do it all the time. Seems you just don't have the necessary skills or skill level.
Also like I said, the higher meta level modules have better attributes and will use less CPU. Since you're not gonna use a medium shield extender, fit up 2 small extenders and afterburner.
*Core Skills* Acceleration Control - To maximize Afterburner/MicroWarpDrive speed. Advanced Weapon Upgrades - To reduce turrets and launchers powergrid need. Electronics - To maximize CPU. Electronics Upgrades - To reduce sensors and co-processors CPU requirements. Engineering - To maximize powergrid. Energy Grid Upgrades - To reduce power modules CPU requirements. Energy Management - To maximize capacitor. Energy Systems Operation - To maximize capacitor recharge rate. Evasive Maneuvering - To maximize ship agility. Fuel Conservation - To reduce Afterburner capacitor usage. High Speed Maneuvering - To reduce MicroWarpDrive capacitor usage. Hull Upgrades - To maximize armor. Mechanic - To maximize hull. Navigation - To increase ship subwarp velocity. Repair Systems - To maximize armor/hull repair modules. Shield Compensation - To reduce Shield Booster capacitor usage. Shield Management - To maximize shield. Shield Operation - To maximize shield recharge rate. Shield Upgrades - To reduce shield upgrades powergrid need. Spaceship Command - To increase ship agility. Weapon Upgrades - To reduce turrets and launchers CPU need.
These are most of the Core Fitting skills. Not all of them need to be trained. There's also rigs and Implants to help with fitting ships.
Anyway, good luck to you.
DMC |
 Falgarra Uta |
Posted - 2011.07.05 22:54:00 - [ 10]
Awesome, thanks everyone for taking the time to respond and help me out, taking all of the input down and working on SP training!! Wish it went faster though!  |
 Barbie D0ll |
Posted - 2011.07.06 03:17:00 - [ 11]
if you want SP training to go faster, get implants, dont go for the +1s as they are a waste of time, get 2+s or better, but dont go +5s unless you are never in anything more fragile than a drake because -10 pirates will occasionally come into highsec looking for weak ships or pods to pop, that and you might end up in the middle of a smartbombing suicide gang |