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eternitymine
Posted - 2005.04.06 17:18:00 - [1]
 

Edited by: eternitymine on 06/04/2005 17:30:33
Edited by: eternitymine on 06/04/2005 17:26:09

Drone Interfacing / Rank 5 / lvl 4
Drones / Rank 1 / lvl 5
Heavy Drone Operation / Rank 5 / lvl 4
Scout Drone Operation / Rank 1 / lvl 5


Electronic Warfare / Rank 2 / SP: 12729 of 16000
Electronics / Rank 1 / SP: 256000 of 256000
Electronics Upgrades / Rank 2 / SP: 500 of 2829
Propulsion Jamming / Rank 3 / SP: 2412 of 4243
Sensor Linking / Rank 3 / SP: 750 of 4243
Signature Analysis / Rank 1 / SP: 1446 of 8000
Targeting / Rank 1 / SP: 8000 of 45255
Weapon Disruption / Rank 3 / SP: 1 of 750


Energy Emission Systems / Rank 2 / SP: 16000 of 90510
Energy Grid Upgrades / Rank 2 / SP: 90510 of 512000
Energy Management / Rank 3 / SP: 768000 of 768000
Energy Pulse Weapons / Rank 2 / SP: 2829 of 16000
Energy Systems Operation / Rank 1 / SP: 256000 of 256000
Engineering / Rank 1 / SP: 256000 of 256000
Shield Management / Rank 3 / SP: 4243 of 24000
Shield Operation / Rank 1 / SP: 45255 of 256000
Shield Upgrades / Rank 2 / SP: 500 of 2829
Tactical Shield Manipulation / Rank 4 / SP: 1000 of 5657


Controlled Bursts / Rank 2 / SP: 512000 of 512000
Gunnery / Rank 1 / SP: 256000 of 256000
Large Energy Turret / Rank 5 / SP: 226275 of 1280000
Medium Energy Turret / Rank 3 / SP: 82512 of 135765
Motion Prediction / Rank 2 / SP: 512000 of 512000
Rapid Firing / Rank 2 / SP: 106787 of 512000
Sharpshooter / Rank 2 / SP: 16000 of 90510
Small Beam Laser Specialization / Rank 3 / SP: 135765 of 768000
Small Energy Turret / Rank 1 / SP: 256000 of 256000
Small Projectile Turret / Rank 1 / SP: 1415 of 8000
Surgical Strike / Rank 4 / SP: 181020 of 1024000
Trajectory Analysis / Rank 5 / SP: 40000 of 226275
Weapon Upgrades / Rank 2 / SP: 90510 of 512000


Hull Upgrades / Rank 2 / SP: 90510 of 512000
Mechanic / Rank 1 / SP: 256000 of 256000
Repair Systems / Rank 1 / SP: 8000 of 45255


with these skills adn this setup.

high: 8 pulses

med: cap rechargers

low: 3 hardners 2 large reppers 2 cap relays

recharge rate is 222

with this I can't even take out the first spawn of the pirate campers mission let alone the second spawn if there is one.
I read all these stories about people doing them solo in ravens and apocs WHAT am I doing wrong?

I got out all the irrelevant skills like learning, mining, science. however I don't have the skills for cruise missiles or torps. is that the problem???
please help me becouse I really wanna do lvl 4 missions.

edit: ahh the lvl of the skills aint showing so if you don't wanna figure out what lvl it is here is the relevant info:
energy management 5
energy systems 5
controlled bursts 5
large turret 4
amarr BS 4
surgical strike 4
motion prediction 4
and most relevant skills at 4 or 5

Dannyy
Gilded Goose Brokerage
Posted - 2005.04.06 18:08:00 - [2]
 

well, first of all it could be the rats

hunting something that has high resists against thermal and em could screw with yet damage.

But tbh, I think it's simply the missiles.

train them, takes a week and get an apoc, fot two sieges and 6 megapulse and go roxor

Recnac
Shades Corp
Posted - 2005.04.06 18:11:00 - [3]
 

Get a raven and then sheild tank with the specific race hardners, sensor booster II in the low and the rest cap power relays, even with standard equipment fitted you should be able to manage most of the lvl4 missons, most of all, dont open fire unless they lock you, get to about 80km and start taking the webbers down and work your way up the ships always heading away from them pointing to a celestial object just in case you need to warp out quickly

Joshua Foiritain
Gallente
Coreli Corporation
Naraka.
Posted - 2005.04.06 18:28:00 - [4]
 

Shield tanking + cap relays = Very bad Wink

Filiberto
Amarr
The Drekla Consortium
Posted - 2005.04.06 19:41:00 - [5]
 

hi this was my alt by the way.

I don't want to train caldari.
there sansha rats I used to hunt them up to 750k in 0.0 and that went fine as far as I know.

Goewyn Ravenclaw
Minmatar
Stormriders
Fimbulwinter
Posted - 2005.04.06 21:14:00 - [6]
 

Quote:
Shield tanking + cap relays = Very bad


She's armour tankingSmile

Filiberto
Amarr
The Drekla Consortium
Posted - 2005.04.06 21:16:00 - [7]
 

Edited by: Filiberto on 06/04/2005 21:18:51
Originally by: Goewyn Ravenclaw
Quote:
Shield tanking + cap relays = Very bad


She's armour tankingSmile


I think that was aimed at Recnac
and yes shield tanking and relays don't really work well.

YuuKnow
Posted - 2005.04.06 22:37:00 - [8]
 

If you do the calculations, Armor tanking is *very* dependent on your the repair systems skill. Only when at level 4 or level 5 will it compare to the damage repair of a XL Shield Booster and 1 Amp.

Basically
XL Shield Booster + Amp = 2xLargeRepairer + RepairSkill 4

that's if iirc, been awhile since I crutched the numbers.

as far as damage dealing, can't help ya, haven't been a laser user in a good while. Your dps vs another bship should be excellent, but how good your pulses are against 6-8 cruiser spawns is another story. That's why many use the all mighty missle.

Mikelangelo
Gallente
Posted - 2005.04.07 01:55:00 - [9]
 


In no particular order, just from looking at your skills.

1) Your sharpshooter skill leaves something to be desired. Believe it or not it is important.
2) Your Rapid firing skills leaves something to be desired. DOT is proportional to it.
3) Hull upgrades, which is your armor hit points (while not all that important, it can be) blows
4) Your repair systems skill absolutely blows, you NEED that at level 4 minimum to armor tank decently.
5) Get energy grid upgrades up also, it helps with ease the CPU load.
6) Shocked Weapons upgrades absolutely needs to be higher, agains helps with CPU load.
7) Trajectory analysis needs to be WAY higher.


All of what I call "gunnery support skills", like trajectory analysis, sharpshooter, surgical strike absolutely NEED to be at level 4 or 5 to get decent performance out of a gunship.

The difference is quite noticeable and amazing once you train all that stuff up.
I can tell you from personal experience, that once you train all that stuff up, the difference is like night and day. Any gunship pilot will tell you that.

Then again, you could just go with missiles, train up an alt to 2 mil skill points and torpedoes 5....and not worry about gunnery. Rolling Eyes


Seramis
Caldari
Posted - 2005.04.07 08:34:00 - [10]
 

Originally by: Recnac
Get a raven and then sheild tank with the specific race hardners, sensor booster II in the low and the rest cap power relays, even with standard equipment fitted you should be able to manage most of the lvl4 missons, most of all, dont open fire unless they lock you, get to about 80km and start taking the webbers down and work your way up the ships always heading away from them pointing to a celestial object just in case you need to warp out quickly


what a crappy fitting is that? I use a Raven, without any sensor booster. Targetting Range is 93km. And a shield fitting with cap power relais in low slots is the worst idea u can have.

Lucre
STK Scientific
Black-Out
Posted - 2005.04.07 09:13:00 - [11]
 

You can trivially solo pretty much any non-deadspace mission as follows:

Apoc. 8 x Beam. AB, sensor boost, 2 x tracking comps(2), tracking enhancer(2), 2 x PDS(2), 4 x heat sink(2).

Warp to 60km and make bookmark. Warp out back to station. Warp back to bookmark at 60km. Shoot rats from 100+km with radio or (with good guns, skills and tracking comps) Infrared.

Actually, maybe 80% of missions you can do without the warp out providing you pick off the frigates first. Exceptions tending to be the ones with Merc Wingmen, Sansha Demons or Minmatar Fleet Vigils which close too fast to kill.

Get some practice (and income) on those missions, then work up to a tanking fit for deadspace. Very Happy

Jiggy
Minmatar
Posted - 2005.04.07 09:55:00 - [12]
 

My advise would be to cap off your mechanic skills and learn to use torps and replace 2 pulses with seige launchers, as they do as atleast as much damage as mega pulses, use much less cap which can then go to tanking and ar handy for getting rid of frigates, fast cruisers and for breaking BS tanks faster.

Looking at your skills compared to mine thats they are the only major differences and the only setup differences are the 2 pulses swapped for seiges and I handle all level 4 missions Ive encountered sofar fine in a apoc.

Filiberto
Amarr
The Drekla Consortium
Posted - 2005.04.07 10:04:00 - [13]
 

is it possible that the character sheet on eve-o is not up-to date with in-game skills? I'm not at home now so I can't check.

Jaketh Ivanes
Amarr
House of El
Posted - 2005.04.07 10:08:00 - [14]
 

I do all my lvl 4 missions in my apoc, and mostly i use medium size guns. Heavy pulses seems to be the best. My setup is:
High: 8x Heavy Pulse (Soon t2 Cool)
Med: AB, web and 2x t2 cap rechargers.
Low: 2x L reppers, 3-4 Hardners (only 3 agenst sansha) and 1-2 cap relays.
Allways change the hardners to the enemy you fight and just use your AB to move into range of BS's. This setup works very well agenst the drone harrasment mission. Take the 2 Dominix's solo :)
But, if your doing the Vengence mission, then i fit 6 mega pulses or dual heavy pulse and 2 heavy pulses. Takes the BS's in it a lot faster and can still handle frigs/inties.

Filiberto
Amarr
The Drekla Consortium
Posted - 2005.04.07 12:56:00 - [15]
 

Originally by: Mikelangelo

In no particular order, just from looking at your skills.

1) Your sharpshooter skill leaves something to be desired. Believe it or not it is important.
2) Your Rapid firing skills leaves something to be desired. DOT is proportional to it.
3) Hull upgrades, which is your armor hit points (while not all that important, it can be) blows
4) Your repair systems skill absolutely blows, you NEED that at level 4 minimum to armor tank decently.
5) Get energy grid upgrades up also, it helps with ease the CPU load.
6) Shocked Weapons upgrades absolutely needs to be higher, agains helps with CPU load.
7) Trajectory analysis needs to be WAY higher.




Then again, you could just go with missiles, train up an alt to 2 mil skill points and torpedoes 5....and not worry about gunnery. Rolling Eyes




1) sharpshooter is at lvl 4 what is there to be DEISRED about? I bet lots of people only have it at lvl 4 and do lvl 4 missions.

2) same as 1) it is at lvl 4.

3) WHAT blows about lvl4 your saying only lvl5 is decent?

4)
Quote:
Operation of armor/hull repair modules. 5% reduction in repair systems duration
it's not that big a difference ok it's at lvl3 it should be lvl4(training that now)

5)I don't have a CPU problem. do you see a co-processor fitted?

6)again no CPU problem there also both at lvl4

7)
Quote:
Advanced understanding of zero-G physics. 5% Bonus turret accuracy falloff.
I'm hitting the battleship at my optimum fall-off not really into play here.

Quote:
All of what I call "gunnery support skills", like trajectory analysis, sharpshooter, surgical strike absolutely NEED to be at level 4 or 5 to get decent performance out of a gunship.

so you see they are at lvl 4 for the exeption of trajectory analysis at wich can't be the core of my problem

Rezi Bogdanov
Amarr
Lords of Maelstrom
Posted - 2005.04.07 13:16:00 - [16]
 

Like previous posters have suggested, change 2 megapulse for Siege Launchers. The Apocs ability to use torpedoes and cruise missiles is one of its biggest assets, dont throw that away. With torpedoes you can do kinetic and explosive damage which is often very useful for breaking heavy tanks. Missiles are also very useful for killing small, annoying and quite damaging interceptors that it would take ages to kill with just your drones.

What drones are you using BTW? Not all drones are equally good for all chores. I prefer Berserkers and Praetors, they dont do the massive damage of Ogres, but Berserkers are very fast (and do explosive dmg), while Praetors have good tracking.

Also 220 sec recharge is not good enough for a longer fight. Ideally it should be below 200. It doesnt look like such a big-ass difference, but there is a break-even point for energy consumption at around 200 secs iirc. By using siege launchers instead of megapulse you also decrease your energy consumption.

Put in some named or tech2 rechargers, it will make quite some difference even if you just get yourself 16,5% ones.


Like earlier posters suggested, your Repair Systems looks to be only lvl1? If thats the case the cycles of the reppers will be far too long.

Hope you find the suggestions useful.
Regards
Rezi



Zondran
FinFleet
Posted - 2005.04.07 14:08:00 - [17]
 

its been some time since i used the apoc for missions. I used a similar fitting with beams instead of pulse. For sure you need 2 siege with torps. Second thing I used for freespace was a mwd. just warped in at 60, turned around gave the mwd 1 or 2 hits and killed all frigs with torps and even the beams. Cannot see your navigation skills in the list but with average skills this tectic works fine and even rech rates close to 300 are no prob at all. As extra defence i carried hammerheads though i hardly ever used them.
If you run into CPU probs (i bet you will) try some named stuff for the fitting. Even low lvl named modules have significantly reduced CPU needs.
The rest is mainly about tactics. Kill the smallest and fastest ones first and stay out of range of any missiles (torps and CMs won't catch you at above 80 km).

Jim Steele
Dead By Dawn
Posted - 2005.04.07 16:31:00 - [18]
 

Edited by: Jim Steele on 07/04/2005 16:36:41
As you cant use torps fit some frig guns (or cruiser) in two of your highslots or something to take care of frigs/cruisers.

Also a tracking comp may help you, again get that armour rep duration down and mabye invest in some accomds. They have saved my ship on more than one occasion.

Filiberto
Amarr
The Drekla Consortium
Posted - 2005.04.07 16:47:00 - [19]
 

Edited by: Filiberto on 07/04/2005 16:48:09
ahh yes the fitting

high: 8 standard t1 pulses

medium: 3 fb10 and 1 euticic(sp?) it seems to me that I can't get below 200 unless I buy t2 cap rechargers?

low: named hardners 2 large inef reppers and the relays.

Recnac
Shades Corp
Posted - 2005.04.08 17:14:00 - [20]
 

Edited by: Recnac on 08/04/2005 17:16:35
Originally by: Seramis
Originally by: Recnac
Get a raven and then sheild tank with the specific race hardners, sensor booster II in the low and the rest cap power relays, even with standard equipment fitted you should be able to manage most of the lvl4 missons, most of all, dont open fire unless they lock you, get to about 80km and start taking the webbers down and work your way up the ships always heading away from them pointing to a celestial object just in case you need to warp out quickly


what a crappy fitting is that? I use a Raven, without any sensor booster. Targetting Range is 93km. And a shield fitting with cap power relais in low slots is the worst idea u can have.



Feel free not to use it, its a basic setup that works for me, i know cap power relays reduce sheild recharge rate, but ive got tactical sheild manipulation lv4 which helps me soak up the damage, im too lazy to train up the long range targeting skill so the sensor booster gives me 108km range, once im at my desired range i hardly take any damage at all

MutationZ
Posted - 2005.04.08 20:12:00 - [21]
 

Originally by: Mikelangelo

In no particular order, just from looking at your skills.

1) Your sharpshooter skill leaves something to be desired. Believe it or not it is important.
2) Your Rapid firing skills leaves something to be desired. DOT is proportional to it.
3) Hull upgrades, which is your armor hit points (while not all that important, it can be) blows
4) Your repair systems skill absolutely blows, you NEED that at level 4 minimum to armor tank decently.
5) Get energy grid upgrades up also, it helps with ease the CPU load.
6) Shocked Weapons upgrades absolutely needs to be higher, agains helps with CPU load.
7) Trajectory analysis needs to be WAY higher.


All of what I call "gunnery support skills", like trajectory analysis, sharpshooter, surgical strike absolutely NEED to be at level 4 or 5 to get decent performance out of a gunship.

The difference is quite noticeable and amazing once you train all that stuff up.
I can tell you from personal experience, that once you train all that stuff up, the difference is like night and day. Any gunship pilot will tell you that.

Then again, you could just go with missiles, train up an alt to 2 mil skill points and torpedoes 5....and not worry about gunnery. Rolling Eyes




While better skills are desirable you advice sucks. I'm sorry, hull upgrades 4 blows? My a ss it blows. You can use active hardners which are about all you need. Other people have pointed out, just a couple of changes and you will walk these missionsWink


 

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