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Metamoran
Posted - 2011.02.11 02:52:00 - [1]
 

Edited by: Metamoran on 11/02/2011 02:53:48
So, I now have access to LV4 missions. Eager as I was, I took my passive Hurricane, and went up against a mass of battleship rats. Let's say that the mission was met with limited success. What could easily tank entire LV3 blockades, would crumble from an entire LV4 room. I have looked at a number of Hurricane fittings, but many of them sacrificed a lot of dps to be able to tank. So now I'm looking at battleships to grind LV4s with.

As it stands now, my schedule will consist of getting Gunnery up to LV5, Large Projectile Turret to LV3, then work on getting to the ship itself. (Maelstrom or the Tempest) This way I can fit large turrets to the ship. Then I'll start working my way to Cruise launchers. It is a pain to list my current skills, so I'll ask what kind of other skills would be essential to using a BS for missions. (Drone skills are good, as is both armor and shield skills.)

Kishin Sendo
Minmatar
Sebiestor Tribe
Posted - 2011.02.11 03:00:00 - [2]
 

Buying pimp out deadspace mod skill is required

Mr LaForge
Posted - 2011.02.11 03:06:00 - [3]
 

1. Learn your triggers and kill them last after each spawn. Eve Survival is very useful in this.

2. Here is a cookie cutter Mael fit u need to be using from battleclinic.

[Maelstrom, AC Maelstrom: L4 Baby Varg: Dominion Ready.]
Tracking Enhancer II
Tracking Enhancer II
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer

Tracking Computer II
Invulnerability Field II
Invulnerability Field II
Explosion Dampening Field II
Heavy Capacitor Booster II
X-Large Shield Booster II

800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II

Large Core Defence Capacitor safeguard I
Large Core Defence Capacitor safeguard I
Large Projectile Burst Aerator II

It works well and will get you through the missions but agro management is your most essential skill.

Metamoran
Posted - 2011.02.11 03:15:00 - [4]
 

Originally by: Mr LaForge
1. Learn your triggers and kill them last after each spawn. Eve Survival is very useful in this.

2. Here is a cookie cutter Mael fit u need to be using from battleclinic.

[Maelstrom, AC Maelstrom: L4 Baby Varg: Dominion Ready.]
Tracking Enhancer II
Tracking Enhancer II
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer

Tracking Computer II
Invulnerability Field II
Invulnerability Field II
Explosion Dampening Field II
Heavy Capacitor Booster II
X-Large Shield Booster II

800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II
800mm Repeating Artillery II

Large Core Defence Capacitor safeguard I
Large Core Defence Capacitor safeguard I
Large Projectile Burst Aerator II

It works well and will get you through the missions but agro management is your most essential skill.


Hmm, seeing as I can use a majority of that stuff, sans the tech 2 X-Large shield booster, and turrets. I think this is very well within reach. I can probably fit this within 11 days. As I'm tight on isk already, I will forgo the faction gyrostabs in favor of tech 2s.

Belthazor4011
Posted - 2011.02.11 10:02:00 - [5]
 

Being able to do them is not that hard, being able to them fast is where it gets hard. Thats mainly just upping the skills you have to start with

Julien Brellier
Posted - 2011.02.11 11:40:00 - [6]
 

For those missions with optional warp-in points (Damsel in Distress, Gone Berserk etc) or far-away spawns (Massive Attack), try this beauty.
Targets and hits at 121km even with Phased Plasma/EMP/Fusion ammo.
In my experience, pulsing the shield booster more than twice per mission means I've done something wrong. Twisted Evil

[Maelstrom, 1400mm Sniping PvE Maelstrom]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Signal Amplifier II
Tracking Enhancer II

Tracking Computer II
Invulnerability Field II
Ballistic Deflection Field II
Heat Dissipation Field II
X-Large C5-L Emergency Shield Overload I
Shield Boost Amplifier II

1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I

Large Core Defence Capacitor safeguard I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I


Hammerhead II x5
Hobgoblin II x5


Solomar Espersei
Suddenly Ninjas
Tear Extraction And Reclamation Service
Posted - 2011.02.11 14:32:00 - [7]
 

The 1200s are easier to fit when you're still at low SP and have the benefit of cycling much faster than the 1400s. Also, make sure you've good T2 drone skills. The Mael is just a beast of a mission ship. With reasonable skill you can simply fly right through the 2nd room of World's Collide and go right for the Heron's Crew if you're blitzing. The tank on the thing is pretty much bonkers.

Mithrasith
Posted - 2011.02.11 15:53:00 - [8]
 

Reccomending you switch to Laz0rs for large weapons.

Amarr battleships are currently more w!n than Minmatar or Caldari, or Gallente.

Amarr Dreadnaught is more w!n than other races.

Skex Relbore
Gallente
Red Federation
RvB - RED Federation
Posted - 2011.02.11 16:00:00 - [9]
 

I run missions on an alt in a Maelstrom and it works very well. It can tank it's little ass off and does good dps over a wide range and has enough damage selection through ammo choices to be good about anywhere.

Personally I like the Baby Vargur setup.

Currently I'm using


[Maelstrom, ac mission BS sexing up]
Tracking Enhancer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II

Caldari Navy X-Large Shield Booster
Shield Boost Amplifier II
Photon Scattering Field II
Heavy Capacitor Booster II, Cap Booster 800
100MN Afterburner II
Heat Dissipation Field II

800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L

Large Ancillary Current Router I
Large Anti-EM Screen Reinforcer I
Large Projectile Collision Accelerator I


Hammerhead II x5
Hobgoblin II x5
Warrior II x5

Rig to taste this one was originally set-up to be a PVP sniper boat which is why it has the ACN though it does allow one to switch things around a bit and fit arties.

Now personally I hate the arty fit. The cycle times on 1400s is painful and 1200s not much better. Then again sans T2 guns Arty might work better.

Of course the character in question is pretty well skilled so I like getting in an brawling. With lower SP your mileage may vary. It's generally a good idea to keep range and kite at low with low SP.

I prefer higher tracking to harder hits generally since the majority of the rats in L4s are cruisers hence the 3 TEs instead of a 2/2 split with Gyros.

If you have the isk you might also consider a Fleet Tempest.

[Tempest Fleet Issue, reasonable priced]
Damage Control II
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II
Co-Processor II

Caldari Navy X-Large Shield Booster
Shield Boost Amplifier II
Heavy Capacitor Booster II, Cap Booster 800
Invulnerability Field II
Republic Fleet 100MN Afterburner

800mm Repeating Artillery II, Republic Fleet Fusion L
800mm Repeating Artillery II, Republic Fleet Fusion L
800mm Repeating Artillery II, Republic Fleet Fusion L
800mm Repeating Artillery II, Republic Fleet Fusion L
800mm Repeating Artillery II, Republic Fleet Fusion L
800mm Repeating Artillery II, Republic Fleet Fusion L
Salvager II
Small Tractor Beam I

Large Projectile Collision Accelerator I
Large Projectile Ambit Extension I
Large Anti-EM Screen Reinforcer I


Hammerhead II x5
Hammerhead II x5


It doesn't tank as much as the Mael but dps is higher and it's much quicker (456m/s compared to 311m/s of the Mael) plus it has 2 utility slots so you can cherry pick BS wrecks and use it like a baby-vargur.

The trick imo is to get used to the different way active shield tanks work. Took me a bit since I originally ran L4's on Skex in a Domi which has that wonderful fire and forget dual Lar tank. With the active shield tank you have to micromanage more and get used to running around with lowish Shield levels, when I first started I flew it like the domi trying to keep the buffer full and I ran through cap charges like crazy. Once I got used to the fact that you wait until you're under 30% to boost things settled down. Now instead of trying to keep my shields filled up I just boost a cycle every time the low shield warning goes off. I only end up burning through cap charges on particularly heavy fire and when I decide to motor around with the AB lit.

My advice on skills is get your guns to T2 with good support skills then start working on your marauder skills before worrying about cruises. Also don't forget secondary connection skills.

Metamoran
Posted - 2011.02.11 17:20:00 - [10]
 

Yeah, that Vargur looks quite handy for LV4 missions. As for weapon skills, I just got the ability to use T2 small autocannons, so I have a ways to go for T2 large projectile turrets. I am finding a lot of meta 4 800mm Repeating Artillery for quite cheap, so I'll go with those. As for Drone skills, I still need to get Scout Drone Operation (I think that's the name) to lv 5 before working on getting T2 drones. The SP I got back from the learning skills went to bring Drones up to lv 5, and Drone Interfacing to lv 3, so that's a somewhat good start.

Tank1212
Posted - 2011.02.11 17:43:00 - [11]
 

i have found that the best ship to do L4 missions in is the Rattlesnake, with crappy skills i can tank an L4 with ease. If you were to get your skills up to proper levels, and get a proper fit, you can get about 800,000ehp, which is amazing, and you do all your damage with heavy drones for battleships and scouts for the frigs and cruisers. Saving the high slots for whatever you think you might need, and with this ship i can grind an L4 in about 15-20 minutes...solo. But this is just me, others have varied opinions.

Rens Cheque
Posted - 2011.02.11 18:20:00 - [12]
 

Originally by: Metamoran
Edited by: Metamoran on 11/02/2011 02:53:48
As it stands now, my schedule will consist of getting Gunnery up to LV5, Large Projectile Turret to LV3, then work on getting to the ship itself. (Maelstrom or the Tempest) This way I can fit large turrets to the ship. Then I'll start working my way to Cruise launchers. It is a pain to list my current skills, so I'll ask what kind of other skills would be essential to using a BS for missions. (Drone skills are good, as is both armor and shield skills.)
T2 drones are a prereq for a BS, past that can wait until gunnery skills are higher. Cruiser launchers, or any missile skills, are not required for the Maelstrom which is the BS you should probably be shooting for.

So forget the missile skills and get up to T2 large guns.

Lendder Vo'marr
Posted - 2011.02.11 21:28:00 - [13]
 

Edited by: Lendder Vo''marr on 11/02/2011 21:28:19
The Maelstrom is a great ship, one of the best, but if cash is short certainly don't over look the Tempest. If, as a previous poster suggested, you watch your triggers and, as also suggested, you warp in at a distance when possible, the Tempest is a perfectly good L4 mission runner.

Metamoran
Posted - 2011.02.11 21:57:00 - [14]
 

Originally by: Lendder Vo'marr
Edited by: Lendder Vo''marr on 11/02/2011 21:28:19
The Maelstrom is a great ship, one of the best, but if cash is short certainly don't over look the Tempest. If, as a previous poster suggested, you watch your triggers and, as also suggested, you warp in at a distance when possible, the Tempest is a perfectly good L4 mission runner.
Yeah, six turret slots ought to be enough. Awesome looking to boot too. Little bit quicker than the Mael.

Metamoran
Posted - 2011.02.12 01:34:00 - [15]
 

One more question. It will be awhile before I can fly BSs, so in the meantime, I happen to have a Cyclone located near a lv3 agent. Most of the Cyclone fits I've seen are PvP. Currently I can run the Medium Shield Booster 2 Indefinitely along with an invul field, though running the AB will make me lose cap stability. It is equipped with 5 650mm Artillery Meta 2. I haven't really tested it yet, but results from a lv2 blockade prove rather discouraging, especially in the area of tank.

Obsession Paranoia
Posted - 2011.02.12 11:56:00 - [16]
 

Originally by: Metamoran
One more question. It will be awhile before I can fly BSs, so in the meantime, I happen to have a Cyclone located near a lv3 agent. Most of the Cyclone fits I've seen are PvP. Currently I can run the Medium Shield Booster 2 Indefinitely along with an invul field, though running the AB will make me lose cap stability. It is equipped with 5 650mm Artillery Meta 2. I haven't really tested it yet, but results from a lv2 blockade prove rather discouraging, especially in the area of tank.


Resists Resists Resists Resists Resists Resists Resists.

They are far more important. I didn't figure this out till level 4's shredded me. high 80% or even low 90% resists agaisnt the faction you are fighting is the way to breeze missions. Don't forget, if you have 80% resists and someone fires 100 dps at you, you take 20dps. if you have 90%, you take 10dps. See how a 10% INCREASE in resists is a 50% DECREASE in damage?

Skex Relbore
Gallente
Red Federation
RvB - RED Federation
Posted - 2011.02.12 16:31:00 - [17]
 

Originally by: Metamoran
Yeah, that Vargur looks quite handy for LV4 missions. As for weapon skills, I just got the ability to use T2 small autocannons, so I have a ways to go for T2 large projectile turrets. I am finding a lot of meta 4 800mm Repeating Artillery for quite cheap, so I'll go with those. As for Drone skills, I still need to get Scout Drone Operation (I think that's the name) to lv 5 before working on getting T2 drones. The SP I got back from the learning skills went to bring Drones up to lv 5, and Drone Interfacing to lv 3, so that's a somewhat good start.


Like Rens says your first priority should be to get those T2 drones and decent support skills behind them.

So
Drones 5
Scout drone operation 5
These two are the base prerequisites for

Gal drone spec 2
Min Drone spec 2
Which will get you Medium Gallente and Minmatar drones.

Drone interfacing 4 (this one is a 20% damage increase it's essentially like getting an extra free drone for each level of the skill)

That's a bare minimum you will also want a few levels of EW drone interfacing, Drone durability, Drone Navigation and Drone Sharpshooting.

The things that kill you in a mission aren't the battleships it's the elite frigates that scram you and prevent you from being able to warp out if you screw something up. Drone's are the only weapon system on a battleship that can take out close orbiting frigs so the skill is considered critical for a mission running character.

So do not pass go do not collect 200 isk until you get them trained up.

Don't overlook the social skills particularly social connections and negotiation. These affect the amount of standings gain you get, your effective standing with a particular corporation/faction and the amount of isk you get in the form of mission rewards and completion bonus's.

Oh and don't forget about diplomacy it raises effective standing with factions that don't like you.

In addition to these there are also the occupation specific connection skills I referenced in my earlier post. These things like Military connections, political connections etc and they affect the LP payout you receive. I didn't know about these (or at least didn't understand their importance) until very recently no telling how much LP I left laying on the table out of ignorance.

You will also want a way to liquidate your goods if you want to maximize your isk gains that means trade skills. Now personally I have a couple alts I use for this one who I just trained a decent level of trade skills on for a couple weeks with a secondary character slot and another who I have trained as a hauler/command booster character.

Another skill I highly recommend to anyone is Thermodynamics. While it's utility is much more limited for a mission runner compared to a PVP character since you don't want to run around overheating your guns all the time, it's still useful for those 'oh crap!' moments when you need a little extra tank to hold your ship together as you kill that elite frig and align out when you screwed up a spawn. It's certainly saved me a couple hundred million isk in battleship hulls.

Oh and for goodness sakes don't forget your gunnery support skills that aren't prereqs for something else. You can effectively ignore controlled bursts as a projectile user but the rest are very useful to get your gank up.

Solomar Espersei
Suddenly Ninjas
Tear Extraction And Reclamation Service
Posted - 2011.02.12 16:34:00 - [18]
 

As a Matari pilot, one thing to consider is to train the Loki rather than going for the BS. You'll benefit more from the medium T2 arty/ac skill points that you've invested in your Cane/Cyclone days and not have to go through the month long (or thereabouts) wait to get the big T2 guns. The Loki laughs at most PVE settings and is far easier to train than many pilots realize. It's just a bit pricey.

Another route to consider, and well worth it if you already have T2 medium guns, is the absolute beast that is the Sleipner. I would reckon the time spent training for it, would be about on par with training up the Mael and the large T2 guns to make her really hum. As a bonus, along the way, you become insanely skilled for BCs which are among the finest group of hulls in the game really. Hitting Lv 5 w/ the BC skill is a party in and of itself.

Ragnar256
Minmatar
Posted - 2011.02.12 17:33:00 - [19]
 

Edited by: Ragnar256 on 12/02/2011 20:02:34
Edited by: Ragnar256 on 12/02/2011 17:56:31
Originally by: Solomar Espersei
As a Matari pilot, one thing to consider is to train the Loki rather than going for the BS. You'll benefit more from the medium T2 arty/ac skill points that you've invested in your Cane/Cyclone days and not have to go through the month long (or thereabouts) wait to get the big T2 guns. The Loki laughs at most PVE settings and is far easier to train than many pilots realize. It's just a bit pricey.

Another route to consider, and well worth it if you already have T2 medium guns, is the absolute beast that is the Sleipner. I would reckon the time spent training for it, would be about on par with training up the Mael and the large T2 guns to make her really hum. As a bonus, along the way, you become insanely skilled for BCs which are among the finest group of hulls in the game really. Hitting Lv 5 w/ the BC skill is a party in and of itself.
No doubt, the Loki is a nice ship, however costs (an arm and a leg???) quite a bit more than a BS. Quite frankly, I'm still wondering how in the world I am going to afford a BS, let alone a T3 ship.Rolling Eyes I just can't keep with one task long enough to make any considerable amount of isk in a sitting.Neutral

I'll take another look at what it takes to fly a Loki. Also, I already have Machanics and Engineering to lv5, and have Thermodynamics. Razz Owait, I'm already almost halfway to T3 cruisers.

also, main of this thread's OP.

Sonya Kranz
Posted - 2011.02.12 22:07:00 - [20]
 

Id say keep doing lvl 3 missions to gather money for a mealstrom or a tempest with fitting and rigs, and train skills for battleship in the meanwhile.

Things to train up for are for example:
- T2 drones like already mentioned
- battleship skill lvl 4
- gunnery skill at least lvl 4, later on youll want to train for tech 2 guns, but no hurry there.
- the nessecary support skills to fit the t2 mods on the ship, and to make sure everything runs nicely, like capacitor skills, shield skills, navigation skills etc.

Aerilis
Gallente
Quantum Cats Syndicate
Posted - 2011.02.12 22:29:00 - [21]
 

When you're starting out, fit a full T2 tank. Overtank your ship, screw damage mods. You can start working on your damage and efficiency once you get a hang of the missions.

Just a bit of advice that might save you some headaches :)

Mr LaForge
Posted - 2011.02.13 22:01:00 - [22]
 

I don't know if the OP is still looking at this thread but some last bits:

1. Know the limits of your ship. Many newbie lvl 4 mission runners go off half ****ed because "I have a battleship!" is all on their mind and they get destroyed. Part of it is of course (support) skills. Another part of it is the fit and the last part is just general overconfidence. Carefully gauge how much punishment your ship can take. Although EFT is one of the bread and butter tools of eve, it is only a 'What if" tool. Don't let the numbers in EFT lull you into a false sense of security. You'll die.

2. Learning your missions is essential. Learning the triggers, placement of enemies, etc. If you've never done a particular mission before, it never hurts to look it up http://eve-survival.org/wikka.php?wakka=MissionReports . If that fails then simply overtank your ship and go for it. Overtanking never hurts you, but your mission completion time will most likely suffer. But thats something for later.

3. Once you've gotten a handle on missions then you can modify your fit for more damage and less tank, or even upgrade your ship to the next best runner such as Mael - Vargur - (what would go here?). I find that getting a new mission boat gives missions a new lease on life.

Thats all I can think of atm.

Famble
Minmatar
Three's a Crowd
Posted - 2011.02.14 00:55:00 - [23]
 

Edited by: Famble on 14/02/2011 00:56:30
Quote:
2. Learning your missions is essential. Learning the triggers, placement of enemies, etc. If you've never done a particular mission before, it never hurts to look it up http://eve-survival.org/wikka.php?wakka=MissionReports . If that fails then simply overtank your ship and go for it. Overtanking never hurts you, but your mission completion time will most likely suffer. But thats something for later.



I've been running L4's in my Hurricane for a good long while now and learning the mission triggers is critical! Running those babies in a Hurricane makes my margin for error extremely, extremely small, thus the homework. It's scary, it's dangerous, it's possible and damn it if it aint fun.

I'm close to having my BS skills not only proficient but all the support skills solid so I'm excited to be a bit lazier when I'm in my future battleship. Good thing is, all the homework and experience I have poking giants from my Hurricane is going to make me extremely efficient in my battleship.

Good luck!

Joe Forum
Amarr
Posted - 2011.02.14 10:05:00 - [24]
 

Would someone help a noob and point out the drawbacks/advantages of either:

1. 2x rat-specific hardeners II + Invuln II

or

2. 2x rat-specific hardeners II + Shield Boost Amplifier II

as applied to something like the Baby Varg fit?

Sheena Tzash
Posted - 2011.02.14 10:34:00 - [25]
 

Edited by: Sheena Tzash on 14/02/2011 11:03:28
Drawing from what others have said and adding my own 2c:

1) T2 drones are a MUST. L4s still have quite a few frigs and hitting them with big guns is not easy (unless your at a range)

2) T2 hardners are your new best friend; BSs move slowly and need to take a beating. T2 hardners makes your life alot easier.

T2 in general is a good idea for things like the T2 shield booster and gyros etc.

3) EVE survival is also a must; aggro control is almost more important that any modules you have installed because its the difference between finishing a mission easily and taking a trip back in your pod.

Take note of the groups, damage type to you and damage type you need on them as sometimes it differs from the 'standard' damage types.

4) Personally I like the maelstrom as a sniper because it has alot of high slots for the big guns but also because as a shield tank is is slightly less cap effiecient and the range helps reduce the DPS.

Its also a slow & heavy beast with a AB making it a sluggish to get into range with ACs.

[Maelstrom, L4 PvE]
Gyrostabilizer II
Gyrostabilizer II
Power Diagnostic System II
Power Diagnostic System II
Co-Processor I

Shield Boost Amplifier I
X-Large Shield Booster II
Explosion Dampening Field II <or rat specific>
Explosion Dampening Field II <or rat specific>
Ballistic Deflection Field II <or rat specific>
100MN Afterburner II

<Rat specific ammo>
1200mm Heavy 'Scout' Artillery I, Titanium Sabot L
1200mm Heavy 'Scout' Artillery I, Titanium Sabot L
1200mm Heavy 'Scout' Artillery I, Titanium Sabot L
1200mm Heavy 'Scout' Artillery I, Titanium Sabot L
1200mm Heavy 'Scout' Artillery I, Titanium Sabot L
1200mm Heavy 'Scout' Artillery I, Titanium Sabot L
1200mm Heavy 'Scout' Artillery I, Titanium Sabot L
1200mm Heavy 'Scout' Artillery I, Titanium Sabot L

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I

Warrior II x5 <or rat specific>
Valkyrie II x5 <or rat specific>

The above fit works for most L4s, but you may want to take both the mid & short range ammo (ie for Angels take both Urainum AND fusion) - this is because some ships will simply get too close and switching ammo types can give a good punch when up close.

Frigs can be taken out by drones or one shotted at range (50km+) and cruisers not far behind.

Just remember to keep at range; use your AB to keep at your optimial range (about 40km with mid range ammo) and turn it off to help regen cap. If they get too close then your DPS will drop like a stone or you'll simply fail to hit anymore.

A common tactic that I use is simply get into range, probably at the top end of your range (about 80km for me with this fit) and stop, turn off your AB and open fire. The rats will head directly towards you. This is excellent for the big guns as they have a hard time tracking and you get to punish the enemy for being so stupid :P

By the time most of the frigs are dead the cruisers are next and usually a bit further behind and once they are gone you'll be left with any battleships.

Obviously need to kite a little if they close in a bit too quickly but the same tactic applies; just keep um at range.

Also remember that bigger is not always better; its 'different' and you'll need to revise your strategy accordingly.

On a side note you could also train towards using a heavy assault ship which can also run L4s quite well and are much quicker (and more fun :D) and roughly the same cost as a good BS (although you wont get it all back on insurance as its T2)

Good luck!


 

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