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| ==Sigil== | | ==Sigil== |
| ==Bestower== | | ==Bestower== |
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| =Ammunition, Range, and Kiting=
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| You should carry 3 types of frequency crystals during missions, and switch when required. By default, close range (multifrequency) ammo should be used. If you are taking too much damage at close range (or running low on cap), switch to medium range (standard) or long (microwave) range ammo and fire from further away. Guns can suffer from tracking issues, so I would recommend using the 'keep at range' option instead of the 'orbit' option. With the amount of enemies in missions, orbiting is less likely to mitigate the total incoming damage from rats. Even close to optimal, when orbiting and using close range ammo, guns can sometimes have difficulty tracking enemies. Enemies should be kept close to optimal, this should keep angular velocity low to avoid suffering from tracking issues, and as long as enemies are within optimal there will be no reduction in damage.
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| Multifrequency requires the most cap, has the shortest range, and does the most damage. Standard requires the least cap, has no range modifier, and does middling damage. Radio has the longest range, and does the least damage.
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| To find out your optimal with ammo, load ammo in your guns, then right click and show info. The optimal displayed in the attributes will be adjusted for ammo and skills.
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| =Tech and Meta Levels=
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| These fittings were made mostly using Tech 1 Meta 0 modules, or Tech 2 for larger ships. This is partly to avoid confusion with higher meta names. Also, this insures that ship fittings are relatively cheap to get into without spending too much for new players with cash flow difficulties. And during war, pvp fittings using Tech 1 Meta 0 modules are provided by the university.
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| Higher Meta items up to meta 4 will often be easier to fit. Tech 2 is Meta 5, and harder to fit. Meta 3 and 4 are expensive, often more expensive than Tech 2. Meta 1 and 2 will often be less expensive than Meta 0, due to supply and demand on the market.
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| =Drones=
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| Small drones should be used against frigate and destroyer sized enemies, medium drones should be used against cruiser and battlecruiser sized enemies, and heavy drones should be used against battleship sized enemies. Sentries are mostly meant for battleship sized enemies, but if smaller enemies are far enough that tracking isnt an issue, they can deal relatively well with those.
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| Never use Amarr drones, due to their low damage multiplier, they are useless even against enemies who's lowest resistance is EM damage. Gallente drones have the highest damage multiplier, and thermal damage is the best or second best damage to deal against most rat types. For level 1 to 3 missions, gallente drones are fine to use exclusively, although switching drones will make more efficient runs. At level 4 missions, it is strongly recommended to always fit the best drone types to match rat weaknesses.
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| Drone aggro should be watched. When arriving in a mission room, aggro should be aquired by approaching enemies and shooting them with guns. If a new wave of enemies arrives and the drones catch aggro, they should be recalled to the drone bay, and released only when the enemies have targeted your ship. Under normal circumstances, you should never lose drones when using proper aggro management with rats.
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| Hot keys are recommended for drone management. They need to be initially launched manually from the drone window, though hot keys can be set for attack and return to drone bay.
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| In pvp, Gallente and Minmatar drones are used almost exclusively. Gallente drones for their damage potential, Minmatar drones for their speed and explosive damage which armor tankers will not always patch.
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| =Tank & Gank=
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| Different rat (NPC pirates) factions have different damage type resistances, and deal different damage types.
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| Drones and hardeners should be switched around based on rat types.
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| Damage type resistance and dealt by rats can be found in the [http://www.eve-ivy.com/wiki/index.php?title=NPC_Damage_Types#A_brief_Summary_of_NPC_Damage_Types NPC Damage Types] article.
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| Mission-specific damage profiles can be found on [http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival].
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| All EHP in this guide is given with EFT calculations, not in-game EHP.
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| =Salvaging After the Mission=
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| Salvaging boats are usually used to clean up rooms after missions are complete. To do so, make sure you bookmark one wreck for each room in the mission, since the acceleration gates will disappear after the mission has be turned in at the agent. Once the mission is turned in, the MWD can be used to propel the salvaging boat within tractor range faster.
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| For level 4 missions, many players switch from the destroyer to a battlecruiser. Unfortunately, the Gallente battlecruisers have 6 or 7 high slots, instead of 8 like for some other races. The hurricane is well liked as a salvaging boat for its speed (for a BC sized ship) and 8 high slots.
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| [[Category:Guides]]
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| [[category:Ships]]
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| [[Category:PvE]]
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| [[Category:PvP]]
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