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The third thing to know is that NPCs in missions tend to be very predictable in their setups. The mission guides linked above will go into detail for each particular mission, but there are trends. For example, Gallente and Serpentis use only Kinetic and Thermal damage against you, but are also most susceptible to Kinetic and Thermal damage themselves; when they use any form of [[EWar 101 Guide|Electronic Warfare]] (EWAR), it's always sensor dampening. Blood Raiders use mostly EM/thermal damage and are most susceptible to EM/thermal damage, and while they don't use (what the University considers) EWAR, they do use Energy Neutralizers and Energy Vampires. Mercenaries and Rogue Drones aren't as consistent from mission to mission, but are a lot more consistent over multiple occurrences of the exact same mission and level. This predictability can be used to your advantage: if you're flying Level 2 or higher missions, you'll want to fit resistance modules for the type of damage the enemy will throw at you: Kinetic/Thermal for Gallente, Caldari, Serpentis, Guristas, and Mordu's Legion; EM/Thermal for Amarr, Sanshas, and Blood Raiders, Explosive/Kinetic for Angel Cartel and Minmatar. You may need two or more resistance modules of the same type if a lot of damage is going to be thrown at you. | The third thing to know is that NPCs in missions tend to be very predictable in their setups. The mission guides linked above will go into detail for each particular mission, but there are trends. For example, Gallente and Serpentis use only Kinetic and Thermal damage against you, but are also most susceptible to Kinetic and Thermal damage themselves; when they use any form of [[EWar 101 Guide|Electronic Warfare]] (EWAR), it's always sensor dampening. Blood Raiders use mostly EM/thermal damage and are most susceptible to EM/thermal damage, and while they don't use (what the University considers) EWAR, they do use Energy Neutralizers and Energy Vampires. Mercenaries and Rogue Drones aren't as consistent from mission to mission, but are a lot more consistent over multiple occurrences of the exact same mission and level. This predictability can be used to your advantage: if you're flying Level 2 or higher missions, you'll want to fit resistance modules for the type of damage the enemy will throw at you: Kinetic/Thermal for Gallente, Caldari, Serpentis, Guristas, and Mordu's Legion; EM/Thermal for Amarr, Sanshas, and Blood Raiders, Explosive/Kinetic for Angel Cartel and Minmatar. You may need two or more resistance modules of the same type if a lot of damage is going to be thrown at you. | ||
Try to set up your ship to do the damage types that the enemy is most vulnerable to. | Try to set up your ship to do the [[NPC Damage Types|damage types]] that the enemy is most vulnerable to. Those who rely on hybrid or laser turrets to do damage are out of luck in this regard. Missiles should be chosen for their damage types. See [[Using_Drones#Drone_choice|using drones]] for a table of which drone types to bring against which enemies. | ||
'''Keep in mind''' that Warping to Location in the Missions tab will warp you to the first acceleration gate (if there is one for that mission) at your default Warp To distance - this is important because you can cut down on travel time by setting your default Warp To to 0m - just be sure to remember to change it back '''before''' you travel in PvP areas again. | |||
'''Keep in mind''' that Warping to Location in the Missions tab will warp you to the first acceleration gate (if there is one for that mission) at your default Warp To distance - this is important because you can cut down on travel time by setting your default Warp To to 0m - just be sure to remember to change it back '''before''' you travel in PvP areas again. | |||
==Missioning with a Fleet== | ==Missioning with a Fleet== | ||