Showing posts with label pve. Show all posts
Showing posts with label pve. Show all posts

Monday, May 10, 2010

Something is missing...

So, I was missioning with Mardril, and I just can't account for the lack of range in my ship. I'm using T2 lasers, I've got a battlecruiser, he's doing similarly, though he's actually using a T2 ship, but he has far more range than I, without any noticeable decline in power. What's going on?

He mentioned something about ammo, perhaps there's a crystal that lets mission ships shoot further? Must be. I'm going to poke around and look at fellow Capsuleer's logs. See what I find.

Thursday, April 22, 2010

Ain't gonna lie...

The Binger is a whole lot of sweetness. You might think, twice the firepower of a Maller, half the HP, and that's a certain point, but it's so much more than that. Because I'm not just going from 3 lasers to 7, but from 3 lasers to 7 Tech II lasers! Huge increase in firepower.

Now, the fragility is something to think about. I never came close to dying in level II's with the Maller II, but these level III's occasionally test the Binger I to it's breaking point. Need drones badly, as soon as the 'Month' (no joke, a whole month) for BC V is up I'm definitely getting drone skills. Then, back to the basics. I'm currently heavily specced in gunnery with the exception of my piloting skills and learning skills. I can only run a level 1 armor repairer, afterburner (not microwarp) etc.

I'm going to use the certificates to guide my learning of the fundamentals, I understand that's what they are there for.

Last thought, rapid fire level III's are lucrative. Fo realz.

Sunday, February 21, 2010

Xenot's Standings...

I swear, each point of standing takes two to three times the effort of the one before it.

I'm right on the verge of getting 8.0 with the navy, in fact I'd scheduled that I'd get it last Thursday. Sadly, I'm still at 7.8. Unreal. It's such slow going...

I want my jump clones!

In addition, I'm at 9.9 with my agent. That's far less relevant, as getting to level 10.0 with a level 2 agent would be as much a badge of shame (watch me grind suboptimally!) as anything else, but seeing 9.9 just sit there is vexing. The 10.0 feels like the A+ grade, which is never given but held out to tantalize doctoral candidates to do better work. Gah!

I'm 1/3 of the way through Amarr Cruisers V. Should be about 18 more days. Then I'll grab medium turrets (Tech 1 guns are an embarassment), then Battlecruisers, and I'll finally be on to Level 3 missions. I'll have to get out of low sec to run those, can't afford to lose my level 3 mission running ship initially, but I'll be back soon enough, and I'll have my jump cloned punisher plexing jaunts to keep the excitement up.

Monday, February 8, 2010

Got a better handle on the way this will eventually work...

Ok, so my dream is to make money doing level 4 missions for agents within the security of the Empire, then lose money doing battle with the Minmatar in the 24th Imperial Crusade. Good so far.

There are some snags though. When I die, I'll lose my implants, which I've recently seen are essential to good skill learning. Simply not dying isn't practical. My teachers have always stressed the doctrine of mediocrity. Those who do something more are better at it. Thus, I'll initially be up against far more practiced foes. I'm going to lose ships, pods and clones.

Jump Clones enter the picture. By getting approval from the Amarr Navy I can use Jump Clones to do battle, without risking my carcass or implants. I'm currently rated a 7 out of 10 by the Navy, and they give out Jump Clones to those with an 8 out of ten ranking. I just need to do a few more missions and I'll be set!

On that subject, I got all of my learning skills to level 5, except for Empathy which is a 4, and I'm taking a break. I'm currently finishing up the level 4 set of Amarr Cruisers, with designs on Medium Energy Turrets immediately after that. I'd love to upgun the Maller II with some nice Tech 2 lasers, and increasing the resistances of the armor is no small thing either.

Thursday, December 17, 2009

Going away from New Eden

I'll be gone for 10 days. When I get back, I'll have Hull Upgrades V complete, which should let me used Damage Control II and EANM II's. I can't wait! The Punisher VII will get yet another upgrade.

I'm also 5/6 of the way to the Slicer. Can't wait!

Tuesday, December 15, 2009

Getting the Hang of this

I was able to finish that mission chain, without asking for help. Just took a bit of thought. I flew away from the enemy's warp in point (they are quite predictable) and as they followed me their transverse velocity fell to naught. I used a webifier to counter their webifier, and was able to hold them long enough to get my lasers well aimed.

In a straight up firefight, the noncapsuleer foes in missions from this particular agent don't last long against the Punisher VII. I'm getting quite fond of this ship.

Truthfully, I'm considering putting rigs on it. The capacitor increasing rigs don't seem to have any downside, other than their considerable expense. The only thing that gives me pause is that I'm saving all my isk to equip the Slicer (Soooo Close!) so I might as well wait and rig that. I intend that to be the ship I use to tackle level 3 missions, though in a more well policed sector than the low security one I presently hang my hat in.