Planning for L2 missions

Nymawae

Eternal Trial Member
Engineering
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Engineering
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Shield Compensation
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Shield Management
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Shield Operation
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Shield Upgrades
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Tactical Shield Manipulation
Total Skillpoints in Group: 189,255

Gunnery
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Controlled Bursts
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Gunnery
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Medium Hybrid Turret
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Medium Projectile Turret
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Motion Prediction
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Rapid Firing
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Small Projectile Turret
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Trajectory Analysis
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Total Skillpoints in Group: 309,885
 

Nymawae

Eternal Trial Member
Industry
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Industry
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Learning
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Analytical Mind
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Clarity
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Focus
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Logic
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Nymawae

Eternal Trial Member
Missile Launcher Operation
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Heavy Missiles
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Missile Launcher Operation
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High Speed Maneuvering
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Science
Total Skillpoints in Group: 12,993
Spaceship Command
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Destroyers
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Minmatar Cruiser
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Minmatar Frigate
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Total Skillpoints in Group: 269,104

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Trade
Total Skillpoints in Group: 45,255

Total Skillpoints: 2,260,395
Total Number of Skills: 70

Skills at Level 1: 5
Skills at Level 2: 8
Skills at Level 3: 36
Skills at Level 4: 20
Skills at Level 5: 1
 

Requiel

PVC Love God
Honestly Nym, I'd use the Rupture fit I gave Gottaa, the Rupture is pretty much better in every way - more slots, better PG and CPU and stronger armour and shields. The Stabber is faster and has a bigger cargo hold but that's the only advantage. 3 slots don't let you fit much of a tank either whether you're going for armour or shields.

If you really want a shield tanked Stabber, then I'd suggest something like this:

[Stabber, Mission runner]
Gyrostabilizer I
Type-D Power Core Modification: Shield Power Relay
Overdrive Injector System II

Y-S8 Hydrocarbon I Afterburners
Medium F-S9 Regolith Shield Induction
Invulnerability Field I

650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
'Malkuth' Standard Missile Launcher I
'Malkuth' Standard Missile Launcher I
Salvager I

The tank is pretty thin on this, you rely on mobility and the fact that your ship goes at almost 1k/s to get out of trouble. If you stop moving you will probably die against any kind of concentrated DPS.

Your shield tank has a big EM hole in it so Blood Raiders and Sanshas will tear you apart. It also relies on fast recharge rather than raw HP so a lot of incoming damage will overwhelm it.

If you want to beef your tank up a bit, swap out the Gyrostabiliser for a Damage Control Unit, that will reduce your DPS a little at the expense of survivability.
 

Nymawae

Eternal Trial Member
Rupture it is then, it'd be a bit stupid to ask for advice and then ignore it :)

Shame though, I quite like the idea of shield taking, maybe save that for a later ship then.
 

Chick

Cartwheel RIGHT
Stabbers work ok for L2's when passively tanked.
4 220mm AC's + launchers in the highs.
Just Shield Extenders in the mids and 1 damage mod + 2 Shield Power Relays in the Lows.
Artillery is a waste on L2 missions as the ships are too small and too fast moving. Before L3/4 Misisons Artillery didn't really work for me, unless things have changed. They will quickly get under your guns and be unhittable except for your 1 drone, which will take an age.
The only real problem is: You will find you miss a lot so you'll need to get your head around Tracking as Req described in another thread.

For a rupture i'd go for:
4x 220mm ac's, 2x launchers
ab, web, cap recharger
MAR, 2xEANM (or 1 and a specific resistance unit), DCU, Gyro

From memory, stay away from Plates for PvE ships, but it's been a while since i played. Getting a cap-stable resist tank used to be the way forward. This is the beauty of EvE though. It's a sandbox. If it works for you - have fun :)
 
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Darakor

Full Member
I am either going to fly over and pick up my old Rupture or I am going to build a new one so I am prepared to fly some missions with you again. :)

I am considering building a Rupture with high dps and low tank, so I can let Gottaa tank for me. :)
 

Darakor

Full Member
It's okay, I will give you a head start. ;) Should not be much of a problem, as you two seem to consider some Artillery fits (long range) and I am considering a short range fit. :) So I would have a longer distance to fly, meaning you probably still reach combat range before me.
 

Nymawae

Eternal Trial Member
Ok, so assuming I ever manage to make it back online for more than 10 minutes where are you hanging out for L2 missions and i'll head over
 

Darakor

Full Member
Hmmm... Req, Chick, what do you think of the following Rupture fit? For me, that is, it just barely fits. Also, I am considering replacing one of the missile launchers with a drone link augmentor.

[Rupture, Black_Knight]
Armor Thermic Hardener II
Armor Kinetic Hardener II
Armor Explosive Hardener II
Damage Control II
Medium Armor Repairer II

Y-S8 Hydrocarbon I Afterburners
Cap Recharger II
Cap Recharger II

650mm Artillery Cannon II, EMP M
650mm Artillery Cannon II, EMP M
650mm Artillery Cannon II, EMP M
650mm Artillery Cannon II, EMP M
TE-2100 Standard Missile Bay, Sabretooth Light Missile
TE-2100 Standard Missile Bay, Sabretooth Light Missile

Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I

66% EM, 75.1 Therm, 71.3 Kinetic and 65.6 Explosive Armour resistance. I kinda feel my damage is a little low, but there isn't much I can do about that.
 

Requiel

PVC Love God
Why are you omnitanking for PvE?

Replace one of the hardeners with a Gyrostabiliser or all of them for one of the following options:
  • 1600mm plate, 2x Gyrostabs (offensive tank)
  • EANM, 1600mm plate, Gyrostab
  • 2x EANM, Gyrostab

Also unless you have managed to figure out how not to lose drones yet, I wouldn't fit a drone link, it will just mean you get to lose drones further away.

You're mixing ranges which is rarely a good plan. If your artillery is hitting then your standard missiles will be out of range, if the standard missiles are in range then the artillery won't be able to hit anything. You'll only realistically be hitting anything moving in your falloff which is out of light missile range.

Swap out the Artillery for Autocannons and engage at ~15km range. You only have the drone bandwidth for a flight of lights so your drones are going to be mostly anti-frigate and not much use against cruisers.
 

Darakor

Full Member
Well, if EFT is to be believed, my optimal plus falloff is 33km with these turrets. Range of my Light Missiles is 35km. Looked like it was the same range to me, especially as I can only target from 55km out max anyway.

The Omnitank was supposed to be for pvp, but I considered using it for pve as well because I am lazy. :) If we plow through lvl 2 missions as fast as through lvl 1s (since we are probably 2-4 people) and I did not want to keep switching resists, I built the omnitank. :)

But I suppose I could drop one of the hardeners for another gyro and switch the other two out depending on the mission.
 

Requiel

PVC Love God
Well, if EFT is to be believed, my optimal plus falloff is 33km with these turrets. Range of my Light Missiles is 35km. Looked like it was the same range to me, especially as I can only target from 55km out max anyway.

It means your engagement window is really narrow. You can bring your firepower to bear at ranges from about 25-35km. As soon as they get much closer than that you'll find your guns can't track them and your two launchers are the only real DPS you have.

The Omnitank was supposed to be for pvp, but I considered using it for pve as well because I am lazy. :) If we plow through lvl 2 missions as fast as through lvl 1s (since we are probably 2-4 people) and I did not want to keep switching resists, I built the omnitank. :)
In that case (and for l2 missions with a group), go for the offensive tank which will be more useful than resists.

Resists are good for long engagements, the longer you fight, the more important they are, if you're killing stuff before they get significant damage onto you anyway then resists aren't so valuable.
 

Darakor

Full Member
Good point. My main problem is I cannot fit the 1600mm plate, even when I am using ACs. Will probably have to go down to an 800mm then.
 

Chick

Cartwheel RIGHT
As mentioned before, i wouldn't fit Artillery for L2 missions unless it's Light Artillery on a Destroyer to use as a gunboat.
The main difference between 1's and 2's is there are a few more cruisers thrown in. You will still face tons of frigates and without a huge drone bay, you'll spend most of your mission flying away from things, trying to control transversal/radial velocity.

Tank wise, MARII, EANM, DCII, and maybe, jsut maybe one resist plate if you are fighting mostly angels (They do alot of explosive damage that fucks up your armour) otherwise 2 gyros.
Maybe drop a Cap Recharger for a web. Even Medium AC's will have trouble hitting frigates orbiting at 1km which they like to do.

infact, the fit at the top of the page, will work fine :)
 

Nymawae

Eternal Trial Member
Bought my Rupture last night and kitted it out with Chicks earlier recommendations based around 220mm ACs and a couple of Assault Launchers/Sabretooths.

Off to try some missions today and try to get my rep up with the intelligence service so I can access other L2 Agents. The only one available to me at the moment is in Low Sec and I'm too scared to try that in my new expensive cruiser.

Out of interest, what level of insurance do people usually go for? I've gone for Silver this time out which should cover the cost of the boat although probably not the fit - seems the best compromise between cost/benefit assuming I will lose the boat at some point.
 

Zed

Rogue Chimp
platinum insurance all the way especially on T2 and Battleships. (When i remember ;-))
 
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