The New EVE: Apocrypha

Yes...yes, it does. You fly somewhere, you fly back, occasionally you whack on something, you sift through massive amounts of information in order to puzzle out something or another...and before you know it, there go two hours and change...
 
Over a year ago I decided to try out the EVE trial, but was so overwhelmed and not really ready to do any research and quickly uninstalled. However a few days ago I decided to give the trial a serious attempt. I gave myself ample time to sit down and start learning the basics. I thoroughly read every tutorial and tried to keep my eyes and brain reading the rookie help channel while it flew by at a million questions per second.

I did not rush anything. I re-read tutorials and even kept the wiki and EVEpedia open and now and then switched between the game and the info sites.

I just finished 30 tutorial missions and now the system I am in no longer offers anything besides asteroids to mine. I've obtained around 5 ships and 1.5 million ISK. I've grasped the basics of mining, fighting and exploring... well the basics of the basics. :p

EVE is the most interesting and unique MMO I've ever played. So much depth and risk involved as well as time that almost everything you try to do is very overwhelming at first. The fact that skills can be learned while you are offline is my favorite aspect so far. You can plan your offline time to train skills which adds another addictive quality of this game.

I have over a week before my trial is over, however I am going to subscribe today to start training the skills that aren't allowed in trial and slowly start learning more about this massive game. The graphics are very pretty and the game can be run on even modest setups... Even when you aren't playing, you can continue to train skills and learn more by reading forums and info sites. A great at work game b/c you can spend your time learning more just by reading. My decision to never play MMOs again has been curbed by realizing how different this MMO is from the rest of the fantasy shit MMOs that make up the majority.

Anyone with the desire to get into an intense, complicated but utterly rewarding MMO, EVE is THE game of choice. I love a game with real risk vs rewards unlike most MMOs since Everquest. I'm ready to make my mark as they say.. :p
 
Agreed. I also made it a point to run all the tutorials offered. I'm glad I did.

I've just now dipped into Trade and Marketing skills. Talk about tons to do. Just the simple idea of trying to find a good station to sell my stuff at, only to find a deal on something I saw selling for more just a few hops away, to find a deal on items that reprocess upwards of 4x what they sell for.

I've put in my first Buy Orders too :)

I planned on being a PVP'er so I took the military route, but I find myself glued to the market screens! :)
 
Gahhhhhhhhh!!!!!!!

Ive missed 2 days of this game and it hurts :)

Lost my internet, again.....Damn internet company, whatever happened to mailing out a warning "Hey asshole, pay your bill or we are cutting you off"? These days....nothing...just bam...cant connect. I was using my email earlier a few days ago, took a nap for a few hours, went to look some stuff up on the net when I woke up and BAM, no net :( And wouldnt ya know it....the past 2 days, I havent had to get up early to go to work. 2 perfect gaming nights, gone, GONE forever all because I cant remember to pay my damn bill by the 19th, maybe I should tattoo it on my hand or something, hehh.

Im not addicted to this fabulous, enriching, sexy, fun, challenging game though. I can quit at anytime. :p
 
Well, I just got my ass handed to me by 2 pirates. I think they were labeled Soldier Pirates.

I spent a bit of time in the station going thru the market, reading, reading. Still dont know exactly how to see what weapon does what and how much damage, so I chose a simple rail gun and Laser. Ok, so I think Im good to go to kill some pirates. I figure, well, the ones Ive encountered so far were easy to blow up, now that I have better weapons, I should be able to kill something in a different system than newb area. I warp out 5 systems and go from asteroid field to another, finally found these 2 boogers, engaged them and, ohhh, Id say within 30 seconds, I was figiting trying to warp away. But I got blown up instead. Got to watch my pod warp back 5 systems to where my other ships were docked. :)

Soooo....What should I be looking at when shopping around for some weapons? Any particular attributes I should be looking for? I figure I need a ship with at least 3 hardpoints. 2 for attack weapons and 1 for mining???
 
Well, I just got my ass handed to me by 2 pirates. I think they were labeled Soldier Pirates.

I spent a bit of time in the station going thru the market, reading, reading. Still dont know exactly how to see what weapon does what and how much damage, so I chose a simple rail gun and Laser. Ok, so I think Im good to go to kill some pirates. I figure, well, the ones Ive encountered so far were easy to blow up, now that I have better weapons, I should be able to kill something in a different system than newb area. I warp out 5 systems and go from asteroid field to another, finally found these 2 boogers, engaged them and, ohhh, Id say within 30 seconds, I was figiting trying to warp away. But I got blown up instead. Got to watch my pod warp back 5 systems to where my other ships were docked. :)

Soooo....What should I be looking at when shopping around for some weapons? Any particular attributes I should be looking for? I figure I need a ship with at least 3 hardpoints. 2 for attack weapons and 1 for mining???

Don't fit your ship to do all sorts of things at once, if you want to go ratting (killing npc pirates) then don't fit a mining laser, just go all guns. Put the mining laser in your hold and carry it around with you for convenient fitting later. The reason you died is because you didn't budget in your align time, never let your ship go into structure without being aligned to warp out.
 
Don't fit your ship to do all sorts of things at once, if you want to go ratting (killing npc pirates) then don't fit a mining laser, just go all guns. Put the mining laser in your hold and carry it around with you for convenient fitting later. The reason you died is because you didn't budget in your align time, never let your ship go into structure without being aligned to warp out.

I have different ships for different tasks. Badger for transport, Merlin and Comorant for battling, and a bantam for mining. Works well IMO.
 
If anyone wants a 21day trial, feel free to pm me.

Disclamer, yes if you end up subscribing, I get a free month of game time.

Thanks, and Fly safe.
 
I spent most of my night last night scanning thru all the different weapons systems and what they have to offer for the price. I am lost.

Im not seeing what really makes one weapon better than another.

For instance:

Limited Light Neutron Blaster I :
Capacitor
activation cost
1.82 Energy
Fitting
powergrid usage
9 MW
CPU usage
15 tf
Miscellaneous
Rate of fire
3.50 sec
Charge Rate
1
Damage Modifier
3.85 x
Charge size
Small
Accuracy falloff
2.50 km
Tech Level
1
Used with (chargegroup)
Hybrid Ammo
Signature Resolution
40 m
Meta Level
2
Overload damage bonus
15 %
Heat Damage
0.8 HP
Required Thermodynamics Level
1
Targeting
Optimal Range
1.65 km
Trackingspeed / Accuracy
0.3165 rad/sec
Structure
Mass
80 kg
Volume
5 m3
Capacity
0.4 m3

Limited Light Electron Blaster I :
Capacitor
activation cost
0.84 Energy
Fitting
powergrid usage
4 MW
CPU usage
8 tf
Miscellaneous
Rate of fire
2.00 sec
Charge Rate
1
Damage Modifier
1.925 x
Charge size
Small
Accuracy falloff
1.50 km
Tech Level
1
Used with (chargegroup)
Hybrid Ammo
Signature Resolution
40 m
Meta Level
2
Overload damage bonus
15 %
Heat Damage
0.6 HP
Required Thermodynamics Level
1
Targeting
Optimal Range
1.10 km
Trackingspeed / Accuracy
0.365 rad/sec
Structure
Mass
150 kg
Volume
5 m3
Capacity
1 m3

Whats the differences in these?

What is a Meta Level? <---That seems to be the real defining number in all these systems. Aside from charge cost and rate of fire, which is self explanitory (at least I think it is) and a few other items, Meta Level seems to have alot to do with the cost too. To more the Meta Level was in items, the more it cost.

So, what is it I should be looking for to choose a good weapon?
 
The main differences between modules is how effective they are and how much cpu/powergrid they require to fit. The more effective an item generally the longer range it is, the more damage it does, the less capacitor it requires, etc. You basically have three very common levels not counting faction/officer stuff which is more rare.

Tech 1 - The basic or standard version of a module.
Named - An improved version usually dropped by rats. Generally stronger with less fitting needs.
Tech 2 - Strongest items but they have the highest fitting needs and require additional training.

Meta as you say is an easy indicator to see if something is better then the other. It also comes into play with invention where the better meta level of an item the better your chance is to invent the tech 2 version of it.
 
I feel your pain - I got a hard lesson in combat this weekend myself.

Since I took the Military route - it was easy to train the skills to jump straight from Frigate to Cruiser.

With the Tutorials, I ended up with 2 Merlins, 2 Condors, 2 Bantams, and 2 Badgers. I lost 1 Merlin cause I was 500m from a base I had to blow up, and I blew up when the base did. I used the Merlin for a while. Then I bought an Osprey with 3 Miner II's, a Giant Secure Container, and used the GF's account to "Badger" the ore from the container. This effectively let me mine non-stop, as I cant fill a 3900 M3 container before she comes back and empties it. This gave me the money to buy a Caracal. I found that the Bloodclaw missiles did very well, so I mounted 4 Assault Launchers and a Salvager. This has effectively been my Level 1 Mission ship. I crush most ships in 1 missile, and the bigger ones just take a few volleys. Clean up the loot, and salvage the ships.

I figured I should up my ship so I bought a Moa. I went from hitting ships for 50 to 100 hps per missile to 8hps per hit with four 150mm dual carbide Railguns (medium) and Medium lead charges. I talked with some of the guys in the Hardforum channel about that. Apparently using guns is a tough ordeal. I have a number of gunnery skills, and when I was flying my Merlin with the 150mm "Scout" railgun, I was doing pretty good against asteroid pirates, so I was confused as hell as 4x the firepower is only plinking the enemy.

After I talked with the guys in the channel, I did find Battle Clinic. It has a number of fits for different ships. I found that I didnt have the skills to maintain capacitor that I should have. While I can mount damage control systems, I didnt have the skill for the power control systems that help regen capacitor faster. not that I was running out, but by upgrading my shield booster...I needed something to help my capacitor injectors. With all that, I was blowing hundreds of rounds per ship to destroy it. Between the little hits and not hitting at all...I was just flying circles forever. I'd move in to under 10KM to get the Web locked on, but this didnt seem to improve the damage at all.

In the end, I jumped out of my Moa and went back to my Caracal. I found a Level 2 mission Agent and flew over to see how much better these missions are. While the rewards are better...I'm getting wrecked. There are swarms of little ships, and I'm getting pummeled from over 30KM, which my missiles seem to not hit anything over 29KM (Trial and error testing, as I've yet to figure out how to determine ranges with launchers)

So, for now, I'm training all my learning skills while I'm still in the 100% training speed. Hoping this will help me in the end to get my necessary gunnery, turret, targetting, capacitor and navigation skills trained faster to make the Moa more effective.
 
Range with launchers is flight time x velocity. If you use a program like EFT (linked earlier) it'll just tell you the range. Also keep in mind you are generally both moving so you want to be under your max range usually. As for missiles vs guns, with missiles you generally always hit and you can pick the damage type. With guns you are stuck with whatever damage the ammo does and you can miss they are flying faster then you can track. Guns are generally better in PVP/fleet combat and missiles tend to be a great choice for missions due to the ability to select the appropriate damage type for a rat. Remember EVE isn't necessarily bigger is better, and the moa is not an upgrade from the caracal, most cruisers just have different functions. If you have more gunnery then missile skills, then I would use the moa, etc. Always leverage the bonuses on your ship. If you want to do something different, find a ship with the bonuses you want to use.
 
Turrets are tricky because its more then target and shoot. You got traversal velocity, Angular Velocity, optimal range, falloff range, signature radius of both the gun and the ship, and tracking speed of a turret that all determines damage done. Frigates have a small signature radius (40 for an example) and medium turrets have I think 150. I dont know if that reduces damage but I know it will reduce accuracy. Tracking is complicated for somebody new to the game.

Another factor is ammo type vs the rat resistance. Every faction for rats are weak to certain damage types and strong vs other damage types. Guristas for example are weak to kinetic damage so using kinetic missiles would give the best damage. This also works in your favor. If you know you are fighting guristas (It tells you in the mission brief what faction your fighting) then you fit kinetic hardeners and maybe a thermal because that's a secondary damage type.

When I first started out, I tried the merlin but then used a kestral and was much happier. Caracal is the most effective ratting ship imo.
 
My character started with both Missile and Gunnery skills. In the beginning I thought the Merlin to be perfect as I could mount 2 railguns and 2 rocket launchers. Rails for long, and rockets for short. Its just that the missions would pit me against 10 pirates...and having to warp out to repair and warp back in was pretty counter productive, as all my repairs ate my mission money (Thus the interest in mining - which I've made about 20mil so far doing thanks to the GF's account for hauling).

So I was told to skip destroyers and go Cruiser - which is when I got my Osprey to increase mining, and then I bought my Caracal to try missions again. Nothing like target locking 4 different ships, and firing 1 bloodclaw missile at each, and watching all 4 explode at the same time!! :D Missions are now fun, and I'm earning loyalty points.

I figured I need to learn how to use Guns, so I got the Moa which gives bonuses to Med Turrets. I trained Med turret to lvl 2, along with the existing Motion Tracking and Sensor tracking skills, only to find I cant mount improved targetting systems. No skills. So, I ended up spending about 4 million on books to learn everything that was "green" to me on the market. I ended up filling my queue with 18 new skills on Saturday, and by sunday morning they were all lvl 2.

I havent gotten back to the Moa yet, as I'm waiting for the Electronic upgrade that allows cap rechargers to fit, and then I'll see about active shield tanking a little more effectively.

I was thinking maybe I should work on getting a Mining Barge, so I can earn money while waiting for my combat skills/learning skills to train.
 
Turrets are tricky because its more then target and shoot. You got traversal velocity, Angular Velocity, optimal range, falloff range, signature radius of both the gun and the ship, and tracking speed of a turret that all determines damage done. Frigates have a small signature radius (40 for an example) and medium turrets have I think 150. I dont know if that reduces damage but I know it will reduce accuracy. Tracking is complicated for somebody new to the game.

Another factor is ammo type vs the rat resistance. Every faction for rats are weak to certain damage types and strong vs other damage types. Guristas for example are weak to kinetic damage so using kinetic missiles would give the best damage. This also works in your favor. If you know you are fighting guristas (It tells you in the mission brief what faction your fighting) then you fit kinetic hardeners and maybe a thermal because that's a secondary damage type.

When I first started out, I tried the merlin but then used a kestral and was much happier. Caracal is the most effective ratting ship imo.

I tried to find the tracking guide that everyone says is on EVE, but all I get are dead links. Apparently there are a number of attributes to keep track of, yet I have no idea what is good vs what is bad. I know about optimal range vs fall off range. Tracking speed is of little help to me, and no idea what signature radius is. Every now an then my targetting fails due to some jamming, and my attempt to use an ECM jammer doesnt seem to stop ships from targetting me.

In the end, with my Caracal I found its just easier to set the default "Keep distance" button to 25KM, and when my target is 29KM out...fire all batteries!!

I was just hoping to have more success with my Moa to see if I liked guns in the end..
 
I tried to find the tracking guide that everyone says is on EVE, but all I get are dead links. Apparently there are a number of attributes to keep track of, yet I have no idea what is good vs what is bad. I know about optimal range vs fall off range. Tracking speed is of little help to me, and no idea what signature radius is. Every now an then my targetting fails due to some jamming, and my attempt to use an ECM jammer doesnt seem to stop ships from targetting me.

In the end, with my Caracal I found its just easier to set the default "Keep distance" button to 25KM, and when my target is 29KM out...fire all batteries!!

I was just hoping to have more success with my Moa to see if I liked guns in the end..

ECM is useless on rats.
 
ECM is useless on rats.

I ended up removing it in the end, I just figured if I could keep 7 pirates from targetting me as I was warped to the mission site under 20KM from all ships, maybe I'd get a couple rounds off before I had to warp back out :/
 
I bought EVE at release. I still have the original box. But honestly I spent more time training skills than doing anything else. Just haven't played much and my knowledge is limited but I have over 30m skill points.

I've PvP'd 3 times and was on the losing end all times. But had a blast losing. Never been to 0.0 as I just don't have the money to replace ships even though others seem to have gobs of isk.

Even though I haven't played in a year I still buy every single issue of the magazine.

Perhaps i'll come back soon and give it another go.
 
Mining has been good for me so far. Until a Hulk comes in and cleans up the belt...
 
So here we have a 150MM Carbide railgun


So the signature radius is 125m. Any ship smaller then 125m will result in an accuracy penalty. Cruisers are higher then 125m so they will be easier to hit. Frigs, destroyers all have sig radii under 125m so they will be slightly more difficult to kill but not always. Tracking speed is 0.042 rad/sec. If you enable angular velocity in your overview it will display a velocity is rad/sec. Keeping that velocity under the tracking speed will mean you hit more often. When a ship is orbiting you and you are sitting still, the velocity may pass the tracking speed of your gun. You will miss a lot if this happens. The best way to keep this angular velocity down is to keep distance and have them chase you. When your guns don't need to track they will hit. Guns have a chance to do wrecking hits which act as a critical they can do some good damage. Also the Moa receives no damage bonus to guns only range so its not a dps ship.
 
So here we have a 150MM Carbide railgun


So the signature radius is 125m. Any ship smaller then 125m will result in an accuracy penalty. Cruisers are higher then 125m so they will be easier to hit. Frigs, destroyers all have sig radii under 125m so they will be slightly more difficult to kill but not always. Tracking speed is 0.042 rad/sec. If you enable angular velocity in your overview it will display a velocity is rad/sec. Keeping that velocity under the tracking speed will mean you hit more often. When a ship is orbiting you and you are sitting still, the velocity may pass the tracking speed of your gun. You will miss a lot if this happens. The best way to keep this angular velocity down is to keep distance and have them chase you. When your guns don't need to track they will hit. Guns have a chance to do wrecking hits which act as a critical they can do some good damage. Also the Moa receives no damage bonus to guns only range so its not a dps ship.

So, when looking for a railgun, and I decide to mount 250MM guns...what attributes should I focus on. Specifically Tracking speed, Heat Damage, and Overload are the ones I dont understand.

The Choice for the Moa was to enter a mission at 60KM from ships and just creep into range and pummel before they reached me...its just that at 8 points of damage a hit...they're still half shields. Seems that mounting small turrets is counter productive, given your information.
 
There's absolutely no way that I'll ever play an MMO, ever. Ever.



but



What, generally speaking, is it possible to do in this game? Obviously PvP and I'd guess trading/mining/marketplace. And join factions.

What else? Required reading? Is it possible to play solo or are guilds required?

This is all purely theoretical. ;)
 
There's absolutely no way that I'll ever play an MMO, ever. Ever.



but



What, generally speaking, is it possible to do in this game? Obviously PvP and I'd guess trading/mining/marketplace. And join factions.

What else? Required reading? Is it possible to play solo or are guilds required?

This is all purely theoretical. ;)

EVE is a sandbox game so you can pretty much do whatever you want.

So a better question is, how do you want to play?

You can play solo but I think you'd be missing out on a great deal.
 
So, when looking for a railgun, and I decide to mount 250MM guns...what attributes should I focus on. Specifically Tracking speed, Heat Damage, and Overload are the ones I dont understand.

The Choice for the Moa was to enter a mission at 60KM from ships and just creep into range and pummel before they reached me...its just that at 8 points of damage a hit...they're still half shields. Seems that mounting small turrets is counter productive, given your information.

You don't need to worry too much about numbers for the tracking speed. You will get a feel for how effective different weapon sizes and types feel as you as them. Basically just know that larger weapons are less effective against smaller and/or faster ships.

When you get the thermodynamics skill you can overheat modules to make them more effective. For example, overheated weapons tend to fire faster, increasing DPS. However, the weapon takes damage when it is used. The heat damage refers to how much damage the module takes for every cycle it is overloaded. When the module takes too much damage, it is no longer usable until it is repaired in a station or with nanite paste. The overload bonus tells you how the module is enhanced and by how much.
 
EVE is a sandbox game so you can pretty much do whatever you want.

So a better question is, how do you want to play?

You can play solo but I think you'd be missing out on a great deal.

I don't really know--I've never played anything online except Kingdom of Loathing. I wouldn't mind helping out on a team but I don't like to take orders. Some sort of idealistic 'rule 0.0' goal like BoB definitely isn't my style (I would actively fight against that), but I do like a 'brothers' mentality so the Goons probably wouldn't be my thing either.

Are there any stealth types? I tend to go for rogues in RPGs and snipers in shooters. Quick raids would be my thing.
 
You don't need to worry too much about numbers for the tracking speed. You will get a feel for how effective different weapon sizes and types feel as you as them. Basically just know that larger weapons are less effective against smaller and/or faster ships.

When you get the thermodynamics skill you can overheat modules to make them more effective. For example, overheated weapons tend to fire faster, increasing DPS. However, the weapon takes damage when it is used. The heat damage refers to how much damage the module takes for every cycle it is overloaded. When the module takes too much damage, it is no longer usable until it is repaired in a station or with nanite paste. The overload bonus tells you how the module is enhanced and by how much.

Should I pay more attention to the scanner attributes, like scan resolution, radar types, targetting? I find that if I target 1 ship at a time...I lock pretty fast, but if I CTRL Click up to my current max of 4 targets...they take all day to lock...in the meantime I'm getting pounded.
 
Should I pay more attention to the scanner attributes, like scan resolution, radar types, targetting? I find that if I target 1 ship at a time...I lock pretty fast, but if I CTRL Click up to my current max of 4 targets...they take all day to lock...in the meantime I'm getting pounded.

Scan resolution is what determines how fast targets lock. Sensor strength is is not an important stat for deciding a new ship. High scan resolution means a faster lock, however ships with a small signature radius will take longer to target. Having 4 ships lock shouldn't matter, its either lag, or you are targeting frigates.
 
Generally speaking, smaller ships lock faster and larger ships have a longer targeting range. T2 ships often have better targeting ranges and scan resolution than their T1 counterparts.

The sensor strength determines how resistant they are to ECM. This is particularly important in PvP, but I don't chose a ship based on that. Larger and T2 ships again have higher sensor strength making them harder to jam.
 
1400 in local. check.
cap fleet ready to go. check.
new bump mechanics from ccp. check.
megabumping on warpin. sadly, check.

http://files.planetglass.org/eve/capfight/49-_cap_bump.avi

(for reference the rubberbanding effect is what happens sometimes in very laggy situations). After arriving though it was surprisingly playable with that many on the field. I got bumped up to 3,000m/s while others hit 20k.
 
Anyone else ever make their own charts for what does what damage?

I just got thru making 5 of them. I got real REAL tired of flipping back and forth from page to page trying to see some sort of differences in the weapon systems and by the time I'd look at a few, then a few more, I'd forget what the first few were showing.....so I charted them bastards, hehe.

All based on the Small/Standard issues of weapons, from weakest to strongest:

Frequency Crystals are the weakest
then Hybrid Charges
then Rockets
then Missiles
And Torpedos being the strongest.

Standard Frequency Crystals : Multi-Frequency is the strongest @
EM Dmg = 7
Thermal Dmg = 5
Shield Dmg = 11
Armor Dmg = 6.05

Standard Hybrid Charges : Antimatter is the Strongest @
Kinetic = 7
Thermal = 5
Shield = 8.2
Armor = 8.5

Standard Rockets : Foxfire is the Strongest @ (but have only a 2 second flight time)
Thermal = 25hp
Shields = 20
Armor = 16.25

Standard Missiles : Flameburst is the Strongest @
Thermal = 75hp
Shields = 60
Armor = 48.75

Standard Torpedos : Inferno is the Strongest @
Thermal = 450hp
Shields = 360
Armor = 292.5

All said though.....each weapon choice seems to have both a bonus for using it as well as a minus. Take the Missiles/Rockets/Torpedos for example...

The Torpedo can do the most damage to another ship, but, it only has a max velocity of 1500 m/sec while the Missiles do far less damage, they have the greatest max velocity of the 3 @ 3750 m/sec.

Although the armament to choose will be dependent on what it is im about to do in the game, making these charts sure seemed to clear up a few things for me. Im glad I took the time to do it, cause till now, I was utterly confused as to what I should arm up with.
 
The damage chart is a good reference for new players. After you play for a bit you will be able to remember which ammo does which damage at which range, it also helps to be able to deduct the damage type based on the color of the icon, for example, the red inferno torpedo for thermal damage (thermal, fire, red, yadda yadda yadda).

There are some good guides at the EVE-Online site: http://wiki.eveonline.com/wiki/Guides
Specifically for weapons: http://wiki.eveonline.com/wiki/Weapons_Guide

There used to be flash-based guides for tracking and missiles, but I can't find them online after a quick search, which is a bummer because they were a good visual way to display the effect of tracking as well as missile velocity, explosion velocity as well as target velocity.
 
Last night, I was doing a mission which asked me to go to some outpost. Once I warped to it, I got a message saying I should take a closer look, so I clicked on "Approach" and started inching to the outpost. I figured I would stop it at about 1000m but, even before I got to 1000m, I got bumped away from the object and lost 1/3 of my total armor. I mean it went from 100% down to about 60% in a blink of an eye. At that point, 6 pirates warp in and start attacking me.

I had just purchased and outfitted a Tristan Frigate and had been in some tough battles with it just previously and kicked some ass.....so, even though there were 6 of them, I tried to kill them too, but the damage I got from bumping into that outpost was too much. Just as I clicked on warp to get outta there, I blew up :(

Sooo, the question arises to me....

How close should I get to an object before I actually hit it? When It says "go in for a closer look", about how close do they want me to get?
 
Last night, I was doing a mission which asked me to go to some outpost. Once I warped to it, I got a message saying I should take a closer look, so I clicked on "Approach" and started inching to the outpost. I figured I would stop it at about 1000m but, even before I got to 1000m, I got bumped away from the object and lost 1/3 of my total armor. I mean it went from 100% down to about 60% in a blink of an eye. At that point, 6 pirates warp in and start attacking me.

I had just purchased and outfitted a Tristan Frigate and had been in some tough battles with it just previously and kicked some ass.....so, even though there were 6 of them, I tried to kill them too, but the damage I got from bumping into that outpost was too much. Just as I clicked on warp to get outta there, I blew up :(

Sooo, the question arises to me....

How close should I get to an object before I actually hit it? When It says "go in for a closer look", about how close do they want me to get?

Do you remember the mission name by chance?
 
You know your getting old when you have a hard time remembering something you did 8 times in a row.

To answer your question Mr. RuptureX, heh, no, I do not recall the name of the mission I was on. Im doing missions from both Clennion (bad spelling, I know) and Cisterant (again, bad spelling, I know) and the one Im on right now has 10 parts to it, the 8th part being the one I got killed on (but, I at least completed the mission before I got blown up :) )

I will start making it a point to write some of this info down next time when I know im going to ask some questions. Logging in now....WOOHOO!!!
 
I've been using Assault Missile Launcher I's with BloodClaw missiles, as the are Kinetic damage, and my Caracal gets a bonus to that damage type.

Some ships I hit for 14 a missile...others I hit for over 100.

She decided to go with an OMEN, and is using...Standard? Laser crystals?

Effectively she rips the shields off (as her armor damage is terrible) and I bombard the armor/structure. All in all we're wrecking LVL 2 missions for the Caladari Navy. Just trying to get better quality agents.

I laugh..as we spend more time scooting around salvaging the 15-20 wrecks per mission then actually killing. :)
 
DOH! DOH! DOH! DOH! DOOOOOOHHHHH!!!!!!

Ok, so I lost my Tristan the other day. Its the Gallante's largest Frigate (as far as I know) and cost me 250k. Well, I wanted another, so I got me one, loaded it out with 2 different types of gunnery weapons and 2 missle launchers.

I go out and complete the rest of the missions I was on and wouldnt ya just know it......After I complete mission 10, what is one of the prizes I recieve? You guessed it, ANOTHER Tristan. I could have saved my isk had I known I was going to be given one. Gahhh, LOL.

I accidentally let my other tutorial mission expire and now they dont give me any other work :( That really sucks too cause I got some really cool loot from completing the 10 missions my Military Agent gave me....I can only wonder what I would have received had I been able to finish those others.

Is there any way to get those other tutorial missions back?
 
She got some Tutorial quests to show up at other stations outside the newb area. I know she missed doing a couple, and she was like "Hey! I finally got a mission out here!" It was a tutorial...
 
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