Ship bonuses or weapon systems that lock you into only being able to deal one or two type of damage will not be able to adapt as well to different opponents and may find some missions more difficult. Weapon systems and ship bonuses that provide the most flexibility in this regard will be the most optimal. In terms of offensive modules, this means we want to be able to pick the kind of damage we are sending towards hostile ships. Different factions' ships will deal different types of damage to your ship and they will be more vulnerable to different types of damage. While running missions, you will fight a variety of enemies. While creating a PvE mission fit, there are several key concepts to keep in mind that are important for mission runners. Mission running is an endurance activity and you will want to use a fit that reflects this fundamental difference. While PvP encounters are typically short periods of intense damage and resource expenditure (cap, repairing, ammo clips), PvE encounters found in mission sites are of a different animal entirely. If you are going fly a Marauder, keep in mind the implications of going into bastion mode and the risks you will be taking by doing so.Ī ship hull like the Vexor that is fit for PvP is not going to perform as well as a Vexor that is specifically fit for the rigors of running missions. The same threat exists for high sec mission runners from war targets. More mobile, but still extremely potent, pirate battleships will be your end goal for running L4 missions down near the NSC. In that minute that your bastion module is active and cycling, you can easily be combat-probed down and tackled by other players. While you are in bastion mode, you cannot warp off or move at all. For pilots running L4 missions near the NSC, using a marauder is not advised. This article includes fits for Marauder-class Tech 2 battleships for the sake of completion. Feel free to modify these fits to suit your needs and playstyle preferences.Ī Note on the Mission Running End Game in High vs Low/NullSec Also note that these are generalized fits and may or may not be best suited to the "blitzing" (doing minimum required to complete requirements of mission and then turning it and getting the next mission) or "full clear" (killing all hostile ships and looting and salvaging their wrecks) styles of play. Feel free to move around between different progression paths and ships and weapon systems as your skill training time permits until you find something you like. Some selections have been made to work best with character progression and to keep with a common weapon system throughout the flow of moving up to bigger ships. There are a multitude of ships and fits that can be used to successfully run missions these are just a focused selection. These fits will provide a common starting point for pilots and as their personal playstyle and tastes progress, they will be able to make ship selection and fitting choices more fitting to their personal wants and needs. These fits are targeted at pilots without much experience in creating fits and who are new to the requirements of mission running. 4.4.2 L2 - Arbitrator (Update after October Patch).4.4.1 L1 - Dragoon (Update after October Patch).4 Omegas - Fits for L1 -> L4 Progression.3.4.1 Day 1 - Rifter (Update after October Patch).3.3.3 L2 - Vexor (Update after October Patch).3.1.3 L2 - Arbitrator (Update after October Patch).3.1.2 L1 - Dragoon (Update after October Patch).3 Alphas - Fits for L1 -> 元 Progression.1.1 A Note on the Mission Running End Game in High vs Low/NullSec.
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