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Old 05-03-2007, 07:07 PM   #1771 (permalink)
Carino
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Next question: ship gear. Those of you that have played a while are familiar with all the different flavors of what's available. It sure is a lot for a newbie to get used to!
Other than the blaringly obvious naming conventions (Missile Launcher I, Missile Launcher II, etc) or the slightly harder to see but relevant 'tech level one' and 'tech level 2', is there a way to get a handle on certain things, gear-wise? For instance, I played all four races to the top of the frigate chain thus far, so I've played with many different weapon types. But the differences within the same weapn family! The Compressed Coil 150mm might as well not even be NAMED the same as the other 150s, say the light autocannons, as glaringly different as these weapons perform...it's more than a night and day difference, it's like a centurys difference! But the range difference ALONE is 900m to 13KM. There's gotta be an easier way to compare or know what to kind of look for, OTHER than pulling up 50 different property pages and taking copius notes on each, right?
An answer to this specific question:

A t1 module (i.e. Siege Missile Launcher I), it's t2 version (Siege Missile Launcher II), and it's named variants ('Arbalest' Siege Missile Launcher I) are always very similar to one another in their skill requirements, range, damage, etc. Obviously the t2 version is better and has higher skill reqs, etc.

What you are seeing is a problem with the naming convention of two different kinds of modules. Both railguns (used on Gallente ships, and to a lesser extend Caldari ships) AND autocannons/artillery (used on Minmatar ships) have a number at the beginning of their names. When both kinds of modules happen to have the same caliber, it gets confusing.

So autocannons (which are low range, fast firing, high DPS Minmatar guns) like

150mm Light Gallium I Machine Gun
150mm Light Carbide Repeating Cannon I

are a completely different kind of module than railguns (long range, decent DPS and rate of fire Gallente/Caldari turrets) such as

150mm Compressed Coil Gun I
150mm Prototype I Gauss Gun

It's pretty confusing, but if you show info on the gun in question and look under the variations tab, you can see all the variants of that particular model so you don't get it confused with a completely different, yet similarly named module. Also all variants of a module will have the same graphic, but autocannons/artillery and railguns have different graphics.

edit: Also, Worlds Collide is by far the hardest level 1 mission -- none of the others come near it in terms of difficulty. Most people just rush through the second room as fast as they can since, unless you really know what you're doing, it's very dangerous to try and take on the second room, even using the 'easier' acceleration gate.

Last edited by Carino; 05-03-2007 at 09:14 PM..
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Old 05-03-2007, 07:07 PM   #1772 (permalink)
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i could have sworn i turned in a mission once while my alt was salvaging it and everything just disappeared.
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Old 05-03-2007, 09:08 PM   #1773 (permalink)
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Originally Posted by Carino View Post
Other than the blaringly obvious naming conventions (Missile Launcher I, Missile Launcher II, etc) or the slightly harder to see but relevant 'tech level one' and 'tech level 2', is there a way to get a handle on certain things, gear-wise? For instance, I played all four races to the top of the frigate chain thus far, so I've played with many different weapon types. But the differences within the same weapn family! The Compressed Coil 150mm might as well not even be NAMED the same as the other 150s, say the light autocannons, as glaringly different as these weapons perform...it's more than a night and day difference, it's like a centurys difference! But the range difference ALONE is 900m to 13KM. There's gotta be an easier way to compare or know what to kind of look for, OTHER than pulling up 50 different property pages and taking copius notes on each, right?
Sure, just go to the variations tab and click "compare."
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Old 05-03-2007, 09:45 PM   #1774 (permalink)
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i could have sworn i turned in a mission once while my alt was salvaging it and everything just disappeared.
The deadspace complex will disappear but the cans won't. For those new at this you WILL lose the mission bookmark when you turn in the mission but you won't lose a bookmark you yourself have made. The only thing that will make the cans disappear is time, I've heard about 2 hours, maybe more, and I've definitely seen partial can losses for something like an Extravaganza I took my time doing/looting.
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Old 05-04-2007, 05:55 AM   #1775 (permalink)
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Sure, just go to the variations tab and click "compare."
Also: Named ship equipment
I'm not sure when this was last updated, though.
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Old 05-04-2007, 03:35 PM   #1776 (permalink)
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First, thanks a bunch for the helpful replies so far gang. Good info for the newbish like me.

I'm actually pretty pissed off about that mission. Here's how it played out:

I had been working towards getting my first Cruiser late this weekend or early next. I bought the thing (went broke). Then I ran missions (in my Merlin) and mined for a while. Insured newly purchased Caracal (broke again).

I was just starting to do another round of missions to start buying the gear to put in it. And that was my lunch break, as alluded. BAM...kiss your ship goodbye.

So, now I'm broke and have a Caracal that I've just started to kit up. Oops! Yea, you bought the Heavy Missile Launchers and the ammo,,,but haven't trained that far up the missile tree yet! D'OH!

Oh, and the shield boosters you looted a week ago and have been holding to put on your new toy? Yea, you need a new skill, plus two more training levels in the skills you already have, to even equip them. Durnit!

Yea. So I end up having to MINE in a brand-new Caracal for a couple days to put at least SOME cash together. Got some odd looks in the newbie training ground with that behemoth.

So what do I find when I finally train up enough to kit out my new Cruiser and head back? You can fly pretty much anything other than a fucking DEATH STAR or a CRUISER through that jumpgate.

/wrists




So....uhhh, exactly how much bad happens to your faction when a mission expires?
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Old 05-04-2007, 04:50 PM   #1777 (permalink)
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Originally Posted by Radahr Manasponge View Post


So....uhhh, exactly how much bad happens to your faction when a mission expires?
Minor hit to your corp standing, doesn't hurt faction thankfully. Whats your in game name? I think I've got a couple caracals taking up space in hangars all over space if you want them :P Wouldn't mind clearing out some my hangars in the amarr regions.
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Old 05-05-2007, 12:06 AM   #1778 (permalink)
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You can abandon one mission per day (per agent!) with no standings loss. Very convenient when you log in and want to do one or two quick missions and the first one offered is something really lame.
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Old 05-05-2007, 12:49 AM   #1779 (permalink)
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I believe you can abandon a mission every 4 hours without penalty.

i abandon lots of missions ~_~
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Old 05-05-2007, 01:57 AM   #1780 (permalink)
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Yeah I'm almost positive it's more often than just once a day. I know I denied 3 missions just yesterday and only ate the faction hit on one of them because the bastard gave me the same mission twice in a row. That was before work. After work I was able to decline a mission with no penalty. So yeah, not sure what the time limit on it is, but it's certainly less than 24 hours (and probably less than 12).

I'm no expert but Radahr, the missions that are generally the most difficult seem to be Worlds Collide, [Faction] Extravaganza, Gone Berserk and The Blockade. If you're testing out a new ship or new fit on a new level of missions or something, it might be advisable to avoid these missions. Of course, you might be purposefully trying to stress test your ship in which case you'd want these missions. But if you're in a new battlecruiser that you've never flown and are trying level 3 missions for the first time, it might be good to know which missions have to most potential to totally rape you.
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Last edited by AngryGerbil; 05-05-2007 at 01:59 AM..
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Old 05-05-2007, 02:27 AM   #1781 (permalink)
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You're better off fitting assault missle launchers to a caracal for level 1 and 2 missions. They still use standard missles, no training needed (afaik)
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Old 05-05-2007, 02:29 AM   #1782 (permalink)
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I find the L4 Gone berserk mission to be really really easy, I only have to turn my SB on a couple times in a T2 fitted Raven.

I decline WC because i hear bad things though.
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Old 05-05-2007, 02:39 AM   #1783 (permalink)
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a future patch should lower the shield/armor hp of the sansha battle station in massive attack, having to fire non-stop at it for 20 mins just to get the gate spawned to the overlords stash makes me QQ every time
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Old 05-05-2007, 05:37 AM   #1784 (permalink)
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I find lvl 4 Gone Berserk to be okay 'once' you figure out or read about what to kill first and what not to kill to avoid getting overwhelmed by reinforcments. This is from a T1 drone domi pilot.

Edit: It's kind of like 'The Blockade' this way but less intense overall imho.

Last edited by Greyskye; 05-05-2007 at 05:39 AM..
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Old 05-05-2007, 05:44 AM   #1785 (permalink)
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You can deny one mission per agent each 3h 40m without penalty.
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