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| | #1771 (permalink) | |
| Registered User Join Date: Oct 2004
Posts: 136
| Quote:
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 08:14 PM. | |
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| | #1773 (permalink) | |
| Registered User Join Date: Feb 2006
Posts: 1,402
| Quote:
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| | #1774 (permalink) |
| Avarice | 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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| | #1775 (permalink) |
| SOS-dan #76564674 Join Date: Sep 2002 Location: Near a big fucking castle, the UK
Posts: 5,398
| Also: Named ship equipment I'm not sure when this was last updated, though. |
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| | #1776 (permalink) |
| Angry Join Date: Apr 2003 Location: Florida-ish
Posts: 230
| 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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| | #1777 (permalink) |
| Registered User Join Date: Jul 2002
Posts: 1,654
| 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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| | #1780 (permalink) |
| lasers in the jungle Join Date: Jul 2002 Location: St. Louis, MO
Posts: 3,340
| 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.
__________________ Remember there are people who care deeply about you. Last edited by AngryGerbil : 05-05-2007 at 12:59 AM. |
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| | #1784 (permalink) |
| Legends of Kesmai refugee Join Date: May 2006 Location: Virginia
Posts: 317
| 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 04:39 AM. |
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