Level one missions even worth it?

I’m still in love with my Executioner outfitted with Radio, Multifrequency and Standard crystals depending on my fighting distance. What are the “issues” with crystals? I don’t have much experience with other weapons yet.

Good to hear. To get a better grasp on the combat mechanics, stay with L2s for a few days. For things such as the “blockade” or alike, you will have to learn some piloting and maneuvering. You can dip into range, kill a few targets, dip back out, repair, dip back in, etc. This is good because what you learn and pick up here will be applicable also in PvP and everywhere actually.

Its also good you joined a corp, but beware of wardecs. Ask them about this.

if you continue for PvE, then after few days of L2s, get yourself into that Gnosis I posted. Simply replace any Tech II listed stuff with Tech I wherever you do not have the skills yet. And most of the stuff you actually already have on your Caracals, there will be relatively little you will need to buy. I even sent you some cap batteries and rechargers if I remember correctly.

The Gnosis is a bigger so a bit slower ship but it has vastly better tank and DPS then the Caracal. So once you give your skills a few more days and get into it, you can start doing L3 combat missions if you like, while training for whatever else you want to get into.

1 warning though. On a single character, do not spread your skills. Stay focused. If you want to do something with your corp in entirely different ship type, that uses different weapons, tank, etc. then it is better to do it on another account. Eventually you will have everything, but if you spread yourself too thin at the start its gonna really suck for you. Keep your characters focused.

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And you are right to love the Executioner - it’s nice to fly, and looks right. And you’ve got the holy trinity loaded.

The downside of Energy Turrets is the capacitor usage - they are hungry - there are ships that can cap out just from firing weapons without running any other active modules.
The falloff on Energy Turrets is steep - with Hybrids and (especially) Projectiles you can be effective beyond optimal range, but it’s a cliff for energy turrets. Fortunately crystal changing is instant, but you have to pay attention.
And you are damage locked to EM/Thermal - but that’s less if an issue mission running for Amarrian corporations, where most opponents are weak to that pair. Hybrids are also damage locked. Projectiles are “complicated”.

On the upside. Scorch - the long range T2 pulse crystal. Very nice. No worrying about reloading. And pretty when they fire.

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