PVE missions - from lvl 1 to lvl 4 security missions rules

Security missions: do you have enough ISK to do that, and if you have, why? First: forget the turrets, you must have missile ships to do that wo problems. Second: for all mission levels the speed of the ship is absolutely essential. Forget the signature radius - NPC does not recognize that. Your ship fitted with micro warpdrive must flight constantly - this is the must. NPCs will simple miss you. But it requires the appropriate propulsion skills - level 4 and 5. For example Kestrel properly skilled and fitted can fly constantly at 2000-2500 m/s speed. If you simply orbit target 35 km and have Light missile launcher tech II fitted, with Caldari Navy light missiles charges, 2x ballistic control in lows, and other slots improving capacitor (rig for damage), you allways win. Third : if you fly frigate - Kestrel is perfect choice for lvl I and II security missions - for this ship you must have Caldari frigate level 5 skilled. End so on. So if you choose the ship, must have basic skill to fly this ship to lvl 5. Next for level III. Flight the Prophecy, fantastic Amarr battle cruiser (of course ship skill to lvl 5), which could be equiped with drones (absolutely must for lvl III missions) and 5 missile launchers, which together gives you dream amount of damage. BUT : with this ship do not forget the properly train the armor skills, ship is armor based, so you must fligt with microwarpdrive and armor reps constantly running to make active armor tank, which is must for some long time missions with hordes of enemies. For level III - never forget to have Mobile tractor unit in your cargo - the loot from wrecks is really amazing from that level of missions. Fourth : as summary - your capacitor must be STABLE, while you are fitting the ship (great thanks to simulation mode of fitting). Lvl IV - the top for single pilot in high-sec : Perfect missile ship is Raven. But as I said. It needs to train Caldari battleship lvl 5 first. Then shield skills, because it is shield ship. Then Cruise missile skills, for tech II launchers it is a bit pain and takes long time. Drones must be on 4 or 5 surprisingly, but Drone link augmentor is must for Lvl 4 missions. Why : you meet the cruisers and battleships including marauder class ships there. It requires cruise missiles and launchers to have max damage as possible. With microwarpdrive fitted, your Raven should flight over 1000 m/s (compare with base speed of shipā€¦) so the NPC WarLords will miss you and you will kill them simply at 60 km distanceā€¦ But there are small frigates, which you are not able to kill with cruise missiles, but only with simple Light scout drones, like Hammerhead I or Warrior I (webifiers etc.). So that is why Raven has some drone bay, but small drone bandwith - 50 Mbit/sec, which allows you perfectly launch these small drones. But do not forget - drone skills must be on 4 - 5 lvl to make these effective, as much as possible. And at the end the Fifths : generally not need to fit tech II rigs. To expensive. Make the rigging skills 4 or 5. The cap rechard modules must be tech II allways - skill at max as you can. For shield ships - tech II allways must rto be skilled at 5 for best results. For Armor ships - same rule.
At the end : why to fly these missions ? It is absolutely loss of money including lvl 4. On bounties you get 10 milions ISK (1 mission), but on charges you pay approx 2-3 millions ISK (1 mission). And flight time ? Hours. Raven base cost 175 milion ISK and skills and tech I-II fitt (combined) approx 50 million ISK. OK. Evereybody would like to combat. If you are the single pilot in high-sec and do not want to move to null sec and be a robot in some aliance, then your second choice, how to make the money, is mining. But if you want to have real income from mining, you must fly 3 accounts minimum, 1 skilled for ORCA pilot and second 2 for mining barges or exhumers. The mining skills must be level 5, all skills for mining barges must be level 5 (including reprocessing and shields) and to skill the Mining Foreman and Shield command for ORCA it is pain, cost millions of ISK and takes months to do that, including Mining Foreman mindklink implant , which you must have, and Highwall mining implants for barges, which you must have. Then the result : 60-80 min in belt cause the 50 million of ISK income.
Means high-sec mining, which is absolutely not comparable with null sec.But this way (my way) is for crazy pilots, which do 2 specializations (mining and combat) together and are only enjoying the game, does not matter how much pay for subscription.

Advice for newbros is always appreciated on this specific sub-forum. However, might I suggest a few little things?

  • Format the post: Paragraphs and spaced out thoughts make a post easier to read and thus helps convey information more easily.

  • I would rename this as ā€œguidelinesā€ rather than ā€œrules.ā€
    There is more than one way to achieve a goalā€¦ even with limited time, energy, resources, and skills. :wink:

  • Be sure to fact-check your information. Doubly so if you are new and providing advice to other newbros.
    If you donā€™t know or completely understand, be honest. There is no shortage of people who will provide the information and/or details.

  • Try not to be ā€œabsolutistā€ unless it is in jest (this is emotes are for).
    Saying that ā€œone MUST get X skill at level 5ā€ is a bit much. Especially for a newbro.
    Nowā€¦ there are SOME skills that one should get to level 5 as soon as possible (example: the skill Engineering), but Battleship skills do not fall into that category.

Other than that, well done in your journey through EVE! :slight_smile:

2 Likes

Thanks a lot Sir. I am absolutely new in posting something, but many things I had in mind,
so in that post there are my experiences only. My intend was simple. To make the single high-sec player
his way to combat more easier. I remember myself as a newbie in EVE in 2014, flying the turret destroyer (recommender from my friend) and not able to complete lvl I mission simply because of not uderstanding the turretsā€¦ btw as I can say, the CCP reward system of security missions, is, how to say honestly, not equivalent to cost of skills/ships etc. needed for missionsā€¦
If you would like, I can post example of fits of used ships ā€¦

The Co-head of highsec mission running, @Archer_en_Tilavine, believes that the Typhoon is superior to the Raven as a missile ship for running missions. He always has something to say.

OK - so many choices. As I said, lets start with crazy Kestrel, only PVE, nobody probably fitting like that
Highs:
Light missile launcher II 4x with Inferno fury light missile

Mids:
5MN Y-T8 compact microwarpdrive (max velocity 2791.05 m/s)
EM shield amplifier II
Eutectic compact cap recharger
Civilian shield booster

Lows:
Ballistic control system II 2x

Rigs:
Small rocket fuel cache partition I
Small warhead calefaction catalyst II

Result: 136.4 DPS, 1035 HP volley damage

Skillsā€¦

She doesnā€™t respect me after all :sob:

But yes, as an authority on mission running/blitzing (I co-run a group that pays players to run missions - The United Standings Improvement Agency [USIA] has been in operation for 11 years) and as someone who is expert in damage modeling and designing fits, I have to say I have a lot of reservations with the above advice. A lot of the advice above is poor advice or factually incorrect. I also couldnā€™t help but notice the complete and total disregard for missile precision mechanics, which is a serious ā€œsin of omissionā€. Even if you use light missiles, you still need to boost missile precision, even on a precision-bonused hull, against the rats you encounter in L1-L4 missions. Even if your explosion radius is already smaller than the targetā€™s sig radius, there is still benefit to making it even smaller (a lot of players donā€™t know this or why this is true).

This advice is not helpful to players. The only thing this guide does is document the extent of your individual knowledge and ignorance that most other players would have likewise encountered after playing for a while (not even that long), but this guide does not teach players how to get better, it only teaches them to do what you know how to do at this stage in your individual EVE development. This is basically a diary entry - ā€œthis is the best I know how to do up to nowā€, but the potential to do better is far, far, far, far, far greater even without max skills or blingy fits. What you do is ā€˜sufficientā€™, but it is not ā€˜goodā€™.

While your intentions were noble, I would take down this post, as you are only perpetuating ignorance rather than knowledge and empowerment.

3 Likes

You forgot to invite him to your Discord channel.

Bad advice is worse than no advice.

This is bad advice in many ways: partially because youā€™re being outright mistaken on things, partially because you force people into your (limited) experience and preferences and also because you omit very many things that DO matter.

Please take down this post before some hapless newbies read it and thinks itā€™s gospel.

1 Like

Wow, not even going to mention how horrible the wall of text is to read due to lack of formatting.

The ā€˜adviceā€™ given here to new players is horrible in so many ways:

  • First of all, you really donā€™t need to have all those skills to 5, 3 or 4 is usually more then enough. If you really need them at 5, it is because they compensate for faults somewhere else.

  • I can tell you, you can run missions with guns, actually you can run them very well if you know what you are doing. Saying they suck, just means you suck at using them (and learning the game mechanics around guns)

  • The fitting advice is just crap, sorry not going to be bothered with sugar-coating it, it is just crap

  • Yeah, letā€™s have mew players train all shield skills to 5, then switch to an armor ship where you need everything at 5 too, that will keep them happy and playing the game.

TL-DR:

OP, your ā€˜guideā€™ sucks and hurt new players more then help them. Want to help new players, delete your post and have it locked.

Then, go ask questions on how it really works and educate yourself.

3 Likes

@ISD_Dorrim_Barstorlode

To prevent harm being done from giving wrong information to new players, could you show that you have trained Thread Locking to 5 and Key Throwing to 5?

1 Like

I could, but then no one would learn anything. Maybe it would be best to point out things that can be done better and have a friendly discussion about it over some tea.

6 Likes

To OP: this is one way of progressing through PvE missions, itā€™s most certainly not the only or even the best way.

If I may indulge in breaking it down a bit:

While itā€™s true that missiles will always do some kind of damage and will never miss, against very small targets like frigates and destroyers they have huge application problems due to explosion radius and ship signature radius issues. Turret based weapons can sometimes be more effective at sniping smaller ships than missiles are.

You absolutely do not need perfect skills to run missions. This is bad advice, it discourages new players from running missions if they think they have less than perfect skills.

The only skills that I would say are ā€œrequiredā€ level Vs are core support skills like PG, CPU and cap management, and basic weaponry skills for the weapons youā€™re using (i.e. gunnery V, drones V etc [including weapon support skills]). While itā€™s obviously beneficial to get your skills as high as possible, level V skills are by no means a requirement to run missions. In fact, you can absolutely run level I and some level II missions wilh crappy core skills too.

NO. There are a few ships that if properly fit can run a single armor repairer constantly, and a bunch more (usually frigates) that can run an afterburner/MWD constantly, but in the majority of ships, you will drain your capacitor in a few minutes. Pulse cap hungry modules like reps, boosts and props. Only switch them on when you need them. Modules that can be run constantly would be hardeners and computers (tracking, ODL, MGC, SB etc)

Nope, bad advice. Your cap does not need to be stable in simulation, because you do not run all modules constantly. Telling a new player that their fit must be cap stable is just wrong.

I realise that I might be making the same mistake as OP by basically stating what I know for now, but I hope itā€™s more accurate. Basically, a lot of things are not ā€œmustsā€, some are highly encouraged, others highly discouraged, and others are situational.

2 Likes

To expand on this statement: Missile mechanics - EVE University Wiki

In case you want to start doing level 4 missions in a battleship - a decent amount of skill points in drones is paramount. At least to be able to use a full flight of T2 light drones. Otherwise an NPC Spider Drone II and a tackling elite frigate will ruin your day at some point.

And then you get a mission with stasis towers and get your arse whooped because your bloated sig radius makes you an easy target. Or neut towers/ratsā€¦

2 Likes

@Keen_Dalesian That is a huge unreadable slab of text, but I did try to wade through it. Please structure your thoughts rather that a long stream of consciousness / verbal diarrhoea - it is much more useful to the reader, and gives a better impression of you as a knowledgeable source.

There are no ā€œrulesā€ in Eve. Iā€™m a successful mission runner - largely energy turret based, but also with missiles and other racial turrets as I want at the time. I donā€™t like drones, but thatā€™s me. What there is are ā€œmy experiencesā€ or ā€œmy opinionsā€ that ā€œmay be useful for othersā€ or indeed ā€œnot relevant to me and my styleā€.
Personal Preferences are not Rules.
Understanding the difference between Opinion and Fact is useful skill in life, and will save you a lot of pain.
Half the joy of Eve is in finding your own way to solve problems, learning as you go.

From what I see there is a lot of mis-understanding and oddities in there.

  • NPCs do take signature and tracking into account.
  • Turret ships do make good mission runners (OK, thatā€™s my Opinion!) - instant damage application for example compared to missiles (fact - they occasionally rear their inconvenient heads!)
  • The Kestrel/Prophecy/Raven progression is odd (my opinion) since it requires a lot of diverse skills to be learnt.
  • Recommending Faction ammunition for Level 1 missions: the cost one volley of missiles from a Kestrel is 4,000 ISK - thatā€™s going to be a lot for a new player, especially given the likely rewards and bounties from missions.
  • Training Level V is only really useful if specialising or required for a specific module or ship unlock. my rule of thumb is that Level IV is the Time/Beneft sweet spot (my opinion)
  • Capacitor Stability: donā€™t obsess about it, learn Capacitor Management by ā€œoccasionally turning things off when you donā€™t need themā€ (Opinion)

(Iā€™m an Opinionated so-and-so, but I know when Iā€™m doing it!)

However:

In there is a learning lesson that might be worth sharing. Did you learn about turrets? or just ā€œI didnā€™t understand and gave up so you MUST as well!!ā€. A New Player (which is why you posted that in New Players Q&A ) may have the same struggle, but likes the idea of flying a gunship and will appreciate a little bit of advice from someone elseā€™s experience. ā€œWhat I learnt about using turretsā€ will get read.

Try and break thoughts down into single things - small bite sized bits of information that are focused and of use. Be modest: they are your opinions, mine will be different.

Welcome to New Eden. We all do things differently here!

2 Likes

First: forget the turrets, you must have missile ships to do that wo problems

Not true. Missiles are indeed easier as it is fire and forget and they will hit (not always at 100% possible damage), guns means DO work, as long as you keep in mind stuff like Optimal, Falloff and Tracking.

Benefits of guns over missiles is instant damage compared to missile flight time. So with guns (and a proper tank) you can really blitz through missions

Second: for all mission levels the speed of the ship is absolutely essential. Forget the signature radius - NPC does not recognize that. Your ship fitted with micro warpdrive must flight constantly - this is the must.

Partially correct, speed is good. As speed lowers incoming damage. Wrong though as NPC do take into account signature radius. If you donā€™t believe me, fit a beefy tank and watch the incoming damage difference between MWD on and off. NPCs use the same damage formulas that you, me and any other capsuleer uses on their guns and missiles.

Third : if you fly frigate - Kestrel is perfect choice for lvl I and II security missions - for this ship you must have Caldari frigate level 5 skilled.

Incorrect, you can definately do earlier missions easily with Cal Frigate IV.

Next for level III. Flight the Prophecy, fantastic Amarr battle cruiser (of course ship skill to lvl 5), which could be equiped with drones (absolutely must for lvl III missions) and 5 missile launchers, which together gives you dream amount of damage.

This is just dumb, sorry but first let have a new player skill into Caldari, Missiles and Frigatesā€¦and then force them to train Amarr and Armor instead.

so you must fligt with microwarpdrive and armor reps constantly running to make active armor tank, which is must for some long time missions with hordes of enemies

Wrong, you never have to have stuff constantly running. There is something called cap management, you only need your armour repair module running, to repair broken armour. Again, like with missiles, having everything running, all time, is just lazy flying

Fourth : as summary - your capacitor must be STABLE, while you are fitting the ship (great thanks to simulation mode of fitting).

Wrong on two levels.

  1. With proper cap management, you can easily just not run everything, all the time. But run what is needed.

  2. Cap stability isnā€™t even that important, if you can do a mission in 5 minutes, a cap that lasts 5,5 minutes is more then enough. The cap you have, should last as long as needed. If you are aiming to cap stability, you are likely gimping the fit on some other space.

Perfect missile ship is Raven. But as I said. It needs to train Caldari battleship lvl 5 first

Again, NO, level 4 will do perfectly fine

Then Cruise missile skills, for tech II launchers it is a bit pain and takes long time.

Again, meta ones will work, T2 eventually will obviously be better, but not mandatory.

And I canā€™t be bothered to go over that other wall of text partā€¦

1 Like

Bold, the reason why you did not complete the mission with a turret destroyer.

Just because, you did not know how turrets work in EVE and that, I do agree, missiles are a bit more easier to figure out, doesnā€™t mean turrets are bad.

If you would have asked for help and assistance, you would have found how turrets worked and how to use them, then you would have been able to complete that mission.

I donā€™t know how to fly a plane, but know how to drive a car.
Now I demand that every new human that wants to go on holiday, should use the car. Because cars are the best and planes suck.

2 Likes

I usually donā€™t say that something is a ā– ā– ā– ā–  fit, butā€¦this is one.

A civilian shield booster :rofl:

3 Likes

The original text fomatted for reading purposes.
This is just a copy, not my opinion.

Security missions: Do you have enough ISK to do that, and if you have, why?

First: forget the turrets, you must have missile ships to do that wo problems.

Second: for all mission levels the speed of the ship is absolutely essential. Forget the signature radius - NPC does not recognize that. Your ship fitted with micro warpdrive must flight constantly - this is the must. NPCs will simple miss you.
But it requires the appropriate propulsion skills - level 4 and 5. For example Kestrel properly skilled and fitted can fly constantly at 2000-2500 m/s speed. If you simply orbit target 35 km and have Light missile launcher tech II fitted, with Caldari Navy light missiles charges, 2x ballistic control in lows, and other slots improving capacitor (rig for damage), you allways win.

Third : if you fly frigate - Kestrel is perfect choice for lvl I and II security missions - for this ship you must have Caldari frigate level 5 skilled. And so on. So if you choose the ship, must have basic skill to fly this ship to lvl 5.
Next for level III. Fly the Prophecy, fantastic Amarr battle cruiser (of course ship skill to lvl 5), which could be equiped with drones (absolutely must for lvl III missions) and 5 missile launchers, which together gives you dream amount of damage. BUT : with this ship do not forget the properly train the armor skills, ship is armor based, so you must fligt with microwarpdrive and armor reps constantly running to make active armor tank, which is must for some long time missions with hordes of enemies.
For level III - never forget to have Mobile tractor unit in your cargo - the loot from wrecks is really amazing from that level of missions.

Fourth: as summary - your capacitor must be STABLE, while you are fitting the ship (great thanks to simulation mode of fitting).
Lvl IV - the top for single pilot in high-sec : Perfect missile ship is Raven. But as I said. It needs to train Caldari battleship lvl 5 first. Then shield skills, because it is shield ship. Then Cruise missile skills, for tech II launchers it is a bit pain and takes long time. Drones must be on 4 or 5 surprisingly, but Drone link augmentor is must for Lvl 4 missions. Why : you meet the cruisers and battleships including marauder class ships there. It requires cruise missiles and launchers to have max damage as possible.
With microwarpdrive fitted, your Raven should fly over 1000 m/s (compare with base speed of shipā€¦) so the NPC WarLords will miss you and you will kill them simply at 60 km distanceā€¦ But there are small frigates, which you are not able to kill with cruise missiles, but only with simple Light scout drones, like Hammerhead I or Warrior I (webifiers etc.). So that is why Raven has some drone bay, but small drone bandwith - 50 Mbit/sec, which allows you perfectly launch these small drones. But do not forget - drone skills must be on 4 - 5 lvl to make these effective, as much as possible.

Fifth: generally not need to fit tech II rigs. To expensive. Make the rigging skills 4 or 5. The cap rechard modules must be tech II allways - skill at max as you can. For shield ships - tech II allways must be skilled at 5 for best results. For Armor ships - same rule.

At the end: why to fly these missions ? It is absolutely loss of money including lvl 4. On bounties you get 10 milions ISK (1 mission), but on charges you pay approx 2-3 millions ISK (1 mission). And flight time ? Hours. Raven base cost 175 milion ISK and skills and tech I-II fitt (combined) approx 50 million ISK. OK. Everybody would like to combat.
If you are the single pilot in high-sec and do not want to move to null sec and be a robot in some aliance, then your second choice, how to make the money, is mining. But if you want to have real income from mining, you must fly 3 accounts minimum, 1 skilled for ORCA pilot and second 2 for mining barges or exhumers. The mining skills must be level 5, all skills for mining barges must be level 5 (including reprocessing and shields) and to skill the Mining Foreman and Shield command for ORCA it is pain, cost millions of ISK and takes months to do that, including Mining Foreman mindklink implant , which you must have, and Highwall mining implants for barges, which you must have. Then the result : 60-80 min in belt cause the 50 million of ISK income.
Means high-sec mining, which is absolutely not comparable with null sec. But this way (my way) is for crazy pilots, which do 2 specializations (mining and combat) together and are only enjoying the game, does not matter how much pay for subscription.

Had to reshape it to comprehend the wallā€¦
Some thoughts:

  • An active MWD can be certain death in some sitations, be careful!
  • If you use Drones, the ā€œDroneā€ skill is one of the first skills to be completed to V to be able to use a full set of drones
  • If you start to specialize, donā€™t switch too often between shield and armour while ratting. This can be an unpleasant surprise if your shields are down and you mistakenly think you are in an armour ship.
  • Cap stability is almost impossible for new players when using active modules. Learn to handle the cap.
  • Never ever skill battleship to V before having proper Shield/Armour skills. My opinion: Magic 14 up to V before I fly any >100m ISK ship.
  • Corps are not supposed to be work camps. They live because you are active. Organize roams or PvE gatherings, so Level 4 sites will be piece of cake and a newbro in a salvaging Catalyst can also have fun, and the corp members and directors are very happy.
2 Likes

Why would I? Neither of the two Discords are relevant to this thread :wink: . Iā€™m not inviting the general public to the AeT discord until I post my candidacy thread, although the link is public and anyone can join now if they want. I did invite YOU and some others, though, since Iā€™d appreciate YOUR and their feedback on what I have so far.

Why you hatinā€™? You show up a number of times on the platform.