If using a T1 destroyer (like the Catalyst) you’re usually better off having 6 salvagers and 2 tractor beams instead of the 4-4 eve uni recommends. I frequently salvage, sometimes ninja sometimes my own stuff. But you need a bookmark to find the wrecks. When a mission is completed, the geography and stations and links to the mission disappear, but the wrecks remain. This will give you a bookmark that you can warp to later, even if the mission runner completes the mission. Right-click on a wreck at each location and “save location”. Out of a dozen or so mission-runners, you should get someone who’s willing to help out a newbie. L4 missions - up to battlecruiser pirates, battleship bossesīut you don’t need a BFF to salvage, just head over to one of the Mission Hubs and ask in local if anyone’s willing to fleet up with you to let you salvage, as you’re an Alpha. 元 missions - frigate, destroyer, cruiser pirates, battlecruiser bosses L2 missions - frigate and destroyer pirates, cruiser bosses L1 missions - frigate pirates, destroyer bosses The combat missions set you up against squads of ships, and the wrecks will match what’s killed, but the salvage that’s extracted comes somewhat randomly. Higher skills make the T1 salvaging faster, and also allow T2 salvagers for the boss wrecks (T2 ship wrecks).Ĭould be, sure. In any case, T1 salvagers should give you decent hits on the basic (non-boss) NPC pirate wrecks, so it’s not too bad and they work. Or if you’re going to probe out mission runners and crash their party without permission, you can still get the wrecks, and they’re unlikely to risk their ship by shooting at a lowly destroyer with T1 cheapo modules fitted. The reason why it’s deemed profitable for an Alpha is because if you get a friend who does level 4 missions, to let you salvage (maybe even loot the junk from) the wrecks, you can get several million ISK per hour, with almost no effort, depending on how fast the friend is chaining his missions. Mid slots with a propulsion module (afterburner or microwarp drive) so you can move around faster, and low slots with basic armor defense (damage control, small armor repairer, maybe expanded cargohold). You have your opinion and I respect it, maybe you should do the same and try not to ruin other people’s ideas because they don’t fit in your vision of the game.ĭoesn’t matter how hard we throw arguments to each other, in the end only the devs will tell if it’ll make it in the game or not.First of all, don’t bother with the Noctis, it’s much cheaper to get a (gun) destroyer of your race and fill the high slots with 4 Salvager modules and 3-4 Tractor Beam modules. I myself am risking about 3.5b everytime I pop one to get on average 60m, so I earn less than2% of my ship and pod’s value and you’re saying by any means I shouldn’t be looting easy ? The risks of dying in T5’s are off the charts, considering 3 rooms to clear in 20 minutes, with spawns varying to some being more than deadly. There are quite a lot of players literally risking billions worth of ships and implants everytime they pop a filament to earn on average maybe 60m a site on T5. Maybe it’s doesn’t seem it’s a good idea for you.ĭoesn’t mean it is bad for at least some other players. Regarding the discussion that went on below, it appears we came to a consensus that MTU should not be changed since it’d involve more automation, but instead wrecks should be made destroyable in abyssal space which appears to have been overlooked, because apparently they can be anywhere else but in abyssal space.Īnd thus far the only thing you’ve done is strongly oppose the idea, being borderline aggresive to everything I’ve replied, and just now you’re basically saying the Dev Team has made the same mistake for over 10 years ? You’re already under a tight time pressure and there are enough dangers in abyssal space to not be worried about a wreck that you can’t do anything with.Ģ/ Not being a direct problem per se, but because of it’s “stupidity”, MTU will pull any wrecks that appear in space from closest to furthest, regardless if it’s full or not. You might say “you could just loot the bioadaptive cache and be done with it”.Īs it may be true to T1-T3, it’s isn’t anymore in T4-T5, you need that loot. Those pesky little thing will put a dent in your income that you don’t really need because a MTU will pull it regardless of its contents if it’s close enough, wasting valuable and most needed seconds. One particular issue that has nothing to do with player skill, or ship fitting, are empty wrecks. Hey there, I’d like to discuss the prospect of finding a way, or best case scenario implement in a future patch, to deal with empty wrecks in abyssal space.Īs you may know, filaments open an instanced space with 3 rooms you need to clear in under 20 minutes, otherwise you lose your ship and pod.
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