1/6/2024 0 Comments Eve echoes story missionsLaunch day was handled quite impressively with many in the community expecting the server to go down, but its clear the developers at Netease did a good job of preparing for a game that had a lot of hype with over 5 million people pre-registered. Typing is a bit of a pain, but once you get the hang of it it’s bearable. I suspect that has to do with my hardware rather than the game itself. Overall, it doesn’t feel like much of a difference from playing a regular PC game, though performance could be a bit better. I found it to be the smoothest in performance and a very short boot time compared to Bluestacks or NOX. It should be noted that in writing this review, my experience of Echoes comes from playing it on MuMu, Netease’s official emulator. I’m considering taking off the laser damage rig and using EM and thermals resist rigs.įor the engi rigs, you can’t go wrong with the cap recharge.Eve Echoes has been out for close to two months and so far I am finding myself thoroughly enjoying a fresh universe which is begging for new stories to be told. For the second combat rig I’ve tried the 20% armor hit points and the increased EM resist (since I mainly do Amarr missions). (Downside here is that your Nos will be useless, but you won’t take as much damage so it might balance out by not having to keep defensive modules turned on) If you want to feel a little safer, you can use beam lasers (crossbows are good) and orbit somewhere in the high 20’s. Sometimes if I want extra resist I’ll drop my 2nd armor rep and use reactive, or if I’m doing the first couple waves, which are easy, I will take off a rep and use a heat sink. I see a lot of people drop AB to use a reactive hardener. I have skilled very deep into AB, so I like using it. You want two adaptive hardeners for SURE (it’s worth it even with the small penalty). As long as you skill and fit properly, you can't really go wrong. In Fleets, having multiple ship types and weapon types helps cover all bases. All have a purpose, a strength and a weakness. In short, I do not think there are really any bad ships. We typically team up and they speed tank while I kill. They can solo stuff, but it takes them longer. We have another guy who does them in a Thrasher Fleet Issue as well and a guy who does them in a Slasher II. I've also heard the Rupture is a far better Shield Tanker, though the damage is lower, so it can be safer than the Stabber up close, but it can not really kite. That said, there are plenty in my Corp that use Caracal's and Vexors and do just as well me. What I do sometimes is carry both fits with me and on larger encounters I'll start off with Strikes and come in at range and pick off some of the smaller nastier ships from range, then once I have to warp out, switch to the Autos and get in close and tear up the bigger stuff. I can also switch over to Autocannons, Trip Nos and Dual Shield Boosters and do more damage and shield tank smaller groups. With Strike Cannons the range is amazing and it can kite much better than a Caracal. However, I skilled up cannons as well and tried out the Stabber and I like it much better. All Navy Issue, and snipers require advance skills so are no go for Alpha characters. Use Vexor with drones and apply drones at long range then run away.įYI.I mention the above because the ship bonuses requires only basic skills. Second strategy with Stabber use strike cannons and outrange most everything and shoot stuff as it comes at you Same strategy with Stabber and use autocannons. Use a Caracal with rapid light missiles and kite around as long as range that is optimal. The Maller seems like a straight upgrade over the Omen. Obviously the Caracal and Vexor get a lot of love on these forums. Which one has the easiest time of solo completing the low level story missions. So of these eight cruisers Caracal, Vexor, Omen, Stabber, Thorax, Moa, Maller, Rupture.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |