EVE Corporation - Page 63
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kuresuti
1393 Posts
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Insanious
Canada1251 Posts
![]() wanted to see what ships and stuff i got from those... i know i get the condor and merlin from military, and 2x condor and a cormorant from advanced... never did the exploration one so no idea what i get from them... w/e i guess. | ||
kuresuti
1393 Posts
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Insanious
Canada1251 Posts
I have my learning skills all planned out (all basic to lvl 4 to start, will get the advanced and others later) I understand say if I was going to fly a destoryer I would need: - frigates 3 - Destroyers 1 To simply fly it, but I don't know what I need to be able to fit it well. Say for example I switched to minmatar and wanted to fly a thrasher, now I know I would need things like: - Hull upgrades 1 for damage control (forget if you start with that or not) - repair systems 1 for armor repair - Gunnery 4 and tracking analysis 1 (for tracking computer) - afterburner 1 (for an afterburner) But well... what else would I need to get to be able to run say Level 2 missions? Or if I went Minmatar would I just skill destroyers and fly my rifter untill I got up to frig 4, cruiser 3 for a rupture. Which would then have me on a whole other learning area where then I need to start getting things like: - Drones - missile launchers as well - Armor tanking skills... So complicated and I don't even know where to start >.< I guess this turned more into a rant than a question but really, where do I start for looking into what skills I need to fit some of my ships? | ||
Jayme
United States5866 Posts
Pick a race of ships you want to fly first and foremost. You need to focus on one racial tree if you want to be effective within the next few months. Once you pick a race start getting the skills you need to use all the tech 1 items you would need to fit the ship. From there you can progress much more easily to tech 2 items because you know what could use most improvement. Items you need REGARDLESS of race are a few of the following. Signature analysis to at least level 4 Ability to use MWD Ability to use Warp Scrams/Webifiers. I would suggest you go with a gunnery oriented race for pvp...that means anything but caldari really. If you do that you'll want your gunnery support skills to level 3. If you focus first on JUST the fit and THEN worry about how effective everything is it should be much less overwhelming for you. Just a note, tech 2 guns take a lot of investment to get...I would save those for later. | ||
InKline
144 Posts
It's not most effective method of flying but at least you will not sit at station and wait until you'll have 20m sp to undock with BC. Matars are SP intensive race to fly with so you must be prepared that you will not use them efffectively until some v.high amount of SPs. Train Amarr and pwn people from laz0rs. Then use your supports skills from gunnery to train Projectiles + Hybrids. TBH, don't bother to crosstrain before 20m SP mark since you'll end up not beeing effective at all. Feel free to contact me in game if you will have more questions regarding the skillplan and the things you want to do in EvE world. Char: Sir ZZang Regards. | ||
Insanious
Canada1251 Posts
- Pick a race - Pick a type of weapon to focus on - The train the skills you need to fit the weapon you need onto your ship - Then train the skills you need to get what mods you want onto your ship (so if i wan an afterburner then get afterburner 1, if i want armor repair get repair systems 1, but if I'm not going to use say a shield resistance amplifier yet, dont get shield upgrade 1 yet) - Once you can fit what you need on your ship, then start looking at skills that make those mods better (like gunnery support skills) - Once I have my support skills to a nice place, start moving towards getting T2 mods of what ever I think needs to be upgraded the most Is that about right? While this whole time learning stuff like cruisers 1 -> 3 so i can move my ship up to something better. Where then, the ability to put something on a friggate becomes the pre-req to put it on a cruiser, and then gunnery support skills continue to help me as i move up to medium weapons... I think I got it a bit, maybe... i dunno. | ||
Jayme
United States5866 Posts
Matari aren't actually that skill heavy to use. Most ships take about the same amount as other races do until you get to things like the Typhoon. The thing you WILL have to choose is whether to go shield or armor.... I'd recommend shield for matari personally but that's just me...plenty of people armor buffer their hurricanes. Typhoon is an amazing battleship but damn is it skill intensive. The problem with Amarr ships, specifically at the cruiser level is that their t1 cruisers are pretty lackluster to be honest. They have an amazing tech 2 cruiser lineup but that of course requires Amarr Cruiser to level 5 (A good 27 day endeavor roughly) and other assorted support skills that you need. Flying a curse without being able to use mostly tech 2 equipment isn't that great. | ||
InKline
144 Posts
On June 03 2010 07:57 Jayme wrote: Once you pick a race you've automatically picked a weapon to focus on as each races ships have specific weapons that they get bonuses for. Matari aren't actually that skill heavy to use. Most ships take about the same amount as other races do until you get to things like the Typhoon. The thing you WILL have to choose is whether to go shield or armor.... I'd recommend shield for matari personally but that's just me...plenty of people armor buffer their hurricanes. Typhoon is an amazing battleship but damn is it skill intensive. Agreed ![]() | ||
Insanious
Canada1251 Posts
![]() So will most likely go Minmatar, im guessing you go artillery and not autocannons considering the range that auto cannons are good at... Also, i thout Minmatar got a bonuse to armor, or am i mistaken? | ||
Jayme
United States5866 Posts
On June 03 2010 08:01 Insanious wrote: I really would of loved to have been a ROKH railgun sniper, but apparently battles happen to close to be able to use a ship like that ![]() So will most likely go Minmatar, im guessing you go artillery and not autocannons considering the range that auto cannons are good at... Also, i thout Minmatar got a bonuse to armor, or am i mistaken? Er that depends. The thing about the Rohk is that it requires you to go down the Caldari line which is mainly missiles only to go into a sniper gunship with which your skills are going to be completely inadequate for. You could train gallente so that you use railguns/blasters and just train caldari frigate -> cruiser -> battleship when you're ready at a later date. Also battles happen and variable ranges. When you train a guntype you train for all them of that size. Certain ships are lean more toward close range than long range. A vagabond is an autocannon platform...a muninn is almost always going to use artillery. | ||
Insanious
Canada1251 Posts
While focusing on passive tanking since the ROHK gets a bonus to its passive tanking. But I'm starting to look around at the other races and see what they can offer... running say a gallente carrier full of drones could be cool as well, but ya heh... I just assumes less autocannons considering scrams and webs which reduce maneuverability by a lot. | ||
Jayme
United States5866 Posts
On June 03 2010 08:18 Insanious wrote: Well... im currently in the Caldari Destroyer which is 7 railguns, which i plan to move onto the MOA which is all rail guns, into a ROHK which is all railguns. While focusing on passive tanking since the ROHK gets a bonus to its passive tanking. But I'm starting to look around at the other races and see what they can offer... running say a gallente carrier full of drones could be cool as well, but ya heh... I just assumes less autocannons considering scrams and webs which reduce maneuverability by a lot. Im confused...Autocannons are for close range, artillery is long range. Either way in short range ships those are things that you have to deal with. AC's are actually an interesting weapon because their large falloff generally allows you to use them for middle engagement ranges. The way your progression goes is fine but just be forewarned that you will be pigeonholed in the caldari race if you're only training rail guns. They are primarily missile shooters and so you'll be relegated to a small number of ships comparatively. You could of course train for Gallente ships afterwards and be pretty well off, just know that the tech 2 variants of ship types take a decent investment in skill training. | ||
Spike
United States1392 Posts
You have: Guns, missiles, shields, armor, speed, and drones. And they aren't for one offs like the sacrilege/malediction or the rokh/eagle/harpy. Minny have ships in every class, frigs/cruisers/BCs/BSs, with split weapons and can be shielded or armored. Versatility is great but this means you need to train more to reach your potential. Eventually it's all moot and you can get away with just going armor/projectiles or shield/projectiles but you're missing out on much more than a Gallente, Amarr, or Caldari doing the same in terms of what a race can offer. However, I do agree with going for shields first cause they pay off more immediately in terms of Inties, BCs, Recons, and HACs which I spend a great deal of time in. | ||
Insanious
Canada1251 Posts
1) So do you make a choice between going to T2 in a weapon OR going to a new ship class? Such as T1 rails OR tech to cruiser and T1 Medium rails? 2) Does a ship sort of specialize in a combat range? So like your a sniper (280mm artillery), Mid range (250mm artillery), or close range (Autocannons)? | ||
Jayme
United States5866 Posts
On June 03 2010 08:35 Spike wrote: Definitely think Minny is the most skill intensive race. You have: Guns, missiles, shields, armor, speed, and drones. And they aren't for one offs like the sacrilege/malediction or the rokh/eagle/harpy. Minny have ships in every class, frigs/cruisers/BCs/BSs, with split weapons and can be shielded or armored. Versatility is great but this means you need to train more to reach your potential. Eventually it's all moot and you can get away with just going armor/projectiles or shield/projectiles but you're missing out on much more than a Gallente, Amarr, or Caldari doing the same in terms of what a race can offer. However, I do agree with going for shields first cause they pays off more immediately in terms of Inties, BCs, Recons, and HACs which I spend a great deal of time in. I don't think he's really missing that much if he trains shield/proji for minmatar. Generally their "best" ships are perfectly fine if you only have projectiles trained. The only ship in my eyes that absolutely REQUIRES that you have cross trained to a big extent is the typhoon. You can get away with it fairly well otherwise. | ||
Insanious
Canada1251 Posts
- Get a good PvP ship going - Get the skills needed to go to 0.0 space - Join a 0.0 corp - look cool while doing it So basically i went: - "K, I want to look good" so, i went around looking at the general look of the different race's ships and rulled out amar... - "K, so i read missiles are more PvE" so, i ruled out missiles - "K, so i read that you want to be able to have long range on your weapons" so, i though to my self "rails are long range" (but i guess so are artillery and lasers...) So i looked around and saw well: Caldari look good, and they have lots of rails ships, alright so... ROHK! But i guess I didn't look into a lot of other things... Things like: - What are drone ships like (gallante)? Seems like a protoss carrier and that's kinda cool... - What ships are most useful over all? (stuff like the hurricane and typhoon in PvP Minmatar) - How does the whole fall off work, so are auto cannons useful at mid range then? Does that mean like 10km + mid range or what? and then: - Do you focus on trying to get to a bigger ship (like a Battleship) or do you focus on getting into a T2 ship? - What skills will get me fitted correctly and how long will that take? and what races will end up taking me to being fitted the fastest or sturdiest in the same amount of time... This game is so complex... thank you for taking your time to answer my questions, its helping a lot :D | ||
kuresuti
1393 Posts
Try not to take it in all at once. What I did was I picked a ship, ANY ship, they all work more or less. I decided on a fit and basically trained for that. When you are sitting there in your desired fit, it just comes to you. "What if I did this." "Hmm I want that... Oh this ship has what I want" etc. and you can keep going from there. It gets ALOT easier after you have the basic skills trained. If you have some decent passive shield tank skills you can basically put a decent tank on the whole Caldari lineup. With a few more skills you are adept in active tanking. Suddenly you will "get" EVE, atleast that's the way it happened for me. Most fails I have seen revolve around trying to get a PLEX farming thing up and running, 99% of the attempts end up with a character which can't fly a BS worth anything and does horribly at everything. It took me 2 months to set foot in a cruiser. It took me a year to try battleships. - Make short term goals for yourself. - Don't try to train everything at once. - Everything is viable, EXCEPT for trying to be a jack of all trades. Don't try to have some mining skills just in case, you'll just suck at both mining and combat. - Take your time. As for your questions... Drone ships are generally more intensive than other types of ships, since you need to manage your drones while trying to beat the horrible ui and system (Hey, kinda like SC :3). You basically release drones, wait until they are at your target, DPS is applied. Drones have the added benefits of being basically free DPS, since they take up no slots. They are also difficult to dodge since most of them are pretty fast. All ships have their place. If you want a ship that can do good in the largest amount of situations, it is any battleship. With so many slots you can make them into pretty much anything that doesn't need to go fast. Second best mining ship in the game is a battleship. With 10km optimal and 20km falloff, you will have 100% hit chance at 10km under optimal circumstances (disregarding tracking and transversal velocity). At 30km you will have 50% hit rate. At 50km 0%. This means that you can effectively fight even at 30km or 40km, but you won't do as much damage. Falloff does not have an effect the closer you are to your target, neither does optimal. 0-10km range under optimal circumstances means you always have a 100% hit chance. | ||
Insanious
Canada1251 Posts
I mean, i will fly into a mission, and start shooting and then go "ok well i cant win, and i cant move... this sucks" I know it will happen in PvP but if i can minimize it in PvE then maybe i might actually want to say use autocannons and rockets ![]() | ||
kuresuti
1393 Posts
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