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EVE New Citizens Q&A

 
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Advice: So, what should be my next ship?

First post First post
Author
eatsbabies cienfuegos
Grimm Hounds
SONS of BANE
#201 - 2011-10-09 04:22:35 UTC
i've only just started playing. i'm about 3 months in i believe.

i wish i would have known when i started that i could have been flying a stealth bomber on week 4.

there aren't any rules out in null sec. that's the place to be. you don't have to check to see who you're shooting at, you don't have to check to see where the gate guns are... you just find a target and fight. can i get an amen?
Morficus
Garoun Investment Bank
Gallente Federation
#202 - 2011-10-09 04:29:41 UTC
I recommend The Rattlesnake. It's the best tank and drone boat there is. While it is expensive, you will do level 4 missions without any worry. You can "almost" fall asleep in the thing and still be alive.
Gryd
Einheit X-6
#203 - 2011-10-09 04:35:57 UTC
also, an x with good y-skills will always win versus a Z with a and b fitted.
Pahuac Chung
The Scope
Gallente Federation
#204 - 2011-10-09 04:49:56 UTC
Mad Bum2 wrote:
Taranis

probably the best small ship out there.

Once you've trained it fully you will have good drone and gun skills and be rdy to move on to bigger and better ships.

Don't aim for titan or mom ships as once in them you wont be able to leave them safely.

(If ccp created a super station that super caps could dock in say 1 per region then I might get one myself but until then not worth the long skill training and effort if you cant get out of them safely and go blow someone up in your cruiser size ship)


Federation Navy Comet has slightly more speed and firepower than Taranis at the expense of the MWD signature bonus, assuming 3 of the low slots are used for armor tank (repper, damage control, adaptive membrane). Both need good drone skills.
Pendico
Diversionary Ltd.
#205 - 2011-10-09 06:12:39 UTC
I am going to advise for the newer players, those who have played EVE less than six months.

Train for your Core Competency -- Standard certification ASAP. The biggest mistake I see newer players make is jumping into a larger ship as soon as they can train it to level 1. Especially Battleships. These days I don't even bother with a Battleship in hisec (I prefer T3's). The reason I stress Core Competency -- Standard is to give the pilot more fitting choices no matter what their next ship will be.

Talk with your more experienced corpmates about your next ship and do get help from them on properly fitting it!

Also train those skills that enhance all your ships, like Evasive Maneuvering, Engineering and so on. When I was new one of my early priorities was getting into an Interceptor. The bonus I received was having to train Evasive Maneuvering to 5 which saved my skin on more occasions than I can recall (much better align times). In lowsec what will save your skin is a huge skill investment in Navigation.

If you like warring in highsec then stay in ships of Battlecruiser size or smaller.

It's always better to be in a ship you have trained to level 5 than the alternatives.
Commander Lojak
Native Freshfood
Minmatar Republic
#206 - 2011-10-09 07:58:00 UTC
ships are all well and good but what makes or breaks a ship is the fit u have
my advice is this
learn to fit your ship .
this in and of itself is the single most difficult thing about EVE in my opinion due to the fact the there are so many variables in which you need to take into account.
and rigs can make the differnce between a good fit and a great 1

if u have a 1/2 assed ship fit then u will have a nice wreck soon enough
ElQuirko
University of Caille
Gallente Federation
#207 - 2011-10-09 08:32:39 UTC
Train immediately for a thanatos. Bitches won't mess around with you if your posse rolls in in thanatoseseseseses.

Dodixie > Hek

Illwill Jill
Garoun Investment Bank
Gallente Federation
#208 - 2011-10-09 08:41:06 UTC
Vexor.

It's fairly easy to skill for, and it's versatile enough for most early activities. Bonus is that it uses the same skills as the Myrm, which is very good as the next goal.
PAGAN585
The Dark Resistance
#209 - 2011-10-09 08:47:17 UTC
what is the question here?
are we asking what is best for new players to fly?
or are we asking what the best ship in the game is?

if we are talking about what a new player would just quick train and hop into then we are expecting frigs and cruisers. rifters, ruptures, blackbirds, merlins, omens, punishers, and so on for gallente. cause best of all they are cheap. that and if you get a group of 50 noob blackbirds and teach them just to ecm it'll be a good ol time.

in the long run tho go for a t3.
it can do anything Shocked
vovane
Embrace the Space
#210 - 2011-10-09 09:16:42 UTC
I'd recommend the Drake because it is the king of passive shield tank.
Kal Gnak
WaYnE AG
#211 - 2011-10-09 10:45:26 UTC  |  Edited by: Kal Gnak
I personaly recomand, through exp. to go for AMAR-ships, they are overall a good thing you can use for PVE and PVP due to high DPS you can run fast missions, with the best Armor tank and DPS, the same for PVP they are overall usefull (high DPS and high buffer tank, thanks to passiv resistance bonus they are deadly and though.

another thing is, you dont need amunition only lense and can switch range of weapons "on the fly" with changeing the lens


with best regards ;) sry for my english i hope its understandable

to add another thing is, even in wormhole space PVE amar has more use and omni tankability then any other Armored class ships, i played as galente and i must tell you its a pain in any way and will not recommend it (PVE and PVP gallente need to much skillpoints to be effectiv in DPS ( you need both skills high Drone-skillpoints to Sentry t2 and board weapons to T2 Large Railguns and Gunnery skills maxed, any other race needs less to get to max DPS... (for both PVE and PVP) as gallente you have to skill drones and railguns for PVE and on the other side you have to skill blaster for PVP max dmg, so you need to max 3 lines of skills to T2 while other need only 2 weapon types and just small skills in drones t2 scout drone is good to go for most other faction ships, excluding the gunnary basic skills
Visione
Ministry of War
Amarr Empire
#212 - 2011-10-09 11:15:51 UTC
Floydd Heywood wrote:
The Omen is a nice boat. Medium T2 Lasers are quick to learn and the ship does good damage while still being very cheap. No drones means good for pvp and no separate drone skills required.

Next step is Omen Navy which offers a lot of improvement over the Omen with no new skills required except some for the drones, and is affordable and very cost-effective for a faction boat.

Nowadays the Omen doesn't even look like **** anymore. The old look prevented me from using it myself as a new player Lol


the omen does have a drone bay... and the omen dosn't have its graphics overhauled,

the maller dosn't have a drone bay and did have his graphics overhauled,
but there isn't a faction version of this ship.

so next time, do some research :P you are confusing for new players :P
Myll'Enna
Viziam
Amarr Empire
#213 - 2011-10-09 11:53:49 UTC
CCP Fallout wrote:
As a new capsuleer, we almost always go through the new player experience tutorial and then ask ourselves, "what's next? I want to blast everything I come across!" EVE has quite a number of ships that a new or young capsuleer could fly... but what should he or she choose? What ships do you recommend, for what purpose, and why is that ship better than any other?


What's next is:

(1) focus on becoming independent in terms of ISK or Revenue Generation;

(2) try all aspects of game for a bit to see what you enjoy most, and what suits your play style, then

(3) find a corporation you want to join

Ships, purpose and roles

In our alliance we require all members to learn covert ops ships ASAP. Here's why:


  • The game is about PVP; keeping your ship, while the other guy loses his. Rookes are not so good at keeping their ships until they learn how to read systems, and how to navigate safely in any system no matter its sec status.
  • Being able to move about in any operational theater (hisec, losec and nullsec) opens up the game to you and enables you to go anywhere once you have learned how to navigate losec and nullsec.
  • Being able to move about during war time while eluding hostiles is best accomplished when you can cloak. Key principle: you can't shoot what you can't see.
  • when you can fly cloaky your ability to move without ship loss improves a great deal;
  • when new players are covert ops capable they are less prone to ship loss and this is something corporations and alliances appreciate, especially when they're war dec'd. The more losses you have to mercs, griefers and other miscreants, the more likely they are to extend war declarations and keep coming back for more easy kills. So when you can practice target denial strategies, then they get frustrated because you're no longer an easy kill.
  • secondly learn how to scan and locate targets, now you're useful to any corporation and their combat fleets. Plus scanning skills help you improve your revenue generation.
  • being able to covertly scout systems you're thinking about using for revenue generation or combat is important. It enables you to set up systems safely.
  • to fly a covert ops ship you need to have frigate level 5. This opens up the full range of Tech 2 frigates, and stealth bombers, which gives you the ability to deliver battleship level damage from a frig! Being able to cloak and warp away means you're more effective at keeping your ship while costing any war target (wart) his.


The above takes care of your survival and value to others when it comes to working together, being part of a corporation and alliance.

Cruisers and Battlecruisers
Cruiser Level 5 opens up the Tech 2 cruisers to any player. These are highly effective ships for PVE and PVP.

Battlecruisers are the sweet spot for cost effectiveness in PVP and PVE. They are capable of destroying battleships, cruisers and frigates. As has been stated in other threads here, they are found in almost every fleet engagement no matter the operational theatre. This is because they are easy to train for, and cheap to replace, yet highly effective as weapons platforms capable of fulfilling a variety of useful roles in fleets.

"The Bigger Boat Theory" is a fallacy. The natural concept and assumption is the bigger the boat the more likely I am to survive. In EVE this is not true, as that boat is only as effective as your support skills. Develop your core skills, then T2 tanking skills, then damage skills.

So rather than focus on a boat to specialize in, first spend a few months getting to know EVE and the rich experience it has to offer. Then decide on your play style and select ships that can best help you master that play style. When you join a corporation be ready for fleet roles. The first fleet role is tackler, and is the best way to learn PVP. EWAR skill is vital, but often overlooked. But skilled EWAR pilots are always welcome. Logistics pilots are always welcome. EWAR and Logistics are cruiser level 5 skills. Damage dealers is the next role, and this is where tank and damage output are essential. If you want to be an FC get battlecruiser V and skill for warfare specialist so you can provide fleet boosts.

Corporations and alliances come and go, so learn to fly a hauler so you can move your stuff around the universe. I highly recommend the Blockade Runner as this is useful in all operational theatres in New Eden and is an extremely useful ship for hauling. No pilot we've recommended this to has ever complained. They become independent and are able to safely move their stuff about. Self-reliance is a good thing.

Revenue Generation
Incursions are the best way to earn revenue at this time. Battleships highly recommended.

Always buy 2 ships of the same class. Because if you lose the ship you use to generate revenue you're stuck with a low-level ship that is not as capable of helping you earn the ISK you need to replace the one you lost.

SUMMARY
Ships are about play style, role and purpose. Being versatile improves your knowledge of the game and enriches your experience in short: more bang for your sub-buck!

Miners need hulks.

Good luck!









Hartzenen
Rise.
#214 - 2011-10-09 14:11:42 UTC
Don't listen to anyone and just go for Tech 3 ships (unless you are gallente, their T3 ship is useless for pve).
Tech 3 ships are local uber-super-cheat thingy. They can do anything - pvp or pvp. The best farming machine in the game is Tengu, Caldari tech 3 cruiser, then legion and then loki. Proteus is the worst, practically not capable of doing pve aspects of the game. While you'll be learning T3 ships - you'll be able to pilot cruiser size ships on which you'll be able to do lvl3 missions or lower level exploration stuff.
Xenon Vertillia
Keeper's Corporation
#215 - 2011-10-09 14:20:55 UTC
Hi Well there is alot of choices,

But in the years playing I have tried a big variety of ships,
For PVP I prefer a Hurricane, it's emmense diversity and fitting possibilities is awesome, along that is a good bang for buck.

You can both make good armor tanked good shield tanked fits, and it always allow exsesive DPS.

For PVE i prefer the Absolution, it's a pretty ship and and offers strong damage. Dunno how many missions i've done in one, but it's enough ;-)
The laser show in itself is a sight that you most see.Lol
Darnok Iksnibiks
Aliastra
Gallente Federation
#216 - 2011-10-09 14:43:37 UTC
Firstly, in EVE everyone need to make ISK as loosing ships hurts, especially at the beginning of the journey. At my early days I was advised to always have separate set of ships to make ISK and other set for fun. Those ships can be of the same type.

Also pick whatever ships you like to fly not the best ones. Not many things spoils the fun as flying ships you don't like, on daily basis. Sometimes its necessary (certain ship builds) but if you don't have to, fly whatever you like not what is currently a flavor of the month.

But back to the topic
-Missions: Slowly work your way toward best tier of frigates, then you can make a choice: train destroyers or skip them and go straight for cruisers. Even if destroyers are easier to fit, skill and give nice dps boost I find their tank much weaker than on frigs (are slower, higher scan signature and tighter fitting). On the other hand destroyers are good, cheap salvaging platforms which increase income considerably.
Cruisers offer nice dps, good tank and can fill many roles. other than that are more perspective as can deal with L3 too.
After that I recommend Battle-cruisers. Those burn trough L3 and are L4 worthy. Especially Drake and Myrmidon. Skipping BC to Battleships isn’t a good idea IMHO. Those things demands many skills to fly safe, and it seriously hurts wallet if you lose your first BS.

-Mining/trading: there are plenty of guides as many approaches are possible. Each race have dedicated mining and hauling frigates. Those are good start, then you can progress to cruisers. Then you have open path to mining barges or hauling ships.

- Exploration: with some skilling you can start that career path and its easy to do hi-sec sites. Just there is a lot of competition. Standard frigs or destroyers will work.

- Incursions: scout sites may be very good for a gang of new players. Frigates and destroyers will suffice especially with some logistic drones. It’s awesome opportunity to feel the group game play, fleet mechanics and get in contact with some awesome people.


PVP: for me best starting ships are frigates. Everybody should start as a tacling ship. It’s one of the most important skills in Eve PvP and should never be underestimated. Flying among bigger ships may seem intimidating but EVE is balanced in a way that any ship can threat others. It’s not so uncommon that battleships die to frigs and other way around.

Don’t rush to certain ships. Many of them demands proper skills to actually work. Usually you will be more effective in cruiser than in poorly skilled BS. Certificates are good indicator (but be careful as those may be misleading at times.

I also advice to at least try to fly each ship classes, at least T1 version to determine what play style you prefer: fast dogfight in frigs, cumbersome but powerful battleships , **** people off with electronic warfare ships or aid your team mates in logistics/command ships.

And probably one most important lesson. Don't be afraid to Die. You will lose ship, that's is certain thing in EVE. Hi-sec is safeish not a safe place after all.

Hope that helps a bit. Feel free to comment or flame me ;)

Fly safe
Darnok Iksnibiks
Eloise Pasteur
Vinegar Flies
#217 - 2011-10-09 15:37:58 UTC
In general, once you've chosen your race, I'd suggest staying with t1 and then t2 frigates for as long as possible - of your race.

Train up your core competency certificate skills, gunnery certificate skills and the weapons systems. Adding t2 frigates gives you a wider range of weapons in many cases (SB add torpedoes and bombs after all) and modules.

Personally I like Rifters and Wolves here, but there's no absolute list that you must follow - play style, starting race and the like make more difference. I still fly (well sometimes) a speed-tanking wolf and it rips through L2 and most L3 missions. Although I fly a Mach most times, when we first started looking at L4's I took the Wolf along. There are always enough frigates to annoy the big boys and a AF with good skills will tear the enemy Frigates and Cruisers apart - particularly if their webbers are webbing your mates' big, slow BS instead of you!

If you want to PVP, then Rifters are cheap to let you learn the ropes, and fit enough things to be interesting. AFs, Intys, SB and the like add to the interest and skills you can use for when you fly bigger ships.

By all means pick out for other things too - enough cruiser to fly a BC once you've started to get a good range of t2 modules for amour/shield. Enough Industrial to get a trading ship and give that a go. It will help towards a mining barge too.

Look as well at working your relevant starting profession (Soldier, Elite Soldier, etc.) skills up that range of certificates too, and your preferred defensive skill set up that range of certificates.

It might sound limiting, but if you've got a good range of all those skills to 4 or better still 5, when you get a shiny new (and expensive) ship you will be able to fly it well straight away. There will probably be room to improve (especially weapon skills when you step up a size there) but the skills to shield tank your rifter a bit, will help tank your Typhoon.
Firebolt145
The Hatchery
RAZOR Alliance
#218 - 2011-10-09 15:41:53 UTC
Lelob wrote:
Rifter>thrasher>rupture>cane or possibly cross training drake>

****, just look at what people like elite space guild or the hatchery are doing.

D'aw, ty for the shoutout.
nesdaq
Viziam
Amarr Empire
#219 - 2011-10-09 16:40:25 UTC
Hulk? its the only freeking thing what can properly mine?
Ptraci
3 R Corporation
#220 - 2011-10-09 16:42:45 UTC
This is the wrong question to ask.

The ship you fly should be determined by what skills you have, and not the other way around. It does not suffice in EVE to have the ISK to buy a shiny new ship if you don't have the skill to fly it effectively. Therefore I would say to most rookies - think about what you which role you would like to fill - will you be flying solo or as part of a fleet? That's possibly the most important question.

If you're flying solo then you need to be good at everything, and you'll be looking at a HAC, battlecruiser or battleship - because unless you have uber-skills you won't last all that long in a (faction) frigate against anyone but noobs. But if you join a corp and are going to be participating in fleet ops, then you have far more choices and require much less skill since individual skill ends up averaging out in a fleet. It's not an easy question to answer.