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EVE New Citizens Q&A

 
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A Rookies Request ( Races, there ships and fits )

Author
Vanara Acad
Imperial Academy
Amarr Empire
#1 - 2012-08-13 19:03:49 UTC
Hello!

I'm new to EvE, yet not brand new, for I did my part and informed myself as good as I could about the game. My problem lies in the 4 Faction (Amarr, Caldari, Gallente and Minmatar ) you can choose as your starting position.
I do favor the Amarr but it would seem that they are “Capacitor Intensive “. I really can’t make a picture of what that would mean later on IG for all a rookie is able to fly is limited to a T1 Frig ( at least what I could test ) as well as:

• Ships are often expensive compared to other factions?
• Typically have small number of medium slots, meaning EW and AB/MWD usage is compromised?
• Often slower base max velocities than comparable ships of other factions?
• Often can't fit all their high slots with weapons - so damage output can't be maximized?

The Caldari on the other hand don’t use cap for there wep system. They can change ammo while the Amarr can’t if I’m not mistaken. But they have 1 ugly T1 missile boat, no destroyer… the Caracal ( Cruiser ) and Drake ( Battle Cruiser ) which I do favor. Yet these are 2 ships I could use and the BS class seem limited to the Raven only.

• Overall, Caldari ships are the slowest and heaviest, with few low slots to be able to compensate for this, making it hard to maintain range advantage
• Reliance on missiles has some drawbacks for PVP, for example hitting for much lower damage on moving or smaller enemies and having to wait between the launch and actual impact (as opposed to the "instant" damage of turrets)
• Fitting EW and AB/MWD modules reduces ability to shield tank, since these types of modules both use medium slot

Yet they seem to be excellent shield tanks and top PvE selection duel to their ability of selecting damage types.

The Gallente have the best basic for a female character creation if you ask me. They do focus drone boats and I don’t really see myself in this role not to mention some of their ships look like flying pumpkin heads. I am as well afraid that I would be easily kitted for they prefer close up combat.

• Some ships are heavily reliant on drones. Drones can be powerful weapons, but, unlike turrets, they can be destroyed, can be difficult to control, and are not particularly effective in long-distance hit-and-run warfare since they take time to travel to their targets. Drones also orbit their targets at close range and are thus vulnerable to smartbombs.
• Hybrid weapons use comparatively high amounts of capacitor and deal exclusively in thermal and kinetic damage.

The Minmatar remember me on some space pirates, like the Rippers from Serenity. They use from all a bit it would seem. Couldn’t really make an opinion on them except that they seem to favor speed ( hit and run )…

• Tend to have weaker tanks than other factions
• Skill-intensive. It may be necessary to train projectile weapon, missile and drone skills to obtain the maximum firepower out of Minmatar ships. Next to that, the range of Minmatar Artillery Cannons is often longer than their ships´ limited targeting range, which also requires extra skilling or using extra slots to extend the targeting range.
• Vulnerable to ECM jamming (use relatively weak LADAR-based sensors)
• Small capacitor reservoirs
• Tend to have very weak hulls

I am looking for at least one ship ( BS class) which is capable of tanking in missions or plexes. I prefer the option “tank and spank” if that can be applied to EvE. So sitting tide, capable of keeping myself alive, while cutting trough the enemy lines.
PvP vise I like to cripple my enemy, “debuff it” in a meaner of speaking. Making him unable to run away or be able to counter attack me, reducing his damage output or lowering his defense abilities.

As a newcomer or rookie I expect to be running missions for starters in High-Sec and/or Salvaging. In time I would like to do exploring.

Maybe I should as well mention that I’ll have a starting capital of around 500mil duel to sell of a PLEX via buddy invite.

Hoping that you could direct me or at least share some experience with me regarding the starting race, there ships and fits.

Best Regards Vanara Acad!
Tau Cabalander
Retirement Retreat
Working Stiffs
#2 - 2012-08-13 19:22:26 UTC  |  Edited by: Tau Cabalander
Vanara Acad wrote:
• Overall, Caldari ships are the slowest and heaviest, with few low slots to be able to compensate for this, making it hard to maintain range advantage

You can't compare ships by base attributes alone. The fitting makes a big difference.

Caldari shield tank almost exclusively, and shields have no speed penalty. Compare to the armor tanks, like Ammar, where you are heavy fitting plates that slow the ship down.

Although armor repping is more capacitor efficient than shield repping, shield repping is faster. Missiles (and projectiles) don't use capacitor, so this leaves more capacitor for tanking. Also, armor is repped at the end of a cycle, and shield at the start of a cycle. The largest tanks in EVE are active shield tanks. The largest buffer tanks in EVE are armor tanks.

I don't think there is a bad race, and I can pilot them all.
Velicitia
XS Tech
#3 - 2012-08-13 19:45:30 UTC
Often can't fit all their high slots with weapons - so damage output can't be maximized?
Not true, your fitting skills are likely not good yet. That said, there are some frigates that have (e.g.) 4 hi slots, but only 2 turret slots. Every race has stuff like this, with Minmatar doing it the most across all ship lines. Generally you'll use these "extra" high slots for utility purposes (e.g. a tractor beam, or salvager, or something else).


[Caldari] can change ammo while the Amarr can’t if I’m not mistaken. But they have 1 ugly T1 missile boat,...

You are mistaken. All the races can change ammo. Difference is Caldari/Minmatar can choose damage types (to some degree) whilst Amarr/Gallente are stuck to Therm/Kin(Gal) or Therm/EM (Amarr). Also, of the Caldari ships, I like the Kestrel's looks (they've got some really terribad looking ones too).

like the Rippers from Serenity
Merely a point of interest -- they were the "Reavers".

I am looking for at least one ship ( BS class) which is capable of tanking in missions or plexes. I prefer the option “tank and spank” if that can be applied to EvE. So sitting tide, capable of keeping myself alive, while cutting trough the enemy lines.
Tengu, Raven, Dominix, Gila, Rattlesnake (?) are all popular (or at least I hear about them a lot -- I hate missioning).

PvP vise I like to cripple my enemy, “debuff it” in a meaner of speaking. Making him unable to run away or be able to counter attack me, reducing his damage output or lowering his defense abilities
Falcon, Pilgrim, Ares, the other interceptors, among other ships that also do this ... I'm more the industrial type (though I can shoot people when needed).

Maybe I should as well mention that I’ll have a starting capital of around 500mil duel to sell of a PLEX via buddy invite. Bad news to tell people this, also as a rookie consider that 500m to be your "0" mark. Fly cheap, otherwise you'll lose your expensive pimp-fit ships to people wanting to profit off your loss.


Overall, what race you pick is up to you (at this point, it's whoever's backstory you like the best). There's no hard rule that says you as an Amarrian can't fly ships made by the slaves (Minmatar), or a Gallente or Caldari vessel if that's your choosing... however, it's best to stick with one race's ships for a little while (say cruisers/BC) so you can focus on getting the support skills in place. Once you have some decent support skills, then you can branch out (because you won't be so bad off)...

For example, most everyone uses turrets, so say you've trained up your Med Energy to L4 and are doing well in L2/3 missions (but no gunnery support skills). Jumping into a Gallente ship with L1 Med Hybrid, you'll feel really weak. Now, if you stuck with the Amarrian ships til you trained some of the "gunnery" support skills (motion prediction, surgical strike, etc) the bonuses they give will help offset the anemic damage you'd be getting by being 3 levels "short" in "Hybrid Turrets" -- you'll still feel "weak" (because you're missing ~15% damage from the amarrian stuff), but you'll still be hitting "well".

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Omega Sunset
Black.Omega
#4 - 2012-08-13 19:53:15 UTC  |  Edited by: Omega Sunset
Cormorant isn't too bad, if you don't mind sniping. Have someone tackle for you, eat frigs. Will most likely benefit from the coming destroyer changes. Or just skip destroyers, ya know? Depends where you want to go, as cruisers are probably better to specialize in for the long run and you can get to entry level there pretty quickly.

Hmmm... Caldari
Yes, shield tanks, so not too heavy.
Missiles have no optimum to dash to.
You start near Jita.

—Ω—

mkint
#5 - 2012-08-13 20:38:21 UTC
Each race has their strengths and weaknesses. Which one you pick seems to depend more on your personality than anything to do with the ships.

People who fly amarr like the idea of being part of an established tradition.

People who fly gallente are kinda libertarian.

People who fly caldari are bandwagon tools.

People who fly minmatar like to think they are scrappy underdogs.

That said, there's no reason not to cross train to get the best tools from each race.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Akanamon
Ralph's Monestary
#6 - 2012-08-13 20:40:58 UTC
I love how so many new players become educated on the basics of the game so quickly. I know it is not easy, but this level of knowledge will take you a long way in EvE.

Thanks for renewing my faith in new players. ;)
Petrus Blackshell
Rifterlings
#7 - 2012-08-14 00:25:36 UTC
Vanara Acad wrote:
like the Rippers from Serenity

I'm reasonably sure you mean the Reavers. You should look at Sansha pirate faction ships for a real resemblance.

As stated above, there is no "worst" race, and any price advantages that a race may appear to have are only due to the market at the time. Player driven markets cause fluctuations.

Other than that, some brief overview of races from someone who flies all of them:

Amarr

  • Weapons: Lasers (favored), drones, short range missiles. Crazy range flexibility, cool looks, and good damage. Missile and drone ships usually have poor-ish damage, but great utility (Arbitrator, Malediction, Sacrilege, Pilgrim, Curse).
  • Tank: Armor buffer (favored), active armor. Most Amarr ships can have very thick skins of armor. Some can actually absorb a ton of damage via constantly repairing.
  • Mobility: Mostly poor. Heavy armor tanking doesn't do much for the mobility of the already slow Amarr ships. There are some of them which are fairly fast when built right, but nothing too spectacular. Great range flexibility in weapons mitigates the effect of this.
  • Electronic warfare: Tracking disruptors (racial), energy neutralizers/vampires. TD's break enemy guns (but do nothing to missiles or drones), while neutralizers sap energy cap, and vampires maintain your own (sometimes necessary to make laser ships less vulnerable to neuts).
  • Limitations: As you noticed, low numbers of mid slots. This means limited ewar and near-impossible shield tanks. Another limitation is the poor tracking of lasers -- they have trouble hitting fast stuff. The low speed of some Amarr ships should be noted.


Caldari

  • Weapons: Railguns (favored), long range missiles (favored), short range missiles, blasters. The Caldari have some of the best long range ships in the game in both of their railgun and missile lines. Both of the weapon systems are fairly low damage, but hit well due to long ranges. The missiles are especially insufferable since they are very hard to dodge.
  • Tank: Shield buffer (favored), passive shield, active shield. Caldari have massive shield buffers, but can also do well depending on the shield's regeneration, or on using shield boosters.
  • Mobility: Mostly poor. Caldari ships' range prowess is offset by most of them being sort of easy to catch.
  • Electronic warfare: ECM (racial), ECM, ECM. Also known as jams, ECM is the only electronic warfare the Caldari excel at -- but excel they do. ECM shuts down all targeting of the target on a chance-based mechanic, and is considered borderline unbalanced by some people.
  • Limitations: The poor speed is not helped by low mid slots. Low damage, usually, with good utility -- but Caldari ships have to trade tank for utility from their mid slots. Missile travel times are suboptimal for some types of combat. Caldari ships are (in my opinion) best in groups of people, not alone.


Gallente

  • Weapons: Blasters (favored), drones (favored), railguns. Blasters are the highest damage weapons in the game, and drones give very good, reliable damage and range flexibility. However, they can be shot down, leading to most Gallente ships having issues fighting at range. A few are good at doing that using railguns, but not many.
  • Tank: Kitchen sink (favored), "damage" tank, active armor. With a few exceptions, Gallente ships aren't that good at tanking. They just fit some buffer that goes with the particular fit (shield or armor, whatever), in order to survive long enough until the enemy is dead due to superior damage.
  • Mobility: Good-ish. Gallente ships need it for range management. Agility (acceleration/turning) can be a bit poor, but Gallente ships are usually quite fast.
  • Electronic warfare: Sensor dampeners (racial), long range warp disruption/scrambling. The Gallente Ewar suite is considered by some to be the weakest, as it is very situational. Damps reduce targeting range or targeting speed. It and long range tackle are very situational.
  • Limitations: Gallente ships are very vulnerable to anything that they can't catch that is hitting them from range. They also don't deal that well with overwhelming damage. Some ships can also have trouble staying at short range due to "slinging" past the target due to low agility.



Minmatar

  • Weapons: Projectiles (favored), missiles, drones. Projectile weapons have great range flexibility without needing to swap out ammo, and they have damage variability as well via different ammo types. However, autocannons tend to do low damage compared to other weapon systems at similar ranges. At short range, they are outclassed by blasters. At long range, they are outclassed by lasers. Artillery does the lowest damage per second of any weapon system due to a really low rate of fire, but has amazing "alpha" strike.
  • Tank: Kitchen sink (favored), active shield. Many Minmatar ships can do well with both shield and armor tanks. Choice is important in how the fit is supposed to work.
  • Mobility: Great. Minmatar ships are very fast, and quite agile. They have a reasonably easy time with range control.
  • Electronic warfare: Target painters (racial), long range stasis webifiers, energy neutralizers. The latter two are actually used more than TPs as TPs are only useful in limited situations. Neuts technically aren't a Minmatar feature, but many Minmatar ships get extra high slots on top of their weapons, which often are equipped with neuts.
  • Limitations: Very few Minmatar ships can claim to be "durable". Flying Minmatar effectively can be easy in some ways, but hard in others. "Flying a Minmatar ship is like going down the up escalator in a wheelchair, dual wielding Uzis."

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Petrus Blackshell
Rifterlings
#8 - 2012-08-14 00:27:29 UTC
Oh, and I should mention: keeping people from warping out is something that everyone does in PvP. Nobody wants targets to get away, so a warp scrambler or disruptor is a staple on a lot of combat ships.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Lilliana Stelles
#9 - 2012-08-14 00:48:33 UTC
I'm just going to clear a few things up. You're cast-typing the races a little bit too intensively. There's much more variety than that.

Things I spotted in your post:

Amarr:

The Amarr aren't limited to lasers. They have several drone-intensive-boats (arbitrator and its variants, and the geddon has a rather enormous drone bay compared to say, Caldari battleships). They also get missiles on the Damnation and Heretic. And Amarr certainly can fill their high-slots with weapons. They have two battleships with 8 hardpoints. They are, however, the second-slowest race.

Caldari:

Caldari /do/ use cap for their hybrids. They're not exclusively missiles. They're 50/50. They also require more cap because they shield tank. The BS certainly isn't limited to the Raven for combat. There's the Rokh, of course, as well as the Scorpion Navy Issue, which fits quite a strong tank if we count faction ships.

Quote:
Overall, Caldari ships are the slowest and heaviest, with few low slots to be able to compensate for this, making it hard to maintain range advantage


Now, you don't need low slots to compensate for speed. Propulsion mods fit in the mids. Low slots are rarely used for speed tanking after the historic nano-nerf. You may occasionally see someone fit an overdrive injector, but it's not an extremely common practice.

Gallente: You're mostly correct about them, but they do have the second-fastest ships in the game. It's quite possible to run close-range blaster boats with them. While their guns do one type of damage, their drones can be switched.

Now, onto the minmatar:
Quote:
Tend to have weaker tanks than other factions

This is entirely false. They have tanking options, but they're certainly not weak. The maelstrom, claymore, cyclone, and sleipnir currently have some of the strongest tanks in the game, due to ancillary shield boosters. They are a skill intensive race, but if you focus on turrets and shields you still have enough options to survive before training their "secondary" systems of missiles and armor.

Quote:
Tend to have very weak hulls

HP isn't everything. Many of shots fired at smaller minmatar ships will be missing if you can avoid being webbed or scrammed. Think of them as evasion tanking.

Also, minmatar get a variety of ammo, like Caldari, though not quite as wide of a range.


In terms of tank-and-spank ships, your best options are the Dominix (Gallente), Navy Scorpion or Raven (Caldari), or the Maelstrom (Minmatar). The Rokh and Tempest can run missions, though it's a bit trickier. Arguably any Amarr battleship can run level 4s, but your damage-type is somewhat handicapping, and you'll be limited to certain regions of space if you want to be efficient.

Not a forum alt. 

Baneken
Arctic Light Inc.
Arctic Light
#10 - 2012-08-14 15:43:49 UTC
Also (especially) Gallente drone boats are the most versatile boats in all of new eden thanks to their drone damage bonus.
Sometime ago one the popular fits were AC fitted myrmidons with 3x reps and dunno it still might be and Dominix is still ever popular as "a neut moster".
Vanara Acad
Imperial Academy
Amarr Empire
#11 - 2012-08-14 17:34:11 UTC  |  Edited by: Vanara Acad
Quote:
Merely a point of interest -- they were the "Reavers"


Quote:

I'm reasonably sure you mean the Reavers. You should look at Sansha pirate faction ships for a real resemblance.


( Blushed ) … an awkward moment …

Pardon me, I was speaking the words in error, I spoke with the absence of knowledge and the result was words of ignorance.
Velicitia wrote:

Maybe I should as well mention that I’ll have a starting capital of around 500mil duel to sell of a PLEX via buddy invite. Bad news to tell people this, also as a rookie consider that 500m to be your "0" mark. Fly cheap, otherwise you'll lose your expensive pimp-fit ships to people wanting to profit off your loss.

Well maybe, but I though it may help to direct me + this is not my buddy invite acc but merely a 14 days acc. It is a dif if you start with 0 isk or 500mil isk. But I am well aware of it, still thank you for your concern. The money will mainly be spent on skill books and possible implants.
( Is it worth buying implants as a rookie, for I’ll be in High-Sec so chances that I’ll be “podded” are small? )
For I am well aware on the Golden rules as well as its number 1 rule, never undock with a ship you can’t afford. Once you undock, see the ship as already lost.
There were however people who told me that if I’ll go Caldari I should strait train the Tengu. But a ship worth over 300mil I believe + fits, is something I don’t dare to fly + it would violate the above rules which is not to be recommended.

However I’m still not even a bit closer to decide what Race I should play. I would pref. the Amarr for I simply like the look of their ship. Yet I’m not sure that I’ll be satisfied with the option of character creation. I find it difficult to create a female avatar that would fit my requirements. So on a second though, the Caldari would be an option. For they have at least 1 Bloodline that would be acceptable.

If I would play Amarr I believe I would cross train the Caldari ships but if I would play the Caldari I would cross train to Minmatar for they seems to be close in wep as shield tanking.

Ofc my pref. character would be Gallente female, yet I don’t want to fly there ships and cross training from the start seems a bit of a waste.
Lilliana Stelles wrote:

...In terms of tank-and-spank ships, your best options are the Dominix (Gallente)...

I do realize that the Dominix is the most powerful T1 BS for its dps with drones which can go up to 1.7k dps. Yet I don’t like this flying pumpkin.
And about the Caldari Navy Scorpian, wouldn’t the Rattlesnake be better?
Baneken wrote:
Also (especially) Gallente drone boats are the most versatile boats in all of new eden thanks to their drone damage bonus.
Sometime ago one the popular fits were AC fitted myrmidons with 3x reps and dunno it still might be and Dominix is still ever popular as "a neut moster".

I do not want to use drones as main dps source… yet I would agree on the Myrm being one of the better looking Gallente ships, second place after the Tristan.

I could understand if the above questions are annoying some people but EvE doesn’t seem like a typical MMO where I would reach the top in maybe 3 months work and then simply make myself some other classes I always wanted to test and play. It’s a long time investment which means that it will go into 1 year or more before a character reaches the same lvl. That’s why I am asking an searching for the best possible balance.

Off Topic:

Exploration – I was told that NPC you encounter there are much much more powerful than the usual ones?
I was told that even a rookie could do it with some time spend on certain skills?
I was told to look for system without a space station, where the traffic is low ( safer )?
Are there only WHs or as well other PLEXes you can run with exploration which are profitable? Pref. with restrictions to small ships up to cruiser?

Thank you for your understanding, Best Regards Vanara Acad!
Kitty Bear
Deep Core Mining Inc.
Caldari State
#12 - 2012-08-14 22:03:14 UTC
With the addition of Drone Damage Amplifier
Many previously Armour tanked drone boats, with merely average DPS, are now shield tanked and do much higher DPS.

The Myrmydon was noted for it's good Shield Tank before DDA's were added. So it may confuse the issue somewhat, but just because a faction tends towards a particular tanking regime, there is nothing that says that regime has to be observed.


Lilliana Stelles
#13 - 2012-08-14 23:16:33 UTC
Vanara Acad wrote:

And about the Caldari Navy Scorpian, wouldn’t the Rattlesnake be better?


Rattlesnake is a drone boat... if you don't like drones, you won't like the rattlesnake.

In addition, it's a pirate faction battleship, so you can expect to double your training times in order to fly it. (It requires both Caldari and Gallente skills).

Not a forum alt. 

Lost Greybeard
Drunken Yordles
#14 - 2012-08-15 03:30:46 UTC
Some notes:

TANK:

Amarr are a "hard" armor tanked race, and Caldari are "hard" shield. While you can put a shield tank on an Amarr boat or and Armor tank on a Caldari boat, you're going to be hard-pressed to get to mediocre. Meanwhile, Gallente and Minmatar are "soft" armor and shield respectively, so while their ships have a general trend of favoring their respective tank types, there are lots of exceptions and in many cases your "off" tank will be as strong as the one you actually specialize in.

This traces back to the original design intent to have Amarr and Caldari be more passive and Minmatar and Gallente rely more on active tank (reppers/boosters), which has more or less been abandoned but has some lingering effects.

WEAPONS:

For any race, you will be training a minimum of two weapon types to kit out the majority of your ships, with a non-trivial investment in a third. This is _before_ you start thinking about cross-race fits like putting Autocannons on a Myrmidon and so on. So your initial pick for weapons isn't as all-encompassing important as you probably think.

Amarr: Lasers and missiles, some drones
Caldari: Missiles and Hybrid turrets, some drones
Minmatar: Projectile turrets and Missiles, some drones
Gallente: Drones and Hybrid turrets, some missiles

Generally speaking, you'll want to be able to equip all three types of small/medium turrets at a basic level (Medium whatever turret I) and send out 5 medium combat drones (Drones V, Scout drone operation II), plus equip torpedoes (Torpedoes I) for Stealth Bombers no matter who you are. This is not all that time-consuming and lets you play with different fits to find whatever you want in the small/medium ship sizes.

FOCUS:

Generally speaking, a highly focused skill plan is highly overrated for a new player. Map all your points into Intelligence and Perception (with perhaps some in Memory, see other threads for specific advice on remaps), grab whatever seems interesting, and just train it. Do not pick something advanced like a T2 cruiser and bee-line for that. Train for the ability to access small and medium ships in your race (frigate, cruiser, destroyer, battlecruiser) and the weapons you would use in that race's ships, then work up all your fitting and support skills while you practice flying around. Plus, you know, whatever seems interesting.

Unless you're going with Gallente, don't even bother taking a point in Battleships until your weapon systems, tank, and capacitor/fitting skills are fairly fleshed out in the medium size category. Where exactly this is is something of a judgement call on your part, take a guess. Or just start trying a new ship whenever your current one gets boring.

HERE THERE BE DRAGONS:

Use advice you get here, from Battleclinic, from the Rookie help channel, etc with a very large grain of salt. Generally speaking such advice is _intended_ to be trustworthy, but the game is revamped pretty significantly on a regular basis and the new-player experience has changed a lot since the veterans started out. Most recently, CCP has started changing the bonuses and fitting characteristics fairly dramatically to try to make ships that were previously more or less useless not suck anymore.

So that incredibly detailed post you found in an archive from a year ago detailing optimal training paths and so on may be worth reading, but whether it's still optimal is going to be dubious at best. Google is your friend, but he's your elderly, senile friend at the nursing home that thinks you're his buddy from Burning Man '85 when you dropped all that brown acid, and even while he's dispensing ancient wisdom to you he's got one eye over his shoulder for the Reno PD.
Petrus Blackshell
Rifterlings
#15 - 2012-08-15 03:52:30 UTC
Lost Greybeard wrote:
Google is your friend, but he's your elderly, senile friend at the nursing home that thinks you're his buddy from Burning Man '85 when you dropped all that brown acid, and even while he's dispensing ancient wisdom to you he's got one eye over his shoulder for the Reno PD.

That was crash and I needed it for my Drake, man! Don't be hatin'!

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

mxzf
Shovel Bros
#16 - 2012-08-15 14:33:35 UTC  |  Edited by: mxzf
Quote:
However I’m still not even a bit closer to decide what Race I should play. I would pref. the Amarr for I simply like the look of their ship. Yet I’m not sure that I’ll be satisfied with the option of character creation. I find it difficult to create a female avatar that would fit my requirements. So on a second though, the Caldari would be an option. For they have at least 1 Bloodline that would be acceptable.

If I would play Amarr I believe I would cross train the Caldari ships but if I would play the Caldari I would cross train to Minmatar for they seems to be close in wep as shield tanking.

Ofc my pref. character would be Gallente female, yet I don’t want to fly there ships and cross training from the start seems a bit of a waste.


Create a character of whatever race you want to and then fly whatever ships you want to. There is absolutely nothing locking you into training a specific race's ships, even if your character is nominally of that race.

If you want a Gallente character which only flies Amarr ships, just do it, there's no issue with that. Starting race gives you about 0.5d (or less) worth of training in that race, just enough to barely use their frigates. If you want to make a Gallente char that uses Amarr ships, start the char one evening, drop on Amarr Frigate and Small Energy weapons, and go to bed; in the morning you will be in the same place you would be if you'd started Amarr.

Also, as someone who has cross-trained all four races, I'll tell you that they're all good and all equally viable in different ways. Train the one you want (Amarr it sounds like, from what you've said you want to do) and go from there. Most likely you'll end up cross-training 1-3 extra races down the line for various reasons, but there's nothing wrong with sticking to one race hardcore either. It's a game, do whatever's most fun for you.
Vanara Acad
Imperial Academy
Amarr Empire
#17 - 2012-08-16 13:24:42 UTC
Not much of an improvement. Spend the last day playing with the EvE Character creation tool, can't say I like it. Bit of a disappointment compare to other RPG or MMO game creation options. Still so far I can pin it down to Caldari or Amarr. Now it comes down to their usefulness in PvP as PvE.

Which one would you suggest? Faction standings Win/Loose/FW ( If I would join, was told it can be highly profitable )/Crowd control ( with it I mean how populated are the regions) ? Pros/Cons? Things that might make a change.

Note: I am aware of the already listed information’s in this topic connected to Caldari or Amarr faction.

I would as well appreciate if I could receive an answer to:
Vanara Acad wrote:

Off Topic:

Exploration – I was told that NPC you encounter there are much more powerful than the usual ones?
I was told that even a rookie could do it with some time spend on certain skills?
I was told to look for system without a space station, where the traffic is low ( safer )?
Are there only WHs or as well other PLEXes you can run with exploration which are profitable? Pref. with restrictions to small ships up to cruiser?

Thank you for your understanding, Best Regards Vanara Acad!

War Kitten
Panda McLegion
#18 - 2012-08-16 13:49:25 UTC  |  Edited by: War Kitten
Unless you're bent on roleplaying purity or something, it doesn't matter what race you start as. You can join any FW group and fly any ship you train for, and there are no bonuses or penalties involved.

Exploration is a good income source, though I've only done it in lowsec and nullsec. The rats in exploration sites in lowsec are not hard, comparable to a level 2 mission perhaps.

The skills you'll need for it are easy to train. Codebreakers (Radar) and Analyzers (Magnetometric) and Salvagers (Magnetometric and any with rats) are the modules you'll use. The probing skills will take more time to train than any of those.

You don't have to pick a system with or without a station (assuming lowsec), just bring a cloak for safety and don't run the sites when someone else you don't trust is in local chat. (and in lowsec, don't trust *anyone* in local chat :) )

There are no size restrictions for ships in explorations sites that I'm aware of - that's a faction war thing for the most part.

It's great to see someone putting so much research into their game. It will pay off a hundredfold. Intel and knowledge is king in EVE.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Vanara Acad
Imperial Academy
Amarr Empire
#19 - 2012-08-19 07:48:26 UTC
Hey, I'm back and I made up my mind, kinda.

I had to speed it up a bit since my Buddy Invite arrived. I was tending to start with the Amarrians but duel to there difficulty people keep mentioning about Capacitor need I decided that they might be a bit to much for a Newcomer and that playing Caldari ( missile ships only ) would be much easier since I have no urge to start PvP any soon rather first get a feeling for the Faction/Ships and environment while learning the basic while doing PvE.

If there is anything ales I should know, spill it out now! If you believe that the Amarr would be better suited say it now or be for ever silent.

So far I believe I'll go from frig to Cruiser ( Caracal ) then BC ( Drake ) and finally to Raven or CNS? Depending on the speed of learning/training time and changes that might be applied.

Any final words? Well if not you have around 24h to change my mind or give additional advice before I'll hit the character creation button and start my new life as a capsular.

Best Regards Vanara Acad!
Zanzbar
The Scope
Gallente Federation
#20 - 2012-08-19 14:14:20 UTC  |  Edited by: Zanzbar
The ship progression you just mentioned is the generic caldari missle boat progression and they may be adding a missle destroyer soon to fill the cap between frig and caracal. However many people will say that caldari is the easiest for pve but has the fewest pvp viable ship setups so keep that in mind when picking them.

As far as amarr capacitor it not as bad as many make it seem and training a few cap skills (energy managment, energy systems operation) early will help greatly with compensating. The main issue with amarr energy is that they are the easiest to shut down with neutralizers which with the exception of a few npcs are only found in pvp.