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Which skills should NOT ever be trained to Level 5 ???

Author
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#21 - 2013-01-19 06:59:24 UTC
Salpad wrote:
Some other skillz not worth training at all, except to meet prerequisites for modules or ship hulls:

Electronics Uprades
Energy Grid Upgrades

I think I trained both those to 5 some years ago. I've played for a long time, and sometimes just train something that sounds like it might be useful, but in these cases I feel pretty cheated.


Electronics Upgrades V required for EAFs and CovOps, and SigAmp IIs
Energy Grid Upgrades V required for Marauders and Reactor Control Unit IIs


Pretty much any skill that reduces the fitting of Modules or increases the amount of fitting available on a ship is wanted to be at V if you intend to use those modules/ships allot. It normally opens up slots to do other things with.
Inkarr Hashur
Skyline Federation
#22 - 2013-01-19 19:06:48 UTC
Considering signatures spawn in 3 dimensions, anyone arguing that the 7 probe configuration isn't necessary is....just wrong.
Paikis
Vapour Holdings
#23 - 2013-01-19 22:09:38 UTC
Inkarr Hashur wrote:
Considering signatures spawn in 3 dimensions, anyone arguing that the 7 probe configuration isn't necessary is....just wrong.


I scanned for a long time with only 5 probes, Astro IV, Pinpointing III, Rangefinding III and Acquisition II.

7 probes are nice, and they can save you a couple of scans, but they certainly aren't a necessity. Just like Acquisition and Pinpointing, they will speed you up, but you don't need them at all.
Tau Cabalander
Retirement Retreat
Working Stiffs
#24 - 2013-01-19 22:37:45 UTC
Paikis wrote:
Inkarr Hashur wrote:
Considering signatures spawn in 3 dimensions, anyone arguing that the 7 probe configuration isn't necessary is....just wrong.


I scanned for a long time with only 5 probes, Astro IV, Pinpointing III, Rangefinding III and Acquisition II.

7 probes are nice, and they can save you a couple of scans, but they certainly aren't a necessity. Just like Acquisition and Pinpointing, they will speed you up, but you don't need them at all.

The minimum required is 4 probes. I tend to use 5 probes as I only have level 2 skill. I've never had problems, though it is faster on my max skill probe alt in a T3 probe ship with Sisters gear.
Gal'o Sengen
Doomheim
#25 - 2013-01-20 11:08:52 UTC
The Number of Probes in Space skill is worth getting to V simply because at V you can use a Core Probe Launcher II. It's identical to a Sisters launcher except 30m cheaper.
Paikis
Vapour Holdings
#26 - 2013-01-20 21:12:52 UTC
Gal'o Sengen wrote:
The Number of Probes in Space skill is worth getting to V simply because at V you can use a Core Probe Launcher II. It's identical to a Sisters launcher except 30m cheaper.


And with a 5% sensor strength bonus instead of 10%. But you're mostly correct.
Zhilia Mann
Tide Way Out Productions
#27 - 2013-01-20 21:38:22 UTC
Paikis wrote:
Gal'o Sengen wrote:
The Number of Probes in Space skill is worth getting to V simply because at V you can use a Core Probe Launcher II. It's identical to a Sisters launcher except 30m cheaper.


And with a 5% sensor strength bonus instead of 10%. But you're mostly correct.


And requires twice the CPU. But other than a smaller bonus, higher fitting cost, and lower price -- they're identical!

(They're one more reason the train is worth it though; I'll give you that.)
Inkarr Hashur
Skyline Federation
#28 - 2013-01-20 21:57:16 UTC
Tau Cabalander wrote:
Paikis wrote:
Inkarr Hashur wrote:
Considering signatures spawn in 3 dimensions, anyone arguing that the 7 probe configuration isn't necessary is....just wrong.


I scanned for a long time with only 5 probes, Astro IV, Pinpointing III, Rangefinding III and Acquisition II.

7 probes are nice, and they can save you a couple of scans, but they certainly aren't a necessity. Just like Acquisition and Pinpointing, they will speed you up, but you don't need them at all.

The minimum required is 4 probes. I tend to use 5 probes as I only have level 2 skill. I've never had problems, though it is faster on my max skill probe alt in a T3 probe ship with Sisters gear.


How are you guys dealing with the fact that signatures can spawn above and below your probes when you probe out a planet?
Tippia
Sunshine and Lollipops
#29 - 2013-01-20 22:24:24 UTC
Inkarr Hashur wrote:
How are you guys dealing with the fact that signatures can spawn above and below your probes when you probe out a planet?
By placing the probes in a pattern that covers all three axes. A tetrahedron fits the need quite nicely and as the name suggests, you only need four probes to make one.
Inkarr Hashur
Skyline Federation
#30 - 2013-01-20 23:10:57 UTC
Tippia wrote:
Inkarr Hashur wrote:
How are you guys dealing with the fact that signatures can spawn above and below your probes when you probe out a planet?
By placing the probes in a pattern that covers all three axes. A tetrahedron fits the need quite nicely and as the name suggests, you only need four probes to make one.


Alright. Yeesh. They're welcome to it I guess.
Tau Cabalander
Retirement Retreat
Working Stiffs
#31 - 2013-01-21 08:33:03 UTC
Inkarr Hashur wrote:
How are you guys dealing with the fact that signatures can spawn above and below your probes when you probe out a planet?

1. Don't probe out planets. Probe out systems.

One deep space probe makes this trivial, but you can use one or more combat probes at 64 au to cover a system, then only activate one probe at a time. There is more error in this method compared to using a single DSP, but it works. Even using a core probe at 32 au works, but the error is again higher.

2. Sort the signature strengths, typically smallest to largest, and identify signatures that interest you.

Most of the good stuff is in the smaller sites.

There are 3 signal strength buckets that are really easy to identify by eye: large = 2x medium = 2x small. I tend to ignore all the large and medium, and just focus on the small weak sites (radar, mag, high-quality grav & ladar). Wormholes are primarily in the large bucket with few exceptions.

3. Switch to 4 core probes to find the interesting sites you noted in step 2.

Don't reduce the range of all your probes. Keep one at a larger range.

Though a tetrahedron is best for refining a signal, I personally find it to awkward to use. I only resort to a tetrahedron when I have a signal I just can't get 100% on.

My friend forced himself to master the awkward tetrahedron, and he is by far the fastest prober I've ever encountered.
Cyniac
Federal Navy Academy
Gallente Federation
#32 - 2013-01-21 09:13:50 UTC  |  Edited by: Cyniac
Scanning skills really depend on how much you scan - as has been pointed out if you live in a wormhole or an explorer you reallly want all the skills to be V -- no one has pointed this out but in my opinion the order of importance is:

Astrometrics to V (deep space scanner probesalone make this a priority. Eight probes however ARE very useful)

Astrometric Rangefinding to V (max the probe strength from skills - yes you need it)

Astrometric Pinpointing to V (decreasing the scan deviation is important in getting fast scans)

Astrometic Acquisition to V (for fast-as-it-gets scanning)

I would point out that the benefits of the last two skills are nice for the PVE exporer, but far more critical for the combat scanning pilot.


Tippia wrote:
Inkarr Hashur wrote:
How are you guys dealing with the fact that signatures can spawn above and below your probes when you probe out a planet?
By placing the probes in a pattern that covers all three axes. A tetrahedron fits the need quite nicely and as the name suggests, you only need four probes to make one.


As for using eight probes in scanning - there are multiple applications which use eight probes for scanning - combat probing has some interesting applications with eight probes (e.g. simultaneous use of two tetrahedrons) and for those WH pilots with 20+ signals to get through (the most I've personally seen in a system is 53 sigs) it helps to rapidly scan down all sigs if need be. (shotgun scanning is the way to go there).

Finally, sorry Tippia, the name of the tetrahedron refers to the fact it has four sides, the fact that it also has four apexes when you put the scanning probes is purely coincidental. (I often use an octahedral scanning configuration, which uses six probes, the name of the shape in this case is not really as suggestive as you imply, the same is true with a cubic configuration which has six sides but eight apexes, where you would use eight probes).
Inkarr Hashur
Skyline Federation
#33 - 2013-01-21 15:25:08 UTC
Tau Cabalander wrote:
stuff


You're arguing DSP when we're talking about people who won't train astrometrics to the point where they launch 7 probes. Let alone 8 with Astro V
Bugsy VanHalen
Society of lost Souls
#34 - 2013-01-21 22:15:49 UTC
Paikis wrote:
Inkarr Hashur wrote:
Considering signatures spawn in 3 dimensions, anyone arguing that the 7 probe configuration isn't necessary is....just wrong.


I scanned for a long time with only 5 probes, Astro IV, Pinpointing III, Rangefinding III and Acquisition II.

7 probes are nice, and they can save you a couple of scans, but they certainly aren't a necessity. Just like Acquisition and Pinpointing, they will speed you up, but you don't need them at all.

Sorry but you are 100% wrong on that.

I have tested between my main with near max scanning skills and my alt with skills at 2-3. There are sigs that start so small my alt did not even pick them up on his list.

Same system, scanning at the same time, there were sigs that my main picked up, but my alt did not even get them on the list. The ones the alt did get showed lower %.

Comparing the two I could reduce range and put my probes right on the spot in the system and pick up the sig. But only because I knew exactly where to look. And even then the alt could not get it to 100%.

The size of the sig depends on your scanning strength. if your skills are too low any sig below 0.1%(with your skills) will not show on your list.

You need your scan strength as high as possible to get the really hard to find sigs. Scan speed you can do without, but it is still very nice to have.

My main some times finds sigs as small as 0.2-0.3% even with really good skills, and boosted ship and equipment. They generally turn out to be wormholes or grav sites. I see a lot more garv sites now then I did when my skills were lower. Based on my testing it would seem the sites were always there, I just could not find them.
Mister Tuggles
Heretic Army
Sedition.
#35 - 2013-01-23 23:20:26 UTC


Rigs- I've never seen a point to take them to 5 as t2 gets unlocked without it.

Drone Specialization- Is 3 weeks of training really worth a 2% bonus? Not in my opinion.

Advanced Drone Interfacing- If you are flying motherships all the time then yes

EW Drone Interfacing- Not worth the training time.

Cloaking- Highly, highly situational, but imo, 4 is fine.

Multitasking- I've never taken the skill past 3 on any of my characters.

Astrometric skills - (Acquisition, Pinpointing, Rangefinding)- If you are a forward scout, or live in a WH then it is worth it.

Capital Emissions/Capital Remote Repair- If you are a dedicated cap pilot doing a ton of triage then at some point yes.

Jump Fuel Conservation - (already have Calibration/Operation to L5)- If you are flying caps all the time then yes. It will save you a lot of isk over time. Also higher JFC = less fuel consumed = more jumps per fuel bay
Andrew Indy
Cleaning Crew
#36 - 2013-01-25 08:37:28 UTC
Ryuce wrote:
Shaotuk wrote:
MT IV is good for an incursion logi pilot, because it allows the targeting of all 12 ships in a VG fleet.

I can't figure out whether this guy is trolling or clueless.

Anyways; -1


For some reason ISN fly 12 Man fleets so in principle you need to lock 11 pilots (cant lock yourself) .I am not a huge fan of 12 man fleets as the payout starts to tank pretty hard.

not to mention you have to nerf your fit to be able to lock 11.
Shan'Talasha Mea'Questa
The Perfect Harvesting Experience
#37 - 2013-01-25 12:32:02 UTC
No honourable mention of Outpost Construction?
xHOUSTONx
Doomheim
#38 - 2013-01-25 21:28:40 UTC
Haven't seen it mentioned, Afterburner V, worth getting or no? I read something at one time stating it wasn't worth it but I can't recall the basis of that theory.

..

Lady Naween
Ministry of War
Amarr Empire
#39 - 2013-01-25 22:10:57 UTC
xHOUSTONx wrote:
Haven't seen it mentioned, Afterburner V, worth getting or no? I read something at one time stating it wasn't worth it but I can't recall the basis of that theory.


the skill has since changed, it used to increase the duration of AB by 5 % making it bad since it meant you had to wait longer until you could switch it off (for pvp of course, doesnt matter much in pve) but now it is a good skill to get to 5
xHOUSTONx
Doomheim
#40 - 2013-01-25 22:16:21 UTC
Lady Naween wrote:
xHOUSTONx wrote:
Haven't seen it mentioned, Afterburner V, worth getting or no? I read something at one time stating it wasn't worth it but I can't recall the basis of that theory.


the skill has since changed, it used to increase the duration of AB by 5 % making it bad since it meant you had to wait longer until you could switch it off (for pvp of course, doesnt matter much in pve) but now it is a good skill to get to 5


Excellent, thank you for clearing that up, I was likely reading some old, outdated information.

..

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