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Warfare & Tactics

 
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Low SP combat pilot in FW?

Author
Juan Rayo
Justified Chaos
#21 - 2013-03-13 18:01:11 UTC
Kaivar, there´s a reason a lot of the experienced pilots in militia will tell people in militia chat EVERY DAY to get out of villore.
1. It´s highsec, you aren´t really doing much for the war effort in there.
2. You get either camped on FDU station or gateganked jumping into OMS.
3. There are good corps in lowsec and they fight the Caldari all the time. Many of those corps will accept newbies and train them, IF said newbies decide to relocate to where most of the action is.

I think getting into one of those corps, of flying some militia buddies to fly with and teach you are your best options, you´ll get the hang of it real quick.
X Gallentius
Black Eagle1
#22 - 2013-03-13 21:59:38 UTC  |  Edited by: X Gallentius
Takseen wrote:
Not having the longrange T2 ammo for shortrange guns can be a pain, though.

Edit: Just because your turret can't fire null ammo doesn't mean it should be reprocessed...
Yogsoloth
Fliet Pizza Delivery
Of Essence
#23 - 2013-03-13 23:34:32 UTC
Knowledge is power.

At this point in your EVE career knowing the different strengths and weaknesses of the various ships you fly ,encounter and their corresponding weapon systems will help you as much as SP will.

It's alot to digest, but having a sense of weapon ranges and which ships are going to kite you or brawl with you will help immensely.

Also, if you're running into alot of AF's, try focusing your activities inside of the novice plexes where people have to fly the same T1 frigs as you.

o7
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#24 - 2013-03-13 23:56:43 UTC  |  Edited by: Garviel Tarrant
X Gallentius wrote:
Takseen wrote:
Not having the longrange T2 ammo for shortrange guns can be a pain, though.

Edit: Just because your turret can't fire null ammo doesn't mean it should be reprocessed...


Disagree, null is life.

Anyhow training t2 small guns takes life five days and its hell of a lot more helpful than most other things you could be training



Edit: Seriously dont' start running AF's on a low sp toon with no exprience. I started pvping in AF's with a pretty good understanding of fittings and a fair amount of pvp know how but i still died endlessly in senseless fights because i was BAD (still am actually but thats another matter)

Use t1, a lot of them are really really good.. its easier to get fights, you're less likely to get blobbed and its cheaper.

BYDI recruitment closed-ish

X Gallentius
Black Eagle1
#25 - 2013-03-14 01:38:52 UTC
Garviel Tarrant wrote:
X Gallentius wrote:
Takseen wrote:
Not having the longrange T2 ammo for shortrange guns can be a pain, though.

Edit: Just because your turret can't fire null ammo doesn't mean it should be reprocessed...

Disagree, null is life.
My "Limited Light Ion Blaster I" disagrees with you. (There's plenty more where that came from too. Meta guns aren't perfect, but they are "surprisingly effective")
Fret Thiesant
The Scope
Gallente Federation
#26 - 2013-03-14 10:45:22 UTC
This is what I plan to do at least, (I'm new like you played Eve a really long time ago, there's been so many changes!)

1. First month-Second month (halfway thru)- Train up some combat skills and earn some isk.

2. Buy a couple frigs and go look for fights

3. Decide on a couple fittings I like

4 Buy a whole bunch of frigs and fittings, and maybe join FW's? Not sure how good FW's is yet.

5. Get my frigs while I train up skills more

6. Cycle and repeat.


As far as effective fittings go I'd suggest looking at what is popular on Battleclinic and coming up with fits to fight that. Unless Eve has changed a lot in this respect people tend to copy paste a lot of Battleclinic fits into their ships.

Bad Messenger
Rehabilitation Clinic
#27 - 2013-03-15 00:00:10 UTC
my plan is to finally learn to pvp, i already have lot of lvl5 skills
Georgina Parmala
Science and Trade Institute
Caldari State
#28 - 2013-03-15 00:04:02 UTC
X Gallentius wrote:
Takseen wrote:
Not having the longrange T2 ammo for shortrange guns can be a pain, though.

Edit: Just because your turret can't fire null ammo doesn't mean it should be reprocessed...

There is a world of difference between choosing to fit a meta3 gun and being forced to due to not having the skills to fit T2.

Frig 4 (-5%)
Spec 0 (-8%)
Turret 3 (-10%)
Surgical strike 3 (-6%)
Rapid Fire 4 (-4%)
Gunnery 4 (-2%)

Failmath adds that low skill noob up to ~25% less damage, not counting the difference in damage of the gun itself or the T2 ammo. Not even looking at shorter range and worse tracking yet. You don't lose nearly that much DPS downgrading to save costs, that's why it works for you so well in comparison. You keep the skill bonuses (except spec).

It takes fights you should take and win in deep structure, and turns them into lolwtfbbq against competent pilots. Especially when you then realize tank is lacking too, as are Nav skills. You're trying to brawl in neut range with bad cap skills, bad damage projection and no range control.

Doesn't mean it's a bad idea to try, but you're not gonna win many (any?) fights solo on a low sp pilot with no player experience behind it.

Science and Trade Institute [STI] is an NPC entity and as such my views do not represent those of the entity or any of its members

https://forums.eveonline.com/default.aspx?g=posts&t=276984&p=38

JAF Anders
Adenosine Inhibition
The Chicken Coop
#29 - 2013-03-15 00:29:23 UTC
X Gallentius wrote:
Garviel Tarrant wrote:
X Gallentius wrote:
Takseen wrote:
Not having the longrange T2 ammo for shortrange guns can be a pain, though.

Edit: Just because your turret can't fire null ammo doesn't mean it should be reprocessed...

Disagree, null is life.
My "Limited Light Ion Blaster I" disagrees with you. (There's plenty more where that came from too. Meta guns aren't perfect, but they are "surprisingly effective")


Nice drop, btw.

The pursuit of excellence and stabbed plexing alts.

Kane Alvo
Doomheim
#30 - 2013-03-15 00:51:24 UTC
I'm a relatively new player with around 3m SP. A lot of those points are spread around, and aren't focused for FW. I dabbled in mission running and other PvE aspects of the game before giving FW a shot. That said, I'm currently training for my first T2 gun fit now. My experience is, those T2 guns are a necessity, along with Thermodynamics (the ability to overheat modules). I've had several close calls, and being able to dish out just a little more damage or hang in there for a few more seconds would've made the difference.

The veterans can say that SP don't matter, or that they can do just as well with Meta 4 gear. They also have experience on their side, whereas we new players don't. We need that gear advantage in my opinion.

Personally, I've started checking WTs character age when they enter a system. If a 2009 toon shows up at my plex gate, I'm not going to take that fight, no matter what the ship match-up is. Being in a small gang is different, when you can rely on others. But solo, I'm picking my fights much more carefully. I don't mind losing ships, but there no point in feeding the enemy senseless kills.

Caldari Militia  ☜★☞ Psychotic Monk for CSM8

The VC's
The Scope
Gallente Federation
#31 - 2013-03-15 11:50:43 UTC
Kane Alvo wrote:
I'm a relatively new player with around 3m SP. A lot of those points are spread around, and aren't focused for FW. I dabbled in mission running and other PvE aspects of the game before giving FW a shot. That said, I'm currently training for my first T2 gun fit now. My experience is, those T2 guns are a necessity, along with Thermodynamics (the ability to overheat modules). I've had several close calls, and being able to dish out just a little more damage or hang in there for a few more seconds would've made the difference.

The veterans can say that SP don't matter, or that they can do just as well with Meta 4 gear. They also have experience on their side, whereas we new players don't. We need that gear advantage in my opinion.

Personally, I've started checking WTs character age when they enter a system. If a 2009 toon shows up at my plex gate, I'm not going to take that fight, no matter what the ship match-up is. Being in a small gang is different, when you can rely on others. But solo, I'm picking my fights much more carefully. I don't mind losing ships, but there no point in feeding the enemy senseless kills.


Sound words.

It's easy for more experienced players to forget the basics skills that are now second nature to them. You are however, developing the most important skill for solo pvp which is picking your battles. Learning by losing is the best way forward. But if you die so fast you don't even know WFT happened it was a wasted experience.
Kane Alvo
Doomheim
#32 - 2013-03-15 15:26:07 UTC
The VC's wrote:
It's easy for more experienced players to forget the basics skills that are now second nature to them. You are however, developing the most important skill for solo pvp which is picking your battles. Learning by losing is the best way forward. But if you die so fast you don't even know WFT happened it was a wasted experience.


I agree.

And that's probably the most difficult lesson of all for us newbies to learn: picking your fights. We all want those killmails. We're all looking to L2PvP and its temping to just throw yourself at anything that comes you way hoping to gain experience and possibly win. But that's a stupid way to go about it, because the top guys don't take on every fight either.

I've learned a lot about how NOT fighting can earn kills. Some over eager small gangs will hunt down a solo pilot relentlessly, and if you're able to split them up, you can fight them on your terms and increase your odds of winning.

Caldari Militia  ☜★☞ Psychotic Monk for CSM8

The VC's
The Scope
Gallente Federation
#33 - 2013-03-15 16:53:16 UTC
It sounds like you're well on your way, especially from a 2013 char. There will come a point when you find one fit that you really understand, have good specific skills for and a good idea what it can and can't engage.

When you find that fit, milk it for all it's worth. You'll get bored of it eventually and move onto other things but it will teach you a lot. For me it was the kiting Punisher which was a demanding fit to fly, but it put me in good stead for later ships.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#34 - 2013-03-15 18:02:48 UTC
X Gallentius wrote:
Garviel Tarrant wrote:
X Gallentius wrote:
Takseen wrote:
Not having the longrange T2 ammo for shortrange guns can be a pain, though.

Edit: Just because your turret can't fire null ammo doesn't mean it should be reprocessed...

Disagree, null is life.
My "Limited Light Ion Blaster I" disagrees with you. (There's plenty more where that came from too. Meta guns aren't perfect, but they are "surprisingly effective")


So.. you blobbed a dramiel and thats why you don't need null? =/

BYDI recruitment closed-ish

Leper ofBacon
HELP GRANDMA SMASH HER LEGS IN
#35 - 2013-03-16 11:27:19 UTC
OP, there are some barriers due to SP and gear (although it's not as bad as all that) so you have to try to maximise the potential of what you have. If you end up in solo fights where you are just mirroring the enemy's setup but with worse skills and much worse gear you are going to lose, so try to get into situations where you have the upper hand.
Kaivar Lancer
Doomheim
#36 - 2013-03-21 08:41:09 UTC
I was doing some research, and it seems as if the Minnie and Caldari ships are the most versatile since they can swap ammo types? Meanwhile Gallente and Amarr ships are usually restricted to one or two damage types only. So I'm thinking of going down the Minnie route (I'm not a huge fan of missiles). Thoughts? Or it doesn't really matter in PVP?
X Gallentius
Black Eagle1
#37 - 2013-03-21 10:49:11 UTC
Garviel Tarrant wrote:
So.. you blobbed a dramiel and thats why you don't need null? =/

Actually, we blobbed two thrashers, a condor and a dramiel with three sh** fit Atrons. By blobbing I mean they were set up inside a plex at their optimals and we rushed it. Again, there are plenty of examples of "poorly fit" ships doing surprisingly well.
X Gallentius
Black Eagle1
#38 - 2013-03-21 10:53:16 UTC
Kaivar Lancer wrote:
I was doing some research, and it seems as if the Minnie and Caldari ships are the most versatile since they can swap ammo types? Meanwhile Gallente and Amarr ships are usually restricted to one or two damage types only. So I'm thinking of going down the Minnie route (I'm not a huge fan of missiles). Thoughts? Or it doesn't really matter in PVP?

That, and "capless weapons" and "midslots". There are some really good four (or five) midslot Caldari and Minmatar hulls that are really tough to beat one on one.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#39 - 2013-03-21 12:19:19 UTC
I never said you couldn't do stuff with t1 guns

Just that you should train them up before a lot of other things (Takes 5 days or something)

BYDI recruitment closed-ish

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