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Updated 900k Cyno Alt plan

Author
Maximus Andendare
Stimulus
Rote Kapelle
#1 - 2013-04-19 19:07:39 UTC
I've been trying to figure out a cyno skill plan that'd stay under the 900k sp alpha clone limit, but I've only been able to find a post from 2011. I'm curious if this information is still current, and if there's a better or worse starting race. I did find a post about Amarr no longer being ideal because of the Impairor's cargo hold, and I'm wondering if there's other factors to consider as well.

Are there better/worse skills to train? (Prop jamming/Evasive Maneuvering/etc--I even saw a skill plan with Salvage I). Any thoughts or insight from you guys would be great. I know I need Electronics V and Cyno IV(III?), but everything else I'm not sure about!

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notha atfast
Republic University
Minmatar Republic
#2 - 2013-04-19 20:43:59 UTC  |  Edited by: notha atfast
A rank 1 skill that is trained to level V is 256,000 SP's. A rank 5 skill to level 3 is 40,000 SP's level IV is 226,275 SP's.

The frigate skills are a rank 2 so if even if you go up to level IV for Cyno you should be ok.


Frig 4 is 90,510

Electronics V is 256,000

Cyno field theory 4 is 226,275


Thats well under the 900K mark.

I would go with evasive manuvering(2), navigation(1) and warp drive operation(1), high speed maneuvering(5), cloaking. Should just be able to get in under 900K and still do the MWD cloaky trick.
Maximus Andendare
Stimulus
Rote Kapelle
#3 - 2013-04-19 20:48:26 UTC
notha atfast wrote:
A rank 1 skill that is trained to level V is 256,000 SP's. A rank 5 skill to level 3 is 40,000 SP's level IV is 226,275 SP's.

The frigate skills are a rank 2 so if even if you go up to level IV for Cyno you should be ok.


Frig 4 is 90,510

Electronics V is 256,000

Cyno field theory 4 is 226,275


Thats well under the 900K mark.

I would go with evasive manuvering(2), navigation(1) and warp drive operation(1), high speed maneuvering(5), cloaking. Should just be able to get in under 900K and still do the MWD cloaky trick.
Thanks for the reply! I guess I wasn't asking what the minimum standard would be but more so what would be the best use of that 900k for a Cyno alt. Sorry, I guess it was a bit confusing. :)

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notha atfast
Republic University
Minmatar Republic
#4 - 2013-04-19 21:12:28 UTC
no worries...anything that would help your manuvering....lets be honest the ships best defence will be it's speed and ability to NOT get caught on a camp. I would work on anything that helps with agility/align time for sure.
Tau Cabalander
Retirement Retreat
Working Stiffs
#5 - 2013-04-20 02:08:30 UTC  |  Edited by: Tau Cabalander
Maximus Andendare wrote:
I've been trying to figure out a cyno skill plan that'd stay under the 900k sp alpha clone limit, but I've only been able to find a post from 2011. I'm curious if this information is still current, and if there's a better or worse starting race. I did find a post about Amarr no longer being ideal because of the Impairor's cargo hold, and I'm wondering if there's other factors to consider as well.

Are there better/worse skills to train? (Prop jamming/Evasive Maneuvering/etc--I even saw a skill plan with Salvage I). Any thoughts or insight from you guys would be great. I know I need Electronics V and Cyno IV(III?), but everything else I'm not sure about!

By any chance was that my post?

http://oldforums.eveonline.com/?a=topic&threadID=1490448&page=1#3

Things haven't really changed, other than do not use an Amarr character, as they have the only rookie ship that can't fit a cyno without extra modules (requires a cargo expander now) and no race needs a MAPC anymore.

If you are just going to use rookie ships, then all the ship training can be removed from the plan. Personally I like to have the options.
Maximus Andendare
Stimulus
Rote Kapelle
#6 - 2013-04-22 00:44:21 UTC
Tau Cabalander wrote:
Maximus Andendare wrote:
I've been trying to figure out a cyno skill plan that'd stay under the 900k sp alpha clone limit, but I've only been able to find a post from 2011. I'm curious if this information is still current, and if there's a better or worse starting race. I did find a post about Amarr no longer being ideal because of the Impairor's cargo hold, and I'm wondering if there's other factors to consider as well.

Are there better/worse skills to train? (Prop jamming/Evasive Maneuvering/etc--I even saw a skill plan with Salvage I). Any thoughts or insight from you guys would be great. I know I need Electronics V and Cyno IV(III?), but everything else I'm not sure about!

By any chance was that my post?

http://oldforums.eveonline.com/?a=topic&threadID=1490448&page=1#3

Things haven't really changed, other than do not use an Amarr character, as they have the only rookie ship that can't fit a cyno without extra modules (requires a cargo expander now) and no race needs a MAPC anymore.

If you are just going to use rookie ships, then all the ship training can be removed from the plan. Personally I like to have the options.
Thanks for the reply, Tau; it was your post! Good to know not much has changed!

Enter grid and you're already dead, destined to be reborn and fight another day.

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Barrogh Habalu
Imperial Shipment
Amarr Empire
#7 - 2013-04-22 08:33:00 UTC
You know you're in trouble when W-Space corp is preparing cynoalts.

Sorry, I couldn't help myself Big smile
ACE McFACE
Dirt 'n' Glitter
Local Is Primary
#8 - 2013-04-22 11:58:07 UTC
Cant you just train the cyno skill and put it on the Amarr rookie ship?

Now, more than ever, we need a dislike button.

Tau Cabalander
Retirement Retreat
Working Stiffs
#9 - 2013-06-20 03:52:22 UTC  |  Edited by: Tau Cabalander
ACE McFACE wrote:
Cant you just train the cyno skill and put it on the Amarr rookie ship?

The cargohold isn't big enough for LO3, unless you train Cyno 5, or use a cargo expander.

To activate you need:
Cynosural Field Theory 1: 180 m3 of LO3
Cynosural Field Theory 2: 160 m3 of LO3
Cynosural Field Theory 3: 140 m3 of LO3
Cynosural Field Theory 4: 120 m3 of LO3
Cynosural Field Theory 5: 100 m3 of LO3

Cargo Capacity
* Amarr Impairor : 115 m3 = Level 5
* Caldari Ibis : 125 m3 = Level 4
* Gallente Velator : 135 m3 = Level 4
* Minmatar Reaper : 120 m3 = Level 4
Maximus Andendare
Stimulus
Rote Kapelle
#10 - 2013-06-21 17:37:11 UTC
Tau Cabalander wrote:
ACE McFACE wrote:
Cant you just train the cyno skill and put it on the Amarr rookie ship?

The cargohold isn't big enough for LO3, unless you train Cyno 5, or use a cargo expander.

To activate you need:
Cynosural Field Theory 1: 180 m3 of LO3
Cynosural Field Theory 2: 160 m3 of LO3
Cynosural Field Theory 3: 140 m3 of LO3
Cynosural Field Theory 4: 120 m3 of LO3
Cynosural Field Theory 5: 100 m3 of LO3

Cargo Capacity
* Amarr Impairor : 115 m3 = Level 5
* Caldari Ibis : 125 m3 = Level 4
* Gallente Velator : 135 m3 = Level 4
* Minmatar Reaper : 120 m3 = Level 4
Maybe the rookie ships should each be given 5 m3 more space?

Enter grid and you're already dead, destined to be reborn and fight another day.

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Luna Kitsuen
The Scope
Gallente Federation
#11 - 2013-06-21 20:18:56 UTC
Tau Cabalander wrote:
LO3


3edgy9me
Juvenius Drakonius
#12 - 2013-06-26 04:34:33 UTC  |  Edited by: Juvenius Drakonius
Since now you can use the dual training it is more attractive know to have functional additional characters, this is my take on the idea of having a "900k All Arround Alt" char that can really be of use so I made this plan. This is my first version, Ìt falls just under 872k, that with a remap of Full points on Intelligence and the rest on charisma, and +2 implants on the same Intelligence and Charisma you can pull 2 alts chars under 31 days...let me know what you think..

"900k All Arround Alt" v1.01 by Juvenius


# Cyno with a stock rookie ship cargo (does not apply on amaar ships) and a cyno module

Electronics IV
Electronics V
Cynosural Field Theory I
Cynosural Field Theory II
Cynosural Field Theory III
Cynosural Field Theory IV

# 4 Jump Clones

Infomorph Psychology I
Infomorph Psychology II
Infomorph Psychology III
Infomorph Psychology IV

# PI, 4 plantets + good Upgraded Centers, good for AFK ISK

Interplanetary Consolidation I
Interplanetary Consolidation II
Interplanetary Consolidation III
Command Center Upgrades I
Command Center Upgrades II
Command Center Upgrades III
Command Center Upgrades IV;

# Anchoring a POS and Modules, good for a in-space logger

Anchoring I
Anchoring II
Anchoring III

# Industrial Pilot, Can pilot a: Iteron V, +30K cargo, Cargo Extenders, Cargo Rigs, Cloak, MWD, Tractor

Gallente Industrial I
Gallente Industrial II
Hull Upgrades I
Hull Upgrades II
Mechanics III
Jury Rigging I
Jury Rigging II
Jury Rigging III
Astronautics Rigging I
Warp Drive Operation I
Cloaking I
Afterburner I
Afterburner II
Afterburner III
High Speed Maneuvering I

# Light Trader, +24 orders on the local station, trading is AFK ISK

Trade I
Trade II
Retail I
Retail II
Retail III

There is no shame in saying you don't know something, and there is no glory in keeping knolege to yourself.

Juvenius Drakonius
#13 - 2013-06-26 04:34:56 UTC  |  Edited by: Juvenius Drakonius
.

There is no shame in saying you don't know something, and there is no glory in keeping knolege to yourself.

destiny2
Decaying Rocky Odious Non Evil Stupid Inane Nobody
Looking for Trouble
#14 - 2013-06-26 06:52:47 UTC
creating a char just for cyno's seems like waste of money and isk.
Bibosikus
Air
#15 - 2013-06-26 19:49:09 UTC  |  Edited by: Bibosikus
destiny2 wrote:
creating a char just for cyno's seems like waste of money and isk.


If you're a cap ship user, Cyno alts are a de facto. Two are usually enough to jump your 6b+ jf/dread/module-laden carrier out from even the deepest nulls.

Plus, they have a resale value :-)

Eagles may soar, but weasels don't get sucked into jet engines.