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EVE New Citizens Q&A

 
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Need advice: sell or use implants?

Author
Anomaly One
Doomheim
#1 - 2013-08-18 21:40:33 UTC
Greetings, I have been playing eve for 12 days now and enjoying it very much and I have a question.

I got a full set of +3 implants from the 21 day buddy program, all together they are worth 50mill which is quite a sum for me at the moment. Now I plan on staying in low sec/null sec as soon as I can but I come to realize I need more ISK to fund my pvp entertainment (after destroying 10 rifters ofc) so I'm sticking to missions from now till I have a decent amount and then hauling my self to low sec.

I read that lvl 4 missions are good, and in the long run that's what's gonna be my primary ISK generator, so being that I will stay l in high sec for a bit of time what would be the smarter decision to make here: (I have 21 days left on the standard Cerebral accelerator)

Sell the implants or plug them in?

Thanks for any advice given,
AO
Mr Epeen
It's All About Me
#2 - 2013-08-18 21:49:19 UTC
You might try this. Keep the two that are covering the primary skills you are training at the moment. (int/mem for supports or per/wil for ships/gunnery) and sell the other three. That way you have a little spending money and still keep up your training level.

Mr Epeen Cool
Kitty Bear
Deep Core Mining Inc.
Caldari State
#3 - 2013-08-18 21:50:06 UTC
use them
cyber 1 takes a few minutes, has immediate benefits in hours taken of skill training times over the long term view

50m isn't really that much isk .. a few hours of mining in a venture or a bunch of L1 missions soon makes that sort of cash
Klymer
Hedion University
Amarr Empire
#4 - 2013-08-18 23:37:19 UTC
First, train Infomorph Psychology up and then join EACS so you can setup some jump clones.

Then once you have several clones, plug in the two implants that help you most with the skills your currently training as suggested previously. Keep the other implants in your hangar until you ready to train skills they'll help.

When you want to pvp, jump into one of the implant free clones. Should pvp happen while your in the clone with the implants installed, and you get podded, you'll only lose two that are plugged in.

Your currently limited to 5 jump clones and they have a 24 hour cool down between use but that is changing
Mara Rinn
Cosmic Goo Convertor
#5 - 2013-08-19 00:50:20 UTC
Anomaly One wrote:
I read that lvl 4 missions are good, and in the long run that's what's gonna be my primary ISK generator, so being that I will stay l in high sec for a bit of time what would be the smarter decision to make here: (I have 21 days left on the standard Cerebral accelerator)

Sell the implants or plug them in?


Sell them. Plugging them in will buy you a few minutes per day faster training, while the ISK from selling them can be flipped to quickly produce enough capital to support your PvP habit.

Running missions is done for standings: if you are trying to make ISK by running missions you are missing out. When it comes to making ISK, trade is the way to go. Of course raising your starting capital through missions is perfectly fine. Check the Making ISK guide for ideas.
JAF Anders
Adenosine Inhibition
#6 - 2013-08-19 20:05:02 UTC
Being as young as your character is, I reckon that the point at which you'll be able to afford the +3s again is probably the same time you'll wish you plugged them in.

The pursuit of excellence and stabbed plexing alts.

Lee Saisima
Doomheim
#7 - 2013-08-19 20:25:05 UTC
As you are a relatively new player and unlikely to venture yet into "dangerous" space and get podded, plug them in (train Cybernetics to lvl1 first). You don't need a huge bank of ISK as a new player and you'll get a better benefit from slightly less skill training times. Ramping up the cash to complete your +3 implant set (through mining / missioning) can also be a good starting goal, as it isn't reaching for the stars in terms of ISK payment. My suggestion anyway.
Thomas Builder
Center for Advanced Studies
Gallente Federation
#8 - 2013-08-19 20:45:20 UTC
Given that you are going for a combat career, I'd plug them in.
The faster skill training will be worth more than some starter cash. Frigates are cheap and you'll have the cash to fly a cruiser before you'll have the skills.

If you'd be going for a trader or industrial career, I'd sell them, as for those professions starting capital is more important.

Koki Ottic
Merry dancers in the sky
#9 - 2013-08-19 20:54:17 UTC
I sold mine and bought +2. Good thing too cause I got podded a few times when having a look around New Eden.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#10 - 2013-08-19 21:04:33 UTC
Income is more important then cash. 50 mil is not a lot in the long run, but if it gets you a head start with a L3 battlecruiser or something that lets you generate additional cash more easily, then sell them. If you're just going to burn it on pvp ships, better to get a jumpclone and plug them in. That 50 mil will dry up very fast.
Hixeppa
Shamrock Corp.
EDENCOM DEFENSIVE INITIATIVE
#11 - 2013-08-19 22:10:54 UTC
Plug them in. You already wasted the cerebral accelerator (that sells for 200M), so now 40M of implants wont do much harm.
Anomaly One
Doomheim
#12 - 2013-08-19 22:23:03 UTC  |  Edited by: Anomaly One
Hello again, thanks for the advice everyone, soon after this thread I found this formula for the training time ( SP_Needed - Current_SP ) / ( Pri_Attrib + ( Sec_Attrib / 2 ) ) my most skills to level 5 (electronics/engineerings and mechanics would take around 4 days and 10 hours) with the accelerator and implants plugged that would shave off 10-15 hours from each one which would enable me to learn another level or two in that time for other skills.

On the other hand the isk would be a nice start for a more profitable income as Ines Tegator has said, and I have trained my skills for a BC, since it's recommended for lvl 3 missions it would help me in making additional ISK wether by buying a BC for missions or any sort of ISK income activity I would need some additional funds so..

After I read the advice given here, and my hesitance to which aspect of the game I will 'explore' I decided that equipment atm is more beneficial to me than a day less in training time, it will allow me to buy +3 or +4 implants soon enough if I decided to stick to pvp or pve, since I have BC lvl 1 trained it would be a waste to fly a rifter in lvl 2/3 missions which i'm currently doing.

Thank you for the jump clones suggestion will look into it on next login.

edit: I had no idea the accelerator would sell for 200M, until now that is, would have sold it If I knew.
Thomas Builder
Center for Advanced Studies
Gallente Federation
#13 - 2013-08-20 03:04:12 UTC
Anomaly One wrote:
since I have BC lvl 1 trained it would be a waste to fly a rifter in lvl 2/3 missions which i'm currently doing.
AHEM.

Please repeat after me:

Just because I can sit in it doesn't mean that I can fly it!

If you take a BC into a lvl 3 mission now you will just lose it. Yes, you only need BC lvl 1 to undock with one (and not even that for the Gnosis), but that doesn't mean that you should. When people mean that you should use a BC for lvl 3 missions, they don't mean that any BC will do. You do not only need the BC skill, but also a lot of support skills for tank & gank - ideally you want to fit a T2 tank and T2 weapons which takes a while to train for. But even if you are fitting T1 items, you still want all the relevant support skills to at least 4, as to not get blown up too easily.

E.g. a "BC lvl 1" Drake will have about a third of the tank and a sixth of the dps of a fully skilled one. A fully skilled Drake can run lvl 4 missions , while at skill lvl 1 you'll struggle with lvl 3s. There will be enemies that you'll be unable to kill for lack of damage.

Add to that the fact that, at three days, you don't have much practice flying and will make some newbie errors, I can only strongly advice you NOT to fly a BC. Make those beginner mistakes in your Rifter, which can easily be replaced, get your support skills up, learn how to fit and how to fly and then start thinking about getting into a BC.

Just because you can sit in it doesn't mean that you can fly it!
Fighter Maurset
Garoun Investment Bank
Gallente Federation
#14 - 2013-08-20 22:01:59 UTC

In the "beginning" I used to think, bigger ships have more shield, more armour and can have bigger guns... whoho! Lets go kill something!

But the "problem" is that a bigger ship, is a bigger target and a slower target. So you will start taking more damage.
Then you think that you can add armour plates and all works fine. But repairing more armour requires more time and more capacitor draining. So now you end up warping in, you take a lot of damage. Then you warp out for repairs, slow repairs. Then you warp back into the fight, and repeat this a couple times...

But the worst part is that your bigger guns that does bigger damage, will start missing their targets. Because bigger guns are slower guns that cannot keep up with faster targets. But then you say to yourselves: I shall start targeting them at long range. But since your skills are not yet fully trained, you will soon find yourselves overrun by the enemy. This because the enemy outruns your big guns optimal range. And if you are not equipted with tech 2 guns and tech 2 ammo, you will not be able to destroy the enemi fast enough even if you are able to get in a few good hits.

So the point: it is better to run missions in a well equipted one lvl smaller ship, than a poorer equipted bigger ship.
You know this when you figure that your ship is not worth insuring, because the equiptment fitted cost a lot more than the ship.


If my pilot is certain to face death... I want full ramming speed towards the enemy ship...

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#15 - 2013-08-21 02:44:29 UTC
If you don't have the skills to fly a BC well, then take it into l2's. Even a poorly skilled BC should eat them for breakfast if it's got a decent fit. When you have your spaceship support skills up to 4 or so (tanking especially), give 3's a swing.