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Corps & Carriers

Author
Ambassador Spock
Doomheim
#1 - 2013-09-23 20:08:32 UTC
I am skilling towards a carrier at the moment, and when I get one I'd like to use it often - why buy one if it is going to sit in a station for weeks on end? I am wondering if anyone can tell me who's good graces I should start getting in, so that when the time comes I can join a corp that has caps and actually uses them. I don't mind losing mine from time to time if the situation warrants it, but I do want to at least have fun while going down in flames!

 --  - Ambassador Spock

"Vulcans never bluff."

Jim Roebuck
State War Academy
Caldari State
#2 - 2013-09-23 20:16:53 UTC
Ambassador Spock wrote:
I am skilling towards a carrier at the moment, and when I get one I'd like to use it often - why buy one if it is going to sit in a station for weeks on end?


Because you are probably more than likely gonna have to use a smaller ship most of the time anyways.

When Bon Scott died and he appeared before St. Peter at the gates of Heaven, St. Peter looked at his record and told him he couldn't get in. Just then, God screams at Peter, "Let him in, Karen Carpenter is driving me nuts. I want to hear some music with balls. We'll haggle over the paperwork later." At least I hope that's what happened.

ShahFluffers
Ice Fire Warriors
#3 - 2013-09-23 20:19:55 UTC
If you enjoy a more nomadic lifestyle then carriers make for awesome "pick-up trucks."
Revman Zim
Infinite Point
Pandemic Horde
#4 - 2013-09-23 20:38:32 UTC
^^ pretty much this.

I determined that I needed a carrier after our first deployment. I hated depending on corp members to move my stuff for me.

I have used my carrier in Combat and for Ratting in nullsec. But I get the most use out of it as a ship/equipment mover.
Alavaria Fera
GoonWaffe
#5 - 2013-09-23 21:04:41 UTC
Ambassador Spock wrote:
I am skilling towards a carrier at the moment, and when I get one I'd like to use it often - why buy one if it is going to sit in a station for weeks on end? I am wondering if anyone can tell me who's good graces I should start getting in, so that when the time comes I can join a corp that has caps and actually uses them. I don't mind losing mine from time to time if the situation warrants it, but I do want to at least have fun while going down in flames!

Pandemic legion has lost even supercaps in battle

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Signal11th
#6 - 2013-09-25 09:52:10 UTC
Revman Zim wrote:
^^ pretty much this.

I determined that I needed a carrier after our first deployment. I hated depending on corp members to move my stuff for me.

I have used my carrier in Combat and for Ratting in nullsec. But I get the most use out of it as a ship/equipment mover.



Pretty much this sums up a carrier, nice for ratting and a rare bit of combat but its great for moving all the assocaited junk you collect.

God Said "Come Forth and receive eternal life!" I came fifth and won a toaster!

flakeys
Doomheim
#7 - 2013-09-25 10:20:27 UTC
Signal11th wrote:
Revman Zim wrote:
^^ pretty much this.

I determined that I needed a carrier after our first deployment. I hated depending on corp members to move my stuff for me.

I have used my carrier in Combat and for Ratting in nullsec. But I get the most use out of it as a ship/equipment mover.



Pretty much this sums up a carrier, nice for ratting and a rare bit of combat but its great for moving all the assocaited junk you collect.



Same here , got mine years and years ago and only thing i do with it is use it to move rigged ships around in null.

We are all born ignorant, but one must work hard to remain stupid.

PhatController
Deep Core Mining Inc.
Caldari State
#8 - 2013-09-25 10:24:52 UTC
They're great mining ships.
Alphea Abbra
Project Promethion
#9 - 2013-09-25 12:42:36 UTC
Ambassador Spock wrote:
I am wondering if anyone can tell me who's good graces I should start getting in, so that when the time comes I can join a corp that has caps and actually uses them.
Mainly 0.0 alliances, they have the membership base and enemies to warrant cap fights.
You'll also see some low-sec/NPC 0.0 alliances, FW corps etc use capitals in combat, carriers and dreads primarily, and wormhole groups do have plenty of carriers and dreadnoughts both for PvE and PvP.
The question is, what kind of use for your carrier do you want?

Most SOV. 0.0 alliances have at least some kind of capital and super-capital fleet. If they don't have one by themselves, then they're part of a group (Coalition) that has, or have ties such that they can bring them together. If you see the various super-kills that BL got last night, they have 60+ dreadnoughts to drop on people. Now, some if not most of those dreads are likely alts, but the larger capital-able groups, especially the coalitions and PL, have a concept called "slowcats" (In various forms and names) which is amassing armor carriers with sentries where the carriers remote-rep each other.
These fleets can combine great defensive power, staying power and a good amount of damage.
And they get used every once in a while.
Case in point could be the Fountain war, where TEST fielded their fleet (With PL/N3 support), or the N3 defenses of MTO in the region Perrigen Falls, where BL had attacked earlier.

If you want to look for capital-enthusiastic corps or alliances, I would look to BL, PL or N3. CFC are warming up to capitals, but for reasons I don't know, they do not seem to use them as much as you'd expect from their size.
Many of these 0.0 groups also have various replacement/reimbursement programmes for them.

I hope this helped in some way!
Varius Xeral
Doomheim
#10 - 2013-09-25 12:56:55 UTC  |  Edited by: Varius Xeral
Joining an entity based on carrier use is a terrible idea. You want to find a group that are approximately your PvP "peers" in most respects, not just that they currently use carriers a lot in battle, which should still be secondary to many other factors like TZ, culture, activity, location, size, etc). Your sentiment of wanting to actually use and lose your ships is excellent, so I'd say you're off to a good start already.

Official Representative of The Nullsec Zealot Cabal

PhatController
Deep Core Mining Inc.
Caldari State
#11 - 2013-09-25 14:26:18 UTC
Alphea Abbra wrote:
[quote=Ambassador Spock]

If you want to look for capital-enthusiastic corps or alliances, I would look to BL, PL or N3. CFC are warming up to capitals, but for reasons I don't know, they do not seem to use them as much as you'd expect from their size.
Many of these 0.0 groups also have various replacement/reimbursement programmes for them.

I hope this helped in some way!



Not all, but most alliances with SRP for caps, have a pretty high required skills to field caps and receive a replacement ship, somewhere in the region of 6-12 months training time after you can actually hop in a carrier. Requiring every support skills to 4 and all primary skills to 5 is not un-common.
TheGunslinger42
All Web Investigations
#12 - 2013-09-25 14:31:39 UTC
Carriers get used a lot (in combat, pve, logistics, etc) in wormholes. The fact that engagements with them have limited numbers of caps/subcaps (and no supers or cynoing in back up) can make for some fun fights
Alavaria Fera
GoonWaffe
#13 - 2013-09-25 15:00:46 UTC  |  Edited by: Alavaria Fera
PhatController wrote:
Alphea Abbra wrote:
If you want to look for capital-enthusiastic corps or alliances, I would look to BL, PL or N3. CFC are warming up to capitals, but for reasons I don't know, they do not seem to use them as much as you'd expect from their size.
Many of these 0.0 groups also have various replacement/reimbursement programmes for them.

I hope this helped in some way!

Not all, but most alliances with SRP for caps, have a pretty high required skills to field caps and receive a replacement ship, somewhere in the region of 6-12 months training time after you can actually hop in a carrier. Requiring every support skills to 4 and all primary skills to 5 is not un-common.

Look at what happens when people use their big things carelessly
(imagine there's that PL aeon killmail here)
(imagine there's that NCdot erebus killmail here)

We shot delve, mostly unopposed, with torp bombers for a reason. Well besides that it's fun to shoot structures, of course

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Alavaria Fera
GoonWaffe
#14 - 2013-09-25 15:07:27 UTC  |  Edited by: Alavaria Fera
PhatController wrote:
Alphea Abbra wrote:
[quote=Ambassador Spock]

If you want to look for capital-enthusiastic corps or alliances, I would look to BL, PL or N3. CFC are warming up to capitals, but for reasons I don't know, they do not seem to use them as much as you'd expect from their size.
Many of these 0.0 groups also have various replacement/reimbursement programmes for them.

I hope this helped in some way!

Not all, but most alliances with SRP for caps, have a pretty high required skills to field caps and receive a replacement ship, somewhere in the region of 6-12 months training time after you can actually hop in a carrier. Requiring every support skills to 4 and all primary skills to 5 is not un-common.

Well I don't know how TEST reimbursed their q9pp and other cap losses, but if I die in the appropriate situations I get another ready-to-go capital. It's not a secret either, I knew this before I actually got my first carrier.

A lot of us use carriers for personal things (obviously such a loss is not reimbursed) since they're very handy. Though... some of the ratting carrier losses are a bit hilarious

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Alphea Abbra
Project Promethion
#15 - 2013-09-25 23:40:31 UTC
PhatController wrote:
Alphea Abbra wrote:
If you want to look for capital-enthusiastic corps or alliances, I would look to BL, PL or N3. CFC are warming up to capitals, but for reasons I don't know, they do not seem to use them as much as you'd expect from their size.
Many of these 0.0 groups also have various replacement/reimbursement programmes for them.

I hope this helped in some way!
Not all, but most alliances with SRP for caps, have a pretty high required skills to field caps and receive a replacement ship, somewhere in the region of 6-12 months training time after you can actually hop in a carrier. Requiring every support skills to 4 and all primary skills to 5 is not un-common.
I'm not sure if that is so. If you had said dreads, yes, they're generally skill-intensive.
(Meaning, Tac. Weapon Reconf. 5, JDC 5, capital turrets & dread skills, plus general capital skills)

Unless you mean Triage Carriers specifically then requiring capital skills @ 5's for SRP are likely organisations "we" wouldn't have particular good luck getting into in the first place ... Carriers on slowcat duty won't need a lot of capital-specific skills except Carrier 4 (+ pre-req's), Sentry Drones 5 (Which S2N members will likely have from subcapital doctrines already, so for me that was already bagged), JDC 4, Capital Remote Energy/Armour both 4 and ... not much else.
Of course that assumes you have decent or good drone skills already, but if you can fly battleships to the point where you want to fly carriers, you probably already have good drone skills, and if not then training drone skills will be better use of time than carriers, no matter what you're flying.
Fighters, Repair Drones, E-War drones, Energy Pulse Weapons (More than 1), biology at above 3 and so on are excellent skills (Which you should probably want to have a decent amount of before undocking a carrier) but not required for SRP.
So, a lot of stuff to say that 6-12 months after a basic carrier ... Not for most alliances.

Alavaria Fera wrote:
Well I don't know how TEST reimbursed their q9pp and other cap losses, but if I die in the appropriate situations I get another ready-to-go capital. It's not a secret either, I knew this before I actually got my first carrier.
Carrier cache stashed in the deployment zone? Not bad, although I wonder how big it is.
If I could fly a dread, I'd be able to do somewhat the same.
Trii Seo
Goonswarm Federation
#16 - 2013-09-26 07:02:01 UTC
If you can travel light and afford the fuel, carriers make for an excellent house on wheels. You can pack up and deploy into a warzone within hours of a deployment being announced.

Other than that there's Slowcats/Boots (sentry assign fleets based around remote repair carriers) and Triage support for when you and your friends decide it's time for a logistics overkill.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Ambassador Spock
Doomheim
#17 - 2013-09-27 00:36:48 UTC
Alphea Abbra wrote:
Not all, but most alliances with SRP for caps, have a pretty high required skills to field caps and receive a replacement ship, somewhere in the region of 6-12 months training time after you can actually hop in a carrier. Requiring every support skills to 4 and all primary skills to 5 is not un-common. I'm not sure if that is so. If you had said dreads, yes, they're generally skill-intensive.
(Meaning, Tac. Weapon Reconf. 5, JDC 5, capital turrets & dread skills, plus general capital skills)

Unless you mean Triage Carriers specifically then requiring capital skills @ 5's for SRP are likely organisations "we" wouldn't have particular good luck getting into in the first place ... Carriers on slowcat duty won't need a lot of capital-specific skills except Carrier 4 (+ pre-req's), Sentry Drones 5 (Which S2N members will likely have from subcapital doctrines already, so for me that was already bagged), JDC 4, Capital Remote Energy/Armour both 4 and ... not much else.
Of course that assumes you have decent or good drone skills already, but if you can fly battleships to the point where you want to fly carriers, you probably already have good drone skills, and if not then training drone skills will be better use of time than carriers, no matter what you're flying.
Fighters, Repair Drones, E-War drones, Energy Pulse Weapons (More than 1), biology at above 3 and so on are excellent skills (Which you should probably want to have a decent amount of before undocking a carrier) but not required for SRP.
So, a lot of stuff to say that 6-12 months after a basic carrier ... Not for most alliances.


Well I do indeed have nearly perfect drone skills (Sentries V, Interfacing V) so I'd probably fly a slowcat relatively well once I have the skills and experience to fly a carrier decently. So how do I get into Nulli Secunda? :-)

 --  - Ambassador Spock

"Vulcans never bluff."

Varius Xeral
Doomheim
#18 - 2013-09-27 00:40:05 UTC
Send me a 500m security deposit and I'll bring you in as a vouch. Send it soon and we can have you in fleets by Saturday.

Official Representative of The Nullsec Zealot Cabal

Alavaria Fera
GoonWaffe
#19 - 2013-09-27 01:06:16 UTC
Ambassador Spock wrote:
Alphea Abbra wrote:
Not all, but most alliances with SRP for caps, have a pretty high required skills to field caps and receive a replacement ship, somewhere in the region of 6-12 months training time after you can actually hop in a carrier. Requiring every support skills to 4 and all primary skills to 5 is not un-common. I'm not sure if that is so. If you had said dreads, yes, they're generally skill-intensive.
(Meaning, Tac. Weapon Reconf. 5, JDC 5, capital turrets & dread skills, plus general capital skills)

Unless you mean Triage Carriers specifically then requiring capital skills @ 5's for SRP are likely organisations "we" wouldn't have particular good luck getting into in the first place ... Carriers on slowcat duty won't need a lot of capital-specific skills except Carrier 4 (+ pre-req's), Sentry Drones 5 (Which S2N members will likely have from subcapital doctrines already, so for me that was already bagged), JDC 4, Capital Remote Energy/Armour both 4 and ... not much else.
Of course that assumes you have decent or good drone skills already, but if you can fly battleships to the point where you want to fly carriers, you probably already have good drone skills, and if not then training drone skills will be better use of time than carriers, no matter what you're flying.
Fighters, Repair Drones, E-War drones, Energy Pulse Weapons (More than 1), biology at above 3 and so on are excellent skills (Which you should probably want to have a decent amount of before undocking a carrier) but not required for SRP.
So, a lot of stuff to say that 6-12 months after a basic carrier ... Not for most alliances.


Well I do indeed have nearly perfect drone skills (Sentries V, Interfacing V) so I'd probably fly a slowcat relatively well once I have the skills and experience to fly a carrier decently. So how do I get into Nulli Secunda? :-)

Hope to shoot you one of these days.

Say hi to progodlegend for me

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Ambassador Spock
Doomheim
#20 - 2013-09-27 01:16:31 UTC
Alavaria Fera wrote:
Hope to shoot you one of these days.

Say hi to progodlegend for me


Well I asked around about joining GSF, but unfortunately every goon i talked to was... less than helpful... I just want to live in null and shoot reds- why must that be so difficult?

 --  - Ambassador Spock

"Vulcans never bluff."