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EVE New Citizens Q&A

 
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training help

Author
Glymere
Aliastra
Gallente Federation
#1 - 2012-04-20 14:52:24 UTC
Hey guys, I have a question for the more experienced players out there. I recently picked the game up again after a year or so break. I'm currently training up to use amarr skills, and ive been reading a lot and people keep mentioning having more than the minimum to fly a ship like a BC or BS. What is considered the absolute required skills before its even worth flying these types of ships. The only thing i can think of is the gunnery skills (motion prediction, gunnery, t2 guns) and then the armor compensation, and the powergrid, cpu, and capacitor skills. Does anybody have a list of good support skills?
Damiez
Malum Mortuus
#2 - 2012-04-20 14:57:19 UTC
All that lot plus navigation skills.

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Kahega Amielden
Rifterlings
#3 - 2012-04-20 15:43:29 UTC
Look at the certificates.

Certificates are groups of skills that apply to a certain topic, and there are ranks of them depending on how advanced you have the skills within that group. if you check the info page of any ship, it will give you the certifications necessary to fly the ship in its normal configuration (Rifter will have recommended armor tanking skills, but it can be shield tanked).


Look there. They are however just a guideline - use your judgment.
Destination SkillQueue
Doomheim
#4 - 2012-04-20 18:45:49 UTC
The usual minimum to fly them somewhat properly is lvl4 in capacitor related skills, everything that reduces the cap use of fitted modules and weapons to lvl4, add to that a T2 tank and a full flight of T2 drones. Naturally you need fitting skills to be able to fit all that or there really isn't any point in flying the ship yet, but the important part is that you make it fit one way or another. In the early stages this might mean using slightly less powerful, but easier to fit modules in some slots to make things fit. Preferably with minimum use of fitting modules though, since losing entire module slots to fitting modules usually significantly reduces your overall performance.

If you're thinking of PvP requirements, I would add T2 guns to that list as a must, since the utility of T2 ammo makes them a necessity for all turret ships. It's also where the armor compensation skills come in use. In PvE you can afford to rely on active tanking and hardeners exclusively, so there is little need to train the compensation skills early on.

The things is though, that if the ship does the job you bought it for it's good enough. After that you just train skills so you do more damage, fly faster, tank more damage(or the same with less modules), have more capacitor and use less capacitor. Any increase in perfomance is a good thing to have and you should try to get the relevant skills to lvl5, but that's a good thing to have instead of a necessary thing.

Certificates are good guidelines for people who don't know the skill system or all the proper skills yet, but it's just a guideluine and a tool to introduce people to the system. There are some odd advice it can give, so don't follow them blindly. If you think you know better than the certificates suggest, you propably do and should do what you think is the better choice.
Lyric Lahnder
Deep Core Mining Inc.
Caldari State
#5 - 2012-04-20 21:21:32 UTC  |  Edited by: Lyric Lahnder
Get your core skills to V

Energy management V
Energy system operation V
Mechanic V
Hull upgrades V
Shield operations V
Shield management V
Tactical shield manipulation V
Navigation V
Spaceship Command V

If you plan on going lasers get the supporting gun skills
Controlled burst V
Rapid fire V
Motion prediction V
Sharp Shooter V
Surgical Strike V
Trajectory Analysis V
Weapon Upgrades V
Advanced Weapon Upgrades V
Gunnery V

If you plan on doing PVP make sure you get
Evasive manuevers V
Propulsion jamming V
High speed manuevering IV
Acceleration control IV
Fuel conservation IV
Afterburner IV

Heres your laundry list. Now get trainin' !

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