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T2...train for ships or modules first?

Author
Bart Wart
#1 - 2012-04-25 04:50:08 UTC
I was just wondering if I'd be better off training for T2 ship equipment first or training for the T2 ships.

Thoughts?
mxzf
Shovel Bros
#2 - 2012-04-25 04:53:50 UTC
Modules, hands down.
Culmen
Deep Core Mining Inc.
Caldari State
#3 - 2012-04-25 05:05:59 UTC
mxzf wrote:
Modules, hands down.


Seconded.
A T2 ship fitted with T1 modules is a joke.
A T1 ship fitted with T2 modules is a threat.

Some exceptions though.
Best named Armor Plates, Stasis webifiers and Energy neutralizers are as good as/better than their T2 counter parts.

There is a fine line between a post and a signature.

Petrus Blackshell
Rifterlings
#4 - 2012-04-25 05:45:59 UTC
Culmen wrote:
mxzf wrote:
Modules, hands down.


Seconded.
A T2 ship fitted with T1 modules is a joke.
A T1 ship fitted with T2 modules is a threat.

Some exceptions though.
Best named Armor Plates, Stasis webifiers and Energy neutralizers are as good as/better than their T2 counter parts.

But the highlighted two are obnoxiously expensive, so the T2 version or a bit of a lower meta version is preferable.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Liam Mirren
#5 - 2012-04-25 06:33:37 UTC  |  Edited by: Liam Mirren
Actually, the real answer is support skills. There's tons and tons of support skills for dps, tanking, capacitor, fitting, navigation, drones and whatnot and it's those support skills that will make the difference between a win or a loss.

T2 or faction ships only work as advertised if back by some proper support skills and the best way to describe those ships is like this: "T2&faction ships can make good pilots better but they don't make bad or inexperienced pilots good". They're quite expensive to lose due to how the insurance system works and you can lose them just as fast as a cheapo t1 version if you don't know what you're doing. Also the prereqs for T2 ships generally have nothing to do with improving your effectiveness and more to do with making them "difficult to get" so generally that won't help you much.

T2 mods is already more like it, the prereq skills for those generally also affect your overal effectiveness with the T1 version of that mod so that's a good thing. Also note that generally T2 mods are cheaper than the best named (meta 4) versions and when it comes to weapons they also allow for T2 ammo which generally gives you more strategies to make use of.


Let me explain how this works and assume you have Minmatar frigate at 4.

Getting the rifter skills from 4 to 5 takes some 7 days or so and it helps your dps and tracking by 5%, would you aim for the Jaguar then you'll need a bunch of skills to 5 like Mechanics and Engineering. While useful skills they don't really add to your effectiveness so in total you're training for some 2+ weeks to get from a Rifter into a Jag and you're not really improving in the mean time. Being in that Jag means you do a bunch more dps, your tank is a lot better but it's slower. Thing is the Jag costs some 30 mil and you get almost zilch back from insurance so every time you lose one it's 30 mil and as you're "clueless" you're gonna lose a lot of them.

Now T2 mods: Generally training for T2 mods also affects some support skills but the issue is that they use more fitting, can use more cap and all that so you need to train your fitting and cap skills better (some fits simply won't happen with all T2 mods and you're forced to use named replacements). Lets assume you want to fit T2 150mm ACs, prereqs are gunnery 2 and motion prediction 3 which are VERY important skills to have but you don't need them very high to allow for T2 ACs. The AC skills itself needs to be 5 ofcourse and that really helps your dps so you could have T2 guns fairly soon which would allow for T2 ammo and that can be handy. Note that T2 weapons (not counting T2 ammo) do 2-10% more dps than meta 4 ones although no one is insane enough to train all the way to claim that 10%, generally ppl stop at 8%, it's a noticeable difference but hardly ground breaking.

Then support skills, lets look at gunnery: There's skills to make your optimal better, your falloff (effectively increasing dps at range), your tracking, your rate of fire, your damage, and ease of fitting. Getting all those skills to lvl 4 is WAY more useful than getting 1 or 2 skills to level 5 in that same time. Also, those skills affect ALL turrets so would you move up into a cruiser or BC for now (for pve for instance) they help you there too. Same with drones, getting to T2 drones takes a bit but doesn't actually improve dps in the mean time, there's 2 dps skills for drones that aren't prereqs for T2 but will massively increase your drone performance so you'd have to be an idiot to rush for T2 instead of getting the support skills up first.


That support thing goes on and on and on, there's so many support skills it gets annoying even but they all have a purpose and on average you're better off training all those skills to 4 or so before making the push for T2 mods or ships. To give you an idea, open your char sheet > skills, go to settings tab and do "show all skills", now go back to skills itself and you'll see all the skills available in the game, stroll through the various sub sections and behold the onslaught of support skills. Rclick > info all of them, see how they affect you and if you put your thinking cap on you'll soon realise that it's support skills that make the difference.

So the "right" order is this: Train all support skills, push for T2 mods, in the mean time learn how this game really works and THEN get into T2 or faction ships.

Excellence is not a skill, it's an attitude.

Xercodo
Cruor Angelicus
#6 - 2012-04-25 06:36:31 UTC
As a direct response to the OP i vote for modules. But Liam is right about support skills. Support skills make EVERY ship you fly better and easier to use.

The Drake is a Lie

Petrus Blackshell
Rifterlings
#7 - 2012-04-25 06:41:13 UTC
Liam Mirren wrote:
:walloftext:

+1

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

J'Poll
School of Applied Knowledge
Caldari State
#8 - 2012-04-25 10:58:48 UTC
Liam Mirren wrote:
Liam's best post here.


What he said.

Support first, T2 modules second. T2 ships only after you done first and second.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Lyric Lahnder
Deep Core Mining Inc.
Caldari State
#9 - 2012-04-25 14:13:18 UTC
Now after escalation, Market prices will rise as the influx of Drone Poop, and bot minerals is now gone.

Ship prices have risen. If your new to pvp, dont assume that you must pilot tech II if you can.

Id almost say its a greater test of skill to get out there and kill stuff efficiently with tech I ships.

This you can do with tech II modules and a tech I ship.

Core skills should always come first. The only time they wont help you is if your a station trader.

Noir. and Noir Academy are recruiting apply at www.noirmercs.com I Noir Academy: 60 days old must be able to fly at least one tech II frigate. I Noir. Recruits: 4:1 k/d ratio and can fly tech II cruisers.

FloppieTheBanjoClown
Arcana Imperii Ltd.
#10 - 2012-04-25 14:40:49 UTC
I would go so far as to say that once you're in your first battlecruiser, don't train for a new ship until you have the skills to fit it with T2 modules. This will add a couple of weeks to training for a battleship, but the difference between T1/T2 guns is amazing.

Founding member of the Belligerent Undesirables movement.

highonpop
KarmaFleet
Goonswarm Federation
#11 - 2012-04-25 14:57:27 UTC
If you fly a T2 ship fitted with T1 modules, I hope CONCORD ganks you on gate just because

FC, what do?

Blackhuey
Deep Core Mining Inc.
Caldari State
#12 - 2012-04-26 14:06:39 UTC
+1 for support skills, and I'd include Thermodynamics in that if it's not already been mentioned. It's another force multiplier skill that makes almost every module more effective and is often the difference between win/escape/die.

@blackhuey | soundcloud.com/blackhuey

Orlacc
#13 - 2012-04-26 15:47:57 UTC
mxzf wrote:
Modules, hands down.


Fer sure....

"Measure Twice, Cut Once."

Zemlin
Damocles Syndrome
#14 - 2012-04-26 17:37:03 UTC  |  Edited by: Zemlin
My method was starting with frigate: train up to be able to use your standard modules, guns, drones, tanking,RIGS, ect. then get your core certificates up to basic.

next when you reach cruiser: begin with a solid t1 fit and train to replace the current fit with the equivalent t2 of each module
and at the point at witch you can now Mostly t2 fit (or at least t2 tank) your cruiser its time to move into a Battlecruiser.

In the battlecruiser TRAIN EVERYTHING TO T2 no exceptions make it your goal to perfect this ship above anything else, no T1 class of ship scales with your skills at this point like a good tier 2 [hurricane,drake,myrmidon,harbinger] so take BC's at least to level IV and remember your core skills are king here so take the time and get your elite certs.

at this point you have reached a fork in your path so before you outright jump into a battleship and begin the months of heavy and very slow skill training you must endure to be any good at it consider your other options that your current skill set may prove more effective.

Hac's: though of little use in Pve these are still a good pvp option and used for high speed 0.0 roaming gangs and high-sec war.

Command Ship: this is your reward for taking BC to 5, in high-sec there are very few ships as terrifyingly powerful as a fully armed Field Command ship, a single one of these monsters can eviscerate an unprepared t1-t2 gang. also these are capable pve ships that shine in lower class wormholes where mass is often highly restricted.

Tech 3 cruiser: on par with and arguably deadlier in pvp in some configs than a command ship, it is expensive on an order of magnitudes above most sub capitals, this is a cruiser that can be designed to function in any environment and for almost any role as unlike any other ship in eve both the bonuses and slot layout can be adjusted to meet the pilots needs.

Pirate cruisers: what else need be said Yarrrrrr!

Specialist ships: these range from Ewar , logistics to interdiction and bombers. consider these as well but understand most will require following a longer tree of side skills so if one of these is your main goal feel free to move into these after your cruiser or frig skills are up to task and your cores are at least to 4's
Kairos Antilles
Doomheim
#15 - 2012-04-26 18:24:11 UTC
Lyric Lahnder wrote:
If your new to pvp, dont assume that you must pilot tech II if you can.


But, Tech II is a prerequisite for a LOT of corps, no? (Glances at your signature block)
Velicitia
XS Tech
#16 - 2012-04-26 18:37:43 UTC
Kairos Antilles wrote:
Lyric Lahnder wrote:
If your new to pvp, dont assume that you must pilot tech II if you can.


But, Tech II is a prerequisite for a LOT of corps, no? (Glances at your signature block)


It depends on the corp.
Noir. is a heavily PvP focused group... and so they require it.
On the other hand, there are other corps around that may only require you to have 2 or 5 million SP.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Petrus Blackshell
Rifterlings
#17 - 2012-04-26 18:41:40 UTC
Kairos Antilles wrote:
Lyric Lahnder wrote:
If your new to pvp, dont assume that you must pilot tech II if you can.


But, Tech II is a prerequisite for a LOT of corps, no? (Glances at your signature block)

You shouldn't use Noir as a standard for what corps want. Their requirements (particularly the KDR one) are elitist and weird.

That said, don't rush into T2. If you don't know how to fly a Rifter well with T1 equipment, you will fly it just as badly with T2 equipment, and you will likely fly Wolf or Jaguar even worse. Actual flying experience is far more important than the level of your stuff.

And yes, with ship prices going up, T1 (and smaller) ships will become more and more common. There's no shame in flying T1.

In fact, flying a T1 ship allows you to take bigger risks and be more audacious than worrying about a T2 ship that costs 10x as much.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Kahega Amielden
Rifterlings
#18 - 2012-04-26 19:06:00 UTC  |  Edited by: Kahega Amielden
Quote:
Noir. is a heavily PvP focused group... and so they require it.


This is not even remotely characteristic of all, or even most, PVP groups.
Anshio Tamark
Caldari Provisions
Caldari State
#19 - 2012-04-26 21:24:39 UTC
Culmen wrote:
mxzf wrote:
Modules, hands down.


Seconded.
A T2 ship fitted with T1 modules is a joke.
A T1 ship fitted with T2 modules is a threat.

Some exceptions though.
Best named Armor Plates, Stasis webifiers and Energy neutralizers are as good as/better than their T2 counter parts.

I don't know about the Stasis Webs and Energy Neuts, but last I checked, 1600mm Rolled Tungsten Plates I (best names 1600mm Armor Plates) gave exactly 3 more Armor HP than the T2-version, though the T2-version costs a lot less, so they're better, yes, but not as cost-effective, which is the really important thing when fitting your ship with a limited budget.
Petrus Blackshell
Rifterlings
#20 - 2012-04-26 21:27:38 UTC
Anshio Tamark wrote:
Culmen wrote:
mxzf wrote:
Modules, hands down.


Seconded.
A T2 ship fitted with T1 modules is a joke.
A T1 ship fitted with T2 modules is a threat.

Some exceptions though.
Best named Armor Plates, Stasis webifiers and Energy neutralizers are as good as/better than their T2 counter parts.

I don't know about the Stasis Webs and Energy Neuts, but last I checked, 1600mm Rolled Tungsten Plates I (best names 1600mm Armor Plates) gave exactly 3 more Armor HP than the T2-version, though the T2-version costs a lot less, so they're better, yes, but not as cost-effective, which is the really important thing when fitting your ship with a limited budget.

1600mm Reinforced Rolled Tungsten Plates I cost around 1.1-1.2 mil
1600mm Reinforced Steel Plates II cost around 1.5-2 mil.

The latter are harder to fit, and do not provide any HP advantage. They are literally some of the most useless mods in the game.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

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