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Warfare & Tactics

 
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New PVP pilot question about skills

Author
Brook Sky
Doomheim
#1 - 2012-05-05 17:12:07 UTC
Question about pvp from the new pilot Big smile

I've been training up skills to try pvp for my first time. I wanted to know if training engineering and nav skills more so then gunnery would benefit the new pvp player? I see lots of people rush right away to train uber gun skills, and they always seem to fail right away against others. Is it the player, or skillset path that determines a favorable outcome?
Brook Sky
Doomheim
#2 - 2012-05-05 18:32:16 UTC
Example.. if someone trains thermodynamics to overheat, and the other player skipped it to learn autocannons better... would the overheated player still have an advantage? even if his gun skills were poorly trained?
Lady Spank
Get Out Nasty Face
#3 - 2012-05-05 22:16:10 UTC
A balance certainly helps, and pushing one thing to V means you have a lot of skills languishing that could be easily bumped up in the same skill training period. The one thing with pushing gunnery is trying to get tech II guns which really helps; not due to improved damage, but due to gaining access to tech II ammo which can definitely give you the edge in certain situations. For example: Hybrid Null ammo can let you get considerably better damage projection (range) while using blasters.

Thermodynamics is also something that is harder to 'unlock' but once you get it it really gives you an advantage.

As a general rule, push all relevant skills which benefit your ship to III which really doesnt take that long but getting tech II guns and thermodynamics definitely helps. Tackle skills and navigation are really not as important as fitting and tanking skills as a general rule while starting out.

Overall, just keep plugging away and while low skilled, fly cheap and you will still be learning tactics and pvp mechanics so that when your skills do start to even out against the competition, you have a lot of experience under your belt which would be a much better starting point than had you just run missions while waiting to be 'ready'.

There is much more to pvp than your skillpoints.

(ಠ_ృ) ~ It Takes a Million Years to Become Diamonds So Lets Just Burn Like Coal Until the Sky's Black ~ (ಠ_ృ)

Brook Sky
Doomheim
#4 - 2012-05-05 23:51:39 UTC
Thanks for the nice advice! I will keep plugging away and learn as I go.
Mobadder Thworst
Doomheim
#5 - 2012-05-06 15:57:34 UTC
First, train the ship skills. The ship bonuses are huge.

Second. The core gunnery/ missile skills (tracking, falloff, explosion radius) have a !huge! Impact on dps.

I'd take those two categories to level 3, then level 4 before I worry about thermodynamics or tech 2.

Then I'd do applicable navigation Skills to 4.

Then tech2 guns.

Then thermodynamics.

That's how I'd do it.
Mo
TomyLobo
U2EZ
#6 - 2012-05-06 17:51:53 UTC
Lady Spank wrote:
A balance certainly helps, and pushing one thing to V means you have a lot of skills languishing that could be easily bumped up in the same skill training period. The one thing with pushing gunnery is trying to get tech II guns which really helps; not due to improved damage, but due to gaining access to tech II ammo which can definitely give you the edge in certain situations. For example: Hybrid Null ammo can let you get considerably better damage projection (range) while using blasters.

Thermodynamics is also something that is harder to 'unlock' but once you get it it really gives you an advantage.

As a general rule, push all relevant skills which benefit your ship to III which really doesnt take that long but getting tech II guns and thermodynamics definitely helps. Tackle skills and navigation are really not as important as fitting and tanking skills as a general rule while starting out.

Overall, just keep plugging away and while low skilled, fly cheap and you will still be learning tactics and pvp mechanics so that when your skills do start to even out against the competition, you have a lot of experience under your belt which would be a much better starting point than had you just run missions while waiting to be 'ready'.

There is much more to pvp than your skillpoints.

Wow!! I couldn't have said it any better.
Schmata Bastanold
In Boobiez We Trust
#7 - 2012-05-07 06:38:53 UTC
Brook Sky wrote:
Example.. if someone trains thermodynamics to overheat, and the other player skipped it to learn autocannons better... would the overheated player still have an advantage? even if his gun skills were poorly trained?


Overheated player has advantage of being able to overheat (almost) every active module not only guns. So overheated tackle (scram/web/disruptor) will reach further, overheated propulsion (ab/mwd) will allow for faster closing in to catch you or to faster distance from you and GTFO. Overheated repper will cycle faster (or rep bigger chunks? I never remember which one) hence ship will tank more dmg.

Thermodynamics is great skill and I would say you should train it even before t2 guns but maybe after basic t2 tank mods (dc, repper, shield extender). Especially that it requires Engineering at V which in turn is great skill for fitting as it will boost your PG by 25% (5% per lvl).

Invalid signature format

Xi 'xar
Rift Watch
#8 - 2012-05-08 13:39:56 UTC
I must say that overheating is something that really ups your game. If I could do it all again, I would train overheating as soon as possible.

My personal path (probably not very good but hey, you asked) was to use certificates and focus on getting the core certificates sorted out.

Core fitting is probably the most useful.

http://herdingwolves.wordpress.com/

THE HELLKNlGHT
Phalanx Defence Systems
#9 - 2012-05-08 22:37:45 UTC
Additionally to gunnery skills, you should train Electronic Warfare Drone Interfacing, and put some ecm drones into your ship, they can save your life in many situations.
Hrett
The Scope
Gallente Federation
#10 - 2012-05-08 23:07:20 UTC
This isnt exhaustive, but a good general plan would be:

Train ship to 4

Then train all of these to 3:

Energy grid
Engineering
Energy systems

Hull upgrades
Mechanics

Navigation skills (all)

Electronics
Signal analysis

Primary gun or missile skills and support
Weapon upgrades
Light and medium drone skills for tech 1 (depending on race)

Primary tank skills (shield or armor)

Whatever skills you need to get thermodynamics to 3

Web and scram skill

Whatever rig skills that allow energy grid rigs (ancillary current router) and your primary tank rig

Then top off:

Get Tech 2 guns for light and medium turrets

Then train weapon upgrades to 5 and advanced weapon upgrades to 3 at least

Then go back and top the above off to 4.

Again, not an exhaustive list, but should give you a good base of skills.

spaceship, Spaceship, SPACESHIP!