These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Skill Discussions

 
  • Topic is locked indefinitely.
Previous page12
 

Basic Skills for Carrier

First post
Author
ISD Dosnix
ISD Community Communications Liaisons
ISD Alliance
#21 - 2012-06-25 08:29:37 UTC
Thread moved to Forum "Skill Discussion"

Suits better then New Player section due to no "new" player will instantly train to get a Carrier

Kind Regards,
ISD Dosnix

[b]ISD Dosnix Lieutenant Community Communication Liasons (CCL) Interstellar Service Department[/b]

Mr Hekard
Brutor Tribe
Minmatar Republic
#22 - 2012-06-25 23:31:35 UTC
J'Poll wrote:
Petrus Blackshell wrote:
Mr Hekard wrote:
Surfin's PlunderBunny wrote:
Took me 5 years before I even started training for capitals, flew with capitals for 4 years to get an idea of what they do. Ready in 250 days? Doubt it very much but if you can afford to lose capitals you can fly them all you want


If you won't answer a simple question then stay out of the thread, your posts add nothing to the question asked. Welcome to the ignore list.

You'll find that reveling in ignorance and refusing to accept well-meaning advice from people with more experience does not get you a friendly welcome here in the Q&A. You have to understand that the advice you get (and the best advice) may not be the one you thought you were looking for.

If you don't, you may as well block most of the Q&A responders who know what they're talking about now.


THIS.


You asked for advice. People with experience gave it.

You didn't like advice and started nagging about it.

Conclusion: Why do you ask advice, go train that archon. I will see the lossmail on EVE-kill pretty soon.



  1. I never asked for advice, I asked for an answer to a specific question
  2. I was not given advice but rather "you won't be able to if you have to ask questions, it took me 5 years so it has to take you just as long, you can't do it"


Conclusion: I never wanted advice I wanted specific information. Tau has been the only one to actually provide anything of value besides Surfin's first post. Even smilingvagrant (being a goon) provided something of remote value about the triage that I had forgotten.

Also J'Poll where did I say or imply I was going to use just 1 fit? I posted an example fit to make sure I had the barebones basics covered nothing more nothing less you just read into it more than was needed.

My whole point here is you all have done nothing but try and put down my decision to fly one rather than informing me about it and letting me make my own decisions based on said information. I suppose I've learned enough to get started on a plan so I suppose the purpose of this thread has been achieved and it is no longer needed. I'll just evemail Tau about it considering he appears to be the only helpful one here.
Skelee VI
Appetite 4 Destruction
#23 - 2012-06-26 13:15:46 UTC  |  Edited by: Skelee VI
don't listen to all these snobs. If you are going to use it just to transport stuff you got the skills u need. All you you need reps for is to rep your cyno alt most of the time anyway! however. if you are actually going to do something else get all them skills

Don't eve listen to goons! LOL
Airto TLA
Acorn's Wonder Bars
#24 - 2012-06-27 17:09:15 UTC
First of all a small peice of advice, do not aurgue with the bittervets, they after all are bitter and like spreading their pain around.

Now for the important part, realize a carrier fills three roles:

1. Nul sec moving van, this is probaly what 50-70% of the carriers do, they are vetran players SUV, throw your stuff in for acamping trip, pick up a coach from the store,etc. TO fill this role you proably need the main jump skill to 5 and the second two to 4 (5 is nice but often unecessary). YOu also need all the standard fitting and energy skills you can muster, get them to 5.

2. Capital size logi - This is the carriers prime reason for existance, the Rooks & Kings videos, are the best souce for help here. Need the skills above plus the logi 5, reconfig skill to 4, the cap energy and armor / shield skills to at least 4, and and at least on friend with a complemental carrier.

3. Null sec anom runner: This is a silly side effect of hte recent module introductions, a carrier can easily get 900+ dps (with less than max skills) and an unbreakable tank. Basically you add 3 drone control units and three Drone damage amplifiers a few mods to help you drones hit better, and a capital armor/ shield rep/booster a few resist mods and the correct sentry drones and heavies/fighters and boom you have a rattin ship.

This last one is very unadvisable unless your in a backend null sec area, screened by blues with no nuets in your system *(because the nuet will be a cloaky with a cyno) and you will eventually get careless and lose one but after insurance payout you will be out far less than a pimped pirate BS.

A few minor roles also exist for it as DPS vs structures, and a gate camp concept involing lots o' sentries and a fast locking ship.
Anogra
Heisenberg Productions
#25 - 2012-06-28 19:41:58 UTC
carriers are as mentiond earlier primarly a support logistical ship witch can boost a fleet immensly, but also cause escelation depending on where you fight. after flying archons abit in WH's and around iv designed a list of items witch should be in the carrier (in my case archon) at any point incase of any situtation:

What to have in an archon:
Target painter x 4
Cap rechargers x 4
Cap power relay x 5
tank (1 of each hardner + eventually EANM)
neuts x 8
SB's x 8
warp core stabs x7
sensor boosters W/scripts x2
ECM burst
web x6
cap booster x 3
cap booster 800's

this allowes for BS's in fleet to refit for neut, smartbombing, lets the carrier fit around TP's for sites, stabs for lol-escapes. webs for the neuting BS's thats going after enemy logis, rechargers and power relays for cap fit (good for after jumping and when fighting bhaal's. as depending on what u face, it might make ur cap live long enough for u to take out their logis with neut/dps). cap boosters for the same reason as the caprechargers. ECM burst + WCS's can get u out incase everything goes to hell (ECM burst since the lockbreaker module dosent work on capitals).

If u face a fleet with bhaals neuting and logis. dont launch ur fighters to attack anything untill a logi is capped. once capped, launch and stick all ur dps on that logi to break the other logi's cap, so it dies. any competent fleet will shoot ur fighters while u wait for their cap to be neuted if u keep em out.
If u wanne keep some preassure on them, stick out some gard's and stick em on ships to just keep the dps up. Never use DCU's in highs, its a waste of space and useless in pvp, and if u think u can fly a carrier outside a forcefield/station without getting into pvp, ur just stupid xD

as for fitting i usually stick with 2 cap transfears and 3 remote repps on my carriers. makes it easier to fight cap draining fleets, and makes u able to run more reppers for longer. Triage module is not included in my fit since triage in WH's can/will be deadly unless ur in a vastly large fleet, witch at that point u wont need the triage anyway :P But if u desperatly want to fit triage, drop one cap transfear and put a triage there. remember triaged carriers cant use drones/fighters

my 0.02isk
Linda Shadowborn
Dark Steel Industries
#26 - 2012-06-29 05:20:00 UTC
im training for an archon atm and my skillplan is 280 days long, and i dare say i been in the game for a bit now.

Amarr Battleship V
Amarr Carrier I
Amarr Carrier II
Amarr Carrier III
Amarr Carrier IV
Amarr Carrier V
Energy Emission Systems V
Capital Energy Emission Systems I
Remote Armor Repair Systems IV
Remote Armor Repair Systems V
Capital Remote Armor Repair Systems I
Tactical Logistics Reconfiguration III
Tactical Logistics Reconfiguration IV
Tactical Logistics Reconfiguration V
Capital Remote Armor Repair Systems II
Capital Remote Armor Repair Systems III
Capital Remote Armor Repair Systems IV
Capital Energy Emission Systems II
Capital Energy Emission Systems III
Capital Energy Emission Systems IV
Jump Drive Operation IV
Jump Drive Operation V
Jump Fuel Conservation I
Jump Fuel Conservation II
Jump Fuel Conservation III
Jump Fuel Conservation IV
Jump Drive Calibration I
Jump Drive Calibration II
Jump Drive Calibration III
Jump Drive Calibration IV
Jump Drive Calibration V
Capital Repair Systems II
Capital Repair Systems III
Capital Repair Systems IV
EM Armor Compensation IV
EM Armor Compensation V
Explosive Armor Compensation V
Kinetic Armor Compensation IV
Kinetic Armor Compensation V
Thermic Armor Compensation IV
Thermic Armor Compensation V
is what is in my list atm.. and i really want to get those remote repper/energy and the capital repper to 5 too. then of course i already have perfect energy skills and all of those other normal skills you need for all ships.

[Archon, Archon: Triage Carrier]

Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Imperial Navy Energized Adaptive Nano Membrane
Capital Armor Repairer I
Capital Armor Repairer I

Cap Recharger II
Cap Recharger II
Cap Recharger II
Cap Recharger II

Capital Energy Transfer Array I
Capital Remote Armor Repair System I
Capital Remote Armor Repair System I
Capital Remote Armor Repair System I
Triage Module II

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I

should give you an idea of a typical archon.. i know.. keep lots of spare mods in the hangar you will be switching a lot.

but hopefully all that gave you some ideas of what you need.
Viscount Hood
Deep Core Mining Inc.
Caldari State
#27 - 2012-07-06 10:02:59 UTC
Interesting stuff in here and I now know a bit more about where to look for info. Trying out carriers on the test server seems very good advice.

I too have started training for a Chimera, not that I have a particular need for one just that I couldn't think of anything else to train for and fancied something new. At my skill levels I don't think that's too bad a choice. P
Zicon Shak'ra
The Scope
Gallente Federation
#28 - 2012-07-09 17:28:12 UTC
Mr Hekard wrote:


  1. I never asked for advice, I asked for an answer to a specific question



I was under the impression that giving someone an answer to a question was also known as advising them of the answer.

Wormholes are cool, m'kay?

Previous page12