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Price Checks

 
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35mil amarr great gunner missiles in works PC

Author
nospet
#1 - 2012-09-28 06:03:39 UTC
http://eveboard.com/pilot/nospet/

Hope someone checks it out lemme know.
nospet
#2 - 2012-09-29 09:35:24 UTC
bumpy
Kyrplexa Insanitus
Hedion University
Amarr Empire
#3 - 2012-09-29 13:50:11 UTC
Just a friendly fyi, I do not professionally do these PC's, if you don't agree with me, let me know so I can help out more. I have a lot of spare time...

Price Range: 15-19b

It really depends on what you're advertising. If you're advertising an avid amarr pvp alt / main, there are some skills you may want to help the pricing and maybe throw you into the 'I want this character' range for a lot of people who are in search.
The missiles section isn't developed enough to mind yet, so you're likely to get more once you're done.

The rest of this is TL;DR. My opinions on what could help.

Do not take all of these into accuont. some work with others, but not the rest. each could help your sale, but could hurt if all are trained.

Analysis and what may improve pricing:
•Corp Management: Obviously, you aren't a corporation management character. Anchoring V and PoS gunnery may help sales. one couldn't go wrong with this.
•Drone skills are great. Sentry could do with V, but not really worth it if you're selling the character. A buyer would have to be really picky for that skill to matter
•Electronics supports are nice. Multitasking III, Weapon Disruption IV, and Turret Destabilization will help for advertising a T2 capable amarr pilot.
•Engineering is well enough. Some may think not, just make sure you can fit ASB's (I can't recall skills needed)
•Gunnery. Small proj V and med proj IV may only be desireable to those who will be skilling up this toon after buying it (PvP- minnie capable). Great supports, nonetheless.
•Gas Cloud harvesting is never wasted.
•Leadership V may help to trickle fleet boosts. but isn't necessary obviously.
•Mechanics. Energy Weapon Rigging IV, Remote Armor Repair Systems V, Thermic Comp V, Kinetic Comp V, and Missile Rigging IV might all be worthy of note. The comps, of course, may not be of as much use, but still come in handy a lot.
•HAM's might be worthy of note due to the pending changes to missiles.
•Graviton Physics IV or V should the same pvp statement I've mentioned a could times be in play. T2 ship use.
•Armor Strat Cruiser III (you have the subs)
•Logi V (logi IV is a minimum and barely works for fleets. anyone who is looking to be logi capable and knows what they are doing will be deterred by the logi IV imo) (Energy Emission Systems V if you do this)
•Recon IV or V (recon iv or V is far too important to ignore. you've already trained most of the supports, and the skillbook is already purchased.) (Energy Emission Systems V if you do this)**
•Subsystems V (already at IV, why not V, will help sale for people looking into all ranges of amarr)

I just kind of kept typing, so some of this may not be fully explained / some things may be ommited, due to my assumption that you know what you're doing / some things may not be formulated because mind is racing (no sleep). All is open to questioning, criticism, and friendly advice.
nospet
#4 - 2012-09-29 23:50:31 UTC
Kyrplexa Insanitus wrote:
Just a friendly fyi, I do not professionally do these PC's, if you don't agree with me, let me know so I can help out more. I have a lot of spare time...

Price Range: 15-19b

It really depends on what you're advertising. If you're advertising an avid amarr pvp alt / main, there are some skills you may want to help the pricing and maybe throw you into the 'I want this character' range for a lot of people who are in search.
The missiles section isn't developed enough to mind yet, so you're likely to get more once you're done.

The rest of this is TL;DR. My opinions on what could help.

Do not take all of these into accuont. some work with others, but not the rest. each could help your sale, but could hurt if all are trained.

Analysis and what may improve pricing:
•Corp Management: Obviously, you aren't a corporation management character. Anchoring V and PoS gunnery may help sales. one couldn't go wrong with this.
•Drone skills are great. Sentry could do with V, but not really worth it if you're selling the character. A buyer would have to be really picky for that skill to matter
•Electronics supports are nice. Multitasking III, Weapon Disruption IV, and Turret Destabilization will help for advertising a T2 capable amarr pilot.
•Engineering is well enough. Some may think not, just make sure you can fit ASB's (I can't recall skills needed)
•Gunnery. Small proj V and med proj IV may only be desireable to those who will be skilling up this toon after buying it (PvP- minnie capable). Great supports, nonetheless.
•Gas Cloud harvesting is never wasted.
•Leadership V may help to trickle fleet boosts. but isn't necessary obviously.
•Mechanics. Energy Weapon Rigging IV, Remote Armor Repair Systems V, Thermic Comp V, Kinetic Comp V, and Missile Rigging IV might all be worthy of note. The comps, of course, may not be of as much use, but still come in handy a lot.
•HAM's might be worthy of note due to the pending changes to missiles.
•Graviton Physics IV or V should the same pvp statement I've mentioned a could times be in play. T2 ship use.
•Armor Strat Cruiser III (you have the subs)
•Logi V (logi IV is a minimum and barely works for fleets. anyone who is looking to be logi capable and knows what they are doing will be deterred by the logi IV imo) (Energy Emission Systems V if you do this)
•Recon IV or V (recon iv or V is far too important to ignore. you've already trained most of the supports, and the skillbook is already purchased.) (Energy Emission Systems V if you do this)**
•Subsystems V (already at IV, why not V, will help sale for people looking into all ranges of amarr)

I just kind of kept typing, so some of this may not be fully explained / some things may be ommited, due to my assumption that you know what you're doing / some things may not be formulated because mind is racing (no sleep). All is open to questioning, criticism, and friendly advice.


thanks mate kinda the route im thinking of going with him ham's are in plans possible mini guns as well just to make it a fun pew pewer might take awhile to get up to all that though :P
nospet
#5 - 2012-10-02 04:27:02 UTC
any other opinions?
nospet
#6 - 2012-12-09 05:15:27 UTC
bump to see if anything has changed :P
mr wigglez
Shell from Hell
Verged
#7 - 2012-12-20 18:33:30 UTC
id give u 8