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Capital ships recommendations

First post
Author
Bronya Boga
Ministry of War
Amarr Empire
#1 - 2012-10-31 15:50:20 UTC
Hey guys!

So I'm currently finishing up some compensation skills and Ill be ready to train for a carrier so Im trying to figure out what kind of skills do I need to properly fly one (keep in mind im in WH space so I dont need all the Navigations skills for them)

Capital Repair Systems to V
Tactical Logistics Reconfiguration to IV
Capital Energy Emission Systems to IV
Capital Remote Armor Repair Systems to IV
Capital ships to V
Racial Carrier to IV
Advanced Spaceship Command to V
Drone Interfacing to V
Jump Drive Operation I

Does that pretty much make it right? or am I missing something?
Tau Cabalander
Retirement Retreat
Working Stiffs
#2 - 2012-10-31 18:28:02 UTC  |  Edited by: Tau Cabalander
Capital Repair Systems 4 will do.
Capital ships to 3 will do. You won't notice the extra agility.
Advanced Spaceship Command 5 is a prerequisite for Capital Ships, so that is a no-brainer.

Don't forget about fighters.

You may want to add Capital Shield Emission Systems, for repping POS shield.

Doing C5 and C6 sites we never used triage (and it makes you more vulnerable), but it is useful for repping a POS. You also can't use drones or fighters in triage, so it takes longer to clear sites.

One can stick the tail of the carrier out of the forcefield, and assign fighters to another ship for site clearing. I don't recommend taking a carrier into a site in C1-C4, and only C5+C6 for escalations.

Keep in mind that an Archon cannot rep the shield of a large tower, but they can rep the shield of modules. Capital Remote Hull is primarily only useful for repping POS modules (other capitals in hull rarely survive). The Nidhoggur is the best POS repper, but pretty meh otherwise.

I really recommend Jump Drive Calibration 4 and Jump Drive Operation 4 if you ever plan to move the carrier out of the wormhole (unless you built it in a C1 to C4). Jump Drive Calibration 5 is worth training for any ship with a jump drive, and I wish it was a prerequisite. FYI, Jump Drive Calibration 1 is a prerequisite for a jump freighter, if you ever want to get into one.

Finally, once you are skilled for a carrier, the only major requirement to pilot any other carrier is the racial battleship 5 (and the pricey carrier skill book of course).
ISD Cyberdyne
ISD Community Communications Liaisons
ISD Alliance
#3 - 2012-11-01 02:58:15 UTC
Tau made some solid recommendations. On that, if you ever need to move your carrier outside the WH, JDC5 opens all sorts of options for movement.



JDC5 has been one of my favorite 5's as a player.

ISD Cyberdyne

Lieutenant Commander

Community Communication Liaisons (CCLs)

Interstellar Services Department

Bronya Boga
Ministry of War
Amarr Empire
#4 - 2012-11-01 03:34:53 UTC
Thanks guys! thats awesome info. Guess Ill adjust my skill plan to add fighters. Again thank you very much
Jack Miton
School of Applied Knowledge
Caldari State
#5 - 2012-11-01 04:00:26 UTC
For WHs, you want to train an archon and you want to train carrier 5, not 4.
the remote rep skills can stay at 4.
T2 triage is well worth the training.

Fighters are pretty much totally useless in WHs, don't bother taking them above 3.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Tau Cabalander
Retirement Retreat
Working Stiffs
#6 - 2012-11-01 06:46:54 UTC  |  Edited by: Tau Cabalander
Jack Miton wrote:
Fighters are pretty much totally useless in WHs, don't bother taking them above 3.

Okay, I totally disagree with you on that one. We found them extremely effective for both C5 and C6 sites.

The only way they are useless is if you use triage to do sites, which isn't necessary. Our fleet consisted of:

* 8 to 10 remote-rep Tengu with passive resists and TP.
* A Chimera as primary repper with 2x reps (first escalation).
* Two tracking and DPS fit Revelations (second and third escalations).
* A Chimera as DPS and secondary repper with 1x rep and 1x cap transfer (fourth escalation).
* An off-grid Tengu Siege Warfare booster.
* A Noctis and Hurricane (codebreaking & archeology) cleaning-up the previous site while we cleared the next.

Pilots would switch from Tengu to capitals when there were 3 BS left (time enough to warp to POS, re-ship, and return). The primary repping Chimera would just stay in the carrier and assign fighters, so he could lock the whole fleet.

When doing sites through the static, of course we only used the first Chimera. Not using triage has actually saved the carrier from attack while doing a site [a rather large fleet from a wormhole we were too lazy to close].

Fighters under Sleeper attack will instantly leave grid when assigned to the off-grid clean-up crew (the Hurricane could rep them if necessary), even when webbed and pointed.

We had 3 to 4 people controlling 2 to 4 accounts (makes for a healthy per person earnings split). It took us under 14 minutes per radar / mag site (less for anoms). We left w-space when it got so boring, because it had become way too easy.
Jack Miton
School of Applied Knowledge
Caldari State
#7 - 2012-11-01 10:11:49 UTC
if youre using fighters for DPS in capital escalated site then youre doing it considerably wrong.
any T2 fit BS will provide more DPS than a carrier.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Tau Cabalander
Retirement Retreat
Working Stiffs
#8 - 2012-11-01 21:01:48 UTC
Jack Miton wrote:
if youre using fighters for DPS in capital escalated site then youre doing it considerably wrong.
any T2 fit BS will provide more DPS than a carrier.

Sure, if you don't need the carrier for repping.
Jack Miton
School of Applied Knowledge
Caldari State
#9 - 2012-11-01 22:59:15 UTC
Tau Cabalander wrote:
Jack Miton wrote:
if youre using fighters for DPS in capital escalated site then youre doing it considerably wrong.
any T2 fit BS will provide more DPS than a carrier.

Sure, if you don't need the carrier for repping.


which you dont since:

Quote:
* 8 to 10 remote-rep Tengu with passive resists and TP.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Lord Calus
The Scope
Gallente Federation
#10 - 2012-11-02 17:38:05 UTC
Bronya Boga wrote:
Hey guys!

So I'm currently finishing up some compensation skills and Ill be ready to train for a carrier so Im trying to figure out what kind of skills do I need to properly fly one (keep in mind im in WH space so I dont need all the Navigations skills for them)

Capital Repair Systems to V
Tactical Logistics Reconfiguration to IV
Capital Energy Emission Systems to IV
Capital Remote Armor Repair Systems to IV
Capital ships to V
Racial Carrier to IV
Advanced Spaceship Command to V
Drone Interfacing to V
Jump Drive Operation I

Does that pretty much make it right? or am I missing something?


My advice is slanted by being a 0.0 dweller, but if the entire goal is escalations and repping, I would do the following.

Self-Rep to 4.
No triage.
Energy Emission to 5, but 4 works too.
Remote Rep to 5, but 4 works too.
Cap ships 3. Don't need it any higher than what is required to fly.
Carrier 5. Extra drones/fighters, and the racial bonus is too nice to pass up.
ASC 5 is pre-req for capships anyway.
Drone Interfacing 5. Pre-req for carrier anyway.
JDO 1. Pre-req anyway.
Biology 4-5. DRUGS!
The 2 skills that make drug side-effects not so bad. 4-5.
ThermoDynamics 5.
The 2 repair paste skills 4.

Like was stated above, if you are never going to remove it from the hole don't bother with jump skills. If you are, JDO5, JFC4, JDC5.
Tau Cabalander
Retirement Retreat
Working Stiffs
#11 - 2012-11-03 07:57:30 UTC
Jack Miton wrote:
Tau Cabalander wrote:
Jack Miton wrote:
if youre using fighters for DPS in capital escalated site then youre doing it considerably wrong.
any T2 fit BS will provide more DPS than a carrier.

Sure, if you don't need the carrier for repping.

which you dont since:
Quote:
* 8 to 10 remote-rep Tengu with passive resists and TP.

Sleepless Guardians pack quite a punch, especially with typically 4 ships neuted dry.

We could keep a Tengu up, but it could get dicey, especially when people were not paying attention, and required a lot more effort than just using the carrier to rep. The short range of Tengu reps was also an issue, especially when someone accidentally hit "approach" on a Sleeper instead of the FC.
Theodore Calliente
Doomheim
#12 - 2012-11-08 16:54:16 UTC
Jack Miton wrote:
if youre using fighters for DPS in capital escalated site then youre doing it considerably wrong.
any T2 fit BS will provide more DPS than a carrier.


"You are doing it differently than me, so you are wrong."
Jack Miton
School of Applied Knowledge
Caldari State
#13 - 2012-11-09 01:57:24 UTC  |  Edited by: Jack Miton
Theodore Calliente wrote:
Jack Miton wrote:
if youre using fighters for DPS in capital escalated site then youre doing it considerably wrong.
any T2 fit BS will provide more DPS than a carrier.


"You are doing it differently than me, so you are wrong."


feel free to run them in spider tanked armour drakes for all I care.
if you don't want advice, dont ask for it.

Tau Cabalander wrote:
Sleepless Guardians pack quite a punch, especially with typically 4 ships neuted dry.

We could keep a Tengu up, but it could get dicey, especially when people were not paying attention, and required a lot more effort than just using the carrier to rep. The short range of Tengu reps was also an issue, especially when someone accidentally hit "approach" on a Sleeper instead of the FC.


sure, then use a triage carrier for reps and high DPS tengus for DPS.
not a non triage carrier for crappy reps and crappy DPS and low DPS tengus for crappy DPS and backup reps.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout