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Carrier tips and tricks.

Author
De'Veldrin
Republic University
Minmatar Republic
#41 - 2013-01-04 20:48:00 UTC
I'll offer some advice from a carrier pilot:

1. A carrier (any capital ship really) is not something you can squeak by with while you finish training your skills. Train the skills, then buy the ship. And I mean train them to level 4 or 5, not 2 or 3.
2. Fighters suck in non-cap PvP - train for sentries.
3. Do NOT take Drone Control units into PvP.
4. DO take a smartbomb.
5. Carry a spare cyno ship - you never know when you'll need one, and one of your fleet mates can treade ships and light it for you. The Ibis and the Velator are great for this (especially since the hulls are free).
6. When you buy your first carrier, buy two. You WILL lose the first one (mine was lost less than 3 months after I got it) usually to some bone headed move on your part. Having the replacement on hand will make the initial loss less painful.
7. Don't attack lone Goonswarm Sabres off a station. (This is a direct corollary to #6 regarding bone headed moves). They're not as alone as they might seem.

Here's an idea of the skills i would expect an ENTRY level (armor) carrier pilot to possess.
Capital Repair Systems 4
EM Armor Compensation 5
Explosive Armor Compensation 5
Kinetic Armor Compensation 5
Thermic Armor Compensation 5
Cloaking 4
Energy Management 5
Energy Pulse Weapons 1
Energy Systems Operation 5
Evasive Maneuvering 4
Hull Upgrdes 5
Jury Rigging 4
Mechanics 5
Signature Analysis 5
Tactical Shield Manipulation 4
Targeting 5
Thermodynamics (strongly recommended to 4)
Capital Ships 3
Jump Drive Calibration 4
Jump Fuel Conservation 3
Carrier 4
Capital Remote Armor Reapair 4
Capital Energy Emission Systems 4
Capital Shield Emission Systems 4
Combat Drone Operation 5
Drone Durability 5
Drone Navigation 5
Drone Sharpshooting 5
Electronic Warfare Drone Interfacing 4
Fighters 4
Heavy Drone Operation 5
Multitasking 4
Repair Drone Operation 5
Scout Drone Operation 5
Sentry Drone Interfacing 5
Tactical Logistics Reconfiguration 3
Amarr Drone Specialization 4
Caldari Drone Specialization 4
Gallente Drone Specialization 4
Minmatar Drone Specialization 4

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Liang Nuren
No Salvation
Divine Damnation
#42 - 2013-01-04 21:00:59 UTC  |  Edited by: Liang Nuren
De'Veldrin wrote:

EM Armor Compensation 5
Explosive Armor Compensation 5
Kinetic Armor Compensation 5
Thermic Armor Compensation 5
Repair Drone Operation 5
Amarr Drone Specialization 4


I'm not even entry level. :(

Quote:

Capital Remote Armor Reapair 4
Capital Energy Emission Systems 4
Capital Shield Emission Systems 4
Combat Drone Operation 5


I don't think it's necessary to train energy and shield emissions unless your carrier has a bonus to them (like the Niddy/Thanny). A shield transporter on your Archon or armor transporter on your Chimera is a waste of a slot (IMO). The Energy Transfer is also probably a wasted slot on a Niddy/Thanny since neither have the fittings to waste.

-Liang

Ed: Also, did you mean to leave off Capital Repair Systems and friends?

I'm an idiot, don't mind me.

Paikis
Vapour Holdings
#43 - 2013-01-04 21:08:34 UTC
Liang Nuren wrote:
Also, did you mean to leave off Capital Repair Systems and friends?


Capital Repair Systems is first on the list. The rest are missing though.

Those skills are way over the top for an 'entry level' pilot.
Liang Nuren
No Salvation
Divine Damnation
#44 - 2013-01-04 21:09:33 UTC
Paikis wrote:
Liang Nuren wrote:
Also, did you mean to leave off Capital Repair Systems and friends?


Capital Repair Systems is first on the list. The rest are missing though.

Those skills are way over the top for an 'entry level' pilot.


Dammit. Thanks.

-Liang

I'm an idiot, don't mind me.

Lukas Flamesword
Caldari Provisions
Caldari State
#45 - 2013-01-04 21:50:08 UTC
i had heard about the WH carriers. how usefull are a carrier really in WH space?
Liang Nuren
No Salvation
Divine Damnation
#46 - 2013-01-04 21:54:20 UTC  |  Edited by: Liang Nuren
Lukas Flamesword wrote:
i had heard about the WH carriers. how usefull are a carrier really in WH space?


It depends on the person piloting it and the people attacking it. A carrier in a low class wormhole is a sign of either *very* permanent and skilled residents or complete idiots. It's a big and scary ship and with support will be able to chase off *most* opponents. And then there's people like me.

-Liang

Ed: If it isn't clear, capitals in a low class wormhole is like blood in the water for me. It's a guaranteed fight with the residents because those caps are *NOT* leaving that wormhole.

I'm an idiot, don't mind me.

Lithalnas
Dirt 'n' Glitter
Local Is Primary
#47 - 2013-01-05 00:17:58 UTC
get onto the test server my friend, i suggest you train on TQ skills like drone durability, drone navigation, armor skills, capacitor skills, spaceship command and support. Then go to Sisi test server and participate in mass tests, this nets you 2m skill points each time you do it, thats enough to speed your way to caps. Then buy a dozen carriers for a few thousand isk and fly them to CA 1. You will find people to shoot at, people to shoot at you and best of all friends who can teach you how to run a carrier right.

https://www.facebook.com/RipSeanVileRatSmith shoot at blue for Vile Rat http://community.eveonline.com/devblog.asp?a=blog&nbid=73406

Lady Naween
Ministry of War
Amarr Empire
#48 - 2013-01-05 11:30:18 UTC
Also one or two carriers isnt a threat at all these days, check most killboards and you see us in small BC gangs ganking carriers without a loss.

Carriers really are over rated when used alone or in very small groups. But in a fleet set up to use them properly with pilots that know that being in a carrier is a death sentence these days they can do wonders.
Call Rollard
Caldari Provisions
Caldari State
#49 - 2013-01-06 12:22:27 UTC
I've been playing for 8 months now. I just don't feel ready for a cap ship yet is the thing due to my Skills.

If you are considering flying a carrier/dreadnought in the future though, best thing to do is get into a very good 0.0 corporation which is in an alliance owning sov. The corporation should have some carrier/dread pilots you can talk to about owning a cap.
Lukas Flamesword
Caldari Provisions
Caldari State
#50 - 2013-01-06 16:25:00 UTC
Call Rollard wrote:
I've been playing for 8 months now. I just don't feel ready for a cap ship yet is the thing due to my Skills.

If you are considering flying a carrier/dreadnought in the future though, best thing to do is get into a very good 0.0 corporation which is in an alliance owning sov. The corporation should have some carrier/dread pilots you can talk to about owning a cap.

that will be a larger problem for me. since i am in an important possition in my current alliance (not yet to be formed) i have donte some time in a larger null alliance (tribal alliance).
Grimm Griefer
Viziam
Amarr Empire
#51 - 2013-01-06 19:07:47 UTC
I have an alt that is a carrier pilot with a thanny in a low sec station. It has undocked twice and hasn't done a thing. To expensive
to move and I have no experience flying it.
one day I hope the corp/alliance will help me shift it to null sec and I can start flying it.
one day
Lukas Flamesword
Caldari Provisions
Caldari State
#52 - 2013-01-07 17:17:11 UTC
so. i have bought skillbooks. done nural remap. looking into getting a deal done for the carrier itself. im ready and set for to looooong race towards getting a carrier. and later train for dreads. wish me luck
Jacob Holland
Weyland-Vulcan Industries
#53 - 2013-01-07 19:46:29 UTC
The most important consideration in training a carrier, particularly if such training is to the exclusion of other skills, is need.

That's the need for Carriers in general and the need for a specific Carrier.
At present you have a small, young and inexperienced corporation; no alliance and uncertain prospects (as far as you've indicated) and that means very little apparent need for any Carrier, let alone your specified Chimera.

That doesn't mean that Carriers are out of the question - but particularly at only four months old I would advise making it a back-burner project.
There are hundreds of skills which you could train, many of which wouldn't hurt your carrier when you eventually reach it but which would (more importantly) improve your day to day performance. It may, for example, be very benificial to spend some time flying Logistics ships for a while, both to grow used to managing reps, cap...etc in the midst of a combat which you have to remain aloof from and to improve your general situational awareness.

Given the gang size you're likely to be mustering and the fleet composition you can initially expect, I would only consider using a carrier if you have support agreements with larger, more established Alliances which require you to commit Capital forces or to transport equipment to your base of operations to provide them with a starting point from which to work - far better at present to provide a backbone around which your younger corpies can build (be it Logistics to keep them in the fight longer, force multipliers such as ECM to increase their engagement envelope, Leadership, scouting or whatever else).
You may wish to train for your carrier in the background, of course, but specialising in something more immediately useful to your corp has both broader application and greater longevity.

I can't remember when I acquirred my carrier but I've moved it three or four times as staging systems changed, used it once (to move stuff for corpies) and been requested to bring it to a potential combat situation once - the scale of the capital modules however meant I didn't have the fit they needed, and in any case I would have been more use to the fleet in a Guardian.

I know that the wish to be useful and the charisma of Capital class ships is incredibly seductive but think very carefully before embarking on such a long and quite niche role - there are probably more valuable roles you could be approaching both more quickly and with much broader application.
Lukas Flamesword
Caldari Provisions
Caldari State
#54 - 2013-01-07 22:00:01 UTC
Jacob Holland wrote:
The most important consideration in training a carrier, particularly if such training is to the exclusion of other skills, is need.

That's the need for Carriers in general and the need for a specific Carrier.
At present you have a small, young and inexperienced corporation; no alliance and uncertain prospects (as far as you've indicated) and that means very little apparent need for any Carrier, let alone your specified Chimera.

That doesn't mean that Carriers are out of the question - but particularly at only four months old I would advise making it a back-burner project.
There are hundreds of skills which you could train, many of which wouldn't hurt your carrier when you eventually reach it but which would (more importantly) improve your day to day performance. It may, for example, be very benificial to spend some time flying Logistics ships for a while, both to grow used to managing reps, cap...etc in the midst of a combat which you have to remain aloof from and to improve your general situational awareness.

Given the gang size you're likely to be mustering and the fleet composition you can initially expect, I would only consider using a carrier if you have support agreements with larger, more established Alliances which require you to commit Capital forces or to transport equipment to your base of operations to provide them with a starting point from which to work - far better at present to provide a backbone around which your younger corpies can build (be it Logistics to keep them in the fight longer, force multipliers such as ECM to increase their engagement envelope, Leadership, scouting or whatever else).
You may wish to train for your carrier in the background, of course, but specialising in something more immediately useful to your corp has both broader application and greater longevity.

I can't remember when I acquirred my carrier but I've moved it three or four times as staging systems changed, used it once (to move stuff for corpies) and been requested to bring it to a potential combat situation once - the scale of the capital modules however meant I didn't have the fit they needed, and in any case I would have been more use to the fleet in a Guardian.

I know that the wish to be useful and the charisma of Capital class ships is incredibly seductive but think very carefully before embarking on such a long and quite niche role - there are probably more valuable roles you could be approaching both more quickly and with much broader application.

of course i will train for other stuff. because a carrier will need a large tank. i will train for that. a carrier need drones (much of that :D) so i will train that too. the ability to sit in the carrier is what will be trained last. i will have the ability to use fighters before that.

:EDIT: i might train it halfway. because then i will have training time on the test server
Eija-Riitta Veitonen
State War Academy
Caldari State
#55 - 2013-01-08 00:13:36 UTC
Everything i wanted to say has been said in this thread, there are many solid comments from experienced people. The only thing i can't stress enough: do not go with the chimera. Train an Archon, you can never go wrong with an Archon!
Liang Nuren
No Salvation
Divine Damnation
#56 - 2013-01-08 00:28:07 UTC
Maybe his corp needs him to rep their wormhole POS. ;-)

-Liang

Ed: But still, the Archon is pretty baller for repping up the POS mods. Foiled again. :(

I'm an idiot, don't mind me.

Nao Chen
#57 - 2013-01-08 11:43:36 UTC
Zhilia Mann wrote:
But as a "military" asset? Forget it. It's for hauling things across several regions without trouble. And that's it.


But what Archon can carry with 3,300 m3 cargo bay? Rorqual with 40,000 m3 seems to be much better choice.
Lukas Flamesword
Caldari Provisions
Caldari State
#58 - 2013-01-08 11:45:54 UTC
Nao Chen wrote:
Zhilia Mann wrote:
But as a "military" asset? Forget it. It's for hauling things across several regions without trouble. And that's it.


But what Archon can carry with 3,300 m3 cargo bay? Rorqual with 40,000 m3 seems to be much better choice.

it can carry 1.000.000 m3 of fitted ships. thats what he meant by that
Daniel Plain
Doomheim
#59 - 2013-01-08 18:21:07 UTC
shameless thread derailage:
i've never actually been to amamake, but i'm really curious: is there any one force controlling the system or is it the giant everlasting clusterfuck i imagine it to be?

I should buy an Ishtar.

Liang Nuren
No Salvation
Divine Damnation
#60 - 2013-01-08 19:21:38 UTC  |  Edited by: Liang Nuren
Heretic Army lives there, but I wouldn't say we control it. PL swings by and lives here occasionally too, and they don't control it either. It's pretty much a giant cluster ****.

-Liang

Ed: But it's probably not the total free for all you're expecting. It certainly gets that way pretty frequently though. I've seen 4-5 way battles involving dozens of ships at top belt. :)

I'm an idiot, don't mind me.