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EVE New Citizens Q&A

 
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Eve ship guide

Author
Mynutor
Myn Industries
#1 - 2013-03-06 07:04:21 UTC
I have started doing lvl 1-2 security missions and my coercer/thrasher can do the job. I would like to do some lvl 3 missions as well, and I would like to upgrade to a better ship.

Is there a guide/tutorial which gives advice on the different ships? What fittings are good for mission running, what skills would be good etc?

1. Which ship to use for lvl 3 (and later for lvl4) missions?
2. What fits would be good?
3. What skills would be good?

4. Is there a guide for this, which is updated to retribution?

Objective sighted. Target locked. Lasers activated. Pew-pew-pew. Die roid..., DIE!

Destination SkillQueue
Doomheim
#2 - 2013-03-06 07:32:47 UTC  |  Edited by: Destination SkillQueue
There propably isn't an up-to-date guide for that, since there isn't any need for it. The basics have stayed the same and still apply today.

1. Lvl 3 missions are generally for battlecruisers. Lvl 4 missions require a battleship. This is all generally speaking. Not every mission requires one, but that level of tank and damage will be generally required to efficiently do the missions. This also assumes you actually have proper support and ship skills. For example a battleship with bad support skills and low ship skill isn't going to be any good.

2. Any ship of the right class will be able to do the job. Just ask for a mission fit for the ship(s) you think about using and people will post fits and suggestions for them.

3. Anything fitting, capacitor, tanking and weapons related is good. Anything that improves your ship is good. The one major difference in the higher level missions is, that you will need drones. The larger ships have huge trouble killing small ships, that get too close. You absolutely must have a way to kill them and all larger hulls have a drone bay just for that. There are other ways to get rid of smaller ships, but I still would recommend having drones at lvl 5 as soon as possible.
Mynutor
Myn Industries
#3 - 2013-03-06 07:50:58 UTC  |  Edited by: Mynutor
Thanks for the reply.

I was hoping to read about the subject (ships for mission running), and weigh the pros and cons before deciding on a ship. I am using both Minmatar/Amarr ships right now, and I have a hard time deciding which faction ships to stick to.

I would like to stay with amarr ships, but the limitation to em/thermal seems to be ... limiting, and I'm questing all over high sec.
But if amarr ships are a viable option I would like to stick with them and run lvl 4 missions in them.

Objective sighted. Target locked. Lasers activated. Pew-pew-pew. Die roid..., DIE!

Lost Greybeard
Drunken Yordles
#4 - 2013-03-06 08:28:48 UTC  |  Edited by: Lost Greybeard
Generally speaking:

L1: frigate, or destroyer if you're lazy
L2: destroyer or cruiser
L3: cruiser's fine for most, Battlecruiser is easier
L4: Battleships, for the most part (though a BC can run some)

Generally, if you pick a race and then look for the ships in the appropriate size category that have bonuses to defense (or, ideally, both defense and weapon damage) you're looking at a good PvE ship for missions for a newer player.

As far as fits go, you'll generally need to active tank as a new player (armor repairer or shield booster, depending on your race and ship) and fit resist modules to your selected tank type appropriate to the specific mission until you're comfortable. After that, fit weapons and weapon-enhancing modules, especially damage-enhancing modules since NPCs aren't good at avoidance.

As a new player, you'll want to avoid relying too much on drones (though don't avoid them entirely, once you get used to herding cats they're a good addition to your arsenal) and probably put capacitor control circuits or rigs that increase your power-grid in your rig slots. I'd only put the PG+ rigs in if you actually need the grid to fit something.

That's actually about it as far as general advice goes. How much of what exactly you (can) put on a given ship is sort of a matter of personal taste and what you find works more than some set of rules, especially in PvE. Just follow the general guide of your ship's bonuses early-on (e.g. don't fit a ship with a missile bonus with railguns) and train your fitting skills as found in the core fitting achievements to get better fitting stats and there you go.

(You can look up skills any number of places, but honestly if you just look at gunnery in the market and exclude everything in that category that's related to a weapon you're not using, those are the skills you want for your guns. Same with navigation, mechanics, and engineering. Those are your core skill categories early on in the game, plus obviously the relevant spaceship command skills to fly what you wanna fly.)

EDIT: Amarr is fine for basically everything with the possible exception of Angel missions. Even then, you don't have to use a different damage type, you can just take the more dokka approach. Or switch to a drone-boat if you really need other damage types.
Mongoose Ellecon
Elite Mice
#5 - 2013-03-06 08:32:33 UTC
not really a guide but if you download something like EveHQ you can read the details of the ships and modules while offline then fit a ship and once your happy create a skill queue so you can fly it.

Then you can use the remap option to see if a remap will save you a lot of training time.

If you already use EveHQ/EveFittingTool/EveMon then all the above you already know Lol


Links just incase you need them:

EveHQ
EveFittingTool
EveMon
Mongoose Ellecon
Elite Mice
#6 - 2013-03-06 08:33:58 UTC
hmm links now working here :S

oh well there is always google ;0)
Tialano Utrigas
Running with Dogs
Out of the Blue.
#7 - 2013-03-06 10:46:26 UTC
Drake for the win!
J'Poll
School of Applied Knowledge
Caldari State
#8 - 2013-03-06 11:32:59 UTC
Tialano Utrigas wrote:
Drake for the win!


Drake is so last year.
Tengu ftw.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Lost Greybeard
Drunken Yordles
#9 - 2013-03-06 11:53:12 UTC
Tialano Utrigas wrote:
Drake for the win!


Bit of a cross-train from Amarr, what with the zero shared weapon or tank systems and the need to grab another race's cruisers 3. Also if his main worry about amarr is being locked into two damage types I'm not sure how he'd feel about being locked into one damage type (drake's unbonused for anything but kinetic unless the recent tiericide changed that).
Scynner
South of Heaven Ltd
Ishuk-Raata Enforcement Directive
#10 - 2013-03-06 14:56:27 UTC
Mynutor wrote:
Thanks for the reply.

I was hoping to read about the subject (ships for mission running), and weigh the pros and cons before deciding on a ship. I am using both Minmatar/Amarr ships right now, and I have a hard time deciding which faction ships to stick to.

I would like to stay with amarr ships, but the limitation to em/thermal seems to be ... limiting, and I'm questing all over high sec.
But if amarr ships are a viable option I would like to stick with them and run lvl 4 missions in them.


Fly the new and improved prophecy (battlecruiser). Drones and missiles. You can switch out all of your damage output. Me and another guy in corp was running level 4's no problem.
Orlacc
#11 - 2013-03-06 15:14:51 UTC
Try this as well

"Measure Twice, Cut Once."