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Newb wanting to be an RR pilot.

First post
Author
Cole Sokarad
Doomheim
#1 - 2013-05-06 23:34:24 UTC
Believe it or not, I'd like to train the skills necessary to be effective in a ship meant for Remote Repair, which, for the Gallente, seems to be the Navitas. My questions are as follows;

1. Is this correct? Am I thinking of the right ship?
2. Would I be seen as even remotely valuable to a corp.?
3. Which skills would be top priority?

Thanks for any answers/advice.
Sabin Infernorum
Federal Navy Academy
Gallente Federation
#2 - 2013-05-06 23:46:32 UTC
1. Yes, the gallente subcap logistics progression is navitas -> exequror -> oneiros
2. Depends on the corp. Factional warfare and general PvP corps that use frigs frequently would appreciate the help, otherwise you'll have to wait to skill for the bigger stuff to be helpful. In the meantime, you can pilot a tackle frig.
3. First priority is skills for the ships themselves, as they provide comprehensive bonuses, second is skills relating to remote repair, third is cap skills, and fourth is other assorted support skils.
Unsuccessful At Everything
The Troll Bridge
#3 - 2013-05-06 23:49:21 UTC
You are indeed thinking of the correct ship for the Gallente lineup. While the Navitas is only valuable to a frigate fleet, the same skills will apply to an Exqueror, which is much much more helpful in fleets.

Logistics depend on capacitor to help fuel the remote reps, so skills that increase cap and cap recharge rate should be priority. The remote armor rep skill will help with the cap useage as well.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Benny Ohu
Royal Amarr Institute
Amarr Empire
#4 - 2013-05-06 23:55:42 UTC
people love logi in gangs

the most useful rr ships you'll be able to get into soon are the cruiser-sized ones

the augoror (amarr) and the osprey (caldari) are designed to rep in teams. they use energy emission mods to chuck capacitor at each other to generate more of it, then use the excess to operate their reps

the exequror (gallente) and the scythe (minmatar) work solo, but they get a bonus to logistics drones

you need to work on getting energy systems operation, energy management, energy emission systems(capacitor), remote armour repair systems, shield emission systems(rep skills), the relevant cruiser skills(you want to be able to fly the logi fitting your fleet's chosen tank type, and the skill should be high to take full advantage of the ships' bonuses), and your own fitting and tanking skills. all of these skills should be as high as you can get them - all to at least four

if you want to use logi drones you should train the logi drone skill to four as well as drone interfacing to four
Benny Ohu
Royal Amarr Institute
Amarr Empire
#5 - 2013-05-07 00:00:12 UTC
actually does drone interfacing affect rep amount? i don't know
baltec1
Bat Country
Pandemic Horde
#6 - 2013-05-07 00:09:40 UTC
Cap skills are a must.
Chopper Rollins
Republic Military School
Minmatar Republic
#7 - 2013-05-07 00:26:48 UTC
Core skills to V = EvE gets easier
Logi V= Everybody loves you.

Have a combat drone or target painter to get on killmails, if that's your sort of thing, be sure not to accidentally target blues with it, unless that's your sort of thing.


Goggles. Making me look good. Making you look good.

GreenSeed
#8 - 2013-05-07 00:28:19 UTC
Benny Ohu wrote:
actually does drone interfacing affect rep amount? i don't know

nope, there's only one spec skill for drones(repair drone operation). the other drone skill that affects rep of drones is drone navigation (faster mwd from target to target)

but getting t2 rep drones is even lower on the list of priorities than multitasking V.
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#9 - 2013-05-07 00:45:02 UTC
Its a really hard question. Why? I don't like metagaming, but most people require it for their corps. You want Basi or Guardian depending if you want to do shields or armor, respectively.

Its almost like HoH in GW. You bring what they tell your or they'll find someone else.

Personally, I'll let anyone RR me once. If I die unreasonably, you're fired.

internet spaceships

are serious business sir.

and don't forget it

Nexus Day
Lustrevik Trade and Travel Bureau
#10 - 2013-05-07 01:08:56 UTC
Unsuccessful At Everything wrote:
You are indeed thinking of the correct ship for the Gallente lineup. While the Navitas is only valuable to a frigate fleet, the same skills will apply to an Exqueror, which is much much more helpful in fleets.

Logistics depend on capacitor to help fuel the remote reps, so skills that increase cap and cap recharge rate should be priority. The remote armor rep skill will help with the cap useage as well.


Please refrain from being helpful. Your parole states you are only able to provide one line, flip answers. Another instance such as this one and you will be arrested and forced to post in Dofus 2 forums.
GreenSeed
#11 - 2013-05-07 01:20:49 UTC
for a logistic pilot try to max your cap recharge skill first, while getting energy management IV. (V for later)

then get your shield and armor rep to IV + cruiser skills to IV, trow in targeting to IV, long range targeting III or IV and signature analysis III or IV. and you are ready for disposable cruiser size logistics.

with a t2 tank (+pertinent core skills to IV) and good navigation skills (ship speed, agility and afterburner/MWD speed) and you can count on staying on the field longer, and will probably see the end of some fights, if you keep your distance.

keep in mind that small fleets will want you flying a "solo logi" like a scythe or Exequror, but eventually youll find fleets that will ask you to use a "chain logi" like the osprey and auguror, you'll need energy emission systems to at least IV to fly those.


from that point onwards, finish your base skills (extra armor, shield, pg, cpu, etc etc) and don't even start training the logistics skill yet! flying a t2 logistics requires not just experience, but also a lot of skillpoints due to how tight the fittings are, specially if you'll be flying on small gangs. so stay Tech one till all skills are done and you get used to rep cycles, and build up your situational awareness (ranges, speeds, alignments, etc).

i would say that skill progression should go like this:
(and yes, i probably forgot something here.)

core skills IV (cap, cpu, armor etc)

RR skills to IV (either armor or shield, i would recommend both but shield will be more common)

Cruisers to IV (go with scythe first, then exequror)

targeting IV

at this point, with some extra lvl1 skills and lvl2s, you can fly meta t1 and already be a valuable addition to any gang.

tank skills for a T2 tank, and navigation to IV + ab skills for cap usage and speed.

biology III and the two support skills to III or IV (get this soon, and start poppin mindflood!, it will turn you into a sexual tyrannosaurus. just don't do it in highsec or the cops will shoot you.)

Drone ECM skills

Racial anti ECM skills, at least to III. at this point in the game you already know what you enjoy flying. so only one race.

ECCM fitting skills, just to fit meta crap.

Cap recharge V (should be your first V)

max RR skills, at this point you'll want either armor rr V or shield rr V, not both. i would recommend armor to V first, due to the way RR works for armor you will have to do a lot of preemptive RR, unlike with shield.

Targeting V + signature analisys IV

multitasking III - IV

cruiser to V, the one you like the most. again, i would recommend Minnie cruiser first.

more Biology skills, specially support skills.

max the other core skills. (starting with navigation to V)

Max AB/Mwd cap usage reduction skill and strongly consider maxing Speed boost skill, yeah the boost is marginal, but that small boost affects so many different scenarios... faster gtfo from jam drones, faster repositioning when dampened, faster transversal to angry people shooting at you, etc etc. think of it as the Advanced weapons upgrades of logistics. (which, in case you didn't know, its a very expensive SP wise skill for people who like shooting at things, but its invaluable.)

finish ECCM skills + racial anti ECM to IV.

and now feel free to inject the logistics skill. :)



as you can see from the skills you main resource is your cap. anything that will give you more of it is good.(including drugs) and your main enemies are Jammers. your secondary enemy is distance.

when it comes to jams its just luck, even with maxed racial skills you can still get a jam, about distance all you can do is move faster and pay attention to how the fight goes to change your position. always paying special attention to dampeners, they are you second most hated enemy.

how to fly? stay at max distance, but give yourself some buffer, mind your alignment (make sure you fly in the direction the rest are flying), and be ready to die to offer reps. that's why you should say T1, they are fairly cheap, and should you die saving someone, he will most likely buy you a new ship.

oh, and be sure to always blame ECM when a friendly dies due to lack of reps. doesn't matter if you were AFK, or if you forgot to turn on ECCM. always blame the "lucky jam". Lol
Lykouleon
Noble Sentiments
Second Empire.
#12 - 2013-05-07 02:26:52 UTC
You are precious and adorable. Go forth, little logistics new person, and prosper.

Lykouleon > CYNO ME CLOSER so I can hit them with my sword

Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#13 - 2013-05-07 02:49:01 UTC
GreenSeed wrote:
for a logistic pilot try to max your cap recharge skill first, while getting energy management IV. (V for later)

then get your shield and armor rep to IV + cruiser skills to IV, trow in targeting to IV, long range targeting III or IV and signature analysis III or IV. and you are ready for disposable cruiser size logistics.

with a t2 tank (+pertinent core skills to IV) and good navigation skills (ship speed, agility and afterburner/MWD speed) and you can count on staying on the field longer, and will probably see the end of some fights, if you keep your distance.

keep in mind that small fleets will want you flying a "solo logi" like a scythe or Exequror, but eventually youll find fleets that will ask you to use a "chain logi" like the osprey and auguror, you'll need energy emission systems to at least IV to fly those.


from that point onwards, finish your base skills (extra armor, shield, pg, cpu, etc etc) and don't even start training the logistics skill yet! flying a t2 logistics requires not just experience, but also a lot of skillpoints due to how tight the fittings are, specially if you'll be flying on small gangs. so stay Tech one till all skills are done and you get used to rep cycles, and build up your situational awareness (ranges, speeds, alignments, etc).

i would say that skill progression should go like this:
(and yes, i probably forgot something here.)

core skills IV (cap, cpu, armor etc)

RR skills to IV (either armor or shield, i would recommend both but shield will be more common)

Cruisers to IV (go with scythe first, then exequror)

targeting IV

at this point, with some extra lvl1 skills and lvl2s, you can fly meta t1 and already be a valuable addition to any gang.

tank skills for a T2 tank, and navigation to IV + ab skills for cap usage and speed.

biology III and the two support skills to III or IV (get this soon, and start poppin mindflood!, it will turn you into a sexual tyrannosaurus. just don't do it in highsec or the cops will shoot you.)

Drone ECM skills

Racial anti ECM skills, at least to III. at this point in the game you already know what you enjoy flying. so only one race.

ECCM fitting skills, just to fit meta crap.

Cap recharge V (should be your first V)

max RR skills, at this point you'll want either armor rr V or shield rr V, not both. i would recommend armor to V first, due to the way RR works for armor you will have to do a lot of preemptive RR, unlike with shield.

Targeting V + signature analisys IV

multitasking III - IV

cruiser to V, the one you like the most. again, i would recommend Minnie cruiser first.

more Biology skills, specially support skills.

max the other core skills. (starting with navigation to V)

Max AB/Mwd cap usage reduction skill and strongly consider maxing Speed boost skill, yeah the boost is marginal, but that small boost affects so many different scenarios... faster gtfo from jam drones, faster repositioning when dampened, faster transversal to angry people shooting at you, etc etc. think of it as the Advanced weapons upgrades of logistics. (which, in case you didn't know, its a very expensive SP wise skill for people who like shooting at things, but its invaluable.)

finish ECCM skills + racial anti ECM to IV.

and now feel free to inject the logistics skill. :)



as you can see from the skills you main resource is your cap. anything that will give you more of it is good.(including drugs) and your main enemies are Jammers. your secondary enemy is distance.

when it comes to jams its just luck, even with maxed racial skills you can still get a jam, about distance all you can do is move faster and pay attention to how the fight goes to change your position. always paying special attention to dampeners, they are you second most hated enemy.

how to fly? stay at max distance, but give yourself some buffer, mind your alignment (make sure you fly in the direction the rest are flying), and be ready to die to offer reps. that's why you should say T1, they are fairly cheap, and should you die saving someone, he will most likely buy you a new ship.

oh, and be sure to always blame ECM when a friendly dies due to lack of reps. doesn't matter if you were AFK, or if you forgot to turn on ECCM. always blame the "lucky jam". Lol


eh, please dont logi before you are all 5's. Its so fail.

internet spaceships

are serious business sir.

and don't forget it

Benny Ohu
Royal Amarr Institute
Amarr Empire
#14 - 2013-05-07 03:01:52 UTC
Cipher Jones wrote:
eh, please dont logi before you are all 5's. Its so fail.

it's actually fine. don't be bad.
Sabriz Adoudel
Move along there is nothing here
#15 - 2013-05-07 03:42:16 UTC  |  Edited by: Sabriz Adoudel
Just get into an Exequeror with meta 4 medium remote repairs. You will be the most important person in any 3-6 person gang even if the others are flying ships that are 20-50 times the hull price of your little easily underestimated logi boat.

Once you can upgrade to an Oneiros (~3 months training between direct prerequisites and other good stuff you will need to warrant flying a 125m hull), do so but keep the throwaway Exequerors handy too. Sometimes the extra performance of the Oneiros will warrant risking the more valuable ship, other times it will be more cost effective to sit in an 8m hull instead.


Edit: Getting Logistics skill to 5 is a medium term goal, not a prerequisite to be useful.

I support the New Order and CODE. alliance. www.minerbumping.com

Lady Areola Fappington
#16 - 2013-05-07 04:27:53 UTC  |  Edited by: Lady Areola Fappington
Lykouleon wrote:
You are precious and adorable. Go forth, little logistics new person, and prosper.


It's like watching a cute little kid take their first step, huh? Awe-inspiring, makes my shriveled little bitervet heart swell!


One thing I don't think anyone mentioned, young logi, is train sensor compensation skills/fit ECCM modules. Logi pilots are number one target for jams (you break target, no more reps/cap splooging).

Tell ya what OP, when you start feeling comfy in a logi ship, send me an evemail. I'll take you out with some friends on a little lowsec roam, get your feet wet. We'll all die, but it'll be GLORIOUS!

7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided. --Eve New Player Guide

Vera Algaert
Republic University
Minmatar Republic
#17 - 2013-05-07 04:59:14 UTC
baltec1 wrote:
Cap skills are a must.

c, get into a triage carrier asap

j/k

.

Garresh
Mackies Raiders
Wild Geese.
#18 - 2013-05-07 07:19:16 UTC
I can honestly say that as a new player looking towards that very *specific* role, you're gonna hit a few minor bumps along the way. PvP in general tends to be rough when starting out, but I think you've made that doubly so for yourself. So here's my advice:

Put Logi on the backburner for about 2 weeks, and do the typical "lose 50 ships in lowsec" routine. maybe downgrade it to 20. All the while, look for a good corp to join. Normally I'm all gung-ho about flying solo, but I think it your case solo is detrimental to your path. Still, go get killed a few times, then enlist with somebody and then immediately dive full force into logi. That brief time spent doing "regular" pvp might help you transition and understand things better.

This Space Intentionally Left Blank

Aaden Dante
Sebiestor Tribe
Minmatar Republic
#19 - 2013-05-07 07:35:37 UTC
Garresh wrote:
I can honestly say that as a new player looking towards that very *specific* role, you're gonna hit a few minor bumps along the way. PvP in general tends to be rough when starting out, but I think you've made that doubly so for yourself. So here's my advice:

Put Logi on the backburner for about 2 weeks, and do the typical "lose 50 ships in lowsec" routine. maybe downgrade it to 20. All the while, look for a good corp to join. Normally I'm all gung-ho about flying solo, but I think it your case solo is detrimental to your path. Still, go get killed a few times, then enlist with somebody and then immediately dive full force into logi. That brief time spent doing "regular" pvp might help you transition and understand things better.



^^ QFT

Everyone; indy, traders and logi should be on the butt end of the spear for a good bit before moving towards their chosen profession. There is nothing like knowing what really matters to focus a toon.
Sishen Gzi
Hellion Support Services
#20 - 2013-05-07 07:58:11 UTC
Cole Sokarad wrote:
Believe it or not, I'd like to train the skills necessary to be effective in a ship meant for Remote Repair, which, for the Gallente, seems to be the Navitas. My questions are as follows;

1. Is this correct? Am I thinking of the right ship?
2. Would I be seen as even remotely valuable to a corp.?
3. Which skills would be top priority?

Thanks for any answers/advice.


I don't understand, you want to be an alt?
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