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EVE New Citizens Q&A

 
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Ship Order?

Author
Yashara
Doomheim
#1 - 2013-09-26 23:43:37 UTC
Okay so I'm a noob and was wondering what order the ships classes go. I'm planning on being a solo pve fighter. I know you start out with Frigate but I don't know what comes next all the way through to the Titan.

Also, I'm wanting to go ranged, so Caldari get missiles but is there another race that use range as well?

Thanks so much everyone!
Nanatoa
#2 - 2013-09-26 23:53:10 UTC
There is no "order" but in terms of size it's Frigate > Cruiser > Battlecruiser > Battleship > Dreadnaught/Carrier > Titan

As for weapon range (Minmatar) artillery has a decent range.

"Stay the course, we have done this many times before." - (CCP) Hilmar, June 2011

Yashara
Doomheim
#3 - 2013-09-27 00:04:46 UTC
Thank you so much! That helped me a lot! I'm thinking that I'd prefer ranged combat and then eventually find a ship that uses combat drones. Granted I'm still clueless when it comes to advanced stuff like drones but I'm reading there are ships that use them so I think that might be useful. I imagine all races have access to drone ships.

I guess I'll either go Caldari or Minmitar but I'm not to fond of the look of Caldari ships. Overall I like the aesthetics of the Amarr but they seem like they're the up close type of ships.
ShahFluffers
Ice Fire Warriors
#4 - 2013-09-27 00:06:18 UTC  |  Edited by: ShahFluffers
From smallest ship to biggest:

Pod/Capsule > Shuttle > Frigate > Destroyer > Cruiser > Battlecruiser > Battleship > Carriers and Dreadnoughts > Supercarriers > Titans


And here are some general rules of thumb:

- the larger the ship...
---- the less mobile it is (see: not as fast or agile)
---- the bigger the potential tank.
---- the slower its targeting computers are.
---- the more options you have in fitting it.
---- the less flexible it is in terms of tactics.
---- the more vulnerable it is to groups of smaller classes

- the bigger the weapon...
---- the more potential damage it does.
---- the less able it is to track (see: deal damage to) smaller targets.

- the more mid slots a ship has, the more likely it is designed to use shield mods.
- the more low-slots a ship has, the more likely it is designed to use armor tanking mods.


edit: adding more stuff.

Racial Combat traits:
Gallente: centered around up-close and personal combat... many of their gunboats are designed to rush in and "melt" a target (hybrid weapon blasters enable this). Gallente are the preeminent drone race and posses drone boats that can bulldoze their way through a brawl... with proper support that is.

Caldari: centered more around ranged combat... many of the gunboats have bonuses that extend the optimal range of their turrets. Caldari also have a certain love for missiles (which makes up almost half of their ship line) and devastating Electronic Warfare which, in the right hands, can be used to skirmish around enemies and keep them off-balance.

Minmatar: centered around skirmishing and "wildcard" tactics... most Minmatar ships focus on skirting around the edge of a target's engagement envelope and then quickly fly away when things get hairy. They have more than a few projectile gunboats and now have missile ships to open up some tactical options.

Amarr: centered around "foot soldier" type combat... Amarr may have been recently expanded to use drones almost as proficiently as the Gallente, however they are still some of the slowest, tankiest ships one can buy. Amarr gunboats can easily reach out and touch their enemies at range due to the ability for Energy Weapons to instantly swap ammo (and thus change range). Best when used in tandem with other ships.


NOTE: there are exceptions to all of the above. All I'm giving are generalities.



As far as your specific question regarding range... all racial ships can pull off ranged combat with varying degrees of success.
- Caldari and Gallente can both use Hybrid Weapons (specifically Railguns)...
- Caldari and Minmatar can both use Missiles (specifically Light Missiles, Heavy Missiles, and Cruise Missiles)...
- Minmatar are alone in using Projectile Weapons (specifically Artillery)...
- Amarr are long in using Energy Weapons (specifically Beam Lasers)...


- Railguns: the longest ranged weapon in the game... high damage per second and medium volley damage.
- Missiles: second longest ranged weapon... medium damage per second and high volley damage... damage is delayed due to flight time but always hit a target in range.
- Artillery: medium ranged weapon system, worst tracking... low damage per second but very high volley damage.
- Beam Lasers: medium to long range weapon system... medium tracking, medium damage per second, and low volley damage.
NightCrawler 85
Phoibe Enterprises
#5 - 2013-09-27 02:23:01 UTC
You should also know that generally people will use alts for Supercarriers/Titans since these ships can not be docked and the only way to keep them "safe" is to log off in them.
Cara Forelli
State War Academy
Caldari State
#6 - 2013-09-27 03:38:31 UTC  |  Edited by: Cara Forelli
Here is a great article on weapon types which might help you understand what suits your needs.

The whole blog is great for beginner PVP-ers, but there is plenty of good information which can help you with PVE as well. The Know Your Enemy articles have a lot of great general info about the different types of ships and their strengths and weaknesses.

Want to talk? Join my channel in game: House Forelli

Titan's Lament

The Impaired
Doomheim
#7 - 2013-09-27 06:12:26 UTC
Yashara wrote:
I guess I'll either go Caldari or Minmitar but I'm not to fond of the look of Caldari ships. Overall I like the aesthetics of the Amarr but they seem like they're the up close type of ships.


Every weapon system has both short and long range version.

Lasers: Pulse(short), Beam(long)
Hybrids: Blasters(short), Rails(long)
Projectile: Autocannons(short), Artillery(long)
Missiles: Rockets(short), Missiles(long)

The actual application varies from hull to hull. For turret weapons it is generally considered that optimal range bonuses favor the long range weapon systems and falloff bonuses favor the short range ones. Most Amarr ships don't have any range bonuses at all so nothing stops you from using either weapon system on them.

Your original question about ship progression was already answered, so I'll just add what it means for PvE(security missions):

Frigates: level 1 missions
Cruisers: level 2 missions
Battlecruisers: level 3 missions
Battleship: level 4 missions
Friends: level 5 missions
A lot of friends: Incursions

Destroyers are kind of an oddball, for most level 1 missions they're an overkill, while for most level 2 missions they lack the tank to survive. People either skip them entirely, or use them for level 1s while their support skills are still very low, or turn them into salvage boats.
J'Poll
School of Applied Knowledge
Caldari State
#8 - 2013-09-27 06:50:29 UTC
NightCrawler 85 wrote:
You should also know that generally people will use alts for Supercarriers/Titans since these ships can not be docked and the only way to keep them "safe" is to log off in them.


And because of the mechanica involved and the pricetag on said super capitals you will hardly see them being used in PvE.

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Moana Pozzi
Cosmos Industrial
Cosmos Origins
#9 - 2013-09-27 10:11:34 UTC
When i started this game, many year ago, a friend of mine suggested this:

- T1 frigate and small guns or missiles depending which race u are (both if u are minmatar)

- T1 cruisers and medium guns /missiles (as i said early)

- T1 BC (they use always medium weapons)
u can do up to level 3 missions in BC

- T1 BS (large weapons)
u can do level 4 and create your isk income

then:

- T2 frigate

- T2 cruisers

- T2 BC (aka commands)

- T2 BS (marauders if PVE speaking or Blops if PVP speaking).

then u can go skilling another race or focus on capitals (but in PVE they can have a marginal role).
imho doing T1 frigate and then T2 frigate is useless.
Shan'Talasha Mea'Questa
The Perfect Harvesting Experience
#10 - 2013-09-27 12:42:32 UTC
Train frigate 3 for every race and train both the three gun-types (hybrid, laser and projectile) and the two missile (rockets and light missiles) to 2 or 3 and get a feel for everything EVE has to offer. In the long run you will most likely want to cross-train anyway and it gives you a lot of flexibility.