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EVE New Citizens Q&A

 
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I'm at a loss

Author
Arresy Barres
Imperial Academy
Amarr Empire
#1 - 2013-11-26 22:17:32 UTC
Okay, here's the deal, I started EVE about a month ago, was overwhelmed at first, then got a hang of myself, kept on going. Decided to polish out core skills, focus on PvP as a career, eventually go for interceptors. Sounded quite solid.

Then, just a couple days ago, I decided to try out exploring. God, I loved it. I find the concept very cool and, as far as I figure, it (probe launchers and exploring skills) can be quite useful in PvP too. I imagined going around in Anathema, playing off intel to a fleet. I'd like that, assuming such intel is needed and Anathema is fit for the task (what do I know, I'm new). Eventually score some PvE exploring for the heck of it and so on. Sounded quite solid.

Then I asked myself "what in a couple months?"; figured recon cruisers seem an interesting choice. Going around in space like an u-boat, stealthy Pilgrim mode, sinking ships with a small team. But wouldn't specializing in stealth bombers beforehand rather than Anathema be more useful for taking on a recon cruiser later on? So maybe I should rather go for a stealth bomber? A mini u-boat, going around, scouting, sinking **** with torpedoes... This where I began to be more and more confused.

And to top it all off, I have the impression that overheating and thermodynamics in PvP is mandatory. Now, one of the skills needed for thermodynamics is also needed for assault frigates, therefor I could also go a quick snatch for assault frigates... And the mechanics V needed for them is also very useful, why not actually go for assault frigates?

****. And now I'm completely lost. I'm torn here between interceptors, assault frigates, exploration, Anathemas, stealth bombers, haribo gummy bears and recon cruisers.

I need some ideas. Some solid advice.

I'd also like to hear about torpedoes. For the stealth bomber, how viable is it against smaller ships? I hear torpedoes are slow and meant for bigger ships, but what if a friend of mine webs the enemy frigate? Makes the torpedo more viable?

Straightforward.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#2 - 2013-11-26 22:39:26 UTC

A webbed frigate will still take very little damage from a torpedo, unless you convince it to leave its MWD on and not move (i.e. it isn't a anti-frigate weapon). Generally speaking, bombs are how you kill frigs in a stealth bomber, and that's not terribly effective unless you have a group of bombers and a nice trap set.

If you really enjoyed exploration... then continue doing it. Keep training the core skills while doing it, and don't be afraid to branch out. What do you enjoy about exploration? Simply scanning? Hacking & Analyzing? Combat sites? Just finding stuff in space?

Inties are great for moving around quickly in a hard-to-catch ship. They are generally weak in terms of sustaining damage, but still quite capable for dps for a frigate hulls.

AF's are slower frigates, but offer superior dps and tank.

Covops offer scanning, and can run hacking & analyzing sites very well.

Stealth bombers are a niche attack boat... low tank, sluggish for a frigate, great dps to BC+ targets, great in groups, but generally not a good solo ship.
Caladin Brood
Brutor Tribe
Minmatar Republic
#3 - 2013-11-26 22:45:04 UTC
If your really enjoying the exploration side of things why not just go there first, learn up your skills to be good there then everything else will come into place in time as you want it to, eve is a big universe theres crap loads to explore just take your time and explore it one step at a time, no need to rush,concentrate on what your enjoying and aim for the best you can be at that then when you have that nailed down move into something else.
BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#4 - 2013-11-26 23:22:56 UTC
I'm going to not answer your question. Its something you'll need to decide for yourself down the road. Instead I recommend training into t1 versions of the ships you listed (well except for stealth bombers, they're cool but very very specific in usage). Train your racial frigate and cruiser skills up and your core skills. You've listed a few covert ops ships, but its not necessary to fly covert when a t2 cloak is also very good (and the ships are cheaper). Find a corp and try some of that stuff out with cheaper versions of the ships.

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voetius
Grundrisse
#5 - 2013-11-26 23:52:08 UTC  |  Edited by: voetius
Edited post to remove statement that Thermodynamics is not mandatory. As people have stated below it should be considered mandatory, although training it to level V is probably not optimal in your first couple of months when you will want to get core skills done to V, III or IV to start with then V later.

Back to my original reply :

The ships you listed are mostly frigate class so you are going to be training skills that crossover to the different hulls when you train any one. Racial Frigate V is not that long either and opens up all the T2 frigate hulls IIRC.

With the benefit of hindsight I'd say get the frigate skills polished up before starting in Cruisers and going on to T2 cruisers and pirate cruisers, but that is the benefit of hindsight, I didn't do that when I started.

Killing small stuff with torps e.g. a pod in a bubble may take more than one volley depending on your skills and fit.
Sabriz Adoudel
Move along there is nothing here
#6 - 2013-11-27 00:28:21 UTC
BeBopAReBop RhubarbPie wrote:
I'm going to not answer your question. Its something you'll need to decide for yourself down the road. Instead I recommend training into t1 versions of the ships you listed (well except for stealth bombers, they're cool but very very specific in usage). Train your racial frigate and cruiser skills up and your core skills. You've listed a few covert ops ships, but its not necessary to fly covert when a t2 cloak is also very good (and the ships are cheaper). Find a corp and try some of that stuff out with cheaper versions of the ships.


Agree with this.

There are a couple of things no tech 1 ship can do, but not all that many. And let's say you start with exploration and decide it's your favorite part of EVE - you won't be doing it 100% of the time you are playing, so some of the skills you train that are not used for exploration will serve you well in other areas.

If in three months you are spending most of your time running exploration sites in lowsec, a time will come when someone tries to muscle into your territory and beat you to the best sites - at this point, the ability to fly an assault frigate may help you set just the trap needed to send the upstart back to their clone bay. Likewise the ability to fly a (tech 1) logistics cruiser might help if you band with a few other explorers to evict a gatecamp that's been preying on you when you take your loot to highsec to sell.

So don't be afraid to spend a few days on skills you won't always use. You will find uses for them when you have them.

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

Solai
Doughfleet
Triglavian Outlaws and Sobornost Troika
#7 - 2013-11-27 04:27:13 UTC
Much of your decisions will depend on your corp's needs. If your corp or alliance doesn't do bomber wings often, then clearly you wont get much bang for the time on training for bombers. In general you'll see this as a recurring thing. Combine with the non-linear skilling system, and doing specialization guesswork is a bit of a trap.

In Eve, you're most rewarded for being flexible, rather than specialized and competent. Your random skill will give you that 5% bonus in 5 minutes. Or you can add a 5% bonus elsewhere for the cost of 3 days training. Clearly you can see that training level 4 or 5 should only be done if you really need it, and will get use from it.

There is an exception: Core skills. Engineering, Electronics, and Mechanics. These skills are ~always~ useful. Assuming you're not sitting around lacking the skills to do what you want to do, you should probably grit your teeth and start pushing those core skills up to 5. This takes a long while though, so make sure you've got enough mild flexibility elsewhere first.

When you do decide to do the core skill grind, your optimal stat spread is 27 int 21 mem, I think it was.

Going back to the topic of ships, cruisers are always useful, so consider taking 3 in all factions' cruisers very soon. Either way, check with your corp mates, find out what they're going to spend their time in. Even if you'd prefer different activities, its better to be prepared for what's probably going to happen, instead of what you wish would happen.
Valleria Darkmoon
Imperial Academy
Amarr Empire
#8 - 2013-11-27 04:57:30 UTC  |  Edited by: Valleria Darkmoon
For one thing the spaceship command book required for stealth bombers and covert ops are the same book so by training one you train the other, the difference is whether or not you train torpedoes.

While it is not totally accurate to say this but in general you don't want to fire missiles at a ship that is smaller than the one that fits a given launcher. The obvious exceptions being stealth bombers which fit battleship sized missiles to a frigate in which case you only want to attack things much larger than yourself and rapid launchers which fit smaller grade missiles to larger ships making you good at fighting ships smaller than your own.

Unlike turrets, missile launchers do not have a tracking speed and so a frigate would not survive against larger missiles if missile damage application was consistent regardless of ship size. Frigates are able to survive on the field against turret battleships because those ships will struggle to hit against a frigate under most circumstances. That being said a single quality hit from a group of large turrets will one-shot a frigate. So missile damage drops off dramatically the smaller a target is and the faster it is moving, otherwise something like a Raven would kill a frigate with every shot.

So while a generalization of what ships you can hit well with missiles is not fully possible here are some guidelines for each type and the ships they will land well against:

Rockets: anything.

Light Missiles (including rapid light launchers): anything.

Heavy Missiles (including rapid heavy launchers): cruisers and larger.

Heavy Assault Missiles: cruiser - battlecruiser and larger.

Cruise Missiles: battlecruiser and larger.

Torpedoes: battlecruiser and larger.

This does not mean rockets and light missiles are overpowered though because their high damage application comes at the cost of raw power, so fit launchers appropriate to your ship. But you can see that bombers don't have a wealth of targets to hit as most ships you will find in PVP, particularly in low sec, will be cruisers or smaller and the smaller your target gets the harder it will be for you to do anything to it. Probes do have uses in PVP as well and covert ops frigates can make for good scouts with the ability to warp in on someone's safe spot by using probes to find them and if you like the exploration stuff covert ops is a good place to start, you'll learn the rest as you go.

EDIT: Last but not least if you do start down the dark path and get into PVP in this game and you start to feel guilty about blowing up someone else's stuff remember that this is what we log in for. You wouldn't feel guilty for punching a guy in a boxing match would you? For the most part it's not personal and we get it, I myself will fleet up with some people one day then attack them the next. Only fly what you don't mind losing and don't worry about it, it's all good and everything dies eventually.

Reality has an almost infinite capacity to resist oversimplification.

Praxis Ginimic
The Scope
Gallente Federation
#9 - 2013-11-27 06:34:31 UTC
There are no limits in EVE and no reason not to fly all the ships. Just do something, train that thing. When you get bored do something else, train that thing. If you want to go back to something from before...do that. I can fly all the frigs, t1 and t2 for all races and it certainly worth the training time. All the things you mentioned are viable and fun.

Also, the guy who said the thermo skill isn't mandatory obviously wasn't talking about pvp. It is without a doubt the most useful skill in the game.
Don Purple
Snuggle Society
Test Alliance Please Ignore
#10 - 2013-11-27 06:38:35 UTC
PvP and exploration can go well together. A good scout with fast combat probes can create a lot of fun and be a large asset to the fleet. You could also train into the recon ships (douche move) but its pretty great :D.

I am just here to snuggle and do spy stuff.

Mara Rinn
Cosmic Goo Convertor
#11 - 2013-11-27 06:53:37 UTC
Stick to Interceptors for the moment. See what PvP options they open up for you. Many of the skills you need for interceptors will get you closer to flying the other frigates anyway.

Once you're happy that you've explored the world of interceptors to some degree, and before you get tired of them, look at roaming around in a covops frigate. Do some exploration, build your skills (character & player), and you'll get to the point where you feel you've explored the world of covops to your satisfaction. Then look at something else.

Just try to stick to one thing for a little while before aborting that training plan to go play with something else :)
ShahFluffers
Ice Fire Warriors
#12 - 2013-11-27 07:26:05 UTC
Mara Rinn wrote:
Stick to Interceptors for the moment. See what PvP options they open up for you. Many of the skills you need for interceptors will get you closer to flying the other frigates anyway.

Once you're happy that you've explored the world of interceptors to some degree, and before you get tired of them, look at roaming around in a covops frigate. Do some exploration, build your skills (character & player), and you'll get to the point where you feel you've explored the world of covops to your satisfaction. Then look at something else.

Just try to stick to one thing for a little while before aborting that training plan to go play with something else :)

Pretty much this.

Interceptors are fairly flexible and forgiving in what they can do and will teach you how to better survive unfriendly encounters much more so than most other ships. I would personally focus on this ship type first.

From there you can branch out to Assault Frigates (which trade in speed for tank and gank) and/or Stealth Bombers (which trade in flexibility against many targets for stealth and better destructive ability against larger ones).

Understand that MANY skills are not mutually exclusive to one ship type and can be slapped on to ships that are not necessarily focused towards it (ex. probe launcher on an Interceptor).


As for Thermodynamics... it's a "nice to have" skill but not absolutely necessary (I personally overload only when I am unsure about my chances for better or worse).
J'Poll
School of Applied Knowledge
Caldari State
#13 - 2013-11-27 08:41:48 UTC
Why not...fly them all.

Start small and work your way up. Nothing stops you from first training in the covet ops and stealth bomber. Then train that assault frigate. The go for cruisers.

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Sabriz Adoudel
Move along there is nothing here
#14 - 2013-11-27 08:51:06 UTC
I strongly disagree with the person that said Thermodynamics is not a must-have skill.

Overheating your tank will save you if you screw up in PVE and has real PVP applications if you use anything other than a neut-proof armor buffer tank. Overheating your tackle will prevent many foes escaping. And overheating your guns is often the difference between killing a ship 2 seconds before it gets remote reps, or having those reps land 1 second before you would have popped the ship.

Also the main prereq for Thermodynamics is Power Grid Management, an absolutely essential skill.

Just train it to 2 or 3 now; 4 can come in time. (5 is extravagant and something to train in five years' time).

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

James Chirug
Imperial Academy
Amarr Empire
#15 - 2013-11-27 08:51:38 UTC
Exploration and PvP... I hope OP will not learn about strategic cruisers too early. Gummy bears will be in danger even more. I think Eve is a game and therefore you should do only thngs, that are fun for you NOW. If today is and exploration day - take your covert op frigate, if you have mood for Pew-pew, you just switch to assault frigate and go to some FW systems. Easy choice to me ;)
Iria Ahrens
Space Perverts and Forum Pirates
#16 - 2013-11-27 10:49:58 UTC
Sabriz Adoudel wrote:
I strongly disagree with the person that said Thermodynamics is not a must-have skill.

Overheating your tank will save you if you screw up in PVE and has real PVP applications if you use anything other than a neut-proof armor buffer tank. Overheating your tackle will prevent many foes escaping. And overheating your guns is often the difference between killing a ship 2 seconds before it gets remote reps, or having those reps land 1 second before you would have popped the ship.

Also the main prereq for Thermodynamics is Power Grid Management, an absolutely essential skill.

Just train it to 2 or 3 now; 4 can come in time. (5 is extravagant and something to train in five years' time).


I seriously always forget to overheat. In the several years I've had the skill, I think I've only activated it once, accidently. I should use it more, but I've never been in a pvp situation where a little extra would make a difference. Except in PVE, and since it's stuck in my head that overheating is a pvp skill, I never use it there either.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Keno Skir
#17 - 2013-11-27 11:09:03 UTC
The 20% DPS boost from overheating makes thermodynamics mandatory on it's own.

^ That's a huge amount of extra dps :| train the skill...
lollerwaffle
Tribal Liberation Force
Minmatar Republic
#18 - 2013-11-27 11:11:47 UTC
Iria Ahrens wrote:
Sabriz Adoudel wrote:
I strongly disagree with the person that said Thermodynamics is not a must-have skill.

Overheating your tank will save you if you screw up in PVE and has real PVP applications if you use anything other than a neut-proof armor buffer tank. Overheating your tackle will prevent many foes escaping. And overheating your guns is often the difference between killing a ship 2 seconds before it gets remote reps, or having those reps land 1 second before you would have popped the ship.

Also the main prereq for Thermodynamics is Power Grid Management, an absolutely essential skill.

Just train it to 2 or 3 now; 4 can come in time. (5 is extravagant and something to train in five years' time).


I seriously always forget to overheat. In the several years I've had the skill, I think I've only activated it once, accidently. I should use it more, but I've never been in a pvp situation where a little extra would make a difference. Except in PVE, and since it's stuck in my head that overheating is a pvp skill, I never use it there either.

On the flip side, I've almost always used the overheat skill in most engagements, unless they are a clear winner.

Thermodynamics 5, you'll never look back :)
voetius
Grundrisse
#19 - 2013-11-27 11:30:12 UTC

Okay, okay, it was a mistake to say Thermodynamics is not mandatory.

Personally I have Thermodynamics IV but Thermodynamics V is at the top of my to-do list.

I will edit that post as I see now that in the full context of the OP's post and the further discussion it is not the best advice.
Arresy Barres
Imperial Academy
Amarr Empire
#20 - 2013-11-27 12:00:15 UTC
Thanks to everyone for the replies, really helpful.

I figure I'll polish out a couple of my last core skills so I can fly the Slicer in FW, while doing that I'll go for scanning skills and Anathema. After that, thermodynamics. And whatever I'll want after that. Seems like I have a skill plan for now. Smile

Straightforward.

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