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Ship and Skilling Recommendations

Author
Magnetician
The Scope
Gallente Federation
#1 - 2014-01-14 23:37:35 UTC
Hi everyone, I will try to keep this brief.

I would like some input from the community because I am finding some of the information I am researching is out of date etc. I can guess that these types of questions have been posted 100 times so please forgive me if it is redundant.

I have been playing for 3 days now :).
I am not interested in: mining, exploring, manufacturing or anything like that, I will keep playing this game because I like to PVE and PVP, moreso the latter when I am skilled enough. I'm not looking for a second job.

I am extremely interested in cloaking/stealth tactics, but have learned that this is not really viable unless I'm going to specialize in this for fleet battle. So it seems it makes sense to wait on that for quite awhile until I find a good corp etc (which also seems hard to do).
So, I plan to work in the Incursus for awhile, complete my tutorials and start doing some missions.

Now - a few specific questions but I really do welcome any advice at all.
Semi Long term:
Am I better to master the frigate ship I am in, or begin skilling for a cruiser or BS now? I think what I'm asking is - will my frigate skills impact other ships positively at all, when I eventually do move to something bigger and better, or am I better to run a frigate mediocre like (not complete mastery) and being focusing on some larger ships now working towards mastering them?
IE - should I plan for a consecutive skill up. . master frigates and move up a rank etc.?

From what I am reading I'm better to shy away from railguns unless I want to become a long range sniper type unit later, and work on turrets and blasters instead, things like that. Is this true?

The stealth/cloaking issue I mentioned above - are the cov ops ships truly pretty limited in small or solo PVP/PVE? Is it best to not pursue this for quite some time until and if I find a pretty good corp and my niche in battle?

My last question is - are there any good resources on piloting and maneuvering a ship in battle, because I am not able to find any though I am piecing things together like manual warp, pulsing... all that stuff from various locations. If there is something good out there I would appreciate it , because I can tell already that piloting is as important or more than your equipment.

Thank you!



Arc'Los Xyn
Native Freshfood
Minmatar Republic
#2 - 2014-01-15 00:02:57 UTC
what m learning in eve after only 1 month and 21 days or so.. is that unlike other MMO's.. in EvE.. bigger does NOT equal Better.

so don't fall into the trap of getting into a bigger ship as soon as possible .
it may be a lot more exciting for some to jump into a cruiser or BS sooner.. but if your support skills are lacking.. you'll find fitting the ship difficult.. and you'll likely lose the ship sooner than you expected.
also EvE i find is incredible in its complexity in that.. it actually matters when you grow and evoke your PLAYER skill.. and not just in-game character skill and SP. many many examples have been listed here from pilots much older.wiser and infinitely more experienced than me, that prove fun & excitement can be had from your rookie ship day one .

in my humble opinion.. get those core fitting skills to 3 or 4 each.. then figure out what ya wanna fly.. as it will be easier for you to fit the ship proper if you have a flexible option on what modules you can use and fit accordingly.. you can fit for speed tank.. armor tank, shield tank. passive or active tanking of either armor or shields..
i love pushing the envelope. i have put my little destroyer into level 2 missions.. ded 4 missions.. and other combat sites i care to try . i don't see the harm in trying to see if you can navigate your T1 frigate not a combats site or into low/null and see how long you can survive just to test it out.. y'know ?

http://ahanddrawnlife.tumblr.com my artwork ! The Journey : https://forums.eveonline.com/default.aspx?g=posts&t=315016&find=unread

ShahFluffers
Ice Fire Warriors
#3 - 2014-01-15 06:58:09 UTC
Hi. I'll quickly run through very quick and if you need something specified, just ask. Blink

Magnetician wrote:
I am extremely interested in cloaking/stealth tactics, but have learned that this is not really viable unless I'm going to specialize in this for fleet battle. So it seems it makes sense to wait on that for quite awhile until I find a good corp etc (which also seems hard to do).



1. You don't need to "wait awhile" to find a good corp. There are a plethora of PvP corporations out there... all you need to do is find them or have them find you.

RvB (the corporations "Red Federation" and "Blue Republic") are locked in a mutual war... so if you like frigate combat with a few ground rules (no killing escape pods and no ECM) this is one place you can look into.

"Agony Unleashed" is a training corporation that takes green newbies like yourself and teaches them the basics (note: the classes will be easier if you read up and experiment with some of the basic mechanics of the game... just ask any veteran to take a moment to teach you).

My personal recommendation is to save up some ISK, buy some ships and mods in bulk, pre-fit them all, and head over to low-sec. Engage the first thing you see and open up a conversation with your killer after you die (you WILL die). Sometimes you will get an asshat, but most of the time you will find someone willing to give you some pointers on what you did wrong or could have done better.
Do this in the same area against the same people often enough and eventually you will be picked you up (especially if you start showing promise).


2. Cloaking ships do not necessarily require "fleets"... at least not all of them. You can experiment with cloaking in a Covert-Ops (Tech 2 frigate) by yourself and maybe harass people in a Stealth Bomber (maybe assist in someone's destruction?).
If you really like Stealth Bombers and want to be in fleets though... I suggest you look into "Bomber's Bar" (exercise that Google-fu!).

Magnetician wrote:
Am I better to master the frigate ship I am in, or begin skilling for a cruiser or BS now? I think what I'm asking is - will my frigate skills impact other ships positively at all, when I eventually do move to something bigger and better, or am I better to run a frigate mediocre like (not complete mastery) and being focusing on some larger ships now working towards mastering them?

Yes and no.

In terms of in-game character skills... not really. One of the interesting things about EVE's skill system is that aside from some "core skills" only a select number of skills will affect any single ship you sit in.
For example; training up frigate sized weapons will in no way affect battleship sized weapons and vice versa (note: weapon support skills do affect all weapons regardless of size).

When it comes to player piloting skills... frigates are the foundation you build on. In a frigate you learn (mostly through your own destruction) how combat mechanics work and how to gauge targets. And because they are, relatively speaking, dirt cheap and insurable (you can insure your ship for up to ~80% of it's hull value) you can keep trying and learning different things.

As you progress up to bigger and more advanced ships though, skillpoints start mattering a little more than before. There is less margin for error in bigger, more specialized ships as they tend to be more cumbersome and/or they are designed to utilize skillpoints more.


Magnetician wrote:
IE - should I plan for a consecutive skill up. . master frigates and move up a rank etc.?

More or less. But if you feel you have a firm grasp of the mechanics you CAN skip ahead to bigger stuff. I personally would not recommend it.

What you can do is train up all the frigate related and "core" skills up to about level 4. After than decide if you want to move to the next size up while polishing off the "core skills" to level 5.

(I should also add... "Core Skills" are pretty much all the skills in the Engineering Tab of your character sheet)


Magnetician wrote:
From what I am reading I'm better to shy away from railguns unless I want to become a long range sniper type unit later, and work on turrets and blasters instead, things like that. Is this true?

Blasters and Railguns utilize pretty much the same exact skills. The only place they diverge a bit is when you hit Tech 2 (the specialization skills).

Experiment with the Tech 1 variants in the meantime. Just remember the 3 main ammo types (that I consider to be useful at least)...

- Anti-matter; highest damage, -50 range (Tech 1 blasters should always be loaded with this)
- Lead; medium damage, -50 capacitor use for the guns
- Iron; longest range, lowest damage


Magnetician wrote:
My last question is - are there any good resources on piloting and maneuvering a ship in battle, because I am not able to find any though I am piecing things together like manual warp, pulsing... all that stuff from various locations. If there is something good out there I would appreciate it , because I can tell already that piloting is as important or more than your equipment.

Some of the corporations I listed above can help with this... but truth be told... a lot of what you will learn about battle will come from battle directly. There is always a new tactic or fit that throw even the most experienced pilot off and get him/her killed.

As for piloting tactics and fits... they are literally one and the same. The type of tactics you want to employ will decide what fit you want to use and vice versa.
For example:
- someone who wants to skirmish has to make their ship "light" and project damage well... so they fit less tank and focus more on speed and damage.
- someone who has fit for lots of damage and tank will have to use more "aggressive" tactics than most to make use of that fit.
Aido Terra
University of Caille
Gallente Federation
#4 - 2014-01-15 08:59:34 UTC
Bigger ships are better for PvE. Stealth bomber is what seems to fit best to your PvP need. The strongest T1 stealth ship, Stratios, is very much overpriced at the moment and requires perfect drones skills, which is a few months worth of training.. You can also plan to train T3 cruisers (very interesting ships to fly), but it is even a longer way to go...

Probably you can learn stealth bombers skills (including support skils for more armor, better fitting, range etc) and then go for bigger ship so you will get some interesting PvE (for example incursions will require battleship). At the end you can start training strategic cruisers.
Omega Sunset
Black.Omega
#5 - 2014-01-15 09:30:35 UTC
Magnetician wrote:
Hi everyone, I will try to keep this brief.

I would like some input from the community because I am finding some of the information I am researching is out of date etc. I can guess that these types of questions have been posted 100 times so please forgive me if it is redundant.

I have been playing for 3 days now :).
I am not interested in: mining, exploring, manufacturing or anything like that, I will keep playing this game because I like to PVE and PVP, moreso the latter when I am skilled enough. I'm not looking for a second job.

I am extremely interested in cloaking/stealth tactics, but have learned that this is not really viable unless I'm going to specialize in this for fleet battle. So it seems it makes sense to wait on that for quite awhile until I find a good corp etc (which also seems hard to do).
So, I plan to work in the Incursus for awhile, complete my tutorials and start doing some missions.

Now - a few specific questions but I really do welcome any advice at all.
Semi Long term:
Am I better to master the frigate ship I am in, or begin skilling for a cruiser or BS now? I think what I'm asking is - will my frigate skills impact other ships positively at all, when I eventually do move to something bigger and better, or am I better to run a frigate mediocre like (not complete mastery) and being focusing on some larger ships now working towards mastering them?
IE - should I plan for a consecutive skill up. . master frigates and move up a rank etc.?

From what I am reading I'm better to shy away from railguns unless I want to become a long range sniper type unit later, and work on turrets and blasters instead, things like that. Is this true?

The stealth/cloaking issue I mentioned above - are the cov ops ships truly pretty limited in small or solo PVP/PVE? Is it best to not pursue this for quite some time until and if I find a pretty good corp and my niche in battle?

My last question is - are there any good resources on piloting and maneuvering a ship in battle, because I am not able to find any though I am piecing things together like manual warp, pulsing... all that stuff from various locations. If there is something good out there I would appreciate it , because I can tell already that piloting is as important or more than your equipment.

Thank you!




Interested or not, it's still a good idea to do all the career agent missions. After that move to the epic arc sisters of eve blood stained stars. It's more or less still part of the new player introduction and will take you through the four empire areas. By then, a week or two will have passed by normal play and you should already have a T1 cruiser from the career agents (to complete the epic more so). Then either keep working your cruiser training or go back to frigs.

Stealth is fine for pvp since you pick the targets with the element of surprise. Stealth bombers so-so, made of paper, only best for certain things in a secondary role. But other ships do fine such as the falcon among others. Scouts are near untouchable evasively ...unless they are rigged for exploration mini-games :/

Better mastering frigs if you are going to be a combat pilot and exposed to pvp often. Master to some level anyway, not necessarily maxed as that takes a long time, but you can pvp first day. You can work your core skills while in frigs and not loose too much dieing. Cruisers cost more and w/o the core skills (e.g. targeting, armor/shield etc) you are going to die a lot and be spending more isk compared to your frig getting ganked for the umteenth time.

So skilling while in frigs and learning the game is a good idea if you are going to be in pvp early on. If you are just going to mission and stuff in high sec for a while, to build your skills and wallet, then cruiser would be the choice early on. Alternatively, you can join a corp early on as most offer free frigs to blew up, to blown up, maybe some cruiser scrap metal as well. Some corps are newbie friendly anyway, and also depending on your account status weather trial or active sub. Some will take trials though, many will take subs.

Light railguns = sniper, yes pretty much. I was just on my alt with one tonight, Cormorant destroyer (don't laugh) ...hehe ... sniping with rails. Blasters are nice close up though, very nice. They used to be about worthless, now seem to work better. But there are all kinds of weapons, you just gotta find the right ones for you. You are not stuck with just one racial line of ships, you can train any ship in the game.



—Ω—

Delt0r Garsk
Shits N Giggles
#6 - 2014-01-15 11:17:38 UTC
You have some good advice already, but i feel i need to add my own 2c.

Mostly at the start its core skills that are applied across all ships. This is important for fitting. Advance weapon upgrades for example can make quite a difference to fitting a bomber or other "tight fit" ships.

However don't let getting these skills to lvl 5 get in the way of a good time. Poor skilled frigates are still lots of fun and you should just get into pvp ASAP. Find public fleets. Even as just tackle you are a valuable member of the group and a hero when you get that hard tackle. We have had senior fleet members give one of our 3 month old pilots 500M isk for a great tackle on a ~2B Nightmare! They died but not before more tackle arrived.

Also jumping ahead can also work a bit. Esp for PvE. I was doing lvl 3 mission as soon as i had the standings to do fairly quickly in cruisers i could hardly put a gun on. It was fine. Ok so i lost a cruiser to The Blockade.

The trick to eve is to find things that are fun and manage your ISK. I use the rule of thumb that a ship loss should be about 1/10 of my current "equity". Here i use equity to mean ISK and fitted ships in the hanger. This way no loss is a big deal and it doesn't ruin fun.

And dont forget fleets. If one is good more is always better (and with links etc Much better, add logi and well fleets rule new Eden). So don't shy away from fleets. With covert ops there are a few public fleets doing things everyday. Nice FCs, smart FCs have no problem with rookie pilots.

Last Sunday i lost a logi Cruiser, a interceptor and had a failed gank in the space of an hour. All i had to show for it was a public kill right for 0 isk... yet it was fun all the same. I will post the fraps tonight with the music of "one of those days...."

AKA the scientist.

Death and Glory!

Well fun is also good.

Cannibal Kane
Viziam
Amarr Empire
#7 - 2014-01-15 13:05:05 UTC
Everybody wants to fly cloaky/stealthy fast GTFO ships these days.

Why does nobody like Heavy Brawlers?

"Kane is the End Boss of Highsec." -Psychotic Monk

Magnetician
The Scope
Gallente Federation
#8 - 2014-01-15 17:42:18 UTC
Guys, I truly appreciate the responses. Thank you
Cara Forelli
State War Academy
Caldari State
#9 - 2014-01-15 18:43:15 UTC
Magnetician wrote:
My last question is - are there any good resources on piloting and maneuvering a ship in battle, because I am not able to find any though I am piecing things together like manual warp, pulsing... all that stuff from various locations. If there is something good out there I would appreciate it , because I can tell already that piloting is as important or more than your equipment.


I would highly recommend this video which gives a brief description of turret mechanics in EvE and how to take advantage of them when piloting. After all, the whole point of manual piloting is to increase your applied damage and/or decrease your enemies' applied damage, so a working knowledge of how the weapon systems function is very important.

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

Titan's Lament

Magnetician
The Scope
Gallente Federation
#10 - 2014-01-15 22:54:00 UTC
Cara Forelli wrote:
Magnetician wrote:
My last question is - are there any good resources on piloting and maneuvering a ship in battle, because I am not able to find any though I am piecing things together like manual warp, pulsing... all that stuff from various locations. If there is something good out there I would appreciate it , because I can tell already that piloting is as important or more than your equipment.


I would highly recommend this video which gives a brief description of turret mechanics in EvE and how to take advantage of them when piloting. After all, the whole point of manual piloting is to increase your applied damage and/or decrease your enemies' applied damage, so a working knowledge of how the weapon systems function is very important.



Thank you- this is an amazing video!
Sabriz Adoudel
Move along there is nothing here
#11 - 2014-01-15 23:39:33 UTC
Cannibal Kane wrote:
Everybody wants to fly cloaky/stealthy fast GTFO ships these days.

Why does nobody like Heavy Brawlers?



Because.... they.... take.... so.... damn.... long.... to.... warp.... anywhere....

I can't bring myself to fly battleships at present unless I want to field heavy energy neutralizers.

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

Cannibal Kane
Viziam
Amarr Empire
#12 - 2014-01-16 02:55:43 UTC  |  Edited by: Cannibal Kane
Sabriz Adoudel wrote:
Cannibal Kane wrote:
Everybody wants to fly cloaky/stealthy fast GTFO ships these days.

Why does nobody like Heavy Brawlers?



Because.... they.... take.... so.... damn.... long.... to.... warp.... anywhere....

I can't bring myself to fly battleships at present unless I want to field heavy energy neutralizers.



Brawler does not automatically mean Battleship.

A Merlin can be a heavy brawler with a medium ancl running.

"Kane is the End Boss of Highsec." -Psychotic Monk

Sabriz Adoudel
Move along there is nothing here
#13 - 2014-01-16 03:08:49 UTC
Cannibal Kane wrote:

Brawler does not automatically mean Battleship.

A Merlin can be a heavy brawler with a medium ancl running.


I assumed BS from the 'heavy' before brawler.

My favorite Ishtar fit is a brawler, but I'd call it a light brawler and save the term heavy brawler for either BS'es, brick-tanked Proteuses and a couple of other ships (Sleipnir, etc).

Anyway this is semantics. OP - fast, medium range and agile works in EVE, so does fast, close range and lightly tanked, and so does slow, heavily tanked and close range. Just depends on preference and any intel you have on your opponent(s)' fit(s).

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

Solai
Doughfleet
Triglavian Outlaws and Sobornost Troika
#14 - 2014-01-16 03:36:33 UTC
Keep an eye out for 'low hanging fruit,' when it comes to SP and training. Get the low-hanging fruit. Basically, get everything that seems useful up to 3. That doesn't take much time. It's the lvl 4's and 5's that you should be choosy about, especially early on. You do not need to, and probably should not, specialize. Not unless you have a clear idea of what you will be doing. This is because Eve's skill mechanics usually work to reward the generalist(via broad, sufficient applicability), and make the specialist really work for a mild edge.

Also, after probably a month of play, you will then start to make a rough plan of how you'll be skilling. You'll notice a pattern: Ship-access skills, as well as gunnery skills, benefit from the same stat spread(27 Perception, 21 Will, optimally). Similarly, 'core' skills such as your tank, and your ability to fit more, better modules, mostly rely on their own stat spread(27 Int, 21 Mem, probably). Both of these categories will be critical, but it will be the most time efficient to focus on one category for an extended period of time(6 months or more).

So in the interests of gaining a lot of applicability and versatility, and in the interests of growing in strength faster, you will want to set yourself up so that you have many options available prior to starting stat-specialized training. Hence training everything attractive to two or three, maybe a couple four's. It's a long slog to train up those critical core skills, so in the meantime, you want to be able to at least fly a few different ships. Or if you choose to focus on ship-access and gunnery first, then you want at least a few stat-bonuses imparted by the core stuff(electronics, engineering, mechanics, propulsion, etc) before pushing a racial cruiser line to 5.

However.... contrary to this advice, you might make *one* exception by doing an early specialization in one faction's frigates, train [faction] frigate to 5. This give you a good amount of early potency. Tech2 frigates are cheap, and fun, and very useful to a perspective corp. Additionally, it allows you to fly a covert ops ship, which are made for mounting cloaks and exploration gear.

A side note - If you end up spending your time in frigates and pvp, then you will need a money-maker. Likely, that's going to come in the form of L3 missions(meh) in a battlecruiser, or by exploration(better than meh), which benefits from a Covert Ops frigate. So I'd suggest re-considering exploration as a side-dish.

Okay, nuf text from me.
Magnetician
The Scope
Gallente Federation
#15 - 2014-01-16 17:35:51 UTC
Solai wrote:
Keep an eye out for 'low hanging fruit,' when it comes to SP and training. Get the low-hanging fruit. Basically, get everything that seems useful up to 3. That doesn't take much time. It's the lvl 4's and 5's that you should be choosy about, especially early on. You do not need to, and probably should not, specialize. Not unless you have a clear idea of what you will be doing. This is because Eve's skill mechanics usually work to reward the generalist(via broad, sufficient applicability), and make the specialist really work for a mild edge.

Also, after probably a month of play, you will then start to make a rough plan of how you'll be skilling. You'll notice a pattern: Ship-access skills, as well as gunnery skills, benefit from the same stat spread(27 Perception, 21 Will, optimally). Similarly, 'core' skills such as your tank, and your ability to fit more, better modules, mostly rely on their own stat spread(27 Int, 21 Mem, probably). Both of these categories will be critical, but it will be the most time efficient to focus on one category for an extended period of time(6 months or more).

So in the interests of gaining a lot of applicability and versatility, and in the interests of growing in strength faster, you will want to set yourself up so that you have many options available prior to starting stat-specialized training. Hence training everything attractive to two or three, maybe a couple four's. It's a long slog to train up those critical core skills, so in the meantime, you want to be able to at least fly a few different ships. Or if you choose to focus on ship-access and gunnery first, then you want at least a few stat-bonuses imparted by the core stuff(electronics, engineering, mechanics, propulsion, etc) before pushing a racial cruiser line to 5.

However.... contrary to this advice, you might make *one* exception by doing an early specialization in one faction's frigates, train [faction] frigate to 5. This give you a good amount of early potency. Tech2 frigates are cheap, and fun, and very useful to a perspective corp. Additionally, it allows you to fly a covert ops ship, which are made for mounting cloaks and exploration gear.

A side note - If you end up spending your time in frigates and pvp, then you will need a money-maker. Likely, that's going to come in the form of L3 missions(meh) in a battlecruiser, or by exploration(better than meh), which benefits from a Covert Ops frigate. So I'd suggest re-considering exploration as a side-dish.

Okay, nuf text from me.



Thanks, I was actually considering exploring alongside the PVP/PVE fit. . . you confirm that cloaking skill and outfit can be good for that.
Magnetician
The Scope
Gallente Federation
#16 - 2014-01-16 17:41:33 UTC
Cannibal Kane wrote:
Sabriz Adoudel wrote:
Cannibal Kane wrote:
Everybody wants to fly cloaky/stealthy fast GTFO ships these days.

Why does nobody like Heavy Brawlers?



Because.... they.... take.... so.... damn.... long.... to.... warp.... anywhere....

I can't bring myself to fly battleships at present unless I want to field heavy energy neutralizers.



Brawler does not automatically mean Battleship.

A Merlin can be a heavy brawler with a medium ancl running.



For me i was just concerned about the carbon footprint they leave in space. Which is why I drive a Prius IRL.

(kidding)
Tau Cabalander
Retirement Retreat
Working Stiffs
#17 - 2014-01-16 23:43:37 UTC  |  Edited by: Tau Cabalander
Magnetician wrote:
Am I better to master the frigate ship I am in, or begin skilling for a cruiser or BS now? I think what I'm asking is - will my frigate skills impact other ships positively at all, when I eventually do move to something bigger and better, or am I better to run a frigate mediocre like (not complete mastery) and being focusing on some larger ships now working towards mastering them?
IE - should I plan for a consecutive skill up. . master frigates and move up a rank etc.?

I sort of skipped frigates and went into cruisers, which was a move I later regretted.

I now can pilot all frigates, which took relatively little time. I spend most of my time in a Assault Frigate now, even though I can pilot nearly everything.

The support skills for turrets / missiles apply to all turrets / missiles.

Similarly for anything to do with navigation, targeting, capacitor, CPU, energy grid (a.k.a. Core Skills).
Sabriz Adoudel
Move along there is nothing here
#18 - 2014-01-17 00:03:04 UTC
Tau Cabalander wrote:
Magnetician wrote:
Am I better to master the frigate ship I am in, or begin skilling for a cruiser or BS now? I think what I'm asking is - will my frigate skills impact other ships positively at all, when I eventually do move to something bigger and better, or am I better to run a frigate mediocre like (not complete mastery) and being focusing on some larger ships now working towards mastering them?
IE - should I plan for a consecutive skill up. . master frigates and move up a rank etc.?

I sort of skipped frigates and went into cruisers, which was a move I later regretted.

I now can pilot all frigates, which took relatively little time. I spend most of my time in a Assault Frigate now, even though I can pilot nearly everything.

The support skills for turrets / missiles apply to all turrets / missiles.

Similarly for anything to do with navigation, targeting, capacitor, CPU, energy grid (a.k.a. Core Skills).



Interesting. I largely skipped frigates too, going to cruisers fast, then went back to AFs like you, but I've gone back to cruisers.

I'm just a sucker for the Vexor I think.

The other thing I like about cruisers is the flexibility. Frigates and AFs have less capacity to fit utility modules - while my Vexor is usually packing two webs and a scram, somedays it will do something totally unexpected.

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

Ptraci
3 R Corporation
#19 - 2014-01-17 00:31:32 UTC
Cannibal Kane wrote:
Everybody wants to fly cloaky/stealthy fast GTFO ships these days.

Why does nobody like Heavy Brawlers?


Love my AHAC.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#20 - 2014-01-17 00:43:30 UTC
Short answer

read the ship description and see what it gets as a bonus - train those skills

then add skills that deal with (these will apply to ALL ships, regardless of type)
Power Grid, CPU & Capacitor