These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
 

So I'm new, and need some guidance - Caldari Pilot

Author
Alexi Drakenovich
Doomheim
#1 - 2014-06-10 22:47:48 UTC
Hello fellow immortals,

I started playing about 4 days ago, and I'm with the Caldari Militia, but I'm a little stuck in an issue, I mainly run missions if I'm not attempting to capture a point, and I really have no idea how to be a Swiss Army knife ship, I've been using mainly a Cormorant (Rails) or Corax (Light Missiles) but I keep being hunted down, is there any way I can build a ship to be both PVE and PVP? Or is that just too difficult at this stage?

Also, what is better, I wanna train up for a Manticore or a Hawk, as my first goal, I figured (and I apologies if I'm wrong) that small ships are harder to hit with bigger ships, and Hawk looks pretty good for what it is, and the Manticore is because I read a guide that said it was a good choice for beginners, that an the whole Lai Dai ship designs look awesome!

I am also running a Moa as sniper support, is that a good choice? Or is it better as a Blaster Boat?

Thank you for reading, hope to hear from you all soon
Velarra
#2 - 2014-06-10 23:39:06 UTC  |  Edited by: Velarra
I've been gone for a while and am only recently back so am not the best to really comment too much on specifics and fitting. However, at 4 days or so, i'd concentrate on getting basic support skills tended to - navigation, engineering, mechanics, shields and so forth.

Try to concentrate on one Caldari ship that you enjoy flying, and get very comfortable with it before moving on or goal setting for a future T2 ship (said ship might get nerfed/changed by the time you're able to fully fly it). Take note of the ships being flown in your region and how they're being fit by others via killmails & the discussions within the Ships + Modules subforum.

Goals? Support and core skills to 3s & 4s. Familiarity and competence with 1 ship you really enjoy flying and can afford to lose regularly at your current rate of income.
Willmahh
#3 - 2014-06-11 13:08:29 UTC
Velarra wrote:
I've been gone for a while and am only recently back so am not the best to really comment too much on specifics and fitting. However, at 4 days or so, i'd concentrate on getting basic support skills tended to - navigation, engineering, mechanics, shields and so forth.

Try to concentrate on one Caldari ship that you enjoy flying, and get very comfortable with it before moving on or goal setting for a future T2 ship (said ship might get nerfed/changed by the time you're able to fully fly it). Take note of the ships being flown in your region and how they're being fit by others via killmails & the discussions within the Ships + Modules subforum.

Goals? Support and core skills to 3s & 4s. Familiarity and competence with 1 ship you really enjoy flying and can afford to lose regularly at your current rate of income.


this 100%

being able to get in a ship doesn't mean you have the skills to fly it well.

concentrate on improving your offensive and defensive skills. e.g. T2 missiles and all the supporting skills, shield skills and all the supporting skills.

You may be having challenges winning fights because you don't do enough damage or can't tank as well as your adversary.

look at the info page of your Corax and check the Mastery tab. You want to get lvl 2 or 3 mastery in that ship before you go Tech 2. The best way to plan your skill training long term is to use the mastery table.

If you rush to fly bigger/expensive ships before you have the skills to do damage and resist damage, you will throw much isk out the door.

Having a bigger or more expensive ship doesnt replace the skillpoints invested.
Bastion Arzi
Ministry of War
Amarr Empire
#4 - 2014-06-11 13:23:56 UTC
once u get ur skills high enough, you should be able to do missions in pvp fit ships.

Idk about level 4 missions ahvent tried those in a pvp fit yet.

but certainly up to level 3 if ur fit is good and ur skills are good missions should become trivial.
Val'Dore
PlanetCorp InterStellar
#5 - 2014-06-11 14:12:33 UTC
There is no reason to ever fit a 'PvE fit'. You don't always need to have warp disruptors, but being able to take advantage of surprise PvP is much better than watching your 'PvE Hero lolfit' go down in ultra tanked cap stable flames.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Alexi Drakenovich
Doomheim
#6 - 2014-06-12 02:05:13 UTC
Quote:
I've been gone for a while and am only recently back so am not the best to really comment too much on specifics and fitting. However, at 4 days or so, i'd concentrate on getting basic support skills tended to - navigation, engineering, mechanics, shields and so forth.

Try to concentrate on one Caldari ship that you enjoy flying, and get very comfortable with it before moving on or goal setting for a future T2 ship (said ship might get nerfed/changed by the time you're able to fully fly it). Take note of the ships being flown in your region and how they're being fit by others via killmails & the discussions within the Ships + Modules subforum.

Goals? Support and core skills to 3s & 4s. Familiarity and competence with 1 ship you really enjoy flying and can afford to lose regularly at your current rate of income.


Thanks for the reply Velarra! I have been focusing on those skills, the Hawk and Manticore are just ships I'm interested in and want to fly one day, cause atm I am flying Kestrel with my corp and I'm a kite, so yeah, but my shields stuff is all at 3 I think, so is my engineering, and navigation is slowing moving up.

Enjoy flying? I can't fly many ships so that's hard to say, I like missiles a lot though, and the Kestrel is fun, so I will stick with it till i get Mastery Level 2-3 I reckon, thank you!

Quote:
this 100%

being able to get in a ship doesn't mean you have the skills to fly it well.

concentrate on improving your offensive and defensive skills. e.g. T2 missiles and all the supporting skills, shield skills and all the supporting skills.

You may be having challenges winning fights because you don't do enough damage or can't tank as well as your adversary.

look at the info page of your Corax and check the Mastery tab. You want to get lvl 2 or 3 mastery in that ship before you go Tech 2. The best way to plan your skill training long term is to use the mastery table.

If you rush to fly bigger/expensive ships before you have the skills to do damage and resist damage, you will throw much isk out the door.

Having a bigger or more expensive ship doesnt replace the skillpoints invested.


This I know, but focusing on the T2 stuff was something i was thinking about, the corp I'm with suggested focusing atm at least on T2 versions of Warp Disrupters and Afterburners/MWD, as well as missiles, so I guess I'll focus on that, can i get that by focusing on Mastery Levels?

Quote:
once u get ur skills high enough, you should be able to do missions in pvp fit ships.

Idk about level 4 missions ahvent tried those in a pvp fit yet.

but certainly up to level 3 if ur fit is good and ur skills are good missions should become trivial.


That's what i was hoping for, so i can at least have a chance against enemy forces, cause i hear about people loosing expensive fits during missions to gankers and Fed's so i don't want to join the fleet.

Quote:
There is no reason to ever fit a 'PvE fit'. You don't always need to have warp disruptors, but being able to take advantage of surprise PvP is much better than watching your 'PvE Hero lolfit' go down in ultra tanked cap stable flames.


That's what i though, though.. the PvE Hero lolfit does sound like something fun to have on my Kill Board, haha! And on Cap Stable, every fit i am recommended drops my Cap to Empty is 40s.. Is it possible to be good/okay at PvP and be Stable? Or is it one way or the other? And.. Would a Vampire solve this issue?
Dato Koppla
Balls Deep Inc.
Minmatar Fleet Alliance
#7 - 2014-06-12 02:59:36 UTC
Cap stable and PvP don't mix with very few exceptions. 40 seconds of cap for something like a frigate is plenty, especially if you're using a MWD as you won't be running the MWD constantly so you're actually much more stable than the fitting window would suggest. If your ship is very cap intensive (lasers/active tanked/neuts) then you would use a cap booster in order to get the cap you need, trying to fit cap rechargers/relays is going to take up a huge amount of slots and gimp your fitting substantially.

I don't have experience with FW missions but as far as I know people generally run them in stealth bombers which can easily get away if someone is hunting you. As for capturing plexes, you don't need a PvE fit for those, the rats in the sites are very weak and can easily be killed in a PvP fit. You'll need the PvP fit to fight other FW pilots trying to take the plex from you.

If you like missiles and Caldari I would suggest sticking to the Kestrel, it's a good versatile ship and a solid choice for capturing plexes in. Focus on getting T2 light missiles, rockets, afterburner, scram, disruptor, web, ballistic control, damage control and get your support skills (missile support, speed skills) to 4s. It will take awhile but all these skills will apply to almost every ship you will fly in the future so none of it is wasted.
L'ouris
Have Naught Subsidiaries
#8 - 2014-06-12 03:10:45 UTC
Since your already trying to fly a moa, you may want to look at the Merlin as your first t1 ship of choice. That little thing has more variety to its fittings than the rocket/missile line up so you can truly make it your own while getting your core skills up. It also lets you play around with tracking do's and donts etc.

The reality is you can spend an awful long time in frigates just skilling base skills. I spent nearly two years before I could even fit t2 medium guns, instead trying to get all my frigates skilled to a point where I could honestly say I'd tried each of the races in a variety of fits at a skill level where I could make a final decision on what weapon systems I liked more. (OCD, I know, don't judge me )

Choosing a ship that you can really monkey around with will keep things fresh while your waiting for your capacitor to grow by a whopping 5%.

Gunnery support skills will also help you cross train to other races quicker, and the harpy is a neat boat.
Alexi Drakenovich
Doomheim
#9 - 2014-06-12 03:31:01 UTC
Quote:
Cap stable and PvP don't mix with very few exceptions. 40 seconds of cap for something like a frigate is plenty, especially if you're using a MWD as you won't be running the MWD constantly so you're actually much more stable than the fitting window would suggest. If your ship is very cap intensive (lasers/active tanked/neuts) then you would use a cap booster in order to get the cap you need, trying to fit cap rechargers/relays is going to take up a huge amount of slots and gimp your fitting substantially.

I don't have experience with FW missions but as far as I know people generally run them in stealth bombers which can easily get away if someone is hunting you. As for capturing plexes, you don't need a PvE fit for those, the rats in the sites are very weak and can easily be killed in a PvP fit. You'll need the PvP fit to fight other FW pilots trying to take the plex from you.

If you like missiles and Caldari I would suggest sticking to the Kestrel, it's a good versatile ship and a solid choice for capturing plexes in. Focus on getting T2 light missiles, rockets, afterburner, scram, disruptor, web, ballistic control, damage control and get your support skills (missile support, speed skills) to 4s. It will take awhile but all these skills will apply to almost every ship you will fly in the future so none of it is wasted.

That's a bit unfortunate, but i guess ill learn to manage with it eventually, at least I'm not an Amar pilot where anything that helps you kills your cap too, haha!

And I thought so too about the Stealth Bomber, and i can get it to Master Level 2 in 79 days i think (might be mixed up with the Kestrel) which I thought was good, but i dunno..

Quote:
Since your already trying to fly a moa, you may want to look at the Merlin as your first t1 ship of choice. That little thing has more variety to its fittings than the rocket/missile line up so you can truly make it your own while getting your core skills up. It also lets you play around with tracking do's and donts etc.

The reality is you can spend an awful long time in frigates just skilling base skills. I spent nearly two years before I could even fit t2 medium guns, instead trying to get all my frigates skilled to a point where I could honestly say I'd tried each of the races in a variety of fits at a skill level where I could make a final decision on what weapon systems I liked more. (OCD, I know, don't judge me )

Choosing a ship that you can really monkey around with will keep things fresh while your waiting for your capacitor to grow by a whopping 5%.

Gunnery support skills will also help you cross train to other races quicker, and the harpy is a neat boat.


I just got the Moa so i could train for an Onyx.. The missile Version, haha! That and I needed something tougher to run a gauntlet for a mission and I could fly it so I thought it was a smart idea, haha! And wow.. That's awhile, but i won't be cross training, I'm only training Caldari stuff, and stuff that helps them, shields, cap, hybrids, missiles, electronics, ECM, that kinda stuff, nothing else, no other weapon types or nothing, I just don't want too.. I tend to be very blunt in my approach to games, haha! That and I like being pure Caldari.. Add's some challenge and keeps some lore to the game (you wouldn't take a Vulcan Minigun and Strap it to a Abriam MkII Tank, haha!)
Bastion Arzi
Ministry of War
Amarr Empire
#10 - 2014-06-12 11:21:41 UTC
Alexi Drakenovich wrote:
Is it possible to be good/okay at PvP and be Stable? Or is it one way or the other? And.. Would a Vampire solve this issue?


Dont worry about being cap stable.

Nos/neut is a threat to active tanked ships especially when used by a ship where it drains cap regardless of capacitor level.

on the flip side a ship that can do this like the cruror (iirc) could probably pull of cap stable fits.

but again dont focus on being cap stable. you will gimp ur fit (ie less damage or damage application, or tank) by trying to do so.