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Warfare & Tactics

 
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Novice Taking Advice for PVP setups/training

Author
Dorei Deadround
Doomheim
#1 - 2014-10-22 11:56:59 UTC
Yo, space pirates... Pirate

I'm dipping my toe in the PVP waters for the first time and could use some advice. I'll take any tips in general but my specific question this time around is a broad one:

What weapon platform is "best" for pvp and/or faction warfare?

I know 'best' is sometimes relative or subjective so please expand on your answer, if you have a moment. What I get from the threads I've read is that folks favor heavy missiles the most but I'm not sure why (no one really says). I lean Caldari anyways but I would like something that lasts through the 'midgame' of pvp. That is, well into training, I don't want to have to switch skills up. I planned of staying in a frigate for a while, if that helps. I'll be poking around Battleclininc and places like that as well.

Thanks in advance for your input. Links are welcome, thoughts and musings are welcome. Concise recruiting is welcome but keep the pitches very short, please, so as not to annoy everyone. In game mail is welcome but this thread is the preferred place to talk.

Thanks everyone! Fly well and blow some stuff up!

Deadround
Fret Thiesant
The Scope
Gallente Federation
#2 - 2014-10-22 12:42:04 UTC
Not a pirate but your question is a bit broad.

RML Carcal is quite good. Moas are quite good but tougher to fly I think. Flying BB's will make you popular in gangs. Merlins and Kestrals are quite good. Worms are stupidly OP if you've the drone skills and gal frig 5. Hawks are amazing for solo work.

Whats a pvp midgame not sure what you mean.
Valkin Mordirc
#3 - 2014-10-22 13:07:17 UTC
Its all up what type of PVP you're wanting to get into.


If it's lowsec small gangs, The Vexor is a great ship to use for them. Using something fast and that is somewhat resistant to EWAR IE Drones, Usually Lowsec corps tend to have doctrines set up for you to use regardless, best thing I can say to that, if the FC is good you're literally going to be following what he says, Holding on gate, jumping on contact, primaries and so on so forth. Not that that is bad thing either, small gang warfare in my opinion is probably one of the best forms of PVP out there,

Solo work in Low is a bit different, you need to be up to date on what happening in and around, making sure not about to be hotdrop or ganked, know what you're about to land on and if you can't it

For Highsec, theres a lot of things you can do as well,

Station games is a fun little things is where you suspect yourself, usually in a ship thats able to take a pounding, and see who decides to take a shot out on you. If they do you either dock switch ships into something more powerful that can tank a Trade hub full of DPS, and kill the thing. Or you keep getting combat timers, and getting the to renew so the combat timer is running long after the suspect timer runs out.

Sometimes its a good idea to have a bump alt ready to bump who ever you have a combat timer with off the undock, and logi on standby to save yourself.

Personally if you're interested in that, I would head to Amarr to what a Player called TheWidower. It's pretty much all he does and you can learn a thing or two from watching him.

You can also duel people, but again you have to be ready for people upship you, but if you're just dueling frigs, they tend not to.


You can do Wardecs, Either solo or with a corp. They are pretty fun, it's what I've been doing for most of my EVE time, generally you get a lot of cannon fodder, but you can find a lot of corps willing to fight back, and tend to get really fun at that point.


Anyways Best of luck. o/
#DeleteTheWeak
Dorei Deadround
Doomheim
#4 - 2014-10-22 14:19:30 UTC
Hello agian!

To clarify...

Open game, to me, is when you start your pvp career and are still figuring out the ropes. The midgame is when your past the hump of the learning curve and are now pvping comforably while the end game is when you're on of the shot callers. An FC, perhaps, but at the least, a vet that others will listen to. I don't want to get past 'learning the ropes' only to find that I need to invest in a whole new skill set. I want to train in a weapons platform (missles, guns, lazers, etc.) that will be sustainable throughout my whole career.

I guess I should mention it's not THIS toon that'll be fighting. (I'm a miner.) However, I'll be running with a partner, also pvp illiterate, so we'll be using set ups that compliment each other. I may web while he/she warp scrams (I don't want to ID my friend too much since he/she is usually more private...)

I'm COMPLETELY new to the pvp side of EVE (and games in general) but I'd like to try. I'm typically a nice person IRL so I want to try out an a-hole RPG experience. See what it's like to 'be the villian'. I know there will be tears at first but I want to see it through that phase at make it someone else's turn for tears. I don't mind losing isk but I want to have fun. Isk doesn't matter to me much; the fun does.

I should mention that I'm also gladly accepting links to reading material concerning FW and/or PVP. I'm poking around the forums and the internets at large but could use the steering of vets.

Thanks again for everyone's input.
Thanatos Marathon
Moira.
#5 - 2014-10-22 16:11:14 UTC
Eventually you will need to train them all if you want to be able to counter ship for fleet fights.

To start with pick which ever one you think looks the coolest, or ask your corp mates what they fly frequently and train for it.

Oh, and missiles.
Plato Forko
123 Fake Street
#6 - 2014-10-22 17:54:46 UTC
the problem with specializing is that rebalancing happens. it doesn't take much time to train up all racial frig V and associated small weapons skills, so it's worth just levelling up those first. i wouldn't get too caught up in some romantic ideal about playing the villain. that might be how PvE-ers see the whole aggro thing but a lot of us are in EvE strictly for the PvP element so we're more than happy to see you orbiting a gate and are immediately plotting the ways we might trap and pop you, and pod you if possible, and scoop your loot and maybe fap a bit to your killmail if the mood strikes us.

things to do if you're coming to FW space:

1) get pyfa/EFT. you can't accurately figure out if you can win a fight if you don't even know what the target ship is capable of. theorycrafting fits is awesome, you can try a billion things without having to spend a single ISK or even log into the EvE client.
2) use evemaps, it gives you a convenient 2D map of the region you want to get familiar with, and also gives you system stats (intel on recent PvP activity) and station stats (so you can see where to dock if you want to repair or set up a clone). also if you use the in-game browser you can set destination directly from evemaps, so it's an all-round invaluable navigation tool
3) set up an API key and register it at eve-kill. zKillboard is the main killboard these days but it helps to know both so you can search the other when your preferred one is being crushed under the weight of a bajillion queries after some spaz links a titan KM in Jita local. Also, forget Battleclinic. Seriously.
4) download a PvP overview pack and google how to get proficient with dscan. dscan is how you see anything off grid, notifications box is how you see what you're getting hit with, and overview is how you see who your target is, how far they are, and how they're moving in relation to you. if you don't have a bunch of boxes filled with information covering at least 75% of your screen, you're doing it wrong!
5) remember to expect that most pilots in space are well-versed in all of the above plus they've got implants and warfare links and intel channels and quite possibly know where you are and who you are before you're even aware of their existence.

Weapon system and hull specifics are highly contextual so there's no point getting into that until you try and fail and then have specific questions to ask. TBH if you want to be any good at PvP, I wouldn't recommend trying to weekend-warrior it. There are plenty of successful indy/logistics pilots in FW, because PvP pilots need a steady supply of gear no matter what, but those guys are pretty godawful at actual PvP so yeah it's one of those can't-have-your-cake-and-eat-it-too things.
SghnDubh
BattleClinic
#7 - 2014-10-22 20:10:01 UTC
Hey Dorie,

Great that you're using BC. I'd encourage you to pay attention to players who are pirating and check BC's killboards (and others) to gather intel. Look for ship loadouts, places they hang out, who their colleagues are, who their victims are.

Get EVEMon and plan your skills. I often do this by looking at ship loadouts I think I'd like to fly, grabbing the skill plan, and loading it up into EVEMon. Makes things easy.

Finally, BC's loadout area is built specifically to give you feedback on loadouts you create or have thoughts / questions about. Feel free to play around and upload fits and see what others have to say.



Cara Forelli
State War Academy
Caldari State
#8 - 2014-10-23 17:58:37 UTC  |  Edited by: Cara Forelli
Dorei Deadround wrote:
What I get from the threads I've read is that folks favor heavy missiles the most but I'm not sure why (no one really says).

What you are reading may be old; heavy missiles are some of the least-used weapons in PvP. They were quite popular back in the day before they got nerfed. The drake was the number one ship. Now it's rarely used. The main issue with heavy missiles is they apply very poorly to smaller targets. As an example, I recently soloed a HAM caracal with an atron.

I suggest FW lowsec as a place to get your feet wet. Start with frigates to keep things cheap while you are learning. Check out this site which is slightly outdated but still mostly applicable. It has great descriptions of the strengths and weaknesses of different ships. Choose a frigate that appeals to you and design a fit for it. Download EFT (Eve Fitting Tool) which lets you play with ship fittings without actually having to purchase them in-game. Once you've come up with something, people here can help you tune it.

Things to consider when fitting your ship:

-What is my engagement range? (ie how close to the target do you need/want to be)
-How do I maintain this range? (scram/webs for brawling, scram-kiting, long point kiting with MWD, etc.)
-What are my ideal targets and what should I avoid? (Target weapon system, speed, and range control)
-How can I surprise my opponent? (Neuts, extra ewar, unusual speed, etc.)

Obviously these things are easier to plan for when you know more about other ships and how they are flown. You'll get this over time. Start with the short-range weapon systems:

"Effective" Range
Pulse Lasers > Autocannons > Blasters

Tracking Speed
Blasters > Autocannons > Pulse Lasers

DPS
Blasters > Autocannons > Pulse Lasers

Capacitor Usage
Pulse Lasers > Blasters > Autocannons (none)

Of course it's much more complicated than that. You also need to take into consideration optimal/falloff, damage types, skill points, etc. Missiles operate completely different from gun mechanics and require a whole other set of tactics. Turrets also have long range variants (rails, artillery, beam lasers) which are quite common in some situations. But it gives you a place to start; Let's say you're flying a blaster merlin and you come across a tormentor with pulse lasers. You know your blasters should have better dps and tracking speed than his lasers, but inferior range. So you want to be at close range where you hit the hardest and he has the most trouble tracking. Now if you were the tormentor, you would prefer to pull range and hit the merlin outside his optimal, where his damage is poor and he is easier to track. Whichever ship is able to control range the best is likely to win the engagement.

This is the very simplified version of frigate warfare. There are a million variables. Ships bonus different things - for instance atrons have a falloff bonus which counteracts the short range of blasters. Your enemy could have links, implants, boosters, friends, max skills, or he could be brand new as well. The only way to learn is to go out and try, so good luck, and get ready to buy lots of ships! Big smile

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

Titan's Lament

Lloyd Roses
Artificial Memories
#9 - 2014-10-24 09:02:28 UTC  |  Edited by: Lloyd Roses
A short version

Missiles and Drones get you through pretty much all of the pvp/pve-content atm. Gallente/Caldari, those two weapon platforms and you can access near all the cool/OP ****, while also requiring significantly smaller SP-investment compared to turrets to be efficient:

For FW/null solo:
- Condors/Kestrels/Hookbills/Hawks/Worms
- BOMBERS NEED TORP SKILLS ANYWAYS

for cruiserish things:
- Ishtar/Cerb/Gila are absurdly good kiting ships
- Caracal is New Eden's superior bang-for-buck vessel
- Vexor is awesome solo roaming boat. Regular Vexor needs med. Blasters, Navy one does not

When you're going out solo into null, there is hardly any way around kiting. You will be outnumbered and you'll need to be fast, this way they can only catch up one by one. So fitting priorities for go to damage/projection and mobility. If yo're in a frigate, brawling with mwd works aswell though you'd better use enyo/claw/navy comet or similar since people will try grabbing you with ceptors (which die incredibly fast).

Just in general, one does not simply come up with a comfort pick for a pvp-fit, though you notice when you suddenly found it :D (i.E. a friend of mine just loves his flycatcher, I'm more of a sabre person and yet other people prefer most different heretic fits, and in the end we just poop bubbles anyways)
Lloyd Roses
Artificial Memories
#10 - 2014-10-24 09:05:28 UTC  |  Edited by: Lloyd Roses
... yizz dp
elitatwo
Zansha Expansion
#11 - 2014-10-24 11:42:37 UTC
Dorei Deadround wrote:
...
I know 'best' is sometimes relative or subjective so please expand on your answer, if you have a moment. What I get from the threads I've read is that folks favor heavy missiles the most but I'm not sure why (no one really says). I lean Caldari anyways but I would like something that lasts through the 'midgame' of pvp. That is, well into training, I don't want to have to switch skills up. I planned of staying in a frigate for a while, if that helps. I'll be poking around Battleclininc and places like that as well.
...


Where did you hear that heavy missiles are any good? Don't answer that and please avoid using this source for any information about pvp in the future.

Now being a novice, you are unaware that we just through decent changes to almost all of the ships in EVE.

Before that, most of the ships were not worth buying or undocking in the first place and now it is more of a taste thing.

My advice would be to stick to tech one ships until you feel comfortable with your surroundings and have more insight of what is going on and where.

From the small friagtes up to battlecruisers there is not shortage of things to try out and all of them are in a good place and it is up to you what and how you like to do things.

If you are unsure and you cannot make cash quickly you can also hop on SiSi, the test server and get paid for loosing ships.

Some things to consider,

- do not fly, what you can not afford to loose / replace

- range is your best friend at any time from now on until the end of time

- your fitting screen gives you all the information about the ship you intend to fly but can also lead to confusion

- fitting is and art and you should learn to min-max everything you can but wager between tank, mobilty, firepower (also referred to as the holy trinity)

- if something looks, feels or smells like a tarp, it will be a tarp - everytime!

- if something looks, feels or smells like bait, it will be bait - everytime!

Fly dangerous!

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Chessur
Full Broadside
Deepwater Hooligans
#12 - 2014-10-24 12:28:28 UTC
So much bad advice in this thread. I can't even.

For our new friend- here would be a pretty optimal way to train IMO.

1. You need to specialize early. You drown not have the sp to branch out yet. So you need to make a decision on weapon systems. Guns or missiles? Missiles are in a really ****** place at the moment. However at being said- you have some very strong choices for solo / small gang. On the other hand you have gunnery skills which are going to offer you more variety in ship use.

Missile ships: RLM caracal, RLM scythe fleet, RLM orthrus (which is currently the most Op ship in game) you also have the garmur, heretic, fly catcher, hookbill, kestrel, breacher, condor, crow, HAM cerberus / tengu.

That list is basically the only usable forms of missile ships currently left in the game. Like i said earlier- guns offer more variety.

As for guns, i have a bit more advice.

1. Minmitar by far, have the most useless gun system with auto cannons. Which are ****. Only ships that can passably use ACs are: vagabond, cynabal, tornado, tempest, machariel, stabber.

2. Amarr have the best turret based weapons with pulse lasers. T2 pulse lasers with scorch is OP.
Crusader, retribution, slicer, omen, navy omen, navy aug, oracle, zealot apoc, navy apoc, phantasm, succubus, nightmare are all amazing ships. Along with ashimmu, bhaalgorn Amazing DPS and range.

3 gallente are in a really strong place at the moment. Drones are in vogue and are very good. Gallente have an amazing frig lineup.

Atron, comet, tristan, tranis, incursis, thorax, vexor, enyo, navy vexor, navy exeq, navy brutix, deimos, ishtar, navy mega, mega, daredevil, vigilant, vindicator, raptor, merlin (caldari yes, but a blaster boat) worm, gila, rattler

4. Caldari have **** weapons- except for RLMs and some slight missiles which are their saving grace. I listed the 'good' missile ships earlier inthe post.

You will notice that i have completely neglected long range wepons (rail, beam, arty) the reason why i have done so is that barring some specific fits- these weapon systems are generally not conducive to a solo / small gang player.

Of you have any additional questions. Shoot me a pm
Bad Messenger
Rehabilitation Clinic
#13 - 2014-10-24 13:18:21 UTC  |  Edited by: Bad Messenger
there is no endgame in EVE you can not ever be perfect on everything so there is always some new things and tricks to learn.

what comes to basic fit and tactics you should try something like kite condor about 18-30 km range, brawling 0-12km maybe rocket kestrel good for that. Those are good ones to start and learn some basics.
Bastion Arzi
Ministry of War
Amarr Empire
#14 - 2014-10-24 13:22:29 UTC
Chessur wrote:
1. Minmitar by far, have the most useless gun system with auto cannons. Which are ****. Only ships that can passably use ACs are: vagabond, cynabal, tornado, tempest, machariel, stabber.



cant the sabre use ac's well?
Balshem Rozenzweig
24th Imperial Crusade
Amarr Empire
#15 - 2014-10-24 13:40:31 UTC  |  Edited by: Balshem Rozenzweig
Dorei Deadround wrote:
Yo, space pirates... Pirate

I'm dipping my toe in the PVP waters for the first time and could use some advice. I'll take any tips in general but my specific question this time around is a broad one:

What weapon platform is "best" for pvp and/or faction warfare?

I know 'best' is sometimes relative or subjective so please expand on your answer, if you have a moment. What I get from the threads I've read is that folks favor heavy missiles the most but I'm not sure why (no one really says). I lean Caldari anyways but I would like something that lasts through the 'midgame' of pvp. That is, well into training, I don't want to have to switch skills up. I planned of staying in a frigate for a while, if that helps. I'll be poking around Battleclininc and places like that as well.

Thanks in advance for your input. Links are welcome, thoughts and musings are welcome. Concise recruiting is welcome but keep the pitches very short, please, so as not to annoy everyone. In game mail is welcome but this thread is the preferred place to talk.

Thanks everyone! Fly well and blow some stuff up!

Deadround


For frigs:
- lasorz are amarr and amarr has only 1 advantage - you can use scorch's range superiority to scram+web a brawler and kill him outside of his range while still maintaining some tank "just in case". Limits you do tormentor (which also needs drones) and slicer (generally expensive for being paper like...)
- projectiles - minmatars use them and they have only 1 semi good frig for shooting - RFF, which is the weakest but also cheap navy frigate. Price compensates... Slasher is supposed to be the best tackler evah but no one uses it so w/e.
-hybrids awesome dps. Awesome. The range is crappy so you need to watch out for scram + web + scorch/long range guys but hey - you can fly comet, merlin and incursus. To hell with them!
- rockets - lowest dps so any brawling gets you dead. Decent for kiting since you get condor and breacher which are kinda good and you need not to watch the range/tracking so much. Most of the missile ships use scram+web kiting trick when fitted for rockets since, as I said, you cannot brawl with this weapon platform. Well tanked breacher (minmatar frig) is scarry but kestrel can do scram+web trick well (400mm plate kestrel with an AB, 2x web and scram ;-))
- drones. Embarrassing to say but I've never used them in pvp. Drone boats get used extensively though. They have good damage application, decent dps and allow to fight at wide spectrum of ranges.I think them and hybrids make going gallante the best choice. Really - other races add some flavor but gallente is the strongest choice.

destroyers (shorter)
- drone destroyers are awesome. Algos and dragoon are scarry as hell since you never know from what range they will hit you. Drone pwn
- corax is a rare sight but I like it - can be decent and tanked. + 1 for rocket
- cormorant - sniper. Only that tbh but being able to shoot stuff from 90km + could be handy (it's not your standard combat boat though - skilling for something else could be better).
-talwar - see it used in blobs a lot (used to see it?) - good alpha and range, maybe could be a propless scram + web platform. Generally not aweful.
- catalyst - usual ganking boat which can be used the same way in pvp. You catch a target and shoot it till it dies or manages to outrange and kill you. Not a standard combat boat for me, but I guess there are people happy with it even in pvp (while still no 1 for gankers).
- thrasher - I see it a lot and am unimpressed. Generally the best ships for gate camps (high alpha) so if you plan to limit to that then... ;-)
- coercer - seen it only 2 times. Unimpressed. No saving graces aside for having skills for it when you try to get into dragoon anyway ;-)

Cruisers:
- I see gallente the most, a bit less amarr, and maybe some caldari. I generally hardly ever used them myself being effectively a 9 month old character (I had some time off the game).
- Drones + blasters seem to be good choice still.
- increased range of lasers mean you can apply the dps using your targets weakness (long range dude? use superior dps while going head to head with him. Short range brawler? out-kite and kill him).
- missiles? not so much sadly. Caracals and bellicose (minmatar) are used to eliminate frigates. They are great for that though.
- minmatars? Fast cruisers but I think they need good player skills since I see them fairly rarely

last comment - I think you might get it from what I've posted but weapon platforms don't matter as much as ships you use them with. Look at the ships as kiters, scram + web kiters and brawlers and you might get the idea of what is what. Gallente have tristan, coment and incursus. All very popular and good ships. I'd go for that.

Hope I helped (kinda chaotic I know but tried to explain everything I didn't get myself when I was starting)


edit:
Just remembered to say... Chessur (or whatever he's called :P) gave some excellent advice together with pointing to a very important thing. Spending time skilling for missiles will leave you with support skills useless for other weapon systems. It seem that going for guns will allow you to rapidly change from hybrids to projectiles or lasers since you will have stuff like sharpshooter already trained. I went the missile way and do not complain at the moment (I love using missile ships now) but hated the fact earlier since I could fly only a tight selection of ships.

"NUTS!!!" - general McAuliffe

Chessur
Full Broadside
Deepwater Hooligans
#16 - 2014-10-24 14:27:03 UTC
Bastion Arzi wrote:
Chessur wrote:
1. Minmitar by far, have the most useless gun system with auto cannons. Which are ****. Only ships that can passably use ACs are: vagabond, cynabal, tornado, tempest, machariel, stabber.



cant the sabre use ac's well?


Not really? I mean yes it can kill frigs. But heretic, fly catcher does so much better. Sabre isnt horrible- i just like for fw pvp there are better options.