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EVE New Citizens Q&A

 
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What type of ship should I aspire to pilot?

Author
Brocrasterbator
Science and Trade Institute
Caldari State
#1 - 2014-12-15 04:11:51 UTC
o/

So I'm nearing the end of my trial and it's looking like I'm going to be here to stay. My main goals for the game are to get involved in the PvP scene but there are so many ships and ship classes to choose from (and a massive skill queue to boot). I'm hoping to get some feedback on what I should be striving for given the time investments with skill queues.

I usually like to play with a lot of in combat tricks up my sleeve rather than having excessive retreating capabilities. High damage output is also attractive, along with sustainability (more focus on damage usually). So I guess you can say a ship that get's in the fight and stays there for a while.

Likewise I'm also a fan of being a pro ***** and ganking people (Stealth bombers are very attractive) when they least expect it.

o7
ShahFluffers
Ice Fire Warriors
#2 - 2014-12-15 04:54:19 UTC  |  Edited by: ShahFluffers
Brocrasterbator wrote:
I usually like to play with a lot of in combat tricks up my sleeve rather than having excessive retreating capabilities. High damage output is also attractive, along with sustainability (more focus on damage usually). So I guess you can say a ship that get's in the fight and stays there for a while.

I think you might like Gallente blaster boats.

Hybrid Blasters are the most damaging weapons in the game. However, they are extreme short-range weapons that require you to basically jam your nose up the thrusters of your target.

Gallente ships don't really have too many "tricks" outside of drones and self-repair bonuses (select ships only)... but their fitting slot layouts allow them to be fit in a variety of ways that either accentuates their strengths or be shoehorned into a tactic they were not intended for.


Do understand though that in EVE no ship can do "everything." Here, being specialized for a particular tactic and picking your battles will ensure your survival and effectiveness.


Brocrasterbator wrote:
Likewise I'm also a fan of being a pro ***** and ganking people (Stealth bombers are very attractive) when they least expect it.

I hate to burst your bubble... but Stealth Bombers are not like "Rogues" or "Assassins" in other games.

They can deal almost battlecruiser-like damage from long range, cloak to pick-and-choose their targets/engagements, and even have the ability to nuke entire fleets with the right equipment...
but they are paper-thin (more so than most other frigates), slow, and are only really effective in groups (or with other "normal" ships taking point).
Basically... they are not "solo-ships."

That said... a small gang of Stealth Bombers descending on a large ship is a truly beautiful and terrifying thing to behold.
Memphis Baas
#3 - 2014-12-15 05:04:48 UTC  |  Edited by: Memphis Baas
Most of the time PVP isn't about tricks up the sleeve; you attack with all you've got, and defend with all you've got, because if you don't you'll die. Also, most of the time PVP is a group affair; you maximize your ship for whatever role you'll have in the fleet and you perform that role.

That said, in general, the roles are:

Frigates:
- T1 frigates: tackling (warp disrupt targets so they don't run away), scouts, wolf-pack ops, or beginner/cheap PVP skirmishes.
- T2 frigates: have specialized roles: interceptors (tackle), electronic attack (jammers), cov-ops (scouts), bombers (bombing runs are typically a group affair, as a single bomber won't do much and will die fast after it uncloaks).

Destroyers:
- T1 Destroyers are typically anti-frigate platforms. Some are used as suicide attack ships, when fitted with high first shot damage weapons.
- T2 interdictors can deploy AOE warp disruption bubbles.

Cruisers:
- T1 cruisers: cheap enough to be used in small group skirmishes, as DPS, jamming, remote repair, etc. Versatile ships.
- T2 cruisers: have specialized roles: recons can tackle from huge ranges, heavy attack cruisers have resistance bonuses and can provide DPS, heavy interdictors have AOE warp disruption, Logi's can combat-repair the whole fleet.
- T3 cruisers: have special capabilities (depending on how they're fitted): immunity to warp disruption, move while cloaked, high probe strength, high DPS, defensive resistances. They're expensive, so are often used solo or for wormhole operations.

Battlecruisers:
- T1 battlecruisers: typically used as DPS for small to medium fleet PVP, some can be used as suicide attack ships for tougher targets.
- T2 command ships: provide fleet bonuses (buffs), a job that requires extensive skill training.

Battleships:
- T1 battleships: typically used as DPS for larger fleets or support for capital ship fleets. They have tank, range, and firepower, but are expensive and slow, thus small mobile fleets may not prefer them.
- T2 black ops: they can move while cloaked, and jump-bridge smaller cov-ops ships.

Industrials:
- T1 industrial transports: basic capability to move lots of cargo, when fitted with Expanded Cargohold modules. Not very defended.
- T2 transports: can move under cloak, or have warp stabilization (anti-tackle) built-in.
- Freighters: huge, slow, expensive ships that can move A LOT of goods from station to station.
- Jump Freighters: can cyno-jump, bypassing gates, good for dangerous areas (if they have support).

- Mining Frigate, Barges, Exhumers - used for mining various resources.
- Orca - provides support to a mining operation
- Rorqual - typically used in 0.0 space to compress ore for transport.


Capital Ships:

- Dreadnoughts - used to attack POS and deployed sovereignty units, as their guns do major damage to these structures. Will die very fast to smaller ships if caught unsupported / solo.

- Carriers - support ships that can repair POS / SOV units, carry some spare ships, or do damage to smaller ships with fighter drones.

- SuperCarriers - in addition to providing better support than carriers, they can also damage capital ships with bomber drones.

- Titans - used to jump-bridge whole fleets of capital ships around, or to one-shot smaller capital ships during combat.

Because of the cost of these ships, and the limitations on how they can move or whether they can even dock at a station, once your pilot gets into one, it likely will never leave the ship (too much of a chance for it to be stolen). So if you plan on flying one of these, you may want to create an alt and train it for that specific purpose.
Iyokus Patrouette
University of Caille
Gallente Federation
#4 - 2014-12-15 05:17:31 UTC
I would also suggest Gallente is a good line to train into. a lot of the ships are currently pretty versatile with fitting options.
Also when you go down the Gallente line it opens up the beastly Cloaky Proteus to fill that solo stealthy roll of dropping on something and melting it with blaster power.

---- Advocate for the initiation of purple coloured wormholes----

Memphis Baas
#5 - 2014-12-15 05:41:35 UTC
Speaking of races and their ship lineups, each race provides equivalent ships, more or less. The "best in class" varies from ship type to ship type, and from race to race, to the point where each race has a few "best" ships to offer. What determines "best" is typically the bonus that the ship has, slot layout, ease of fitting, and even current PVP doctrines.

Decisions are made based on shield vs. armor defenses, range (point blank brawlers vs. long range snipers), expected resistances, expected support from logi repair, command buffs, or recon jamming, and very often intel (surprise decloaks, bubble traps, bait ships, etc.)

Amarr ships use lasers and sometimes drones, have armor defenses, and may be vulnerable to capacitor energy drains.

Minmatar ships are fast, use projectiles (autocannons, artillery) and missiles, can use armor or shields, and often are able to ignore capacitor drains. Historically they've been used a lot as small scale skirmish / piracy ships.

Gallente ships are versatile because they use drones (or close range blasters), and have decent armor defenses.

Caldari ships typically use missiles and railguns (snipers), and have shield defenses, and some have excellent target jamming that can disable a logi repair chain right quick.


Guns of all kinds are preferred in PVP because they hit instantly. Missiles take a while to travel to the target, and if it's not tackled the target will just warp away before the missiles even hit. Drones also take a while to travel, and can be destroyed or left behind, which causes a drone ship to lose its DPS capabilities.

Cannibal Kane
Viziam
Amarr Empire
#6 - 2014-12-15 07:38:26 UTC  |  Edited by: Cannibal Kane
Memphis Baas wrote:
Speaking of races and their ship lineups, each race provides equivalent ships, more or less. The "best in class" varies from ship type to ship type, and from race to race, to the point where each race has a few "best" ships to offer. What determines "best" is typically the bonus that the ship has, slot layout, ease of fitting, and even current PVP doctrines.

Decisions are made based on shield vs. armor defenses, range (point blank brawlers vs. long range snipers), expected resistances, expected support from logi repair, command buffs, or recon jamming, and very often intel (surprise decloaks, bubble traps, bait ships, etc.)

Amarr ships use lasers and sometimes drones, have armor defenses, and may be vulnerable to capacitor energy drains.

Minmatar ships are fast, use projectiles (autocannons, artillery) and missiles, can use armor or shields, and often are able to ignore capacitor drains. Historically they've been used a lot as small scale skirmish / piracy ships.

Gallente ships are versatile because they use drones (or close range blasters), and have decent armor defenses.

Caldari ships typically use missiles and railguns (snipers), and have shield defenses, and some have excellent target jamming that can disable a logi repair chain right quick.


Guns of all kinds are preferred in PVP because they hit instantly. Missiles take a while to travel to the target, and if it's not tackled the target will just warp away before the missiles even hit. Drones also take a while to travel, and can be destroyed or left behind, which causes a drone ship to lose its DPS capabilities.



While helpfull.

Ignore this person advice on what ship can be used for. It sounds like he read a PVP Wiki and applies that theory directly to the game. Any ship can kill any ship. I will say that again, any ship can kill any ship. It is dependent on how you fit and use it.

I do not believe in the each ship is designed to kill another ship in a rock, scissors battle. If you play like Baas I consider you to be incredibly limited in your imagination and you would do well in fleet doctrine null combat where you take orders and do as your told.

However, if you want more than that...

If you ever want help with fittings or just to chat convo me ingame if you see me online. You can send me eve mail but I am generally extremely bad with answering evemail.

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

J'Poll
School of Applied Knowledge
Caldari State
#7 - 2014-12-15 07:46:04 UTC  |  Edited by: J'Poll
Cannibal Kane wrote:
Memphis Baas wrote:
Speaking of races and their ship lineups, each race provides equivalent ships, more or less. The "best in class" varies from ship type to ship type, and from race to race, to the point where each race has a few "best" ships to offer. What determines "best" is typically the bonus that the ship has, slot layout, ease of fitting, and even current PVP doctrines.

Decisions are made based on shield vs. armor defenses, range (point blank brawlers vs. long range snipers), expected resistances, expected support from logi repair, command buffs, or recon jamming, and very often intel (surprise decloaks, bubble traps, bait ships, etc.)

Amarr ships use lasers and sometimes drones, have armor defenses, and may be vulnerable to capacitor energy drains.

Minmatar ships are fast, use projectiles (autocannons, artillery) and missiles, can use armor or shields, and often are able to ignore capacitor drains. Historically they've been used a lot as small scale skirmish / piracy ships.

Gallente ships are versatile because they use drones (or close range blasters), and have decent armor defenses.

Caldari ships typically use missiles and railguns (snipers), and have shield defenses, and some have excellent target jamming that can disable a logi repair chain right quick.


Guns of all kinds are preferred in PVP because they hit instantly. Missiles take a while to travel to the target, and if it's not tackled the target will just warp away before the missiles even hit. Drones also take a while to travel, and can be destroyed or left behind, which causes a drone ship to lose its DPS capabilities.



While helpfull.

Ignore this person advice on what ship can be used for. It sounds like he read a PVP Wiki and applies that theory directly to the game. Any ship can kill any ship. I will say that again, any ship can kill any ship. It is dependent on how you fit and use it.

I do not believe in the each ship is designed to kill another ship in a rock, scissors battle. If you play like Baas I consider you to be incredibly limited in your imagination and you would do well in fleet doctrine null combat where you take orders and do as your told.

However, if you want more than that...

If you ever want help with fittings or just to chat convo me ingame if you see me online. You can send me eve mail but I am generally extremely bad with answering evemail.


The high-lighted.


Yes, EVE PvP is more about a rock-scissor-paper.

But unlike ship vs ship, it all depends on ship+specific fit+pilot ability vs ship+specific fit+pilot ability.

I highlighted pilot ability, because it is a major factor in a PvP fight (well, any form of PvP besides a blob where you win due to shear amount of numbers fielded).

A pilot with a perfect counter against your ship yet not having the ability to use the ship to its fullest, will still be able to (and in some cases most likely) lose.


p.s. Take up Kane's offer for help. You won't regret it.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Gregor Parud
Imperial Academy
#8 - 2014-12-15 08:43:31 UTC
Rock, paper, scissors DOES apply in EVE but if you know how stuff really works and planned ahead you can change your rock into scissors, would you choose to fight paper. EVE is very much tactical and less so about simple dps & tanking numbers. And yes, for solo or small group work Gallente blasters boats are funky, would you be looking for large fleet fights they're generally not used as often.
Ralph King-Griffin
New Eden Tech Support
#9 - 2014-12-15 09:55:49 UTC
I highly recommend that you train as many and as varied ships as possible as there are a myriad of roles that some ships are distinctly better at, an ability to switch between them is a massive advantage for you in a learning capacity.


so train ALL THE SHIPS!

Ok that'll take forever but don't pigeon hole yourself into just one or two things you like the sound of, try everything.
Memphis Baas
#10 - 2014-12-15 11:21:37 UTC  |  Edited by: Memphis Baas
Brocrasterbator wrote:

I'm hoping to get some feedback on what [ships and ship classes] I should be striving for given the time investments with skill queues.

Cannibal Kane wrote:

Any ship can kill any ship. I will say that again, any ship can kill any ship. It is dependent on how you fit and use it.

Ralph King-Griffin wrote:

so train ALL THE SHIPS!

Cannibal Kane wrote:

If you ever want help with fittings or just to chat convo me ingame if you see me online.


I think what they're trying to say is: if you want PVP, then get into PVP right now, with whatever ship you've got. You have to experience PVP to get the combat skillz required. Don't sit in station training a million skills for "the perfect ship" and then expect to win any fights because of the ship you've trained. You can find targets to kill even with a frigate.

As it's been pointed out, there are several wikis and guide websites out there that can give you the information I copy-pasted above, and even more details about each particular ship, but you can only get actual combat experience from doing combat. Doing it alongside a veteran PVP'er who can give you pointers, even better.

Also, there are corps dedicated to training newbies to PVP. Check out the index at the top of the thread, or in-game corp finder tool.
Dracones
Tarsis Inc
#11 - 2014-12-15 15:50:24 UTC
Gallente is a pretty good up close DPS choice.

But given that skill trains up to the 3 level are pretty quick, I'd recommend playing around with each race's frigates/weapon systems and seeing what style you prefer. It doesn't really matter if your ship choice is "optimal" if you feel like you're flying around in a green potato.
Utari Onzo
Escalated.
OnlyFleets.
#12 - 2014-12-15 17:58:00 UTC  |  Edited by: Utari Onzo
Find something you like the look of and work towards it. Be it a deimos HAC, a tengu missile PVE boat, a guardian or whatever you like. Practically any ship in the game can be useful in both pve and pv. I do, however, highly recommend you look at t2 frigates/cruisers as an initial 'goal' to work towards as getting into a battleship super fast with bad support skills that you gotta grind up for near a year sucks a lot more then a 3-4 motnh train up to a decently skilled t2 cruiser.

Keep adding goals as you go along, but try not to diversify too early, you'll just end up bloating out your skill plan and achieve not a whole lot.

It sounds like you really really would fit in well with a covert/black ops role. Look to trainign stealth bombers and fly with like minded people/find a corp that does a lot of blops. Train up your missile skills for this, and covert cyno and you'll be invaluable within a few months to any good blops gang. Once you got bombers trained, and if you like the feel of blops warfare, look at progressing to cloaky recon ships like the rapier/arazu/lachesis.

The main thing though is don't just stick to one race/weapon type over your eve career. Diversify, but do it in stages

EDIT: I forgot to mention, training a stealth bomber can make you MAD ISK in faction warfare with the missions, and you can also meet plenty of pvp groups that do BLOPs stuff within this area of eve.

"Face the enemy as a solid wall For faith is your armor And through it, the enemy will find no breach Wrap your arms around the enemy For faith is your fire And with it, burn away his evil"

Alaric Faelen
Republic Military School
Minmatar Republic
#13 - 2014-12-15 19:22:17 UTC
Aspire to whatever you enjoy flying. It's more about what ROLE you enjoy more than any given ship.

If you enjoy being tackle, then Ceptors, Dictors, and Hictors are the ships you will be flying most often, and where you want to concentrate your skill training on. If you enjoy 'healing' others then Logi is the ship type of choice. EWAR will favor flying recons.

You will likely train to fly several, if not all, of the ships that fulfill any given role. ie, most Logi pilots can fly all four races' logistics ships, depending on the need at the moment. I fly tackle a lot so I can fly every Dictor and 3 of the 4 Hictors.

You're never restricted however, in the sense that you must pick a 'class' in Eve. Over time, you will find that you will be able to fly most types of ship, some better than others. For example, while I don't have the concentration of logi skills that I do with tackle, I can still jump in a logi if the fleet needs me to.

I will say though, that currently the Cruiser class is by far the most versatile. Getting racial cruiser skills to V opens up more options than any other class of ship.
Tau Cabalander
Retirement Retreat
Working Stiffs
#14 - 2014-12-15 21:17:59 UTC  |  Edited by: Tau Cabalander
I've been around nearly 6 years now.

I find I spend most of my time in an Assault Frigate. My other favourites are Logistics and HICs (both medium-sized hulls).

Consider that with a few miner exceptions (e.g. Transports, Orca, and titans), I can pilot every ship in EVE.

My recommendation:
* Don't aspire to pilot any ship. Train for improving your current gameplay, whatever that is.
* Don't overlook small-sized hulls. Fun, fast, and easier on the wallet.
* Medium-sized hulls is the largest class in EVE. You can specialize here and never regret it.

Bigger is not better. Bigger is just a more expensive lossmail.
Sabriz Adoudel
Move along there is nothing here
#15 - 2014-12-16 02:31:20 UTC
If you desire versatility, nothing surpasses Gallente drone boats, particularly the Vexor (cheap) and its expensive cousin the Ishtar.

One real benefit is that noone knows prior to the engagement how you are fitted. You could be set up as a point-blank super high damage heavy drone + blaster fit that gets in close (<5km) and melts face. Or, you could be a medium range kiting fit with railguns and sentry drones blasting away from 40km. Or, you could be a super long range sentry sniper fit that applies significant damage at 110km.

The ship is quite skill intensive, but most of the skills will translate to other ships too, as many ships that do not specialise in drones do still use them.

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

Justin Zaine
#16 - 2014-12-16 09:01:40 UTC  |  Edited by: Justin Zaine
1. I'd advise you to go with Cannibal's advice. He's a very accomplished PVP'er and any noob would be priveledged to get advice from him. Take him up on this offer. You won't be disappointed.

2. While it's true that any ship can kill any ship and that creativity/thinking outside the box is important, ffs don't train all the things right now. If you attempt to cross train everything right now all you'll end up with are ****** skills at everything rather than good skills at something, and that sucks. Generally speaking, specializing into a certain race and ship size for the first 8 months to a year is the best way to go so that you can get a good foundation of support skills trained...Unless you totally hate what you're doing and want to take a new direction.

3. In consideration of the above two points, It seems to me like Gallente would be your style. As mentioned by a dozen others before me, Gallente have the highest DPS weapon system in the game and they're generally said to be committed to a fight once it begins. That means in-your-face brawls that usually only end when one of you dies. If Gallente is the way you decide to go, you should know that a few of their racial perks include ship hulls with bonuses to scram and point range, the best cloaky ganker for WH PVP, and heavy use of drones. Also, the Incursus, Ishkur and apparently also Taranis are fantastic PVP frigates to train into.

He will win who knows when to fight and when not to fight.

He will win who, prepared himself, waits to take the enemy unprepared.

Paul Panala
School of Applied Knowledge
Caldari State
#17 - 2014-12-18 19:47:59 UTC
I honestly do not think there is an answer to your question. There are a lot of ships out there and which one is best comes down to personal choices more than anything else. You are a young pilot, so if you want to get into PvP, then you are going to be flying frigates. Frigates are cheap, so you don't have to waste a lot of time grinding for ISK between loses, they also don't require too many skill points, so feel free to try a few of them out.

I personally think the Gallente Incursus is one of the best T1 frigs to learn the game with. It has high DPS, and a great tank. Its weakness is extremely limited range, and requires a cap charger in one of the mids, so you can't fit full tackle. Having said that, there are a number of other T1 frigs that would be just as good for learning PvP.
Hasikan Miallok
Republic University
Minmatar Republic
#18 - 2014-12-18 23:54:15 UTC  |  Edited by: Hasikan Miallok
Firstly be very careful reading online wiki/forums as EVE can change quickly and often advice/fits from even a year or two back is totally out of date and misleading.

Secondly, consider getting a racial frigate to V before getting to much into bigger ships. This gives you access to Interceptors, Covops ships, Stealth Bombers, Assault Frigates and EWAR frigates with the added bonus of making T1 frigates, faction frigates and Pirate Frigates substantially more powerful.

Thirdly, focus on a single weapon system and get access to T2 weapons for the racial frigate you choose to focus on.
ergherhdfgh
Imperial Academy
Amarr Empire
#19 - 2014-12-19 16:44:41 UTC
Keep in mind that I don't PvP but here is my two cents.

A large part of PvP is tactical and information and knowledge is greater than any ship difference. In Eve once you actually engage a module on a hostile in most cases the majority of your "PvP' has already happened. The key to being good at Eve PvP is having an idea of what your opponent is likely to do or how he is likely to be fit etc... and that will mostly come with flying all the ships.

Like other's have said you can get well skilled at small ship pretty quickly and mediums don't take all that long either. Early on you should focus mainly on unlocking various things i.e. once you can use that T2 module train for something else. You should be avoiding level 5 skills for now.

Once you have all the generic skills that apply to all races out of the way (like:tank, propulsion, ewar, generic gunnery skills etc..) it would not take long to get all the racial frigate skills to 2 or 3 and all the racial gunnery skills to 2 or 3 especially since caldari and galente both use hybrids. So you don't really need to get locked into any one race TBH. You can play around with the different races and see which ones you like for what.

Make an EveMon plan that get's all 4 races frigates to 2 and small: blasters, projectiles and lazors all to 2 and you'll see what I mean. Even put them at 3 it won't be much time at all.

Want to talk? Join Cara's channel in game: House Forelli

ergherhdfgh
Imperial Academy
Amarr Empire
#20 - 2014-12-19 16:48:01 UTC
Hasikan Miallok wrote:
Firstly be very careful reading online wiki/forums as EVE can change quickly and often advice/fits from even a year or two back is totally out of date and misleading.

Secondly, consider getting a racial frigate to V before getting to much into bigger ships. This gives you access to Interceptors, Covops ships, Stealth Bombers, Assault Frigates and EWAR frigates with the added bonus of making T1 frigates, faction frigates and Pirate Frigates substantially more powerful.

Thirdly, focus on a single weapon system and get access to T2 weapons for the racial frigate you choose to focus on.


I would say that this is good advice once you've done the stay general until you figure out what you like thing that I said.

Want to talk? Join Cara's channel in game: House Forelli