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confused about armor repper

Author
Isaac Armer
The Soup Kitchen
#1 - 2015-11-19 19:54:14 UTC
Hey, so I am fairly new and have done really nothing but missions so far. Needless to say, they are getting extremely boring. I had a chance to get in a fight yesterday, so instead of running away like I used to, I decided to engage and see what happened. Needless to say I lost (no surprise, since I have zero experience in PvP in this game).

My question is this: the guy drained all my capacitor, but I had an ancillary armor repair unit instead of the normal one. It wouldn't let me activate the repper, even though I had nanite paste. I thought those used nanite paste instead of capacitor, or am I missing something?

I have plenty of ISK saved up from running missions for a few months. Is the fit I was using decent if I want to buy a dozen and start to learn how to fight? I got it from this youtube video (the one that motivated me to try EVE) https://www.youtube.com/watch?v=BvOB4KXYk-o

https://zkillboard.com/kill/50241352/
Paranoid Loyd
#2 - 2015-11-19 19:58:09 UTC  |  Edited by: Paranoid Loyd
Welcome

The ancillary armor reppers require cap, the ancillary shield boosters do not.

That fit is fine. However, it can't beat a properly fit Tristan unless the pilot makes a serious mistake. Choosing your fights wisely especially when you are solo is one of the keys to being "good" at pvp. Just keep at it and you will learn what works and what doesn't.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Isaac Armer
The Soup Kitchen
#3 - 2015-11-19 21:57:44 UTC
Paranoid Loyd wrote:
Welcome

The ancillary armor reppers require cap, the ancillary shield boosters do not.

That fit is fine. However, it can't beat a properly fit Tristan unless the pilot makes a serious mistake. Choosing your fights wisely especially when you are solo is one of the keys to being "good" at pvp. Just keep at it and you will learn what works and what doesn't.


Ok, thanks...I had a timer for blowing up an MTU, saw him approaching me from about 40k out. I looked up what a tristan was and figured since we were both in frigates I would have a chance.

Is there a website/webpage that can help me learn what I have a shot at beating? I can really only fly amarr ships right now. Is an executioner a good choice to start?
Emperor Furiosa
Doomheim
#4 - 2015-11-19 22:12:07 UTC  |  Edited by: Emperor Furiosa
Since you are reffering to eveiseasy vid than you should learn it a lil bit better and be prepared that you gonna lost a fight in some situations.
Paranoid Loyd
#5 - 2015-11-19 22:19:56 UTC  |  Edited by: Paranoid Loyd
Check this out, it is a little old but still has plenty of good info. With the constantly changing meta, it is hard to keep documentation up to date. Not only that, "opinions are like assholes..." so it's really best to form your own. It doesn't however hurt to find a group of like minded pilots and learn from them. Further, convoing your killer after the fight is probably how I learned the most. Just be cool about it and most people are more than willing to help even if they did just hand your ass to you in glorious battle.

Heh, apparently ass is no longer profanity Shocked

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Hasikan Miallok
Republic University
Minmatar Republic
#6 - 2015-11-19 22:43:19 UTC
I lost a Vengeance recently because I had been using shield tanked boats too much and forgot the Ancillary Armor reppers used cap and ran it dry.

The Amarr T1 frigate of choice for PvP used to be the Tormentor. No idea whether that is till the case with recent changes.
Chainsaw Plankton
FaDoyToy
#7 - 2015-11-19 23:15:44 UTC
tormentor is probably the best t1 amarr frig for many of the frigate brawls that happen in lowsec, can fit beams and scram kite rather well. Beams and scram range are almost the same. Does more damage and reps more than the executioner. the executioner is interesting but a little different. Although it is nice and freaking fast! Personally I think I'd use it more for a gang tackle role. being able to use a long point at almost no cap is very useful.

another useful thing to remember is when you have someone crashing range they almost always want to be in close, so that gives you incentive to scram/web them and try to stay at range. Small neuts have rather short range and you should be able to stay outside that range and hold a scram, with a scram/web/afterburner fit. One of the things that makes the Eve is easy exe good is the MWD but he usually roams in nullsec from what I've seen, so he scrams+webs the target and can still range control as most null fits won't have an AB. in empire ab/scram/web setups are far more common, and not having one of those fit can cost you at worst a fight or at least a kill as the target burns out of scram range.

Looking at the KB of your attacker he lost a tristan that had an ab, scram, and cap injector. you had mwd, scram, web. off the top of my head I don't know which one is faster. but that is just one detail that could have changed the outcome of the fight.

@ChainsawPlankto on twitter

Tau Cabalander
Retirement Retreat
Working Stiffs
#8 - 2015-11-19 23:47:03 UTC
From the devblog No Brakes - Ship and module balancing in Retribution 1.1
CCP Fozzie wrote:
Ancillary Armor Repairers

The Ancillary Shield Booster that was released in the Inferno expansion provided a new dynamic to shield tanking, by allowing pilots to choose a method that would tank very effectively for a short time then require a reload to work at full efficiency. We wanted to capture this gameplay for armor tankers as well, while also keeping armor tanking’s unique flavor and avoiding some of the balance problems that the ASBs presented.

So we are adding new Ancillary Armor Repairer modules, in small, medium and large sizes. These modules use a very different mechanic from the ASBs, but still provide the same style of burst tanking gameplay.


  • The AARs use the same cycle time, fitting and build requirements as a Tech One armor repairer of the same size. Their blueprint copies are found in all the same places where other blueprints for prototype modules such as the ASB can already be acquired.

  • Unlike the ASBs, AARs always use the same capacitor as a Tech One armor repairer to cycle. This cap use does not change when the module is loaded with charges.

  • AARs can optionally be loaded with Nanite Repair Paste to increase repair amount, using a similar system to the way cap boosters can be loaded into ASBs, including the same 60 second reload time.

  • When not loaded with Nanite Repair Paste, the AAR repairs 3 / 4 the amount of a normal T1 armor repairer. When loaded with paste this repair amount triples, causing the AAR to repair 2.25x the amount of a T1 rep.

  • Small AARs use 1 paste per cycle, Mediums 4, Larges 8. If less than the normal amount of paste is left in the module, it will use what is left and scale the repair bonus proportionally.

  • Each AAR can hold 8 cycles worth of paste before either running at reduced rep effectiveness or requiring a reload.

  • Unlike the ASB, AAR modules are limited to one per ship. You may run one AAR alongside as many normal armor repairers as you wish.

We expect that this new module will become popular with all kinds of armor tankers, especially PVP pilots looking to get the most out of their ship in a rapid engagement.
Mephiztopheleze
Laphroaig Inc.
#9 - 2015-11-19 23:50:35 UTC
Isaac Armer wrote:
Is the fit I was using decent if I want to buy a dozen and start to learn how to fight?


first up, welcome to the wonderful world of PvP and good on you for having a crack. Buying a dozen ships and welping them is a great way to learn what you can and can't do. Frigates are definitely the way to go as they're cheap, unlike T3 dessies (I looked up your killboards).

I'd suggest you look for a PvP focused corporation to join rather than your one-man-band Soup Kitchen (nice name BTW).

The fit looks OK, although filling that last rig slot would also be advantageous. Perhaps drop the collision accelerator and replace with, I dunno, 2x Transverse Bulkheads?

Be aware that Tristans are pretty gosh darn powerful in the current meta and Neut Tristans really wreck capacitor hungry Amarr frigate's days.

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

Isaac Armer
The Soup Kitchen
#10 - 2015-11-20 00:37:37 UTC  |  Edited by: Isaac Armer
Chainsaw Plankton wrote:
tormentor is probably the best t1 amarr frig for many of the frigate brawls that happen in lowsec, can fit beams and scram kite rather well. Beams and scram range are almost the same. Does more damage and reps more than the executioner. the executioner is interesting but a little different. Although it is nice and freaking fast! Personally I think I'd use it more for a gang tackle role. being able to use a long point at almost no cap is very useful.

another useful thing to remember is when you have someone crashing range they almost always want to be in close, so that gives you incentive to scram/web them and try to stay at range. Small neuts have rather short range and you should be able to stay outside that range and hold a scram, with a scram/web/afterburner fit. One of the things that makes the Eve is easy exe good is the MWD but he usually roams in nullsec from what I've seen, so he scrams+webs the target and can still range control as most null fits won't have an AB. in empire ab/scram/web setups are far more common, and not having one of those fit can cost you at worst a fight or at least a kill as the target burns out of scram range.

Looking at the KB of your attacker he lost a tristan that had an ab, scram, and cap injector. you had mwd, scram, web. off the top of my head I don't know which one is faster. but that is just one detail that could have changed the outcome of the fight.


Thanks...I was waiting for him to get close, but in my excitement/nervousness I did two huge things wrong.

1. I still had an MTU targeted, so I started shooting it again instead of him right away
2. I forgot to change to ranged ammo, so I was outside of the range (I had conflagration loaded instead of scorch)

I just blew up one MTU, there was a second sitting there, so I started to shoot it when he was 40k off me, hoping he thought I didn't see him or something. my hands were shaking hard enough I accidentally clicked the MTU again instead of his ship when he was in range, and by the time I realized what was wrong my cap was gone. Lesson learned I guess.

Mephiztopheleze wrote:
Isaac Armer wrote:
Is the fit I was using decent if I want to buy a dozen and start to learn how to fight?


first up, welcome to the wonderful world of PvP and good on you for having a crack. Buying a dozen ships and welping them is a great way to learn what you can and can't do. Frigates are definitely the way to go as they're cheap, unlike T3 dessies (I looked up your killboards).

I'd suggest you look for a PvP focused corporation to join rather than your one-man-band Soup Kitchen (nice name BTW).

The fit looks OK, although filling that last rig slot would also be advantageous. Perhaps drop the collision accelerator and replace with, I dunno, 2x Transverse Bulkheads?

Be aware that Tristans are pretty gosh darn powerful in the current meta and Neut Tristans really wreck capacitor hungry Amarr frigate's days.


Yeah, I've used the confessor to run L3 missions (nearly 100% of what I have been doing, outside of a really disappointing attempt to join a corp) so I immediately tried to use them. I quickly realized I don't have enough ISK to lose those regularly right now. I'm saving my last confessor for mission running when I get low on money. Every youtube video/article I read tells me that T3 destroyers replaced frigates in PvP, so I trained into one right away. If only I had ISK to afford to lose a lot of them to learn.

What happens to my corp if I join someone else? Can someone else take my name? I really like a 0% tax rate, and want to keep my name if I can

Whoever said it earlier, I never thought to send him a message asking him for advice. That's a decent idea....

One more question, is it better to keep specializing? I have been following my typical MMO strategy (having been playing them since EQ1) and focusing 100% on one thing (I've yet to play an MMO where hybrid characters actually work), so for me, small lasers, armor tanking, and the support skills to back that up. Is it better to keep doing that, or branch out into other races/bigger ships? My current plan was to max out skills for amarr frigates and destroyers before moving on to something else. Is that a smart or stupid strategy?

Thanks for the help so far....off to buy a dozen more frigates. If I get a kill (or loss) tonight I will post it here
Paranoid Loyd
#11 - 2015-11-20 01:07:59 UTC
Isaac Armer wrote:
What happens to my corp if I join someone else? Can someone else take my name? I really like a 0% tax rate, and want to keep my name if I can
You have three slots on your account. Create an alt and have him hold the corp if you want to change it up and not lose the name.
Isaac Armer wrote:
One more question, is it better to keep specializing?
I have mixed feeling about this. Yes it is good to specialize so that you can be really good at one thing, on the other hand you are pigeon holeing yourself and don't experience the vast array of things to do in the game before you start forming your opinions and getting in a rut. I usually lean towards try everything on your first character and then when you have a good idea of direction either keep training your current toon or start a new one that is specifically focused.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Mephiztopheleze
Laphroaig Inc.
#12 - 2015-11-20 01:14:03 UTC  |  Edited by: Mephiztopheleze
Isaac Armer wrote:
What happens to my corp if I join someone else? Can someone else take my name? I really like a 0% tax rate, and want to keep my name if I can

create and Alt on your account, train Corp Management I and you'll keep the corp name available.

Isaac Armer wrote:
One more question, is it better to keep specializing? I have been following my typical MMO strategy (having been playing them since EQ1) and focusing 100% on one thing (I've yet to play an MMO where hybrid characters actually work), so for me, small lasers, armor tanking, and the support skills to back that up. Is it better to keep doing that, or branch out into other races/bigger ships? My current plan was to max out skills for amarr frigates and destroyers before moving on to something else. Is that a smart or stupid strategy?


I'm pretty similar myself. I've been playing for a little over a year now and, with 25m SP under my belt, I still fly 99% of my PvP in Frigates. Granted, I have Amarr, Gallente and Caldari frigate V along with the T2 skills to III or IV and T2 small hybrids and projectiles.

The importance of the core skills, especially under the Engineering and Navigation tabs, cannot be overstated. Along with Tank skills (Armour and Shield), these should be your priority for a while. You'll get good mileage out of your current ship skills (Confessor and Amarr Frigates), so spend some time getting those super-important core skills together. More agility, faster, better Cap, better Cap Recharge and all those goodies which will apply to EVERY hull you fly. The vast bulk of my current SP is in Navigation and Engineering.

One small thing, I strongly suggest you train Thermodynamics V as soon as possible and learn the joys of overheating.

So no, it's not a stupid idea at all. Trying to train Industry skills, mining skills AND combat skills on one character early on is a stupid move.

Quote:

Thanks for the help so far....off to buy a dozen more frigates. If I get a kill (or loss) tonight I will post it here

That's the spirit!

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

ergherhdfgh
Imperial Academy
Amarr Empire
#13 - 2015-11-20 02:19:11 UTC
Isaac Armer wrote:

One more question, is it better to keep specializing? I have been following my typical MMO strategy (having been playing them since EQ1) and focusing 100% on one thing (I've yet to play an MMO where hybrid characters actually work), so for me, small lasers, armor tanking, and the support skills to back that up. Is it better to keep doing that, or branch out into other races/bigger ships? My current plan was to max out skills for amarr frigates and destroyers before moving on to something else. Is that a smart or stupid strategy?

Thanks for the help so far....off to buy a dozen more frigates. If I get a kill (or loss) tonight I will post it here

There is no right or wrong way to play this game. You can make anything work. The specialization that is pushed in other games in not needed here. That does not mean that you can't do it or that it is a bad idea to do so it's just something that would be less than ideal for the majority of people's playstyles or at least that is my opinion on it.

That being said small ships and weapons train much faster than medium and a lot more quickly than large. Also the support skills are the same for all ship sizes. Also worth noting that each level of a skill trains at 5 times the previous skill and each level of multiplier adds that many times more training. So higher level skills get exponentially longer to train.

So one thing that I recommend and seems to work for most players is to focus on small ships and work on your generic support skills early on. Then go bigger ( if you playstyle would benefit from it ) once you can fit T2 mods for most of the mods that you use regularly.

I tend to believe that options are far better than specialization in this game and tend to recommend that most new players train up all three racial frigate skills to 3 or 4 as well as the associated weapons skills. Then figure out which ships you fly the most and focus on skills that benefit your preferred playstyle the most. Keeping in mind that a 10 hour training time on a skill that you use sometimes is probably better than an 8 day skill that you use all the time

Of course it's all subjective and in the end you'll have to decide for yourself but that is why I recommend branching out so that you can see more stuff to decide from.

One more thing worth noting. To get good at this game you need personal skill and knowledge not skill points. To be good at PvP requires knowing the other ships and what their capabilities are and how they are typically fit and how they are typically flown. There probably is not a better way to learn that than to actually fly them yourself. So the experience that you gain from flying all four races will likely be more efficacious at helping you get more wins than getting "all level 5" at one ship.

Again this is all subjective so you need to make your own call on this.

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

ShahFluffers
Ice Fire Warriors
#14 - 2015-11-20 02:36:50 UTC  |  Edited by: ShahFluffers
Paranoid Loyd wrote:

Isaac Armer wrote:
One more question, is it better to keep specializing?

I have mixed feeling about this. Yes it is good to specialize so that you can be really good at one thing, on the other hand you are pigeon holeing yourself and don't experience the vast array of things to do in the game before you start forming your opinions and getting in a rut. I usually lean towards try everything on your first character and then when you have a good idea of direction either keep training your current toon or start a new one that is specifically focused.

I agree with Loyd on this.

If you specialize in a few things, you can quickly get a point where you can hold your own within that specialty.
Also, please note that here in EVE a "specialty" is not determined by what tier modules you use. It is determined by what tactic (and the equipment necessary to perform said tactic) you use.

However, like Loyd said, specializing limits your tactical options.

The GOOD NEWS is that specialties can generally be achieved within a small-ish time frame (ex. to have most of the skills necessary for most frigate specialties takes only a few months). After that, you will move on to a new specialty and gain new tactical options.

I personally did not specialize when I was a nubbin. This limited how effective I was doing stuff but it allowed me to do more stuff more quickly compared to a corpmate who specialized in frigates, then armor, then cruisers, then shields, then battlecruisers, etc (he continually kicked my ass in 1v1 battles... but he couldn't join or be terribly effective in some of our group operations because of the need for certain ship types and tactics).

Just remember that there is no such thing as a "wasted skillpoint." Sooner or later you are going to train a skill you originally did not have a use for... especially so if you play for more than a few years. Likewise, skills you train now may fall to the wayside because they just don't apply in your current situation.
Hasikan Miallok
Republic University
Minmatar Republic
#15 - 2015-11-20 04:04:38 UTC
The key thing to remember is there is no SP cap.

For exampl in other games if you train levels of "rogue" right now you can never ever maximise "wizard" later because there is a cap on how much XP/levels you can train and you "wasted" some on rogue.

In EVE it makes no difference what you train now as you can go back and maximize something else later at any time. There is no training cap.

This means specializing will only give your character a temporary advantage. It makes you better right now at that one thing you are focusing on. It does not make your character better long-term, as you will always be free to go back and "specialize" at any time you want.





Trevor Dalech
Nobody in Local
Of Sound Mind
#16 - 2015-11-20 07:13:57 UTC
Isaac Armer wrote:


One more question, is it better to keep specializing?


Specialize, but keep an open mind.

I have always followed a cycle where I first branch out, explore my options, choose one and specialize in it, then repeat and start branching out again.
For example, in my first few days playing eve I bought every single skill book I could train at that time and trained it to level one (at a few minutes per skill, this goes surprisingly quickly.) This allowed me to experiment with a large variety of fits and play styles, of which I eventually chose one (data/relic site exploration in a shield tanked heron with drones, those sites had rats back then) I then focussed my training on any skill which I felt benefitted this ship (and many other ships like it) in any way. I didn't focus in it 100% though, I liked doing other things as well (the corp I was in at the time dabbled in FW) so would occasionally train a skill which would benefit a condor or griffin as opposed to a heron. After a few months my heron was "done" and I started branching out again.

By now I have branched out often enough you rarely recognize my humble explorer roots anymore, although I still do regularly fly hacking frigs (developed a taste for magnates over herons though)
Cara Forelli
State War Academy
Caldari State
#17 - 2015-11-20 18:00:04 UTC
Isaac Armer wrote:
my hands were shaking hard enough I accidentally clicked the MTU again instead of his ship when he was in range

Welcome to EVE. This is why we play. Big smile

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

Titan's Lament

Cidanel Afuran
Grant Village
#18 - 2015-11-21 03:42:45 UTC  |  Edited by: Cidanel Afuran
Isaac Armer wrote:
Whoever said it earlier, I never thought to send him a message asking him for advice. That's a decent idea....


This is great advice. When I started, I learned more from people who killed me than anyone else. More often than not, we are more than happy to give advice to people willing to learn. Definitely reach out to anyone who kills you and ask what you could have done better
Tau Cabalander
Retirement Retreat
Working Stiffs
#19 - 2015-11-21 23:52:35 UTC
The reason the bittervets tell rookies to specialize, is because early-on if they don't, they get bored to tears quickly and quit.

If you have gone beyond being completely frustrated to the point of quitting, then yes, explore other options. Just don't dive-in head-first. Stick a toe in (train stuff to level 2 or 3 max, which takes about an hour), and see if you like the water.

Example (this is only an example):

With default attributes and no implants, i.e. the following can be trained in less time:
* Time to train all turrets and support skills to level 3: 11d 22h 1m 14s
* Time to train all missiles and support skills to level 3: 12d 22h 58m 20s
* Time to train all sub-capital ships to level 3: 17d 12h 41m 50s
Of course you'll want other skills for drones, tanking, rigs, etc., but this is all it takes to be reasonably useful in every T1 or faction ship.

When training, ask yourself, "Will another skill benefit me more NOW than this one?"

Only train level 5 if:
* It is a skill you personally consider indispensable.
* It is a prerequisite for something you really want, and will affect your current gameplay (not future gameplay).
* You want to specialize, at the price of less versatility.
* You have nothing else to train.

Example: I trained Launcher Rigging 5 for a fit that I really wanted to use. It is the only rigging skill I have at level 5. I won't bother to train the others until I need them, or run-out of other more important skills to train. Oh, and I no longer use that fit. Roll

Xanato Kaso wrote:
You seemed to miss the point of the post. I wasnt looking for advice, or a how to be a cookie cutter. I was looking to create an anecdotal thread of when you just throw your hands up and say "F**K it Im not waiting that long for a skill"
I don't find any skill I want, or need, and am ready for, to be too long to train. If you do, that's a hint you shouldn't be training it yet. Blink
Isaac Armer
The Soup Kitchen
#20 - 2015-12-07 19:38:00 UTC
A quick update for anyone in this thread.

I am still having a hard time finding actual people to shoot, but I have moved my home base to a more active part of the universe, so hopefully that helps. I am getting better at scanning, so I'm embarking on a noble quest to rid the universe of as many MTUs and mobile depots as I can until I get better at finding actual people to shoot.

Two questions,

1. Does anyone have advice on how to get people to actually shoot back at me in high sec?
2. Does anyone have any advice/suggestions on what to train? http://eveboard.com/pilot/Isaac_Armer, PW 9876
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