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Should I stay with one race ship line?

Author
Qwelas Tagus
Akimamur Industries
Incorporeal Conglomerate Society
#1 - 2015-12-03 10:01:19 UTC
I am focus on combat PvP and PvE (but im still new so mostly PvE).
Should I stay in one race tech line and progress in it so I get bigger ships, our should I reserch diferent race ships?
Exemple: I started with the Gallente race so I when for their ships, and I am at the point I can fly their cruisers, should I go to the battleships and carriers etc.. our should I focus on other races frigates, destroyers etc...
Also I get what ship Tech lvl is but is there a level 3, and when you refer to ships levels do people refer its tech level?

Thanks to everyone that is helping me understanding the game.

Also I dont have English as my main language so sorry my "Broken English".

Ralph King-Griffin
New Eden Tech Support
#2 - 2015-12-03 10:16:19 UTC
Cross train the different races,
early on I focused amarr and while that was great for me at the time I found that when I began PvP that often I was pigeon holed into certain roles.

Cross training will a) prevent this and b) give you a broader flavour of things you may enjoy.

I would however train drones up as almost every ship in the game uses them to some degree or another so sp put into drones will generally speaking always have some relivance
Do Little
Bluenose Trading
#3 - 2015-12-03 10:26:47 UTC
If you are interested in PVP you should probably focus on getting T2 versions of the ships you already fly. Do not neglect your support skills. Battlecruiser and Battleship are the normal progression but really, all they do is make you a bigger and slower target - and make it harder for you to hit targets - especially if your support skills are weak.

If you upgrade your drone and other support skills a Vexor will easily run level 3 missions. An Ishtar ( basically a T2 Vexor) can comfortably run level 4 missions. The mastery tab in the ship information app will tell you what skills you should have to fly the ship well. The certificates are generic and not a perfect fit for any given ship but level 3 mastery is a worthwhile ambition for any ship you intend to put in harms way. After that, you should understand your ships strengths and weaknesses well enough to pick specific skills to improve performance. The Vexor, in particular is also cheap - no tears if you lose one!

Eventually you will cross train into other races hulls but they will use the same support skills. There is no urgency for this. Gallente hulls like Tristan, Algos and Vexor are among the best in the game.
Azda Ja
Native Freshfood
Minmatar Republic
#4 - 2015-12-03 10:38:11 UTC  |  Edited by: Azda Ja
Every race has ships in every class that are useful in some situation or another. Gallente have a wide range of fantastic ships. The Thorax is vicious up close with blasters, pretty fast too so it can catch a lot of ships. It makes for a decent enough kiter too with the correct fitting. The Vexor, and it's Navy counterpart are pretty scary to fight too, they put out monstrous DPS for the price. Eventually you'll want to train into every race shipline because there are just so many useful hulls out there.

Now, when it comes to you and what you should train. You're flat out too young to be flying a Battleship, especially for PVP. PVE, maybe you can make it work in a few weeks, but it won't be that effective and it's a hefty investment for little payoff. Perhaps the mission runners here can give you advice on that. For pew pew though? Stick to frigates and destroyers at first. they're cheap and easy to skill into.

Absolutely do NOT fall into the 'bigger must be better' trap in this game. Someone like me or my friends will come along and show you otherwise.

Don't rush things, you're going to to need to get your 'core skills' up to a reasonable level (4 is perfectly viable, 5 takes forever) before you're ready for things like Battleships. I've been around for a year and a half, and can barely sit in a Tempest, let alone fly it well. I'm only just starting to finish up T1 cruiser skills (I can fly almost all of them at level 5), and getting into the T2 ones soon-ish.

Why do I say you're too young? Core skills. Skills that influence every ship in the game. You don't have them. Not yet anyway, but you'll need to get the fitting skills up to at least 4 soon (so you can fit a ship as best as possible). Things like Capacitor skills (Cap Management and Cap Systems Operation to 4 are great, I still don't have either to 5 and am doing alright). Navigation skills, going faster, being more agile, using less cap when running an MWD or Afterburner.

Here is a skill plan I followed when starting. The starting amount of SP has recently been changed, so it's a little out of date, but take a look through it. It will guide you through the basics, and how to set yourself up for combat in the short term:

http://blog.beyondreality.se/Newbie-skill-plan-2

Deviate to taste of course, but it's a good starting point.

Don't try and fly before you can stand. Start small and work your way up. It's a lot of fun, and what you learn early on in the small ships, will be indispensible when you get in to larger, more expensive, and difficult to use hulls. Good frigate pilots are rare, and they are without a doubt the most skilled pilots in the game IMO. Never, ever underestimate small cheap ships.

Grrr.

Solai
Doughfleet
Triglavian Outlaws and Sobornost Troika
#5 - 2015-12-03 11:14:23 UTC
Train whats useful to you right now, if it is convenient, and doesn't take long. lvl 1-3 skills, for example. It's nearly always better to get started on an activity now, rather than waiting around for SP that grants small bonuses for later.

However, once you're decently rounded in 'fitting skills' and have everything you need for your present activities, its a very good idea to take every race's frigates and cruisers to a low level. The sooner you can fly every cruiser/frigate, the sooner you will be able to always fly the right ship for the job at hand.

It's tempting to feel yourself particularly powerful in one ship or race that you've trained more extensively. It's tempting to shoehorn that skill set into a situation where something else is theoretically a better fit. In reality, taking the more appropriate ship, with low skills, is usually a better option than using what you happen to have SP in.

It's a balancing act, choosing skills to train. I often found that, unless I had a specific goal I needed to charge toward, then the skill that trains faster is the right skill to train, early on. If your current priority is to get into a battlecruiser, then stay on your present path, and get that one battlecruiser. Whatever allows you to be doing stuff now. But once you've hit that minimum-requirement milestone, I suggest training wide, not deep.
Xtreem
Knockaround Guys Inc.
#6 - 2015-12-03 11:39:07 UTC
Stick to a loose path, ie look at a whole race ships and see which has the most you like and start there as then you can fly a solid fleet of ships then cross train more once you have your core enjoyable ships done, then you can fly about having fun while you train the others.
With eve it's not if you can fly something just when as given time you can fly them all, it's a nice feeling when you know you see a new doctrine or something flag up and know you have the skills to fly them all regardless of what the requirements are.
ergherhdfgh
Imperial Academy
Amarr Empire
#7 - 2015-12-03 11:48:14 UTC
To me asking if you should focus on one race when you don't even know what you like and what's available seems a bit backwards.

Each level of a skill takes 5 time longer than the previous to train, maxing out at 5. Low level skills don't take long. So I usually recommend that new players stay general and try out different races and combat styles. Once you've found your playstyle you can focus on what you use most.

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

Francis Raven
GeoCorp.
The Initiative.
#8 - 2015-12-03 12:56:23 UTC  |  Edited by: Francis Raven
What do you want to get into?

PVP SOLO? I would stick with Gallente ships since you started with it. They have strong solo options.
PVP Group? I would crosstrain and get into the T2 counterparts of Frigates and Cruisers. Otherwise as mentioned before, you might not get group invites to certain roams if you cant fly a certain ship. Join a corporation and ask them about their usual fittings, that might give you a path of what to train next.

PVE Missions? Just go up to battleships asap, then start crosstraining. Frigates and Cruisers can only really run lvl 1 and 2 missions optimally (baring the T2 counterparts). Those missions have crappy rewards. Get to level 3 and 4 asap (Uses battlecruisers and battleships, respectively).

Exploration? Get into an exploration frigate and cruiser. That is the Astero and Stratios, which are Gallente/Amarr mixed faction frigates from the Sisters of Eve faction. In the meantime, stick with your Gallente exploring ship.

Wormholes? I personally like T3 cruisers (Tengu) for wormhole exploration. I dont know how viable the gallente version, Proteus, holds up in WH space. Someone else could provide more info on this topic than I would.

Industry/Mining? Just follow the ORE path, and get into a Skiff asap.



Hope this helps somewhat. There are sometimes exceptions based on who you're flying with, and what you want to achieve as a group.

Fitting Skills
Also stated above, but do not neglect your fitting skills. Make sure you have a T2 tank (for Gallente that usually means T2 armor hardeners), then make sure you have decent cap skills and weapon skills (hybrid turrets/drone skills)

ExDominion | Nullsec Corporation | Website | Forums | Established Nov. 2015 |

Memphis Baas
#9 - 2015-12-03 13:33:00 UTC
It does depend on what you want to do.

For PVE (missions), each race is matched to its "pirates"; Gallente agents, for example, will mostly send you to kill enemies that are vulnerable to Thermal/Kinetic damage (the type of damage that hybrid guns do). So basically you can easily win missions with any race's ships, and you can stay with one race if PVE missions is all you want to do.

Otherwise, the ships of each race have the following characteristics, and as you can see there's some common ground that may make it easier to train another race's ships if you already have one race:

- Gallente - hybrid weapons (typically short range blasters), and drones, armor defenses.
- Caldari - hybrid weapons (typically long range railguns), missiles, shield defenses.
- Amarr - laser weapons, drones, armor defenses.
- Minmatar - projectile weapons, missiles, some ships use armor and some use shields, depending on slot layout.

In addition, there are "faction ships" that are better than the regular T1 ships, but require you to have the skills for 2 races.

On the other hand, each race has similar ship lineups that can do similar tasks. The basic DPS role is covered, as is tanking / defense. The types of ewar (jamming) are different though, with ECM being the current favorite, because it totally disables the enemy (if you can't target you can't do damage... it's like a hard stun in other MMO's). However, CCP is working on rebalancing the types of ewar jamming, so things may change.

The biggest difference happens when you look at T2 recon cruisers; these ships are popular in PVP because they can each project a particular form of ewar jamming over a LONG range. For example, Arazu can warp disrupt from some 60 km away, which is much better than the typical 20 km you can get from any other ship.

Another difference is logistics (remote repair = "healer") cruisers; when a fleet is formed, the fleet commander (FC) will want either armor or shields for his entire fleet (to make things easier), so he'll want either armor or shield repair (but not both), so it depends which race logi you have trained.

So, considering everything, if you're going to PVE, Gallente ships are extremely versatile and you can just load the drone types that you need and customize the damage, so they're sufficient. For PVP, however, it will depend on what your corp mates need: what type of jamming, what type of remote repair, etc. You will very likely end up with multiple races by the time you train for T2 Cruisers (they are so useful in PVP), but at the same time right now you have to prioritize some support and weapon skills. Right now it's better to be able to fly just Gallente, but hard-hitting Gallente because you have high gun and drone skills and can put out nasty DPS, than theoretically being able to fly all ships but with no weapons for any of them.

So my recommendation is, go for good DPS and defenses for Gallente ships right now, and plan to open up more ship lines later. This game is long term, you'll have plenty of time.
Memphis Baas
#10 - 2015-12-03 14:27:19 UTC
Module Tech Levels:

T1 - basic modules, with minimal fitting requirements. Example: 125mm Railgun I. Manufactured in bulk by players.

"Meta" levels - improved performance, but with the same fitting requirements as T1. Example: 125mm Compressed Coil Gun I. These drop as loot from various NPCs, so they are sometimes rare.

T2 - improved performance, but require higher levels of skills trained. Example: 125mm Railgun II. Manufactured by players, but the manufacturing process requires salvaged materials and limited-run blueprints. T2 is currently the standard for PVP fights.


Ship Tech Levels:
Unlike module tech levels, where you just have better performance, ship tech levels offer different specialized roles:

T1 - regular ships; recently rebalanced to be better / nastier / tougher. Typically you fit these with T2 weapons and modules, if you can, and each ship has some bonuses listed in its description, which indicate the purpose for that ship. Most ships are suited for DPS, typically with 2 weapon types (hybrids and drones for example), but some are suited for ewar, remote repairs, probe scans, etc. These ships are very popular because they are cheap and versatile (can be fitted for most situations).

T2 - super-specialized ships. These ships are actually listed separately in categories on the Market, and are specialized to do 1 thing very well. They have "bonuses" and abilities listed in the ship description that are beyond what you can accomplish by fitting T1 ships with T2 modules. Cov-ops ships, for example, are the only ships that can fit the cov-ops cloaking device, allowing them to fly around invisible: you have cov-ops scout frigates, stealth bombers, cov-ops recon cruisers (long range jamming), and cov-ops battleships that can jump-bridge a whole covert fleet into enemy territory for stealth operations. These ships are very popular for group PVP, where a fleet can be formed with pilots having different roles for the win.

T3 - multi-purpose ships. Recently added to the game, these ships can either transform between DPS mode, Tank mode, or a special purpose mode while in flight, or the pilots can re-assemble them in-station from sub-components (hull, engines, etc.) and thus pick special characteristics (immunity to warp jamming, increased probing strength, etc). These ships are somewhat experimental and typically expensive, but you can get T2 levels of performance out of them, along with various immunities that are desirable. The basic idea behind the ships is to provide a "can do everything" platform to people who may be stuck or operating in wormhole space, far, far away from stations with ships for sale or re-fitting services.

Capital Ships - large ships, intended for groups. These ships are currently in the process of being re-imagined. Initially, they were the only ships that could put out enough damage to take out the space structures and outposts that are used in 0.0, but currently CCP is re-designing that aspect of the game. These ships are horribly expensive, and as a result require maxed out skills that can take years to develop (because you can't afford to lose your ship because you didn't have that last 5% shields, for example). In addition, they move by jumping, and you need to have friends (or many alts) to provide cyno-beacons to jump to. Finally, the big ones (super-carriers and titans) can only be built in 0.0 space, over 3-6 months, and the building facility must be defended if attacked. As a result of all these issues, they are typically only flown by large 0.0 alliances, and they are only applied to large-scale wars where outposts must be destroyed and territory must be taken.
Ginnie
Doomheim
#11 - 2015-12-03 20:19:58 UTC
Haha. Personally, I am a purist. My main is Amarr and only flies Amarr. It has worked out well for me. I do, however, supplement my damage type with different types of drones:

Amarr - EM
Caldari - Kin
Gallente - Therm
Minmatar - Exp

Also, to be entirely fair, the Tech 2 frigates and cruisers are specialized in turrets or missiles (e.g. Zealot for energy turrets and the Sacrilege for missiles). If you are concerned about damage types.

Lastly, pirate ships do require cross training, which I do not have, but I find the Navy versions work just fine for level 4s.

It sounds plausible enough tonight, but wait until tomorrow. Wait for the common sense of the morning.

Tipa Riot
Federal Navy Academy
Gallente Federation
#12 - 2015-12-03 20:35:19 UTC
Just pick the best ships for the purpose you want to achieve and focus train on that. So I started with the Tristan, then Corax, then Drake, then Raven ... switched back to Tristan as my first PvP ship, then Hawk, Enyo, Taranis, Thorax ... cross trained every T1 ship to lvl3 plus their weapon system to be able to use it, then focussed on maxing out my frig skills, bombers, cov ops, other ceptors, assault frigs ... finally training Minmatar destroyer to V to get into Sabre and Svipul. Now I'm on a one year training to complete my core and support skills, before I eventually train ships again next year.

After 2 years I fly almost exclusively frigs, destroyers or cruisers. Bigger stuff is not fun, if you are used to zip around in an interceptor ...

I'm my own NPC alt.

Tau Cabalander
Retirement Retreat
Working Stiffs
#13 - 2015-12-03 21:33:25 UTC  |  Edited by: Tau Cabalander
You can train all races of ships and weapons to level 3 in under 45 days.

* All T1, Navy & Pirate Frigates, their weapons, and weapon support skills.
* All T1, Navy & Pirate Destroyers, their weapons, and weapon support skills.
* All T1, Navy & Pirate Cruisers, their weapons, and weapon support skills.
* All T1, Navy & Pirate Battlecruisers, their weapons, and weapon support skills.
* All T1, Navy & Pirate Battleships, their weapons, and weapon support skills.

That's a lot of ships.
Memphis Baas
#14 - 2015-12-03 21:56:49 UTC
In other MMO's you build multiple characters if you want tank, healer, dps, aoe dps, crafting etc.

In this game, each ship IS a role, so with one character you can have the equivalent of tank, healer, dps, crowd control, scouting, industry, trader, etc., as long as you've trained to be able to fly the ships that specialize in those roles. Training one ship + its weaponry and modules takes less than 2 months. Training multiple ships can take 6 months - 2 years (depending on how many), but basically you're building an account-full of different roles that you can take, all in a single character.

This is basically how the game is structured. At any point in time you're only flying one ship, so only a subset of all your skills apply to that ship. Which means the new guy (who can only fly that one ship) can be competitive enough to take even a veteran out in a 1-vs-1 duel. The veteran, though, has the advantage of a wide range of choices when trying to answer the question "what do I want to do today?"

At that point, intel becomes important: is my spy telling me the enemy is flying a Gallente ship? Then I'll need a way to deal with drones, so maybe I'll install smartbombs. Also, resistances to Thermal and Kinetic, if he shoots me with the typical Gallente hybrid weapons. If I want to jam him, I'll have to use magnetometric ECM jammers, cause that's what the Gallente sensors are on all their ships. And so on.
Chainsaw Plankton
FaDoyToy
#15 - 2015-12-03 23:32:25 UTC
I'd say try out a few different things, then pick one you like and specialize in that. My plan was to specialize in caldari and I did caldari frigates first, and then moved on to amarr cruisers, because I learned more about the game and changed my mind about where my initial choice was taking me.

@ChainsawPlankto on twitter

Dirk Magnum
Spearhead Endeavors
#16 - 2015-12-04 03:47:53 UTC  |  Edited by: Dirk Magnum
Additionally, if you think you have some idea of what kind of corp you want to fly with, think about what their popular doctrines are or the prevailing PvP/Incursion/WH metas (or what they will be, if ship rebalances are inbound.)

                      "LIVE FAST DIE." - traditional Minmatar ethos [citation needed]

Hasikan Miallok
Republic University
Minmatar Republic
#17 - 2015-12-04 04:21:49 UTC
Choose the Titan you like and stick to that race.

OR choose Jove and Polaris Frigates.

OR move to null because no-one cares.

More seriously - its just a role play thing, even in Faction War you can fight for one faction and fly the opposing factions ships. Basically capsuleers are meant to be a force onto themselves and somewhat entitled and sociopathic and only support one of the empire factions if it happens to suit them.

Lulu Lunette
Savage Moon Society
#18 - 2015-12-04 06:36:43 UTC
Tau Cabalander wrote:
You can train all races of ships and weapons to level 3 in under 45 days.

* All T1, Navy & Pirate Frigates, their weapons, and weapon support skills.
* All T1, Navy & Pirate Destroyers, their weapons, and weapon support skills.
* All T1, Navy & Pirate Cruisers, their weapons, and weapon support skills.
* All T1, Navy & Pirate Battlecruisers, their weapons, and weapon support skills.
* All T1, Navy & Pirate Battleships, their weapons, and weapon support skills.

That's a lot of ships.


THIS

This is pretty much what I did.

@lunettelulu7

Sabriz Adoudel
Move along there is nothing here
#19 - 2015-12-04 12:34:19 UTC
I recommend trying everything shipswise, finding what you like flying, and then training in a more focused way in that ship type.

I experimented as a newbie with the Catalyst (Gallente blaster destroyer) and Vexor (Gallente drone cruiser) and liked the Vexor, so then experimented with similar ships - the Myrmidon (Gallente drone battlecruiser) and the Dominix (Gallente drone battleship).

Decided the Vexor was my favorite, so I trained into its tech 2 version (the Ishtar) and became quite specialized in it.

In time I branched out, and my favorite ships now are the Catalyst and Vexor (for suicide ganking in highsec), the Ares (Gallente T2 frigate that's superfast and fragile with terrible guns), and the Kronos (very expensive Gallente tech 2 battleship) and the Rattlesnake (Gallente/Caldari hybrid drone/missile boat) for shooting large targets.

Your mileage may vary, so try a bunch of stuff, tell us what you've liked AND disliked, and ask for advice again.

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

ergherhdfgh
Imperial Academy
Amarr Empire
#20 - 2015-12-04 13:39:07 UTC
I want to reiterate something that has been eluded to here already.

Large ships and their weapons system take a long time to train. Also due to the signature radius and tracking mechanics large ships can suffer more from low support skills.

Also most skills are skills that are shared across all or most ships ( typically referred to as support skills or base skills or generic skills ). As a result you are typically better off sticking to small and medium ships and not moving on to large ships until you have good support skills.

Eve is not a min/max game. You can do stuff effectively with low skills. So don't get caught in the "bigger is better" or "must get to max level and get decked out in best in slot" gear mindset. I did this early on as well as lots of other players coming from other MMOs. Eve is a very different MMO and if you open your mind and try to learn the game you'll do much better than if you try to play eve the same way that you would any of the MMOs in the level cap genre.

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

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