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Newbie Trying to Figure out PvP Combat

Author
Hunter Sitahr
Doomheim
#1 - 2016-12-03 05:34:55 UTC
Hello everyone,

So, I'm a brand, brand new player, and I have some questions about PvP combat. When I was little, my Dad bought the Game Escape Velocity Nova (I'm sure some of you older vets know what that is), and I had tons of fun running around on suicide missions blowing people up, and I really want to learn how to blow people up with proficiency in EVE (preferably without the suicide part, at least most of the time). However, there are some things that I haven't been quite able to figure out.

First off, how important is training a plethora of skills compared to acquiring heavier hardware? I didn't really pay all that much attention to skill training when I first started (I've been keeping up with the necessary skills as I progress, but I've been treating them as more of a necessary evil in order to operate the ships and modules I want to use), but once I began to read more it seemed like many of the experienced players were implying that skill training is the be-all-end-all of gameplay. Is this true? If so, what's a good way to go about acquiring useful combat skills (I'm playing alpha as a Gallente)? Also, what are these clone upgrades I keep hearing about? Are they available to alpha players? Are they important for skill training?

Second, how much does ship size actually matter? I've heard a few vets say that it actually doesn't matter much, and I've seen obviously experienced players in-game flying around in little dinky combat ships. I've heard people suggest using frigates and destroyers in PvP combat scenarios. However, when I look at the attributes and fitting capabilities of larger ships as I travel around in the game (I'm become quite attached to the little info button), the numbers are overwhelming. There are battleships flying around with HP levels that dwarf my Catalyst Destroyer by a factor of 100 (and I haven't even laid eyes on a capital ship or a dreadnought so far), and massive clusters of turrets that are dealing 600+ DPS (and, again, those are only the ones I've run across). How in the world is, say, a Tristan Frigate with a couple 125mm railguns supposed to do anything to a ship like that? The same goes for destroyers and standard cruisers; it just seems like there's way too much firepower to compete with. Do you guys really run combat missions in destroyer-sized vessels? If so, why, and how can I learn to work effectively with smaller ships? If not, is there any hope for an alpha player who can't go beyond cruisers to make a career out of warfare?

Third, how do fleets work exactly? Do they last for weeks, days, hours? Is factional warfare usually done in fleets? Will any serious fleet actually be interested in players with smaller vessels? Is flying with a fleet significantly safer than flying solo?

Fourth, is factional warfare actually profitable? It seems to me like EVE is heavily focused on industrial economics, and I get the impression that mining, manufacturing, and trading are the source of most players' wealth. Can PvP combat actually be lucrative, or must it be supplemented by frequent involvement in other sectors of gameplay to be financially sustainable?

Fifth and finally, do you all have any general tips on how to maximize the potential of ships while fitting them? I just recently purchased a Vexor, and I sat down for hours looking at different drone types and modules, comparing prices and attributes. I did a lot of reading and a lot of math, and I ultimately decided to fit it with x4 200mm Railguns, a Stasis Webifier I, a 10MN afterburner, a Drone Navigation Computer I, a Drone Damage Modifier I, x2 Small armor repairers, x2 400mm Crystaline Armor Plates (or something like that; don't remember the name exactly, but the armor bonus was +1,100 HP), and Hammerhead drones (I still have one medium power slot opened, but my CPU is almost maxed out). I wanted a durable ship with fast drones that deal high DPS, and decent guns to back them up (I heard a story from a friendly vet about a time he and some of his buddies scrapped a Vexor user who was using only drones for DPS and couldn't protect them, so I figured trying to turn the ship into a full-on drone carrier might backfire). The ship will likely be incredibly slow (although I still don't know the degree to which mass affects maximum velocity; speaking from a physics standpoint, it should only actually affect acceleration, but I still don't understand it quite yet), but I thought that was a worthwhile sacrifice for increased toughness. Any advice for a newbie stumbling in the dark?

I realize I just spat at least a dozen questions at you, so don't feel like you have to answer them all. I would appreciate any help you can give me.
ergherhdfgh
Imperial Academy
Amarr Empire
#2 - 2016-12-03 07:54:26 UTC
I'm not a PvPer so take everything that I say with that in mind. That being said I will pass on my understanding of the base mechanics that apply and provide a few links when I can.

Your knowledge of the game and your experience level are far more important than your character's skills. However of course skills do make a difference. If you are consistently loosing by a few percent of hull on your opponents then some skill ups here and there would probably help but if you are just getting destroyed you just need to learn the game.

There used to be a saying years ago that the best way to learn PvP was to buy 100 Rifters and commit to loosing them all in a weekend. The point being that to learn PvP in this game you need to loose some ships to gain experience. I think what separates Eve from other games is that in other games with re-spawn mechanics you can just keep trying until you get good and in Eve losses hurt more and it's not so easy to just shrug them off, emotionally speaking.

https://www.youtube.com/watch?v=de1hwoFYA_k&t=534s

That is a video of an experienced vet on a days old alt before alpha clones even existed. He has very low skill points during the making of this video and still goes around and scores several victories against much older characters in much more expensive ships. I linked that as a proof of concept that it is about learning the game.

Eve is more about match ups and counters. Bigger is not always better in this game. As a small fast frigate you can "get under the guns" of much bigger and higher EHP ships to a point where they can not do any damage to you at all. So ship size can actually work against you and there are situations where a cheap frigate could take out an expensive battleship.

With regards to the match ups and counters it goes back to learning the game so that you know not only what your ship is capable of but what your opponent's is capable of not only so that you know who you have a chance against and who you don't but also know how to fly your ship to make the most of your strengths and their weaknesses.

https://www.youtube.com/watch?v=WT8VqVcLDqc&t=72s

That is the famous spiralling and tracking video put out by Agony Unleashed a few years back where they explain the tracking mechanics and how a smaller ship can get under the guns of a larger ship.

As far as fleets there are all different kinds. Where I live in null sec we always have standing defense fleets. At times people will get offensive fleets to go out on roams. There are public NPSI fleets and just anything you can think of. People joining in and dropping out happens all the time and the fleet just adjust to what they have but each fleet is different. You just need to find one that suits your playstyle. What sets Eve apart in that regard is that there are no structured mechanics for making it happen. There are no queueable fleets and there is no structured PvP. Your fleet of 10 could engage what you think is a fleet of 5 only for them to have 20 more jump into system unexpectedly to turn the numbers back in their favor.

So you have to go out and find the pilots to fly with and pick what you want to get involved with. It's up to you to find fleets doing what you want to do.

As far as FW being profitable several people have said in here before that it is and there are plenty of videos on youtube that show you how to make isk at FW. I've not tried it but am passing on third hand info on this.

For your fifth point I'll just say that to know how to fit a ship you need to have an idea what you plan on doing with it and who you think that you might be going up against. There are definitely generic fits that work well in most situations but you have to understand what your ship is capable of so you know not only who to engage and who not to but how to engage them. How you would fit and fly a ship if you were planning on going out and looking for a solo fight and how you would fit a ship if you were looking to be bait and just sucker someone into engaging and lasting long enough until the rest of your fleet arrives for example will be totally different.

In my opinion if you don't worry about winning and loosing and focus more on gaining experience and learning then you will eventually get good and the wins will come. If you focus on trying to win right off the bat I think that you will probably struggle. This is why most new players learn by being in fleet with more experienced players. A lot of newbie friendly null sec Alliances will even give free ships or have SRPs ( Ship Replacement Policies ) so that you learn without having to invest too much of your own isk or even have to worry about what to fly or how to fit it. You just join fleet and grab a ship.

I am sure others will come by with more combat specific advice but I figured I'd throw out the more general mechanics of Eve info here.

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

Venkhar Krard
Republic Military School
Minmatar Republic
#3 - 2016-12-03 09:45:19 UTC  |  Edited by: Venkhar Krard
Oh my, that's a lot of questions :)

Bigger ships need a lot of time to lock something, they fly slower, warp slower and need much more time to get into warp. They mostly also have weapons that CAN have problems with hitting smaller targets or applying full damage to them.

The HP and damage numbers also aren't that different. A navy cruiser fit for damage will have about 500 dps, and a BS about 1000 dps (which he can have problems applying to smaller targets), cruisers fit for pvp can have about 30k HP, and a BS about 100k HP (but they mostly can't mitigate damage taken by speed or small size).

PVP in EVE is complicated, the enemy can decide not to engage you when your ship looks to strong (which is easy, when you need ages to lock them and can't really chase them down because you are to slow) or they can wait until they have higher numbers and just swarm you, and you will have problems running away and avoiding that fight... cause you are to slow and not agile enough.

The smaller your ship the easier it is to choose fights you want to take and run away when the odds are against you.

And no, you can't really make money out of most PVP in eve. In Factional Warfare you aren't really making money out of the pvp, there is an additional mechanic which lets you gain loyality points that you can exchange for things to sell.
Smoole
Sebiestor Tribe
Minmatar Republic
#4 - 2016-12-03 09:49:37 UTC
Come join RVB and learn about pvp and fleets in a friendly anf fun environment.

https://rvbeve.com/forums/index.php?/portal/

Cheers,

Smoole
Gully Alex Foyle
The Scope
Gallente Federation
#5 - 2016-12-03 09:50:51 UTC
Hi there, welcome to EVE!

1. Skills > hardware. Skills give bonuses to all kinds of attributes (speed, damage, tank, etc.). Better to fly a ship for which you have all or most skills trained to 4 or 5 than flying a 'better' ship you haven't got skills for. Alpha clones have a limit to skills they can train/use, you need to upgrade to a paid account ('omega clone') to max out skills.

2. Broadly speaking, bigger ships have much stronger defense and higher damage (defense goes up quicker than damage) but are slower, less maneuverable and don't hit small ships well. In your example, a single Tristan against a single battleship would probably result in a stalmate: Tristan not enough dmg to hurt the bs, bs not enough maneuverability and gun tracking (accuracy) to hit the Tristan. As a general rule, people tend to fly smaller ships in casual pvp because losses cost much less and it's easier to maneuver to pick and choose your target (choosing to engage a small ship and avoiding a big one). If you fly a battleship solo, typically many players will gang up to kill you because you're a high-value target with poor evasion abilities.

3. Fleets last as much as the players want. Typically an hour or two for a casual roam with friends. FW is both fleets and solo. Flying with a fleet is hugely safer than flying solo, though solo PVP is extremely fun - just expect to die a lot! 'Serious' fleets often have smaller ships for scouting, tackle, cheap EWAR, etc. People do all-frigate or all-destroyer fleets all the time, too.

4. FW is a great way of combining PVP+money making. In FW you enter 'complexes' in space and try to win them over to your faction. To do this, you just have to stay within 30km of a beacon for 10-30 minutes, depending on the 'class' of the complex. While you're sitting there, people will come and try to fight you. If you succeed, you get loyalty points with which you can buy 'exclusive' gear and re-sell it. Typically a 'novice complex' (frigs only allowed) will give you 10.000 LP, with which you can get gear worth around 15M ISK. Not bad for 10 minutes work!

5. Ship fitting is extremely complex and deep. Both art and science, imo. Best way to learn PVP fitting is to focus on one ship type, fit it the best you can, go out and fight, die. Then back to the drawing board to improve fit based on what actually happened in combat.

Fly fun!

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

gfldex
#6 - 2016-12-03 13:35:02 UTC
Venkhar Krard wrote:
And no, you can't really make money out of most PVP in eve.


That is clearly wrong as the GHSC has shown nicely.

If you take all the sand out of the box, only the cat poo will remain.

Memphis Baas
#7 - 2016-12-03 14:32:14 UTC  |  Edited by: Memphis Baas
Skills are important; actually anything that gives you a bonus is important. You get small bonuses from skills, from the ship traits, from modules, rigs, overheating, fleet boosts, and they compound multiplicatively. Bit of math as an example:

Let's say you get the following bonuses:

5% extra damage from using 125mm Carbide Railgun I instead of the basic 125mm Railgun I
2% / skill level to your guns' rate of fire from Gunnery
4% / skill level from Rapid Firing
5% / level to your guns' damage from Small Hybrid Turret
3% / level from Surgical Strike
You're flying an Incursus frigate which has 5% bonus to Railgun damage per level of the skill Gallente Frigates
You install a Magnetic Field Stabilizer in the frigate which has a 7% bonus to railgun damage and 8% to rate of fire

So, with the skills trained to 2, you get the following DPS bonuses:

1.05 * 1.04 * 1.08 * 1.10 * 1.06 * 1.10 * 1.07 * 1.08 = 1.75 = 75% bonus. Note how small 5% bonuses have compounded into almost double the DPS; this is how EVE works.

With the skills trained to 4, you get:

1.05 * 1.08 * 1.16 * 1.20 * 1.12 * 1.20 * 1.07 * 1.08 = 2.45 = 145% bonus on top of the base 100% that you'd normally get. So training a bunch of skills for measly 5% bonus from each, will double your effectiveness, and that's just for DPS. Imagine double effectiveness for armor, for speed, for how fast you target, etc., you just become better and better.

To counter this, the skills are limited to 5 squares, and each time it takes 10x as long to train the next square. So, get into your ship and go fighting when you have your skills at 2, work on getting them to 3, and eventually as you get to the bigger ships it will make sense to take the skills to 4, so you get performance out of these bigger more expensive ships. Most of the time, spending days/month to train skills to 5 doesn't make sense, but there are some skills that are so critical that you need to take them to 5.

For example: Power Grid Management and CPU Management are just about the only skills that can increase the power grid and CPU of your ships. And without powergrid or CPU, you can't plug in the big weapons and serious armor/shield defenses, regardless of how many slots you have empty on the ship.

As far as fitting ships, it's a complex topic. It's basically the meat of the game; EVE is not a dogfight simulator, it's a strategy game. You fit your ship and you undock to fight; if you fitted correctly for the situation, you win, if you didn't, you lose.

Here are some good guides on the subject:
Jester's Trek Guide
EVE University fitting guidelines
Red vs. Blue Fitting
Hunter Sitahr
Doomheim
#8 - 2016-12-03 15:08:53 UTC
Wow, thanks everybody! That was very helpful.

Quote:
In your example, a single Tristan against a single battleship would probably result in a stalmate: Tristan not enough dmg to hurt the bs, bs not enough maneuverability and gun tracking (accuracy) to hit the Tristan.


That's mind blowing. What, might I ask, is the point of spending hundreds of millions of ISK purchasing and fitting more expensive ships if frigates and destroyers are just as effective in combat? Are Battleships excellent fleet supporters or something along those lines?


Quote:
"With the skills trained to 4, you get:

1.05 * 1.08 * 1.16 * 1.20 * 1.12 * 1.20 * 1.07 * 1.08 = 2.45 = 145% bonus on top of the base 100% that you'd normally get. So training a bunch of skills for measly 5% bonus from each, will double your effectiveness, and that's just for DPS. Imagine double effectiveness for armor, for speed, for how fast you target, etc., you just become better and better."


That's incredible. So, I take it that the key to success here is knowledge? Figure out what you want to do, then try and fail until you learn exactly how it should be done? It sounds like, from this, an experienced player in a combat frigate could easily outgun a newbie in a cruiser if they tried.

Quote:
The HP and damage numbers also aren't that different. A navy cruiser fit for damage will have about 500 dps, and a BS about 1000 dps (which he can have problems applying to smaller targets), cruisers fit for pvp can have about 30k HP, and a BS about 100k HP (but they mostly can't mitigate damage taken by speed or small size).


30,000 HP for a cruiser? Wow. Do you mean a Battlecruiser or some kind of strategic or faction cruiser, or just a standard one? How can I learn to armor something that heavily (the Vexor I'm flying right now only has around 7,300 HP, and that's with multiple 400mm plates fitted).

Iria Ahrens
Space Perverts and Forum Pirates
#9 - 2016-12-03 15:46:01 UTC  |  Edited by: Iria Ahrens
Hunter Sitahr wrote:


That's mind blowing. What, might I ask, is the point of spending hundreds of millions of ISK purchasing and fitting more expensive ships if frigates and destroyers are just as effective in combat? Are Battleships excellent fleet supporters or something along those lines?


Well, a tristan that was specifically fit to beat a BS would bring a neut. Once the BS cap fails, it's just a matter of time before the tristan blows it up. Eve is all about paper-rock-scissors. Every ship has a counter-fit. The BS could also fit a neut to limit the frigates. Then the frigate could fit a nos to counter the neut. Then the BS could fit a smart bomb to push the frigate away...

If the enemy had time to scout out your ship and fit specifically to kill it, then you're probably dead. BS are great for long range battles in excess of 100km. BS have a lot of DPS so they are mainly for fighting larger ships. But a BS can make short work of frigates and cruisers if fleetmates tackle the other ships. This is why newbie tacklers are wanted in established corps. This sorta mimics RL too, where Carriers and Battleships didn't sail solo, they sailed as the core of a fleet, supported by frigates, cruisers, destroyers, and logistics ships.

Quote:


That's incredible. So, I take it that the key to success here is knowledge? Figure out what you want to do, then try and fail until you learn exactly how it should be done? It sounds like, from this, an experienced player in a combat frigate could easily outgun a newbie in a cruiser if they tried.


An experienced player in a corvette can outgun(not easily) a newbie in a battlecruiser. It has been done. A lot of experience is technique, but a lot of experience is knowledge. Looking at a ship and knowing automatically whether it has a hole that can be exploited. Knowing that a given ship will most likely be fit in a few given ways. And of course, comparing that ship to your own and deciding whether to attack or withdraw.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Hunter Sitahr
Doomheim
#10 - 2016-12-03 18:01:08 UTC
Technique and knowledge; got it. Is there some easily accessible resource I can use for learning the basics of ship types and common modules, to get an idea of what fits work best against others?
ShahFluffers
Ice Fire Warriors
#11 - 2016-12-03 18:32:14 UTC  |  Edited by: ShahFluffers
Hunter Sitahr wrote:
What, might I ask, is the point of spending hundreds of millions of ISK purchasing and fitting more expensive ships if frigates and destroyers are just as effective in combat? Are Battleships excellent fleet supporters or something along those lines?

As a general rule, bigger ships tend to become MUCH more powerful when teamwork and "synergy" is involved.

A 10 person battleship gang supported by 2+ Logististics ships (see: healers) is basically a "wrecking ball" that can easily take on 20+ person "kitchen sink" fleets (see: random collection of ships with no "synergy" between them).

People use battleships when attacking a "fixed asset" like a structure.

Quote:
So, I take it that the key to success here is knowledge? Figure out what you want to do, then try and fail until you learn exactly how it should be done? It sounds like, from this, an experienced player in a combat frigate could easily outgun a newbie in a cruiser if they tried.

Correct. But there are catches.

Some ships are better at engaging certain classes or types of ships than others due to their primary weapon systems, tank, speed, etc.

For example:

If a person in a Tristan engaged an Omen (Amarr cruiser) then the odds will be stacked in the Tristan's favor.
The Omen uses laser turrets which tend to have issues applying damage at very close range.

However, if a Tristan engaged a Vexor (Gallente cruiser) then the odds will be stacked more in the Vexor's favor.
The Vexor uses drones as its primary weapon and drones (especially Light drones) excel at applying damage on smaller ships.

Quote:
30,000 HP for a cruiser? Wow. Do you mean a Battlecruiser or some kind of strategic or faction cruiser, or just a standard one? How can I learn to armor something that heavily (the Vexor I'm flying right now only has around 7,300 HP, and that's with multiple 400mm plates fitted).

Three things:

1. "30,000 hitpoints" is a little misleading. It is referring to effective hitpoints, not raw hitpoints.
What is the difference?

Effective hitpoints (EHP) is the raw shield, armor, and hull HP values combined with damage resistances.

For example: say you have a combined 10,000 HP between shields, armor, and hull. Add 33% resistance to all types of damage on all defense levels and you will have an EHP value of 30,000.


2. 400mm plates will not give you much in the way of HP.... even if you fit multiple ones. You will want to look at 800mm plates at a minimum. And you will only want to fit ONE at a time (because they add weight to the ship and slow it down).
The rest of your low slots should be filled with things that increase your damage resistances and/or modules that increase your damage dealing abilities.

Something like this:

[Low Slots]
Damage Control I
Energized Adaptive Nano Membrane I
Energized Adaptive Nano Membrane I
800mm Steel Plates I
Drone Damage Amplifier I

On a Vexor, with no skills applied, you should have about 14,000 effective hitpoints.

Trade the 800mm plate for a 1600mm plate (which is common) and you can increase that to 22,000 effective hitpoints.
But bear in mind that such a large plate will consume much of your ship resources (especially powergrid), leaving little for anything else, and make your ship VERY slow.
It is all about tradeoffs here.



3. Like everything else in EVE, modules that add raw HP (like plates) are situational. There are times where you may want to toss all armor plates and focus on repairing damage with armor repairers / shield boosters (depending on the ship you are flying).
ergherhdfgh
Imperial Academy
Amarr Empire
#12 - 2016-12-03 18:45:52 UTC
Lot of great advice in here so far.

Hunter Sitahr wrote:

That's mind blowing. What, might I ask, is the point of spending hundreds of millions of ISK purchasing and fitting more expensive ships if frigates and destroyers are just as effective in combat? Are Battleships excellent fleet supporters or something along those lines?

Battleships are great for PvE Your ability to earn isk is pretty much directly related to your ability to land actual received damage on your targets. The DPS and range of a BS works great against dumb NPCs that will fly strait at you when you are outside their range. You can warp at range or MJD out to range and have the NPCs fly strait at you and have nearly zero transversal or radial velocity. So the large tank and DPS of a BS can be great for earning isk.

Lets say that you were landing 110 DPS on an NPC that was repairing 100 DPS. If you increase your DPS from 110 to 120 you would effectively double the speed at which you were killing that NPC thus approximately doubling your isk earning rate. This is a pretty extreme and overly simplistic example but it conveys the concept.

Like other's have pointed out everything in Eve is situational and strategic. With the right strategy and right situation Pretty much every ship in game can dominate. Another extreme example to act almost as a hyperbole would be the Rooks and Kings Clarion Call 4 It is a video over an hour long where they describe a complex tactic in which a handful of BSs can take down an almost unlimited number of opponents. Granted it is such a complex tactic and it can not be duplicated at will. You have to lay a trap and wait for the opportunity to present it's self, but it shows how strategy and preparation can create situations where you are at an extreme advantage or disadvantage depending on which side of things that you are on.

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

ShahFluffers
Ice Fire Warriors
#13 - 2016-12-03 19:27:48 UTC
Hunter Sitahr wrote:
Technique and knowledge; got it. Is there some easily accessible resource I can use for learning the basics of ship types and common modules, to get an idea of what fits work best against others?

I should also address this question directly.

Killboards like...

https://zkillboard.com/

... are where players tally their kills and losses and put them up for public display.

You can peruse through it and find many different fits for many types of ships... but BE CAREFUL and take everything with a grain of salt.
Like this: https://zkillboard.com/ship/626/


Some of the fits you will find there will be situational and/or terrible.

What you will need to do is examine and read through the details of modules that are relevant to what you are doing and see what effects they can potentially give you.
Talking with players in-game and having them talk through fits can help you gain a more intuitive sense of this.

Experimentation, especially at your level, is also recommended as everyone expects newbies to do wacky things with their fits.


One last thing; there is rarely a "one fit for everything." Even as a veteran player, I am constantly swapping out modules because "I am fit for the wrong situation."
This is normal. Blink
ergherhdfgh
Imperial Academy
Amarr Empire
#14 - 2016-12-03 21:44:56 UTC
ShahFluffers wrote:

Killboards like...

https://zkillboard.com/

... are where players tally their kills and losses and put them up for public display.

You can peruse through it and find many different fits for many types of ships... but BE CAREFUL and take everything with a grain of salt.
Like this: https://zkillboard.com/ship/626/

While Shah is mentioning this it is worth noting that players will use zkillboard to look up other players to get an idea of how the ship that they are currently flying might be fit.

Also can be used to try and guess who in local is flying what based on D scan results.

So for example if the ship that you are currently flying you like to fly a lot and fit it out nearly the same every time and you have losses posted on zkillboard then someone who sees you flying through local and identifies your ship either visually or from d scan can look you up and let their friends 3 systems over know exactly how you are fit and change their fits to exactly counter yours. Or just use the info to modify their engagement strategy.

It's just worth noting that in general meta game is a big part of Eve and you can't really get into the meta game until you have a decent understanding of the game mechanics themselves.

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

Ralph King-Griffin
New Eden Tech Support
#15 - 2016-12-03 22:58:25 UTC
Here's a bunch of stuff from the guy that got me started on murdering stuff,
definitely worth reading over.
Keno Skir
#16 - 2016-12-04 09:32:41 UTC
Hunter Sitahr wrote:
30,000 HP for a cruiser? Wow. Do you mean a Battlecruiser or some kind of strategic or faction cruiser, or just a standard one? How can I learn to armor something that heavily (the Vexor I'm flying right now only has around 7,300 HP, and that's with multiple 400mm plates fitted).


I have a 28,000ehp bait Punisher (T1 Frigate), no blingy mods used :)

Get in touch by EvE-Mail if you want to talk about armor fitting in depth, as well as anything else you may have issues with. Things like this are better in person than as a generic wall of text reply. It sounds like you're geally getting into the depth of EvE and that's where it really gets fun :)

Fly dangerous Pirate
Miriam Beckstein
Science and Trade Institute
Caldari State
#17 - 2016-12-04 16:36:20 UTC
ShahFluffers wrote:

1. "30,000 hitpoints" is a little misleading. It is referring to effective hitpoints, not raw hitpoints.
What is the difference?

Effective hitpoints (EHP) is the raw shield, armor, and hull HP values combined with damage resistances.

For example: say you have a combined 10,000 HP between shields, armor, and hull. Add 33% resistance to all types of damage on all defense levels and you will have an EHP value of 30,000.


I don't know enough about pvp yet to offer advice on most of the thread, though I am reading it with interest. However, I am enough of a RL maths geek & lover of theorycrafting in any game to be a pedant here.

10k HP + 33% resist to everything means 15k ehp, not 30. 10000/(1-0.33) = 15000 You'd need 66.66% resist to have 30k ehp.
Keno Skir
#18 - 2016-12-04 16:40:34 UTC
Fluffers you just got schooled by this nubbin Cool ^
ShahFluffers
Ice Fire Warriors
#19 - 2016-12-04 17:07:56 UTC  |  Edited by: ShahFluffers
Keno Skir wrote:
Fluffers you just got schooled by this nubbin Cool ^

I didn't have my EXCEL sheets with me. I was unprepared. I knew it the calculation had a 3 or something divisible by 3.
Meh. It happens. Blink

On that note...

*fires up locator agent and runs a search for Miriam Beckstein*
*primes weapons*
Twisted
Miriam Beckstein
Science and Trade Institute
Caldari State
#20 - 2016-12-04 17:52:15 UTC
ShahFluffers wrote:
Keno Skir wrote:
Fluffers you just got schooled by this nubbin Cool ^

I didn't have my EXCEL sheets with me. I was unprepared. I knew it the calculation had a 3 or something divisible by 3.
Meh. It happens. Blink

On that note...

*fires up locator agent and runs a search for Miriam Beckstein*
*primes weapons*
Twisted


Still in Jouvulen on the career agents, no shooting me there. P

But time to start searching for corp and get into game properly, so I'm available for exploding soon.
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