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Question about skills and gear

Author
Shallanna Yassavi
qwertz corp
#21 - 2016-12-09 02:49:05 UTC
Shinier gear is a liability after a certain point.

It may be 10% more powerful than the thing below it, but it can be taken away from you if someone thinks it's worth it.

The cruisers that use guns are usually bonused for medium guns. Long-range guns are usually better in missions because the rats have weaker long-range weapons and overlapping fields of fire. If you use something in melee range of one, you'll end up in everything else's field of fire. Sometimes you can negotiate those fields of fire without getting cut to pieces, but you usually have to be a lot smaller than the rats you're trying to do this to, use an afterburner, and be able to think in 3-space.

A signature :o

ergherhdfgh
Imperial Academy
Amarr Empire
#22 - 2016-12-09 10:42:31 UTC
Shayla Etherodyne wrote:

Kill the scrambling rats first, if the mission has them (rare in level 2 missions).

Shayla's post is full of great information including the above quote but I felt it was worth mentioning that sometimes the scrambling rats are the triggers so you can get yourself into trouble if you continue to always shoot them first without question.

This is more of a level 4 mission thing but I figured I'd post it here so that you get used to looking for triggers now.

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

ergherhdfgh
Imperial Academy
Amarr Empire
#23 - 2016-12-09 11:28:42 UTC
Antoniette D'Trale wrote:
Ok, so much info. Thanks guys.
Just to summ it up. Basically I need to get drones and cruiser skills to 5 to get max damage on drones and max bonus from cruiser skill and then go for every drone skill I can find and get them to at least 4 as well. Got it.

You should be avoiding level 5 skills unless you absolutely need them. Yes level 5 is more of a bonus than level 4 but it is also more training time than the first for levels combined, a lot more training time.

Eve is a game about player skill not character skill points. You should not be waiting for skills to train. Learn more and change up your tactic to make what you have work. That is what this game is about.

Antoniette D'Trale wrote:
Thanks again.

One last question. Medium Drone Operation V takes 9 days to learn, but is requirement for tier 2 medium drones, like Hammerhead II. Do I even need it? Or will Hammerhead I and Vespa I be enough?

You can look up and compare the "stats" from the various drones yourself with the "show info" UI in the right-click menu. To sum it up yes T2 drone are better than T1 but not by much and they are much more expensive to replace. I would not be rushing into T2 drones. It is totally not worth rushing into. You will probably be better served by bringing up some of the other drone skills that improve speed and tracking and range etc... Those skills will train faster and probably do more to increase your actual landed dps rather than paper dps.

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

Jennifer Starblaze
Fury Transport
#24 - 2016-12-09 12:03:30 UTC  |  Edited by: Jennifer Starblaze
Donnachadh wrote:
Antoniette D'Trale wrote:
Donnachadh wrote:
Posting your fit would help us determine what might have happened.


If I had one, I could. That's the problem, I'm new here and don't really have a fit, just a ship, Vexor, desire to use drones and not a single idea of how to make it work. That's why I ask.

This fit will get your started but it is not the only way this ship could be fit.

[Vexor, L2 Vex]

IFFA Compact Damage Control
Medium 'Accommodation' Vestment Reconstructer I
'Refuge' Adaptive Nano Plating I
Drone Damage Amplifier I
Drone Damage Amplifier I

Eutectic Compact Cap Recharger
Eutectic Compact Cap Recharger
Tracking Computer I
Tracking Computer I

220mm Medium 'Scout' Autocannon I
220mm Medium 'Scout' Autocannon I
220mm Medium 'Scout' Autocannon I
220mm Medium 'Scout' Autocannon I

Medium Auxiliary Nano Pump I
Medium Nanobot Accelerator I
Medium Capacitor Control Circuit I

Hobgoblin II x5
Hammerhead I x5

A few comments about this fit.
Since the Vex does not get a damage bonus to guns I prefer auto canon because no capacitor use and it hardly matters since your drones are the big damage dealers. I left ammo out o fthis fit since it will change depending on the NPC you are facing, or you can simply run phased plasma for everything since thermal is a secondary damage hole for most NPC. EvE survival can help with ammo type since it will give you the best damage type to shoot at the rats.

There is no afterburner on this because one is not really needed. Cruisers are fast enough to cover most distance in a reasonable amount of time and I prefer to over tank ships for a new player. They never leave the game because a ship is slow they have seen them leave because of a ship loss. If you want an after burner you can drop one of the tracking computers to get it.

The nano plating should be changed for a armor hardener better suited to the primary damage dealt by the NPC you are facing. You can use the link provided above to the EvE Survival web site to determine what that damage type is for each mission.

You will not have enough capacitor to run everything constantly, you will have to turn on the armor rep when needed and then turn it off to allow for capacitor to recharge.

Learning how all the various pieces can be fit together to alter a ships stats to suit a particular need is a required skill and something you should study a bit. Choosing a fit tool to use is a part of this, I cannot speak to the fit tool in game since I have not used the new one since I have others I like and will continue to use.
EvE Fitting Tool is the most often mentioned around these forums.
EvE HQ is another and my personal favorite.
PYFA is another tool many people prefer.
I know there are tools for i-Phone and Android as well, I do not use them so I will not comment on them.
There are web sites as well that offer this, again I do not use them so I will not comment on them.


There are quite a few mistakes here:

- The Vexor does have a 5% Damage bonus to hybrids per skill level
(The Navy version is the one that does not get a damage bonus to hybrids)

- Not fitting a propulsion module, while going with short range guns will result in you not being able to apply a lot of your damage (not fitting a propulsion module on a ship that is fitted for long range, will make it impossible to keep range to your target and will allow them to get in orbit around you, which again will negativly effect the ability to apply damage)
-> Fitting some kind of propulsion module (I am gonna include Micro Jump drives in this) is improtant in order to position yourself for optimal damage application.
-> On top of that a propulsion module can often safe your life, being able to to mitigate damage by getting under the enemies guns, or simply increasing the range to a big group of targets can make the difference in being able to tank the incoming damage or getting utterly destroyed.
-> Distance to your target can also become very important in missions against blood raiders, especially on higher levels as you will very often face ships with neutralizers and if you do not have a cap injector or gimp your fitting with a crazy high cap recharge rate, a propulsion module will make a very big difference. The last thing you want to happen is getting webbed, warp disrupted and neuted at the same time.

- If your main weapons are drones, it makes very little sense to use spare med slots to boost the damage application of your guns, you want to boost the ability to apply damage with your main weapon.

-> Tracking computers don´t make a lot of sense on that fitting. If you Focus on drone damage, it would be a lot better to fit drone navigation computers or omnidirectional tracking links in order to enable drones to cover the distance between targets faster and / or be able to apply their damage better. (personally I would go for drone navigation computers, tracking is not much of a problem as long as you select the right drone for the singly types of targets as in light drones for frigs and destroyers and medium drones for cruiser sized ships. However if at some later point you get to use a ship with decent sentry drone damage, the omnidiractional tracking links will help a lot)
Donnachadh
United Allegiance of Undesirables
#25 - 2016-12-09 13:59:35 UTC
Iria Ahrens wrote:
Personally, I think telling any newbie with less than a week playtime to train any skill to V is bad advice. You're going to spend a few weeks just training relevant skills to 3, so you can open up more skills that you can train to 3.

Level 5 of the basic drones skill allows you to fly the maximum of 5 drones, that makes it a "sore" skill for anyone that flies a dedicated drones ship like the Vexor.
Donnachadh
United Allegiance of Undesirables
#26 - 2016-12-09 15:05:10 UTC
Thank you Jennifer Starblaze for pointing out my error on the bonus to hybrid turrets.

Jennifer Starblaze wrote:
Fitting some kind of propulsion module (I am gonna include Micro Jump drives in this) is improtant in order to position yourself for optimal damage application.

For a ship that relies on their turrets for primary damage I would agree with this, but we are not talking about a ship that relies on it's turrets for damage are we. Propulsion modules suck cap like kids eat candy on Halloween and for a low skills pilot that usually means only being able to use them occasionally so they have cap to run their tank, as such any real advantages they may offer become almost irrelevant.

Jennifer Starblaze wrote:
On top of that a propulsion module can often safe your life, being able to to mitigate damage by getting under the enemies guns, or simply increasing the range to a big group of targets can make the difference in being able to tank the incoming damage or getting utterly destroyed.

Even when answering questions situational awareness if critical and you seem to fail at that with this section of your post. Even with a propulsion module a Vexor is not going to be able to get UNDER the guns, or outrun the damage from the the frigate and Destroyer class vessels that dominate the NPC ranks in a level 2 mission so fitting to try and accomplish this is wasting a slot that would be better suited to increasing tank against damage you cannot out run or get under.

Jennifer Starblaze wrote:
Distance to your target can also become very important in missions against blood raiders, especially on higher levels as you will very often face ships with neutralizers and if you do not have a cap injector or gimp your fitting with a crazy high cap recharge rate, a propulsion module will make a very big difference. The last thing you want to happen is getting webbed, warp disrupted and neuted at the same time.

Being webbed, warp disrupted or neuted are extremely rare in a level 2 mission, I will not say that it never happens, what I will say is that since starting this game in 2009 I have never seen it. Based on this wasting a slot fitting to avoid or deal with something you may never run into is not the most intelligent thing to do. But then you choose to ignore the notes after the fit where I clearly stated that IF the OP wanted it they could replace a tracking computer with a propulsion module. OH and WHEN we get to those higher level mission where being webbed, war disrpupted or neuted are a thing we can always adjust the recommendations to match, this goes back to that situational awareness thingy.

Jennifer Starblaze wrote:
If your main weapons are drones, it makes very little sense to use spare med slots to boost the damage application of your guns, you want to boost the ability to apply damage with your main weapon.

This one falls to personal preference and goes to damage application. In my experience the tracking computers offer more in the way of improving damage application as a whole than the Omnis do. All of the light drones have more than sufficient speed and tracking to easily and reliably hit the NPC found in level 2 missions. But again if the omni is preferred then by all means use that instead.

Jennifer Starblaze wrote:
Tracking computers don´t make a lot of sense on that fitting. If you Focus on drone damage, it would be a lot better to fit drone navigation computers or omnidirectional tracking links in order to enable drones to cover the distance between targets faster and / or be able to apply their damage better. (personally I would go for drone navigation computers, tracking is not much of a problem as long as you select the right drone for the singly types of targets as in light drones for frigs and destroyers and medium drones for cruiser sized ships. However if at some later point you get to use a ship with decent sentry drone damage, the omnidiractional tracking links will help a lot)

Again personal preference. I get far better results (faster mission completion times) using the tracking computers than I ever did using the omni's or navigation computers. Light drones with no aides are perfectly suited to level 2 missions and as such the omnis and nav comps add very little from a practical perspective. Yes on paper orr looking at them in a fit tool it seems they would be the obvious choice, however in the real game world most of the theoretical improvement seen on paper/fit tool simply never materializes.
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