These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
 

Confusing skill system.

First post
Author
Lena Crews
Corporate Navy Police Force
Sleep Reapers
#41 - 2016-12-30 21:58:28 UTC
Well... I understand how fitting is important.

But you have to have the skills to make the fit work too. Or to use the proper equipment. To me it feels like there is a certain set of skills... particularly fitting skills and skills to get you into the most crucial T2 equipment for the ships you fly with early on.

the list of truly necessary skills is probably smaller than most of us think it is though.
ergherhdfgh
Imperial Academy
Amarr Empire
#42 - 2016-12-31 01:06:04 UTC
Trasch Taranogas wrote:

Got caught in the hype. Only played 2 weeks, everywhere is
mandatory skillplans and players buying skillinjectors for
ALOT of money.

A few things to keep in mind:

Skill injectors give you less skill points as you go up in skill points also the more skill points that you have the less good that each injector does for you since your skill levels take more and more skill points to attain. As a result I would imagine that the percentage of people buying injectors who are new players is much higher than in the rest of Eve.

Most players coming to Eve are coming from other MMOs. Most other MMOs have mechanics that make so that a player a few levels above another player or with a better gearscore has such an extreme advantage that it can't be over come. So they come to Eve and play with that as their default mentality. TBH you really can't learn that is not the case in Eve until you've gotten both the experience and the skill points and then go back and play on a low skill point alt later on.

Egos are involved here and when people fail at doing something they typically are quick to point the finger in every direction but inward.

Keeping all of the above in mind you can't blame new players for thinking that they can buy their way to glory in this game, it just happens to not be true. Even when us vets tell the new players that it is not the case they just think that we are forgetting how hard it is to be on a new character ( not realizing most of us have played on low skill point alts ).

TL;dr
It's one of those " you don't know what hot is until you have touched fire" kind of things.

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

Memphis Baas
#43 - 2016-12-31 03:23:41 UTC  |  Edited by: Memphis Baas
Lena Crews wrote:
The list of truly necessary skills is probably smaller than most of us think it is though.


There's organization in the skill system. You can categorize the skills by:

1. Ship skills (Spaceship Command group), these unlock new ships for you.
2. Weapon skills (Gunnery, Missiles, Drones), train only the weapons that your ship uses.
3. Support skills (Engineering, Armor, Shields, Targeting, Electronics, Navigation) these make all your ships fly better.
4. Miscellaneous (Industry, Science, Reprocessing, Trading, Planetary, Corporate, Neural, Social) - train as needed.

If you press the ^ arrow to reconfigure the character sheet to hide your portrait and shrink the skill categories to a single row of icons, the skill categories are ordered as above, from left to right.

Ship skills typically follow the progression lines shown in the Ship Chart in-game.

Weapon skills typically have:
- one main skill that is a prerequisite
- one skill per weapon that you want to unlock
- two skills per weapon to unlock T2 versions of that weapon
- weapon support skills that increase range, accuracy, damage, and performance of all weapons of that type.

Support skills have various degrees of importance. Overall, you only need to train skills to 3 to unlock T2 defense modules (T2 armors, T2 shields), so that's nice (it used to be required to train to 5 a few years ago). In general, the bigger the ship that you're flying, the higher you should train the support skills; 2 is ok for frigates, 3 for cruisers, 4 for battleships, and capital ships are so costly that a lot of people go for 5 to minimize the chances of loss.

Miscellaneous skills are train what you want. Industry, for example, you can train the basic Industry and Mass Production skills to give you more than 1 factory line, just in case you need to make some ammo or the odd ship or whatever, and not worry about the specialized production skills at all. Trading, it's probably sufficient to trade Trade and Retail to get a few more market slots, and then Accounting and Broker Relations to reduce taxes a bit. Planetary requires all the skills at 4 for good results, unfortunately. Social is nice if you want to manage your standings and offset the side-effects of FW or missions.

In any case, once you read a few ship fittings guides and get the gist of it, the skills will make a bit more sense too. Ships are limited by their slot layouts, and by their power grid and CPU, and the skills are designed to give bonuses to fit more or better gear into the ships.

Each ship that you unlock is the equivalent of a character in other MMO's; the ships get abilities from the modules installed, and they're designed to be tanks, DPS, electronic warfare (crowd control), logistics (healers), fleet boosters (buffs/debuffs), scouts, industrial (gatherers), etc.

Each character is the equivalent of a "legacy" of characters in other MMO's; you can basically have all the roles in a single character, it just takes time. WoW or SWTOR may only take 3 months to get to max level with a single character, but it takes a couple years to max out all classes (including end-game gear/purples), reach Legacy level 60 or whatever. So EVE is equivalent: you can do an "everything" character in a few years training one role at a time, or you can feel free to open 6 accounts and do tank on the first, dps on the second, crowd control on the third, and so on, all at once within 3-6 months.

I guess what's confusing is there's no log-off / log-on process to remind you that now you're no longer training the DPS skills and have switched to the healer / repair skills. People seem to want to train all the skills and can't seem to limit themselves to just a useful subset, train the rest later.
Trasch Taranogas
State War Academy
Caldari State
#44 - 2016-12-31 08:07:50 UTC
Seems my skills are in order so far since
you point out those ship categories and T2
equipment.

I also have another character in hard training
that I intend to use in chillout solo exploring,
moneymaking.

Those skillsets seems more demanding.

If you always stay ready you don't have to get ready.

Trasch Taranogas
State War Academy
Caldari State
#45 - 2016-12-31 19:01:06 UTC  |  Edited by: Trasch Taranogas
Sorry but I cant let this go.

Took a look at the ingame shiptree.

If you want to be good at flying a Leviathan
you need skills worth 1333 days!

4 years to fly a ship? Admit it fanboys, this
cant be right.
Wouldnt this game be more awesome with
more variety in ships?

Edit: thats not even worst case.

If you always stay ready you don't have to get ready.

ShahFluffers
Ice Fire Warriors
#46 - 2016-12-31 19:42:04 UTC  |  Edited by: ShahFluffers
Trasch Taranogas wrote:
Sorry but I cant let this go.

Took a look at the ingame shiptree.

If you want to be good at flying a Leviathan
you need skills worth 1333 days!

4 years to fly a ship? Admit it fanboys, this
cant be right.

The game is assuming that you will train everything up to and relating to that ship to "max level" (hint: there are some skills you can disregard or not have to "max train").

More realistically, people who want to fly a Leviathan will only "max train" the Engineering skills, shield skills (most of them), and weapon skills (most of them).
Then they will train up the minimum skills necessary to sit in the Leviathan and use it effectively.

That will take about a year and some change.


Also consider the following...

- It takes months and MASSIVE amounts of resources to build a Titan. You will not be able to do it solo.
- Titans can only be built in 0.0 space... which takes lots of teamwork and organization to conquer and hold.
- If you choose to buy a titan, you will be paying something in the range of 50 to 80 billion ISK.

- Titans (and capital ships in general) cannot enter high-security space... ergo, they are always at risk of being attacked by anyone and everyone.
- Titans (and Supercarriers) can only dock in very large player-built station. This means you NEED a large support network to keep it safe when not in use.
- Titans are extremely vulnerable to anything smaller than it. They are basically anti-capital support ships. This means they NEED other players in other ships to operate effectively.


One of the Golden Rules of EVE: "Bigger is not always better."

Trasch Taranogas wrote:
Wouldnt this game be more awesome with
more variety in ships?

There are already a wide variety of ships you can get within a "reasonable amount of time."

There are...

- five Tech 1 Frigates per racial line
----- five Tech 2 Frigates per racial line
----- two Navy Faction Frigates per racial line
----- four Pirate Faction Frigates

That is 52 ((12 racial ships * 4 factions) + 4 Pirate frigates) ships you can potentially fly within the first few months of EVE.

And then there are Destroyers, Cruisers, Battlecruisers, and Battleships... each with their own racial, Tech 2, and Faction variants.

Just because you cannot effectively fly the "biggest ships" in the game in a short amount of time it does not mean there is no "variety."


And you will find that even the oldest and most experienced players will opt to use Frigates and Cruisers over Battleships and other "big ships" simply because they are the best tools for the situation.



EVE is not a game where the "biggest" and/or "most expensive" ship wins.
EVE is not a game of "you need max skills or you are useless."
EVE is not a game where "the best equipment makes you functionally immune to others."

Each ship is a tool with an inherent "usefulness" that you can utilize the moment you have access to it.
Each module is something that can make your tool more useful and effective.
And each skill you train will make the tools you have more effective and/or give you access to other tools.
ergherhdfgh
Imperial Academy
Amarr Empire
#47 - 2016-12-31 19:47:24 UTC
Trasch Taranogas wrote:
Sorry but I cant let this go.

Took a look at the ingame shiptree.

If you want to be good at flying a Leviathan
you need skills worth 1333 days!

4 years to fly a ship? Admit it fanboys, this
cant be right.
Wouldnt this game be more awesome with
more variety in ships?

Edit: thats not even worst case.

You are correct that you can't seem to "let this go" but what "this" is seems to be more relevant.

Titans are intentionally a very long train. When the game was first made the Devs thought that there would be very few Titans in game. They are insanely expensive, difficult, and time consuming to build. Until very recently ( the introduction of citadels a couple months back ) you could not dock Titans and thus they were essentially coffins meaning once you got inside one you were in it until you got blown up.

As such nearly all, if not all, Titan pilots have been alts. Alts that did not get used much. Further most Titan pilots would just sit inside a PoS while they were logged on and provide bridges to cyno beacons for other pilots that were actually doing stuff. This is not deep and engaging game play that any pilot is looking to commit to on his / her main.

Eve is not a linear "progression" MMO. There is no end game in Eve. Years from now you will still be flying the very same cheap T1 small and medium ships into PvP that you are flying now. So please explain to me what aspects of Eve you are missing out on by not being able to fly a Titan in your first year of gameplay? After you answer that then look at how expensive one is and tell me how long you think it would take you to be able to afford one. After you answer that I want you to tell me how long you think you would need to play the game for it to make sense for you to jump a Titan into battle.

It seems to me that what you are having a hard time letting go of is the MO of other games. Eve is very different from other MMOs and if you are going to enjoy Eve for what it is you need to let go of the preconceived notions that have been taught to you by other games. I have said before that to both enjoy Eve and be good at Eve you first need to either let go of or maybe even unlearn everything that other MMOs have taught you.

I can't say this enough Eve is not a progression MMO. You are not going from Frigs to dessies to cruisers to BC etc.... You can participate in pretty much every aspect of this game on day one. You can contribute in a meaningful way on day one. The only thing holding you back in this game is you.

The only thing that most Eve pilots who have had any experience with Titans like about Titans is either having access to use the jump bridge of one or being on a KM for one. Both of those things you can do with a Titan on day one.

So I suggest you quit focusing on what ships that you can not yet fly and start focusing on the knowledge and experience that you don't yet have.

https://eve-central.com/home/quicklook.html?typeid=3346
Just as a side note maybe you might want to wait until you have 6 Billion disposable isk laying around to spend on the skillbook before you start whinning about the long training time to get into the ship.

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

ShahFluffers
Ice Fire Warriors
#48 - 2016-12-31 19:56:39 UTC  |  Edited by: ShahFluffers
ergherhdfgh wrote:
It seems to me that what you are having a hard time letting go of is the MO of other games. Eve is very different from other MMOs and if you are going to enjoy Eve for what it is you need to let go of the preconceived notions that have been taught to you by other games.

This is my impression as well.

As ergh says... forget everything you have learned in other MMOs. It will not help you here.
mkint
#49 - 2016-12-31 20:03:53 UTC
Trasch Taranogas wrote:
Sorry but I cant let this go.

Took a look at the ingame shiptree.

If you want to be good at flying a Leviathan
you need skills worth 1333 days!

4 years to fly a ship? Admit it fanboys, this
cant be right.
Wouldnt this game be more awesome with
more variety in ships?

Edit: thats not even worst case.

ugh, I'm getting beyond the point of wanting to be helpful here and would rather just make fun of you.

Some things are supposed to be hard. It's not that complicated. Your whole "oh I get it, bigger isn't always better" "I want bigger and better!" is... embarrassing. Memory of a goldfish. Rather than get into why titans, and most capitals, suck, I'm just going to say that your brain isn't right on this matter. Find fun where you can get it, and find something that's not imaginary to be angry about.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

ergherhdfgh
Imperial Academy
Amarr Empire
#50 - 2016-12-31 20:06:41 UTC
Judging from more recent posts I am guessing that you did not watch the 17 Day old Rifter Trial Account PvP video, from the eveiseasy youtube channel, that I linked in post 19.

I can understand you not having watched it since it is a 45 minute long video so I will sum it up for you.

Suitonia is an experienced Eve PvP vet and has made videos on brand new trial account alts back before alphas existed. Those trial account characters started out with around 56K skill points and the video in question was made when that character was between 10 - 17 days old. His fits are intentionally cheap, iirc they are about 3.5 millioin isk fully fit, using only mods available to very new players. At the time the video was made skill injectors did not exist so it's not even possible for him to have much more than 700K skill points at the end of the making of this video.

In the video he goes out and wins PvP encounters against years old characters in much more expensive T2 frigates. At one point in the video he solos 3 interceptors and winds up killing two of them before he gets blown up and almost gets the third. Which is a huge win in pretty much anyone's book.

I think you should probably start to think about what it is that you would like to do in this game and start focusing on that. If you don't know what you want to do then start trying lots of stuff until you figure it out.

It seems to me like you are trying to figure out what you want to do when you are level capped and you are playing the wrong game for that.

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

Trasch Taranogas
State War Academy
Caldari State
#51 - 2016-12-31 20:16:36 UTC  |  Edited by: Trasch Taranogas
Im hopeless, I know.

Okay forget the level cap thing and instead have a specific
amount of skillpoints that you can have?
Like fitting a ship, use your points visely.

Also doesnt the skillinjectors open
for that pay 2 win (dominate) direction?

If you always stay ready you don't have to get ready.

Trasch Taranogas
State War Academy
Caldari State
#52 - 2016-12-31 20:24:24 UTC  |  Edited by: Trasch Taranogas
Hmm, not easy to know what you want.

One side wants WoT-like epic battles, another side
wants to explore. Even roaming around in a small
group doin helpful things would be nice.

Hell, crusin that fearsome lookin Rokh would be nice.

All this before nursery-home though.

If you always stay ready you don't have to get ready.

Trasch Taranogas
State War Academy
Caldari State
#53 - 2016-12-31 20:29:35 UTC  |  Edited by: Trasch Taranogas
@ergherhdfgh

Watched til 17 mins. Maan, I felt like
a ******. No clue what Im doin.

If you always stay ready you don't have to get ready.

ShahFluffers
Ice Fire Warriors
#54 - 2016-12-31 20:46:33 UTC  |  Edited by: ShahFluffers
Trasch Taranogas wrote:
Okay forget the level cap thing and instead have a specific
amount of skillpoints that you can have?

There is no limit to how many skillpoints you can have.

And as I said in an earlier post, no skill or specialty will prevent you from using another skill or specialty.


That said... only a finite amount of skills affect a finite amount of ships.


Some examples:

- I have mining skills and can mine asteroids quite effectively. But those skills do not affect my combat skills.

- I have skills that allow me to use large weapons. However this will not help me if I choose to use a Frigate (which uses only small weapons).

- I have Armor skills. However these skills will not help me if I am using a ship fit for shields. The same will hold true in reverse.


Basically... do not rely on "total skillpoints" as a metric for how "powerful" a player is.

Only a small fraction of a player's character skills can be used at any given time.
The rest of those skillpoints simply gives a player options for what he/she can potentially use in the future.

Trasch Taranogas wrote:
Also doesnt the skillinjectors open
for that pay 2 win (dominate) direction?

Yes and no.

It will certainly give a player more options in what he/she can fly... and how effective those options can potentially be.

But if you do not know how to use those skillpoints (see: you have no experience) then they are fairly useless.


Example: I was attempting to bring a good friend into EVE. He complained that, because he had fewer skillpoints than I, he could not help me and would simply be smashed by another player like me.

So I performed an experiment. I let him use my character and let him pick out any ship in my hanger (he chose my Navy Omen).
I used his character and built a cheapo "tackler" frigate (Rifter).

I challenged him to a duel.


Round 1: Cheapo-Tech 1 Rifter (Me) vs fully-fit Omen Navy Issue (My Friend)

I used my knowledge and experience to spin in circles around my friend.
His Navy Omen could not hit me with the main weapons.
And I killed all of his drones (leaving him without a counter to my ship).

He cried foul and said that I fit the frigate up to directly counter the "good ship."
So we switched back to our respective characters.


Round 2: Cheapo-Tech 1 Rifter (My Friend) vs fully-fit Omen Navy Issue (Me)

I nuked him in 2 volleys using my knowledge of weapon tracking and range (note: he was "reimbursed" Blink )





On a personal note though... you will find a great many people in EVE (including myself) to be a little disgruntled by the skill injector system.
It is a "the principle of the matter" for us.

edit:
Quote:
Hmm, not easy to know what you want.

One side wants WoT-like epic battles, another side
wants to explore. Even roaming around in a small
group doin helpful things would be nice.

You will find that almost every activity in EVE is related to another activity in EVE.
Pretty much everything is in conflict with everything else.
This is what makes EVE so interesting.

Builders, haulers, and explorers need materials to make make money... so they need protection and safety from other players.
At the same time... Builders, haulers, and explorers need to players to fight one another to create demand for their products.

Some want to run solo, but know that things are MUCH more difficult if they are confronted by a group of players working together... necessitating the solo players to work together.

Quote:
Hell, crusin that fearsome lookin Rokh would be nice.

Go for it... but do note that larger ships rely on teamwork to really function well.

A common situation is seeing a relative newbie in a battleship get swarmed and taken apart by a group of ****-fit Frigates.

Or die to a "non-combat ship."Blink
tldw:

- an Industrial ship (see: hauler) "baits" a Battleship into an engagement
- the Industrial orbits very close so that the Battleship can't hit it
- the Industrial kills the Battleship's drones (the only real "point-defense" a Battleship has)
- the industrial chews away at the defenseless Battleship until it dies
Trasch Taranogas
State War Academy
Caldari State
#55 - 2016-12-31 21:01:08 UTC
I know Im a crybaby but thank you everyone for your patience.

I read all the answers but sometimes its like hebrew, especially
those videos of pros makin it look easy, like changing socks.

I could apply for the dev. team and make this game better... Blink

If you always stay ready you don't have to get ready.

ShahFluffers
Ice Fire Warriors
#56 - 2016-12-31 21:07:48 UTC
The only two things the "pros" truly have over you is experience and knowledge.

That's it.

No... seriously... that is literally it.


If you learn how the weapon mechanics work, you can avoid incoming damage and maximize your own.
If you learn how your Directional Scanner works and how to use it well, you can avoid unfavorable situations and hunt down favorable ones.

It simply takes time and a willingness to go out there and "duu eeeeeeet!!!"
ergherhdfgh
Imperial Academy
Amarr Empire
#57 - 2016-12-31 21:14:57 UTC
Trasch Taranogas wrote:
Im hopeless, I know.

Okay forget the level cap thing and instead have a specific
amount of skillpoints that you can have?
Like fitting a ship, use your points visely.

Also doesnt the skillinjectors open
for that pay 2 win (dominate) direction?

You are far from hopeless just learning.

My first year in this game was a rough ride for me. Mostly because I had a hard time letting go of things that I learned in WoW. I was playing this game as if it were WoW and this game kicked my ass. This is mostly why I forum warrior here in the NC Q&A because I want to help new converts get past it quicker than I did.

As far as pay to win that might be true if:
- This were a free to play game, which it is not and
- Skill points determined the winner in PvP

Eve is a subscription based game with an unlimited duration free trial period. I know CCP tries to sell it as if it were F2P but it's not it is a subscription game.

Combat in this game is about counter's and match ups. Every ship and pretty much every module and even every specific load out has situation where it can dominate and also it's exact counter. Winning at PvP in this game has a lot to do with know when to fight and when to run. Most PvP encounters are won or lost before the first shot is fired. There is an awful lot of meta gaming here. Meaning that you typically have to convince your opponent that he has a chance to win while at the same time making sure that he doesn't. Keeping in mind that he is trying to do the same.

Balance in this game is not about making sure that each ship has an equal chance to win against every other ship. It's about making sure that each ship has enough situations where it is good and enough where it is not.

You also have to keep in mind that there is no queueable PvP with a set number of players against the exact same number of players of the same level with similar gearscores or ratings. You can play the Damsel in distress in this game just to have a bunch of friends jump in and join the fight as soon as you get the other guys to commit to combat. You can pick a solo fight against someone in a ship that you think would be a fairly even match for you but there is nothing stopping him from providing a warp to point for a fleet of 20 of his closest friends.

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

ergherhdfgh
Imperial Academy
Amarr Empire
#58 - 2016-12-31 21:20:31 UTC
Trasch Taranogas wrote:
Hmm, not easy to know what you want.

One side wants WoT-like epic battles, another side
wants to explore. Even roaming around in a small
group doin helpful things would be nice.

Hell, crusin that fearsome lookin Rokh would be nice.

All this before nursery-home though.

You can do all of this. Nothing stopping you from doing any of it. One thing to note about this game. Since it is a sandbox there is no structure to make specific things happen. You can do anything that you want in this game but you have to make it happen. After the tutorials the game is not going to hold your hand and walk you through anything.

If you want to get involved in huge null sec battles then you need to find a null sec corp that does that. Exploring in a small group and day tripping into wormholes can also be easily done in that same null sec corp.

Trasch Taranogas wrote:
@ergherhdfgh

Watched til 17 mins. Maan, I felt like
a ******. No clue what Im doin.

Ya I figured as much which is why I summed it up for you.

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

Jax Bederen
Dark Horse RM
#59 - 2016-12-31 21:27:26 UTC  |  Edited by: Jax Bederen
Trasch Taranogas wrote:
Sorry but I cant let this go.

Took a look at the ingame shiptree.

If you want to be good at flying a Leviathan
you need skills worth 1333 days!

4 years to fly a ship? Admit it fanboys, this
cant be right.
Wouldnt this game be more awesome with
more variety in ships?

Edit: thats not even worst case.


Yea, it is insane for those living outside a game, thats likely a pretty normal response. I dont plan a week ahead on what I'm going to do on the weekend, never mind planning for a video game. Eve is an old game and it has some old mmo bad habits in it's mechanics. you are getting some fanboy sunshine blown up your rear a bit here. Having said that, also getting lot's of straight information and great advice.
Realistically you have to think about what you want to do, I like to explore and sometimes do a L4 here and there, so my focus has been on flying a Machariel for L4's and cruisers for exploration. You figure what it is you like and aim in that direction, if you want to speed up training I would suggest get a Mach and do L4's or join a corp in more lucrative space to make isk. That brings me to why you could use that isk, if training times freak you out.
2 words, skill injectors, it makes the insane possible. that 30 day training no longer looks so bad when you can take a couple 8 day training chunks out of it during the training duration by buying injectors. But whatever you do to make that isk, do what you enjoy so it doesn't become a repetitive grind.

As far as the game needing more ships, it really has enough with many different roles, there seems to be a big gap in progression where going up to a BS and pirate class is steady but going to T2 and those interesting ships is an eternity(for an average human). But again, skill injectors have you covered there, it was a pretty brilliant addition by the devs to open up the game this way. so dont fret about duration for now just get skills to 4 with a few 5's and you should be pretty functional in around a month.
ergherhdfgh
Imperial Academy
Amarr Empire
#60 - 2016-12-31 21:32:26 UTC
ShahFluffers wrote:

On a personal note though... you will find a great many people in EVE (including myself) to be a little disgruntled by the skill injector system.
It is a "the principle of the matter" for us.

For me it was that before skill injectors I would occasionally see the random new player that purchased a high skill point character thinking that he could buy glory in this game and then come here to the forums and cry about how unfair the game was.

It was a long hard struggle to show the guy that the very fact that you could not pay to win in this game was the definition of fair. It blew my mind that people could try to pay to win and then fail and somehow see that is proof that the game was "not fair".

Anyway I knew that the skill injectors would only further the problem with new players thinking that they could pay to win. It seems to me that it has.

It just seems funny to me that you can tell a new player that this game is about what you know not your skill points nor what they are flying. They won't believe you, they can go out and trying to pay to win by buying skill points and blinging out a ship and then when they realize for themselves that this is true they then say that the game is not fair because vets have all of the advantage even with cheaper ships and lower skill points.

You have to learn this game to be good at it. Sitting around waiting for skill points to train or complaining about the skill points that you don't have won't teach you this game. Going out and playing it will. Once you learn the game and get good at it you will be able to win even on cheaper ships and even with lower skill points.

So just go out and get your experience.

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