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Versatility as a newbie

Author
Davlin Storm
Affluence Corp
#1 - 2017-01-22 08:22:48 UTC
I'm interested in learning which of the particular Caldari / Gallente ships are best suited, at an entry-level, for new players that are expanding into different roles. More specifically:

Hauler escort
  • My current corporation is small and consists mostly of close friends. I'd like to be resourceful and put together a ship (with a proper fitting) for escorting freight between markets. Whether this ship be of the scout variety or proactive defense is not important to me; I'll apply myself to whichever is recommended. I simply haven't a clue what I can do as a new player without access to Tech 2 vessels.

Entry-level PvP
  • I've yet to dabble in any PvP within EVE but would like to acquire an entry-level ship for PvP. I'm fine with getting squished and losing a bit of money but my aim is to get involved with small ganks, all the while training for the Jackdaw (~13 days away).


A lot of information I've come across is either outdated, vague, or a pissing match between two posters over who has more "1337" skills in PvP. As someone who is still relatively new to the game, any help would be greatly appreciated.

FWIW, I've made it my mission to be a versatile member of my corporation. Missions, mining, data/relic scanning, and hauling gigs are all things I actively participate in. Expanding my horizons might seem a bit too ambitious but that's the route I've chosen.

Many thanks in advance.
Nikea Tiber
Backwater Enterprises RD
#2 - 2017-01-22 18:36:07 UTC
For hauler escort there are multiple ships you can use, what is t1 and works "best" is subject to a few major considerations, mostly if you are the only defense ship, or part of a defense gang, and if you are anticipating a concord response to aggression or not.
If you are flying solo defense AND you are in high sec and not at war, you can get a lot of miliage out of a tech 1 logi cruiser, dont neglect fitting a web to use on the frieghter to help it reach warp initiation speed.
As a part of a defense fleet, ECM is damn strong, you can do a lot with a griffin or blackbird, and the skill barrier for effectiveness isn't so high as some other roles.
You could probably use a command destroyer to good effect as well.

As a ship for actively hunting... Maulus Navy Issue. A scram strength of 4 means your target isn't likely to get away, I'm not sure where you are planning being involved in ganking, but stabbed blockade runners and DSTs tend to drop nice things... just sayin'. Last time I checked, the hull was cheaper than a faction scram. You might want to practice with a tristan first if base hull price is an issue.

my other nano is a polycarb

ShahFluffers
Ice Fire Warriors
#3 - 2017-01-22 18:40:06 UTC  |  Edited by: ShahFluffers
Davlin Storm wrote:
Hauler escort
  • My current corporation is small and consists mostly of close friends. I'd like to be resourceful and put together a ship (with a proper fitting) for escorting freight between markets. Whether this ship be of the scout variety or proactive defense is not important to me; I'll apply myself to whichever is recommended. I simply haven't a clue what I can do as a new player without access to Tech 2 vessels.
I am going to assume you mean in "escorting through High-security space," correct?

If so... there is one, VERY simple way you can escort a hauling ship (even a freighter): webbing it as soon as it activates warp.


But Fluffers, how does a web make a ship go into warp?

Simple.
In order to go into warp three conditions must be satisfied;
- you warp strength must be above 1 (see: you cannot be warp scrambled or disrupted)
- you must be aligned to your target destination (see: your trajectory line must be within 3 to 5 degrees of the destination)
- you must be between 75 to 125% of your ship's max speed.

Now...
- If you have just come through a stargate and you have initiated warp, you are already aligned (note: there is a technical reason for this. If you wish I can explain, but simply know that you have no alignment when you have no speed).
- This means all you need to do is achieve the correct speed to warp off.
- A web messes with this last stat by reducing your ship's max speed while not reducing the speed it has already gained (speed reduction will only happen if your ship is flying faster than its maximum speed).

Example: You have a ship with a max speed of 100 m/sec. It is flying at 50 m/sec.
If you apply a Tech 1 web to the ship, you have reduced the max speed of the ship by 50%.
This makes the ship's new top speed 50 m/sec.
The speed of the ship is unchanged however, as it was already flying at 50 m/sec.


Now... any frigate can perform this task. You need only 1 or 2 webs, a sensor booster (for faster targeting and range), and a Microwarpdrive (so you can get in range).

Of course, ships with range bonuses to webs are preferred as it means that you do not have to fly around as much and can thus send the hauling ship into warp quicker.
(see: Vigil Navy Issue, Hyena, Cruor)

Assuming no range difficulties, this tactic can send off a hauling ship into warp in about 5 or so seconds.


Davlin Storm wrote:
Entry-level PvP
  • I've yet to dabble in any PvP within EVE but would like to acquire an entry-level ship for PvP. I'm fine with getting squished and losing a bit of money but my aim is to get involved with small ganks, all the while training for the Jackdaw (~13 days away).
I will be up front about this;

As a newbie, you WILL be squished by other players in solo and small gang scenarios regardless of what ship you fly.
Even if you are flying around in a Jackdaw with the best mods you can buy, you will probably die miserably.

What you need is experience and knowledge.
And your biggest asset is, for lack of a better way of putting it, that you are "expendable."

Use this to your advantage.
Join a larger PvP group. Accept the really dangerous assignments (like "hero tackling" or "light Ewar support").
Go out, do what you can knowing full well you will die... but try to make a difference all the same.
Each time you die... view it through the prism of "how can avoid that next time?"

Ask questions regarding how to avoid danger.
Hell... ask the people who blow you up. You lose nothing if they don't respond to you. But you may surprised by their willingness to give advice.


With the rhetoric out of the way...

- look at the Tristain and Atron on the Gallente side.
The Tristan is a "brawler ship" which specializes in drones. Rated as one of the "top ships" in its class, it does take a fair bit of micromanagement and character skills to get the most out of it.
The Atron is a "fast attack ship." It behaves in ways similar to an Interceptor (and can be fit for such a role as well), but it is also used as a cheapo "light-gank ship."
Some corps will gather together as many newbie pilots as they can and stick them in Atrons for "Leeroy Lemming Fleets." Even experienced players in their "high-end hardware" are leery of such fleets as they can punch WAY above their class.

- Look at the Merlin and Kestrel on the Caldari side.
The Merlin is the "brawler" of the Caldari frigate line. It uses hybrid turrets and has a pretty stiff tank. Its only pitfall is that it is a tad slow for a frigate. But stick in with a small gang and it will at home and hold its own.
The Kestrel is a strange one. It is not a brawler, but it isn't a super fast the way a Condor or Atron are. However, the Kestrel does have one thing going for it; range and sustained damage over time.
The Kestrel exclusively uses missiles and, when fitted properly, can act as a small "bombardment" platform that excels at swatting away fast enemies.



Now the real question is... what kind of role do you wish to play in PvP?
Mephiztopheleze
Laphroaig Inc.
#4 - 2017-01-23 00:25:26 UTC
As Shah pointed out, a webbing ship is welcomed by pretty much anyone flying a slow ass hauler.

As for Fleet Roles For Newbros, I suggest EWAR.

A Maulus or Crucifier can really swing a fight. Just remember rule 1: Stay Alive.

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

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

Arthur Aihaken
CODE.d
#5 - 2017-01-23 01:18:52 UTC
The role of bait will be played by...

I am currently away, traveling through time and will be returning last week.

Serendipity Lost
Repo Industries
#6 - 2017-01-23 16:48:40 UTC
Webs for sure for the escort role.

PVP:

hero tackle
bait
ewar (ick)

Are all good starting points. The best thing you can do is pay attention, ask question and learn learn learn. Being 'good' at pvp is a pretty long row to hoe.

There are some basic things to learn about tracking, ship speed and sig radius and how to manipulate them to your advantage.

There are some mid level skills that have to do with FC stuff. Mostly how to run (or be in) a fleet. How fleets work. How to do the math to make the call between 'kill them all' and 'everyone get out if you can'. 'Jump' and 'don't jump' kind of calls.

Then there are the mastery level skills that mostly have to do with human engineering. That has to do with duping the other guy(s) into playing a losing hand. This sort of stuff could be anything from hiding/disguising your fleet, proper bait selection, proper bait presentation to just being an all around 'problem creator' (that's a good skill in Eve) Lol

Much to learn on many levels.