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EVE New Citizens Q&A

 
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1st month planning (Caldari missiles?)

Author
Honzo Hottori
Doomheim
#1 - 2017-01-27 22:15:32 UTC
Hey! I've played EVE for a few days (probably averaging 12 hours/day). After hands-on experience, I currently understand the game well enough to research, which I couldn’t really before I started playing. I will be subscribing on Monday, I guess. But, before then I want to make a masterplan to get going as perfectly as possible. I have questions, but also a general concept.

I’m going to create a new character and do the tutorials and SOE Epic Arch first. After that I want to get easy combat experience with agent security mission running and ratting. I’m also interested in exploration as central career. But, mining and manufacturing appears dull beyond belief and marketing demands an understanding of the market. All the industry aspects of EVE will wait. My conundrums are chiefly about ships and skills. As I won’t be joining any alliances, corporations, or fleets straight away, fits are not super-important. But, I immediately want my skills to stay focused and they are dependent on my ship. I already know how to fit a Heron and what skills matter for exploration, at least until I can afford a covert ops explorer.

However, combat is another matter and my conundrum.

As Caldari, how far does a Kestrel go? I’ve played one in the tutorial, but switched to a Corvax immediately after, which was fun. But, I’ve heard Corvax is bad and maybe I could have and should have stuck to my Kestrel and gone straight for a Caracal? I heard someone describe doing 1000 dps with a Kestrel… I was probably doing 20 dps. All that cannot amount to skill training, so was that a 1,000,000,000 ISK Kestrel, or what? Also, how are the higher Caldari missile ships? According to EVE University, they excel at PvE! I greatly enjoy outranging my enemies, which I assume allows me to take on greater enemies than otherwise, sniping the cyclops, by MMORPG analogy. I guess Caldari missiles is a perfect combination?

However, I’ve heard Amarr ships, such as (at least) the Oracle, can snipe at greater distances! Are their weapons worth going for or are they a narrower niche in PvE/PvP than missiles? During the tutorial, I switched from turrets to missiles immediately, which increased my dps and range. I assume that was because I was comparing civilian gatling guns with non-civilian light missile launchers, because range is allegedly inversely proportional to dps. Consequently, I know almost nothing of how projectile, hybrid, or energy turrets work or what I’m missing out on there, but I must be missing out on something, since it all exists! Can anyone recommend anything other than Caldari missile ships for the purposes of PvE (PvP secondary)? Are they applicable later in PvP at all? Is the Caldari missile rangetank, speedtank I’m going for viable in the grander scheme of things? Does any other race have competitive offerings or does any other kind of weapon better align with my current goals? I want a sequence of ships to aim for and skill train accordingly.

Thanks.
Dracones
Tarsis Inc
#2 - 2017-01-27 22:56:40 UTC
Don't focus too much on any given specific ship hull. The game has a pretty deep ship fitting aspect to it and you'll find that you'll be using one ship in one area and then moving to another ship because it's more optimal in another part of the game.

If you like missiles, I'd focus on the base frigate/destroyer level of ships and work on your rocket and light missile skills and their support skills. Also work on your shield skills and basic core CPU/Powergrid/Cap skills as well. A fantastic "mid end" PvE ship that'll use all those rocket/missile/destroyer skills would be a Jackdaw. My alt flies one and it's fantastic for PvE in all sorts of areas. This would be a good long train to work towards as it'll focus on the smaller and more basic skills.

Past that, I feel like the next good PvE Caldari ship to work towards is the Drake. It's a heavy missile / heavy assault missile ship, cruiser level weapons, with a really solid tank. It can handle C1 wormhole sites and the higher level PvE missions. While you're working towards that you can use the cruiser skills to play with the various other Caldari cruisers.

A much longer skill train past that point might be the Tengu. It'll use those missile and shield skills and is a PvE beast. But this is a real long term plan.

You can also look into training hybrid guns and maybe thinking about Gallente ships. They use hybrids as well, but will require armor skills and drone skills. That'll give you 2 ship lines(Gallente / Caldari) with 3 weapon systems(missiles, hybrids, drones) and should cover many PvE and PvP options. Eventually, long long term, you could work your way towards Rattlesnakes which makes use of both Gallente/Caldari skills and is a great PvE battleship.
Honzo Hottori
Doomheim
#3 - 2017-01-28 01:29:12 UTC  |  Edited by: Honzo Hottori
Dracones wrote:
Don't focus too much on any given specific ship hull. The game has a pretty deep ship fitting aspect to it and you'll find that you'll be using one ship in one area and then moving to another ship because it's more optimal in another part of the game.

If you like missiles, I'd focus on the base frigate/destroyer level of ships and work on your rocket and light missile skills and their support skills. Also work on your shield skills and basic core CPU/Powergrid/Cap skills as well. A fantastic "mid end" PvE ship that'll use all those rocket/missile/destroyer skills would be a Jackdaw. My alt flies one and it's fantastic for PvE in all sorts of areas. This would be a good long train to work towards as it'll focus on the smaller and more basic skills.

Past that, I feel like the next good PvE Caldari ship to work towards is the Drake. It's a heavy missile / heavy assault missile ship, cruiser level weapons, with a really solid tank. It can handle C1 wormhole sites and the higher level PvE missions. While you're working towards that you can use the cruiser skills to play with the various other Caldari cruisers.

A much longer skill train past that point might be the Tengu. It'll use those missile and shield skills and is a PvE beast. But this is a real long term plan.

You can also look into training hybrid guns and maybe thinking about Gallente ships. They use hybrids as well, but will require armor skills and drone skills. That'll give you 2 ship lines(Gallente / Caldari) with 3 weapon systems(missiles, hybrids, drones) and should cover many PvE and PvP options. Eventually, long long term, you could work your way towards Rattlesnakes which makes use of both Gallente/Caldari skills and is a great PvE battleship.

After looking a lot at all ships up to Cruiser level, I think I'll do very well with Caldari exclusviely. They have the missiles, they have the turrets. A few drones in the Heron, for fun. One thing I haven't grasped yet is if it's possible to put artillery and energy beams on a Caldari ship? Might sample everything then, only skill training Caldari.
The Kestrel, Corvax, Caracal, Merlin, Cormorant, and Moa are all interesting to me, and the Heron.

Anyway, I don't know if I'm going to be playing enough to get up to any higher class than cruisers and I guess I have an idea of what to aim for.

Second, then, is skills. After having played Alpha, I'm familiar with the Alpha skills, but Omega comes with, what, ten times more skills? Hundreds? I guess Engineering, Missiles, Navigation, Rigging, Shields, and Targeting contain the essentials. Anything outside of that? What about social skills? I'll keep searching there.

And what about jump clones? Eve University offers +3 implants... with them in a jump clone, I could get a 13% boost to skill training when I'm not doing anything dangerous and when I'm offline... maybe good investment for 25M?

I searched through the skills and these are the ones I found to train (and their starting level). I guess first priority is getting these up to three and then cherry pick ones to get to 4 or even 5 (Light Missiles V for Light Mission Spec maybe)?
Missile Bombardment
Missile Projection
Rapid Launch
Light Missiles
Target Navigation Prediction
Acceleration Control
Missile Launcher Operation 1
Evasive Maneuvering 1
High Speed Maneuvering 1
Warp Drive Operation 1
Long Range Targeting 1
Signature Analysis 1
Weapon Upgrades 2
Shield Management 2
Shield Operation 3
Shield Upgrades 2
Target Management 2
Capacitor Management 3
Navigation 3
CPU Management 4
Power Grid Management 4
Mechanics 2
Jury Rigging
ergherhdfgh
Imperial Academy
Amarr Empire
#4 - 2017-01-28 03:22:36 UTC
I know when I came to Eve I had this idea that I was going to plan everything out perfectly and do it just right. I was going to do all kinds of research and have the perfect skill plan etc....

The thing about Eve is that you knowledge of the game is far more important than your skills.

Further what you think you are going to like next week or next year and what you will actually be doing in a week or a year will be totally different things. As you learn and grow in the game your tastes will change, sometimes daily.

My best advice that I feel that I have for you right now is don't worry so much about getting just right. Keep yourself freed up to continually try different stuff and different ways of doing the same stuff. Don't feel that you have to commit to any one plan or playstyle and stay light on your feet.

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

ergherhdfgh
Imperial Academy
Amarr Empire
#5 - 2017-01-28 03:49:47 UTC
Honzo Hottori wrote:

One thing I haven't grasped yet is if it's possible to put artillery and energy beams on a Caldari ship? Might sample everything then, only skill training Caldari.

A small ship can fit any small turret in a turret slot. However bonuses only apply to the weapon that the ship has bonuses for so you have to take that into consideration. It's not often that people switch up different raical turrets on a ship that is bonused for another type but it happens. Also there are ships out there without high slot weapons bonuses. The Galentte are famous for that with their drone boats.

For example with the Caldari ships:
You have the Kestrel which has 4 launcher hardpoints and 4 high powered slots which means that you can fit a full rack of launchers in your highs. It has bonuses for rocket and missile damage and velocity. There aren't different racial launchers like there are turrets. There are only long and short range so for smalls that is light missiles and rockets.

Then you have the Merlin which has 3 high powered slots and 3 turret hardpoints and 0 launcher hardpoints. So you can fit a full rack of turrets but no launchers. However of the turrets that you put in the highs it only has bonuses for small hybrid turrets. So you can fit lazors or projectiles but you won't receive any bonuses from your ship. At level 5 that would be 25% potential damage that you are gimping yourself. However hybrids can't do EM or explosive damage so there are times when it could be worth it.

The Rifter on the other hand ( which is a Minmatar ship ) has 4 high powered slots but only 3 turret hardpoints. It also has 2 launcher hardpoints. So on that ship you could have 3 turrets and 1 launcher or 2 turrets and 2 launchers. However the ship only has bonuses for small projectile turrets.

Honzo Hottori wrote:

Anyway, I don't know if I'm going to be playing enough to get up to any higher class than cruisers and I guess I have an idea of what to aim for.

I don't like the idea of hierarchies in this game. There are bigger ships in this game and smaller ships. There are different classes of ships but I would not call any of them higher or lower. Bigger does not equal better in this game, nor does it equal worse. There is not a linear progression through this game to 'end game" anything.

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

Dracones
Tarsis Inc
#6 - 2017-01-28 04:19:26 UTC
Honzo Hottori wrote:

One thing I haven't grasped yet is if it's possible to put artillery and energy beams on a Caldari ship?


It's possible but not recommended. Every ship has bonuses that it works with and Caldari ships are normally going to be hybrids or missiles. Ships that aren't that are probably going to be logi, support, scouting or ewar. So you really aren't going to see any situations where you fit projectile turrets or beams on those ships. You can fit rails though which are just as long range, just not as high first strike.

Normally you'd fit artillery on Minmatar ships or ships that have bonuses that aren't another high slot weapon system(like the Algos which uses drones).

Really it's not a big deal to train up to 3's in most everything and play around with things to see what you like. Once you find weapon systems you enjoy then you can get those to 5 and specialize. On the small/frigate side it's easy to specialize in multiple things. Once you get into the bigger weapons/ships(cruiser/battleships) then it takes lot more time to train up to 5.

As for implants +3's are fine, but be careful flying into lowsec or null as you can lose your pod. I personally fly with +2's since they're cheap to replace and I don't mind losing them. And I stick to flying what I'm comfortable with losing.
mkint
#7 - 2017-01-28 04:26:38 UTC
A few points, a few misconceptions.

-Caldari and missiles are easy for PVE. Easy usually means less effective. Like, mining is easy, but even at high levels it doesn't pay that much. The trade off to missiles being easy is that at least according to the numbers I've run, they don't do great DPS. Caldari is the longest ranged snipers though. Whoever told you it was amarr was wrong. Only Caldari has multiple ships that can hit the game's hard maximum range limit. Often the range is too long, the bonuses end up going to ranges you will never need rather than DPS you will always need.

-I have no idea why you'd want to make a new character. It doesn't make any sense. The only real benefits to wasting your existing SP is if you've completely wrecked your public reputation.

-At first the only real difference between alpha and a paid account is training speed. So really, just do what you were going to do anyway. Learn to love frigates. Train other stuff up for its utility, but if at first you learn to really identify with a frigate, to feel like that frigate is your actual character, that it's a joy to fly rather than frustrating, that you'd take it into any fight and laugh, you'll be much more effective in literally everything else you choose to fly. The frigate you choose to identify with might not be a T1 frigate, might be faction, pirate, or T2. I'd say a minimum goal in a frigate should be to kill an NPC battleship. It might take T2 weapons, but it's entirely doable.

-Skill plan... your fit matters. 1) train for the ship 2) train for the fit 3) train the support skills. The support skills are obvious because each ship has a mastery guide. The ship and fitting will become more obvious as you get a sense for what matters on which ships. Play around with the fitting simulation for all the ships within easy reach, but especially frigates. Save every iteration of your loadouts so you can compare and see what you sacrifice to gain something else.

-Join a corp. A good corp. The ONLY way to know if a corp is actually good is to fly with them. Just because a corp is popular or has good ads doesn't mean the leadership won't be a bunch of intolerable douche nozzles. You won't know that until there's at least some immediate urgent goal to accomplish, usually in some kind of fleet on voice comms. The reason to join a corp is because of the intangibles. Your corp may be full of rookies who know even less than you and have less to offer. That's irrelevant. What matters is that having a group of people you work with imbues meaning into the game. Otherwise, the game is pretty pointless.

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

Reinhardt Kreiss
TetraVaal Tactical Group
#8 - 2017-01-28 06:14:23 UTC
Op, reread Mkint's reply a few times, some very good information in there.

You shouldn't listen too much to what people say about ships that suck or are awesome. Most people are terrible at this game and are not capable of using someone else's perspective (yours, in this case) when it comes to what's good or not. They just regurgitate the ****** memes they've been told themselves, which they never questioned, and then speak from their own situation, not yours.

The corax doesn't suck, it's fine to use for PVE in lvl 1 and (some) 2 missions and works fine in combat exploration. The Oracle is an entirely different ship with an entirely different use that is almost exclusively used in PVP, so if you're a newbie asking about PVE and some clown goes "oracle has awesome range and dps" that person is indeed a clown and should not be listened to as the ship is pretty much useless in most forms of PVE, especially for a newbie.


The trick about missile ships for PVE is that they have really long range and as per normal longer range = less dps, but for missiles it also means that it does that dps regardless of targets being long or short range. This is both good as bad, it means that you can't switch to shorter range ammo to increase dps but it also means you don't have to switch and you won't lose out on dps at longer ranges. Most people compare turret dps with the short range high dps ammo and that gives some really cool dps numbers but when they have to switch to long range ammo the dps drops a lot and then the differences between turrets and missiles aren't that favourable toward turrets.

However, due to game mechanics and how NPC AI works it does favour turrets, generally. Turrets have trouble hitting small/fast stuff and lose applied dps if the target is moving at an angle to the ship, but since NPC that are at range move in a straight line towards the ship you can pick them off really easy. Missiles lose applied dps vs small/fast targets regardless of the angle. This means that at range, where the npc move in a straight line, turrets perform better but at shorter range they might have issues applying dps where missiles simply don't give a fck at what ranges they have to work at, they just work everywhere but lack an optimum where they perform best.

Both approaches work but missiles are indeed more boring to use because you have to wait for the missiles to reach the target and there really isn't a way to get better results by being a more active pilot. This means that it's great to use if you're a non-effort zombie and since most people kinda operate at that level they will tell you that Caldari is the PVE race and missiles are awesome. Best thing for you to do is to get both destroyers, Cormarant and Corax, do a lot of PVE with them and decide for yourself if you like missiles or turrets more.

Do note that most people use terrible fits which result in terrible low (applied) dps and mission completion times, this goes for both missile as turret fits but missile fits especially massively benefit from not using the fits 99% of the people tell you to use (because those people lack actual knowledge on game mechanics and are non-efforts).

Case in point: Drake, 99% of the people will tell you to use a shield regen fit with purger rigs for PVE. Doing that makes the ship terrible and low dps that underperforms like a bastard, resulting in super boring gameplay and super long mission completion times. Fitting a Drake correctly results in some 30-40% more applied dps in most cases with much more mobility, it does mean that you can't be a braindead zombie to use it (which is what most ppl seem to like and be) but it'll be better and less boring.


Try it for yourself, figure out what you like the most (turrets or missiles) and then make up your mind. Don't listen too much to what people say unless they've proven to have a clue on the subjects they talk about.
Sara Starbuck
Adamantine Creations
#9 - 2017-01-28 08:29:56 UTC
For new char, unless you want to really minmax with remaps, good attribute mix is even perception/intelligence.
You can use it to train most of your skills at pretty nice rate, and remap year later for maxing outs int/mem, then next year per/will or something.

About 1000 dps Kestrel, just no. I think the maximum is somewhere near 300 with pretty glasscannon setup,
T1 one does something like 100-150, T2 one 200-250sh.
Zirashi
Cyclical Destruction
#10 - 2017-01-28 11:20:46 UTC  |  Edited by: Zirashi
Yeah no one is doing 1000 dps in a Kestrel. Did you (they?) mean 100 dps? With an LML fit, that sounds about right. 1000 dps is unobtainable for most reasonably fit ships (those numbers are typically only found on battleships and up). There are some small ships like the polarized blaster Hecate that can reach that, but they are typically severely gimped in everything else (mobility, defense, control).
Chihuahuaraffe
University of Caille
Gallente Federation
#11 - 2017-01-28 17:00:14 UTC
If you are creating a new account, do it off someone's refer-a-friend link (even if it's just your own) so you get the extra immediate and potential benefits from that.
Redus Taw
Farmers Union Iced Coffee
Pandemic Horde
#12 - 2017-01-28 18:51:39 UTC
Since you're not going to be joining a corp or alliance anytime soon it's difficult to answer your question for long term. I just joined this corp so my training for the next 45 days or so is focused on this corp and their activities. I recommend (for now at least) you pick a t1 frigate from each faction and give projectiles, drones, hybrids, and lasers a try in pvp and just see what you like. That way you can train something you know you'll be happy with and when you do join a corp, start training towards things that they'd want you to train (or at least be happy that you're training those skills) like I'm doing. As for PvE I feel like I do not have enough experience with each faction at each security level to give solid advice.
Honzo Hottori
Doomheim
#13 - 2017-01-28 23:04:55 UTC
Probably going to go Caldari missiles first week and then start comparing with hybrid turrets and eventually test other T1 Frigates, if time allows. Also, ISK will be a critical factor initially.
Anyway, I'm planning ahead, because I don't want to sit down on a day I'm ready to play and have to start off spending an entire evening trying to figure out where to go. It's clear from a lot of people giving advice to beginners that they have more ISK and time than they know what to do with, but in one or two weeks I may find myself on a tight time budget and I want to strike a balance of efficacy and enjoyment, without tying myself down in fleets before I know if I will subscribe beyond a month and have time to play beyond February.

Any suggestions for skills outside of the categories I mentioned above? Anything special that should go IV or V before anything else? I'm also going to add in scanning and gunnery skills eventually and know Caldari frigates/destroyers isn't listed.

Again, another reason I want a skill plan is because I may end up not playing the game for a couple of days every now and then and in that case it's best to have a queue built up.

Zirashi wrote:
Yeah no one is doing 1000 dps in a Kestrel. Did you (they?) mean 100 dps? With an LML fit, that sounds about right. 1000 dps is unobtainable for most reasonably fit ships (those numbers are typically only found on battleships and up). There are some small ships like the polarized blaster Hecate that can reach that, but they are typically severely gimped in everything else (mobility, defense, control).

Guess it must have been a typo!
mkint
#14 - 2017-01-29 03:53:44 UTC
Honzo Hottori wrote:

Any suggestions for skills outside of the categories I mentioned above? Anything special that should go IV or V before anything else? I'm also going to add in scanning and gunnery skills eventually and know Caldari frigates/destroyers isn't listed.

Mostly the mastery skills for the ships you want to fly. They should be pretty well balanced and thorough, and I believe even cover the weapon support skills though I'd have to check to be sure. The masteries will also have overlap with other ships, the skills you train to get the most out of your frigates will be an absolute necessity in flying the bigger ships. Once you've got those core skills trained, most of your training time would go to unlocking ships and unlocking T2 weapons. Personally, as a general rule, I'll train a skill to 3 minimum. 4 if I plan on using it. 5 if it unlocks something else. Very rarely have I trained a level 5 skill for the bonus it provides alone.

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

Honzo Hottori
Doomheim
#15 - 2017-01-29 05:29:38 UTC
mkint wrote:
Honzo Hottori wrote:

Any suggestions for skills outside of the categories I mentioned above? Anything special that should go IV or V before anything else? I'm also going to add in scanning and gunnery skills eventually and know Caldari frigates/destroyers isn't listed.

Mostly the mastery skills for the ships you want to fly. They should be pretty well balanced and thorough, and I believe even cover the weapon support skills though I'd have to check to be sure. The masteries will also have overlap with other ships, the skills you train to get the most out of your frigates will be an absolute necessity in flying the bigger ships. Once you've got those core skills trained, most of your training time would go to unlocking ships and unlocking T2 weapons. Personally, as a general rule, I'll train a skill to 3 minimum. 4 if I plan on using it. 5 if it unlocks something else. Very rarely have I trained a level 5 skill for the bonus it provides alone.

Sounds like what I had in mind.