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EVE New Citizens Q&A

 
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Greetings, question from a newbie!

Author
Meiyo Itansha
Kite Co. Space Trucking
#1 - 2012-03-16 23:51:02 UTC
Hey all,

First of all I should say that I'm really enjoying my time in Eve. Tried to get into it before but I lacked the patience and understanding that is necessary to enjoy the game. This time around it's clicking, and I'm hoping to make a long career out of being a capsuleer.

Despite this, I still have more questions than answers. The biggest one is what kind of ship will fit my needs. I'm interested in PvE mission running, as well as being able to function in alliance based PvP. So what kind of ship should I be aiming for? I like the look and sound of cruisers, battlecruisers, and battleships, as I'd like to be able to dish out decent DPS and tank armor well. However, I don't really know for sure what the best answer to my question is.

My other question is regarding certificates. I'm curious as to whether or not it's worth getting the recommended certs for whatever ship I decide on. If not, where can I learn what kind of skills I should look into for the ship I'm looking at. I'm not looking for a fast track, I just don't want to waste time with skills that won't end up helping me much.

Thanks a ton for the help, I appreciate it!
Arura Thorne
Doomheim
#2 - 2012-03-17 00:05:24 UTC
Yeah,

I'm worndering the same thing. I've found the certificates tab on my Character Sheet and am using it to train for basic career skills. Am I wasting my time?
gfldex
#3 - 2012-03-17 00:09:35 UTC
Meiyo Itansha wrote:
alliance based PvP. So what kind of ship should I be aiming for?


That depends on the fleet doctrine of the alliance in question. Wrong place to ask IMHO.

Meiyo Itansha wrote:
I'm curious as to whether or not it's worth getting the recommended certs for whatever ship I decide on.


Depends on the ship. The certs for the Caracal are outright wrong. Any other ship is okish. It wont relieve you from understanding what skills do in conjunction with the game mechanics. The wiki might help. It's the button up there that says EVELOPEDIA (EVEWiki would have been a speaking name and as such uncool).

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

gfldex
#4 - 2012-03-17 00:10:28 UTC
Arura Thorne wrote:
Am I wasting my time?


If you want to be very very specialised you may.

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

Tau Cabalander
Retirement Retreat
Working Stiffs
#5 - 2012-03-17 01:54:45 UTC
It only takes long to train if you specialize.

Training to level 1 to level 4 gets you 80% of the benefits of a skill, and takes less than 20% of the time of training level 5.

No matter what direction you decide to go, you really can't go wrong by training skills that affect multiple ships and fittings.
Meiyo Itansha
Kite Co. Space Trucking
#6 - 2012-03-17 03:06:34 UTC
gfldex wrote:


That depends on the fleet doctrine of the alliance in question. Wrong place to ask IMHO.




Fair enough. So let me pose this question, would a Maller be a good ship to get into if I'm interested in PvP and PvE? Also where would a good place be to educate myself on alliance PvP?
Ajita al Tchar
Doomheim
#7 - 2012-03-17 03:55:19 UTC
Meiyo Itansha wrote:
gfldex wrote:


That depends on the fleet doctrine of the alliance in question. Wrong place to ask IMHO.




Fair enough. So let me pose this question, would a Maller be a good ship to get into if I'm interested in PvP and PvE? Also where would a good place be to educate myself on alliance PvP?


Re: Maller. It's not really a great ship because about the only thing it does well is act as a thick brick. Mallers are often used as bait in PvP, or as a surprise lolfit. If you want to stick with Amarr, an Arbitrator is a good cruiser, but it is more skill-intensive than the Maller. You'll need tank, drones, turrets, and you may like to make use of its tracking disruptor bonus. Really, though, your ship choice should depend on the role you'll be filling. You may be very useful in a frigate, or maybe you'll be asked to train for a BC (Harbinger is good in the Amarr lineup), or you may have to cross-train to another race to fit into fleet comps. You'll just have to find out.

Not sure exactly what you mean by "alliance PvP" since different alliances engage in different types of PvP. There's high sec wars, RvB and the likes, low sec piracy, faction warfare, wormhole gangs, NPC null gangs, sovereign null gangs and blobs (though the latter is certainly not limited to null sec! blobbity blob). Decide on the scale of PvP you want to engage in--small or large fleet battles--and whether you want null, low, high sec or unknown w-space, and go from there, look up alliances, see who's active and who you might be able to join, etc.
Liam Mirren
#8 - 2012-03-17 04:47:47 UTC
Certificates are a way to show new players there's a whole lot of skills out there that affect your performance, moreso than just the simple "cruiser lvl 3" requirement stuff. No more, no less and as such they're just guidelines at best. Some make sense, some might not. What you can also do is just show all skills and rclick->info them, figuring out if they're useful to you or not or ask around. The problem you, and any newbie, run into is that there's no easy answers to anything as everything is situational, therefore most answer should start with "that depends" and because of that you get all kinds of conflicting and confusing answers.

To try and give you an answer on ship/race choices have a look at the link in my signature, one of the guides talks about it. Problem is ofcourse that explaining stuff like that is, by definition, a generalisation and thus it all depends on the context and situation you're in. To get a bit more specific on your question: no pvp focussed corp is waiting for a Maller pilot, Maller generally "sucks" in most situations and is fairly useless in group pvp. The Amarr way of doing things doesn't really translate too well to small ships but it's fantastic for bigger ships. Realise though that some Amarr cruisers ARE wanted, but they're all T2 or even T3 ones. Guardian and Zealot can be very useful in fleet pvp although it depends on the total fleet composition, which should change depending on what their role is and what scenario they'll be in.

There's many roles in PVP, being "dps" is only a part of it, and many of those roles are specialisations which can be done by relative new players. So learn about the possible roles in fleet pvp, pick something you find interesting and focus on getting that trained up. This might mean switching ship types or even ship race, you bring what is useful.

Excellence is not a skill, it's an attitude.

ShahFluffers
Ice Fire Warriors
#9 - 2012-03-17 08:59:57 UTC  |  Edited by: ShahFluffers
Meiyo Itansha wrote:
Despite this, I still have more questions than answers. The biggest one is what kind of ship will fit my needs. I'm interested in PvE mission running, as well as being able to function in alliance based PvP. So what kind of ship should I be aiming for?


Two things:

1. No one ship can do any one thing. Each ship has a specialty (more or less) and fitting a ship to do multiple things at once gimps it in being able to do any one thing well.

2. Don't see your ship as something you are going to keep. Your ship is going to die at some point in time. No if's, and's, or but's. If you attach yourself to any one ship you run the risk of "ragequitting" once you get ganked for whatever reason.

I am not intimately familiar with alliance PvP so I'll leave that question fro someone else.

Meiyo Itansha wrote:
My other question is regarding certificates. I'm curious as to whether or not it's worth getting the recommended certs for whatever ship I decide on. If not, where can I learn what kind of skills I should look into for the ship I'm looking at. I'm not looking for a fast track, I just don't want to waste time with skills that won't end up helping me much.


See the certificates as "guidelines" and nothing more. They can lead you in the areas you need to go into... but they may or may not include all the various support skills that are required to make the end goal work "as intended."

I will say that there are some "core skills" that all players should work on ASAP:

- Electronics (+5% CPU for all ships)
- Engineering (+5% Powergrid for all ships)
- Hull Upgrades (+5% armor HP and access to one of the most important mods in the game: the "Damage Control II")
- Mechanics (+5% structure HP)
- Shield Operation (+5% shield HP)
- Energy Management (+5% capacitor regeneration)
- Energy Systems Operation (+5% capacitor capacity)
- Weapon Upgrades (-5% CPU for all weapons)
- Advanced Weapon Upgrades (-2% Powergrid for all weapons)

The reason all these skills are considered "core skills" is because they affect all ships. Once you have these skills at max you can train to any racial ship/weapon line at will.

However, one disclaimer I should make is that all these skills take a fair amount of time to max out. My advice is to train one of these skills to max and then train one or two "fun skills" that you "tangibly affects" you.


Beyond this, you have to research for yourself with what skills will be helpful to you.
Toshiro GreyHawk
#10 - 2012-03-17 10:21:58 UTC  |  Edited by: Toshiro GreyHawk
1) The Maller is all right. It's more tank than DPS but you can run Level II missions in it no problem if you know what you're doing. Running missions is fairly easy, the biggest problem with them - and the reason people don't like Mallers as mission ships - is that it's DPS that gets you through the mission faster and getting through the mission faster is what Mission Runners are all about.

2) The Arbitrator is a better DPS ship IF you have good drone skills. If you've got good drone skills and put some drone modules on the Arby - you've got 5 little buzz saws that will make short work of most Level II rats. The catch there is that you've got to have your drone skills trained up. It also has turret and missile slots but those don't add much to it's DPS because there aren't many of them. It's a Drone Boat. As a Drone Boat, it's a great choice for miners - whose weapon is the drone.

If you are a new person using Amarr ships - either of these will get you through your Level II missions.


Now ... what I did ... was use them both ...

I had a high/low team of a Maller and an Arbitrator - I'd send in the Maller first to get the agro - then send in the Arbitrator to blow things up. Worked really well until the rats got smarter - and started going after the Arby when he showed up. *shrug* It still worked then ... just not as well. Of course - that won't work at all if you only have one account.


Another factor is how you plan on doing things. The tactics you plan on using dictate how you fit your ship. You can have different fits for different jobs and save them in the ship fitting tool. Just use the right fit for the job. The same goes for ships as a whole. Some ships - no matter what you put on them - are simply not going to excel at certain roles - though they may well shine at others. Think of your ships as tools onto which you can attach various adaptions that let you do different things. Understand what the adaptions do in modifying the tools performance - and what that tool is simply unsuited to do. For example - you can use a drill as a drill or as a screw driver - but it makes a terrible hammer. You can use a drill as a hammer but the results are not likely to be pleasing ...

.
Meiyo Itansha
Kite Co. Space Trucking
#11 - 2012-03-17 13:47:03 UTC
Thanks for the great responses, I feel much more educated now.
PvP has been kind of a mystery to me, I didn't even realize there was such diversity in the kinds of PvP that goes on.

I'll look into some PvP guides to see what I can learn.

Thanks again!
Baneken
Arctic Light Inc.
Arctic Light
#12 - 2012-03-19 06:48:54 UTC
Meiyo Itansha wrote:
Thanks for the great responses, I feel much more educated now.
PvP has been kind of a mystery to me, I didn't even realize there was such diversity in the kinds of PvP that goes on.

I'll look into some PvP guides to see what I can learn.

Thanks again!


I suggest you too look http://www.rifterdrifter.com/ for frigate combat.
MP2008
Restinotia Corp
#13 - 2012-03-19 07:39:53 UTC
Pay no attention to certificates, in my day I winged it. Train all of your core proficiency skills up as much as possible. Things to hit up. Engineering, energy management, energy grid upgrades, electronics, electronics upgrades, navigation, afterburner,fuel conservation, evasive manuevers, high speed manuevering, microwarpdrives etc. things that will increase the basic capabilities of your ship to their max attainable level which will make them easier to fit.

My advice is to become a tackler, that is really the first useful role a new pilot can play in group pvp. Train for interceptors and assault frigates as the skills needed for those two will greatly benefit any other ship you fly.

Jouron
Hadon Shipping
#14 - 2012-03-20 20:41:20 UTC
Harbinger can be fitted to run a variety of missions.

It can also be outfitted to be a pretty decent slugger in combat.

Depending on your fitting you might have to swap rigs. It depends on what you need.