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Black Ops Skill Advice

Author
Sevir V'Dirian
Republic University
Minmatar Republic
#1 - 2014-02-11 04:37:51 UTC  |  Edited by: Sevir V'Dirian
I'm currently planning out a long term skill path and remaps and need a little advice regarding some skills relating to Black Ops ships. BO is something I'd eventually like to try out, but it's a longer term goal. In the process of reviewing all the relevant skills I've gotten pretty lost in what exactly to train. Much of this is due to me not fully understanding the mechanics to how they work.

What I'd like to have is the needed skills at a level that a corp would accept me and be willing to teach me the ropes, and it's pretty clear this will require much beyond the ability to just undock one. In particular here is what I'm looking at:

Cynosural Field Theory
Jump Fuel Conservation
Jump Drive Calibration
Jump Portal Generation

Currently I'm a few days away from simply being able to pilot the ship and need to know where to go from here with these Navigation skills prior to remaping away from those attributes. What would be a good level to get these skills to? Again, I'm not looking to be a perfect skilled BO pilot, simply competent enough to be useful and productive. I see that many of these skills apply to Capital ships but that's not something I'm planning toward so considering those here is not an issue.

Also, any advice about other skills relating to, or desired for, Black Ops would be appreciated. Thanks for any help!
Batelle
Federal Navy Academy
#2 - 2014-02-11 15:25:16 UTC
get them all to 4, minimum.

Getting cyno theory to 5 is also big. It will let you light your own black ops cyno for other battleships, but more often, it'll be used so you can be the scout or the original cyno.

Also, you're approaching this for completely the wrong perspective. If you want to learn the ropes, its more important for you to have skills in actual covops ships. I say this because you really only need one blops to move a cloaky gang around, so if you're going to join a corp, you should be able to fly the core ships. If you're in a gang where the blops is just used for bridging, it will typically be an alt of the FC or some other experienced person. If you're in a gang where the blops are going directly into combat , then you won't need the jump portal generation skill. Once you know how it all works, then you can take the role of being the bridge for the bombers, and perhaps taking that burden off the FC.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Tau Cabalander
Retirement Retreat
Working Stiffs
#3 - 2014-02-11 16:03:59 UTC
Cynosural Field Theory 5
Jump Fuel Conservation 5 [4 usable but you want to reduce fuel usage as much as possible]
Jump Drive Calibration 5 [Blops have a very short range, so this is essential]
Jump Portal Generation 1 [It doesn't matter beyond level 1 for Blops]

You forgot one: Black Ops 4

Blops have short range, so maximizing it is important. Also guess which Blops is most popular: the one with the largest cargohold for fuel.
Sevir V'Dirian
Republic University
Minmatar Republic
#4 - 2014-02-11 22:03:53 UTC
That all looks like some good advice. I think I'll move my goal toward the covops ships as suggested then possibly on to black ops in the future, depending on how much I enjoy the core ships aspect. Thanks for the tips guys.
Tyrton
Imbecile MIiss Managment and Disasters
Intergalactic Interstellar Interns
#5 - 2014-02-13 02:55:27 UTC  |  Edited by: Tyrton
Don't forget covert jump portal generator ... just to bridge the boys in or out.

E: its way to late and already mentioned
Radius Prime
Tax Evading Ass.
#6 - 2014-02-13 17:47:28 UTC
Batelle wrote:
get them all to 4, minimum.

Getting cyno theory to 5 is also big. It will let you light your own black ops cyno for other battleships, but more often, it'll be used so you can be the scout or the original cyno.

Also, you're approaching this for completely the wrong perspective. If you want to learn the ropes, its more important for you to have skills in actual covops ships. I say this because you really only need one blops to move a cloaky gang around, so if you're going to join a corp, you should be able to fly the core ships. If you're in a gang where the blops is just used for bridging, it will typically be an alt of the FC or some other experienced person. If you're in a gang where the blops are going directly into combat , then you won't need the jump portal generation skill. Once you know how it all works, then you can take the role of being the bridge for the bombers, and perhaps taking that burden off the FC.



I agree totally except for Jump drive calibration. You really need it at V to maximize your jumping distance. When traveling in BLOPS groups it is also essential to be able to stick with the group. Remember the BS itself cannot be bridged.

Reopen the EVE gate so we can invade Serenity. Goons can go first.

Tau Cabalander
Retirement Retreat
Working Stiffs
#7 - 2014-02-13 18:54:25 UTC
Radius Prime wrote:
I agree totally except for Jump drive calibration. You really need it at V to maximize your jumping distance. When traveling in BLOPS groups it is also essential to be able to stick with the group. Remember the BS itself cannot be bridged.

Actually you can bridge a Blops, but it is very fuel inefficient to do so.
Batelle
Federal Navy Academy
#8 - 2014-02-13 19:34:51 UTC
i would agree jump cal 5 is important, but its a rather onerous train, especially for a non-cap pilot. He can decide how important it is for him once he's already used it. Its utility depends entirely on his corp.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Radius Prime
Tax Evading Ass.
#9 - 2014-02-13 20:55:39 UTC
Tau Cabalander wrote:
Radius Prime wrote:
I agree totally except for Jump drive calibration. You really need it at V to maximize your jumping distance. When traveling in BLOPS groups it is also essential to be able to stick with the group. Remember the BS itself cannot be bridged.

Actually you can bridge a Blops, but it is very fuel inefficient to do so.


I stand corrected. Was told the fuel bay was too small. Must have changed since then.

Reopen the EVE gate so we can invade Serenity. Goons can go first.

Tau Cabalander
Retirement Retreat
Working Stiffs
#10 - 2014-02-13 22:54:29 UTC  |  Edited by: Tau Cabalander
Radius Prime wrote:
Tau Cabalander wrote:
Radius Prime wrote:
I agree totally except for Jump drive calibration. You really need it at V to maximize your jumping distance. When traveling in BLOPS groups it is also essential to be able to stick with the group. Remember the BS itself cannot be bridged.

Actually you can bridge a Blops, but it is very fuel inefficient to do so.

I stand corrected. Was told the fuel bay was too small. Must have changed since then.

You can bridge a Blops, just not very far.

Covert Jump Portal Generator I
jumpPortalConsumptionMassFactor = 1.8e-07

With JFC 4 bridging a Widow, the most massive at 151,100,000 kg:

Isotopes used per light year = 151,100,000 kg * 1.8e-07 * 300 isotopes per light year * (1 - Jump Fuel Conservation 4 * 10%) = 4896

Isotopes are all 0.15 m3 so:
4896 * 0.15 m3 = 734.40 m3 of isotopes to bridge a Widow 1 light year

You have the fuel bay and the cargohold. The fuel bay alone has 1000 m3 capacity.

Note that it takes only 180 isotopes (27 m3) to jump the same distance in this example.