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Low Sp Race choice

Author
Akachi Ak
Exiled Explorer of Jove Empire
#1 - 2015-05-22 23:39:22 UTC
Hello,
As i'm being clueless about the diefferent weapons/ships pros and cons, i came here to ask for some much needed advice. My character is 8m sp mostly in fitting as i'm still not sure what to train to be more effective in pvp. Id like to at least be able to contribute in our corp small gang pvp as a dps(ill prefer not to logi, i never liked that role), and maybe in the future try some solo ( i know ill lose badly but it ll be cool).
The problem is, im a low sp character and i dont want to wait an eternity so i can fly correctly t2 ships. i ll prefer to begin with some T1 cruisers (as my corp does only kitchen sink cruiser gangs). Id like to optimize my skilling, and for that id love it if you give me some advice about the pros and cons of races/weapons/ships t1 (mostly) and t2 in the future.
Excuse the bad english, its not my main language XD
And yes, i really looked at the forum posts before and i checked google but its has mostly old stuff and ishtar this ishtar that comments
Thank you
Paranoid Loyd
#2 - 2015-05-23 00:36:22 UTC
There is no correct answer, most weapons systems are good, projectile weapons are currently considered the weakest but most fights are decided before they begin so if your projectile ship is setup to properly counter the ship you are fighting it will do just fine.

There is not one ship or weapon system that will beat all others, so honestly the best answer is train them all (at least the small ones) and then decide what you feel most comfortable flying and then improve on that style.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Gully Alex Foyle
The Scope
Gallente Federation
#3 - 2015-05-23 12:13:26 UTC
Ships that should always be welcome in a a kitchen sink T1 cruiser gang (excluding logi, since you don't like it):

. Vexor
. Blackbird
. Atron

Vexor puts out good dps even with low SP, you should then train T2 light and medium drones (they're always useful, no matter what you fly).

If you want to do something else other than dps, you can't go wrong with ECM. Train ECM skills to 3 or 4, hop into a blackbird.

For good old tackle, mwd/scram/web atron with hull tank, maybe an ancillary repper to survive a bit more while holding stuff for your mates.


Then, as Loyd said, if you like PVP you'll eventually train everything so IMO it's not really necessary to choose just one race.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Serendipity Lost
Repo Industries
#4 - 2015-05-23 17:31:47 UTC
Racial breakdown as far as training goes.

Amarr - armor skills and gunnery laser skills take care of most of the ships
there are a few (awesome) drone boats and a few missle boats
with amarr if you concentrate on armor and laser stuff - you'll cover most of it

Caldari - shield skills and missile skills
a few ships have hybrid weapons system
with caldari if you concentrate on shields and missiles - you'll cover most of it

Gallente - armor skills, hybrid guns and a good amount of drones
three things to concentrate on - armor / hybids / drones

Minmatar - half shield ships and half armor ships
half projectile ships and half missile boats
the only thing you don't need to concentrate on are drones

Where am I going with this? Figure out the path you want to take and then wander through all of them. As an example:

Train shields and missiles and get decent at caldari ships
Move to armor skills and hybrids - this finishes off caldari ships and moves you into gallente.
Get some good drones skills - this checks off gallente ships

Now you just have to rip quickly through laser and projectile skills (gunnery and drones are done w/gallente) and you have it all.

You could start with Amarr and armor/laser/gunnery if you like just as easily.

The one race I recommend not starting with is minmatar - minmatar ships pretty much cover everything - it's a tough place to start.

So, if you want to go by race - then do the above. There are better ways to train through all the ship skills, but this answers your question.
RavenPaine
RaVeN Alliance
#5 - 2015-05-24 00:49:21 UTC  |  Edited by: RavenPaine
Since you mentioned DPS as your primary goal:

Pick a basic weapon system from the 3, Guns, Missiles, Drones.
When you're in doubt about race, train a SUPPORT skill in that category.
Support skills are what makes every weapon shine.

I find that most evident with drones. Weak drone skills = weak drones. And if you never had good drones, the bad ones will not feel very worthwhile. Every race uses drones.

Gun supports affect every race of gun, and all sizes of guns, so they seem like the most bang for the buck.
Hybrids are used by 2 races. Projectiles keep firing even if you cap out. Lasers deliver 1 specific damage type, but they have great range and ammo swap is immediate.

Missiles are used inter-racially, but it's still the same missile. If you do a lot of PVE, then you might want good missiles.
Torps aren't a big thing these days, and Heavies are lame these days also.

I agree with Serendipity about Minmatar ships. They are the most skill intensive race *generally speaking*. That doesn't mean you couldn't train specifically for a Rupture or whatever. It just means you might have a great Rupture, but have terrible skills for a Cyclone. I love Minnie ships for the slot layout, utility, versatility. But I surely did not train them first.

You can train a lot of stuff to IV's and still not have a huge time commitment in. For kitchen sink fleets (I love kitchen sink fleets btw) just try a few different hulls and see what YOU LIKE. Then you can commit to the Cruiser V, BC V, and so on.
Gh0stBust3rs
Project.Nova
The Initiative.
#6 - 2015-05-24 06:12:53 UTC
food for thought. Missiles almost always hit for some type of damage.

Reasons they dont:
1. You are out of ranger.
2. The target was able to outrun your missile past range/flight time
3. Some special snowflake actually used defender missiles or smartbombed away your missiles.

In saying that dps can suck with missiles. webs scrams and target painters are your friend
Plato Forko
123 Fake Street
#7 - 2015-05-24 21:15:22 UTC
Akachi Ak wrote:
Hello,
As i'm being clueless about the diefferent weapons/ships pros and cons, i came here to ask for some much needed advice. My character is 8m sp mostly in fitting as i'm still not sure what to train to be more effective in pvp. Id like to at least be able to contribute in our corp small gang pvp as a dps(ill prefer not to logi, i never liked that role), and maybe in the future try some solo ( i know ill lose badly but it ll be cool).
The problem is, im a low sp character and i dont want to wait an eternity so i can fly correctly t2 ships. i ll prefer to begin with some T1 cruisers (as my corp does only kitchen sink cruiser gangs). Id like to optimize my skilling, and for that id love it if you give me some advice about the pros and cons of races/weapons/ships t1 (mostly) and t2 in the future.
Excuse the bad english, its not my main language XD
And yes, i really looked at the forum posts before and i checked google but its has mostly old stuff and ishtar this ishtar that comments
Thank you


First off, I disagree with advise about prioritizing missile training. Yeah, missiles are great, but missile support skills take literally months to train and missile skills will only apply to one weapon system. Not a great choice for a newbie. Gunnery skills take a while too, but at least they will apply to three of the five weapon systems in game. Drone skills also take a long time, but they should be trained as soon as possible because so many ships rely on drones to some extent (Hobgoblin II is the most used weapon in EvE).

Second off, don't race into cruisers. It's a classic newbie mistake, and here's why it's wrong: people tend to assess threats based on the worst-case scenario. If someone sees a Vexor on d-scan, they will assume the Vexor is T2 fitted because that's the worst-case scenario. The greatest mistake is looking more dangerous than you really are. The more dangerous you look in space, the more DPS a force will muster to come attack you with. So, obviously, if you are incompetently flying a cruiser you will do more harm than good simply by raising the threat profile of your fleet and encouraging attackers to come with as much force as they think will be necessary to break your cruiser, if it were T2 fitted.

Thirdly, skill points are all about raising your ship's potential through bonuses. Once you can fit T2 guns, you are only getting a 2% damage gain from training a weapon skill further. It sucks. Hull-specific bonuses are much better, usually offering a minimum of 5% per skill level, and there is always two or three bonuses attached. So the more spaceship command skills you have at V, the more ships you will be fully competent in. It takes roughly the same amount of time to train a cruiser hull skill to V as it does to train ALL four racial frigate skills to V, which means you can be fully competent in all T1, pirate and faction frigates in the game in the same amount of time that it takes to be fully competent in only the T1 cruisers of a single race.

Versatility is your best weapon, because EvE often changes. If you focus too much one one hull or one weapon system, there's a good chance it will be the next thing that CCP nerfs (Murphy's Law). Train the low-hanging fruit first, get competent in smaller ships first and then you can at least be a good help to your fleet while you wait the long wait for cruiser skills to develop.
Akachi Ak
Exiled Explorer of Jove Empire
#8 - 2015-05-24 21:39:25 UTC
Thank you for all the well thought out answers, i really appreciate them.
I already skilled most racial frigates to V those with gunnery. and i skilled by mistake the projectiles mediums. i say mistake cause the auto canons are bad in medium and the arty aren t useful in most situations. skilling that weapon system took more than 20 day and have 3 days till i get minmatar V. i could have skilled something better. At the age of my character 2 months is a lot of time. I kinda regret this choice i made, that's why i asked for advice so i can
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#9 - 2015-05-25 05:45:51 UTC
Drones armor and neuts. Amarr or Gallente.

You don't even have to be good, just make sure you get close then just latch on and sit there while the other guy slowly dies.
Traejun DiSanctis
Caldari Provisions
Caldari State
#10 - 2015-05-26 05:55:50 UTC
For PvP, anything works. I'd simply recommend you avoid Gallente because significant drone training is required to get the most out of the Gallente boats. More importantly, its not so much the race choice as it is the weapon system choice.

Hybrid Turrets benefit Gallente and, to a lesser degree, Caldari. Missile training benefits all races to some degree, though Gallente the least of all. Missiles are a great choice for entry level PvP because you can quickly train rockets and light missiles to V + Specialization and have missile Frigates, Destroyers and Cruisers mostly taken care of.

Given that you've already got 8M SP into predominantly fitting skills, you're well on your way to being able to fit the ships. Now, you just have to choose a weapon system and go from there.

My recommended path: Train Rockets and Light Missies up + Caldari frigates, dessies and cruisers. After that, switch to Hybrid turrets + Gallente boats. Finish up with drone training. Plan out a 3-6 month training queue.
lord xavier
Rubbed Out
#11 - 2015-05-27 10:30:54 UTC
Serendipity Lost wrote:
Racial breakdown as far as training goes.

Amarr - armor skills and gunnery laser skills take care of most of the ships
there are a few (awesome) drone boats and a few missle boats
with amarr if you concentrate on armor and laser stuff - you'll cover most of it

Caldari - shield skills and missile skills
a few ships have hybrid weapons system
with caldari if you concentrate on shields and missiles - you'll cover most of it

Gallente - armor skills, hybrid guns and a good amount of drones
three things to concentrate on - armor / hybids / drones

Minmatar - half shield ships and half armor ships
half projectile ships and half missile boats
the only thing you don't need to concentrate on are drones

Where am I going with this? Figure out the path you want to take and then wander through all of them. As an example:

Train shields and missiles and get decent at caldari ships
Move to armor skills and hybrids - this finishes off caldari ships and moves you into gallente.
Get some good drones skills - this checks off gallente ships

Now you just have to rip quickly through laser and projectile skills (gunnery and drones are done w/gallente) and you have it all.

You could start with Amarr and armor/laser/gunnery if you like just as easily.

The one race I recommend not starting with is minmatar - minmatar ships pretty much cover everything - it's a tough place to start.

So, if you want to go by race - then do the above. There are better ways to train through all the ship skills, but this answers your question.

Going from Caldari to Minmatar would be better. Then converting over to armor. While Hybrids work with Caldari, shields work more with Minmatar ships. Giving them basic gunnery skills to train with projectiles and shorter training times to move to a different race of ships. Then training Hybrids pushes them into more options in the first race (caldari) while giving them access to some Gallente with the armor and very basic drone skills. Leaving amarr for last on that setup which his just guns and ships.

Given they are starting from scratch, I'd honestly say if you are going to cross train, do two races. Preferebly Amarr and Gallente OR Caldari and Minmatar. Skipping around to fly all races at the start will leave crappy skills and alot of out-of-map training.

Another option is doing a Perc/Intel remap and going Frig, Destroyer for all races and Cruiser for 2-3 races depending on armor/shield. Doing Small Specializations for each racer to 4, since they take I think 35-40 days to do all 8 small specs, then either brawler or kiting for others (Brawler for shield/armor, whichever you trained) and kiting for the ones you didnt. This gives a wider range of ships to play with, without really dumping more than 5 months of random training into ships and weapons if putting the support skills (Traj Analysis, Guided missles and such to 4). Then the remainder of the time is to push up your basic ship support skills to 5at a not very crippled training rate.

All first year training should be done similar to these to give you basic abilities to fly ships decently and still giving you freedom over flying one race. If you are joining a group, see what they fly more of and go with that for your training and stick to it. :) You'll be much happier being able to fly a few things really good than a bunch of things at minimal levels.
Doctor Knuckles
Sebiestor Tribe
Minmatar Republic
#12 - 2015-05-27 14:13:38 UTC
So, objective is, as far as i understood: solo, small gang, cruiser oriented.

In my mind you need something that can skirmish when solo or in gang when you have no logi, or take a beating if you have logi.

I'd go Amarr.

Omen Navy Issue is one of the most cost effective (if not the msot cost effective) solo cruisers in the game, super fun to fly, and takes a certain amount of finesse. It also works great in skirmishing gangs. And if you feel like downsizing, Slicer is love.

Another option could be an arbitrator, very underrated and little known boat, can put out nasty surprises.

Then if you have logi, amarr are great armor tankers.

Also, you'll be on your way to sacrilege and zealot, which are awesome.

Reasoning, Amarr compared to other options:
Gallente are great, but are far less effective skirmishers, also need excellent drone skills. Caldari... eh. 2 different weapon system needed, missiles to skirmish (caracal, osprey navy), hybrids for fleet (moa). Minnies: medium projectiles aren't in a good spot. Their best non t2 skirmisher uses rapid light missiles (scythe fleet issue), so again 2 weap systems.
Xaneth
P47
#13 - 2015-06-07 17:19:52 UTC  |  Edited by: Xaneth
Doctor Knuckles wrote:
So, objective is, as far as i understood: solo, small gang, cruiser oriented.

In my mind you need something that can skirmish when solo or in gang when you have no logi, or take a beating if you have logi.

I'd go Amarr.

Omen Navy Issue is one of the most cost effective (if not the msot cost effective) solo cruisers in the game, super fun to fly, and takes a certain amount of finesse. It also works great in skirmishing gangs. And if you feel like downsizing, Slicer is love.

Another option could be an arbitrator, very underrated and little known boat, can put out nasty surprises.

Then if you have logi, amarr are great armor tankers.

Also, you'll be on your way to sacrilege and zealot, which are awesome.

Reasoning, Amarr compared to other options:
Gallente are great, but are far less effective skirmishers, also need excellent drone skills. Caldari... eh. 2 different weapon system needed, missiles to skirmish (caracal, osprey navy), hybrids for fleet (moa). Minnies: medium projectiles aren't in a good spot. Their best non t2 skirmisher uses rapid light missiles (scythe fleet issue), so again 2 weap systems.


The drawbacks are 1) only em/therm damage and 2) VERY capacitor intensive.

Still a good gun system but be aware neuts will hurt much worse. Make sure you skill for and use cap boosters
Demerius Xenocratus
The Scope
Gallente Federation
#14 - 2015-06-07 23:58:46 UTC
Drones are amazing. Gallente droneboats are amazing.

Start with the Tristan whilst training light drones, hybrid turrets and support skills; then move on to the comet and Algos.

Start working on medium, heavy, and sentry drones and then go for Gallente Cruisers V.

The Vexor and its upgraded Navy and T2 variants (Ishtar) remain some of the most versatile, useful, and deadly ships in the game.

Then just keep training hybrids for the sad sad day when drone cruisers get nerfed into oblivion.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#15 - 2015-06-08 01:10:13 UTC
The big obstacle you run into with drone boats is when you begin to approach battleships.

You end up having to train a bunch of different large weapons systems in addition to heavy drones in order to get ideal performance out of your ships. Whereas with a ship that is just guns or missiles you only have to train one specialization to get basically peak performance.

The Armageddon (when used as a combat ship rather than a support ship) is particularly a pain in the butt until you have like 20 million SP.
Justicar Saturnius
Doomheim
#16 - 2015-06-08 03:47:20 UTC
Vimsy Vortis wrote:
Drones armor and neuts. Amarr


Empress bless you sister.
Nat Silverguard
Aideron Robotics
Aideron Robotics.
#17 - 2015-06-08 04:12:05 UTC
Armor. Drones. Blasters. Gallente.

Just Add Water

Doctor Knuckles
Sebiestor Tribe
Minmatar Republic
#18 - 2015-06-08 09:15:16 UTC
Xaneth wrote:
Doctor Knuckles wrote:
So, objective is, as far as i understood: solo, small gang, cruiser oriented.

In my mind you need something that can skirmish when solo or in gang when you have no logi, or take a beating if you have logi.

I'd go Amarr.

Omen Navy Issue is one of the most cost effective (if not the msot cost effective) solo cruisers in the game, super fun to fly, and takes a certain amount of finesse. It also works great in skirmishing gangs. And if you feel like downsizing, Slicer is love.

Another option could be an arbitrator, very underrated and little known boat, can put out nasty surprises.

Then if you have logi, amarr are great armor tankers.

Also, you'll be on your way to sacrilege and zealot, which are awesome.

Reasoning, Amarr compared to other options:
Gallente are great, but are far less effective skirmishers, also need excellent drone skills. Caldari... eh. 2 different weapon system needed, missiles to skirmish (caracal, osprey navy), hybrids for fleet (moa). Minnies: medium projectiles aren't in a good spot. Their best non t2 skirmisher uses rapid light missiles (scythe fleet issue), so again 2 weap systems.


The drawbacks are 1) only em/therm damage and 2) VERY capacitor intensive.

Still a good gun system but be aware neuts will hurt much worse. Make sure you skill for and use cap boosters


that's true, but EM/therm is a very strong damage type, certainly better than kin/therm tied to hybrids

cap warfare is not that common on frig hulls, and on cruisers for solo / small gang work you're better off with skirmish setups (nomens, fessors, <3 ), out of neuts range. In proper fleet work, it's a non issue, cap warfare is most likely going to be applied to logi
Janeway84
Insane's Asylum
#19 - 2015-06-08 09:34:57 UTC
having flown 75% of the ships in eve nad having gal, cal and amarr skills at good levels to fly almost all subcapitals Id say go gallente and then amarr cross train and you unlock some awesome ships.
Drones and armor and gunnery support helps both races even though amarr are energy turrets and gallente hybrid.
Train up frig with t2 guns and then destroyer w t2 guns and tank etc, then crusiser, then level 5 your favourite ship class to either unlock interceptors, assault frigates, covert ops or T3 destroyer, interdictor or heavy assault cruiser, recon cruiser or T3 cruiser.
And as others have said its good to focus on a single weapon system at start.
Khanid Voltar
#20 - 2015-06-08 10:24:25 UTC  |  Edited by: Khanid Voltar
Akachi Ak wrote:
Thank you for all the well thought out answers, i really appreciate them.
I already skilled most racial frigates to V those with gunnery. and i skilled by mistake the projectiles mediums. i say mistake cause the auto canons are bad in medium and the arty aren t useful in most situations. skilling that weapon system took more than 20 day and have 3 days till i get minmatar V. i could have skilled something better. At the age of my character 2 months is a lot of time. I kinda regret this choice i made, that's why i asked for advice so i can


Since you have already have T2 medium projectiles I would work on that which would make those ships better - unfortunately that means drones and missiles and shields and armor BUT when you have gotten all these up you will find that when you come to train Amarr/Gallante/Caldari you will have already gotten the bulk of the way there.

I certainly wouldn't suggest just not using Medium T2 Projectiles, not if you have already trained them. Sure it's a suboptimal place to start from, but you're there already now.

So make the ship you fly most often really good. then look at what other ships use most of the same skills and make them good as well. By the time you can fly most of everything Minnie well, you will just need to train racial ship class and appropriate weapon system - a much shorter train than that + all the support skills.

[EDIT] FOTM (flavour of the month) is always moving. So today it might be the Ishtar. But by the time you train an Ishtar to fly it well within the current meta, chances are the meta will have changed. So you can either spend your whole eve career training to whatever is the current FOTM, or you can work towards your own personal goals and let FOTM change around you. I find the latter more satisfying until the point that you can fly all races well.

If (as others have said in this thread) Minnie is currently the worst race, then chances are by the time you can fly it well those failings will have been ameliorated, at least partially.
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