These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
12Next page
 

A couple of Newbie questions

Author
Vinyl LP
State War Academy
Caldari State
#1 - 2016-04-14 06:21:48 UTC
Hi all,

I have been playing EVE now for 2 weeks about and loving it everything about it (specially the unforgiving nature).

However, now that I am starting to become a little orientated to what my options are in terms of EVE career, a lot of questions come to mind.

My goal is to participate in incursions (for isk) and PvP (to lose my isk).

So here are my questions:

1: I see a lot of weapon systems, hybrid, lasers, missiles, arty, etc. but which one is best suited for PvP and versatile enough to also be used for incursions?

2: How do you earn money as logistic (healer) since you do not get money from the bounty correct?

3: I saw that Logistic ships have multiple options (cap boost, shield repair, and armor repair) but which one is most commonly used in incursions and pvp?

4: Should I focus on bringing all of my engineering, space command, armor + shields up to level 5 right away?

5: Seeing as fleet wars do not happen every day. Which ships including weapon system are interesting to use for small scale PvP?

6: When should I neural remap?

7: Which neural should I go for to train faster in the fields that I need?

8: Can I participate in the big war that is going on?

9: What is the standpoint of the alliances participating in the war?

Thank you all for taking the time to answer some of my newbie questions. Big smile

0/
Mephiztopheleze
Laphroaig Inc.
#2 - 2016-04-14 07:01:58 UTC
1: They all have their strengths and weaknesses. As a *general* answer, Minmatar Projectile weapons are very good as they don't use capacitor and you can choose your damage profile. All weapons systems can see use in Incursions. Lasers on Nightmares, Hybrids on Vindicators, Projectiles on Machariels.
2: You will still receive a share of bounties and LP from incursions, the same share as the DPS boats. Bounties are divided by all fleet members ongrid IIRC.
3: All of them see use in some form. Guardians and Basilisks need a partner to cap-chain with, Oneiros and Scimitar can operate solo. Personally, I prefer the Guardian/Basilisk, one of my best EVE Mates is a Scalpel pilot par-excellence.
4: With some exceptions, no. The Capacitor skills under engineering and tanking skills required for T2 tank mods (Hull Upgrades V for example) should be prioritised along with skills that are a prerequisite for other skills you want to train. For example, if you want to fly a Guardian logistics cruiser, you'll need Long Range Targeting and Signature Analysis to V to unlock the Logistics Cruiser skill. Things like High Speed Maneuvering V can wait a little while.
5: So much choice here. Seriously, sooooo much choice. As a starting point, I kind of like the Algos destroyer as a cheap and cheerful boat to fly around with. Any small gang will appreciate an EWAR frigate like a Maulus. Train into the Logistics Frigates and you'll never be short of friends.
6: When you have at least 8-12 months of skills lined up that have the same primary and secondary attributes.
7: Tough one for a newbro. I'd seriously suggest leaving it alone for a little while. As a newbro, you have a lot to train in several different categories so the default map isn't all that bad. When you have a long list of stuff to train, then think about a remap. Use a tool like EVEMon to plan out your training/remapping strategy.
8: Yes. Jump in a ship, head for the warzone. Shoot things. Don't stress too much, this war isn't over by a longshot, despite what some all-knowing redditors would have you believe.
9: Quite simply, it's a case of The Imperium V The Rest Of EVE.

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

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

Vinyl LP
State War Academy
Caldari State
#3 - 2016-04-14 07:15:53 UTC  |  Edited by: Vinyl LP
Mephiztopheleze wrote:

7: Tough one for a newbro. I'd seriously suggest leaving it alone for a little while. As a newbro, you have a lot to train in several different categories so the default map isn't all that bad. When you have a long list of stuff to train, then think about a remap. Use a tool like EVEMon to plan out your training/remapping strategy.


Are there premade skill plans that I can use with EVEmon or should I just go by the ship mastery skills?

I am kind of up in the air between the scimitar and guardian at this point, or is the basilisk a lot better?
Dani Gallar
Doomheim
#4 - 2016-04-14 07:32:04 UTC
6: I would say the first annual remap can be used right away and I would recommend a 'generalist' remap that looks like this:

Int 24/Per 24/Mem 17/Wil 17/Cha17

By putting more points into Int and Per you get a increase in SP/Hour for most skills compared to keeping your initial 20/20/20/20/19 you start with. You will also get a substantial increase for Navigation skills which makes ALL your ships better since that category have Int as Primary and Per as Secondary attribute.

On skill plans there are several more or less outdated that you can use or be inspired by. I'm on this one (which lasts about one month in total): http://blog.beyondreality.se/Newbie-skill-plan-2
Raging Bull Unchained
Raiders of Crimson Steppes
Circle of Vheroka
#5 - 2016-04-14 07:41:20 UTC
I planed my skills with Spaceship command / Missiles / Gunnery / Shield / Armor / Engineering / Electronics and so on up to almost half a year (most skills only to lvl 4). Evemon suggested a Remap to 21/27/17/17/17 - the change should save me almost 14 days.
Vinyl LP
State War Academy
Caldari State
#6 - 2016-04-14 08:12:08 UTC
I am now highly debating buying 10-15 skill injectors to speed up the process a bit.
Raging Bull Unchained
Raiders of Crimson Steppes
Circle of Vheroka
#7 - 2016-04-14 08:19:18 UTC  |  Edited by: Raging Bull Unchained
I'm a returning bittervet (less bitter and even less vet) after an extended break.
From my pov: EvE is a game where rushing to reach a goal is doing no good.
If you open that "i buy skillpoints"-door you (probably) wont be able to close it again.

What if you finished your actual skillplan? Aye, you generate a new one (probably waiting even longer as with the current one).
It´s neverending :)

Also experience >>>>> skillpoints.

Proof:
Goto youtube and search for "17 days rifter trial pvp". With this toon the 17 days are 11 days nowadays.
It´s all the players experience that matters (the most).

But... meh... i know what you mean ;)
Warmonger Simon
Trinity Alpha Zero
#8 - 2016-04-14 08:24:38 UTC  |  Edited by: Warmonger Simon
Vinyl LP wrote:
3: I saw that Logistic ships have multiple options (cap boost, shield repair, and armor repair) but which one is most commonly used in incursions and pvp?


Most incursion groups who run HQ sites use Scimi's for tracking and Basilisks for combat caps due to "Otunis" npcs with capital sized neuts on them that takes pretty much all cap of battleship within seconds. That's for shield fleets. Not sure about what armor fleets are running as their logis
Durbon Groth
Pator Tech School
Minmatar Republic
#9 - 2016-04-14 08:25:52 UTC
Hey and welcome to eve!

Here's some attempts at answers:

1. All weapons systems have strengths and weaknesses but generally all weapons systems have a short range, high damage option or a longer range, lower damage type. They're all totally viable but the easiest to use are probably turrets with medium/good tracking, such as autocannons or pulse lasers.

2. Everyone in a fleet gets bounty payments from PVE. Logistics will get the same isk as everyone else.

3. They're all 'used' ; the solo options (scimitar and oneiros) are used with smaller gangs usually. The other two, Guardiian and the Basilisk - both benefit from 'cap-chaining' where logistics are paired off and exchange cap with each other (this generates free cap - no I've still not forgiven them for breaking the first rule of thermodynamics) which makes the logistic more dependable though less flexible - these cap chaining logi are used more often in Incursions and certain types of pvp.

4. Honestly 4 is good for most things - it'll unlock most Tech2 modules you'll need for basic PVP and PVE. However they are great core skills and you shouldn't leave them too late. Training a 45 day skill 2 weeks into the game maybe bit of overkill.

5. There's a fleet comp in eve known as 'kitchen sink' - that is, bring everything including. Most small gang pvp is kitchen sink imo; grab a ship you like, get some friends and go pew stuff.


6. When you decide to train leadership skills.

7. I honestly couldn't care less about remaps. They don't make a huge impact on gameplay, only on long term skill plans and I just don't care. If you do, there's some good forum threads on the subject. Probably :D

8. Yes. Look for NPSI fleets, join a null alliance or just go out there in something cloaky and watch the massive fights.

9. Errr iirc it's roughly the CFC (goons&co) versus everyone else. Null-politik doesn't interest me hugely though there's a lot of propaganda videos coming out for both sides atm so shop around, pick a side you like!
ergherhdfgh
Imperial Academy
Amarr Empire
#10 - 2016-04-14 12:07:40 UTC
It sounds to me like you are thinking about specializing and getting your skills perfect. I am of the opinion that this is a hold over from other MMOs with level caps and linear progression through levels. None of that applies here. I recommend you stay general and when you know what you need train that.

There is no right or wrong way to play this game. There is no best in slot or top DPS spec or anything of the sort. Everything in this game is situational and you will need to develop your own personal playstyle.

Skills get exponentially longer to train with no increased amount of benefit. Senselessly training deep into skills just to be "maxed out" is not recommended.

That being said I'll address some of your questions.

1: They all have their pluses and minus and situations where they are better and worse. You will see all of them used in both PvP and incursions and there is enough situational differences and generic skills that are shared amongst them that you are probably better off training them all. At least until you figure out which you like.

I am of the opinion that the support gunnery skills are more important to train up earlier than the racial skills anyway.

2: They do get paid bounties like everyone else. I recommend you not refer to them as "healers". It makes you think that Eve is like other MMOs when it's not. Stick to logistics and keep an open mind and I fell you'll learn the game faster. It help drop some of the pre-programmed MOs that come from other games.

3: No most common. Again each one has it place. However the fleet that you are in needs to pick one. So if you want to do armor then then hook up with the guys that run armor fleets and if you want to do shield pick the ones that do shield fleets. As far as the cap thing goes you are either in a fleet that is going to be keeping up a cap chain or you are not. Logi ships with the cap bonus need to be paired up with others to form a cap chain. Too complicated to get into here but the answer to question 3 is fleet dependent.

4: NO. You should avoid level 5 skills unless you absolutely need to train it and typically that means unlocking access to some ship, module, or skill. More lower level skills is exponentially better than fewer higher level skills.

5: probably the most subjective question that you've asked. Only you can answer this question for you. Again there is no need for you to commit to one and focus on it. Stay general and try them all and stick with what you like.

6: My answer is if you have to ask then you shouldn't be doing it. I am of the opinion that you need stay very general especially early on. Once you understand the game better you can answer this question for yourself. If you do make sure you look over the skills that you are training out of and get those up first.

For example lots of people will tell you to go with an intel / perception remap as nearly all of your ship and ship piloting skills will have one of those as a primary stat. Other people will tell you that newer characters don't need charisma skills. However if you remap out of charisma you will be screwed for training up jump clones and market related skills.

You will also be kind of screwing yourself on drone training since it's memory / perception.

8: yes

9: not sure I understand this one. There are as many perspective on this as there are people involved. You could go out there solo and try to catch targets of opportunity trying to flee with holds full of goodies. You could join one of the big Alliances trying to fight the main fights. You could join one of the Alliance running in and causing trouble. The options are endless this is a sandbox after all.


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

ergherhdfgh
Imperial Academy
Amarr Empire
#11 - 2016-04-14 12:14:41 UTC
Raging Bull Unchained wrote:
I planed my skills with Spaceship command / Missiles / Gunnery / Shield / Armor / Engineering / Electronics and so on up to almost half a year (most skills only to lvl 4). Evemon suggested a Remap to 21/27/17/17/17 - the change should save me almost 14 days.

Early on I thought that I knew what I was going to train for the next year. I remapped into a very specific remap for that plan and very shortly after realized that character was useless and started an alt to play while that main trained the remap. To this day that alt which stayed general is my new main.

For the first year your tastes in this game will change nearly daily.

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

ergherhdfgh
Imperial Academy
Amarr Empire
#12 - 2016-04-14 12:21:55 UTC
Vinyl LP wrote:
I am now highly debating buying 10-15 skill injectors to speed up the process a bit.

I agree with Raging Bull on this. This game is about what you know not your skill points. I came to this game from WoW back in 2009 and it took me a long time to get over that mindset and it worked against me for the first year or so. But I am stubborn so maybe you'll convert quicker.

Back to my point that if you are chasing after skill points then you are playing this game wrong. Here is the eveiseasy video that Bull talked about:
https://www.youtube.com/watch?v=de1hwoFYA_k

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

Memphis Baas
#13 - 2016-04-14 13:23:44 UTC
9. This Reddit article gives a decent (if a bit biased) overview of what's going on with the war, or at least how it started.
Solonius Rex
Federal Navy Academy
Gallente Federation
#14 - 2016-04-14 14:38:35 UTC
Vinyl LP wrote:
Hi all,

I have been playing EVE now for 2 weeks about and loving it everything about it (specially the unforgiving nature).

However, now that I am starting to become a little orientated to what my options are in terms of EVE career, a lot of questions come to mind.

My goal is to participate in incursions (for isk) and PvP (to lose my isk).

So here are my questions:

1: I see a lot of weapon systems, hybrid, lasers, missiles, arty, etc. but which one is best suited for PvP and versatile enough to also be used for incursions?

2: How do you earn money as logistic (healer) since you do not get money from the bounty correct?

3: I saw that Logistic ships have multiple options (cap boost, shield repair, and armor repair) but which one is most commonly used in incursions and pvp?

4: Should I focus on bringing all of my engineering, space command, armor + shields up to level 5 right away?

5: Seeing as fleet wars do not happen every day. Which ships including weapon system are interesting to use for small scale PvP?

6: When should I neural remap?

7: Which neural should I go for to train faster in the fields that I need?

8: Can I participate in the big war that is going on?

9: What is the standpoint of the alliances participating in the war?

Thank you all for taking the time to answer some of my newbie questions. Big smile

0/


Okay, im going to go a little deeper into the Incursion aspect of your questions, since, as far as ive read, no one has actually touched on this.

With regards to your first question, none of them really apply. In incursions, you will need to use T2 large weapons. But for PVP, its recommended, and more often than not, you will use smaller weapons. This is why Incursions are very skill-intensive, because you have to go straight for the larger guns and max those out, which easily take 2 months. And at the end of the road, you wont have the skills to fly a PVP ship well. You could probably fly them decently, if you stick to meta 4 guns, but you wont be using any T2 weapons.

If you want to get into incursions as soon as possible, id suggest going the Rokh and Blasters/Railguns route, which is accepted by Warp To Me.

Here is a link to the Blaster Rokh:

https://o.smium.org/loadout/dna/24688:1978:2032:2048:2281;2:3186;8:10190;4:19215:25948:26088;2:35662:12787;1337:12791;1337:21740:23045:28668:28999:2488;5::

This is the least skill-intensive and least expensive ship that Warptome will accept. You can use Meta 4 blasters and dont need to go for T2, although it is recommended that you both upgrade the ship and the weapon as soon as possible. Total cost is about 350 mill.

If you want to go "healer" as you say, for incursions, its gonna take more time to skill up just to fly the ship, but frankly in my opinion the skills are much more useful for PVP. Youre gonna want to max out the cruiser skills for PVP anyways so you might as well start now. Warptome uses shield fleets, which is the most common type of fleet in incursions, so you can go for the Scimitar or Basilisk and try maxing out Minmattar Cruiser or Caldari Cruiser to 5.

If youd like to know more, join the channel Warp To Me Incursions, theyre a great group of people and got me started in incursions too.

Kitty Bear
Deep Core Mining Inc.
Caldari State
#15 - 2016-04-14 17:14:56 UTC
My approach to remaps was fairly simple

Switch to Per/Int asap and then just train the skills I wanted

Yes, I could have meticulously planned a Per/Will & Int/Mem based plan and had a higher over-time SP/min count
but as the skill areas I wanted to train included all 4 stats over quite lengthy periods of time

If your training Int/Mem skills exclusively then you are not getting a broad weapon/ship base to play with
If your training Per/Will skills exclusively then your tank/fitting skills will be non existent

Best option .. look at the different alternatives
decide which will work best for you
enjoy playing the game
Tipa Riot
Federal Navy Academy
Gallente Federation
#16 - 2016-04-14 17:56:34 UTC
Well, being able to fly Incursions (the "elite" PvE content) as an ISK source is a long train or a couple hundred bucks spent on injectors, and what is if you do not like it finally? Why not keeping the 64B ISK for injectors in your wallet and do PvP for the next 10 years never doing PvE again? Buying injectors to train faster into an ISK making activity is less than pointless ...

I'm my own NPC alt.

Solonius Rex
Federal Navy Academy
Gallente Federation
#17 - 2016-04-14 18:08:29 UTC
Tipa Riot wrote:
Well, being able to fly Incursions (the "elite" PvE content) as an ISK source is a long train or a couple hundred bucks spent on injectors, and what is if you do not like it finally? Why not keeping the 64B ISK for injectors in your wallet and do PvP for the next 10 years never doing PvE again? Buying injectors to train faster into an ISK making activity is less than pointless ...


He said he would only consider buying 10-15 skill injectors, which is like 6-9 bill.

And so far ive made about 30-40 bill in isk/LP from incursions.

So i wont say its not a viable tactic. I wouldnt do it, but id understand, and it would make somewhat fiscal sense.
Tipa Riot
Federal Navy Academy
Gallente Federation
#18 - 2016-04-14 18:17:31 UTC
Solonius Rex wrote:
Tipa Riot wrote:
Well, being able to fly Incursions (the "elite" PvE content) as an ISK source is a long train or a couple hundred bucks spent on injectors, and what is if you do not like it finally? Why not keeping the 64B ISK for injectors in your wallet and do PvP for the next 10 years never doing PvE again? Buying injectors to train faster into an ISK making activity is less than pointless ...


He said he would only consider buying 10-15 skill injectors, which is like 6-9 bill.

And so far ive made about 30-40 bill in isk/LP from incursions.

So i wont say its not a viable tactic. I wouldnt do it, but id understand, and it would make somewhat fiscal sense.

You are right, my math is wrong ... but still 9B is a pretty big amount to burn in PvP. Finally it's important to have fun what you do, PLEX is still by far the most effective ISK source.

I'm my own NPC alt.

Solonius Rex
Federal Navy Academy
Gallente Federation
#19 - 2016-04-14 18:51:00 UTC
Tipa Riot wrote:
Solonius Rex wrote:
Tipa Riot wrote:
Well, being able to fly Incursions (the "elite" PvE content) as an ISK source is a long train or a couple hundred bucks spent on injectors, and what is if you do not like it finally? Why not keeping the 64B ISK for injectors in your wallet and do PvP for the next 10 years never doing PvE again? Buying injectors to train faster into an ISK making activity is less than pointless ...


He said he would only consider buying 10-15 skill injectors, which is like 6-9 bill.

And so far ive made about 30-40 bill in isk/LP from incursions.

So i wont say its not a viable tactic. I wouldnt do it, but id understand, and it would make somewhat fiscal sense.

You are right, my math is wrong ... but still 9B is a pretty big amount to burn in PvP. Finally it's important to have fun what you do, PLEX is still by far the most effective ISK source.


I used to plex, but then it kinda got stupid to do so. I already pay for my subscription, and i can get isk easily enough through incursions so i just dont bother anymore.
Ralph King-Griffin
New Eden Tech Support
#20 - 2016-04-14 19:28:15 UTC
Vinyl LP wrote:

1: I see a lot of weapon systems, hybrid, lasers, missiles, arty, etc. but which one is best suited for PvP and versatile enough to also be used for incursions?

2: How do you earn money as logistic (healer) since you do not get money from the bounty correct?

3: I saw that Logistic ships have multiple options (cap boost, shield repair, and armor repair) but which one is most commonly used in incursions and pvp?

4: Should I focus on bringing all of my engineering, space command, armor + shields up to level 5 right away?

5: Seeing as fleet wars do not happen every day. Which ships including weapon system are interesting to use for small scale PvP?

6: When should I neural remap?

7: Which neural should I go for to train faster in the fields that I need?

8: Can I participate in the big war that is going on?

9: What is the standpoint of the alliances participating in the war?



1) All turrets share support skills, best bang for your buck imo.

2) for PvP a competant logibro is worth twice their weight in gold, chances are you could just ask for it.
No idea how incursion runners handle this though.

3) every logi ship needs at least one cap transfer, mabey two. The rest should be dictated by the ship i.e. Dont put a shield transfer on a gaurdian. Which logi is called for will be dictated by the doctrins of the group you fly with but in my experiance all are as likely to be called for.

4) no, only what is a prerequisite for something els, III or IV is fine for themost part,
the train to V on some hulls is a month long for a marginal gain,
the only exeptions i can think are things like logi cruisers, for them V has a marked increase in performance.
Core skills are not to be neglected obviously but if you go to max those out first you wont be having any fun unlocking new roles for yourself and trying new things.

5) all of them, smallgangs are as diverse and varied as you cold imagine and can composed of almost anything, one could right several tombs on the topic and only cover a negligable portion of it.
The important part is that there is some synergy between the ships involved for the pilots to statagise around, once you have a group to fly with it should be aparrent (or they will just tell you) what they like and how you can fit in with their group.
Worth noting though that everyone loves logi, you will always have a spot in the fleet if you are willing to fly it.

6) other posters have covered this far better than i could have.

7) as above.

8) absolutly.

9) i would imagine "wow, **** those guys", yiu would need to be a little more specific to get more than that.
12Next page