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MYOB
Posted - 2010.09.28 00:25:00 - [1]
 

Hello EVE, I am a new player and I am looking for some advice. I am two weeks into the game and I am loving it. It is vary true what they say about the steep learning curve and I am a bit lost at timesEmbarassed

I have probably spent half my time in game just reading the fourms and the wiki learning about the many parts of the game. I am at a point where I feel I need to have a plan as to what skills to train.

I am starting out as a "carebear" having my primary job be mission running. I plan on moving to PvP as my skills improve and I get more comfortable. I will want to be able to solo level 4 missions before I PvP.

I am Caldari so I have started training Caldari ships and hybrid turrets as this is what the game gave me. After doing some reading, I have discovered that may not be best. I am looking for the pros and cons of each weapon type:

Artillery
Autocannon
Beam Laser
Blaster
pulse laser
railgun
missile
rocket
torpedo

Also, would it be smart to train a long rang weapon type, and a short range weapon type so I can have both equiped at the same time? I prefer to battle at long ranges, but I run into problems when a fast ship gets in close.

As I have not spent much time (relativly) on Caldari ship skills, would a different race be better suited for my style?

This is my first post so don't go too hard on me. Thanks fellas!

Chiram Ross
Gallente
Aliastra
Posted - 2010.09.28 00:39:00 - [2]
 

Edited by: Chiram Ross on 28/09/2010 00:40:11
From another newbie, welcome.

If you plan to stick around, it might be a good idea to put some points into Learning skills while you have the double training speed (your skills train at x2 until you add a skill that would take you past 1.6m skillpoints).

These raise your attributes. Attributes govern how fast you train. It's probably a good idea to at least get Instant Recall, Analytical Mind, Learning, Iron Will, and Spatial Awareness to III or IV (I plan to take both the basic and advanced skills to V, but that takes a month or two of not training "fun" skills, so I'm by no means recommending it unless you have another game to play in the meantime).

That sidetrack aside, Caldari sound perfect if you plan to mission run. The missile skills would also help you cross-train towards Minmatar for PvP, but I can't offer much advice on that side of the fence, so I'll leave that to more experienced posters.

MYOB
Posted - 2010.09.28 00:46:00 - [3]
 

Edited by: MYOB on 28/09/2010 00:48:45
Originally by: Chiram Ross
Edited by: Chiram Ross on 28/09/2010 00:40:11
If you plan to stick around, it might be a good idea to put some points into Learning skills while you have the double training speed (your skills train at x2 until you add a skill that would take you past 1.6m skillpoints).



Thank you. I am aware of the learning skills. I have the basic ones all to level 3. I plan on getting them to higher levels slowly as I would like to play the game with some "ingame" skills, rather than wait for all the learning skills. I plan on learning one a week from here on out until they start taking weeks to learn, then one a month, and so on...

Grace Halibel
Posted - 2010.09.28 06:04:00 - [4]
 

Hi and welcome to Eve.
It's good to train both long and short range weapons, but DO NOT mix them on the same ship, you fit to be close range or long range, not both, NEVER.

Artillery: good at long range; doesn't use cap
Autocannon: very good at short and mid range; doesn't use cap

Beam Laser and Pulse lasers: i never used them, but i know they are VERY Good; they use a lot of cap and you don't need to reload AAAAND changing crystal is extremely fast (not like changing all other ammo)

Railgun: long range, they need to be fixed imo, they are hard to fit and to use (you need mods and scripts to reach a very long range, where amarr can shoot very easily); require cap
Blasters: extremley close range, they are good on paper, but lately it is hard to use them becouse of changes on webbers and MWD (you need to get close to your target, wasting a lot of cap, you can't slow your target down enough to keep him there and you'll keep chasing enemies when in fleet); use a lot of cap

cruise and torpedo missiles: they are good and they don't use cap; people doens't like them very much in pvp, but drakes are GREAT and even torp raven can be VERY nasty
Rockets: never used them but they are broken, afaik

Skippermonkey
Tactical Knightmare
Posted - 2010.09.28 12:19:00 - [5]
 

Originally by: Grace Halibel
Rockets: never used them but they are broken, afaik

Patience my young padawan, changes are afoot.

Jenny Hawk
State War Academy
Posted - 2010.09.28 13:42:00 - [6]
 

Edited by: Jenny Hawk on 28/09/2010 13:44:13
Originally by: MYOB

Artillery
Autocannon
Beam Laser
Blaster
pulse laser
railgun
missile
rocket
torpedo


Most of it has already been covered but one last thing: rockets and torpedos (like heavy assault missiles) are unguided missiles, standards/heavy/cruise missiles are guided missiles.
Next to the fact that unguided missiles have a far shorter range (and do more damage) than their guided counterparts, they also benefit from less skills that only affect guided missiles.
See also here about missiles.

Zhilia Mann
Tide Way Out Productions
Posted - 2010.09.28 18:24:00 - [7]
 

Lucky you, there's a thread in S&M that's covering most of this right now. This is my turret breakdown but read the whole thing.

Barrak
Caldari
Blue Republic
RvB - BLUE Republic
Posted - 2010.09.28 18:36:00 - [8]
 

I, despite starting a long time ago, took a very similar route to what you are suggesting.

The only thing I can say is that Caldari are great a mission running (Go Raven GO), however they are very very specialised when it comes to PvP.

They tend to excel at things that get them primaried pretty damn quick..... Jamming to name one of them.

Apart from Jamming, which your gang will love and everyone will hate, they do not 'fit' to well into other gangs. They are pretty much only sheild tanked, whereas the flavour, not just for this month, but for this year is with Armour tanked gangs, which Amarr and Gallente excel at.

Most of their weapon systems are considered broken, though, personaly I don't see that as to much of a problem.

Their ships are slow (bar the Raptor).

If you fully know that you are going to PvP and are not to interested in ECM (Jamming) then I would HIGHLY suggest switching races to something else.

I like Gallente, but they have very heavy drone requirements, which is probably not to good for someone new to the game, but I also LOVE Minmatar. They have some of the best solo ships around and can always add Deeps to a gang.

I have not trained Amarr yet, but they have some of the best additions for Armour HAC (Heavy Assault) gangs.

One of the benefits you will have by being Caladri (providing you train missiles) is that at some point in the future you WILL swap (I can assure you of that) then you will have Missile skills which will be the envy of most of your team mates. Many ships have additional hi slots that can be used for Missiles or Rockets.

I have found to date that if you want Caldari ships to be strong then you have to train the relevant ship skills to level 5 and not just the ones that are a pre-requisit for others.

Another down side is that because they are solely Shield tankers, you will find that at a later date when you start cross training, you may lack many of the key skills that are required for the other Races (such as Hull Upgrades 5 etc etc.

All that said, if you train teh correct skills and I refer you back to the point about levle 5 ship skills, then the Caldari are certainly the 'surprise' package when piloted well.........

Barrak

MYOB
Posted - 2010.09.28 20:07:00 - [9]
 

Originally by: Barrak
<snip>

Barrak


There is a lot of good info there. I think I am going to stick with Caldari for the time being. After I am good and set being able to PvE, I will start to cross train in Minmatar for PvP.

I just took a trip to nul sec today for giggles and I got podded within three seconds of unclockingLaughing Good times! I think I will want to wait a while before I start PvPing so I will have plenty of time to train both races.

@Zhilia Mann: Thanks for that link. I have decided I will train lazers, both pulse and beam so I will have many options on range. My only concern with this is running out of capasitor, but I'm sure I will find a good balance after some trial and error.

Thanks for all the input fellas. Feel free to give advice on my current plan, or suggest other things if I am doing it all wrong.

Naterran Epos
Eukaryotes
Guinea Pigs
Posted - 2010.09.28 20:30:00 - [10]
 

Just to clarify it is generally a good idea to check the bonuses to weapon types the ship has.

Training Lasers and Caldari ships would be as very bad idea, as your last post seemed to imply you were going to do.

MYOB
Posted - 2010.09.28 20:54:00 - [11]
 

Originally by: Naterran Epos
Just to clarify it is generally a good idea to check the bonuses to weapon types the ship has.

Training Lasers and Caldari ships would be as very bad idea, as your last post seemed to imply you were going to do.


From what I have gathered, hybrids are mostly garbage, and missiles are kinda meh. Also, on missiles, I have not ever had much success with them; due to this I am not a big fan. Maybe I'm just doing it wrong. Either way, I would prefer to train a different weapon type first.

What makes Caldari so bad for lazers, and what race would be better? Is it simply a matter of the bonuses that a ship gives?

Chiram Ross
Gallente
Aliastra
Posted - 2010.09.28 21:44:00 - [12]
 

Yes.

Caldari ships generally give bonuses with missiles. If you want to go lasers, you're best off training Amarr.

Tau Cabalander
Posted - 2010.09.30 20:53:00 - [13]
 

Edited by: Tau Cabalander on 30/09/2010 21:06:02
Originally by: MYOB
What makes Caldari so bad for lazers, and what race would be better? Is it simply a matter of the bonuses that a ship gives?

Lasers require large amounts of power and capacitor. Caldari ships have a large amount of CPU, and generally the lowest amount of power, with no ship bonuses for capacitor. Amarr ships have a large power grid and capacitor, and bonus to cap usage and laser damage/tracking/range, but less CPU.

In some oddball Caldari fits, people use projectile turrets instead of hybrids, but even those aren't especially good on a ship meant for missiles/hybrids.

Amarr = lasers (missiles possible on some ships like Legion, but very rare to fit for them)
Caldari = Missiles and hybrids (railguns, but often blasters are used instead)
Gallente = Drones and hybrids (blasters, but sometimes railguns are used instead)
Minmatar = Projectiles and missiles (both, making for a split weapons systems and a lot of SP to master)

Zhilia Mann
Tide Way Out Productions
Posted - 2010.10.01 21:52:00 - [14]
 

Originally by: Tau Cabalander
Amarr = lasers (missiles possible on some ships like Legion, but very rare to fit for them)


Agreed on everything except for Khanid ships. Well, mostly the Curse. It likes missiles. A lot. Oh, and the Sacrilege. It loves HAMs. A lot.


 

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