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RuthAD
Posted - 2011.07.27 13:29:00 - [1]
 

OK I did a search and come back with 1 million opinions on cyno alts and the fastest way to achieve them, but most of the information is outdated because of the learning skills.

So what is the fastest way to a cyno alt these days?

Thanks

Daenerys Fire Targaryen
Posted - 2011.07.27 14:08:00 - [2]
 

Edited by: Daenerys Fire Targaryen on 27/07/2011 14:13:51

4 days:
Electronics IV
Electronics V
Cynosural field Theory to level 1

8 days for cyno level IV
28 days for cyno level V

Withouth implants and using 1 remap.

RuthAD
Posted - 2011.07.27 14:09:00 - [3]
 

Is it still possible to get a bloodline of electronics level 5?

Daenerys Fire Targaryen
Posted - 2011.07.27 14:12:00 - [4]
 

I don't know, but i don't think so.
Anyway i f*ed something up, fixed now.

Mona X
Caldari
Missions Mining and Mayhem
Northern Coalition.
Posted - 2011.07.27 14:22:00 - [5]
 

Edited by: Mona X on 27/07/2011 14:25:05

I would recommend frigates 3, cyno 4, energy managment 2 and some agility skills. For something more useful cloaking and propulsion jamming 2.
Keep clone below 900k sp.

RavenPaine
Posted - 2011.07.27 15:59:00 - [6]
 

Additional skills for a prepared alt:

Cloaking is a must imo.
Multiple frigates. Sometimes you need a ship thats in the station NOW.
1 or 2 clones helps to move long distances fast.
Industrial ship skill could also help if you need isotopes/stront/ammo ready at a midpoint.


Tau Cabalander
Posted - 2011.07.27 18:26:00 - [7]
 

Edited by: Tau Cabalander on 29/07/2011 18:08:46

All characters start with the same skills now, except for racial frigate and racial turret, so it doesn't matter what race (nor bloodline) you start with; pick one you like the looks of. You should remap to per/wil for training ships and jumpclones, and int/mem for everything else.

You can go for a basic cyno alt with only cyno 1 skill, or a luxury one with skills for several races of common ships that can fit a cyno, but still remain under 900k SP so that you do not have to pay for upgrading medical clones (cyno pilots get podded a lot). You can also self-destruct your pod to get back to your medical clone, which can be handy.

Example of optional stuff:
* cyno 4 (can use a rookie ship with a MAPC, smaller to haul MAPC than frigs, rookie ships don't show on all killboards either)
* All races frigate 3
* All races industrial 1
* Destroyer 1 (allows all races)
* cloaking 1 (level 3 for T2 improved)
* Infomorph Psychology 3 (get jumpclones from EACS)
* high-speed maneuvering 3 (T2 1MN MWD)
* Propulsion jamming 1 (for webbing capitals so they insta-warp)
* Salvaging 1 (mouseover for a 5km sphere on tactical)
* Astrometrics (for navigating through wormholes, or checking for hostiles)
* Hull Upgrades 2 (for T2 cargohold expanders, to haul ozone, ships, or cyno modules)

Pad the rest of the 900k SP with capacitor, navigation, etc., skills.

I likegirls
Minmatar
Posted - 2011.07.27 23:29:00 - [8]
 

I train cyno to 3 and then all the racial frigates to 3. Most of the cyno alts are not in my mains corp anyway so I don't really care if I lose a 50k isk frigate.

Jacob Holland
Gallente
Weyland-Vulcan Industries
Posted - 2011.07.29 08:03:00 - [9]
 

Originally by: RuthAD
Is it still possible to get a bloodline of electronics level 5?

All new characters seem to have the same skills from the current creation system.

Tau Cabalander
Posted - 2011.07.29 14:50:00 - [10]
 

Edited by: Tau Cabalander on 30/07/2011 06:42:14

Here's a plan I had for an Amarr character (starts with Amarr frigate 2), but it can easily be extended to any race.

***Remapping (active) : i17 p27 c17 w21 m17***
Amarr Frigate III
Caldari Frigate I
Caldari Frigate II
Caldari Frigate III
Gallente Frigate I
Gallente Frigate II
Gallente Frigate III
Minmatar Frigate I
Minmatar Frigate II
Minmatar Frigate III
Destroyers I
Amarr Industrial I
Caldari Industrial I
Gallente Industrial I
Minmatar Industrial I
Infomorph Psychology I
Infomorph Psychology II
Infomorph Psychology III
***Remapping (active) : i27 p17 c17 w17 m21***
Electronics IV
Electronics V
Cynosural Field Theory I
Cynosural Field Theory II
Cynosural Field Theory III
Cynosural Field Theory IV
Energy Grid Upgrades I
Energy Grid Upgrades II
Hull Upgrades I
Hull Upgrades II
Propulsion Jamming I
Afterburner I
Afterburner II
Afterburner III
High Speed Maneuvering I
High Speed Maneuvering II
High Speed Maneuvering III
Cloaking I
Cloaking II
Cloaking III
Astrometrics I
Astrometrics II
Astrometric Rangefinding I
Astrometric Rangefinding II
Acceleration Control I
Acceleration Control II
Acceleration Control III
Evasive Maneuvering I
Evasive Maneuvering II
Evasive Maneuvering III
Evasive Maneuvering IV
Energy Management I
Energy Management II
Energy Management III
Energy Systems Operation I
Energy Systems Operation II
Energy Systems Operation III
Warp Drive Operation I
Warp Drive Operation II
Mechanic III
Survey I
Survey II
Survey III
Salvaging I


EDIT: Dropped Warp Drive Operation 3 in exchange for Salvaging 1.

RavenPaine
Posted - 2011.07.29 17:19:00 - [11]
 

@ Tau

Your two posts combined, add up to a pretty awsome program/format for anybody interested. I hope you have them saved or copy/pasted somewhere for easy access. I'm sure the cyno alt thing will come up again and again over the years.

Nice work.

Sable Moran
Gallente
Moran Light Industries
Posted - 2011.07.30 08:46:00 - [12]
 

Originally by: RavenPaine
@ Tau
Your two posts combined, add up to a pretty awsome program/format for anybody interested
Nice work.


Very much agreed.

Two things that I don't quite understand though. If anyone could care to explain why these two items are in the skill list:

Originally by: Tau

* Destroyer 1 (allows all races)
* Salvaging 1 (mouseover for a 5km sphere on tactical)



What is the point of the 5k sphere?

And why dessies? Alternative for when no frigs available?

Tau Cabalander
Posted - 2011.07.30 19:31:00 - [13]
 

Edited by: Tau Cabalander on 30/07/2011 19:38:32
Originally by: Sable Moran
Originally by: Tau
* Destroyer 1 (allows all races)
* Salvaging 1 (mouseover for a 5km sphere on tactical)


What is the point of the 5k sphere?

Makes it easier to judge the minimum distance to be away from a structure. Ships jump to 5 km of the cyno, but of course the ships themselves also have a radius that can exceed that (the collision distance was recently changed).

It is entirely optional to train and use.
Originally by: Sable Moran
And why dessies? Alternative for when no frigs available?

Yup. The idea is to have as many cheap ship choices available to the cyno pilot as possible. Industrials can fit a cyno too, and they are also very common on markets.


 

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