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blankseplocked What do I need to fly *XXX* ship well? A "definitive" guide
 
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F'nog
Amarr
Viziam
Posted - 2006.02.27 03:31:00 - [1]
 

I'm getting a little tired of seeing all the "What skills do I need to fly this ship properly" threads, so I'm borrowing from Sarmaul and writing this handy guide.

Most people asking these questions seem to be under the assumption that they need a couple skills to fly something well. Unfortunately that's not the case. So here are the skills you'll want to train with some reasons why:

Skills useful for all ships (very high priority - should be trained to a minimum of IV):
Electronics (fit more stuff)

Engineering (fit more stuff)
Energy Management (more cap/use MAPC)
Energy Systems Operation (cap regenerates quicker)
Shield Management (more shields - harder to kill)
Shield Operations (regenerate shield quicker)

Mechanic (more structure - harder to kill)
Hull Upgrades (more armor - harder to kill)

Navigation (fly faster)
Evasive Maneuvering (turn quicker)
Warp Drive Ops (warp farther)

Spaceship Command (turn quicker)


Skills useful for combat ships (high priority - train to at least III):
*Drones*
Drones (use drones)
Scout Drone Ops (use combat drones)
Drone support skills

*Electronics*
Long Range Targeting (target farther)
Signature Analysis (target quicker)
Targeting (target more ships)

*Engineering*
Energy Grid Upgrades (use PDS, RCU)

*Gunnery and/or Missile Launcher Ops (depends on race)*
Gunnery/Missile Launcher Ops (see above)
All Support Gunnery/Missile skills (as above)
Weapons Upgrades (fit more stuff)
Advanced Weapons Upgrades (fit more stuff)

*Mechanic*
Repair Systems (don't have to pay to repair ships)

*Navigation*
Acceleration Control (go faster w/AB/MWD)
Afterburner (go faster)
Fuel Conservation (use less cap)
High Speed Maneuvering (use MWDs)


Add to these the prereqs for the ship you want to fly and the weapons you'll use (T2 is a good aim too) plus the tanking skills, armor or shield, and you're set to start using them. But only actual experience with them will really make you a proficient pilot.

Herko Kerghans
Taleweaver
Posted - 2006.02.27 07:23:00 - [2]
 


*raises both thumbs*

I'd add a word about EW (propulsion jamming above all; webbers and warp scramblers are perhaps the most common modules in combat setups), but a great, clear and concise list anyway.

Kayl Breinhar
GoonWaffe
Goonswarm Federation
Posted - 2006.02.27 07:25:00 - [3]
 

My rule of thumb is always train one ship skill past the prereq (unless the next skill is Level V on a Rank 4 or higher skill).

F'nog
Amarr
Viziam
Posted - 2006.02.27 07:51:00 - [4]
 

Originally by: Herko Kerghans

*raises both thumbs*

I'd add a word about EW (propulsion jamming above all; webbers and warp scramblers are perhaps the most common modules in combat setups), but a great, clear and concise list anyway.


I didn't want to give new players too many skills to focus on. And I think EW is more of a specialized route, since it has only certain, though very important, uses. For just running missions or simple PvEing it's not that important.

Herko Kerghans
Taleweaver
Posted - 2006.02.27 07:57:00 - [5]
 

Edited by: Herko Kerghans on 27/02/2006 07:58:00
Originally by: F'nog
I didn't want to give new players too many skills to focus on...


(Agreed. I just thought that maybe being able to warp scramble is more important than, say, Adv Weapons Upgrade. Granted, for mission runners warpscrambling is a useless ability, but if you go the PvP route being a frig tackler is usually your first role, and being able to web+scramble is almost as important as shooting and/or tanking... and a 'definitive' guide should be useful for PvE and PvP, methinks.

Just my 0.0000002 iskies.)

F'nog
Amarr
Viziam
Posted - 2006.02.27 19:48:00 - [6]
 

AWU is a bit much for new players to train for, but it's a very useful skill. So it works as a good goal.

Cipher Khadaffi
Caldari
Binary Logistics Inc.
Posted - 2006.02.28 01:13:00 - [7]
 

ExclamationExcellent guide , simple and to tha point.Id say sticky or linkage in sticky would be nice for this oneExclamation

Deja Thoris
Invicta.
Cry Havoc.
Posted - 2006.02.28 03:16:00 - [8]
 

Straight and simple. Very nice.

The only bit I'd tweak is advanced weapons upgrades. imo this is a "nice to have" rather than a must have.


Hohenheim OfLight
Sebiestor tribe
Posted - 2006.02.28 10:02:00 - [9]
 

On a side point, Fit your ship for its bouns, no point fitting a ship with mining laser when you get a 5% bouns to light missle dmg, and vise Versa, If you get 10% mininglaser yeild bouns not point going rat hunting in it.

Get the right ship for the right job.

Ravenal
The Fated
E.Y
Posted - 2006.02.28 10:42:00 - [10]
 

Originally by: F'nog

*Navigation*
Afterburner (go faster)



its the navigation skill itself that makes you go faster, afterburner skill makes your ab more cap efficient

Ravenal
The Fated
E.Y
Posted - 2006.02.28 10:50:00 - [11]
 

Originally by: F'nog

All Support Gunnery/Missile skills (as above)


a bit more detailed:
Controlled burst: needed for hybrid and lasers (basically ignore it for projectiles)
Sharpshooter: does diddly for autocannons, their optimal sucks anyway
Trajectory analysis: as with sharpshooter for pulse lasers.. their falloff sucks.. having a slightly longer sucky falloff matters not...

this means training those skills to lvl4, NOT lvl5 unless you need em for your gun.

F'nog
Amarr
Viziam
Posted - 2006.02.28 19:07:00 - [12]
 

Originally by: Ravenal
Originally by: F'nog

*Navigation*
Afterburner (go faster)



its the navigation skill itself that makes you go faster, afterburner skill makes your ab more cap efficient


Yes, but the skill allows you to use ABs, which make you go faster. Cool

Kayl Breinhar
GoonWaffe
Goonswarm Federation
Posted - 2006.03.01 00:27:00 - [13]
 

Originally by: Ravenal
Originally by: F'nog

*Navigation*
Afterburner (go faster)



its the navigation skill itself that makes you go faster, afterburner skill makes your ab more cap efficient


Don't forget Fuel Conservation. FC + AB itself makes for quite a nice combo, and if you add Zor's Navigation once you hit V on AB, it boosts duration another 10% for quite cheaply (if you regard training Cybernetics to V "cheap" timewise).

Xascor
Organized Combat Consortium
Posted - 2006.03.01 14:15:00 - [14]
 

Very nice guide. Some guides give too much information and make it difficult for new players to follow. This one is just right.

Good job F'nog

F'nog
Amarr
Viziam
Posted - 2006.03.02 21:56:00 - [15]
 

Thanks for all the positive feedback.

@Deja - if you notice, I never said required anywhere, just useful. So, no AWU isn't required, but you can't say it's not extrememly useful.

PS - Mods, how about a sticky?

Tyrus Ex
Reikoku
Band of Brothers
Posted - 2006.03.03 06:35:00 - [16]
 

Originally by: F'nog
I didn't want to give new players too many skills to focus on. And I think EW is more of a specialized route, since it has only certain, though very important, uses. For just running missions or simple PvEing it's not that important.


I'd like to add here that since I've started EWing alot lately, I actually use it as a primary means of tanking for missions/PVE. I was surprised at how effective this actually is.

Ty

Please visit your user settings to re-enable images.

James Saumerez
Posted - 2006.03.03 16:58:00 - [17]
 

This would be a bump.

good list.

Hurrican
Posted - 2006.03.04 17:25:00 - [18]
 

This should be sticked, essential reading for all noobs

Ktak Ente
Posted - 2006.03.04 22:34:00 - [19]
 

sticky please

Kammie
Posted - 2006.03.05 18:53:00 - [20]
 

thanks this is really helpful

F'nog
Amarr
Viziam
Posted - 2006.03.09 08:42:00 - [21]
 

This thing really fell off the first page quickly. Where's my sticky?

Edmar
Ship Depot
Posted - 2006.03.09 14:49:00 - [22]
 

Edited by: Edmar on 09/03/2006 15:18:40
To me this guide essentially lists what skills you might need to fly a battleship for lvl 4 missions well. You can't really expect people to have so many skills to such high levels to say fly a cruiser or battlecruiser for lvl 2 or 3 missions. Trying to say you need all of this to fly any ship is kinda wrongish. Not that these skills wouldn't be helpful but a player would be wasting a lot of time if they just stayed in a station waiting to get up these skill instead of out there raising cash and standings with what they have now. The posts where people are asking what skills do I need to fly x ship well under x circumstances are very valid.

I think listing the reasons for training the skills is helpful but the fact that you include minimum levels in a guide that is suposed to be general purpose for all ships under any cirumstances kind of conflicts.

Albaran Geal
Gallente
Blueprint Haus
Intrepid Crossing
Posted - 2006.03.15 15:01:00 - [23]
 

This really should be stickied. Stellar guide for what a 2 to 3 month old char should train once they can fly their first BS. I think most chars sprint to get the skills to fly ship XXX and fit module Y and once they are there get a bit lost for what to do next. At least I did. Its amazing how much following this guide has increased my survivability.

And I would add the EW stuff at the end for what to train next. EW sure helps against solo and two man pirate teams once you brave 0 sec.

Brother Zephyl
Doomheim
Posted - 2006.03.15 16:37:00 - [24]
 

Edited by: Brother Zephyl on 15/03/2006 16:38:15
Originally by: Edmar
Edited by: Edmar on 09/03/2006 15:18:40
To me this guide essentially lists what skills you might need to fly a battleship for lvl 4 missions well. You can't really expect people to have so many skills to such high levels to say fly a cruiser or battlecruiser for lvl 2 or 3 missions. Trying to say you need all of this to fly any ship is kinda wrongish. Not that these skills wouldn't be helpful but a player would be wasting a lot of time if they just stayed in a station waiting to get up these skill instead of out there raising cash and standings with what they have now. The posts where people are asking what skills do I need to fly x ship well under x circumstances are very valid.

I think listing the reasons for training the skills is helpful but the fact that you include minimum levels in a guide that is suposed to be general purpose for all ships under any cirumstances kind of conflicts.


The OP says in the title "what do you need to fly xxx ship WELL" , so he is right. It's a perfect basics for ANY situation. Of course, if you spend your day killing npc's frigate in a caracal, you will not need so much.

Nobody tell you to stay in a station for 2 months, you bring these skills to 3, while doing what you want to do, wich takes 3 weeks from day 1 , then you go for lvl 4, wich takes 3/4 more weeks.

Anyway, unless you plan to stay in high sec, there is no point in piloting a ship with minimal requirements, you know what's going to happen next. I dont understand why most people want to have the biggest ship in the shortest time, or amass enormous amounts of wealth they dont even use .

Harfang Neige
Minmatar
Sebiestor tribe
Posted - 2006.03.16 22:03:00 - [25]
 

LOL, here I was gonna post a threadasking what skills to focus on to move up from cruisers (to Battlecruiser I imagine) - and you have gone and answered my questions! In the time it takes to get the ISK together (I have less than half what I need), I am sure I can get all my skills up to a decent level having gotten the core skills to 4, and right now working gunnery to 5 so I can get a particular targetting skill.

But I have to ask - when is it worth the time (and money I imagine) to start getting skills for the t2 modules? For example, I have just started playing with drones and I am sure could spend a few weeks just getting the basic skills up to use the ones I would like to use, use more of them, etc., but might I be better served geting guns and missiles to t2 now so I can fit t2 guns/batteries?

F'nog
Amarr
Viziam
Posted - 2006.03.17 01:27:00 - [26]
 

T2 is a tough subject, with a lot of differing opinions. But I'll give mine. T2 weapons are very difficult to fit, so you should have all your base fitting skills at V before you bother to train for them.

Then it's a question of money: can you afford the mods and the skills for them? I like T2 because they're often cheaper than the best named (non-faction) T1 and easier to get, but they're still expensive and you won't get any from NPCs.

I'm tired, so I hope this makes sense and answers some of your question.

Harfang Neige
Minmatar
Sebiestor tribe
Posted - 2006.03.17 13:48:00 - [27]
 

Originally by: F'nog
I'm tired, so I hope this makes sense and answers some of your question.


It most certainly does. Thanks!

David Vasilikos
Posted - 2006.03.21 00:12:00 - [28]
 

Thank you so much for this informative guide. I just set ECM up to get me all the stuff you listed. I was looking for a guide on what to do, I have two months to blow training as I'll be busy with other projects, so this gives me the nice concise list of things to train. ;)

Cheers,
David

Crimson Rogue
Posted - 2006.03.21 02:17:00 - [29]
 

Edited by: Crimson Rogue on 21/03/2006 02:17:01
Great Guide! A sticky would look wonderful on it :)

Laughlyn Vaughns
Gallente
Lagos-Vaughn Industries
Posted - 2006.03.21 17:59:00 - [30]
 

bump it back up, should get a sticky co smost noobs always as this same stuff in the rookie channels or any noob corp chat ect, save a lot of stressed out people


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