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Support skills: Difference between revisions

From EVE University Wiki
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== 'Good Support Skills' ==
== 'Good Support Skills' ==


The need for 'good support skills' is often emphasized in discussions within the Uni, and in EVE generally, because a skilled character can easily be twice as effective as an unskilled pilot flying exactly the same ship.  
The need for 'good support skills' is often emphasized because a skilled pilot can easily be twice as effective as an unskilled pilot flying exactly the same ship.  


This can seem counter-intuitive -- in many other MMORPGs most of the value of expensive equipment is in the power of its inherent bonuses -- for example a +5 sword of slashing will be just as effective for anyone who can wield it -- but in EVE most of the value of an expensive ship is dependant on how the skills of the character who operates it multiply it's strengths, allowing for significantly increased power in the hands of a well trained character and simultaneously offering very little advantage over a cheaper alternative, if any, in the hands of a poorly trained one.
This concept can seem counterintuitive.  In many MMORPGs the value of expensive equipment comes from its inherent bonuses. For example a +5 sword of slashing will be just as effective for anyone who can wield it. However, in EVE most of the value of an expensive ship is dependent on the skill allocation of the pilot operating it. This allows for significantly increased power in the hands of a well trained character, while simultaneously offering very little advantage over a cheaper alternative in the hands of a poorly trained one.


Tech 1 frigates and cruisers are more forgiving of poor skills, and often have a bigger impact than more expensive ships if you don't have many skillpoints (as anyone who's been jammed by a two-week old character in a Griffin can testify) so long as those skillpoints are distributed into '''good support skills''' and not concentrated in a misguided attempt to sit in a Tech 2 ship.
Tech 1 frigates and cruisers are more forgiving of poor skills, and often have a bigger impact than more expensive ships if you don't have many skillpoints (as anyone who's been jammed by a two-week old character in a Griffin can testify) so long as those skillpoints are distributed into '''good support skills''' and not concentrated in a misguided attempt to sit in a Tech 2 ship.