Difference between revisions of "User:Cassiel Seraphim/Sandbox5"

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= Useful training for alts =
 
= Useful training for alts =
 +
It is no secret that having alts or several accounts are extremely useful in EVE. Incursions are no different and we can make good use of alts for a wide variety of things, especially unistas during war.
 +
 +
The training times shown below are assuming the same +3 attribute implants as mentioned at the top of this page.
 +
== Orca ==
 +
The [[Orca]] is a wonderful ship that's more like a mobile base than just a ship. It has a ship maintenance bay to store ship, enough cargo hold to carry lots of ammo as well as spare modules, an ore hold for [[Lyavite in Incursions|lyavite]]. Its refitting services and fleet hangar is also very useful for changing things up while in space, or to have a nearby stock of lyavite handy in a non-station system.
 +
 +
Even if you fly this ship on an alt that you cannot have logged on at the same time as your main character, the Orca is a tremendously useful ship.
 +
 +
==== Training into the Orca ====
 +
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 +
! [[file:icon_cogs.png|32px|link=]] Support skills
 +
! [[file:icon_ship.png|32px|link=]] Ship skills
 +
! [[File:icon_leader.png|32px|link=]] Leadership skills
 +
! [[file:Module icon microwarpdrive tech1.png|32px|link=]] Navigation skills
 +
|- valign="top" style="background:#222222;"
 +
| ~ 6 days and 7 hours
 +
| ~ 5 days and 15 hours
 +
| ~ 10 days and 16 hours
 +
| ~ 1 days and 19 hours
 +
|- valign="top" nowrap
 +
| style="padding:8px;" |
 +
Cybernetics I<br>
 +
Mechanics III<br>
 +
Energy Management III<br>
 +
Energy Systems Operation III<br>
 +
Hull Upgrades IV<br>
 +
Tactical Shield Manipulation IV<br>
 +
Jury Rigging I
 +
| style="padding:8px;" |
 +
Spaceship Command V<br>
 +
ORE Industrial III<br>
 +
Industrial Command Ships I
 +
| style="padding:8px;" |
 +
Leadership I<br>
 +
Mining Foreman V<br>
 +
Mining Director I
 +
| style="padding:8px;" |
 +
Afterburner III<br>
 +
High Speed Maneuvering III<br>
 +
Acceleration Control III<br>
 +
Warp Drive Operation III
 +
|- valign="top" style="background:#222222;"
 +
| colspan=4 | ~ 24 days and 9 hours worth of training in total
 +
|}
 +
==== Minimum Orca fit ====
 +
{{ShipFitting|showTOC=N|
 +
ship=Orca|
 +
shipTypeID=28606|
 +
fitName=Minimum skills|
 +
fitID=Minimum-skills|
 +
high1name=open|
 +
high2name=open|
 +
high3name=open|
 +
mid1name=Prototype 100MN Microwarpdrive I|
 +
mid1typeID=5945|
 +
mid2name=Adaptive Invulnerability Field II|
 +
mid2typeID=2281|
 +
mid3name=Adaptive Invulnerability Field II|
 +
mid3typeID=2281|
 +
mid4name=EM Ward Field II|
 +
mid4typeID=2301|
 +
low1name=Reinforced Bulkheads II|
 +
low1typeID=1335|
 +
low2name=Damage Control II|
 +
low2typeID=2048|
 +
drone1name=open|
 +
drone2name=open|
 +
drone3name=open|
 +
drone4name=open|
 +
drone5name=open|
 +
rig1name=Large Ancillary Current Router I|
 +
rig1typeID=25956|
 +
rig2name=Large Ancillary Current Router I|
 +
rig2typeID=25956|
 +
rig3name=Large Capacitor Control Circuit I|
 +
rig3typeID=25948|
 +
difficulty=0|
 +
warsop=A|
 +
warsopReason=Not applicable|
 +
version=ODY 1.0|
 +
shipDNA=28606:2281;2:2301;1:5945;1:1335;1:2048;1:25948;1:25956;2::|
 +
skills=|
 +
notes=With everything turned off, you still have 92 - 96k ehp.</li><li>With just the '''Damage Control II''' turned on, you have 195 - 200k ehp.</li><li>With the shield hardeners turned on, your ehp goes up to 209 - 230k.}}
 +
==== Making the most of it ====
 +
If you can afford to spend a little more time on it, there are various things you could do to make life a little easier for your Orca-pilot.
 +
 +
Should you have a lot of time and an interest in mining as well, the Orca is the premier booster for mining operations, shadowed only by the [[Rorqual]]. But that would be a considerable time investment.
 +
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 +
! [[file:icon_cogs.png|32px|link=]] Support skills
 +
! [[file:Module icon microwarpdrive tech1.png|32px|link=]] Navigation skills
 +
! [[File:warfare-links.png|32px|link=]] Warfare links
 +
|- valign="top" style="background:#222222;"
 +
| ~ X days and X hours
 +
| ~ X days and X hours
 +
| ~ X days and X hours
 +
|- valign="top" nowrap
 +
| style="padding:8px;" |
 +
 +
| style="padding:8px;" |
 +
 +
|}
 +
 +
== Neural remaps ==
 +
Normally one should be careful about remaps and not spend them needlessly. However, if you are making an alt knowing that it will only train for a month or two and not train anything else after that point, consider using all the remaps.
 +
 +
For example, if you're using a [http://wiki.eveonline.com/en/wiki/30_days_Concord_Pilot_License_Extension PLEX] (Pilot License Extension) to activate [[Dual Character Training]] for a month or two, then using all three neural remaps makes sense. It might allow you to squeeze in some more skills or shorten the training time to be within one or two months instead of slightly more.
 +
== Common guides ==
 +
There are several common guides on the wiki already. Our needs in the incursion community is a little different, but it might be useful for general purposes or to get some inspiration of what else to train on your alt.
 +
* [[Creating an Alt Hauler]]
 +
* [[Creating an Alt Miner]]
 +
* [[Creating a Scanner Alt]]
 +
* [[Creating a Planetary Interaction Alt]]

Revision as of 17:48, 29 June 2013

Advanced ships and fits

The following ships are preferred for incursions due to a combination of higher base stats, better bonuses and better slot layouts, with the exception of the logistics ships where skills are more of a determining factor.

There will be no recommended fits for these ships, for several reasons but mainly the following two:

  • They can be fitted in a million and one different ways and each fit has its strengths and weaknesses.
  • We do not want to encourage people to fly these ships until they have a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships.

As such there is no need for advanced fits on the wiki because by the time you are ready to fly them, you will already know enough to figure out how to fit them properly.

Medal graduate.png Unistas are recommended to have the Graduate medal in order to fly the more advanced pirate faction battleships and strategic cruisers, as well as using costly faction and deadspace modules. This in the hope that they understand the risks associated with flying them and the consequences of losing them to a war target.

You are still allowed to fly them, if you so desire, we just won't recommend it.

Pirate Faction Battleships

These ships are good ships all around, regardless of which type of site you do. Their slot layout is good, plenty of midslots, their ship bonuses are often purely offensive, making them ideal for incursions where tanking bonuses are highly overrated.

Races Ship Description
Logo faction minmatar republic.pngLogo faction gallente federation.png Machariel.jpg The Machariel combines a flexible engagement range for autocannons with a high rate of fire. Fit for long range the impressive alpha is unmatched. It also has enough midslots to fit for any occasion.
Logo faction amarr empire.pngLogo faction caldari state.png Nightmare.jpg The Nightmare has very good damage at any range due to fast-swapping crystals and compensates for the innate low tracking of lasers with the ship's tracking bonus. It also has plenty of utility midslots available. Has some cap issues.
Logo faction gallente federation.pngLogo faction minmatar republic.png Vindicator.jpg The Vindicator is a brawler without match, both in terms of damage and incredibly strong webs. Despite appearances, it is also a very potent sniper when fitted with railguns, and tech two ammo makes it possible to use blasters at medium range.

Strategic Cruisers

Being cruiser hulls some strategic cruisers suffer from the same ailments as other ships with medium weaponry, but the Legion and the Loki stand out.

Races Ship Description
Logo faction amarr empire.png Legion.jpg The Legion combines powerful short range capabilities with instant-swapping long range capabilities due to how crystals work. Ideal ship if you prefer smaller, more agile ships to the bulkier battleships.
Logo faction minmatar republic.png Loki.jpg The Loki combines multiple webs with extreme tracking which makes it very useful. It also has the option to fit for longer webs, which isn't always needed but makes a world of difference when it is.

Useful training for alts

It is no secret that having alts or several accounts are extremely useful in EVE. Incursions are no different and we can make good use of alts for a wide variety of things, especially unistas during war.

The training times shown below are assuming the same +3 attribute implants as mentioned at the top of this page.

Orca

The Orca is a wonderful ship that's more like a mobile base than just a ship. It has a ship maintenance bay to store ship, enough cargo hold to carry lots of ammo as well as spare modules, an ore hold for lyavite. Its refitting services and fleet hangar is also very useful for changing things up while in space, or to have a nearby stock of lyavite handy in a non-station system.

Even if you fly this ship on an alt that you cannot have logged on at the same time as your main character, the Orca is a tremendously useful ship.

Training into the Orca

Icon cogs.png Support skills Icon ship.png Ship skills Icon leader.png Leadership skills Module icon microwarpdrive tech1.png Navigation skills
~ 6 days and 7 hours ~ 5 days and 15 hours ~ 10 days and 16 hours ~ 1 days and 19 hours

Cybernetics I
Mechanics III
Energy Management III
Energy Systems Operation III
Hull Upgrades IV
Tactical Shield Manipulation IV
Jury Rigging I

Spaceship Command V
ORE Industrial III
Industrial Command Ships I

Leadership I
Mining Foreman V
Mining Director I

Afterburner III
High Speed Maneuvering III
Acceleration Control III
Warp Drive Operation III

~ 24 days and 9 hours worth of training in total

Minimum Orca fit

Orca: Minimum skills
EFT
[Orca, Minimum skills]

Prototype 100MN Microwarpdrive I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II

Reinforced Bulkheads II
Damage Control II

Large Ancillary Current Router I
Large Ancillary Current Router I
Large Capacitor Control Circuit I



Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
ODY 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • With everything turned off, you still have 92 - 96k ehp.
  • With just the Damage Control II turned on, you have 195 - 200k ehp.
  • With the shield hardeners turned on, your ehp goes up to 209 - 230k.

Making the most of it

If you can afford to spend a little more time on it, there are various things you could do to make life a little easier for your Orca-pilot.

Should you have a lot of time and an interest in mining as well, the Orca is the premier booster for mining operations, shadowed only by the Rorqual. But that would be a considerable time investment.

Icon cogs.png Support skills Module icon microwarpdrive tech1.png Navigation skills Warfare-links.png Warfare links
~ X days and X hours ~ X days and X hours ~ X days and X hours

Neural remaps

Normally one should be careful about remaps and not spend them needlessly. However, if you are making an alt knowing that it will only train for a month or two and not train anything else after that point, consider using all the remaps.

For example, if you're using a PLEX (Pilot License Extension) to activate Dual Character Training for a month or two, then using all three neural remaps makes sense. It might allow you to squeeze in some more skills or shorten the training time to be within one or two months instead of slightly more.

Common guides

There are several common guides on the wiki already. Our needs in the incursion community is a little different, but it might be useful for general purposes or to get some inspiration of what else to train on your alt.