Difference between revisions of "Creating an Alt Orca Pilot"
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− | The objective of this plan is to enable a player to spend one PLEX to activate dual account training. At the end of these 30 days the player should have trained an alt that can fly an Orca with solid tank and the MWD align tick and be able to sit in the pirate battleship of the player's choice. This way the player has an OOC character that can move their hull and gear safe from WT aggression. | + | The objective of this plan is to enable a player to spend one PLEX to activate dual account training. At the end of these 30 days the player should have trained an alt that can fly an [[Orca]] with solid tank and the MWD align tick and be able to sit in the pirate battleship of the player's choice. This way the player has an out-of-corporation (OOC) character that can move their hull and gear safe from war target (WT) aggression. |
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== Orca Fit == | == Orca Fit == | ||
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* {{sk|Minmatar Battlecruiser|III|mult=yes}} (21 hours, 37 minutes) | * {{sk|Minmatar Battlecruiser|III|mult=yes}} (21 hours, 37 minutes) | ||
* {{sk|Minmatar Battleship|I|mult=yes}} (54 minutes, 3 seconds) | * {{sk|Minmatar Battleship|I|mult=yes}} (54 minutes, 3 seconds) | ||
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With the +3 implants this finishes the train in just under 29 days. Without +3 implants this train is over 33 days. | With the +3 implants this finishes the train in just under 29 days. Without +3 implants this train is over 33 days. |
Revision as of 07:29, 18 July 2014
The objective of this plan is to enable a player to spend one PLEX to activate dual account training. At the end of these 30 days the player should have trained an alt that can fly an Orca with solid tank and the MWD align tick and be able to sit in the pirate battleship of the player's choice. This way the player has an out-of-corporation (OOC) character that can move their hull and gear safe from war target (WT) aggression.
Orca Fit
Prototype 100MN Microwarpdrive I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Damage Control II
Reinforced Bulkheads II
Large Ancillary Current Router I
- A third Adaptive Invulnerability Field will grant better EHP than the EM variant
Improved Cloaking Device II
Prototype 100MN Microwarpdrive I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Damage Control II
Reinforced Bulkheads II
Large Ancillary Current Router I
Large Hyperspatial Velocity Optimizer I
Large Hyperspatial Velocity Optimizer I
- The Large Hyperspatial Velocity Optimizer Is can be replaced by Large Transverse Bulkhead Is to add additional tank at the expense of cargo capacity.
- The Improved Cloaking Device II is optional, but can be helpful in some fringe cases.)
This plan has two main parts, the support skills and the ship skills. It uses the yearly re-map for the ship skills, but no re-map on the support skills. If a pilot really wanted to squeeze a few more things in I would use all three re-maps. First Int-Mem for supports. Then Cha-Wis for the leadership skills. Finally Per-Wis for the ship skills. This will give the player a few extra days to add in some other useful things mentioned at the end.
Support Skills
Cybernetics
As soon as you finish Cybernetics plug in +3 implants of all types. The plan does not work without them.
- Cybernetics I (3x) (25 minutes)
Tank skills
The Orca Hull tanks with a secondary shield tank. Hence Hull Upgrades IV and Mechanics are key for a proper Orca tank.
- Tactical Shield Manipulation IV (4x) (3 days, 15 hours, 26 minutes)
- Shield Management III (3x) (11 hours, 35 minutes)
- Hull Upgrades IV (2x) (1 day, 19 hours, 43 minutes)
- Mechanics III (1x) (3 hours, 10 minutes)
An Orca really needs an MWD to reduce its align time from 30+ seconds to 10 flat. This requires being able to fit the MWD and have sufficient cap skills so a pilot doesn't cap out after a few jumps of MWD assisted aligns. With the skills in this plan the pilot should be able to use the MWD & DC for every warp. The Active Shield modules can't be constantly run due to cap issues, but can be used in emergencies to buy extra time for CONCORD to arrive. Adding Navigation or Evasive Maneuvers would be a bit beneficial though do not anything new to the plan, just allow it to do things better.
- Power Grid Management IV (1x) (17 hours, 59 minutes)
- Afterburner III (1x) (3 hours, 51 minutes)
- High Speed Maneuvering III (5x) (19 hours, 19 minutes)
- Warp Drive Operation III (1x) (3 hours, 51 minutes)
- Acceleration Control III (4x) (15 hours, 27 minutes)
- Capacitor Systems Operation III (1x) (3 hours, 51 minutes)
- Capacitor Management III (3x) (11 hours, 35 minutes)
- Jury Rigging I (2x) (14 minutes)
Misc.
These skills are useful to tank up a pirate BS fro transport but are not really critical for the plan as a whole. Also they only allow the use of the T1 versions of the LSE and PDS, these skills would need to be raised to IV to enable the T2 versions, which is one way to expand this plan.
- Shield Upgrades II (2x) (1 hour, 22 minutes)
- Energy Grid Upgrades II (2x) (1 hour, 22 minutes)
Ship & Leadership Skills
Remapping (active) : i17 p19 c19 w27 m17
This is where to use the remap in the plan if you are only going to use one.
Leadership Skills
The Orca Requires the following leadership skills to be injected. This is where most of the training for the Orca comes from.
- Leadership I (1x) (6 minutes, 45 seconds)
- Mining Foreman V (2x) (9 days, 14 hours, 37 minutes)
- Mining Director I (5x) (33 minutes, 47 seconds)
Orca Ship Skills
- Spaceship Command V (1x) (4 days, 15 hours, 32 minutes)
- [[Skills:ORE Industrial III]] (ORE Industrial) (14 hours, 24 minutes)
- Industrial Command Ships I (8x) (54 minute, 3 seconds)
Pirate Battleship Skills
For this section the pilot needs to train the two racial ship skills needed for the pirate BS of their choice. For the sake of this example, we're using Gallente and Minmatar (for the Vindicator and Machariel), but for the Nightmare, you will want to replace these with the Caldari and Amarr skills.
- Gallente Frigate III (2x) (7 hours, 12 minutes)
- Gallente Destroyer III (2x) (7 hours, 12 minutes)
- Gallente Cruiser III (5x) (18 hours, 1 minute)
- Gallente Battlecruiser III (6x) (21 hours, 37 minutes)
- Gallente Battleship I (8x) (54 minutes, 3 seconds)
- Minmatar Frigate III (2x) (7 hours, 12 minutes)
- Minmatar Destroyer III (2x) (7 hours, 12 minutes)
- Minmatar Cruiser III (5x) (18 hours, 1 minute)
- Minmatar Battlecruiser III (6x) (21 hours, 37 minutes)
- Minmatar Battleship I (8x) (54 minutes, 3 seconds)
With the +3 implants this finishes the train in just under 29 days. Without +3 implants this train is over 33 days.
Some other things to add:
- Shield Rigging to fit more buffer
- Thermodynamics to overheat hardeners
- Hacking to make this a scout/hacker
- The other two race's Battleships (very hard to do, might need all 3 re-maps)
- Cloaking III so the alt can do the MWD+Cloak trick with the pirate BS (impossible to do with an Orca).