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#'''Make sure your medical clone is up to date.'''<br>Having your medical clone set to Aldrat can be helpful during war. You can check the status of your medical clone on your character sheet.<br><br> | #'''Make sure your medical clone is up to date.'''<br>Having your medical clone set to Aldrat can be helpful during war. You can check the status of your medical clone on your character sheet.<br><br> | ||
#'''Assume that you are going to be podded.''' <br> If you have [[Implants|implants]], either make sure you can afford to lose them, or get into a jump clone. Some players like to keep combat jump clones with no implants at all, others keep several jump clones each with two implants to minimize costs when losing a pod while keeping a good training time. For example, a pilot who keeps a full set of +3 implants in his PvE clone could have a PvP clone with a +3 perception and a +3 willpower implant to train ship and gunnery skills, and another PvP clone with +3 memory and +3 intelligence implants to train electronics, engineering, and mechanic skills.<br> We have enough corp standing to access [[Jump Clones|jump clones]] with one of the Caldari corporations, Wiyrkomi Peace Corps, and one of the Khanid corporations, Khanid Innovation. <font color="red">'''Do not start a conversation with any agents for Wiyrkomi Peace Corps or Khanid Innovation as we will lose these facilities. '''</font>Further information about creating jump clones can be found in [[Jump Clones|this guide]].<br>'''<br>''' | #'''Assume that you are going to be podded.''' <br> If you have [[Implants|implants]], either make sure you can afford to lose them, or get into a jump clone. Some players like to keep combat jump clones with no implants at all, others keep several jump clones each with two implants to minimize costs when losing a pod while keeping a good training time. For example, a pilot who keeps a full set of +3 implants in his PvE clone could have a PvP clone with a +3 perception and a +3 willpower implant to train ship and gunnery skills, and another PvP clone with +3 memory and +3 intelligence implants to train electronics, engineering, and mechanic skills.<br> We have enough corp standing to access [[Jump Clones|jump clones]] with one of the Caldari corporations, Wiyrkomi Peace Corps, and one of the Khanid corporations, Khanid Innovation. <font color="red">'''Do not start a conversation with any agents for Wiyrkomi Peace Corps or Khanid Innovation as we will lose these facilities. '''</font>Further information about creating jump clones can be found in [[Jump Clones|this guide]].<br>'''<br>''' | ||
#'''Decide which role you will fulfil.'''<br>The three primary roles in a fleet are Damage Dealer (DD), tackler and EWAR. A rookie with few skillpoints can contribute much to a fleet by taking a tackling or EWAR role.<br><br> | #'''Decide which role you will fulfil.'''<br>The three primary roles in a fleet are Damage Dealer (DD), [[Tackling 101 Guide|tackler]] and [[EWar 101 Guide|EWAR]]. A rookie with few skillpoints can contribute much to a fleet by taking a tackling or EWAR role.<br><br> | ||
#'''Get into a ship you can fly well in PVP, and can afford to lose.'''<br> If you're a rookie, that is probably a frigate. You can fly a frigate and still contribute significantly if you have the skills and modules necessary to tackle or EW. Even if you're young and don't have the skills yet, don't worry about it and come along in a cheap frigate for the experience. Tacklers and EWAR frigates are effective with cheap tech 1 modules fitted. Destroyers can be used in specialized fleets, but in most Uni fleets a frigate tackler or EWAR would be preferable if you can't handle a DD cruiser yet. Take note that flying a Damage Dealer ship for PvP requires more skills than for PvE. Flying a DD cruiser well means having the cruiser skill at 4, and the relevant [[Gunnery Guide#Gunnery_Support_Skills|gunnery]] or [[Missile Launchers#Missile_Support_Skills|missile]] support skills at 3 or 4. EWAR cruisers have lower skill requirements than DD cruisers.<br> Find a good fit for your ship. You can browse some basic tackler and EWAR fits in the corp section of the fitting window in the neocom. However, keep in mind that these are only very basic fits meant for characters with only a few days of training. They are not perfect fits. For better fittings, you should look at the [http://forum.eveuniversity.org/viewforum.php?f=129 PvP section] in the university forums. The best way to search for fits is to do an advanced search, type the name of the ship you're looking for in the keyword section, search in the PvP forum only, search in topic titles only, and display results as threads. Read through the last few recent threads to get an idea of the many different ways ships can be fitted. There are also some fits available on the UniWiki in the racial fitting guides, however reading through the forum threads can give a better understanding of fitting variants. <br><br> | #'''Get into a ship you can fly well in PVP, and can afford to lose.'''<br> If you're a rookie, that is probably a frigate. You can fly a frigate and still contribute significantly if you have the skills and modules necessary to tackle or EW. Even if you're young and don't have the skills yet, don't worry about it and come along in a cheap frigate for the experience. Tacklers and EWAR frigates are effective with cheap tech 1 modules fitted. Destroyers can be used in specialized fleets, but in most Uni fleets a frigate tackler or EWAR would be preferable if you can't handle a DD cruiser yet. Take note that flying a Damage Dealer ship for PvP requires more skills than for PvE. Flying a DD cruiser well means having the cruiser skill at 4, and the relevant [[Gunnery Guide#Gunnery_Support_Skills|gunnery]] or [[Missile Launchers#Missile_Support_Skills|missile]] support skills at 3 or 4. EWAR cruisers have lower skill requirements than DD cruisers.<br> Find a good fit for your ship. You can browse some basic tackler and EWAR fits in the corp section of the fitting window in the neocom. However, keep in mind that these are only very basic fits meant for characters with only a few days of training. They are not perfect fits. For better fittings, you should look at the [http://forum.eveuniversity.org/viewforum.php?f=129 PvP section] in the university forums. The best way to search for fits is to do an advanced search, type the name of the ship you're looking for in the keyword section, search in the PvP forum only, search in topic titles only, and display results as threads. Read through the last few recent threads to get an idea of the many different ways ships can be fitted. There are also some fits available on the UniWiki in the racial fitting guides, however reading through the forum threads can give a better understanding of fitting variants. <br><br> | ||
#'''Make sure your ship is insured.'''<br>Many ships - especially T2 or faction ships - are not worth insuring, due to the high cost and extremely low payout sums. However T1 ships like standard frigates, cruisers and battleships are usually worth insuring. This one is your choice.<br><br> | #'''Make sure your ship is insured.'''<br>Many ships - especially T2 or faction ships - are not worth insuring, due to the high cost and extremely low payout sums. However T1 ships like standard frigates, cruisers and battleships are usually worth insuring. This one is your choice.<br><br> | ||