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Revision as of 10:17, 26 December 2023
- Main article: Alternate characters
EVE University |
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Skill plans |
Skill training |
A hauler alt is character trained specifically for hauling. There are many reasons to create such an alt, but it primarily it stems from a need to move things to and from places on your own timetable.
This guide is designed to train an alt into Deep Space Transport and Blockade Runner in just under 96 days. This is sufficient for most personal hauler, but if needed you can train an alt into a Freighter, Bowhead, and Jump Freighter in under 217 days. The guide is segmented to allow you to pick and choose which ship types you wish to train your alt into based on your needs. Hauling is generally a skill that requires Omega and this guide assumes that your hauler alt is either on its own Omega account or that you are using Multiple Character Training.
You will want to use the appropriate skill plan for the empire faction you're training into: Armor-tanked Hauler for Gallente/Amarr and Shield-tanked Hauler for Minmatar/Caldari.
Why use a hauler alt?
Training into a hauler can be a long train, especially if training into Jump Freighters. Training one character to do hauling as well as a variety of other activities takes significantly longer and delays being able to either well. Specialization with multiple characters means that you can do both well when training into the desired skills is completed. Additionally, training a hauler alt on a separate account means that you can haul your cargo while doing something else as opposed to choosing between two activities. A hauler alt is also useful because they can be put in an player-owned alt corp such as the Hall of Residence without much concern for things like hisec wars. Without a hauler alt, hisec wars can mean losing cargo to war targets who camp trade hubs and have a proficiency in destroying anything that undocks from the main hub stations.
When hauling in with Jump Freighter, it becomes almost entirely necessary to have an alt that can haul while another alt lights an industrial cyno at a waypoint in order to allow the Jump Freighter to get where its going.
Training multiple characters
If you are creating an alt on an account with other characters, it is important to note that only one character can be training skills at a time unless you are willing to pay for Multiple Character Training. Attempting to add skills to the training queue will result in an error, so you will need to pause training on your currently training character.
Dual Character Training, introduced in the June 2013 Odyssey expansion, allowed a player to train two characters on the same account for one month for the cost of an additional PLEX. That became Multiple Character Training in late 2013, so you can now train both alts at the same time, and can purchase more than one month of alt training.
Why no T1 haulers?
T1 haulers fill a niche created by the fact that other ships simply cannot hold as much as haulers. If all you want to do is move a large amount of gas, ore, minerals, or planetary commodities from one station or structure within or to a nearby system, then you might consider training up the relevant faction's hauler to fly a specialized hauler. For example, at Gallente Hauler V the Miasmos can hold 63,000m3 which is almost as much as much as a Deep Space Transport's fleet hangar at max skills, but it has a paper tank that cannot hold up against any ganker. Moving anything valuable over longer distances, such as from Stacmon to Jita, puts your cargo at an unnecessary risk. Moving short distances in a T1 hauler in hisec is generally safe, but beyond that T2 haulers are necessary to prevent the loss of all your cargo.
If you are a member of EVE University and cannot train into T2 hauling ships because you are an Alpha clone, consider using the University Hauling Service to move your stuff around safely for free and the University Buyback Program to sell goods for profit.
Preparing for training
It is important to read about hauling as it will save you a lot of time and frustrations. Before you even create a character, consider that the Amarr, Gallente, and Minmatar start with Mechanics III and Hull Upgrades III. Regardless of which faction you start with, you can train into any hauling ship. The Charon (Caldari) is generally considered the best freighter because of its carrying capacity, but the Obelisk (Gallente) offers the highest EHP and the Fenrir (Minmatar) is the fastest. The Providence (Amarr) comes in second for agility and tank which means that it might be considered a balanced option. For Deep Space Transports, the Occator (Gallente) is the fastest at aligning while the Impel (Amarr) can fit a solid amount of tank thanks to its generous number of low slots. The Mastodon (Minmatar) is a good choice for those looking for a balanced choice between align time and tank.
The Bowhead is a unique freighter in that it does not have a large cargo hold like the other freighters. Instead it features a massive ship maintenance bay which allows it to haul fitted ships. Note that the Bowhead is shield-tanked and if you want to train both a regular freighter and the Bowhead, you might consider training into one of the shield-tanked transport ships for the fastest train. Otherwise, you could train support skills for both shield and armor-tanked hauling ships.
Skill plan
The skill plans are divided up between armor-tanked and shield-tanked ships as well Transport Ships (DSTs and Blockade Runners), Freighters, and Jump Freighters.
All characters start with Cybernetics I which allows the use of +3 training implants and this guide assumes you are using them, but you may wish to train Cybernetics V to unlock +5 implants and allows you to use implant sets like Amulets (armor) or Nirvanas (shield) for additional tank and Ascendancies (warp time) or Nomads (align time) for speed.
The skill plan utilizes neural remaps to reduce training time. It is not required to use the neural remap, but the difference in time is significant. Because this skill plan utilizes three neural remaps, you will want to create a new character rather than training an existing alt. If you are using an existing character, you might consider using the first and third neural remaps to train up support and ship skills as these are the most lengthy skill trains. If your existing character only has the annual remap, consider remapping for the ship skills section as that will be the longest train. The remaps are as follows:
- Support skills: Intelligence-Memory
- Navigation skills: Intelligence-Perception
- Ship skills: Willpower-Perception
The skills are not all maxed, meaning that after you have trained into the ships you wish to fly you may wish to train certain skills further than this skill plan covers, especially the support and navigation skills.
The skill plan has also been optimized for the dopamine effect of hearing that a skill has completed training by organizing skills from shortest to longest train wherever possible.
Support skills
First remap: Remapping (active) : i27 p17 c17 w17 m21
Armor-tanked support skills
Gallente/Amarr
Expand this box to view a Skill queue to use in-game
Jury Rigging I Armor Layering I Cloaking I Industry II Jury Rigging II Armor Layering II Cloaking II Industry III Jury Rigging III Armor Layering III Cloaking III Industry IV Hull Upgrades IV Armor Layering IV Explosive Armor Compensation I EM Armor Compensation I Kinetic Armor Compensation I Thermal Armor Compensation I Armor Rigging I Astronautics Rigging I EM Armor Compensation II Thermal Armor Compensation II Kinetic Armor Compensation II Explosive Armor Compensation II Astronautics Rigging II Armor Rigging II Explosive Armor Compensation III Kinetic Armor Compensation III Thermal Armor Compensation III EM Armor Compensation III Armor Rigging III Astronautics Rigging III Mechanics IV Capacitor Systems Operation IV EM Armor Compensation IV Thermal Armor Compensation IV Kinetic Armor Compensation IV Explosive Armor Compensation IV Capacitor Management IV Astronautics Rigging IV Armor Rigging IV Industry V Capacitor Systems Operation V Cloaking IV Capacitor Management V
Shield-tanked support skills
Caldari/Minmatar
Expand this box to view a Skill queue to use in-game
Shield Operation I Jury Rigging I Cloaking I Shield Operation II Shield Upgrades II Industry II Jury Rigging II Tactical Shield Manipulation II Cloaking II Shield Operation III Industry III Jury Rigging III Astronautics Rigging I Shield Rigging I Astronautics Rigging II Shield Rigging II Shield Upgrades III Shield Rigging III Astronautics Rigging III Tactical Shield Manipulation III Cloaking III Shield Operation IV Industry IV Mechanics IV Capacitor Systems Operation IV Shield Upgrades IV Capacitor Management IV Tactical Shield Manipulation IV Shield Rigging IV Astronautics Rigging IV Capacitor Management V Industry V Capacitor Systems Operation V
Second remap: Remapping (active) : i27 p21 c17 w17 m17
Valid for all empire factions
Expand this box to view a Skill queue to use in-game
Acceleration Control I Acceleration Control II High Speed Maneuvering II Warp Drive Operation III Acceleration Control III High Speed Maneuvering III Warp Drive Operation IV Acceleration Control IV Navigation IV High Speed Maneuvering IV Warp Drive Operation V Micro Jump Drive Operation I
Only use this if you are planning to train into jump freighter
Expand this box to view a Skill queue to use in-game
Navigation IV Navigation V Warp Drive Operation III Warp Drive Operation IV Warp Drive Operation V Jump Drive Operation I Evasive Maneuvering II High Speed Maneuvering II Jump Drive Operation II Evasive Maneuvering III High Speed Maneuvering III Jump Drive Operation III High Speed Maneuvering IV Jump Drive Operation IV Evasive Maneuvering IV Jump Drive Operation V Micro Jump Drive Operation I Jump Fuel Conservation I Jump Drive Calibration I Jump Fuel Conservation II Jump Drive Calibration II Jump Fuel Conservation III Jump Drive Calibration III Jump Fuel Conservation IV Jump Drive Calibration IV Jump Drive Calibration V
Ship skills
Third remap: Remapping (active) : i17 p27 c17 w21 m17
Fitting haulers
Haulers are relatively straightforward to fit. For ore hauling, you will want to have maximum cargo capacity, meaning you want to fit Expanded Cargoholds in low slots and Cargohold Optimization in rigs.
For courier missions, you might want to have faster align and warp speed, so you might want to fit Nanofiber Internal Structures and Inertial Stabilizers in low slots and Hyperspatial Velocity Optimizer in rigs.
If you wish, you can train skills to equip shield mods such as Shield Extenders and Invulnerability Fields in the mid slots to tank belt rats for a short time. It is also worth while to train skills for these modules to give some basic protection against high-sec ganking.
Optimize with Giant Secure Containers
There are items called Giant Secure Containers (GSC) which take up 3,000 m3 in your cargo hold. The interesting thing is that you can actually put 3,900 m3 of stuff in a GSC - which means you get a 30% space bonus.
Note: Giant Secure Containers are great but with a minor limitation, they cannot store some goods like frozen food, livestock. So keep this in mind if you are using these containers to haul goods.
Advanced hauling and earning ISK via hauling
The next step after mastering industrial hauling are Freighters and Transports.
You can use outside databases, such as EVE Trade, to find profitable trade routes.
To take the first steps in making ISK with your new hauler, you might consider playing the market or running Level 4 Cargo Missions.
Credits
- Raddick Tseng for suggesting this, and giving some interesting statistics.
See also
References
- Odyssey 1.1 - Tech 1 Industrials, Round 2
- Dev blog: Rebalancing and renaming industrials
- Dev blog: 28 ships later
- Patch notes: Renaming T1 industrials class to haulers