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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 | #'''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_Clones|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 command, gunnery, and missile skills; and another PvP clone with +3 memory and +3 intelligence implants to train electronics, engineering, and mechanics 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>''' NOTE: While you should always be prepared to be podded, this should rarely occur in high sec or low sec battles. Be sure you are familiar with the "Pod Saver" tab on your [[Overview|overview]]; if you are about to lose your ship, learn how to "spam" the Warp button in your Selected Item box when a planet is selected.<br><br> | ||
#'''Decide which role you will fulfill.'''<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> | #'''Decide which role you will fulfill.'''<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 require less skills to fly well than DD cruisers. The skills to fly a DD cruiser well in PvP take 1 or 2 months to train, a battlecruiser 4 to 6 months to train, and a battleship 9 to 12 months to train. This may take longer if you cross-train between races or train up T2 ships earlier.<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 PvP section of the university forums. It is important to know how to search the forums efficiently with the Advanced Search feature, see the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=38816 How to Search the Ship Loadout Forum] thread for details.<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 require less skills to fly well than DD cruisers. The skills to fly a DD cruiser well in PvP take 1 or 2 months to train, a battlecruiser 4 to 6 months to train, and a battleship 9 to 12 months to train. This may take longer if you cross-train between races or train up T2 ships earlier.<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 PvP section of the university forums. It is important to know how to search the forums efficiently with the Advanced Search feature, see the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=38816 How to Search the Ship Loadout Forum] thread for details.<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> | ||
#'''Rename your ship.'''<br>The default ship name are "<Player's Name> <Ship Name>". This will make it easier for enemies to | #'''Rename your ship.'''<br>The default ship name are "<Player's Name> <Ship Name>". This will make it much easier for enemies to identify and locate you when scanning, so you should rename it to something that will not be able to associate the ship to your name or to anything associated with Eve University.<br> <br> | ||
#'''Be in Aldrat.'''<br>Either docked or at the POS inside the bubble is usually fine. When the FC is ready, he will give instructions on where to rally. '''During wartime, wait for your FC to give instructions on where to rally, or ask your SC. Stay docked until ordered to rally. Do not go AFK if waiting at the POS, nor anywhere else while undocked.''' <br> <br> | #'''Be in Aldrat.'''<br>Either docked or at the POS inside the bubble is usually fine. When the FC is ready, he will give instructions on where to rally. '''During wartime, wait for your FC to give instructions on where to rally, or ask your SC. Stay docked until ordered to rally. Do not go AFK if waiting at the POS, nor anywhere else while undocked.''' <br> <br> | ||
#'''Your overview needs to be set up properly.'''<br>See the [[Overview Guide]]. You should have tabs with '''PVP + Travel''' and '''Pod Saver''' set at least. '''PVP + Drones''' can be handy as well.<br> <br> | #'''Your overview needs to be set up properly.'''<br>See the [[Overview Guide]]. You should have tabs with '''PVP + Travel''' and '''Pod Saver''' set at least. '''PVP + Drones''' can be handy as well.<br> <br> | ||
#'''Disable Auto Lock.''' <br>Press the Escape key to go into the game's configuration panel. Select General Settings tab > Inflight section > auto target back: select 0 target. You do not want to be automatically targeting the friendly ships repairing/sensor boosting you.<br> <br> | #'''Disable Auto Lock.''' <br>Press the Escape key to go into the game's configuration panel. Select General Settings tab > Inflight section > auto target back: select 0 target. You do not want to be automatically targeting the friendly ships repairing/sensor boosting you.<br> <br> | ||
#'''Weapon Systems.'''<br>Make sure you have the right fittings on your ship, and the correct settings for them. In wartime, | #'''Weapon Systems.'''<br>Make sure you have the right fittings on your ship, and the correct settings for them. In wartime, be sure you do not have [[Wartime Standard Operating Procedures#Default_SOP|prohibited modules]] fitted to your ship.<br>'''Check:''' ammo in cargo bay - drones in drone bay - guns grouped - guns loaded - other modules loaded (e.g. capacitor boosters)<br><br> | ||
#'''Session Timer Display.'''<br>Press the Escape key to go into the game's configuration panel. Select General Settings tab > General section > make sure '''Show Session-Change Timer''' is checked.<br><br> | #'''Session Timer Display.'''<br>Press the Escape key to go into the game's configuration panel. Select General Settings tab > General section > make sure '''Show Session-Change Timer''' is checked.<br><br> | ||
#'''No Distractions or Impairment.'''<br>All members of Uni Fleets, especially the FC and their WC's and SC's, must not be impaired[http://wiki.eveuniversity.org/Wartime_Standard_Operating_Procedures#...members_must_not_be_impaired/impaired]. This is especially critical when under | #'''No Distractions or Impairment.'''<br>All members of Uni Fleets, especially the FC and their WC's and SC's, must not be impaired[http://wiki.eveuniversity.org/Wartime_Standard_Operating_Procedures#...members_must_not_be_impaired/impaired]. This is especially critical when under [[Wartime_Standard_Operating_Procedures|Wartime SOP]]. | ||
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