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Of particular importance to new characters is the concept of the 80/20 rule, which is as follows: '''you'll receive 80% of a skill's possible maximum benefit from training only the first four levels, which will only take about 20% of the total training time'''. This is based on the exponential increase of training time as you train a skill. You can train the first four levels of a skill and receive 80% of the benefits in roughly 1/4 the time it'll take to train the last level. This means it's typically most beneficial, though there are always exceptions, to train multiple skills to level four before going back through and bringing them up to level five. There are some skills you may never bring to level five as they're simply too time intensive for too little benefit. | Of particular importance to new characters is the concept of the 80/20 rule, which is as follows: '''you'll receive 80% of a skill's possible maximum benefit from training only the first four levels, which will only take about 20% of the total training time'''. This is based on the exponential increase of training time as you train a skill. You can train the first four levels of a skill and receive 80% of the benefits in roughly 1/4 the time it'll take to train the last level. This means it's typically most beneficial, though there are always exceptions, to train multiple skills to level four before going back through and bringing them up to level five. There are some skills you may never bring to level five as they're simply too time intensive for too little benefit. | ||
Because of this, a good rule of thumb to follow is to bring any skill which you use regularly, in all or most of the ships you pilot, to level IV in the short/medium term. Training some skills to level V can take a long time and you can often leave them as longer term goals or only train them when they're required as prerequisites (for T2 ships, for example). However, some key skills with low training time multipliers give you such significant benefits that they're well worth training all the way to V -- [[Skills:Drones#Drones|Drones]], [[Skills:Engineering#Energy_Emission_Systems|Energy Systems Operation]] and [[Skills:Navigation#Navigation|Navigation]] are three good examples, but are by no means the only ones. | |||
When someone says they have 'good' skills in a certain category, they most commonly mean that they have most if not all of those skills trained to IV or V. | When someone says they have 'good' skills in a certain category, they most commonly mean that they have most if not all of those skills trained to IV or V. | ||
== Skills == | == Skills == | ||
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Ignoring skills relevant only to capital ships, there are seventeen skills which can help your capacitor. You don't necessarily have to train all of these, since some of them only apply to very specific sets of modules (Sensor Linking, for example, won't help you if you never use sensor dampeners or remote sensor boosters). But some of these skills are vital for every pilot, and many of the rest are quite important. | Ignoring skills relevant only to capital ships, there are seventeen skills which can help your capacitor. You don't necessarily have to train all of these, since some of them only apply to very specific sets of modules (Sensor Linking, for example, won't help you if you never use sensor dampeners or remote sensor boosters). But some of these skills are vital for every pilot, and many of the rest are quite important. | ||
*'''Essential capacitor management skills''' - every pilot should train these to level 4 or higher: | *'''Essential capacitor management skills''' - every pilot should train these to level 4 or higher and are essential for Amarr pilots with their cap intensive laser weaponry: | ||
**[[Skills:Engineering#Energy_Management|Energy Management]]: 5% bonus to total capacitor capacity per level | **[[Skills:Engineering#Energy_Management|Energy Management]]: 5% bonus to total capacitor capacity per level | ||
**[[Skills:Engineering#Energy_Systems_Operation|Energy Systems Operation]]: 5% cap recharge rate reduction per level | **[[Skills:Engineering#Energy_Systems_Operation|Energy Systems Operation]]: 5% cap recharge rate reduction per level | ||
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There's a more detailed guide to overheating's mechanics [[Overheating|here]]. | There's a more detailed guide to overheating's mechanics [[Overheating|here]]. | ||
== PvE vs. PvP == | |||
Before looking at specific ship classes it's worth noting that PvE combat usually requires lower support skills than PvP. | |||
PvE combat emphasizes your knowledge of missions, and your ability to tank incoming DPS for long periods. While doing more damage will help you do missions faster (getting more ISK every hour), you can get by with sub-par damage-dealing skills. In PvP combat you want to have the best tank possible (usually, unless you're solo or in a very small gang, a buffer tank or a [[Spider Tanking|spider tank]]) ''and'' deal good damage for your ship's size. | |||
This is not to say you shouldn't consider which supports you need for PvE, but it does mean that even if you do L4 missions quite effectively in a battleship, you may not have optimal support skills for PvP battleship combat. | |||
For this reason most of the advice below is directed primarily at PvP. | |||
=== Battlecruisers === | |||
A [[Battlecruiser|battlecruiser]] is a nice step up from a [[Cruiser|cruiser]] in firepower and tank. The cost of the fitted ship is also a lot lower than a battleship (1/4 to 1/3 the price) meaning they deliver the best gank and tank for the ISK in the game. An added benefit is that large guns (which are a long train) are not necessary. However, cruisers are also very powerful. | |||
Support skills you'll want to work towards are: | |||
*being able to fit a T2 armor or shield tank | |||
*good enough fitting skills to fill all the turret or launcher slots | |||
*a full flight of drones ([[Skills:Drones#Drones|Drones V]]) -- battlecruisers have drone bays, and these are your anti-frigate defense | |||
*T2 light and medium drones ([[Skills:Drones#Scout_Drone_Operation|Scout Drone Operation V]] plus [[Skills:Drones#Minmatar_Drone_Specialization|Minmatar Drone Specialization II]] and [[Skills:Drones#Gallente_Drone_Specialization|Gallente Drone Specialization II]] -- Amarr and Caldari drones are rarely used) | |||
*and (in the long run) T2 medium weapons. | |||
*at least a few levels in relevant rigging skills to reduce drawbacks and to fit your own rigs. | |||
If you have medium gun/missile skills to IV, can fit a T2 tank and a full rack of weapons, don't hesitate to step into a battlecruiser. | |||
You can use rigs without having the rigging skills trained, but you'll need someone to install the rigs for you, which is a pain (see the section on rigging below) -- so you may want to train rigging skills for whatever kinds of rig you're fitting. Also remember that buffer and resist rigs for both shield and armor tanking create significant drawbacks that can hurt your PvP performance in some situations, so skilled pilots have often trained [[Skills:Mechanic#Armor_Rigging|Armor Rigging V]] or [[Skills:Mechanic#Shield_Rigging|Shield Rigging V]], depending on how they are usually tanked. Rig drawbacks can only be reduced by your skills, not by the skills of the pilot who installed the rig. | |||
You should be able to fit a [[Full T2 Tank|T2 tank]] to fly a battlecruiser when the [[Wartime Standard Operating Procedures#Default_SOP|standard wartime rules]] are in force. | |||
=== Battleships === | |||
[[Battleship|Battleships]] are potentially very powerful ships, but without good supports they're slow, expensive coffins. It's very highly recommended to have the following (most of which you will hopefully have trained while flying battlecruisers): | |||
*a full T2 shield or armor tank | |||
*sufficient fitting skills to fit that tank, and a propulsion module, and fill the turret/launcher hardpoints for your primary weapon | |||
*full flights of T2 light and medium drones | |||
**or, if your battleship is one of the few with 125Mbit/sec drone bandwidth, T2 light and medium drones ''and'' at least T1 heavy or sentry drones | |||
T2 guns on battleships are great, but the training time for T2 turrets is on the order of 70 days, from basic T1 large gun skills -- making them a long-term goal. T2 missiles take less time to train but still aren't exactly one weekend's training. Most pilots initially invest in high meta-level Tech 1 weapons, though the cost of Meta 4 large lasers and the attraction of Scorch crystals may encourage Amarr BS pilots to head for T2 guns earlier than others. | |||
You should be able to fit a [[Full T2 Tank|T2 tank]] to fly a battleship when the [[Wartime Standard Operating Procedures#Default_SOP|standard wartime rules]] are in force. | |||
=== T2 Frigates === | |||
[[Frigate#Tech_2_Frigates|T2 frigates]] are specialized for a wide range of different tasks, and so the optimal skillset varies widely. As an extreme example, you can fly a [[Frigate#Covert_Ops|covops ship]] without putting a covops cloak on it, but you'll be missing the point completely! | |||
However, all T2 frigates benefit greatly from most of the skills in the Navigation category, because as frigates they usually rely on speed and agility for a significant part of their tank against larger enemies. You should also definitely aim to fit T2 modules for at least the key functions of your ship -- [[Frigate#Interceptors|interceptors]] deserve T2 MWD skills and T2 tackling modules, [[Frigate#Assault_Ships|assault ships]] deserve T2 weapons and tanks, and so on. A full T2 fit is a good goal for T2 frigates but not strictly necessary. | |||
=== T2 Cruisers === | |||
In general, at this level you should be able to fully T2 fit your ship. [[Cruiser#T2_Cruisers|T2 cruisers]] are small, fast, and powerful, but tend to have limited CPU and/or powergrid, and limited capacitor as well. In practice, you'll really want excellent fitting skills including Weapon Upgrades V and Advanced Weapon Upgrades III or IV, or you'll be very frustrated when you try to fit guns. You'll want your cap skills to be nearly maxed-out before flying one of these, too. | |||
As with T2 frigates, you will want other supports which will vary depending on your ship's specialization -- a Falcon deserves ewar supports that don't help a Vagabond at all. Just as with frigates, a T2 cruiser deserves T2 modules wherever possible. | |||
== See Also == | == See Also == | ||