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User:Cassiel Seraphim/Sandbox5: Difference between revisions

From EVE University Wiki
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= Skill progression =
= Skill progression =
For the most part skill progression is as simple as just topping off the '''minimum''' skills you needed to get ready and perhaps train a couple of new skills to be able to use a different set of drones or a situational module. There are however some differences between skill progression for logistics and damage dealers.
== Logistics ==
== Logistics ==
Progression for logistics is practically an intertwined mess of both fit and skill progression, as skills like {{sk|Logistics|V}} and all the support skills all play a vital role. The more powerful tech two remote shield boosters require better fitting skills and utility modules require more cap, at the same time you want to use less fitting modules to free up room for even more utility modules while still keeping a good enough tank.
Progression for logistics is practically an intertwined mess of both fit and skill progression, as skills like {{sk|Logistics|V}} and all the support skills all play a vital role. The more powerful tech two remote shield boosters require better fitting skills and utility modules require more cap, at the same time you want to use less fitting modules to free up room for even more utility modules while still keeping a good enough tank.


See [[Preparing for Incursions#Minimum skills for logistics|minimum]] and [[Preparing for Incursions#Recommended skills for logistics|recommended skills]] for a list of specific skills to train early on.
See [[Preparing for Incursions#Minimum skills for logistics|minimum]] and [[Preparing for Incursions#Recommended skills for logistics|recommended skills]] for a list of specific skills to train early on to quickly move into the '''recommended''' and '''advanced''' logistics fits.
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| valign="top" | [[image:icon_implant_hardwiring.png|64px|link=]]
| {{co|coral|Implants}}
 
It's possible to change the priority or shorten the train early on by using '''implants''' to improve your capacitor regeneration or fitting room. This is because logistics have relatively small capacitor capacity and even small changes can often make or break a fit. See [[Fitting_principles#Recommended_implants|recommended implants]] for more information.
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== Damage dealers ==
== Damage dealers ==
Most of the progression in terms of skill for damage dealers surrounds gunnery and drones, but also to some extent capacitor management and fitting skills. Skill progression for damage dealers are completely disjointed and separate from ship progression due to the fact that you'll perform better in a pirate faction than you would in a tech one hull no matter what your skills are. So as your skills improve you'll progress the same regardless if it's in a fancy ship or your old but trustworthy tech one battleship.
Most of the progression in terms of skill for damage dealers surrounds gunnery and drones, but also to some extent capacitor management and fitting skills. Skill progression for damage dealers are completely disjointed and separate from ship progression due to the fact that you'll perform better in a pirate faction than you would in a tech one hull no matter what your skills are. So as your skills improve you'll progress the same regardless if it's in a fancy ship or your old but trustworthy tech one battleship; You simply upgrade when your skills allow you to.


See [[Preparing for Incursions#Minimum skills for damage dealers|minimum]] and [[Preparing for Incursions#Recommended skills for damage dealers|recommended skills]] for a list of specific skills to train early on.
See [[Preparing for Incursions#Minimum skills for damage dealers|minimum]] and [[Preparing for Incursions#Recommended skills for damage dealers|recommended skills]] for a list of specific skills to train early on.
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| {{co|coral|Fitting skills}}
| {{co|coral|Fitting skills}}


Long range weapons and propulsion modules in particular put a lot of strain on your '''power grid''' while tech two weapons and damage upgrades require a lot of '''CPU'''. This is not an issue early on, but as you move into assaults and headquarters, you might need to train skills that reduce the powergrid and CPU requirements as well as improving the base output of your ship.
Long range weapons and propulsion modules in particular put a lot of strain on your '''power grid''' while tech two weapons and damage upgrades require a lot of '''CPU'''. This is not an issue early on, but as you move into assaults and headquarters, you might need to train skills that reduce the power grid and CPU requirements as well as improving the base output of your ship.
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