Difference between revisions of "Archive:Newbie Doctrine"
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== Your First Fleet == | == Your First Fleet == | ||
{{main|The Rookie's Guide To Fleet Ops}} | {{main|The Rookie's Guide To Fleet Ops}} | ||
− | #'''Join a Fleet''' <br>Check the in-game calendar to see when upcoming fleets are scheduled. You can join fleets by navigating in the Neocom: E in top-left corner of screen > Social > Fleet. | + | #'''Join a Fleet''' <br>Check the in-game calendar to see when upcoming fleets are scheduled. You can join fleets by navigating in the Neocom: E in top-left corner of screen > Social > Fleet.<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 Clones|jump clone]]. Further information about creating jump clones can be found in [[Jump Clones|this guide]].<br> <br>''' NOTE: While you should always be [[How to save your Pod|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> | #'''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]]. Further information about creating jump clones can be found in [[Jump Clones|this guide]].<br> <br>''' NOTE: While you should always be [[How to save your Pod|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 skill points 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 skill points can contribute much to a fleet by taking a tackling or EWAR role.<br><br> |
Revision as of 16:23, 14 November 2015
This is EVE University's Newbie Doctrine, a repertoire of ships that new pilots can use in any PvP fleet.
The Newbie Doctrine program gives free, fully-fitted frigates to new members of EVE University. Send Julian Celador an EVE-mail asking for a Newbie Doctrine frigate, accept the contract, and try fleet PvP for free! Your new ship will be conveniently located in the Stacmon system, where many EVE University fleets are formed. The best way to learn PvP is by trying it! Let's die gloriously together!
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If your screen goes white and you see yourself floating in space, don’t worry. You’re safe. They can’t hurt you any more. |
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Please do not edit the fittings on this page directly without permission from Julian Celador. You are welcome to discuss changes on the talk page.
The records of the Newbie Doctrine program are public and can be viewed here.
Your First Fleet
- Main article: The Rookie's Guide To Fleet Ops
- Join a Fleet
Check the in-game calendar to see when upcoming fleets are scheduled. You can join fleets by navigating in the Neocom: E in top-left corner of screen > Social > Fleet. - Assume that you are going to be podded.
If you have implants, either make sure you can afford to lose them or get into a jump clone. Further information about creating jump clones can be found in this guide.
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; 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.
- Decide which role you will fulfill.
The three primary roles in a fleet are Damage Dealer (DD), tackler and EWAR. A rookie with few skill points can contribute much to a fleet by taking a tackling or EWAR role. - Get into a ship you can afford to lose.
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 or 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.
Find a good fit for your ship. Many ship pages (find them by searching for your ship's name) contain good fits.The pages also contain a link to the fitting section of the Uni forums which can have discussion on various fitting options. EVE University maintains a Fleet-Up group with many commonly used fits. Another alternative is the Chill Town Fleet-Up setup by an alumni to provide beginner fits for E-Uni. - Make sure your ship is insured.
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. - Rename your ship.
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.
Tackle, Ensnaring Foes
- Main article: Tackling Guide
Tacklers use Warp Disruptors, Warp Scramblers, and Stasis Webifiers to ensnare a target enemy, preventing them from warping away during a fight. Tacklers play a crucial role in any fleet, enabling gunslingers to take down trapped enemies. New players can fly tackling ships without any skill training and can participate in fleet PvP as early as their first day in EVE. Fleet Commanders can never have too many tacklers and are always excited to help new players swarm targets. Try flying one of these beginner tackling frigates during your next fleet operation!
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A Derptron operator will only have to push three buttons to be effective: the "Go Fast" button, the "Catch the Other Guy" button, and then the "Shoot" button. |
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Limited Light Electron Blaster I
Limited Light Electron Blaster I
Limited Light Electron Blaster I
5MN Y-T8 Compact Microwarpdrive
J5b Phased Prototype Warp Scrambler I
Medium Azeotropic Restrained Shield Extender
Damage Control I
Magnetic Field Stabilizer I
Micro Auxiliary Power Core I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Anti-Kinetic Screen Reinforcer I
Antimatter Charge S x1800
- Can be flown by a Gallente pilot with starting skills.
- Training Propulsion Jamming II will enable use of the Warp Scrambler II module.
- Training Hull Upgrades IV will enable use of the Damage Control II module.
- ACTIVATE: Damage Control I, mitigates damage dealt to your ship
- ACTIVATE: 5MN Y-T8 Compact Microwarpdrive, makes your ship go fast
- ACTIVATE: J5b Phased Prototype Warp Scrambler I, prevents your target from warping
- ACTIVATE: Limited Light Electron Blaster I, deals damage to your target
- PASSIVE: Micro Auxiliary Power Core I, provides power and allows you to fit additional modules
- PASSIVE: Medium Azeotropic Restrained Shield Extender, increases the total hitpoints of your ship
- PASSIVE: Magnetic Field Stabilizer I, increases the damage dealt by your ship
Gatling Modal Laser I
Gatling Modal Laser I
Gatling Modal Laser I
5W Infectious Power System Malfunction
5MN Y-T8 Compact Microwarpdrive
Warp Disruptor I
Medium Azeotropic Restrained Shield Extender
Damage Control I
Nanofiber Internal Structure I
Micro Auxiliary Power Core I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Anti-Kinetic Screen Reinforcer I
Multifrequency S x3
- Can be flown by an Amarr pilot with starting skills.
- The 5W Infectious Power System Malfunction module requires Capacitor Emission Systems I.
- Training Propulsion Jamming II will enable use of the Warp Disruptor II module.
- Training Hull Upgrades IV will enable use of the Damage Control II module.
- ACTIVATE: Damage Control I, mitigates damage dealt to your ship
- ACTIVATE: 5MN Y-T8 Compact Microwarpdrive, makes your ship go fast
- ACTIVATE: Warp Disruptor I, prevents your target from warping
- ACTIVATE: Gatling Modal Laser I, deals damage to your target
- PASSIVE: Micro Auxiliary Power Core I, provides power and allows you to fit additional modules
- PASSIVE: Medium Azeotropic Restrained Shield Extender, increases the total hitpoints of your ship
- PASSIVE: Nanofiber Internal Structure I, increases the velocity of your ship.
Rocket Launcher I
Rocket Launcher I
Rocket Launcher I
5MN Cold-Gas Enduring Microwarpdrive
J5b Phased Prototype Warp Scrambler I
Stasis Webifier I
Medium F-S9 Regolith Compact Shield Extender
Damage Control I
Micro Auxiliary Power Core I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Anti-Kinetic Screen Reinforcer I
Scourge Rocket x340
- Can be flown by a Caldari pilot with starting skills.
- The Rocket Launcher I module requires the Rockets 1 skill.
- Training Propulsion Jamming II will enable use of the Warp Scrambler II module.
- Training Hull Upgrades IV will enable use of the Damage Control II module.
- ACTIVATE: Damage Control I, mitigates damage dealt to your ship
- ACTIVATE: 5MN Cold-Gas Enduring Microwarpdrive, makes your ship go fast
- ACTIVATE: J5b Phased Prototype Warp Scrambler I, prevents your target from warping
- ACTIVATE: Stasis Webifier I, makes your target go slow
- ACTIVATE: Rocket Launcher I, deals damage to your target
- PASSIVE: Micro Auxiliary Power Core I, provides power and allows you to fit additional modules
- PASSIVE: Medium F-S9 Regolith Compact Shield Extender, increases the total hitpoints of your ship
125mm Gatling AutoCannon I
125mm Gatling AutoCannon I
125mm Gatling AutoCannon I
5MN Cold-Gas Enduring Microwarpdrive
Warp Disruptor I
Sensor Booster I
Medium F-S9 Regolith Compact Shield Extender
Damage Control I
Micro Auxiliary Power Core I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Anti-Kinetic Screen Reinforcer I
EMP S x1800
- Can be flown by a Minmatar pilot with starting skills.
- Training Propulsion Jamming II will enable use of the Warp Disruptor II module.
- Training Hull Upgrades IV will enable use of the Damage Control II module.
- ACTIVATE: Damage Control I, mitigates damage dealt to your ship
- ACTIVATE: 5MN Cold-Gas Enduring Microwarpdrive, makes your ship go fast
- ACTIVATE: Warp Disruptor I, prevents your target from warping
- ACTIVATE: Sensor Booster I, boosts target ally's sensors
- ACTIVATE: Rocket Launcher I, deals damage to your target
- PASSIVE: Micro Auxiliary Power Core I, provides power and allows you to fit additional modules
- PASSIVE: Medium F-S9 Regolith Compact Shield Extender, increases the total hitpoints of your ship
Customizing Your Tackle Fitting
It is a rewarding experience for players to design their first ship. When you feel ready to customize your fitting, read the The Way of the Tackler guide and create your own tackle fitting. Maybe your fitting will be added to the Newbie Doctrine some day! The third-party EVE Fitting Tool is tremendously helpful.
Examples:
T1 Modules -> T2 Modules
Standard Ammo -> Faction Ammo
EWAR, Messing with Enemies
- Main article: EWAR Guide
Coming Soon
Note: Griffin ECM is confusing to new pilots who don't know how to identify the race of a target ship
DD, Dishing Out Damage
Coming Soon
Logi, Supporting Allies
Coming Soon