Difference between revisions of "Tutorial - New Player Experience - until Aug 2018"

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== Blockade runners ==
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Absolutely necessary skills:
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* Racial Industrial V
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* {{sk|Transport Ships|I}} (needs {{sk|Industry|V|mult=yes}})
  
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Necessary skills:
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* {{sk|Cloaking|IV|mult=yes}} (for CovOps cloak, needs {{sk|CPU Management|IV|mult=yes}})
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* {{sk|High Speed Maneuvering|I}} (for 10MN MWD, needs {{sk|Afterburner|III|mult=yes}})
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Fitting skills:
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* {{sk|Power Grid Management|V|mult=yes}} (to have enough PG for the MWD; Crane needs V, Prowler needs IV, others need III)
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* {{sk|Hull Upgrades|II|mult=yes}} (to fit expanded cargohold II. Also +5% armor/level)
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* {{sk|Astronautics Rigging|I}} (to fit cargo rigs I, needs {{sk|Jury Rigging|III|mult=yes}} and {{sk|Mechanics|III|mult=yes}}
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* {{sk|Tactical Shield Manipulation|IV|mult=yes}} (to fit Tech 2 shield hardeners. Tech 1 only needs level I)
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* {{sk|Shield Upgrades|IV|mult=yes}} (to fit Tech 2 shield extenders. Tech 1 only needs level I)
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* {{sk|Electronic Warfare|IV|mult=yes}} (to fit ECM Burst II. Tech 1 only needs level I)
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* {{sk|Warp Drive Operation}} (to fit Hyperspatial Accelerators)
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Performance skills:
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* {{sk|Evasive Maneuvering}} (+5% agility / level)
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* {{sk|Acceleration Control}} (+5% AB/MWD speed boost / level)
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* {{sk|Navigation}} (+5% speed / level)
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* {{sk|Warp Drive Operation}} (-10% cap needed for warp / level)
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* {{sk|Spaceship Command}} (+2% agility / level)
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* {{sk|Transport Ships}} (+5% warp speed / level)
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=== Modules ===
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==== Rigs ====
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*Hyperspatial Velocity Optimizer I: +20% warp speed, -10% CPU
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*Auxiliary Thrusters: +7.25% speed, -10% armor
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*Low Friction Nozzle Joints: -11.7% agility, -10% armor
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*Polycarbon Engine Housing: -9.1% inertia, +5.5% speed, -10% armor
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====Low ====
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*Nanofiber Internal Structure I: +7.85% velocity, -13.1% inertia, -15% structure (+9.4%, -15.8%, -20% for Tech II)
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*Inertia Stabilizers I: -16.7% inertia, +10% sig radius (-20%, +11% for Tech II; use meta 4)
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*Hyperspatial Accelerator: +0.2-+0.3 au/s warp speed
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====Medium====
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*Shield Hardeners: +50% resistance (+55% for Tech II)
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*Adaptive Invulnerability Field: +25% resistance (+30% for Tech II)
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*ECM Burst: chance to jam any targets within 5km with strength 6 (6km strength 7.2 for Tech II)

Revision as of 11:47, 25 July 2014

Blockade runners

Absolutely necessary skills:

Necessary skills:

Fitting skills:

Performance skills:

Modules

Rigs

  • Hyperspatial Velocity Optimizer I: +20% warp speed, -10% CPU
  • Auxiliary Thrusters: +7.25% speed, -10% armor
  • Low Friction Nozzle Joints: -11.7% agility, -10% armor
  • Polycarbon Engine Housing: -9.1% inertia, +5.5% speed, -10% armor

Low

  • Nanofiber Internal Structure I: +7.85% velocity, -13.1% inertia, -15% structure (+9.4%, -15.8%, -20% for Tech II)
  • Inertia Stabilizers I: -16.7% inertia, +10% sig radius (-20%, +11% for Tech II; use meta 4)
  • Hyperspatial Accelerator: +0.2-+0.3 au/s warp speed

Medium

  • Shield Hardeners: +50% resistance (+55% for Tech II)
  • Adaptive Invulnerability Field: +25% resistance (+30% for Tech II)
  • ECM Burst: chance to jam any targets within 5km with strength 6 (6km strength 7.2 for Tech II)