Difference between revisions of "Tutorial - New Player Experience - until Aug 2018"
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+ | == Blockade runners == | ||
+ | Absolutely necessary skills: | ||
+ | * Racial Industrial V | ||
+ | * {{sk|Transport Ships|I}} (needs {{sk|Industry|V|mult=yes}}) | ||
+ | Necessary skills: | ||
+ | * {{sk|Cloaking|IV|mult=yes}} (for CovOps cloak, needs {{sk|CPU Management|IV|mult=yes}}) | ||
+ | * {{sk|High Speed Maneuvering|I}} (for 10MN MWD, needs {{sk|Afterburner|III|mult=yes}}) | ||
+ | |||
+ | Fitting skills: | ||
+ | * {{sk|Power Grid Management|V|mult=yes}} (to have enough PG for the MWD; Crane needs V, Prowler needs IV, others need III) | ||
+ | * {{sk|Hull Upgrades|II|mult=yes}} (to fit expanded cargohold II. Also +5% armor/level) | ||
+ | * {{sk|Astronautics Rigging|I}} (to fit cargo rigs I, needs {{sk|Jury Rigging|III|mult=yes}} and {{sk|Mechanics|III|mult=yes}} | ||
+ | * {{sk|Tactical Shield Manipulation|IV|mult=yes}} (to fit Tech 2 shield hardeners. Tech 1 only needs level I) | ||
+ | * {{sk|Shield Upgrades|IV|mult=yes}} (to fit Tech 2 shield extenders. Tech 1 only needs level I) | ||
+ | * {{sk|Electronic Warfare|IV|mult=yes}} (to fit ECM Burst II. Tech 1 only needs level I) | ||
+ | * {{sk|Warp Drive Operation}} (to fit Hyperspatial Accelerators) | ||
+ | |||
+ | Performance skills: | ||
+ | * {{sk|Evasive Maneuvering}} (+5% agility / level) | ||
+ | * {{sk|Acceleration Control}} (+5% AB/MWD speed boost / level) | ||
+ | * {{sk|Navigation}} (+5% speed / level) | ||
+ | * {{sk|Warp Drive Operation}} (-10% cap needed for warp / level) | ||
+ | * {{sk|Spaceship Command}} (+2% agility / level) | ||
+ | * {{sk|Transport Ships}} (+5% warp speed / level) | ||
+ | |||
+ | === 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) |
Revision as of 11:47, 25 July 2014
Blockade runners
Absolutely necessary skills:
- Racial Industrial V
- Transport Ships I (needs Industry V (1x))
Necessary skills:
- Cloaking IV (6x) (for CovOps cloak, needs CPU Management IV (1x))
- High Speed Maneuvering I (for 10MN MWD, needs Afterburner III (1x))
Fitting skills:
- Power Grid Management V (1x) (to have enough PG for the MWD; Crane needs V, Prowler needs IV, others need III)
- Hull Upgrades II (2x) (to fit expanded cargohold II. Also +5% armor/level)
- Astronautics Rigging I (to fit cargo rigs I, needs Jury Rigging III (2x) and Mechanics III (1x)
- Tactical Shield Manipulation IV (4x) (to fit Tech 2 shield hardeners. Tech 1 only needs level I)
- Shield Upgrades IV (2x) (to fit Tech 2 shield extenders. Tech 1 only needs level I)
- Electronic Warfare IV (2x) (to fit ECM Burst II. Tech 1 only needs level I)
- Warp Drive Operation (to fit Hyperspatial Accelerators)
Performance skills:
- Evasive Maneuvering (+5% agility / level)
- Acceleration Control (+5% AB/MWD speed boost / level)
- Navigation (+5% speed / level)
- Warp Drive Operation (-10% cap needed for warp / level)
- Spaceship Command (+2% agility / level)
- Transport Ships (+5% warp speed / level)
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)