Difference between revisions of "User:Cassiel Seraphim/Sandbox5"

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== Valet alt ==
 
== Valet alt ==
 
Having an alt capable of flying your ships around is invaluable when your main character is at war or otherwise indisposed. If the purpose is just to fly the ship, they wouldn't need any gunnery skills whatsoever.
 
Having an alt capable of flying your ships around is invaluable when your main character is at war or otherwise indisposed. If the purpose is just to fly the ship, they wouldn't need any gunnery skills whatsoever.
 +
 +
Below are various levels of training needed for different type of tanking capabilities. As a minimum, the '''Hull tanking''' and '''Ship skills''' is enough to fit a Damage Control II and Reinforced Bulkhead II modules for a solid 150k+ ehp buffer on a regular tech one battleship. If you train the '''Additional race''' as well, the alt could move a pirate faction battleship.
 
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! [[file:icon_hull.png|32px|link=]] Hull tanking
 
! [[file:icon_hull.png|32px|link=]] Hull tanking
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<small><references/></small>
 
<small><references/></small>
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== Neural remaps ==
 
== Neural remaps ==
 
Normally one should be careful about remaps and not spend them needlessly. However, if you are making an alt knowing that it will only train for a month or two and not train anything else after that point, consider using all the remaps.
 
Normally one should be careful about remaps and not spend them needlessly. However, if you are making an alt knowing that it will only train for a month or two and not train anything else after that point, consider using all the remaps.

Revision as of 02:10, 3 July 2013

Useful training for alts

It is no secret that having alts or several accounts are extremely useful in EVE. Incursions are no different and we can make good use of alts for a wide variety of things, especially unistas during war.

The training times shown below are assuming the same +3 attribute implants as mentioned at the top of this page.

Orca

The Orca is a wonderful ship that's more like a mobile base than just a ship. It has a ship maintenance bay to store ship, enough cargo hold to carry lots of ammo as well as spare modules, an ore hold for lyavite. Its refitting services and fleet hangar is also very useful for changing things up while in space, or to have a nearby stock of lyavite handy in a non-station system.

Even if you fly this ship on an alt that you cannot have logged on at the same time as your main character, the Orca is a tremendously useful ship.

Training into the Orca

Icon cogs.png Support skills Icon ship.png Ship skills Icon leader.png Leadership skills Module icon microwarpdrive tech1.png Navigation skills
~ 6 days and 7 hours ~ 5 days and 15 hours ~ 10 days and 16 hours ~ 1 days and 19 hours

Cybernetics I
Mechanics III
Energy Management III
Energy Systems Operation III
Hull Upgrades IV
Tactical Shield Manipulation IV
Jury Rigging I

Spaceship Command V
ORE Industrial III
Industrial Command Ships I

Leadership I
Mining Foreman V
Mining Director I

Afterburner III
High Speed Maneuvering III
Acceleration Control III
Warp Drive Operation III

~ 24 days and 9 hours worth of training in total

Minimum Orca fit

Orca: Minimum skills
EFT
[Orca, Minimum skills]

Prototype 100MN Microwarpdrive I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II

Reinforced Bulkheads II
Damage Control II

Large Ancillary Current Router I
Large Ancillary Current Router I
Large Capacitor Control Circuit I



Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
ODY 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • With everything turned off, you still have 92 - 96k ehp.
  • With just the Damage Control II turned on, you have 195 - 200k ehp.
  • With the shield hardeners turned on, your ehp goes up to 209 - 230k.

Ore Hold

Ore kernite.png The ore hold is perfect for lyavite and can hold up to 163 full stacks which is 41,575 units of ore.
(the hold itself can take 50,000 m3 worth of any ore and is unaffected by skill)

Fleet Hangar

Warfare-links.png The fleet hangar is another 40,000 m3 that can hold just about anything (including rigged frigates). This hold can be used for spare modules and ore to be available to fleet members, or just secondary storage.

Ship Maintenance Bay

Nothing in the maintenance bay will drop if your ship is destroyed, they will simply be destroyed along with your ship. This makes it very useful for denying suicide gankers their profit by putting the costly modules on ships inside the maintenance bay. Keep in mind that you would still lose those ships and modules, but they wouldn't be a contributing factor when suicide gankers calculate the profit of ganking you.

The ship maintenance bay is 400,000 m3 worth of assembled ships which is enough to hold ships as large as a battlecruiser-hull, or a selection of cruiser-hull or smaller. You could fill out the maintenance bay with some extra ships for exploration, low level missioning (or even high level missioning with a Tengu), mining ships (for lyavite or just in general). For those with the skills to fly several ships, it is also ideal for moving multiple logistics or strategical cruisers as well as a command ship.

Below is a list of ships and how much room they take up:

Icon ship dark.png Logistics and strategic cruisers Icon ship other.png Command ships Icon ship.png Other ships
Scimitar Basilisk Legion Loki Tengu Claymore (or Sleipnir) Vulture Heron Procurer (or a Skiff)
89,000 m3 107,000 m3 118,000 m3 80,000 m3 92,000 m3 216,000 m3 252,000 m3 18,900 m3 100,000 m3

Making the most of it

If you can afford to spend a little more time on it, there are various things you could do to make life a little easier for your Orca-pilot.

Should you have a lot of time and an interest in mining as well, the Orca is the premier booster for mining operations, shadowed only by the Rorqual. But that would be a considerable time investment.

Icon cogs.png Support skills Module icon microwarpdrive tech1.png Navigation skills Warfare-links.png Mining Foreman links
~ 4 days and 24 hours ~ 7 days and 12 hours ~ 58 days and 22 hours

Mechanics IV
Energy Management IV
Energy Systems Operation IV
Industrial Command Ships III [1]

Warp Drive Operation IV
Acceleration Control IV
High Speed Maneuvering IV

Cybernetics V [2]
Mining Director V [3]
Warfare Link Specialist IV [4]
Industrial Command Ships IV [5]

  1. ^ The Industrial Command Ships skill will improve your normal cargo hold capacity.
  2. ^ Cybernetics V is needed for the Mining Foreman Mindlink.
  3. ^ Mining Director V is needed for the tech two Mining Foreman Links, as well as improves the efficiency of the links by 100% per level.
  4. ^ The Warfare Link Specialist skill isn't required to use the tech two Mining Foreman Links, but it improves the efficiency of the links by 10% per level.
  5. ^ The Industrial Command Ships skill isn't required to use the tech two Mining Foreman Links, but it improves the efficiency of the links by 3% per level.

Valet alt

Having an alt capable of flying your ships around is invaluable when your main character is at war or otherwise indisposed. If the purpose is just to fly the ship, they wouldn't need any gunnery skills whatsoever.

Below are various levels of training needed for different type of tanking capabilities. As a minimum, the Hull tanking and Ship skills is enough to fit a Damage Control II and Reinforced Bulkhead II modules for a solid 150k+ ehp buffer on a regular tech one battleship. If you train the Additional race as well, the alt could move a pirate faction battleship.

Icon hull.png Hull tanking Icon ship.png Ship skills Icon ship other.png Additional race Icon shield.png Shield tanking [1] Icon shield glow.png Better shield tanking [2]
~ 1 day and 23 hours ~ 3 days and 5 hours ~ 2 days and 11 hours ~ 15 minutes ~ 5 day and 11 hours

Mechanics III
Hull Upgrades IV

Spaceship Command IV
<racial> Frigate III
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
<racial> Battleship I

<racial> Frigate III
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
<racial> Battleship I

Shield Upgrades I

Shield Upgrades IV
Tactical Shield Manipulation IV

  1. ^ This short train allows you to use Large F-S9 Regolith Shield Induction and amplifiers like the Upgraded EM Ward Amplifier I module.
  2. ^ Increasing the train to a handful of days means you can upgrade the shield tank and use the Large Shield Extender II, EM Ward Amplifier II as well as the Adaptive Invulnerability Field II modules (or any of the active hardeners or passive amplifiers).

Neural remaps

Normally one should be careful about remaps and not spend them needlessly. However, if you are making an alt knowing that it will only train for a month or two and not train anything else after that point, consider using all the remaps.

For example, if you're using a PLEX (Pilot License Extension) to activate Dual Character Training for a month or two, then using all three neural remaps makes sense. It might allow you to squeeze in some more skills or shorten the training time to be within one or two months instead of slightly more.

Common guides

There are several common guides on the wiki already. Our needs in the incursion community is a little different, but it might be useful for general purposes or to get some inspiration of what else to train on your alt.