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Clansey Farron
Science and Trade Institute Caldari State
0
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Posted - 2014.12.17 20:48:49 -
[1] - Quote
Hey, so I plan to do some combat in Eve but I dont know what should I get - ship and loadout for missions level 1 and level 2 (newbie here)
I hope you can help me
Thanks :) |
J'Poll
CDG Playgrounds
5034
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Posted - 2014.12.17 20:53:46 -
[2] - Quote
The general accepted progression for missions is:
Level 1 - Frigates & destroyers Level 2 - Destroyers & cruisers Level 3 - Cruisers & Battlecruisers Level 4 - Battlecruiser & Battleship / T3
The first being the "harder" option in general over the 2nd.
Of course, there are exceptions (like you can do a L3 mission with an Assault Frigate (Tech 2 Frigate) but there are also some Level 2 missions that are ridiculously hard for a destroyer).
Which of the ships, well that is just a matter of personal preference in playstyle.
Do you like drones, missiles, hybrid guns, lasers or projectiles (usually in missions missiles & drones tend to be easier)? Do you like to brawl or stay at range (in general in missions the range part is easier)? etc. etc.
Personal channel: Crazy Dutch Guy
Help channel: Help chat - Reloaded
Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club
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Orlacc
671
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Posted - 2014.12.17 20:57:23 -
[3] - Quote
Don't forget to raise your Social skill to 3 for faster access to level 2 missions!
"Measure Twice, Cut Once."
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Tau Cabalander
Retirement Retreat Working Stiffs
4443
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Posted - 2014.12.17 21:35:50 -
[4] - Quote
Orlacc wrote:Don't forget to raise your Social skill to 3 for faster access to level 2 missions! ... actually Connections 3 is what you need, but it has a prerequisite of Social 3. |
Utari Onzo
13. Enigma Project
66
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Posted - 2014.12.17 21:43:52 -
[5] - Quote
Get all the social skills trained up, diploacy, social, connections etc.
Also, the best ship is freidnship. Find some like minded players to blitz missions in. You can help a battleship dude out by killing the frigates in his lvl 4 with a basic destroyer while he takes out the bigger guns (NPC battleships which do the most damage find it hard to track an afterburning frig/dessy, so in general you're usually ok tank wise if there's a few of you in a mission)
by doing this, you get to lvl 4 mission standings a lot faster then grinding through 1-4 (lvl 4s give better standing increases per mission, a group of 3 blitxing should unlock lvl 4s for you within about a day) |
Evei Shard
Shard Industries
394
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Posted - 2014.12.17 22:08:48 -
[6] - Quote
As you are skilling up for things, make sure you do not overlook your capacitor related skills. Capacitor Management, for example. One of the issues you'll run into when fitting a ship is keeping it somewhat cap stable (depending on fit). Cap stability isn't a must, but it is nice to have when you want to be able to run a shield booster or armor repper constantly.
As for skilling, I still think that Tippia's newbie skill plan is one of the best you can follow. http://blog.beyondreality.se/Newbie-skill-plan-2
Not exactly directly related to what the best ship is, but it opens up your options and gives you some goals to shoot for.
For ships themeslves for L1 & L2, get comfortable with knowledge of the bonuses that each frigate offers. Some ships like the Imicus are not exactly ideal for running missions, as their bonuses lie in exploration. Meanwhile the Incursus and the Tristan can be useful in missions.
The Incursus has 7.5% bonus to armor repairer amount, and a 5% bonus to small hybrid turret (meaning rails or blasters). That bonus is per level you have Gallente Frigate trained to The Tristan has 7.5% bonus to small hybrid turret tracking speed, which makes them more likely to hit a faster moving target, and additionally has a 10% bonus to Drone hitpoints and tracking speed.
The two ships are very different, but both useful in missions. Just depends on if you like drones or not.
Other races have similar situations. I've used a Merlin to run level 1's and had trouble a long while back when I had not trained my capacitor skills. Once I had things up so I was able to run a shield booster constantly, I was able to run L1 missions without much trouble at all.
Naturally, this is not "pro" information. I only have my own experience to go by, and I am by no means an expert with fittings and missions.
Profit favors the prepared
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Ralph King-Griffin
Lords.Of.Midnight The Devil's Warrior Alliance
7545
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Posted - 2014.12.17 22:27:22 -
[7] - Quote
Tips on ship fitting.
Match all your guns , if you have 6 turret/launcher hardpoints fit 6 identical offensive modules(drone boats being an exception). The reason for this is your ship will exel at one type of combat at a time as apposed to being crap at a couple.
Pic armour OR shield tanking, the ships bonuses should tell you which. as a new player you're going to have trouble fielding a solid tank and as with guns, pic one type and focus on it, you will get much better results.
do these two things and you will be ahaid of about 30% of the other newbies.
(I know the vets are rolling their eyes at this but we all needed to be Told these things.)
"I'm also quite confident that you are laughing
and it's the kind of laugh that gives normal people shivers."
=]I[=
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ergherhdfgh
Imperial Academy Amarr Empire
218
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Posted - 2014.12.18 04:55:42 -
[8] - Quote
google the name of the ship you want to fly and the eve uni wikki should be one of the first few links. They do a good job of giving you a run-down on the ship, how to fly it and how to fit it.
Use mission specific / faction specific hardeners.
I used to say that there is no "best" ship in eve but recently it has been pointed out that friendship is the best ship in eve and I have to say from your post it sounds to me like you need to find a corp that is noob friendly with at least a few experienced pilots that like to help and are typically logged on during your main play time. |
Kellie Dusette
Nighthawk Exploration Anoikis Ronin
4377
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Posted - 2014.12.18 05:00:08 -
[9] - Quote
ergherhdfgh wrote:google the name of the ship you want to fly and the eve uni wikki should be one of the first few links. They do a good job of giving you a run-down on the ship, how to fly it and how to fit it.
Use mission specific / faction specific hardeners.
I used to say that there is no "best" ship in eve but recently it has been pointed out that friendship is the best ship in eve and I have to say from your post it sounds to me like you need to find a corp that is noob friendly with at least a few experienced pilots that like to help and are typically logged on during your main play time. Fascinate.
How for pronounce your name?
Noob Alt | Special Dusette | Silly Robot Arm
Collect all Dusette Action Figures (Now available in Thukker Tribe Edition)
Generic Edition | Catcember Edition
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Hasikan Miallok
Republic University Minmatar Republic
1220
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Posted - 2014.12.18 05:06:49 -
[10] - Quote
You get a free Destroyer at the end of the advanced combat tutorial, fit that according to its ship bonuses and go do the Sisters of Eve beginner Epic Arc "Blood Stained Stars" which will make you enough ISK to buy a cruiser of your choice.
After that try not to rush too much into even bigger ships. Racial Frigate to V gets you access to all sorts of fun things like Covops Frigates, Assault Frigates and Interceptors. Battleships are over-rated and really only useful for grinding level IV missions.
For specific mission related advice the best forum to go to is Missions and Complexes: https://forums.eveonline.com/default.aspx?g=topics&f=248 |
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ergherhdfgh
Imperial Academy Amarr Empire
218
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Posted - 2014.12.18 06:21:44 -
[11] - Quote
Hasikan Miallok wrote:You get a free Destroyer at the end of the advanced combat tutorial, fit that according to its ship bonuses and go do the Sisters of Eve beginner Epic Arc "Blood Stained Stars" which will make you enough ISK to buy a cruiser of your choice. After that try not to rush too much into even bigger ships. Racial Frigate to V gets you access to all sorts of fun things like Covops Frigates, Assault Frigates and Interceptors. Battleships are over-rated and really only useful for grinding level IV missions. For specific mission related advice the best forum to go to is Missions and Complexes: https://forums.eveonline.com/default.aspx?g=topics&f=248
This is some good advice. Too many pilots want to get into Battleships as fast as they can. You can train small and medium ships so much faster than large. You can do some incredible things with assault frigates they are so much more powerful than tech 1. There are HACs out there that can do level 4's as good or better than Battleships and T3 cruisers train really fast and are better than Battleships in pretty much every way. You can do a lot in this game without ever getting bigger than a small ship and you can do pretty much anything non-capitol related in a medium sized ships. Do not rush into large ships they will eat up large amounts of training time for little to no benefit.
In case you do not know what I mean by small medium and large I am talking about the rig / ammo size.
small = frigs and destroyers medium = cruisers and battlecruisers large = Battleships.
Tier 3 Battlecruisers are the one exception as they are Battlecruisers take medium rigs but fit large weapons and take large ammo. |
Sabriz Adoudel
Glorious Revolutionary Armed Forces of Highsec CODE.
4122
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Posted - 2014.12.18 06:35:12 -
[12] - Quote
Copy pasted from elsewhere:
General EVE fitting advice for the beginner that is currently trying to avoid PVP:
- Tank: - Fit your race's preferred tank (armor for Amarr/Gall, shield otherwise). Don't deviate unless you know what you are doing. - If you are armor tanking, do not fit ANY shield tanking modules, and vice versa. This is the most common mistake new players make. - Emphasise resist% modules and local repair modules that use capacitor (for example, if you are armor tanking, look at Energized Adaptive Nano Plating II, Armor Kinetic Hardener II, and Medium Armor Repairer II). "Local repair" means modules that use capacitor to 'heal' damage you have already taken, as opposed to "remote repair" modules which use capacitor to 'heal' damage other player ships have taken. - Use tech 2 resist modules if you can fit them, and cheap named ones such as Prototype Armor Kinetic Hardener I until then. (Faction/deadspace resist modules are too expensive to fit on a newbie's ship). - Do not skimp on your local repair module(s) - it's perfectly reasonable to fit one deadspace (C-type) local repair module on a ship that is otherwise only using tech 2 modules. In my opinion, your local repair module should be the most expensive module on your ship. - Consider rigs that improve your local repairs. Such rigs will result in you spending less capacitor repairing. - Don't use modules that give +HP with no other benefit - these are for PVP encounters against multiple players that all focus fire, and don't help much in PVE except in incursions. They also have nasty drawbacks (the armor ones slow you down; the shield ones make you easier to hit and allow enemies to acquire a target lock on your ship more quickly) - If in doubt, go overboard on tank and fit more defensive modules at the expense of less offensive ones. - Resist% modules suffer diminishing returns. The second module on the same resist works at 87% effectiveness; the third at 57% and the fourth is almost useless (27%).
- Lastly: The Damage Control 2 is a useful tank module. If you screw up really badly, it will buy you a lot more time in structure before you pop, and its shield/armor resists are not stacking penalized at all.
- Sample armor tank for a cruiser that is fighting against Serpentis NPC pirates (Serpentis ships do only Kinetic and Thermal damage): - 1 Armor Kinetic Hardener II - 1 Armor Thermic Hardener II - 1 Damage Control II - 1 Medium Armor Repairer II
- Damage: - Fit the weapons system(s) your ship has a bonus to, always. - Fit low slot modules that increase damage output (Magnetic Field Stabilizers, Heat Sinks, Drone Damage Amplifiers etc) for your weapon system(s). If you are using split weapons systems (e.g. the Vexor which uses hybrids and drones) use an equal number of each. - Consider mid slot modules that increase accuracy. This is more important with battleship weapons (including sentry drones). - Consider rigs that increase your weapons system, although IMO local repair rigs are probably better. - Have all of your guns match. This lets you group them, which will improve your ability to apply damage in practice. - Carry different types of ammunition, within reason. I recommend one long range and one short range ammunition. - If you are flying a missile-bonused ship, ask someone (not me) that understands missile mechanics well for advice. - Finally, make sure you have some way to kill a small ship that is orbiting you fast. For most ships, this means Warrior I or Warrior II drones. Alternately, it can mean two Stasis Webifiers (to slow down the orbiting, making the target easier to track) and medium blasters with close-range ammo. Just don't be 'that person' begging in local for help because your Hyperion is being warp disrupted in a mission by a frigate you cannot hurt.
- Utility: - This is really up to you. I like to dictate range, so I fit my Ishtar with a microwarpdrive and two Stasis Webifiers, and a warp scrambler (in case I find myself in unexpected PVP). - In PVE environments, it is usually better to not bother with modules that reduce one opponent's capacity to shoot you. Modules that do that, such as Sensor Dampeners, ECM "jammers", and Tracking Disruptors are best used against hostile players, not against NPCs. - Good utility mods worth considering are: - Cap Recharger II: Always fit these in slots you do not feel you need. - Microwarp Drive: These are murder on capacitor, but really help you navigate the battlefield quickly, escaping from ships that are dangerous up close such as 'brawler-fit' battleships. 1MN is for frigates and destroyers, 10MN is for cruisers and battlecruisers, and 100MN for battleships. MWDs make you much, much easier to hit while you are using them. - Afterburner: Like the MWD, these make you faster, but only double your speed rather than increasing it by ~500%. However, they can be run indefinitely and do not make you easier to hit. Afterburners and MWDs are collectively termed "Prop Mods" (short for "Propulsion Modules") by players. In particular PVP fits should almost always have one of these modules. - Target Painter: These long-range electronic warfare modules make your opponent easier to hit by increasing its 'signature radius' (a term for how large the target ship appears to be for purposes of electronic targetting systems). Very useful for fighting ships one size category smaller than your ship (so if you are in a battleship, this will help you apply damage to a cruiser that is orbiting you). - Stasis Webifiers: These short range modules serve the same role as target painters by making small ships easier to hit.
For PVP - A warp scrambler or warp disruptor is mandatory on most fits.
Chaos. Opportunity. Destruction. Excitement... Vote #1 Sabriz Adoudel for CSM 10
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Paul Panala
Black Research Industries
197
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Posted - 2014.12.18 17:19:28 -
[13] - Quote
You will move to level 3 missions very quickly. Your best bet is to spend a little time reading about battlecruisers and see which one interests you. Then pick smaller ships from that same faction that use the same weapons (so your skills still apply). The truth is that the game is pretty well balanced right now, so just about any ship (of the correct class) can be used for missions. As others have pointed out, ships that get a bonus to armor or shield repping tend to tank missions better, but that is not a requirement. |
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