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Elwin Ransom
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Posted - 2008.06.23 18:26:00 -
[1]
I am trying to optimizie my ability to learn skills.
First off, a quick question on learning times and creation. After distributing the 5 custom points, my Caldari fighter has the following base attributes. Per 10, Int 14, Wil 6, Mem 6, Cha 3
1.Does this seem fairly foptimalF for a combat skill oriented character?
Next, I skilled up all basic learning skills to 4 and advanced to 3. And popped in some +3 implants and off I went`
Lately, I have thought about increasing my ability to learn skills by using +5 implants. But I am not sure it is very practical for a combat pilot. This character has to be self sufficient by mission running. But it is quite PvP oriented and I am not sure how realistic jump cloning between high sec and low sec will be on a regular basis. Losing +5s would hurt for me.
2. If you are not hyper wealthy, how practical is a +5 set going to be? At times, I think that the increased skill time saving efficiency might pale in comparison to the trouble of protecting them from loss. Is jump cloning out of the implants and into battle and then back again realistic?
Maybe I should just use +4s for a compromise :o
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Pete X
Legio Immortalis
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Posted - 2008.06.23 18:43:00 -
[2]
if your in empire/low sec you will get your pod out 90% of the time ( learn to spam the warp button ) 0.0 it's a lil diff as you have got the freakin BUBBLES which tend get you podded 
 Quote: Live by e-peen, die by e-peen.
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Malcanis
We are Legend
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Posted - 2008.06.23 20:34:00 -
[3]
Edited by: Malcanis on 23/06/2008 20:47:46
Originally by: Elwin Ransom I am trying to optimizie my ability to learn skills.
First off, a quick question on learning times and creation. After distributing the 5 custom points, my Caldari fighter has the following base attributes. Per 10, Int 14, Wil 6, Mem 6, Cha 3
1.Does this seem fairly foptimalF for a combat skill oriented character?
Next, I skilled up all basic learning skills to 4 and advanced to 3. And popped in some +3 implants and off I went`
Lately, I have thought about increasing my ability to learn skills by using +5 implants. But I am not sure it is very practical for a combat pilot. This character has to be self sufficient by mission running. But it is quite PvP oriented and I am not sure how realistic jump cloning between high sec and low sec will be on a regular basis. Losing +5s would hurt for me.
2. If you are not hyper wealthy, how practical is a +5 set going to be? At times, I think that the increased skill time saving efficiency might pale in comparison to the trouble of protecting them from loss. Is jump cloning out of the implants and into battle and then back again realistic?
Maybe I should just use +4s for a compromise :o
I'd go for a little less Int, a little more Will.
Perc 11, Int 10, Will 9, Mem 6, Cha 3
Will of 6 will make you cry when it comes time to train for t2 ships.
EDT: Oh yeah as regards the implants: +5s in combat is taking big risks. In theory you need never lose your pod in Empire unless you get smart-bombed. But in practice lag can get you podded in big fights or busy systems.
Fighting in a pair of +3s is fine. I usually have +4s. Jumpclones are the key; have a JC with Perc/Will implants, another with Int/Mem, etc. That reduces your maximum loss by 60%. You can have an "away from eve" jumpclone with a full set of +5s safe in a station in a 1.0 system - switch into that one if you're going to be away for more than 24 hours and never undock it until you're rich enough not to care about losing 350M of implants.
If you know you're going into a high risk environment, set a long skill going. Even if you get podded, you still get the benefit of the implants as long as you don't pause skill training for any reason. This is actually a good way for impatient people like me to get long skills trained. God knows I'd never have got Wing Command 5 done on my alt any other way! She jumped through a gate into a bubblecamp with about 20 people. I knew she was doomed so I switched from a skill with only a day or two left to a 40-day skill.
Finally: accept that sooner or later, you'll get podded. I don't lose pods all that often, even in 0.0 but it does inevitably happen. When it does, usck it up, walk away from the keyboard for a few minutes and then come back and keep going - hey at least you won't have to worry about your implants for a while.
CONCORD provide consequences, not safety; only you can do that. |

Malcanis
We are Legend
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Posted - 2008.06.23 21:01:00 -
[4]
Oh yeah and don't spend too much attention on foruming when you should be watching what you're doing or you'll lose a rigged falcon and your +4 pod with all the good combat implants. 
CONCORD provide consequences, not safety; only you can do that. |

Saara Dea
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Posted - 2008.06.24 01:46:00 -
[5]
Originally by: Pete X if your in empire/low sec you will get your pod out 90% of the time ( learn to spam the warp button ) 0.0 it's a lil diff as you have got the freakin BUBBLES which tend get you podded 
Probably a stupid question, but I'm trying to figure out what "spam the warp button" means. My guess is that you select a gate or something on the overview, and then click the warp to zero button at the top of that overview menu...Do you start hitting this even before you've before you're in your pod?
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OpenGuard
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Posted - 2008.06.24 01:53:00 -
[6]
Set a long skill training when heading into a sketchy situation. Remember that as long as you do not change your skill training, or pause it, you will continue to learn it at the advanced rate whether or not you have been podded. So train cruiser to V when you head to low sec.
On top of that, jump clones are your friends, and really arent too much of a pain to use. Just plan ahead.
As far as spamming the warp button, you should be attempting to warp to a celestial or whatever when you realize your ship is going down, or is warp scrammed. If the lag is not too bad, your pod will warp out well before you can be locked.
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Tyndmyr
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Posted - 2008.06.24 03:46:00 -
[7]
Whatever you do, dont bother plugging implants until you intend to train that skill. For example, if you know you'll be training up combat skills at first, plugging in a +5 cha would be a complete waste. Leave that somewhere safe until you need it.
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Ringo Jeicha
State War Academy
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Posted - 2008.06.24 12:22:00 -
[8]
Originally by: Saara Dea
Originally by: Pete X if your in empire/low sec you will get your pod out 90% of the time ( learn to spam the warp button ) 0.0 it's a lil diff as you have got the freakin BUBBLES which tend get you podded 
Probably a stupid question, but I'm trying to figure out what "spam the warp button" means. My guess is that you select a gate or something on the overview, and then click the warp to zero button at the top of that overview menu...Do you start hitting this even before you've before you're in your pod?
If you know you are losing, YES. Try to maintain a click rate of 3/s
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KingsGambit
Caldari Knights
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Posted - 2008.06.25 18:43:00 -
[9]
Originally by: Elwin Ransom ...my Caldari fighter has the following base attributes. Per 10, Int 14, Wil 6, Mem 6, Cha 3
1.Does this seem fairly foptimalF for a combat skill oriented character?
For a combat oriented character, Perception and Willpower should be the primary attributes really. They affect the speed you learn spaceship command, gunnery and missile skills at and are secondary for Navigation and drones. Int and Mem however are also important as almost every character will benefit from skill points in Electronics, engineering, mechanic and learning trees. Science and industry benefit from Int/Mem of course, and charisma will speed up corp management, leadership and trade skills. Considering the majority of your skill points will be in the first few skill trees mentioned, your int is probably a little too high, your willpower a little too low. It's prob too late to make changes, but if not, 10, 10, 10, 6, 3 would probably serve you better. or 10, 11, 9/11, 10, 9, etc.
Originally by: Elwin Ransom Lately, I have thought about increasing my ability to learn skills by using +5 implants. But I am not sure it is very practical for a combat pilot. This character has to be self sufficient by mission running. But it is quite PvP oriented and I am not sure how realistic jump cloning between high sec and low sec will be on a regular basis. Losing +5s would hurt for me.
If you have a high risk of getting podded, then installing +5 implants sounds like it may be a touch costly. The +3-+4 implants are less hurtful to lose. Bear in mind you could potentially use jump clones to fight in, and log off in a different clone with other implants. -------------
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Elwin Ransom
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Posted - 2008.06.26 01:13:00 -
[10]
Thank you for the advice. I am going to do as suggested and make liberal use of jump clones. I likely will stick with +4s in high sec as I can afford to lose a few sets. +5s are just too pricey to risk for me. Now I just need to grind out some jump clone standing ... 
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Lady Aja
No Angels Here
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Posted - 2008.06.26 23:16:00 -
[11]
if your adimant about +5's only se 2 at a time... for guns and ships and missiles use per and will +5 nothing else.
OR if your a weekend pvper +5 implants in empire/low sec and +3 for pvp... that way you only got +3's for weekend skills and +5 for the rest
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Corstaad
Minmatar Vardr ok Lidskjalv Pirate Coalition
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Posted - 2008.06.27 16:55:00 -
[12]
I've always flown with +4 implants and combat implants but just recently lost two clones to the Caldari fleet in low sec. The spam warp after losing a ship will always work unless you completely lag out which will happen at times.
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