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1. New Commandship Skillline for more variation - in Skill Discussions [original thread]
Look, it's nice of you to come up with a skill list but honestly, if you're not going to do it properly, don't bother. Making a list in your favour is one thing, making a blatantly wrong list is entirely another. I'll play nice and list the bad t...
- by James Baker - at 2007.10.11 18:35:00
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2. New Commandship Skillline for more variation - in Skill Discussions [original thread]
Originally by: Malcanis The part you're quoting is taken straight from the ship description in the item database. You don't NEED sig analysis 5 or LRT 5 to undock a carrier. You can't even get in to a FCS ship without them. And who said a...
- by James Baker - at 2007.10.11 06:38:00
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3. New Commandship Skillline for more variation - in Skill Discussions [original thread]
Originally by: Azur Tzesaeia It is roughly a difference of 40days depending on your skills/attributes. Standart armor and engeneering skills are not a must have for either of the both ships although we all know one should have them to rea...
- by James Baker - at 2007.10.11 06:32:00
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4. New Commandship Skillline for more variation - in Skill Discussions [original thread]
Originally by: Malcanis Hmmm... to actually undock a Fleet Command Ship you need Battlecruiser 5 (6) Racial Cruiser 5 (5) Sig. Analysis 5 (1) Long Range Targeting 5 (2) Spaceship Command 5 (1) = 15 ranks to level 5. Plus Logistics 4 ...
- by James Baker - at 2007.10.11 06:21:00
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5. New Commandship Skillline for more variation - in Skill Discussions [original thread]
Ok, I don't know where you got your numbers. Seriously, it's way beyond me. You're trying to compare ants with sperm whales. Let's have a look at what skills you want to fly a Command Ship. Mind you, the normal stuff like Cruiser 4 and normal com...
- by James Baker - at 2007.10.10 20:09:00
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6. Going toward a cruiser, what skills should I have beyond the required? - in Skill Discussions [original thread]
You'll probably want the basic ship support and gunnery skills up, as you'll probably notice very fast if you try to jump into a Thorax with minimum skills. We're talking everything from Energy Systems Operation (and Management) over Navigation a...
- by James Baker - at 2007.09.26 15:23:00
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7. Skill training time - in Skill Discussions [original thread]
A topic that has been brought up many times... Let's take it from a the beginning: Yes, you can indeed get to the end-level in XP-based games rather rapidly, and yes, you can always catch up. Does this mean that you can't catch up in Eve? By all ...
- by James Baker - at 2006.06.27 17:37:00
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8. Freighter Jumping - in Skill Discussions [original thread]
Right, let's start from the bottom: a) Jump drives are not modules, but built-in functions much like warp drives. They only exist on capital ships, of which the freighter is not one. Hence, no jump drive. b) No jump drive means you can't jump the...
- by James Baker - at 2006.06.06 20:16:00
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9. On the starting skill choice question... - in Skill Discussions [original thread]
I would sooner be sure to get good attributes rather than good starting skills. Those 300k skillpoints can be acquired in two weeks, while the schewed attributes you would get to obtain those would be significantly harder to live with in the long ...
- by James Baker - at 2006.05.20 22:32:00
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10. Carrier - in Skill Discussions [original thread]
I wouldn't encourage starting carrier training until after 18 months of playing. While you can certainly train for it a lot faster than that, you really don't want to be flying around in a 1bn isk ship with no support skills whatsoever. You will w...
- by James Baker - at 2006.05.19 18:56:00
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11. drone skills - in Skill Discussions [original thread]
Quite basically, as with all skills, they are not restricted to anything or anyone. However the module which relies upon this skill (the Drone Control Unit) uses an awful lot of power and is thus designed for capital ships (carriers and mothershi...
- by James Baker - at 2006.05.19 06:02:00
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12. New character, Need input SP/Atri - in Skill Discussions [original thread]
You shouldn't really start a new character based on which skills you get, but rather on which attributes you get. Those 300k sp might be tempting at first, but are really a drop in the ocean in the not-so-long run. With some good attributes you'l...
- by James Baker - at 2006.05.19 05:44:00
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13. PETITION: Make Fighters use drone skills! - in Skill Discussions [original thread]
Having figthers be affected by auxiliary drone skills would serve just one purpose: Prolonged training time Why? Because they've been balanced to be like they are now for a reason. Having them be affected by auxiliary drone skills would mean they...
- by James Baker - at 2006.05.14 19:24:00
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14. Eve Skill System - specialising and the problem with vets - in Skill Discussions [original thread]
I agree to a point. I have had perfect skills for the Eagle, the only ship I really love, for some time. I do feel sad that I can't further specialise in it, but I also know that if someone wants to reach my level in it (be it just those few perce...
- by James Baker - at 2006.04.15 06:21:00
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15. -= RMR Skill Check =- # of skills, # of SP, # of level 5s... - in Skill Discussions [original thread]
Ah, finally I somewhere I can compete. 39,254,589 skill points 139 skills (8 at level 0 ) 56 at level 5 Skills of rank 5+ at level 5: Caldari Cruiser Caldari Battleship Heavy Assault Ships Advanced Spaceship Command Cruise Missiles Large Hybrid...
- by James Baker - at 2006.03.06 22:00:00
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16. SP vs Time - in Skill Discussions [original thread]
Because you've only trained 40% of the skill from level 4 to level 5. At level 4, you would have roughly 362,000 SP, and as you have 1M now, you've trained 638,000 SP out of the total of 1,686,000 SP, or 37.8%. Again, this is due to the the skill...
- by James Baker - at 2006.01.15 14:44:00
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17. New blood lines. Skills and stats - in Skill Discussions [original thread]
Something is just plain wrong here. So 80% of Eve's new chars will be fake Caldaris? As if adding those new bloodlines isn't wrong enough from a semi-rp perspective, they're heavily imbalanced and have extremely *** names! Stargazer = Daydreamer ...
- by James Baker - at 2005.11.25 19:29:00
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18. tactical shield manipulation - in Skill Discussions [original thread]
Originally by: Femintaki The new specialist hardening skills (Coming next patch I suspect) will require this at level 4 as a pre requisite There's not really anything pointing to that since they've been on sisi since forever (at least ...
- by James Baker - at 2005.11.25 14:53:00
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