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Nurpy
Gallente Federal Navy Academy
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Posted - 2009.03.16 06:04:00 -
[1]
I remember reading in a passing players bio about core skills all new players to eve must have, but I can't remember them. They were used to maximize cpu/powergrid and other things of the ship you were piloting. Anyone know what these are or where I can find them?
Thanks.
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Renarla
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Posted - 2009.03.16 06:06:00 -
[2]
Listed in no particular order of importance, off the top of my head:
Electronics V Engineering V Weapon Upgrades V Drones V
Are all skills no player should not have. (Weapon Upgrades probably being the least important of them)
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Nouva MacGyver
Caldari MacGyver Communications
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Posted - 2009.03.16 06:24:00 -
[3]
Originally by: Nurpy Anyone know what these are or where I can find them?
This link should be relatively sufficient; scroll to the end of that page, information's there: nookiereport
Also, in future use your preferred search site and query in phrase or question form for whatever you're looking (e.g in this case; [ "eve online" and "core skills" ] or simply [ eve online core skills ] without the [ ]. Just an FYI in case it hasn't occured to you. Cheers.
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Estel Arador
Minmatar
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Posted - 2009.03.16 07:49:00 -
[4]
Check out the "core" certificates ingame, they show exactly which skills you need.
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Sleepkevert
Amarr Rionnag Alba Against ALL Authorities
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Posted - 2009.03.16 09:04:00 -
[5]
Originally by: Estel Arador Check out the "core" certificates ingame, they show exactly which skills you need.
This is a nice guidline, except for the core targeting. Training targeting above level 4 for anything else then to get that skill is just a waste of time. _
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Ms Delerium
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Posted - 2009.03.16 10:32:00 -
[6]
Edited by: Ms Delerium on 16/03/2009 10:33:44 My point of view may be different: never care about certificates, "core" skills, and whatever.
Just browse the ingame skill list. (at market) uncheck the "only available" option and have fun. look at all those nice skills. There are hundreds! You may find some interesting ones to train, and others which will look "useless". This is IMO best way of deciding which ones to train. Not just pre-defined certificates for the big mass. What if you dont need them?
You need more CPU? Find what skill gives you a bigger output (Electronics). Notice there are others which will reduce some modules CPU-needs so this will help aswell =)
At first I would focus on learning skills. You want these for the long term game. Obviously you gotta train some "core" skills but just do it when needed. I mean, if your current ship got a lot of powergrid, why you training Engineering level V? waste of time for the moment LOL. You will need Engineering V, but maybe not for the first months!
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Amarrbone
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Posted - 2009.03.16 18:29:00 -
[7]
Edited by: Amarrbone on 16/03/2009 18:33:34 A quick guide for core skills for new players that want to be combat pilots, at least from my perspective:
Fitting Skills: Electronics 4+ - Increases the base CPU value of a ship Engineering 4+ - Increases the base Power Grid vale of a ship
Capacitor Skills: Energy Management 3+ - increase the size of your capacitor Energy Systems Operation 4+ - Reduce your cap recharge time
Combat Skills: Weapons Upgrade 3+ - Reduced CPU needs of weapon mods Targeting 2+ - Allows you to lock additional targets Long Range Targeting 2+ - Increases the targetting range of your ship Drones 3+ - Allows you to control 1 drone per level of skill Scout Drone 2+ - Increaes all drone control ranges by 5000m
Science Skills: Science 3 - Required to train Cybernetics Cybernetics 1 - Allows you to fit basic implants and skill implants that are +3 attribute which helps you learn faster
Spaceship Command Skills: Spacehip Command 4+ - Improves ship handling and required for larger ships Racial Frigate 3/4+ - Training to 3 allows access to the upper level combat frigates and improves the bonus from the frigate skill to the ship. Racial Industrial 1+ - As you get more "stuff" you will have to move it at some point and Indy ships are cheap and good at hauling around stuff in HighSec space.
Now you don't need to get them all right of the bat, but they should be in your short term goals. All of the above skills can be applied to every ship in the game (Except drone skills, but at some point you will pilot a ship with a drone bay)
As your ship size increases and you look to fit better weapons, Tech 2, more "active energy" mods, etc you will want to start increases the skills that affect the moduels. Armor Repair units and Shield Boosters have secondary skills that reduce their power requirements, same thing with guns, etc.
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