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SilentSta1ker
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Posted - 2010.05.23 22:21:00 -
[1]
Edited by: SilentSta1ker on 23/05/2010 22:21:55 Hello, i have 17m SP currently and i want to start getting into carrier's. I need some advice on what skills you need to fly them decently. I relise this can take along time to train for but thats why I am asking. So i can train skills and then remap attributes for the other skills to get the best training time i can get.
Im currently training for Min BS5 i have 19 days left, i know you need advanced spaceship command 5 and then the carrier book to actually get into the ship. Then you need the Jump Drive skills and stuff but what else and how high should i get the skills too to start off ?
My Current attributes are 25 Int, 26 Perc, 11 charisma, 22 Willpower, 20 memory. I have 1 remap avail.
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Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2010.05.23 23:51:00 -
[2]
Edited by: Akita T on 23/05/2010 23:53:55
Originally by: SilentSta1ker I need some advice on what skills you need to fly them decently.
First, train EVERYTHING even remotely related to carriers to L4 (it's really not that hard to find out which one those are since there's not many of them, and most have pretty suggestive names, and also high ranks, from 8 upwards), and all ship-agnostic support skills to L5. That takes care of pretty much all necessary IN-GAME SKILLBOOK-BASED SKILLS. Meaning, you're about 1/4 of the way towards getting the necessary total skills of flying a carrier decently.
1/4 of the total of the needed skills relate to knowledge in fitting a carrier for a specific purpose, and that implies coordinating both with your support fleet and the rest of capship pilots you will fly with. Coming in a general-purpose fit that doesn't really do the team any good is junk.
The other half of the total is about knowing how a fleet with capships in it operate under fire. Knowing where to get positioned, knowing when to jump in and where, knowing who to assist and how, all of those things should already be second-nature from you, but from a SUPPORT FLEET SIDE FIRST. That means flying support to a group with carriers in it for quite a while first, otherwise when you'll actually get into a carrier, you'll be more of a liability than an asset. Oh, and you'll just lose it sooner rather than later.
In fact, if you have the needed last three quarter of NON-ingame-skillbook-based skills, you could probably do it with every relevant in-game skillbook skill at L3 and most support skills at just L4 too, since the rest is far more important. Oh, and if you have the needed last 3/4 of the total skills needed, you would already know what the relevant skills and what the support skills are.
TL;DR : if you have to ask, you're nowhere near ready to fly a capship
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Beginner's ISK making guide | Manufacturer's helper | All about reacting _
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Shadowy Assistant
Darkrime Industries
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Posted - 2010.05.24 03:22:00 -
[3]
Don't consider carriers until you have at least double your current SP.
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Unity Love
Caldari Dissonance Corp
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Posted - 2010.05.24 07:19:00 -
[4]
Originally by: Akita T Edited by: Akita T on 24/05/2010 00:03:50
Originally by: SilentSta1ker I need some advice on what skills you need to fly them decently.
First, train EVERYTHING even remotely related to carriers to L4 (it's really not that hard to find out which one those are since there's not many of them, and most have pretty suggestive names, and also high ranks, from 8 upwards - up to 2 in drones, up to 3 in engineering with "capital" in the name, up to 4 in mechanic with the same story, 3 in navigation with the word "jump" in them, and obviously the relevant ones in spaceship command), and all ship-agnostic support skills to L5 (just get core elite cert and you're fine). That takes care of pretty much all necessary IN-GAME SKILLBOOK-BASED SKILLS. Meaning, you're about 1/4 of the way towards getting the necessary total skills of flying a carrier decently.
1/4 of the total of the needed skills relate to knowledge in fitting a carrier for a specific purpose, and that implies coordinating both with your support fleet and the rest of capship pilots you will fly with. Coming in a general-purpose fit that doesn't really do the team any good is junk. Who cares you have L5 in the relevant skills if your fit is rubbish, and if you know what to fit, you know what skills you need for it.
The other half of the total is about knowing how a fleet with capships in it operate under fire. Knowing where to get positioned, knowing when to jump in and where, knowing who to assist and how, all of those things should already be second-nature from you, but from a SUPPORT FLEET SIDE FIRST. That means flying support to a group with carriers in it for quite a while first, otherwise when you'll actually get into a carrier, you'll be more of a liability than an asset. Oh, and you'll just lose it sooner rather than later. Who cares if you have all skills to L5 and the proper fit, if you do the right thing at the wrong time or the wrong thing at the right time.
In fact, if you have the needed last three quarter of NON-ingame-skillbook-based skills, you could probably do it with most relevant in-game skillbook skill at L3 (EVERY skill is worth insta-training to at least L3), and most support skills at just L4 too, since the rest is far more important. Oh, and if you have the needed non-skillbook skills needed, you would already know what the relevant skills and what the support skills are.
TL;DR : if you have to ask, you're nowhere near ready to fly any capital ship, let alone a carrier.
you make it sound like its actually difficult to fly a carrier
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Breaker77
Gallente Reclamation Industries
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Posted - 2010.05.24 09:07:00 -
[5]
Originally by: Unity Love you make it sound like its actually difficult to fly a carrier
Flying a carrier is easy. It's knowing how to use it that is hard.
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RaTTuS
BIG Majesta Empire
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Posted - 2010.05.24 13:35:00 -
[6]
1) don't 2) don't until you know what your doing 3) don't until your corp knows what your doing 4) don't until your alliance knows what you are doing
ok 4 not really that important - but the other 3 yes --
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Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2010.05.24 14:04:00 -
[7]
Originally by: Unity Love you make it sound like its actually difficult to fly a carrier
It's difficult to not frak up while you're flying a carrier. One tiny mistake, BOOM yourself. Another kind of tiny mistake, BOOM some of your cap fleet. Yet other kinds of tiny mistakes, BOOM some of your support fleet. And then there's the combination of tiny mistakes resulting in TPK.
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Beginner's ISK making guide | Manufacturer's helper | All about reacting _
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Zeuth Proxy
Caldari Nomadic Asylum
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Posted - 2010.05.25 06:30:00 -
[8]
You all are sounding like hes asking about getting into a titan or SC.
Jump skills need to be at 4. Armor Comp skills need to be at 4 Energy skills need to be at 4(Though really should be at 5) Capital mod skills need to be at 4(Both RR and Local Rep) Capital Ships and Carrier to 4 Fighters to 4 Thermodynamics 4
That should be the minimum to fly a carrier. After that you can pick and choose the skills you need to push to 5. As far as RR really only train for the ones that your carrier is bonused too kindof pointless otherwise.
Lastly get another account and train a cyno alt.Makes a world of difference as a capital pilot.
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Mona X
Caldari C0VEN
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Posted - 2010.05.25 15:09:00 -
[9]
Originally by: Zeuth Proxy
As far as RR really only train for the ones that your carrier is bonused too kindof pointless otherwise.
Not for nullsec.
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Xtover
Amarr
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Posted - 2010.05.25 15:42:00 -
[10]
Originally by: Zeuth Proxy You all are sounding like hes asking about getting into a titan or SC.
Jump skills need to be at 4. Armor Comp skills need to be at 4 Energy skills need to be at 4(Though really should be at 5) Capital mod skills need to be at 4(Both RR and Local Rep) Capital Ships and Carrier to 4 Fighters to 4 Thermodynamics 4
That should be the minimum to fly a carrier. After that you can pick and choose the skills you need to push to 5. As far as RR really only train for the ones that your carrier is bonused too kindof pointless otherwise.
Lastly get another account and train a cyno alt.Makes a world of difference as a capital pilot.
Yep, you're right.
And to the poster above and the op, you have 17m SP.
By the time you finish the skills you'll have almost double that.
You need energy/engineering skills and support skills at IV, V if possible.
As you train, train up as a logi pilot. You'll need it anyway once you decide to do triage so get logistics V out of the way quickly.
in a year or so, when you're ready you'll know exactly what to do.
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Baneken
Gallente Aseveljet
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Posted - 2010.05.25 19:42:00 -
[11]
After all those skills you still need a way to fund your carrier and trust me it isn't by running missions/anomalies all night long.
http://desusig.crumplecorn.com/sigs.html |

Raiment Epoch
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Posted - 2010.05.31 05:11:00 -
[12]
Originally by: Baneken After all those skills you still need a way to fund your carrier and trust me it isn't by running missions/anomalies all night long.
I don't think we are talking about funding a carrier per week. Missions/anomalies are a fine way to raise 1.2B isk.
this question is asked fairly often - what skills are important for a carrier. The best recent discussion was at http://www.eve-search.com/thread/1312657. Generally speaking you need capital skills to 4. Ship skill, jump skills, capital modules to 4 as well as many basic skills to 5. Expect these skills to take 20M SP
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