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Sausage Bag
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Posted - 2011.03.31 21:15:00 -
[1]
i'm going to be stepping into an archon soon (yay) and the corp i'm joining told me i should get a dedicated cyno alt but i'm not sure what the fastest path for one is. they suggested i look at eve mon but i'm not really that sure what is need. has anyone done this before? if so, what is the optimal char/race/skillset for creating a cyno in the least amount of time? thx. |

My Cyno Alt
Cyno Alts Inc.
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Posted - 2011.03.31 21:39:00 -
[2]
Originally by: Evemon
Electronics IV Electronics V Cynosural Field Theory I
That's the minimum skillset for opening a cyno.
However, training cyno field theory higher reduces the amount of LO used to light the cyno. There are other skills you may want to train, but that's up to you. I do, however, advise you keep your alt's SP under 900k, that way if it gets podded, your clone is free.
Check out this link for a plan that I've used.
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Tau Cabalander
Caldari
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Posted - 2011.03.31 21:40:00 -
[3]
Edited by: Tau Cabalander on 31/03/2011 21:44:21
All races start the same.
You only need: * Electronics 5 * Cynosural Field Theory 1 Everything else is gravy, just stay under 900,000 SP.
For example, you can also optionally train: * Cybernetics 1 (for +3 implants, but that is wasted SP IMHO) * Hull Upgrades 2 (for cargo expanders) * All races frigate 3 * All races Industrial 1 * Destroyer 1 (covers all races) * High Speed Maneuvering 3 (for 1MN MWD II) * Cloaking * Navigation * Evasive Maneuvering * Infomorph Psychology etc.
I'll post my big plan when I get home, if I remember.
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Sausage Bag
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Posted - 2011.03.31 21:47:00 -
[4]
thx for reponses. old threads i found all implied a certain race was better than the other for this but if they are all the i was use these suggestions and just chose my fav race :) |

Merouk Baas
Gallente
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Posted - 2011.03.31 22:00:00 -
[5]
Cloaking and some of the Navigation skills are definitely good optionals; if your alt gets podded and has to fly back into the area the long way, having a MWD and cloak may help.
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Zesoft
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Posted - 2011.04.01 02:13:00 -
[6]
Out of curiosity, how long do you stay in space after activating a cyno and logging out? Is it long enough to switch characters and jump to your own cyno on one account? (I figured cyno alts were second accounts).
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Tau Cabalander
Caldari
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Posted - 2011.04.01 03:24:00 -
[7]
Edited by: Tau Cabalander on 01/04/2011 03:25:46
The cyno alt will remain in space for the duration (10 minutes), but of course you can't switch chars to jump because the cyno has to be in fleet. Hence use a second account or friends.
Actually, I recommend always having 2 cyno alt accounts, just in case you have to retreat.
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mkmin
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Posted - 2011.04.01 05:31:00 -
[8]
Edited by: mkmin on 01/04/2011 05:31:40
Originally by: Tau Cabalander Edited by: Tau Cabalander on 01/04/2011 03:25:46
The cyno alt will remain in space for the duration (10 minutes), but of course you can't switch chars to jump because the cyno has to be in fleet. Hence use a second account or friends.
Actually, I recommend always having 2 cyno alt accounts, just in case you have to retreat.
You can totally log off a cyno alt while the cyno's up. It removes the alt from local, but he stays stationary in space at the beacon. You can immediately log in another alt and run up to 3 cynos on the same account. (edit: misread what he was implying, but yes you need a 2nd account for a cyno alt for your first account, but you can run multiple cynos at the same time.) What else you want the cyno alt to do is going to be what other skills you want. The plan posted earlier is way more in depth than I'd ever do for one. In fact, the most I'd do for a dedicated cyno alt is the cyno skill, a frig that will hold enough fuel, and maybe infomorph psychology to make it more mobile. I wouldn't bother with cloak or anything else. You want the alt to be as throwaway as possible, because some day he WILL lose his ship, even if you're fairly careful. The alt will survive often enough for it to be worth training for other roles if you need it, but running a cyno is all about the incoming cap ship, not about the cyno ship.
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Cheapo Hobo
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Posted - 2011.04.01 08:20:00 -
[9]
I don't wanna sound like the hedgehog who bit the cow's tail but what in tar nation is a cyno alt? 
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Mara Rinn
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Posted - 2011.04.01 08:31:00 -
[10]
Cyno alt is a cheap character on a second account that you use mainly for lighting cynos so your main can move their (super) capital ship without having to rely on other players. -- [Aussie players: join ANZAC channel] |
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Lost Greybeard
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Posted - 2011.04.01 13:38:00 -
[11]
Find the cheapest frigate type in your region.
Train the minimum skills to fly that frigate.
Train through cynosural field theory until you can open a cyno with the default hold capacity of that frigate. Usually means cyno 3 or 4.
Done!
(Optional: cloak 1 so that you can make your cyno frigate invisible in a safe while waiting for people to leave). ---
If you outlaw tautologies, only outlaws will have tautologies. ~Anonymous |

foksieloy
Minmatar Universal Army
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Posted - 2011.04.02 06:44:00 -
[12]
One question i have to ask is: If you do not know what a cyno alt needs and already did not own one for corp use (most general corps and all nulsec ones consider it mandatory for all members to be able to light a cyno), are you sure you are ready for an Archon? _______________________ Find out whome to vote for in the CSM. Match your answers with the candidates. |

Malande
Amarr Solar Engineering Inc.
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Posted - 2011.04.03 19:35:00 -
[13]
Originally by: foksieloy One question i have to ask is: If you do not know what a cyno alt needs and already did not own one for corp use (most general corps and all nulsec ones consider it mandatory for all members to be able to light a cyno), are you sure you are ready for an Archon?
Errgh hate it when people respond with this, believe it or not even the most experienced cap pilots had to start somewhere >.>
If you can replace it when you lose it then you are ready for a cap ship, experience has to be earned the usual way.
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