
Reaver Glitterstim
Dromedaworks inc Tribal Band
511
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Posted - 2013.05.16 19:30:00 -
[1] - Quote
Best to learn the game from players. What you learn on your own will only confuse you. You don't have to join a corp right away but it is advisable, and you should at least be hanging out with players right from the get go. Also seek people who encourage you to aim high early on, don't listen to people who tell you you need to train for (a month/3 months/a year--stories vary here) to be viable. It's not true at all. You can be flying in PVP and insta-tackling on your first day, scoring some nice kills if you find the right people to fly with.
You don't seem like one who would fall for the corps who ask for ISK or assets upon entry, but then again there are actually a few who provide a real service they might want you to pay for. You'll be able to hear people outside those groups talk them up, and they're far cheaper than the scammers anyway. Goonswarm will try to scam you, don't bother trying to join them because they only accept people from Something Awful. EVE University might charge you money but they provide an excellent learning service to new people, so I highly recommend it if you can get into that. I think they also offer some payment plans for new players who can't afford it.
But you can just find a player corp by asking for one in the recruitment forum. You're bound to get a better result if you post an advertisement and tell what you're looking for in a corp and what you have to offer, and check responses for addressing your points and asking you to join (no charge). You may not get in a wonderful group, but you're bound to get into a sincere group, and you can figure out who's your favorites later on down the road once you get to know a bit about EVE politics and stuff. But you should probably let a recruiter come to you, because then wherever you go you'll be wanted. It's up to you though--you could just sift through recruitment spam and look for one suiting your wants/needs.
1.) You can do PVP early on. There is a wide array of frigates to choose from, so try all of your race's frigates at least once. Within your first few months (and before you form any sort of long term training plan) you should be trying out other races' frigates. You might even try all the cruisers before you make a race choice, or at least don't train Minmatar Cruiser to 5 only to discover that you don't like Minmatar cruisers. Always try it before you train it-get minimum skills and see if you like it.
One of my personal favorite ships is the Navitas, a Gallente frigate.
2.) Get all the skills you need to be able to use pretty much every tech 1 module, weapon, drone on the market. You will often be fitting quite an array of different things to one ship. Tech 1 modules are quite viable in fleet combat, in fact tech 2 (the most commonly used) aren't much better than tech 1 meta variants. Go to a station that's named as a school (ie. Center for Advanced Studies School, Pator University School) and then go on the market and check for skillbooks. You can probably find lots of very cheap books that will be excellent to inject and train to level 1 or 2 as soon as possible. This is much better than spending your first week trying to train your racial frigate skill to 5 just to be able to sit in something you don't have the skills to pilot properly nor the money to buy.
3.) Basic fitting rules - follow them and avoid getting laughable deaths on your record.
- Don't use armor repairers or shield boosters in PVP. These are generally best used in PVE against NPC "rats". (this does not apply to remote armor repairers and shield/energy transfer modules)
- Fit a strong tank in PVP. Get the biggest armor plate -or- shield extender you can fit without downgrading your weapons. Then fit hardeners/amplifiers/membranes intelligenty ie. cover the lowest resistances first.
- Do not mix tank types. Choose armor, or choose shield. The only time you might ever mix tanking strategies is shipping in high-security space to protect yourself from suicide ganks-I do this with industrials sometimes.
- Use the biggest guns your ship is designed for. For frigates or destroyers, that means you go to the market and choose turrets in the category "small" - and the biggest turrets for you are Small Beam/Pulse Laser, 150mm Railgun, Light Neutron Blaster, 200mm Autocannon, and 280mm Artillery. There are uses for smaller stuff but it's mostly to save powergrid and in my experience you can generally fit the biggest ones on your ship. This is desirable because it does more for your damage output than any damage upgrade modules you might fit.
- PVP shield tanks: fit weapon damage upgrades and tracking enhancers in any extra low slots.
- PVP armor tanks: fit warp disruptor/scrambler, stasis webifier, target painter, sensor booster, tracking computer in extra medium slots - try to get a good mix rather than several of the same.
- Extra high slots on a PVP fit - example: you are flying a Rifter and you fit three 200mm Autocannons to it, now you have 1 remaining high slot and a launcher hard point. You can fit a rocket launcher if you want, but it is usually better to fit an energy neutralizer if you can spare the powergrid.
Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |