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Manley Powers
School of Applied Knowledge Caldari State
0
|
Posted - 2013.07.19 21:58:00 -
[1] - Quote
Hey !
I just got my first carrier, its an archon! I was wondering if you could give me any tips or advice, to go about this baby.. I was thinking jump planners, videos on youtube or just some general stuff that you wished that you knew when you got the first CAP Ship?
Fyi: Please dont give me that, " If you have to ask you shouldnt" everyone have to start somewhere, and iam not learning anything from it collecting dust..
/ Cheers |

Iva Soreass
The Circus Corp Nulli Tertius
3
|
Posted - 2013.07.19 22:21:00 -
[2] - Quote
Guess depends what you want to do with it. |

Manley Powers
School of Applied Knowledge Caldari State
0
|
Posted - 2013.07.19 22:33:00 -
[3] - Quote
Iva Soreass wrote:Guess depends what you want to do with it.
Everything expect plexing in low sec ;) |

Uppsy Daisy
Perkone Caldari State
523
|
Posted - 2013.07.19 23:11:00 -
[4] - Quote
Try everything out on the test server. Like putting cynos at the right positions so you dont bump off stations. |

mama guru
Thundercats The Initiative.
132
|
Posted - 2013.07.19 23:47:00 -
[5] - Quote
Jump Drive Calibration to level 5 ASAP, level 4 is a Must but 5 can make all the difference. This is assuming you have stuff like Fighters at 4, aswell as the capital energy transfer, reps and remote reps to 4.
Amarr Carrier to level 4 before you even undock the damn thing. Get T2 Drones of all sorts after, Heavies, Sentries especially assuming you have lights and mediums. Amarr Carrier 5 when you are done with the previous stuff.
Always keep like 50+ Wasp ECM drones in bay so you can jam+ warp out or jump out if worst comes to worst.
Keep tons of heavy and light drones in bay in addition to your 10 fighters.
Edit:
If you expect to keep your carrier for a while, don't use it in combat till you have the stuff i listed. You will mostly use it to transport ships at first, so get the jump drive skills out first.
Amarr Carrier 5 is especially awesome because of the resist bonus, and +1 drone/fighter does more for your damage than anything else really.
Don't bother getting a triage module unless you like getting blown up alot. And don't get it without carrier 5. ______
EVE online is the fishermans friend of MMO's. If it's too hard you are too weak. |

Tsukino Stareine
The Red Circle Inc.
522
|
Posted - 2013.07.20 00:58:00 -
[6] - Quote
Why would you even buy a carrier if you didn't have a purpose for it..? |

Andracin
Sickology
159
|
Posted - 2013.07.20 06:20:00 -
[7] - Quote
I have had a carrier for 5-6 years. In that time Ive dropped it in combat 3 times and used it like a big space taxi 15-20 times. They are great for logistics, if you train for triage you can be the hero of your fleet but by and large they are expensive targets and if you do something stupid just once you will end up loosing it quickly. I was in on a carrier kill a few nights ago who agressed on the Tama station undock and was dead about 3 minutes later. |

Drunken Bum
411
|
Posted - 2013.07.20 08:19:00 -
[8] - Quote
sitting in a carrier and doesn't know how to use it. Impressive. After the patch we're giving the market some gentle supply restriction, like tying one wrist to the bedpost loosely with soft silk rope. Just enough to make things a bit more exciting for the market, not enough to make a safeword necessary. -á-Fozzie |

Verity Sovereign
Sovereign Fleet Tax Shelter
501
|
Posted - 2013.07.20 08:54:00 -
[9] - Quote
I have a carrier that I can't even sit in... whats your point? |

Manley Powers
School of Applied Knowledge Caldari State
0
|
Posted - 2013.07.20 11:05:00 -
[10] - Quote
This is an alt if you havent figured that out already.. |

Tsukino Stareine
The Red Circle Inc.
529
|
Posted - 2013.07.20 11:30:00 -
[11] - Quote
Yes we don't care: why buy something you have no idea what you're going to use it for?
It's like me buying a car when I don't have a license and my workplace is 3 minutes walk away: FREAKING DUMB AS ****. |

Onictus
Silver Snake Enterprise Fatal Ascension
300
|
Posted - 2013.07.20 12:50:00 -
[12] - Quote
Tsukino Stareine wrote:Why would you even buy a carrier if you didn't have a purpose for it..?
Carriers are arguably the most useful hull in the game. I don't want to remember how I got along before I had mine. |

Velarra
257
|
Posted - 2013.07.21 00:39:00 -
[13] - Quote
Tsukino Stareine wrote:Yes we don't care: why buy something you have no idea what you're going to use it for?
- Tritanium
- Future probable utility
- Rarity
|

xPredat0rz
Grey Templars Fidelas Constans
51
|
Posted - 2013.07.21 02:18:00 -
[14] - Quote
Manley Powers wrote:Hey !
I just got my first carrier, its an archon! I was wondering if you could give me any tips or advice, to go about this baby.. I was thinking jump planners, videos on youtube or just some general stuff that you wished that you knew when you got the first CAP Ship?
Fyi: Please dont give me that, " If you have to ask you shouldnt" everyone have to start somewhere, and iam not learning anything from it collecting dust..
/ Cheers
I will be more then happy to light a cyno for you to jump to
|

Droodid
Antec Enterprises
7
|
Posted - 2013.07.23 12:37:00 -
[15] - Quote
mama guru wrote:Jump Drive Calibration to level 5 ASAP, level 4 is a Must but 5 can make all the difference.
A thousand times this. JDC V just makes life so much simpler. |

Verity Sovereign
Sovereign Fleet Tax Shelter
505
|
Posted - 2013.07.23 13:35:00 -
[16] - Quote
I you bought it t2 rigged, before the T2 capital rig change, then there's plenty of reason right there |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1164
|
Posted - 2013.07.23 13:56:00 -
[17] - Quote
Manley Powers wrote:Hey !
I just got my first carrier, its an archon! I was wondering if you could give me any tips or advice, to go about this baby.. I was thinking jump planners, videos on youtube or just some general stuff that you wished that you knew when you got the first CAP Ship?
Fyi: Please dont give me that, " If you have to ask you shouldnt" everyone have to start somewhere, and iam not learning anything from it collecting dust..
/ Cheers
I would recommend aggressing frigates in jump range from Avenod. It results in an awesome lightshow! BYDI recruitment closed-ish |

Ciyrine
Science and Trade Institute Caldari State
38
|
Posted - 2013.07.23 14:28:00 -
[18] - Quote
what about jump cal v is so game changing for the carrier. Wouldnt think an extra 5% makes such a difference.
also what modules would you consider a must have for the carrieres survival? MWD for fast warp out, smartbomb and neuts? Are those overrated for carrier survival because if you get hotdropped/cynoed your dead smartbomb/neuts or not? Anything else you must use? |

Tsukino Stareine
The Red Circle Inc.
547
|
Posted - 2013.07.23 14:35:00 -
[19] - Quote
jump cal V increases jump range by 25% per level, you are reading the wrong skill, possibly jump drive operation. |

Ciyrine
Science and Trade Institute Caldari State
38
|
Posted - 2013.07.23 15:01:00 -
[20] - Quote
you cycle mwd once it gets you into warp in like 11 secs had a topic about it before |

Tsukino Stareine
The Red Circle Inc.
548
|
Posted - 2013.07.23 15:13:00 -
[21] - Quote
Ciyrine wrote:you cycle mwd once it gets you into warp in like 11 secs had a topic about it before
I definitely dont claim to have any practical experience but ive been talking to peeps here for like 2 months now about things like carrier/rattlesnake etc
And for carrier there were all kinds of things talked about in terms of carrier ratting.
Neut- neut out the frig pointing smartbomb- when the frig gets into close orbit these were supposed to help kill it(i was dubious about this one) MWD- see someone in local quick warp out
Like the other people told you: fight aligned when you're in a carrier.
I also find it funny that googling it brought your post as the first result simply because nobody was silly enough to think of it before.
1 Neut won't be enough to shut down something tackling you since their cap recharges faster than your neut cycles.
1 Smart bomb will be useless to deter frigates, sending 15 hobgoblins after them is a much better deterrent |

Ciyrine
Science and Trade Institute Caldari State
38
|
Posted - 2013.07.23 15:27:00 -
[22] - Quote
the mwd wasnt my idea and at this point theres several topics talking about it since I wanted to cover all the angles.
Fighting aligned is fine if your using fighters but the highest isk/hr ratting i read about was from sentinel carriers which fight stationary. Then mwd gets you warped away in 11 sec which is quite fast for a carrier
i wasnt convinced about the smart bomb
but
a heavy neut hits a frig for 600 cap reduction. most frigs have like 400 cap so one cycle caps them out and you hit warp |

Tsukino Stareine
The Red Circle Inc.
548
|
Posted - 2013.07.23 15:40:00 -
[23] - Quote
When you cap something out the module isn't instantly shut off, it finishes it's cycle before shutting down.
As for aligned vs sentries
you don't have to align at max speed, set yourself aligned at 5m/s and it will be enough time to clear the room before you get out of range of sentries and it cuts warp time down enough since you already have a direction. |

Ciyrine
Science and Trade Institute Caldari State
38
|
Posted - 2013.07.23 16:49:00 -
[24] - Quote
Tsukino Stareine wrote:When you cap something out the module isn't instantly shut off, it finishes it's cycle before shutting down.
As for aligned vs sentries
you don't have to align at max speed, set yourself aligned at 5m/s and it will be enough time to clear the room before you get out of range of sentries and it cuts warp time down enough since you already have a direction.
1) warp happens at 75% max speed. Acceleration from 0m/s is at its fastest and slows down the closer u get to 100%. So other than facing the right direction(which u do with mwd also) and traveling at 5m/s literally cuts ur warp down from 50s or whatever it is for carriers down to 48.
I dont know for sure mwd is the way to go but enough people who know what their talking about(not me) have proposed it that its probably worth using for that 11s warp out time when a neut lands in local.
2) hitting a frig with heavy neut will cap it out and it will give u the ability to warp out even if u have to wait till the end of the destabs cycle. Neuts are used on carriers for this purpose. Again maybe its worth the module slot or maybe carriers die to interdictors or cynoed fleets with 20 points. So maybe a neut protecting against one frig pointing u isnt worth the module slot. That kind of meta game module fitting i cant comment on. I just know the neut works on one frig
Im not a carrier....or anything....pilot yet. But the fact that u recomend 5m/s as align solution or thats neuts dont stop a destab, and therefore dispute mwd, neuts as even having a legit purpose on a carriers shows ur even less useful then me. So let the 2 of us sit back and wait for some real carrier pilots to find this thread and share their experience with the op |

Cecil Montague
PCG Enterprises
11
|
Posted - 2013.07.23 17:39:00 -
[25] - Quote
Ciyrine wrote:
1) warp happens at 75% max speed. Acceleration from 0m/s is at its fastest and slows down the closer u get to 100%. So other than facing the right direction(which u do with mwd also) and traveling at 5m/s literally cuts ur warp down from 50s or whatever it is for carriers down to 48.
Honestly I have three carriers and I've never tried this. The biggest problem I can see is how fast you accelerate with a MWD on. If it finishes a cycle and due to the carriers mass you've only accelerated to 20% of you non-MWD top speed then you really aren't getting much out of a mod that hurts your cap which is the lifeblood of a carrier.
Ciyrine wrote:
2) hitting a frig with heavy neut will cap it out and it will give u the ability to warp out even if u have to wait till the end of the destabs cycle. Neuts are used on carriers for this purpose. Again maybe its worth the module slot or maybe carriers die to interdictors or cynoed fleets with 20 points. So maybe a neut protecting against one frig pointing u isnt worth the module slot. That kind of meta game module fitting i cant comment on. I just know the neut works on one frig
The problem here is you have to get lucky for one neut to work. Lets say you nuke the frigs cap in a single cycle but his disruptor still has a few seconds left on it. Until the disruptor cycles its effects continue and you can't warp. Now a frigs cap will bounce back very quickly after getting wiped out so that 5 seconds it takes for their disruptor to cycle will probably be enough time for their cap to recover enough to cover the cost of the next cycle of the disruptor so it stays on without a break.
You can increase your chances by using a large in conjunction with a smaller faster cycling nuet but tbh why bother when you can sick 15 disposable ECM drones on him and be gone.
"There is no such thing as an effective segment of Totality" - Bruce Lee: The only man with a Chuck Norris killmail. |

Tsukino Stareine
The Red Circle Inc.
551
|
Posted - 2013.07.23 18:10:00 -
[26] - Quote
Ciyrine wrote:Tsukino Stareine wrote:When you cap something out the module isn't instantly shut off, it finishes it's cycle before shutting down.
As for aligned vs sentries
you don't have to align at max speed, set yourself aligned at 5m/s and it will be enough time to clear the room before you get out of range of sentries and it cuts warp time down enough since you already have a direction. 1) warp happens at 75% max speed. Acceleration from 0m/s is at its fastest and slows down the closer u get to 100%. So other than facing the right direction(which u do with mwd also) and traveling at 5m/s literally cuts ur warp down from 50s or whatever it is for carriers down to 48. I dont know for sure mwd is the way to go but enough people who know what their talking about(not me) have proposed it that its probably worth using for that 11s warp out time when a neut lands in local. 2) hitting a frig with heavy neut will cap it out and it will give u the ability to warp out even if u have to wait till the end of the destabs cycle. Neuts are used on carriers for this purpose. Again maybe its worth the module slot or maybe carriers die to interdictors or cynoed fleets with 20 points. So maybe a neut protecting against one frig pointing u isnt worth the module slot. That kind of meta game module fitting i cant comment on. I just know the neut works on one frig Im not a carrier....or anything....pilot yet. But the fact that u recomend 5m/s as align solution or thats neuts dont stop a destab, and therefore dispute mwd, neuts as even having a legit purpose on a carriers shows ur even less useful then me. So let the 2 of us sit back and wait for some real carrier pilots to find this thread and share their experience with the op
You're not an anything pilot yet, stop trying to sound superior. You are very clueless in a lot of aspects of this game still.
Alignment takes into account your direction as well, it doesn't matter if you're at 75% speed you have to be FACING THE RIGHT DIRECTION to warp, pre-aligning even at 5m/s will save you time because your direction is already established on the server.
Facing the right direction with the MWD on makes it take longer if you weren't already as the MWD adds mass and in turn affects your inertia modifier.
Also who on earth told you it takes 50 seconds for a carrier to align, that's some complete bull right there.
As the previous poster already explained it in more detail I won't go into any more but one heavy neut ain't going to do jack **** to anything if all they need to run is a point.
You're a giant noob, start being more humble or people are going to be less inclined to help you than they already are. |

War Kitten
Panda McLegion
2419
|
Posted - 2013.07.23 18:59:00 -
[27] - Quote
Tsukino Stareine wrote:
Alignment takes into account your direction as well, it doesn't matter if you're at 75% speed you have to be FACING THE RIGHT DIRECTION to warp, pre-aligning even at 5m/s will save you time because your direction is already established on the server.
Facing the right direction with the MWD on makes it take longer if you weren't already as the MWD adds mass and in turn affects your inertia modifier.
Not entirely correct.
Facing has nothing to do with alignment. Facing is purely a graphical thing for displaying pretty spaceship pixels.
Your ship is a point with a velocity vector and no facing. Pre-aligning at 5m/s will make sure you are *travelling* in the right direction, and save whatever little time it takes to accelerate from 0 to 5 m/s.
As long as a ship is at a dead stop, 0 m/s, it will warp in any direction equally quickly.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Ciyrine
Science and Trade Institute Caldari State
40
|
Posted - 2013.07.23 19:24:00 -
[28] - Quote
Cecil Montague wrote:Ciyrine wrote:
1) warp happens at 75% max speed. Acceleration from 0m/s is at its fastest and slows down the closer u get to 100%. So other than facing the right direction(which u do with mwd also) and traveling at 5m/s literally cuts ur warp down from 50s or whatever it is for carriers down to 48.
Honestly I have three carriers and I've never tried this. The biggest problem I can see is how fast you accelerate with a MWD on. If it finishes a cycle and due to the carriers mass you've only accelerated to 20% of you non-MWD top speed then you really aren't getting much out of a mod that hurts your cap which is the lifeblood of a carrier. Ciyrine wrote:
2) hitting a frig with heavy neut will cap it out and it will give u the ability to warp out even if u have to wait till the end of the destabs cycle. Neuts are used on carriers for this purpose. Again maybe its worth the module slot or maybe carriers die to interdictors or cynoed fleets with 20 points. So maybe a neut protecting against one frig pointing u isnt worth the module slot. That kind of meta game module fitting i cant comment on. I just know the neut works on one frig
The problem here is you have to get lucky for one neut to work. Lets say you nuke the frigs cap in a single cycle but his disruptor still has a few seconds left on it. Until the disruptor cycles its effects continue and you can't warp. Now a frigs cap will bounce back very quickly after getting wiped out so that 5 seconds it takes for their disruptor to cycle will probably be enough time for their cap to recover enough to cover the cost of the next cycle of the disruptor so it stays on without a break. You can increase your chances by using a large in conjunction with a smaller faster cycling nuet but tbh why bother when you can sick 15 disposable ECM drones on him and be gone.
The people that recomended the mwd say that u accelerate regular first for 1-3 sec cant remember. Then cycle the mwd and ur gone. If u cycle the mwd first then finish accelerating normal it will take longer.
I like the ecm idea too. Whats that like close to 47% chance of breaking lock per cycle?
You could do both too. Depends how safe u want to be.
|

Ciyrine
Science and Trade Institute Caldari State
40
|
Posted - 2013.07.23 19:41:00 -
[29] - Quote
Tsukino Stareine wrote:
You're not an anything pilot yet, stop trying to sound superior. You are very clueless in a lot of aspects of this game still.
Alignment takes into account your direction as well, it doesn't matter if you're at 75% speed you have to be FACING THE RIGHT DIRECTION to warp, pre-aligning even at 5m/s will save you time because your direction is already established on the server.
Facing the right direction with the MWD on makes it take longer if you weren't already as the MWD adds mass and in turn affects your inertia modifier.
Also who on earth told you it takes 50 seconds for a carrier to align, that's some complete bull right there.
As the previous poster already explained it in more detail I won't go into any more but one heavy neut ain't going to do jack **** to anything if all they need to run is a point.
You're a giant noob, start being more humble or people are going to be less inclined to help you than they already are.
Haha. I know im a newb and make sure everyone knows i am anytime i speak. There are some very knowledgeable vets out there but u are not one of them. Ive only seen 2 types of responses from u. Useless ones that dont contribute anything or half correct which is even worse because wrong info is worse than no info lest a player go chasing a tactic that doesnt work.
If u think neuts, mwd have no place on a ratting carrier then go on with ur bad self for sure ur not a carrier pilot. For the op i told what i know. That mwd = quick warp in case a neut enters. And carrier pilots use neuts and smartbombs. That info coming from actual carrier pilots. I then preface that by saying i dont know all the nuances of how valuable neuts and smartbombs are.
Does a neut give u a 30% chance of capping a frig and wapring off? Maybe u cap them so their prop mods turn off then u melt him almost instantly with drones who couldnt catchup/track the target before. And the frig cant run its tank being reduced to possibly only running the point.
What about the smartbomb? Whats the increase in survival of that module? Im less confident of that modules effectiveness but some people out there are running them.
War kitten explained why 5m/s doesnt make a difference. A stationary carrier will warp off just as fast minus the .5s u might save thanks to already having some acceleration. U wont understand because in ur 4 yrs of playing or however long uve pretty much hit the wall in how advanced ur understanding of the game is going to get. Keep on trucking :) |

Tsukino Stareine
The Red Circle Inc.
552
|
Posted - 2013.07.23 20:15:00 -
[30] - Quote
Oh please this is good :), link me to a post where I've given half-correct info where I haven't acknowledged it and apologised for it. I'm sure there are many since you're so confident about it.
Not all carrier pilots know what they're doing, you will be one of those when you eventually get yourself one.
A neut doesn't have a 30% of capping out a frigate and letting you warp away, the ONLY way that would ever happen is if you managed to cap them out JUST before their point cycle ended. You've got a 20% chance of doing that since a point has a 5 second cycle time and if you fail you have to wait at least 24 seconds before the next attempt. That 20% is further lowered because the frigate might regenerate that 4-19 cap needed to keep the point up the same server tick as when you neut.
The single smartbomb is not as useful as a drone control unit in terms of keeping frigates off you, an extra hobgoblin or Heavy ECM drone is much better.
If you think direction doesn't matter when aligning, try aligning in one direction and then warping in the other, I can guarantee you it will take longer than from standstill or aligned at 5m/s in the right direction.
I have no idea where you pulled 4 years from, I've only been playing eve for just over a year and I will be the first to admit I have a ton of things I can still learn. However I learn in a way that doesn't take the first thing someone says at face value and I challenge something before I "learn" it. You think just because someone flies a carrier means they are good at it and copying them and taking everything they say as 100% fact will be a good path to take.
First of all let me say this: ratting in a carrier is POINTLESS. Carriers used for combat are essentially giant sentry boats with 0 damage bonuses to them, they are slow, have terrible locking speeds (almost 15 seconds for a battleship) and barely make more per tick compared (often not more) to your usual subcap choices because you spend so much time warping to and from sites and locking things.
Additionally: have you considered the logistics behind ratting safely in a carrier? Most people do it with a cyno jammer and have a POS/station they can be safe in. This cannot be done in npc space so you have to rent from an alliance and get permission from them to jam the system. Also cyno jammers do not affect covert ops so you can still be hotdropped by bombers, recons and T3s.
Did you know any of this ;)?
EDIT: and to all your "anti tackle" methods are so useless because a single ship is not going to tackle a carrier without backup. If you get tackled in a carrier with no support 99% of the time you are boned. |
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