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Helios Isikari
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Posted - 2006.02.14 06:07:00 -
[1]
Hey, so I started not so long ago (4 Weeks) and thanks to some advice from my corp i've decided to go with Assault Frigates instead of BattleShips or other big ships. I know of course the prereqs for Assault Frigs, but i'm wondering what other skills to get. I know the basics as in a few electronic/engineering/mechanic skills, but if anyones an Assault Frig pilot i'd love it if they gave me their recommended skill set and what lvl's I should train to before I start flying them or point me to a post that reveals all that. Thanks!
~ Helios Isikari: Space Ninja Extraordinaire
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Kryptic1
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Posted - 2006.02.14 06:18:00 -
[2]
Edited by: Kryptic1 on 14/02/2006 06:17:54 T2 small weapons (railguns for caldari and gallente, energy weapons for amarr, projectile for minmatar). T2 Afterburner T2 small armor rep/shield booster T2 Damage mods MAPC (if your setup needs it)
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Kyozoku
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Posted - 2006.02.14 06:35:00 -
[3]
also
capacitor skills 4+ electronics 5 advanced weapon upgrades 4+ rapid firing & surgical stike 4+ resist skills (not vital but damn nice to have)
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Joerd Toastius
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Posted - 2006.02.14 10:36:00 -
[4]
You don't need adv weapons upgrades to fly an AF. The fit will be tighter, and it's something you should aim for, but it's nothing like as important as good cap skills IMO
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Sacred Badger
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Posted - 2006.02.14 13:34:00 -
[5]
Originally by: Joerd Toastius You don't need adv weapons upgrades to fly an AF. The fit will be tighter, and it's something you should aim for, but it's nothing like as important as good cap skills IMO
Bang on. I've not even got to training Adv Weapon Upgrades yet, but I run my Enyo with T2 125mm rails (x4), and my Ishkur with T2 Light Ions (x3) Admittdedly I use a PDU in a low slot, but that helps my cap out too...
Once Adv WU is trained then the Ions will become Neutrons and the PDU's will be dropped for a Mag Stab II's.
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Helios Isikari
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Posted - 2006.02.14 20:24:00 -
[6]
Definitely thanks for the input guys, really helps to have experienced Assault Frig pilots giving tips, in my corp there's a few people going for it but nobody has done it yet. To the last two posts especially thanks for clearing up the weapon issues, was afraid it would take forever!
~ Helios Isikari: Space Ninja Extraordinaire
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Grimwalius d'Antan
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Posted - 2006.02.14 20:48:00 -
[7]
Anyone wanting to put decent mods on any combat ship needs Advanced Weapon Upgrades to 4, although it is not a necessity if you're still NPCing only.
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Joerd Toastius
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Posted - 2006.02.15 01:43:00 -
[8]
Originally by: Grimwalius d'Antan Anyone wanting to put decent mods on any combat ship needs Advanced Weapon Upgrades to 4, although it is not a necessity if you're still NPCing only.
This is patently untrue as a generalisation. Even at 4 it's reducing the power draw per gun by what, 8%? On a grid-starved ship it's an issue, sure, and if you're lucky it may even reduce the power draw by enough to sneak on that extra module you want, but in many situations it's worthless. As a relevant example my Retribution setup didn't have enough grid for the small Nos I wanted to fit at Adv Upgrades 0, it doesn't have the grid at Adv 4 and it won't have it at Adv 5 either, last time I checked. In this particular case the skill is entirely useless.
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Hasham Abbas
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Posted - 2006.02.15 10:31:00 -
[9]
i don't have T2 small guns on my alts ishkur, i used anode ion blasters and i'm able to kill 7 mil bounty battleships just fine. of course, working upto T2 would help me kill them that much faster, so i will train the skills. but just to say, you don't need T2 guns before you can do stuff with your AF.
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Grimwalius d'Antan
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Posted - 2006.02.15 22:22:00 -
[10]
Originally by: Joerd Toastius
Originally by: Grimwalius d'Antan Anyone wanting to put decent mods on any combat ship needs Advanced Weapon Upgrades to 4, although it is not a necessity if you're still NPCing only.
This is patently untrue as a generalisation. Even at 4 it's reducing the power draw per gun by what, 8%? On a grid-starved ship it's an issue, sure, and if you're lucky it may even reduce the power draw by enough to sneak on that extra module you want, but in many situations it's worthless. As a relevant example my Retribution setup didn't have enough grid for the small Nos I wanted to fit at Adv Upgrades 0, it doesn't have the grid at Adv 4 and it won't have it at Adv 5 either, last time I checked. In this particular case the skill is entirely useless.
Almost all my setups are fully reliant on Advanced Weapon Upgrades 4, and I have several theoretical setups that I won't be able to try until I fix Advanced Weapon Upgrades 5. 2% is ALOT on any ship, because module fitting requirements are scaled proportionally with ship class PG. Something 0.16 PG per gun per level might not sound like alot, when looking at frig guns, but it will actually make the difference between being able to fit the hungriest T2 mods or having to fall back on expensive named ones. Sometimes it is the matter of being able to squeeze on Neutrons instead of Ions. Sometimes, going from level 3 to 4 will allow you to fit a plate to your current setup.
This sort of high end stuff doesn't matter for NPCing, but NPCing has nothing to do with ship performance in Eve.
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Helios Isikari
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Posted - 2006.02.15 23:29:00 -
[11]
The general vibe i'm getting from the last few posts is that skills such as Adv. Wep Upgrades are important in PvP, but for NPC's (ie Mission Runnnig) it dosen't matter all that much. I don't really want to PvP too much, but I want to be good enough to protect myself and my corp members from pirates so i've decided i'll definitely train that up ASAP as soon as I have the pre-reqs / basics down.
Definitely another thank you to everyone who's given me advice, and if there's anything else you can think of (In the way of skills involving shields, repair, cap, whatever) that hasen't been mentioned yet then please do!
~ Helios Isikari: Space Ninja Extraordinaire
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