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F'nog
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Posted - 2006.02.27 03:31:00 -
[31]
I'm getting a little tired of seeing all the "What skills do I need to fly this ship properly" threads, so I'm borrowing from Sarmaul and writing this handy guide.
Most people asking these questions seem to be under the assumption that they need a couple skills to fly something well. Unfortunately that's not the case. So here are the skills you'll want to train with some reasons why:
Skills useful for all ships (very high priority - should be trained to a minimum of IV): Electronics (fit more stuff)
Engineering (fit more stuff) Energy Management (more cap/use MAPC) Energy Systems Operation (cap regenerates quicker) Shield Management (more shields - harder to kill) Shield Operations (regenerate shield quicker)
Mechanic (more structure - harder to kill) Hull Upgrades (more armor - harder to kill)
Navigation (fly faster) Evasive Maneuvering (turn quicker) Warp Drive Ops (warp farther)
Spaceship Command (turn quicker)
Skills useful for combat ships (high priority - train to at least III): *Drones* Drones (use drones) Scout Drone Ops (use combat drones) Drone support skills
*Electronics* Long Range Targeting (target farther) Signature Analysis (target quicker) Targeting (target more ships)
*Engineering* Energy Grid Upgrades (use PDS, RCU)
*Gunnery and/or Missile Launcher Ops (depends on race)* Gunnery/Missile Launcher Ops (see above) All Support Gunnery/Missile skills (as above) Weapons Upgrades (fit more stuff) Advanced Weapons Upgrades (fit more stuff)
*Mechanic* Repair Systems (don't have to pay to repair ships)
*Navigation* Acceleration Control (go faster w/AB/MWD) Afterburner (go faster) Fuel Conservation (use less cap) High Speed Maneuvering (use MWDs)
Add to these the prereqs for the ship you want to fly and the weapons you'll use (T2 is a good aim too) plus the tanking skills, armor or shield, and you're set to start using them. But only actual experience with them will really make you a proficient pilot.
Originally by: Bl4zer But, cmon, this is the Eve forums, we don't let facts get in the way of pointless speculation.
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F'nog
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Posted - 2006.02.27 03:31:00 -
[32]
I'm getting a little tired of seeing all the "What skills do I need to fly this ship properly" threads, so I'm borrowing from Sarmaul and writing this handy guide.
Most people asking these questions seem to be under the assumption that they need a couple skills to fly something well. Unfortunately that's not the case. So here are the skills you'll want to train with some reasons why:
Skills useful for all ships (very high priority - should be trained to a minimum of IV): Electronics (fit more stuff)
Engineering (fit more stuff) Energy Management (more cap/use MAPC) Energy Systems Operation (cap regenerates quicker) Shield Management (more shields - harder to kill) Shield Operations (regenerate shield quicker)
Mechanic (more structure - harder to kill) Hull Upgrades (more armor - harder to kill)
Navigation (fly faster) Evasive Maneuvering (turn quicker) Warp Drive Ops (warp farther)
Spaceship Command (turn quicker)
Skills useful for combat ships (high priority - train to at least III): *Drones* Drones (use drones) Scout Drone Ops (use combat drones) Drone support skills
*Electronics* Long Range Targeting (target farther) Signature Analysis (target quicker) Targeting (target more ships)
*Engineering* Energy Grid Upgrades (use PDS, RCU)
*Gunnery and/or Missile Launcher Ops (depends on race)* Gunnery/Missile Launcher Ops (see above) All Support Gunnery/Missile skills (as above) Weapons Upgrades (fit more stuff) Advanced Weapons Upgrades (fit more stuff)
*Mechanic* Repair Systems (don't have to pay to repair ships)
*Navigation* Acceleration Control (go faster w/AB/MWD) Afterburner (go faster) Fuel Conservation (use less cap) High Speed Maneuvering (use MWDs)
Add to these the prereqs for the ship you want to fly and the weapons you'll use (T2 is a good aim too) plus the tanking skills, armor or shield, and you're set to start using them. But only actual experience with them will really make you a proficient pilot.
Originally by: Bl4zer But, cmon, this is the Eve forums, we don't let facts get in the way of pointless speculation.
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F'nog
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Posted - 2006.02.27 03:31:00 -
[33]
I'm getting a little tired of seeing all the "What skills do I need to fly this ship properly" threads, so I'm borrowing from Sarmaul and writing this handy guide.
Most people asking these questions seem to be under the assumption that they need a couple skills to fly something well. Unfortunately that's not the case. So here are the skills you'll want to train with some reasons why:
Skills useful for all ships (very high priority - should be trained to a minimum of IV): Electronics (fit more stuff)
Engineering (fit more stuff) Energy Management (more cap/use MAPC) Energy Systems Operation (cap regenerates quicker) Shield Management (more shields - harder to kill) Shield Operations (regenerate shield quicker)
Mechanic (more structure - harder to kill) Hull Upgrades (more armor - harder to kill)
Navigation (fly faster) Evasive Maneuvering (turn quicker) Warp Drive Ops (warp farther)
Spaceship Command (turn quicker)
Skills useful for combat ships (high priority - train to at least III): *Drones* Drones (use drones) Scout Drone Ops (use combat drones) Drone support skills
*Electronics* Long Range Targeting (target farther) Signature Analysis (target quicker) Targeting (target more ships)
*Engineering* Energy Grid Upgrades (use PDS, RCU)
*Gunnery and/or Missile Launcher Ops (depends on race)* Gunnery/Missile Launcher Ops (see above) All Support Gunnery/Missile skills (as above) Weapons Upgrades (fit more stuff) Advanced Weapons Upgrades (fit more stuff)
*Mechanic* Repair Systems (don't have to pay to repair ships)
*Navigation* Acceleration Control (go faster w/AB/MWD) Afterburner (go faster) Fuel Conservation (use less cap) High Speed Maneuvering (use MWDs)
Add to these the prereqs for the ship you want to fly and the weapons you'll use (T2 is a good aim too) plus the tanking skills, armor or shield, and you're set to start using them. But only actual experience with them will really make you a proficient pilot.
Originally by: Bl4zer But, cmon, this is the Eve forums, we don't let facts get in the way of pointless speculation.
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Herko Kerghans
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Posted - 2006.02.27 07:23:00 -
[34]
*raises both thumbs*
I'd add a word about EW (propulsion jamming above all; webbers and warp scramblers are perhaps the most common modules in combat setups), but a great, clear and concise list anyway.
Barriers - an EVE novel |
Herko Kerghans
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Posted - 2006.02.27 07:23:00 -
[35]
*raises both thumbs*
I'd add a word about EW (propulsion jamming above all; webbers and warp scramblers are perhaps the most common modules in combat setups), but a great, clear and concise list anyway.
Barriers - an EVE novel |
Herko Kerghans
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Posted - 2006.02.27 07:23:00 -
[36]
*raises both thumbs*
I'd add a word about EW (propulsion jamming above all; webbers and warp scramblers are perhaps the most common modules in combat setups), but a great, clear and concise list anyway.
Barriers - an EVE novel |
Herko Kerghans
|
Posted - 2006.02.27 07:23:00 -
[37]
*raises both thumbs*
I'd add a word about EW (propulsion jamming above all; webbers and warp scramblers are perhaps the most common modules in combat setups), but a great, clear and concise list anyway.
Barriers - an EVE novel |
Herko Kerghans
|
Posted - 2006.02.27 07:23:00 -
[38]
*raises both thumbs*
I'd add a word about EW (propulsion jamming above all; webbers and warp scramblers are perhaps the most common modules in combat setups), but a great, clear and concise list anyway.
Barriers - an EVE novel |
Herko Kerghans
|
Posted - 2006.02.27 07:23:00 -
[39]
*raises both thumbs*
I'd add a word about EW (propulsion jamming above all; webbers and warp scramblers are perhaps the most common modules in combat setups), but a great, clear and concise list anyway.
Barriers - an EVE novel |
Herko Kerghans
|
Posted - 2006.02.27 07:23:00 -
[40]
*raises both thumbs*
I'd add a word about EW (propulsion jamming above all; webbers and warp scramblers are perhaps the most common modules in combat setups), but a great, clear and concise list anyway.
Barriers - an EVE novel |
|
Herko Kerghans
|
Posted - 2006.02.27 07:23:00 -
[41]
*raises both thumbs*
I'd add a word about EW (propulsion jamming above all; webbers and warp scramblers are perhaps the most common modules in combat setups), but a great, clear and concise list anyway.
Barriers - an EVE novel |
Herko Kerghans
|
Posted - 2006.02.27 07:23:00 -
[42]
*raises both thumbs*
I'd add a word about EW (propulsion jamming above all; webbers and warp scramblers are perhaps the most common modules in combat setups), but a great, clear and concise list anyway.
Barriers - an EVE novel |
Herko Kerghans
|
Posted - 2006.02.27 07:23:00 -
[43]
*raises both thumbs*
I'd add a word about EW (propulsion jamming above all; webbers and warp scramblers are perhaps the most common modules in combat setups), but a great, clear and concise list anyway.
Barriers - an EVE novel |
Herko Kerghans
|
Posted - 2006.02.27 07:23:00 -
[44]
*raises both thumbs*
I'd add a word about EW (propulsion jamming above all; webbers and warp scramblers are perhaps the most common modules in combat setups), but a great, clear and concise list anyway.
Barriers - an EVE novel |
Herko Kerghans
|
Posted - 2006.02.27 07:23:00 -
[45]
*raises both thumbs*
I'd add a word about EW (propulsion jamming above all; webbers and warp scramblers are perhaps the most common modules in combat setups), but a great, clear and concise list anyway.
Barriers - an EVE novel |
Herko Kerghans
|
Posted - 2006.02.27 07:23:00 -
[46]
*raises both thumbs*
I'd add a word about EW (propulsion jamming above all; webbers and warp scramblers are perhaps the most common modules in combat setups), but a great, clear and concise list anyway.
Barriers - an EVE novel |
Herko Kerghans
|
Posted - 2006.02.27 07:23:00 -
[47]
*raises both thumbs*
I'd add a word about EW (propulsion jamming above all; webbers and warp scramblers are perhaps the most common modules in combat setups), but a great, clear and concise list anyway.
Barriers - an EVE novel |
Kayl Breinhar
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Posted - 2006.02.27 07:25:00 -
[48]
My rule of thumb is always train one ship skill past the prereq (unless the next skill is Level V on a Rank 4 or higher skill).
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Kayl Breinhar
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Posted - 2006.02.27 07:25:00 -
[49]
My rule of thumb is always train one ship skill past the prereq (unless the next skill is Level V on a Rank 4 or higher skill).
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Kayl Breinhar
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Posted - 2006.02.27 07:25:00 -
[50]
My rule of thumb is always train one ship skill past the prereq (unless the next skill is Level V on a Rank 4 or higher skill).
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Kayl Breinhar
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Posted - 2006.02.27 07:25:00 -
[51]
My rule of thumb is always train one ship skill past the prereq (unless the next skill is Level V on a Rank 4 or higher skill).
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Kayl Breinhar
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Posted - 2006.02.27 07:25:00 -
[52]
My rule of thumb is always train one ship skill past the prereq (unless the next skill is Level V on a Rank 4 or higher skill).
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Kayl Breinhar
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Posted - 2006.02.27 07:25:00 -
[53]
My rule of thumb is always train one ship skill past the prereq (unless the next skill is Level V on a Rank 4 or higher skill).
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Kayl Breinhar
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Posted - 2006.02.27 07:25:00 -
[54]
My rule of thumb is always train one ship skill past the prereq (unless the next skill is Level V on a Rank 4 or higher skill).
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Kayl Breinhar
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Posted - 2006.02.27 07:25:00 -
[55]
My rule of thumb is always train one ship skill past the prereq (unless the next skill is Level V on a Rank 4 or higher skill).
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Kayl Breinhar
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Posted - 2006.02.27 07:25:00 -
[56]
My rule of thumb is always train one ship skill past the prereq (unless the next skill is Level V on a Rank 4 or higher skill).
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Kayl Breinhar
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Posted - 2006.02.27 07:25:00 -
[57]
My rule of thumb is always train one ship skill past the prereq (unless the next skill is Level V on a Rank 4 or higher skill).
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Kayl Breinhar
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Posted - 2006.02.27 07:25:00 -
[58]
My rule of thumb is always train one ship skill past the prereq (unless the next skill is Level V on a Rank 4 or higher skill).
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Kayl Breinhar
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Posted - 2006.02.27 07:25:00 -
[59]
My rule of thumb is always train one ship skill past the prereq (unless the next skill is Level V on a Rank 4 or higher skill).
|
Kayl Breinhar
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Posted - 2006.02.27 07:25:00 -
[60]
My rule of thumb is always train one ship skill past the prereq (unless the next skill is Level V on a Rank 4 or higher skill).
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