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The Sun's Anvil
Jednota Inc
6
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Posted - 2015.02.04 18:54:07 -
[1] - Quote
I'm about 5-7 weeks into the game now. Was originally training for exploration because combat seemed overwhelming but I've gotten a taste for it (and while I've had some "yes!" moments in exploring, they have been bracketed with hours of sheer disappointment).
I'm really torn on which way to go down the Caldari ship/skill tree.
At the end of the career missions I was gifted a Cormorant so by default have been flying it and training hybrid skills, but now I'm wondering if that's the right way to go. I'll be doing a lot of soloing but will hopefully be doing coop with friends as schedules permit. Seems that hybrids are favored when fleeting, missiles being the choice when you are on your own.
Do I understand that correctly? Is it really that black and white? |
Paranoid Loyd
3748
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Posted - 2015.02.04 19:16:55 -
[2] - Quote
For me, hybrids are preferred, train both as they both have their uses, but train hybrids first.
"Gankers are just other players, not supernatural monsters who will get you if you don't follow some arbitrary superstition. Haul responsibly and without irrational fear." Masao Kurata
Fix the Prospect!!!
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Tsukino Stareine
Sock Robbers Inc. Low-Class
954
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Posted - 2015.02.04 19:49:50 -
[3] - Quote
missiles are effective for new players because it removes a lot of what you have to think about while flying.
You activate them and they do damage, simple.
Turrets on the other hand means you have to take tracking into account and while juggling your tank, target priority and cap management that can get overwhelming and there will be many moments of "WHY ISN'T THIS THING DYING???"
On the other hand, training missiles kind of leads you in a cul-de-sac of skillpoints, missile skills will only affect missiles, whereas general gunnery skills will largely apply to all turrets.
In the end I feel it's worth learning how turrets and tracking work early, I did this personally and used drones as a supplement to my early damage (get those tech 2 lights asap) for when my piloting fell short.
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Ralph King-Griffin
Lords.Of.Midnight The Devil's Warrior Alliance
8745
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Posted - 2015.02.04 20:04:04 -
[4] - Quote
Don't completely disregard missiles though, there are a couple of ships that shine with them.
And yes, regardless of what you choose , training light drones to t2 is about as good advice as you're going to get, almost every ship in the game uses drones in some capacity or another so skills points used in them will almost always be relevant.
"I'm also quite confident that you are laughing
and it's the kind of laugh that gives normal people shivers."
=]I[=
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Phig Neutron
Rubicon Cubism
10
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Posted - 2015.02.04 20:16:12 -
[5] - Quote
Gunnery skills will help you if you later decide to fly Gallente, Amarr, or Minmatar ships, while missile skills are not a primary weapon system for most of the other races' ships. In the long run, though, you'll get around to training both -- so pick what you like, and don't worry. |
Xercodo
Vector Galactic Did he say Jump
4109
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Posted - 2015.02.04 20:29:40 -
[6] - Quote
Phig Neutron wrote:Gunnery skills will help you if you later decide to fly Gallente, Amarr, or Minmatar ships, while missile skills are not a primary weapon system for most of the other races' ships. In the long run, though, you'll get around to training both -- so pick what you like, and don't worry.
Minmatar use missile as a secondary weapon system as do amarr
Breacher -> Talwar -> Belicose -> Cyclone -> Typhoon
Vengeance, Malediction, Heretic, Curse (also drones), Sacrilege, Damnation
The Drake is a Lie
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L'ouris
Have Naught Subsidiaries
238
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Posted - 2015.02.04 20:57:19 -
[7] - Quote
what will you be trying to do?
Caldari PVE: Missiles Missiles Missiles
Caldari PVP: Hybrid or Missiles ( Missiles mostly, but some good caldari platforms are only guns these days )
Guns will allow quicker cross train and are awesome.... Missiles open up solo high end PVE ( i.e. money making ) quicker and can be awesome :)
what ship do you look to fly? train that ones weapon systems first.... |
ergherhdfgh
Imperial Academy Amarr Empire
331
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Posted - 2015.02.04 21:27:14 -
[8] - Quote
There are several guides out there that will teach you eve gunnery and tracking. At some point you'll have to learn it eventually but missiles are generally preferred for new players for the reasons already mentioned. Read up on gunnery and you'll get an idea of how it works and probably why most new players don't dive right into. It helps to have a decent grasp of other core game mechanics before you start on the gunnery path.
Missiles definitely have a place in this game beyond just for noobs. Lots of players fly missile boats for lots of reasons and there are caldari missile boat fleets all the time. The important thing to understand is that you will eventually train it all so really all that you are worried about is the very near future as once you've been playing the game for 6 months or a year you'll have a real good idea of what you like and what you don't and what you still would like to try and will be able to form your own skill plans without assistance.
Basic differences are as follows:
missiles have travel time to target and if you or the target dies while the missiles are in flight that dps or damage is lost or wasted. Missiles can also be destroyed in flight for example by smart bombing battleship firewalls (but that is a more complicated PvP fleet doctrine that is not worth getting into here). Missiles fly and hit their target and do damage. As long as you are in range there is little that you can do about missile damage in regards to piloting your ship. It's reliable predictable but a little lower dps.
Guns have more variables. They do damage instantly with no delay so no wasted volleys. Guns have a higher theoretical damage potential but are heavily reliant on how you pilot your ship and in some cases you could be completely missing and doing no damage. In most cases most new players will do more actual damage with missiles or drones than guns. |
BeBopAReBop RhubarbPie
Brawlers Inc.
1418
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Posted - 2015.02.04 21:46:06 -
[9] - Quote
I recommend hybirds and gunnery for two reason.
1. They are easier to cross train with. 2. You have to learn about tracking.
Understanding transversal and learning to control it in combat are two of the most important skills in the game. Missiles only care if you are within range of the target. Learn to deal with transversal offensively early instead of getting yourself into a caracal and hitting f1 on targets.
This is the same reason I recommend assault frigates as an early t2 ship train. They're tanky a hell, but if you fail to keep transversal high against battleships you will be blapped out of the sky.
Also, someone mentioned cross train options for missiles. The minimatar do have a decent t1 missile lineup, but amarr will force you to train for t2 ships. Of the minmatar missile boats, only the breacher and talwar see significant use.
New player resources:
Uni Wiki - General Info
Eve Altruist - PvP
Belligerent Undesirables - High Sec Pvp
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Novah Soul
104
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Posted - 2015.02.04 22:47:55 -
[10] - Quote
I second everyone's suggestion of leaning towards the gunnery skills first, also for all the reasons mentioned. That being said though, missiles are basically easy mode for most pve purposes, and bypass the more annoying ewar aspects of one of the NPC factions you will be facing (Sansha enemies use tracking disruptors which makes guns hard to use).
Although, also in the pve spectrum, there are incursions. With these, your missile skills will be basically useless as the high end groups shun them because of their delayed damage.
TL:DR: Train both, but train guns first.
A man is known by the quality of his friends. - Lex Luthor
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ergherhdfgh
Imperial Academy Amarr Empire
331
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Posted - 2015.02.04 22:49:17 -
[11] - Quote
BeBopAReBop RhubarbPie wrote:I recommend hybirds and gunnery for two reason.
1. They are easier to cross train with. 2. You have to learn about tracking.
Understanding transversal and learning to control it in combat are two of the most important skills in the game. Missiles only care if you are within range of the target. Learn to deal with transversal offensively early instead of getting yourself into a caracal and hitting f1 on targets.
This is the same reason I recommend assault frigates as an early t2 ship train. They're tanky a hell, but if you fail to keep transversal high against battleships you will be blapped out of the sky.
Also, someone mentioned cross train options for missiles. The minimatar do have a decent t1 missile lineup, but amarr will force you to train for t2 ships. Of the minmatar missile boats, only the breacher and talwar see significant use. I agree with BeBop here and say that this is good advice however I'd like to add 2 caveats:
First the learning guns early thing is good advice for people who pick up on games easily and excel quickly and / or are PvP focused and want to learn fast. For those of us that are slower learners or want to focus on other things rather than the more complicated aspects of combat in this game you might want to push that learning curve off by a few months.
Second as far as the ship break-downs he's only giving you the missile specific ships. Minmatar are kind of famous for mixed weapon systems. While it is not as bad as it used to be since the tiericide if you fly Minmatar you are going to need missile skills even for a lot of your gun bonused ships.
I was going to go through and list all the Matar ships that mix guns and missiles but honestly it's a much shorter list to name only the ships that are focused on guns as that list is very short. For T1 you essentially have the Maelstrom has the only general combat ship that is only guns in the high slots. You have the tornado and thrasher that are both T1 all guns in the highs but those are not general combat ships they are a focused niche of high dps glass cannons that generally are not good for PvE or in many cases solo PvP where you need more than just dps. However I'm not the PvP expert so I'll let others talk more to that. |
Hasikan Miallok
Republic University Minmatar Republic
1366
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Posted - 2015.02.05 00:37:50 -
[12] - Quote
Going to depend a lot on where you want to end up.
If it is PvE note that:
1) the two most effective Caldari level IV mission runners, the Rattlesnake and the Golem use missiles
however
2) missiles are not popular in incursion fleets |
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