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Thomas Hace
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Posted - 2006.12.01 00:38:00 -
[1]
How do I upgrade my Caldari Frigate level? I am currently at Frigate II (trained 4 times, whatever thats called) and I want to have Caldari Friage III. Do I just train past level 5?
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GC13
Caldari FATAL REVELATIONS Lotka Volterra
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Posted - 2006.12.01 00:51:00 -
[2]
The rank of a skill is static (everybody has the same rank on a given skill), and is only used as a multiplier for how many skill points you need to get a given level (i.e. rank 2 takes twice as many sp as rank 1, rank 6 requires six times as many as rank 1, etc...).
So no, you cannot go beyond level five in a given skill.
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Science and Industry guide Eve and roleplaying games blog |

Thomas Hace
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Posted - 2006.12.01 00:55:00 -
[3]
Then how do I get Frigate III? There only seems to be one Caldari Frigate skill.
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GC13
Caldari FATAL REVELATIONS Lotka Volterra
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Posted - 2006.12.01 00:57:00 -
[4]
When it asks for Caldari Frigate III it is asking for level three in the skill.
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Science and Industry guide Eve and roleplaying games blog |

Thomas Hace
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Posted - 2006.12.01 01:01:00 -
[5]
My Character Sheet says: Caldari Frigate Rank: (2) Level 4. Does this mean I have the Frigate III skill?
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GC13
Caldari FATAL REVELATIONS Lotka Volterra
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Posted - 2006.12.01 01:05:00 -
[6]
Yes, you can fly a ship that needs Caldari Frigate III, since it wants you to have that skill at at least level three.
That statement there on your character sheet means you have the skill "Caldari Frigate" which takes twice as long as a rank one skill to train, and you currently have that skill at level four.
And note that in a ship's description, the listed bonus at the bottom is per level in the primary skill required to fly it.
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Science and Industry guide Eve and roleplaying games blog |

Thomas Hace
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Posted - 2006.12.01 01:09:00 -
[7]
Thanks a lot!
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SpaceDrake Taleweaver
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Posted - 2006.12.01 01:21:00 -
[8]
Originally by: Thomas Hace Edited by: Thomas Hace on 01/12/2006 01:13:46 Thanks a lot! While I'm at it, I have another ship question. Can you only equip the number of launchers or turrets you have hardpoints for? For example if a frig has 2 launcher points and 2 turret points, can I attach 3 launchers?
If you have two launcher hardpoints, don'cha think it might be hard to shoehorn a third launcher onto there? Yes, launchers and turrets are limited by the number of hardpoints, which may not match the number of available high-power slots. --- What good are actions if there's no one to tell the tale afterward?...
Former player of Andre Ricard (sold). Currently plays a Sekrit CharacterÖ. |

Thomas Hace
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Posted - 2006.12.01 01:37:00 -
[9]
What good are more hardpoints than hi slots?
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GC13
Caldari FATAL REVELATIONS Lotka Volterra
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Posted - 2006.12.01 01:40:00 -
[10]
Originally by: Thomas Hace What good are more hardpoints than hi slots?
Versatility. For instance, the Ferox has eight high slots, five turret hardpoints, and five launcher hardpoints. The Moa is 6-4-2. The Moa will therefore always have four turrets and two missiles, while the Ferox can go with the popular five missile setup, a five rail setup, some weird 4-4 mix, or whatever. "The problem is choice." -Neo.
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Science and Industry guide Eve and roleplaying games blog |

Thomas Hace
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Posted - 2006.12.01 01:46:00 -
[11]
Might as well keep the questions coming. Currently I have a 125 mm autocannon and a medium modal pulse laser fitted to my Caldari Bantam. What is usually considered more powerful: lasers, projectiles, missiles; and what are the big advantages/disadvantages. I'm planning on upgrading to the cormorant destroyer.
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GC13
Caldari FATAL REVELATIONS Lotka Volterra
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Posted - 2006.12.01 01:50:00 -
[12]
Originally by: Thomas Hace Might as well keep the questions coming. Currently I have a 125 mm autocannon and a medium modal pulse laser fitted to my Caldari Bantam. What is usually considered more powerful: lasers, projectiles, missiles; and what are the big advantages/disadvantages. I'm planning on upgrading to the cormorant destroyer.
You are completely ignoring the hybrid turrets that are the Caldari gun of choice.
Missiles are easier for newbies to start with as they don't need to worry about optimal range or transversal velocity, but turrets are nice when you get your skills up for their higher damage and instant damage.
Get a Merlin before getting the Cormorant; as much as I liked my Cormorant (even before they got their massive HP boost), the Merlin is plenty of ship to start with.
And... About your guns... Take that laser off, take that projectile turret off, and buy yourself some 125mm railguns. 
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Science and Industry guide Eve and roleplaying games blog |

montedis
Caldari
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Posted - 2006.12.01 01:58:00 -
[13]
each ship usually has its strenghts and weekness. some ships have bonus to "hybrid turrets per level"
there is no one better than other.
if your calderi , then i sugest you stick to hybrid turrets. as their ships will have hybrid turrets throughout the calderi ship line. other races have other sweet spots
Try reading A new player's guide to ships, systems, and equipment
and a guide to turret tracking
============================================ If a star explodes in a system, and there is no one there to Witness it. Did it really explode ??? ============================================ |

Guile D'Verde
Caldari The Crescent Order
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Posted - 2006.12.01 02:20:00 -
[14]
Follow GC13's advice.
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Sahjahn
Caldari
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Posted - 2006.12.01 13:53:00 -
[15]
Simple rule for Caldari (although like all rules it can be broken):
Hybrid Turrets or Missiles and Shield tanking.
In most classes (frigates, cruiser etc) you will have a ship that is better at one than the other. This is identifiable by the bonus's it receives.
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Serret Nevets
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Posted - 2006.12.01 18:59:00 -
[16]
And by the way, since you have lvl 4 done in Caldari Frig, you can train for cruisers. A word of advice though, learn to fly frigs better. Don't rush into the bigger ships before you can fit them. You'll regret it through loss.
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Sakura Nihil
Tabula Rasa Systems The Star Fraction
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Posted - 2006.12.01 21:53:00 -
[17]
I can vouch for GC13's expertise here .
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