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Solg
Mass Murder Aggregate
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Posted - 2007.01.03 03:42:00 -
[1]
I hear everyone saying that destroyers are very skill intensive to use properly.
What skills should I have trained before getting a destroyer?
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Vyyrus
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Posted - 2007.01.03 04:28:00 -
[2]
They come with a lot of turret hardpoints. The only downside is it comes with a low cpu and powergrid. I would get cpu upgrades and powergrid upgrades for a destroyer. However, I do use destroyers a lot but cruisers seem a lot better.
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Jameroz
Independent Frontiers Chorus of Dawn
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Posted - 2007.01.03 04:30:00 -
[3]
Edited by: Jameroz on 03/01/2007 04:34:04 Dunno what are good levels to start flying destroyer but here all the nice skills
Caldari and Minmatar got 7 turret slots, 1 missile slot (nos?). Add missile skills if you want some extra damage. Gallente and Amarr 8 turret slots.
They're hard to fit so you need Engineering 5 Electronics 5 Weapon Upgrades 5 Advanced Weapon Upgrades 5 and probably the few other skills that reduce requirements for only certain mods. Electronics Upgrades 5 Energy Grid Upgrades 5
High turrets skills are important. Controlled Burst 5 (Not for Minmatar) Gunnery 5 Motion Prediction 5 Rapid Firing 5 Sharpshooter 5 Surgical Strike 5 Trajectory Analysis 5 Small ??? Turret 5 (Depending on race) Small ??? Specialization 5 (Depending on race)
Mechanic 5
Tanking skills (Armor): Hull Upgrades 5 Repair Systems 5
Tanking skills (Shield): Shield Management 5 Shield Compensation 5 Shield Operation 5 Tactical Shield Manipulation (1 for tech1 hardeners, 4 for tech2)
Capacitor skills: Energy Management 5 Energy Systems Operation 5
Navigation skills to duck the ammo chuck at you: Navigation 5 Evasive Maneuvering 5 Warp Drive Operation 5 (Don't want to lose all the cap on warps) Spaceship Command 5
Maybe some AB/MWD skills? Acceleration Control 5 Afterburner 5 High Speed Maneuvering 5 Fuel Conversation 5
All the must have targeting skills: Targeting 5 Long Range Targeting 5 Signature Analysis 5
And let's not forget Destroyer 5
Also if you want you can still add some propulsion jamming, electronic warfare etc.
After all that you'll be one kickass destroyer pilot. Time to train for Interdictor.
Independent Frontiers is recruiting |
Illuminaty
ISS Navy Task Force Interstellar Starbase Syndicate
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Posted - 2007.01.03 08:18:00 -
[4]
Originally by: Jameroz Edited by: Jameroz on 03/01/2007 04:38:54 Dunno what are good levels to start flying destroyer but here all the nice skills
Caldari and Minmatar got 7 turret slots, 1 missile slot (nos?). Add missile skills if you want some extra damage. Gallente and Amarr 8 turret slots.
They're hard to fit so you need Engineering 5 *check Electronics 5 *check Weapon Upgrades 5 *check Advanced Weapon Upgrades 5 *check and probably the few other skills that reduce requirements for only certain mods. Electronics Upgrades 5 *check Energy Grid Upgrades 5 -Sigh, only IV
High turrets skills are important. Controlled Burst 5 (Not for Minmatar) *check Gunnery 5 *check Motion Prediction 5 *check Rapid Firing 5 *check Sharpshooter 5 *check Surgical Strike 5 *check Trajectory Analysis 5 *check Small ??? Turret 5 (Depending on race) *check 2x Small ??? Specialization 5 (Depending on race) -Sigh, only IV
Mechanic 5 *check
Tanking skills (Armor): Hull Upgrades 5 -Sigh, only IV (no ENAMII, boo hoo) Repair Systems 5 -You don't tank destroyers
Tanking skills (Shield): Shield Management 5 -Sigh, only IV Shield Compensation 5 -You don't tank destroyers Shield Operation 5 -You don't tank destroyers Tactical Shield Manipulation (1 for tech1 hardeners, 4 for tech2) -You don't tank destroyers
Capacitor skills: Energy Management 5 Sigh, only IV (lame) Energy Systems Operation 5 *check
Navigation skills to duck the ammo chuck at you: Navigation 5 *check Evasive Maneuvering 5 *check Warp Drive Operation 5 (Don't want to lose all the cap on warps) *check Spaceship Command 5 *check
Maybe some AB/MWD skills? Acceleration Control 5 -You don't use speed mods on destroyers Afterburner 5 -You don't use speed mods on destroyers High Speed Maneuvering 5 -You don't use speed mods on destroyers Fuel Conversation 5 -You don't use speed mods on destroyers
All the must have targeting skills: Targeting 5 - Um, no Long Range Targeting 5 -lol, oh god mine is I, don't tell Signature Analysis 5 -lol, only III too. I suck with the stuff that beeps, blinks and has dials on it.
And let's not forget Destroyer 5 *check
Also if you want you can still add some propulsion jamming, electronic warfare etc. -"Um, no" to the electronic warfare on destroyers, but *check to the prop jamming V.
After all that you'll be one kickass destroyer pilot. Time to train for Interdictor. Tho with Interdictor you'll want to have missile skills done too because most of them don't have 7 turret slots anymore. Sabre (Minmatar) only one still having all 7.
Guess I'm not ready to fly destroyers yet.
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Arleonenis
Minmatar Republic Defenders
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Posted - 2007.01.03 13:06:00 -
[5]
ummmm for destroyers?
kamikaze level 5
Im not english native speaker, so for all those US players that think english is the language of the universe: dont point mistakes or write something in my language so I can laugh |
Kirith Kodachi
Interstellar Privateers Of Res Communis
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Posted - 2007.01.03 16:01:00 -
[6]
Best skill for flying Destroyers? How about Cruiser Lvl 1.
Seriously, Destroyers are so underpowered in the Powergrid and CPU areas that arming them is difficult and then they can't take on anything that a well equipped and skilled T1 frigate can't take on. Go for the Cruisers and avoid the destroyer trap, so speaketh the voice of experience.
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KillerOfMacros
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Posted - 2007.01.03 16:53:00 -
[7]
Destroyers are a nitch or role type ship, once people actually understand that they will do a little better.
To fly a destroyer well you need to "be able" to fit 8 racial tech 2 guns (with gunnery supports to at least 3 if not 4), tech 2 sensor boosters, tech 2 damage mods.
A destroyer is not the ship you take in to "Tank" the damage, it's the ship you take in to wipe out the frigates that BS's have a semi difficult time with (everyone yells drones drones at this point... I guess). They are also the ships that take out the scrabling/webbing ships on level 4's so that if you need to leave you can.
Once again you need to know that the main purpose of a destroyer is to wipe out frigates and interceptors. For running missions, you may wish to use it for that.
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Illuminaty
ISS Navy Task Force Interstellar Starbase Syndicate
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Posted - 2007.01.03 17:01:00 -
[8]
Originally by: Kirith Kodachi Best skill for flying Destroyers? How about Cruiser Lvl 1.
Seriously, Destroyers are so underpowered in the Powergrid and CPU areas that arming them is difficult and then they can't take on anything that a well equipped and skilled T1 frigate can't take on. Go for the Cruisers and avoid the destroyer trap, so speaketh the voice of experience.
I don't really agree.
Destroyers have sufficent powergrid to fit a full rack of long range guns and fill their mids and lows with tracking computers, sensor boosters, damage mods and any other sniper module. They are micro-sniper ships with superior tracking.
Their powergrid is compleatly sufficent for that role.
While a destroyer may not be able to take on more than what a T1 frig could take on in PvE, in PvP destroyers are useful in that they can lock quickly, track well, and have good range. They are very capable of engaging and destroying tacklers and support ships.
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Sanzorz
Amarr Ministry of War
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Posted - 2007.01.04 04:02:00 -
[9]
Skill sensitive? No way.
People say it is hard to fit a destroyer, yet I had no problem fitting one up with 8 beam lasers, AB, repper, resitance plating and some armor plates.
It was a total sniper boat for that matter, and I did alot of level 1 missions or up to 0.5 sector ratting easily.
Also note this was the first thing I went for instead of cruisers.
Regarding shield skills, then you shouldn't waste your time with them. At least not as Amarr. You live on armor as Amarr. Sure, the extra shield can help for some hits, but going for hardernes seems weird for shield when you have AB and 8 guns firing :-P
Ofcourse that will be less painful when you raise your skills.
--- Currently flying a PvE geared Crusader.. |
Shan'Talasha Mea'Questa
The Perfect Harvesting Experience
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Posted - 2007.01.05 19:39:00 -
[10]
Originally by: Jameroz Edited by: Jameroz on 03/01/2007 04:38:54 Dunno what are good levels to start flying destroyer but here all the nice skills
Caldari and Minmatar got 7 turret slots, 1 missile slot (nos?). Add missile skills if you want some extra damage. Gallente and Amarr 8 turret slots.
They're hard to fit so you need Engineering 5 Electronics 5 Weapon Upgrades 5 Advanced Weapon Upgrades 5 and probably the few other skills that reduce requirements for only certain mods. Electronics Upgrades 5 Energy Grid Upgrades 5
High turrets skills are important. Controlled Burst 5 (Not for Minmatar) Gunnery 5 Motion Prediction 5 Rapid Firing 5 Sharpshooter 5 Surgical Strike 5 Trajectory Analysis 5 Small ??? Turret 5 (Depending on race) Small ??? Specialization 5 (Depending on race)
Mechanic 5
Tanking skills (Armor): Hull Upgrades 5 Repair Systems 5
Tanking skills (Shield): Shield Management 5 Shield Compensation 5 Shield Operation 5 Tactical Shield Manipulation (1 for tech1 hardeners, 4 for tech2)
Capacitor skills: Energy Management 5 Energy Systems Operation 5
Navigation skills to duck the ammo chuck at you: Navigation 5 Evasive Maneuvering 5 Warp Drive Operation 5 (Don't want to lose all the cap on warps) Spaceship Command 5
Maybe some AB/MWD skills? Acceleration Control 5 Afterburner 5 High Speed Maneuvering 5 Fuel Conversation 5 Shan says: "Seriously, are you that lonely in space... you have to talk to your fuel ?"
All the must have targeting skills: Targeting 5 Long Range Targeting 5 Signature Analysis 5
And let's not forget Destroyer 5
Also if you want you can still add some propulsion jamming, electronic warfare etc.
After all that you'll be one kickass destroyer pilot. Time to train for Interdictor. Tho with Interdictor you'll want to have missile skills done too because most of them don't have 7 turret slots anymore. Sabre (Minmatar) only one still having all 7.
I belief the OP was asking what is needed, not what a wet dream would be.
Needed/preferred.
Engineering 4-5 Electronics 4-5 Weapon Upgrades 1-4 Energy Grid Upgrades 2-4
Gunnery 3-4 Motion Prediction 3-4 Rapid Firing 3-4 Sharpshooter 3-4 Surgical Strike 3-4 Small Turret 3-4
Tanking skills (Armor): Hull Upgrades 3-5 Repair Systems 3-4 (3 is preq for a T2 small repper)
Tanking skills (Shield): Shield Management 3-4 Shield Compensation 3-4 Shield Operation 3-5
Capacitor skills: Energy Management 4 (a must for the Micro Auxillary Power Core I) Energy Systems Operation 3-5
Navigation skills to duck the ammo chuck at you: Navigation 4-5 Evasive Maneuvering 1-5 Spaceship Command 3-5
Maybe some AB/MWD skills? Acceleration Control 1-4 Afterburner 4 High Speed Maneuvering 1-3 (3 allows T2 1mn MWD) Fuel Conservation 3-4
All the must have targeting skills: Targeting 2-4 Long Range Targeting 1-4 Signature Analysis 1-5
And let's not forget Destroyer 1-5
This may feel a bit more realistic.
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Nore Auratis
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Posted - 2007.01.06 11:58:00 -
[11]
I am flying a Coercer (Amarr destroyer). 1.8m SP, 1m of them in learnings.
The ship is fine - For any lvl 1 mission - For some lvl 2 missions (but not recommended, lack of mid slots and bad tank) - For belt ratting. I can kill a group consisting of up to 3 BC rats without having to warp out, which is not possible in my frig (DPS issue) - For salvaging. When ratting in low-sec systems without station, I usually fit one salvager
Skills: Any skill increasing cap/improving cap recharge proved helpful. But this might be different with other races' destroyers, of course.
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Enaria Ferenic
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Posted - 2007.01.06 12:24:00 -
[12]
Originally by: Nore Auratis I am flying a Coercer (Amarr destroyer). 1.8m SP, 1m of them in learnings.
The ship is fine - For any lvl 1 mission - For some lvl 2 missions (but not recommended, lack of mid slots and bad tank) - For belt ratting. I can kill a group consisting of up to 3 BC rats without having to warp out, which is not possible in my frig (DPS issue) - For salvaging. When ratting in low-sec systems without station, I usually fit one salvager
Skills: Any skill increasing cap/improving cap recharge proved helpful. But this might be different with other races' destroyers, of course.
Agree, also ratting 0.5/0.4 with a Coercer, 1,812,115 SP's (mostly in Learning and Gunnery). What restricts me is Cap and PG, so i'm training up Engineering to Lvl5. I've been able to take on 1 belt BS or 2-3 belt BC's with 5 meduim beams fitted with Gamma crystals (all other belt rats are click F1 to F5 and 2/3 slavo's dispose of them). Only downside is i need 2 RCU's to keep everything going (and a Repper + Rat specific Hardener is a must).
This Char ia an Alt.
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Skraeling Shortbus
Caldari Gallente Federal Bank Ratel Alliance
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Posted - 2007.01.06 21:18:00 -
[13]
Edited by: Skraeling Shortbus on 06/01/2007 21:15:31
Originally by: Sanzorz Skill sensitive? No way.
It was a total sniper boat for that matter, and I did alot of level 1 missions or up to 0.5 sector ratting easily.
and you can do level 3's in a cruiser. ratting in .5 really isnt somthing that is hard either heck you can rat 0.0 with a cruiser. honestly destroyers are a waste of time i think, why not have better survivability of a cruiser and just as good dps?
Originally by: Enaria FerenicLvl5. I've been able to take on 1 belt BS [/quote
bs rats dont spawn in .5/.4 do they im fairly certain they dont... highest i think is maybe what BC?
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Ennis Metara
Gallente JASDIP
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Posted - 2007.01.07 01:15:00 -
[14]
I found my Catalyst to be an important intermediate step between flying an Incursus and stepping up to the Thorax. I was having a hard time making money as quickly as I wanted to with only three guns. 7 guns (and a tractor beam) allowed me to run missions much more quickly and thus get into the Thorax faster than I could have otherwise, even considering I spent almost 1 million isk on the ship and fittings.
I found my bottleneck became how fast I could lock rather than how fast I could destroy a target.
Naturally, once I could afford a cruiser, I flew one. If money isn't an issue, then my experience isn't really valid. I have found the catalyst useful recently as a salvage ship, although it has cap problems.
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Szprinkoth Sponsz
ISS Navy Task Force Interstellar Starbase Syndicate
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Posted - 2007.01.07 05:51:00 -
[15]
Destroyers are a PVP ship class primarily, imo. They have an important niche use as tackler killers in fleet and as a counter for interceptor gangs.
Also Destroyers 5 is a prereq for interdictors :) --
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Patent Pending
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Posted - 2007.01.07 07:14:00 -
[16]
AWU 5 if you fly minnie
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lyrenna
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Posted - 2007.02.08 07:59:00 -
[17]
Edited by: lyrenna on 08/02/2007 07:57:11 Edited by: lyrenna on 08/02/2007 07:56:51 destroyers lvl 1 salvaging lvl 1 and survey lvl 3 dont forget science lvl 4 for using trac beam voila you have a great salvage/looting ship:)
and lvl 5 destroyers for interdictor, aoe warp jam ftw otherwise why do you want o fly a ship who dont have a cruiser's fire power with a cruiser signature radius:)
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Lin Dze
PsyCorp Curse Alliance
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Posted - 2007.02.09 16:30:00 -
[18]
Destroyer is a PvP ship, designed to kill frigate sized targets. They have a great scan resolution, resulting in good locking times. They have a tracking bonus for things trying to run past/orbit. They have a lot of turret hardpoints but a RoF penalty. Giving a hell of an alpha strike for something that can target and track that quickly.
Personally I love my cormorant for gatecamps. "Oh look, an interceptor is trying to run to the gate!" <pew, pew> "Oh look, his pod is trying to..." <splat> :)
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Olepi
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Posted - 2007.02.13 00:25:00 -
[19]
I also moved from my Incursus to a Catalyst as soon as possible. I am still around 1mil SP, and am running lvl 1 missions. Set up with: - 7 x 125mm railguns with lead (I mine and make my own ammo) - 1 1mn ab, and 1 cap recharger - 1 stabilizer, 1 small armor rep, and 1 dmg control
The basic fact is that I have over 2x the firepower, much better range, and some more armor, cpu, and cap. Not quite as fast as the frigate. It makes a great lvl 1 mission ship. My plan is to keep running lvl 1 missions, keep training, and saving ISK to get a cruiser. So I see the move to a destroyer as a great one.
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Psrina Dorsai
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Posted - 2007.02.13 16:27:00 -
[20]
Im staying in my Dessie for a while as I train the support skills. Once those 'armor/shield/targeting' skills are trained up, no matter what ship u fit it will be a better fit. I prefer that route than jumping into something (bigger ship, more isk) and not having a good fit
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Morgov
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Posted - 2007.02.23 18:42:00 -
[21]
Edited by: Morgov on 23/02/2007 18:39:14 While yet untested in PVP combat, I have my destroyer decked out with 6 T2 280mm artillery cannons. With long range T2 ammo, I can already shoot up to 50km. Even an interceptor would have trouble traversing 50km without getting a couple volleys off on it, and 6 arty cannons hurt. The trackspeed bonus alone makes it possible to actually hit T2 frigates, making Destroyers very important for PVP combat. Tacklers are nasty, and need to die fast!
On a second note, Destroyers really are not that good for PVE. While they are great stepping stones for going between a frigate and a cruiser, cruisers perform much better when ratting or doing L2 missions+. Destroyers can play a support role in later missions by taking out jamming/webbing frigates en masse, and even take out cruisers/BC if you are using T2 ammo, but other than that, they are relatively useless for PVE.
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Felix Dzerzhinsky
Pirates of Destruction Union Freelancer Alliance
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Posted - 2007.02.23 18:53:00 -
[22]
Originally by: Shan'Talasha Mea'Questa
Originally by: Jameroz Edited by: Jameroz on 03/01/2007 04:38:54 Dunno what are good levels to start flying destroyer but here all the nice skills
Caldari and Minmatar got 7 turret slots, 1 missile slot (nos?). Add missile skills if you want some extra damage. Gallente and Amarr 8 turret slots.
They're hard to fit so you need Engineering 5 Electronics 5 Weapon Upgrades 5 Advanced Weapon Upgrades 5 and probably the few other skills that reduce requirements for only certain mods. Electronics Upgrades 5 Energy Grid Upgrades 5
High turrets skills are important. Controlled Burst 5 (Not for Minmatar) Gunnery 5 Motion Prediction 5 Rapid Firing 5 Sharpshooter 5 Surgical Strike 5 Trajectory Analysis 5 Small ??? Turret 5 (Depending on race) Small ??? Specialization 5 (Depending on race)
Mechanic 5
Tanking skills (Armor): Hull Upgrades 5 Repair Systems 5
Tanking skills (Shield): Shield Management 5 Shield Compensation 5 Shield Operation 5 Tactical Shield Manipulation (1 for tech1 hardeners, 4 for tech2)
Capacitor skills: Energy Management 5 Energy Systems Operation 5
Navigation skills to duck the ammo chuck at you: Navigation 5 Evasive Maneuvering 5 Warp Drive Operation 5 (Don't want to lose all the cap on warps) Spaceship Command 5
Maybe some AB/MWD skills? Acceleration Control 5 Afterburner 5 High Speed Maneuvering 5 Fuel Conversation 5 Shan says: "Seriously, are you that lonely in space... you have to talk to your fuel ?"
All the must have targeting skills: Targeting 5 Long Range Targeting 5 Signature Analysis 5
And let's not forget Destroyer 5
Also if you want you can still add some propulsion jamming, electronic warfare etc.
After all that you'll be one kickass destroyer pilot. Time to train for Interdictor. Tho with Interdictor you'll want to have missile skills done too because most of them don't have 7 turret slots anymore. Sabre (Minmatar) only one still having all 7.
I belief the OP was asking what is needed, not what a wet dream would be.
Needed/preferred.
Engineering 4-5 Electronics 4-5 Weapon Upgrades 1-4 Energy Grid Upgrades 2-4
Gunnery 3-4 Motion Prediction 3-4 Rapid Firing 3-4 Sharpshooter 3-4 Surgical Strike 3-4 Small Turret 3-4
Tanking skills (Armor): Hull Upgrades 3-5 Repair Systems 3-4 (3 is preq for a T2 small repper)
Tanking skills (Shield): Shield Management 3-4 Shield Compensation 3-4 Shield Operation 3-5
Capacitor skills: Energy Management 4 (a must for the Micro Auxillary Power Core I) Energy Systems Operation 3-5
Navigation skills to duck the ammo chuck at you: Navigation 4-5 Evasive Maneuvering 1-5 Spaceship Command 3-5
Maybe some AB/MWD skills? Acceleration Control 1-4 Afterburner 4 High Speed Maneuvering 1-3 (3 allows T2 1mn MWD) Fuel Conservation 3-4
All the must have targeting skills: Targeting 2-4 Long Range Targeting 1-4 Signature Analysis 1-5
And let's not forget Destroyer 1-5
This may feel a bit more realistic.
Thank you for doing that, some people say 'Level 5 required' a little too easily, the reality is, the difference between 4 and 5 is minimal at best, and if you are new to the game, only take skills to 5 if you need to train for something that requires it: like T2 small guns, or Advanced Wepons Upgrades, or Assult Frigs, or Interceptors and such. The Destroyer does not require any level 5 skills. Just decent Armor/shield skills (3-4), and competent gunnery skills (3-4) and an AB, thats it. Its a simply ship to get into, cheap to fly, fun to fight in, and good for level 1s and some level 2 missions.
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Stelteck
Minmatar FRENCH NAVY Tau Ceti Federation
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Posted - 2007.02.23 19:26:00 -
[23]
Edited by: Stelteck on 23/02/2007 19:22:43 I tested the destroyer in massive PVP situation.
Very interesting.
A well fitted destroyer is a very interesting 0.0 stargate / station camper. (Trasher full arty, 2 sensors boosters, full damage mod). With 2 sensor booster you lock first, you can scramble first with the med slots 3 and you will one shot everything light, such as pod. If you are 3/4 destroyers, you one shoot even inties... During big fleet battle, you are a significant protection for big ship.
And the good point : it is cheap.
More interesting than many cruiser in my opinion for bif fleet operation when you are quite newbie.
For example : worst ship in big fleet operation when you are a newbie : vexor/thorax blaster ^^
Stelteck.
Tau ceti FEDERATION F-NAVY "Brakes are for cowards" |
Gartel Reiman
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Posted - 2007.02.23 20:42:00 -
[24]
It's good to hear people are finding use of the in PvP.
I was pretty excited about getting my Coercer after training up the destroyer skill, but despite the extra turret hardslots I found it somehow worse than my Punisher. I was probably fitting it out wrong and trying to make it into a 'heavy frigate', but still... it's become relegated to just a simple salvage-and-looting clearup ship now.
(At which it does very nicely indeed )
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Shandling
Minmatar Cotton Buds FREGE Alliance
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Posted - 2007.02.24 05:32:00 -
[25]
Edited by: Shandling on 24/02/2007 05:29:06 Gotta say very useful in PvP...
I fly a Thrasher for kicks, (and for practice before I get into my Sabre) and I can go w/ 280/250mm II's for anti-interceptor, and 150mm II's for anti-drones. Either role it kicks ass big time.
You won't live long against.. well.. anything except T1 frigs and some inties, but you're there for support - heavy DPS against smaller targets. If you want to fly something easy to get into that can tank and do great damage, grab a Battlecruiser.
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Mog Carns
Gallente Industrial Warlords United Confederation of Corporations
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Posted - 2007.02.26 20:44:00 -
[26]
Most of this thread is pure stupidity.
I can only speak for the Catalyst, but the Catalyst is a bigger, badder Incursis, and highly reccomended to jump in one as soon as possible.
The only skill REQUIRED is Destroyers 1.
What you need to know are the differences... the Catalyst is easier to hit with medium sized guns than the T1 Frigates, and it is a little faster to lock on to. What it gives you over the T1 frigate is the immeadiate effect of about two months worth of skills up front, plus the area to get better as you actually aquire those skills.
The Destroyer will improve your range and tracking, give you more CPU and PG, more Cap, more shields and armor, more firepower in the form of more turrets, and more cargo room. Most importantly, it does all this for 650k isk. This is the main cause of the general stupidity thrown around in this post, the people giving advice have single guns that cost three times as much as this ship. It is easy to forget exactly how hard it is to make ISK when you have none. Even with the SP boost, it is easy to forget exactly how little new characters start with. The destroyers even use the same weapons skills you started with, opposed to the cruisers which go up a size.
The Catalyst is a premium ship for L1 missions. It retains value for salvaging work at all levels. It is functional, with support, in higher level PvE operations. In fact, this thread is the first I have heard of anyone questioning the value of a Destroyer PvE. The hate has always been on the PvP side of the coin. Operation in support of larger vessels as a means to take on Interceptors has never really be accepted as a decent answer, no matter how well it functions. Destroyers simply lack the tank to survive remains a staple. I am glad to see the Destroyer start to get some credit in the PvP arena.
If you have an extra 10 million lying around, then yeah, get a Cruiser. If you have an extra 50 million, then sure, get a Battlecruiser. If you finally earned your first million, Destroyers look really nice while you build up your skill points. Clueless Noob |
DJKarma
Eve Radio Corporation Eve Radio Alliance
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Posted - 2007.02.27 15:23:00 -
[27]
Your standard useful skills, and then Adv. Weapon Upgrades to IV so you can fit nice guns.
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