
Memphis Baas
993
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Posted - 2016.01.26 18:46:44 -
[1] - Quote
Activate your subscription, then use the Account Management page to buy a PLEX. Go to Jita, claim the PLEX in-game, then sell it; this will give you about 1B ISK, sort of like a safety net so you have more than enough cash to buy the skills you need early on, and also so you can lose a couple thousand (frigate) ships in PVP without worrying about grinding for replacement money.
After that, study the Ships Chart in-game and figure out what you'd like to fly. Keep in mind that some of the ships are more suited for PVE activities and some are for PVP. PVE combat - the NPCs don't run away and don't really pull any tricks on you, so just having an OK tank and some DPS is sufficient. PVP combat, however, there are many roles you can have as part of a group, from scouting to tackling (players run away) to electronic jamming to remote repairs (healing) to DPS to tanking, etc. So the majority of the ships in the Ships Chart have special bonuses that are suited for various PVP roles.
As far as the skills, the skills in this game just give you 5% bonus to various stats, and the idea is to accumulate 5% bonuses to everything so your combat performance increases by a lot.
You can categorize skills as follows:
- Ship Skills - (under Spaceship Command), these unlock new ships for you.
- Weapon Skills - (Gunnery, Missiles, Drones) - train the weapons that your ships use.
- Support Skills - (Armor, Shields, Targeting, Navigation, Engineering, Electronics) - these make all your ships perform better, you'll probably end up training almost all the skills in these categories (you can skip anything that has to do with Capital sized ships for now).
- Non-combat Skills - Corporation Management, Industry, Reprocessing, Social, Trade, etc. - train these as needed. Lower taxes on the market, being able to refine some of the ore you may happen upon, being able to anchor your own personal depot etc., some of these may be useful even if you're pure combat.
Expect to be training somewhere in the vicinity of 180 skills. Training them to 3 is sufficient for newbie levels, but the bigger ships are more expensive, and slower, so they rely a lot more on solid armor, shields, etc. to survive. So as you go up in ship sizes, keep up with the Support skills.
Typically all races have ships that can do well in various PVE and PVP scenarios, but if you want to have a broader selection, train up the lines of ships for 2 races. The races have the following characteristics:
Amarr - lasers and drones, armor tanking. Caldari - hybrids and missiles, shield tanking. Gallente - hybrids and drones, armor tanking. Minmatar - projectile weapons, missiles, and drones, either shield or armor tanking - overall speedy and versatile ships.
Tech 2 modules are better than Tech 1, so your eventual aim is to use T2 modules, T2 weapons, and perhaps fly some of the T2 ships. T2 modules are easy to get; just some support skills trained to level 3. T2 weapons are more difficult, their prerequisites involve some weaponry skills trained to 5. And finally, T2 ships are super-specialized to a certain role, and have prerequisites of several skills at 5.
For now, as I recommended in the beginning, though, read up on whatever guides you can find, get yourself set up with that PLEX and some spare ships, and then try to do everything to figure out what you may like. PVE missions, faction PVP, piracy, trading, mining, etc. |