
ShahFluffers
Ice Fire Warriors Escalating Entropy
10583
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Posted - 2016.08.29 00:12:07 -
[1] - Quote
I am sure someone around here knows more of the in's-and-out's on Skill Injectors and Arum... so I will let them answer rather than contaminate you with bad information.
That said... here is my opinion regarding skills:
You do not need Skill Injectors. They are a luxury item.
In EVE, there is no such thing as "catching up" with veterans.
Here is why:
- All skills cap at level 5. No matter how many years you have played the game, you cannot exceed that limit. And lower tier skills (ex. [Racial] Frigate) are very quick to train relative to more advanced skills (ex. [Racial] Battleship).
- (*this is the important one*) Total skillpoints does not matter. Only a limited number of skills affect any one ship, module, weapon system, and specialty at any given time.
Ex1: You are a newbie facing someone with about 20 million SP... but how much of that overall SP is actually combat related? He/she could be a HUGE industrial player with limited combat skills. Ex2: A veteran player has just trained up the skill Large Hybrid Turret to level 5. That skill in no way affects the skill Small Hybrid Turret and thus the veteran will be no better or worse than before at the frigate level.
- Getting a skill from level 4 to level 5 only adds on an extra 2% here, 5% there (exceptions apply). If you simply train up all the skills within a given specialty to level 4 (which takes ~20% of the amount of time it takes to get all those skills to level 5), you will find yourself flying at about **80 to 90%** of the effectiveness of a multi-year veteran with those same skills in that specific specialty at level 5.
- Getting a skill to level 5 is supposed to be a painful train. Many players (yes, even veteran ones) opt to avoid doing it and instead train up other skills to level 4 (again, because it's faster).
Example: I personally have the T2 weapon specializations at level 4. That puts me at a 2% disadvantage in damage against someone who has the same skill(s) at level 5 (assuming we are both using the same ship with the same fit)
- Ships and weapons have been balanced against one another.
Example: A battleship can potentially "one-shot" a frigate... but the frigate can fly very fast, making it difficult for the battleship's weapons to hit, especially at very close range... then again, the battleship can deploy drones to deal with the frigate... and the frigate can shoot the drones down... however the battleship might have a Large Energy Neutralizer fitted to nuke the frigate's capacitor power every 24 seconds... in which case the frigate could use a Small Nosferatu that sucks out capacitor from the battleship every 3 seconds... etc. etc.
- High tech equipment (ex. T2, Faction, Officer, etc) will not give a player "I WIN" abilities. It simply gives a player a linear edge at an exponentially higher cost.
Ex1: A basic T1 Armor Adaptive Plating gives ~10% omni-resistance to damage for only 100 thousand ISK... a T2 Armor Adaptive Plating gives ~15% omni resistance to damage for 1 million ISK... a "deadpsace" Armor Adaptive Plating gives ~19% omni resistance to damage for 20 to 50 million ISK.
Ex2: A group of three or four T1-fit frigates that cost about 500 thousand to 1 million isk CAN EASILY overwhelm a faction frigate worth about 50 to 100 million ISK... provided they are using the right mods in the right configuration and know what they are doing.
What does this all mean?
- Having more skillpoints is not the "end all, be all" point of the game and there is more to most activities than "get enough skillpoints, open window, click, press F1- F9." There are a plethora of factors that can decide success or failure and many of them are purely abstract in nature (see: planning, having friends, making deals, appearing weaker/stronger than you really are, psychological warfare, gathering intel, etc).
- Part of the idea behind the Skillpoint system is to learn how to utilize what you have available to you... which requires you to use your head and be creative. This helps you later on when you can finally use "better" ships/equipment... because you have hopefully familiarized yourself with the underlying mechanics that most Tech 1 ships/equipment share with Tech 2/3/Faction ships/equipment.
Example: you may not be able to pilot that sexy Interceptor right away... but that doesn't mean you can't slap together a super fast frigate that does something similar.
- Once you have your "universal" core and support skills near or at maximum (which takes about 2 or 3 months of semi-focused training) the gap between you and an older player begins to narrow quite significantly. You can find these skills in the "Engineering" section of your character skillsheet.
- Just because you are limited in what you can do (as a newbie) it does not mean that your contribution to a team is meaningless and/or without weight. Being a "tackler" or cheapo Ewar-support in PvP might indeed be suicide if you have limited skills and knowledge... but even half-success can mean the difference between catching or losing a target... everyone escaping a bad situation or dying in a fire.
How did you Veterans start?
The Mustache and Beard Thread
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