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William Young
Caldari
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Posted - 2007.07.11 19:17:00 -
[1]
By position I mean things like, "Fleet commander," "Logistics," "[insert T2 ship function here]," "Miner," etc.
And what skills should I train for the high demand jobs? What skills are 0.0 alliances looking for these days? Leadership skills? Hauler skills? etc.
Thanks for your time.
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Kun'mi
Amarr DarkStar 1 GoonSwarm
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Posted - 2007.07.11 19:22:00 -
[2]
Edited by: Kun''mi on 11/07/2007 19:23:22 I'd say some of the following:
1) CAP SHIPS!!!! 2) T2 Sniper BS 3) Blazing fast interceptor and interdictor pilots (Maxed Nav skills, preferably with speed implants) 4)Cov ops
Other than that, not much else is used on a large scale. Logistics are useless for the most part. Small ships either don't have the range, survivability or DPS to be useful in fleet. (They're also common as anything and easy to get)
To really be useful in a fleet you want to be in a bs, cov ops or interdictor/ceptor.
That is unless you're in goonswarm and go frigate/cruiser ape**** every now and then
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Edania
Caldari Ordo Adeptus Astartes Edge Of Sanity
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Posted - 2007.07.11 19:40:00 -
[3]
the Fleet command position is usually earned ive flown with good ones and bad ones yet they all get me just as dead
other than that a logistics carrier never really fails mostly its about player commitment to get stuck in more often than not theres a lethargy in an alliance that keeps gangs from responding to an incursion fas enougth
Quote: my Clone was excelent, i just had too many skillpoints
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Conniving Connivier
Amarr Dirt Nap Squad FREGE Alliance
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Posted - 2007.07.11 19:57:00 -
[4]
I'd agree with poster above -- caps, 'cepots (3.5km/second is basic entry level)/'dictors and sniper BS's are valuable since they represent 3 aspecs of the fleet warfeare -- siege/DPS, tackle and DPS. I'd like to add manufacturers/miners since ships go 'boom' every now and than. Also ability to fly about ANY Tech2 ship is useful. HAC? Great for smaller gangs. Logistics? Sure as hell helps. Recon Ship? EWar can win engagements.
Basically anyone can be useful in 0.0 dedication and/or SP.
Also unless you mine you wanna have a dedicated ratting BS or at the very least a BC. Don't battle in that thing because its your source of income and you dont wanna lose it.
As for Fleet Commanders... yeah they are always needed, however if you're asking such a question it probably means you dont have enough experience with PvP to take on a responsibility of handling 10-30 people's ships. Also FC needs do know the location pretty well, so, yeah, that's a position of experience.
As for skills: learning skills! Stuff needed to fly BS and BC of your choice. Skills to tank in a manner that your ships does it (all to lvl4 at least). Skills to operate weponry of your choice (again lvl4's in related skills). Skills to fit your ships and get you more cap. Navigation and Electronics if you fly and Inty.
Basically if you fly Caldari 'ceptors+BS like I do: all learning to 3-4. Most Engineering skills to 3-4. Most Missile/Gunnery skills to 3-4 (depending on your ships). Skills from Elecronics to fit stuff + scram/web. Skills to fly BS+BC+'Ceptor. Skills to use MWD and use it well.
However there are people who start in 0.0 with only skills to fly BC well (kinda hard to rat in cruiser unless you got great SP), and than grow from there. They use tackling T1 frigates (Rifter, Punisher, etc), EWar T1 cruisers (BlackBird!), or just plain T1 cruisers for pvp engagements, since those are cheap, expendable and in fleet warfare would provide some help.
Yeah it does mean that 1.5 mil SP character can fight side by side with 15 mil SP char and be somewhat useful, while learning PvP though and though.
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William Young
Caldari
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Posted - 2007.07.11 20:13:00 -
[5]
Originally by: Conniving Connivier I'd agree with poster above -- caps, 'cepots (3.5km/second is basic entry level)/'dictors and sniper BS's are valuable since they represent 3 aspecs of the fleet warfeare -- siege/DPS, tackle and DPS. I'd like to add manufacturers/miners since ships go 'boom' every now and than. Also ability to fly about ANY Tech2 ship is useful. HAC? Great for smaller gangs. Logistics? Sure as hell helps. Recon Ship? EWar can win engagements.
Basically anyone can be useful in 0.0 dedication and/or SP.
Also unless you mine you wanna have a dedicated ratting BS or at the very least a BC. Don't battle in that thing because its your source of income and you dont wanna lose it.
As for Fleet Commanders... yeah they are always needed, however if you're asking such a question it probably means you dont have enough experience with PvP to take on a responsibility of handling 10-30 people's ships. Also FC needs do know the location pretty well, so, yeah, that's a position of experience.
As for skills: learning skills! Stuff needed to fly BS and BC of your choice. Skills to tank in a manner that your ships does it (all to lvl4 at least). Skills to operate weponry of your choice (again lvl4's in related skills). Skills to fit your ships and get you more cap. Navigation and Electronics if you fly and Inty.
Basically if you fly Caldari 'ceptors+BS like I do: all learning to 3-4. Most Engineering skills to 3-4. Most Missile/Gunnery skills to 3-4 (depending on your ships). Skills from Elecronics to fit stuff + scram/web. Skills to fly BS+BC+'Ceptor. Skills to use MWD and use it well.
However there are people who start in 0.0 with only skills to fly BC well (kinda hard to rat in cruiser unless you got great SP), and than grow from there. They use tackling T1 frigates (Rifter, Punisher, etc), EWar T1 cruisers (BlackBird!), or just plain T1 cruisers for pvp engagements, since those are cheap, expendable and in fleet warfare would provide some help.
Yeah it does mean that 1.5 mil SP character can fight side by side with 15 mil SP char and be somewhat useful, while learning PvP though and though.
Oh, I had no intention of becoming a FC straight away, since I have little to no experience in PvP (or 0.0 life, for that matter). It's just something that I'd like to work up to someday when I'm decent at the game.
This was more so I'd know what skills to take up so I'm not kicking myself later when I've trained skills that don't really matter. Thanks for the advice, everyone!
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Tom Kirestone
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Posted - 2007.07.11 20:17:00 -
[6]
How much SP do you have now, and what ships can you fly well?
Maybe you can move to 0.0 much sooner than you'd expect.
One thing is for certain thou -- in 0.0 using good implants is much tougher than in the empire, so: 1) have a jump clone in the empire with good implants so you can use him when you're not playing game much + quick access to empire to learn skills, etc 2) learning skills are damn important, since you'll have weaker implants while you're learning.
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Daelin Blackleaf
No Joy Corp Pride - Honor - Duty
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Posted - 2007.07.11 20:26:00 -
[7]
Everyone can be useful in 0.0, however for the most part alliances are looking for two things. Cannon fodder and Capitals.
Until this whole blob issue is resolved your almost as useful in a t1 BS with t1 fitting and no tank as you are in the (generally preferred purely for range) t2 snipers. Due to this entry level for 0.0 is generally considered to be racial battleship and large guns.
For much the same reason anything less than capital sized logistics is a moot point since ships tend to melt dozens or even hundreds of enemies firing at them.
My advice would be to find a smaller alliance/corp, or an alliance that has a lot of small gang warfare. This way your more likely to see fights where your skill as a pilot is a factor. Then yes, interceptor/interdictor pilots are always needed, ballsy carrier pilots are worth their ships weight in gold, and good ships, fittings, and strategy can win the day.
That said some folks do enjoy the social aspect of buddying up with 200+ buddies to crush an enemy alliance and siege their POS's for a few hours. It's a matter of personal choice I suppose.
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Conniving Connivier
Amarr Dirt Nap Squad FREGE Alliance
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Posted - 2007.07.11 20:54:00 -
[8]
Edited by: Conniving Connivier on 11/07/2007 20:56:27 Yeah. Basically manly 0.0 alliances need people who can think on their feet, be self sufficient to a degree (i.e. replace their own losses up to dread/carrier without asking for help, unless you're flat broke), and answer call to arms (i.e. non-blues in home regions). If you can do that, than you're a useful asset, even if you're PVPing in a Rifter (with MWD, Web and Scambler!). Because eventually you'll be flying T2 monstrosity, right? =)
P.S. oh yeah one more very useful specific skillset -- ability to use probes! I'm not sure which skills are needed for that, but almost any gang/fleet could use someone with probes, since probes allow you to find and warp to people who are hiding in safespots. Probes are expencive and take a while to train, so dont get going on them till you can at least fly a BS well.
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Ryuga VonRhaiden
Caldari Insurgent New Eden Tribe Deus .Ex. Machina
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Posted - 2007.07.11 22:11:00 -
[9]
well, actually "fleet commander" could also be intended as "fleet booster", as Fleet Command ships are the best at it :P
and command-ship capable fleet boosters are something you won't miss (30% and more bonus on almost everything to every ship in the fleet! yay!)... :P Do not try and find the signature... that's impossible. Instead only try to realize the truth... There is no signature. |

Manic Smile
Tau Ceti Global Production Rule of Three
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Posted - 2007.07.12 05:49:00 -
[10]
Dedicated Ice Miners...23/7 if you want. You mine it, well but it.
*courtesy of www.flickr.com
I hate the jpeg format.
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Rainhailer
Gallente Resurrection R i s e
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Posted - 2007.07.13 11:44:00 -
[11]
Dictors!
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SexxxSlave
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Posted - 2007.07.13 19:55:00 -
[12]
Originally by: William Young By position I mean things like, "Fleet commander," "Logistics," "[insert T2 ship function here]," "Miner," etc.
And what skills should I train for the high demand jobs? What skills are 0.0 alliances looking for these days? Leadership skills? Hauler skills? etc.
Thanks for your time.
ive noticed a few alliances have a problem fielding Interdictor pilots and pilots with scanning abilities...
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SonOTassadar
The Dead Parrot Shoppe Inc. Brutally Clever Empire
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Posted - 2007.07.13 20:38:00 -
[13]
People are always, always, always in need of more dictor pilots.
Failing that:
- Capital ships - Interceptors - Gang bonuses - Logistics - Covert Ops/Recon ships
Everyone can do damage, stay away from it as best you can. ----- Griffin -- 100,000 ISK ECM - Multispectral Jammer Is -- 20,000 ISK Standard Missile Launcher Is -- 10,000 ISK War target sobbing over losing a fight in his T2 fitted Battleship -- priceless |

Naomi Wildfire
Amarr Stardust Heavy Industries
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Posted - 2007.07.14 09:25:00 -
[14]
yep, dictor pilots are really loved to be seen and handled like a piece of cake :)
otherwise Caps BS Ceptors
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