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Elereth
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Posted - 2004.03.28 22:12:00 -
[1]
Edited by: Elereth on 28/03/2004 22:13:59 One of the first things I ask any new/newish players that ask for advice is this: how soon can you train high speed maneuvering?
I've met far too many 1-2 month old players who can't even use a microwarp drive... Do yourself a favor and train up for it as soon as you can. A MWD will save you travel time and might just save your ship if you get in trouble. I know it seems like a pain to train Navigation 4 and Afterburner 4, but trust me, it will pay off. --------------------
ph34r t3h m0d t34m |

Richard Gee
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Posted - 2004.03.29 02:00:00 -
[2]
Listen to the man! I'm just now starting to do it and putting around while waiting is REALLY annoying. SPEED is your friend. :) Never forget, a Jack-of-all-trades is master of none. |

MooKids
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Posted - 2004.03.29 05:20:00 -
[3]
Of course it is not the best module to have online when in combat unless you are running away. -------------------------------- CCP can patch away bugs, but they can't patch away stupidity. |

Jideo
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Posted - 2004.03.29 16:40:00 -
[4]
The Navigation skills, and not just High Speed Maneuvering, are probably the most important skills in Eve. No matter what kind of character you are, we all spend most of our time in Eve travelling. These skill give you the best return for skill points invested in my opinion. New players should not neglect them.
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Silverlancer
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Posted - 2004.03.29 20:00:00 -
[5]
So true yes :)
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Ooke
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Posted - 2004.03.29 20:03:00 -
[6]
now that there are frigate level mwds I would agree. What I don't agree on is the need for two on any ship, the decrease in cap and shields don't go over well in most cases and you give up too much to use more than one.
Ooke: May Contain Nuts |

Cameron Hatch
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Posted - 2004.03.29 20:29:00 -
[7]
I think the only time I use two is on my Indy. It can't hold a 10MN MWD, so I put two 1MN MWD. Helps a lot on the Badger.
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Cinc
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Posted - 2004.03.29 21:29:00 -
[8]
Quote: Edited by: Elereth on 28/03/2004 22:13:59 One of the first things I ask any new/newish players that ask for advice is this: how soon can you train high speed maneuvering?
I've met far too many 1-2 month old players who can't even use a microwarp drive... Do yourself a favor and train up for it as soon as you can. A MWD will save you travel time and might just save your ship if you get in trouble. I know it seems like a pain to train Navigation 4 and Afterburner 4, but trust me, it will pay off.
I sort of figured it would be an obvious choice given the thrust times to gates and stations from 15k out.
Once the initial newness of actually looking around at the stunning graphics wore off I realized more and more that I was playing "hurry up and wait" any time I needed to jump or dock. 3x Afterburners in a Merlin helped a little but even those are vastly outpaced by a single MWD.
I think I had HSM skill about a week to 10 days after starting play.
I didn't quite like using it with a FF though given the capacitor debuff hurt my warp range more than I liked. CA's though and it's fine (if not a must).
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Dallenn
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Posted - 2004.03.30 11:52:00 -
[9]
I find myself chatting a lot of the time I am travelling - trade and missions need to be organized :-) One can also browse sites, soon I'll have my laptop so I can provide some in-character rants here while flying ;)
Gotta try those MWDs one of these days... do you have to manually activate them while travelling?
We seek the Chosen ones / Roleplaying in Eve / Idea Lab favourites
I am Paratwa / Of the Ash Ock A Guardian of time / The firestorm / That purifies |

Kissinger
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Posted - 2004.03.30 14:00:00 -
[10]
Yep - though like afterburners yo can set them to auto-repeat. MWDs were the best thing I ever bought - makes such a difference on the approach to stations and jump gates. They are heavy on the Cap though - check the spec before buying a 10MN - just in case your ship can't handle it!
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Mon Palae
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Posted - 2004.03.30 17:07:00 -
[11]
Quote: I didn't quite like using it with a FF though given the capacitor debuff hurt my warp range more than I liked. CA's though and it's fine (if not a must).
Exactly. MWD's are overrated. They definitely have their place but you cannot forget what you are giving up to use one (or more).
The cap debuff is big. You may be able to hit a gate doing 2 km/s but you are overall slower if your ship has to make multiple warp jumps to reach gates on the other side because its capacitor is drained from the MWD.
My preferred speed config is to 'overdrive' the Afterburners. That is, use a class of ABs one higher than what you are flying. Use a 10mn AB on a frig and a 100mn AB on a cruiser (obviously battleships have no help for this so they are stuck with MWDs for decent speed). On my Tristan I do 1600+ m/s with a 10mn AB an a 1mn AB fitted. On my Moa I can hit 3 km/s with 2x100mn ABs on. Nevertheless my Moa can't accelerate that fast just to a gate and hits the gate at 1800 m/s or so.
The above speeds compare favorably with an MWD. They may be a bit slower but given a 15km run to a gate and acceleration considerations the MWD will be lucky to shave a second or two off the time to the gate. When you consider that your shields remain at full strength and you cap remains at full strength for this it is a handy setup. And you generally have more cap on the other side of the gate to make the next warp in one go.
I have had pirates try to gank my Moa at a gate where I was certain with an MWD shield debuff I'd have taken armor damage (10% shields upon reaching the gate a few times).
It should be noted that this setup is only a speed setup. You won't be fitting any weapons with this and does not work at all for PvP unless you only plan on running away.
Final note, after cramming on the ABs stuff whatever you can in cap rechargers on as well (or cap batteries).
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