
Gar Ddhen
|
Posted - 2008.04.01 16:41:00 -
[1]
Edited by: Gar Ddhen on 01/04/2008 16:45:35 Thinking that you need 2.5 years and 60 million SP to operate in 0.0 is somewhat of a pie in the sky figure... if everyone in 0.0 was a 60 mill SP character then there would be no Goons (well, very few of them)... and the Goons are very definately there. I wouldnt be out there either, I have been playing about 18 months and have a little under 25 million SP... of that 18 months I have spent a year of it in 0.0. BRUCE, BoB, any Alliance has their fair share of newbies willing to take the risk and try to make their names and fortunes in the depths of null space.
I know of 7 or 8 of my corp mates who were in 0.0 within the first 2 weeks of creating their characters, 1 or 2 within the first day, and one within 10 minutes! Its easy to make an impact in PvP even with relatively few SP's. A 2 million SP noob with frigate 4, propulsion jamming and able to use an MWD can make a valuable contribution as a tackler... Within a month a character can be flying a blackbird well, having caldari Cruiser 4, and all the relevant EW skills to 4. Within a few months you could easily be flying interceptors, electronic attack ships, cov-ops frigates or stealth bombers. if you specialise it doesnt actually take that long to get into a T2 sniper fit fleet BS... the point is... specialisation. You specialise in one thing until you are decent at it before moving onto the next.
What gives you the ability to survive in 0.0 is a good corp, a good alliance, and common sense. You dont autopilot anywhere in 0.0, you use scouts, you keep your alliance and any of your intel chats open at all times, you NEVER close local. You learn the chokepoints, learn the ways around them or the times they are uncamped or lightly camped. If possible you cut down the amount of actual travel to a minimum, you remote transfer your clone to the home station where your corp has an office, drop your ships off to the low sec carrier jump off point and pod jump to your home. Your ships and mods you get carrier jumped up, or jump bridged if you have that available to you. There are ways around every problem in Eve if you can be bothered to look for them.
As for Accounts, I have 3, my main who does most of the work and 2 training accounts both located in Empire. The training accounts currently hold my Freighter/Jump Freighter/Industry alt who is close to the point I can get him into corp and start getting some use out of him. The second is currently training a cap alt... having the training accounts means I can train up their learning skills, cybernetics 5, drop +5 implants into their heads and leave them safey docked in Empire School stations so getting hold of the skillbooks they require is simple.
Edit: Bah, those people who say piloting skills dont matter in PvP to be perfectly frank dont know what the hell they are talking about. Those people who say Skillpoints is all that matters in Pvp again, dont know what the hell they are talking about. What matters in PvP is knowing your ship, fitting it well, experience, and a knowledge that your ship will die, if not today, then tomorrow. Fact is, ANYONE caught by a fleet is going down in seconds, whether you are flying a T1 fitted tier 1 frigate, or a Carrier. I have been on roaming gangs that have killed well fit carriers in only a few minutes, if you are going to comment on PvP... go get some experience then start telling PvP pilots what really matters in a ship to ship fight, in small roaming gangs, in fleet engagements, in nanogangs... etc.
|