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Eve Goetterdaemmerung
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Posted - 2008.05.17 18:48:00 -
[1]
Hello My former CEO always said: "If you just have the required skills to fly a ship, then don't do it! You will likely just look stupid out of the wreck!" 
So I am now planning my first steps into the capital ships area. Currently I plan Jump Frighter, then Dreadnaught and finally Carriers. I know exactly which skill I require to fly the according ship (its written in the ship info), but what I miss is some advise which skills appart from that I should have (to avoid looking out of a very expensive wreck...)  Can anyone share his expertise here or refer me to a link where I can read such information?  Regards, Eve G.
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Ogron
Oberon Incorporated Morsus Mihi
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Posted - 2008.05.17 19:15:00 -
[2]
Well you want all of the jump skills at at least 4, that would be:
Jump Drive Operation Jump Drive Calibration Jump Fuel Conservation.
If your jumped from their into a Dread you would then need the requisite tanking skills at at least lvl 4 along with the capital reppers/boosters etc. As well as the capital gunnery/missile skills and supports to at least lvl 4.
From their into carriers you need all your drone (armour/shield/ewar/t2 heavies)and fighter skills, plus large neut, smartbomb, capital energy/armour/shield transfers as well. The major skills from dread transfer pretty easily to carriers and vice versa so it's not a huge jump. But of course you want all the basic support skills engineering, electronics, basic nav skills, and all the other crap that you usually get when training for smaller hull t2 ships anyway. ---
Who is dis moses meehee they talking about ? |

Swiftness
Caldari VMF-214 Blacksheep
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Posted - 2008.05.17 19:33:00 -
[3]
Advanced weapon upgrades 5 too is required for dreadnaught (siege module)
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Sokratesz
Rionnag Alba
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Posted - 2008.05.17 19:56:00 -
[4]
All relevant skills at 4, basically. For a carrier, level 5 carrier skill is worth it, for a dread, level 5 tactical weapon reconfiguration is ery valuable (less stront use for siege).
Calibration / conservation 5 really only if you have lots of time or a mothership. Capital armor repairer / capital shield operation / capital gun skills to 5 are nigh superflous.
I refuse to respect religious beliefs, and i refuse to respect people who hold them. |

Eve Goetterdaemmerung
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Posted - 2008.05.17 20:10:00 -
[5]
Damn! This just increased my skill learning time from 40 days to 142 days for a dread!  But thx for getting me back on the ground  Eve G.
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Kumas DeSauj
The White Star Consortium Tenth Legion
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Posted - 2008.05.17 23:59:00 -
[6]
for carriers, don't forget fighters. heavy drones are also a great addition, although not SUPER essential. unless you added it already, you also need jump drive operation at 5 in order to train jump calibration.
also, for your carrier, don't forget you'll eventually want to train up your remote logistics - capital remote armor, hull, shield reps and if you really want to, capital power transfer. Advanced drone Interfacing is nice, but that requires drone interfacing to 5 first. _________ [08:47:49] Kumas DeSauj > at the tone, kumas has performed another stupid maneuver. [08:47:58] Kumas DeSauj > *BEEP!* [08:48:05] Kumas DeSauj > *BEEP!* [08:48:11] Kumas DeSauj > *BEEP! |

Orar Ironfist
Incarnation of Evil Nocturnal Legion
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Posted - 2008.05.18 01:15:00 -
[7]
Add to your dread plan all gunnery support skills to 5 along with most other support skills at 4-5 (i.e. Rapid firing 5, Controlled Burst 5, Surg strike 5, SharpShooter 5, Motion prediction 5, Energy management 5, Energy systems 5, Heavy drones 5......list could go on but you get the idea.)
Pirate for Life(no matter my sec)
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Ogron
Oberon Incorporated Morsus Mihi
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Posted - 2008.05.18 02:34:00 -
[8]
Originally by: Orar Ironfist Add to your dread plan all gunnery support skills to 5 along with most other support skills at 4-5 (i.e. Rapid firing 5, Controlled Burst 5, Surg strike 5, SharpShooter 5, Motion prediction 5, Energy management 5, Energy systems 5, Heavy drones 5......list could go on but you get the idea.)
Those are 'desirable' but not 100% necessarry. You will be a capable capital pilot with ALL support skills at lvl 4 plus all the necessary lvl 5 skills to use mods/fighters/drones etc. Once you have that level of skills of course you basically don't have a huge amount else to train but those skills to 5. ---
Who is dis moses meehee they talking about ? |

Helen
coracao ardente Cruel Intentions
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Posted - 2008.05.18 02:53:00 -
[9]
Originally by: Ogron
Originally by: Orar Ironfist Add to your dread plan all gunnery support skills to 5 along with most other support skills at 4-5 (i.e. Rapid firing 5, Controlled Burst 5, Surg strike 5, SharpShooter 5, Motion prediction 5, Energy management 5, Energy systems 5, Heavy drones 5......list could go on but you get the idea.)
Those are 'desirable' but not 100% necessarry. You will be a capable capital pilot with ALL support skills at lvl 4 plus all the necessary lvl 5 skills to use mods/fighters/drones etc. Once you have that level of skills of course you basically don't have a huge amount else to train but those skills to 5.
I'd say energy management 5 was very worthwhile as it allows you to overheat your modules.
Also Jump Drive Operation 5 is required before training the calibration/conservation skills.
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Lars Erlkonig
Caldari Discrete Solutions Ltd.
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Posted - 2008.05.18 03:32:00 -
[10]
Some small suggestions in no particular order:
Energy Management V Energy Systems Operation V-these are really must have skills. Cap Repair/booster skill IV racial dread/racial carrier/Jump freighter IV (you will get the most out of your ship vs III without the time of 2 months on V). Tactical Weapon Reconfiguration IV (must have for dread pilots that plan on jumping after/before siege) Jump Drive Operation V/JDC IV/JFC IV (must have skills in most areas of capital fleet operations) Energy emission systems-sufficient rank to use heavy neuts Electronic Drone Interfacing (for carriers/moros to extend drone ranges) Fighters/capital weapon system IV Evasive Maneuvering V (caps align like sacks of wet concrete filled with large bricks). Shield Management/Hull Upgrades/Mechanic IV/V - maximize your huge HP amounts. Skills to use t2 heavy drones (carrier & dread-esp moros) Get logistics drones trained/train for capital remote reps. Jury Rigging sufficient to properly rig your ship (and armor/shield rigging on some models) Train your drone/weapon support skills to IV.
Originally by: TWD We suck and Goonswarm are PvP gods.
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Caligulus
Legion of Lost Souls Ivy League
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Posted - 2008.05.18 06:15:00 -
[11]
For a carrier don't forget your logistics skill sets. Shield emmision systems, remote armor repair systems, energy emission systems at 5 so you can access the capital versions. ------------------------------------------------- **** You're out of your mind!
**** Well that's between me and my mind. |

Lego Maniac
Minmatar
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Posted - 2008.05.18 08:26:00 -
[12]
look at each bonus given in the description for the ships you plan on flying, then do some research on how you will be able to take advantage of them
something that people haven't mentioned yet are warfare links for carriers
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Sokratesz
Rionnag Alba
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Posted - 2008.05.18 08:35:00 -
[13]
Originally by: Lego Maniac look at each bonus given in the description for the ships you plan on flying, then do some research on how you will be able to take advantage of them
something that people haven't mentioned yet are warfare links for carriers
nobody uses them 
I refuse to respect religious beliefs, and i refuse to respect people who hold them. |

Mona X
Caldari Polish Task Forces C0VEN
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Posted - 2008.05.18 09:39:00 -
[14]
Originally by: Sokratesz
Originally by: Lego Maniac
something that people haven't mentioned yet are warfare links for carriers
nobody uses them 
Only because carries don't have 20 highs.
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