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Jake Thorax
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Posted - 2008.12.09 09:50:00 -
[1]
Hello guys! I'm new to the forums and the game, please bear with me if i got some things wrong. :P I recently started my character (about 5 days ago) and got myself working on the Learning Skill-tree as many guides suggested. So far, i almost got every basic learning skill to 4 and Eidetic Mem / Logic to 3. Now the question: Is it worth to get +3 implants for a new char like me? At this moment i got about 25 mil from mission running in high-sec (0.8 and 0.5 systems).
What is your experience with attribute learning implants - do they make up for their cost? Thx to all!
Jake
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Iria Ahrens
Amarr 101st Space Marine Force The Leathernecks
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Posted - 2008.12.09 10:07:00 -
[2]
Never buy anything you can't afford to lose. With that said, yes. If you can afford to be podded and lose your implants, they are worth it. Cybernetics 4 is great, and relatively fast to train. --
Nobody expects the Amarr Inquisition!
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Jake Thorax
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Posted - 2008.12.09 10:18:00 -
[3]
thx fir your answer! but "cybernetics 4"? I thought I just need Science III and Cybernetics I to fit Basic (+3) implants?
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Major Deviant
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Posted - 2008.12.09 10:19:00 -
[4]
My advice is this: get you cybernetics up to IV and buy one +4 implant for mem and intel (each costs around 15-16 mil so you need few millions more). When I was at the same spot as I was advised to get a full set of +3 which were kind of useless to me as I intended to finish of with training skills first which needs mem and intel for the basic ones.
An other thing to consider is that till you get your corp standing up to 8 to install your first jump clone you will be stuck with the +3s. This is a significant investment for a new player so choose wisely.
If on the other hand you intend to cross train other skills along with the learning ones, by all means go for a +3 set.
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Major Deviant
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Posted - 2008.12.09 10:20:00 -
[5]
Originally by: Jake Thorax thx fir your answer! but "cybernetics 4"? I thought I just need Science III and Cybernetics I to fit Basic (+3) implants?
Correct. You need Cyb 3 for +3 imps, 4 for +4 and 5 for +5.
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Jake Thorax
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Posted - 2008.12.09 10:27:00 -
[6]
Hmm, taking into consideration that i can't even fit the 4th missle launcher into my kestrel I think cross training makes sense. ^^
I'll go with Cybernetics I and the +3's for now. Losing them wouldn't hurt me TOO much. Thx to all.
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F'nog
Amarr Celestial Horizon Corp. Celestial Industrial Alliance
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Posted - 2008.12.09 11:56:00 -
[7]
Originally by: Major Deviant My advice is this: get you cybernetics up to IV and buy one +4 implant for mem and intel (each costs around 15-16 mil so you need few millions more). When I was at the same spot as I was advised to get a full set of +3 which were kind of useless to me as I intended to finish of with training skills first which needs mem and intel for the basic ones.
An other thing to consider is that till you get your corp standing up to 8 to install your first jump clone you will be stuck with the +3s. This is a significant investment for a new player so choose wisely.
If on the other hand you intend to cross train other skills along with the learning ones, by all means go for a +3 set.
Ignore this guy. He doesn't know what he's talking about.
Originally by: Kazuma Saruwatari
F'nog for Amarr Emperor. Nuff said
Originally by: Chribba Go F'nog! You're a hero! Not a Zero! /me bows
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Lisandraia
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Posted - 2008.12.09 12:36:00 -
[8]
Originally by: Major Deviant You need Cyb 3 for +3 imps, 4 for +4 and 5 for +5.
Your information must be out dated on that. You can actually plug +3 implants with Cyb 1 now.
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Gartel Reiman
Civis Romanus Sum
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Posted - 2008.12.09 13:32:00 -
[9]
Originally by: Lisandraia
Originally by: Major Deviant You need Cyb 3 for +3 imps, 4 for +4 and 5 for +5.
Your information must be out dated on that. You can actually plug +3 implants with Cyb 1 now.
IIRC it's always been that way. In fact back when attribute implants were first introduced, the +3s were the only ones available, so at the time it kind of made sense for them to require Cybernetics I. As the other "strengths" became available, they followed a logical pattern (+1 require cyber 1, +2 require 2, +4 require 4 and +5 require 5) but I presume CCP didn't want to invalidate any existing choices - perhaps if they changed the requirement it would impact people who already had the +3s plugged in with a lower skill level.
Anyway, it seems that +3s "should" require Cybernetics 3 but only require cyber 1 due to the history. It just so happens that they're in a relative sweet spot of cost-effectiveness for many people who are 3-6 months into the game and settling in. Those or +2s are decent choices to start with; and once you have the money and the inclination (and preferably a jump clone so that you can put your implants safely aside in case you get wardecced), go to +5s. It's essentially impossible to lose implants in high-sec if you're not at war, as someone would have to suicide gank your pod, which comes with a massive sec status hit and no gains whatsoever for the ganker.
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Estagado
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Posted - 2008.12.09 13:59:00 -
[10]
Edited by: Estagado on 09/12/2008 14:03:19 Edited by: Estagado on 09/12/2008 14:02:21 +3s are definitely worth it. Don't be afraid to lose your pod, it's very easy to avoid. If your ship is about to be destroyed, just spam warp to a celestial object and you'll be good to go. To be caught, you need some serious lag or slow down, or a situation that isn't likely to happen. Being a new player means it's rare for anyone to want to pod you in high sec, and as mentioned, the gain for doing so is minimal at best.
Also don't bother with +4s for now. The difference for the basic learning skills will be 90 skill points per hour, if you get one for Intelligence and one for Memory. It's negligible, and you could probably use the money for something else, such as the other advanced learning skills.
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Jake Thorax
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Posted - 2008.12.09 14:08:00 -
[11]
Thx for all your opinions! i think the +3's fit me perfectly in regards of money and skill training improvement.
Woah, my pic was added fast. Lucky me ^^
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Toshiro GreyHawk
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Posted - 2008.12.09 21:09:00 -
[12]
All this has to do with how much money you've got.
If you do all three schools 10 mission sets as you are starting out - you will get a full set of +1 implants for free.
So, if you've got the money and can afford the loss - then get the better implants.
If you don't have the money and/or can't afford the loss then go with the free ones.
One more thing on that - pretty much anyone can do any of the 4 factions schools which if you do more than one factions set of schools you will get spares, along with extra skill books and ships you can use or sell.
Once you've gotten farther along ... these missions really aren't worth the time as you can make so much more money from higher levels. But if you're new, they give you some easy missions and a bunch of free stuff.
Faction Schools Orbiting vs. Kiting |
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