
Destination SkillQueue
Are We There Yet
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Posted - 2008.12.22 09:26:00 -
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1. corporations advertise themselves in the recruitment section of the forum and in the corp tab ingame. They usually tell what kind of activities they do, so it should be easy to get a good idea what a corp does. You'll want to talk with the corp and ask about how active they are and when(EVE time), what do they do for corpmates(services), what do they demand from you and anything other that you can think of. It's better to put a little effort in to it now, rather than regret and quit because things didn't work out.
2.More fun, people to chat with, support, help, POS and your options generally increase in a player corp. Not all corps are equal, so if you don't like the people and aren't getting anything out of being in one, you need to quit and find a new one.
3.Most ships are good for at least one of those things. Train and fly what you like.
4.They can dictate range=speed, have small signature radius and can have nice DPS. So against larger targets you can avoid/tank the little damage they can do to you while tackling them. The hp advantage the big ship has mean it only takes a while for it to die unless he can tank all your dps indefinitely. Flying in small fast ships is especially fun in small gangs.
5.I have some ideas, but I don't fly gallente, so others will have to answer that. In general it's always better to listen to people who actually fly the ship in combat.
6. Tech 2 guns, fitting skills, support skills, drone skills and ship skills. Web, a warp disruptor/scram and a speed module(afterburner/MWD) is a must for PvP. Aim for to be able to use Tech 2 version of everything you fit on your ship. Avoid training any skill to lvl 5, if you have useful skills at lover levels. Sometimes training to lvl 5 is a prequesite for another useful skill, but at the beginning your time is better spend elsewhere.
7. With turrets it's Trajectory Analysis, Sharpshooter and Motion Prediction. Many modules like target painters, stasis webifiers and tracking computers also help and you can pilot your ship in ways that make it easier to hit your targets.
8.There are damage modules that felp with your DPS and target painters help with missiles. Generally anything that helps you hit also helps your damage too.
9.More likely people will be pirating you, since you'll be in the expensive ship that everone will want to kill. Make no mistake that flying expensive ships like that will make you a primary target for enemy fleets. You can propably do it, but cheaper and better alternatives do exist. You do want to make money pirating don't you?
10./11. Good for PvE(raven/navy issue). For PvP maybe a DPS raven, the navy issue is too expensive for PvP, but you will need gangmates to tackle/paint your targets. You can get a navy issue by bying it from contracts(beware of scamming) or bying it from certain caldari LP stores.
12. /facepalm. The fittings and ship descriptions tell you what you can fit. Your training focus what weapons/ships you will be better of using.
13.Show info on a corporation. It has a tab that list all agents in the corporation and they are split in to agents that are available/not available to you now.
14.Tempest. Shame I have no use for it at the moment.
15. Yes. I don't remember what they are, but I recall a black amarr ship. Some tech 2 ships propably.
16. Usually you train for things first that allow you to do what you like at a basic level. After that you play while building up you skills and go for your next training goal.
17. Not really that much anymore. It used to be a blackhole of lag and stuck petitions, but CCP developed ways to improve things. On sundays you still might have some issues as the numbers are at their peak.
18. What do you mean? Only way that makes sense is if you fix all damage using the station service instead of armor repair modules. How you tank is dependant on your ships slot layout. Armor tanking is preferred in PvP, since it middle slot are used to fit many necessary PvP modules.
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