![]() Tech 1 ships such as standard frigates, cruisers and battleships are usually worth insuring, with good payouts. If you're starting out, the Short Skill Plan is a great starting point for getting yourself ready to fly basic combat ships. For strategic operations, and some other fleets, doctrine ships might be provided they might also be available via corporation contracts. (See the forums for the University's doctrine repository.) Before these fleets, you can import the fittings into PYFA to see which you can fly (or which you can train into before the fleet happens). Many fleets will have doctrines consisting of a variety of fits that compliment each other announced beforehand. This may take longer if you cross-train between races or train up T2 ships earlier. * The skills to fly a DD cruiser well in PvP takes 1 or 2 months to train, a battlecruiser 4 to 6 months to train, and a battleship 9 to 12 months to train. * EWAR cruisers require less skills to fly well than DD cruisers. * Flying a DD cruiser well means having the cruiser skill at 4, and the relevant gunnery or missile support skills at 3 or 4. Take note that flying a Damage Dealer ship for PvP requires more skills than for PvE. * Destroyers can be used in specialized fleets, but in most Uni fleets a frigate tackler or EWAR would be preferable if you can't yet handle a DD ship. * Tacklers and EWAR frigates are effective with cheap tech 1 modules fitted. Even if you're young and don't have the skills yet, don't worry about it and come along in a cheap frigate for the experience. You can fly a frigate and still contribute significantly if you have the skills and modules necessary to tackle or EW. If you're a rookie, that is probably a frigate. Get into a ship you can fly well in PVP, and can afford to lose.A rookie with few skill points can contribute much to a fleet by taking a tackling or EWAR role. The four primary roles in a fleet are Damage Dealer (DD), Tackle/Scout, Logistics and EWAR. Be sure you are familiar with the "Pod Saver" tab on your overview if you are about to lose your ship, learn how to "spam" the Warp button in your Selected Item box when a planet is selected. NOTE: While you should always be prepared to be podded, this should rarely occur in high sec or low sec battles. It costs 100,000 ISK but can save a lot of time. Set your Medical Clone in a nearby station to make this easier. ![]() You may be able to rejoin some fleets after being podded. Further information about creating jump clones can be found in this guide. If you have access to a citadel, you can switch between jump clones in the same citadel regardless of cooldown, so it is possible to jump into a clean clone for combat, then return and switch back after the fleet operation is over. For example, a pilot who keeps a full set of +3 implants in his PvE clone could have a PvP clone with a +3 perception and a +3 willpower implant to train ship command, gunnery, and missile skills and another PvP clone with +3 memory and +3 intelligence implants to train electronics, engineering, and mechanics skills. Some players like to keep combat jump clones with no implants at all others keep several jump clones, each with two implants to minimize costs when losing a pod while keeping a good training time. If you have implants, either make sure you can afford to lose them or get into a jump clone. Assume that you are going to be podded.See also Typing commands Pre-Op Checklist
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |