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PostPosted: Wed May 13, 2009 9:59 AM 
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Is there a site that shows the normal progression of ships most people go through (or what is recommended)? I am Minmatar and have had a Rifter, which was cool, but I replaced that with a Thrasher. I was reading the message boards and saw some people complaining that they couldn't do some missions in their Thrasher so it was suggested that they get a Rupture. Since I had the cash, I figured I'd get the jump and go ahead and get a Rupture (found one for 5 million ISK). I ended up fitting it with some halfway decent weapons but I noticed that it took FOREVER to kill crap in it, compared to my Thrasher (so I switched back). It seems more like a "tank" and less like "DPS" for my taste, and I wasn't exactly struggling with the Epic storyline missions anyway. My question is, should I have gone to something in-between the Thrasher and Rupture? Is there a natural progression of ships that most people take? If so, what should I go for? Or should I just give the Rupture another chance?


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PostPosted: Wed May 13, 2009 10:09 AM 
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There are about four different types of each class of ship, meant for different playstyles or jobs. Really, if you're a cannons type, go for the one with cannon range/dmg bonuses and either speed (if you're dps) or armor (if you're tank). I don't have my ship listing here so I can't give you a progression recommendation, but I went the route towards the special ships in Minmatar (the two cruiser-class heavy-damage ones), only to be sidetracked and get myself into a Raven for mission running.


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PostPosted: Wed May 13, 2009 11:00 AM 
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Generally you go Frigate -> Cruiser -> Battlecruiser -> Battleship for PvE.

For Min it's Rifter -> (Skip Destroyers) -> Rupture -> Hurricane -> Typhoon (usually)

The Caldari ships are the best for PvE, because they're missile boats with good shield tanks. Any race's ships can do missions, just a little slower than the Caldari's.

The reason it took you longer to kill in the Rupture is likely your skill levels. The cruisers use medium turrets not small, and bigger weapons see more penalty from falloff and tracking which is boosted by your other gunnery skills.

Which gets one to a good point about upgrading ship classes in Eve. It takes little time to train up to the ship skill, but having the support skills to fly it are another matter. I had most of my weapon/fitting/tank skills at 3 or 4 before I moved up to the battlecruiser class.


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PostPosted: Wed May 13, 2009 11:23 AM 
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The certificate system should give you a great base for training the right skills for what you want to focus on.


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PostPosted: Wed May 13, 2009 12:18 PM 
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Here is what I have so far. I obviously trained some skills without a reason (go go Anchoring!). Based on this, I guess I need to get Minmatar Cruiser up at least to lvl 4 and Medium Projectile Turrets up to lvl 4. Anything else I should concentrate on or buy and learn?

Peno Nation

Attributes
Intelligence: 15.40
Perception: 13.20
Charisma: 12.10
Willpower: 13.20
Memory: 13.20

Corporation Management
Image Anchoring
Total Skillpoints in Group: 4,243

Drones
Image Combat Drone Operation
Image Drones
Image Mining Drone Operation
Image Scout Drone Operation
Total Skillpoints in Group: 28,244

Electronics
Image Electronic Warfare
Image Electronics
Image Long Range Targeting
Image Propulsion Jamming
Image Signature Analysis
Image Survey
Image Target Painting
Image Targeting
Image Weapon Disruption
Total Skillpoints in Group: 59,406

Engineering
Image Energy Emission Systems
Image Energy Grid Upgrades
Image Energy Management
Image Energy Pulse Weapons
Image Energy Systems Operation
Image Engineering
Image Shield Management
Image Shield Operation
Image Shield Upgrades
Image Tactical Shield Manipulation
Total Skillpoints in Group: 178,912

Gunnery
Image Controlled Bursts
Image Gunnery
Image Medium Projectile Turret
Image Motion Prediction
Image Rapid Firing
Image Sharpshooter
Image Small Energy Turret
Image Small Hybrid Turret
Image Small Projectile Turret
Image Weapon Upgrades
Total Skillpoints in Group: 210,510

Industry
Image Industry
Image Mass Production
Image Mining
Image Production Efficiency
Image Refining
Total Skillpoints in Group: 81,498

Learning
Image Analytical Mind
Image Empathy
Image Instant Recall
Image Iron Will
Image Learning
Image Spatial Awareness
Total Skillpoints in Group: 693,020

Mechanic
Image Hull Upgrades
Image Jury Rigging
Image Mechanic
Image Repair Systems
Image Salvaging
Total Skillpoints in Group: 34,678

Navigation
Image Acceleration Control
Image Afterburner
Image Evasive Maneuvering
Image Fuel Conservation
Image Navigation
Image Warp Drive Operation
Total Skillpoints in Group: 199,765

Science
Image Cybernetics
Image Science
Total Skillpoints in Group: 32,000

Social
Image Diplomacy
Image Negotiation
Image Social
Total Skillpoints in Group: 18,829

Spaceship Command
Image Amarr Frigate
Image Caldari Frigate
Image Destroyers
Image Minmatar Cruiser
Image Minmatar Frigate
Image Minmatar Industrial
Image Spaceship Command
Total Skillpoints in Group: 205,349

Trade
Image Contracting
Image Retail
Image Trade
Total Skillpoints in Group: 25,415

Total Skillpoints: 1,771,869
Total Number of Skills: 71

Skills at Level 1: 3
Skills at Level 2: 12
Skills at Level 3: 43
Skills at Level 4: 11
Skills at Level 5: 2


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PostPosted: Wed May 13, 2009 12:42 PM 
Cazic Thule owned RoA
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Hrm, you should be good for cruisers with medium turrets. Were you orbiting your targets at the gun's optimal range? If not that might be the problem.


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PostPosted: Wed May 13, 2009 12:49 PM 
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how did you list your skills like that?

I specialized for my rokh battleship, nothing better than blowing the hell out of stuff 125km out

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PostPosted: Wed May 13, 2009 2:05 PM 
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Download Evemon and it has an option to list your skills in the board format (with [b] for bold, etc.). It's pretty fancy.

Yea, I was optimal range as well. I went home during lunch and picked up some Vulcan Autocannons (could only afford the I version, not the II). They seem to be the weapon of choice for most setups I see. We'll give it a shot.


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PostPosted: Wed May 13, 2009 2:57 PM 
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Your engineering, gunnery, mechanics, etc, all will help immensely with fitting certain gear to your ship.


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PostPosted: Wed May 13, 2009 3:23 PM 
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Here's another question:

I see items that say, "Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized," yet people have 3 of those same items on their ships. Am I missing something? What is the penalty of having 2 Gyrostabilizer II's on a ship?


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PostPosted: Wed May 13, 2009 3:28 PM 
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It's a progression. I think it goes 100%, 80%, 50%... something like that. i don't recall the numbers.


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PostPosted: Wed May 13, 2009 3:31 PM 
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Meaning if you had 2 that both increased a stat by 100% (for instance), instead of the total being a 200% increase, it would only be a 160% increase when you combined 2 of said item?


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PostPosted: Wed May 13, 2009 3:34 PM 
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Something like that. The numbers are wrong, you can ask in system chat for the breakdowns.


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PostPosted: Wed May 13, 2009 3:35 PM 
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I gotcha. It's still beneficial to have 2 of an item, just not as beneficial as it could be.


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PostPosted: Thu May 14, 2009 2:01 AM 
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Yes, it's worth having two of some items. Armor Repairs, hardeners, etc.


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PostPosted: Thu May 14, 2009 9:07 AM 
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Unless it changed the penalty applies to the same class. So if you had an active harden <one resist>, a passive hardener, and an active harden <all resists> they stack without penalty.

Taking a three module penalty is generally bad unless the little bit really does help. Or you don't need other things slotted, like on a salvaging or mining boat.

By the by, when you get to level 3 missions it's a good idea to go in with the kill boat and then when it's done bring back a salvaging ship. Salvage will earn about 5x the mission reward in isk.


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PostPosted: Thu May 14, 2009 1:56 PM 
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I love having 4 mag stabs to boost my guns into high powered ass kicking cannons!

Screw the penalty!

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PostPosted: Thu May 14, 2009 2:19 PM 
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Last night, I got a chance to run a mission with the newly-refitted Rupture and I was pretty impressed by the performance. It definitely can take plenty of punishment, and the 200mm Vulcan Autocannon I seemed to do the job quite nicely. The only thing I noticed was when I was in too close, I couldn't damage the ships I was fighting. So I'll add a Stasis Webifier and see if that helps (of course, I bought a Webifier II but I don't have the skill for it yet... more training!).


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PostPosted: Thu May 14, 2009 3:04 PM 
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Yeah, the smaller ships will get right on your ass and chew you up. Part of what I like about the game, you are always at risk, and you can always BE a risk.

BTW, screw the stasis webbers. Get yourself a smartbomb. ;)


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PostPosted: Thu May 14, 2009 3:13 PM 
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Actually, I used a smartbomb on my Thrasher. Good times! Maybe I'll equip one until I can equip the Webber II.


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PostPosted: Thu May 14, 2009 11:37 PM 
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No smartbombs plz, droners like me h8 you.


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PostPosted: Fri May 29, 2009 1:12 PM 
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Going through low-sec for the first time (and several times after that) reminded me of my first trips through Kithicor Forest. I was actually scared!


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PostPosted: Sat May 30, 2009 1:40 PM 
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As far as stacking penealties go...

Read the item description. Some items do not have stacking penealties. If the item is effected by stacking multiples it will say so in the description.


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PostPosted: Sun May 31, 2009 12:18 AM 
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I had to go into low sec for a courier mission. Last jump was to .3 and I was scared shitless. I even bought a crappy frigate to go. Nothing happened though.

Less than 3 days for mining barge V! I should have a hulk in under a week!


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PostPosted: Sun May 31, 2009 10:39 AM 
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I finally found some Level 2 missions. Some were quite a challenge compared to the Level 1, that's for sure. My poor drones took a beating and I even had to warp out and repair a few times before finishing a few of the jobs. Poor drones. :(


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PostPosted: Sun May 31, 2009 11:50 AM 
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I have to warp out to let my armor rep do it's job frequently on L2s. I need to beef up my gunnery/electronics/engineering a little. There's this L2 with a huge asteroid belt I have to decline because it's capped with a couple pirates I can't out damage their repairs and they have energy vamps too.


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PostPosted: Sun May 31, 2009 1:25 PM 
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be sure you have a few cap rechargers, that's one of the first Tech II items you should gun for.


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PostPosted: Wed Jun 03, 2009 8:41 AM 
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Neesha the Necro wrote:
Last night, I got a chance to run a mission with the newly-refitted Rupture and I was pretty impressed by the performance. It definitely can take plenty of punishment, and the 200mm Vulcan Autocannon I seemed to do the job quite nicely. The only thing I noticed was when I was in too close, I couldn't damage the ships I was fighting. So I'll add a Stasis Webifier and see if that helps (of course, I bought a Webifier II but I don't have the skill for it yet... more training!).



Those little shits zoom in too close when I am running my rokh, it gets annoying, so thats why you need a full compliment of drones. Cause I will not give up any of those 8 slots for my cannons for poopy close range shit.

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PostPosted: Wed Jun 03, 2009 9:45 AM 
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So I got a Level 2 mission (The blockade) and I simply cannot beat it in my Rupture. There are TONS of ships that do way too much damage to me. I have spent probably a million ISK just repairing. Suffice it to say, I won't be finishing it before the deadline.


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PostPosted: Wed Jun 03, 2009 10:00 AM 
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I did that in a Battlecruiser I think. Was okay then.


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PostPosted: Wed Jun 03, 2009 11:42 AM 
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I am in the process of training for a Hurricane, but it will be a while before I can afford one anyway. I can technically fly one already, but I doubt I'd be much good in one until the skills catch up. :P


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PostPosted: Wed Jun 03, 2009 11:46 AM 
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This is all I have left to train. I should be done in no time! And by "no time" I mean "58 days".

1. Focus I (35 minutes, 53 seconds)
2. Clarity I (35 minutes, 53 seconds)
3. Focus II (2 hours, 38 minutes, 46 seconds)
4. Clarity II (2 hours, 34 minutes, 54 seconds)
5. Focus III (14 hours, 15 minutes, 16 seconds)
6. Clarity III (13 hours, 36 minutes, 24 seconds)
7. Motion Prediction IV (1 day, 15 hours, 32 minutes, 8 seconds)
8. Small Projectile Turret V (5 days, 18 hours, 49 minutes, 50 seconds)
9. Small Autocannon Specialization I (29 minutes, 38 seconds)
10. Small Autocannon Specialization II (2 hours, 18 minutes, 3 seconds)
11. Small Autocannon Specialization III (13 hours, 54 seconds)
12. Small Autocannon Specialization IV (3 days, 1 hour, 37 minutes, 35 seconds)
13. Medium Projectile Turret V (17 days, 8 hours, 29 minutes, 31 seconds)
14. Medium Autocannon Specialization I (49 minutes, 24 seconds)
15. Navigation IV (23 hours, 2 minutes, 22 seconds)
16. High Speed Maneuvering I (46 minutes, 22 seconds)
17. High Speed Maneuvering II (3 hours, 36 minutes, 1 second)
18. High Speed Maneuvering III (20 hours, 21 minutes, 49 seconds)
19. High Speed Maneuvering IV (4 days, 19 hours, 11 minutes, 52 seconds)
20. Weapon Upgrades IV (1 day, 8 hours, 30 minutes, 30 seconds)
21. Repair Systems IV (22 hours, 34 minutes, 43 seconds)
22. Mechanic IV (22 hours, 34 minutes, 43 seconds)
23. Hull Upgrades V (10 days, 15 hours, 26 minutes, 54 seconds)
24. Projectile Weapon Rigging I (27 minutes, 16 seconds)
25. Drones V (5 days, 15 hours, 52 minutes, 36 seconds)
26. Electronic Warfare IV (1 day, 21 hours, 9 minutes, 27 seconds)
27. Electronic Warfare Drone Interfacing I (48 minutes, 21 seconds)
28. Electronic Warfare Drone Interfacing II (3 hours, 45 minutes, 13 seconds)
29. Standard Missiles I (19 minutes, 45 seconds)
30. Standard Missiles II (1 hour, 32 minutes, 3 seconds)
31. Standard Missiles III (8 hours, 40 minutes, 35 seconds)
32. Heavy Missiles I (29 minutes, 38 seconds)

Total time: 58 days, 20 hours, 34 minutes, 34 seconds


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PostPosted: Sun Jun 07, 2009 7:01 PM 
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I need a guide for getting started in this game. I feel like I'm just doing random things.


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PostPosted: Sun Jun 07, 2009 8:31 PM 
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That's pretty much the game. It's a lazer pew pew sandbox. Unless you know what you want to do in the game, there's not much people can tell you.

If you're interested in primarily pvp, start scouting out pc corps to join. I have no solid information about this though, because I'm still in CAS gallente newb corp. But from what I hear, 0.0 corps aren't going to blind invite for fear of spies.


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PostPosted: Mon Jun 08, 2009 10:51 AM 
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Joxur, the best advice seems the simplest: do the Tutorials!

If you do the tutorials, you'll make several million ISK (the currency in the game), you'll get several books that you need to learn things, and you'll acquire a few ships. It'll teach you mining, it'll show you how courier missions work, and, of course, it will give standard "kill them all!" missions.

The game can be overwhelming at first. The n00b chat can be useful if you can handle the spamming, but I suggest you move to the "Corp" channel. When you first start the game, you're automatically in an NPC Corp. I've found that it's easier to communicate in that chat than it is in the n00b chat. If you ask a question in the n00b chat, you end up having to scroll up to find the answer because it moves so fast. That's not the case in the NPC Corp channel.

If the game looks like something you'd want to stick with for more than the 2 week trial, then I suggest learning the core "Learning" skills (as someone suggested to me). You get a bonus to the speed in which you learn, and if you learn the "Learning" skills, it will decrease the time it takes to learn other stuff. The core skills you'll want to learn ASAP are: Learning, Analytical Mind, Focus, Empathy, Iron Will, Insant Recall, Spatial Awareness. I think there's one more, but I am not sure. Anyway, get them all to at least level 4 and get Learning to level 5. They are not exciting to learn, since you don't get any instant gratification for them, but they are invaluable. Eventually, you'll want to learn Clarity, Focus, and a few others, as they will also decrease your overall time it takes to learn things, but it's not a huge hurry to do so. By the way, you won't have any of the books mentioned here, so you'll have to buy them all from the Market. I think each book was like 80k ISK when I bought em.

Hopefully, this will help out. Evemon is a pretty awesome app that you can download. You can pick out the next ship you want and it will plan out what skills you should learn, in what order, to get to that ship. It's pretty handy.


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PostPosted: Mon Jun 08, 2009 1:42 PM 
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Weird Question - but has anyone set up a Lanys chat channel?

I know I haven't managed to find anyone that's playing - but it would let folks as questions in game instead of running out here. Also would make it easier to lend a helping hand to folks.


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PostPosted: Mon Jun 08, 2009 2:54 PM 
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I just made one called Lanys, with the password as "tarot".


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PostPosted: Mon Jun 08, 2009 10:48 PM 
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So, any reason why i wouldn't get a destroyer right away? I have the skill and the money.. using a frigate at the moment. Is there a catch to going to a larger ship so soon?


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PostPosted: Mon Jun 08, 2009 10:52 PM 
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No reason not to, as long as you have the skill. I saw you in the chat but I was AFK when you said hello, and when I got back, you were gone. I sent you some ISK to help you out.


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PostPosted: Tue Jun 09, 2009 7:52 AM 
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Thanks!


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PostPosted: Tue Jun 09, 2009 9:55 AM 
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Update on my ship (not that anyone cares). I got the Hurricane this weekend. The chart I had mapped out was for the top of the line crap, so I realized that I could do just fine getting the Tech I stuff for now. I went with the Passivecane setup and let me tell you, it's pretty sick. The Rupture was an up-close-and-personal ship (I had to be within 1200 meters). It was fun, and kicked some butt, but doing the level 2 missions like "The Blockade" was just suicide simply due to the amount of ships I had to go against. The Hurricane's weapons, on the other hand, have a range of 20km. What a difference! I have 6 guns (650mm Artillery Cannons) with a 20km range grouped into 3 different groups (2 guns each), and now I simply own the level 2 missions. The only "tough part", now, is taking the time to Salvage the 30+ ships after the missions. Good times!

Here's the loadout: http://www.battleclinic.com/forum/index ... 130.0.html

I have Tech I stuff in place of the Tech II for now, until I build up a few more skills. Here's what I have left to learn:

1. Energy Grid Upgrades IV (9 hours, 35 minutes, 53 seconds)
2. Shield Upgrades IV (1 day, 20 hours, 15 minutes, 1 second)
3. Weapon Upgrades IV (1 day, 8 hours, 30 minutes, 30 seconds)
4. Small Projectile Turret V (5 days, 18 hours, 49 minutes, 50 seconds)
5. Small Artillery Specialization I (29 minutes, 38 seconds)
6. Small Artillery Specialization II (2 hours, 18 minutes, 3 seconds)
7. Small Artillery Specialization III (13 hours, 54 seconds)
8. Small Artillery Specialization IV (3 days, 1 hour, 37 minutes, 35 seconds)
9. Medium Projectile Turret V (17 days, 8 hours, 29 minutes, 31 seconds)
10. Medium Artillery Specialization I (49 minutes, 24 seconds)
11. Tactical Shield Manipulation IV (3 days, 18 hours, 18 minutes, 54 seconds)
12. Drones V (5 days, 15 hours, 52 minutes, 36 seconds)
13. Heavy Drone Operation I (48 minutes, 21 seconds)
14. Heavy Drone Operation II (3 hours, 45 minutes, 13 seconds)
15. Heavy Drone Operation III (21 hours, 13 minutes, 48 seconds)
16. Heavy Drone Operation IV (5 days, 5 minutes, 59 seconds)
17. Heavy Drone Operation V (28 days, 7 hours, 23 minutes, 3 seconds)
18. Caldari Drone Specialization I (48 minutes, 21 seconds)
19. Caldari Drone Specialization II (3 hours, 45 minutes, 13 seconds)
20. Caldari Drone Specialization III (21 hours, 13 minutes, 48 seconds)
21. Caldari Drone Specialization IV (5 days, 5 minutes, 59 seconds)
22. Shield Rigging II (2 hours, 7 minutes, 1 second)
23. Shield Rigging III (11 hours, 58 minutes, 26 seconds)
24. Shield Rigging IV (2 days, 19 hours, 44 minutes, 10 seconds)

Total time: 83 days, 19 hours, 7 minutes, 23 seconds


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PostPosted: Tue Jun 09, 2009 10:44 AM 
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How many of those are pre-reqs? I know you have to have level 1 before level 2 and so on, but how many training skills can you do concurrently?


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PostPosted: Tue Jun 09, 2009 10:46 AM 
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and is game time = real time?


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PostPosted: Tue Jun 09, 2009 10:49 AM 
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meeeeeeh.

I just downloaded the game and set up my trial. I guess I'll login later tonight. :P

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PostPosted: Tue Jun 09, 2009 11:13 AM 
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Training time = real world time. Skills train one at a time, and you can queue up to 24hrs worth with a caveat. If you have one free hour in your queue, for instance, the last skill you add doesn't have to complete in one hour; could be five days, etc..


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PostPosted: Tue Jun 09, 2009 11:27 AM 
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Added all the learning skills to my queue first. This is good advice on Neesha's part as it not only gets you those core skills the quickest, but I can just sort of fart around learning the interface and THEN decide what direction to go.

Question: What's the deal with agent missions? Are they all just completely randomly generated? I've seen some language about epic arcs, one of my early missions was "important", etc. Any thoughts on where I should be focusing on? I'm combat oriented.


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PostPosted: Tue Jun 09, 2009 11:32 AM 
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They're randomly generated, from a mission pool that's common to all agents of the same department. So a 'security' agent gives you 97% combat missions, 3% courier.

Every 15ish missions you'll get an EveMail from an agent, which is a story arc. The rewards are usually nice, but you also get a lot of standing.

Combat oriented flying which race's ships?


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PostPosted: Tue Jun 09, 2009 11:46 AM 
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krby71 wrote:
How many of those are pre-reqs? I know you have to have level 1 before level 2 and so on, but how many training skills can you do concurrently?

Yes, you have to have lvl 1 before lvl 2, and so on. But the time goes up the higher the level. For instance, you can see that it takes 29 mins (real-time) to get Small Artillery Specialization I. Lvl II takes 2 hrs, Lvl III takes 13 hrs, etc. It trains even while you are logged off, though, so you don't have to worry about staying logged in.

Also, as a new player, you get a +100% increase on your training speed until you train X amount of training points. That gives newer players a chance to train some important stuff right away so they can get up and moving. This is why it is a good idea to train those "Learning" skills while you still have the speed bonus. When you get those skills up, they lower the time it takes to learn other stuff. So for instance, without any "Learning" skills, Medium Projectile Turret V will take 22+ days to learn instead of the 17 days it will take me to learn. If I had all of the "Learning" skills up to level 5 (instead of most at lvl 3 or 4), it would take even less time.


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PostPosted: Tue Jun 09, 2009 11:54 AM 
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joxur wrote:
Question: What's the deal with agent missions? Are they all just completely randomly generated? I've seen some language about epic arcs, one of my early missions was "important", etc. Any thoughts on where I should be focusing on? I'm combat oriented.

The EPIC ARC missions never expire. It's a series of about 50 Missions that starts with the Sisters of Eve in Arnon (Sister Alitura or something is her name). It's an excellent way to make lots of ISK because the reward ends up being 100k + for each mission (plus another 100k + for completing the mission on time). I think that mission arc is fairly new (older players haven't done it) and it is meant to guide you after doing the tutorial stuff so you don't say "now what?" once you do your last tutorial. It ends with a pretty tough battle against a dude named Dagan.

The other missions are random, I think, as Sarissa said. So you'll find one Agent who gives you "The Damsel in Distress" and then you'll see that same mission from another Agent.


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PostPosted: Tue Jun 09, 2009 12:50 PM 
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I'm on that epic arc right now. It's pretty cool. Maybe it's the fact that I enjoy space games so much more, but I find myself actually reading the text compared to WoW.

I'm Gallente, Sarissa.


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PostPosted: Tue Jun 09, 2009 12:59 PM 
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So you want hybrid turrets, drones, and probably armor tanking skills. Fitting skills too, but there not critical until you're in a battlecruiser.


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PostPosted: Tue Jun 09, 2009 1:03 PM 
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Yeah, I think I may get that destroyer and load it up with drones and such. Use that for a while.


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PostPosted: Tue Jun 09, 2009 1:20 PM 
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ok so training is single threaded, it would seem that if you could have the possibility to train more that one thing at a time then your total training time would be dramatically cut.


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PostPosted: Tue Jun 09, 2009 1:30 PM 
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That would be too easy.

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PostPosted: Tue Jun 09, 2009 1:30 PM 
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Not only is training single-threaded, but if you make an alt and want to train his/her skills, you must stop training on your main.

Edit: As far as the quest text goes, I find myself reading it as well. There's one particular one I found funny that dealt with a guy who threw up on another guy. The guy who got thrown up on was embarrassed because people made fun of him so he wanted to kill the other guy for throwing up on him in the first place. I believe the other guy was running for political office, or something, so they hired you to kill the guy who got thrown up on before he could hire someone to kill the guy running for office... I'll have to re-read it to be sure, but it was still pretty good stuff.


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PostPosted: Tue Jun 09, 2009 2:38 PM 
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Is there anything remotely equivalent to:

1) dungeons
2) group quests / missions / encounters
3) a "con" system to gauge whether I'm going to get my ass beat
4) significant PVE content ala "raids"?


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PostPosted: Tue Jun 09, 2009 3:05 PM 
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1) Yes, but they are heavily farmed. They're called 'complexes' and there are also ones that can be found by probe scanning systems.

2) Yes, most level 5 missions require a gang to complete when the escalate.

3) No. Other than the hull size of the ship and the security of the space you are in (0.0 to 1.0 with higher numbers being safer).

4) That's the domain of PvP and corporate warfare. Eve is primarily a PvP game.


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PostPosted: Tue Jun 09, 2009 3:07 PM 
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1) not that I know of *
2) you can group (make a fleet) to do missions or to go PVP
3) no
4) no (not that I know of)

I'd say the game can be broken down into doing these things (I'm sure there are other things I am missing):

1) Running Missions
2) Mining for profit
3) Salvaging for profit or to use the salvaged items to make Rigs (which sell for huge amounts of ISK)
4) Solo PVP (hoping to find stragglers that you can kill without getting gang tackled)
5) Group PVP (you and some buddies make a fleet and go around looking for/causing trouble)
6) Becoming a pirate (I'd assume this means you just screw up your security rating and do what you want, when you want)
7) Becoming a trader (buying stuff for cheap from one System and moving it to areas where the stuff is hard to find and selling it for a profit)
8) Becoming a Courier (accepting orders from people to move their items from one place to another for a potentially huge profit.. but there's a risk when moving said items into low/null security)
9) Acquiring Blueprints and making/selling things such as Ships
10) Joining a Corp and doing the "Corp stuff" (large-scale battles against other Corps, etc)

Edit: * I have heard of Complexes but didn't know what they were

Edit #2: You can also deal drugs, but I have no idea what all that entails. I just know that drugs r bad


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PostPosted: Tue Jun 09, 2009 3:24 PM 
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Saw this today (no idea how old the actual shot is):

Quote:
Image

This is a screenshot from my first huge fleet battle. We were on our way to the rally point for a battle between the Northern Coalition (we, the good guys) and Triumvirate/White Noise (the meanies ;) ), waiting for the Fleet Commander to give the order to jump through the gate.

Too bad I wasn't able to participate in the fight later on, as the solar system was just too full of players. I saw 750+ players out there in local chat, but my grid wasn't loading, so I was stuck for hours while the others were fighting against each other and against the enormous lag. Later the node crashed at least 2 times due to the mass of players. The fight was in E-7U8U in the Venal Region. I hope you enjoy this screenshot. I like it very much because of the lights and all those ships, waiting to get to the battle.


Source


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PostPosted: Tue Jun 09, 2009 3:34 PM 
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When doing courier missions be wary. Some corporations center their operations around ganking couriers.

You have to put money down up front as insurance in case the cargo is lost (i.e. contract pays you 500mil, you must put down 300mil up front as insurance in case you get killed on the way and lose the cargo). So they will put up contracts for a lot of cash with a high insurance requirement, and then set up a gate camp on the route.

When the courier pops through, the bads pop their ship and collect the insurance money. The 'cargo' is generally worthless junk. If no one takes the bait they pull the contracts and try again later.

Drug running isn't a viable profession. They just haven't implemented the contraband system at all. The items are there, but the 'reward' part is missing. Not even pirate cartel agent missions involve the stuff.


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