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For a low SP character
Many new characters may think themselves useless as pvpers; but this
is most definately not the case. In a frigate you can take down, or
immobilise, an opponent much larger than yourself. They key to not dieing
while yo do it is speed.
Therefore it is alost essential for all new characters to train for
a microwarp drive
Now that the missile changes have come to pass, an afterburner is probably
more viable, though having the skills for a microwarp drive is a very
good idea
This will help you to take reduced damage from missiles and evade turret
fire.
High speed maneuvering I
Navigation IV
Afterburner IV
This is probably the most time consuming of the skills that you will
need.
Next, you will need to be able to use a warp disruptor or warp scrambler,
to stop your prey from warping away.
Both of these have their benefeits, however i recommend using a warp
scrambler as a lot of your targets may carry a warp core stabiliser,
and the -2 scramble on this item is more likely to stop them from warping.
Secondly, a warp disruptor uses too much capacitor to be run easily
on a frigate.
Propulsion jamming I
Navigation II (you should lready have this at IV)
Electronics III
Since you now have the two main essentials: you may also want to fit
a stasis webbifier (which has the same requirements for skills as the
warp scrambler) to slow down your prey. However this may not be necessary
if you are in an asteroid belt or at a planet etc as your target has
nowhere to run.
Of course you need a ship to fit these to, and i recommend either the
KESTREL or the RIFTER as both have the ability to lock down a target,
while staying reasonably fast and dealing some good damage. For the
kestrel, the choice between rockets or standard missiles is one best
left to you. Rockets are better for close range combat as they have
a better damage/time. For the rifter, experiment with the guns/missiles,
and find out which suits your style best. An INCURSUS fitted with blasters
is also a good option or gallente users. For amarr, the punisher is
a solid frigate but lacks midslots. With pulses it can still be damaging
and can absorb a lot o damage, so it is a useful ship in a gang.
At this point i would not recommend training gunnery skills too much.
Now, running a microwarpdrive and a warp disruptor, along with whatever
else you wish to fit, is a drain on your capacitor. Capacitor power
relays in the lowslots can help you to sustain the modules.
Energy grid upgrades II
Science I
Engineering II
(dont worry about all this training: it doesnt take very long, and many
of the skills are essential later on anyway)
The rest of the slots on your ship if you have any free) is really up
to you.
By now you are thinking; "Great I'm ready,
where do i go to kill!"
Unfortunately it isnt that easy. To find targets, you need to go in
0.4 and below systems. These are often sparsely populated, but now and
again you can find something to kill.
Try to look in the less busy low security systems, as this is where
miners are more likely to be hiding. Fly around these until you see
a possible target in local.
Then you use your scanner to see what ships are in space. (see "using
the scanner" near the end of the tutorial) If the scanner shows a prime
target, such as a hauler or a mining cruiser; off you go. To find him
you can either
Browse the belts.
Use the scanner and narrow him down.
Using the scanner like this is difficult at first, but often quicker
than going through the belts, and well worth getting used to.
First of all, position your camera so that
it is facing in the same direction of your ship. From what i have seen,
the "nose" of your ship when at rest points to the 5degree scan (although
this is very difficult to find people with as it is so precise)
Firstly, set your overview settings to show asteroid belts, then do
a 360 degree scan at full range (about 14 au)
Proceed to narrow it down until you have only the ship and the belt
on the scan: the ship is most likely at the belt. Warp in. Dont worry
about messing up a few times, this requires a LOT of practice.
Once you have your prey in your sights: its time for
Orbit your prey at your optimal range and engage
your warp scrambler and weapons. If all goes well and you get him to
structure, convo him (if you wish to ransom and not just destroy the
ship) and ask for a toll. Choose this yourself, judging the value of
his ship and modules and thinking how much he would lose if he went
boom.
The actual technique you should sue depends on your ship, your fitting,
and your oponent. For mos purposes i would suggest having a close range
fitting (ie: AUTOCANNONS/ROCKETS/BLASTERS/PULSES for minmatar/caldari/gallente
and amarr respectively. If you are using a MWD, then i suggest you engage
it to close the distance between you and your foe. Once you are within
range and hopefully under his guns) turn it off and orbit: this will
save your capacitor for other essentials like guns and repairers.
I advise you not to pod kill your target, as the security status hit
for this is very heavy, meaning you wont be able to go into high security
space.
Once your prey has paid you (hopefully) let him go by deactivating your
guns/scramblers. If he did not pay, send him on his merry way in his
pod.
Do NOT go near the sentries for 15-20 minutes after you have commited
a hostile act, as it will leave you in your pod. (sentres are cruel
masters)
The new introduction of the crminal flagging counter is a very good
indication of when you are flagged or not but I wouldnt trust it fully.
When you kill a player's ship, (and more seriously
his pod) you receive a security rating drop. This can only be raised
by killing battleship npcs, which is probably way above you at this
point. Dont worry, if yu want to be a true pirate, you can worry about
this later: just make sure you dont get trapped in a low security system
surrounded by a lot of high security ones, as you may find it hard to
get out. Once you reach -5.0 you can be shot ANYWHERE without penalty,
so be aware.
-1.9 and above: you can enter all space freely
-2.4 and above: you can enter all but 1.0
-2.9 and above: you can enter all but 0.9 and above
-3.4 and above: you can enter all but 0.8 and above
-3.9 and above: you can enter all but 0.7 and above
-4.4 and above: you can enter all but 0.6 and above
-4.5 and below: you cannot enter secure space without being fired upon
by the navy/concord
Expect to lose ships often until you get the hang of it. Dont worry:
basic frigate setups are cheap.
Lastly: EVE is NOT a single player game, making friends is an excellent
idea: and joining a pirate corp can help you to learn quicker and kill
more (killing with friends beside you is much easier, and more fun)
Hope this helps, and if i forgot anything, feel free to post it.
By now you should be reasonably experienced:
and for most of these options you should be able to use a battleship.
The first is probably the best way to earn money, but you will need
friends or a VERY good setup. [This bit is mainly up to you, you should
know how to fit things by now]
My personal favourite: for this you will probably
need about 3 well tanked battleships for sustained tanking, or perhaps
one or two if you are not staying under sentry fire. I would not recommend
capacitor boosters for this unless you have a secure can anchored somewhere
in the system for easy access as they tend to run out very quickly.
I would advise a close ranged setup with a web and disruptor, and a
sustainable tank. Having an alt in an industrial ship to pick up the
loot is also a good idea. To be sucessful your best bet is to have a
couple of people in cloaked ships watching for a "blob" which would
overpower you. Begin to allign for warp every time something comes in
the system, just to be on the safe side. Pick a busy-ish low security
system where you may be able to make some nice money. Inciorporating
a nos or two into your setup could be the difference between life and
death if you get attacked by anything cruiser size and down.
I'll be blunt. I hate this, but it IS a very
good (and generally safe) way to make money and accumulate a lot of
kills. This can be done solo, but you may not be able to kill larger
ships quickly enough. Having an alt boosting your lock time, tracking
may help, as will having an alt in an industrial to pick up the loot.
To actually get in position for sniping you must be 150km+ from the
gate. I would advise changing spots every now and then and keeping a
clsoe eye on local. If a covert ops ship enters system it is time to
run away :)
Since RMR, complexes have been very good places
to find targets in low security. A heavy assalt cruiser, recorn cruiser,
or well setup battlecruiser is your friend here. An afterburner is nearly
essential, as a microwarp drive will not work in dead space complexes.
This is fairly simple: if you scan a ship in local and there is a complex
simply check it out. If you "patrol" certain systems make a point of
checking the complex every now and again. If it is easy you could do
it for the security status and cash, if you are bored.
By this point you will probably have had many
people run to safespots on you, or even leave ships and spplies at them.
Proping is a great way to kill them or blow up their supplies in true
pirate fashion. A covert ops ship with all the relevat skills is a great
way to steal ships, or find your enemy. Simply scan the target down
with the scanner, and drop a 3 AU probe in a "triangle" around his position
(use moons and safespots etc) Then hit scan. I advise turning on your
cloak while it is scanning, and warping once the signal has been found
while cloaked. There you go, have your gangmates war in and give your
best "YARR!" in local. |