Hands of Justice
What we have played => EVE Online => Topic started by: Rubino on January 02, 2009, 12:37:18 PM
-
While I know many here are new to eve and are currently working towards having decent setups for ships that are reachable in near timeframes - in the longer term however, the corp needs more people who can fly Capital ships.
If anybody in the corp is planning flying a Jump Freighter, Rorqual, Carrier, Dread or Mothership - let me know by replying to this thread (just so I can plan in the expenditure) and when the time comes I'll help towards the cost of the skill books.
The only thing I ask is that you plan the supporting skills in first before going for the ship skill - as it'll mean you can be effective from the moment your ass hits the captains chair :)
With a little luck the corp will be building the ships by then - so you'lll be able to have the ship at reduced cost.
Reply to this thread with the pilots name and the ship you'll be aiming to fly.
-
Jiminy Cricket - Moros ~ 4 months
Myene Herre - Rorqual ~ 6 months
Jiminy's got Advanced Spaceship Command I; I was planning on taking him down the dread route (Moros) once I finish rounding out some of his Leadership/Engineering skills. A 3-4 month away plan though (as I need to get to Large Hybrid V, Advanced Weapon Upgrades V, Advanced Spaceship Command V - which is 3 months of training right there).
Edit: For clarity
-
Can't plan that far ahead really :)
But I do find titans to be very cool and if I play long enough would like to fly one haha but realistically that is so far ahead I'm not planning for it right now.
-
I planned out for an Amarr titan from a brand new character in EveMon. It's about 378 days training end-to-end.
That's actually not too bad, considering by the end of it, you can fly a titan. Maybe by that point, you'll be able to afford one too ... at 30M ISK/hour, working on an average of 4h per day, you'll be able to net about 120M ISK per day. Let's estimate only 220 days are 'Eveable' - so 220 x 120 = 26400M ISK. Or 26.4Bn ISK - that's about a titan cost :-)
-
With a general plan of building cap ships - we should have the BPOs for the parts by then - which is a large part towards making the ship.
-
See, even more viable!
To be an effective titan pilot, you will need:
Frigate IV
Cruiser IV
Battleship V
Repair Systems V
Hull Upgrades V
Navigation V
Evasive Manoeuvering V
Weapon Upgrades V
Spaceship Command V
Advanced Weapon Upgrades V
Advanced Spaceship Command V
Capital Ships V
Caldari Titan IV
Jump Drive Operation V
Jump Calibration IV
Jump Fuel Conservation IV
Clone Vat Operation I
Doomsday Operation IV
Additionally, you probably want
Capital Armour Repairer IV
Capital Laser Turret IV
Large Laser V
on the way ...
-
akamine - carrier eventually - no time frame yet.
Chalcocite - Hulk (6 weeks approx) followed by orca - no time frame.
Open to suggestions though if the corp would prefer me to go in a different direction to assist the greater good. After all its all new to me ;D
-
I intend to have proper skills for piloting a HAC in April, and that really really is as far as I can plan anything (I usually plan things at most 30 seconds ahead)... That said, I hope there is something in T3 (Hrodgar did teach me the difference of T1 and T2 the other day, I now feel such a pro :) ) that can be built on from proper HAC skills.
-
I intend to have proper skills for piloting a HAC in April, and that really really is as far as I can plan anything (I usually plan things at most 30 seconds ahead)... That said, I hope there is something in T3 (Hrodgar did teach me the difference of T1 and T2 the other day, I now feel such a pro :) ) that can be built on from proper HAC skills.
I did? yay me :) have no idea what I might have said in my random ramblings ;)
-
Thera - going JF & Rorq.
Tafae - possibly a MoM or Carrier - but not totally certain (I have him on a plan for carriers currently, but still uncertain, I may end up selling him when he gets capable).
-
Some day, maybe I can fly something big. In the meantime I will be happy with a smaller role in the fleet.
If you need something, point me in a certain direction and I may go there ;)
-
I dont think I will go for capital, as I think they are just too unwieldy to enjoy flying. I'll prolly veer off to Black Ops or Marauder after hitting BS.
reading this
The Naglfar can dish out a ridiculous amount of DPS, but only against stationary targets, so it is generally useless against anything other than POSes or other capital ships – even battleships can easily outrun or outmaneuver its XL weapons fire. The drone bay is medium-sized, and will allow for a couple waves of heavy drones to be used for defense, but has little more than a regular battleship.
or this
Primarily used in support rather than for front-line combat, the Hel suffers from the fact that once a pilot takes control of it, he/she cannot leave that vessel until it is destroyed. Most pilots are unwilling to tie themselves to a single ship so completely and so many would rather make the investment in a standard carrier than a mothership. That being said, a mothership is a formidable foe by any account.
doesnt make me tick as much as this
Then again, looking at the bonuses that the Vargur receives to tracking and falloff, and its speed, it is fairly clear that it was not actually conceived as an artillery platform, but rather as a fearsome brawler, being able to charge fast and inflict tremendous pain up close with autocannons. Its firing speed bonus helps it almost catch up to pulse lasers in terms of sheer damage to range, and with its tracking and ability to choose its damage type it performs far better against smaller vessels, but a Vargur pilot must always be aware of his situation and his ammunition.
-
Was thinking about this.
I think we should first look at what kind of ship we can acctually support.
From what I understand any captial ship needs supporting ships to make it useful. So perhaps start with seeing what we have and what kind of fleet is needed to support that and expand on it?
-
Humm - well there are 2 sides to support.
From a corp perspective, making and selling them, then logistically - having racial coverage is a good thing. It means we can move the ship from the point of construction to the point of sale. Important from a security perspective if selling outside of any alliance we might be in.
The skills tree for Capitals (ignoring JFs & Rorquals) usually favours a general progression of: Carriers -> Dreads -> Motherships -> Titans
With each capital type there then are various specialisation skills needed: Carriers -> Fighters & Repping, Dreads -> Siege Module and Capital Guns/missiles, Motherships -> Fighters & Repping, Titans -> Doomsday
Common for them all are the Navigation skills as Vac pointed out - the higher the better. Capitals can jump between systems without using jump gates (they can't use them at all) - and the range of the jump is dependant on the skills and the ship range (Capital Jump Planner: http://www.eve-icsc.com/jumptools/jumpplanner.php). The min range I think is about 5ly which is the base distance a ship can travel. Skills will add 25% per level.
Fittings for Capital ships are often Faction and hence expensive. By the time you are flying a capital - you should be able to T2 fit it. Those extra few skill levels will make the difference and put off the day that somebody attempts to salvage your ship.
Ideally the corp will be capable of building all races up to Motherships.
Capitals are rarely used alone (unless Vac is mining in 0.0). Mostly because to jump a Capital generally needs 2 people (excluding the POS Cyno generator).
Fleets that Capitals are in consist of 2 types of hostile action:
Sieges
Here you are generally sieging a station, POS or another capital ships. Dreads are used in POS sieges as they have a special module (Siege Module) that puts them into an mode where they take very little dmg and get a boost to the dmg they do. Carriers aren't generally used diectly in POS sieges - instead they often provide support to those camping the gate and/or station.
Other
Here you'll be supporting the larger group by assigning fighters to them, being a system locus for them to jump in another ship when theirs is destroyed, remote repairs, etc
If you're confident about the numbers of hostiles and your tank - you may even be close to the action - although often you'll be somewhere safe at a POS or safespot.
Hence Carriers and MS's are generally more logistically oriented than Dreads.
I can't speak for the Directors of MADDI but I would imagine that the corp would support any Cap Ship pilot that is supporting Corp or Alliance combat ops.
Taking a Capital into action is the solely the Pilots choice based on their assessment of the operation. I would, however, encourage those flying Capitals to use their ship wisely but to support the strategic direction of first the Corp and then the Alliance.
The ship is expensive. At some point you will lose it. At some point thereafter you'll have another (if you don't have one spare already ;) ).
Typical Costs:
Orca: 610m
Carrier: 800m
Dread: 1.3b
Rorqual: 1.5b
Jump Freighter: 1.6b
Mothership: 12b
Titan: 25-30b
With Carriers & MS's you'll also need to factor in the price of the fighters, which while they are only approx 15m each - you'll be able to use (with avg skills): 12 with a Carrier and 40 with a MS.
In terms of Pilots supporting the capital ship - the general advice for 0.0 applies.
1) Fly what you can afford to lose
2) Flying something small, fast & agile to close the gap and hold the target - is far far better than flying something big and powerful.
The reasons are simple - something big and powerful will lock the target slowly and have problems tracking anything smaller than itself.
When working with a carrier - you will be assigned fighters. Fighter are fast, powerful and the pilot they are assigned to can control them.
When I assign fighters - I prioritise who I assign them to based on the lock time, tackling setup, Corp members and then alliance members.
I won't assign them to a BS - because generally in the time it's taken them to get a lock - assigned fighters could have destroyed the target already.
Edit: A few little updates to the post and to let you know that we've setup the Corp wallet for this. As you find yourself a month or so away from buying the Capital skill books (which books are at the discretion of Beo and the other directors) - drop Beo or one of the directors a line and they will arrange things with you. The corp & it's fund is still young so the until the fund becomes more established it probably won't be able to fund the complete price of the skill.
-
Was thinking and while I think flying a titan or such would be fun in the long run I belive aiming for tackling is a better goal for now. So going to go towards an interceptor initially and then we'll see.
-
Good idea.
The Navigation skills are worthwhile training as some of the Capital skills (like Jump Drive Operation, Jump Drive Calibration & Jump Fuel conservation) depend on Navigation & Warp Drive Operation.
TBH I don't think it's worth skilling for a titan. The smaller Cap ships (Carrier and to a lesser extent the Dread) are more more usuable and deployable. The carrier is a pretty good ship and can be used in many ways - it has a longer "reach" due to the base jump range of the ship (measured in ly) and is cheaper. Essentially Dreads are for sieges of POS's, other dreads and Player Owned Staions.
The idea of this thread is two-fold - it gives people a longer term goal and due to the business that we are working towards (capital ship production) it gives the corp better product range. Our marketing of the ships we make has more options if we can deliver/move the produced ship to other systems. We currently cover the Caldari Capital Ships (Carrier, Dread & Mothership), the Rorqual (Capital Industrial), Orca and probably the Rhea (JF). Being able to cover the other racial ships - especially the Gallente (Thanatos, Moros & Nyx) would be good.
-
Good idea.
The Navigation skills are worthwhile training as some of the Capital skills (like Jump Drive Operation, Jump Drive Calibration & Jump Fuel conservation) depend on Navigation & Warp Drive Operation.
TBH I don't think it's worth skilling for a titan. The smaller Cap ships (Carrier and to a lesser extent the Dread) are more more usuable and deployable. The carrier is a pretty good ship and can be used in many ways - it has a longer "reach" due to the base jump range of the ship (measured in ly) and is cheaper. Essentially Dreads are for sieges of POS's, other dreads and Player Owned Staions.
I know, titans are probably not worth it but they are cool :)
-
lol - I'm looking forward to having the POS gunner skills one day soon - the idea of jumping in the POS guns make me think of Star Wars, tie fighters and Han Solo.
-
lol - I'm looking forward to having the POS gunner skills one day soon - the idea of jumping in the POS guns make me think of Star Wars, tie fighters and Han Solo.
"Stay on target.... Stay on target..." BOOM!!
-
I intended my alt to become a JF pilot (Anshar) and have been training for it for a while now... according to my current plan she will be able to fly one in 48 days and I have no intention of changing that plan :)
-
currently (although with the expansion comming it is posponed a bit) planning to fly a Chimera (http://wiki.eveonline.com/wiki/Chimera)
just around 800 mil short in terms of skillbooks. :D But i will get there at some point (last was 20 days before i needed the 1st 400 mil, current cash is around 150 mil so i when i get back to training caldari bs i should be able to get that cash before i need it. Although any financial help would be greatly appriciated when the time is there)
-
I'm sick of losing ships/stuff trying to do any kind of trading between fountain and empire so when I have the electronics, cloaking and cyno skills in a couple of days I'll change hrod into a plan towards a jump freighter.
-
im, interested in flying a dread, that will be in a year or so. but i just thought id put it out there. Will be the moros or the revalation.
-
Cool - the more we have the better - both from moving them when selling or when needed in combat.
POS warfare can be pretty mundane but it does have some interesting aspects.
When knocking up a plan for them:
1) Start with your weapons
2) Ensure you can T2 fit everything else
3) Get the "Siege Module" first (lvl 1 minimum - 3+ ideal)
4) Aim to get "Jump Drive Calibration" lvl 1
5) Train for the ship
It's the longer route but it does mean at (5) you'll be effective from the moment your ass hits the seat.
(4) is needed to help jump further and allows a fewer number of jumps to the engagement. Each level increases your jump range by 25% - starting with 5ly at lvl 0.