Archive for the ‘Tuesday Training’ Category

Tuesday Training: Mining Foreman V (Multi-Purpose)

Every so often on Tuesday I take a skill which one of my characters is training and discuss why I am current training that skill. I will also look at other uses for the skill, and who else might benefit from it. As I have several Characters across the skill spectrum I expect to cover skills for Young, Middle Age and old players.

This week’s Choices:

      • Em Shield Compensation V
      • Mining Foreman V
      • Hull Upgrades V
      • Amarr Industrial V

This week’s Tuesday training I am picking not because it’s an interesting skill, but because it’s an interesting insight into the gameplay of Eve, as well as the peculiarity of the Skill system. As always I will begin with the in game description:

Mining Foreman (x2) Char, Will

Basic proficiency at coordinating mining operations. Grants a 2% bonus to fleet members’ mining yield per level. Note: The fleet bonus only works if you are the assigned fleet booster.

Why do I claim this is a peculiarity? and why am I suddenly training Mining skills? Firstly let me stress, I am not planning any mining (although I do find the Prospect of hot dropping Nullsec Ore a cool idea). No, I am training MF because it is a requirement to fly the Orca. In the next few days I will be posting a piece on Suicide Ganking (a pursuit the Dirties have been enjoying for the last few weeks), and in this I make some notes on how the use of an Orca can greatly reduce the risks of  loot scooping during a Gank, referring to it as a “Fence”. As such one of my characters is now training to fill that support role.

The Orca has always been the best friend of the Criminal and the Carebear. I find it a wonderful reflection on Eve, that a ship designed explicitly to aid the more Carebear of activities (mining) has, throughout its history, been used equally by those who hunt bear-pelt. Gankers, Ninjas, War-deckers, all these professions can be aided by the use of an Orca. Which makes me wonder, should CCP recognise the multiple uses of some ships in their training?

I accept that there are not many ships which would qualify (there are few which are used so diversely as the Orca), but what if there were multiple options on how to unlock certain multi-use ships?

For example, with the Orca, I am forced to unlock it by training Mining skills I never intend to use. What if, instead, I had the choice, either unlock it by training the Mining Leadership skills (If I were a miner), or by training skills for Gank/Wardec support? Say, Shield/Armor leadership skills, or something which will actually benefit my usage of the Orca?

It’s really not something I’d develop out into a full proposal, but I do find it interesting food for thought.

 

 Fly Diverse,

Hark

Tuesday Training: Tactical Weapon Reconfiguration

Every Tuesday I take a skill which one of my characters is training and discuss why I am current training that skill. I will also look at other uses for the skill, and who else might benefit from it. As I have several Characters across the skill spectrum I expect to cover skills for Young, Middle Age and old players. Yeah so once again I missed this one out last week as it was the beginning of a very long working hours week (which I am now writing to you from the of, so please excuse the large number of mistakes!).

This week’s Choices:

  • Explosive Armor Compensation V
  • Surgical Strike V
  • Tactical Weapons Reconfiguration V
  • Command Centre Upgrades  V

I have to admit that it’s not a particularly inspiring line-up, being all high level boring trains which increase aspects of your character by a few percent. So I’m going to try talking less about what the skill does this week, and instead discuss why I am training it personally. So let’s go with Tactical Weapons Upgrades V. Again as usual I am going to list its official  *words*:

Tactical Weapon Reconfiguration (x8) Per, Will

Skill at operation of siege modules. 25 unit reduction in strontium clathrate consumption amount for module activation per skill level.

So what does this skill really do? Well from level 1-4 all it does in reduce the operating costs of the Siege module (and not by a lot). However at level 5 it allows you to upgrade your Siege module to Tech II, giving a significant increase to the efficiency of your Dreadnaught in Siege mode. So other than simple getting a T2 Siege mod, why am I training this? Well the character training this is my new Dread alt, currently only capable of jumping dreads from X -> Z, completely incapable of using it for anything but travel. I have decided that it’s time to upgrade this character from travel only, to a combat Dread alt. It’s a pretty significant train, at 140 days optimized and implanted, but in exchange I will be able to operate two accounts during large fights such as B-R, or Structure Bashing ops, it will also mean that when traveling between staging systems, I will no longer have to swap the dreadnought between accounts, and, more importantly, I will stop invalidating my insurance everything we move system. Who knows, perhaps one day it may lead to a dedicated Super Capital alt, but that’s a very long way off. For now I am simply looking forwards to having a dedicated capital alt.

Fly Dreads,

Hark.

Tuesday Training: Minmatar Engineering Systems

Every Tuesday I take a skill which one of my characters is training and discuss why I am current training that skill. I will also look at other uses for the skill, and who else might benefit from it. As I have several Characters across the skill spectrum I expect to cover skills for Young, Middle Age and old players. Please excuse this late running post, as I was unexpectedly out of town for the last couple of days.

 

This week’s Choices:

  • Minmatar Engineering Systems V
  • Surgical Strike V
  • Capital Ships V
  • Command Centre Upgrades V

 

A fresh sheet this week, with no skills previously covered! But as I mentioned in the last training Tuesday, I’d really like to look into the T3 skills. Minmatar Engineering Systems V is the very last Subsystem skill I need to train to have a base line of V, and I have been very pleased with the ships effectiveness. But let’s take a look at the skill itself.

 

Minmatar Engineering Systems (x1) Int, Mem

Skill in operation of Minmatar Engineering Subsystems used on Tech III Ships.

 

This skill is pretty much the same as all others in the category, simply replacing the Engineering with either; Defensive, Offensive, Propulsion or Electronic, and the Minmatar with the other races.

 

All of these skills have similar shadowy skill descriptions where the actual reward isn’t shown in the skill itself, but to understand their advantage we need to understand T3’s, so: Subsystems, important enough to own their own section of the skill list, are unique to T3 ships, and allow pilots to customise the slot layout, fitting resources, hard points and bonuses of a T3 ship. Each races T3 ship has 5 subsystems slots, which can be filled by one of four sub system modules. There are lots of nuances to the system, but the core concept needed for this post is that each of these five choices will provided a different bonus to your ship, which is multiplied that Race/Subsystem skill. By having all my T3 subsystem kills to V, each T3 ship I have gives me 5 bonuses 5 times each. For example my old Loki setup gave me:

 

150% (30% per level) bonus to Stasis Webifier range

20% (4% per level) bonus to armor resistances

25% (5% per level) additional Power Grid (coming to a total of 600 additional PG)

50% (10% per level) bonus to After Burner speed

 

Now these Bonuses can change dramatically depending on the sub system itself which makes the T3 a very versatile ship class that’s popular in both PvE and PvP. Of course all things must have downsides, and the issue with the T3 class, is that the subsystem skills are the only ones your likely to have to train more than once (assuming you keep your clone up to date!). You see every time you lose a T3 ship you will also lose one level of your highest trained corresponding sub system, picking at random if they are all trained to the same level. Owch.

 

Of course T3 Sub system skills are only a x1 multiplier, meaning they take around 8-10 days from start to finish, with 3-4 days of that being level V. Levels 1-4 all take well within a single day to train. So although the loss of skills isn’t insignificant at level 5 they are still going to take some time to repair.

 

Here it is worth noting that although I have some Lvl4 mission running experience, I have never personally used a T3 to do them. I always found them underwhelming in both Tank, and DPS, despite their excellent signature and speed tanking abilities. Personally I felt that a Macharial beat them in almost every category. But at the same time I am aware that they are worshiped as PvE gods by some, likely for good reason, so if you are a young PvE player, looking for advice, the following may not apply to you.

 

T3 ships are expensive, both in training time (if you lose them) and Isk (also if you lose them), they do however feature in several current Nullsec Doctrines, and have had a place in Null for a while now. I would advise that for a new player looking to break into Nullsec, they are very much a 2.5 tier train:

 

Teir 1: Train Tackling ships & versatile hulls such as Interceptors, Interdictor and T1 logistics, to maximise your usefulness to fleets.

Teir 2: Train ship of the line hulls, ensuring that you can use all hulls and all weapon systems

Teir 3: Train specialist ships to help your fleets, such as Logistics, Recon and Bonus ships

 

Quick enough to train that they don’t quite fall into Tier 3, but also specialist enough that they are not Ships of the Line. Although they don’t take long to get into, you will need excellent ancillary skills to use them effectively. In including both overheating and drug skills, both Veteran categories which I may discuss at a later date!

 

Fly like a Swiss army knife!

 

Hark

 

 

Tuesday Training: Command Center Upgrades

Every Tuesday I take a skill which one of my characters is training and discuss why I am current training that skill. I will also look at other uses for the skill, and who else might benefit from it. As I have several Characters across the skill spectrum I expect to cover skills for Young, Middle Age and old players.

 

 

This week’s Choices:

  • Minmatar Defensive Systems V
  • Amarr Battleship IV  (out, as I covered  the Amarr Cruiser  one last week)
  • Gunnery V
  • Command Centre Upgrades IV

 

It was a tough call on which one to talk about this week. I would really like to cover the T3 Sub systems skills in another broad stroke at some point, but in the end I have chosen Command Centre Upgrades as the Skill for this week’s discussion. I’ll likely cover another T3 Sub system next week as an excuse to talk about T3 skills in general.

 

As usual I’ll start off by giving the actual skill notes from the game:

 

Command Centre Upgrades (x4) Charisma, Intelligence

Each level in this skill improves the quality of command facility available to you, in turn allowing for a greater number of connected facilities on that planet. Cannot be trained on Trial Accounts.

 

This is another skill where the true value of its training, cannot be found in the skills description itself, instead we have to look into the properties of the Upgrades available on the Command Centres themselves. First however its worth doing a quick overview of Planetary Interaction (PI from here) and what this skill means for it.

 

PI, simply defined is a capsular’s ability to build installations on planets, which extract, process, store, import and export materials. These materials, referred to as Planetary commodities are used in a number of products including, but not limited to; nanite repair paste, structures and P.O.S Fuels. The centre of any PI installation network is the Command Centre, which is the first module placed on a planet allowing further development.  Command Centres also define the CPU and Power grid available to a planet’s colony, which all other installations consume.

 

So with this ground work in mind, how does the skill work? Quite simply, a Command Centre has 6 levels. The base command centre starts at level 1 (when placed on a planet), and can be upgraded 5 times to reach level 6. Each upgrade has a cost (in a bell curve increment), but in return increases the maximum CPU and PG available to your colony. Fully upgrading a colony to level 6 will cost you 6.4m Isk.

 

My aim in this post is to give you an idea of the value of PG/CPU to a colony, as well as showing the Time taken per unit of PG/CPU each level in the skill will give you. Armed with this I will present my conclusion of each levels increase in potential value, and you can make your own choices on how important each level is to you. As an aside to this post, there is an assertion I should like to make: Any player, who has a character who stays relatively still somewhere in the universe (for more than a few weeks at a time), should have a PI colony set up. Even a simple Colony with, one or two login’s per week will net the player a few million isk each log in, although mileage will vary. My colonies with a login per day, across 1.1 characters earns me around 20m/day, 140m/Week or 560m/Month, that’s the cost of an account in exchange for 30 minutes a day, your stupid if you are not doing it.

 

But anyway, back to the main point. Let’s start giving a value to PG/CPU. PI is all about maximising efficiency CPU/PG, directly control what Structures you can place on the planet, which effect this efficiency. Let’s looks at some case points to give you an idea of the value of a unit of each type:

 

  • 500 Mw (PG) and 110 Tf (CPU), will allow you to place a new extraction head on an Extraction Control unit, increasing your raw material extraction.
  • 800 Mw and 200 tf will allow you to build a Basic Industry Facility which will allow you to process more raw product into T1 and T2 materials (worth more) and T2 into T3 materials.
  • 9200 Mw and 1720 tf  will allow you to build a new Extraction Control Unit and fill it with all 12 extractor heads, dramatically increasing your raw material extraction.

 

I’ve made a series of wild estimations (some high and some low), based on what you could add with more CPU and PG, and how much extra that will earn you. I’ve then taken these estimates and averaged them to find a good middle ground for these guesses. From this I estimate that, based on my earnings, a Unit of CPU and a Unit of PG are worth  1434.34 isk/unit and 716.21 Isk/unit respectively. Please note that this is a terrible way of estimating, and I am a terrible estimator, so this really is a massively ballpark figure, designed simply to give a rough idea.

 

So now let’s look at how much you get per level of upgrade in the Command Centre. Based off the Eve wiki chart:

 

PI Command Isk

 

Again, note the terribleness of my estimation abilities, but at the same time except that the according to this estimation (based on my personal experience of PI production in Highsec) a fully upgraded Command Centre should earn around 21m every 24 hours, damned close to what I see being produced by my colony every day (p.s. I am amazed that worked). Please note that this assumes all the other skills for PI are at Lvl 5, and doesn’t take into account any taxes or other costs involved in PI so again, mileage may vary.

 

 

So all that done, is Command Centre upgrades worth it? To what level, and to whom? Well this doesn’t really depend so much on your character age, as it does your personal engagement with PI, and exactly what you need. If your fully committed to making money through PI, and are ready to commit to a schedule of updating your miners, then the chances are that yes, its worth training it as high as you can. Its also worth checking that you are going to have a use for the extra fitting space on your planners, after all there is no point in spending 20 days training level five, only to find that there is nothing useful to do with the extra PG/CPU. For someone entering into the market however, I would recommend aiming for level three to begin with, and seeing what you can do with that. At only 17 hours training, your not going to feel lost if PI doesn’t work for you, and its enough to get started with a good colony. Once you have that up and running, you’ll also spend some time learning and understanding the system, so you’ll know what to do with the extra PG/CPU once you train it. If you do its 3 days for level 4 then another 20  to Finnish it at level 5.

 

Have fun, and fly into the ground,
Hark

 

 

Further reading on PI can be found at the Eve Wiki, and Eve University

Tuesday Training: Amarr Cruiser V (and Cross training)

Every Tuesday I take a skill which one of my characters is training and discuss why I am current training that skill. I will also look at other uses for the skill, and who else might benefit from it. As I have several Characters across the skill spectrum I expect to cover skills for Young, Middle Age and old players.

 

 

This week’s Choices (Only two as one was covered last week, and one the week before).

  • Caldari Electronic Systems V
  • Amarr Cruiser IV

 

Not much of a choice really, and both ship skills as well, what’s come over me? I’m going to discuss the Amarr Cruisers IV train, briefly in terms of what it gives you, but broadly as an excuse to talk about Racial Ships, and cross training.

 

First of let’s look at the skill itself:

Amarr Cruiser (x5) Perception, Willpower

Skill at operating Amarr Cruisers

 

Not much huh? But here is what you’re really get for your money:

Skill level I:

  • Arbitrator
  • Augoror
  • Maller
  • Omen

Skill level II:

  • Ashimmu (if you have Minmatar Cruiser II)
  • Augoror Navy Issue
  • Omen Navy Issue
  • Phantasm (if you have Caldari Cruiser II)
  • Stratios (if you have Gallente Cruiser II

Skill level II

  • Ability to train Amarr Battleships

Skill level V:

  • Ability to use/train all T2 Amarr Cruisers

 

For each level of the skill you also get a bonus to the four Amarr Cruisers (and the faction cruisers). An example of this would be for the Omen, where each level of Amarr Cruisers give you an additional 10% reduction in Medium Energy Turret activation cost, and an additional 5% bonus to Energy Turret Rate of fire per level.

 

Impressive.

 

Boring stuff out of the way, let’s talk about the broader topic here, racial cross training. In eve I’ve met many pilots who are loyal to their birthing faction’s ships. They are vehement in their dedication to perfecting their chosen races ships, and train them (and thus their weapon systems, and tank type) exclusively. They also tend to get a bit hett up under the collar when people start mentioning doctrines which use anything else. I was one of these people too once, and I can tell you now, without hesitation that there is no good reason for it.

 

Cross training to a competent skill level for all four races takes around 5 months (ships, weapons and tank). To a new player, that may seem like an awful long time out of their skill queue, but in the long run it’s a pittance for the utility you get in return. In exchange for those five months you will always be able to fly something in your Alliance/Corporations doctrines, even if it’s a lowly tackle ship. You will also be able to apply the correct tool for the job; ratting in Guristas space? Use shields, Blood Raiders? Perhaps a Armour tanker would be best. There is nothing worse than coming up against a tough challenge (in PvP or PvE) and not having the right skills to overcome it, being able to fly each race, reduces the chances of this happening.

 

Furthermore, should you take the time to train those racial skills up to level 5 (I’m not saying you should out of the gates, but if you do…); you also get 4 ships each time you train T2 ships. Bonus!

 

Of course there is always a stage in your pilots life when cross training isn’t going to be worth it, in my opinion the utility this gives you makes, that is really only the first few months of an accounts life. Looking back as an experienced pilot, and having already training a good few alts, my advice would be to spend the a few months learning one race’s skills (weapons, tank, ships) to level 4, and practice using them; then immediately move onto another race. Once you have all the races to T1, then go back through and start training the skills to T2 (with a few exceptions).

 

If you a younger player, more than a year old who can only fly one or two races of ships: it’s time to break free, train a new races kit and enjoy the difference it can and will make to your abilities!

 

Fly multicultural,

 

Hark

 

 

Tuesday Training: Armor Layering V

Every Tuesday I take a skill which one of my characters is training and discuss why I am current training that skill. I will also look at other uses for the skill, and who else might benefit from it. As I have several Characters across the skill spectrum I expect to cover skills for Young, Middle Age and old players.

 

 

This week’s Choices (Only three as one was covered last week).

  • Amarr Defensive System V
  • Armor Layering V
  • Plasma Physics V

 

As it’s a relatively new skill to the game, and I even had to look up what it did (I picked it from the ISIS certification system), I have decided to take a look at the Armor Layering skill today. The skill itself looks something like this:

 

Armor Layering (x3) Int – Mem

Skill at installing upgraded armor plates efficiently and securely. Reducing the impact they have on agility and speed. Grants a 5% reduction to armor plate mass penalty per level.

 

Now to give a frame of reference a standard 1600mm T2 plate adds 3,750,000 mass to a ship. At level 5 this skill will reduce that penalty to 2,812,500. In terms of actual agility and speed, that means that a standard modern doctrine Dominix (2x 1600mm plates) has the following characteristics as you level the skill:

domspeed

A standard aHac Zealot (1x 1600mm T2) on the other hand gets the following:

zelotspeed

And down at the frigate department we get the Keres (1x 400mm Meta 4):

frigspeed

I have to admit, I was expecting more. In a best case scenario, with level 5 of Armor Layering you’re going to shave .6 seconds off your align time (remember that align time is always rounded up to the nearest second, so .4 of a second could make 1 seconds difference if it takes you over the border). You are also, at best, going to gain 9 m/s speed, all in exchange for ~14 days training time, which draws us to the conclusion most veterans already knew. This skill is a time sync for older players. It has just enough utility to make it useful to a vet player looking to perfect his flying skills, and shave off any margin which might make a difference, but not enough that a new player has to train it or become irrelevant.

 

This skill is not worth training unless you have every other navigation skill trained to V, and are mostly flying armour ships. So don’t bother until you have to.

 

Fly just as slow as before,

 

Hark

Tuesdays Training: Jump Fuel Conservation & Infomorph Sync

Every Tuesday I take a skill which one of my characters is training and discuss why I am current training that skill. I will also look at other uses for the skill, and who else might benefit from it. As I have several Characters across the skill spectrum I expect to cover skills for Young, Middle Age and old players.

Note: I took a break last week while on a training course in Town, and was then waylaid this week due to the UK storms. Back on schedule now and hope to return to a Tuesday post next week!

This week’s skill training choices were a little more boring that last weeks. My choices were limited to:

  • Infomorph Synchronising V
  • Propulsion Jamming IV
  • Jump Fuel Conservation V
  • Mechanical Engineering V

In the end I decided to talk about two of these skills, both aimed at older player. First up is Jump Fuel Conservation V. Each level of JDC reduces the per light-year jump cost of Carriers, Dreads and the Roqual by 100 Units of Isotops. It also drops Jump Freighters by 290 units, and Black Ops Battleships by 30. If we take the current PLEX cost (~650m Isk), and break that down to a Isk Cost per hour of skill training (902,777.78) we can calculate how many light years we need to jump to save the money invested in our skill points in Jump Drive Calibration at current fuel costs (~600isk/unit).

Jump Fuel Cal

The question you have to ask yourself is: “How long will it take me to jump far enough to make it worth it?”. If your character is a dedicated Black Ops Pilot, the chances are the answer is never going to be past III-IV. For a Suitcase only Carrier (non-nomadic), level IV is likely fine. For a Nomadic Character fly Carriers, Dreads and Black Ops ships: I suspect those 1706 light-years will just fly by.

For me, PL moves home around 6-7 times per year, at an average of 2 carrier jump distance. That ends up with 3x Dread jumps, and 10x Carrier jumps to move all my ships, which is a total of 180 light years travelled per move, or 1260 light years per year just for relocations. Of course that doesn’t include random trips to high sec, or combat operation jumps. Certainly I feel that for me JDC V is justified on all 3 of my Carrier Characters.

I also wanted to quickly write a little about Infomorph Synchronising. IS is a relatively new skill added a few patches back (I can’t remember exactly which one), and reduces the delay between Jump Clone activation by 1 hour per level. For me this skill as been a “No brainer”, but one I haven’t gotten around to training since it was introduced. My eventual plan is to create a high sec +5 implant clone, which I jump after each night in Nullsec. As most of my playtime is around 5 hours on a weekday, this means that at level 5, I can Jump Clone to my +5 alt, and the timer will reset in time for the next night’s game time. Of course I will then have to spend 20 hours in Nullsec before I can return to the +5’s, but 20 hours out of 40 on 3 extra attribute points, is better than a kick in the teeth. By my calculations in fact I will spend 72 hours out of 168 (43%) in +5’s using this plan, giving me an average attribute bonus as near as damned it +4, with only the cost of replacing +3’s when I die (a saving of 40m per death). I’ll admit that’s it’s a lot of cost to gain only +1 to attributes, but again, playing the long game, I think it’s worth it.

While were talking about Jump Clones, I would also like to ask the question “In times when Slowcat fleets can maraud across the galaxy in minutes (or seconds if they are going to a TiDi battle), does the argument that a massive reduction in Jump Clone time (down to say every 12 or even as low as 5 hours) would cause an issue with force projection?” Furthermore, would the ability to move sub capital pilots, as fast a capital pilots, not give a good counter point to the current slowcat proliferation?

Fly wondering if you’re the original,

Hark

Tuesdays Training: Armor Compensation

Every Tuesday I take a skill which one of my characters is training and discuss why I am current training that skill. I will also look at other uses for the skill, and who else might benefit from it. As I have several Characters across the skill spectrum I expect to cover skills for Young, Middle Age and old players.

This week, for the inaugural edition of Tuesdays Training I had four choices to pick from to discuss;

  • Bomb Deployment (V)
  • EM Armor Compensation (IV)
  • Jump Drive Calibration (V)
  • Gallenete Encryption Methods (V)

Eventually I decided to pick my Alt Characters skill: Em Armor Compensation, as a good skill to discuss for both Mid and Early game players (as Older characters like my main should have this trained already). It also covers more than just 1 skill, as most of what applies to it, applies to the other damage types as well (i.e. Thermic Armor Compensation).

So let’s look at the skill itself:

EM Armor Compensation (int-mem) [x2]

5% bonus to EM resistance per level for Amor Coatings and Energized plates.

Prerequisite for Skills: Nothing

Required for Modules/Ships: Nothing

The Armor compensation skills (as well as the Shield ones I think), are dead end skills. These skills do not unlock, or enable anything, and are only trained for bonus they give per level. But, as is mostly the case with dead end skills, the bonus is fairly significant. In this case a 5% boost to Armor resistance modules effectiveness, which  is a potent bonus, considering that Energized Adaptive Nano Membranes/Adaptive Nano Plating and Armor Hardeners are the cornerstones of any Armour tank. This is further compounded by the fact that resistances have a cumulative effect on a tanking the more raw HP you have. In other words, resistances are important.

Let’s look at how this skill affects our tank on a few examples. For all of these examples I am using a 0 Skilled Character granted minimum skill required to fly the ship, and no other mods on the ship in question.

ACOMFRIGCHARTpng

ACOMPBSCHART

 

As we can see from this, the difference between 0 compensation and 5 is around 300 – 1,000 ehp on a frigate (5-8% increase of ehp). Or a 3,324 – 6,296 increase of ehp on a Battleship (4-7% increase of ehp). Now any seasoned vet is going to tell you that the tiniest margin can make the difference between a fight won and a fight lost, and this remains true. For newer players, flying frigates even with just level 4 skills the EANM and Membrane fitting is going to be 6% better than the same fittings with no skills, which would take a meagre (~)4 days to train. In other words, these skills are basics which every character should have trained.

But how far you should train them is another matter. As a x2 skill to level 5 one of these compensations takes just under 10 days, for a brand new player, that 50 days of training is going to be too long. So here are my recommendations for player age vs skill level (note this only applies if you intend to fly and armour tank):

  • Characters of any age: I
  • Characters over a few weeks old: III
  • Characters using T2 moduless: IV
  • Older Characters flying capitals, etc: V

Now it’s worth noting that not all of the Compensations are born equal, EM, the one which spurred this very post is less useful than say, explosive armour compensation, because armour is inherently weaker to Explosive damage than EM damage. Some might take this as a cue to train EM to a lower level than Explosive, but personally I like them equal, so I will leave that choice down to you dear reader.

I have to admit that my main, who falls into that final category only has the compensation skills to IV which is mistake I intend to rectify once I respec her attributes to Int Mem in the coming months, but I still stand by my recommendation even if I am ignoring it myself, you can feel free to do likewise ;).

Fly Like your compensation for something,

Hark