Posts Tagged ‘Training’

Dirty Guide to Eve: Training Deeper into Nullsec

Although I have many characters in many places in Eve, Nullsec has always been where my heart lies. Pretty much all of my other characters, are in some way or another designed to support my main in Null. As a Null player I think that it’s important to always encourage new players to venture out into Nullsec, to ensure we don’t get too bitter. To this end, this series of posts aims to aid new Nullsec pilots in their training, by specifying ships which are used in multiple doctrines; past, present and future, in Nullsec. Divided up into three posts (Quick Trains, Medium trains and the Long Term), pilots who follow this advice will find themselves quickly able to be useful within an Alliance. They will also be well poised to train more specialist ships to further flesh out their arsenal.

 

This section of the guide details some trains which will further develop your usefulness in Nullsec. This second part expects that you have already gone through the training in the “Quick Trains“, Guide  and assume that you have already completed all the training within that.

Let me address the Elephant in the room, while he is still buttering up to get through the doorway. This is going to be a long set of skill training. You’ve trained for 6 months now to get some ships which are brilliant at getting you into fleets. Hopefully you’ve found it beneficial, hopefully you have found a place within fleets to prosper and shine. Hopefully despite your low skill points your Alliance mates welcome you on fleets and consider you a valuable asset. Even if all this is true, the chances are you are still aching to get into a bog standard ship of the line. A good battleship, or cruiser perhaps. Something which lets you join in with the pack on their level. I would advise that you go ahead and scratch the itch. With the three ship types you trained already you should be all but assured access to fleets, and all regimented training and no impulse ships makes jack a dull boy. So go ahead, indulge. Perhaps you might even consider training the next section alongside some impulse training, 1:1 guide/impulse skills might make this go on forever, but something like a 2:1 might keep you going through what is going to be a long set of training skills.

Let’s touch on that some more. This second set of ships is going to be longer that what you have seen in the first guide. A lot longer. The true aim here is to bring you into the vaunted Logistics Cruisers. What before we do go into that however we will be bringing you into T1 Cruiser Hulls (similar to how the moved into T1 Frigate Hulls), so that you can learn the ropes in something cheaper. So it’s going to take a long time but the fact of the matter is that if you want to be truly versatile in your training, you are going to need to invest this kind of time into these ships. For some people the quick trains will be enough to be getting on with, certainly 90% of fleets will allow you in with the ships you trained for in the first 6 months. But if you finish this next set of training skills, 90% of Alliances will let you in just based on your skills (and eventually, experience).

So let’s get started…

 

T1 Cruisers

A simple short(er) one to start with. Training T1 cruisers is going to be important for a lot of these medium trains, and is also a stepping stone onto the Battleship Tier which you will require later. Training all Four races ships will take around 20 days, but you will need to train up Weapon and tanking systems as well. Specifically Consider training the following to level 3 (unless otherwise stated):

  • Energy Grid Management
  • Tactical Shield Manipulation
  • Missile Launcher Operation (IV)
  • Missile Bombardment
  • Missile Projection
  • Rapid Launch
  • Target Navigation Prediction
  • Warhead Upgrades
  • Heavy Missiles
  • Capacitor Emission Systems
  • Shield Rigging
  • Gunnery
  • Medium projectile Turret
  • Medium Energy Turret
  • Medium Hybrid Turret
  • Armor Layering
  • All Armor Compensation Skills
  • Shield Management
  • All Shield Compensation Skills
  • Weapons Upgrades
  • Armor Rigging

It’s a big load and will take you a further 30 days, but will serve to solidify your core competency. This will allow you to participate in any cruiser doctrines and will prep you for the next batch of Medium length trains.

 

T1 Logistics

This is a bit of a sidestep which will bring you within range of using the T1 Logistics Cruisers in fleets. Most PvP alliances will use the T2 Hulls for their logistics, but depending on how strict they are, they will likely allow a few of the T1 equivalents to join in as well. Chances are that there won’t be alliance fittings for these ships however, so ask a seasoned logistics pilot if they can help you out with fittings. We don’t need to train any new ships, as the Augoror, Osprey, Exequror and Scythe will already be available to you as T1 cruisers. However you will need to top up some Logistics support skills (to level 3 unless otherwise stated):

  • Repair Systems (II)
  • Remote Armor Repair Systems (IV)
  • Shield Emission Systems
  • Capacitor Management
  • Capacitor Systems Operation
  • Gravimetric Sensor Compensation
  • Ladar Sensor Compensation
  • Radar Sensor Compensation
  • Magnetometric Sensor Compensation

This will only take you around 4 days, and will let you dabble in the waters of Logistics. Consider reading my post dedicated to Logistics (although you can ignore the stuff on skills). You will also find the following guides more useful than my own:

Dabble in logistics now, while the ships are cheap and reap the rewards later when you’re flying a 200m ship in a fleet of T1 cruisers. This is the life of the logistics pilot.

 

Force Recon

For the first time I am going to advise you to not train all four races ships. From my experience the two races which are most likely to get you into fleets are the Minmattar and Gallente ships. With Webbing and Tackle modules these ships are always useful in a fleet, and are called for/accepted most of the time. As an added bonus, is a nice transition up from the Frigate size tackling ships you have been previously using. The tactics will be a little different, as you will now have longer range modules to do the tackling with, so you no longer need to charge into the enemy to forfill your role. Instead you will either be with the main fleet, or self-piloting on the edge of the enemies range, but within your logistics range. Again this all varies with how your FC likes to run things, so always ask about before you do something. Train Recon Ships to level IV before you start flying them.

Alongside the ship train, you should also be looking at improving your general skills, especially fitting I recommend the following skills (to level 4 unless otherwise marked) in addition to what you have trained for the Quick Trains support skills:

  • Cynosural Field Theory
  • Energy Grid Upgrades
  • Tactical Shield Manipulation
  • Hull Upgrades (V)

That’s it. All in this will take an additional 100 days to train, but will get you into a new more durable role.

This next one is the big one.

 

Logistics

Now we are moving into the big leagues. Logistics will not only get you into fleets, but it will also get you into Alliances. My acceptance into Pandemic Legion was highly influenced by my logistics specialisation, it certainly wasn’t the only factor which got me in, but it played a big role. But logistics isn’t a simple train, nor is it an easy upgrade from the ships you have been flying so far (with the exception of the T1 logistics ships you should be been learning in), it’s a whole new world of play.

To train into all 4 Races Logistics ships will take you an additional 90 days (you Require logistics V, this is only going to get longer). The following support skills should also be trained to level 4 unless otherwise stated:

  • Shield transfer Systems (V)
  • Capacitor Emission Systems (V)
  • Remote Armor Repair Systems (V)
  • Capacitor Management
  • Capacitor Systems Operations
  • Advanced Target Management (III)
  • All Sensor Compensation

In all honestly taking the additional 60 days to train all of these to V (with the exception of advanced target management for which no ship can use higher than the 8 Advanced lvl 3 gives you), is worth the extra time.

So there we go. 278 days’ worth of training in this “Medium” trains guide, on top of our original  set that a total of 462 days’ worth of training. I hope you have been enjoying Nullsec, because you’ve become pretty invested in it! Seriously however, I really believe that if you can make it this far, your time in Null is all but assured. In my next section I will be looking at the true long term ships including one which I believe it 100% required for every Nullsec Pilot (not even as a combat pilot, just as a matter of personal self-sufficiency). Until then however, get reping.

 

Fly flexible,

Hark