Posts Tagged ‘veteran’

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!





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:


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


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


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,