EVE University's Random Tip of the Day

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Hanselpups

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Post 2012.07.05 23:14

Re: EVE University's Random Tip of the Day

Thank you For that threat it's very helpful!!
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Balthazod Duncan

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Post 2012.08.07 22:58

Re: EVE University's Random Tip of the Day

Usefull I didnt know about the targeting handicap
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Theon Aidelius

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Post 2012.08.08 08:46

Re: EVE University's Random Tip of the Day

My station containers have standardized names starting with a three digit number including leading zeroes. Like 001_Loot, 002_Ammo, 003_Modules etc.
Theon's First Law of the EvE University Forum: Somebody will have a contrarian opinion on any advice you post, regardless of any attempt you may make at covering all the relevant corner cases.
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Lord Kilcullen

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Post 2012.08.20 00:36

Re: EVE University's Random Tip of the Day

That containers idea is genius, I even have containers in my hangar and never thought of that! I had my own corp so I could use different corp hangars to sort stuff, missed it so much when I moved to E-Uni and honestly never thought of just using containers. In awe of my own stupidity.
E-Uni Personnel Officer
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Barrogh Habalu

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Post 2012.08.28 09:27

Re: EVE University's Random Tip of the Day

Another tip: as a new player, don't dig EVE-O forums' QQ threads too deeply. Having everything that's sad about being "bitter vet" contracted to you withough actually having any advantages of veterancy plain sucks.

No, this advice is pretty serious. Giving too much damn to EVE-O QQing is a great way to completely ruin your mood. Just don't.
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Cassiel Seraphim

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Post 2012.08.28 09:59

Re: EVE University's Random Tip of the Day

I only read dev-posts and happily ignore the rest :)
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Hofstadter (Biomassed 2013.01.18)

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Post 2012.09.11 08:45

Re: EVE University's Random Tip of the Day

Some random tips/facts:

1. Exceptions to matching the color of ECM jammer to the background color of ship's icon
Nearly every combat ships that are pilotable by capsuleers have matching icon background color to their sensor type (including pirate ships). The only exceptions are Daredevil and Revenant (you can't jam a Revenant normally anyway). Daredevil has a Magnetometric (Gallente) sensor and an icon featuring a Minmatar background.

2. Highsec-Nullsec gates
There are five pair of gates that directly link Highsec systems to Nullsec systems:
Keberz (Khanid) <-> HED-GP (Catch, Sov Null)
Torrinos (Lonetrek) <-> EC-P8R (Pure Blind, Sov Null)
Orvolle (Placid) <-> PF-346 (Syndicate, NPC Null)
Kari (Tash-Murkon) <-> Y-MPWL (Providence, Sov Null)
Dital (Devoid) <-> KBP7-G (Providence, Sov Null)
A majority of them are perma-bubblecamped. EC-P8R has an interesting in-game description.

3. Denying a juicy kill/loot
With logoffski and self-destruction fixed, it's hard to prevent a killmail generation anymore when you're not fighting on a gate/station, but you could still deny enemy a juicy kill/loot. If you're tackled and can go no where, jettison your valuables and shoot it yourself or expect someone else other then your enemy to loot it. If you're in the fitting range of an Orca/Carrier, store your ship and GTFO. If your ship is too big to be stored, unfit all the shiny modules and put them in the corp hangar, then GTFO (the modules will still appear on the km, but at least the enemy won't be able to get it). If you're tackled in a pod and the enemy is not eager to kill you just yet - it could be when they're asking for a ransom or they're waiting for more killmail whores - take your time destroying your own implants from character sheet.

4. Cereberal Accelerator
The effect could last more than 35 days. It actually lasts until you modify/pause/refresh your skill queue after the Cereberal Accelerator disappears from the booster slot, so schedule a long skill queue just before it runs out to keep the benefits active a little longer.
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Loke Vanguard

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Post 2012.09.25 21:20

Re: EVE University's Random Tip of the Day

Thanks this will help for the covops I'm training for ;)
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masty

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Post 2012.10.25 12:01

Re: EVE University's Random Tip of the Day

Pirate tip of the day - dont fly any T2 ship or anything bigger than a cruiser without T2 guns. Yes it a pain to train for but they are needed. I cant believe so many of your BC/BS die with T1 guns
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MD X

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Post 2012.10.25 12:28

Re: EVE University's Random Tip of the Day

Maybe you're forgetting E-Uni is a corporation for and by new players, who might not have had the time to train into 1-month-long T2 medium gun skills, or even 2 months for T2 BS guns.

Admittedly, flying T2 ships larger than frigates with T1 guns is stretching it, as one could've trained T2 guns in the time they trained T2 cruisers. But still, it's mostly newbies, so you're gonna get bad fits on shiny ships because being able to sit in a ship of course means you should fly it :D
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Pyotr Kamarovi

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Post 2012.10.25 12:31

Re: EVE University's Random Tip of the Day

masty wrote:Pirate tip of the day - dont fly any T2 ship or anything bigger than a cruiser without T2 guns. Yes it a pain to train for but they are needed. I cant believe so many of your BC/BS die with T1 guns


Battlecruiser I can forgive. Battleship I cannot.

:God Forgives, Pyotr Does Not:
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masty

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Post 2012.10.27 21:54

Re: EVE University's Random Tip of the Day

Pirate tip of the day - just because you can sit in that bigger ship now does not mean you should. Get the ship skill to at least 4 and the support skills to 4/5. Spend this time having fun in the ship class you just mastered and die for cheaper :lol:
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Debir Achen

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Post 2012.10.29 01:45

Re: EVE University's Random Tip of the Day

Pyotr Kamarovi wrote:Battlecruiser I can forgive. Battleship I cannot.
Really depends on what you're flying. For example, mission runners often prefer the Caldari Navy cruiser launcher to the tech 2 version: it is easier to fit, has a larger ammo bay, and a notably superior rate-of-fire that more than compensates for the 2% per level from Cruise Missile Specialisation. For those with a smaller wallet, the Arbalest with faction ammo is quite competitive: it loses out on the missile specialisation bonus and can't fire the specialist missiles, but notably lower CPU requirements can make fitting missile upgrades much easier. Similar logic applies for most incursion BS - for vanguards, the difference between M4 (or faction) and T2 is small, except for pulse lasers and with Scorch.

Even for PvP, the difference between M3/M4 can be a lot smaller than the couple of months it takes to work your way up through the T2 gunnery tree.

That's for T1 hulls. In contrast, the T2 weapon trees are a lot shorter than the corresponding hull trees, so get the T2 weapons first (since they also improve the performance of a wide variety of T1 hulls). The exception is cruiser V and logistics pilots, who may find it useful to train the racial hull first as they don't fit T2 guns anyway.
asteroids --(miners)--> minerals --(me)--> modules --(turhan's minions)--> stores --(unistas)--> spaceships --(bad guys)--> lossmails
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Virto Nex

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Post 2012.10.29 02:13

Re: EVE University's Random Tip of the Day

Debir Achen wrote:
Pyotr Kamarovi wrote:Battlecruiser I can forgive. Battleship I cannot.
Really depends on what you're flying. For example, mission runners often prefer the Caldari Navy cruiser launcher to the tech 2 version: it is easier to fit, has a larger ammo bay, and a notably superior rate-of-fire that more than compensates for the 2% per level from Cruise Missile Specialisation. For those with a smaller wallet, the Arbalest with faction ammo is quite competitive: it loses out on the missile specialisation bonus and can't fire the specialist missiles, but notably lower CPU requirements can make fitting missile upgrades much easier. Similar logic applies for most incursion BS - for vanguards, the difference between M4 (or faction) and T2 is small, except for pulse lasers and with Scorch.

Even for PvP, the difference between M3/M4 can be a lot smaller than the couple of months it takes to work your way up through the T2 gunnery tree.

That's for T1 hulls. In contrast, the T2 weapon trees are a lot shorter than the corresponding hull trees, so get the T2 weapons first (since they also improve the performance of a wide variety of T1 hulls). The exception is cruiser V and logistics pilots, who may find it useful to train the racial hull first as they don't fit T2 guns anyway.


I'm a little bit of a perfectionist, but I never fly a ship until I can fully T2 fit it, with all supports and ships skills to at least IV (Unless of course the meta module is the superior one for the specific fit). For example, I won't fly a Tornado until I get T2 large gun specialization IV. I'm going to play this game for a long time, and I don't see any reason to rush to fly ships until I can fly it properly.
"I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way." - John Paul Jones

"They see me Trollin', They hatin', Pa-trollin' And tryin' to catch me flyin' dirty.
Tryin' to catch me flyin' dirty.
Tryin' to catch me flyin' dirty.
Tryin' to catch me flyin' dirty.
Tryin' to catch me flyin' dirty."

Ex-E-Uni PO

My Blog: Cannon Fodder
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Outraged Ewok

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Post 2012.11.05 02:15

Re: EVE University's Random Tip of the Day

That was an excellent tip, I would've probably tried my hardest to fit it to a non-cov ops ship, kinda like my 2 1600mm plates on a maller that still has tackling capabilities.
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