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Rapporter et problem med oversettelse
I really don't have much experience with pew pew lasers or Amarr ships (though I'm currently training into them for the purposes of flying a Nightmare) since I'm usually flying Caldari ships so I'm not gonna' say which is better. Both types of weapons have their pros and cons.
Lasers do both EM and thermal damage, make use of gunnery skills (thus when they hit they apply damage immediately upon firing but need to be able to track the target to hit it), fit one frequency crystal per turret instead of needing a stack of ammo (though it's my understanding that the faction and t2 crystals burn out over time), and use capacitor as they fire.
Missiles can do any damage type (determined by ammo), make use of missile launcher skills, always hit their target, don't use capacitor to fire, but damage is applied when the missile hits the target and unlike other damage types missiles take some time to reach their target.
Whether you go shields or armor will be determined largely by which race's ships you choose. Amarr and Gallente usually fit armor while Caldari usually fits shield. Minmitar has some ships that go well with armor and others that go well with shields. Armor is fit into low slots (thus competing with a number of damage-increasing mods) while shields fit into medium slots (thus competing with a number of utility slots, such as webs/disruptors/propulsion).
Amarr combat ships are usually bonused towards lasers or drones, Caldari are bonused towards missiles or hybrid turrets, Gallente are bonused towards hybrid turrets or drones, and Minmitar are bonused towards projectile turrets or missiles.
There are also pirate faction ships which often take a bonus from each race it requires skills from. For instance the Nightmare I mentioned earlier is a Sansha faction battleship that uses lasers and shields and requires both Caldari and Amarr battleship skills. Another example is the Gila, a Gurista faction drone-focused cruiser that uses missiles and shields and requires Caldari and Gallente cruiser skills.
As for topic #2:
-Exploration, though for that aim to explore null or wormholes since high sec data/relic sites aren't worth the time and low sec sites, while better, aren't really worth the risk.
-Missions, once one can run L4s quickly
-Not really since the ship market is glutted, but other products can yield decent profit margins.
BTW, if you want to combine exploration with PvE combat, combat signature sites can sometimes yield very nice loot from commander units and some site-specific structures.
Missiles - access to all 4 damage types and decent damage. Cons is flight time. Your damage is not instant like others
Lasers - restricted to EM and thermal damage. Come in 2 flavors, beams and pulse. Pulse are very short range but high dps potential. Beams are long range and lower dps. Cons are damage type restrictions and that your capaciter ( ship energy ) is your ammunition
Shields and armor is your preference. But remember to always tank a ship how its supposed to. Aka do not armor tank a caldari ship and do not shield tank a amarr ship for example
Your preference
Armor and lasers go amarr
Shields, missiles and hybrid guns go Caldari
Your character race really makes no difference. The only benefit is a few starter skills for that race and that is it. You can buy all the skills given to a new character no matter race or nationality, so yes a amarr toon can fly caldari and vice versa
And usually you do not mix weapon types as a rule.
Just waiting to get payed and while i wait ima play abit of Caldari and Amarr and hopefully make up my mind before then but i am leaning towards Missiles.
If your going the missle route you need to learrn about signature radius, You may stick with the game to get good skills but different missiles do different jobs & if you fire a large missle at a ship it may not do hardly any damage & a ships velocity can also effect the damage you do.
There's a lot to take in :)
If you click my profile there is a link to a 21day trial if you fancy a go.
1) Missiles have always been a top choice for many players due to the variety of damage types.
a) Shield > Armor due to the negative speed effects with armor.
b) Amarr space not as busy.
2) isk making = join fw and farm defensive sites. Extremely boring(most pve stuff is) but the LP payout is worth it. Throw on 2 warp core stabs and hop in a frig. 100k Lp will net you easily 110million isk.
D-scan is your friend -- set it to about 150,000km and spam that sucker if anyone is in the system. Keep your ship aligned to a safe spot or planet if someone enters the site (even with warp stabs).
Hope this helps
Do not even think about touching mining. Training mining skills will screw up your character, and is something you should only do on a mining-focused alt. Exploration leverages combat skills, and is therefore the recommended method of making money. It will also not ruin your empire faction standings like missions would, although you can still do missions, if you understand what that would entail down the line.
Ship-building, or any type of manufacturing, should also be relegated to industry-focused alts. You will need a lot of skills in order to decrease production waste to the point that you actually achieve viable margins. If you want to produce without significant sunk costs, I suggest planetary interaction instead. Combine exploration with PI, and you'll have a decent income, until you reach a point of training at which you'll be able to do high-end combat pve content, such as wormhole combat sites and incursions.
Of course, there are other ways to make money as well. You can trade on the market, you can scam people out of their assets, and you can ransom and extort other players with the help of some motivational violence, which is my preferred method.
Yes, you can roll one race, and immediately switch over to training for the technology of another; there are no restrictions. The only difference between races is roughly six hours' worth of skill points that you start with (basically, racial frigate at level 3, which isn't much at all).
Not at the same time. There are no mixed weapon ships in EVE, in terms of slotted weapons. However, most ships will have drone bays as a supplementary source of damage/utility.
Also, like I said before, about half of Amarr Tech II ships are actually missile boats.
Ganna try a Amarr Destroyer with 8 Lasers tomorrow and if it feels right then i think i am ganna go with Amarr ships because Lasers are epic.
I Also read you can use Pulse Lasers with Scorch ammo and get Good range and DPS.
Question:
1# Can i create a character as Caldari or Gallente and move to Amarr space and stay there as if it was the orginal home of the character i created?
Aye, just move your stuff to one of the stations there (or just leave it behind/sell it if you don't have anything you care about having on hand). Then open the clone bay station service window at the station you wish to be your new home and under the medical clone section there will be a button to designate that station as your home station. If you die, you'll respawn there.
Gallente (dominix) + Caldari (rattlesnake)
rapid light missile launchers for frigates and such.
You're welcome.