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Breakin Stuff
Immobile Infantry
680
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Posted - 2013.01.17 22:23:00 -
[1] - Quote
Alright since we're about to get inundated with absolute swathes of clueless newbies and EVE refugees I thought I'd share my discoveries with those who still have not cracked the code.
This is a list of all the skills that are mandatory for full function of the various dropsuit types, with the relevant skills set up for assault/logi players, and heavies AFTER the cores. This is a longterm plan, and if you stick to it religiously when you hit proto gear you will absolutely make people rage.
Assault/logi dropsuit 1 or heavy dropsuit 2 Primary weapon of choice 3
All skills after this need to be at a minimum of 4, preferrably 5. Some have prerequisites that must be at 5. make it happen. This list is subject to change as new modules/mechanics are released. This first list is needed for everyone. All mercs regardless of class or preferred weapon will benefit from this list.
combat engineering 5 (fitting, mandatory) Circuitry 5 (fitting, mandatory) Nanocircuitry (Don't be that Guy, lets you use better nanoinjectors and hives) Systems Hacking 4-5 (don't be that guy) Shield Boost Systems 5 (worth it) Shield Control 5 (Die Less, Mandatory, Even if you run heavy) Shield enhancements 5 (fitting, mandatory) Armor Repair Systems 5 (fitting, mandatory) Armor Upgrades 5 (fitting, Mandatory) Fiield mechanics 5 (You die less) Remote Repair (Again, Don't be that guy) Weaponry 5 (damage mods, weapon classes, mandatory) Light (or Heavy) Weapon upgrade (FITTING! MANDATORY!) Light (or Heavy) Weapon upgrade Proficiency (FITTING DAMMIT! MANDATORY)
Now we can focus on things that go boom, train in order you like.
Light (or Heavy) Weapon Reload 5 (If you can't figure this out...) Light (Or heavy) Weapon Reload Proficiency 4-5 (again, if you cannot figure this out...) Light (or Heavy) Weapon Sharpshooter 5 (Increase range. range is good) Light (or Heavy) Weapon Sharpshooter proficiency 5 (Seriously, you want this at 5)
FOR ASSAULT/LOGISTICS
Assault/Logistics Dropsuit 5 Assault rifle Operation and proficiency 5 Laser Rifle Operation and proficiency 5 Mass Driver Operation and proficiency 5
For Heavy
Amarr heavy Dropsuit 4 (You can actually stop at 2 and never use anything but type II) HMG Operation and proficiency 5 Forge Gun Operation and Proficiency 5
ANY OTHER SKILL IS ICING ON THE CAKE.
Vehicle-centric mercs simply remove the assault/heavy specific crap and go shield transporters, armor hardeners, shield hardeners, turret skills and of course vehicle skills.
Happy Hunting. Go murder some people. |
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Zombie Ninja Space Bears
47
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Posted - 2013.01.17 22:37:00 -
[2] - Quote
Breakin Stuff wrote:Alright since we're about to get inundated with absolute swathes of clueless newbies and EVE refugees I thought I'd share my discoveries with those who still have not cracked the code.
This is a list of all the skills that are mandatory for full function of the various dropsuit types, with the relevant skills set up for assault/logi players, and heavies AFTER the cores. This is a longterm plan, and if you stick to it religiously when you hit proto gear you will absolutely make people rage.
Assault/logi dropsuit 1 or heavy dropsuit 2 Primary weapon of choice 3
All skills after this need to be at a minimum of 4, preferrably 5. Some have prerequisites that must be at 5. make it happen. This list is subject to change as new modules/mechanics are released. This first list is needed for everyone. All mercs regardless of class or preferred weapon will benefit from this list.
combat engineering 5 (fitting, mandatory) nanocircuitry 5 (fitting, mandatory) Nanite system Upgrades (Someone find me the name of this skill, Don't be that Guy, lets you use better nanoinjectors and hives) Systems Hacking 4-5 (don't be that guy) Shield Boost Systems 5 (worth it) Shield Control 5 (Die Less, Mandatory, Even if you run heavy) Shield enhancements 5 (fitting, mandatory) Armor Repair Systems 5 (fitting, mandatory) Armor Upgrades 5 (fitting, Mandatory) Fiield mechanics 5 (You die less) Remote Repair (Again, Don't be that guy) Weaponry 5 (damage mods, weapon classes, mandatory) Light (or Heavy) Weapon upgrade (FITTING! MANDATORY!) Light (or Heavy) Weapon upgrade Proficiency (FITTING DAMMIT! MANDATORY)
Now we can focus on things that go boom, train in order you like.
Light (or Heavy) Weapon Reload 5 (If you can't figure this out...) Light (Or heavy) Weapon Reload Proficiency 4-5 (again, if you cannot figure this out...) Light (or Heavy) Weapon Sharpshooter 5 (Increase range. range is good) Light (or Heavy) Weapon Sharpshooter proficiency 5 (Seriously, you want this at 5)
FOR ASSAULT/LOGISTICS
Assault/Logistics Dropsuit 5 Assault rifle Operation and proficiency 5 Laser Rifle Operation and proficiency 5 Mass Driver Operation and proficiency 5
For Heavy
Amarr heavy Dropsuit 4 (You can actually stop at 2 and never use anything but type II) HMG Operation and proficiency 5 Forge Gun Operation and Proficiency 5
ANY OTHER SKILL IS ICING ON THE CAKE.
Vehicle-centric mercs simply remove the assault/heavy specific crap and go shield transporters, armor hardeners, shield hardeners, turret skills and of course vehicle skills.
Happy Hunting. Go murder some people. Nanocircuitry is the nanite skill
Circuitry is the fitting skill |
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Breakin Stuff
Immobile Infantry
680
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Posted - 2013.01.17 22:42:00 -
[3] - Quote
thank you. Noted. |
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Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2013.01.17 22:44:00 -
[4] - Quote
Who would waste SP on hacking when it has no impact on your ability to kill mans or avoid being killed? Same with Remote Repair. "That guy" is an absurdity, who gives a **** if your hack goes off in 30 seconds or 24 seconds, or if you repair 5 hp/sec or 8 hp/sec? Similarly, standard-level nanite injectors and nano hives and even drop uplinks are very good.
You have a lot of stuff in your list that is fluff and not anything like mandatory to be fully functional. I don't have anything in nanite systems or whatever it is, and I revive people like a madman. |
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Breakin Stuff
Immobile Infantry
680
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Posted - 2013.01.17 22:45:00 -
[5] - Quote
Fivetimes Infinity wrote:Who would waste SP on hacking when it has no impact on your ability to kill mans or avoid being killed? Same with Remote Repair. "That guy" is an absurdity, who gives a **** if your hack goes off in 30 seconds or 24 seconds, or if you repair 5 hp/sec or 8 hp/sec? Similarly, standard-level nanite injectors and nano hives and even drop uplinks are very good.
You have a lot of stuff in your list that is fluff and not anything like mandatory to be fully functional. I don't have anything in nanite systems or whatever it is, and I revive people like a madman.
those weren't listed as mandatory. they're just useful. Further for someone using nanocircuitry and popping the ISK for better nanoinjectors, 80% armor on revive is useful, especially when reviving fattys. |
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Daxos Cavaletto
IMPSwarm Negative-Feedback
74
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Posted - 2013.01.17 22:48:00 -
[6] - Quote
Breakin Stuff wrote:Alright since we're about to get inundated with absolute swathes of clueless newbies and EVE refugees I thought I'd share my discoveries with those who still have not cracked the code.
This is a list of all the skills that are mandatory for full function of the various dropsuit types, with the relevant skills set up for assault/logi players, and heavies AFTER the cores. This is a longterm plan, and if you stick to it religiously when you hit proto gear you will absolutely make people rage.
Assault/logi dropsuit 1 or heavy dropsuit 2 Primary weapon of choice 3
All skills after this need to be at a minimum of 4, preferrably 5. Some have prerequisites that must be at 5. make it happen. This list is subject to change as new modules/mechanics are released. This first list is needed for everyone. All mercs regardless of class or preferred weapon will benefit from this list.
combat engineering 5 (fitting, mandatory) Circuitry 5 (fitting, mandatory) Nanocircuitry (Don't be that Guy, lets you use better nanoinjectors and hives) Systems Hacking 4-5 (don't be that guy) Shield Boost Systems 5 (worth it) Shield Control 5 (Die Less, Mandatory, Even if you run heavy) Shield enhancements 5 (fitting, mandatory) Armor Repair Systems 5 (fitting, mandatory) Armor Upgrades 5 (fitting, Mandatory) Fiield mechanics 5 (You die less) Remote Repair (Again, Don't be that guy) Weaponry 5 (damage mods, weapon classes, mandatory) Light (or Heavy) Weapon upgrade (FITTING! MANDATORY!) Light (or Heavy) Weapon upgrade Proficiency (FITTING DAMMIT! MANDATORY)
Now we can focus on things that go boom, train in order you like.
Light (or Heavy) Weapon Reload 5 (If you can't figure this out...) Light (Or heavy) Weapon Reload Proficiency 4-5 (again, if you cannot figure this out...) Light (or Heavy) Weapon Sharpshooter 5 (Increase range. range is good) Light (or Heavy) Weapon Sharpshooter proficiency 5 (Seriously, you want this at 5)
FOR ASSAULT/LOGISTICS
Assault/Logistics Dropsuit 5 Assault rifle Operation and proficiency 5 Laser Rifle Operation and proficiency 5 Mass Driver Operation and proficiency 5
For Heavy
Amarr heavy Dropsuit 4 (You can actually stop at 2 and never use anything but type II) HMG Operation and proficiency 5 Forge Gun Operation and Proficiency 5
ANY OTHER SKILL IS ICING ON THE CAKE.
Vehicle-centric mercs simply remove the assault/heavy specific crap and go shield transporters, armor hardeners, shield hardeners, turret skills and of course vehicle skills.
Happy Hunting. Go murder some people.
Thats not that much help at all to a noob.
The skills you listed is a **** ton of sp and doesn't help noobsl. they need a more like "You are assult AR here is your first million sp to spend" or you are heavy/hmg here is your first 2 mill points spent" then you can split them for people that want to go damage spec first or buff fit first.
the answer is depends untill you get specific. In dust though the few million sp is a big deal. |
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Gunner Visari
Crux Special Tasks Group Gallente Federation
163
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Posted - 2013.01.17 22:53:00 -
[7] - Quote
Currently shield enhancement IV is all that is needed for complex shield extender for both infantry and vehicles. The only thing level V will give you is an extra reduction of PG usage by 3%.
An argument can be made for assault players for weapon upgrade which drops CPU usuage of weapon by 5% at operation level and then another 3% at proficiency. Longterm this may be a branching point if the CPU needs of the assualt player are being taxed. |
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Eban Nigma
Schwarzschild Casimir Collective STR8NGE BREW
2
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Posted - 2013.01.17 22:53:00 -
[8] - Quote
You might want to share your ideas on this thread for new mercs and its in the right forum area.
https://forums.dust514.com/default.aspx?g=posts&t=50300&find=unread |
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Panoscape
BurgezzE.T.F
107
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Posted - 2013.01.17 22:55:00 -
[9] - Quote
Noobs need to experience what it feels like to have your skills spread all out, so this is good.... tears will flow.
So, yes, max out hacking, nano and repair when you start.... Muahhahhahaaaa
BTW, can we have this moved to "training ground" - thanks |
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Breakin Stuff
Immobile Infantry
680
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Posted - 2013.01.17 22:55:00 -
[10] - Quote
Daxos Cavaletto wrote:
Thats not that much help at all to a noob.
The skills you listed is a **** ton of sp and doesn't help noobsl. they need a more like "You are assult AR here is your first million sp to spend" or you are heavy/hmg here is your first 2 mill points spent" then you can split them for people that want to go damage spec first or buff fit first.
the answer is depends untill you get specific. In dust though the few million sp is a big deal.
this is just a list. If people want to refine it down by priority, feel free. Not gonna hurt my feelings. I already have my plan in mind. I just can't EVEmon it up and be lazy about it this time. |
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Sytonis Auran
Valor Coalition RISE of LEGION
52
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Posted - 2013.01.17 23:06:00 -
[11] - Quote
Breakin Stuff wrote:Daxos Cavaletto wrote:
Thats not that much help at all to a noob.
The skills you listed is a **** ton of sp and doesn't help noobsl. they need a more like "You are assult AR here is your first million sp to spend" or you are heavy/hmg here is your first 2 mill points spent" then you can split them for people that want to go damage spec first or buff fit first.
the answer is depends untill you get specific. In dust though the few million sp is a big deal.
this is just a list. If people want to refine it down by priority, feel free. Not gonna hurt my feelings. I already have my plan in mind. I just can't EVEmon it up and be lazy about it this time.
Quick suggestion, perhaps stick a number before each skill with 1) as mandatory and 3) nice to have(?) And 5) get last to round off.
Quick and easy. |
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Breakin Stuff
Immobile Infantry
680
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Posted - 2013.01.17 23:08:00 -
[12] - Quote
not a bad I dea. I may refine this later. Just got my circuitry to 5. I figure once I get advanced weapon upgrades to 5 I'll be able to fit more than just my GEK and a buncha militia (or standard level) trash on my Raven assault..
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S Park Finner
BetaMax.
89
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Posted - 2013.01.17 23:09:00 -
[13] - Quote
If I did the math right
Total SP needed 18,349,000 for the full boat Using the calcs from this thread that's about 218 days.
I'm not sure this is a message you want to send to a new player. |
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Gunner Visari
Crux Special Tasks Group Gallente Federation
163
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Posted - 2013.01.17 23:16:00 -
[14] - Quote
Breakin Stuff wrote:not a bad I dea. I may refine this later. Just got my circuitry to 5. I figure once I get advanced weapon upgrades to 5 I'll be able to fit more than just my GEK and a buncha militia (or standard level) trash on my Raven assault..
Or you could you know get a better dropsuit |
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Panoscape
BurgezzE.T.F
107
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Posted - 2013.01.17 23:21:00 -
[15] - Quote
Just so noobs don't go crying to their Mamma, here's the core ones you might want to get ASAP.
Weaponry 5 Mechanics 5 Dropsuit Command 2-3 Dropsuit of Choice 1 Electronics 2 Engineering 2 Weapon of choice 3 Weapon of choice sharpshooter 2 |
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Breakin Stuff
Immobile Infantry
680
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Posted - 2013.01.17 23:28:00 -
[16] - Quote
S Park Finner wrote:If I did the math right Total SP needed 18,349,000 for the full boat Using the calcs from this thread that's about 218 days. I'm not sure this is a message you want to send to a new player.
it's going to happen anyway. |
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mikegunnz
Pink Fluffy Bounty Hunterz RISE of LEGION
425
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Posted - 2013.01.18 00:06:00 -
[17] - Quote
Breakin Stuff wrote:Alright since we're about to get inundated with absolute swathes of clueless newbies and EVE refugees I thought I'd share my discoveries with those who still have not cracked the code.
This is a list of all the skills that are mandatory for full function of the various dropsuit types, with the relevant skills set up for assault/logi players, and heavies AFTER the cores. This is a longterm plan, and if you stick to it religiously when you hit proto gear you will absolutely make people rage.
Assault/logi dropsuit 1 or heavy dropsuit 2 Primary weapon of choice 3
All skills after this need to be at a minimum of 4, preferrably 5. Some have prerequisites that must be at 5. make it happen. This list is subject to change as new modules/mechanics are released. This first list is needed for everyone. All mercs regardless of class or preferred weapon will benefit from this list.
combat engineering 5 (fitting, mandatory) Circuitry 5 (fitting, mandatory) Nanocircuitry (Don't be that Guy, lets you use better nanoinjectors and hives) Systems Hacking 4-5 (don't be that guy) Shield Boost Systems 5 (worth it) Shield Control 5 (Die Less, Mandatory, Even if you run heavy) Shield enhancements 5 (fitting, mandatory) Armor Repair Systems 5 (fitting, mandatory) Armor Upgrades 5 (fitting, Mandatory) Fiield mechanics 5 (You die less) Remote Repair (Again, Don't be that guy) Weaponry 5 (damage mods, weapon classes, mandatory) Light (or Heavy) Weapon upgrade (FITTING! MANDATORY!) Light (or Heavy) Weapon upgrade Proficiency (FITTING DAMMIT! MANDATORY)
Now we can focus on things that go boom, train in order you like.
Light (or Heavy) Weapon Reload 5 (If you can't figure this out...) Light (Or heavy) Weapon Reload Proficiency 4-5 (again, if you cannot figure this out...) Light (or Heavy) Weapon Sharpshooter 5 (Increase range. range is good) Light (or Heavy) Weapon Sharpshooter proficiency 5 (Seriously, you want this at 5)
FOR ASSAULT/LOGISTICS
Assault/Logistics Dropsuit 5 Assault rifle Operation and proficiency 5 Laser Rifle Operation and proficiency 5 Mass Driver Operation and proficiency 5
For Heavy
Amarr heavy Dropsuit 4 (You can actually stop at 2 and never use anything but type II) HMG Operation and proficiency 5 Forge Gun Operation and Proficiency 5
ANY OTHER SKILL IS ICING ON THE CAKE.
Vehicle-centric mercs simply remove the assault/heavy specific crap and go shield transporters, armor hardeners, shield hardeners, turret skills and of course vehicle skills.
Happy Hunting. Go murder some people.
LOL No offense, but this list aint much help. It'll take close to 2mil SP to get this. That'll take a several weeks (if not longer) A bigger help for newbies would be to give advice on how to spend your first million SP (which includes your starter SP)
You're better off advising people on where to put their intial SP, depending on what their goal is. (assault/infantry attacker, Heavy/AV guy, LogiBro/Repper, Sniper, etc) Specialization is key, once you've got a few million SP, you can worry about getting all the big skills to level 5. |
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Breakin Stuff
Immobile Infantry
680
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Posted - 2013.01.18 00:10:00 -
[18] - Quote
mikegunnz wrote:
LOL No offense, but this list aint much help. It'll take close to 2mil SP to get this. That'll take a several weeks (if not longer) A bigger help for newbies would be to give advice on how to spend your first million SP (which includes your starter SP)
THAT portion of this exercise i leave to the people who have been through several iterations of Beta and have had to navigate it multiple times. I've only been through one reset. this is an overview of important skills, not a priority list. My priority for me is fitting skills. YMMV |
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Elijah Sol' Dzusaki
Onward Defrosted Tuna Team
485
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Posted - 2013.01.18 00:13:00 -
[19] - Quote
Oh look its another thread full of people who don't know how to trim quotes.
+1 to OP |
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Gaff Origami
ZionTCD Legacy Rising
49
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Posted - 2013.01.18 01:37:00 -
[20] - Quote
Not very helpful...you basically listed every skill. You could have condensed your post by saying play everyday for 9 months and train every skill to 4-5. I would like to see an training roadmap based on earning 75% of max SP per week and what levels to train each week for the first 8 weeks. That might actually help people progress intelligently. |
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S Park Finner
BetaMax.
89
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Posted - 2013.01.18 02:14:00 -
[21] - Quote
Gaff Origami wrote:Not very helpful...you basically listed every skill. You could have condensed your post by saying play everyday for 9 months and train every skill to 4-5. I would like to see an training roadmap based on earning 75% of max SP per week and what levels to train each week for the first 8 weeks. That might actually help people progress intelligently. I really like the OP's basic idea here but Gaff has the right of it. I was thinking of starting a thread where people could record their skill level, what range they like to fight at, what they think of as their play style, and then what character type they pick and how they would allocate their first 500,000 skill points -- one or two weeks of regular play.
The idea is that new players could match their skill level and play style to the ones more experienced players have chosen and get an idea of how to kick start their characters.
Do folks think that would be a good way to help new players get started? Would you contribute?
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CCP Frame
C C P C C P Alliance
470
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Posted - 2013.01.18 02:16:00 -
[22] - Quote
Thread moved to the Training Ground section. |
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First Prophet
Matari Combat Research and Manufacture Inc. Zombie Ninja Space Bears
35
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Posted - 2013.01.18 02:36:00 -
[23] - Quote
+1 to OP Though I feel like it would've been simpler just to list which bonuses to look for in skills and which to avoid, instead of listing each skill individually. |
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Marget Cruz
Crux Special Tasks Group Gallente Federation
41
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Posted - 2013.01.20 05:37:00 -
[24] - Quote
Thanks I like this |
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Vyzion Eyri
The Southern Legion
154
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Posted - 2013.01.20 06:38:00 -
[25] - Quote
S Park Finner wrote:If I did the math right Total SP needed 18,349,000 for the full boat Using the calcs from this thread that's about 218 days. I'm not sure this is a message you want to send to a new player.
Day 219. Finally ground my SP to necessary levels to reach instawin. Not to mention my life, which was also ground to dust. (Puns everywhere)
Get run over by LAV. Kitten. Nothing's changed. |
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Cody Sietz
Tritan-Industries Legacy Rising
63
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Posted - 2013.01.20 07:48:00 -
[26] - Quote
I'd suggest new players focus on boosting you Armour or shield depending what your looking for.
If you gonna use a assault suit with higher shields (the one you get at assault level 2, I forget what its called) try to level shields first. If not, level up armour.
Everything tskes time, so knowing which core skill to level first is key. |
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Cross Atu
Conspiratus Immortalis
775
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Posted - 2013.01.20 19:04:00 -
[27] - Quote
Panoscape wrote:Just so noobs don't go crying to their Mamma, here's the core ones you might want to get ASAP.
Weaponry 5 Mechanics 5 Dropsuit Command 2-3 Dropsuit of Choice 1 Electronics 2 Engineering 2 Weapon of choice 3 Weapon of choice sharpshooter 2
Not a bad list but personally I'd strike the "weapon of choice" skills and go with the Shield skills. Everyone can always benefit from extra HP while a new player may not be certain within the first 12-14 days which weapon they will enjoy most. Use your starting SP on things that you know can stay useful. Experimentation (such as selecting a primary weapon) can come after that.
0.02 ISK Cross
EDIT: Here's my guide on the same theme, it's aim is to be very basic hoping to help out new players who have yet to select a specialization. |
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padraic darby
Fox Hound Unit
0
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Posted - 2013.01.21 01:20:00 -
[28] - Quote
My bit of advice for new players.
1, spend for first mil of sp to buy diferent skills.
2.try diferent weapons, gear and vehicles.
3. once you tried everything do what you like to do the most.
4. Level up and one day you will be using the proto tier of weapons and gear and really be making people rage.
5. you dont haft to be specialized but it will take longer to get better gear for all the roles than one role.
6. if you have some aurum leveling up won't take as long as using just isk
i am not a pro dust player since the reset i dont know what my specialization will be but i am testing every thing to be sure what am a ultimatly going to be in dust. |
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Jackof All-Trades
Bojo's School of the Trades
78
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Posted - 2013.01.22 16:55:00 -
[29] - Quote
Whilst maybe not good for the inexperience players in interpreting this, the list shown is highly valuable in the right hands. For example, you have idea how pissed off I was at first when I find out that Sharpshooter increased the optimal range - both minimum and maximum, so the more you invest the worse you get at close quarters (I don't think it's like this anymore). Whilst something he doesn't explain the specific reasons, he does get the basic message down.
Don't be that guy, listen and respect the advice he gives you. |
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Maenad Melas
Last Catalyst
0
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Posted - 2013.01.22 18:48:00 -
[30] - Quote
Useful for us EVE refugees looking for the names of skills, but probably a bit confusing for someone with zero EVE experience. Still, was useful for me to find the names of the skills I knew I needed (fitting etc). |
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