Showing posts with label Skills. Show all posts
Showing posts with label Skills. Show all posts

Wednesday, 21 July 2010

Nanite Repair Paste

For those of you that have been in the game a little while then paste (or Nanite Repair Paste) will not be new to you, and you may already be spending a fortune on this stuff.  There is some argument about its value vs just repairing in station, whatever your stance on this (and you can comment here or continue the argument out on the forums), however it exists out there, people use it and it is not cheap (EVE-Metrics quote).  Therefore it is definitely worth starting to produce this if you plan on using it in any sort of quantity.

Paste is used to repair modules that have become damaged either through overheating or because you are hull tanking and ran it a little too close to the bone.  To repair this you can get yourself to a station and get yourself repaired up or you can use paste to fix your modules (but only if they have not reach 100% damage, in which case they will need to be repaired in station).

In order to use paste you will need the science skill Thermodynamics (requires Engineering V, Science IV and Energy management III).  This will allow you to use paste with each level reduces the amount of heat damage you receive by 5% per level.  I wont go into overheating in too much detail as there are some great write ups on this already.  In addition to this there are two additional skills that will improve the effectiveness of your paste: Nanite Interfacing (requires Mechanic V and Nanite Operation 3) and Nanite Operation (requires Mechanic V).  Operation reduces the amount of paste you use per level and Interfacing increases the repair amount per level.  These are very worthwhile skills if you are planning on using paste.

Anyhow that is the basics on using paste and skill requirements.  To make paste you will need to get yourself involved in Planetary Interaction which came out with the latest expansion Tyrannis.  There are some great PI guides out there; EVE Online Forum Sticky ... forum post gives a great source for everything PI.  The only thing I found I needed (and you will find this below) was an operational map that said where I should extract what and then where those items needed to be moved to for production.  I still need to optimise the balance of extractors and processors per planet to make sure I can maximise output etc., however the planet orientated map below gives a good production base for paste.

Monday, 23 November 2009

Scanning Skills Part 1

Introduction
Ok so I need to be able to scan, what skills are there and what should I learn when and why?  This is just a small post to start this whole topic off.

Fundamentally there are only four skills associated with scanning:
  • Astrometrics
  • Astrometric Aquisistion
  • Astrometric Pinpointing
  • Astrometric Rangefinding
Before you start you will need science at level 3, however all characters have this as a basic skill at this level so it is easy  to start.

Skill Descriptions
Ok before going through the training stages it worth describing the skills.

Astrometrics (Rank 3, requires Science 3)
The skill at operating long range scanners (probes).  The skill allows you to use one additional probe per level.  Starting with 4 probes at level 1.  This is a vital skill and you should aim to get this to level 4 asap.  This frees up all the other skills for you to access and also gives you more probes.  Ultimately with 8 probes out you can be scanning two locations simultaneously.

Astrometric Aquisition (Rank 5, requires Astrometrics 3)
Skill at the advanced operation of long range scanners.  10% reduction in the time taken for a scan probe cycle.  Starting time is 10 seconds.  So how much does the standard deviation really affect me?  Well if you are scanning at 4AU resolution and an anomaly to reading a distance of 0.681AU then it could actually be 4.681AU away, so when you reduce your probe range for the next scan there is a change you might miss it altogether.  This skill comes third in my list of importance and I would suggest getting this to 4 as soon as range finding has been trained.

Astrometric Pinpointing (Rank 5, requires Astrometrics 4)
Greater accuracy in hunting down targets found through scanning.  Reduces maximum scan deviation by 10% per level.  Starting scan deviation is 100% of the total range that the probe is set to.  This is probably the least important of the four skills as it does not affect your capability to find something and therefore should be one of the last skills you train to max.  It does however provide you with a huge benefit when either chasing down other capsuleers, trying to find that high value radar site before anyone else or just processing the 20+ sites you have found in w/hole space.  SO yes aim to increase it but not before you have focussed on the others.

Astrometric Rangefinding (Rank 8, requires Science 3)
kill at the advanced operation of long range scanners.  10% increase to scan probe strength per level.  Training this up is vital, your going to need all the scan strength you can get so you should target training this up as soon as possible.

Training
You are going to undertake the process of learning the scanning skills in several stages.  Why?  Well first and foremost the skills are ranked reasonably high and to train these all the way through is gonna be boring, and furthermore these skills are not the only ones you are going to need whatever active you are going to be doing so expect to break these up into stages.  This is going to get a lot more focus in Dominion where there will be specific scanning / exploration career paths so will be interesting to see how close I am.



Novice
This is very much a straight out of the box capability.  You have just started playing EVE, get the skill book and jump into a frigate and your away.  The draw backs here are that some of the higher value, harder to find anomalies are going to be out of your reach in finding (locking down to 100% and warpable).  So you are going to want to get up to beginner asap.

Beginner
This is where you will start to find your getting good at scanning, you have worked out your system for managing the probes and have found a pattern for scanning.  This level is good for exploration and will give you a good setup for finding anomalies.  You will probably plateau here for a little while as you will now need some of the other supporting skills (hacking and archeology).

Intermediate
Your now getting into the professional scanning, fleet support type of role here.  Your skills base is now getting to the point where your ship scanning skills are at a speed where you can scan down pilots quickly and effectively and are useful with fleet scouting and recon roles.

Elite
World is your oyster and it is time to train up on something else.  Congrats on getting here.


Friday, 13 November 2009

Minimum Core Skills

There are two lots of skills that are going to help you progress quickly within the game.  The first are the learning skills and these should be maxed out as soon as possible as they will speed up your training.

  • Learning, +4% to learning speed/level
  • Instant Recall, +1 memory/level
  • Analytical Mind, +1 intelligence/level
  • Iron Will, +1 perception/level
  • Spacial Awareness, +1 willpower/level
  • Empathy, +1 charisma/level
  • Eidetic Memory, +1 memory/level
  • Logic, +1 intelligence/level
  • Focus, +1 willpower/level
  • Clarity, +1 perception/level
  • Presence, +1 charisma/level
  • Cybernetics, allows the use of implants for further attribute boost.

In addition to the learning skills you should aim to get the following skills to V:

  • Electronics
  • Energy Management
  • Energy Systems Operation
  • Engineering
  • Shield Management
  • Shield Operation
  • Hull Upgrades
  • Mechanic
These will provide maximum cpu, power, shield, armor and structure capacities.