Här listar jag hur du skall träna och varför, nu undrar du säkert varför engelska? Jo för att originaltexten detta är hämtat från är på engelska. Jag skall om jag finner tiden arbeta på en översättning till denna, men fråga om du har svårt att förstå något så kan jag förklara vad det betyder.
Bookmark this page now and read it only when you feel the need to update, because the information on this page can be a bit overwhelming if you try to learn it all in one session.
Follow this guide and have a lot of patience, you will get there soon enough. The first thing you should do before we get in to the nitty gritty details of it is to download a tool that will help you in your quest to become an asset. Evemon is the best tool out there to keep track and to make plans for further advancements.
Evemon -
http://evemon.battleclinic.com/EveHQ (Invaluable tool everyone playing eve should have this) -
http://evehq.battleclinic.com/Eve fitting tool (Golden tool for planning a ship setup) -
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=548883The first skill to train is Cybernetics to level 1, why you ask. Because you will get a boost from implants, and high attributes is the same as high training speed. When you have Cybernetics at level 1 it is time to buy the basic +3 implants. Then follow the plans below, depending of course of the career choice you have made.
The first skill you should learn in eve online after cybernetics (with this skill you are not putting the clone with the expensive implants at risk)
Infomorph Psychology 2
Now it is time for some basic spaceship command and basic industry skills to get their level up. This is so that you can participate in our mining operations.
Racial Frigate 3
Destroyers 1 (purchase and fit racial Destroyer)
Racial Industrial 1
Targeting 1-2
Hull Upgrades 2 (puchase and fit T2 Cargo Expanders)
Mining 4 (purchase and fit T2 Mining Lasers)
Mining Upgrades 1 (puchase and fit Mining Upgrades)
Racial Frigate 4
Racial Cruiser 1-4 (purchase and fit racial mining Cruiser)
Spaceship Command 4
Racial Battleship 1-3 (purchase and fit racial 8-Turret Battleship)
Science 4
Astrogeology 1-3
So now on to some PVP skills, these are essential to be effective in warfare. Without them you are only a small boy with a big gun, easy pickings, sitting duck and so on. This is the minimum if you have one or a couple of skills missing or not at the right level you should make the officer aware of that before picking you to go to battle, you can still make some damage without them but you should not get a role where these skills are paramount to the success of the battle/mission.
Navigation 4
Afterburner 1-4
High Speed Maneuving 1-3 (Fit best named Microwarpdrive)
Evasive Maneuvering 1-3
Propulsion Jamming 1-2 (Fit T2 Warp disruptor and named Stasis Web)
Targeting 3
Signature Analysis 1-3
Long Range Targeting 1-3
Warp Drive Operation 1-3
Now it is up to you to decide which tanking abilities you should go for this is depending on the race and the type of ship so have that in mind. The best is to go for the racial ship properties if it have a large amount of armor compared to other ships in the same size and type then it is always better if you go for armor tanking - active for small gang warfare and buffer for fleet. The same is however true if the ship have a larger shield capacity than other ships in the same category and size passive and active shield tanking. The pro´s and con´s of these setup would require me to write a whole page and no i won´t confuse you further with that. Use the ships natural pro´s to your advantage and you will always win by doing so.
Passive shield tanks
Energy Grid Upgrades 2
Shield Upgrades 1
Shield Operation 1-4
Shield Management 1-3
Tactical Shield Manipulation 1
EM Shield Compensation 1-3
Explosive Shield Compensation 1-3
Kinetic Shield Compensation 1-3
Thermic Shield Compensation 1-3
Active shield tanks
Shield Operation 1-3
Shield Management 1
Energy Systems Operation 1-3
Energy Management 1-3
Shield Compensation 1-3
Engineering 4
Tactical Shield Manipulation 1
Energy Grid Upgrades 3
Active Armor tanks
Hull Upgrades 4
Repair Systems 4
Mechanic 3
Buffer tanking* (Plated setup*)
Hull Upgrades 5
Mechanic 3
Repair Systems 2
Remote Armor Repair Systems 3
*Buffer tanks or Plated setups can soak up massive amounts of DPS but they are slow and cumbersome to handle but they still have a vital role to play as mobile repair platforms.
Turret Users
Different turret types have their own pro's and con's associated with them. For instance: Lasers use crystals that never need to reload - standard crystals only. You can use faction crystals they deal more DPS but they break apart after a while and needs to be replaced so use them for pvp or hard pve missions. Lasers have decent optimal ranges, however they use a large amount of capacitor. Projectile turrets use loads of ammo and need to reload often, however they dont use any capacitor and operate mostly in fall-off range. Hybrid turrets are a happy medium between the two, they use ammo and small amounts of capacitor, but dont need to reload as often as projectiles and the ranges vary greatly. Each weapon system will have a short and long range version of itself. Short range weapons are easier to fit and will do more DPS than their long-range counterparts, long range weapon systems are tougher to fit and not quite as powerful over time, but usually strike with a much harder impact (we call this volley damage or alpha strike). PvE situations will usually require the use of long range weapon systems. PvP will vary between the two but mostly long range for pvp.
Hybrids: (Caldari, Gallente)
Long range/low damage - Railguns
Short range/high damage - Blasters
Lasers: (Amarr)
Long range/lowdamage - Beam Lasers
Short range/high damage - Pulse Lasers
Projectiles: (Minmatar)
Long range/lowdamage - Artillery Cannons
Short range/high damage - Autocannons
The following are the turret stats you will need to understand:
Transversal Velocity: The rate at which your ship and the target are moving perpendicular to each other
Optimal Range: The range your weapons will hit a no-transversal target 100% of the time
Fall-off: The area beyond your optimal range where your rounds have a chance of hitting, the further into fall-off the lower the chance
Rate of Fire (RoF): How often your turret fires
Damage Modifier: The amount of damage your weapon will multiply the base damage of your ammunition
Activation Cost: How much capacitor is burned each time you fire
Tracking Speed: How fast your turret will track your target, this negates a high transversal velocity, the higher the number the better
DPS: Damage per second
Volley Damage: Damage per volley (also referred to as an Alpha-strike)
Weapon Upgrades 1
Gunnery 3
Medium Racial Turret 1-3
Sharpshooter 1-3
Rapid Firing 1-3
Motion Prediction 1-3
Controlled Bursts 1-3 (lasers and hybrids)
Gunnery 4
Surgical Strike 1-3
Gunnery 5
Trajectory Analysis 1-3
Large Racial Turret 1-3
Weapon Upgrades 2-4
Drone Users
Drones as a primary weapon system, really only apply to a few ships in game. Notably: the Vexor, Myrmidon, Dominix, Ishkur, Ishtar, Eos, Sin, Pilgrim, Curse, and all the Carriers. The major flaw of Drones is that they can be targeted and destroyed, however they require no cap usage and no ammo. Drones also, like missiles can take some time to get to their targets and if you choose the wrong size drone for the job, you won't get very good results. Fast ships can outrun heavy drones, and light drones aren't much use against a large opponent.
Drones 1-3
Scout Drone Operation 1-3
Combat Drone Operation 1-3
Drones 4
Drone Navigation 1-3
Drone Durability 1-3
Drones 5
Scout Drone Operation 4
Drone Interfacing 1-3
Drone Sharpshooting 1-3
Heavy Drones 1-3
Drone Sharpshooting 4
Drone Interfacing 4
Sentry Drone Interfacing 1-3
Missile Users
Missiles are a common primary weapon system, they operate slightly different than guns in that they take time to hit their target, the missile must fly to it's destination where it will explode. The explosions of missiles vary differently between the different types of missiles in game. Explosion velocity is how fast a missile's shockwave is sent from the detonation. If your target is moving faster than your missile explosion velocity then they will take little to no damage. Explosion radius is how much of the explosion's energy is focused into a small area. If your target is small, but your explosive force is spread out over a large area, then they will take reduced damage from the missile. Always keep your intended target in mind when selecting a missile. Large missiles are generally inneffective against small targets, and small missiles will usually not be damaging enough to a larger opponent.
Frigate Launchers:
Long range/low damage - Standard Missile Launchers
Short range/high damage - Rocket Launchers
Cruiser Launchers:
Medium range/low damage - Assault Missile Launchers (uses Standard Missiles)
Long range/low damage - Heavy Missile Launchers
Short range/high damage - Heavy Assault Missile Launchers
Battleship Launchers:
Long range/low damage - Cruise Missile Launchers
Short range/high damage - Siege Launchers (uses Torpedoes)
Weapon Upgrades 1
Missile Launcher Operation 1-2
Standard Missiles 1-3
Missile Bombardment 1-3
Rapid Launch 1-3
Target Navigation Prediction 1-2
Missile Launcher Operation 3
Heavy Missiles 1-3
Missile Projection 1-3
Missile Launcher Operation 4
Warhead Upgrades 1-3
Torpedoes 1-3
Missile Launcher Operation 5
Cruise Missiles 1-3
Guided Missile Precision 1-3
Target Navigation Prediction 3
Weapon Upgrades 2-4
Now that you have a few skills under your belt, let's move on to bigger and better things. It's time for you to decide how you want to train from now on. Perhaps exploration, building, or market trading sound interesting to you. There are literally dozens of professions in Eve, by now you should have a good enough understanding of how things work in Eve to make your own choice.
Fitting and Capacitor Skills:
These skills are so called "fitting" skills and is going to be needed for you to be able to fit ship equipment, mods and so on. You can plan them in as you need them for your a future ship. Use EveHQ or EFT links can be found on the top of this page, there you can plan your fittings and skills.
Engineering - Increases available powergrid
Energy Grid Upgrades - Allows the use of modules that increase your available powergrid
Electronics - Increases available CPU
Electronics Upgrades - Allows the use of modules that increase your available CPU
Weapon Upgrades - Decreases CPU usage of installed weapons
Advanced Weapon Upgrades - Decreases powergrid usage of installed weapons
Shield Upgrades - Decreases powergrid usage of shield extenders and rechargers
Energy Systems Operation - Reduces capacitor recharge time
Energy Management - Increases available capacitor
Controlled Bursts - Reduces capacitor required to fire lasers and hybrid turrets
Tip: Learn how to handle EveHQ it really is the swiss army knife for eve online, it saves you money, time and a lot of effort!