dinsdag 18 januari 2011

Tech 2 Galore

Hey All,

You may still be daunted by the vast number of things in the game. I hope that for a new player I will simplify it a great deal. Or atleast, make it more of a gradual learning process instead of a crash course in advanced rocket science and warp field dynamics. 

Tech 2 Modules, they greatly improve your ship attributes on the ships that you put them on. Don't go to sleep without something tech 2.

Several Tech 2 Modules as they appear in my market window

Tech 2 Modules are great items and you can get acces to many of them wth relatively little training. Tech 2 modules usually cost inbetween 200K-1,2M ISK but they are well worth their while and often more affordable then lower meta items in their categories. (except for Tech 1 Items, small tech 1 items are the most inexpensive in EVE)
I have listed the skills you need to train for many of the regular tech 2 modules in the game which are useful to Amarr.

Generally, training a skill to 
level 1 takes about 8 minutes (250 skill points is the base)
level 2 takes about 32 minutes (1.168 skill points on top of level 1)
level 3 takes about 4 hours (about 6.600 skill points on top of level 2)
level 4 takes about 18 hours (38.000 on top of level 3)
level 5 takes about 7 days (200.000 sill points on top of level 4, 256.000 total)
In this post I do not considder tech 2 modules that take a full week to train a lot.
While training a skill you accumulate about 1.800 skill points per hour, or 43.200 per day.

In the following sections I list the underlined skills that you need to train to which level, to be able to fit the tech 2 module listed and italicized below it a short list. Next to the tech 2 module I list the bonus it gives compared to the tech 1 module.

Propulsion Jamming 4
Webifier 20% extra reduction to your targets velocity

Target Painting 4
Painter 20% extra range and 20% extra signature radius on your target

Weapon Disruption 4
Tracking Disruptors - 11% increased disruption! Highly annoying!

Propulsion Jamming 2
Warp Scrambler - 20% range

Electronics Upgrades 4
Co-Processor - 40% extra bonus to ship CPU

Energy Grid Upgrades 3
Medium Capacitator Battery - 40% extra bonus to capacitator

Energy Grid Upgrades 4
Capacitator Flux Coil  - 20% extra recharge bonus

Energy Systems Operation 4
Medium capacitator booster - 20% faster booster use

Energy Emissions System 4
Energy Neutralizer - 20% extra drain on Energy Neutralizers
Energy transfer Arrays - 30% extra energy transfer and 33% extra range

Energy Grid Upgrades 4
Capacitator Flux Coil - 20% extra capacitator recharge
Capacitator Power Relay - 20% extra recharge
Cap Recharger - 33% extra recharge

Energy Grid Upgrades 5 (I list this, because the bonus is quite huge!)
Reactor Control Unit - 50% extra powergrid.

Repair Systems 4
Armor Repairer - 33% extra HP repaired.

Hull Upgrades 4
200mm reinforced steel plates - 40% extra armor gain!
Damage Control II - Approx 40% more bonus to shield/armor and 20% extra resistance to structure to structure.
EM/Thermic/Explosive/Kinetic Plating - 33% extra resistance bonus

Afterburner 4
Afterburner - 20% extra velocity bonus!

High Speed Maneuvering 3
Microwarpdrive - 33% less drain on capacitator capacity while fitted

Weapon Upgrades 4
Heat Sink - 33% extra rate of fire and damage modifier!
Other weapon upgrades - 33% extra rate of fire and damage modifier too!
Tracking Enhancer - 33% extra tracking and 50% extra falloff bonus and optimal range bonus!

Trajectory Analysis 4
Tracking Computer - 50% extra boost to tracking/faloff/optimal range

Sensor Linking 4 - Tracking links give 50% more bonus to the stats they boost!

Mining Upgrades 4
Mining Laser Upgrade - 25% extra bonus to mining
Ice Harvester Upgrade - 80% extra reduction bonus to harvesting cycle time reduction

Mining 4
Miner - 50% extra ore yield!

However, Tech 2 modules also have downsides. They take more fitting requirements. They use more CPU and sometimes more powergrid, too! But proportionally, compared to the increase in their fittings they still give more bonus then they take by being Tech 2 instead of Tech 1.

Please check out the difference between Tech 1 and Tech 2 modules and make your decisions accordingly. They are generally named very simply like their Tech 1 counterparts and have almost the exact same name, and that little II tag at the top left corner of their icon.

Be safe and fly well!

Ilena Grace, Ceo of PaFaH 
(I have a new face today! New patch gave us all new faces to choose from!)

maandag 17 januari 2011

Basic skills that go a long way!

Hello everyone. I assume you are somewhat familiar with the Eve Skills, but not with all of them. If you are like me, you were dazzled at some point upon looking at the hundreds of skillbooks that you can eventually learn. For now I will stick with a few simple skillbooks that take little time to train, but give you a great benefit.

To get the skillbooks, find the skillbook section in the market window: Find your way to any skillbook in the list and find a location where that skill book is being sold at a station that is called a "school" of some sort. In the Domain region where PaFaH (Power and Friendship and Heroism) operates this is "Hedion University School" or "Imperial Academy School"
Right click on the skill book sales entry in the window, expand the location sub-menu and click set destination. Now use the autopilot or your manual piloting skills to get to the system, and dock at that station.

Finally in the market window again, go to the settings menu. You can acces it from the top right. In this menu, go to the section that says "advanced settings" and check off Filter by skills and Filter by untrained skills. The first one removes all of those hugely expensive skill books you cant use any way (and a few other ones that you could be able to train shortly), the second removes all the skillbooks you have already learned. By doing this you will reduce the number of skill books (and ships and modules) to skill books and modules that you can use already, or start training right away. Please remember to uncheck these again when you want to see all items again.

If you take the time to read the skill book descriptions of the books that are now presented to you, you may be able to glean that you can quite significantly increase the effectiveness of your character by buying these few basic and cheap skills and training them 1, 2 or even 3 levels. Training the basic skills to level 2 takes up to 2 days only and will enable you to do many more things then you used to.

Now go back to the skillbooks part of the market window. I suggest you purchase all of the following skillbooks, from the skill-book-station you are docked at. Be aware you may already have used some of the skill books that I am suggesting here. If you arent sure, you can check in the characfter sheet. If you have a good wide screen, put the character sheet on the left side of the window and the market window on the right side and check in your character sheet to see if you have a skill already, if you dont see it.

Please keep in mind these recommendations are based on the idea that you will be flying in amarr ships, and not using shield boosters, extenders or other shield modules.

Drone Skill books:
Scout Drone Operation
Mining Drone Operation
Electronics:
Electronic Warfare
Electronics Upgrades
Long Range Targeting
Propulsion Jamming
Sensor Linking
Signature Analysis
Surveying
Target Painting
Targeting
Weapon Disruption
Engineering Skill Books: (These skill books are very important for amarr!)
Energy Grid Upgrades
Energy Management
Energy Systems Operation
Gunnery Skill Books:
Controlled Bursts (a very important skill for laser using amarr players)
Motion Prediction
Rapid Firing
Sharpshooter
Surgical Strike (if you trained gunnery to level 4)
Weapon Upgrades
Industry Skill Books (if you are not into mining / manufacturing, don't look here)
Mining Upgrades
Refining
Leadership Skill Books
Armored Warfare
Leadership
Mining Foreman
Siege Warfare
Skrimish Warfare
Mechanic Skill Books
Jury Rigging (train this to 3 some time early, it comes in mighty good handy, it enables the basic rigging skills whih greatly enhance your ship!)
Hull Upgrades
Repair Systems
Remote Armor Repair Systems
Salvaging
If you have trained Hull Upgrades to 4 -> Thermic/Kinetic/Explosive/Em Armor Compensation
Missile Skill books: (will greatly improve your ability to use missiles)
Defender Missiles
FoF Missiles
Missile Bombardment
Missile Launcher Operation
Missile Projection
Rapid Launch
Rockets
Standard Missiles
Target Navigation Prediction
Navigation Skill Books: Improves ship speed, enables afterburner and microwarpdrive use and improves your warping abilities.
Acceleration Control
Afterburner
Evasive Maneuvering
Fuel Conversation
High Speed Maneuvering
Navigation
Warp Drive Operation
Science Skill Books (take a good look through the ones I do not list, if you want to be involved with research and blueprints)
Archeology
Astrogeology
Astrometrics
Biology
Cybernetics
Social Skill Books will greatly improve your mission running abilities and rewards.
Connections
Diplomacy
Negotiation
Fast Talk
Spaceship Command if you are not an amarr pilot, start today and get the following:
Amarr Frigate, train to lv 4
Amarr Cruiser, train to lv 2 or above
Trade Skill Books If you are a trade oriented person:
Train Trade to lv 2 (takes 36 minutes), then get these. (If you are intending to trade seriously, I suggest training Trade to 4, and getting all the trade skill books that have Trade 4 as a prerequisite)
Broker Relations
Contracting (if you are not on a trial account)
Marketing
Retail

All of these skills combined, will enable you to do many things and to do them much better. But there are many more. Please read up on them every now and then. Things can always be better!

Your friendly CEO Ilena Grace!

donderdag 13 januari 2011

New Player Corporation!

Hello everyone, this blog is primarily intended as the website of the corporation. Ill be posting some posts to help the new players of the game.

So the first I mention, are implants:
The implants displayed here are the basic 5, they give one extra attribute point to your character when implanted. Attribute point determine how fast you train your eve character skills.

The 5 Implants are these:
Limited  Cybernetic Subproccessor (Intelligence +1) - Costs about 300.000 ISK
Limited Social Adaptation Chip (Charisma +1) - Costs about 50.000 ISK
Limited Neural Boost (Willpower +1) - Costs about 300.000 ISK
Limited Memory Augmentation (Memory +1) - Costs about 600.000 ISK
Limited Ocular Filter (Perception +1) - Costs about 50.000 ISK

All of these require a skill to use: Cybernetics, Trained to level 1. You can buy these at any academy for about 67.500 ISK. The whole package costs about 1.400.000 ISK

Getting the basic implants causes a skill that takes a day to train, to take about one and a half hours less to complete. +1 Implants cut a new player's skills training time by 5%

Next is the almighty API KEY!
You can find your API KEY Right here.
With it you can enable eveboard.com to download your characters skills and other similar information, such as which implants you are using and what skills you are training. Please go to eveonline.com/api 72 hours after you created your account, and eve mail your USER ID & and Limited API KEY to me (Ilena Grace) if you want your character information to be private, or register it on eveboard.com if you dont mind if your account is public. Please notify me if you upload it on eveboard.com.
With your API Key I can help you train your skills and decide on what to do with your character, depending on what you want to do.

My Main account HillAnt can be tracked using eveboard.com, for example.

Thankyou!