Can I haz tips?

I’m sure you’ve already seen hundreds of these threads before, and I’m sure that you’ve already answered hundreds of times the exact same thing to them. So, rather than ask you to repost everything again, I’d be perfectly satisfied with a link to a guide or something. A bit of background: Vet WT player, been playing since like… 2013 or something. I’ve given it a break and pursued this. One of the things that’s really throwing me off is the aiming thing, what with the gimballed turrets. (“Hey lets point the ship at the enemy to shoot”-“Why are my shots all going to the upper right corner?”-“Oh yeah… gimbals.”)

 

Anyway:

  • I take it that Open Space is not safe for tiers 1-2, like nulsec?
  • Any tips on how to improve and interpret HUD would be helpful, like extra info, what those signs on the HUD mean and whatnot.
  • Economy. This has me really confuzzled. So you have creds. I understand that. And you have GS, like GL in WT. Aight. But then I try to upgrade me guns and I have to use these green crystal things? Also, how do I get these raw materials to make better ammo with?
  • Ship builds. I’d assume, forgive the ref, that ship builds are a lot like DOTA and League, make or break you. So, right now I’m leaning towards Jericho CF class, not apposed to Fed ships either but have tried that only once in PvP I think. Main thing is: which guns are good? Which resists are good?
  • Combat pointers. I’m getting the feeling I’m doing something fundamentally wrong here. I usually score like 2 kills and a couple assists per death, but death is always ignomius… like getting shrekt by an equivalent counterpart with less EHP. Need help reading the minimap.
  • Terminology. Short time here know terms like LRF and EHP but still confused with other terms. Is there like a dictionary or something? lol…

I guess this list is in reverse order of importance, not what I intended, but I’m not so hot with text boxes so I’m not even going to try fixing the list. (Je regrette.)

Don’t worry about my comp, I have a as far as I know stock Dell XPS 8700 (alrightish graphics card) so I can probably take whatever gets suggested. Can’t run cinematic mode on WT tho lol… Never tried. Fried computer threat too strong.

p.s. Yes I read the other posts before I came here, will try the aiming thing to help me.

 

Thanks in advance!

goodguy

I’ve not actually seen any general “advice” threads, so no problem. I’m bored and not sleepy, so have a bit of a post on stuff.
 
Terminology :

There’s not a whole lot of terms. Basically anything you don’t know about is just shorthand for something else. IR means infrared, so IR scanner means infrared scanner (crit chance CPU module). Some people are lazy and say “covops” instead of “covert ops”. Stuff like that.The only terms I can see as being confusing are artifacts, tiers, and implants.
 
Artifacts are what those green crystal things used to be called. Now they’re known as “Iridium”, not that it’s really mentioned much, but hey. The two are interchangeable, really.
 
Tiers are kind of like ranks, but they come in groups of three. So ranks 1-3 are known as tier 1, ranks 4-6 are tier 2, 7-9 are tier 3… There are only five tiers. Folks will often abbreviate “tier” as just a capital “T”, like referring to tier 1 as T1. The two most important tiers, currently, are T3 and T5. Be sure to prepare to be smashed when you enter T3, because a lot of veterans play there. Doesn’t particularly help that all the current competitive content is stuck there. T5 is important simply because it’s the end of the ship line, and a lot of people play there. More Aces than anything else, really.
 
Implants are what crew used to be called, so some older players will probably call them that by force of habit. If people are talking about specific implants, there’s two main ways to talk about them in general.

  • Faction+Rank: The top row is associated with Empire, the middle with Federation, and the bottom with Jericho, so sometimes you’ll see folks refer to an implant as “F8”, referring to the middle rank 8 implant. Or, say, “E13”, as the top rank 13 implant.
  • Rank+Row: The top row can be called row 1, the middle row 2, and the bottom row 3. So if someone talks about the 13-1 implant, you’ll know it’s the top rank 13 implant. Typically, it’s going to be in the order of rank and then row, so if there’s an ambiguous case like 2-3 and you don’t feel like asking, just assume it’s rank and then row.

 
Combat pointers :

Well, these sorts of things don’t tend to transfer well over text, but I’ll give it a shot. If you want some basic pointers, add me in game (name: statueoflibroty) and I’ll probably make a custom game to practice with you. 
 
Anyhow, some general info and then class breakdowns below.
 
Reading the minimap: There’s two different minimaps, a 2D bird’s eye view, and a 3D isometric. They have two very different uses.
 

  • The 2D map can be used to see a quick summary of the entire battlefield. This an also be done by holding tab and checking the map view there. It combines all allied sensor data to show all ships that your team sees on the same map, and helps to show the position your allied and enemy teams are in. Even though this is a 3D game, most folks still play in two dimensions.
  • The 3D map can be used to see exactly where nearby enemies and allies are in relation to you. It only shows ships in your sensor range. It’s an isometric projection, with the top corresponding to what’s in front of and above you, and the bottom corresponding to what’s behind and below you. If you pay attention, you can see three axes  and a great circle traced around the middle, showing you the plane of your ship. Ships have their class icons put on it, colour coded to show their team, and have a dot projected onto the plane of your ship to reduce ambiguity that isometric diagrams have. Drones and structures have a cross put at their location, again colour coded, and again with a dot projected onto the plane of your ship. In general, the further the ship is from the center of the diagram, the further it is from you. The only exceptions to this are if a ship is in front and below you, or behind and above.

 
Dodging: There’s a lot of different ways to dodge, but they mostly fall under three categories. Barrel rolls, loops, and random movements. To barrel roll, simply roll in one direction and strafe. To do a loop, either bind a key to pitch up or down and use that, or get into a loop dogfight. I recommend the former, as the latter is a very good way to die quickly to experienced pilots. To do random movements, just go crazy. One particularly chaotic maneuver is to use a roll key and a pitch key at the same time. This is of dubious use, but it’s hard to hit, anyhow.
 
Positioning: There’s never going to be such a thing as perfect positioning, but you can strive for it. To be in a perfect position, you need to satisfy some conditions. You must be close to your teammates, especially the engineer. You must be near cover that is not flanked by the enemy. And you must be close to the objectives. Make your own priorities from that list as you see fit.
 
Interceptors :

The most important part to surviving in an interceptor is dodging. Learn a few different methods and when to apply them, and you won’t be as squishy as you were before.
 
Covert ops are hard to fly, but have some of the best burst DPS in the game. If you know how to aim and you use Orion liberally, you’ll do well. Plasma arc is hard to use on moving targets, but very effective if you aim it well (or use it on stationary targets) – just beware that being so close makes it very easy to die to EM torps if you’re killing a frigate. White noise jammer isn’t amazingly effective, but it can save you or a team member from an ECM, tackler, or any ship using a difficult to aim weapon. Adaptive camo has a ridiculously long cooldown, but it’s also very useful if you want to set up ambushes or get away from a fight. Your special module is good at three things: Preventing invisibility on tacklers and recons, stopping a single ship from capturing a beacon, and finishing off weak enemies.
 
Recons are not my favourite ships, but do well as support. Using spy drones, you can make someone instantly regret using a multipurpose module (if you’re sharp enough). Using microlocator, you can make someone instantly regret using a cloaking module. Using proxy mines, you can make someone instantly regret getting into a dogfight with you. Using parasitic remodulator, you can make someone instantly regret taking a Jericho ship. On top of this, you’ve got a short duration cloak which can be used to either escape or, if the conditions are just right, set up an ambush. Woe upon the enemy taking a Jericho ship that cloaks just before you ambush it, uses a multipurpose after getting decloaked, and is forced to dogfight. Your special module good at two things: Getting to a spot quickly, and running away from a fight quickly. It’s also not bad at omgwtfbbqhax instakills if you microwarp into a target, but that takes a lot of luck to pull off.
 
ECMs are also not my favourite ships, but are easily the best disablers in the game. Ion diffuser removes any ship’s ability to do anything but move, and also interrupts any active effects – which makes it a very, very good module to use against ships that have just used a self-healing effect. Energy drain practically instantly empties all but the strongest of enemy capacitors for several seconds, which will have a very similar effect to that of the ion diffuser. Due to some weird fight-or-flight response, most pilots will choose to pretend that it’s exactly like an ion diffuser and fail to shoot while they have the opportunity, but do be careful – those guns still work. Stasis generator is equivalent to unplugging the enemy’s keyboard and mouse for up to 4 seconds. Use it on ships that are stationary or dodging with an unfortunate instantaneous trajectory. You can pound them really hard while they sit still, or watch and laugh as they drift right into the middle of your team. The module also has the shortest cooldown of all the ECM stuns, so you can generally use it two or three times in a single dogfight. Your special module is good at three things – drawing fire and attention from enemy pilots, stunning a few unlucky enemies stuck in the radius, and guaranteeing survival for just a few more seconds. But beware – staying alive while you’re inside the bubble is easy, but the instant you get out is the time when you are weakest.

 
Fighters :

Fighters are the happy medium between interceptors and frigates in this game. Both tacklers and commands have an inherent bonus 15 resistance in all types. You retain a portion of the mobility of an interceptor, and a portion of the firepower of a frigate. Surviving in one is a mix between dodging and positioning. Stick with your team, but don’t be afraid to dive in and out every once in a while.
 
Tacklers are good support ships that can hurt interceptors very badly, but typically have to rely on their team for cover and firepower. The target painter is a very good module for team play, increasing the damage taken by a specific enemy. It’s got drawbacks, though, like high energy cost and short range. Engine inhibitor is an interceptor’s worst nightmare, as it almost freezes them in position for a few seconds. Unfortunately, it’s got short range and a large number of counters (like F8, cloak, and microwarp). Inhibitor beam is not quite so scary, but shuts down adaptive shields, which are integral to a number of ship builds. It’s got long range, low energy cost, and short cooldown, as well. Sentry drones can do serious damage to the enemy if they don’t take them down quickly, with a difficult to dodge projectile and nearly 1000 DPS. Heavy guard drones aren’t quite as useful, as the projectiles are trivial to dodge, but can be used to punish inattentive pilots that stay still, or deny frigates easy access to a beacon until they take it down. The gravibeam is a very powerful weapon, essentially slowing an enemy down just as much as an engine inhibitor can, but with no cooldown and longer range. Slowing field missiles are a double-edged sword, as the slow field not only affects the enemy, but also your allies. Your special module is good for three things – silent ambushes, escape from a fight, and damage boost on command.
 
Commands are very versatile ships that can be support or carry. The aegis system and coating polarizer pair very well with engineer heals, extending both you and your allies’ lifetimes. Valkerie system gives you a mind-bogglingly large boost to DPS, and shares it with your allies. Gravi-scanner helps you and your team move quicker in, out, or to fights. The phaser has a respectable DPS and a very, very, very large projectile speed. Or a slow projectile speed and ridiculous alpha damage. Either one. Ion beam warheads are very good when used properly, and can frustrate an enemy to no end, as they act like a cartridge of ion diffusers that proton wall simply does not get rid of. Your special module is good for one thing - extra tank.
 
Gunships can deal very serious damage, and are to be respected even if all their modules are on cooldown. Aiming overcharge acts as an effective damage multiplier, pulling critical hits more often. Unfortunately, this makes optimal CPU setups more difficult, but hey, what can you do? Engine overcharge helps get into or out of a fight, but unfortunately not in one, as shooting instantly stops the speed boost. Combat reboot is one of, if not simply the best module in the game – it negates any negative effects and damage coming your way for up to three seconds. Any ECM trying to stun you will have to deal with the cooldown, but not see any payoff. Perhaps the best part is that you can activate it while being stunned – literally the only module which has this property. Particle purge is a good module with a heavy cost. It’s got the only auto-aim available for gunships, has the lowest cooldown (not including toggles) in the game, but requires you to give up your shields. Particularly good for PvE in T5, if you use E13 and a shield heal. Your special module is good for two things – burst damage and urgent escapes.

 
Frigates :

Frigates are a slightly controversial class, at once too strong and too weak. They’re mostly stationary, which can lead to stagnant gameplay, but always forces thought about positioning. One particularly strong tactic in the current meta is called the frigball – a large group of frigates that annihilate all in their way with superior firepower. Unfortunately also really boring and possible to break with enemy teamwork.
 
Engineers are often thought of as the center of teamplay. Just as a good healer is indispensable in competitive play in other games, so too is the engineer important to competitive play in Star Conflict. The mass shield generator and nanodrone cloud are the most important engineering modules, as they provide slow, constant healing to all nearby allies. The energy emitter is often used with them, “healing” the capacitor of all nearby allies, which is often useful to help commands and other ships that may not otherwise be energy stable. The autonomous repair station and autonomous charging station round out the typical engineer loadout, providing very fast healing to one nearby ally at a time. Static barrier is not often used, but can temporarily alter the battlefield by erecting a small bit of transparent cover. Warp gates are also not often used, but help you and your allies move to another part of the map very quickly. Unfortunately, they have low health and long cooldown time. Eclipse launchers are a very useful weapon for engineers, as shots can heal in-range allies’ (but not your own) hull. Your special module is useful for three things – 360 autoaim coverage when above 50% shields and at least one drone is spawned, supplemented shield regeneration when below 50% shields and at least one drone is spawned, and (sacrificing a drone) large shield heals for you and your allies within 500m when at least one drone is spawned. Unfortunately, drones are very fragile, dying quickly to coil mortars, missiles, stray fire, and the destructor.
 
Guards are the tank class of the game, the only ones capable of serious face-tanking with shields. Pulsar is a 360 autoaim module with medium cooldown. Mass propulsion inhibitor is a 360 slow module, like a better version of the tackler’s inhibitor beam. It can be coordinated with another guard with mass propulsion inhibitor such that the enemy team never has a chance to use afterburners so long as they are within a few thousand meters of you and your fellow guard. Missile shield is a good self- or team-protective module, but is often left out for other modules. The emergency shield booster and liquid metal injector are very good for extending possible face-tank time, although the liquid metal injector is only terribly useful for adaptive tanked guards. Signature masking is not totally useless, and yet it often gets dropped due to the short range and low effectiveness. The destructor is a good way to completely wreck tacklers planning to cloak or anybody at all who ever wanted to capture that beacon you want to cover. Your special module is always on, and is good for one thing – tanking one specific damage type at a time.
 
Long ranges are the glass cannons of the game. They have a 50% DPS bonus over the other frigates due to having six turrets, which comes out in the form of higher alpha damage for most weapons, and higher rate of fire for coil mortars. They can be used as snipers, main weapon firepower, or as a combination of the two. Tachyon charge and weapon overcharge both affect only one sniper projectile, if fired in the next 20 seconds. They are mutually exclusive. Tachyon greatly increases the projectile speed, making empire snipers easier to aim, and jericho snipers require less time to fly. Weapon overcharge simply increases the damage. EM scattering hides your ship from enemy radar, assuming that there’s no nearby microlocator. It’s very useful for camping, as any movement other than rotation cancels the cloak. IR pulsar is good for ECM, tackler, and recon (which are particularly scary in a Jericho LRF) protection, as it prevents their locking on for up to 30 seconds. Unfortunately, it’s got a very long cooldown. Reverse thruster is a very good way to stay alive in a long range, as combined with actually having long range, it keeps the enemy in your sights while removing you from theirs. Minefields are very good protection against sneaky interceptors and possible ambushes, as well as good area denial. Your special module is good for two things – sniping or supplementary damage.

 

Open Space is not terribly safe for tiers 1 and 2. Bots are very strong, as they use T4 weapons and autoaim. The best suggestion I have is to use hit-and-run tactics. And to turn on station protection in main > settings > game > station protection. Station protection won’t protect you from NPCs, but it will keep collisions and players from hurting you in station protected sectors. Of course, that means you can’t hurt players or allied NPCs in station protected sectors, either.

 

I’ll get to the HUD later.

 

The economy isn’t too complicated, it’s just a bit weird.

 

Credits are the main currency, if you hadn’t noticed. You need credits to buy most ships, a good number of blueprints, and all new weapons and modules. The first upgrade for weapons and modules (from mk1 to mk2, white to green) uses them or an upgrade kit.

Galactic Standards (gs) are the premium currency. You can buy more or less everything with them in one way or another.

Vouchers are an important secondary currency. You earn vouchers through completing contracts in game. There’s six different types, and you can only earn two different types of vouchers at a time – the ones associated with the same faction. The second upgrade for weapons and modules (from mk2 to mk3, green to blue, also consistently the biggest single jump in module performance) uses them. These tend to be the limiting currency for module upgrades.

Iridium is another important secondary currency. If you’re in a corporation, dreadnoughts require very heavy iridium donations from its members during construction and upgrading, and some small donations if sending dreadnought attacks. The third upgrade for weapons and modules (from mk3 to mk4, blue to purple) uses these or an upgrade kit.

Alien monocrystals, while not recognized as a currency, are used in the fourth and final upgrade for weapons and modules (from mk4 to mk5, purple to orange) as well as construction of otherwise unavailable modules, like pirate modules or reverse thruster. As income has a hard limit of 9 a day, these are very much so a limiting step.

 

And I’ll probably say something about builds later. I’d suggest looking at Residente’s build thread, since he seems to be the only one around here who has sane builds for average performance pilots.

Hello! It is quite strange to find a new player requesting information with such good manners. Just for that I think you deserve a proper answer to your questions. I will be brief, but if you need more information about, you can always contact me in game (Same IGN as here)

 

  • I take it that Open Space is not safe for tiers 1-2, like nulsec?

Not really, open space has Null and Hi sec. If you set your station protection on (in the game options on the main menu) you cannot be attacked by other players in safe sectors. Safe sectors are the ones around the main bases. Dangerous sectors are marked as “pvp” sectors, and when you are going to jump, a “dangerous sector” mark in red capital letters appear.

Mobs will still attack you though, and the purple ones (bios) are really strong, even in starter levels, so watch out for them.

  • Any tips on how to improve and interpret HUD would be helpful, like extra info, what those signs on the HUD mean and whatnot.

You have a whole settings sub menu for the HUD, where you can configure what you want to see and not. I would recommend you turn on the incoming damage information. The different symbols in the hud for the ships are showing what kind of ship you are facing. Triangles are interceptors, rhombus are fighters and squares are frigates. The subclasses also have different icons, you can check them in the tech tree.

  • Economy.  This has me really confuzzled. So you have creds. I understand that. And you have GS, like GL in WT. Aight. But then I try to upgrade me guns and I have to use these green crystal things? Also, how do I get these raw materials to make better ammo with?

I will copy here a Millanbel text who explained it very well.

Credits : The main currency. Used to buy ships and modules, and to upgrade modules/weapons: Mk I → Mk II

 

Gold Standards : The premium currency.  Used to buy premium ships, a licence, and to upgrade modules.weapons (any level).

 

  • Vouchers : Earned by completing contracts for each sub-faction (two sub-factions per faction), or collected in Invasion.  In order to complete these contracts you must be docked at the faction’s station. Used to upgrade modules/weapons: Mk II → Mk III

 

  • Iridium : Earned from loot from PVE and PVP. Iridium can be contributed to your corp in order to build a dreadnought. For this purpose, there are also certain contracts (rank 1 and rank 6 for each faction) which send iridium directly to your corp’s bank account - see contract descriptions. Used to upgrade modules/weapons: Mk III → Mk IV

 

  • Alien Monocrystals : Earned by completing the daily “golden mission” in Invasion for each faction. There is one mission per faction per day, giving 2 monocrystals without a licence, or 3 with one.  Used to craft secret project ships and to upgrade modules/weapons: Mk IV → Mk V (for the latter, a blueprint is also required).

 

  • Various resources : Earned by picking up loot from Invasion. Used to craft secret project ships, Mk IV ammunition, and to upgrade modules/weapons: Mk IV → Mk V (for the latter, a blueprint is also required).

  • Ship builds.  I’d assume, forgive the ref, that ship builds are a lot like DOTA and League, make or break you. So, right now I’m leaning towards Jericho CF class, not apposed to Fed ships either but have tried that only once in PvP I think. Main thing is: which guns are good? Which resists are good?

At this moment all weapons have their uses and with the proper builds are really good. Concerning resistances, usually thermal is favored because most of the damage of this game is thermal. Usually you will see people having arond 60 /70 / 100 in resistences for kin / EM / thermal. But that is up to you, and the current metagame.

  • Combat pointers.  I’m getting the feeling I’m doing something fundamentally wrong here. I usually score like 2 kills and a couple assists per death, but death is always ignomius… like getting shrekt by an equivalent counterpart with less EHP.  Need help reading the minimap.

EHP mean nothing in this game, because here you have to hit. Same way a Taranis can orbit to death a rail fit Rokh, here a covert ops can use its modules and superior critical chance to take down even the most tanked frigate, if the frigate is not paying attention or cannot hit it with AoE weapons. But that will come with practice and a good situation awareness

  • Terminology.  Short time here know terms like LRF and EHP but still confused with other terms. Is there like a dictionary or something? lol…

I don’t think there are that many terms really. In case you need help about some particular term just ask.

  • I take it that Open Space is not safe for tiers 1-2, like nulsec?

Open Space changes its face quite a bit - the station sections (where you dock out) should be almost safe for T1 and T2 ships; use it to try out flying, or for a quick run. But yes, the main part of openspace is not safe with T1, T2 ships.

Feedback is very welcome in this part, as are ideas, since the OpenSpace mode is still somewhat “additional” to the main game.

While there are some fans of PvE or OpenSpace, the main gameplay - and unique part - of this game is still PvP especially in terms of teamplay. Once you are starting to progress through T3, and learned most of the basics, you will benefit from seeking out a corporation which suits you, to find other teammates, but of course, you are also open to search for a corp sooner.

Generally, there is no best answer to how you design your career.

 

 

  • Any tips on how to improve and interpret HUD would be helpful, like extra info, what those signs on the HUD mean and whatnot.

 

 

Unlike War Thunder, the HUD does not try to bring you closer to a simulator, so most of the icons and numbers do have a direct game correlation. Most of the information which is important, is on the central element (shields&hull, speed, energy bar, etc.) and the Buff/Debuff section on the top of the screen. If you bind a key for activating your mouse cursor, or open the chat and use the mouse cursor to hover over icons, you can also read their descriptions.

Most other stuff has already been said.

 

 

  • Economy. This has me really confuzzled. So you have creds. I understand that. And you have GS, like GL in WT. Aight. But then I try to upgrade me guns and I have to use these green crystal things? Also, how do I get these raw materials to make better ammo with?

 

To point out some major differences to WT:

 

  - synergy: free synergy does not cost GS to be applied to a ship; each ship earns a little bit of free synergy which can be used on any ship, freely (unlike in WT). however, the largest part of synergy only applies to the ship, which earns it, if you have fully leveled a ship, you can convert the “surplus” synergy it has to free synergy, which costs GS. it is not the most effective way of earning synergy, so only do it, if you swim in gold.

  - you only earn synergy on the ship you fly, so you can only level ships by flying them, or by applying free synergy.

  - rule of thumb: pve earns you easier credits, while pvp earns you more synergy.

  - crews are not bound to slots, instead, they represent implant sets, and you can as soon as you unlock multiple crews, assign them to the slots as you please for no additional cost. crews also do not level, nor are they bound to the ships they use. you assign them to a slot, and the ships you put in will automatically use that implant set which they provide.

  - your fourth slot is unlocked once you get a R12 ship or higher. 1 additional Crew is unlocked at R15 of each faction.

  - each fully synergized ship adds to your fleet strength; your amount of fleet strenght is added as percentage on the synergy you earn, so 100 synergized ships give you +100% synergy in battle.

 

Even if the others got already handled, here a short summary of all the other currencies:

  - GS are as you have seen the “premium” money, which is hardest to earn ingame, and mainly is bought with real life cash. It allows you to buy Premium ships, but also can be used to substitute other required currencies. It is best to use it wisely.

  - credits are the main base resource: you buy ships with it, you buy base modules with it, and you are able to upgrade modules from mk1 to mk2 with either credits or the green upgrade kits.

  - credits are also used to buy purple upgrade kits in the loot, which make mk3->mk4, and to repair your ships, buy standard ammo, or jump between stations. Finally it is also used to change implants in the crew, or extend your armory size for having more modules up to 1500 (however, DLCs give you full armory). Credits are harder to farm early on, but you will stack it later.

 

Following currencies are mainly for modules:

 - green upgrade kits drop in the loot after games and you take them up automatically; they save you credits by upgrading items from mk1->mk2 with them, but they also can be salvaged for raw materials, or sold for credits.

 - purple upgrade kits on the other hand cost credits to be recovered, as mentioned. you can also only take a small iridium amount instead; but if you recover it, you can use it to bring a mk3 module to mk4; however you can also salvage them, to retrieve not only the free iridium, but also some raw materials.

 - vouchers are earned via assignments, or drop in various circumstances; their sole purpose is to make modules mk2->mk3, a step which only has GS as alternative. there are 6 types of vouchers, each module needs a different kind. you are always earning vouchers for the 2 subfactions of the faction you are docked in. how many possible missions you can do, depends on the rank of ships you have in that particular faction.

 - iridium can be used to substitute purple upgrade kits, and perform the mk3->mk4 upgrade on any module. otherwise it can also be given to the corporation to be used to build and maintain your dreadnought. usually, as long as you are not fully equipped as player, you should try to keep them to yourself.

 

 

 

  • Ship builds. I’d assume, forgive the ref, that ship builds are a lot like DOTA and League, make or break you. So, right now I’m leaning towards Jericho CF class, not apposed to Fed ships either but have tried that only once in PvP I think. Main thing is: which guns are good? Which resists are good?

 

Going for your remark on nullsec, there is a lot more common with eve than with dota.

Just as a side remark, dota and league use an item system mostly for historic reasons, since the games they were developed only had that system to make their mechanic of “upgrading” possible; comparing it to more modern approaches, like Heroes of the Storm, or more independent Mobas like StarBattle, they are more or less a specialization “during battle” while your hero levels up; your modules however are “chosen before battle”; so they have more in common with eve; unlike eve however, you do not lose your ship, or have to re-equip it after each loss.

 

resists correlate to the weapons: thermal is used by lasers, em by plasma weapons, kinetic by well, kinetic weapons. shields have better base resist against kinetic, while hull has better base resist against em; respectively, they are vulnerable to the opposite, meaning kinetic weapons are best on targets who have no shields, and plasma make shields go fastest.

there is no single “best weapon”, but there are weapons which are better on certain roles or even certain ships. look at the bonuses the ships have, if they have a specific damage type bonus, it is usually wise to use a weapon corresponding to it, like the wolf, which can use gauss or assault rails best.

thermal is used by nearly every special module (sniper, arc, web, mines, drones), and laser weapons, which makes thermal resists usually prefered to other type of resists for most players.

 

 

  • Combat pointers. I’m getting the feeling I’m doing something fundamentally wrong here. I usually score like 2 kills and a couple assists per death, but death is always ignomius… like getting shrekt by an equivalent counterpart with less EHP. Need help reading the minimap.

 

Exercise; 2 kills is a good start, but it also depends on what ship you are playing. high kill count is often a privilege of good team work, usually kinetic weapons favor higher kills; since you get points by the amount of damage you deal, even then, an assist can count more, than a kill, as does going for an objective (capturing beacons, taking up and delivering bombs, surviving as or killing captains).

certain ships like gunships or covert ops are better suited to deliver damage, while a recon with 2 k, 10 assists, but lots of captures, means he did a good job, and killed 2 people on the way.

The faster you start to see yourself as part of a team, and use your ship to help the team win, the better you will enjoy the game, no matter how many kills you make.

 

 

  • Terminology. Short time here know terms like LRF and EHP but still confused with other terms. Is there like a dictionary or something? lol…

 

 

only a few come to mind additionally to the mentioned:

TTC - Target Tracking Coprocessor, a module for CPU which increases crit damage.

Bubbles - singularity cannon. however, can also refer to an ECM using his special module (“he is bubbled”)

Camo - usually refers to ships using some kind of stealth, which makes them invisible to the HUD, but not visually: LRF have scattering field, Covert Ops have the camo.

Cloak - tackler special module, but also recon active module, a T4+ guard module and T5 implants can cause you to cloak.

IR - usually IR (infrared) is refered to any module which turns of your targeting abilities, like IR Pulsar on the LRF, or White Noise (WN) on the Covert Ops.

Cruise - Speed fits which use the cruise engine on fighters (T3 and higher), usually for open space fits

Recups - energy recuperation, a shield module which turns damage into energy and usually is used on Cruise fits

Adaptives / Adaptatives - Adaptive shields used on fits relying on fits which constantly move; adaptives give hull and shield resists while you are at afterburning speeds.

EB - Emergency Barrier, used in capacitor to survive one hit kills; is the only “passive ability” you can equip like this and has a cooldown. can only use one, drops bombs.

ESB  - sometimes confusing with the notorious and (in)famous clan, the ESB is the emergency shield boost, a guard module.

 

All kinds of stealth or cloak drop bombs and lock, have no visible effect as captain, or once any captain is dead, which makes Tackler a very bad choice for being captain in a combat recon.

ESB  - sometimes confusing with the notorious and (in)famous clan, the ESB is the emergency shield boost, a guard module.

Well, he is quite right about this one.

It can save your life, but most likely it will kill you.

Use it alongside large amounts of resistance, and the shield booster L, and your enemy, depending on the amount of dps, will find it hard to get past your shield.

So you don’t have to worry about energy, and thanks to your focusing on shield regeneration, use the 7c implant for lots of afterburning, and for general energy stability if you choose to forgo the use of adaptives (of which I will personally suggest, but adaptives do have some good potential if used right, though they leave you with a couple harsh positional weaknesses. One of the most well-rounded builds for the shield is one anti kinetic module, and 2 anti thermal modules. I’ll suggest these implants for 'most any guard build type - 1c,2c,3c,4a,5a,6a,7c,8a,9a,10c,11b,12c,13a,14c,15c top to bottom A-B-C. left to right 1-15.

Also, use the +10 shield booster.

 

Anywho, enjoy the game :slight_smile:

Thanks for the tips guys, much appreciated!