- 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.