Wednesday 17 August 2011

Just a Number...

One of the most common questions I'm asked is how much SP do I have. For some, there seems to be an idea that a player requires a certain fixed value of skillpoints after which one can successfully "solo" with, typically around 30M or so.

In reality, nothing can be further from the truth. Several Tuskers and indeed, other PvPers I've flown with have started PvPing with naught but a few thousand skillpoints on them. The key however, is to ensure that you get maximum bang for your buck.

Choose a ship class that you want to solo in. If you're just starting out, I suggest T1 frigates. All races have viable fits, but I suggest either the Punisher, which can have a relatively large tank, requiring less micromanagement than other frigates, or the standard - the Rifter, which is the most well rounded T1 frigate currently in the game.

Next, decide upon a fit. I suggest consulting Failheap Challenge for fits rather than Battleclinic, which tends to be bloated and have some truly terrible popular fits on it. Now, train all supporting skills related to that ship to Level IV, with the exception being Gunnery - training for T2 turrets is crucial for the long range ammunition which will then become available - Barrage/Null/Scorch.

At this point, based off skillpoints alone, you should lose most fights with similarly fitted ships since most players will have more skillpoints than you. In reality, skillpoints matter fair less than people think - it's fairly rare that I have a close fight to structure for example in 1v1s. This is due to other factors coming into play such as actual PvP experience, with solo and small gang experience being much, much more important than large gang experience.

For this reason, budding PvPers can often kill a few tacklers of larger enemy gangs in their frigates - they are often looked down upon for their low skillpoints and "cheap" T1 frigates so the tacklers get complacent and slip up, often helped by the fact that they've had almost no solo PvP experience to speak of, meaning that they're not used to what to do when they have no gang backing them.

Beyond that, skillpoints do start to matter more - however only for the options they provide. Some gangs for example cannot be kited and instead must be brawled down, such as gangs featuring heavy Recon support.  Battlecruisers require more skillpoints just to fit T2 guns, but the key is to ensure that you only fly ships once you can fly them competently - all IVs and T2 guns typically. This is the standard that I expect from anyone participating in my fleets as an side note.

As for the people asking, I currently have just under 45M (Eveboard link is here, password is "tuskersbro"). As you can see, most of my skillpoints are in support - Drones, Navigation etc. for which I have almost all Vs. For 1v1 encounters, they are most of the time pretty overkill, but really come in handy when engaging larger gangs solo!

The amount of ships I can fly well is actually fairly limited compared to similiarly SP players - I can only competently fly Amarr up to Battleships and Minmatar up to Battlecruisers (Arazu aside), with no missile skills whatsoever.

Interestingly enough, around about 30M skillpoints, you should have nearly all support skills trained to V, after which it's a fairly easy train to get into ships and fly them well. However, since you can only fly a single ship at a time, beyond that skillpoints have a fairly diminishing role - my Recon V is completely useless when I'm flying an Battlecruiser, same with Logistics V. For this reason, many older pilots ask what to train next, looking for anything to train, most of the time it never being used (Capitals for example)

So, how many skillpoints do you have?

No comments:

Post a Comment