.::. Ana Sayfa .:. Dökümanlar .:. 9. Fighting

9  Fighting

Do You have what it takes?

(Tercüme edilmemiş alanlar bulunmaktadır.)

İyi bir savasçı karakter yapmak belkide oyundaki en zor işlerden biridir. Bu "guide" uzun soluklu bir savaşçı karakter olusumu üzerine fikir vermek içindir. İyi bir savaşçı karakter için cok farklı skill (yetenek.. ingilizcesini kullanıcam her ne kadar ceviride olsa :p)  ağaçından bir çok skile gereksinim duyar bunları sayarsak..

•  Elektronik (Electronics): Elektronik neredeyse kullanacaginiz her cihaz için gerekli olan Geminizin CPU (bunuda cevirisi olmaz hani)sunu artırmakla ve/veya kullanacagınız aygıtların CPU ihtiyaclarını azaltmakla beraber diğer elektronik tabanlı skiller (*) içinde gereklidir.   

•  Mühendislik (Engineering): Genel olarak Caldari vede Hybrid (*) Minmatarlar için gerekli olan bu kısım (pek tabiki amarrlarla galentelerede lazim.. her ne kadar dier ikisi kadar olmasada..) da genel olarak Shield (Geminizin Enerji Kalkanları gene ingilizce olarak kullanıcam:p)inin miktarını, yenileme süresini vede silahların verdigi hasar tiplerien karşı direncini artıran skiller(*) yoğunlukta. Özetlersek Geminizin Shieldi, Enerji ile ilgili gerek duyduğu skiller burada

•  Navigasyon (Navigation) : Geminizin hızını berlileyecek ve/veya kullandığınız hızlandırıcıların ne kadar enerjinizi sömüreceğini ve/veya ne kadar süre hızlandıracaklarını gibi şeyleri belirleyen skiller burada

•  Silahlar(?) (Gunnery): Geminizin kullanacagi taret (top tüfek vs)lerin ihtiyacı olan skiller...

•  Füzeler (Missiles): Füzelerin verecekleri hasar oranı, gidecekleri hızı ve Füze atarlarınızla ilgili skiller bölümü

•  ?? (Drones): Dronelar ile ilgili skiller..

•  Gemi Kontrolu (Ship Command) : Hangi tip gemileri ne kadar iyi kullanabileceginizi belirleyen skiller bölümü

•  Mekanik (Mechanic) : Armor (Zırhınız)uzun tamiri ve/veya armor güclendirici cihazların gerek duydugu skiller

•  Eğitim (Learning): İhtiyaciniz olan bütün Skilleri öğrenme sürenizi azaltan skiller

•  Kuvvetli sinirler..

İyi bi savaçci karakterinde 4 attributede iyi olmalidir. Bu sayede her duruma uygun bir karakter yapabilir vede büyük sorunlarla karşilaşmazsiniz. Charismanın eksikligi Social başlık altıundaki skillerininz yavaş ilerlemesine neden olucaktır, ama diplomasiye neden ihtiyacınız olsunki düşmanınız namlunuzun ucunda ölümünü beklerken...

 

shortcut with the Learning skills.

Ana skiller olarak Gunnery, Missiles vede Starship Command gereklidir ki bunlar Perception ve Willpowera baglidir.. Tabiki bunlarla beraber Electronics vede Engineering Skilleride önemlidir ki bunlarda İnteliengence ve Memory puanlarınıza bakar

It is obvious that the combat pilot needs high scores in four different attributes. Since skill-training times are directly dependent on attribute scores, this poses us a bit of a problem. The solution is the Learning skill tree, as time invested here can reap huge rewards in all your other training times. I would suggest building a character with at least 10-12 Memory to start with, and an even spread between Intelligence, Willpower, and Perception, with as low Charisma as possible. You can also increase your attributes by installing an implant, but they are very expensive and if you get podded, they are permanently lost.

Make sure you get your learning skills to level 4 as fast as possible as explained on page 62 .

Other important skills for early on are Navigation for extra speed, Afterburners for even more speed through speed boosting modules, Electronics to increase CPU, Engineering to increase the Powercore and Warp Drive Operation to reduce capacitor need for warping. Even a few (2 or 3) levels in each of these can make a big difference to your combat effectiveness. As your combat character grows you can add more skills in Gunnery to suit the weapons you would like to use, skills in Missiles for the missiles you would like to use and skills in Engineering and Electronics for shield, scramblers and ECM devices.

The Electronics skill tree is geared towards sensor use, scrambler use, reducing CPU need, and increasing CPU capacity. A popular Electronics selection is Propulsion Jamming. This requires Electronics level 3 and allows the use of Stasis Webifiers that slow down your target. Other popular modules that require Electronics are Warp Scramblers and Target Scramblers.

The Engineering skill tree is geared towards shield, energy management, and increasing Power capacity. The benefits to shield and energy through the skills themselves and the modules that you can operate will enable you to have better shield and increase the energy recharge rate which is needed as most module activations require energy and you dont want to get stranded in a combat situation with no energy left when it recharges very slowly.

On the Gunnery skill tree, buy and train gunnery skills early and train them. Leave the medium turret skills until you can buy a cruiser and the large turret for when you can buy battleships. Frigates do not operate well even if you manage to fit a medium sized turret to one.

Missile Launcher skills can be bought as and when necessary. If you want to launch long range attacks rather than engage in close quarters combat then this is the skill tree for you, but missile combat does not suit all races as well, Amarr and Gallente ships for example do not favor missile combat and their ships do not get as many launcher slots or any bonuses to missile efficiency. On the other hand, some Caldari ships do not have any turret slots, only missile slots, which illustrates their favoring of that style of weapon.

Weapon selection is a very personal choice and weapon load outs are so varied that everyone will have pet loves and hates. Some might like long range combat and staying out of damage range, while others like the brutal action of the close range combat and focusing on killing the targets before they can activate any combat routines.

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