![]() You wanted to earn lots of $$$, you went into riskier space. Old EVE operated on a very simple gameplay loop. I like fleeting up for incusions, but they throw off the core risk vs reward gameplay of EVE. Abyssals is especially challenging, having at least level 4 skills for your ship and every module in it is highly recommended.I'm going to preface this with: I enjoy abyssals, they are fun. If you hit a wall, often the answer is to go skill up for a month, try other content in the meantime, then come back and try again. Eve University might be a good place to start, try: Learn how to control distance, speed, transversals, etc. Piloting experience comes from practice, and maybe learning from more experienced players. Flying a better ship means also training more skills so you can fit T2 modules, so it costs both time and isk. Skills is easy but takes time, you'd keep grinding t0 or do other things while you wait. Basically, your options are 1) train more skills, 2) fly a better ship, and 3) get better at manual piloting. This video shows a similar fitting (AB instead of MWD), which looks to be harder to fly since it can't just kite everything, but it's a cheaper ship.īased on your comments here, sounds like you're a new player. This video shows how to fly that fitting against the various spawns you can face. They have bad range and speed and should be orbited at at least 15km, preferably 20km. Beware of the battlecruisers, which have perfect tracking and insane DPS. Once you're 1-2 km away they'll never hit you and you can load multifrequency (or gleam, once you have T2 guns) and DPS them down. ![]() Against battleships approach as fast as you can (don't even bother spiraling in you can tank a couple shots). Combine that with the ability to outrun almost everything and you're practically untouchable. Damaviks can catch it, but you should win in a DPS race against them.īeams have better range than anything you'll face in the abyss except battleships. With a MWD it's still faster than most stuff in the abyss, allowing it to kite almost anything it comes up against. The punisher has really strong tank for a frigate, at the expense of some speed. Amarr ships tend to have really strong base capacitor, so they benefit the most from this cap bonus.Įlectrical filaments give a penalty to EM resistance, which is an uncommon damage type for abyssal rats to deal but is one of the damage types for lasers. In electrical filaments there's bonus to cap recharge, so you can feed two small armor repairers without running out of cap. This fit takes advantage of several things: The fit I'm most fond of for a day-one alpha is a dual-rep beam punisher, which can solo a T1 electrical site. By referring a second account that account will get 1 million free SP to use as it sees fit (and if you ever do decide to sub that account you'll get rewards from that, too). That'll free up the option to skill your main for whatever activities you want without having to focus it on skills needed for the abyss. Just having the right ship and fit won't be enough.Īccounts are free and the game is balanced with the idea that anyone can spin up a new alpha account whenever they want, so one option is to use your main to refer a second account as a money-making one. There are definitely alpha, newbro-friendly fits that can solo a T1 in a frigate, but it generally requires a carefully crafted fitting, knowing exactly how to pilot it against the various spawns you'll face, and having all the right skills trained.
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