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1/02/2013

Giving Yourself the Edge in Solo PvP

In EVE PvP is in fact a game of having the advantage to start. This can be being the first one to lock their target, the first to shoot, or even the first to get the better transversal velocity. There are so many thing that come into play. In this article I will explain several points that give you a better chance of survival, and getting the kill.




Skills, Skills, and Skills

Yes, this is one thing that makes up a lot of the decision as to who wins the fight, but not 100% of the time. If solo PvP is your thing, and something you plan to do for a long period of time, there are certain skills to optimize as much as possible. One is to get the most out of the type of damage you use the most. If your most used ship is a Wolf or Rifter, Small Autocannon Specialization V, Rapid Firing V, Thermodynamics V, Repair Systems V, Minmatar Frigate V, or Assault Ships V are some key skills to have.

While the extra 2% is a small amount with guns, you need to remember this helps your overall damage. Weapon upgrades multiply your total firepower, and that 2% increases that amount. After overloading your guns that gives you even more. It's up to you if it's that important, but out of the above skills listed I would consider it the one that takes the least amount of priority.

The same principle effects your shield/armor skills. You want as much defense as possible, and ties in to other advantages I'll explain shortly.

Implants

These are another big advantage when doing solo PvP. Basically remember that "every little bit counts". You can look at 1% damage increases as insignificant amounts of advantage points, but when you continue to add several 1% increases, you later have 5, 6, or even 7% increases. Implants are a great way to get this. Go to Jita and stock up on 1% 2% and 3% hardwire implants that complement your weapon of choice. Next thing you know your ship is 20DPS stronger. This little bit can make a weaker fit work against a stronger opponent.

Drugs Are Bad, or Are They?

One of the most overlooked tools in EVE are the boosters. Many are scared by these as they are first perceived as something bad when the NPC loot versions are found in missions. While the good versions are illegal in high-sec, and sometimes hard to acquire, the Synth versions are perfectly fine, and do not require the Nanite Control, or Neurotoxin Recovery skills to keep from bogging you completely down with side-effects. With that said, training your Biology skill up will help make these last much longer.  The base duration is 30 minutes, and the Biology skill increases that by 20% per level. Each booster takes up a certain booster slot, so even though you can take more than one make sure you don't overlap slots.

Drug Types

Blue Pill (Slot 1): One of my favorite boosters ever. These pair great with active shield tanks, and even more so with ships that have an increased bonus to shield boost amounts. The Synth version gives a 3% increase, and with an overheated hardners and boosters gives a large shield boost amount.

Crash (Slot 3): Great for missile based ships. Decrease your explosion radius bonus by 3% with a synth.

Drop (Slot 2): Increased tracking speed. Great for artillery ships, and cruisers versus frigs.

Exile (Slot 1): One of my favorites. Increased armor repair bonus. Can you say Myrmidon from hell?

Frentix (Slot 2): Increase your optimal range by 3%. Great when paired with range scripted sensor boosters.

Mindflood (Slot 1): Increase your capacitor amount with this one. If you ever watch triage carrier pvp video, you'll never see a good pilot without these, but usually not used for much else because of the slot.

Sooth Sayer (Slot 2): Increases your falloff bonus. Not exactly the most beneficial booster. You would think it would be great for artillery, but I would take the Drop over it.

X-Instinct (Slot 1): Reduces your Signature Radius by 2.25% with a Synth. Not exactly something for solo PvP, but great for interceptors, and Tech 1 speed tanked attack ships.

Overloading

You have heard me say it over and over again, and I'll say it again. Always overload your guns. From start to finish. If your Thermodynamics skill is at least 4, you shouldn't have an issue going through a fight before your guns burn up. With that said, once you have become comfortable with solo PvP, always have nanite repair paste on hand to repair your guns on the fly. Thermodynamics V is highly recommended for solo PvP as this can allow you to last much longer, especially with active tanked ships.

Ammo

Never go out to solo PvP with Tech 1 ammo. Always make sure to keep a small stock of different types of faction ammo that have the same stats, but the most damage (i.e. Republic Fleet EMP, Republic Fleet Titanium Sabot). Also learn the default damage type holes in each ship so that you can exploit them with this ammo (i.e. T1 frigs EM shield hole, EX armor hole).

So there you go, a whole bunch of things to give you the advantage on a fight. Have fun, and fly safe!

1 comment:

Anonymous said...

I rarely use boosters only because I can never quickly find which ones do what. Good things to remember. (and....page bookmarked ;))

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