PVP-Basic Preparation Checklist

From Agony Unleashed
Revision as of 17:51, 5 March 2016 by Silas (Talk | contribs) (Recreated page for new BASIC class)

Jump to: navigation, search

This document is intended to help you make sure that you've done everything you need to do to get ready for your BASIC class. You don't have to do things in this order, but following the suggested order should minimize the amount of time you spend on preparation.


Make sure you have correctly enrolled in the class, that you know when it is, what the staging system is, and that your payment has been made (either by yourself, or through a corporate account on your behalf).

Check your skills

Ensure that you have trained the required prerequisite skills.

Prepare your EVE Client

Connect to the "Agony Public" channel

Fleet invitations are handled through the in-game chat channel "Agony Public". To join this channel:

  1. Click the speech bubble icon in the top right of any chat window. This will open the "Join Channel" window
  2. Type in "Agony Public"
  3. Click 'Join'

Configure your overview and your graphics settings

Follow the configuration instructions to set up your client for PvP. Yes, you really should turn off most effects and you really do need to set up your overview so that you can't see anything beyond the essentials. Cluttered overviews lead to friendly-fire incidents, overtaxed clients lead to lag and client crashes.

Connect to the Teamspeak 3 server

Read the Setting Up Teamspeak article and follow the instructions there on connecting to our TS3 server.

NOTE: If you don't have a microphone, you still need to connect to TS so you can listen to the class. There is no point in attending if you can't hear the instructor.

Buy your ships and fittings

* What ships? How many
* What mods? How many
* What ammo etc.
* Where to move (look in signup thread)

Choose one type of frigate that you think you'll enjoy for the duration of the class. Look at the Recommended Ship Setups for BASIC, but understand that it is not all inclusive. Having your class frigates in different types seems like a really good idea in theory, but in practice it tends to be frustrating and annoying. Don't choose a frigate with an astrometrics (scanning) bonus. As a student, don't choose any of the T2 frigates (assault frigates, interceptors, or stealth frigates) - they require different techniques to fly than a tech 1 frigate, and we won't be covering those techniques in this class. (Note: Alumni may fly T2 frigates but students should NOT). We usually don't use target painters in the BASIC class, so don't choose a Vigil.

Each of your frigates will need an afterburner. For certain frigates, this doesn't give optimal combat performance, but it's the right choice for most T1 frigates in a Hydra fleet. There are a number of training exercises where the instructor will say "turn on your afterburner" - not having one means you miss out on some of the educational value. Don't buy or fit microwarpdrives as a student. When we say 'afterburner' we mean 'afterburner'. If you feel like fitting named, t2 or faction afterburners, then go for it. Just remember that in 0.0, the real question is not 'if' you lose your ship, but 'when'.

Purchase electronic warfare modules for the remainder of your midslots. The midslot items are vitally important to a Hydra fleet, so buy those and make sure you can fit them before you look at fitting weapons. Be aware that different midslot items require different amounts of CPU - don't be afraid to use lighter-caliber guns to make sure you can equip your ewar. Named meta 3 and meta 4 modules can help with fitting issues, if you can afford to lose them.

Carry enough ammunition for one or two reloads on each ship. If possible, bring an ammunition type that gives you an optimal range around 9-10km, and also an ammunition type that gives an optimal range roughly equal to your frigate's fastest circular orbit.

Recommended modules for Basic

Ships, how many? what type? Mods, which ones and how many Ammo, type and ammount

  • 1000-2000 rounds of ammunition per ship

Depending on what ship you may also wish to bring:

  • Small Remote Armor Repairers are good for healing fleetmates after the battle.
  • Micro Auxiliary Power Core (to boost your powergrid)
  • Co-Processor (to boost your CPU)
  • Small Armor Maintenance Drones

Gather everything at the system & station specified in enrollment post.

This system changes from time to time - see your enrollment thread to find out where the class will start.

Fit out your ships and insure them

Set up your ships with identical fittings in every slot and optionally insure them. During the class, you'll likely be asked to change your fittings around, but you may as well make certain that there's at least one configuration that works. If you're looking for something to squeeze into your low slots, an overdrive might be the best choice.

Prepare your Clones

Check the enrollment post to see which system the class is meeting at. DO set your medical clone to this system, so that if you get podded you will "wake up" in the class station and not half way across New Eden. This makes it much easier and faster for you to reship and rejoin the fleet after a podding.

You might want to have a jump clone at that system before the start of the class. Please read the Jump Clones article for more information. If you do set up a jump clone at the class staging station, be sure that your regular clone (the one with the implants) is in some other station. This avoids confusion and accidental clone-loss that can result if two jump clones end up in the same place. Once again, don't forget to set your medical clone to the station the class is held.

You WILL lose ships. You WILL lose pods. So be in a cheap or empty pod!