Showing posts with label pvp. Show all posts
Showing posts with label pvp. Show all posts

Tuesday, June 8, 2010

Who cares about PI? AT8 Round 2 schedule out! Day 1 predictions.

Okay really it felt like we had to wait a week to get the results all mathed out and find out from CCP who we would be facing.  All early indications looked that Rote Kapelle would be ranked at second place behind .-A-. who we would likely be fighting in round 2.

Pictures from the FLICKR set of Winterblink for AT8.
Now the official results have been released!  Post week one rankings can be found here.  Rote was indeed ranked two, right behind AAA!  Our opponents in the first round are ranked 58th, the one point we gave them helping them edge above the dregs.

The official schedule for round 2 can be found here and day one will be broken down below.  I was so crap at week one I'm not sure ANYONE should listen to me, but I was right where it counts!  So I will continue to spew on the topic.  50% isn't bad right? RIGHT?!

Saturday 12th June

15:00  Snatch Victory  v  OWN Alliance - At the start of the Snatch match it looked so much like Snatch were setup for some dominating drone DPS and that's right when things started to go wrong.  Everyone was expecting "Drone swarm" but nobody was expecting this.  Instead of launching high-damage sentries that would hurt the ranged DPS of Space P0lice, they dropped shield maint drones and Hammerhead II's.  I can remember the collective "what the HELL" coming from our vent channel.  So close to a viable, great setup, but so far.  Even worse is looking at their lossmails, most of them had sentry drones in their cargo, ready, but never deployed.  OWN on the other hand suffered mightily at the hands of a G0Dfather Bomber smackdown.  Only able to recover enough to kill two bombers in return.  At least their setup was used as best as could be expected, I give the nod to OWN on this one.

15:20  Interstellar Alcohol Conglomerate  v  Soldiers of Thunderstorm - IAC's first match ended roughly, but it wasn't because of a poor setup, someone just brought the rock to their scissors.  IAC used a high-speed minmatar setup that fell in front of their opponents Nighthawk and Drake precision missile based setup.  The match was over in under 4 minutes, IAC managing to kill just a few ships before being removed from the field.  SoT on the other hand, were crushed in convincing fashion despite their isk and skill intensive setup.  Fielding 3 Proteus, all buffer tanked with a Guardian, Domi and Damnation working to keep them alive was no match for their opponents NEG10.  The fact that SoT also fielded two battle haulers, arguably wasting needed points to counter a high DPS team like NEG10 makes me wonder.  In a match of two people who were easily crushed like these teams, who do I pick?  I voted against both of them last round and was correct both times!  (A rarity I assure you!)  IAC brount a Minmatar based team, carrying my favor this time.

15:40  Veni Vidi Vici  v  Honourable Templum of Alcedonia - V3's first match ended in a loss, and I'm betting it was because of poor fittings for the task at hand on their missile based ships.  Those Griffin's seemed to barely be taking damage at all, they should have had precision missiles loaded and those griffins would have been dying in a hurry.  Alcedonia on the other hand faced the brually effective setup fielded by Voltron.  HTA was outmatched, and handled easily by the Voltron setup, paired Geddons and Bhaalgorn, striking down easily what could have been a more effective setup.  HTA did focus fire and attempted to even the odds, but a strange mix of shield tanking, armor repair logistics and the Curse really showed a lack of cohesion on the HTA team.  HTA v V3 should be an interesting match, I think HTA wins, V3 still reeling from their loss to EM.

16:00  Noir. Mercenary Group  v  Indecisive Certainty - Noir. were the favorites going into their match, up until their FC was embarrassed by failing to switch targets off a Bait basilisk and onto a viable target.  This inflexibility will haunt them in the fluid battles they face in round 2.  I have to believe that the lesson was heeded.  Last year Noir. improved greatly from round 1 to 2.  AWFUL is not just the ticker of Indecisive Certainty.  Their Logistics was locked out early in their round one match by creative use of sensor damps and applied DPS.  Looking at their setups in hindsight, a lot of their fleet's utility was wasted.  The scimitar likely capped out early in the fight, or was pinned by the fitting of a MWD and a EHP tank on the shields.  Even the utility from increased rep drones were seemingly overlooked, Hammerhead II's sitting in the 40m3 drone bay of the Scimitar instead.  Making me wonder what was in that last 20m3.  Easily going for Noir. here.

16:20  Silver Twilight Enterprises  v  Erebus Alliance - Silver Twilight lost their first round match to none other than Rote.  Let me dissect their setup in more general terms than previously.  Their ravens were supposed to be solid DPS platforms, with Rook and Kitsune support, but were removed too quickly to do anything.  Their setups weren't solid but seemed to have some thought behind them.  Sp can be a problem as well as I noticed several t1 components, at least go for best named.  Erebus on the other side were utterly crushed by the DPS of 3 Mach's in the last and fastest match of Day 1 round 1.  Excellent execution of the Mach setup led to the quick death of Erebus's entire fleet.  However the Erebus setup seemed to have some teeth before they were kicked in.  I think I am going to have to back Erebus for now, but my heart votes for Silver.

16:40  Arbeitaholics Anonymous  v  Ivy League - AA's first match was a disaster.  Their setup was lost before it even joined the field.  Minmatar's key weaknesses are low sig strength so easily jammed, relying on speed to tank, thus relying on capacitor to keep the speed up.  Since the AA team was hugely reliant on Minmatar hulls, they were easily neutralized and jammed by the ECM heavy opponents and then out Minmatar-ed by the lone Mach on the other team.  It was a rough fight for their team.  Ivy League faced the first 3 Vindicator setup, but lack of tackle was their real downfall.  Despite fielding 4 Destroyer hulls to keep the Vindi's at range and kill tackle the 2 Golems and Vulture were easy targets despite their cap transfer for teh Vindicators 1k dps per ship (likely).  Poor FCing may have led to lack of jams on the Oneiros, and focused fire there for too long.  Setups reveal that the Rook's of Ivy League were multispec fit, but apparently were still ineffective against the uni-race setup like their opponents used.  I think both teams could have done better against different opponents, and now they get their chance.  Ivy League squeaks out a win in this one.

17:00  Eve Engineering  v  Intrepid Crossing - EE faced off against R.A.G.E alliance, a late entrant into the tourney to replace the defunct Goons Alliance.  EE should have had the better chance here, since their setups should have been tested and re-tested while RAGE had very little time to put something together.  However the opposite was true and RAGE carried the day easily, in my mind highlighting the fact the EE failed to put the due time into tourney work.  IRC on the other hand lost but made every effort to stick around and fight through the heavy ECM and reps of the opposing team.  IRC clearly has spent the time figuring out fits and tactics, giving them the easy nod to win this match.

17:20  Huzzah Federation  v  The Star Fraction - Huzzah broke down the match very well in their own post match words.  Stating that their first round opponents stuck close, capitalizing on remote reps and drones to survive the fire from the three Mach's on the field.  Huzzah had very bad luck and lost a ton of isk in the first round, but their tactics were proven solid by the wins created by Machs fielded in other matches in the first round.  Interestingly, the two teams that lost while fielding Mach's will be facing one another.  Star Fraction(SF) lost 3 Mach's in a similar fashion for the last match of Day 2.  While some of us RK peeps got all pants on head happy, I was still sad to see three Mach's die so quickly.  SF claims to have faced extensive Minmatar Jammer use in the first round, crippling their dps for much of the fight, but I contend that as usual Minmatar ships have a low sensor strength, making them easier on average to jam.  Also the DPS coming from those ships has a tough time on shields, unless at closer ranges with Phased Plasma and EMP, even then, a tough match for shield resists.  In this match I see Huzzah rising up to take down SF for the win just before the break on Day 1.

Break - Rens cam this time?

18:20  THE SPACE P0LICE  v  The G0dfathers - PIGS aka the Space P0lice faced a poor setup and even worse FC in the first round, facing little incoming fire or DPS they had their run of the fight.  Fielding the Drake/Raven/Missile spam setup was solid though the DPS output was lacking.  G0DS bombing run was the key to their victory in round 1.  They placed their opponents in deep damage early on in the match, making the most of their bomber DPS and crushing the other side.  From there they could just mop up, a well thought out but counterable setup.  I still think that G0DS win.  BTW This is the first match where either or both sides won in round 1.

18:40  The Wrong Alliance  v  Electus Matari. - ERROR are coming off a good showing in round 1, their rock type setup dealt well with the scissors setup employed by IAC in round 1.  Using their bigger tanks, and tackle and precise missile damage against a speed setup was a great match up.  EM had a slightly harder time with their match, but was able to keep their Griffin's alive long enough to kill off their round 1 opponents.  Their tactics were solid as was their fit, losing only their tackle while killing everything on the field.  Since both teams used close to the same fits as a core of their setups in round 1 it will be tough to predict what will be fielded in round 2.  That being said I think ERROR has a slight advantage here as my guy says that EM comes back with a similar if not the same setup in round 2.

19:00  Negative Ten.  v  WE FORM VOLTRON - Negative ten pulls a tough match this round against likely favorites Voltron.  Both teams have 125 points for complete victories last round, so with around 50-75 more points even if you lose round 2 you could still qualifiy to move into the next round.  NEG10 brought a strong but low sp based setup that focused on damage and versatility, removing their round 1 opponents quickly.  Voltron focused on damage and more damage, Geddons and Bhaalgorn ripping through their opponents quickly, while small fast tackle and the Bhaalgorn held them in place.  NEG10 will be pressed to get the points needed to move on out of this match, I think Voltron will be the winners.  Good luck to NEG10 for the upset on this one, or at the very least enough points to move forward to the finals.

19:20  Circle-Of-Two  v  RED.OVERLORD - Circle made short work of the AWFUL team, using a clearly tested and thought out strategy to pin down the logistics support of their opponents and eliminate the most threatening bits of their setup first.  ROL on the other hand showed up with one of the first and most wildly successful setups of Mach's in the tourney.  They used the superior range and tracking of the pirate BS to full effect here, easily dispatching their foes.  This is a very solid setup from two teams that put out impressive performances in their round 1 matches.  I think CoT brings a different setup and manages a win, narrowly, ROL still advances.

19:40  Atlas Alliance  v  T o r m e n t u m - Atlas clearly has spaiz but have they infiltrated T o r m e n t u m?  This will truly test their intelligence network as well as their skills in setups should their intelligence fail them.  T o r were able to pull the victory out against SF supposedly (according to Jade) due to their subterfuge skills as well.  Spaiz or not, both sides will need to bring their "A" team and game to defeat the other.  T o r m e n t u m is clearly the underdog here so worthy of my support, I hope they have another win up their sleeves.

20:00  Get Off My Lawn  v  THE R0NIN - LAWN proved they didn't need my luck, or did they use all of it?  Yard stomping their competition in the first round with a well thought out setup and clearly defined tactics.  THE R0NIN team fielded a unique setup, a rarity in any tournament.  They were able to capitalize on t3's with rep drones, a logistics Guardian and high DPS.  Once in range they had no trouble working through the lower EHP of the Machariels they face, eliminating all three.  Both LAWN and R0NIN fielded good, stable setups, utilizing EWAR and drones to best effect to disable and kill or tank and kill their enemies.  I hope LAWN brings on the luck and skill here and pulls out ahead.

20:20  R.A.G.E  v  SOLAR FLEET - R.A.G.E, late entrants will now have a full week to prepare, making them even more deadly than they were in round one.  In round one they crushed Eve Engineering but this time their opposition is vastly improved.  They face off against SOLAR FLEET, who in their first round managed a DPS heavy win over Ivy League.  Both teams will have to work hard this week preparing for the match as their opposition just got much more difficult.  I hope R.A.G.E continues ahead, but they will likely lose just enough to advance SOLAR to the next round.

20:40  death from above..  v  Leguinea Romana - DFA shocked us all but Jager Da.  His former Alliance mates prepped well for their first match, eliminating the heavily favored Noir. team with a well planned trap.  Noir fell into their tarpit of DPS and allowed them to cause crippling damage while taking little themselves.  The Basilisk trap setup was a master-stroke, but it remains to be seen if they can survive against a FC who changes primary.  Truly they won both intellectually and in the crazyness of their match, but can they carry it on with another win in the second round?  Leguinea Romana fought a long duel against EMO in the first round.  Failing to secure the much needed totalhelldeath of their opponents by one ship.  Their setup featured Dominix Drone boats, supported by Curor tackle frigates and logistics drones.  They traded ship for ship up until the end, barely outclassing their opponent.  DFA can advance with a minimal showing in points, but is likely to shoot for complete victory while LR will need to grasp every point it can from this match to advance to the next round.  DFA pull this one out, blocking LR from advancing, and securing their spot as the dark horse of AT8.

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Tomorrow is a new day with new breakdown predictions for day two round two of AT8, including the top ranked faceoff between AAA and Rote Kapelle, as well as other notable fights : Cry Havoc v Brick Squad, HYDRA RELOADED v Old Intentions, and HUN Reloaded v BANE.

Tuesday, March 23, 2010

The Twenty-one

"In the battle of life, it is not the critic who counts; nor the one who points out how the strong person stumbled, or where the doer of a deed could have done better.

The credit belongs to the person who is actually in the arena; whose face is marred by dust and sweat and blood, who strives valiantly; who errs and comes short again and again, because there is no effort without error and shortcoming; who does actually strive to do deeds; who knows the great enthusiasms, the great devotion, spends oneself in a worthy cause; who at the best knows in the end the triumph of high achievement; and who at worst, if he or she fails, at least fails while daring greatly.

Far better it is to dare mighty things, to win glorious triumphs even though checkered by failure, than to rank with those timid spirits who neither enjoy nor suffer much because they live in the gray twilight that knows neither victory nor defeat."
 -Theodore Roosevelt
The clock clicked over to 2000(eve time), Sunday, March 20th.

TXW-EL, Syndicate

A mass of battleships undocked from the station, forming a small cloud of reps and DPS.  In their number were three Megathron Navy Issue class battleships, and one Machariel.

Course was set for PF-346 and the fleet, comms chatter quiet.  Despite the size of the fleet it moved quickly, searching for a valid target.  Initially the target of the OP was called unavailable and the fleet reversed course, heading for S-U8A4, where talk of a fight was brewing.

A single jump out a similar sized HAC and Battle Cruiser gang loitered on the gate, hurriedly falling back when intel of the approaching Battle Ship gang reached them from their scouts in the outlying systems.

They fell back into the waiting arms of comrades in S-U8A4, numbering just above one hundred in system while the Battle Ship fleet pressed towards them.

A scout arrived ahead of the Battle Ships, jumping in to gage the situation, the hostile fleet was reported to be moving to range.  The order, however suicidal, was given.  The gate pulsed 20 times, sending every ship into harms way, for what would be the last time.

Rote Kapelle pilots and crews grimaced, surveying the field, already knowing that most of them would not leave the field alive.  But without chance is there ever glory?  This was the time to prove our rhetoric, or in dying open the eyes of those who fought us.  Ships uncloaked, heading for a regrouping point to focus repairs, comms staying clear to call out primaries, secondaries.  More hostiles landed on the field.  A third party in stealth bombers, darting into the battle, removed the drones from the field.  Their bombs, however powerful, were few enough to be unable to significantly damage the valiant Battleships.

The Rote Kapelle fleet engaged, taking down targets in range, but slowly each one succumbed to the firepower laid against it.  The order to disengage rang heavily through the fleet, many ships too heavily engaged in the fighting to pull back now.  On the other side of the gate hostile tacklers formed, preventing any Battle Ships from escaping intact.  The overall result was poor, devastating.  Not even the fleeing were spared.

The scattered remnants of those crews mourn the loss of their brethren, at the same time thirsty for revenge.  Next time, next time they will inflict more damage, next time they will not fall without their enemies falling first.  Next time it would be different.  Even in defeat glory can be found, earned, skills sharpened and battle praised.  In this space, this universe there was no time to hide, scared of losing.  Only time to kill or be killed.

GF!

Tuesday, February 2, 2010

Racial basic PvP discriptions and suggested skill list.

This was supposed to be a comment in Response to Basic Skills on K162's blog... but then turned into a whole blog post!

Caldari in PvP might not be the most popular PvPing race(ship wise) but can be remarkably effective and fun to fly in PvP.  Just not for your enemies... ECM!

Good choices for DPS or front line fighting include the HAM Drake, that packs quite a punch, as well as a pvp fit HM Drake, range of HM, decent tank and tackle.  You are heading the wrong direction with a PvP Raven unless it is t2 torp fit with Caldari BS level 5 and target painters in a shield tanking fleet of them!

To start with the Griffin and Blackbird are great ECM entry ships, with a LSE Caracal being a good anti-small support ship.  Or even a Blaster Moa or Ferox if you are headed down the Rail/blaster combo path.

If you plan on mostly flying in combat with a fleet and not solo Caldari can be a very rewarding(for you) and needed(for the fleet) PvP platform.

If you are interested in ECM fleet use; train towards flying a max skilled (in this order) Griffin, Blackbird, Falcon, Rook, then Scorp.  You will never be hurting for gang invites or thanks for jamming out enemy DPS and you will be learing how to play a tricky, if often bitched about role (by the enemy) in a fleet.

By their nature missiles and missile ships can be useless in long range fights, taking forever to reach their target, making the primary(and sometimes secondary) usually dead before they arrive, but Caldari DO have other options with ECM Jamming ships as well as providing damage mitigation (by screaming PRIMARY ME) and overall fleet support by taking out pesky MWDing ceptors with light missiles/rails to providing surprises to nano style MWDing cruisers with HAM, HM and light missiles and rails.  Not to mention providing long range fire support in the Eagle(meh), Rohk and Ferox.

Caldari also have on average fewer skills to become combat effective especially for ECM use in comparison to Minmatar or they might be even with Gallente.

Skills for pvping in a Caldari ship should be t2 shield skills, all flavor of missile skills, with focus on HAM's and light missiles from the start as well as ECM skills to increase the strength, range and open t2 ECM up.  

If you desire to fly another race consider the below.

Minmatar are notoriously skill reliant, requiring armor, shield, drone, missile, gunnery, and navigation skills to get their ships up to a good level.  However they do in return get some of the more versatile ships for pvp (especially currently with Alpha and falloff changes).  Not to mention the sexy Rifter and rifter hulled t2 ships.  You also get the Hurricane, Cyclone, Vagabond (whee), Stabber, Rupture, Rapier, as well as the Phoon, Tempest and Sliepnir are all PvP standouts!  However none are very good in the hands of a underskilled pilot or when poorly fit, and are even worse when both are true!

Gallente have some monster DPS PvP ships, but rely on mostly close range action to meet their scary potential, barring the use of long range t2 sentries(Ishtar and maybe Domi) and all flavors of drones(Domi/Ishtar/Vexor).  Mobile Drones aka not sentry drones have the same problem as missiles, requiring some time to get on target.  Gallente require skill investment in Drones, Armor tanking, t2 blasters, as well as t2 rails (to some extent but not required) with later cross training into shields for shield tanked Ishtar and Myrms.  Their PvP standouts are almost too many to list, but all fill basically the same role in a fleet.  Brutix, Astarte(asstart), Thorax, Diemos(diemost), Megathron, Incursus, Taranis, Domi, Ishtar, Myrmidon, Lachesis(long tackle), Arazu(cloaky long tackle), etc etc.

Amarr might be one of least skill intensive races to pvp with(at the beginning).  Needing mostly lazors and armor tank skills to be effective (plus they get the Punisher for early term pvp).  Later in life they will need to cross-train to Drones for the Curse and Pilgrim (arbitrator), as well as HAM's and Rockets for the Sacri/Damnation and Malediction respectively.  Amarr pilots can be effective because of the  easy focus on armor and lazors to begin with.  They do also boast some good pvp platforms across the board, both t1 and t2 like the Crusader, Punisher, Maller(sacri), Omen(Zealot), Harbinger, Prophecy(Absolution), Geddon, Fleet Apoc and Abaddon.  Of those, most are lazor platforms making them easier to train for.  Example being you get t2 medium lasors and immediately feel the benefit on the following ships, Omen, Maller, Harbinger, Absolution, Zealot, and Prophecy.

Short version is that the Caldari aren't a bad choice for PvP, just one that takes some time getting used to the role you fill.  Solo pvpers they are not!  They can be very viable combat pilots filling a support and often overlooked role in a small to a huge fleet.

This is a great list of Skills by K162 for combat effectiveness with my additional suggestions at the bottom

Learning Skills:
  1. Analytical Mind IV
  2. Clarity IV
  3. Eidetic Memory IV
  4. Empathy I
  5. Focus IV
  6. Instant Recall IV
  7. Iron Will IV
  8. Learning V – Evemon recommended this to IV yet I trained it up to V. Getting it to V takes a a few days off your overall time if you plan on having your character for over a year.
  9. Logic IV
  10. Spatial Awareness IV
(I vote taking the time to train ALL advanced learning skills to level 4, minus social skills.)

Primary Skills:
  1. Engineering V – Maximize the power core
  2. Electronics V – Maximize the CPU
  3. Energy Management V – Maximize the capacitor capacity
  4. Energy Systems Operation V – Maximize the rate at which the capacitor recharges
  5. Energy Grid Upgrades IV – Reduce the CPU requirements of installing power modules
  6. Mechanic V – Maximize hull strength
  7. Shield Management V – Maximize shield capacity
  8. Shield Operation V – Maximize the rate at which the shield recharges
  9. Hull Upgrade V – Maximize armor strength
  10. Repair Systems V – Operate the best armor and hull repair modules
Secondary Skills:
  1. Drones V – Control up to 5 drones
  2. Targeting IV – +4 targets
  3. Long Range Targeting V – Maximize targeting range and opens up Sensor Booster II (@ IV)
  4. Signature Analysis V – Maximize targeting speed and opens up Logistics and Recon Ships (@ V)  (This should be #1)
  5. Navigation V – Maximize sub-warp speed
  6. Evasive Maneuvering V – Maximize ship agility  (This should be #2 as agility is life in a frig, and it also opens up Interceptors)
  7. Acceleration Control V – Maximize afterburner and microwarp drive speed boost
  8. Cloaking IV – Allows you to use Covert Ops Cloaking Device II which is good for Covert Ops ships. (this should be last, Cloakers should not be trained until needed and then only fit on ships meant to use them :) )
  9. Propulsion Jamming V – Minimize warp scrambler and stasis web capacitor requirements (scramblers/webs require little cap and longer range points lock down targets long enough for the rest of your fleet to engage.  This also opens up Heavy Interdiction Cruiser bubbles in the long run.)


In addition to the skills listed in the K162 post you also should train
  1. High Speed Maneuvering to 4 to open up the use of MWD
  2. Weapon Upgrades to 5
  3. Advanced Weapon Upgrades(AWU) to 4 to minimize the fitting requirements of turrets and missiles.
  4. RIGGING!  (this includes Jury Rigging and at least armor or shield rigging depending on your race, as well as their primary weapon systems.)
  5. Tactical shield Manipulation to 4 so you can fit t2 shield hardeners if flying a shield tanking ship OR
  6. Armor Comp skills to 3 or 4 to harden up the passive resist modules usually used in armor tanking pvp.
  7. Racial frigate 5!  Pushes you towards your first t2 ship class, the interceptor(gall, Minmatar{meh} and Amarr)  or EAS(Caldari, Amarr and Minmatar).
  8. Thermodynamics and associated nanite repair skills (because overheating and repairing overheated modules is key.
All that said, refer to my earlier post about when you should get into PvP in your eve career, especially if you are training an ALT specifically for PvP....

JUST GET INTO IT!

Tuesday, January 12, 2010

I don't get the attitude of being overly prepared in regards to trying something new in Eve.

Take PvP for example.

I mean sure I look up tactics of flying a new ship when I start flying one, well at least now that they are at least available! 

I was reading the blog of Dante Edmundo, specifically, his comments about his pvp alt.  He only has enough time to play as a industrialist but wants to train his alt up to be a great pvper skill wise, and then commit him to faction warfare.  (He better be joining the minmatar side!)  I'm not saying he is a perpetrator of over preparing for something, just made me think of it.

I just never got the idea of training towards something you were not already involved in.  It's like mining, sure you start with mining level 1, and then progress from there and see the returns from the new skills as your yield goes up.  I find it to be the same thing for pvp.

I'll admit when I first made Logan, I already knew I wanted him to be pvp full time, but the last thing I wanted to do was train him to be a good combat pilot, skill wise, without actually flying in combat!  I started in a Rifter, back when they had 4 highs, 2 mids and 3 lows, maybe it was 2 lows, I can't remember... anyways,

I lost about 5 of them in such a short period of time I was pretty sure I was terrible at pvp.  At least I tried it first, that rush was insane, even when I wasn't through their shields and they were in my hull!  I died but I was out there  when my clones were around 200k isk each, and the ships were not much more expensive than that, rifters ftw.

Granted I was playing my alt at the time my main as well... but when I wanted to pvp I tried it with my noob minmatar pilot.  I matured quickly, and Logan really took form thanks to the experience of flying in combat, as well as increased skills.  Each skill I trained up I could tell the difference in my guns, ship, modules etc... perceived or not, it made me more confident.  As did flying the ships I wanted to fly into combat time and again.

I feel that if I had trained up all the skills prior to even trying PvP, and lost as much as I did, I would have just given up.  I mean, what's the point if I have all the needed skills and still suck?  It would have been much more discouraging.  I learnt a ton from all those losses, and at the end of the day, it's just a frigate loss.

SO : To all you future pvpers out there, I say, don't try to "get your skills up to par" before trying pvp!  Just dive right in.  Sure the sharks are gonna get you(often) before you become one, but at least you are already expecting to do poorly, and are nicely and suddenly shocked when you do get wins, even if you are under skilled, underpowered and underfunded.  It makes each fight that much better!

I do not condone shit-fits so at least have your frigate fit to win, there are enough fitting threads out there to do that!  Failing that ask me here for a fit for a t1 frig and I will provide one that isn't a shit fit!