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Unofficial EVE Online General Guide Guide
Important
The short version
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© Copyright www.killerguides.com 2008. All rights reserved. EVE Online is a
registered trademark of CCP Games. All other trademarks are the property of their
respective owners.
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Unofficial EVE Online General Guide Guide
Table of Contents
1Owner
3Important
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3The short version
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3The long version
6Introduction
7ESSENTIALS
. . . . . . . . . . . . . . . . . . . . . . . . . . . 7Races and the Roles They Play
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Attributes
. . . . . . . . . . . . . . 11Calculating Your Actual Attributes and Training Time
. . . . . . . . . . . . . . . . . . . . . . 13Choosing Your Eve-Online Occupation
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Character Creation
18Skill Trees
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19The Miner and Anti-Miner
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Mining
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25Hauling
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26The Anti-Miner
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28The Craftsman
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28The Scientist
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29The Mission Runner
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30The Shield Tank
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32The Armor Tank
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33Gunnery Skills
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34Missile Skills
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36Drone Skills
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37Support Mod Skills
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39The Pirate
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44The Tradesman
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46The Healer
47Specialized Ships
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47Interceptors
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48Interdictors
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Unofficial EVE Online General Guide Guide
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49Covert Ops
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50Assault Ships
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51Reconnaissance
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53Heavy Assault Cruisers
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54Logistics
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55Command Ships
. . . . . . . . . . . . . . . . . . . . . . . . . . . 56Assault Command Ship
. . . . . . . . . . . . . . . . . . . . . . . . . . 57Logistics Command Ship
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57Transport Ships
58Combat Breakdown
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58Gunnery and Tracking
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60Missiles and Radii
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61Resistance vs. HP
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64Electronic Warfare
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65Scanning and Probing
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65Ship Probes
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67Exploration Probes
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69NPC Pirates
70Agents Missions and Loyalty Points
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71Agents and Mission Types
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74Ore Refinement Chart
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77Tradesman Tips
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Unofficial EVE Online General Guide Guide
Introduction
This guide to Eve-Online is designed to better aid a reader of any skill level in achieving
optimal performance from his or her character. For the more advanced players, the opening
portion of the guide will be too elementary, while the latter part is stuffed with tips and
ideas for the more difficult side of missions as well as a means by which to make ISK with
the skills possessed.
First I would like to direct your attention to www.eve-online.com Please refer to the
official website for all basic information regarding the interface, tutorial questions, and
account information - all accessible through the left-bound menu.
If you have specific questions, you can refer to the knowledge base here.
If you're still in need of clarification, please refer to the official community forums here.
Within these forums is a marketplace where rarer and more sought-after items can be
found if you're looking for something very specific. It's also the best way to go about
searching and obtaining Capital Ships when that time comes.
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Unofficial EVE Online General Guide Guide
ESSENTIALS
- Races and the Roles They Play
- Attributes
- Calculating Your Actual Attributes and
Training Time
- Choosing Your Eve-Online Occupation
- Character Creation
Races and the RolesThey Play
Eve-Online is composed of four basic
races: Amarr, Caldari, Gallente, and
Minmatar. These races however have no
significant bearing on your future in
Eve-Online. These simply compose the
Role-Playing aspect of your gaming
experience and aid you in starting off
down the path skills in the chosen areas
you'd prefer. And I will be going into
detail as to what each race has available
to them; both for the newer player and
the veteran player.
The first point I'll touch on before
going into any further detail, is tanking
(that is, the manner in which you are
designed to take the hits from your
target(s)). There are two types of tanking
available: Shield tanking and Armor
tanking. First off, let me declare that one is
not better than the other, despite popular
belief. Some ships are simply better suited
for one or the other. Therefore, when a
ship that is not suited for tanking faces one
that is, there is often discrepancy over
tanking capabilities of shields versus
armor. The Amarr and Gallente races are
primarily geared towards armor tanking,
while the Caldari and Minmatar are suited
more for shield tanking - with the
exception of a ship here and there. Every
race is equally skilled at Science, Industry,
Mining, Production, Trade, and so forth.
There are also four damage types in
game: EM, Explosive, Kinetic, and
Thermal. EM is designed against shields,
Explosive (primarily done by missiles)
against armor, while Kinetic and Thermal
are the relative types - with Kinetic being
the most common. The shields of a ship
generally have a high Explosive, moderate
Kinetic, low Thermal, and non-existent
EM base resistance. Armor generally has
high EM, moderate Thermal, low Kinetic,
and nearly non-existent Explosive
resistance.
The main reason you'll want to use a
race's designated ship and weapon class is
due to the bonuses thus acquired. For
instance, an Amarr ship will give bonuses
to lasers. This doesn't mean one race
cannot fly nor use another race's ships or
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Unofficial EVE Online General Guide Guide
weaponry by any means, but generally
you'll want to use ones that coincide for
bigger bonuses and maximum potential.
The Amarr predominately use lasers
with deal EM and Thermal damage in
general. These weapons are therefore
very effective at eating through the
shields of the target. Lasers, unlike any
other turret, require no consumable
ammunition - instead, they are powered
by frequency crystals - but require more
capacitor use than other turrets. These
turrets come in both the Beam and Pulse
variety - one for higher range and one for
a higher damage output, respectively.
Just like any other ammunition type,
these crystals can alter the damage and
range of the turrets. The general skills
associated with Amarr linger in the
Armor tanking and Gunnery
departments. The Amarr are designed to
be hard-hitting turret users; most of the
ships available give focused bonuses to
lasers. Therefore the Amarr are best
suited for those looking to engage in
regular combat as soon as possible and to
focus his/her skills into the laser field.
The Caldari are lovers of missiles and
are best described as the counterpart of
the Amarr. The majority of ships in the
Caldari arsenal give higher bonuses to
the overall performance of missiles,
therefore making them excellent armor
destroyers. There are different sizes and
types of missiles that are loaded into
different sized missile launchers, which
act much like different sized turrets. The
advantages missiles hold over turrets are
that they can deal any type of damage
(therefore being able to quickly adjust the
damage type necessary to the situation on
the fly) and the damage is consistent
regardless of range. The damage is
dependant of course of the target's
resistances, but unlike turrets, missiles
have no optimal range for payout. Much
like the Amarr, the Caldari are very well
suited for those looking to blast a few
things early on.
The Gallente embrace drones more than
any other race. The drones will act much
like a pet in many other MMORPGs;
attacking when you are attacked or when
you command them to do so. There are
also a variety of drones available from
combat to logistics (ones that repair a
fellow pilot's shields and/or armor). Many
of the Gallente ships will give bonuses to
the drones' hit points and damage, making
them a valuable ally to have in battle.
Hybrid turrets are the weapons of choice
by the Gallente, however. The turrets
come in both Railgun and Blaster size -
Railguns are the long-rage ‘sniper' class,
while the blasters are the short-ranged
devastators. Hybrid turrets deal Kinetic
and Thermal damage, giving them a
rounded damage type that performs
similarly on both the shields and armor.
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Unofficial EVE Online General Guide Guide
The Gallente are very versatile and can
handle a multitude of roles right out of
the box, so to speak. Their immediate use
of drones makes them better suited for
the mining-minded and likewise offers
added firepower in battle.
The Minmatar assimilate the other
three races' fields while adding to it with
Projectile Weaponry. Projectile weapons
possess the unique versatility of having
ammunition with different damage-type
properties, much like missiles. Projectile
weapons come in both Artillery (range)
and Autocannon (damage). The
Minmatar ships vary in bonuses and
could be considered versatile due to the
wide array of possibilities that exist for
each pilot, however this could also be a
drawback to someone looking to
specialize talent causing the pilot to be
limited to just a handful of ships (albeit
good ones though). The Minmatar start
with a well-rounded set of skills and can
easily handle their own in any facet.
Attributes
There are four attributes that govern
Eve-Online are: Charisma, Intelligence,
Memory, Perception, and Willpower.
Understanding these attributes and how
they affect you is absolutely vital to your
progress. The higher the attribute the
quicker skills requiring those attributes
will train. This sounds simple enough, but
the improper placing of attribute points
during the creation process can have a
very large impact on the pilot, not mention
being a frustrating experience. I'll explain
how training time and how the
primary/secondary attributes come into
play in a moment.
Charisma: This is by far the least needed
attribute. The skills primarily associated
with charisma are centered on Corporation
skills, Social skills, Leadership Skills, and
Trade skills. With the esoteric nature and
limited skill set associated with charisma,
it's rather silly to spend many points on it
which have a long-term affect on the pilot.
Intelligence: Science, Mechanic,
Engineering and Electronics all use
intelligence as the primary attribute. This
is then essential for anyone looking to
advance in Electronic Warfare and/or the
scientific fields. It's also the secondary
attribute to Mining and Production skills.
This is also an important attribute since it
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deals with Mechanic and Engineering
skills, which include those needed for
tanking.
Memory: The primary attribute for
Mining and Production skills. This is the
most important attribute for anyone
looking to invest in the mining
profession and/or desiring to produce
wares. Intelligence and Memory are
often hand-in-hand. This is also the
primary for Drones.
Perception: Gunnery/Missile skills and
Spaceship Command skills are all based
on perception and therefore it is the
number one choice for anyone seeing to
become specialized in dealing out the
damage and flying the most advanced
ship available to them.
Willpower: Nothing is particularly
based on Willpower, but it serves as a
secondary attribute to a plethora of skills
- most notably Gunnery/Missile and
Spaceship Command skills.
One thing to always keep in mind is
that all ship piloting skills are based on
both Perception and Willpower.
Therefore having low Perception and/or
Willpower can slow you down if you
chose to ignore these attributes during
the character creation process. These
attributes will lower your overall time for
training for the more impressive mining
ships and eventually other combat ships
if you so choose to do so. In general, the
basic ships (frigates, cruisers, battleships,
etc) have a Perception primary, while the
Tech 2 or ‘Specialized Ships' (Heavy
Assault, Reconnaissance, etc) are based on
Willpower.
This gives a general idea of why the
attributes are of importance. High
Perception and Willpower don't help
miners very much and prove to be
counterproductive, as opposed to having
high Memory and Intelligence - and vice
versa for a combat pilot. Charisma is the
only negligible attribute. Even though it is
the primary for some skills, the secondary
attribute will vary among the other four -
meaning that a high secondary attribute
will likewise be your best bet to lower the
training time of these skills.
There's a specific class of skills devoted
to aiding you in your attribute
advancements and training time, and these
are called the "Learning" skills. There is a
basic skill and advanced skill for each
attribute as well as a skill simply titled
Learning, which will lower the overall
training time of any skill. These skills are
absolutely vital to progressing as quickly
as possible. Implants also exist, which are
‘plugged in' and become permanent
attachments, so to speak, to your character
that can only be removed when you're
killed or unplug them (they are destroyed
upon removal) - these implants likewise
boost your attributes. Several implants
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Unofficial EVE Online General Guide Guide
also have been implemented that
influence many other factors of your
character, such as your damage with
turrets or missiles, how fast your ship
moves, and so on.
Calculating Your ActualAttributes and Training
Time
When it comes to skills it's all about
training time. That is, the amount of time
it will take you to train it from one level
to the next (there are five levels to every
skill). The rank of a skill ranges from one
to sixteen. Rank one takes the lowest
amount of time and sixteen the longest.
The majority of skills however only rank
between one and eight - those towards
the other end of the spectrum are very
specialized skills. I will also mention that
skills do train offline, making this a
much easier task than it would be
otherwise. So to determine how long a
skill will take to train, your exact
attribute must be determined. The
attribute shown in your character sheet is
actually a truncated number - not
rounded. So to determine your actual
attribute, the formula looks like this:
Base Attribute = Attribute if you had no
skills/implants affecting it
Basic Learning Level = Level of the
learning skill relevant to the attribute
Advanced Learning Level = Level of the
advanced skill relevant to the attribute
Implant = Self-explanatory
Learning Level = the actual Learning
skill
(Base Attribute + Basic Learning Level
+ Advanced Learning Level + Implant) *
(1+(Learning Level*0.02))
For instance, if my basic memory is 6
and I have instant recall 4 (the basic),
eidetic memory 2 (the advanced) and
learning 4, with a +1 implant - causing my
memory to appear as 13 - it would look
like this:
(6+4+2+1)*(1+(4*0.02)
Therefore, my actual memory attribute
calculates out to be 14.04 - this is quite a
deviation from the number being
presented.
Another example would be if my base
intelligence was 5 and I had all of my
skills to 5 with a +3 implant (appearing as
18):
(5+5+5+3)*(1+(5*0.02)
This calculates out to be 19.8.
The reason this calculates out to be a full
point deviation is due to the learning skill
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Unofficial EVE Online General Guide Guide
influence. The skill essentially adds
unseen points to your attributes.
Now we can calculate training times of
skills with these attributes. This is
actually one of the easiest formulas to
calculate:
(Skill Points Needed - Current Skill
Points) / (Primary Attribute + (Secondary
Attribute /2))
So as you can see, the secondary
attribute only plays half the role of the
first. This is why the attribute allocation
is such a vital role in the creation
process.
So if we wanted to calculate the time it
would take to train Battleship to level 1
with 18 perception and willpower, it
would look like this:
(2000 - 0) / (18 + (18/2))
(2000)/(27)
So it would take 74 minutes, or 1 hour
and 14 minutes to complete the training.
Now let's put this all together in a final
example and use it to calculate the ‘true'
attributes of a pilot and the time it would
take that pilot to train Battleship to level
1 with no prior training.
Let's say this pilot's attribute skills are
4 with a +2 implant and a base of 8 for
the primary attribute and the attribute
skills for the secondary are 5 with a +2
implant, a base of 7 with the Learning
skill level 4.
Primary Attribute:
(8+4+4+2)*(1+(4*0.02))
(18)*(1.08)
19.44
Secondary Attribute
(7+5+5+2)*(1+(4*0.02)
(19)*(1.08)
20.52 Battleship with no time invested:
(2000-0) / (19.44 + (20.52/2))
2000 / 29.7
67.3 - this is always read as minutes.
This number will actually vary slightly
in-game as often times numbers are
rounded or randomly truncated, but the
deviation should be only slightly off (by a
minute or two), and not be figures that are
way out of the ballpark.
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Unofficial EVE Online General Guide Guide
Choosing YourEve-Online Occupation
There are several professions available
in the vast universe of Eve-Online with
nearly endless combinations. But
everyone must start somewhere, so it's
wise to get an idea of what particularly
captures your interest and to read over
what it entails before committing
yourself early on. I'll cover a few basic
general profession categories and the
skills primarily associated with them.
Miner: This is just what it sounds like.
A ship is equipped with mining lasers
and flies into an asteroid belt mining ore.
This is a very profitable path to take. The
ore will need to be hauled back to a local
station once it's mined, and there are
several ways to go about it. The method
you will likely first have to utilize is
simply mining until your cargohold is
full, docking and transferring it into your
hangar, undocking and begin mining
again, then repeating this process. Once
enough money is acquired and you have
the skill, you can take advantage of
buying a hauler. You can then mine,
jettison your ore into a can, and then
simply haul a large amount of ore back to
the station yourself in your hauler. This
will improve your income by a bundle
and can be done quite safely in high
security systems. Mining in unsecured
(low-sec) systems can prove to be a
dangerous risk, but the ore that spawns in
such systems in quite valuable. More
details regarding this can be found in -
Skill Trees - The Miner and Anti-Miner.
Mission Runner: This profession is
likewise a very profitable one, but in many
different ways. First off, the ISK income is
decent and will continue to improve as
new and higher quality agents are
acquired. Also, as a direct affect of
running these missions, the pilot will
receive an increase in standings towards
the corporation being worked for.
Increasing your standings will likewise
unlock better agents, ultimately leading to
level 4 agents. The most profitable of all
the missions to run is combat - you will
receive a reward for completing this
mission as well as a bounty for all the
NPC pirates blown up. This of course
involves more risk - namely the potential
loss of your ship - but yields higher
rewards. More information on this
profession can be found in - Skill Trees -
The Mission Runner.
Pirate: Although not an official
profession per se, this is a venue available
if you so do choose it. Like any other
MMORPG, it has its ups and its downs.
The plus side is that you can make much
money killing other players and taking
their modules, but the downside is the loss
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Unofficial EVE Online General Guide Guide
of security status and eventual loss of
access to Empire space (secure systems).
No particular set of skills can be
recommended here aside from anything
combat oriented. Attacking another
player always carries a certain risk
behind it, which is the thrill of the
profession and the curse at the same
time. More on PvP and pirate tactics can
be found in - Skill Trees - The Pirate.
Market Trader: Buying low and
selling high is what this is all about. This
is a great profession for someone with a
limited time frame or constantly needs to
leave the computer - buying an item or
multiple thereof in one region and
autopiloting while away to the
destination region, then selling and
working the market there. The use of
autopilot for this profession makes it
ideal for even overnight (or at least until
downtime) traveling. The downfall to
this profession is that you need to have
money to make money, and you may find
it easier to start as a miner and do trading
on the side - perhaps mining on the
weekends when you have free time and
doing trading during the week. This is a
great course to take since your first items
for sale could be the ore you've mined.
More regarding good methods of using
the market for profit can be found in -
Skill Trees - The Tradesman.
Character Creation
During the course of the character
creation, I'll help guide you towards the
decisions that will best aid you for what
you plan to do. Ultimately the
customization of attributes is still yours of
course - this is merely to give you the most
optimized skills available for the general
line of work you've decided on. I'll offer
guidance for each race.
Amarr: The Ni-Kunni are better suited
for the trade and mining fields. I'd suggest
a couple of points into intelligence and
willpower with one in memory. This will
round off the skills nicely. After that, I
suggest the Border Runners ancestry.
Now, it's up to you in regards to which
career path you prefer, but I would advise
the industry one. The skills acquired give a
very nice starting selection and the ones
you acquire from the business career line
are not as impressive and can be easily
trained in the meantime. I would then
suggest the Engineer line as it gives a very
hefty boost to your mining and refining
skills.
If you're aiming for a militaristic path, I
would suggest the Amarr bloodline. The
high base willpower offsets the fact that
it's a secondary attribute. I would then
advise you to put 3 points into perception
(as it's the primary you'll be using) and
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Unofficial EVE Online General Guide Guide
two into memory after that. Now the next
choice is entirely up to you. The Liberal
Holders giving +3 Charisma and +1
Willpower is a nice, well-rounded choice
that will even out your attributes on the
whole. The Religious Reclaimers give a
+4 Willpower boost, which is a nice
boost for your secondary attribute
however. I would personally suggest the
Liberal Holders simply to round out your
attributes. Then I would suggest the
military line (since the other two are
trade and industry anyway). From here,
Soldier is a very good choice for soloing
as it gives a good boost to the skills that
you'll need to train to get better at the
hunting gig. The Special Forces gives
you a more general outline for a
group-oriented setup - skills such as
Energy Emission Systems and Remote
Armor Repair are designed to play a
support role.
Caldari: The Deteis are well-rounded
and can fill either role moderately. For an
ancestry, you can pick and choose
according to what you're specializing for.
Be sure to make use of the back button if
you feel you need to make changes to
your attributes to compliment your
choice of ancestry here. If going the
mining route, I would once again suggest
industry followed by prospector. This
gives your character the highest mining
and refining skills available to begin with
and it bumps up the skills that will allow
you to further fit an appropriate ship for
mining. If going the militaristic route,
choose the military once more followed by
your choice for either Soldier or Special
Forces. The soldier line is what I would
advise for a solo experience, and the
Special Forces for group-oriented play.
This is due to the fact that the Soldier line
is heavily involved in missile skills which
are the heart of the Caldari forces, and
having many missile skills available to
you at the get-go will help you deal more
damage as early as possible.
The Achura make slightly better soldiers
than the Civire do since they receive a nice
+2 to Perception and Willpower from the
Monk ancestry. Once again, choose
military and soldier as the career path as
these leads to the best solo experience and
all-around beneficial skills. The Civire can
lean both ways, but the +4 Memory boost
from the Entrepreneurs ancestry allows
them to be better suited for artisan work. If
going this route, choose industry and
prospector. Again this will give the highest
skill payout for mining and refining.
Gallente: The Intaki are best suited for
the mining and production profession. I
would still suggest placing a couple of
attribute points into perception and three
into intelligence; then choose Reborn as
your ancestry and this will give you the
best intelligence and memory as well as a
good basic willpower and perception
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amount. I would suggest Engineer as the
career path for the highest mining and
refining skills - the prospector path gives
skills that orient towards being able to
tank and use drones and feels combat
oriented in the end.
Militarily, the Gallente Race handles it
a bit better than the Jin-Mei. I would
suggest putting two points into Memory
and 3 into Willpower. The Immigrants
ancestry is suggested for the bonus to
both perception and willpower here.
Then the Military career, followed by
either Solider (solo-minded players that
prefer the use of guns) or Special Forces
(drones are the primary focus of skills in
this set).
Minmatar: Vherokior are high in the
intelligence and memory attributes and
therefore I would suggest them for
mining and production. You want to
evenly disperse your attributes points in
intelligence (such as two here) and
memory (and 3 here) - however, I would
suggest putting 2 points into willpower -
making it 1 point in intelligence, 2 into
memory, and 2 into willpower. For
ancestry I would suggest Drifters for the
intelligence boost (which brings it even
with memory now if you're following my
advice) and a perception boost which is
an important attribute anyway. This
should bring you to a nice set of
attributes. Again I would choose industry
and prospector.
Militarily the Brutor are better suited. I
would suggest Slave Child as an ancestry
(sounds like a rough ancestry, yikes) due
to the +2 bonus to both Perception and
Willpower. Again choose the military
path, and then either Soldier (particularly
specializing in turrets) or Special Forces
(geared more towards speed and
encompasses missiles, drones, and other
aspects from the other races here). Both of
these paths are very nicely organized.
Personally, I would suggest the Special
Forces simply because it exposes you to
several available facets to give you a
general idea of how things work together
and will prove to be a good learning
experience.
If you create your character find you are
dissatisfied with the manner in which your
character is specialized or whatever the
case may be, then you can always
re-create your character. This can be a
good way for you to get a general idea of
what it's like to play one race and see if it
suits you or not, and if not, then create a
character of another race. Just note that
skills cannot be trained on more than one
character on one account.
At any rate, the next step in the creation
process is your avatar - we finally get to
good stuff after all that skill planning and
attribute placement. And finally, choosing
your character's name - also note that on
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this screen is a list of the skills you'll
begin the game with. This ends the
character creation process!
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Skill Trees
Before I begin going into a more
in-depth look at the skills required to
properly and more importantly fully
utilize the ships and abilities available to
you in the career path you've decided to
follow, I must first stress the learning
skills. These can't quite be stressed
enough. It does take some time to get
past these skills and this can seem a little
discouraging to anyone - most
particularly those looking to immediately
go out and shoot things; but given the
time training reduction these skills offer,
its well worth sacrificing some time to
complete. Also, you can switch skill
training here and there to help it go by a
bit quicker. Perhaps train the primary
skill you want overnight and then
learning skills during the day, or vice
versa. The versatility of the training
system allows you to be flexible when it
comes to training, so I'd certainly suggest
making as much use of it as possible to
help you achieve maximum performance
out of your character.
As far as the order in which you should
train your learning skills, I'd suggest you
train Memory, Learning, and then
Intelligence if you're taking a Memory
and Intelligence heavy route. If you're
taking a Perception and Willpower heavy
route, then I would suggest Learning,
Willpower, and Perception. This should
allow you to minimize the training time in
this skill set, which will in turn give you
more time to focus on the more important
things - like money and explosions.
There are a few basic skills that
everyone shares and in turn are very
important skills for every character in Eve
to possess. I strongly suggest each of these
skills be level V, and if not V, then
absolutely no less than level IV. These
skills are:
- Electronics: 5% bonus to CPU output
per level.
- Engineering: 5% bonus to powergrid
output per level. Shield Operation: 5%
reduction in shield recharge time.
- Shield Management: 5% bonus to
shield hit points per level.
- Mechanic: 5% bonus to structure hit
points per level.
- Hull Upgrades: 5% bonus to armor hit
points per level.
- Navigation: 5% bonus to velocity per
level. (Although the game words it in a
rather complex way.)
- Warp Drive Operation: 10%
reduction in capacitor needs to initiate a
warp.
- Spaceship Command: 2% bonus to
ship agility per level.
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Now for the reason these need to be at
IV or V. The absolute, must-have-to-V
skills being the first two, Electronics and
Engineering - and it is rather obvious
why these two need to be high up there.
These two skills alone can dictate how
well you can fit your ship and essentially
how well you can perform in your
profession.
Next in line behind that would be
Navigation and Warp Drive Operation.
The faster your ship moves, the better off
you are in all scenarios. Whether you're
autopiloting a trade route run or quickly
taking evasive action in combat,
Navigation comes into play heavily.
Warp Drive Operation's main strongpoint
is that you can warp into battle and have
as much of your capacitor available as
possible. This can be a distinct advantage
that is often overlooked.
Shield Operation is necessary for
several ship modifications affecting the
shield (such as boosters) and the recharge
rate bonus is a plus to any profession.
This is coupled with Shield Management
and likewise affects it too. These two
skills are the meat of shield tanks
coupled with Tactical Shield
Manipulation (which is mentioned later
in this guide).
Mechanic and Hull Upgrades fall into
the same category as the shield skills and
are therefore the meat of armor tanks.
These two skills affect the modifications
available to the tanks (such as armor
hardeners) while serving their own
purposes at the same time.
Finally, Spaceship Command is the last
on the list. This skill is a requirement for
many of the larger ship skills and ships,
aiding tremendously in the agility of those
ships. This allows a standstill ship to
quickly turn and maneuver into position to
either speed in a certain direction or align
for a warp. So as you can see, this skill ties
in very nicely with the Navigation and
Warp Drive Operation skills.
The Miner andAnti-Miner
Mining is one of the easiest professions
to get hooked onto and for good reasons.
First of all, it requires minimal effort to
actually mine. Second of all, it's good
income. Now, to get a better idea of where
skill training should be, you should first
decide how you want to mine. I'll explain.
There's technically two ways in which you
can go about mining. One is to jettison a
cargo can and begin shoveling your ore
into it until it's full or you're done (do note
that jettisoned cans have a 1-hour life
span, so I would suggest naming the can
the current time; i.e. if you jettisoned it at
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18.26, name it that) and then flying back
to your station and boarding a ship with a
larger cargo hold, and finally hauling the
ore back into the station. The other
method is to mine until your current ship
is full and simply making runs back in
forth between the belt and the station.
The latter of the two is what you'll likely
be restricted to while first starting off.
The first mentioned, however, requires a
few other skills and an industrial ship to
effectively and efficiently perform -
although other types of ships could
handle this, industrials are cheaper and
much better suited for the job.
Mining
The first thing you'll want to train, if it
isn't already there, is Mining to IV. This
will open up the skill Mining Upgrades,
Ice Harvesting, and in turn
Astrogeology (this will also require
Science level IV). Astrogeology will
likewise give you a 5% per level to your
mining yield. Ice Harvesting won't quite
come into play for a while and is mostly
used by larger corporations and alliances,
so if you're looking to operate
small-scale or alone, you won't need to
particularly worry about that one.
Mining Upgrades gives you access to
the Mining Laser Upgrade I
modification. This too increases your
mining yield, but at the drawback of an
increased CPU consumption by the mining
laser(s). So this will require some
tweaking to your ship in order to fully
optimize the income of ore and by
extension ISK. I would strongly advise
against taking off or deactivating a mining
laser on the ship for an upgrade, as that
one laser will rake in more ore than the
upgrade will give to the other(s).
As far as equipment is concerned, I'd
suggest purchasing Miner II mining lasers
whenever you can afford them, and use the
highest named Tech I miners you can
afford in the meantime. Also, I'll touch on
Strip Miners here and that they are very
powerful mining lasers, but need to be
used with a Mining Barge, which is
discussed below.
So what should you do with the ore?
Well, there are two options here as well.
The first being to simply sell the ore
you've mined; the second to refine that ore
into minerals and sell those. The latter of
these generally provides a larger amount
of ISK due to the fact that there's a much
larger demand for minerals. On top of this,
the minerals can be used for production -
so they serve multiple purposes. Due to
this, I'll cover the skills required to refine
those ores.
Industry to level I will be your first
objective. This is a base skill for
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refinement skills and pushing it beyond
level I isn't necessary unless you're
looking to advance into the production
field as well or if you're looking to get
into a Mining Barge quicker (more in
barges below). After obtaining Industry
I, train Refining. You may want to stick
with this skill and push it straight to level
V in order to train Refinery Efficiency.
Both of these skills reduce the waste
factor when refining (2% and 4%,
respectively). Beyond this, you can
further train very specific refining skills.
For instance, you can train a skill named
Veldspar Processing. This skill
specifically reduces the waste factor
when processing veldspar ore. These
skills exist for all ore types currently in
the game.
For more information on the
ores/minerals and the marketplace,
please refer to - Ore Refinement Chart.
Now we come to the piloting part. At
first you'll be restricted to your starter
vessel, but can quickly upgrade to a
better frigate - that is, one with a better
CPU and powergrid output as well as a
higher quantity of turret hardpoints - and
from there you can either take the cruiser
route or aim directly for Mining Barges;
this skill requires you to have Industry to
V already, as I'd mentioned above, but
mining barges are much more suited for
doing massive mining operations. Most
corporations that focus on the Mining and
Production industries strongly advise and
even go so far as to require the members to
be up and running in these barges.
If you're looking to simply mine
short-term and move onto combat in the
future or if you're simply not looking to
invest a ton of time and effort into mining,
I would suggest purchasing a cruiser with
several hardpoints to hold you over. This
will give you a decent payload of ore
while still giving you the flexibility of
firepower.
Now, if you're heart-set on getting into a
mining barge and mass mining (which is
most commonly referred to as strip
mining; I will be referring to it as that
now) and pushing your refining and
mining skills to their maximum potential,
then I will give you a general idea of what
the ships look like as far as price and
fittings are concerned in order that you'll
be able to fully take advantage of your
investments.
In the below chart I've listed the mining
barges along with those statistics. Please
note that in the CPU and Powergrid cells
the first number indicates the base CPU
and Powergrid of the ship while the
second number indicates the CPU and
Power if your Electronics and Engineering
skills are at V. Below that I have the slot
allocations followed by the average price.
Please do note that the market in
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Eve-Online is very dynamic and the
prices fluctuate from system to system
and region to region, so these numbers
can often fluctuate from one day to the
next - this is included just to give you a
general idea of how much you'll need in
order to purchase such a vessel.
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Mining Barge Readouts
Barge Name: Procurer Retriever Covetor
CPU Readout 125 / 156.25 125 / 156.25 200 / 250
Powergrid Readout 35 / 43.75 35 / 43.75 35 / 43.75
Hi/Med/Low-Slots 1 / 1 / 2 2 / 1 / 2 3 / 1 / 2
Price 1.5M 7M 24M
Something worthy of mention here which may have you confused is that the mining
barges are designed to be used with those Strip Miners and therefore they have no turret
hardpoints - the number of hi-slots dictates the number of miners you can equip. So it's
simply an increase of one on each barge.
So as you can see, the Procurer and Retriever have a lot in common with one another. If
you happen to be in a mining corporation, often times they'll finance a Retriever for you -
so you may decide to look into a corporation if you're soloing it at the moment, as this can
be a good way to help you along and learn even more about larger scale operations. If you
are soloing and intend to continue to do so, then you may wish to wait on a Retriever -
especially so if your find are low and you need the money. If you have it to spend, then by
all means advance.
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So once you achieve your Covetor, what's next? Well there just happens to be an even
bigger and better class of mining ships: Exhumers. The skill to fly these money-makers
(which is a skill that will set you back roughly 25M) has no pre-requisites that the mining
barge skill doesn't already fulfill.
Below is a chart of the Exhumer vessels in the same format as their predecessors.
Exhumer Readouts
Exhumer Name: Skiff Mackinaw Hulk
CPU Readout 188 / 235 188 / 235 300 / 375
Powergrid Readout 35 / 43.75 35 / 43.75 35 / 43.75
Hi/Med/Low-Slots 1 / 4 / 2 2 / 4 / 2 3 / 4 / 2
Price 11M 90M 500M
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The Covetor is much better suited than
the lower tier Exhumers here unless
you're Ice Mining for a corporation. The
Hulk is the crème de la crème of the
mining world and makes the
excruciatingly long training time for
simply it worth it. For the medium slots
on these vessels, I'd certainly suggest
shield extenders, hardeners, a boosters,
etc. - anything that aids your shield that
you can use and afford.
I'll note drones in here since it's often
debated whether Mining Drones are
worth it or not. I say no they're not.
Mining Drones cause you to deviate from
the training path too far in my opinion
(including the other drone skills that
increase the mining yield of these
drones). And given the time investment
to payoff ratio, it simply works out
poorly. I would certainly suggest drones
for protection or if you can already use
mining drones, then pick up a few, but I
would strongly suggest steering clear if
you're not close to them already. Of
course, if you already have everything
else trained and satisfactory, then you
might as well head in this direction, of
course.
At this point, your knowledge of
mining and ship setup has grown quite a
bit from the days of your little starter
ship, so you should be a bit more familiar
with how to set up the barges - especially
since they're very straight forward. But I
will still mention that the mining laser
upgrade is a very helpful tool. For your
medium slot(s), you'll likely want to fit a
shield booster - the best you can use and
afford. With that said, your ship should be
optimized and raking in the ore.
Hauling
So you have the mining thing under
control, but you need to get those minerals
back to base. You'll start off with the
Industrial-class ship of the race you want
to fly. For instance, if you are Gallente,
you'll want to buy the Gallente Industrial
skill. There's a pre-requisite of level III of
the frigate of the race you've chosen
(Gallente frigate III in the above example).
So, if you're still with me, pick up that
skill and look under the Industrial Ships
tab in the ships section of the market and
locate a nearby hauler. Along with that, try
to pick up a few cheap cargohold
expanders - these will optimize the cargo
space available at the expense of velocity.
Each level you train of your Industrial
Ship will likewise increase the cargo room
you have.
There isn't a ton of advice that can be
offered for hauling aside from using the
Warp To 0km function. This will allow
you to move around much more quickly,
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especially with expanders. Beyond the
basic Industrial Ships, two more class of
ships become available to you. Neither of
these are particularly useful to soloing
miners in general, though they can be to
those who are expanding horizons or are
working in unsafe space.
The first of these is the Transport
Ship - this skill likewise will require
Industry V. These particular ships are
designed as ‘blockade runners.' That is,
they're designed to be armored enough to
take a beating long enough to get out of
the system or away from a situation.
They all receive a bonus to their
defensive capabilities, and I strongly
would suggest catering to these bonuses
if you plan to be moving anything around
or through low-security systems. I'll also
note that a Warp Core Stabilizer can be
life-saving as well.
The second ship class would be
Freighter. This skill will require
Advanced Spaceship Command (a
45M skill) which increases the agility of
the monster ship. Freighters are generally
used by merchants and tradesmen to
move vast amounts of goods from station
to station. A common misconception
regarding freighters is that they can pick
up jettisoned cans - this is not true. As a
miner, you likely won't have a need for a
freighter unless in a large corporation
that supplies you with one or asks you to
haul for them.
The Anti-Miner
So what is the Anti-Miner, exactly? A
profession can be summed up as simply
this: a thief. This is far from what many
would consider an Anti-Miner (most
would think of a combat pilot), but this is
the most accurate counterpart in the game.
The main focus of this thief is not only
to steal the ore, but to rile the miner at the
same time. This often infuriates the miner
and can lead him or her into making rash
decisions and often times get him or
herself killed.
First off, let me state that this thieving is
normally done in an industrial ship for
maximum profit. Sometimes more
combat-oriented ships are used if the thief
is looking to personally kill the miner at
the same time (though this leads to
counter-production). I'll mention the latter
of these two, but unless I specify, then I'm
speaking of a thief in an industrial ship.
So how does one go about stealing?
Well, there are very sly tactics involved
that separate the good thieves from the
greedy masses. The most common mistake
made by those that are looking to steal the
ore is that they simply take it. This may
seem like the obvious choice, but it can be
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reckless and foolish as well.
The proper way to do this is to jettison
your own can within 1500 meters of the
miner's can - and quickly name it the
same thing. Now open both and drag the
ore straight from his can into yours. The
miner often times will freak out
immediately knowing you're after the ore
and open the can thinking he can save it
quickly. The miner will then plop as
much ore as possible into his cargo hold,
thus flagging him as a criminal since it
was your can. This is a rather basic and
easily mastered tactic, but a very
effective one.
This tactic flags the miner to the thief
as well. So this means that the thief can
shoot that miner at will. This particularly
is of use to those that are looking to kill
the miners. I wouldn't particularly
suggest attempting to kill a miner as it
often turns out to be counter-productive.
Many times if you steal and then leave
the system for a few minutes (for 15
minutes or so I would say; or simply log
off for a few minutes) the miner begins
to feel safe again. This creates a good
moment of opportunity for the thief to
come back and re-steal from that miner.
Sometimes this system will work several
times for the thief. So killing the miner is
the least productive of the methods in
many cases.
Many thieves will attempt to incorporate
stealth tactics (with cloaking devices) and
I wouldn't suggest this either, as it often
doesn't work out too well and normally
requires too much effort for too little gain.
Also, cloaking devices can't be active
within so many KM of gates and barges,
so that defeats much of the purpose in
itself.
There are a few other methods, but due
to the high combat scenarios and skills -
and since they're not exclusive to miners -
I've just placed them under the Pirate
section.
This particular profession choice doesn't
require any specific skills aside from just
being able to fly an Industrial Ship or
being combat oriented enough to kill a
pirate, and for combat tactics please refer
to - Skill Trees - The Mission Runner for
skills, and - Skill Trees - The Pirate for
more information on combat in general.
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The Craftsman
This is the occupation that puts those
minerals to use. There are a few main
skills that'll need to be completed first,
which are: Industry, Mechanic, and
Production Efficiency. Industry and
Mechanic are shared skills with other
professions, but Production Efficiency
happens to be craftsman specific. This
particular skill lowers the waste factor
when manufacturing an item (building it)
- which means it will require fewer
minerals or other products to construct.
There are five different skills associated
with building ships. These skills are:
Frigate / Cruiser / Industrial / Capital
Ship / Outpost Construction. Notice
there's no battleship construction skills.
The reason for this is due to the fact that
there are currently no Tech II battleships
in the game - the battleships are ranked
on a Tier system instead, and there are 3
Tiers in-game. The construction skills are
used for creating the Tech II variants. So
you would need Frigate Construction to a
particular level before building an
interceptor, for instance.
You'll also need Anchoring for the
high-end construction skills due to the
fact that these items must be built outside
a station in space itself. Mass
Production allows you to operate more
than one manufacturing assembly line at a
time, and is vital if producing several
items for a corporation, or in order to sell
then.
This profession ties in nicely with the
Tradesman and/or Scientist since you can
create your own items and sell them on the
market yourself without a middle man.
The most important skill to keep in mind
here is Production Efficiency since it plays
such a vital role in keeping your costs as
low as you possibly can - which is always
worth the time investment for any
profession.
The Scientist
As a Scientist, your goal is to obtain rare
blueprints as well as research those
blueprints and increase their market value.
Research and Development can only be
done on Blueprint Originals (or BPOs) and
not Blueprint Copies (or BPCs).
Inventions work just the opposite - an
invention can only be performed on
Blueprint Copies and not Blueprint
Originals.
The primary skills you'll need here are:
- Science: Blueprint copying speed
increased by 5% per level.
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- Research: Reduces Manufacturing
Time research of a blueprint by 5% per
level.
- Metallurgy: Reduces Material
Efficiency research of a blueprint by 5%
per level.
- Advanced Laboratory Operation:
An additional +1 research job per level.
- Laboratory Operation: +1 research
job per level.
- Research Project Management: +1
Research and Development agent per
level.
- Scientific Networking: The ability to
run start remote research jobs. Level 1
allows within the same solar system,
level 2 within 5 jumps, 3 and 4 both
double up, and level 5 allows for
anywhere within the region.
Metallurgy is a very important skill to
raise in order to lower the overall item
requirements (Material Efficiency or ME
is the label placed on a blueprint) and
increasing the blueprint's ME to 30 or so
yields roughly 100% possible cut-down
if the manufacturer (such as yourself) has
Production Efficiency to 5. It's important
to keep that in mind so that you don't
waste any unnecessary time pushing it up
to 100 or so. This way you can research
more blueprints in the meantime.
Research is a very important skill to have
to lower the time it will actually take to
manufacture the item - this is absolutely
vital to larger items, such as battleships or
capital ships.
Laboratory Operation is obviously of
essence since it allows you to actually use
the labs themselves. So this is an
important skill to get to level III at least if
you plan to work on many Blueprints
Scientific Networking isn't particularly
vital to the success of anything in itself. If
there are no laboratory slots of the type
you need or want in the system where your
blueprints are and you're busy in another
system, then this skill is great for allowing
you to essentially be in two places at once.
There are several other skills tied in with
the scientist along with this Research
agent - more information regarding these
agents can be found in Chapter 6.
The Mission Runner
The mission runner is one who is geared
towards running combat missions again
and again for an NPC corporation (usually
the Navy of the race of their choice).
Several skills will be involved in this
profession, not only in combat but also in
social.
First off, if you're unaware of how the
agent system works, please refer to
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Chapter 6, Section 1for more information
- including information on the social
skills. This way you'll be able to get into
those level 3 missions quickly and begin
earning chunks of ISK.
After reading that and understanding a
little better how that works, I'll not be
mentioning social skills in general again.
From here out I'll focus more on the
skills you'll need to fly a combat ship and
the skills associated with properly fitting
it.
As I'd mentioned towards the
beginning of this guide, there are two
types of tanks in this game: the armor
tank and the shield tank. I suggest you
first determine what it is you plan to fly
and what type of tanking it's best suited
for. Generally whichever between those
two has better resistances is the type of
tanking you'll want to do. Again, I made
mention in the beginning regarding
which race's ships were best suited for
what. There are of course some
exceptions to this, but you should have
no trouble spotting the proper tanking
method.
The Shield Tank
Your Shield Operation skill should
already be V. If it isn't then I would advise
doing that first. Next you'll want to train
Tactical Shield Manipulation to level III
or IV. This particular skill is good for both
shield tanks and armor tanks due to the
fact that it lowers the likelihood of damage
leaking through into the armor when the
shields are low. And finally you'll want to
train Shield Upgrades to III or IV. IV is
best since it'll give you access to the Tech
II shield hardeners. One skill that can be
noted here is Shield Compensation which
lowers the capacitor need to use a shield
booster by 2% per level - but you shouldn't
waste too much time training this unless
you plan to take it straight to V, since the
bonus is barely noticeable.
Use the highest shield booster you can
afford (preferably a Tech II version) at all
times. For instance, if you're in a frigate I
would suggest a Small Shield Booster II; a
cruiser would use a Medium Shield
Booster II; but If you're in a battleship (a
Raven most commonly) then you should
be using an X-Large Shield Booster II - If
the X-Large eats up too much
Powergrid/CPU then you can fall back
onto a Large Shield Booster II. This
should be Medium Slot 1 (if it's always
slot 1, then you'll instinctively click there
or use your keyboard shortcut).
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Next you'll want to use your hardeners.
There are two types of hardeners: passive
and active. I would strongly suggest
using the active hardeners as they give a
much larger bonus to resistance than the
passive ones. However, the passive ones
require no capacitor to use and work
better for those who have capacitor
issues. The passive hardeners can be
made stronger however with four skills:
EM / Explosive / Kinetic / Thermal
Shield Compensation. These skills
increase the amount the passive hardener
protects against.
The number of hardeners you want to
use is dependant on your weaknesses and
what exactly you're fighting. Since you'll
be running missions, I would recommend
using 2 hardeners. Most NPC pirates do
primarily two damage types, so it works
out well (to see the types of damage done
by pirates, please refer to - Combat
Breakdown - NPC Pirates). If you only
have room for one, then either a Tech II
hardener to defend against either the
strongest type done or to compensate for
a lack of resistance against the secondary
type done, depending on your ships
resistances. An example would be if
you're fighting the Angel Cartel (which
do Explosive and Kinetic damage
primarily) in a Thorax with 60%
explosive resistance and 40% kinetic
resistance and you opt to only equip 1
hardener - equip kinetic since it's the
lowest.
The other option is to equip an
Invulnerability Field and use it to increase
two resistances at once, although not by
near as much as an active hardener would.
Mostly an Invulnerability Field is used
when the pilot is fighting pirates that do
more than two types of damage or to cover
all bases if the damage type(s) of the
target(s) is unknown.
There have been different setups
regarding different methods in which to
make the shield more versatile towards the
vast majority of damage which has been
oriented towards either recharging a vast
amount of shields passively or by healing -
that is, boosting - a vast portion of the
shields in a short burst. Both of these
methods are more flawed than simply
increasing the resistance of the shields.
The recharge rate of a shield can become
overpowered by the influx of damage.
Therefore without proper resistance and
boosting towards the shield, the damage
will normally override it. This is
predominantly true in situations where a
large number of ships are firing at you.
This causes a steady flow of damage that
can become overwhelming quickly.
The burst "healing" method (which is
composed primarily of one or two boosters
and several boost amplifiers) has obvious
capacitor flaws. The shields can become
worn by influxes of damage in a manner
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much like the aforementioned except
now the shields are at the mercy of the
capactor and its ability to keep up with
the damage being dealt to the shield
system.
Finally, if you have the room, shield
extenders. Having even more hit points
to work with on top of the high
resistances will allow you even more
alleviation. I would recommend Tech II
extenders to anyone that wants to get the
most out of it.
The best method in which you can
keep your shields well-guarded is to have
your resistances as high as you can
possibly push them without crippling
yourself in the process. Many times the
best offense is a good defense, and high
resistances are a great defense.
The Armor Tank
The armor tank has fewer skills to take
care of, but shares one in common with
the shield tank:Tactical Shield
Manipulation. Refer to the previous
section for a quick idea of why it's so
useful. The other two primary skills
you'll want to have are Mechanic and
Hull Upgrades - which I recommended
to be level V anyway.
These skills combined give you a great
starting point for some good tanking.
Armor tanking has the same options
available as shield tanking; both passive
and active possibilities exist. So if you're
looking to active tank, you'll have all the
skills necessary to properly do so. If you
want to passive tank, you'll want the EM /
Explosive / Kinetic / Thermic Armor
Compensation skills. These will increase
the resistance amount per level of the
passive hardeners.
In slot one you'll want to put an armor
repairer - preferably a Tech II version. In
some instances you may want to use two
armor repairers due to the duration the
repairers last. You can play this by ear and
fear up accordingly, especially if your
repair skill isn't quite to V yet. In the next
two slots you'll want to be active hardeners
- if you only have room for one, then
either the one that compensates for your
lowest resistance or one that counters the
damage type the pirates you'll be faicing
will be dealing; or you can fit an
Energized Adaptive Nanoplate to add
resistance to all types - the compensation
skill will affect this item as well.
The next option you have available if
you have the room would be Armor
Plating. These add armor hit points to your
ship at the cost of a heavier - less agile -
ship. This can give you more time react
and give your armor repairer more time to
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respond. If you opted for two repairers,
you may want to try a set of Armor
Plates and one Repairer - this is a player
preference rather than superior fitting, so
don't stress over which is better.
Gunnery Skills
Gunnery and Weapon Upgrades
should be IV or V as quickly as possible
for many of the following skills are
based on them and they help quite a bit
for every race. Following those two you
should train Sharpshooter for an
increase to your optimal range, Rapid
Firing for a better rate of fire, Surgical
Strike for a damage increase, Motion
Prediction for a tracking speed increase
(for faster moving targets), Trajectory
Analysis for a better fall off range, and
Controlled Bursts so that turrets require
less cap (Amarr need this the most;
Minmatar the least). This is a good order
to train them in as well unless you're
Amarr, then you'll want to train
Controlled Bursts sooner to aid in your
cap deficiencies. For a better idea of how
all of these tie in together, please refer to
Chapter 5, Section 1.
You'll want support skills along with
these particular skills, which are: Long
Range Targeting, Signature Analysis,
and Targeting. These allow you to target
further, faster, and more people.
Advanced Weapon Upgrades helps
with the powergrid consumption of turrets
which helps tremendously with Tech II
weaponry. Train this when you can afford
it since it will give you more powergrid to
fit in more advanced modifications.
I certainly advise training the above
skills to II or III for the best damage and
overall versatility. These skills will also
begin to open up the more in-depth skills -
the specializations.
When you're starting out and doing your
level one missions in your frigate or other
small ship, you'll obviously start with your
small skills. You have an option here of
either working towards larger guns for a
larger ship or specializing in the smaller
guns. At first I would recommend aiming
for the larger guns since you'll want to be
in level 2 missions quickly and a cruiser
will help you handle that much better.
You'll still want to equip a small gun or
two for the level 2 missions due to the fact
that you'll be facing many frigates and the
smaller guns have a much easier time
tracking those targets.
If you do opt for the smaller guns, then
you'll want to train the Small
Specialization skill for the type of gun
you want to specialize in. This will allow
you to do more damage of course, but the
Tech II guns are often expensive and a
heavy investment. Also, if you're still
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inexperienced on the battlefield, you'll
risk losing that investment quickly. So
you'll want to make sure you're
comfortable with the risks compared to
your investments.
After choosing your gunnery path,
everything begins to fall into place after
that. If you aim for larger guns, train any
tracking speed and damage modification
skills you need to in order to help you get
more out of them. If you stick with the
smaller guns, mostly focus towards
damage and the rate of fire to get more
bangs for the buck.
If you open the market and look under
Weapon Upgrades, you can find tracking
computers and more to better aid your
guns in taking down your targets more
efficiently. Most of these are based on
the previously mentioned skills, so you'll
be set.
Gyrostabilizers are for projectile
turrets; Heatsinks are for lasers;
Magnetic Field Stabilizers for hybrids.
The Tracking Computers are low slots
items that increase your range and
tracking speed by a decent amount -
acquire the highest one you can use and
afford. This helps larger guns hit smaller
target more effectively - especially so
when coupled with Tracking Enhancers.
The enhancers being a medium slow
active item (meaning you have to turn it
on and off) that functions like the
aforementioned low-set counterpart. These
will help your larger guns keep track of
and hit smaller targets from a better range.
Ammunition-wise, you'll want to switch
out according to whichever situation you'll
most likely be facing. If you know you'll
be far away from your target, be sure to
load in long range ammo; if you'll be
close, then short-range. And if you're
unaware of the distance - such as in a PvP
environment - come loaded with
mid-range ammo. But most importantly,
bring all ranges with you - especially if
unaware of distance. This way you'll have
every spectrum covered and be properly
prepared for all situations.
Missile Skills
Like the Gunnery Section above, you'll
need Gunnery and Weapon Upgrades
(for the Ballistic Control unit) to IV,
preferably V. Advanced Weapon
Upgrades lowers the powergrid usage of
missiles as well. You'll also want the
support skills I mentioned above, which
are: Long Range Targeting, Signature
Analysis, and Targeting.
Missile Launcher Operation should be
IV or V. Then train Rapid Launch to III
or IV (eventually V of course), Target
Navigation Prediction for a better hit
from all missiles, Missile Bombardment
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for a flight time bonus, Missile
Projection for higher missile velocity,
and finally Guided Missile Precision
(earlier if you trained Missile Launcher
Operation to V already) so that larger
missiles can hit smaller targets. For a
better idea of how these skills work and
tie in together, please refer to Chapter 5,
Section 2.
Let me start off by saying: ignore FoF
missiles. These missiles are often useless
and do little damage. They're designed to
be the countermeasure of jamming, so
that missile users can still fight back,
even when they haven't a target, but the
missiles rarely do what they're supposed
to, and it's much easier to either warp out
if possible or move out of jamming
range. And normally by the time you
switch out to FoF, you're either dead or
the jam wore off and you could be
launching normal missiles.
I also would not suggest training
defender missiles for any reason. Since
you're a missile user, the defender
missiles are incredibly
counter-productive as they'll often target
what you've fired and head off that way.
If you intend to mix turrets and missiles
then you can switch out the missiles
you'd normally use and load in defenders
if you're tackling missile-heavy targets
(such as Ravens and Caracals).
Otherwise they are a waste of time.
Standard Missiles are a good start and
hit frigates and cruisers alike for a decent
amount, so I would certainly suggest
training standard missiles to level IV.
Then it's wise to begin training Heavy
Missiles to II or II - but if you're going to
aim for a specialization, Heavy Missile
Specialization is definitely the route I
would suggest. With the increase from the
other precision skills and the Tech II
precision heavy missiles, these harder
hitting missiles hold their own on the
battlefield and make the effort to acquire
them more than worth it. The Tech II
launchers likewise have a much higher
rate of fire and on a ship that likewise
increases the rate of fire, they're downright
deadly.
As progress into a larger ship, I would
recommend working towards Cruise
Missile Specialization since these serve a
better purpose than Torpedoes do for
missions. I would only suggest Torpedoes
if you're specifically training to become a
Capital Ship pilot shortly.
The only missile modification in the
game at the moment is the Ballistic
Control Unit (low slot item) which
increases the damage and rate of fire of
missiles. I suggest using a Tech II version
when possible to give your missiles an
even bigger bite.
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Drone Skills
First off let me warn you to not train
Advanced Drone interfacing as this
skill does not give you the +1 drone
bonus as it suggests - this skill is
designed for use with the drone control
modules for Carrier Capital Ships. If
you're going down the Carrier route, then
do train it, but if you're looking to
advance your skills for missions and PvP
purposes, then steer clear of this money
and time sink.
Fighters fall into that same category,
as they are designed to be used with that
carrier. The pre-requisites of which are:
Drones V, Leadership V, and Drone
interfacing V. These drones are quite
expensive, tolling in at about 20m per
unit.
Drones should be IV or V at least -
this is because many of the support drone
skills, such as Sharpshooting, require you
to have Drones to level IV or V in order
to train them. Scout Drone Operation
will give you access to the drones
themselves and I'd strongly suggest
taking this to IV quickly, and soon
thereafter V; the reason being that this
skill increases the range at which you can
control your drones. Two other rank 1
skills you'll want to train up to II or IV
quickly are: Drone Navigation and
Drone Sharpshooting. Navigation will
allow your drones to move to the target
quicker and orbit at a greater velocity;
Sharpshooting gives them a better range to
begin firing from.
For Rank 2 skills, you'll want to get
Combat Drone Operation, which
increases the damage of your light and
medium drones by 5% per level. The other
Rank 2 skill is Mining Drones which I
don't recommend unless you're going into
mining or mine on the side. Likely you'll
want to keep focusing on the combat
drones over these for defense purposes
while mining, however.
Next in line is Drone Interfacing - it's a
Rank 5, but increases the damage and
mining yield of your drones by 20% per
level. Training this to at least II or III is
definitely a good move at this point -
maybe even IV if you're looking to go
ahead and boost your damage up as high
as you can.
Now, if you're in a bigger ship and
taking on larger targets (cruisers,
battlecruisers, and battleships), then
Heavy Drone Operation is the way to go.
This skill gives you access the bigger
drones that are much better suited for high
damage against ships with a larger
signature radius - think of them as larger
turrets. There are ways to aid them in
hitting smaller targets, which I've
mentioned below.
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If you're looking to optimize damage
against smaller and medium-sized
targets, I would recommend going for the
Amarr / Caldari / Gallente /
Minamatar Drone Specialization skills.
This will give you access to the Tech II
version of the Light and Medium drones.
These specialized versions are much
more expensive (Lights run roughly
150K-250K; Mediums 1M-1.5M) but
tote a bigger payload and better
all-around stats. So if you're running
missions in a Myrmidon or even a
Dominix, then you can launch out
several of these and get some very nice
bonuses and damage stacked up.
Electronic Warfare Drones are not that
effective for mission running, so I'd shy
away from that. If you're looking to get
into some PvP sometime, then you'll
need to train up your Electronic Warfare
skill beforehand. Likewise, Sentry
Drones won't be too helpful in Missions
at this point.
Logistics Drones aren't worth training
either, unless you're with someone else
who is taking most of the damage. But
the drones will not work on you, only on
your target, so they're really not worth
deviating for if you're solo.
To even further your drones versatility
and efficiency, there are few upgrades
available. The first of which is the Drone
Link Augmentor which increases the
range at which you can control your
drones by 20km. The next is the Drone
Navigation Computer I which increases
the microwarp drive (mwd) speed of the
drones. And finally the Omnidirectional
Tracking Link which increases the
tracking speed and range of your drones
(much like the tracking computers for your
gunnery skills).
The Drone Control Unit 1 is designed to
be used with the Carrier Capital Ship for
the purpose of controlling more and more
drones since they are the primary offense
and defense of that ship class.
Support Mod Skills
When doing these missions, the defense
and offense basics are obviously of
primary importance, but being able to fit
these modifications and allow more
versatility within whatever ship you decide
to pilot is key. Even though many ships
have the room to fit some of the better
modifications, the actual mods themselves
may require more than Powergrid and
CPU than your ship can handle.
Engineering and Electronics V are the two
main skills that will help you overcome
this in the best way.
Aside from those, the Weapon
Upgrades and Advanced Weapon
Upgrades skills lower the needs of your
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turrets and launchers (only Advanced
affects launchers however). The
Electronics Upgrades skill allows you
to fit CPU-altering modifications (such
as the C-Processor I and II) that further
increase the capacity of the CPU to give
you a wider-range of possibilities. The
Energy Grid Upgrades skill allows you
to likewise fit Powergrid modifications
(such as the Power Diagnostic System I
and II) that affect not only the Powergrid
but several aspects of your ship (such as
your shield recharge rate). I strongly
recommend investing in the Power
Diagnostic Systems and Co-Processors
(both low-slot items) since they'll give
you much more to work with.
Cap Rechargers and Shield
Rechargersreligiously for hardening.
(mid-slot modifications) are decent
modifications, but I wouldn't recommend
the shield one over a hardener unless you
simply don't have the CPU/PG to fit it.
The Cap Rechargers are a good aid to
armor tanks and help them keep the cap
in the green while hardening and
repairing -this is less true for shield tanks
since they use the mid-slots religiously
for hardening.
There are items such as Flux Coils and
Power Relays, but I don't recommend
investing in these items unless you're just
toying around with setups. If you're fairly
new and looking to better equip a ship
that you don't have much experience with,
then there's no reason to invest in these
items. In general, they pale in comparison
to the other modifications available for use
and only waste space.
Energy Vampires (Hi-slot; requiring
the Energy Emission Systems skill) are
amazing modifications that drain the
capacitor of your target and transfer it to
you. As a kicker, there's no activation cost
to these items. So if you have an open
Hi-slot or two, I certainly recommend
these items. Do note that if an NPC target
is drained entirely of cap, you'll receive
nothing when it's being used on it and the
NPC will function as normal (NPCs do not
use any cap, believe it or not).
Energy Neutralizers (same slot and
skill as the vampires) simply take away
energy from your target - but also that
amount from you. These take away a lot
more energy than a vampire, but since it
affects you as well, it's quite useless for
missions. It's not bad for PvP per se, but I
believe you'd find the vampires a much
more beneficial item. These are the core
support modifications that help you get the
most out of your ship and equip you in the
most combat-ready manner possible. As
your knowledge of your ship grows and
you find a play style that you personally
like, then you'll likely find other mods that
suit you and your style. But when you're
just digging your claws in and trying to get
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your ship in tip-top shape, these
modifications will be a great start - many
of them you'll never want to be without
(such as the Power Diagnostic System)
with certain setups.
The Pirate
A miner's worst nightmare is the
asteroid belt pirate. A miner warps in to
set up a mining operation and before s/he
can react, the pirate has the miner locked,
scrambled, and the bullets/missiles start
flying.
So how does a pirate go about setting
up a merciless ship? Well, there are a
couple of setups available. First we'll
take a look at a solo, straight-combat
pirate that focuses on gunnery and/or
missiles.
Many of these skills are related to the
above mentioned sections regarding the
Support Skills, Gunnery, Missiles,
Drones, and Modifications, with a few
exceptions and skill suggestions for other
modules. The most touched on skill in
this section will be Electronic Warfare
which should be level III or IV.
So you have your guns/missiles and
modifications set up ready to shoot, but
there's a bit more to it than simply
locking and firing. A lot of Electronic
Warfare comes into play in PvP. The
primary thing you'll always want to try to
keep equipped is a Warp Disrupter or
Warp Scrambler (both of which require
Propulsion Jamming I) - the difference
in the two being the range/activation
cost/fitting costs and strength. The
Disrupter has greater range but requires
more to operate, while the Scrambler has a
shorter range but is a stronger variant
(Disrupter has a strength of 1, Scrambler
of 2 - alls hips have a baase strength of 1).
I would recommend the Scrambler since it
has a higher probability of keep a target
from running, but the Disrupter does have
the range advantage (20km on a Disrupter,
7.5km on a Scrambler) - so it's a matter of
how far away you plan to be from your
target.
The manner in which a Warp Jam can be
countered is with a Warp Core Stabilizer
(or WCS for short). This increases the
warp engine strength of your ship by 1. So
this does not get you out of the 2 strength
range of the Scrambler, but it will of the
Disrupter. The downfall of this module is
that it limits your targeting range and scan
resolution (how fast you target). It's often
wise to equip one as a pirate, just in case
you jump the wrong person or if backup
arrives.
Gunnery/Missiles coupled with just a
warp jam module is one of the best setups
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you can aim for here. The other primary
type of combat angle you can take is a
sniping one. This is composed of you
warping in as far as possible from your
target and lining up for a long-range,
quick-hit assassination. The best way to
go about this is to obviously use the
longest-ranged ammo you can. And for a
setup, you'll be omitting defense and
substituting nothing but offense.
For a Turret ship (such as the
Apocalypse), you'll want to fit your
mid-slots with tracking enhancers/sensor
boosters only - as many as you can. For
the low-slots, a couple of signal
amplifiers and damage enhancers. You'll
want Tech II variants if you can use them
of course.
For a Missile boat (such as the Raven),
you have no medium slot help except for
sensor boosters. For the low slots,
nothing but ballistic control units - and
again, nothing but Tech II if you can.
Cruise missiles work best for this over
torpedoes.
Now for an Electronic Warfare minded
player (likely you'll want to work your
way into a Reconnaissance Cruiser in the
end) there are several different modules
available to frustrate your enemy.
Aside from those two jamming
modules, Electronic
Counter-Measures, or ECMs, provide
additional jamming. These jammers
affect the targeting of your target. That is,
it causes your target to lose his or her
target. There are 5 jammers at the moment,
which are: Gravimetric, Ladar,
Magnetometric, Radar, and Multispectral.
The race sensor breakdown is this:
Minmatar - Ladar
Caldari - Gravimetric
Gallente - Magnetometric
Amarr - Radar
All - Multispectral
The ECM jammers have a strength
bonus against a specific race - for instance,
the Ladar Jammers will have a higher
strength against Ladar (Minmatar ships)
than the other ships. Multispectral
Jammers have an average strength against
all ships and work well when fighting
multiple people and you need jam those
multiple race ships.
To counteract the ECM modules, there
are ECCMs - Electronic Counter-Counter
Measures. These low-slot items increase
the sensor strength of a ship by a certain
overall percentage. This obviously gives a
bigger bonus to ships that have a higher
base resistance.
ECM Bursts aren't even worth looking at
really. They don't do much to help and
often only end up affecting your drones
and messing them up. So I'd recommend
not equipping these for any PvP warfare.
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If you're facing a relatively fast ship
(such as an Interceptor) then you'll want
to have a Stasis Webifier equipped
(often referred to as a "Webber"). This
item slows the target by a rather high
percentage (75% or more, depending on
the variation) and allows your guns to
track and your missiles to hit it for a
much better payout. These will only
require the Propulsion Jamming skill
mentioned above.
With the Sensor Linking skill, you
can use Sensor Dampeners which will
lower the targeting range and speed of
your target. These are a bit more useful
than jammers sometimes and many solo
pirates will prefer them. These items will
help the pirate slow the target's targeting
speed enough to get the advantage of
drawing first blood. The skill will need to
be level IV for Sensor Dampener II
modules.
Weapon Disruption allows you to use
Tracking Disrupters which are the
anti-tracking links. They cause the
target's turrets to take a hard tracking hit,
and often work best with faster ships,
making even smaller, more adept turrets,
have a difficult time of keeping up. If
you train the skill to IV, you'll gain
access to Turret Destabilization which
further increases the range and strength
of the Turret Disruptors.
For more information on how Electronic
Warfare works, please refer to Chapter 5,
Section 4.
The final setup is one designed around a
very interesting concept. This particular
one centers on the idea of taking out entire
mining operations. This could be
considered an Anti-Miner approach, but
with little interest in gaining the ore -
you're after the miner's mods! Why?
Because when there are mining operations,
many members come with named items
and Tech II items. Many cargohold
expanders sell for quite a bit of money
(10-20m). So multiply a couple of those
times four or five possible targets, and you
begin seeing some cash.
For this plan to reach fruitation, you'll
need a big ship - a battlecruiser will work,
but a battleship is much better. For the
hi-slots, fit as many Large Smartbombs as
possible - these will require the Energy
Pulse Weapons skill. If your Electronics
and Engineering skills are maxed and you
can fit Power Diagnostic Systems, then
you shouldn't have much, if any, trouble
fitting 8 on a battleship. For the medium
slots, I'd suggest fitting a Cap Recharger I
in every slot. Smartbombs have a tendency
to eat through the capacitor, so being able
to keep up will be
quite helpful in taking down stubborn
targets.
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As far as which ones to equip, I'd
recommend equipping one of each
damage type and then for each slot you
have above 4, cycle through again. The
priority of damage types past four should
be: Thermal, Explosive, Kinetic, and
EM. This may seem a little odd, but since
you can equip at least four, the spectrum
is covered this way and the EM should
be activated first. This means that the
need for a second EM is a bit low, seeing
as how it's primarily a shield killer.
Kinetic is the most common damage type
and most every ship has a general
resistance to it, so it's more of a standby.
Explosive is the armor killer here - the
EM has already eaten away the shield
from the first wave or two, and now the
extra explosive damage is ripping apart
the armor. Finally and most importantly,
Thermal is a strong damage to most any
ship and between it and an explosive (if
you can fit an extra of both), they should
drop like flies. Of course, if you have and
can equip 8 smartbombs, then simply
equip 2 of each to better negate
resistance issues.
Once you're equipped and prepared to
tackle your targets, you must first find
those targets. If you're solo, hop into a
shuttle, then warp is as normal and try to
locate the Cargo Container they're
shoveling the ore into. Many times there
will be more than one if there are more
than a handful of miners. You'll want to
aim for the one with the mining barges
around it - due to the fact that the
smartbombs have a 5km radius and the
miners need to be within 1.5km of the can
to shovel into it. If you can spot a Hulk or
two around one can, that's pay dirt. Right
click and bookmark that location. Do this
as fast as you possibly can to keep the
miners from paying much attention to you.
Now, dock and switch over to your
smartbomb ship and warp into that
bookmark at 0km.
Immediately upon entering the mining
site, unleash your smartbombs. Stagger the
bombs by about 1 second apart - that is,
activate the first one, wait a second and
activate the second, and repeat that for
each one. That way you're doing a rather
steady amount constantly. Before the
miner can react, you should have the
majority of their forces (hopefully their
barges) shot down and the rest should have
scattered already and likely won't be back.
Now it's just a matter of collecting that
beautiful new loot.
If you have a friend, there are a few
possibilities and avenues that open up.
You can have your friend warp into the
belt in a frigate (Tech I and equipped for
speed) and be poorly equipped. Have him
approach a barge or your target of
preference and as he approaches, have him
target it and begin to orbit as close as
possible (default closest is 500m, which
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works fine). Now have him begin to
attack the target and as soon as he does,
warp to 0km on top of him (your friend).
This will give them this idea that a small
frigate has come to mess with them and
they'll likely give it little thought. Then
suddenly you appear and smartbomb the
entire location into oblivion. The best
thing about this is that likely the
defenders (if they have any) will
approach the frigate, which means they'll
likely fall right into the smartbomb
radius.
You can also try to set this up in a very
sneak fashion. Have your friend warp in
cloaked (covert ops or recon vessel) and
get as close as he can before the stealth
breaks (can only be within 5km of a
mining barge cloaked). Then speed
towards the barge and you warp in. This
will require a bit of finesse coupled with
timing and practice. But once you get the
rhythm of it, you'll be set. The sheer
speed at which everything will unfold
works incredibly well. By the time the
miners realize there's a ship there, you're
already on your way - their focus is on
your buddy, so you have the perfect
element of a double surprise.
In both of the above scenarios, make
sure your buddy gets out of there fast.
Just as you are warping in, have him
warp out. If you don't, he's going to be
caught up in your smartbombing, and
lose his ship and modules. That isn't so
bad in the first scenario, since it'll be a
Tech 1 frigate with likely a basic MWD
(High Speed Maneuvering skill required
for MWDs, which requires Navigation
and Afterburner IV) or an Afterburner
(Afterburner skill required; Navigation I
is the only pre-requisite) and/or Overdrive
Injectors. So your buddy wouldn't lose
much if he couldn't bail in time. And
whatever he did lose would easily be
replaced quite a few times over with the
mods you'll score from the tactical assault.
If you manage to take out a Hulk or two
or three, you've really smacked a
corporation in the face. You've taken down
somewhere between 500m to 1.5B in just
a few seconds with a setup that likely
costed no more than 125M. And that's just
for the Hulks themselves - imagine the
module costs - modules that you should
now have!
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The Tradesman
Forsaking a risky life of guns and
glory, the tradesman prefers to risk his
wallet on a marketing venture. The
primary skills you'll want here is
Navigation oriented skills. So have
Navigation, Warp Drive Operation,
and Spaceship Command to V. You
may also want to invest in Evasive
Maneuvering for the sake of increase
ship agility.
Aside from those, you'll want to
obviously invest your skill points heavily
into Trade. The first of which is, well,
Trade (which increases the number of
active market orders you can handle by 4
per level). At level II you can train
Retail which increases the number of
active orders by 8 per level. Trade II also
opens up Marketing. This skill allows
you to place orders onto the market
remotely - level I allows for the same
solar system, II for within 5 jumps, and
each level beyond doubles, up to the
entire region at level V. If you train
Trade and Marketing to II and Retail to
V, you can then train Wholesale which
further increases your active orders by 16
per level.
With Trade II and Marketing II, you
can train Procurement which allows you
to place remote buy orders. Level I for
the same solar system, II for within 5
jumps, each level beyond doubles, and at
level V it's the entire region. If you train
Procurement to IV, you can then train
Visibility which can be a very confusing
skill. This skill allows your remote buy
orders (placed with the Procurement skill)
to be seen at a greater range. For instance,
if you have Procurement to level II and
you place an order 5 jumps away in a
station, the item(s) you're buying can only
be sold to you in that station. So Visibility
allows you to expand your buying range.
At level I they can sell to you within the
same solar system, at II within 5 jumps,
doubling up at III and IV, and finally the
entire region. This is different from sitting
in a station and setting a buy order up at
that station, since you can set the range
within that station. This skill only affects
the remote buy orders placed with the
procurement skill.
If you push Wholesale and Retail to V
along with Marketing to IV, you'll gain
access to Tycoon which increases the
number of active orders by an impressive
32 per level.
You can also train Broker Relations
with Trade being at level II. This skill
lowers the cost associated with placing a
sell order by 5%; the cost normally comes
to 1% of the total value of the order. The
cost is also externally influenced by your
personal standings with the station in
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which you place the order.
Trade IV will allow you to train
Daytrading which allows you to modify
orders when you're not at the same
station that you created the order in. The
first level allows modifications in the
same solar system, the second level is 5
jumps, every level beyond that doubles
it, and at level V you can modify
anywhere in the region it's placed. You
can also train Accounting at this point -
this skill lowers all transaction tax by
10% per level.
With Accounting and Trading at IV,
Margin Trading becomes available.
This skill reduces the amount of ISK
placed in market entering a buy order.
Each level beyond I cumulatively
reduces the cost by 25%.
You'll need Social I to train
Contracting, which allows you to create
3 more contracts per level of the skill, to
a maximum of 15 at level V. Note that
anyone can create a single contract
without this skill. Having this skill at IV
opens up Corporation Contracting
which allows you to create 10 more
contracts per level on behalf of your
corporation and/or alliance - note that
this does not affect your personal
contracts in any way.
Broker Relations and Accounting are
two crucial skills to keep in mind; and
Margin Trading beyond that. So you'll
want to work on these skills right out of
the gate when you're starting up. You'll
want to keep your taxes and governmental
marketing fees at their lowest as much as
possible, since this is an unavoidable facet
of trading.
Now for ships, you'll want to use an
Industrial Ship to haul the goods around
in. Try to get your Industrial Ship skill
(not the Industry skill, the actual ship skill
of the race of your choice) to V so that you
have a much better cargohold. Also, by
getting this skill to V, you'll be able to
train for a Freighter in the future. Freighter
pilots are often sought after by alliances
and many times they even supply the pilot
with one; it's a great venture if you decide
to take that route.
I wouldn't highly recommend training up
for Transport Ships unless you know you'll
be passing through a low-security system.
There's no real reason to use one in safe
space since a much cheaper Tech 1 variant
is able to do all you need it to.
For tips on how to roll in ISK with your
new-found Trade skills, please refer to the
Tradesman Tips section.
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The Healer
The concept of any type of "healing"
class or setup in this game may seem a
bit surprising, but there actually is one.
These particular ships are Logistics ships
(for more on these ships, refer to the
Logistics Specialized Ships section).
To "heal" in this game means to
support your target by externally
boosting his or her shields and/or armor
as well as capacitor. The modules
associated with this are: Energy Transfer
Arrays, Remote Armor Repairers, and
Shield Transporters.
The Healer will not be particularly
engaged in the warfare, but rather you
will be at a distance lending aid to your
fellow pilots. Often times this means you
will be targeted first in warfare and will
need to be able to take a good hit - so be
sure to invest a little time in your
defensive skills. This profession is often
overlooked due to the lackluster thrill of
the specialist. Remember this, however:
The fewer the healers are, the better
chance they have of getting into the big
alliances! So this is something to keep in
mind. Ask around and see if any
alliances are interested in having
someone there for support. You might
just be surprised by who answers.
For the capacitor arrays, you'll need
Energy Emission Systems which requires
Science II and Engineering III. All of the
Tech I variants will require it to be level I,
while the Tech II will require level IV.
For Remote Armor Repairers, you'll
need Remote Armor Repair Systems,
which require Mechanic III and Repair
Systems II. Smalls will require level I,
Mediums II, and Larges III. There are no
Tech II variants.
For Shield Transporters, you'll need
Shield Emission Systems, which, like
Energy Emission Systems, ill require
Science II and Engineering III. Tech I
variants will require it only be level I;
Tech II will require levels II through IV,
depending on size.
These are the basic healing skills. There
are several other skills associated with this
profession, which are mentioned in the
above reference to the Logistic Ships.
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Specialized Ships
So now you have a general idea of how
combat works and how to properly
defend yourself as well. You've decided
on which path to take for gunnery or
missiles and what type of tanking you'd
like to do or you've decided on becoming
a more proficient healer or tradesman.
You've a good grip on your profession
and can see yourself really enjoying this
profession. So the question arises: what
ship do you use? Well, there are several
available options and there just happens
to be something for everybody.
There are currently ten specialized
ships in the game, excluding the Capital
ships (Freighters, Carriers,
Dreadnoughts, and Titans) and I will be
touching on nine of those - the other is
exhumers which I've gone extensively
into in the mining chapter above. Four
are frigates, three are cruises, one is a
battlecruiser, and one is a hauler.
Interceptors
Required Skills:
Navigation II
Spaceship Command III
Frigate V
Evasive Maneuvering V\
Interceptors I
Often called "mosquitoes", these fast
frigates are potent little speed demons.
Since this is a frigate, you'll obviously
want to use smaller guns and missiles -
rockets are a common choice due to the
high rate of fire and low requirements.
Whichever path you so choose to take for
weaponry, you'll definitely want to invest
in the specialized (Tech II) versions for the
biggest bite.
It's all about the speed. Afterburners or
Micro Warp Drives are your best friends.
If you plan to go pirating, ratting (killing
NPC pirates in belts), or anything not
involving missions, then a Micro Warp
Drive is what you'll need. If you plan to
tackle missions, use an afterburner -
MWDs cannot be activated in Deadspace.
If you're moving fast enough, you won't
even need to worry about trying to tank in
the least.
Use weapon upgrades in the remaining
slots - along with a shield booster and
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armor repairer just in case. In this
particular vessel, if you get it, you
normally get hit hard or barely at all. If
you're hit hard, then it's not likely you'd
be able to tank it anyway. If you're barely
getting damaged, then there's no point in
trying to tank, when a single booster
and/or repairer can handle the damage
being dealt.
This ship class is rather straightforward
and is one of the easier Tech II ships to
get into; partly due to the low skill
requirements of not only the ship itself,
but also of the equipment required to fit
it. It's a ship that many will learn and few
will master.
Interdictors
Required Skills:
- Frigate V
- Navigation II
- Spaceship Command IV
- Destroyers V
- Interceptors IV
- Evasive maneuvering V
- Interdictors I
Notice that this ship class is just
beyond the interceptor class. Because of
this, many of the skills are already
knocked out of the way. The longest thing
you're looking at as far as training time is
Destroyers, which is only a 2x multiplier.
These ships are rarely used in Empire
space. The most common and efficient use
is to pirate. These particular vessels are
proficient with an item that only they can
use: Interdiction Sphere Launcher. This
item plops out an Area Effect (or AoE)
warp scrambler, which if often called a
"bubble." These bubbles can only be
deployed in 0.0 space and 99% of the time
it will be at a gate. This is so that travelers
that jump in have no time to react and are
blown to bits.
The required skills for the sphere
launcher are:
- Engineering V
- Electronics III
- Navigation II
- Science V
- Propulsion Jamming V
- Graviton Physics I
Many of these skills should already be
taken care of or incredibly close to it.
Propulsion Jamming (3x) to V and
Graviton Physics (5x) are most likely the
two skills you'll be lacking.
The ship itself rarely does much of
anything aside from blowing bubbles.
There's no viable reason to use this ship
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outside of 0.0 space, and if you're in 0.0,
you'll be with a gang of people designed
to shoot down the targets. So build your
ship around this particular item along
with a bit of speed, little defenses, and
perhaps a support item or two if you
fancy them.
Covert Ops
Required Skills:
- Electronics II
- Engineering II
- Spaceship Command III
- Electronic Upgrades V
- Frigate V
- Covert Ops I
If you browse the covert ops ships on
the market, you'll notice there are two
different divisions of ships: Covert Ops
Frigate and Stealth Bomber.
Both of these are designed to be used
with the Covert Ops Cloaking Device II,
and the requirements for this item are:
Electronics V and Cloaking IV.
There are other cloaking devices
available, but the drawback on targeting
and module recalibration times is too
restrictive to allow the vessels enough
time to properly function. The
above-mentioned cloaking device has such
a small drawback (including no penalty to
your cloaked velocity, unlike the lesser
variants) that it's simply ideal. Also, and
most importantly, this is the only one that
allows you to warp while cloaked.
The other item available to these ships
would be the Scan Probe Launcher, which
requires: Science III and Astrometrics I.
These modules fire Scan Probes which
are designed to be used with the scan
function next to your ship's readout on the
bottom of the screen. You can scan for
more or less anything with these probes.
Each level in Astrometrics grants access to
a higher ranged probe. The other probe
available is the Survey probe, which is
designed to analyze a moon. This is for
Player Owned Station (or PoS) constructs.
These constructs install Moon Harvesting
modules to acquire the moon's minerals
and then either sell those are use them for
more complex items for their corporation
or alliance.
The other scan probe group is Recon
Probe Launchers and Lith Probes, but I'll
touch on those in the Reconnaissance
section.
Now on to the ships themselves. The
frigate is designed as a more
straightforward combat ship; cloaking,
locating a target, moving into position, and
opening fire. Due to the combat
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orientation, these are often the scouts of
larger groups. The ability to scout an area
(often a belt) and moving into position,
then giving the signal for the others to
warp to 0km, is a strong ally and general
tactic. In the actual combat portion,
they're best suited for tackling other
frigates or Tech I cruisers.
It's best to equip a webber if you can.
These little beauties make tackling
interceptors and other frigates much
easier. At your discretion, you'll want to
equip tracking disruptors, signal
dampeners, ECM jammers, warp
jammers, etc. You'll play "support" in
this sense, but if you're using a couple of
Tech II items against Tech I targets or
inept Tech II frigate pilots, then they'll
have one heck of a time even hitting you
or keeping up.
Stealth Bombers are designed to wipe
out larger targets. I would not
recommend flying one of these solo, but
rather have a handful of other bombers
move as a small wing. One bomber won't
do much damage against the defenses of
a cruiser, much less anything bigger.
Five stealth bombers with a couple of
cruise missile launchers each... well, now
that's a different story. It's hard to fend
off five fast-moving, hard-hitting frigates
that appeared out of nowhere. Add the
cavalry of another wing of the fleet to
that and you have one nice attack force
on hand.
Equip the bomber for damage and speed.
MWD and as many ballistic control unit II
modules as you can. For mid-slots, you
can shoot for the same electronic warfare
modules as I mentioned above - most
important one being the warp jammer,
since you're facing a large target. There's
no need for a webber either.
Tanking is not a very wise decision. If
you're flying a covert ops ship at all,
you're most likely in a gang with other
people that can easily pick up the slack. If
you need to warp out, simply warp out and
back in. The ship is agile enough to be
able to warp around quickly. So simply
run if the need arises.
Assault Ships
Required Skills:
- Spaceship Command III
- Engineering V
- Mechanic V
- Frigate V
- Assault Ships I
As the name suggests, these frigates
pack a punch. This ship class is very
straight forward and very efficient. The
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first thing you'll want to pay attention to
is your resistances. Note the high base
resistances of the ship as well as the
bonuses you'll gain for Frigate V. This
means that tanking is much more
flexible.
The only thing you're really in need of
doing in an assault frigate is picking up
the slack of your resistances - such as
EM resistance for the shield or explosive
for the armor. Otherwise your ship's base
and bonus take care of your needs. Just
be sure to stick on that repairer or booster
and you're set.
These ships are good at one precise
thing: damage - a lot of it. Stuff on as
many Tech II guns and launchers as you
can fit and damage modifiers. Don't fuss
over tracking speed much. You're using
small guns, so unless you're hunting
down interceptors (in which case you're
going to have a webber anyway) your
guns should have no problem at all
taking down your targets.
This ship is great for any profession.
Pirating, missioning, ratting, whatever
the case may be, this ship will get it
done. Be sure to cater to the slacking
resistances, push your damage as high as
possible, and come equipped and
prepared to take down the type of target
you're after.
Reconnaissance
Required Skills:
- Electronics II
- Engineering II
- Electronics Upgrades V
- Signature Analysis V
- Spaceship Command V
- Frigate IV
- Cruiser V
- Covert Ops IV
- Recon Ships I
You'll notice there are two types of
Recon ships, much like the covert ops.
One is designed for a cloaking device and
one for combat. The combat variant differs
from the covert ops in that it is not
designed to be used with the covert ops
cloaking device.
Just like covert ops, you'll want to train
to use the probe launchers for both, and
the cloaking device for the Force Recon
ship. The Recon launcher is most
commonly used for probing with lith
probes. These probes are designed to
locate large structures, such as stations,
complexes, and even archaeological
discoveries. You'll need to expand upon
your scanning skills to be able to locate
some things (such as needing the
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Archaeology skill for making
discoveries) and other skills to make it
faster. The survey and scanning skills
are:
Astrometrics - Allows you to scan for
one more group per level
Astrometric Pinpointing - reduces
scan deviation by 10% per level
Astrometric Triangulation - 5%
increase per level to scan strength
Archaeology - 5% increase per level to
a discovery
Signal Acquisition - 5% faster
scanning with probes (only)
Recon ships in general are not
particularly designed to be stand-alone
combatants even though they are Tech II
cruisers. A highly-skilled pilot can
definitely make great use of the
capabilities of the ship's electronic
warfare coupled with the damage
bonuses of the ship to the weapon
systems. However, someone
not-so-skilled may have difficulty in this
and will have much trouble tackling
more experienced pilots in even Tech I
ships. This is also partially due to the
less-than-impressive resistances on some
of these ships, making it a necessity to
attempt to increase resistances as well fit
combat modules on a ship that's designed
to scout.
Recon vessels generally give good
bonuses to Electronic Warfare (more can
be found on how EW works and the skills
associated with it in Section 5). Since the
cruiser-class has more slots to toy with,
this allows it the pilot to fit many more
EW modules for a plethora of possibilities.
Tracking disruptors warp jammers, ECM
jammers, sensor dampeners, etc. - all of
them can be equipped. This means you can
web an interceptor, tracking disrupt a
Heavy Assault Cruiser, and warp jam a
fleeing logistics ship at the same time.
This also means you'll need the
Multitasking skill, which required
Targeting V. I had suggested this in the
above chapter a few times, but it becomes
particularly of essence with this class,
since these ships have high targeting
capabilities.
The Force Recon ship is your cloaker,
but it also serves another purpose. These
ships are designed to set up Cynosural
Fields - this will require the Cynosural
Field Theory skill, which has a
pre-requisite of Electronics V). These
fields are how Carriers, Dreadnoughts, and
Titans jump from one system to another;
they cannot use warp gates like everyone
else. So this ship is mostly used by larger
alliances try to move their big boys around
for some serious warfare. Normally if you
can pilot a Recon and can use a Cynosural
Field Generator, you've got a good shot at
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getting into a corporation based in 0.0
space.
Heavy Assault Cruisers
Required Skills:
- Spaceship Command V
- Assault Ships IV
- Frigate IV
- Cruiser V
- Engineering V
- Mechanic V
- Gunnery II
- Weapon Upgrades V
- Heavy Assault Ships I
If you love combat, this is the ship for
you, period. These are the definitive
highlights of the combat pilots. In the
hands of an experienced and wise pilot,
these ships can stand toe-to-toe with a
battleship.
Notice these cruisers, just like the
assault frigates, have high resistances to
work with. These high resistances
coupled with room for weaponry and
capacitor upgrades means versatility.
And versatility means trouble for your
enemies.
Obviously you'll want your medium gun
or heavy missile specialization skill(s) to
be either IV or V - V is definitely
recommended. Push your Heavy Assault
skill to level IV or V as well. This will
give you the biggest possible damage
bonus pool there is available. So now that
you have your damage-bumping skills
trained and your tanking mods set, you'll
want to fit your weapon upgrades first. A
tracking computer becomes important here
and even vital to you. If you haven't one
equipped and you're hit with a tracking
disrupter (especially a Tech II) you're
going to have some issues against a frigate
and even some cruisers.
If you're going to solo in low-sec space,
then take a WCS no matter what. It's also
wise to take a warp jammer as well. This
way you won't be jammed if things go
awry and you can jam your target so he
can't flee. You'll have some room to work
with on this ship because of the high-skill
levels and bonuses you're gaining. This
means that instead of trying to fit several
damage and/or tracking/RoF alterations,
you're able to make full use of the just the
bonuses. If you have room for these
modifications, then of course you'll want
to use them, but they're less necessary
now.
Power Diagnostic systems are a
wonderful asset to these ships as well.
Giving a good bonus across the board to
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your shields, cap, pg, etc. so that you can
have even more hit points and overall
bumped statistics to toy with. The
capacitor recharge rate is something of
essence to keep track of. If you run into a
vampire who starts leeching your cap,
you're going to be in quicksand if you
can't get that cap up high enough to
support yourself.
This brings up the option of sticking a
nosferatu onto any open hi-slow you
have available. I strongly advise fitting
the biggest one you can. This allows you
to siphon some extra energy, whether
you need it or not. So even if you don't
need the energy, at least you're taking it
away from your target at no cost to you.
This is one of the best PvP win-win
situations.
Always look for new opportunities to
increase your ship's proficiency. If you
need just a little bit more PG to fir a Tech
II module and Advanced Weapon
Upgrades is only III, then shoot for IV to
give you that little boost. Take every
avenue available to you.
Logistics
Required Skills:
- Long Range Targeting V
- Signature Analysis V
- Electronics II
- Spaceship Command III
- Frigate IV
- Cruiser V
- Logistics I
If you haven't already done so already,
read the "The Healer" section of the above
chapter for an idea of what the Logistics
ship is meant to be used with and the skills
required to use those items.
You're not playing defense or offense, so
this is pretty basic and straight forward as
well. You're obviously not alone, so no
need to worry about trying to solo
anything. The biggest thing you'll want to
focus on is recharge time. A few good
skills to have to V to make sure you're
getting the most out of this ship:
Energy Systems Operation - 5% cap
recharge bonus per level
Energy Management - 5% cap capacity
bonus per level
Shield Management - 5% shield HP
bonus per level
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Cap Recharger IIs and Shield
Recharger IIs are a good investment.
Though there's two ways to go about
doing this. You can either fill your
mid-slots up with Cap Recharger IIs and
a booster, or a few of both types of
recharges. As far as low-slots are
concerned, you'll want to make full use
of Power Diagnostic System IIs. Fill up
your low-slots with these and your cap
and shields should be recharging and one
impressive rate. You'll want to stick a
WSC on if you're in PvP warfare
however (even though you do take a
range/target speed hit for it) so as to not
get scrambled if you need to bail for a
moment. With long range targeting and
signature analysis both to V, you'll still
have a great range and target speed base
to work.
Command Ships
Assault Required Skills:
- Frigate IV
- Cruiser V
- Battlecruiser V
- Spaceship Command V
- Leadership V
- Warfare Link Specialist IV
- Command Ships I
- Gunnery II
- Weapon Upgrades V
- Engineering V
- Mechanic V
- Assault Ships IV
- Heavy Assault Ships IV
Logistics Required Skills:
- Frigate IV
- Cruiser V
- Battlecruiser V
- Spaceship Command V
- Leadership V
- Warfare Link Specialist IV
- Command Ships I
- Electronics II
- Long Range Targeting V
- Signature Analysis IV
- Logistics IV
Leadership Skills:
- Armored Warfare
- Armored Warfare Specialist
- Information Warfare
- Information Warfare Specialist
- Skirmish Warfare
- Skirmish Warfare Specialist
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- Siege Warfare
- Siege Warfare Specialist
Assault Command Ship
You'll notice that this ship shares the
skills associated with the Heavy Assault
Ships skill. It expands upon it requiring
the leadership skills and Battlecruiser V
skill. That means there isn't a whole lot
more to learn, it'll just be a
time-consuming process (Battlecruiser is
a 6x multiplier).
This ship is designed to fill the
commander or other authority-like rank
in a fleet. It has a good resistance base
and bonuses on top of the already sturdy
shield and armor HP. It's a solid ship that
rewards those that took the time to train
for it.
Leadership skills come into play at this
point, since the modules will need these
skills. Armored Warfare gives a 2%
armor hit point bonus per level;
Information Warfare gives a 2% bonus
per level to the members' targeting
speed; Siege Warfare gives a 2% bonus
per level to the members' shield capacity;
and Skirmish Warfare gives a 2% bonus
per level to the members' velocity. The
Specialist fields grants a 100% bonus per
level to the Warfare Modules of that
type. This is one impressive bonus and in
large fleet-level warfare scenarios, the
modules and bonuses add up quickly and
are extraordinarily helpful.
You'll be equipping warfare modules to
assist your fellow gang mates with this
ship. So although it is a potent warrior on
the battlefield, it's also good at rallying the
troops. It doesn't receive as many
impressive bonuses as the Heavy Assault
Cruiser counterpart to its damage, but it
still holds its own very well. With all of
that said, equip the weaponry as you
would your HAC with the exceptions of
the warfare modules.
EW is a good, but not required, avenue
to take again in PvP. Seeing as how this is
gang warfare and you're not fully
optimized for damage, it's a nice touch to
lock down a few opponents or at least
frustrate them horribly.
A vampire ship is a viable option, but
since you're so heavily invested in assault
warfare, you're likely doing much more
damage and causing your opponents to
burn more cap than you'd be hurting with
the modules. It's best to stick with what
you know.
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Logistics Command Ship
This ship shares the same skill
requirements as the Logistics cruiser
equivalent with the exception of
Battlecruiser V and the Leadership skills.
As mentioned above, it's more
time-consuming than anything else.
For a logistical player, this is a good
ship to get into. It offers great defense
and support for not only the gang mates
but the pilot as well. Granted there aren't
the range and transfer bonuses of the
logistics ships, but the gang modules
make up for this. You'll not want to be
50km away from your wing anyway. So
equip it as you normally would, with the
exception of the warfare link modules -
which, as noted above, will require some
leadership skills.
Again, work with the rechargers and
power diagnostic systems. Your ship will
have a good cap to work with also. Other
than that, it's a rather straight-forward
ship since you already know what you're
doing thanks to the logistics ship
beforehand.
Transport Ships
Required Skills:
- Industry V
- Spaceship Command III
- Frigate IV
- Industrial V
- Transport Ships I
I've touched on this class a couple of
times in the Mining and Tradesman
sections above. I'm only emphasizing here
that this ship is designed for low-security
mining operations or for a tradesman that
must venture through low-sec to snag
supplies. Train the Transport Ships skill to
IV or V at least to get the most out of the
available bonuses. Use a shield booster
and/or passive hardeners on armor tanks
and active hardeners on the shield tanks.
Always take a WCS or two. It's best to
sacrifice a little room than the ship itself.
If you need to equip for speed, fit
nanofibers over overdrive injectors so that
you're not losing any cargo capacity;
couple this with the largest afterburner or
MWD you can fit. I would recommend an
afterburner over a MWD since the MWD
has a drawback that could work against
you in an incident.
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CombatBreakdown
So how exactly is missile damage
calculated? How fast do I need to go to
outrun tracking? How hard will a torpedo
hit me if I have 70% resist? All these
questions will be answered in this
section. Here you can finally figure out
how damage is derived from
modifications and skills. There are some
incredibly detailed and in-depth
calculations involved and I'll touch on
these.
I've also listed the NPC factions, the
damage types they deal, and the
resistances you need to focus on in order
to be well-equipped against them.
Gunnery and Tracking
This is long and confusing and
frustrating if you have no idea how this
works. Tracking is a rather simple thing
to understand in that higher tracking
means the ability to hit a faster moving
target. It does not, however, affect the
damage per se (in closer-range scenarios
it does play into your damage, but it's not
a consistent factor that tracking always
means higher damage) - only the ability to
hit. An example of this would be:
An interceptor is sitting still and an
assault frigate shoots it for a wrecking
shot, dealing 350 damage. The interceptor
responds and begins to orbit the assault
frigate at 5km. The assault frigate engages
active tracking enhancers and fires again,
managing to wreck once more, hitting for
350damage.
Naturally you won't wreck in every shot
and this is just an example. But the point
of this being that whether your target is
moving or not, your maximum damage
does not fluctuate via tracking. For
instance: If the interceptor has not moved
and the assault frigate has turned the
tracking computer on and fired again, the
wrecking damage wouldn't be affected.
However, with the interceptor orbiting at
5km and without a tracking mod, the
assault frigate wouldn't likely hit it. With a
tracking mod, he'd be much more likely to
(as illustrated above). But let's say he
doesn't wreck - what then? Tracking
computers, in this sense, help you to
achieve a better damage ceiling on moving
targets or smaller targets. So without a
tracking enhancer, let's say the assault
cruiser hits the interceptor for 50damage.
He turns on the tracking computer and
fires again, hitting for 100 damage. Did he
increase his ceiling damage? His ceiling is
still 350 damage, so that doesn't change at
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all. However, the tracking computer
increased his base probability of damage.
You're more or less facing off against
three different aspects of your target:
Range, Signature Radius, and
Transversal Velocity.
For range, if the target is between the
turret and the optimal, there is no penalty
for damage. At optimal range + falloff,
you'll receive roughly a 50% reduction.
And at Optimal + (Falloff x2), you'll
receive roughly 100%. If everything was
based on range, this would be quite
simple to grasp and work with...
however, we're not that lucky.
Your weapon has a signature
resolution, and that resolution is
compared to the signature radius of a
ship. So using a medium turret (125m
resolution) against a small ship (40m
radius) is a difficult thing to do.
Transversal Velocity comes into play
against the actual tracking speed of the
turret. So let's say a ship is standing still
and the other is orbiting. This creates a
high transversal between the ships and
the tracking of the guns becomes an
issue. If both ships are moving in the
same direction or orbiting one another,
then the transversal becomes lower,
allowing the guns to better track.
The further away a target is, the easier
it is to track it. So ideally you'd want
something far away from you in order to
hit it better, right? Well, then the range
penalty comes into play (told you we
weren't lucky) and you'll have to find the
"sweet spot" where you can keep your
target far enough away to track it and at
the same time not receive a large damage
penalty.
It's easiest to do this with "sniper" setups
that use long range ammo and signal
amplifiers to boost range and targeting
speed. Using enough range modifiers and
long-range ammo means you'll be less
likely to receive any type of range penalty
while at the same time being able to better
track your target(s). This is particularly
true of larger weapons, such as
battleship-class turrets. Now, if you're in a
smaller ship that plans to orbit and sting
things, so to speak (such as an interceptor),
then there's a nice basic formula you can
use for this:
Transversal velocity / tracking speed =
orbiting distance.
If you're orbiting a stationary target, then
your speed would be your transversal. So
if you're moving at 500m/s using a turret
that has 0.25rad/sec as a tracking speed,
then you're looking at a formula like this:
500 / .25 = 2000, or 2km.
The overall, big-picture formula (the
simplest of all the big formulas anyway)
looks like this:
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((transversal/tracking on gun) *
(signature resolution on gun / target's
signature radius)) = penalty to your hit
chance.
So if your target has a signature radius
of 40m moving at a transversal of 437
and your gun has a tracking speed of
0.27r/s with a resolution of 125m, the
formula would look something like this:
((437/0.27) * (125/40))
(1168.5) * (3.125)
3651.56 Or 36.52% probability to miss
or, in other words, 63.48% hit chance.
You could also add the "100 - [formula]"
to the above calculation to derive the hit
chance - entirely your choice here. This
is without range penalties, though. If the
target is too far away or too close, your
tracking will begin to decline from there.
So the basic concept here, as has been
stated, is to always attempt to keep your
target roughly in your optimal, especially
with slow-tracking weaponry. With
faster tracking weapons, such as Blasters,
then you'll have a much easier time of
hitting a target consistently, if that target
isn't moving incredibly fast.
And that, in a nutshell, is how tracking
works.
Missiles and Radii
Alright, this isn't quite as confusing as
tracking is, but it is still a little harsh on
the brain if you're still mulling over the
gunnery stuff. One thing turrets and
missiles happen to share with one another
is the signature radius and signature
resolution - except it is called explosion
radius on a missile.
There's a simple formula you can follow
here, which is:
Signature Radius/Explosion Radius =
Damage Percentage
So a cruiser with 125m signature radius
getting smacked by a cruise missile that
has a 300m explosion radius, the formula
would like this:
125/300 = 0.4166 or 41.2% of the
payload. So if you have a cruise missile
normally capable of 300 damage, for
instance, then it would be dealing roughly
123 damage. This number will
occasionally vary by a point or two,
naturally. This is the standard damage,
however, prior to movement speed
penalties.
Speaking of which, the basic speed a
ship needs to be going before it begins to
reduce the damage of a missile is 750m/s.
With that said, no standard (above T2
frigate) class ships will likely be going that
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fast without an MWD - and MWDs
increase the ship radius, meaning the
missiles hit harder. The only trouble you
run into here is the missiles keeping up.
This essentially boils down to a lot of
skill training for missiles.
With most of the attribute-affecting
missile skills to IV, you lift some heavy
penalties against you. For instance, if you
train Target navigation Prediction to V,
your target needs to be going faster than
1125m/s before a damage reduction
occurs because of speed. Impressive, isn't
it? This is also true of guided missile
precision. At level V it lowers a cruise
missiles explosion radius to 225, making
the above noted formula look like this:
125/225 = 0.555 or rounded to 56%.
This would be 168 damage
approximately, and that's a good step-up
from the previous 120 range. The missile
skills all need to be trained up to a decent
level to help negate these penalties as
much as possible. With all of them IV
and V, heavy missiles and cruise missiles
(especially Tech II variants) become a
force to be reckoned with.
Resistance vs. HP
It is debatable whether having vast
amounts of tanking hit points is better than
having high resistances. But once you boil
down to raw numbers, it's much better to
have high resistances than anything else. A
quick comparative set of examples are
below.
HP Example:
You have a shield with 5000 hit points
and you're being hit with missiles that do
EM damage; your shield has 0% EM
resistance. So let's say those missiles are
doing 200 damage per and that there are 5
of them. You have a booster equipped
doing 300 per boost and a cycle time of 4
seconds (this is a pretty strong booster
against such damage). So every 4 seconds
you're negating 300 damage. Now, do bear
in mind this does not reflect your shield's
recharge rate, but the reason is due to the
fact that, if in an average ship, the
recharge rate would only be roughly 6hp/s
or so.
So let's say the other target is volleying
all of these missiles at once. This means
that 1000 damage is headed right at you.
Since you have no EM resistance, they
receive full payload (this is assuming that
you have a big enough radius for the
missiles, etc). Now, imagine a volley time
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of 10 seconds; this gives you 2 booster
cycles. In this scenario, you're losing 400
shields roughly every 10 seconds. You
can hold out a bit in this case - however,
that booster is eating away at your
capacitor. If you're firing guns, then
they're also eating away at it, not to
mention any other modules you're fitted
with. So you may run out of boost cap
before you realize it, then you're toast.
Resistance Example:
The same ship as above is firing at
you, but this time you have a Tech II EM
hardener. Your base resistance with it on
becomes 55%, so now you're ready to get
things done. He's firing the same missiles
at the same rate, and you're using the
same booster and have the same amount
of shields - in other words, the only thing
that's changed is adding the 55%
hardener.
1000 damage is in flight, but this time
the missiles start hitting you dead on for
mere 90 damage. Quite a difference, isn't
it? A boost of 300 doesn't just negate 1.5
missiles any longer, it negates just over
3. And given the 10 second window
you're working with, you're virtually not
being hit. See how important resistance
can be?
Boosters eat up your capacitor, so you
want to use the ones that give you the
biggest possible boost while using the
smallest possible cap, obviously. And
you only want to boost when you actually
have to. So this is where resistance plays
heavily into that goal.
A very confusing misconception
regarding resistance is this: If using two
55% hardeners, do I become
invulnerable/absorb damage since I have
110% resistance?
The answer is a very resounding "NO!"
Damage is not added, it is multiplicative
and there are nerfs (penalties) that are
associated with them. The first hardener
you apply will give its full resistance. For
instance, if you're using a 55% EM
hardener and you have 0%, you really do
gain 55%. The next one receives a nerf, as
does the 3rd, and so on.
The way this is calculated out is this
(roughly):
First = 1.0 multiplier (no penalty).
Second = 0.86 multiplier
Third = 0.57 multiplier
Fourth = 0.28 multiplier
Fifth = 0.1 multiplier (next to absolutely
useless)
So let's put that information to use. Let's
say you want to use 2 55% EM hardeners
on a 0% shielded ship. The formula in
which to figure out your final resistance is
this:
[damage potential as a whole number] *
[resistance module as a decimal] *
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[stacking penalty] = resistance.
The first module receives no stacking
penalties, so the calculation for it is
simply:
100% * .55 = 55% Resistance Bonus
Now the second module receives two
different numbers here - the first being
modified by the already existing
resistance of the first module (the 55%
bonus). Therefore, the resistance is
calculated as this:
45% * 0.55 * 0.86 = 21.285 Now add
that onto the 55% you had, and your
grand total is 76.285% with 2 Tech II
hardeners. What if you added a third for
good measure?
23.715 * 0.55 * 0.57 = 7.435 [hardly
worth using, however]
Adding that up to your previous
resistance makes your new grand total
83.72%.
So this leads into yet another question:
What if I already have resistance on my
ship before mods? Well, you'd calculate
that the same as you would if you had
mods, using penalties where necessary.
Here's an example:
If you have a Tech I cruiser with a base
40% kinetic resistance and you wanted to
use 2 Tech I 50% hardeners, you'd work
that out like this:
60% * 0.5 =30%
So with the first module active, you'll
leap up to 70% resistance.
30 * 0.5 * 0.86 = 12.9%
With both of them active, you're up to
82.9% resistance.
This system also works with ship
bonuses. For instance, if you have
battleship to V and pilot a Rokh that
receives a 25% bonus to resistances, treat
that as an Invulnerability Field. Since the
shield has 0% EM, it would receive the
full 25%, but since it has 60% base
explosive, it receives only 10%, and so on.
One important thing to note here: The
module that has the highest resistance
bonus is the one that ignores the damage
penalty and is considered the "first"
module regardless of which order you
activate your hardeners in. For instance, if
you have a Tech I EM hardener and a
Tech II EM hardener and activate the Tech
I first, followed shortly thereafter by the
Tech II, the Tech II is still considered the
first module on the proverbial ladder.
I've used shielding for these examples;
however armor is treated the exact same
way. So simply substitute your own words
here for armor if you prefer. So there is no
need to worry about different formulas.
Rigs likewise fall into this category and
are treated as appropriate.
As one final and quick illustration:
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Let's take the first two ships I
mentioned earlier and see how the
tanking ship fares with a few
modifications. The ship is a Rokh, the
pilot has BS to level IV, he now has a
Tech II EM hardener and an EM
resistance rig.
First of all, the Tech II hardener is
calculated at full potential, making the
EM calculatory base 55%. From there,
the rig is 35%, so it will be calculated
next.
45*0.35*0.86 = 13.545
68.545% become his new resistance;
now let's add in the Rokh's 20% bonus
from battleship IV.
31.455*0.2*.57 = 3.58587
So the grand total becomes 72.1%
resistance.
And that's all there is to it!
Electronic Warfare
Warp Jammers, as noted in the pirate
section in Chapter 3, are straight-forward
EW modules. If your jam strength is
higher than the target's warp drive
strength, it's jammed; if it' is lower (due to
him using WCS modules) then he runs
away.
ECM modules don't quite work on this
same scale. A ship has sensor strength,
normally in the teens to lower twenties.
This is the ship's ability to resist being
target jammed. ECM jamming modules
attempt to overcome this number;
however, they are not required to
overcome it. At this point, it becomes a
probability - or more simply put, a coin
toss.
Ship A has a sensor strength of 15; Ship
B has a jammer with 6 strength against
Ship A. Ship B attempts to jam Ship A and
succeeds. Why? Well, it's nothing more
than simply playing out the percentage. In
this case, that would be 40%. So Ship A
had a 60% chance to resist the jam; he
simply failed.
If Ship B had several jammers equipped
that totaled more than 15, then Ship A
would always be jammed - this is called a
"lockdown." This means that Ship A has a
0% probability of overcoming Ship B's
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jamming.
Pilot A can increase Ship A's sensor
strength with ECCM modules however,
knocking his resistance upwards of 25 or
so. So when Ship B comes along and
tries to jam him, it becomes a game of
chance again at a 72% (18 divided by
25). So as you can see, ECM jamming
can be a rather big game of luck. If
you're a gambler, this is definitely the
route for you.
Tracking Disruptors, Sensor
Dampeners, Webbers - all of these
modules are very straightforward
modules. Training your skills up will
either decrease the capacitor
requirements of the modules, increase the
performance of the modules, or both.
Scanning and Probing
There are 3 different groups of probes:
Ship probes, exploration probes, and
survey probes. The ship probes are used
to locate other ships, mostly for PvP
purposes; the exploration probes are used
for discoveries; and the survey probes are
used for analyzing moons. I'll go into
detail on the ship and exploration probes.
The moon survey probes are rather
straightforward probes that you'll have
no issue using if you decide to do so.
The basic skills for Probing and
Scanning are:
- Astrometrics - Adds one scan group
per level.
- Astrometric Pinpointing - Reduces
maximum scan deviation by 10% per
level.
- Astrometric Triangulation - 5% scan
strength bonus per level of skill.
- Signal Acquisition - 10% faster
scanning with scan probes per level.
Ship Probes
If someone is offline and let his or her
ship floating in low-sec space, or if a ship
is abandoned, you can locate it and blow it
up or take it.
Ship probes include:
- Observator Deep Space Probe I -
1000 au range, 1 point sensor strength,
20.000 km max scan deviation, 4800 sec
flight time.
- Ferret Scanner Probe I - 40 au range,
2.5 points sensor strength, 10.000 km max
scan deviation. 2400 sec flight time.
- Spook Scanner Probe I - 20 au range,
5 points sensor strength, 5.000 km max
scan deviation, 1200 sec flight time.
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- Fathom Scanner Probe I - 10 au
range, 10 points sensor strength, 2.500
km max scan deviation, 600 sec flight
time.
- Snoop Scanner Probe I - 5 au range,
20 points sensor strength, 200 km max
scan deviation, 300 sec flight time.
Several factors come into play as you
can tell - and these all add up to
something at the end. One of these is the
Signal Size of your target - and the size
is derived via this formula:
Signal Size = Ship Radius/Sensor
Strength
So an interceptor with a 30km radius
and a sensor strength of 10 would have a
signal size of a mere 3. So you can see
how difficult the smaller ships are to
locate.
Next is the Range of your target, and
that's derived by this formula:
Range = 1-(0.65((range/max
range)^1.5))
The Target Range is the range from
your scanner to your target; the max
range is the scan probe's maximum scan
range.
And finally, your probes' sensor
strength:
Sensor Strength = Probe strength *
Astrometric Triangulation Skill / 100
The overall formula for trying to locate
your target looks like this: Signal Strength
= (Probe Sensor Strength * (1 + Level of
Astrometric Triangulation * 0.05) / 100) *
(1 - (0.65 ((Target Range / Max Range) ^
1.5))) * (Target Signature Radius / Target
Sensor Strength)
Signal Strength is the probability of the
target showing up when we run a scan for
it. As you can see, this formula is basically
the above formulas rolled into one,
multiplied by one another. Let's get an
idea of how these work together.
Let's say you're looking for that
interceptor who just happens to be 30 au
away; and you have Astrometric
Triangulation to 2 using a Ferret Probe.
Signal Strength = (2.5 * (1 + 2 * 0.05) /
100) * (1 - (0.65 ((30 / 40) ^ 1.5))) * (30 /
10)
SS = (0.0275) * (-1.185) * (3)
SS = -0.0977 or roughly 9.8%
probability you'll discover him.
Now that you know the mechanics, it's
on to the scanning part!
So the first thing you must do is use
your directional scanner at max range to
see if you can pick up your target. Once
you get a general idea of where it is, warp
around trying to get as close as possible
(do this cloaked). Once you've figured out
about how close you can get to it, you'll
need to determine which probe you'll need
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to use; either the 5 or 10 au probes
(scanner maxes out at 14 au).
If you can find your target, you'll need
to use the long range probes to take a
look around. Launch one and under the
System Scanner tab, click the probe and
then ships group to look for him. You
can search for as many groups as you'd
like without penalty as long as you have
the skills (Astrometrics) to back you up;
click analyze at the bottom and wait for
it. While waiting you cannot warp, else
your scan will abruptly end and fail.
After the scan timer reaches zero,
you'll receive a list of found objects. If
your target is on that list, then just keep
reanalyzing. The scanning is chance
based, so it may take a little time -
especially if searching for something
small, such as an interceptor. So this may
take upwards of 15-20 scans for such
ships. Also, note that you cannot find
cloaked ships, no matter what (which
means you can't be found either). If you
do manage to find him, you can right
click the result and use the "warp to"
function.
If you are a bit off from the target, you
can destroy the previous probe and
launch a Snoop probe to get a more
accurate hit here. Rarely are these probes
off by much and often will open the
window for you to warp in at 0km.
This is the basics of ship probing.
Exploration Probes
Exploration allows you to discover
various encounters in systems. There
could be several in one system, or the
system could be void of any at all. These
hidden encounters often exist between 1
au and 4 au of one of a system's moons.
For these explorations, you'll need to use
lith probes which are specifically designed
to locate just such things. There are five
types of these probes:
- Quest Probe - 4 au range, 250 points
primary sensor strength, 50 points other
sensor strength, 2.088 au max scan
deviation, 4000 sec flight time.
- Pursuit Probe - 2 au range, 500 points
primary sensor strength, 100 points other
sensor strength, 6,250,000 km max scan
deviation, 2000 sec flight time.
- Comb Probe - 1 au range, 1000 points
primary sensor strength, 200 points other
sensor strength, 125,000 km max scan
deviation, 1000 sec flight time.
- Sift Probe - 0.5au range, 2000 points
primary sensor strength, 400 points other
sensor strength, 2,500km max scan
deviation, 500 sec flight time.
- Multispectral Frequency Probe - 999
au range, 1,000,000 points sensor strength
(all types), 600 sec flight time.
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The most important of these is the
Multispectral Probe. This little probe
tells you whether or not there are any
signatures in the system at all. Rather
than telling you where any are, it simply
tells if any exist. Just one scan will do. If
it returns no results, then there's nothing
at all, so no need in wasting your time.
If you manage to locate one, the next
step is to get it into range of a probe. The
best way to do this is to drop a probe
(quest, if you can) of the appropriate type
at each of the system's moons, select
them all, and click scan for cosmic
signatures. This, much like scanning for
ships, may require several scans (15-20
at times), but they have a long life-span,
so you have some room to work with.
Once you get a hit and it shows up,
open your system map and warp to the
result, drop the closest scanner that will
still find it, and scan again for it. Again,
warp to the result, scan again if need be,
and repeat this process until you pinpoint
it.
Be VERY careful once you've found
your location. Many times you're
warping right into a deadspace location
surrounded by some pretty hardcore
ships, or least a lot of them. If you're
going in your cloaked ship, be sure to
warp in, bookmark, and bail out quickly.
Some of these places are equivalent to
corporation-oriented instances. So, as
you can see, they're not all playgrounds -
but there's much treasure to be had! It's
just that simple - but very time consuming.
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NPC Pirates
Here's a comprehensive table of NPC factions and the type of damage they deal as well
as the type of damage you'll want to shoot at them (against the lowest resistances they
have). This should make missioning and ratting a bit easier than blindly charging in and
hoping for the best. Sometimes there's an odd ship of course, this is general here.
Pirate FactionPrimaryDamage Type
SecondaryDamage Type
TertiaryDamage Type
PrimaryWeakness
SecondaryWeakness
Angel Cartel Explosive Kinetic Thermal Explosive Thermal
Blood Raider EM Thermal N/A Thermal EM
BountyHunters EM Explosive Kinetic Thermal N/A
Cent EM Thermal N/A EM Thermal
Core Kinetic Thermal N/A Kinetic Thermal
Corpus EM Thermal N/A Thermal EM
Dark Blood EM Thermal N/A Thermal EM
Domination Explosive Kinetic EM EM Thermal
Dread Guristas Kinetic Thermal N/A Kinetic N/A
Gist Explosive Kinetic Thermal Explosive Thermal
Guristas Kinetic Thermal N/A Kinetic N/A
Mercenaries Thermal EM Explosive Thermal N/A
MordusLegion Kinetic Thermal EM Kinetic N/A
Pith Kinetic Thermal N/A Kinetic Thermal
Rogue Drones Kinetic Thermal EM EM Thermal
Sansha'sNation EM Thermal N/A EM Thermal
Shadow/Serpentis Kinetic Thermal N/A Kinetic Thermal
True Sansha EM Thermal N/A EM Thermal
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Agents Missionsand Loyalty Points
An important aspect to this section is
the influence of your character on the
corporation you're aiming to work for.
That is, how well the corporation will
like you. The easiest way to get a
proverbial foot in the door is to train your
social skills up as high as you can, or at
least as high as you need to.
The first of these is obviously the
Social skill itself. Each level of this skill
increases the amount of faction increase
you gain when you complete a mission.
The next and arguably most important
skill you'll need is Connections. This
skill is listed as giving you a 4% increase
to the standing of corporations (which
actually would be their agents) - this is
wrong. Unfortunately some skills are
mislabeled here and there, and this
happens to be one of them. It gives you a
flat-out 0.4 increase - which technically
is 40%. On top of this, Connections to V
will give you a base increase of 2.50
standing with an NPC corporation's
agents.
Criminal Connections is the same
skill as Connections, except that it's used
for pirate NPC corporations (Angel
Cartel, Serpentis, etc), Diplomacy falls
into this category as well. This skill raises
your standing with hostile agents by 0.4;
which means that when you have a
negative standing towards an NPC
corporation (such as the Angel Cartel)
then this skill lowers their passionate hate
for you. This skill doesn't quite do what
you think it does - to lower your standing
with an agent that you declined a few too
many missions with, simply increase your
Connections skill.
Fast Talk increases your security gain
(from killing pirate, such as Angel Cartel)
by 4% per level. This skill does actually
work as intended. DED Connections
increases your bounty gain by 1500ISK -
this skill is often misunderstood. It does
not increase your pirate bounty increases.
Rather, this skill increases your gain from
killing a player with a bounty - or at least
that's the impression given by CCP - this
skill is not yet in game. But I figured it
would be worth mentioning for reference.
Negotiation increases your mission
payout and bonus by 5% per level - to an
affective 25% bonus at level V. This skill
works as intended and is one of the two
vital skills of mission runners. You may
not want to push it to V, but IV is
definitely worth it - especially when you're
running level 3 and 4 missions where the
payout is a high amount to begin with.
The other vital skill I was referring to
above is actually from a pool of
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connection skills. These skills increase
your affective loyalty point gain by 5%
per level, and there are generally two you
can use for each agent type. These skills
and which divisions they affect are:
- Bureaucratic Connections:
Administration, Internal Security,
Personnel, Storage, Archives, Financial.
- Financial Connections: Public
Relations, Marketing, Legal, Accounting,
Financial, Distribution.
- High-Tech Connections: Archives,
Advisory, Intelligence, Manufacturing,
Surveillance.
- Labor Connections: Manufacturing,
Production, Personnel, Mining,
Astrosurveying.
- Military Connections: Intelligence,
Security, Astrosurveying, Command,
Internal Security, Surveillance.
- Political Connections: Security,
Legal, Administration, Advisory,
Command, Public Relations
- Trade Connections: Distribution,
Storage, Production, Accounting,
Mining, Marketing.
The most important skills you can
focus on when starting out are:
Connections, Negotiation, and then the
Connections skill of the appropriate
above division. This will get you higher
on the corporate ladder, net you more
money, and get you a better LP pool.
Agents and MissionTypes
To locate an agent, find the corporation
you'd like to work for. You can do this by
opening your People and Places tab and
searching for the Race of your choice with
the Faction option highlighted. For
instance, choose Faction from the
drop-down menu and type in "Gallente" to
bring up the Gallente Federation.
Now that you have the faction's menu
up, click the "member corps" tab to see all
of the NPC corporations associated with it.
From here you get information on all of
them and see which one you prefer. From
there you can see the agents. I'll use the
Navy as an example. So scroll down to the
Federation Navy and click the information
circle. Now click the "Agents" tab and
here is a list of agents. You'll notice that
within a division you'll have the "available
to you" list and the "not available to you"
list, which is idiot-proof. You'll always
want to use the highest agent you can
according to level and quality (assuming
you can handle the missions - for example
purposes we'll assume you can handle all
missions). The higher the quality of the
agent, the more money you'll receive for
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missions and the more LP you'll gain.
More information can be found regarding
loyalty points in section three of this
chapter.
If you right click on an agent that you
can't use and look under the "agent info"
tab, you'll notice at the bottom that it tells
you how high your standings need to be
in order to use that agent. To gain
standings, do missions with the
corporation to raise them up to the
required level to get that agent, then
switch over and keep cycling through in
this manner to get up to where you want
to be.
This is all there is to achieving
higher-end agents. It's just a lot of
mission running.
Each division has a different
probability of giving you a certain
mission type. For instance, Command is
97% likely to give you a kill mission,
whereas Manufacturing is 95% likely to
give you a courier (hauling) mission.
Below is a list of agent divisions and the
ratio of missions.
Agent Mission Types
- Administration: 50% Kill, 50%
Courier
- Advisory: 34% Kill, 66% Courier
- Archives: 5% Kill, 90% Courier, 5%
Trade
- Astrosurveying: 40% Kill, 30%
Courier, 25% Mining, 5% Trade
- Command: 97% Kill, 3% Courier
- Distribution: 5% Kill, 95% Courier
- Intelligence: 85% Kill, 15% Courier
- Internal Security: 95% Kill, 5%
Courier
- Legal: 50% Kill, 50% Courier
- Manufacturing: 5% Kill, 95% Courier
- Marketing: 5% Kill, 95% Courier
- Mining: 5% Kill, 85% Courier, 10%
Mining (II)
- Production: 5% Kill, 95% Courier
- Public Relations: 34% Kill, 66%
Courier
- R and D;*: 0% Kill, 50% Courier(S),
50% Trade
- Security: 90% Kill, 5% Courier,
5%Trade
- Storage: 5% Kill, 95% Courier (L)
- Surveillance: 95% Kill, 5% Courier
The (S) stands for small courier
missions - often done in a shuttle or at
worst a cruiser - though there are
occasional exceptions that will require an
industrial or several trips with a cruiser.
The (L) represents large courier missions
which almost always require an industrial
equipped for as much cargo capacity as
possible. The (II) next to mining means
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you'll need to skill to level II to perform
for that agent type. This way you can see
the divisions and choose which is best
according to how your character is
tailored. Note the R and D division is
asterisked - the below section delves
further into this unique class.
When you start a conversation with an
agent, you can ask for a job. The agent
then offers a mission and you can opt to
either accept that mission or decline it.
You can decline 1 mission per 4 hours
without an ill recompense, but if you
decline more than 1 within that span,
you'll receive a faction hit - or a
subtraction of faction - for it. You
generally don't want this happen,
however if you're doing level 4 missions
and need to decline a few in a row, the
ones you do end up doing will raise your
faction by quite a bit. I also suggest
having a couple of level 4 agents that you
work for, so that if you want to keep
from losing any faction you can simply
trade off.
Now, when first starting out, it's best to
stick with exactly what you plan on
doing and are capable of doing. You may
want to shoot down enemy ships, but if
your skills are tied up in R and D, then
it'll require you to be a bit more cautious
and careful. Try out a kill mission, and if
it's easy enough, then keep working on
those. And if it's difficult, then determine
why that is. Are you having trouble taking
the hits? Are you not killing fast enough?
Are you having trouble hitting them?
Figure out where you need to strengthen
yourself, and you'll be on the right track to
setting yourself up for making the
missions quick and easy - which means
quick and easy cash!
Use the above table to determine which
type of agent you'd like to work for. The
percentages vary only slightly and rarely
(1% deviance) and other than that, the
table should give you a great reference to
how often you'll be killing, hauling, and
dealing with the market.
From your level 1 agent, you'll move up
to a level 2 (keep looking under the agents
tab of the corporation you're working for
until a level 2 becomes available) and the
missions will become slightly more
difficult. From there out, you'll be well on
your way to getting into the big leagues.
From a standpoint of ISK: Kill Missions
are the best way to make loot and ISK
quickly. R and D is the most
patience-demanding and boring, but in the
long-run can pay off greatly. So for steady
income, try doing kill missions, and for the
long-shots - or if you're simply
time-sensitive- then try investing in
Research.
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Ore Refinement Chart
This is a chart to give you a better idea of what you should mine according to what you
need and the yield. This will give you a better idea of what kind of ore you'll want to be
after also since you can see how you can best play the market in a region.
Legend:
- Ore Type: The type of Ore
- Volume: How much room the ore takes up
- Units: How many it takes to refine once
- T: Tritanium
- P: Pyerite
- Mx: Mexallon
- I: Isogen
- N: Nocxium
- Z: Zydrine
- Mg: Megacyte
- Mp: Morphite
OreType Volume Units T P Mx I N Z Mg Mp
Veldspar 0.1 333 1000
ConcentradedVeldspar 0.1 333 1050
DenseVeldspar 0.1 333 1100
Scordite 0.15 333 833 416
ConcentradedScordite 0.15 333 875 437
MassiveScordite 0.15 333 916 458
Pyroxeres 0.35 333 844 59 120 11
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SolidPyroxeres 0.35 333 886 62 131 11
ViscousPyroxeres 0.35 333 928 65 132 12
Plagioclase 0.35 333 256 512 256
AzurePlagioclase 0.35 333 269 538 269
RichPlagioclase 0.35 333 282 563 282
Omber 0.6 500 307 123 307
SilveryOmber 0.6 500 323 129 323
GoldenOmber 0.6 500 338 135 338
Kernite 1.2 400 386 773 386
LuminousKernite 1.2 400 405 812 405
FieryKernite 1.2 400 425 850 425
Jaspet 2 500 259 259 548 259
PureJaspet 2 500 272 272 544 272
PristineJaspet 2 500 285 285 570 285
Hemorphite3 500 212 212 424
VividHemorphite3 500 223 223 445
RadiantHemorphite3 500 233 233 466
Hedbergite 3 500 708 354
VitricHedbergite 3 500 744 372
GlazedHedbergite 3 500 779 389
Gneiss 5 400 171 171 343 171
IridescentGneiss 5 400 180 180 360 180
PrismaticGneiss 5 400 188 188 360 188
DarkOchre 8 400 250 500 250
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OnyxOchre 8 400 263 525 263
ObsidianOchre 8 400 275 550 275
Spodumain 16 250 700 140 140
BrightSpodumain 16 250 735 147 147
GleamingSpodumain 16 250 770 154 154
Crokite 16 250 331 331 633
SharpCrokite 16 250 347 347 696
CrystallineCrokite 16 250 364 364 729
Bistot 16 200 170 341 170
TridinicBistot 16 200 179 368 179
MonoclinicBistot 16 200 187 375 187
Arkonor 16 200 300 166 333
CrimsonArkonor 16 200 315 175 350
PrimeArkonor 16 200 330 183 366
Mercoxit 40 250 530
MagmaMercoxit 40 250 557
PrimeMercoxit 40 250 583
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Tradesman Tips
This is possibly one of the easiest professions to train for. One thing you'll always want
to keep in mind is the tax. Even with your skills trained relatively high, there are still
applicable taxes and be sure to always account for those taxes. As a tradesman, there are
two ways in which you can make your money.
Before I begin, there are two general rules to keep in mind - you need money to make
money. So you'll need to start out small and work your way up. The fatter your wallet is,
the more items you can buy and sell, naturally. The second thing is: people are lazy. Place
minerals in a station that many people frequent, and you'll likely be able to sell them - even
if they're above the regional average by a decent amount. For instance, many mission
runners for Gallente work out of Dodixie, so placing several thousand units of each type of
mineral will likely sell there, since the mission runners don't want to waste time flying
somewhere else to get what they need.
The first way to make any money is to find high buy orders for common items you can
obtain in bulk. An example would be finding a buy order for 1M Tritanium at 3 ISK per
unit in one region and a sell order for 1M Tritanium at 1 ISK in another. You'd buy the 1M
units of Tritanium at 1 ISK, haul it to the buy order, and sell it there, making roughly a 2M
profit. This is a good system because you're not paying any taxes or broker fees in order to
place that Tritanium onto the market as a sell order. It would be pointless and
counter-productive is place them on the market for 3.1 ISK per unit, for instance.
The other method is to get a general idea of the cost of an item and then find cheap sell
orders of the item, buy all of them around that price, and then put those items on the
market to drive up the general cost. An example would be Tech II Cap Rechargers. The
general cost of the item is 11M ISK or so. So if you fly to an area, see a good quantity at
around 9M ISK and buy them all, then to a region where there's only a few on the market
for, say, 10M ISK, you buy all of those, then re-market all of them for 11-12M ISK as the
monopoly supplier. It may be a bit of work and the profit may not be tremendous, but at
least it is an income.
This works best with very expensive items however, such as +4 implants or high-end
modules. If you can get them cheap enough, you can simply undercut everyone else by just
enough to ensure yours sells while simultaneously making a nice profit.
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There are better examples to this and there are other items and certain regions that pay
off more. One of the biggest selling regions is Heimetar, most specifically in the Rens
system. Dodixie (Sinq Laison), Kaunokka (The Citadel), and several different systems in
Devoid (that lead into 0.0) are great places to set up items for sale - especially PvP
oriented-items, such as warp scramblers and WCS. Ammunition doesn't sell as well as
you'd think, unless it's the Tech II version.
You'll need something big to move mass amounts of things such as this, but you have to
rationalize out how to go about getting something big - and what I mean here is a
Freighter. So let's say you have just enough to get a Freighter and buy one - what about
your wallet? You'd need a decent amount of money to buy a hefty amount of minerals to
haul somewhere in it to make a profit. So you'll need to make sure that when you make
your move into a Freighter you have money left over to put it to use with.
Having mining as a second profession, or even production, is a great idea as well. With
mining you can get the minerals you want to sell for free, and take them to the station you
want to sell yourself, making maximum profit. And with production you can pick up
minerals cheap somewhere, haul them to your manufacturing station, create the item(s) and
then sell wherever you can make a good profit from it.
The most important thing to remember though - Never take your Freighter into low-sec
space unless you have friends or you know beyond doubt it's "safe" to do so. After
spending so much money and time on the ship, you certainly don't want to lose it to some
pirates. If it's a good deal you're after, simply risk some industrial ships for it. Jump in,
warp to the station, get the goods, jump to the gate, jump through, dock and place them in
the hangar, and repeat. Once you've gotten what you're after, just haul from that safe-space
station to wherever it is you're looking to take it with your Freighter. It's much better to
lose a 500-1M ISK ship than an 800M+ ISK one.