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		<title>EVE Carrier Ratting Guide</title>
		<link>https://gamerstips.com/eve-carrier-ratting-guide/</link>
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		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Wed, 04 Sep 2019 15:32:23 +0000</pubDate>
				<category><![CDATA[EVE]]></category>
		<guid isPermaLink="false">https://mmoroom.com/?p=108</guid>

					<description><![CDATA[From: Fleet Master K. To: GOTG Ratting High Command, GOTG Carrier Division, GOTG Ratters, SPAIs. Hello All,&#8230;]]></description>
										<content:encoded><![CDATA[
<p><strong>From: Fleet Master K.</strong></p>



<p><strong>To: GOTG Ratting High Command, GOTG Carrier Division, GOTG Ratters, SPAIs.</strong><br></p>



<p>Hello All, Keyes reporting in.<br><br>I have now finished the preliminary report on Carrier ratting, requested by Leadership due to the <em>massive</em> amount of misinformation floating around in space.</p>



<p>It will be as brief as I can make it as I know you are busy, calculations will be left out, this will be quick and dirty, so let us get started.</p>



<p>The question we had to answer was “Is Carrier ratting worth it?”<br>We have done so in a satisfactory way starting with an intro -&gt; Carriers(short) -&gt; Combat Sites -&gt; Fitting your Carrier -&gt; Drones to use -&gt; Implants??? -&gt; How to rat(This is important to avoid losing fighters, especially with the new patch coming out)<br><br><strong>Why?</strong> – A lot of different claims floating around about carrier ratting profitability, videos on youtube claiming “average ticks” of 35 Million ISK, something making many people not even consider Carriers, as their Rattlesnakes will make them between 30-38 million ISK per tick, considering the cost of a Rattlesnake 0.5-1BIL vs. a carrier at 2-4,5 Billion ISK depending on the fit.</p>



<p><strong>The Misconception: </strong>We have all heard some people claim they get 70 million ISK ticks, and we have also heard people say they only get a consistent 35 spiking to 40. What we have found is that both can be true, but reaching the high ticks you have to be dedicated.</p>



<p><strong>Is it worth it?</strong> – Yes, very much so.</p>



<p><strong>Carriers</strong><strong>:</strong></p>



<p>We have 4 different Carriers with different bonuses, in this case we will only look at the Carrier bonus relevant to Ratting.</p>



<p>The Archon gets a 4% bonus to Armor resistance per level, a completely useless bonus for ratting – <strong>This carrier is guaranteed the lowest possible ticks from ratting</strong>.</p>



<p>The Chimera gets a 4% bonus to Shield resistance per level, also useless for ratting – <strong>This carrier is as useless for ratting as the Archon</strong>.</p>



<p>The Thanatos gets a 5% bonus to fighter damage per level, as well as a 2,5% bonus to fighter hitpoints per level – <strong>This is amazing, at Carrier 5 it is 25% fighter damage and 12,5% fighter hitpoints, almost able to get the highest ticks.</strong></p>



<p>The Nidhoggur gets a 5% fighter damage bonus like the Thanatos, but the second is a 2,5% bonus to fighter velocity per level. – <strong>This is also amazing, super fast fighters will make it possible to get the highest possible ticks.</strong></p>



<p><strong>Recommendation:</strong> We recommend either the Nidhoggur or the Thanatos, and will not work with the other two as they are inferior as ratting capitals.<br></p>



<p><strong>Combat sites</strong>:</p>



<p>There is a multitude of different combat sites (Alt+P) spawning, different layouts and different spawn locations within the site as well as wave-sizes and damage output from the sites.</p>



<p>As the analysis has been done before by others we will just provide the priorities of sites here:</p>



<ol class="wp-block-list"><li>Havens (Rock Havens)<strong>*</strong></li><li>Forsaken Hubs</li><li>Sanctums (Ring Sanctums)<strong>**</strong></li></ol>



<p>This is the priority in which you want to run sites, personally I do not run Ring Sanctums because I found their damage output to be a little too high for my liking, whereas the other sites provide decent ISK and low Risk.</p>



<p>When you undock in your ratting system, the first thing you should do is open your Probe Scanner with all the signatures, start by sorting by name and then Ignore all the sites that are not one of the above 3 types. (I also ignore Sanctums). – now you only have sites you are interested in and if any new sigs spawn you will see them.</p>



<p><strong>*</strong>: The trick to find out if a Haven is a Rock Haven and not a Gas Haven is right click -&gt; warp to -&gt; ctrl+space to stop the ship. If the Haven in question is a Rock Haven, you will get a pop-up saying “I have detected a stargate nearby” – if the pop-up does not appear, right click and ignore that site as well, do this with all the Havens before you start ratting, so you only have the Rock Havens and no Gas Havens in your scanner.</p>



<p><strong>**</strong>: There is no trick for Sanctums, you have to warp to all of them(in a fast ship) in order to find out what it is, no shortcut here, hence why I skip those.</p>



<p>After this, you should sort by “Distance” so you get the closest ones on top.<br></p>



<p><strong>Fitting your Carrier:</strong>&nbsp;</p>



<p>Fitting your carrier is very important if you want to achieve the high ticks and not just the low ones.</p>



<p>In order to fit it for pure ratting, you need to be in an alliance that has a good INTEL channel, I cannot stress this enough, make sure the space is safe before you undock your expensive ratting carrier.</p>



<p>As a rule of thumb, for a ratting carrier you want the following:</p>



<p>High-Slots:<br>&#8211; Networked Sensor Array<br>&#8211; Cynosural Field Generator I<br>&#8211; Fighter Support Unit I/II<br>&#8211; Fighter Support Unit I/II<br>&#8211; Fighter Support Unit I/II</p>



<p>Cyno in case you have people that can potentially save you if you get tackled(remember Liquid Ozone), if not you can either add a Heavy Energy Neutraliser or another FSU. I recommend FSU IIs but the T1 variant works more than fine.</p>



<p><strong>For a Ratting Thanatos your mid slots should be:</strong></p>



<p>2x Drone Navigation Computers, below you can see the Maximum Velocity Bonus gains from the variants.<br>Personally I use Sentient Nav. Comps. because the bonus is simply too good to pass up, and the T2 variant takes several days to train into from the T1/Faction variants. The price for 2x Sentients will be around 230 Million a piece.</p>



<table class="wp-block-table"><tbody><tr><td>Type Name</td><td>Meta group</td><td>Maximum Velocity Bonus</td></tr><tr><td>Drone Navigation Computer I</td><td>Tech I</td><td>25%</td></tr><tr><td>Drone Navigation Computer II</td><td>Tech II</td><td>30%</td></tr><tr><td>Sentient Drone Navigation Computer</td><td>Faction</td><td>32%</td></tr></tbody></table>



<p>3x Omnidirectional Tracking Links, as you can see below, the difference in bonuses is worth noting.<br>Also here the T2 variant takes time training into, and the Faction modules cost around 50 million a piece, definitely worth it. In this module you can also fit a Tracking Speed script and an Optimal Range script.<br>We have played around with the different scripts and we have come up with the best for us being 2x Optimal range and the last either with a Tracking speed script or with no script at all – you should test for yourself with your faction rats, we have tested VS Guristas.</p>



<table class="wp-block-table"><tbody><tr><td>Type Name</td><td>Meta</td><td>Explosion Velocity</td><td>Explosion Radius</td><td>Falloff</td><td>Optimal Range</td></tr><tr><td>Denny Enduring Omnidirectional Tracking Link</td><td>Tech I</td><td>6.6%</td><td>-6.6%</td><td>12%</td><td>6%</td></tr><tr><td>Omnidirectional Tracking Link II</td><td>Tech II</td><td>8.25%</td><td>-8.25%</td><td>15%</td><td>7.5%</td></tr><tr><td>Federation Navy Omnidirectional Tracking Link</td><td>Faction</td><td>9.625%</td><td>-9.625%</td><td>16%</td><td>8%</td></tr></tbody></table>



<p><strong>For a Ratting Thanatos your Low Slots should be:</strong></p>



<p>4x Drone Damage Amplifiers, in this case the T2 variants are not hard training into but as you can see by the Damage Bonus (that also applies to fighters), the Faction variants are significantly better that their T1 or T2 counterparts, these will run you in 130 million a piece, you could also switch the 4<sup>th</sup> DDA out for a T2 variant because the fourth slot does not provide any significant boost because of diminishing returns.</p>



<table class="wp-block-table"><tbody><tr><td>Type Name</td><td>Meta</td><td>Drone Damage Bonus</td></tr><tr><td>Drone Damage Amplifier</td><td>Tech I</td><td>15%</td></tr><tr><td>Drone Damage Amplifier II</td><td>Tech II</td><td>20.5%</td></tr><tr><td>Imperial Navy Drone Damage Amplifier</td><td>Faction</td><td>23.8%</td></tr></tbody></table>



<p>1 x Capital Armor Repair Module, here you should start with a Tech 1 Capital I-a Enduring Armor Repairer,<br>this thing is relatively cheap and will do the job. I would not advise you to train Tech II, because it takes 6 more days, and I haven’t done that.</p>



<p>What you could do is buy the CONCORD Capital Armor Repairer, it reps 25-30% more than the other one, but it has a price tag of almost 600 Million ISK, compared to the 90 mil for the I-a Armor Repairer – this is up to you, personally I wouldn’t buy CONCORD unless I had enough ISK to throw around, but if you live in risky space it can provide more time for your rescue fleet to arrive.</p>



<p>1x Centum C-type Energized Adaptive Nano Membrane (EANM) for the final low slot is what we have used due to the resists it provides, 24% / 27% / 27% / 26%, which on our ships provide around 50.000 EHP more for increased survival. – if Survival is no problem you could put on an Experimental Hyperspatial Accelerator which increases Warp Speed so you get faster from Site to Site.</p>



<p><strong>For any ratting carrier you Rigs should be:</strong></p>



<p>&nbsp;3x Capital Hyperspatial Velocity Optimizers.<br>These rigs increase your Warp Speed by 20%/25% depending on the T1 or T2 variant.<br>Price for the Tech ones are 43 million, whereas the price for Tech 2s are 190 million, which begs the question “is it worth it” and you are the only one that can answer that question.</p>



<p>For one of our testers, 0 rigs equals 1.70 AU/s warp speed.<br>T1 rigs = 2.66 AU/s warp speed&nbsp; (130 million ISK)<br>T2 rigs = 2.95 AU/s warp speed (570 million ISK)</p>



<p>Fit as you like, T1 rigs makes it more survivable if you have to sell it or you need to refit it to a combat carrier sometime, it also depends on how long you hope it will survive.</p>



<p><strong>Difference between ratting Thanatos and Nidhoggur in fitting them:</strong></p>



<p>As the Ratting Nidhoggur is a shield fit, you should utilize the extra Mid Slot for a Capital Shield Booster I, or T2 if you have trained it and a CONCORD if you have the ISK for it.</p>



<p>As for the low slots I still recommend 4x DDAs and instead of the armor repairer and EANM you could put in a Damage control, or something else you could want.<br></p>



<p><strong>Fighters to use:</strong></p>



<p>Before you undock, you need some offensive capability, AKA Fighters, for this you should look at what type of damage your target is susceptible to, we have compiled a little table below you can use.<br><br>What we recommend is 3 full flights of Light Fighters, that is 9 fighters per squad, plus some spares, personally I only have 5-10 extra, perhaps more will be needed in the new patch, I only carry them “in case” I lose one if I go afk or fuck something up.<br><br>Additional very important is having a squad of Dromi webbing support drones, I carry 10 in the fighter bay in case I get tackled, then it is nice having a squad of webbers to slow the interceptor down, again, better safe than sorry even though they are expensive.</p>



<table class="wp-block-table"><tbody><tr><td>Faction</td><td>Weak to</td><td>Recommended Fighter</td></tr><tr><td>Angel Cartel</td><td>Explosive</td><td>Einherji</td></tr><tr><td>Blood Raiders</td><td> EM/Thermal</td><td>Templar/Firbolg</td></tr><tr><td>Guristas</td><td>Kinetic</td><td>Dragonfly</td></tr><tr><td>Mordus Legion</td><td>Kinetic</td><td>Dragonfly</td></tr><tr><td>Rogue Drones</td><td>EM</td><td>Templar</td></tr><tr><td>Sansha</td><td>EM</td><td>Templar</td></tr><tr><td>Serpentis</td><td>Kinetic</td><td>Dragonfly</td></tr></tbody></table>



<p><strong>Implants???</strong></p>



<p>So, yes, it is possible to get implants that help you with an extra boost to warp speed, more specifically the <br>Eifyr and Co. &#8216;Rogue&#8217; Warp Drive Speed WS-613 and WS-615’s, as you can guess they give 13% and 15% increased Warp Drive Speed, the set goes from 5/8/10/13/15/18%. The 13% implant cost around 100 million ISK and the 15% is around 150 million ISK, the 18% is expensive at nearly 600 million ISK, which is why I recommend the 13 or 15% Implants for Slot 6.<br><br>Personally I also have a set of High-Grade Random things for the Attribute bonus, but if you really want to chase the ticks you can fit your clone with a full set of High-Grade Ascendancy set for even more increase in warp speed. By my calculations a full set without the Omega of Mid-Grade Ascendancy implants will cost you around 950 million ISK, and a High-Grade set will be around 2.5 Billion ISK, so don’t just go throwing the ISK around, remember, we will all lose a carrier sometime.<br></p>



<p><strong><em>HOW TO CARRIER RAT AND GET DANK TICKS</em></strong></p>



<p>Now you hopefully have a fully fitted ratting Carrier, with the appropriate Light fighters, and maybe a 15% Warp Speed Implant, some good Intel, you are on comms and in standing fleet, you have a PVE channel for the system you are ratting in to call out the 3 letter signature so no one else lands in your anomaly, and have un-fucked your Probe Scanner so now you only have Rock Havens in there, and Forsaken hubs in case all the rock havens are taken.</p>



<p>Fighters are controlled in a special way compared to drones, so do as I say and set your default orbit to 4000meters. Down where your Modules are, you can toggle between modules and fighter control panel, when on fighter panel click the square below that and detach the fighter panel. What I do is move it up to just below where all my targets are, this is to minimize mouse movement. – Just do it.<br>Then I click on squad one, shift click and mark the two other squads so the blue circle thing is around the fighter squads and NOT also the carrier.</p>



<p><strong>Module management:</strong> I load 2x Optimal and 1x Tracking/nothing Omni, and activate them, keep them running forever. You Repper will have to be pulsed when you have lost enough EHP to warrant a cycle.<br>The Networked Sensor Array(NSA) you should cycle when the first wave spawns, and from that point on you should start the cycle when you have your fighters target the last rat in the wave.</p>



<p>The Warp-in. – Always warp in at 100km, that is how we do it, some people do it another way, it&#8217;s safest this way.</p>



<p>Landing – when you land, the first thing you do is <strong>always</strong> align to the Keepstar / Fortizar / Safe POS / Station, and set your speed to 80% of full, in my carrier that is around 80m/s.<br><br>You want to move your fighters all the time, when you land, you launch your fighter squads, press “w” and click on the pirate gate in the middle of the Rock, this should make your drones move towards it and start orbiting, this is the reason we put our default orbit at 4000 meters, your drones will now orbit the center at 4000m.<br>Because you landed at 100k you should engage the MWD on your fighters, this can be done manually, or if you marked all 3 squads you can just press F2, shortcut for MWD.</p>



<p>Kill order for rats: <br>Frigates &gt; Destroyers &gt; Cruisers &gt; Battlecruisers &gt; Commander BS &gt; BS</p>



<p>Frigates: 1 Squad Guns only.</p>



<p>Destroyers: 1 Squad Guns only.</p>



<p>Cruisers: 1 Squad Guns only.</p>



<p>Battle cruisers: 1 Squad guns + 1 Volley (one volley and 1 cycle of guns is usually enough)</p>



<p>Battleships: 3 Squads and 1 Volley from each, basically target and press F1 + F3 to activate guns and missiles on all 3 squads, should take them out in no time. &nbsp; &#8212; some people say 1 squad on each BS but we think they regen too much and found it to be ineffective for MAX KRABS &#8212;</p>



<p><strong>Movement of Fighters</strong>:<br>An important thing to note is you have to make your fighters be constantly moving, each time they kill a target they slow down to standstill, which means you have to press “w” and click on the new target after each kill, the good thing is you can have all 3 squads marked, but only the squad that is *not* actively engaging something will follow your orbit command. <br>This mechanic is important, the time it takes from one gun-cycle to the next is enough to let your drones take damage, even die in the new patch, if you keep this “w” orbit movement up your fighters will also reach targets earlier and be orbiting when the gun is ready to cycle(Neat, I know!)</p>



<p>If you want higher ticks, you can look at the Rock Haven and when only Battleships are left and you have them all targeted, you can sort the targets according to range so you start from one end and kill the one close to your previous target instead of having your fighters fly more than necessary.</p>



<p><strong>Aligning and warping</strong>:</p>



<p>Now you know how to rat and keep your fighters alive, what is left?</p>



<p>When you are on the second-to-last wave, you should start aligning to your next combat site instead of the Citadel, you should Claim it in your PVE channel and make sure no one else did it first, personally I Ignore an anomaly and remove it from the list if someone else claims it. Make sure the one you claim and align to is close to your current one for reduced travel time.<br><br>When you have killed the last rat you call your drones back to your drone bay, press F2 for MWD and they should return to you in 10-15 seconds from 100-130 km out. Once they are in, you warp to a 100km on the new anomaly and repeat for DANK TICKS.<br></p>



<p>Thank you for reading, I hope it helps, if you found it useful but have advice, please send it to Fleet Master Keyes in-game, donations are also welcome.<br></p>



<p>Fly safe and rat rat rat!!! o7<br></p>
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		<title>EVE Guide for Newbies Everything You Need To Know</title>
		<link>https://gamerstips.com/eve-guide-for-newbies-everything-you-need-to-know/</link>
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		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Wed, 04 Sep 2019 15:31:47 +0000</pubDate>
				<category><![CDATA[EVE]]></category>
		<guid isPermaLink="false">https://mmoroom.com/?p=106</guid>

					<description><![CDATA[EVE in a Nutshell, and How to Crack it. By Vulxanis Viceroy Welcome! This document is intended&#8230;]]></description>
										<content:encoded><![CDATA[
<p>EVE in a Nutshell, and How to Crack it.</p>



<p>By <a href="http://evewho.com/pilot/Vulxanis+Viceroy" target="_blank" rel="noopener">Vulxanis Viceroy</a><br></p>



<p>Welcome! This document is intended to help less informed or newer players(and older players trying to explain concepts) enjoy eve online in a much easier manner by consolidating a lot of useful information sources into one. I will periodically edit this, so sorry if that throws you off while you are reading!&nbsp;<br></p>



<p>If you have any suggestions or questions, please comment on <a href="https://www.reddit.com/r/Eve/comments/4fanm8/eve_in_a_nutshell_and_how_to_crack_it/" target="_blank" rel="noopener">the reddit post with the same name</a>, and I will try and edit the document accordingly!<br></p>



<p>&nbsp;<a href="https://www.youtube.com/watch?v=qjulnwvUNLU" target="_blank" rel="noopener">You should look for players to play with and join a corporation, of course.</a> But not everyone likes to do the same thing, and a lot of people are not sure what to do in eve to further their career. This document hopes to make that a simpler task. Remember to join the ingame channel “Rookie Help”.<br></p>



<p>Also, I actually found a <a href="https://www.reddit.com/r/evenewbies/comments/3btl8l/google_doc_with_alot_of_good_information_for_new/" target="_blank" rel="noopener">similar document on reddit</a> that goes into a lot of what I have here. It’s simply in a different format. You should totally check it out too!<br></p>



<p>Most of the links in this document are not embedded specifically so you can easily copy and paste them when sharing. There are a bunch of helpful links at the bottom of the document that I may or may not have covered before, so be sure to check them out!<br></p>



<p>Hope this all helps!<br></p>



<p><strong>General Guides and Tips you should definitely check out:</strong></p>



<ul class="wp-block-list"><li>CCP’s flight academy videos: <a href="https://www.youtube.com/channel/UCczUeYqoS7d40bkeWmJHXGw/playlists" target="_blank" rel="noopener">https://www.youtube.com/channel/UCczUeYqoS7d40bkeWmJHXGw/playlists</a>&nbsp;</li><li>EVE Pro guides: <a href="https://www.youtube.com/user/Abbadon2110" target="_blank" rel="noopener">https://www.youtube.com/user/Abbadon2110</a>&nbsp;</li><li>The Things people don’t tell you!: <a href="https://www.youtube.com/watch?v=YLZNnKD4zhs" target="_blank" rel="noopener">https://www.youtube.com/watch?v=YLZNnKD4zhs</a>&nbsp;</li><li>The Things People don’t tell you! Revised: <a href="https://www.youtube.com/watch?v=TUqhl2xvb4g" target="_blank" rel="noopener">https://www.youtube.com/watch?v=TUqhl2xvb4g</a>&nbsp;</li><li>Quick Reference Guide: <a href="https://forums.eveonline.com/default.aspx?g=posts&amp;m=5721731#post5721731" target="_blank" rel="noopener">https://forums.eveonline.com/default.aspx?g=posts&amp;m=5721731#post5721731</a>&nbsp;</li><li>“Have a tip, leave a tip”: <a href="https://www.reddit.com/r/Eve/comments/1c211z/the_have_a_tip_leave_a_tip_eve_thread_round_v_the/" target="_blank" rel="noopener">https://www.reddit.com/r/Eve/comments/1c211z/the_have_a_tip_leave_a_tip_eve_thread_round_v_the/</a>&nbsp;</li><li>Guide for New players: <a href="http://www.thonky.com/eve-online-guide/new-player-guide" target="_blank" rel="noopener">http://www.thonky.com/eve-online-guide/new-player-guide</a>&nbsp;</li><li>What I wish I knew as a new player: <a href="https://oldforums.eveonline.com/?a=topic&amp;threadID=910880&amp;page=2" target="_blank" rel="noopener">https://oldforums.eveonline.com/?a=topic&amp;threadID=910880&amp;page=2</a>&nbsp;</li><li>Things EVE Pilots wish they knew when they started: <a href="http://www.eveproguides.com/things-eve-pilots-wish-knew-started/" target="_blank" rel="noopener">http://www.eveproguides.com/things-eve-pilots-wish-knew-started/</a>&nbsp;</li><li>The Most Obvious thing I wish I’d learned earlier: <a href="http://backstage.eve-inspiracy.com/index.php?topic=219.msg1250#msg1250" target="_blank" rel="noopener">http://backstage.eve-inspiracy.com/index.php?topic=219.msg1250#msg1250</a>&nbsp;</li><li>What you need to know before playing EVE Online: <a href="https://www.reddit.com/r/Eve/comments/1p915i/what_you_need_to_know_before_playing_eve_online/" target="_blank" rel="noopener">https://www.reddit.com/r/Eve/comments/1p915i/what_you_need_to_know_before_playing_eve_online/</a>&nbsp;</li></ul>



<p></p>



<p><strong>Mailing lists you should join:</strong></p>



<ul class="wp-block-list"><li>Overviews 101(WIP!!!)</li><li>Zirio-Syundai Overview&nbsp;</li><li>Color Coding 101</li><li>Implants 101</li><li>PVE 101</li><li>NPC Mining 101</li><li>Tradehubs 101</li></ul>



<p></p>



<p><strong>Sidenote on mailing lists:</strong></p>



<p>I will be referencing mailing list a few times in this document. How to access a mailing list? Go to your neocom (the bar on the left by default with the icons), and look for the envelope icon. That’s your mailbox. Open that, and go to the bottom left of the window, it says “add mailing list”, then type in the name of the mailing list you want to join (or create).<br></p>



<p>This is especially helpful for multiple reasons. It is an easy way to send information to a specific group without adding them individually to the mail, but it is also easy to store information across characters.<br></p>



<p><strong>Table of contents:</strong><br></p>



<ol class="wp-block-list"><li>The Neocom</li><li>The Overview</li><li>The information tab</li><li>Fitting your ship</li><li>The Skill Queue</li><li>Killboards</li><li>PvP</li><li>Markets</li><li>Eve Slang</li><li>Fitting Tools</li><li>The Lore of EVE Online</li><li>Clear Skies</li><li>Making Money in EVE Online</li><li>Out of Game Content</li><li>Broadcast4reps</li><li>Links for Easy Reference (In no particular order)</li></ol>



<p><strong>The Neocom:</strong></p>



<p>The Neocom is your menu interface. It is by default on the left of your screen, and the order of the icons can be edited at any time. If there is an icon not on your neocom that you wish to be there, or are curious what features your neocom provides (such as ingame browser or calculator), simply go to the top left, click the “E” button above your profile picture, find what you are looking for, and drag and drop the icon onto your neocom. This can be changed at any time and is totally customizable.<br></p>



<p>	<strong>Links:</strong></p>



<ul class="wp-block-list"><li>Tips and tricks for setting up your user interface: <a href="https://www.youtube.com/watch?v=CI8EGuoYjCQ" target="_blank" rel="noopener">https://www.youtube.com/watch?v=CI8EGuoYjCQ</a>&nbsp;</li></ul>



<p></p>



<p><strong>The Overview:&nbsp;</strong></p>



<p>The Overview is the single most important tool in eve online aside from the neocom. Without it, EVE becomes incredibly difficult to play. The Mailing list “Overviews 101(WIP!!!)” is periodically updated with each new change that comes out, based off of the famous “SaraShawa-Overview” setup. The mailing list explains how to edit the overview further, as well as provides ready made edited versions of the overview for easy use.<br></p>



<p>For any further questions that mailing list does not address, please join the channel “Zirio-Syundai Overview ”.&nbsp;<br></p>



<p><strong>Links:</strong></p>



<ul class="wp-block-list"><li>E-Uni Overview Setup guide: <a href="https://www.youtube.com/watch?v=TY2scKcFnv4&amp;list=PLC09EB7E88FB25E5E&amp;index=5" target="_blank" rel="noopener">https://www.youtube.com/watch?v=TY2scKcFnv4&amp;list=PLC09EB7E88FB25E5E&amp;index=5</a>&nbsp;</li></ul>



<p><strong>The Information tab:</strong></p>



<p>The information tab on any item in the game (ship, module, ammo, structure, etc) is extremely helpful for understanding its properties. When you click “show info” on a ship, you can see how much base cpu and powergrid (essentially the little building blocks you can fit inside your ship fitting) your ship can hold before skills, rigs, or modules edit this.<br></p>



<p>When looking at a turret, launcher, drone, etc, you can actually see what their likely damage output is before your skills affect it. Just right click the “show info” tab on the item, and go to the section that says “attributes”. A good way to understand what different modules and drones do is to hold them side by side and compare them. You can separate tabs by holding the shift button and clicking on the info tab.</p>



<p></p>



<p><strong>Fitting your ship:</strong></p>



<p>Fitting your ship is one of the most important parts of the game. You access the fitting window via your neocom with the little ship icon in a circle.&nbsp;<br></p>



<p>	<strong>Links:</strong></p>



<ul class="wp-block-list"><li>Fitting introduction: <a href="https://www.youtube.com/watch?v=89fyABSd9OU&amp;index=3&amp;list=PLC09EB7E88FB25E5E" target="_blank" rel="noopener">https://www.youtube.com/watch?v=89fyABSd9OU&amp;index=3&amp;list=PLC09EB7E88FB25E5E</a>&nbsp;</li></ul>



<p><strong>The Skill </strong><strong>Queue</strong><strong>:</strong></p>



<p>NEVER LET YOUR SKILL QUEUE RUN DRY WHILE YOU ARE SUBBED!<br></p>



<p>Always make sure that your skill queue is running. Your skill queue is a time-dependant setup where you “train” or “download” skills into your character’s head. You need skills to use ships and modules alike, as well as to use them more efficiently. Different skills do different things, and some skills are helpful (such as armor resists) that may not be visibly important right away.&nbsp; You would do well to go into the market and look at all the skills and read what each one does.<br></p>



<p><strong>Links:</strong></p>



<ul class="wp-block-list"><li>What to train in your first month: <a href="http://www.tentonhammer.com/guides/the-first-month-of-playing-eve-online" target="_blank" rel="noopener">http://www.tentonhammer.com/guides/the-first-month-of-playing-eve-online</a>&nbsp;</li><li>Top 10 most Frequently asked questions about skills: <a href="http://www.tentonhammer.com/guides/ten-frequently-asked-questions-about-eve-skills-eve-online-guide" target="_blank" rel="noopener">http://www.tentonhammer.com/guides/ten-frequently-asked-questions-about-eve-skills-eve-online-guide</a>&nbsp;</li><li>Support Skills: <a href="https://www.youtube.com/watch?v=HQ_2tuXt3G4&amp;index=25&amp;list=PLC09EB7E88FB25E5E" target="_blank" rel="noopener">https://www.youtube.com/watch?v=HQ_2tuXt3G4&amp;index=25&amp;list=PLC09EB7E88FB25E5E</a>&nbsp;</li><li>Good Skills to train: <a href="https://forums.eveonline.com/default.aspx?g=posts&amp;m=2969118" target="_blank" rel="noopener">https://forums.eveonline.com/default.aspx?g=posts&amp;m=2969118</a>&nbsp;</li><li>Skill Training Guide: <a href="http://eveinfo.net/wiki/index~16.htm" target="_blank" rel="noopener">http://eveinfo.net/wiki/index~16.htm</a>&nbsp;</li><li>Skills and Learning: <a href="http://wiki.eveuniversity.org/Skills_and_Learning" target="_blank" rel="noopener">http://wiki.eveuniversity.org/Skills_and_Learning</a>&nbsp;</li></ul>



<p><strong>Killboards:</strong></p>



<p>Did you know that when your ship is killed by another player, it will likely show up in the public domain? Anyone can look up any losses or kills you have if someone either posts it or you give your api to <a href="http://www.zkillboards.com" target="_blank" rel="noopener">www.zkillboards.com</a> so you can see the results. Zkillboards is generally considered more accurate in referencing how much a loss is worth vs the in game killmails because it tracks the market prices more accurately.</p>



<p></p>



<p><strong>PvP</strong></p>



<p>PvP (or Player Vs. Player) is a core part of EVE Online. It can happen, anywhere, any time, if you are undocked. Join fleets, make mistakes, ask questions, try things out, and you’ll get it eventually. Joining a corp that has an SRP(Ship Replacement Program) setup would be wise when first starting out. If you are curious about flying a specific type of ship or doing a specific type of combat, YouTube has hundreds of videos on the subject. Experience and skill points are what get you good at pvp, in that order. See the links at the bottom of this section for opportunities for public fleets.<br></p>



<p><strong>PvP in different sections of space:</strong><br></p>



<p><strong>Hisec:</strong></p>



<ul class="wp-block-list"><li>Ganking: Someone shoots at you to harass or attain your cargo for profit.</li><li>Wardecs: Concord is paid to look the other way and you can legally be attacked by that corporation or alliance even in hisec. Only player corporations can be wardecced.</li><li>Warp interdiction bubbles and bombs are illegal to use here.</li></ul>



<p><strong>Lowsec:</strong> Any and everyone can be attacked. You will lose security status if someone is not flagged “criminal” (they did something to piss off concord like shoot someone) or “suspect” (they irritated concord by stealing something). Also, if you attack someone on the gate or stations, the guns anchored there WILL attack you. If your security status gets too low, you will be unable to go back into specific areas (or potentially all) of hisec. Please join the mailing list “PVE 101” for further details. Warp interdiction bubbles and bombs are illegal to use here.<br></p>



<p><strong>Nullsec/0.0 space:</strong> Bubbles and bombs are legal, no rules.&nbsp;</p>



<p><strong>Wormholes:</strong> Same as null, except there are no gates. Please see the exploration section of “Making money in EVE online” for further details.<br></p>



<p><strong>Links:</strong></p>



<ul class="wp-block-list"><li>To get in on public fleets going every day, join the in game channel “Spectre Fleet” for various types of fleets, or “Bombers Bar” if you are interested in specifically going on bombing runs and such. Great way to get in on some pvp in an NPSI(Not Purple, Shoot It) environment.</li><li>Tackling a ship 101: <a href="https://www.youtube.com/watch?v=Qy02-DfcItg" target="_blank" rel="noopener">https://www.youtube.com/watch?v=Qy02-DfcItg</a>&nbsp;</li><li>Concord response time: <a href="https://www.youtube.com/watch?v=RYdb8riJUvk&amp;index=9&amp;list=PLC09EB7E88FB25E5E" target="_blank" rel="noopener">https://www.youtube.com/watch?v=RYdb8riJUvk&amp;index=9&amp;list=PLC09EB7E88FB25E5E</a>&nbsp;</li></ul>



<p><strong>Markets:</strong>&nbsp;</p>



<p>Do you want to know where the most popular trade hubs are? Join the mailing list “Tradehubs 101”. It not only has in game links to the stations you can use for bookmarks if you lost yours, but it is very easy to label them if you follow its suggested method.<br></p>



<p>But say you know where the trade hubs are, and want to know how much something is being sold for in a different trade hub? Look up <a href="http://www.evecentral.com" target="_blank" rel="noopener">www.evecentral.com</a> for all your marketing needs!<br></p>



<p>Also a newer feature(as of 2014?), you can buy multiple items simultaneously! Just click “buy all” on a fitting window. You can also “sell all” your items in the item hanger if you so choose. Gets a little slow after you fill it with enough orders, so be aware.<br></p>



<p><strong>Links:</strong></p>



<ul class="wp-block-list"><li>Market Trading in EVE: <a href="https://www.youtube.com/watch?v=2-9nhCCScIw" target="_blank" rel="noopener">https://www.youtube.com/watch?v=2-9nhCCScIw</a>&nbsp;</li><li>Market tutorial (old): <a href="https://www.youtube.com/watch?v=yU_AnKRk3Bk" target="_blank" rel="noopener">https://www.youtube.com/watch?v=yU_AnKRk3Bk</a>&nbsp;</li><li>Market Orders: <a href="https://www.youtube.com/watch?v=cDmon8H2ROo&amp;list=PLC09EB7E88FB25E5E&amp;index=6" target="_blank" rel="noopener">https://www.youtube.com/watch?v=cDmon8H2ROo&amp;list=PLC09EB7E88FB25E5E&amp;index=6</a>&nbsp;</li><li>Market Price History: <a href="https://www.youtube.com/watch?v=hppxkfx39EU&amp;index=7&amp;list=PLC09EB7E88FB25E5E" target="_blank" rel="noopener">https://www.youtube.com/watch?v=hppxkfx39EU&amp;index=7&amp;list=PLC09EB7E88FB25E5E</a>&nbsp;</li></ul>



<p><strong>Eve Slang:</strong><strong>&nbsp;</strong></p>



<p>Ever hear a term on comms that you don’t recognize but are too scared to ask? First, you should still try and ask. But for future reference, see the links below for many of the common phrases in eve online used as slang terms!<br></p>



<p>	<strong>Links:</strong></p>



<ul class="wp-block-list"><li><a href="http://www.tentonhammer.com/guides/a-glossary-of-slang-in-eve-online" target="_blank" rel="noopener">http://www.tentonhammer.com/guides/a-glossary-of-slang-in-eve-online</a></li><li><a href="http://wiki.eveuniversity.org/Category:Eve_Lexicon" target="_blank" rel="noopener">http://wiki.eveuniversity.org/Category:Eve_Lexicon</a>&nbsp;</li><li><a href="http://wiki.eveuniversity.org/Fleet_Terminology" target="_blank" rel="noopener">http://wiki.eveuniversity.org/Fleet_Terminology</a></li><li><a href="http://wiki.eveuniversity.org/The_Rookie%27s_Guide_To_Fleet_Ops" target="_blank" rel="noopener">http://wiki.eveuniversity.org/The_Rookie&#8217;s_Guide_To_Fleet_Ops</a></li></ul>



<p><strong>Fitting Tools:&nbsp;</strong></p>



<p>Fitting tools are extremely helpful in saving you money on fitting ships and figuring out how to fly them! EDIT: There is an in-game “Ghost Fitting” tool that is a work in progress as of this writing. Look into that also!<br></p>



<p>	<strong>Links:</strong></p>



<ul class="wp-block-list"><li>Pyfa: <a href="http://wiki.eveuniversity.org/Guide_to_using_PYFA" target="_blank" rel="noopener">http://wiki.eveuniversity.org/Guide_to_using_PYFA</a>&nbsp;</li><li>EFT: <a href="http://wiki.eveuniversity.org/Guide_to_using_EFT" target="_blank" rel="noopener">http://wiki.eveuniversity.org/Guide_to_using_EFT</a> (Outdated)</li></ul>



<p></p>



<p><strong>The Lore of EVE Online:</strong></p>



<p>Ever since CCP decided to quickly and abruptly remove the wiki(<a href="https://community.eveonline.com/news/news-channels/eve-online-news/evelopedia-shutdown-2016-02-29-09-00/" target="_blank" rel="noopener">CCP statement</a>) with only a week’s warning, the lore for the game has been difficult to find in a consolidated manner until there is a replacement. Some dedicated players were able to back up most of EVElopedia, as well as there are other sources of EVE online lore available out there. The following links are the best sources that are available at this time.<br></p>



<p>	<strong>Links:</strong></p>



<ul class="wp-block-list"><li>EVElopedia backup: <a href="http://wiki.eve-inspiracy.com/index.php?title=Main_Page" target="_blank" rel="noopener">http://wiki.eve-inspiracy.com/index.php?title=Main_Page</a> (special thanks to the backstage forums team!)</li><li>Scope News: <a href="https://www.youtube.com/playlist?list=PLQvKSs1k6DLND_n1eyjHLML_0G__CEqMg" target="_blank" rel="noopener">https://www.youtube.com/playlist?list=PLQvKSs1k6DLND_n1eyjHLML_0G__CEqMg</a>&nbsp;</li><li>Rare items: <a href="http://eveinfo.com/inventory/IDG17/commodity.html" target="_blank" rel="noopener">http://eveinfo.com/inventory/IDG17/commodity.html</a>&nbsp;</li><li>Brave Newbies Wiki: <a href="https://wiki.braveineve.com/?_ga=1.201141734.998382119.1424401821" target="_blank" rel="noopener">https://wiki.braveineve.com/?_ga=1.201141734.998382119.1424401821</a></li><li>Eve Uni Wiki: <a href="http://wiki.eveuniversity.org/Main_Page" target="_blank" rel="noopener">http://wiki.eveuniversity.org/Main_Page</a>&nbsp;</li></ul>



<p></p>



<p><strong>Clear Skies:</strong></p>



<p>There is an AWESOME (but super old) fan made video series called Clear Skies. Even if some of the game mechanics have changed (ask a vet about clear skies and how the game has changed since) it’s still a lot of fun and really well done series. It’s really sad how few people actually know about this. If you like eve, you’ll like clear skies. Episode links below!<br></p>



<p>	<strong>Links:</strong></p>



<ul class="wp-block-list"><li>Clear skies 1: <a href="https://www.youtube.com/watch?v=5285kr1J4xE" target="_blank" rel="noopener">https://www.youtube.com/watch?v=5285kr1J4xE</a></li><li>Clear Skies 2: <a href="https://www.youtube.com/watch?v=4NRJgxkK-t8" target="_blank" rel="noopener">https://www.youtube.com/watch?v=4NRJgxkK-t8</a>&nbsp;</li><li>Clear Skies 3: <a href="https://www.youtube.com/watch?v=ehN1eS6HSro" target="_blank" rel="noopener">https://www.youtube.com/watch?v=ehN1eS6HSro</a>&nbsp;</li></ul>



<p><strong>Making money in EVE Online</strong></p>



<p>Here are some easy examples of ways to make eve online that you can do. This is by far not a complete list, but it should cover most of the more popular ways of making isk. My personal suggestion would be to make a different character for every type of gameplay that you want so you have multiple options for when one source of income dries up. This will take time, but it is most definitely worth it. Some of these categories overlap, so please just be aware. Hope this helps!&nbsp;<br></p>



<ul class="wp-block-list"><li><strong>Missioning:</strong> Missioning is the easiest and most common(although not the most lucrative) way to make money in hisec for new and more experienced players alike. All you need to do is find an agent in the agent finder(see Neocom basics) that you have enough standings to use, follow their directions, don’t die, and salvage the loot. Don’t bother salvaging if the mission is only a level 1 or 2. You want to get to a level 3 agent as soon as possible, and then a level 4. Then you most definitely want to salvage and loot.&nbsp; Join the mailing list “PVE 101” for helpful reference on damage types.</li><li>After you have enough lp, you cash it in at the lp store and can either sell it on the market, or use it yourself. Sisters of Eve missions are generally considered the easiest to make money from. The station “Simela IV &#8211; Moon 7 &#8211; Sisters of EVE Academy” has a level 1, 2 and 3 agent in the same place, so it saves you a trip from going a lot of places to find the right agent level. Reprocess all the loot that you can’t bother to sell, use your lp to buy astero blueprints, make the astero, and either sell or use the astero yourself. You can easily make yourself a 60mil profit from doing this alone.&nbsp;</li><li>A great way to help you get yourself back on your feet so you can try more lucrative means of making isk!</li><li>BE AWARE! If you do a mission that fights a particular faction YOU WILL LOSE STANDINGS AGAINST THAT FACTION! So if you care about factional standings, don’t shoot at anyone that are not pirates (or Amarr, Caldari, Gallente, and Minmatar navy npcs). This also goes for anomaly ratting.</li></ul>



<p></p>



<p><strong>	</strong><strong>Links:</strong></p>



<ul class="wp-block-list"><li><a href="http://eve-survival.org/" target="_blank" rel="noopener">Eve survival:</a> This is a really link I will reference multiple times. I embedded it instead of linking the address because I needed to explain this link’s significance. This site essentially gives you the information on almost every mission in the game so you know exactly what you’re getting into. It also has information on anomalies in hisec/lowsec/nullsec and wormholes as well. It is one of the most important websites you will ever bookmark. For anything else that it doesn’t cover, there’s google.</li><li>LP Store: <a href="https://www.fuzzwork.co.uk/lpstore" target="_blank" rel="noopener">https://www.fuzzwork.co.uk/lpstore</a>&nbsp;</li><li>Missioning and Standings: <a href="https://www.youtube.com/watch?v=jzUyXWILFmo&amp;list=PLC09EB7E88FB25E5E&amp;index=22" target="_blank" rel="noopener">https://www.youtube.com/watch?v=jzUyXWILFmo&amp;list=PLC09EB7E88FB25E5E&amp;index=22</a>&nbsp;</li></ul>



<ul class="wp-block-list"><li><strong>Incursions:</strong> Incursions, in short, are essentially large scale fleets of players shooting at npcs, and if they do it right they all get paid. The largest public english speaking fleets ran in eve are “Warp to Me Incursions”, and “The Valhalla Project”.&nbsp; There are others that are Non-English speaker focused(Russian, German, Japanese, etc), so check them out if needed.&nbsp;</li><li>&nbsp;It takes a lot of skill points to get into this form of isk making, but if done right can get you billions in a fun and social environment, and is one of the most popular side projects to fund the various exploits of players. Join the in game channels of an incursion fleet and ask them about what to do.</li></ul>



<p><strong>	</strong><strong>Links:</strong></p>



<ul class="wp-block-list"><li>Introduction to incursions: <a href="https://www.youtube.com/watch?v=y5Cp-Zuxp5M" target="_blank" rel="noopener">https://www.youtube.com/watch?v=y5Cp-Zuxp5M</a>&nbsp;</li><li>Other Incursion running fleets: Join the in game channel “Incursion Public”. MTOD has a list.</li><li>Warp To Me Incursions: In game channel “Warp To Me Incursions”</li><li>Warp To Me rookie Guide:&nbsp;</li><li><a href="http://forums.eve-warptome.com/index.php?/topic/587-rookie-guide-new-players/" target="_blank" rel="noopener">http://forums.eve-warptome.com/index.php?/topic/587-rookie-guide-new-players/</a>&nbsp;</li><li>Warp To Me Incursions New Forums: <a href="https://forums.warptome.net/" target="_blank" rel="noopener">https://forums.warptome.net/</a>&nbsp;</li><li>The Valhalla Project: In game channel “The Valhalla Project”</li><li>The Valhalla Project: <a href="http://thevalhallaproject.info/" target="_blank" rel="noopener">http://thevalhallaproject.info/</a>&nbsp;</li></ul>



<ul class="wp-block-list"><li><strong>Faction Warfare:</strong> Faction warfare (aside from the pvp aspect) is a very profitable style of gameplay consisting of earning lp passively through “plexing” or sitting in a complex long enough without dying and shooting the npc that comes up for it to get you lp. You do get lp from killing people on the other side of the war as well. You can also do Npc missions in lowsec for a lot of lp (level 4s being the most lucrative). Similar to mission running, you turn in lp to get items to sell for money.</li></ul>



<p>	<strong>Links:&nbsp;</strong></p>



<ul class="wp-block-list"><li>Defensive Plexing: <a href="https://youtu.be/SU6P6hccom8?t=7s" target="_blank" rel="noopener">https://youtu.be/SU6P6hccom8?t=7s</a>&nbsp;</li><li>Offensive Plexing: <a href="https://youtu.be/nR_rVkdeLfQ?t=16s" target="_blank" rel="noopener">https://youtu.be/nR_rVkdeLfQ?t=16s</a>&nbsp;</li><li>Guide to Lp conversion: <a href="https://www.youtube.com/watch?v=rnv4eW9hwP0" target="_blank" rel="noopener">https://www.youtube.com/watch?v=rnv4eW9hwP0</a>&nbsp;</li><li>Full tutorial: <a href="https://www.youtube.com/watch?v=xOwPv9Y7TBQ" target="_blank" rel="noopener">https://www.youtube.com/watch?v=xOwPv9Y7TBQ</a>&nbsp;</li><li>Eve Uni FacWar: <a href="http://wiki.eveuniversity.org/Factional_Warfare" target="_blank" rel="noopener">http://wiki.eveuniversity.org/Factional_Warfare</a></li><li>Eve survival Guides: <a href="http://eve-survival.org/wikka.php?wakka=FactionalWarfareGuides" target="_blank" rel="noopener">http://eve-survival.org/wikka.php?wakka=FactionalWarfareGuides</a>&nbsp;</li><li>LP Store: <a href="https://www.fuzzwork.co.uk/lpstore" target="_blank" rel="noopener">https://www.fuzzwork.co.uk/lpstore</a>&nbsp;</li></ul>



<ul class="wp-block-list"><li><strong>Station trading: </strong>One of the more difficult and boring but ludicrously profitable methods of making money in eve online. Station trading is the act of buying and selling items and ships with the intention of making a profit. Please also see the market section of this document.</li></ul>



<p><strong>	</strong><strong>Links:</strong></p>



<ul class="wp-block-list"><li>Eve uni Station trading explanation: <a href="https://www.youtube.com/watch?v=0-DKtrJXOR8" target="_blank" rel="noopener">https://www.youtube.com/watch?v=0-DKtrJXOR8</a>&nbsp;</li><li>Station Trading 101: <a href="https://www.youtube.com/watch?v=qI8EyalC1J4" target="_blank" rel="noopener">https://www.youtube.com/watch?v=qI8EyalC1J4</a>&nbsp;</li><li>EVE for billionaires: <a href="https://www.youtube.com/watch?v=nMwKa9UjeaA" target="_blank" rel="noopener">https://www.youtube.com/watch?v=nMwKa9UjeaA</a>&nbsp;</li><li>Simple Market tip: <a href="https://www.youtube.com/watch?v=uw_zG-9piig" target="_blank" rel="noopener">https://www.youtube.com/watch?v=uw_zG-9piig</a>&nbsp;</li></ul>



<ul class="wp-block-list"><li><strong>Ratting in anomalies:</strong> An Anomaly, simply put, is anything that can be scanned down or warped to directly in space. Usually there are NPCs to shoot there, but not always. Different types of anomalies do different things. Look up the type of anomaly you want to try ahead of time on <a href="http://eve-survival.org/wikka.php?wakka=AnomalyReports" target="_blank" rel="noopener">EVE survival</a> before entering it so you know what you are getting yourself into. Join the mailing list “PVE 101” for further details.</li></ul>



<p>	<strong>Links:</strong></p>



<ul class="wp-block-list"><li>Top 5 questions about ratting in EVE: <a href="http://www.tentonhammer.com/guides/five-frequently-asked-questions-about-ratting-in-eve-online" target="_blank" rel="noopener">http://www.tentonhammer.com/guides/five-frequently-asked-questions-about-ratting-in-eve-online</a>&nbsp;</li><li>Cosmic Anomalies: <a href="http://wiki.eveuniversity.org/Cosmic_Anomalies" target="_blank" rel="noopener">http://wiki.eveuniversity.org/Cosmic_Anomalies</a>&nbsp;</li><li>Nullsec Anomalies: <a href="https://www.youtube.com/watch?v=g8pUTZZV4gc" target="_blank" rel="noopener">https://www.youtube.com/watch?v=g8pUTZZV4gc</a>&nbsp;</li><li>Profitable Combat sites: <a href="https://www.reddit.com/r/Eve/comments/1mhqy9/" target="_blank" rel="noopener">https://www.reddit.com/r/Eve/comments/1mhqy9/</a>&nbsp;</li><li>Ratting 101: <a href="http://wiki.eveuniversity.org/Ratting_101" target="_blank" rel="noopener">http://wiki.eveuniversity.org/Ratting_101</a>&nbsp;</li></ul>



<ul class="wp-block-list"><li><strong>Hauling:</strong><strong> </strong>Transporting, or “Hauling” items and ships can be profitable if you take contracts and haul for others for isk. You need a ship with a big enough cargohold to do this, though, so hauling professionally is generally done in freighters. Freighters generally have over 1,000,000 m3 (meters cubed, how cargo size is measured) so they can hold quite a lot.</li></ul>



<p>	<strong>Links:</strong></p>



<ul class="wp-block-list"><li>Markee Dragon’s hauling guide: <a href="https://www.youtube.com/watch?v=7NjY9aU-uBQ" target="_blank" rel="noopener">https://www.youtube.com/watch?v=7NjY9aU-uBQ</a>&nbsp;</li><li>Jump Freighter Hauling: <a href="https://www.youtube.com/watch?v=huV9RD8FIx8" target="_blank" rel="noopener">https://www.youtube.com/watch?v=huV9RD8FIx8</a>&nbsp;</li><li>Space Trucking for Profit: <a href="https://www.youtube.com/watch?v=OaQaj8CjeSk" target="_blank" rel="noopener">https://www.youtube.com/watch?v=OaQaj8CjeSk</a>&nbsp;</li><li>A Freighter’s guide on how not to get Ganked: <a href="https://www.themittani.com/features/freighter-pilots-guide-not-getting-ganked" target="_blank" rel="noopener">https://www.themittani.com/features/freighter-pilots-guide-not-getting-ganked</a>&nbsp;</li></ul>



<ul class="wp-block-list"><li><strong>Exploration:</strong><strong> </strong>A unique and very easy to get into way to make money in eve with very little skill, this is something that is highly recommended for alt characters for new players after a few weeks so they have something to switch back and forth to in case something happens where they can’t do something on their main character. Exploration does not take very many skill points to get started in at least, and can be very profitable if you are lucky. Much of exploration is wormhole focused, but a lot of it is also in known space. Many players love this aspect of the game so much it is almost all they do.</li></ul>



<p><strong>	</strong><strong>Links:</strong><br></p>



<p><strong>Exploration tutorials:</strong></p>



<ul class="wp-block-list"><li>Wormholes 101: <a href="https://www.youtube.com/watch?v=hXiqpglBw_s&amp;list=PLC09EB7E88FB25E5E&amp;index=20" target="_blank" rel="noopener">https://www.youtube.com/watch?v=hXiqpglBw_s&amp;list=PLC09EB7E88FB25E5E&amp;index=20</a>&nbsp;</li><li>Making money through exploration: <a href="https://www.youtube.com/watch?v=gSpIw7x3QEE" target="_blank" rel="noopener">https://www.youtube.com/watch?v=gSpIw7x3QEE</a>&nbsp;</li></ul>



<ul class="wp-block-list"><li>How to do exploration in eve playlist <a href="https://www.youtube.com/watch?v=s-drWM1tzV4&amp;list=PLeoQW9teD29NfugYP5ZieZbEQ8HHyxopt" target="_blank" rel="noopener">https://www.youtube.com/watch?v=s-drWM1tzV4&amp;list=PLeoQW9teD29NfugYP5ZieZbEQ8HHyxopt</a></li><li>What kind of ship to start out with <a href="https://www.themittani.com/features/guide-become-eve-explorer-48-hours?nopaging=1" target="_blank" rel="noopener">https://www.themittani.com/features/guide-become-eve-explorer-48-hours?nopaging=1</a></li><li>Eve university guide to what exploration is <a href="http://wiki.eveuniversity.org/Exploration" target="_blank" rel="noopener">http://wiki.eveuniversity.org/Exploration</a>&nbsp;</li><li>Top 10 things to know about wormholes: <a href="https://www.youtube.com/watch?v=Y_eRP3NwACg" target="_blank" rel="noopener">https://www.youtube.com/watch?v=Y_eRP3NwACg</a>&nbsp;</li><li>Wormhole tutorial: <a href="https://www.youtube.com/watch?v=zDmLrjIUwNo" target="_blank" rel="noopener">https://www.youtube.com/watch?v=zDmLrjIUwNo</a>&nbsp;</li></ul>



<ul class="wp-block-list"><li>Living in wormhole space: <a href="http://wiki.eveuniversity.org/Living_in_Wormhole_Space" target="_blank" rel="noopener">http://wiki.eveuniversity.org/Living_in_Wormhole_Space</a>&nbsp;</li><li>How to make Bookmarks: <a href="https://www.youtube.com/watch?v=Lj0jodqAZ8U&amp;list=PLC09EB7E88FB25E5E" target="_blank" rel="noopener">https://www.youtube.com/watch?v=Lj0jodqAZ8U&amp;list=PLC09EB7E88FB25E5E</a>&nbsp;</li></ul>



<p><strong>Wormhole tools:</strong></p>



<ul class="wp-block-list"><li>Everything wormholes: <a href="http://wormholes.info/wordpress/links/" target="_blank" rel="noopener">http://wormholes.info/wordpress/links/</a></li></ul>



<ul class="wp-block-list"><li>Wormhol.es:<a href="http://wh.pasta.gg/" target="_blank" rel="noopener"> http://wh.pasta.gg/</a>&nbsp;</li><li>Wormhole types: <a href="http://www.ellatha.com/eve/wormholelist.asp" target="_blank" rel="noopener">http://www.ellatha.com/eve/wormholelist.asp</a>&nbsp;</li><li>Siggy:<a href="https://siggy.borkedlabs.com" target="_blank" rel="noopener"> https://siggy.borkedlabs.com</a></li><li>Eveeye: <a href="https://eveeye.com/?opt=I&amp;x=l&amp;system=Jita" target="_blank" rel="noopener">https://eveeye.com/?opt=I&amp;x=l&amp;system=Jita</a></li></ul>



<ul class="wp-block-list"><li><strong>Industry:</strong> Industry(and manufacturing) is EVE online’s crafting. You essentially make modules, ammo, drones, and ships with blueprints using materials. This can be anything from minerals mined from asteroids, to algae scooped off of a planet. It’s a long and complicated process, but if done correctly it’s a good way to make money. Also see the links at the bottom of the document regarding industry and manufacturing, as well as the PI(planetary interaction) section.</li><li>Side note: Be careful of <a href="http://www.minerbumping.com/p/the-code.html" target="_blank" rel="noopener">CODE.</a> and other gankers while mining in hisec(and anyone else anywhere else). They will try and blow you up in hisec and bully you into paying them to go away.</li></ul>



<p><strong>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Links:</strong></p>



<ul class="wp-block-list"><li>Mining Career Training playlist: <a href="https://www.youtube.com/watch?v=3aDLzx5c1EE&amp;list=PLeoQW9teD29OAPrjk31ajkjgTw9-2-YBs" target="_blank" rel="noopener">https://www.youtube.com/watch?v=3aDLzx5c1EE&amp;list=PLeoQW9teD29OAPrjk31ajkjgTw9-2-YBs</a>&nbsp;</li></ul>



<ul class="wp-block-list"><li>EVE Uni’s industry overview: <a href="http://wiki.eveuniversity.org/Industry_Overview" target="_blank" rel="noopener">http://wiki.eveuniversity.org/Industry_Overview</a>&nbsp;</li><li>Industry Tutorial: <a href="https://www.youtube.com/watch?v=UKbEY7xC88I" target="_blank" rel="noopener">https://www.youtube.com/watch?v=UKbEY7xC88I</a>&nbsp;</li><li>Ore mining Tutorial: <a href="https://www.youtube.com/watch?v=xs7Y7Cd0q1I" target="_blank" rel="noopener">https://www.youtube.com/watch?v=xs7Y7Cd0q1I</a>&nbsp;</li><li>Mining and reprocessing: <a href="https://www.youtube.com/watch?v=kbEi_zSRsFI" target="_blank" rel="noopener">https://www.youtube.com/watch?v=kbEi_zSRsFI</a>&nbsp;</li></ul>



<ul class="wp-block-list"><li><strong>Mercenary contracts:</strong> If you are good enough at pvp, someone may hire you to wardec and harass someone else, or to hunt down a specific player. Entire wars have been fought on behalf of others via mercenaries. For example, the infamous World War Bee was started by IWantIsk (a gambling site) that paid a ton of players to harass SMA for various reasons that are beyond this document. Suffice to say, this is a viable option, but not an easy one to get a consistent source of income.</li></ul>



<ul class="wp-block-list"><li><strong>Pirating:</strong><strong> </strong>Yoho me hearties! There be booty to be got! In all seriousness though, this is a viable source of money, but requires you to be decent at pvp. You mostly survive off of the loot you get from destroying player ships. You can also fight someone to the point where you ask them for money to not blow them up (ransoming). You will have a reputation at some point, so be sure to be consistent if you want people to see you as honorable. BE AWARE! If you are a pirate that frequents lowsec, your security status will go down and eventually that character will not be able to access hisec, so be prepared!</li></ul>



<p><strong>	</strong><strong>Links:</strong></p>



<ul class="wp-block-list"><li>Art of poor part 1: <a href="https://www.youtube.com/watch?v=3kh6L4bmy24" target="_blank" rel="noopener">https://www.youtube.com/watch?v=3kh6L4bmy24</a>&nbsp;</li><li>Art of Poor part 2: <a href="https://www.youtube.com/watch?v=Ha-EtIPCfSY" target="_blank" rel="noopener">https://www.youtube.com/watch?v=Ha-EtIPCfSY</a>&nbsp;</li><li>Art of Poor Full Lecture: <a href="https://youtu.be/_pcabm_U0dM?t=8m29s" target="_blank" rel="noopener">https://youtu.be/_pcabm_U0dM?t=8m29s</a>&nbsp;</li></ul>



<ul class="wp-block-list"><li><strong><s>Gambling: </s></strong><s>Yes I said it. Gambling. There is gambling in eve online. It is legal in all 50 states since it’s not using real life currency(when people do cross that line, they get shut down). Open the below links in the in game browser and follow the directions they provide. You need to be logged in via the in-game browser to use their services. There is everything from raffles, lotteries, poker, to betting on real life sports games.&nbsp; See this </s><a href="http://crossingzebras.com/evetrepreneurs-wanna-bet/" target="_blank" rel="noopener">article</a><s> by </s><a href="http://evewho.com/pilot/Mynxee" target="_blank" rel="noopener">Mynxee</a><s> for details.</s></li></ul>



<p><strong>EDIT: Gambling has been banned as of November 8th, 2016 by the EULA changes. Please refer to EVE’s </strong><a href="https://community.eveonline.com/support/policies/eve-eula-en/" target="_blank" rel="noopener"><strong>EULA</strong></a><strong> for more information.</strong><br></p>



<p><strong>	</strong><strong>Links:</strong></p>



<ul class="wp-block-list"><li>Eve bet: <a href="https://www.eve-bet.com/" target="_blank" rel="noopener">https://www.eve-bet.com/</a>&nbsp;</li></ul>



<ul class="wp-block-list"><li>IWantIsk: <a href="https://iwantisk.com/" target="_blank" rel="noopener">https://iwantisk.com/</a>&nbsp;</li><li>Eve Lotteries: <a href="http://eve-lotteries.com/" target="_blank" rel="noopener">http://eve-lotteries.com/</a>&nbsp;</li><li>Eve Hold’em Poker: <a href="http://www.eohpoker.com/" target="_blank" rel="noopener">http://www.eohpoker.com/</a>&nbsp;</li></ul>



<ul class="wp-block-list"><li><strong>Project Discovery:</strong><strong> </strong>Project discovery is a real life science mini game implemented into eve online. You can get the items in the reward store and sell them in contracts in a trade hub or use them for yourself! It can be accessed via your neocom at any time.&nbsp;&nbsp;</li></ul>



<p><strong>	</strong><strong>Links:</strong></p>



<ul class="wp-block-list"><li>Official CCP video: <a href="https://www.youtube.com/watch?v=JXHV2MMZmQw&amp;feature=youtu.be" target="_blank" rel="noopener">https://www.youtube.com/watch?v=JXHV2MMZmQw&amp;feature=youtu.be</a>&nbsp;</li><li>Guide and examples: <a href="https://www.youtube.com/watch?v=m63S8Lg0A9s" target="_blank" rel="noopener">https://www.youtube.com/watch?v=m63S8Lg0A9s</a>&nbsp;</li></ul>



<ul class="wp-block-list"><li><strong>Scamming others:</strong> And finally, Scamming. Or as I like to call it, “fishing for stupid”. Almost everyone in the game has fallen for a scam or been inadvertently victimized by one at one point or another. They can come in many forms. The most obvious ones are in the trade hubs local chat. Others might be someone coming into your corporation, getting into a position of power, and stealing all the corp’s stuff(called AWOXing). This is not the nice part of eve. You should never trust anyone with enough of your stuff that they can take it all from you for this very reason.</li></ul>



<p><strong>Links:</strong></p>



<ul class="wp-block-list"><li>Eve scams: <a href="http://iskwatch.blogspot.com/p/eve-scams_08.html" target="_blank" rel="noopener">http://iskwatch.blogspot.com/p/eve-scams_08.html</a>&nbsp;</li><li>Newbie guide to scams: <a href="https://www.themittani.com/features/new-players-guide-eves-most-common-scams?nopaging=1" target="_blank" rel="noopener">https://www.themittani.com/features/new-players-guide-eves-most-common-scams?nopaging=1</a>&nbsp;</li><li>Isk scams: <a href="http://www.pcgamer.com/isk-scams-eve-online/" target="_blank" rel="noopener">http://www.pcgamer.com/isk-scams-eve-online/</a></li><li>Scamming in EVE: <a href="http://www.tentonhammer.com/guides/scamming-in-eve-online" target="_blank" rel="noopener">http://www.tentonhammer.com/guides/scamming-in-eve-online</a>&nbsp;</li><li>EVE Uni guide to scams: <a href="https://www.youtube.com/watch?v=5FMJ0Fv8RoA&amp;list=PLC09EB7E88FB25E5E&amp;index=21" target="_blank" rel="noopener">https://www.youtube.com/watch?v=5FMJ0Fv8RoA&amp;list=PLC09EB7E88FB25E5E&amp;index=21</a>&nbsp;</li></ul>



<p></p>



<p><strong>Out of Game content</strong></p>



<p>Are there ways to contact players publically out of game? There most certainly are! Other than corp/alliance specific app uses, there is an easy way to communicate with the EVE community via twitter. Just put the #tweetfleet on the tweet when you mean it for the eve community.<br></p>



<p>There is also a slack channel called “Tweetfleet” that anyone can join after a moderator invites them. There are plenty of Mods you can ask. Please try and contact one of the mods in the list to add you if you are not already on slack.<br></p>



<p>	<strong>Links:</strong></p>



<ul class="wp-block-list"><li>How to use slack: <a href="https://www.youtube.com/watch?v=WS21MySFvaw" target="_blank" rel="noopener">https://www.youtube.com/watch?v=WS21MySFvaw</a>&nbsp;</li><li>Slack: <a href="https://tweetfleet.slack.com/" target="_blank" rel="noopener">https://tweetfleet.slack.com/</a>&nbsp;</li><li>Moderator list: <a href="https://docs.google.com/document/d/1kYlosgbE8q5TWTPC3Ocrjn8snXW-3peTbx-ZtQ2Nujc/edit" target="_blank" rel="noopener">https://docs.google.com/document/d/1kYlosgbE8q5TWTPC3Ocrjn8snXW-3peTbx-ZtQ2Nujc/edit</a> (scroll down to “Active Moderators”)</li></ul>



<p><strong>Broadcast4Reps</strong></p>



<p>If you are having trouble in real life and need someone to talk to, there is an ingame channel called “Broadcast4Reps”, as well as a channel on slack of the same name. The below link also has plenty of phone numbers and ways to contact people no matter where you are. Please know that you are valuable and appreciated, and there is help out there.<br></p>



<p>	<strong>Links:</strong></p>



<ul class="wp-block-list"><li>List of help sources: <a href="https://www.reddit.com/r/eve/wiki/broadcast4reps" target="_blank" rel="noopener">https://www.reddit.com/r/eve/wiki/broadcast4reps</a>&nbsp;</li></ul>



<p><strong>Links for easy reference (in no particular order):</strong><br></p>



<p><strong>General</strong></p>



<ul class="wp-block-list"><li>Killboards: <a href="http://www.zkillboards.com" target="_blank" rel="noopener">www.zkillboards.com</a></li></ul>



<ul class="wp-block-list"><li>Everything wormholes: <a href="http://wormholes.info/wordpress/links/" target="_blank" rel="noopener">http://wormholes.info/wordpress/links/</a></li><li>Wormhol.es:<a href="http://wh.pasta.gg/" target="_blank" rel="noopener"> http://wh.pasta.gg/</a>&nbsp;</li><li>Wormhole types: <a href="http://www.ellatha.com/eve/wormholelist.asp" target="_blank" rel="noopener">http://www.ellatha.com/eve/wormholelist.asp</a>&nbsp;</li></ul>



<ul class="wp-block-list"><li>Siggy:<a href="https://siggy.borkedlabs.com" target="_blank" rel="noopener"> https://siggy.borkedlabs.com</a></li><li>Eveeye: <a href="https://eveeye.com/?opt=I&amp;x=l&amp;system=Jita" target="_blank" rel="noopener">https://eveeye.com/?opt=I&amp;x=l&amp;system=Jita</a></li><li>Dotlan Maps:<a href="http://evemaps.dotlan.net/" target="_blank" rel="noopener"> http://evemaps.dotlan.net/</a></li><li>Updating sov map: <a href="http://sov.space/" target="_blank" rel="noopener">http://sov.space/</a>&nbsp;</li><li>Daily updating sov map: <a href="http://eve.farlab.org/" target="_blank" rel="noopener">http://eve.farlab.org/</a>&nbsp;</li></ul>



<ul class="wp-block-list"><li>Eve tools: <a href="http://wiki.eve-id.net/List_of_tools" target="_blank" rel="noopener">http://wiki.eve-id.net/List_of_tools</a></li><li>Alliance Standings: <a href="https://eveskunk.com/s" target="_blank" rel="noopener">https://eveskunk.com/s</a></li><li>NPC Damage chart: <a href="http://www.ogrank.com/content/view/698/59/" target="_blank" rel="noopener">http://www.ogrank.com/content/view/698/59/</a>&nbsp;</li><li>Pirate’s little helper: <a href="http://eve-plh.com/" target="_blank" rel="noopener">http://eve-plh.com/</a>&nbsp;</li></ul>



<p><strong>Markets &amp; Manufacturing</strong></p>



<ul class="wp-block-list"><li>Eve Central:<a href="https://eve-central.com/home/market.html" target="_blank" rel="noopener"> https://eve-central.com/home/market.html</a></li><li>Gas prices: <a href="https://www.fuzzwork.co.uk/ore/gas.html" target="_blank" rel="noopener">https://www.fuzzwork.co.uk/ore/gas.html</a></li><li>Ore prices: <a href="http://www.eve-calculator.com/mining/income_calculator/gas.html" target="_blank" rel="noopener">http://www.eve-calculator.com/mining/income_calculator/gas.html</a></li><li>Ore Chart: <a href="http://eve.grismar.net/ore/" target="_blank" rel="noopener">http://eve.grismar.net/ore/</a></li><li>Ore types: <a href="https://www.youtube.com/watch?v=1zeCSAHxRGU&amp;feature=youtu.be" target="_blank" rel="noopener">https://www.youtube.com/watch?v=1zeCSAHxRGU&amp;feature=youtu.be</a>&nbsp;</li><li>Eve Appraisal:<a href="http://evepraisal.com/" target="_blank" rel="noopener"> http://evepraisal.com/</a></li></ul>



<ul class="wp-block-list"><li>Drug manufacturing: <a href="http://www.eve-tribune.com/index.php?no=3_36&amp;page=4" target="_blank" rel="noopener">http://www.eve-tribune.com/index.php?no=3_36&amp;page=4</a></li><li>Moon Mining: <a href="http://privateersconfederacy.yolasite.com/resources/7538853-Eve-Online-Moon-Mining-And-Reactions-Guide.pdf" target="_blank" rel="noopener">http://privateersconfederacy.yolasite.com/resources/7538853-Eve-Online-Moon-Mining-And-Reactions-Guide.pdf</a></li><li>Polymers: <a href="http://www.eve-guides.com/ui/polymers.php" target="_blank" rel="noopener">http://www.eve-guides.com/ui/polymers.php</a>&nbsp;</li></ul>



<p><strong>Planetary Interaction</strong></p>



<ul class="wp-block-list"><li>Eve Planets:<a href="http://eveplanets.com/" target="_blank" rel="noopener"> http://eveplanets.com/</a></li><li>Pi Commodities:<a href="http://picommodityrelations.comyr.com/pi.html" target="_blank" rel="noopener"> http://picommodityrelations.comyr.com/pi.html</a></li></ul>



<ul class="wp-block-list"><li>Resource list: <a href="http://www.ellatha.com/eve/resourcelist.asp?cmd=resetall" target="_blank" rel="noopener">http://www.ellatha.com/eve/resourcelist.asp?cmd=resetall</a></li><li>POS Fuel: <a href="http://eve-space.ru/planetology/planetary_interaction.html" target="_blank" rel="noopener">http://eve-space.ru/planetology/planetary_interaction.html</a></li><li>Alysii’s Pi chart: <a href="http://alysii.com/eve/pi/" target="_blank" rel="noopener">http://alysii.com/eve/pi/</a>&nbsp;</li></ul>



<p></p>



<p><strong>Other</strong></p>



<ul class="wp-block-list"><li>EVE-Survival:<a href="http://eve-survival.org/wikka.php?wakka=MissionReports" target="_blank" rel="noopener"> http://eve-survival.org/wikka.php?wakka=MissionReports</a></li><li>EVE Central: <a href="https://eve-central.com/home/market.html" target="_blank" rel="noopener">https://eve-central.com/home/market.html</a>&nbsp;</li><li>Eve Appraisal: <a href="http://evepraisal.com/" target="_blank" rel="noopener">http://evepraisal.com/</a>&nbsp;</li><li>Damage Types:<a href="http://www.ogrank.com/content/view/698/59/" target="_blank" rel="noopener"> http://www.ogrank.com/content/view/698/59/</a></li><li>BattleClinic:<a href="http://eve.battleclinic.com/browse_loadouts.php" target="_blank" rel="noopener"> http://eve.battleclinic.com/browse_loadouts.php</a></li><li>Osmium.org:<a href="http://o.smium.org/" target="_blank" rel="noopener"> http://o.smium.org/</a></li><li>Chruker: <a href="http://games.chruker.dk/eve_online/" target="_blank" rel="noopener">http://games.chruker.dk/eve_online/</a></li><li>T3 Manufacture: <a href="http://www.evemanufacturing.co.uk/manufacturing-guides/t3-manufacturing-guide/" target="_blank" rel="noopener">http://www.evemanufacturing.co.uk/manufacturing-guides/t3-manufacturing-guide/</a></li><li>EVE guide polymers: <a href="http://www.eve-guides.com/ui/polymers.php" target="_blank" rel="noopener">http://www.eve-guides.com/ui/polymers.php</a></li><li>Safe spots and tacticals: <a href="https://www.youtube.com/watch?v=mkOCfuqkMns" target="_blank" rel="noopener">https://www.youtube.com/watch?v=mkOCfuqkMns</a></li><li>LP Store: <a href="https://www.fuzzwork.co.uk/lpstore" target="_blank" rel="noopener">https://www.fuzzwork.co.uk/lpstore</a>&nbsp;</li><li>Fleet Broadcasting: <a href="http://i.imgur.com/y2kTsOX.png" target="_blank" rel="noopener">http://i.imgur.com/y2kTsOX.png</a>&nbsp;</li><li>How Contracts work: <a href="https://www.youtube.com/watch?v=zVu30B5zLKE&amp;index=27&amp;list=PLC09EB7E88FB25E5E" target="_blank" rel="noopener">https://www.youtube.com/watch?v=zVu30B5zLKE&amp;index=27&amp;list=PLC09EB7E88FB25E5E</a>&nbsp;</li><li>EVE Online tropes: <a href="http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/EVEOnline" target="_blank" rel="noopener">http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/EVEOnline</a>&nbsp;</li></ul>
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					<description><![CDATA[Everything you wanted to know about Blitzing* *But were afraid to ask Compiled by Anize Oramara Version&#8230;]]></description>
										<content:encoded><![CDATA[
<p>Everything you wanted to know about Blitzing*</p>



<p>*But were afraid to ask</p>



<p>Compiled by Anize Oramara</p>



<p>Version 1.2.3</p>



<p>Foreword</p>



<p>**Note: The following missions have been stealth nerfed or changed by CCP some time in 2015 September-ish: Attack of the Drones, Gone Bezerk and Recon 1. No posts, no patch notes and no dev blogs and most importantly no acknowledgement via either bug reports (ignored and closed) or forum posts (locked). Why I do not know, nor have I been able to find out. Regardless it doesn&#8217;t make a difference to this guide or blitzing in general. It just pisses me off.**</p>



<p>With the introduction of Burner missions to Lv4 mission agents it has become somewhat trivial to consistently make well in excess of 200million isk per hour with just a little bit of training and preparation. This can be done on a single, well trained character in the&nbsp;<strong>relative</strong>&nbsp;safety of Hi-Sec,&nbsp;<em>indefinitely</em>.</p>



<p>This short guide is here to help you gain the knowledge on how to do it, and maybe a bit of an explanation around the mechanics so that you can easily adapt the processes found in the guide to your own situation. I can&#8217;t guarantee results if you deviate from the guide but I encourage you to experiment. This is only one way of doing this after all.</p>



<p>In particular I would like you to review the thread below on the Eve-o Forums. Most of what I know came initially from there and the extremely helpful chaps. Thanks to everyone I stole and borrowed fits from as well.</p>



<figure class="wp-block-embed"><div class="wp-block-embed__wrapper">
https://forums.eveonline.com/default.aspx?g=posts&#038;t=369477&#038;find=unread
</div></figure>



<p>Quick Link to Burner Video Playlist: https://www.youtube.com/playlist?list=PLzPaTWMzXCo22oa2tCmjlc9JHcyxNM_VA</p>



<p>Contents</p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.30j0zll" target="_blank" rel="noopener">1. Requirements</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.1fob9te" target="_blank" rel="noopener">1.1. Standings</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.3znysh7" target="_blank" rel="noopener">1.2. Skills</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.2et92p0" target="_blank" rel="noopener">1.3. ISK</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.tyjcwt" target="_blank" rel="noopener">1.3.1. Implants</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.3dy6vkm" target="_blank" rel="noopener">1.3.2. Ships</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.1t3h5sf" target="_blank" rel="noopener">2. Missions</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.myrc78pia6l7" target="_blank" rel="noopener">2.1 Standard lv4 Missions (Blitzable)</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.owqf2kojzpd5" target="_blank" rel="noopener">2.1 Burners</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.4d34og8" target="_blank" rel="noopener">3. The Pay-out</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.2s8eyo1" target="_blank" rel="noopener">Appendix A: Ship Fits</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.17dp8vu" target="_blank" rel="noopener">A.1. Machariel</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.3rdcrjn" target="_blank" rel="noopener">A.2. Daredevil – Angel Agent</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.26in1rg" target="_blank" rel="noopener">A.3. Daredevil – Sansha Agent</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.lnxbz9" target="_blank" rel="noopener">A.4. Daredevil – Gurista Agent</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.35nkun2" target="_blank" rel="noopener">A.5. Wolf – Blood Agent</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.1ksv4uv" target="_blank" rel="noopener">A.6. Garmur – All Team Burners</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.44sinio" target="_blank" rel="noopener">A.7. Hawk – Serpentis Agent</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.2jxsxqh" target="_blank" rel="noopener">A.8. Vigilant – Angel Base</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.z337ya" target="_blank" rel="noopener">A.9. Vagabond – Serpentis Base</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.3j2qqm3" target="_blank" rel="noopener">A.10. Orthrus – Blood Base</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.7l1qaq2in2k" target="_blank" rel="noopener">A.11. Barghest – Lv4 Blitzer</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.1y810tw" target="_blank" rel="noopener">Appendix B: Sample Skill plan</a></p>



<p><a href="https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub#h.4i7ojhp" target="_blank" rel="noopener">Appendix C: Thanks and Version Info</a></p>



<h1 class="wp-block-heading" id="h.eu5tgcgrriqe"><strong></strong></h1>



<h1 class="wp-block-heading" id="h.dmzh8i9iq36x"><strong></strong></h1>



<h1 class="wp-block-heading" id="h.30j0zll"><strong>1. Requirements</strong></h1>



<p>**Note: With the introduction of Skill injectors a player with a modest initial isk investment can create a hi-sec mission running alt quite quickly and be running these missions as soon as the required standings have been farmed up. Alternatively a well established character with a solid skill foundation can be used. The better your support skills the easier it will be to quickly move into burner missions as well as grind out that initial standings. That said this guide does cater for brand new pilots, check out the skill plan at the end.</p>



<p>To that end we will look at the following:</p>



<p>&#8211; Standings</p>



<p>&#8211; Skills<br>&#8211; Isk (Ships and Implants)</p>



<h2 class="wp-block-heading" id="h.1fob9te"><strong>1.1. Standings</strong></h2>



<p>Standings requirements for Lv4s:<br>&#8211; Faction&nbsp;<em>or</em>&nbsp;Corp Effective Standings: 5+<br>&#8211; Agent Effective Standings: Higher than -2<br>&#8211; Effective Security standings: High enough to get into most Hi-Sec systems, depending on where you mission.</p>



<p>Here is a short explanation of why this whole exercise works in the first place; because of how agent and faction standings work and the requirements for running lv4s you only need to be over effective standings of 5 with&nbsp;<em>either</em>&nbsp;the Faction or the Corporation you want to run missions with. Additionally your agent standings need to be above -2 or they won’t talk to you.</p>



<p>Now there are two mechanics that make it possible to decline successive missions so you can cherry-pick only the good ones. The first is that the lower your standing, the smaller the effect of a decline and conversely the lower your standings the bigger the effect of any successful missions. Yes if you decline enough missions without completing any you will eventually get to -2 agent standings. However you will find with the proper skills that you’ll hover around 3 standings with the agent. Standings might go down to 0 after a long string of missions that you decline but will quickly shoot back up to 5 or higher after just a few successive good missions. The second mechanic comes in that while Corp standings goes up and down by a large amount every time you complete or decline/fail a mission(similar to agent standings), you can substitute that standing with Faction standings.</p>



<p>Faction standings is not affected by completing a normal or burner lv4 mission, however there is a very small negative impact every time you decline a non burner mission (the first one every 4 hours is free). To gain Faction standings you run Storyline missions primarily, or a couple of other ways like cosmos or tag missions (check out the guide called ‘The Plan’ by DMC for more details). You get Storyline missions every 16 lv4 missions you complete, including burners, for a specific corporation. Depending on the mission the standings gain might be anywhere from decent to very large (15%+) and you will easily cover any faction standing losses by running even just a third of the storyline missions you receive. You tend to rack up a lot of Storyline missions in a very short time due to how fast you are completing missions simply due to how blitzing works.</p>



<p>These two mechanics taken together means you can almost (but not quite) decline every single lv4 missions and only run burners with the occasional storyline. Just keep an eye on your agent standing and supplement it with blitzing the odd ‘The Assault’ or ‘Pirate Invasion’ with your trusty Machariel or Barghest.</p>



<h2 class="wp-block-heading" id="h.3znysh7"><strong>1.2. Skills</strong></h2>



<p>Zora Aran was kind enough to set up/host a skill plan at this link:</p>



<figure class="wp-block-embed"><div class="wp-block-embed__wrapper">
https://www.dropbox.com/s/vcnzq0nrs5iya76/Blitzing.emp?dl=0
</div></figure>



<p>I scanned it over and it looks pretty solid so I’m posting it as is. It’s for the Machariel + burners blitzing so some modification might be needed if you want to go for the Barghest. Thanks a bunch Zora!</p>



<p>A character capable of achieving the desired 200million+ ISK per hour mark comfortably would need around 22 to 25 million skill points, or about one year’s worth of focussed training. However a wide range of skills are used, almost all of it universally useful and in fact probably most of it already trained on your average Lv4 mission runner or PvP combat pilot.</p>



<p>The exact training order for the skills would be heavily dependent on what has already been trained but the Social related skills and the skills for a Machariel blitz fit ship should be the first priority. After that any low hanging fruit should be prioritized to get started on burners as quickly as possible. Check the appendix for a sample skill training plan. The progression is relatively simple, aiming to get into a Blitzing armour tanked Machariel capable of running the required missions and then transitioning into the armour based burner fits, the missile based burner fits and then the shield and cruiser burners.</p>



<h2 class="wp-block-heading" id="h.2et92p0"><strong>1.3. ISK</strong></h2>



<p>Estimated isk investment: Between 5 to 7 billion isk for implants and ships. To jump from the starting SP to a character that can run all burners you will need around 50 skill injectors or roughly 32 billion isk worth.</p>



<p>As the old saying goes, can’t make money without spending money, and this is all too true in this case. Now unless you’re a really old character than has all the skills and standings already available, you won&#8217;t need (or even can make use of) all of the assets that you’d buy with that ISK so don&#8217;t panic quite yet at the large bill.</p>



<p>A breakdown of what you’ll be spending this isk on:<br>&#8211; 2-4 billion: Implants<br>&#8211; 3 billion: 9-10 ships with fits for Lv4s and burners.</p>



<p>Starting out you will only need the Machariel or Barghest, around a 700mill investment, and as you work on your faction standings you will build up the capital for the other ships as well as the Hi-Grade implants.</p>



<h3 class="wp-block-heading" id="h.tyjcwt"><strong>1.3.1. Implants</strong></h3>



<p>The first 6 slots are relatively straightforward. Depending on the initial ISK available either a Mid-Grade or High-Grade Ascendancy set is required. As will be explained in the ship section these implants greatly boost your warp speed, not only in the Machariel but in every single ship you&#8217;ll be flying, and there will be quite a few of them.</p>



<p>A note on the Omega implant; it is by far the biggest single cost item you will buy and for the Mid-Grade set is completely pointless. There is a far better warp speed implant available for far cheaper that should be used instead, namely the &#8220;Eifyr and Co. &#8216;Rogue&#8217; Warp Drive Speed WS-615&#8221;. For the High-Grade set the Omega is a slight improvement but will probably double your implant cost alone and requires a lengthy Cybernetics 5 train. If you have the skill and the ISK it&#8217;d be worth it but for the purposes of this guide we&#8217;ll stick with the normal warp speed implant.</p>



<p>Other implants that I&#8217;ve found to be incredibly useful is the &#8220;Zainou &#8216;Deadeye&#8217; Missile Projection MP-705&#8221; for increased range on the Hawk, Garmur, Orthrus/Onyx and Barghest fits and make up for not quite perfect projection skills. The &#8220;Zor&#8217;s Custom Navigation Hyper-Link&#8221; is great for the Machariel/Barghest as well as two of the Daredevil fits that make use of an AB or a MWD. The remaining two is up to the player however &#8220;Zainou &#8216;Snapshot&#8217; Rockets RD-905&#8221; is an immense help on the Garmur and Hawk in particular and the &#8220;Eifyr and Co. &#8216;Gunslinger&#8217; Large Projectile Turret LP-1005&#8221; makes a great addition to the Machariel.</p>



<h3 class="wp-block-heading" id="h.3dy6vkm"><strong>1.3.2. Ships</strong></h3>



<p>Quick description of why and how this works from a warp speed perspective. More than 50% of your time running missions is spent in space, warping from one system to the next or from one acceleration gate to the next. Ship characteristics that effect this is align time and warp speed. The higher your maximum warp speed the faster your ship accelerates to that speed. The same is true for the deceleration although that is capped at a lower speed. Not only that, but most blitzing missions have a relatively small group of ships that need to be killed to trigger mission completion.</p>



<p>So this is where the Machariel, and the implants covered in the previous section, come in. The Machariel has a role bonus that increases warp speed by 50%, giving it a whopping 3 AU/s BASE warp speed, the same speed as T1 cruisers. The important part here is it modifies the BASE speed, so this dictates how strongly both the Hyperspatial Velocity Optimizer II Rigs and the Ascendency implants affect the max warp speed. With a full set of implants and the Rigs the Mach will be able to out warp even T2 frigates (interceptors notwithstanding) and have a huge impact on mission completion times.</p>



<p>Qualities that make the Machariel the premier blitzing ship:</p>



<ul class="wp-block-list"><li>Aforementioned role bonus to Warp Speed</li><li>Excellent range (70km+ falloff)</li><li>Short range weapon tracking</li><li>One of the best align times and great agility in general</li><li>High base sub-warp speed</li><li>Great fitting characteristics</li><li>Utility high</li><li>Large drone bay/bandwidth</li><li>Very high base DPS (well over 1k dps)</li><li>Decent variety of selectable damage</li></ul>



<p>All of this makes for a ship perfectly suited to blitzing lv4 missions.</p>



<p><strong>Barghest</strong></p>



<p>I’ve been running the Barghest in place of the Machariel for a while and all around it’s turned out to be an excellent and surprisingly viable alternative to the Machariel. The skill requirements to really make it work is a bit steeper in some ways although Cruise missiles are in fact not required at all and I’ll explain why in the comparison section. I’ll do a similar list to the above for the Barghest.</p>



<p>Qualities that make the Barghest a viable Blitzing alternative:</p>



<ul class="wp-block-list"><li>Better range than the Machariel (90km+) Allowing it to start hitting ships for full damage sooner</li><li>No range falloff on damage</li><li>No Tracking issues</li><li>Pure damage type selection</li><li>Align time only .5s slower than Machariel</li><li>Better scan resolution than Machariel</li><li>Can dedicate all 3 rigs to Hyperspatial Velocity Optimizers&nbsp;<em>without compromising damage application</em></li><li>Very High burst damage, a bit higher than Machariel in fact</li><li>Sustained dps (Reloads on the RHML) it still quite high</li><li>Just under 1k DPS with reloads but better application due to Missile Guidance modules.</li><li>Two utility high slots</li><li>Amazing damage mitigation due to being able to go full MWD and apply full damage.</li></ul>



<p>This means the Barghest is slightly better in some missions while slightly worse in others.</p>



<p><strong>Cruise vs RHML</strong></p>



<p>It turns out actually that there is no point in fitting cruise missiles to the Barghest, except perhaps for Angels Pirate Invasion. A few numbers to illustrate why: Fit is the one in this guide and skills are at all V</p>



<table class="wp-block-table"><tbody><tr><td></td><td>RHML (Fury Heavy)</td><td>Cruise (Caldari Navy)</td><td>Cruise (Fury)</td></tr><tr><td>DPS (Burst)</td><td>1226</td><td>867</td><td>1056</td></tr><tr><td>DPS With Reload</td><td>802</td><td>831</td><td>1012</td></tr><tr><td>Explosion Radius (Less is better)</td><td>138</td><td>189</td><td>325</td></tr><tr><td>Explosion Velocity (More is better)</td><td>129</td><td>131</td><td>110</td></tr></tbody></table>



<p>Cruise Fury will actually lose a decent amount of dps even on some BS rats, not to mention cruisers or battlecruisers and a few missions do actually have frigates (Serpentis Assault comes to mind) so those are out. Caldari Navy actually has really good stats and would make a good weapon system until you look at the RHML and the fact that the dps with reloads is less than 30dps while the burst dps is a whopping 260 dps higher. This is very useful for missions like The Rogue Slave Trader 1 and 2 and Stop the Thief. Even better is that it gives you the option to fit faction Heavies for Serpentis Assault.</p>



<p>In the 2nd room there are 4 scramming frigates. Normally in the Machariel you would need to MWD away to around 30km from the Frigates, blap them and then MWD back to the acceleration gate. Fitting the Faction Heavy missiles you can quickly and easily kill them while slowboating towards the Acceleration Gate, killing only the ones actively scramming and then taking the gate (Reloading to Fury while doing so for the last room).</p>



<p>Basically you get the DPS of Faction cruise but with better application and the potential for Frig blapping AND high Burst. &nbsp;</p>



<h1 class="wp-block-heading" id="h.1t3h5sf"><strong>2. Missions</strong></h1>



<p>For the purposes of this guide, there are two types of Level 4 missions you will want to blitz: ‘Standard’ and ‘Burner’.</p>



<h2 class="wp-block-heading" id="h.myrc78pia6l7"><strong>2.1 Standard lv4 Missions (Blitzable)</strong></h2>



<p>Blitzable level 4 missions share some common characteristics:</p>



<ul class="wp-block-list"><li>They generally spawn close to your agent’s system</li><li>You only have a few ships to kill</li><li>All gates are unlocked and / or easily bypassed</li><li>Easy-to-complete mission triggers</li></ul>



<p>The missions in the below list are all best run with either the Machariel, Barghest or a fast frigate. For the initial Standings grind you will have to accept and run most of the missions.</p>



<p>EXTREMELY IMPORTANT : Once your faction, corp, and agent standings are at the required levels, wdecline any mission that is not on the list below. Even then, so long as you monitor your standings, you can often skip some of these missions as well.</p>



<p>You will not achieve the advertised 200mill ISK/h if you do every Blockade or Angel Extravaganza that shakes it’s bounty at you.</p>



<p><strong>Missions are listed in rough order of profitability. (Most profitable top)</strong></p>



<table class="wp-block-table"><tbody><tr><td><strong>Mission Name</strong></td><td><strong>Confirmed Blitzable On</strong></td><td><strong>How To Blitz It</strong></td></tr><tr><td>Recon 1</td><td>26-Nov-2016</td><td>Use frigate or interceptor to MWD to gate, take gate to next room, then warp out.</td></tr><tr><td>Dread Pirate Scarlet</td><td>26-Nov-2016</td><td>(If you do not have Gate Key, kill the initial spawn to get it. This key does not get used up, so hold on to it for running this mission in the future.) MWD to gate, activate it. In 2nd room, if you are arty fit, blap Scarlet. In either case, MWD to gate and activate. In 3rd room, kill Scarlet if you have not already, then loot her implant. Warp out. Use RF EMP or Mjolnir.</td></tr><tr><td>Pirate Invasion</td><td>26-Nov-2016</td><td>MWD or MJD to Carrier Wreckage. Kill that spawn only then warp out. Be aware of potentially scramming NPC frigates that might aggro. (Angel) &nbsp;Use RF Fusion / Hail or Nova.</td></tr><tr><td>Assault, The</td><td>26-Nov-2016</td><td>Gates are not locked. Kill frigates in 2nd room as they will disrupt. (Either MWD away and blap them, or use Faction/Precision Interno missiles.) In last room, kill only left-most spawn, then warp out.Use RF Plasma or Faction/Rage Inferno.</td></tr><tr><td>Stop The Thief</td><td>26-Nov-2016</td><td>On landing, turn on MWD and manually burn away from Overlord for just one cycle of MWD. Then lock and kill Overlord. Align to the system outgate (or your station). Lock and kill Shadow, then warp out. Use RF Plasma or Inferno. Buy ‘Reports’ from NPCs.</td></tr><tr><td>Cargo Delivery</td><td>26-Nov-2016</td><td>Use frigate or interceptor to MWD to can. Loot can, then warp out.</td></tr><tr><td>Right Hand of Zazzmatazz</td><td>26-Nov-2016</td><td>On landing, burn straight at Zor and kill only the ships spawning close to him, the cruiser and battleship. Align out and destroy the indicated structure. Remember to loot Zor before warping as he may drop an expensive implant. Use RF Plasma or Inferno.</td></tr><tr><td>Recon 2</td><td>26-Nov-2016</td><td>Use frigate or inceptor to MWD toward gate. Around 10km from gate, enemies will spawn. Immediately warp out.</td></tr><tr><td>Rogue Slave Trader, The (1 of 2)</td><td>26-Nov-2016</td><td>Warp to site, then immediately MWD down. Kill slave pens and tractor in the dropped can. Loot the can, then warp out.</td></tr><tr><td>Rogue Slave Trader, The (2 of 2)</td><td>26-Nov-2016</td><td>Warp to site, kill all ships, then take gate. When you land, immediately align to the system outgate (or your agent’s station). Kill only the ‘Sansha Slaver’ cruisers, then warp out.</td></tr></tbody></table>



<p>For more information on these missions, go to the&nbsp;<a href="https://www.google.com/url?q=http://eve-survival.org/wikka.php?wakka%3DMissionReports&amp;sa=D&amp;ust=1567614278858000" target="_blank" rel="noopener">Eve Survival Mission Reports</a>. Be aware, however, that some of the information there may be outdated or missing.</p>



<p>Once you are running most or all of the burner missions you will find you only need to run very few of these missions to maintain a positive agent standings. This means you can eventually decline most of the above missions as well and only run the occasional one. However&nbsp;<strong>Recon 1</strong>&nbsp;and&nbsp;<strong>Dread Pirate Scarlet</strong>&nbsp;are both missions you should always run.&nbsp;<strong>The Assault</strong>&nbsp;and&nbsp;<strong>Pirate Invasion</strong>&nbsp;are both acceptable as well once you get T2 Guns for the Machariel or are using a Polarised Vargur.</p>



<h2 class="wp-block-heading" id="h.owqf2kojzpd5">2.1&nbsp;<strong>Burners</strong></h2>



<p>Burner missions are generally intense and short fights. To run them in a timely manner, you’ll need good skills, shiny fits, and over-heating.</p>



<p>Since this guide is focused on maximizing the speed at which you can run missions, the fits in the appendix are generally considered to be some of the most efficient fits possible.</p>



<p>You will find similar fits on the forum, although some may have seen some modification based on trial-and-error. There are also possible alternative fits, but the skill list provided in this guide doesn’t guarantee you can fly any fit not listed in the appendix.</p>



<p>Expect to lose a few burner ships before you get fully comfortable with burner missions. However, once you have experience and are comfortable with burners, you should only have the occasional ship loss. (Usually due to either a lapse of attention or a closed socket.) This is simply the nature of burners (and the game).</p>



<p>The pay out for burner missions is well worth it, though, ranging from anywhere between 35 to 50 million per 6-10 minute run.</p>



<p>In the appendix, every possible burner mission[*1]&nbsp;is listed. For each burner mission, three pieces of information will be provided:</p>



<ul class="wp-block-list"><li>An appropriate fit</li><li>A short description of exactly how to run it</li><li>What to have in your cargo hold</li></ul>



<p>Remember to repair heat damage after every fight and whatever you do, don’t forget the cap charges or drones!</p>



<p>[1]: The Gurista Base (Super Carrier) burner mission is currently not a mission you should run. Hence, there is no fit for it in this guide. (It takes over 30 minutes to run, even with a blinged fit. It is never worth running, even if it had max payout.)</p>



<h1 class="wp-block-heading" id="h.4d34og8"><strong>3. The Pay-out</strong></h1>



<p>Ah finally the reason why you&#8217;re even reading this in the first place, that magical 200mill+ per hour income. How this is accomplished is quite simple; a combination of raw isk rewards/bounties combined with the insane amount of LP given out by burner missions. Each burner Agent and Team is worth 5mill bounty as well as another 5-6mill ISK reward. Burner bases are worth between 15mill (Blood) to 20mill (Angel and Serpentis) in bounties, with the Ashimu dropping an additional 2-3mill in guaranteed loot in the Blood Base. All Burners except for the Blood and Gurista Base&nbsp;<strong>currently</strong>&nbsp;pay out over 14k LP in a .5 system with Security Connections trained to 5.</p>



<p>The real magic however comes in with the LP and who the Corporation is you&#8217;re getting the LP with. Sisters of Eve is currently the best Corp to run missions for and Lanngisi is the best SOE system to run missions in. The spawn location of most missions is 1 or 2 jumps away (including burners) with very few spawning in LS or more than 3 jumps away. The system itself is also a very low .5 truesec so it has a very high LP and ISK payout.</p>



<p>The best items to trade your LP in for is SOE Probe launchers (both kinds) as well as Stratios BPCs. Probes and Asteros also have good ISK/LP ratios but can fluctuate more than the other items, sometimes very much in your favor. Generally you&#8217;re looking around anywhere between 1600ISK to 1800ISK per LP. There have been spikes in the price of these items and the market seemingly has an insatiable appetite for these items. There can also be dips so make sure you check your conversion rate.</p>



<p>That is not to say there aren’t other corporations with extremely well paying items in their LP stores. There’s plenty of 5-run BPCs or other faction items that you can easily turn a good profit on. It all depends on how much effort the player is willing to put into the market/research side of things.</p>



<h1 class="wp-block-heading" id="h.2s8eyo1"><strong>Appendix A: Ship Fits</strong></h1>



<p>I would like to stress again that there are many alternative fits, including cheap fits that are not listed here. I have found these fits to be the most effective for me. Expect to lose a few of the burner fits.</p>



<h2 class="wp-block-heading" id="h.17dp8vu"><strong>A.1. Machariel</strong></h2>



<p><strong>[Machariel, Blitz Machariel &#8211; Meta 4 Guns]</strong></p>



<p>Gyrostabilizer II</p>



<p>Gyrostabilizer II</p>



<p>Gyrostabilizer II</p>



<p>Gyrostabilizer II</p>



<p>Centus C-Type Large Armor Repairer</p>



<p>Energized Adaptive Nano Membrane II</p>



<p>Energized Adaptive Nano Membrane II</p>



<p>Tracking Computer II, Optimal Range Script</p>



<p>Tracking Computer II, Optimal Range Script</p>



<p>Tracking Computer II, Optimal Range Script</p>



<p>Shadow Serpentis 500MN Microwarpdrive</p>



<p>Heavy Electrochemical Capacitor Booster I, Cap Booster 800</p>



<p>800mm Heavy &#8216;Scout&#8217; Repeating Cannon I, Republic Fleet EMP L</p>



<p>800mm Heavy &#8216;Scout&#8217; Repeating Cannon I, Republic Fleet EMP L</p>



<p>800mm Heavy &#8216;Scout&#8217; Repeating Cannon I, Republic Fleet EMP L</p>



<p>800mm Heavy &#8216;Scout&#8217; Repeating Cannon I, Republic Fleet EMP L</p>



<p>800mm Heavy &#8216;Scout&#8217; Repeating Cannon I, Republic Fleet EMP L</p>



<p>800mm Heavy &#8216;Scout&#8217; Repeating Cannon I, Republic Fleet EMP L</p>



<p>800mm Heavy &#8216;Scout&#8217; Repeating Cannon I, Republic Fleet EMP L</p>



<p>Small Tractor Beam I</p>



<p>Large Hyperspatial Velocity Optimizer II</p>



<p>Large Hyperspatial Velocity Optimizer II</p>



<p>Large Hyperspatial Velocity Optimizer II</p>



<p>Caldari Navy Warden x4</p>



<p>Hobgoblin II x5</p>



<p>In Cargo:</p>



<ul class="wp-block-list"><li>One of each T2 Armor hardener</li><li>2k Ammo of; RF EMP, RF Phased Plasma, RF Fusion (Barrage and Hail if using T2 guns).</li><li>Cap Charges 800</li><li>3 Tracking scripts</li><li>Gate Key (Dread Pirate Scarlet)</li></ul>



<p>In station:</p>



<ul class="wp-block-list"><li>4 Navy Curators</li><li>Reports (buyable from NPCs for 27 isk each)</li></ul>



<p>Some people do use a second 1400 Arty fit Machariel specifically for Dread Pirate scarlet. Using this fit allows you to bag an extra 5mill ISK per run. I will leave this up to each player to decide for themselves if it is worth the extra effort.</p>



<p>An alternative fit to the above replaces the cap booster with a sensor booster. None of the blitzing missions technically require a Cap booster but it is a good ‘just in case’ to have. It is also required for the initial standings grind and even replacing a Gyro with a reactive armour hardener or DCU II will not go amiss. Another alternative would be a MJD purely to escape NPC warp disruptors though again, not something you should be running into much, if at all. Feel free to add Faction Gyro’s and T2 guns if you the skills.</p>



<h2 class="wp-block-heading" id="h.3rdcrjn"><strong>A.2. Daredevil – Angel Agent</strong></h2>



<p><strong>[Daredevil, ‘Unified’ Burner Dramiel &#8211; Daredevil]</strong></p>



<p>[Daredevil, Angel Agent]</p>



<p>Centii A-Type Small Armor Repairer</p>



<p>Core B-Type Armor EM Hardener</p>



<p>Magnetic Field Stabilizer II</p>



<p>Centus B-Type Armor Explosive Hardener</p>



<p>Stasis Webifier II</p>



<p>Small Electrochemical Capacitor Booster I, Cap Booster 25</p>



<p>Stasis Webifier II</p>



<p>Light Neutron Blaster II, Antimatter Charge S</p>



<p>[empty high slot]</p>



<p>Light Neutron Blaster II, Antimatter Charge S</p>



<p>Small Auxiliary Nano Pump II</p>



<p>Small Nanobot Accelerator I</p>



<p>Small Auxiliary Nano Pump I</p>



<h2 class="wp-block-heading" id="h.26in1rg"><strong>A.3. Daredevil – Sansha Agent</strong></h2>



<p><strong>[Daredevil, ‘Unified’ Burner Succubus &#8211; Ion Daredevil]</strong></p>



<p>Corpii A-Type Small Armor Repairer</p>



<p>Magnetic Field Stabilizer II</p>



<p>Magnetic Field Stabilizer II</p>



<p>Core B-Type Armor EM Hardener</p>



<p>Coreli A-Type 1MN Afterburner</p>



<p>Small Electrochemical Capacitor Booster I, Navy Cap Booster 400</p>



<p>Federation Navy Stasis Webifier</p>



<p>Light Ion Blaster II, Void S</p>



<p>[empty high slot]</p>



<p>Light Ion Blaster II, Void S</p>



<p>Small Auxiliary Nano Pump II</p>



<p>Small Auxiliary Nano Pump I</p>



<p>Small Nanobot Accelerator I</p>



<p>In cargo:</p>



<ul class="wp-block-list"><li>Navy cap booster 400</li><li>1k Void S</li></ul>



<p>Unified burner; you will notice that these two fits share most modules as well as all rigs. Just swap out mods for either Dramiel or Succubus depending on the mission you need to run and save on an extra ship if you want.</p>



<p>For Dramiel Mission: OH Explosive Hardener and Guns. Keep at range 1.5km. Activate Hardeners, Rep and Webs. Once within 3km activate Guns. Activate Cap Booster once cap is low.</p>



<p>For Succubus Mission: OH EM Hardener, Afterburner, Web(1 cycle) and Guns. Keep at range 1km. Activate Hardeners, Rep, Web and AB. Once within 3KM turn off OH on AB and activate Guns. Activate Cap Booster once cap is low.</p>



<h2 class="wp-block-heading" id="h.lnxbz9"><strong>A.4. Daredevil – Gurista Agent</strong></h2>



<p><strong>[Daredevil, Burner Worm &#8211; Daredevil]</strong></p>



<p>Corpii A-Type Small Armor Repairer</p>



<p>Shadow Serpentis Armor Kinetic Hardener</p>



<p>Magnetic Field Stabilizer II</p>



<p>Core B-Type Armor Kinetic Hardener</p>



<p>Coreli A-Type 5MN Microwarpdrive</p>



<p>Small Electrochemical Capacitor Booster I, Navy Cap Booster 400</p>



<p>Faint Epsilon Warp Scrambler I</p>



<p>Light Neutron Blaster II, Void S</p>



<p>[empty high slot]</p>



<p>Light Neutron Blaster II, Void S</p>



<p>Small Auxiliary Thrusters II</p>



<p>Small Auxiliary Thrusters I</p>



<p>Small Ancillary Current Router I</p>



<p>In cargo:</p>



<ul class="wp-block-list"><li>Navy cap booster 400</li><li>1k Void S</li></ul>



<p>For Worm Mission: OH both armour hardeners, Warp Scram(1 cycle) and Guns. OH MWD for 1 cycle ONLY(Optional). Keep at range 1.5km. Activate all tank modules. Once within 10km activate Scram and deactivate MWD. Once within 3km activate Guns and turn off OH on Shadow Serpentis Armor Kinetic Hardener and scram. Activate Cap Booster once cap is low.</p>



<h2 class="wp-block-heading" id="h.35nkun2"><strong>A.5. Wolf – Blood Agent</strong></h2>



<p><strong>[Wolf, Burner Cruor &#8211; Wolf]</strong></p>



<p>Republic Fleet Gyrostabilizer</p>



<p>Republic Fleet Gyrostabilizer</p>



<p>Tracking Enhancer II</p>



<p>Coreli A-Type Small Armor Repairer</p>



<p>Energized thermal Membrane II</p>



<p>Stasis Webifier II</p>



<p>Small Electrochemical Capacitor Booster I, Navy Cap Booster 200</p>



<p>200mm AutoCannon II, Republic Fleet Fusion S</p>



<p>200mm AutoCannon II, Republic Fleet Fusion S</p>



<p>Small Nosferatu II</p>



<p>200mm AutoCannon II, Republic Fleet Fusion S</p>



<p>200mm AutoCannon II, Republic Fleet Fusion S</p>



<p>Small Anti-thermal Pump II</p>



<p>Small Auxiliary Nano Pump II</p>



<p>In Cargo:</p>



<ul class="wp-block-list"><li>Navy Cap Booster 200</li><li>RF Fusion S</li></ul>



<p>For Cruor Mission: Activate web and guns. I tend to keep at range 100km (Anything over 10km is fine) to help reduce transversal for your guns. As soon as you activate the cap booster, activate armour rep. OH Cap booster if tank is having trouble keeping up. Only OH guns at 25% armor.</p>



<p><strong>[Wolf, Burner Cruor – Wolf alternative fit]</strong></p>



<p>Gyrostabilizer II</p>



<p>Gyrostabilizer II</p>



<p>Gyrostabilizer II</p>



<p>Coreli A-Type Small Armor Repairer</p>



<p>Coreli A-Type thermal Plating</p>



<p>Fleeting Propulsion Inhibitor I</p>



<p>Small Electrochemical Capacitor Booster I, Navy Cap Booster 400</p>



<p>200mm AutoCannon II, Republic Fleet Fusion S</p>



<p>200mm AutoCannon II, Republic Fleet Fusion S</p>



<p>&#8216;Arbalest&#8217; Rocket Launcher I, Caldari Navy Nova Rocket</p>



<p>200mm AutoCannon II, Republic Fleet Fusion S</p>



<p>200mm AutoCannon II, Republic Fleet Fusion S</p>



<p>Small Anti-thermal Pump II</p>



<p>Small Auxiliary Nano Pump II</p>



<p>In Cargo:</p>



<ul class="wp-block-list"><li>Navy Cap Booster 400</li><li>RF Fusion S</li><li>Caldari Navy Nova Rockets</li></ul>



<p>OH the Armor repper when you activate cap booster and armor repper. It will help get the most out of the cap charge.</p>



<h2 class="wp-block-heading" id="h.1ksv4uv"><strong>A.6. Garmur – All Team Burners</strong></h2>



<p><strong>Team Burners are back to the normal behaviour and can be brute forced with the DPS Garmur. I will keep the ECM garmur fit up as an alternative. Due to some Ganking activity, see the cheap alternative fit below.</strong></p>



<p><strong>[Garmur, Team Burner T2]</strong></p>



<p>Caldari Navy Ballistic Control System</p>



<p>Caldari Navy Ballistic Control System</p>



<p>Caldari Navy Ballistic Control System</p>



<p>Missile Guidance Computer II, Missile Range Script</p>



<p>Missile Guidance Computer II, Missile Range Script</p>



<p>5MN Y-T8 Compact Microwarpdrive</p>



<p>Phased Scoped Target Painter</p>



<p>Polarized Rocket Launcher, Caldari Navy Nova Rocket</p>



<p>Polarized Rocket Launcher, Caldari Navy Nova Rocket</p>



<p>Polarized Rocket Launcher, Caldari Navy Nova Rocket</p>



<p>Small Hydraulic Bay Thrusters II</p>



<p>Small Rocket Fuel Cache Partition II</p>



<p>Small Warhead Flare Catalyst I</p>



<p>Caldari Navy Mjolnir Rocket x2220</p>



<p>Caldari Navy Inferno Rocket x2787</p>



<p>Caldari Navy Scourge Rocket x4000</p>



<p>Caldari Navy Nova Rocket x2267</p>



<p>In cargo</p>



<ul class="wp-block-list"><li>2K of each Caldari Navy Mjolnir, Javelin Mjolnir, Inferno, Nova and Scourge Rockets.</li></ul>



<p>Use the following ammo for the specific rats:</p>



<p>Hawk, Bantam, Burst: Mjolnir</p>



<p>Enyo, Navitas, Inquisitor: Nova</p>



<p>Vengeance: Inferno</p>



<p>Jaguar: Scourge</p>



<p>Orbit at 20km for the Hawk, Enyo and Vengenace</p>



<p>Orbit at 25km for the Jaguar</p>



<p>Kill 1 logi then focus on the burner for Hawk, Enyo</p>



<p>Kill one or two Logi then focus on burner for Jaguar (DPS dependent). Use Javelin Mjolnir if you need range against Logi</p>



<p>Kill both logi then focus on burner for Vengeance</p>



<p><strong>Cheap Alternative</strong></p>



<p><strong>[Garmur, Team Burner]</strong></p>



<p>Ballistic Control System II</p>



<p>Ballistic Control System II</p>



<p>Co-Processor II</p>



<p>Missile Guidance Computer II</p>



<p>Phased Scoped Target Painter</p>



<p>5MN Y-T8 Compact Microwarpdrive</p>



<p>Missile Guidance Computer II</p>



<p>Polarized Rocket Launcher</p>



<p>Polarized Rocket Launcher</p>



<p>Polarized Rocket Launcher</p>



<p>Small Rocket Fuel Cache Partition II</p>



<p>Small Hydraulic Bay Thrusters II</p>



<p>Small Warhead Flare Catalyst I</p>



<p>Caldari Navy Mjolnir Rocket x3000</p>



<p>Caldari Navy Inferno Rocket x1183</p>



<p>Caldari Navy Nova Rocket x2491</p>



<p>Caldari Navy Scourge Rocket x5632</p>



<p>Mjolnir Javelin Rocket x842</p>



<p>In cargo</p>



<ul class="wp-block-list"><li>2K of each Caldari Navy&nbsp;Mjolnir, Inferno, Nova and Scourge Rockets.</li><li>Precision Script</li></ul>



<h2 class="wp-block-heading" id="h.44sinio"><strong>A.7. Hawk – Serpentis Agent</strong></h2>



<p><strong>[Hawk, Burner Daredevil &#8211; Hawk]</strong></p>



<p>Caldari Navy Ballistic Control System</p>



<p>Ballistic Control System II</p>



<p>Pithum C-Type Medium Shield Booster</p>



<p>Small Electrochemical Capacitor Booster I, Navy Cap Booster 400</p>



<p>Dread Guristas Stasis Webifier</p>



<p>Dread Guristas Stasis Webifier</p>



<p>Phased Weapon Navigation Array Generation Extron</p>



<p>Rocket Launcher II, Caldari Navy Scourge Rocket</p>



<p>Rocket Launcher II, Caldari Navy Scourge Rocket</p>



<p>[empty high slot]</p>



<p>Rocket Launcher II, Caldari Navy Scourge Rocket</p>



<p>Rocket Launcher II, Caldari Navy Scourge Rocket</p>



<p>Small Bay Loading Accelerator II</p>



<p>Small Warhead Rigor Catalyst I</p>



<p>In Cargo:</p>



<ul class="wp-block-list"><li>2k Caldari Navy Scourge Rockets</li><li>Navy Cap Booster 400</li></ul>



<p>For Daredevil Burner: Always keep Cap booster and Target painter OH at all times. Run Shield Booster at all times. Activate both webs. I tend to keep at range 10km or you can try orbiting at 14km. Reactivate any modules that go offline. Be careful of Heat on weapons. Be very mindful of range as it is quite sensitive if you don’t have enough. If your range is good you should be able to start overheating as soon as you get through the shields and end up with around 12 or so rockets left.</p>



<p><strong>[Hawk, Serpentis Agent]</strong></p>



<p>Caldari Navy Ballistic Control System</p>



<p>Caldari Navy Ballistic Control System</p>



<p>Federation Navy Stasis Webifier</p>



<p>Pithum C-Type Medium Shield Booster</p>



<p>&#8216;Micro&#8217; Cap Battery</p>



<p>Federation Navy Stasis Webifier</p>



<p>Small Electrochemical Capacitor Booster I</p>



<p>Rocket Launcher II</p>



<p>Rocket Launcher II</p>



<p>125mm Railgun II</p>



<p>Rocket Launcher II</p>



<p>Rocket Launcher II</p>



<p>Small Bay Loading Accelerator II</p>



<p>Small Warhead Rigor Catalyst I</p>



<p>In cargo:</p>



<ul class="wp-block-list"><li>Caldari Navy Uranium Charge S x1000</li><li>Navy Cap Booster 400 x22</li><li>Caldari Navy Scourge Rocket x2000</li></ul>



<p>Alternative build for hIgh skilled pilots. If TP is not giving additional damage application switch to this fit. Makes full use of cap booster 400s so you won’t have to overheat the cap booster.</p>



<h2 class="wp-block-heading" id="h.2jxsxqh"><strong>A.8. Vigilant – Angel Base</strong></h2>



<p><strong>[Vigilant, Burner Angel &#8211; Vigilant]</strong></p>



<p>Medium Armor Repairer II</p>



<p>Energized Adaptive Nano Membrane II</p>



<p>Magnetic Field Stabilizer II</p>



<p>Armor Explosive Hardener II</p>



<p>Magnetic Field Stabilizer II</p>



<p>Armor Explosive Hardener II</p>



<p>Medium Electrochemical Capacitor Booster I, Cap Booster 800</p>



<p>Stasis Webifier II</p>



<p>Stasis Webifier II</p>



<p>Stasis Webifier II</p>



<p>Heavy Neutron Blaster II, Void M</p>



<p>Heavy Neutron Blaster II, Void M</p>



<p>Heavy Neutron Blaster II, Void M</p>



<p>Heavy Neutron Blaster II, Void M</p>



<p>Heavy Neutron Blaster II, Void M</p>



<p>Medium Auxiliary Nano Pump II</p>



<p>Medium Anti-EM Pump II</p>



<p>Medium Nanobot Accelerator I</p>



<p>Hornet I x5</p>



<p>Hornet I x5</p>



<p>In Cargo:</p>



<ul class="wp-block-list"><li>Mobile Depo and Tractor Unit</li><li>Cap booster 800</li><li>Void M</li><li>50mn Y-T8 Compact Microwarpdrive</li></ul>



<p>For Angel Base Burner: OH Both Hardeners and Weapons. Lock all Dramiels and deploy MTU and Depo. Web only when Dramiel is orbiting at +- 3km. Launch Hornets. Once first two Dramiels are dead turn off OH on hardeners. Activate Cap Booster when low. Once all 4 Dramiels are dead refit 50mn MWD and pick up Depo and MTU. Kill transport.</p>



<h2 class="wp-block-heading" id="h.z337ya"><strong>A.9. Vagabond – Serpentis Base</strong></h2>



<p><strong>[Vagabond, Burner Talos &#8211; Vagabond]</strong></p>



<p>Gyrostabilizer II</p>



<p>Gyrostabilizer II</p>



<p>Gyrostabilizer II</p>



<p>Overdrive Injector System II</p>



<p>Damage Control II</p>



<p>Shadow Serpentis 50MN Microwarpdrive</p>



<p>Pith X-Type Kinetic Deflection Field</p>



<p>Pith C-Type Large Shield Booster</p>



<p>Medium Electrochemical Capacitor Booster I, Cap Booster 800</p>



<p>425mm AutoCannon II, Hail M</p>



<p>425mm AutoCannon II, Hail M</p>



<p>220mm Vulcan AutoCannon II, Hail M</p>



<p>[empty high slot]</p>



<p>425mm AutoCannon II, Hail M</p>



<p>425mm AutoCannon II, Hail M</p>



<p>Medium Core Defense Capacitor Safeguard II</p>



<p>Medium Anti-Thermal Screen Reinforcer II</p>



<p>Hobgoblin II x5</p>



<p>In Cargo:</p>



<ul class="wp-block-list"><li>Hail M</li><li>Cap Booster 800</li></ul>



<p>For Serpentis Base Burner: Activate DCU and Hardener. Manually approach nearest Talos at an angle with MWD on. Once at range 60km Orbit Talos at 6km. Once within 20km turn off MWD and launch drones. Pulse Shield Booster as needed. If Talos aggressed on drones approach to 3km. Pull drones just before Burner dies. Loot and move to next Burner with the same procedure. Try to stay at least 10 km from sentry turrets. Remember to loot the Taloses, they can drop up to 250mill+ drops and do so more regularly than other burners.</p>



<p>If you have the skills, slitting in a meta 4 or T2 rocket launcher in the free high slot using Nova Rage ammo adds a little bit of punch.</p>



<h2 class="wp-block-heading" id="h.3j2qqm3"><strong>A.10. Orthrus – Blood Base</strong></h2>



<p><strong>[Orthrus, Ashimu Burner &#8211; Orthrus]</strong></p>



<p>Caldari Navy Ballistic Control System</p>



<p>Caldari Navy Ballistic Control System</p>



<p>Caldari Navy Ballistic Control System</p>



<p>Damage Control II</p>



<p>Caldari Navy Large Shield Extender</p>



<p>Caldari Navy Large Shield Extender</p>



<p>X-Large Ancillary Shield Booster, Navy Cap Booster 400</p>



<p>Pithum B-Type EM Ward Amplifier</p>



<p>Pithum B-Type EM Ward Amplifier</p>



<p>Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile</p>



<p>Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile</p>



<p>Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile</p>



<p>Small Tractor Beam I</p>



<p>Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile</p>



<p>Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile</p>



<p>Medium Anti-Thermal Screen Reinforcer II</p>



<p>Medium Processor Overclocking Unit I</p>



<p>Medium Anti-Thermal Screen Reinforcer II</p>



<p>Hornet I x5</p>



<p><strong>[Onyx, Safer Alternative Ashimu Burner &#8211; Onyx]</strong></p>



<p>Caldari Navy Ballistic Control System</p>



<p>Caldari Navy Ballistic Control System</p>



<p>Caldari Navy Ballistic Control System</p>



<p>Missile Guidance Enhancer II</p>



<p>Pithum C-Type EM Ward Amplifier</p>



<p>Pithum C-Type EM Ward Amplifier</p>



<p>Shield Boost Amplifier II</p>



<p>X-Large Ancillary Shield Booster</p>



<p>Large Shield Extender II</p>



<p>Large Shield Extender II</p>



<p>Rapid Light Missile Launcher II</p>



<p>Rapid Light Missile Launcher II</p>



<p>Small Tractor Beam II</p>



<p>Rapid Light Missile Launcher II</p>



<p>Rapid Light Missile Launcher II</p>



<p>Rapid Light Missile Launcher II</p>



<p>Medium Warhead Calefaction Catalyst II</p>



<p>Medium Anti-EM Screen Reinforcer II</p>



<p>In Cargo:</p>



<ul class="wp-block-list"><li>1k Caldari Navy&nbsp;Scourge&nbsp;Light Missile</li><li>1k Scourge Fury Light Missile</li><li>Max&nbsp;Navy Cap Booster 400</li></ul>



<p>For Blood Base Burner: Wait for Sentinels to orbit player so you can apply full damage with RLML using Caldari Navy Scourge. Keep transversal on Ashimu by orbiting at 13km. Once Sentinels are dead load Scourge Fury and target Ashimu. Use tractor beam to pull in wrecks as cap becomes available.</p>



<h2 class="wp-block-heading" id="h.7l1qaq2in2k"><strong>A.11. Barghest – Lv4 Blitzer</strong></h2>



<p><strong>[Barghest, Blitzer Alternative]</strong></p>



<p>Caldari Navy Ballistic Control System</p>



<p>Caldari Navy Ballistic Control System</p>



<p>Caldari Navy Ballistic Control System</p>



<p>Ballistic Control System II</p>



<p>Missile Guidance Enhancer II</p>



<p>Missile Guidance Enhancer II</p>



<p>Shadow Serpentis 500MN Microwarpdrive</p>



<p>Sensor Booster II, Scan Resolution Script</p>



<p>Missile Guidance Computer II, Missile Precision Script</p>



<p>Pith C-Type X-Large Shield Booster</p>



<p>Adaptive Invulnerability Field II</p>



<p>Adaptive Invulnerability Field II</p>



<p>Rapid Heavy Missile Launcher II, Caldari Navy Inferno Heavy Missile</p>



<p>Rapid Heavy Missile Launcher II, Caldari Navy Inferno Heavy Missile</p>



<p>Rapid Heavy Missile Launcher II, Caldari Navy Inferno Heavy Missile</p>



<p>Rapid Heavy Missile Launcher II, Caldari Navy Inferno Heavy Missile</p>



<p>Rapid Heavy Missile Launcher II, Caldari Navy Inferno Heavy Missile</p>



<p>Rapid Heavy Missile Launcher II, Caldari Navy Inferno Heavy Missile</p>



<p>Drone Link Augmentor II</p>



<p>Small Tractor Beam II</p>



<p>Large Hyperspatial Velocity Optimizer II</p>



<p>Large Hyperspatial Velocity Optimizer II</p>



<p>Large Hyperspatial Velocity Optimizer II</p>



<p>Hammerhead II x5</p>



<p>Hobgoblin II x5</p>



<p>In Cargo:</p>



<ul class="wp-block-list"><li>One of each T2 Shield hardener</li><li>2k Fury Ammo of; Scourge, Mjolnir, Inferno and Nova.</li><li>2k Caldari Navy Inferno</li><li>Gate Key (Dread Pirate Scarlet)</li></ul>



<p>After testing the Barghest with T2 Fury missiles and close to max skills it is definitely a viable alternative to the Machariel.</p>



<p>As per the Machariel fit, a Heavy Cap booster can be fitted (though the drone link augmentor will need to be offlined) in case you’d rather want the panic button. This though is not so much of an issue because being able to kite the rats well outside of their range due to missile projection.</p>



<h1 class="wp-block-heading" id="h.1y810tw"><strong>Appendix B: Sample Skill plan</strong></h1>



<p><a href="https://www.google.com/url?q=https://www.dropbox.com/s/vcnzq0nrs5iya76/Blitzing.emp?dl%3D0&amp;sa=D&amp;ust=1567614278892000" target="_blank" rel="noopener">https://www.dropbox.com/s/vcnzq0nrs5iya76/Blitzing.emp?dl=0</a>&nbsp;Courtesy of Zora Aran.</p>



<p>This skill plan has all the skills required to fly every single one of the fits listed in this guide. It is just under/over 1y of training depending on implants and if you use remaps or not. It is mostly optimised for a new player and corresponds with the order that I listed the ship fits in. If anyone is willing to host the Evemon Plan file for this let me know.</p>



<p>1. Cybernetics II</p>



<p>2. Cybernetics III</p>



<p>3. Cybernetics IV</p>



<p>4. Minmatar Destroyer I</p>



<p>5. Minmatar Destroyer II</p>



<p>6. Minmatar Destroyer III</p>



<p>7. Minmatar Cruiser I</p>



<p>8. Medium Projectile Turret I</p>



<p>9. Minmatar Cruiser II</p>



<p>10. Medium Projectile Turret II</p>



<p>11. Minmatar Cruiser III</p>



<p>12. Medium Projectile Turret III</p>



<p>13. Repair Systems IV</p>



<p>14. Hull Upgrades IV</p>



<p>15. Kinetic Armor Compensation I</p>



<p>16. Kinetic Armor Compensation II</p>



<p>17. thermal Armor Compensation I</p>



<p>18. thermal Armor Compensation II</p>



<p>19. EM Armor Compensation I</p>



<p>20. EM Armor Compensation II</p>



<p>21. Explosive Armor Compensation I</p>



<p>22. Explosive Armor Compensation II</p>



<p>23. Kinetic Armor Compensation III</p>



<p>24. Kinetic Armor Compensation IV</p>



<p>25. Repair Systems V</p>



<p>26. Minmatar Battlecruiser I</p>



<p>27. Minmatar Battlecruiser II</p>



<p>28. Minmatar Battlecruiser III</p>



<p>29. Drones V</p>



<p>30. Long Range Targeting II</p>



<p>31. Long Range Targeting III</p>



<p>32. Signature Analysis II</p>



<p>33. Signature Analysis III</p>



<p>34. Signature Analysis IV</p>



<p>35. Target Management II</p>



<p>36. Target Management III</p>



<p>37. Target Management IV</p>



<p>38. Capacitor Management IV</p>



<p>39. Capacitor Systems Operation IV</p>



<p>40. Weapon Upgrades III</p>



<p>41. Weapon Upgrades IV</p>



<p>42. Energy Grid Upgrades II</p>



<p>43. Energy Grid Upgrades III</p>



<p>44. Energy Grid Upgrades IV</p>



<p>45. Sharpshooter III</p>



<p>46. Rapid Firing III</p>



<p>47. Motion Prediction III</p>



<p>48. Surgical Strike II</p>



<p>49. Surgical Strike III</p>



<p>50. Trajectory Analysis II</p>



<p>51. Trajectory Analysis III</p>



<p>52. Drone Interfacing I</p>



<p>53. Drone Interfacing II</p>



<p>54. Drone Interfacing III</p>



<p>55. Drone Durability II</p>



<p>56. Drone Durability III</p>



<p>57. Drone Avionics I</p>



<p>58. Drone Avionics II</p>



<p>59. Drone Avionics III</p>



<p>60. Drone Navigation I</p>



<p>61. Drone Navigation II</p>



<p>62. Drone Navigation III</p>



<p>63. Drone Sharpshooting I</p>



<p>64. Drone Sharpshooting II</p>



<p>65. Drone Sharpshooting III</p>



<p>66. Light Drone Operation I</p>



<p>67. Light Drone Operation II</p>



<p>68. Light Drone Operation III</p>



<p>69. Light Drone Operation IV</p>



<p>70. Rapid Firing IV</p>



<p>71. Motion Prediction IV</p>



<p>72. Surgical Strike IV</p>



<p>73. Sharpshooter IV</p>



<p>74. Trajectory Analysis IV</p>



<p>75. Drone Interfacing IV</p>



<p>76. Light Drone Operation V</p>



<p>77. Gallente Drone Specialization I</p>



<p>78. Gallente Drone Specialization II</p>



<p>79. Gallente Drone Specialization III</p>



<p>80. thermal Armor Compensation III</p>



<p>81. thermal Armor Compensation IV</p>



<p>82. EM Armor Compensation III</p>



<p>83. EM Armor Compensation IV</p>



<p>84. Explosive Armor Compensation III</p>



<p>85. Explosive Armor Compensation IV</p>



<p>86. Gunnery V</p>



<p>87. Spaceship Command IV</p>



<p>88. Large Projectile Turret I</p>



<p>89. Minmatar Battleship I</p>



<p>90. Large Projectile Turret II</p>



<p>91. Minmatar Battleship II</p>



<p>92. Large Projectile Turret III</p>



<p>93. Minmatar Battleship III</p>



<p>94. Drone Sharpshooting IV</p>



<p>95. Sentry Drone Interfacing I</p>



<p>96. Sentry Drone Interfacing II</p>



<p>97. Sentry Drone Interfacing III</p>



<p>98. Hull Upgrades V</p>



<p>99. Gallente Frigate I</p>



<p>100. Gallente Frigate II</p>



<p>101. Gallente Frigate III</p>



<p>102. Gallente Destroyer I</p>



<p>103. Gallente Destroyer II</p>



<p>104. Gallente Destroyer III</p>



<p>105. Gallente Cruiser I</p>



<p>106. Gallente Cruiser II</p>



<p>107. Gallente Cruiser III</p>



<p>108. Gallente Battlecruiser I</p>



<p>109. Gallente Battlecruiser II</p>



<p>110. Gallente Battlecruiser III</p>



<p>111. Gallente Battleship I</p>



<p>112. Gallente Battleship II</p>



<p>113. Gallente Battleship III</p>



<p>114. Social I</p>



<p>115. Social II</p>



<p>116. Social III</p>



<p>117. Connections I</p>



<p>118. Connections II</p>



<p>119. Connections III</p>



<p>120. Diplomacy I</p>



<p>121. Diplomacy II</p>



<p>122. Diplomacy III</p>



<p>123. Social IV</p>



<p>127. Leadership I</p>



<p>128. Leadership II</p>



<p>129. Leadership III</p>



<p>130. Security Connections I</p>



<p>131. Security Connections II</p>



<p>132. Security Connections III</p>



<p>133. Negotiation I</p>



<p>134. Negotiation II</p>



<p>135. Negotiation III</p>



<p>136. Large Projectile Turret IV</p>



<p>137. Minmatar Battleship IV</p>



<p>138. Gallente Drone Specialization IV</p>



<p>139. Sentry Drone Interfacing IV</p>



<p>140. Security Connections IV</p>



<p>141. Negotiation IV</p>



<p>142. Connections IV</p>



<p>143. Diplomacy IV</p>



<p>145. Gallente Battleship IV</p>



<p>146. Capacitor Systems Operation V</p>



<p>147. Energy Grid Upgrades V</p>



<p>148. CPU Management V</p>



<p>149. Acceleration Control II</p>



<p>150. Acceleration Control III</p>



<p>151. Evasive Maneuvering II</p>



<p>152. Evasive Maneuvering III</p>



<p>153. High Speed Maneuvering II</p>



<p>154. High Speed Maneuvering III</p>



<p>155. Warp Drive Operation II</p>



<p>156. Warp Drive Operation III</p>



<p>157. Evasive Maneuvering IV</p>



<p>158. High Speed Maneuvering IV</p>



<p>159. Navigation IV</p>



<p>160. Navigation V</p>



<p>161. Infomorph Psychology I</p>



<p>162. Infomorph Psychology II</p>



<p>163. Infomorph Psychology III</p>



<p>164. Infomorph Synchronizing I</p>



<p>165. Infomorph Synchronizing II</p>



<p>166. Infomorph Synchronizing III</p>



<p>167. Jury Rigging I</p>



<p>168. Jury Rigging II</p>



<p>169. Jury Rigging III</p>



<p>170. Astronautics Rigging I</p>



<p>171. Astronautics Rigging II</p>



<p>172. Astronautics Rigging III</p>



<p>173. Astronautics Rigging IV</p>



<p>174. Security Connections V</p>



<p>175. Social V</p>



<p>176. Weapon Upgrades V</p>



<p>177. Advanced Weapon Upgrades I</p>



<p>178. Advanced Weapon Upgrades II</p>



<p>179. Advanced Weapon Upgrades III</p>



<p>180. Thermodynamics II</p>



<p>181. Thermodynamics III</p>



<p>182. Thermodynamics IV</p>



<p>183. Armor Rigging I</p>



<p>184. Armor Rigging II</p>



<p>185. Armor Rigging III</p>



<p>186. Armor Rigging IV</p>



<p>187. Small Hybrid Turret I</p>



<p>188. Small Hybrid Turret II</p>



<p>189. Small Hybrid Turret III</p>



<p>190. Small Hybrid Turret IV</p>



<p>191. Small Hybrid Turret V</p>



<p>192. Small Blaster Specialization I</p>



<p>193. Small Blaster Specialization II</p>



<p>194. Small Blaster Specialization III</p>



<p>195. Small Blaster Specialization IV</p>



<p>196. Gallente Frigate IV</p>



<p>197. Minmatar Frigate IV</p>



<p>198. Controlled Bursts II</p>



<p>199. Controlled Bursts III</p>



<p>200. Propulsion Jamming II</p>



<p>201. Propulsion Jamming III</p>



<p>202. Propulsion Jamming IV</p>



<p>203. Controlled Bursts IV</p>



<p>204. Minmatar Frigate V</p>



<p>205. Small Projectile Turret IV</p>



<p>206. Small Projectile Turret V</p>



<p>207. Small Autocannon Specialization I</p>



<p>208. Small Autocannon Specialization II</p>



<p>209. Small Autocannon Specialization III</p>



<p>210. Power Grid Management V</p>



<p>211. Mechanics IV</p>



<p>212. Mechanics V</p>



<p>213. Assault Frigates I</p>



<p>214. Assault Frigates II</p>



<p>215. Assault Frigates III</p>



<p>216. Capacitor Emission Systems I</p>



<p>217. Capacitor Emission Systems II</p>



<p>218. Capacitor Emission Systems III</p>



<p>219. Capacitor Emission Systems IV</p>



<p>220. Small Autocannon Specialization IV</p>



<p>221. Assault Frigates IV</p>



<p>222. Launcher Rigging I</p>



<p>223. Launcher Rigging II</p>



<p>224. Launcher Rigging III</p>



<p>225. Launcher Rigging IV</p>



<p>226. Caldari Frigate I</p>



<p>227. Caldari Frigate II</p>



<p>228. Caldari Frigate III</p>



<p>229. Caldari Frigate IV</p>



<p>230. Missile Launcher Operation II</p>



<p>231. Missile Launcher Operation III</p>



<p>232. Missile Launcher Operation IV</p>



<p>233. Missile Launcher Operation V</p>



<p>234. Rockets I</p>



<p>235. Rockets II</p>



<p>236. Rockets III</p>



<p>237. Rockets IV</p>



<p>238. Rockets V</p>



<p>239. Rocket Specialization I</p>



<p>240. Rocket Specialization II</p>



<p>241. Rocket Specialization III</p>



<p>242. Rocket Specialization IV</p>



<p>243. Target Navigation Prediction I</p>



<p>244. Target Navigation Prediction II</p>



<p>245. Target Navigation Prediction III</p>



<p>246. Warhead Upgrades I</p>



<p>247. Warhead Upgrades II</p>



<p>248. Warhead Upgrades III</p>



<p>249. Missile Projection I</p>



<p>250. Missile Projection II</p>



<p>251. Missile Projection III</p>



<p>252. Missile Bombardment I</p>



<p>253. Missile Bombardment II</p>



<p>254. Missile Bombardment III</p>



<p>255. Guided Missile Precision I</p>



<p>256. Guided Missile Precision II</p>



<p>257. Guided Missile Precision III</p>



<p>258. Rapid Launch I</p>



<p>259. Rapid Launch II</p>



<p>260. Rapid Launch III</p>



<p>261. Target Painting I</p>



<p>262. Target Painting II</p>



<p>263. Target Painting III</p>



<p>264. Electronics Upgrades IV</p>



<p>265. Target Painting IV</p>



<p>266. Signature Focusing I</p>



<p>267. Signature Focusing II</p>



<p>268. Signature Focusing III</p>



<p>269. Missile Projection IV</p>



<p>270. Target Navigation Prediction IV</p>



<p>271. Warhead Upgrades IV</p>



<p>272. Missile Bombardment IV</p>



<p>273. Guided Missile Precision IV</p>



<p>274. Rapid Launch IV</p>



<p>275. Caldari Frigate V</p>



<p>276. Signature Focusing IV</p>



<p>277. Medium Hybrid Turret I</p>



<p>278. Medium Hybrid Turret II</p>



<p>279. Medium Hybrid Turret III</p>



<p>280. Medium Hybrid Turret IV</p>



<p>281. Medium Hybrid Turret V</p>



<p>282. Medium Blaster Specialization I</p>



<p>283. Medium Blaster Specialization II</p>



<p>284. Medium Blaster Specialization III</p>



<p>285. Medium Blaster Specialization IV</p>



<p>286. Minmatar Cruiser IV</p>



<p>287. Minmatar Cruiser V</p>



<p>288. Shield Operation II</p>



<p>289. Shield Operation III</p>



<p>290. Shield Operation IV</p>



<p>291. Shield Operation V</p>



<p>292. Shield Management II</p>



<p>293. Shield Management III</p>



<p>294. Shield Management IV</p>



<p>295. Shield Upgrades II</p>



<p>296. Shield Upgrades III</p>



<p>297. Shield Upgrades IV</p>



<p>298. Tactical Shield Manipulation II</p>



<p>299. Tactical Shield Manipulation III</p>



<p>300. Tactical Shield Manipulation IV</p>



<p>301. Kinetic Shield Compensation I</p>



<p>302. Kinetic Shield Compensation II</p>



<p>303. Kinetic Shield Compensation III</p>



<p>304. Kinetic Shield Compensation IV</p>



<p>305. Shield Compensation I</p>



<p>306. Shield Compensation II</p>



<p>307. Shield Compensation III</p>



<p>308. Shield Compensation IV</p>



<p>309. Medium Projectile Turret IV</p>



<p>310. Medium Projectile Turret V</p>



<p>311. Medium Autocannon Specialization I</p>



<p>312. Spaceship Command V</p>



<p>313. Heavy Assault Cruisers I</p>



<p>314. Heavy Assault Cruisers II</p>



<p>315. Heavy Assault Cruisers III</p>



<p>316. Medium Autocannon Specialization II</p>



<p>317. Medium Autocannon Specialization III</p>



<p>318. Shield Rigging I</p>



<p>319. Shield Rigging II</p>



<p>320. Medium Autocannon Specialization IV</p>



<p>321. Heavy Assault Cruisers IV</p>



<p>322. Shield Rigging III</p>



<p>323. Caldari Destroyer I</p>



<p>324. Caldari Destroyer II</p>



<p>325. Caldari Destroyer III</p>



<p>326. Caldari Cruiser I</p>



<p>327. Caldari Cruiser II</p>



<p>328. Caldari Cruiser III</p>



<p>329. Caldari Cruiser IV</p>



<p>330. Light Missiles I</p>



<p>331. Light Missiles II</p>



<p>332. Light Missiles III</p>



<p>333. Light Missiles IV</p>



<p>334. Light Missiles V</p>



<p>335. Light Missile Specialization I</p>



<p>336. Light Missile Specialization II</p>



<p>337. Light Missile Specialization III</p>



<p>338. Light Missile Specialization IV</p>



<p>339. Caldari Drone Specialization I</p>



<p>340. Caldari Drone Specialization II</p>



<p>341. Caldari Drone Specialization III</p>



<p>342. EM Shield Compensation I</p>



<p>343. EM Shield Compensation II</p>



<p>344. EM Shield Compensation III</p>



<p>345. EM Shield Compensation IV</p>



<p>346. thermal Shield Compensation I</p>



<p>347. thermal Shield Compensation II</p>



<p>348. thermal Shield Compensation III</p>



<p>349. thermal Shield Compensation IV</p>



<p>350. Caldari Cruiser V</p>



<p>351. Caldari Drone Specialization IV</p>



<h1 class="wp-block-heading" id="h.4i7ojhp"><strong>Appendix C: Thanks and Version Info</strong></h1>



<p>I’d like to thank the following forum gurus and forum members for their help, willing or not, in the creation of this document. Any potential donations should go to them for their help on the fits especially. Many of these fits are near enough straight up copies or only slight modifications of their own fits.</p>



<ul class="wp-block-list"><li>Jori Mckie &#8211; Fits</li><li>Jackudza – Videos and fits</li><li>Chainsaw Plankton – Fits and generally being helpful on the forums</li><li>Ploing &#8211; Fits</li><li>The Bigpuns &#8211; spotting a very stupid an obvious mistake on the machariel warp speed</li><li>DeMichael Crimson aka DMC &#8211; His standings guide ‘The Plan’ is pretty much the definitive source on standings mechanics and is what makes most of this possible in the first place.</li><li>Zora Aran &#8211; Creating/hosting an Evemon Skill Plan.</li><li>Fire Trooper &#8211; For pointing out CPU fitting issues on bling Garmur due to paint changes.</li><li>Bumblefck &#8211; I think he originated the Onyx fit for Blood Base.</li><li>Larold for a couple fixes here and there and a revamped section 2.</li></ul>



<p>I know for a fact I’m probably missing people so please contact me ingame if you feel I missed you or someone you think I missed should be added.</p>



<p>Special mention goes to Market McSelling Alt. He really helped push me to complete this guide in his own very special way.</p>



<p>If you spot any mistakes please let me know and thanks for reading!</p>



<p><strong>Versions:</strong></p>



<p>v1.00 &#8211; Original guide</p>



<p>v1.01 &#8211; 20/11/2015 &#8211; Added Garmur alt build, Barghest Experimental build and fixed warp speed on Mach, minor editing changes.</p>



<p>v1.02 &#8211; 22/11/2015 &#8211; Added Version Info, Gurista Base burner information.</p>



<p>v1.03 &#8211; 23/11/2015 &#8211; Gone Bezerk trigger randomised or changed.</p>



<p>v1.04 &#8211; 09/12/2015 &#8211; Added note to Forward and to Missions, added back the DPS Garmur fit to Team Burners, Many changes in the Missions section.</p>



<p>V1.05 &#8211; 12/12/2015 &#8211; Added missing Credits</p>



<p>V1.06 &#8211; 18/12/2015 &#8211; Added Cheap Garmur fit and updated with Javelin advice.</p>



<p>V1.07 &#8211; 08/01/2016 &#8211; Fleshed out the Barghest Fit and Ship Discussion under 1.3.2 Ships</p>



<p>V1.08 &#8211; 17/01/2016 &#8211; Update regarding stealth changes to missions and CCP’s lack of answer.</p>



<p>V1.1 &#8211; 28/02/2016 &#8211; Update to Skills under 1.2 and Appendix B with a link to a skill plan for Evemon.</p>



<p>V1.2 &#8211; 24/04/2016:</p>



<ul class="wp-block-list"><li>Updated Foreword</li><li>Updated 1.1 text to be clearer.</li><li>Updated 1.3 with Skill Injectors.</li><li>Minor Updates to 1.3.1.</li><li>Updated section 2&#8217;s note, missions, headings and some other text.</li><li>Updated 3. Ashimu loot drop amount and added some text.</li><li>Updated A.2. Daredevil with Stasis Webifier II.</li><li>Updated A.5. Wolf with Stasis Webifier II.</li><li>Updated A.6. Garmur with Phased Scoped Target Painter and 5MN Y-T8 Compact &nbsp;Microwarpdrive. Removed ECM fits.</li><li>Updated A.8. Vigilant with Stasis Webifier II.</li><li>Updated A10. Removed Orthrus Cheap Fit, added Onyx fit and updated how-to text.</li></ul>



<p>V1.2.1 &#8211; 22/05/2016</p>



<ul class="wp-block-list"><li>Added alternative Serpentis Agent fit for high skilled pilots.</li><li>Changed ammo loadout on Blood Base (Onyx fit). CN Scourge does about 12% more damage.</li></ul>



<p>V1.2.2 &#8211; 22/11/2016</p>



<ul class="wp-block-list"><li>Added quick link to Burner Playlist</li></ul>



<p>V1.2.3 &#8211; 20/12/2016</p>



<ul class="wp-block-list"><li>Huge thanks to player The Larold for the help in making section 2 easier to read! Pop him a few isk if you like the changes 😉</li><li>Normal lv4 missions are now listed in order of profitability</li><li>Added Right hand of Zazzmatazz to the mission list</li><li>Replaced thermic in every case with thermal</li><li>Removed Fast Talk as a skill in the list</li></ul>
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			</item>
		<item>
		<title>EVE Guide For New Players</title>
		<link>https://gamerstips.com/eve-guide-for-new-players/</link>
					<comments>https://gamerstips.com/eve-guide-for-new-players/#respond</comments>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Wed, 04 Sep 2019 15:29:28 +0000</pubDate>
				<category><![CDATA[EVE]]></category>
		<guid isPermaLink="false">https://mmoroom.com/?p=102</guid>

					<description><![CDATA[This guide I hope will have some use for the newer players to join our ranks as&#8230;]]></description>
										<content:encoded><![CDATA[
<p><em>This guide I hope will have some use for the newer players to join our ranks as Reddit has had a bit of an influx in “how do I make ISK and the like subjects” Keep in mind this is written by myself as a personal account of my experiences and opinions, take it with a grain of salt when I say something like “mining is boring”</em></p>



<p><strong>Introduction</strong></p>



<p><strong>Background and experience</strong>: I’ve played eve for 4 years, 3 of which have been in Null sec, 1 in high sec running level 4 missions, and some mining. I have lead one of the largest corporations for its time for over a year and was even an alliance leader for a time. I have since stepped back into the joy of no leadership and just enjoying the game.</p>



<p>When you are new to eve and start the game, chances are you have no idea about 1/100<sup>th</sup> of the game, it is new and vast. Enjoy this time, the game is on a scale that is really hard to explain. In the many of thousands of hours I have spent in this game I have not touched every aspect and far from an expert in some areas. I need to stress, this is okay.</p>



<p>The first thing you should do when starting eve is think about where you want to be in 6 months to a year. This game or hobby is not something you will master in a few hours after reading some guides, if you choose to stick with it, this little game/hobby will teach you some things about yourself. How you learn, what your own limits are, and what you are willing to do to achieve a goal.</p>



<p>I ask you take this guide for what it is worth, my opinions and experience so far in the game, what struggles and stresses I have endured, the experience gained and knowledge I wish to share in a game that is hard to find good reliable information.</p>



<p>Another thing forgotten by a lot of long players of the game is that EVE is like a second language. I will try to explain the abbreviations and mechanics of the game but, I’m bound to miss or forget something.<br><strong><br></strong></p>



<p><strong>DAMAGE TYPES</strong></p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Electromagnetic (EM)</strong></p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Kinetic (KIN)</strong></p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Thermal (THERM)</strong></p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Explosive</strong></p>



<p><strong>FACTIONS</strong></p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Amarr</strong></p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Caldari</strong></p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Gallente</strong></p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Minmatar</strong><strong><br></strong><br></p>



<p></p>



<p><strong>Step 1: The Goal</strong></p>



<p>Ask yourself. “What is it I want to do in Eve?” – don’t worry this will change as you grow.</p>



<p>Eve is a sandbox, there is no right or wrong way to play this game despite what is said by some in the community. You can high sec mine, do missions, explore, production, research, invention, planetary interactions, wormholes, pirate, player vs player, faction warfare, gank, troll, steal, scam… The list goes on. This is your time, your money, your enjoyment. That being said you need to give yourself a goal in order to continue the drive. The carrot on the stick idea. For me it was level 4 missions and getting into a Drake, that moved to getting into a Raven, then lasers are cool so I trained for a Paladin Marauder. You will evolve as you grow so don’t worry if you change your mind.</p>



<p>Setting the Goal: Some steps that have helped me along the way in how I set my goals.<br></p>



<p><strong>Skill Plan:</strong></p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; What do you want at the end of 365 days?</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Set a short, medium, and long goal – example: 1 month, 3 months, 6 months.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Your goals should be in line with your end of year.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Be flexible, if you end up changing your mind in a few months, there are a lot of cross training in eve.<br></p>



<p><strong>Corporation:</strong></p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; You don’t need to be in a corp to enjoy the game but it is really suggested as it gives you a support group in a sense.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Look to newbie corps, they are low to no skill point requirements and the good ones will have some programs in place to help you grow</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Make friends, not enemies. Some things to consider in EVE. This is one “shard, server” Your name will follow you as you go.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Get on voice coms when you can, get to know your corp mates. Ask questions of them and be an active part of your new family.<br></p>



<p><strong><em>“I am alpha and omega, the first and the last, the beginning and the end.”</em></strong></p>



<p><strong>Alpha clone or Omega?</strong></p>



<p>Something new to the game is the option to play for free with restrictions or to jump right in and play as the “paid” omega clone, the monthly subscription. (NOTE: This is my opinion on the matter) I would suggest going Alpha to start, the reason for this is time/money/expectation.<br></p>



<p><strong>Benefit of being an Alpha to start.</strong></p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; There is no real commitment, this is your chance to explore the beginning of what EVE has to offer without any regrets or expectations. It is 100% free.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Gives you time, you are not obligated to play. A lot of friends I tried to get in the game in the past were stand offish because they felt obligated to play, if you are forcing yourself to play EVE you will not enjoy it.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; The community, as funny as this sounds but it is true. Our lovely community has a soft spot for the alpha clones and most of us want to kill you, drop some isk that is maybe 10 times worth your loss, and explain what you did wrong and how to avoid it.<br></p>



<p><strong>Detriment of being an Alpha to start.</strong></p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; You will not have access to the full range of the game, what I mean by this is you won’t be able to use all of the ships, modules. You are also restricted to logging into one client per pc. The other more important restriction is you will train at half the speed of an Omega clone.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Some corporations will not accept alpha clones.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; You can max out the amount of skills available to you in under a year.</p>



<p>Taking all of this into consideration, being an alpha for any given time is not an issue. You can make up for lost skill points with skill injectors, but they are pricey.</p>



<p>Final note: This is a game, there are a lot of fun aspects to it as well as some tedious almost work related aspects to the game. Do what you enjoy, and never forget, this is a game.</p>



<p><strong>Step 2: ISK</strong></p>



<p>Arguably the driving force of most players in this game is ISK, and the making, hording, stealing of it. I will let you in on a secret. ISK is easy to make, but even easier to lose. In this segment I’m going to go over the importance of ISK, the many uses of this wonderful set of numbers, and how to make it.</p>



<p><strong>P.L.E.X. – Play as an Omega for no real money cost.</strong></p>



<p>It is possible to play this game as an omega clone without spending any real money in the game. You can do this by buying a P.L.E.X. from the market. Current prices are about 1 to 1.250 billion ISK. To a new player this number is large, scary and feels unobtainable. You are most likely correct. It is very rare for a new player to make over a bil in their first month of gameplay. There are a lot of reasons for this, this is normal. There are stories and even some guides on how to accomplish this, but it is not a guarantee it will work for everyone. Realistically it will take time before you can play for no cost for months at a time.</p>



<p><strong>How do I make ISK?</strong></p>



<p>There are multiple ways to make ISK in eve. To new players asking this question the responses are mostly the same.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Mine</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Missions</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Nullsec ratting</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Exploration</p>



<p>These are the “top” suggested and most successful new player ISK making activities. Don’t be fooled though, there are many more ways to collect the mistress known as ISK. Some of the other ISK making ventures are…</p>



<p></p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; PVP</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; DED sites</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Scamming</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Market trading</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Manufacturing</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Market manipulation</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Hauling</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Salvaging</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Scavenging</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Reprocessing.<br><br></p>



<p>I’m sure there are some additional ways I have not listed, but you get the point. There are a lot of ways to make is in EVE. Some easier and some dangerous and much more rewarding.</p>



<p><strong>MINING</strong></p>



<p>Mining in EVE is what I feel the core of the game is. Without ore you can’t reprocess minerals to create anything in the game. This is a complex process that involves Reprocessing and Blueprint research, as well as the inevitable blueprint invention for tech II modules and ships. I’m going to cover my experiences with mining as well as friends who have had great success.</p>



<p><strong>SHIPS –</strong> There are a lot of mining barges, exhumers, and even capital class mining ships. Each has its own perks as well as detriments. EVE is a sandbox, there will never be a fit or ship that is the best for all situations. Keep that in mind as we delve into this part of the guide.</p>



<p>This section of the guide will list the ships, attach a related EVE UNI wiki guide and a small description of each ship. Skills needed and suggested plans will be listed below.<br></p>



<p><strong>FRIGATES</strong></p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Venture</strong> –<a href="http://wiki.eveuniversity.org/Venture" target="_blank" rel="noopener"> http://wiki.eveuniversity.org/Venture</a> &#8211; The first mining ship you will most likely use.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Prospect</strong> –<a href="http://wiki.eveuniversity.org/Prospect" target="_blank" rel="noopener"> http://wiki.eveuniversity.org/Prospect</a> &#8211; This is a tech II version using the same model as the Venture, this ship focuses on gas cloud harvesting normally found in wormhole space.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Endurance</strong> –<a href="http://wiki.eveuniversity.org/Endurance" target="_blank" rel="noopener"> http://wiki.eveuniversity.org/Endurance</a> &#8211; Another tech II version of the Venture, this ship focuses on Ice mining in hostel space, as well as wormholes.<br></p>



<p><strong>MINING BARGES</strong></p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Procurer –</strong><a href="http://wiki.eveuniversity.org/Procurer" target="_blank" rel="noopener"><strong> </strong><strong>http://wiki.eveuniversity.org/Procurer</strong></a><strong> &#8211; </strong>This barge has extremely good tank, as well as the ability to do decent damage with drones. Ideal for Dangerous areas of space. Lowest mining yield of the barges.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Retriever –</strong><a href="http://wiki.eveuniversity.org/Retriever" target="_blank" rel="noopener"><strong> </strong><strong>http://wiki.eveuniversity.org/Retriever</strong></a><strong> &#8211;</strong> Middle of the pack, this barge has okay tank, better yield than the Procurer and what sets it apart is a very large ore hold.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Covetor –&nbsp; </strong><a href="http://wiki.eveuniversity.org/Covetor" target="_blank" rel="noopener"><strong>http://wiki.eveuniversity.org/Covetor</strong></a><strong> &#8211; </strong>This barge has the worst tank, and smallest ore hold but, highest yield of the barges. For solo mining this barge is not recommended as it is vulnerable to PVP in both high and low/null sec. This barge will shine with a group doing a mining operation as you can mine at high yield and normally there will be a process in place to recover the ore mined, allowing you to focus on getting as much ore in as short of a process as possible.<br></p>



<p><strong>EXHUMERS</strong></p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Skiff –</strong><a href="http://wiki.eveuniversity.org/Skiff" target="_blank" rel="noopener"><strong> </strong><strong>http://wiki.eveuniversity.org/Skiff</strong></a><strong> &#8211; </strong>The tech II version of the Procurer, the skiff has a reputation for the toughest mining ship sup capital ships in the game, with a role bonus of 50% more drone damage and hitpoints, the Skiff has been dubbed the “Battle Skiff” I would suggest using a Skiff if you are in low/null sec space as you will live long enough for help if you get caught, in many cases you can kill your attacker and not stop mining while you do.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Mackinaw –</strong><a href="http://wiki.eveuniversity.org/Mackinaw" target="_blank" rel="noopener"><strong> </strong><strong>http://wiki.eveuniversity.org/Mackinaw</strong></a><strong> &#8211; </strong>The tech II version of the Retriever, the Mackinaw has been said to be one of the best solo mining ships and excels at Ice mining. The tank is not even close to the skiff and has minimal damage application. Like the Retriver, the Mackinaw has the highest ore hold of all the Exhumers. I would suggest using this during mining operations or mining Ice. I would not suggest using this in high sec as it is an easy target for suicide gankers and will set you back if you lose a few in a row.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Hulk –</strong><a href="http://wiki.eveuniversity.org/Hulk" target="_blank" rel="noopener"><strong> </strong><strong>http://wiki.eveuniversity.org/Hulk</strong></a><strong> &#8211; </strong>The tech II version of the Covetor, the Hulk is a monster when it comes to ore. By far the greatest yield of all exhumers it suffers from the lowest tank, and a smallest cargo of the group. This monster will excel in mining operations as it will mine more ore than any other sub capital mining ship and should be used with strong defense groups as its tank isn’t enough to protect it from the pirates if you are flying solo. In fact I would only recommend using this ship if you are in a protected mining group.<br></p>



<p><strong>SUPPORT / BOOSTERS</strong></p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Porpoise –</strong><a href="http://wiki.eveuniversity.org/Porpoise" target="_blank" rel="noopener"><strong> </strong><strong>http://wiki.eveuniversity.org/Porpoise</strong></a><strong> &#8211; </strong>The Porpoise uses the same ship model as the Noctis and the newest ship to join the industrial family. The Porpoise is capable of boosting mining fleets on field. Bonuses to tractor beam range and speed, as well as survey scanner range, this ship makes an excellent command ship for mining operations. I would suggest using this in a mining fleet, great for security of space.&nbsp;&nbsp;</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Orca –</strong><a href="http://wiki.eveuniversity.org/Orca" target="_blank" rel="noopener"><strong> </strong><strong>http://wiki.eveuniversity.org/Orca</strong></a><strong> &#8211; </strong>The Orca is a wonderful utility ship that can fit many roles for mining operation as well as solo play. The Orca has a small ship bay so it can be used to move ships. It also has a sizable ore hold and ship cargo hold so it can move cargo as well as large sums of ore. With a role bonus to mining drones and command burst modules as well as others this is a great mining command ship as well as for personal mining use. The orca has more utlity than a paragraph is worth, here is EVE Uni’s in-depth guide for the Orca &#8211;<a href="http://wiki.eveuniversity.org/Orca_Guide" target="_blank" rel="noopener"> http://wiki.eveuniversity.org/Orca_Guide</a></p>



<p><strong>MINING CAPITAL SHIP</strong></p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; <strong>Rorqual &#8211;</strong><a href="http://wiki.eveuniversity.org/Rorqual" target="_blank" rel="noopener"><strong> </strong><strong>http://wiki.eveuniversity.org/Rorqual</strong></a><strong> &#8211; </strong>The history of this Capital class monster is long, however the Rorqual has received its most significant buff ever, making it the number one mining ship you can obtain. The full fit currently included the new mining drones is around 10+billion ISK. For better lack of words, this is the “end game” of mining for an EVE player. Extremely high tank, mining yield, cargo capability, and the ability to “jump” light years at a time just adds to the utility and worth of the Rorqual. The Rorqual is the only mining ship that has restrictions to where it can go. This ship can only be used in Low / Null security space.</p>



<p><em>There have been changes to the Rorqual that do not reflect the related wiki currently. The core of the changes can be found &#8211;</em><a href="https://community.eveonline.com/news/dev-blogs/mining-foreman-revolution/" target="_blank" rel="noopener"><em> </em><em>https://community.eveonline.com/news/dev-blogs/mining-foreman-revolution/</em></a></p>



<p><strong>MINING SKILLS</strong></p>



<p>This part of the guide will go over what skills are needed and suggested paths to help achieve your goal. I am going to break this section down in categories in no particular order; Ship, fitting, Mining specific, Leadership, Reprocessing, Drone, and finally Tanking.</p>



<p>This list will give the name of the skill and a short description of what the skill does. I will also include the (X) multiplier for the skill, this is important when planning a skill queue because the higher the X multiplier the longer the skill takes to train. <em>Example: 1X is 256,000 to train to level V, skill points, 3X is 768,000 (3 times longer than 256,000)</em></p>



<p><em>NOTE: RIG MODULES CAN BE INSTALLED TO A SHIP WITHOUT THE NEEDED SKILL. THEY ARE LISTED IN THIS GUIDE AS A SUGGESTION, EVEN THOUGH THEY ARE NOT NEEDED THE SKILL STILL WILL BE HELPFUL FOR REDUCING THE DETRIMENT SOME RIGS GIVE.</em></p>



<p><strong>BASIC SKILLS</strong></p>



<p>&nbsp;<strong>MINING – 1X – </strong>5% ore mining yield per level</p>



<p><strong>ASTROGEOLOGY – 3X – </strong>5% ore mining yield per level</p>



<p><strong>SPACESHIP COMMAND</strong></p>



<p><strong>&nbsp;</strong><strong>MINING FRIGATE – 2X – </strong>Skill at operating ORE Mining Frigates</p>



<p><strong>EXPEDITION FRIGATE – 4X –&nbsp; </strong>Skill for operation of Expedition Frigates</p>



<p><strong>MINING BARGE – 4X – </strong>Skill at operating ORE Mining Barges</p>



<p><strong>EXHUMERS – 5X – </strong>Skill for the operation of elite mining barges</p>



<p><strong>INDUSTRIAL COMMAND SHIPS – 8X – </strong>Skill at operating industrial command ships</p>



<p><strong>CAPITAL INDUSTRIAL SHIPS – 12X – </strong>Skill at operating Capital Industrial Ships<br></p>



<p><strong>SPECIALTY MINING – </strong><em>Note: These skills are only needed if you plan on going beyond mining ore or Merxocit</em></p>



<p><strong>ICE HARVESTING – 1X – </strong>5% reduction in cycle time per level</p>



<p><strong>DEEP CORE MINING – 6X – </strong>Required for mining<strong> </strong>Mercoxit</p>



<p><strong>GAS CLOUD HARVESTING – 1X – </strong>Allows use of gas harvesters</p>



<p><strong>FITTING</strong></p>



<p><strong>CPU MANAGEMENT – 1X – 5% </strong>CPU output per level</p>



<p>&nbsp;<strong>ELECTRONICS UPGRADES – 2X – </strong>Required for fitting and using co-processors</p>



<p><strong>MINING UPGRADES – 4X – </strong>Required for fitting and using mining upgrades</p>



<p><strong>JURY RIGGING – 2X – </strong>Used for fitting rigs</p>



<p><strong>Drone Rigging – 3X – </strong>Used for fitting mining drone augmenter rigs</p>



<p><strong>TANKING</strong></p>



<p><strong>POWER GRID MANAGEMENT – 1X – </strong>+5% power grid output&nbsp; per level</p>



<p><strong>SHIELD OPERATION – 1X – </strong>5% reduction in shield recharge time per level</p>



<p><strong>SHIELD UPGRADES – 2X – </strong>Required to fit shield upgrade modules</p>



<p><strong>TACTICAL SHIELD MANIPULATION – 4X – </strong>Required to fit shield hardeners</p>



<p><strong>SHIELD MANAGEMENT – 3X – </strong>+5% shield capacity per level per level</p>



<p><strong>SHIELD RIGGING – 3X – </strong>10% reduction in Shield Rig drawbacks per level</p>



<p><strong>HULL UPGRADES – 2X – </strong>5% bonus to armor hit points per level</p>



<p><strong>DRONE</strong></p>



<p><strong>DRONES – 1X – </strong>Increases number of drones in space by 1 per level</p>



<p><strong>DRONE INTERFACING – 5X – </strong>Increases drone damage and mining drone yield by 10% per level</p>



<p><strong>MINING DRONE OPERATIONS – 2X – </strong>Increases mining drone yield by 5% per level</p>



<p><strong>ADVANCED DRONE AVIONICS – 5X –</strong> Allows use of electronic warfare drones</p>



<p><strong>LIGHT DRONE OPERATION – 1X – </strong>Allows for the operation of light drones</p>



<p><strong>MEDIUM DRONE OPERATION – 2X – </strong>Allows for the operation of medium drones</p>



<p><strong>AMARR/CLADARI/GALLENTE/MINMATAR DRONE SPECILIZATION – 5X – </strong>Allows the use of Tech II drones</p>



<p><strong>LEADERSHIP</strong></p>



<p><strong>LEADERSHIP – 1X – </strong>Increases Command Burst and Mining Foreman Burst area of effect range by 7% per skill level</p>



<p><strong>WING COMMAND – 8X – </strong>Increases Command Burst and Mining Foreman Burst area of effect range by 6% per skill level</p>



<p><strong>FLEET COMMAND – 12X – </strong>Increases Command Burst and Mining Foreman Burst area of effect range by 5% per skill level</p>



<p><strong>MINING FOREMAN – 2X – </strong>Grants a 10% bonus to the duration of Mining Foreman Burst effects per level</p>



<p><strong>MINING DIRECTOR – 5X – </strong>Increases the strength of Mining Foreman Burst effects by 10% per skill level</p>



<p><strong>COMMAND BURST SPECIALIST – 6X – </strong>Reduces reload duration of all Command Burst and Mining Foreman Burst modules by 10% per level</p>



<p><strong>BASIC SKILL PLAN</strong></p>



<p>I’m going to link a basic skill plan for mining, feel free to change this to fit your priorities. A tip, you can copy this list and import into your skill plan directly to the game, or third party skill planners such as EVE MON.</p>



<p><strong>Attributes and Remap – Remap Points: Per 17, Mem 27, Wil 17, Int 21, Cha, 17</strong></p>



<p>Time before Remap: 18d 16h 4m, After Remap: 15d 18h 32m</p>



<p>At the end of this train you will be able to fly Mining Barges with most of the upgrades available to you.</p>



<p></p>



<p>Mining Frigate I</p>



<p>Mining Frigate II</p>



<p>Shield Upgrades I</p>



<p>Mining III</p>



<p>Mining Upgrades I</p>



<p>Drones I</p>



<p>Drones II</p>



<p>Drones III</p>



<p>Light Drone Operation I</p>



<p>Mining IV</p>



<p>Target Management I</p>



<p>Target Management II</p>



<p>Mining Frigate III</p>



<p>Science IV</p>



<p>Astrogeology I</p>



<p>Astrogeology II</p>



<p>Astrogeology III</p>



<p>Industry I</p>



<p>Industry II</p>



<p>Industry III</p>



<p>Industry IV</p>



<p>Industry V</p>



<p>Warp Drive Operation I</p>



<p>Warp Drive Operation II</p>



<p>Mining Barge I</p>



<p>Tactical Shield Manipulation I</p>



<p>Mining Barge II</p>



<p>Mining Barge III</p>



<p>Mechanics III</p>



<p>Jury Rigging I</p>



<p>Jury Rigging II</p>



<p>Jury Rigging III</p>



<p>Shield Rigging</p>



<p>Capacitor Management I</p>



<p>Capacitor Management II</p>



<p>Capacitor Management III</p>



<p>Capacitor Systems Operation I</p>



<p>Capacitor Systems Operation II</p>



<p>Capacitor Systems Operation III</p>



<p>Mining Upgrades II</p>



<p>Mining Upgrades III</p>



<p>Mining Upgrades IV</p>



<p>Light Drone Operation II</p>



<p>Light Drone Operation III</p>



<p>Drones IV</p>



<p>Survey I</p>



<p>Survey II</p>



<p>Survey III</p>



<p>Salvaging I</p>



<p>Salvaging II</p>



<p>Salvage Drone Operation I</p>



<p>Salvage Drone Operation II</p>



<p>Shield Management I</p>



<p>Shield Management II</p>



<p>Shield Management III</p>



<p>Shield Operation I</p>



<p>Shield Operation II</p>



<p>Shield Operation III</p>



<p>Tactical Shield Manipulation II</p>



<p>Tactical Shield Manipulation III</p>



<p>Target Management III</p>



<p>Hull Upgrades I</p>



<p>Hull Upgrades II</p>



<p>Hull Upgrades III<br></p>



<p></p>



<p><strong>MISSIONS</strong></p>



<p>Mission running in EVE is how I started the game. There is a large grind to this part of eve and out dated (over 10 years) and dry content, it does however give you a feel of combat in the game and starts your path to fitting ships and potentially losing some. There are guides to the mission you can look up on google so I will not be covering each mission.</p>



<p>The rewards you get from missions are ISK, Loyalty Points.</p>



<p>To start doing missions you need to run them for agents. The NPE will get you access to the default security mission runners of your factions. More can be found in the agent locator in game, it should be noted that you do not have to run missions for your faction. It should also be noted that missions will effect standings with other factions.</p>



<p><em>The ‘agent finder’ can be found in the ‘people &amp; places’ at the bottom of the ‘agents’ tab.</em></p>



<p>You will start with level 1 missions, no matter what your security standing is with any faction you will always be able to run level 1 missions.</p>



<p>Level 2 – 5 missions require higher agent standings. The standing requirements are as follows.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Level 1: None</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Level 2: 1.0 or higher</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Level 3: 3.0 or higher</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Level 4: 5.0 or higher</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Level 5: 7.0 or higher</p>



<p><em>There are skills that can help increase the rate you earn standings with the agent, and other skills that can reduce standing hits from missions that will have negative effects.</em></p>



<p>What makes missions profitable is the loyalty points you gain from completing the mission. Level 1-3 has really low loyalty, ISK, and the bounty you gain from killing the NPC Pirates (rats) is rather low. Getting to level 4 and ideally level 5 is where the payout is rather nice. The idea is to blitz the missions, complete the minimal requirement to complete mission and collect the reward.</p>



<p><strong>NULLSEC RATTING</strong></p>



<p>Nullsec ratting, or krabbing (yes spelled wrong on purpose) as it has been called is one of the best income sources in eve. Nullsec ratting is done by running anomaly sites. Pirate combat sites to be more specific. Depending on what region of space you live in will depend on the faction on pirates you will be fighting. This will also determine what ships and fits will be more optimized for tank and damage.</p>



<p>For example: if you are fighting against Sansha Pirates, you would want to tank against EM/THERM and deal the damage type of EM second best is THERM.</p>



<p>Nullsec ratting has risks however. You will be hunted, you will lose your ship. It does happen, the difference is that you can make a lot more than your ship is worth in a short time. If you are dedicated and pay attention, you can do this going months in between losing a ship.</p>



<p>What you need in order to Nullsec rat.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; You will need to be in a Corp that owns Nullsec space</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; The system you rat in will have to have an ihub upgrade, (this isn’t something you will be able to directly control) in most Nullsec Corps ihubs will already be upgraded.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; You will need a ship that can run the site, there are a lot of ships and fits that will work, and there is however one that currently is the king. That ship is the Vexor Navy Issue. (more on this later)</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; You will want to learn your area of space, who is around you and what dangers you may face.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; NEVER rat with a neutral or hostel in space. That is asking for death.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; NEVER leave your character in space when you need to step away for longer than a few seconds. I have lost a ship to walking to the kitchen for a</p>



<p>There are so many points and suggestions that can be spoken about with Nullsec ratting that would be a guide in itself. What anomalies to run, escalations, how to do each one, what anomalies to run and what to avoid. I will suggest for this that you get with your corp and ask. Don’t ask “what is the best!” Ask “what should I be running at a newer level, what ship would be best for my skill points and path, ect”</p>



<p><strong>EXPLORATION</strong></p>



<p>This is one of my favorite forms of income and can be more than worth the invested time. I was working at a job where during downtime I could play games and my time was my own. I would scan in my alt until I had something to do. Cloak up and do my work, then get back to scanning. I would make on average 300-500 a day.</p>



<p>Scanning is hard for an alpha however. What makes scanning so worth it is going into too low and null sec space and doing sites there. This is risky and you will die, but the rewards are many times over the cost of the loss. The issue for Alphas is they don’t have the option to use a cloak. This means in low sec getting caught by gate camps. Null sec you have bubbles to worry about.</p>



<p>Scanning is taught during the new player experience, but to master this craft you will need to learn how the map works, and how to use some special tools. The most important tool is a website called Dotlan.</p>



<p><strong>DOTLAN</strong></p>



<figure class="wp-block-embed"><div class="wp-block-embed__wrapper">
http://evemaps.dotlan.net/map
</div></figure>



<p>This site will provide you with detailed information about what region of space you are in, Jumps per hour/24hour, kills, npc kills, ect. The wealth of information in dotlan is something so all players should get acquainted with.</p>



<p>What you want to use dotlan for is jumps per hour/kills per hour.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Lower jumps per hour mean a chance there are sites waiting to be scanned down.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Checking the kills per hour will help identify dangerous gate camps or systems that should be avoided.</p>



<p>If you plan on doing Exploration for a long period of time, it is worth getting tech II relic and data analyzers as soon as possible. It is something I would even recommend injecting if you are able. The skills improve your success rate in scanning so much that you will recover the loss of ISK for the injectors fast and make a lot more profit in the long run. This is not required, but strongly suggested if you are able to.<br></p>



<p><strong>Step 3: Learn</strong></p>



<p><strong>DEATH</strong></p>



<p>Over my eve life I have lost many ships, some to Rats, some to gankers, and a lot to my own stupidity. The truth of death in eve is the experience gained. Every time I’ve died I would always ask myself if there was something more I could have done. Something I could have changed to stay alive, fit my ship a different way, and not get baited away from the main fleet. So many little things make up a fight and your first few times will be swift and confusing.</p>



<p>When you die I would suggest the following</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Convo or eve mail the person who killed you asking how it happened, explain to them you are new and wanting to learn for next time. Most players will be glad to share advice and tips to avoid the death in the future. EVE being EVE you will run into a few jerks as well. Don’t let them bother you.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Look over the loss mail and see what killed you, look how much damage was done to you and how much you took before death. Where you were in space, what corp/alliance the other players were.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; If you are in a Corp, ask what you could have done to change the outcome. Was there anything you could have done?</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; Stand up, go to the potty, make a samach, chat with the wife/kids/dog/cat and get your ass back in the chair, reship, and get your butt back out there! The only way to learn, REALLY LEARN is to experience for yourself!</p>



<p><strong>IN CLOSING</strong></p>



<p>I hope you gained something from this guide. I enjoyed writing it and would like to make information in eve more readily available for newer players</p>



<p>Sources and useful tools</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; EFT/PYFA – ship building tool (in fitting tool is great as well)</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; EVEMON – Maintaining skill queues and character information.</p>



<p>· &nbsp; &nbsp; &nbsp; &nbsp; DOTLAN – Map tool, love of my life.</p>



<p>·&nbsp; &nbsp; &nbsp; &nbsp; <a href="http://www.eveuniversity.org/" target="_blank" rel="noopener">&nbsp;http://www.eveuniversity.org/</a></p>



<p></p>
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		<title>EVE Nullsec PvP Kestrel Guide</title>
		<link>https://gamerstips.com/eve-nullsec-pvp-kestrel-guide/</link>
					<comments>https://gamerstips.com/eve-nullsec-pvp-kestrel-guide/#respond</comments>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Wed, 04 Sep 2019 15:28:16 +0000</pubDate>
				<category><![CDATA[EVE]]></category>
		<guid isPermaLink="false">https://mmoroom.com/?p=100</guid>

					<description><![CDATA[The Kestrel is my favourite frigate, it represents one of the most cost effective hulls in the&#8230;]]></description>
										<content:encoded><![CDATA[
<p>The Kestrel is my favourite frigate, it represents one of the most cost effective hulls in the game that is capable of fighting way above it’s weight and can claim kills on Interdictors, Assault Frigates, Pirate Frigates and in some cases, more. It is one of the most underestimated hulls and in my opinion, is the best nullsec roaming option available for the Tech I Frigate slot, it has so much flexibility in what it can engage due to the fact that it engages at the very edge of Scram range. It has very high damage output for the range it can fire out to, rivaling Blaster DPS at 12km. The downside of the Kestrel is that it is the slowest Tech I Frigate in the game, going slightly slower than 2.8km/s with max skills, but this is still acceptable for roaming. You’ll struggle to catch some kiting Frigates like Interceptors, Garmurs and Imperial Navy Slicers, but these fights can be manipulated in your favour by fighting on gates, and warping to celestials, plus, a lot of people who fly those ships often make mistakes and will die to you in scram range.</p>



<p></p>



<h2 class="wp-block-heading">Relevant Skills List	</h2>



<table class="wp-block-table"><tbody><tr><td><strong>Category</strong></td><td><strong>Skill</strong></td><td><strong>Discription</strong></td><td><strong>Notes</strong></td><td>Basic</td><td>Recommended</td><td>Polish</td><td>Max</td></tr><tr><td><strong>Armor</strong></td><td>Hull Upgrades (2)</td><td>5% to Armor HP</td><td>This skill gives you a small amount of HP per level. You do not need to train it past level 2 for fittings, but it is efficient to get it to at least level 3. My fits do not use T2 Damage Controls but this is a very useful module for a variety of ships and this skill is required at 4 to use those, so getting it to 4 is useful in general. +29 EHP per level</td><td>2</td><td>3</td><td>4</td><td>5</td></tr><tr><td><strong>Armor</strong></td><td>Mechanics (1)</td><td>5% to Hull HP</td><td>This skill improves your HP per level, this skill is 2x easier to train than hull upgrades and gives a better EHP increase due to the damage control we are fitting and the kestrel having more structure than Armor HP. You only need it at level 1 for the fit but Recommend to train to 4, at level 4 you also unlock the nanite repair skills which are great utility skills for roaming.+46 EHP per level</td><td>2</td><td>4</td><td>5</td><td>5</td></tr><tr><td><strong>Electronic Systems</strong></td><td>Propulsion Jamming (3)</td><td>5% Cap reduction for Warp Scramblers, Disruptors, Webs</td><td>Level 1 is fine for a basic fit, the cap reduction doesn&#8217;t matter too much on the Kestrel since you fight outside neut range and the fit is completely passive and cap stable even with MWD on with reasonable skills. It&#8217;s high rank too. Level 2 is required for a Tech II Warp Scrambler which is on my fit. Only level this up when you have nothing better to train, it helps slightly when fighting against Sentinel.</td><td>1</td><td>2</td><td>3</td><td>5</td></tr><tr><td><strong>Engineering</strong></td><td>Advanced Weapon Upgrades (6)</td><td>2% PG Reduction for Weapons</td><td>This is a great skill in general for a variety of other ships. You can do without it on the Kestrel for the Recommended fit however. You&#8217;ll only need it to level 1 for the polished fit.</td><td>0</td><td>0</td><td>1</td><td>4</td></tr><tr><td><strong>Engineering</strong></td><td>Capacitor Management (3)</td><td>5% max cap per level</td><td>You start with this skill at level 3 which is perfectly acceptable. Cap is not a priority on the Kestrel at all. It is useful to rank up though for other ships, can help a bit with neut defence.</td><td>3</td><td>3</td><td>4</td><td>5</td></tr><tr><td><strong>Engineering</strong></td><td>Capacitor Systems Operation (1)</td><td>5% Cap Recharge per level</td><td>You start with this skill at level 3 which is perfectly acceptable. Cap is not a priority on the Kestrel at all. It is useful to rank up though for other ships, can help a bit with neut defence. This skill is 3x easier to train than cap management so priortize this one first</td><td>3</td><td>3</td><td>4</td><td>5</td></tr><tr><td><strong>Engineering</strong></td><td>CPU Management (1)</td><td>5% more CPU Per level</td><td>I recommend getting this to level 5 as its useful on every single ship you fly, almost essential. Required for the recommended fit</td><td>4</td><td>5</td><td>5</td><td>5</td></tr><tr><td><strong>Engineering</strong></td><td>Nanite Interfacing (3)</td><td>20% Faster Repair time per level for paste.</td><td>This is by no means essential, worth picking up though as it will improve your repair speed significantly, you can see a huge difference between level 0 and level 3</td><td>0</td><td>3</td><td>4</td><td>5</td></tr><tr><td><strong>Engineering</strong></td><td>Nanite Operation (2)</td><td>5% less Paste used per level</td><td>This is also not essential, more of a roaming utility skill. Worth grabbing the odd point in occasionally when you don&#8217;t have anything better to train</td><td>0</td><td>3</td><td>3</td><td>5</td></tr><tr><td><strong>Engineering</strong></td><td>Power Grid Management (1)</td><td>5% more PG per level</td><td>I recommend getting this to level 5 as its useful on every single ship you fly, almost essential. Required for the recommended fit</td><td>4</td><td>5</td><td>5</td><td>5</td></tr><tr><td><strong>Engineering</strong></td><td>Thermodynamics (3)</td><td>5% less heat damage per level</td><td>This skill is very important, I recommend getting it to at least level 3 and to level 4 when polishing skills. You will see a huge difference between level 1 and level 3 with web/scram heat residue damage, being able to heat scram for as long as possible to abuse max range is useful in hard match ups and to keep targets like vs Sabres</td><td>1</td><td>3</td><td>4</td><td>5</td></tr><tr><td><strong>Engineering</strong></td><td>Weapon Upgrades (2)</td><td>5% Less CPU Cost for Launchers per level</td><td>This skill makes fitting a lot easier on a variety of ships, you&#8217;ll also need it to level 4 to unlock Advanced Weapon Upgrades and to use T2 damage upgrade modules like the t2 BCU. I Recommend it at 4, get 5 when polishing.</td><td>3</td><td>4</td><td>5</td><td>5</td></tr><tr><td><strong>Missiles</strong></td><td>Guided Missile Prevision (5)</td><td>5% lower missile explosion Radius per level</td><td>This is by far the most important missile application skill, unfortunately, it&#8217;s a rank 5 skill so takes a lot of time to train. I recommend getting this to 4, and because of the long train, I would only recommend going 5 once you&#8217;re going for max Kestrel. 4 is perfectly acceptable</td><td>3</td><td>4</td><td>5</td><td>5</td></tr><tr><td><strong>Missiles</strong></td><td>Missile Bombardment (2)</td><td>10% to Missile Flight Time</td><td>This is the most important missile skill in the game, YOU NEED THIS AT 5. If you have it below level 5 you will take a substantial DPS loss from your missiles expiring to RNG due to how the mechanics work. See Here: https://www.youtube.com/watch?v=k9DMsZUxHFc</td><td>3</td><td>5</td><td>5</td><td>5</td></tr><tr><td><strong>Missiles</strong></td><td>Missile Launcher Operation (1)</td><td>2% to Missile Rate of Fire</td><td>This is a very efficient DPS skill at 2% ROF per rank. It&#8217;s not essential though, I recommend it at level 4, get to 5 when polishing.</td><td>4</td><td>4</td><td>5</td><td>5</td></tr><tr><td><strong>Missiles</strong></td><td>Missile Projection (4)</td><td>10% to Missile Velocity per level</td><td>This further extends the range on your missiles. I recommend getting this to level 4. It is a fairly expensive skill so while level 5 is nice, it only extends your range beyond your scram range which is only really useful in harder match ups where you force them to burn into missiles and play defensively outside scram range. This is a low priority polish skill</td><td>3</td><td>4</td><td>5</td><td>5</td></tr><tr><td><strong>Missiles</strong></td><td>Rapid Launch (2)</td><td>4% to Missile Rate of Fire</td><td>This is a very efficient DPS skill. It has the same 2% ROF per rank as Missile Launcher Operation. Note due to how Rate of Fire Bonuses work this is actually more powerful than MLO, so I actually recommend you take this to 5 before MLO. (This is because a 20% bonus to ROF is actually a 25% DPS increase because 1 / 0.8 = 1.25.You can do without this at 5 but this is a high priority polish skill</td><td>3</td><td>4</td><td>5</td><td>5</td></tr><tr><td><strong>Missiles</strong></td><td>Rocket Specialization (3)</td><td>2% to T2 Rocket Launcher Rate of Fire</td><td>This is moderately decent DPS skill, I recommend getting it to level 4, get to level 5 as a low priority polish. It gives more benefits than GMP 5 and Warhead Upgrades 5 because those are 5x rank skills, and WU is weaker per level</td><td>3</td><td>4</td><td>5</td><td>5</td></tr><tr><td><strong>Missiles</strong></td><td>Rockets (1)</td><td>5% to Rocket damage</td><td>This is obviously super important to get to level 5, even for the basic fit. I would not consider flying the Kestrel without T2 Rockets and this skill at 5. At 5 you unlock rocket spec 5, t2 rockets and get 25% more damage</td><td>5</td><td>5</td><td>5</td><td>5</td></tr><tr><td><strong>Missiles</strong></td><td>Target Navigation Prediction (2)</td><td>10% to Missile Explosion Velocity</td><td>This skill is important for application, although its not as effective as GMP per level, its more than twice as easy to train. level 4 is recommended, you will probably be unable to use rage without it at 4.</td><td>4</td><td>4</td><td>5</td><td>5</td></tr><tr><td><strong>Missiles</strong></td><td>Warhead Upgrades (5)</td><td>2% to missile damage per level</td><td>This skill gives you the least DPS increase of all the missile skills here, and also is very inefficient. It also unlocks nothing. Rocket Spec is easier to train and improves DPS more because it&#8217;s a Rate of Fire skill, only rank this up when you have nothing better DPS wise</td><td>2</td><td>3</td><td>4</td><td>5</td></tr><tr><td><strong>Navigation</strong></td><td>Acceleration Control (4)</td><td>5% to MWD/AB speed boost per level</td><td>This skill improves your MWD speed, which makes it important. I&#8217;d recommend getting it to level 4, and to level 5 as a low priority polish. It doesn&#8217;t improve your speed when your scrammed or not using MWD and is way less efficient than Navigation and Evasive Maneuvering so get those before this.</td><td>3</td><td>4</td><td>5</td><td>5</td></tr><tr><td><strong>Navigation</strong></td><td>Evasive Maneuvering (2)</td><td>5% to Agility per level</td><td>This skill improves turning speed, so you can align out and warp quicker, also enables you to orbit tighter and helps with slingshotting due to improved responsiveness. I recommend it at level 4. Get this to level 5 as a mid priority polish. It unlocks Interceptors and is useful in general so a nice skill.</td><td>3</td><td>4</td><td>5</td><td>5</td></tr><tr><td><strong>Navigation</strong></td><td>High Speed Maneuvering (5)</td><td>5% to MWD Cap cost per level</td><td>This skill is not too useful, when you&#8217;re committed in scram range your MWD will be off anyway, or you can manually turn it off. I&#8217;d recommend getting it to level 2 so you&#8217;re cap stable running just MWD, but its honestly not required past that. Maybe put a rank in it when polishing skills to help with mwding at a sentinel or something</td><td>1</td><td>2</td><td>3</td><td>5</td></tr><tr><td><strong>Navigation</strong></td><td>Navigation (1)</td><td>5% to base speed per level</td><td>This skill is pretty important because it improves your range control and your speed when MWDing. I recommend getting this to level 5 after fitting skills/DPS skills, this helps a lot with reapproaching gates, scram kiting, slingshotting etc. and it&#8217;s cheap at rank 1.</td><td>4</td><td>5</td><td>5</td><td>5</td></tr><tr><td><strong>Navigation</strong></td><td>Warp Drive Operation (1)</td><td>10% reduced cap cost to warp per level</td><td>Useful Utility Skill, It&#8217;s not technically required but it&#8217;s very nice for longer warps which will cap you out with lowered skills. I recommend getting it to level 3 since it&#8217;s a cheap and easy train. It&#8217;s very low priority to train past that</td><td>1</td><td>3</td><td>3</td><td>5</td></tr><tr><td><strong>Rigging</strong></td><td>Jury Rigging (2)</td><td>Doesn&#8217;t do anything lol</td><td>You need to train this to level 3 to train the Missile Rigging skill, this skill does absolutely nothing itself so don&#8217;t train it past level 3 it&#8217;s pointless</td><td>0</td><td>3</td><td>3</td><td>3</td></tr><tr><td><strong>Rigging</strong></td><td>Launcher Rigging (3)</td><td>1% less CPU penalty on Missile Rigs per level</td><td>This skill description is confusing. Basically missile rigs have a 10% CPU penalty, every skill level reduces that by 1%. So at level 3 your missile rigs would have a 7% CPU penalty. This is needed to level 3 for the Recommended fit, For the Polish fit you need this at level 4. It&#8217;s not useful beyond that.</td><td>0</td><td>3</td><td>4</td><td>4</td></tr><tr><td><strong>Shields</strong></td><td>Shield Management (3)</td><td>5% to Shield HP per level</td><td>Increases your Shield HP by 5% per level, since you have a shield Extender this is the most important of the HP increasing skills. Note: when comparing EHP vs SP Mechanics is actually a slightly better skill to train, so you might want to consider putting that to 5 first before this one when polishing+107 EHP per level</td><td>3</td><td>4</td><td>5</td><td>5</td></tr><tr><td><strong>Shields</strong></td><td>Shield Operation (1)</td><td>5% to Shield Regen Per level</td><td>This is more of a utility skill than something that is actually useful, as it allows you to get back into fighting shape after warping out from an encounter faster, so it&#8217;s something I recommend at 4, I&#8217;d say this is a very low priority polish at 5 just because it&#8217;s really SP efficient.+0.9EHP/s peak regen per level</td><td>3</td><td>4</td><td>5</td><td>5</td></tr><tr><td><strong>Shields</strong></td><td>Shield Upgrades (2)</td><td>5% Reduction in Shield Extender PG cost</td><td>Important fitting skill for the Kestrel, you&#8217;ll need this to level 3 for the basic and recommended fit, level 4 for the polish fit, and level 5 is required for the Mizhir/Max fit which uses a CPU implant</td><td>3</td><td>3</td><td>4</td><td>5</td></tr><tr><td><strong>Spaceship Command</strong></td><td>Caldari Frigate (2)</td><td>10% To missile velocity and 5% to missile damage on the Kestrel</td><td>This is the most efficient skill for SP on DPS/Range Improvements. I recommend getting this to level 5, Caldari Frigate 5 unlocks a lot of future ship options, and improves a large variety of other useful ships you may use, like Heron for exploration, A griffin, and other options.</td><td>4</td><td>5</td><td>5</td><td>5</td></tr><tr><td><strong>Spaceship Command</strong></td><td>Spaceship Command (1)</td><td>2% to Agility per level</td><td>This skill is less SP efficient than Evasive Maneuvering in Navigation so always get that first. I&#8217;d low priority recommend getting it to level 4 though, and a very low priority polish to 5.</td><td>3</td><td>4</td><td>5</td><td>5</td></tr><tr><td><strong>Targeting</strong></td><td>Gravimetric Sensor Compensation (2)</td><td>4% to Caldari Sensor Strength per level</td><td>This skill can help a little when dealing with EC drones but its never going to save you from any dedicated ECM ship. I&#8217;d recommend putting this to level 2, and a low priority polish up a few ranks just for the slightly better utility.</td><td>0</td><td>2</td><td>4</td><td>5</td></tr><tr><td><strong>Targeting</strong></td><td>Long Range Targeting (2)</td><td>5% to lock range per level</td><td>This skill isn&#8217;t that useful, the Kestrel has a very nice base lock range of 50km which is more than enough even when dealing with bonused damps you won&#8217;t be knocked below your scram range. It can be a nice utility tho to help when slingshotting damp ships like Condors/Maulus slightly because it allows you to lock them sooner before getting them to 13km heated web range, Low Priority though as it only helps slightly in those niche scenarios. It is a nice general skill however.</td><td>1</td><td>2</td><td>3</td><td>5</td></tr><tr><td><strong>Targeting</strong></td><td>Signature Analysis (1)</td><td>5% to lock speed</td><td>Not really that crucial to be honest, very rarely this is going to make the difference in you catching something or not. It&#8217;s more important for catching people who do not want to fight, I&#8217;d recommend taking this to level 3 since it&#8217;s an efficient skill, its a low priority upgrade past that.</td><td>1</td><td>3</td><td>4</td><td>5</td></tr><tr><td><strong>Targeting</strong></td><td>Target Management (1)</td><td>1 extra target locked per level</td><td>You start with this level 2 which is more than enough. The Kestrel can only lock 5 targets max without other modules which you&#8217;d never use on a Kestrel so it&#8217;s pointless to train this skill past level 3. Getting it to 3 is mostly just nice utility when shooting drones, so only get it when polishing skills. it&#8217;s a quick and easy train.</td><td>2</td><td>2</td><td>3</td><td>3</td></tr></tbody></table>



<p>If you started out as a Caldari brand new character, these are the skills that you will need to purchase from the market and acquire.&nbsp;</p>



<p></p>



<table class="wp-block-table"><tbody><tr><td><strong>Market Category</strong></td><td><strong>Skill Name</strong></td><td><strong>School Station Isk Cost</strong></td></tr><tr><td>Engineering</td><td>Advanced Weapon Upgrades</td><td>500,000</td></tr><tr><td>Engineering</td><td>Nanite Interfacing</td><td>5,000,000</td></tr><tr><td>Engineering</td><td>Nanite Operation</td><td>1,000,000</td></tr><tr><td>Missiles</td><td>Guided Missile Prevision</td><td>500,000</td></tr><tr><td>Missiles</td><td>Missile Bombardment</td><td>80,000</td></tr><tr><td>Missiles</td><td>Missile Projection</td><td>100,000</td></tr><tr><td>Missiles</td><td>Rapid Launch</td><td>40,000</td></tr><tr><td>Missiles</td><td>Rocket Specialization</td><td>1,000,000</td></tr><tr><td>Missiles</td><td>Rockets</td><td>10,000</td></tr><tr><td>Missiles</td><td>Target Navigation Prediction</td><td>60,000</td></tr><tr><td>Missiles</td><td>Warhead Upgrades</td><td>1,000,000</td></tr><tr><td>Rigging</td><td>Jury Rigging</td><td>60,000</td></tr><tr><td>Rigging</td><td>Launcher Rigging</td><td>100,000</td></tr><tr><td>Targeting</td><td>Gravimetric Sensor Compensation</td><td>200,000</td></tr><tr><td><br></td><td><strong>Total:</strong></td><td>9,650,000</td></tr><tr><td><br></td><td>Note: 66% of this cost is in the Nanite Skills which are not essential. You can also get some skills cheaper than listed from players. Notably, Rocket Spec, Jury Rigging and Launcher Rigging are usually cheaper to buy from players than from the school. Some of these books you may get pro-bono from the military and advanced military career agents.</td><td><br></td></tr></tbody></table>



<h2 class="wp-block-heading"><br>How long does it take for me to fly the Kestrel?</h2>



<p>Training times are listed with a remap to 25 Perception, 23 Intelligence throughout the entire training process. This is a very good and healthy remap for a new player and it&#8217;s not a super specialised Kestrel remap of any sort, Intelligence/Perception are the most useful attributes unless you&#8217;re following a specialised plan like to become a Trader, leadership character, miner and refiner etc. You can bring this time down if you use a program like evemon and remap to pure Perception/Willpower, then to pure Intelligence/Memory using the characters bonused remaps if you so choose. I would not recommend this though unless you want a pure Kestrel smurf character.<br></p>



<p><strong>The Basic Kestrel</strong></p>



<p>15D 2H 20m 40s&nbsp;</p>



<p>SP Needed from starting skills 730,938</p>



<p>Total SP: 1,130,669<br></p>



<p><strong>The Recommended Kestrel</strong></p>



<p>57D 4h 21m 30s (72D 6H 42m 10s)</p>



<p>SP Needed (over basic) 2,738,772</p>



<p>Total SP: 3,869,441<br></p>



<p><strong>The Polished Kestrel</strong></p>



<p>137D 5h 32m 26s (209D 12H 14m 36s)</p>



<p>SP Needed (over recommended) 6,575,111</p>



<p>Total SP: 10,444,553</p>



<h2 class="wp-block-heading">Fittings</h2>



<p><strong>The “Basic” Fit</strong></p>



<p>I’d recommend not using this as you will probably have a somewhat painful time, you’ll struggle against anything that isn’t a tackler, you can maybe kill other PvP ships which will have difficulty hitting you at range.&nbsp;<br></p>



<p>[Kestrel, The Basic Kestrel]<br></p>



<p>Crosslink Compact Ballistic Control System</p>



<p>IFFA Compact Damage Control<br></p>



<p>5MN Y-T8 Compact Microwarpdrive</p>



<p>Medium Azeotropic Restrained Shield Extender</p>



<p>Fleeting Compact Stasis Webifier</p>



<p>Initiated Compact Warp Scrambler<br></p>



<p>Rocket Launcher II, Inferno Rage Rocket</p>



<p>Rocket Launcher II, Inferno Rage Rocket</p>



<p>Rocket Launcher II, Inferno Rage Rocket</p>



<p>Rocket Launcher II, Inferno Rage Rocket<br></p>



<p>Small Warhead Calefaction Catalyst I</p>



<p>Small Ancillary Current Router I</p>



<p>Small Rocket Fuel Cache Partition I</p>



<p></p>



<p>Mjolnir Rage Rocket x1000</p>



<p>Scourge Rage Rocket x1000</p>



<p>Nova Rage Rocket x1000</p>



<p>Inferno Rage Rocket x1000</p>



<p>Nanite Repair Paste x25<br></p>



<p><strong>Fitting Skill List; </strong><br>Advanced Weapon Upgrades: 0 (Not Learned)<br>Power Grid Management: 4 (Starting Level)<br>CPU Management: 4 (Starting Level) <br>Weapon Upgrades: 3 (+1 level from starting)</p>



<p>Shield Upgrades: 3 (+1 level from starting)&nbsp;</p>



<p>Launcher Rigging: 0 (Not Learned)&nbsp;<br></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh3.googleusercontent.com/r7Il-_34qRnnWVVSRWeBRcjSiSEj2MwgdQuFrd8QtHH2HtbOs60zk075B7MjCJ26DPio8j5KXL8LqcxSQcX0J8KHNahhjqTUSB1WQXlKqhyQ73B2O3twTApkdQZmC8R4eECS6uoP" alt=""/></figure>



<p>This kestrel can be sit in very quickly from the starting base Caldari Character. With the Flight time rig and the Basic Skill list, you’ll hit out to 10km with Rage rockets, the Flight time rig takes your flight time almost exactly on 3 seconds with missile bombardment level 3. So you won’t have to worry about your missiles not hitting. This assumes missile projection level 3 and caldari frigate 4. DPS, speed and non targeting stats shown are with the basic skills. <br><br><br></p>



<p><strong>The “Recommended” Fit</strong></p>



<p>This is where things get much better, you’ll be able to bring down pretty much every t1 Frigate, Interceptor and some t2 Frigates, Sabre fights are a little harder until you’re more polished but it is still possible in this fit.&nbsp;<br></p>



<p>[Kestrel, The Recommended Kestrel]<br></p>



<p>Ballistic Control System II</p>



<p>IFFA Compact Damage Control<br></p>



<p>5MN Y-T8 Compact Microwarpdrive</p>



<p>Medium F-S9 Regolith Compact Shield Extender</p>



<p>Fleeting Compact Stasis Webifier</p>



<p>Faint Epsilon Scoped Warp Scrambler<br></p>



<p>Rocket Launcher II, Inferno Rage Rocket</p>



<p>Rocket Launcher II, Inferno Rage Rocket</p>



<p>Rocket Launcher II, Inferno Rage Rocket</p>



<p>Rocket Launcher II, Inferno Rage Rocket<br></p>



<p>Small Warhead Calefaction Catalyst I</p>



<p>Small Bay Loading Accelerator I</p>



<p>[Empty Rig slot]</p>



<p></p>



<p>Mjolnir Rage Rocket x1000</p>



<p>Scourge Rage Rocket x1000</p>



<p>Nova Rage Rocket x1000</p>



<p>Inferno Rage Rocket x1000</p>



<p>Nanite Repair Paste x25<br></p>



<p><strong>Fitting Skill List (+ in brackets indicates skill changes over the basic fit)</strong><br>Advanced Weapon Upgrades: Unlearned<br>Power Grid Management: 5 (+1)<br>CPU Management: 5 (+1) <br>Weapon Upgrades: 4 (+1)</p>



<p>Shield Upgrades: 3&nbsp;</p>



<p>Launcher Rigging: 3 (+3)&nbsp;<br></p>



<p>With better fitting skills we no longer need the compact ballistic control unit for more DPS with t2, ditch the PG rig for another DPS rig. This gives us a significant DPS boost and with this fitting improvement, and the skills improvement, this kestrel does more DPS before heat than the Basic Fit does with heat, with better range. Note: Training either Weapon Upgrades 5, or launcher Rigging 4, will enable you to upgrade the fit by upgrading the named Scram to a T2 Scram.&nbsp;<br></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh3.googleusercontent.com/9GIZXto2rRaVdBUDcA2DEiWP74VNGx1CNA8_m-6SyrABtJVQ5IrSTR227aENPA43E1FtyQ0ZsdEtmZ7_Su2XR5ECYXc9U3KcRi4szASzX2do_5zr99yx8IPvJlfoRJlpHER3U4NJ" alt=""/></figure>



<p><strong>The “Polished” Kestrel</strong></p>



<p>This is just rounding off loose ends and enables us to get a few improvements, notably, the T2 Scram and the swap to Azetropic Medium Shield Extender which saves some cost from the fit, and also improves damage mitigation slightly.&nbsp;<br></p>



<p>[Kestrel, The Polished Kestrel]<br></p>



<p>Ballistic Control System II</p>



<p>IFFA Compact Damage Control<br></p>



<p>5MN Y-T8 Compact Microwarpdrive</p>



<p>Medium Azeotropic Restrained Shield Extender</p>



<p>Fleeting Compact Stasis Webifier</p>



<p>Warp Scrambler II<br></p>



<p>Rocket Launcher II, Inferno Rage Rocket</p>



<p>Rocket Launcher II, Inferno Rage Rocket</p>



<p>Rocket Launcher II, Inferno Rage Rocket</p>



<p>Rocket Launcher II, Inferno Rage Rocket<br></p>



<p>Small Warhead Calefaction Catalyst I</p>



<p>Small Bay Loading Accelerator I</p>



<p>[Empty Rig slot]</p>



<p></p>



<p>Mjolnir Rage Rocket x1000</p>



<p>Scourge Rage Rocket x1000</p>



<p>Nova Rage Rocket x1000</p>



<p>Inferno Rage Rocket x1000</p>



<p>Nanite Repair Paste x25<br></p>



<p><strong>Fitting Skill List (+ in brackets indicates skill changes over the Recommended Fit)</strong><br>Advanced Weapon Upgrades: 1 (+1)<br>Power Grid Management: 5 <br>CPU Management: 5 <br>Weapon Upgrades: 5 (+1)</p>



<p>Shield Upgrades: 4 (+1&nbsp;</p>



<p>Launcher Rigging: 4 (+1)&nbsp;<br></p>



<p>With the extra skills from the polish section, the T2 scram and slight cost saving modules, we are now in the 160 DPS cold club, which is insane, the T2 scram allows more control at further range, and with your increased speed and missile range you can bait out Sabres and ships better. Any further improvements take a long time and don’t give too many benefits.<br></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/KqI1VmV1s2E7h0cQR1zVdjXZTzD-HdbCoeQR1l-cbNwqgXITvy_fU8JjcnH3rVYAlTHIyi5Ykn0wEwGTW0UAwX6UTtnCoYUbkHXOMKyC74vlW6mwNSQUhYAz0upIw0b6c9HIHVSD" alt=""/></figure>



<p>The “Maxed Fit” AKA the Mizhir Fit</p>



<p>Mizhir gave me this fit, it’s slightly better than the polished fit but requires much higher skills and a 1% CPU Implant to fit. Alternatively, you can use a T2 CPU rig instead of the 1% CPU Implant if you don’t like fits which require implants but the CPU rig is more expensive than the 1% Implant.&nbsp;<br></p>



<p>[Kestrel, The Maxed Kestrel (Mizhir 1% CPU)]<br></p>



<p>Ballistic Control System II</p>



<p>Ballistic Control System II<br></p>



<p>5MN Y-T8 Compact Microwarpdrive</p>



<p>Medium Shield Extender II</p>



<p>Fleeting Compact Stasis Webifier</p>



<p>Warp Scrambler II<br></p>



<p>Rocket Launcher II, Inferno Rage Rocket</p>



<p>Rocket Launcher II, Inferno Rage Rocket</p>



<p>Rocket Launcher II, Inferno Rage Rocket</p>



<p>Rocket Launcher II, Inferno Rage Rocket<br></p>



<p>Small Core Defense Field Extender I</p>



<p>Small Core Defense Field Extender I</p>



<p>Small Processor Overclocking Unit I</p>



<p></p>



<p>Zainou &#8216;Gypsy&#8217; CPU Management EE-601</p>



<p></p>



<p>Mjolnir Rage Rocket x1000</p>



<p>Scourge Rage Rocket x1000</p>



<p>Nova Rage Rocket x1000</p>



<p>Inferno Rage Rocket x1000</p>



<p>Nanite Repair Paste x25<br></p>



<p><strong>Fitting Skill List (+ in brackets indicates skill changes over the Polished Fit)</strong><br>Advanced Weapon Upgrades: 1<br>Power Grid Management: 5 <br>CPU Management: 5 <br>Weapon Upgrades: 5</p>



<p>Shield Upgrades: 5 (+1)&nbsp;</p>



<p>Launcher Rigging: 4&nbsp;<br></p>



<p>Alternatively, if you use the T2 Electronic Rig fit, you can train AWU to level 4 instead of Shield Upgrades 5 which is about ½ the training time and more useful on a larger amount of fits, and use a 1% PG implant with the Polished Skill set. SU5 is pretty useful though.&nbsp;<br></p>



<p>The Mizhir Fit offers a very small DPS and an EHP improvement, at the expense of being much fatter with the higher signature radius.&nbsp;<br></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/tmOqE4dYkQ93C07xnkKNIq-EzFOZ2NzX01ZBwUU98bg4MVaU2xOK-QJkVtxyCj279p5Z4HeyB6beF73KosEzWkhpjx2_7CynvADa4yENgCqH__khZCmVUqKAPfMzHe6JsfKkMTmd" alt=""/></figure>



<h2 class="wp-block-heading">Basic Strategy</h2>



<p>Your basic Strategy against everything is to kite at extended scram range, this is usually referred to “scram kiting”. Your aim is to keep at 8-9km against most ships (going further out against ships like the Sabre with heated scram). At this range you out DPS most frigates and even some destroyers, interdictors and T3Ds, while also mitigating a significant portion of their DPS. Rockets will do full damage regardless of if you’re at 0 km or 12km so you should aim always to be the furthest you can be comfortable retaining tackle on that ship. Other close range weapon systems will have to load lower damage ammo types like Null or Scorch to hit you, and you always out-damage those types. The only time this strategy ever changes is if you’re fighting against long range turrets (Railguns, Beam Lasers, Artillery) or against kiting ships or ships significantly weaker than you that you just want to hold onto, such as Condors, Stiletto, Crow etc.&nbsp;<br></p>



<p>Here is a damage comparison between some other weapon types with drones for the ship and decent fits.<br></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/a3oMJppVpNTxHLnL9cAMOwMKj1_2kF33OVnMnOy04BbTzBMdQLmxyTJnIjZXX8v_xRKOaDQPG7BdTOOmBfbFYOkMkqXPQBEqHqeqXqSSEp9pb1LoChu2fOyrMwEkbK7gQCHPtO04" alt=""/></figure>



<p>As you can see, the Cyan line is the Kestrel, It reigns supreme with the highest DPS past 6km, and any further you can kite out will result in significant damage mitigation. The only ship that comes close to your damage output at range is the Tormentor and (not listed) the Punisher with Scorch Crystals. Both of these ships are not popular in nullsec because of the weaknesses that they have (Speed, Cap) which you do not have, so you won’t be running into them very often. Even a Double Gyro Thrasher which can put out a monstrous 370 DPS up close will struggle to trade with you at 10km!&nbsp;<br></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh6.googleusercontent.com/cggg-4EPjmNJxVFl4Ypi5jzSrM0WMyCkoqEoH-am7E7ZvGMh0sbJF7FaPOFUzPZnEXKGGbmLmnnNSP8p3JdDcOVVMVUWlMssqhUCTR8IXk3UNBsE4_G5Y9mQy6uk-3c6Br5eByCQ" alt=""/></figure>



<p>You have a pretty big signature radius so mitigating DPS from long range turrets can still be difficult if they have appropriate modules. One tactic you can employ is offlining your medium shield extender when you start to take armor damage for some damage mitigation.&nbsp;<br></p>



<p>The TL;DR of it is that you should almost always stay at the edge of scram range unless faced with an opponent that is much weaker than you, or a kiter (because them getting away is the most important aspect you want to prevent, its ok to go close anyway because they’ll be doing full DPS to you regardless, even if they are allowed to swap into higher damage ammo types your main goal is to get on top of them for the advantage).&nbsp;<br></p>



<p>The Kestrel is a great ship since it requires very little module micro-management, you have no charges to manage, you mostly don’t care about your capacitor, and have few active modules.<br></p>



<h2 class="wp-block-heading">Damage Types	</h2>



<p>Choosing the right damage type is important. There are 4 types of missiles of the same type, Mjolnir, Inferno, Nova and Scourge, these have identical ranges, damage and application, the only difference is the damage type they deal. Mjolnir deals EM Damage which is usually best VS Shields, and T2 Caldari, Inferno deals Thermal damage which deals best with Shields and Amarr T2 Ships. Scourge does Kinetic which is usually better VS armor and T2 Minmatar, and Nova deals Explosive which is best against Armor and T2 Gallente. Note that there is a small difference between T1 Racial Resistances and a bigger Difference between T2.	<br><br>In General, Thermal is probably the best damage type universally if you’re not sure what to use then Inferno is usually a safe bet, it’s only really bad against T2 Caldari/Gallente.&nbsp;</p>



<p></p>



<table class="wp-block-table"><tbody><tr><td><strong>Tech I Shield Resists</strong></td><td><strong>EM Resist</strong></td><td><strong>Thermal Resist</strong></td><td><strong>Kinetic Resist</strong></td><td><strong>Explosive Resist</strong></td></tr><tr><td><strong>All Races</strong></td><td>0%</td><td>20%</td><td>40%</td><td>50%</td></tr><tr><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td><strong>Race Tech I Armor Resists</strong></td><td><strong>EM Resist</strong></td><td><strong>Thermal Resist</strong></td><td><strong>Kinetic Resist</strong></td><td><strong>Explosive Resist</strong></td></tr><tr><td><strong>Neutral</strong></td><td>50%</td><td>35%</td><td>25%</td><td>10%</td></tr><tr><td><strong>Amarr</strong></td><td>50%</td><td>35%</td><td>25%</td><td><strong>20% (+10%)</strong></td></tr><tr><td><strong>Caldari</strong></td><td>50%</td><td><strong>45% (+10%)</strong></td><td>25%</td><td>10%</td></tr><tr><td><strong>Gallente</strong></td><td>50%</td><td>35%</td><td><strong>35% (+10%)</strong></td><td>10%</td></tr><tr><td><strong>Minmatar</strong></td><td><strong>60% (+10%)</strong></td><td>35%</td><td>25%</td><td>10%</td></tr><tr><td><br></td><td><br></td><td><br></td><td><br></td><td><br></td></tr><tr><td><strong>Note that the 10% Bonus Racial Armor Resistances are Additive rather than Multiplicative like the T2 Resists</strong><strong>I.e. Minmatar go from 50% EM to 60% EM even though this is actually a 20% reduction in EM Damage Taken on Armor damage</strong></td></tr></tbody></table>



<p></p>



<table class="wp-block-table"><tbody><tr><td><strong>Race</strong></td><td><strong>Primary Resistance</strong></td><td><strong>Secondary Resistance</strong></td></tr><tr><td><strong>Amarr</strong></td><td>Explosive</td><td>Kinetic</td></tr><tr><td><strong>Caldari</strong></td><td>Thermal</td><td>Kinetic</td></tr><tr><td><strong>Gallente</strong></td><td>Kinetic</td><td>Thermal</td></tr><tr><td><strong>Minmatar</strong></td><td>EM</td><td>Thermal</td></tr><tr><td><br></td><td><br></td><td><br></td></tr><tr><td><strong>Tech II Bonus Resistances</strong></td><td><strong>Primary</strong></td><td><strong>Secondary</strong></td></tr><tr><td><strong>Interceptor</strong></td><td>10%</td><td>0%</td></tr><tr><td><strong>Logistics Frigate</strong></td><td>50%</td><td>25%</td></tr><tr><td><strong>Electronic Attack Frigate</strong></td><td>50%</td><td>25%</td></tr><tr><td><strong>Stealth Bomber</strong></td><td>25%</td><td>12.50%</td></tr><tr><td><strong>Covert Ops</strong></td><td>10%</td><td>0%</td></tr><tr><td><strong>Assault Frigate</strong></td><td>75%</td><td>50%</td></tr><tr><td>&#8212;</td><td><br></td><td><br></td></tr><tr><td><strong>Interdictor</strong></td><td>50%</td><td>25%</td></tr><tr><td><strong>Command Destroyer</strong></td><td>50%</td><td>25%</td></tr><tr><td><strong>Tactical Destroyer</strong></td><td>50%</td><td>25%</td></tr><tr><td>&#8212;</td><td><br></td><td><br></td></tr><tr><td><strong>Heavy Assault</strong></td><td>75%</td><td>50%</td></tr><tr><td><strong>Heavy Interdictor</strong></td><td>75%</td><td>50%</td></tr><tr><td><strong>Logistics Cruiser</strong></td><td>75%</td><td>50%</td></tr><tr><td><strong>Recon Ship</strong></td><td>62.50%</td><td>37.50%</td></tr><tr><td><strong>Strategic Cruiser</strong></td><td>75%</td><td>50%</td></tr><tr><td><strong>&#8212;</strong></td><td><br></td><td><br></td></tr><tr><td><strong>Command Ship</strong></td><td>75%</td><td>50%</td></tr><tr><td><strong>&#8212;</strong></td><td><br></td><td><br></td></tr><tr><td><strong>Black Ops</strong></td><td>10%</td><td>5%</td></tr><tr><td><strong>Marauders</strong></td><td>25%</td><td>12.50%</td></tr></tbody></table>



<h2 class="wp-block-heading">Match-Ups</h2>



<p>I would recommend avoiding all ships that aren’t easy when you&#8217;re flying the Basic Kestrel, maybe try the Moderate listed ones but be prepared to lose some of the matchups. When flying the recommended, I would say you can take all the easy-moderate match-ups, and maybe try the hard matchups at difficulty. Once you have the Polished Kestrel, everything that isn’t listed as avoid is possible, but again, they will be difficult fights at hard+<br></p>



<p><strong>Tech I Frigates</strong><br></p>



<table class="wp-block-table"><tbody><tr><td><br></td><td><strong>Ship</strong></td><td><strong>Difficulty</strong></td><td><strong>Missile Type</strong></td><td><strong>Basic Strategy</strong></td><td><strong>Notes: VS common ship configs</strong></td></tr><tr><td>Tech I Frigates</td><td>Executioner</td><td>Easy</td><td>Nova</td><td>Kite at 5km+</td><td>The Executioner is an attack Frigate and it doesn&#8217;t really have the muscle to win against you even at close range. You should still respect it however. Fight at 5km or further, ideally around 8km to prevent it from using higher damage Crystals like Conflagration against you. You&#8217;ll more often see this is a disposable T1 tackler flown by new players</td></tr><tr><td>Tormentor</td><td>Hard</td><td>Nova</td><td>Kite at 5km+</td><td>The Tormentor can almost rival your damage at range with Scorch and Drones, It also shoots into your EM hole. A max skilled well piloted Tormentor will be an incredibly close and difficult fight. My recommendation would be to stall out the fight if possible at 15-16km, if you can force him to burn into a few rocket salvos you&#8217;ll win the fight. The Tormentor has Capacitor issues in extended engagements so forcing him to MWD for you for 3-4 cycles can also move the fight into your favour, you can also try kiting at range and seeing if he&#8217;ll deploy drones and kill the drones before going in.</td></tr><tr><td>Punisher</td><td>Moderate</td><td>Nova</td><td>Kite at 5km+</td><td>The Punisher can usually just force you to run away. It has incredible stats thanks to the 5 lows, 4 guns and Scorch S being so good, very often you&#8217;ll not be able to kill it even at 10km. The Punisher only has 2 mid slots however so it will never be able to control you so just fight at 9km, if it starts winning, just align out and warp off.</td></tr><tr><td>Condor</td><td>Easy*</td><td>Mjolnir</td><td>Approach</td><td>The Condor is much weaker than you, even in a Rocket configuration. It has 4.5 effective launchers with Kinetic, you have 5 with everything, on top of more HP and better fittings, you also have a velocity bonus which it doesn&#8217;t get but you&#8217;ll probably be better off just approaching it rather than kiting at 9km to deny t2 missiles, since the Condor is often a Kiting ship or generic T1 Tackler. If you can catch it you can usually annihilate it with ease.</td></tr><tr><td>Merlin</td><td>Easy</td><td>Mjolnir</td><td>Kite at 8km</td><td>The Merlin has a lot of Spank and Tank, at 2km. Outside that and it really has problems doing anything but tanking. Even with null loaded it will be scratching paint at 8km while your missiles tear it up. Its also slower than you when scrammed so you should always be able to control it perfectly. Might take awhile to die but it&#8217;s no threat to you in typical blaster + MSE combinations.</td></tr><tr><td>Kestrel</td><td>Mirror</td><td>Mjolnir</td><td>Kite at 8km</td><td>Kestrel 1vs1 often come down to whoever approaches the other guy first. My Recommendation would be to wait at 15km, firing missiles and hope the other guy MWDs into your missiles, since its a mirror whoever gets the damage first usually wins, especially if that comes at extended range where the other guys first few volleys expire before hitting. Against LML Kestrel approach and kill it.</td></tr><tr><td>Atron</td><td>Easy</td><td>Nova</td><td>Kite at 8km</td><td>Atron is almost always going to be a disposable tackler used by nullsec gangs flown by less skilled players or as a free ship given out. Even in an Assassin PvP Style fit, you can usually out-muscle it since it&#8217;s an attack frigate, just don&#8217;t face tank void at 2km and you should have no problems disposing of it. It does have a falloff bonus so it might hurt with null at 8km but you can win the EHP/DPS race still.</td></tr><tr><td>Incursus</td><td>Easy</td><td>Nova</td><td>Kite at 8km</td><td>Incursus will usually be fit in 2 ways, either with scram only and an injector with dual rep, or with scram+web and single rep, either configration you have the advantage against and kill. Dual Rep might be able to tank you while it has ancillary charges for 30s, (If its 2x T2 small reps you can break it slowly). this dual rep incursus will not have a web so it will never have control over you, feel free to leave if his friends show up.</td></tr><tr><td>Tristan</td><td>Moderate</td><td>Inferno</td><td>Various, usually safe to approach</td><td>The Tristan can be in numerous different fits, the most common is probably going to be a Shield Kiting ship which is still somewhat tanky and will not be an easy fight even at 0km you&#8217;ll probably win in Armor, so you need to slingshot it early or force it to engage in a bad position. Tristans can be in scram kiting fits, neut fits or blaster close range DPS fits as well, which is why I recommend Inferno instead of Mjolnir since that does fairly well against Armor and Shield Tristans if you&#8217;re unsure what type it is, using look at on a Tristan and checking for guns is a good interaction, if it has no guns approach it, neuts dont really hurt you that much aside from allowing it to warp off.</td></tr><tr><td>Slasher</td><td>Easy</td><td>Mjolnir</td><td>Kite at 8km</td><td>The Slasher is usually going to be a disposable tackler whenever you see it, just beware of Afterburners in trap fits since it can get insane mitigation thanks to having the lowest sig/highest speed of the frigates. It does less DPS than you at 0km, let alone at 8km and usually struggles to fit any kind of tank outside of 1 buffer module so you shouldn&#8217;t have any issues killing it.</td></tr><tr><td>Breacher</td><td>Moderate</td><td>Inferno</td><td>Kite at 9km+ (Heat Scram)</td><td>Breacher is usually dual tanked rather than a single tank, so I recommend Inferno instead of Mjolnir despite its main tank being primary shield. Minmatar ships have 60% Armor base resists so you don&#8217;t want to shoot EM into a dual tanked breacher. A breacher can out-brawl you provided that he&#8217;s allowed to load and shoot Rage missiles at you, fortunately, the Breacher only has a range of 8.4km with max skills on rage so as long as you are fighting at 9km or further you should be able to win the exchange, also make sure you&#8217;re not moving into or towards the breacher as that will increase the range of his missiles by approaching their spawn point. If you can force him to approach you it will decrease his missile range by around 0.6km, against good breacher pilots you might wanna fight at 12km+ even outside scram range to get some missile DPS in first before committing. You can also try and bait an engagement before committing to kill his drones, forcing him to MWD a few cycles can help reduce the efficiency of his Ancillary Armor Repairer with non-charge cycles too.People love using these as Afterburner only trap fits for some reason, so check for AB before engaging</td></tr><tr><td>Rifter</td><td>Easy</td><td>Scourge</td><td>Kite at 8km</td><td>The Rifter is an old dog, waiting for you to put it down, you are what he was 4 years ago. It doesn&#8217;t out damage you at any range and the utility high it has is irrelevant against you. Kite at 8km to prevent him draining your cap with a nos to help himself and he&#8217;ll just slowly die to your superior DPS and EHP.</td></tr><tr><td>Maulus</td><td>Easy*</td><td>Inferno</td><td>Approach</td><td>The Maulus is usually an Ewar Frigate but you can sometimes see it as some weird damp kiter with the drones that it has. If you get on top of it, it&#8217;s fresh meat. If you can&#8217;t, then kill the drones they are un-bonused and die quickly, fighting around gates can be a great way to extract, note that the maulus has cap difficulties running damps and a long point so it can&#8217;t kite you for long, if you kill the drones it&#8217;s best hope is usually holding you for a blob, you can generally get this eventually or it&#8217;ll warp off when you kill drones. It&#8217;s probably going to be armor tanked but I&#8217;d load Inferno incase of shields.</td></tr><tr><td>Crucifier</td><td>Moderate</td><td>Nova</td><td>Various, be wary</td><td>If you see this it&#8217;s usually a hard counter-fit with a missile tracking disruptor so be wary. It&#8217;s very very rare to see them outside of 1v1 trap fits, unless it&#8217;s just a new player with a generic nullsec kitchen sink gang, in which case it&#8217;s an easy kill. If you get missile range disrupted and he doesn&#8217;t have a web then approach the Crucifier, if its mwd/scram/web/missile disruptor then it can control you, but you can kill drones usually, move away from it to force it to move into your missiles which can help with them hitting, if he kites too far you can often warp off, due to flight time mechanics some of your missiles may hit and your range is not often as bad as it looks. For example, disrupting your velocity and flight time by 20% might make you think you have 40% less range, but in actuallity, he is giving you a 2.4 second flight time so 40% of the time you&#8217;re only disrupted by 20%, and the other 60% its 60% less range, so 40% of the time you&#8217;re wrecking him if hes in a pure control fit, if he has to run a rep he will cap himself out. If he application disrupts you then approach him.As always, since these fits tend to be trap fits, check for AB before engaging</td></tr></tbody></table>



<p><strong>Navy Frigates</strong><br></p>



<table class="wp-block-table"><tbody><tr><td>Navy Frigates</td><td>Navy Crucifier</td><td>Hard* Avoid</td><td>Nova</td><td>Kite at 8km</td><td>This ship like it&#8217;s Tech I Variation are almost always going to be specifically fit for you, if it has a missile disruptor, you can&#8217;t win. Try hanging around 15km to bait it to use it and show you, I would avoid this ship unless you know the pilot does not have the missile disruptor or you know it&#8217;s a bad fit. It has similar stats to a Tormentor so its a hard fight for you even if it doesn&#8217;t have the Missile Disruptor.</td></tr><tr><td>Navy Slicer</td><td>Hard</td><td>Nova</td><td>Approach</td><td>Usually a kiting ship, this ship is much faster than you and is difficult to slingshot, and the fight is usually unwinnable unless it starts in scram range for you. I&#8217;d recommend trying to warp to planets to see if it follows you and then warp to the next planet the same distance that he warped in at, as you can usually catch him this way, fighting on gates and abusing gate cloak is a good way to kill him too, act scared and jump through a gate, slicers will often wait on the gate at 0km for you since they think you&#8217;re weak and trying to run from them, which should be about 12km from where you spawn and you can heat everything decloak+immediatly scram+web this way and get a kill. If they orbit the gate you can be patient and watch his orbit while cloaked until the orbit is going to bring him into you then decloak and fight, if the slicer plays too defensively just ignore it.</td></tr><tr><td>Navy Griffin</td><td>Easy* Hard*</td><td>Mjolnir</td><td>Kite at 9km+ (Heat Scram)</td><td>The Navy Griffin does a ton of DPS up close and has ECM, luckily the ECM range is at a huge penalty. With Multispecs the Navy Griffin is a easy kill since it&#8217;ll only have 3km range and falloff so the ECM will be useless on you at 9km where you&#8217;ll control it and destroy it with ease, if it has a racial it can jam you and if you&#8217;re jammed it can approach you with MWD and obliterate you unable to respond. Most people who use ECM are usually not the best pilots so you can get kills on them by baiting out the Cooldown, I&#8217;ve killed many Navy Griffins that are even specifically fit for my Kestrel with Gravimetric ECM by chilling at 15km, if you see the Failed Jam Icon on your ship, they just wasted their 20 second cooldown, and you can go in and kill them usually before they get the 2nd cycle if you&#8217;re responsive.</td></tr><tr><td>Navy Hookbill</td><td>Very Hard* Avoid</td><td>Mjolnir</td><td>Various</td><td>The Navy Hookbill does more DPS than you, and tanks more than you, with the same range. You will not be able to kill one unless you know it&#8217;s a terrible fit or if its a light missile kite fit that you manage to catch in scram range. You&#8217;ll want to avoid this in general</td></tr><tr><td>Navy Maulus</td><td>Moderate</td><td>Inferno</td><td>Kite at 8km, but be prepared to approach, you will lose if it kites you at 15km</td><td>This is kind of like a slightly stronger, but slower tristan with less control at scram range, but a bigger scram bonus, but no disruptor. Usually they are scram kiters or brawlers but you can usually win against them if you&#8217;re in scram range yourself. The Maulus Navy Issue has horrible base speed so once you have it scrammed it&#8217;s easy to control.</td></tr><tr><td>Navy Comet</td><td>Moderate* Avoid Dual Prop</td><td>Nova</td><td>Kite at 8km</td><td>Against a MWD only web/scram navy comet with blasters, it&#8217;s a fairly difficult fight but it is winnable by kiting at 9km, you can generally take him down before his 3 drones kill you. I would check the pilot on Zkillboard first though because Comet is very commonly dual propped and a Dual Prop Comet will absolutely wreck you and is unwinnable. If its rails with scram you can lose too, but this is often an AB only fit which you should never engage</td></tr><tr><td>Navy Vigil</td><td>Very Hard</td><td>Inferno</td><td>Kite at 9km+ (Heat Scram)</td><td>The Navy Vigil is like a stronger hookbill with more DPS but no velocity bonus, the bonus is weaker when shooting EM at you and he might make the mistake of shooting explosion into you for the ship bonus. This is a very difficult fight he will win with navy CN explosive and 3x drones on you. You can only ever win by him loading Rage and the missiles expiring before they hit you, you will not be able to kite this out because he has a bonused web range and is way faster than you in base speed stats. I would recommend avoiding this unless you know it&#8217;s a bad fit.</td></tr><tr><td><br></td><td>Fleet Firetail</td><td>Moderate (AC) Very hard (Artillery), AVOID (Dual Prop)</td><td>Inferno (Nova vs Artillery)</td><td>Kite at 9km+<br>(Heat Scram)</td><td>The Firetail is possible to kill if its an AC buffer fit (With medium shield extender, or some weird dual tank setup, or tackler). AVOID Dual Prop setups at all cost because they will wreck you with ease. Artillery is a very hard fight, he has slightly less DPS than you but more tank. Firetails are very versatile so those 3 setups are somewhat equally spread, check zkillboard before engaging.&nbsp;</td></tr></tbody></table>



<p><strong>Pirate Frigates</strong><br></p>



<table class="wp-block-table"><tbody><tr><td>Pirate Frigates</td><td>Cruor</td><td>Moderate Very Hard*</td><td>Nova</td><td>Kite at 9km+ (Heat Scram)</td><td>The Cruor is going to be a moderate fight or very hard to next to unwinnable depending on how much pimp he has invested into his Nosferatu. Against a generic T2 fit nos, by kiting at 9km you avoid the majority of the drain effect and he will gain no cap from you and you&#8217;ll be able to perma run the scram+web and keep him there the whole time while you whittle away and kill him. With more pimped out nos, such as A-type, he will fully drain you at that range, which will turn off your web + scram allowing him to mwd and get on top of you for conflag DPS and lowering your DPS with the web off. He will also be able to perma run dual reps while draining you. This is a fight you can usually win. but be careful, a pimped out deadspace nos cruor will wreck you</td></tr><tr><td>Succubus</td><td>AVOID LIKE THE PLAGUE</td><td>Mjolnir</td><td>Kite at 9km+ (Heat Scram)</td><td>This ship has an AB bonus, which means your rocket DPS is going to be doing about 1/5th of what it says on the tooltip, avoid this at all costs. even CN missiles will lose over half their DPS, also, it will be able to control you perfectly and sit on you with conflagration with pirate frigate stats. Unwinnable unless it&#8217;s a complete trash fit ship, I would not waste your time looking at the pilot on zkillboard unless you have a feeling that it&#8217;s very very bad</td></tr><tr><td>Daredevil</td><td>Very Hard, Avoid Rail DD</td><td>Nova</td><td>Kite at 9km+ (Heat Scram)</td><td>The Daredevil with generic T2 fit got nerfed pretty hard in the tiericide patch, you can no longer get 60% web from fleeting web, you now have to invest in the t2 web, which costs 10 more CPU, which breaks the fit since the Daredevil is tight on CPU. This is still an extremely difficult fight and you will want to fight as defensively as possible, luckily Daredevil pilots are usually very eager to engage you, burn away and hope you get some missile volleys into him and make sure you&#8217;re always moving in front of him so when you both web and scram eachother the iertia starts the fight at the very edge of scram range. You CAN win this if he has void or CN antimatter loaded if you start the fight perfectly, you&#8217;ll die if he has null loaded but DDs very rarely load null and don&#8217;t respect you enough to do so. If he has mwd/scram/82.5% web (Fleeting), he will gain on you at about 180m/s per second, which means he&#8217;ll close the gap from 10km to 5km (where you&#8217;ll get fucked) in about 30 seconds. Luckily that time + any time you bought yourself with volleys before getting scrammed+webbed can be enough to bring it down, DDs often aren&#8217;t tanked well. If he has pimped web (Fed Navy) or Null loaded you will lose. Rail Daredevil is more rare but it&#8217;s an unwinnable fight even at 0km</td></tr><tr><td>Worm</td><td>AVOID LIKE THE PLAGUE</td><td>Mjolnir</td><td>Various</td><td>The worm is the Svipul of the Frigates, insane EHP/DPS ratio. you can&#8217;t kill a kiting worm even at 0km unless it&#8217;s the absolute worst fit in existence. Avoid</td></tr><tr><td>Garmur</td><td>Hard*</td><td>Mjolnir</td><td>Approach</td><td>The Garmur is one of the strongest kiting frigates in the game, if it makes the mistake of being in your scrambler range, it will die and usually drop some nice modules for you however! Employ the same tactics as against a slicer, try and bait using gate mechanics and planet warping, avoid getting caught at a celestial though because if it catches you and establishes orbit at 30km you will die and not ever be able to escape or catch it. Its very hard if not impossible to slingshot a Garmur because of the defensive scram and increased point range. If you do try, fight around gates so you can re approach and jump out if you don&#8217;t catch it.</td></tr><tr><td>Dramiel</td><td>Hard* Avoid Dual Prop</td><td>Inferno</td><td>Kite at 9km+ (Heat Scram)</td><td>If the Dramiel is not dual prop, you have a DPS advantage and can usually win the exchange if it&#8217;s a MSE, mwd, scram, web or similar fit. It&#8217;s like a harder blaster comet fight, since it has a falloff bonus on ACs and the same drones, it IS winnable tho but very tight. if it&#8217;s dual Prop or an armor control fit of some kind, you will get absolutely obliterated.</td></tr><tr><td>Astero</td><td>Moderate* Avoid PvP Pure fits</td><td>Nova</td><td>Kite at 9km+ (Heat Scram)</td><td>The Astero is normally flown by Explorers who like to bully out other Explorers. An Astero that has an Analyzer fitted or both exploration modules is not going to have either a web or injector, or both. One thing to consider with the Astero is that it&#8217;s slower than you it has terrible base speed. So always kite at 9km, this also denies the opportunity of a utility highslot module like a nosferatu. If it is an Injector with dual rep + Web fit, you can run by heating scram+web since your base speed is higher, so always keep this in mind. You can usually kill the guys who have no injector and are doing exploration and decide that want to try and bully you because you&#8217;re there. At worst you can leave, since they almost always won&#8217;t have a web, even if they do, you can still run. This is hard to win but most the time you can run if the fight is not going your way.</td></tr></tbody></table>



<p><strong>Interceptors</strong></p>



<table class="wp-block-table"><tbody><tr><td>Interceptors</td><td>Crusader</td><td>Very Hard</td><td>Inferno</td><td>Kite at 5km+</td><td>The Crusader has insane DPS if fit properly with small focused pulse, it will out DPS you with Scorch. This fight is incredibly hard against an actual PvP focused Crusader. If its a shit fit tackler or has 3 speed mods or something though, go for it. The Crusader has cap issues so forcing it to MWD for you can help a lot with this match up. Respect the Crusader.</td></tr><tr><td>Malediction</td><td>Moderate-Very Hard</td><td>Inferno</td><td>Kite at 9km+ (Heat Scram)</td><td>The Malediction can be a very strong rocket brawler, it has similar stats to you, just without the missile range bonus, but its an interceptor so has a huge speed advantage. You should kite it at 9km+ to deny it the ability to use t2 missiles on you, it will gain on you eventually however, if its just a generic tackler you can usually kill it easily.</td></tr><tr><td>Raptor</td><td>Moderate</td><td>Mjolnir</td><td>Kite at 8km+</td><td>The Raptor is exact same as the Merlin match-up, just it now has HG snakes and an optimal range bonus, it has respectable reach with null so make sure you respect it enough to start the fight at 8km or further.</td></tr><tr><td>Crow</td><td>Easy*</td><td>Mjolnir</td><td>Approach</td><td>The Crow is weaker than you even with a Rocket fit, it has terrible fittings and less damage. The most common Crows will be LML kiting fit usually acting as fast tackle for a nullsec kitchen sink defence, an easy kill if you can catch it, like with all kiting ships, try and fight them on gates or bait them to follow you to celestials</td></tr><tr><td>Taranis</td><td>Moderate* Avoid Dual Prop</td><td>Nova</td><td>Kite at 8km+</td><td>The Taranis if it has mwd/scram/web will be a moderate kill for you, shouldn&#8217;t give you too much trouble, its a bit easier to kill than the navy comet match up. If it has Dual-Prop you will get absolutely destroyed, and the Taranis is probably the most common dual prop frigate in the game, so pay attention and check zkillboard before engaging.</td></tr><tr><td>Ares</td><td>Easy*</td><td>Inferno</td><td>Approach</td><td>Ares is usually just generic tackle ceptor for a nullsec gang. You&#8217;ll have no problems killing it, just don&#8217;t sit 2km from it because if it does have blasters you hurt a lot. I recommend Inferno instead of Nova because they are often shield tanked with mwd/disruptor/MSE, but mwd/scram/disruptor fits are common too with <a class="wpil_keyword_link " href="https://gamerstips.com/skyrim-top-10-best-light-armors/" title="light armor" data-wpil-keyword-link="linked">light armor</a> tank. Interceptors do not get any secondary resistance bonuses so despite being t2 gallente it has the same armor resists as a t1 gallente ship, so thermal is a fine choice all around. it&#8217;s basically just an Atron that goes fast. Nobody solos in an Ares obviously, so make sure you fight around gates so you don&#8217;t get caught out by it so his gang can come and kill you.</td></tr><tr><td>Claw</td><td>Moderate</td><td>Scourge</td><td>Kite at 8km</td><td>Claw has 2 mids so you have range control, a PvP Claw is still going to be a moderate match up even if you mitigate most of his DPS however. Do not disrespect it and get closer than 6km because you will get wrecked if you do, it has a very high base speed so even when you have it webbed, you&#8217;ll only be going 100m/&#8217;s faster than it so if you start the fight at a bad position you&#8217;re going to die well before you get to safer ranges. Otherwise, this is a winnable fight. Claws are often badly fit so you shouldn&#8217;t have too many problems with them, just control them at 8km</td></tr><tr><td>Stiletto</td><td>Easy*</td><td>Inferno</td><td>Approach</td><td><br>Stiletto is the purest of the Tacklers, it has the most speed, the worst DPS to defend itself, even with ACs at 1km it cannot hope to kill you before it dies, so don&#8217;t worry too much about mitigating DPS focus more on catching him. Like all the tackle ceptors, it&#8217;s an easy kill if you&#8217;re on top of it. Like all Tackle Ceptors, fight them around gates or bait warps to celestials so you don&#8217;t get caught out by them for their friends to come.&nbsp;</td></tr></tbody></table>



<p><strong>Assault Frigates&nbsp;</strong><br></p>



<table class="wp-block-table"><tbody><tr><td>Assault Frigates</td><td>Retribution</td><td>Very Hard</td><td>Inferno</td><td>Kite at 9km+ (Heat Scram)</td><td>This ship will outdamage you with Scorch, and has an incredible amount&nbsp;of tank. It only has 2 mids though, so you can always run from it, it&#8217;ll often be CPU starved so won&#8217;t roll a T2 Scram. You can try it and run if you start getting owned, but don&#8217;t expect to be able to kill it, only if it has a bad fit.</td></tr><tr><td>Vengeance</td><td>Very Hard</td><td>Inferno</td><td>Kite at 9km+ (Heat Scram)</td><td>This ship has rockets, and an insane tank. You will want to kite this ship at heated scram range, vengeance has some CPU issues so it often cannot run a T2 scram, your only victory condition is if he has rage loaded usually, always move away from him, treat this as a breacher on crack. You have higher base speed and probably better scram range so you can run from this if things go sour, which they will pretty quickly usually. Do not fight this unless you can start the fight at 9km or further.</td></tr><tr><td>Harpy</td><td>Hard</td><td>Mjolnir</td><td>Kite at 9km+ (Heat Scram), orbit 500 vs rails</td><td>This is a Merlin, with more tank and DPS, and double optimal range bonus. You&#8217;ll usually see these as rail fleet doctrines or blaster merlin style solo ships. You can win by kiting at 9km but don&#8217;t expect it to be easy because double optimal null hurts a lot even at this range. You can always run if you start losing, be careful of rail fits, you can get under the guns of a 150mm rail harpy but the common nullsec doctrine fit has an afterburner so be aware of that. If its just a generic sniper you can kill with tight orbit.</td></tr><tr><td>Hawk</td><td>AVOID LIKE THE PLAGUE</td><td>Mjolnir</td><td>Kite at 9km+ (Heat Scram)</td><td>This ship has more damage than you, more tank than you, infact, an insane active tank, and it has the same range. Do not even try to fight this unless you suspect it&#8217;s a terrible fit. Its slower than you so you can extract, but don&#8217;t expect this fight to ever go well.</td></tr><tr><td>Enyo</td><td>Moderate</td><td>Nova</td><td>Kite at 9km+ (Heat Scram)</td><td>Enyo has an optimal bonus and a lot of gank, with some tank. You can win against this by kiting at 9km, if it loads null you&#8217;re in for a tough fight. Like All Assault Frigates, its slower than you so you can always run if you start losing. Check guns if it has ions or lower its an easy kill.</td></tr><tr><td>Ishkur</td><td>Hard</td><td>Nova</td><td>Kite at 9km+ (Heat Scram)</td><td>You can win against an Ishkur but you&#8217;ll be taking 90 DPS from drones the fight, just remember to play at scram edge always so you can run. It has both an optimal and tracking bonus, but often won&#8217;t fit highest tier guns or rails so you&#8217;re usually safe from gun DPS. It has a backup flight of drones and they&#8217;re hard to kill so you probably can&#8217;t win if you try to defang it, you can win by winning the DPS exchange at 9km, but again, hard fight, be prepared to run, you can win if he has warriors instead of acolytes.</td></tr><tr><td>Wolf</td><td>Hard</td><td>Scourge</td><td>Kite at 9km+ (Heat Scram)</td><td>Check for Artillery first, most artillery pilots obviously fly the Svipul instead which is better in absolutely every way, but there might be some old school fits. Against AC brawl fit, you can win by kiting at 9km, this is like fighting a Sabre with more tank but less DPS, and less control. Slightly easier fight than Sabre, remember you can easily run from this fight if he&#8217;s wrecking you.</td></tr><tr><td>Jaguar</td><td>Moderate</td><td>Scourge</td><td>Kite at 9km+ (Heat Scram)</td><td>Jaguars often have a decent buffer tank, and moderate DPS, but very low projection with Autocannons, the optimal bonus doesn&#8217;t translate well. You can win. This will take awhile to kill so make sure you&#8217;re in a position to leave if his friends turn up (9km). Its slower than you when you both scram+web eachother like most AFs, so running is always a possibility if the fight isn&#8217;t going your way.&nbsp;</td></tr></tbody></table>



<p><strong>Electronic Attack Frigates&nbsp;</strong><br></p>



<table class="wp-block-table"><tbody><tr><td>Electronic Attack Frigates</td><td>Crucifier</td><td>Hard</td><td>Inferno</td><td>Approach</td><td>This fight is very difficult, a Sentinel will alpha your capacitor and then you won&#8217;t be able to turn on your scram web or MWD, You have one option against this ship, it lands at 0km from you, and you all in. I&#8217;ve killed several Sentinels in this manner. Sentinels will try and kite you at 20km while you cannot do anything, but usually they are very over confident and will follow you to a planet or celestial, bait them and try and get them to land on you at 0km, this is your only chance of winning. They have very low tank and they can&#8217;t neut off your Rockets so catching them this way will often get them killed, spam your scram hotkey.</td></tr><tr><td>Kitsune</td><td>AVOID LIKE THE PLAGUE</td><td>Mjolnir</td><td>Approach</td><td>If it&#8217;s 1v1 it&#8217;ll be some trap fit, if its with a gang you&#8217;re gonna be permajammed while you die. Avoid this like most dedicated ECM ships</td></tr><tr><td>Keres</td><td>easy*</td><td>Nova</td><td>Approach</td><td>Usually a kiting support ship with damps/long point, sometimes some weird gatecamping support ship. It will die to you if you can catch him alone in scram range. less drones than a maulus so not a hard fight. Try and bait him to follow to planet and kill him before his gang lands</td></tr><tr><td>Hyena</td><td>easy*</td><td>Scourge</td><td>Approach</td><td>Usually a support ship with dual webs and a light armor tank. You can kill this guy no problem in a 1v1 even at 0km against a &#8220;PVP&#8221; fit. Its usually going to be with friends rather than be solo though. Easy kill if you get him scrammed without friends</td></tr></tbody></table>



<p><strong>Tech I Destroyers</strong><br></p>



<table class="wp-block-table"><tbody><tr><td>Destroyers</td><td>Coercer</td><td>Avoid</td><td>Nova</td><td>Kite at 9km+ (Heat Scram)</td><td>I&#8217;d recommend you do not fight this, very high DPS that will hit you out at range because of the optimal range bonus. It only has 2 mids so you can run, but you only have 10s before you die to this.</td></tr><tr><td>Dragoon</td><td>Avoid</td><td>Nova</td><td>Kite at 9km+ (Heat Scram)</td><td>Dragoon has double range neuts that have no problem nuking your capacitor even at 12km. He&#8217;ll turn off your scram+web+mwd and you won&#8217;t be able to stop him from approaching you with his MWD. Dragoon only has 2 mids so it cannot control you, but, it will nuke your scram off then approach with mwd and scram you. Even if you can keep at at range the whole time bonused drones on a ship that has a decent tank for a Destroyer is a bad match-up, recommending you avoid this one.</td></tr><tr><td>Cormorant</td><td>Very Hard</td><td>Mjolnir</td><td>Various</td><td>You can win an All-In against a Rail Cormorant with 150mm IIs if you have a tight orbit, this only happens if it lands on you at 0km. Do not fight it in any other circumstance or burn towards it, you will get wrecked since it has a huge 50% tracking bonus. Against Blasters, it does have a double optimal bonus, but you can win by kiting at 10km, just be prepared to leave. It struggles to fit neutrons with any tank so may use Ions which will allow you to kill it far easier, winnable but be expected to run.</td></tr><tr><td>Corax</td><td>Very Hard</td><td>Mjolnir</td><td>Approach</td><td>Avoid Rocket Coraxes at all costs, against LML, you can win against an All-In at 0km since you deal similar DPS but he often cannot fit much tank but its a very tight fight.</td></tr><tr><td>Catalyst</td><td>Moderate</td><td>Nova</td><td>Kite at 8km</td><td>This has both a Falloff and Optimal Bonus so prepare to get wrecked by Null, if he has anything else loaded though you can win by kiting at 9km. It has only 2 mids so remember, its easy to run if you&#8217;re losing since he doesn&#8217;t have a web. Avoid Rail Catalyst unless it lands at 0km same story as the Cormorant</td></tr><tr><td>Algos</td><td>Avoid</td><td>Nova</td><td>Kite at 9km+ (Heat Scram)</td><td>Bonused drone ship with a decent amount of tank, and it has 5 guns, which can be rails. You won&#8217;t win even if it&#8217;s blasters and you kite it at 10km since the drones do too much DPS and you can&#8217;t kill them fast enough. Recommend avoiding unless you know it&#8217;s a bad fit.</td></tr><tr><td>Thrasher</td><td>Moderate</td><td>Inferno</td><td>Kite at 9km+ (Heat Scram)</td><td>This is a T1 Sabre, easier to kill, but don&#8217;t disrespect it. It will face melt you if you go anywhere closer than 7km to it, you can win by kiting in extended scram range however. It is usually mwd/scram/mse fit with double gyro or gyro+damage control. I recommend Inferno over Mjolnir since Thrashers have a healthy amount of Armor HP and those 60% EM resists really suck shooting into.</td></tr><tr><td>Talwar</td><td>Hard</td><td>Scourge</td><td>Approach</td><td>Same Story as the Corax, if its Rockets, don&#8217;t try it. If its lml sniper fit, you can win an all-in at 0km but its a hard fight. try and bait it by warping out to planets so he follows you and kill him there if you can get him to land at 0km on you</td></tr></tbody></table>



<p><strong>Interdictors</strong><br></p>



<table class="wp-block-table"><tbody><tr><td>Interdictors</td><td>Heretic</td><td>Very Hard* Avoid Rockets, no bubble</td><td>Inferno</td><td>Approach</td><td>Avoid Rocket Heretic at all costs. Avoid LML heretic without a bubble at all costs. You can only win against a LML Heretic with a bubble, which may show up (more of a fleet nullsec doctrine support fit). Always check for guns before engaging, do not fight if you don&#8217;t see a bubble go up. If the heretic has LML with bubble then the CPU is too gimped for a decent tank so you can win the all-in exchange, but this is the only circumstance in which you should fight.</td></tr><tr><td>Flycatcher</td><td>Very Hard* Avoid Rockets, no bubble</td><td>Mjolnir</td><td>Approach</td><td>Exact same thing as the Heretic, do not fight rockets, do not fight LML no bubble, your only chance is lml with bubble and gimped fleet support fit.</td></tr><tr><td>Eris</td><td>Moderate* Avoid no bubble</td><td>Nova</td><td>Kite at 9km+ (Heat Scram)</td><td>If it has a Bubble, this is an easy kill, as Eris&#8217; has gimped CPU, it has worse CPU than an Atron while having to fit 7 guns if it has the bubble fitted. Making it an easy kill by kiting at 8km+. Against the DPS all-in fit with no bubble, you want to avoid it, rail fits will give you problems too. This ship has an optimal bonus so avoid neutrons with null. It only has 2 mids so you can always run from it since it won&#8217;t have both a Scram and a Web.</td></tr><tr><td>Sabre</td><td>Very Hard</td><td>Scourge</td><td>Kite at 9km+ (Heat Scram)</td><td>Sabres will come in 2 Varieties usually. Dual MSE with just a Scram, and lower Tier guns, and 200mm Sabres with scram+web and single MSE. Both of these are tough fights, when you jump into a sabre, burn away and wait for him to MWD to you, manually lower your speed or ctrl space occasionally while double clicking so he gains on you but try and keep speed equal at 14-16km while he slowly gains on you so he eats 5-6 rocket volleys before the fight starts, once you mutually scram each other, heat Scram and Web the entire fight if possible and kite at 10km. This is a fight where the T2 Scram is very useful, You can win but this is a hard fight and it&#8217;s dependent on the Sabre pilot loading shitty ammo choice or you flying absolutely perfectly and baiting him into a few free missile salvos. Remember if he bubbles himself he can&#8217;t warp so don&#8217;t be afraid to leave heated Scram Range for Heated Web range to mitigate some more DPS.&nbsp;</td></tr></tbody></table>



<p><strong>Tactical Destroyers</strong><br></p>



<table class="wp-block-table"><tbody><tr><td>T3Ds</td><td>Confessor</td><td>Avoid</td><td>Inferno</td><td>Various</td><td>You can&#8217;t beat this, Scorch S will destroy you, beam fits can track you perfectly in speed mode double click away.</td></tr><tr><td>Jackdaw</td><td>Avoid</td><td>Mjolnir</td><td>Kite at 9km+ (Heat Scram)</td><td>You can&#8217;t win all in even against LML sniper fits, and rocket fits will obviously destroy you, if you think you&#8217;ve found the worst pilot alive, you have one strategic option against terrible jackdaw pilots, and that is to kite at 10km and hope he uses Rage Missiles while not going into Sharpshooter Mode so the missiles expire before reaching you. Most T3D pilots tend to be bad and only ever use defensive mode so It is possible, against someone who knows what they&#8217;re doing however, no chance, it has a 2.5 second reload too so not like it cannot swap ammo easily. It is very slow so remember you can run from it.</td></tr><tr><td>Hecate</td><td>Very Hard</td><td>Nova</td><td>Kite at 9km+ (Heat Scram)</td><td>You can beat a non injected Hecate fit by kiting at 9km, and slowly wearing it down. Do not fight Railguns, you can only hope to beat a bad all-in / blaster Hecate that doesn&#8217;t know how to press the Sharpshooter mode button and load null. It gets 66% optimal in sharpshooter mode which can make Null Wreck you with Neutrons, if it has lower tier guns you can win it just takes time. Many T3D pilots are bad and will stay in defensive mode the entire time instead of correctly going to sharpshooter mode so it is possible, very hard fight against someone who knows what they&#8217;re doing they&#8217;ll probably force you to run</td></tr><tr><td>Svipul</td><td>AVOID LIKE THE PLAGUE</td><td>Scourge</td><td>Various</td><td>Dual MSE Dual Neut you can run from, but don&#8217;t ever hope to kill it before it kills you even with Hwail S because it has 26k EHP and 91 DPS passive regen, Artillery will usually wreck you if it has a web. You can only kill a svipul with no web, 250 or 280mm Artillery that aggresses you at 0km and doesn&#8217;t know how to double click in space in speed mode, again, many svipul pilots are gate campers who aren’t used to actual fights so it is certainly possible to kill them. If you ever jump into a svipul you need to heat MWD and burn away from them, you can usually survive one volley and warp out without taking armor damage.&nbsp;</td></tr></tbody></table>



<h2 class="wp-block-heading">Advanced Tactics</h2>



<p></p>
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		<title>EVE Comprehensive Jump Freighter Guide</title>
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		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Wed, 04 Sep 2019 15:23:34 +0000</pubDate>
				<category><![CDATA[EVE]]></category>
		<guid isPermaLink="false">https://mmoroom.com/?p=98</guid>

					<description><![CDATA[0 Basics If you’re reading this, it’s probably because you’re interested in owning/flying a Jump Freighter.&#160; My&#8230;]]></description>
										<content:encoded><![CDATA[
<p><strong>0 Basics</strong><br></p>



<p>If you’re reading this, it’s probably because you’re interested in owning/flying a Jump Freighter.&nbsp; My goal is to go over everything you need to know to get started and fly safely.  Without further ado, let’s get into it.<br></p>



<p><strong>0a What is a JF/How do they work?</strong><br></p>



<p>Jump Freighters are T2 freighters.&nbsp; They haul less than a freighter (~1mil m3 max for freighters, ~350k m3 max for jump freighters), but they trade this reduced cargo capacity for a capital Jump Drive.&nbsp; I’m not going to go into deep detail, but basically jump drives allow capital ships to jump directly from one system to another without using stargates.  This requires fuel, and has a limit measured in light years.&nbsp; A jump freighter has a 10 light year range at max skills, making it able to jump across entire regions in a single jump.  Jumping also incurs jump fatigue, which you’re likely already familiar with from bridging titans or jump bridges.<br></p>



<figure class="wp-block-embed"><div class="wp-block-embed__wrapper">
http://wiki.eveuniversity.org/Jump_Drives_and_Cynosural_Fields
</div></figure>



<p><strong>0b How much does it cost/How long does it take to train/How much can you make?</strong><br></p>



<p>Between the cost of skillbooks, the JF hull, fits, and fuel, you should expect to spend 9-10bil.&nbsp; On top of this you need seed money either for contract collaterals or market seeding capital.  Aim for 3-5bil to start.&nbsp; The more the better.  Training for a JF isn’t nearly as bad as most capitals, but it’s still long.  You can expect to spend at least 4-6 months, depending on how far you take the training and implants/attribute remaps.&nbsp; How much you can make depends a lot on how you use it, but market seeding and courier contracts can make quite substantial money.  The amount you make also depends on how much you’re investing, what you’re doing, and how active you are, but ~6 billion per month is readily attainable for active pilots. It all depends on what you use the JF for though.&nbsp; If all you use it for is hauling your own pvp stuff up to 7RM, you’ll lose money to fuel costs.<br></p>



<p><strong>1 Skills</strong><br></p>



<p>I’m not going to post a skillplan here, mostly because there aren’t that many skills that are relevant, so I’m just going to go over the skills you’ll need, and why you’ll need them.<br></p>



<p>Racial Freighter 4 &#8211; This is a requirement for the Jump Freighter hull, it also increases your cargo, so this should be one to get to 5, but it’s a very long train, so 4 is fine to start.<br></p>



<p>Jump Freighters 4 &#8211; Technically only level 1 is required for Jump Freighters, but it increases your hull and shield/armor (depending on JF) hp by 10%, and more importantly, reduces fuel consumption by 10%.&nbsp; Get this to at least 4, 5 eventually, but after racial freighter 5.<br></p>



<p>Jump Drive Calibration 5 &#8211; Technically only level 1 is required, but this increases your jump range by 2LY per level, so this should absolutely be the first skill you get to 5.&nbsp; I wouldn’t even start flying a JF until it’s at least 4, and it should be 5 as soon as possible.<br></p>



<p>Jump Fuel Conservation 4 &#8211; Not technically required, but reduces fuel consumption by 10%, so absolutely get it to 4.&nbsp; Eventually 5, but after racial freighter 5 and jump freighters 5.<br></p>



<p>Evasive Maneuvering 5 &#8211; If you haven’t flown a freighter before, they are SLOOOOW.&nbsp; Like crazy slow.  Jump freighters are a bit better, but the agility bonus from Evasive Maneuvering is hugely helpful to shorten your align times, and it’s a 2x skill, so get it to 5 because it’s short.<br></p>



<p>Mechanics/Hull Upgrades/Shield Management 5 &#8211; These all increase the related hp bar by 5% per level.&nbsp; When you have over 100k hp, a 5% increase is a lot.  These are also low training multiplier skills, so train them to 5 because they’re short.<br></p>



<p>EM/Thermal/Explosive/Kinetic Armor Compensation 4 &#8211; This is of particular importance for Arks, but useful overall.&nbsp; Increases the resistance bonus of adaptive platings, which are one of the fits it’s useful to have, particularly for the Ark.&nbsp; 5 If you want to be a perfectionist, but 4 is fine.<br></p>



<p>That’s it! If you have all these trained up, you’re a solid JF pilot.<br></p>



<p><strong>2 Which JF is best</strong><br></p>



<p>This is a very common question, and one that doesn’t have a definitive answer.&nbsp; Every jump freighter, like every freighter, has a particular specialty.  Which specialty you prefer is up to you, they all see regular use.<br></p>



<p>Rhea &#8211; The rhea has the largest cargohold of the JFs.&nbsp; It also has the slowest align time/speed, and the second lowest EHP. It also consumes the most fuel, making it more expensive to run.&nbsp; This is the freighter of choice for pilots that already have a lot of money and want to maximize cargo at the expense of fuel cost.<br></p>



<p>Anshar &#8211; The anshar has the highest EHP of the JFs.&nbsp; It also has the second biggest cargo hold, second most fuel consumption, and second slowest align time/speed.&nbsp; Generally the least likely to be ganked due to it’s high ehp.<br></p>



<p>Nomad &#8211; The nomad has the fastest align/speed of the JFs.&nbsp; It also has the lowest EHP, and the smallest cargo hold.  It makes up for this by having the lowest fuel consumption, and thus is the cheapest to run.<br></p>



<p>Ark &#8211; The exception to the rule, the Ark is pretty much the jack of all trades.&nbsp; Second most EHP, second fastest align/speed, third biggest cargo, and second lowest fuel consumption.&nbsp; The ark’s only unique quality is that since it has such a particularly large amount of armor HP, it can actually have the same/better HP with adaptive plates and Slave implants than it can with Bulkheads, making it safer to haul larger volumes of cargo back into highsec.<br></p>



<p>They’re all perfectly serviceable, so if you prefer one, that’s fine.&nbsp; Personally I fly an Ark.  I like the high tank with Adaptive Nano Platings for the highsec leg of my trips, and I also just think it looks the coolest, especially with the Cold Iron skin.<br></p>



<p><strong>3 Cynos</strong></p>



<p><strong>3a What they are/how they work</strong><br></p>



<p>Cynosural Fields are the beacons that jump drives lock on to to jump from system to system.&nbsp; They require the field generator itself which is a highslot module, and they require Liquid Ozone as fuel.&nbsp; With Cynosural Field Theory trained to 4, 3 of the 4 racial corvettes (sorry amarr) can hold enough fuel to light a cyno.&nbsp; The corvette cyno is the standard for pretty much everyone, since when you light the cyno you’re locked in place for 10 minutes, so this way if you lose it, all you lose is the cyno (assuming you can’t loot it).<br></p>



<p><strong>3b Station/Citadel Cyno Placement</strong><br></p>



<p>Placing cynos properly on stations is complicated, but not horrifically so.&nbsp; It would take a ton of explanation to cover how to do it properly, and fortunately other people have already beat me to it, so there are two links at the bottom of this section.&nbsp; The first is a Station Cyno Placement Guide.  This gives you handy pictures for good cyno spots on any NPC station in high/low/null.  The only thing not covered are Outposts (player deployed stations like you find in sov-null).&nbsp; The second link covers the theory behind creating a perfect station cyno, so if you want to make your own from scratch, read that.<br></p>



<p>The basic concept is that a station has a docking radius, outside of which you can’t dock.&nbsp; It also has a bumpable station model, which if you land inside, you’ll be thrown out to space and probably die in a fire.&nbsp; So the ideal station cyno will land you within docking range without bumping the station 100% of the time.<br></p>



<p>It’s important to remember that when you jump to a cyno, just like warping to an object, you land at a point off the target.&nbsp; When warping to something, you land 2500m off in any random direction, when jumping to a cyno it’s 5000m.  Also remember your JF is big, so account for the size of your JF as well when figuring out how far from the station you have to be to avoid bumping.<br></p>



<figure class="wp-block-embed"><div class="wp-block-embed__wrapper">
http://dl.eve-files.com/media/1312/Station_Cyno_Placement_Guide.pdf
</div></figure>



<figure class="wp-block-embed-reddit wp-block-embed is-type-rich is-provider-reddit"><div class="wp-block-embed__wrapper">
    <blockquote class="reddit-card" >      <a href="https://www.reddit.com/r/Eve/comments/2nvh43/perfect_station_cynos_a_guide_to_using_bookmarks/?ref_source=embed&amp;ref=share" target="_blank" rel="noopener">Perfect Station Cynos: A guide to using “bookmarks in space” for 100% perfect cyno positioning on stations. Includes pictures and test results and even footnotes~~~</a> from      <a href="https://www.reddit.com/r/Eve/" target="_blank" rel="noopener">Eve</a>    </blockquote>    <script async src="https://embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script>
</div></figure>



<p><strong>4 Jump Fatigue</strong><br></p>



<p>Most people are probably familiar with Jump Fatigue by now, but I’ll go over the basics.&nbsp; When you jump with a jump drive (or titan bridge, or jump bridge), you get two timers.  A red/orange Cooldown timer, which prevents you from jumping again until it’s gone, and a blue Fatigue timer, which magnifies the cooldown timer on your next jump.&nbsp; This fatigue timer grows exponentially as you continue to jump, eventually making you have to take super long breaks to let it tick down, otherwise you have crazy long jump cooldowns.<br></p>



<p>Thankfully JFs have a 90% reduction to jump fatigue, which makes the fatigue a lot more manageable.&nbsp; Doing a run from Jita to GME and jumping on cooldown incurs about 1hour of fatigue.  You can use the below calculator to calculate exactly how much fatigue you’ll build up, as well as play with wait periods to figure out how to make your trips most efficient.<br></p>



<figure class="wp-block-embed"><div class="wp-block-embed__wrapper">
http://fatigue.nakamura-labs.com/
</div></figure>



<p><strong>5 Fits to have</strong><br></p>



<p>There’s a few different modules you’ll want to have with you at all times:<br></p>



<p>Cargo Expanders &#8211; A no brainer.&nbsp; Without expanders, JFs are ~165k m3, with expanders they’re ~350k m3.&nbsp; However, don’t fit these unless you need them for what you’re hauling, and only fit as many as you need.&nbsp; They reduce your structure hp significantly.<br></p>



<p>Bulkheads &#8211; Pretty much the polar opposite of cargo expanders.&nbsp; They shrink your cargo, and significantly increase your structure HP.&nbsp; You should fit these whenever you’re warping gate-to-gate and carrying cargo that you can fit within the smaller cargo space, the more tanky you are the more difficult it will be to gank you.<br></p>



<p>Jump Drive Economizers &#8211; These are big modules at 3500 m3 apiece, but worth it.&nbsp; They reduce the amount of jump fuel you consume from jumping.  You should equip these whenever you are jumping and your cargo fits within the smaller cargo space, because then you consume less fuel, and thus make more money.<br></p>



<p>Inertial Stabilizers &#8211; These reduce your align time significantly.&nbsp; They bloom your signature radius, but you’re a capital ship, so you’re already huge.&nbsp; Use these when warping gate-to-gate empty, as they’ll increase speed, and people are less likely to bother trying to gank you when you’re empty.<br></p>



<p>Adaptive Nano Platings &#8211; These increase your armor resistances.&nbsp; Most potent on the Ark, but still useful for other JFs, because they increase your tank without decreasing your cargo or align time.&nbsp; If you’re hauling ~160k m3 back to Jita, you can’t fit bulkheads, but you can still fit these to get more tank.<br></p>



<p><strong>5a Faction/Bling/Implants</strong><br></p>



<p>ORE Cargo Expanders are great, very expensive, but worth it if you use your JF a lot, since they give you even more cargo and reduce your structure HP less.<br></p>



<p>Deadspace A-Type Adaptive Nano Platings are great as well, not too expensive, and strictly better than t2.<br></p>



<p>Jump Drive Economizers come in three types, ranging from 20mil to 300mil apeice.&nbsp; Take a look at the attributes, the more expensive ones give a greater reduction to fuel usage.&nbsp; You can actually calculate how much fuel you’ll save with these and decide if it’s worth it to you to invest in the super blingy ones.&nbsp; But definitely worth it if you haul a lot, since they’ll eventually pay for themselves and then some.<br></p>



<p>ORE Bulkheads are good, less cargo reduction, more structure hp.&nbsp; If you use bulkheads a lot, these would be a useful investment, but not as much as expanders.<br></p>



<p>Don’t bother with faction inertial stabs, inertial stabs don’t get used nearly as often as the rest, and the increase from faction isn’t really that important for JFs.&nbsp; It has a larger total reduction because of the longer align time, but even with t2 inertial stabs you’ll spend significantly more time warping than aligning, so the overall gain is still pretty small.<br></p>



<p>Implants are also great, and with the expense of all the rest of the stuff in this guide, well worth it.&nbsp; It basically comes down to Ascendancies vs Slaves.  Ascendancies are more expensive and make you warp faster, which means faster trips back into highsec, which is nice for efficiency.&nbsp; Slaves are cheaper, and increase armor hp, making you tankier and slightly more likely to survive a gank.  Implants aren’t required, but they are a help, so if your JF pilot is pretty much just being a JF pilot, this is a worthy investment.&nbsp; Nomads aren’t bad, but for freighters/JFs the align is less important than the warp speed, making ascendancies much faster.  Nomads are still great if you often use a BR/DST however, since both of those benefit from nomads more.<br></p>



<p><strong>6 Planning a route</strong><br></p>



<p>The Dotlan Jump Planner is the standard tool for planning a jump freighter route. You can select systems and then it will automatically pick a route.&nbsp; You can then select alternative systems to find other midpoints.  You can also see fuel usage.  The Range tool is also quite useful if you’re trying to see whether you can reach nearby systems to where you want to go, or to see all the in-range systems in a region..<br></p>



<figure class="wp-block-embed"><div class="wp-block-embed__wrapper">
http://evemaps.dotlan.net/jump
</div></figure>



<figure class="wp-block-embed"><div class="wp-block-embed__wrapper">
http://evemaps.dotlan.net/range
</div></figure>



<p><strong>6a Picking good systems</strong><br></p>



<p>Picking a good system for a JF midpoint isn’t too complicated.&nbsp; There’s three main things you want:  Good cyno stations (ones with a generous docking radius), not in a high-traffic pipe, and low jumps/kills.&nbsp; All of these things are visible from Dotlan, so that’s what you should be using primarily.  Make sure to look at the killboard, see how many JFs have been killed there, see what groups are active in the area, and try to avoid using the default systems when you put in your route to dotlan, because that’s where people will assume you’ll jump next.&nbsp; Though being hunted in a JF is rare since they’re so safe, so that part isn’t as big of a deal.  Not that it doesn’t happen.<br></p>



<p><strong>6b Highsec Exit Systems</strong><br></p>



<p>Highsec exits are a little more tricky.&nbsp; You want pretty much all of the same things as above, except it needs to connect to highsec, which means low-traffic is probably unlikely.&nbsp; Make sure you pick a system with multiple stations if you can, but more important than anything is that you connect to as high security highsec as you can.&nbsp; The lower the security in highsec, the longer the concord response time, which means the fewer ships enemies need to kill you.  If you can jump straight from lowsec into 0.7+, that’s great.&nbsp; If you have to go a few jumps through 0.5, that’s not great.<br></p>



<p><strong>6c Citadels</strong></p>



<p>Citadels in general are fantastic to cyno onto, since your cyno is tethered until you light, you can tether your JF, and the docking radius is super large, and clearly marked.&nbsp; It’s particularly great for your highsec exit because you can pretty much ignore Tiky Mikk-style ganks, which I’ll go over below.<br></p>



<p><strong>7 Standard Operating Procedure</strong><br></p>



<p>The basic procedure for moving a JF is super simple.&nbsp; Make sure you’re in fleet with your cyno(s), undock the first cyno, move it into position, undock the JF, wait for the session change timer, light the cyno, right click capacitor, jump to the cyno, wait out the session change timer, dock.&nbsp; That’s basically it.  Repeat for every midpoint.  Once you get to your highsec exit, Undock, align to gate, warp to gate, gate to trade hub, dock up.  Make sure to make an insta-dock bookmark in any stations you’re warping to to dock.<br></p>



<p><strong>7a Cyno Alts, multiple accounts</strong><br></p>



<p>Some people get a JF without any cyno alts.&nbsp; This is a horrible mistake.  Having your own cynos is incredibly important, it allows you to move when you want, where you want, and to be sure that the cyno is good to your standards.<br></p>



<p>Because of this, running a JF basically requires having multiple accounts.&nbsp; The more the better, you can never have too many cyno alts.  Cyno alts are a fast train, you literally only need Cynosural Field Theory 4, and then they can use corvette cynos.&nbsp; Park them in a station with a bunch of liquid ozone and spare cynos, and they’ll be able to cyno forever.<br></p>



<p><strong>7b E-cynos</strong><br></p>



<p>Emergency Cynos (E-Cynos) are what saves your ass when someone tries to gank you.&nbsp; Whenever you’re warping your JF, you should have a minimum of 1 cyno character undocked with either a cyno already lit, or a cyno able to be lit at a moment’s notice.&nbsp; This is primarily what makes JFs so difficult to gank in highsec.  If they drop point on you even for a second, you cyno out and are safe.<br></p>



<p>If you don’t have an e-cyno, you’re just a tankier slightly faster freighter, and freighters are easily gankable.&nbsp; ALWAYS HAVE AN E-CYNO.  NO EXCEPTIONS.  Also an E-Cyno doesn’t have to be different from a midpoint cyno.  It can just be one of your existing cynos that is in range of wherever you’re warping in highsec.&nbsp; If you have to go deep enough into highsec that you won’t be in range of any of your existing cynos, then move them.  DO NOT WARP WITHOUT AN E-CYNO, EVER.  I can’t overstate how important this is.  JFs are very expensive, but the collateral you’re hauling is probably worth just as much or more.&nbsp; Don’t end up losing it because you couldn’t be bothered to get an e-cyno in position.</p>



<p></p>



<p></p>



<p><strong>7c Webbing Alts</strong><br></p>



<p>Webbing is more commonly seen with freighters instead of JFs, but it&#8217;s still a great way to speed up your highsec gating trip.&nbsp; The idea is to have an alt in a ship with 3 webs that can apply the webs to your JF.  Doing this reduces the maximum speed of the ship, allowing it to enter warp more quickly.&nbsp; You can use a simple t1 frigate for this, or if you want to do it the best way, get a Hyena or Rapier.  The procedure is to duel your webbing alt from your freighter pilot (who should have auto-reject invitations on), then get your webbing ship within range, ideally before decloaking the freighter.&nbsp; Initiate warp on the freighter, lock up the freighter on the webber, apply webs, and bam, the freighter kicks into warp.  You need to get a certain amount of speed before the webs will work, since you need to be going fast enough to warp with your reduced maximum speed after the webs.  This is particularly problematic when it comes to webbing off of a station undock for example, where rather than decloaking at 0.0m/s you&#8217;re decelerating and aligning to a gate, which can cause problems with webbing.&nbsp; It&#8217;s important to remember that webs won&#8217;t provide any additional security, only speed.  Since any would-be gankers need to bring suicide scram ships regardless in order to kill you, they&#8217;ll be able to lock and point you before you can web into warp (even properly executed it&#8217;s not instawarp), so you&#8217;ll still be tackled just the same.  It&#8217;s just great for speeding up trips.<br></p>



<p><strong>8 Common mistakes/ganks and how to avoid</strong></p>



<p><strong>8a Tiky Mikk style</strong><br></p>



<figure class="wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Eve Online. Insane Nyx Jf Frags" width="1170" height="658" src="https://www.youtube.com/embed/wAx1VLFoQlE?feature=oembed" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</div></figure>



<p>This is Tiky Mikk.&nbsp; For a while, he was the only one doing ganks like this, but now he’s got copycats.&nbsp; What he does is he sits cynos in popular JF highsec exit systems, and then drops his super on unsuspecting JFs when they undock to warp to highsec.&nbsp; His gank relies on two things.  The first is that the JF pilot underestimates the amount of alpha a Super can do (they can alpha a JF), and the second is the JF clicked “Jump” on the gate, and thus has to ctrl+space before they can dock back up.&nbsp; In their panic, they don’t do this fast enough, so they die.  So how do you not die?  When you undock, align to your gate, and then press warp/jump once fully aligned.  If any supers cyno in, immediately dock up.  If anything big undocks behind you, dock back up.&nbsp; Easy peasy, you’ll never die to this as long as you don’t panic.<br></p>



<p><strong>8b Highsec gank</strong><br></p>



<p>Highsec ganks work pretty much like freighter ganks.&nbsp; They’ll bring suicide scram ships to point you, then bump you with a machariel and bring in a gank fleet.&nbsp; Usually this is catalysts, taloses, or bombers.  With a freighter, once you get bumped you’re effectively dead.&nbsp; With a JF, you should be lighting your e-cyno and jumping out at the first sign of trouble.  If you jump in to a gate and there’s a bunch of nasty looking ships on the other side, just e-cyno out.&nbsp; If they point you, then spam jump and hope that they let their point drop for a second and you can get out.  If they successfully hold point on you non-stop, then you’re dead.  But if they let it slip for a single tick, you’re saved.&nbsp; Because of the difficulty of holding point while being concorded constantly in high-highsec, JFs aren’t targeted nearly as frequently as normal freighters.  Most of the JFs that die in highsec die because they either didn’t have an e-cyno, or weren’t in an npc corp and died to wardeccers.<br></p>



<p>Fitting bulkheads and having slave implants can potentially make them miscalculate and not bring enough damage, but don’t count on this.<br></p>



<p><strong>8c Dread undock bump</strong><br></p>



<p>This is where after you undock from a station at a midpoint or highsec exit, enemies undock a bunch of dreads behind you, immediately siege them, then as you bump outside of docking range, they blap you.&nbsp; The counter to this is essentially the same as for Tiky Mikk, align instead of warping, and dock up if anything sketchy happens.  The only additional thing, is make sure you pick stations with generous docking ranges, if you pick near-kickout stations, this kind of gank is that much easier to pull off.<br></p>



<p><strong>8d Taking a JF to anywhere that’s not a station/citadel</strong><br></p>



<p>There’s a very small number of reasons someone might do this, and most of them include poses, but if you aren’t absolutely sure you know what you’re doing, you should think twice.&nbsp; A jump freighter is a 7-8bil hull with no defenses and an incredibly slow align/warp, it’s pretty much the most expensive free kill you can put on field short of jump-instead-of-bridging a bridge-fit titan.&nbsp; If you’re ever outside docking range in lowsec or nullsec, and you aren’t in warp to/landing on a highsec gate, you’re likely doing it wrong.<br></p>



<p><strong>8e Jumped to bad cyno and bumped</strong><br></p>



<p>This is the point where you enter full-on panic mode.&nbsp; First of all, spam dock until you’re sure you’re out of docking range.&nbsp; Then make sure you chastise yourself for not making a proper cyno, now you know why you take the time to make a proper cyno.&nbsp; There’s 2 options when you bump.  First is to find a warpable object roughly in-line with the direction you’re bumping and try to warp off to that at range, and the second is to try to burn back to docking range if you didn’t get thrown far.&nbsp; Neither are good options, both leave you exposed far longer than you want to be.  Just hope nobody who would do anything about it saw it happen, otherwise you’re likely going to lose your JF.<br></p>



<p><strong>9 Courier contracts</strong></p>



<p><strong>9a Rates and subcontracting</strong><br></p>



<p>JF Rates are usually calculated in isk/m3 plus a percentage of collateral.&nbsp; This makes it so that no matter what the value you’re hauling, you can still make enough to cover fuel and earn a base fee.&nbsp; Then the percentage of collateral rewards you for the additional risk of carrying higher value goods.<br></p>



<p>Always take any opportunity to stack multiple contracts together to make a full load.&nbsp; Don’t leave any empty space if you can avoid it, the more you haul the more you make.  Make sure when calculating whether a run’s reward is worth it that you take into account the fuel costs, both for your JF and for the cynos.</p>



<p></p>



<p><strong>9b Subcontracting</strong><br></p>



<p>Your JF pilot should never accept contracts from other players, because then those players know your JF pilot’s name and can more easily hunt you or target you with contract scams/wardecs.&nbsp; The standard method is subcontracting.<br></p>



<p>Use some random alt for accepting contracts.&nbsp; This character can just sit in Jita and hold a pool of isk to cover collateral.&nbsp; Once you accept a contract (or contracts), right click the package(s) and Create a contract on them.&nbsp; Set this up as a private courier to your JF pilot, going to the same destination.  You can also do this from the assets tab, so the alt doesn’t need to be in the same station as the contracts they’re accepting.<br></p>



<p>This way nobody knows your JF pilot, and if you’re in a hauling corp, you can keep your JF pilot in an NPC corp to avoid wardecs.<br></p>



<p><strong>9c Contract Scams</strong><br></p>



<p>The only contract scam that works on JFs is contracts to undeliverable locations.&nbsp; Usually this means a contract that’s going to a player-owned station, though citadels are also used for this.&nbsp; When you get to the delivery station/citadel, you realize you don’t have docking rights.  You can’t complete the contract, so you’re forced to fail it, and it turns out that the collateral was massively over-inflated so you lose a ton of money.&nbsp; Beware of any public contracts to sov-null stations or citadels.<br></p>



<p><strong>9d Problem contracts (not necessarily scams but maybe)</strong><br></p>



<p>Assembled containers are a big annoyance.&nbsp; They can’t be subcontracted, so when you accept the contract, the only way to deal with it is to direct-trade the package to your JF pilot at the origin and then back at the destination.&nbsp; This can really be a pain if your contracting alt can’t fly travelceptors and the destination is deep in nullsec.<br></p>



<p>Contracts with collateral significantly under the value of the goods, or missing altogether isn’t really a problem for you, but it’s a significant risk for the contractor, and if you charge a percentage on collateral, they’re paying you less than they should.<br></p>



<p>Contracts to kickout stations are dangerous as well.&nbsp; Kickout stations are dangerous for anyone, doubly so for JFs.&nbsp; Avoid any contracts to kickout stations if possible.<br></p>



<p>How you handle these contracts is up to you, or the directives of the hauling group you work for, but they’re all problems to be aware of.<br></p>



<p><strong>10 Market Seeding</strong><br></p>



<p>I don’t know a ton about market seeding, since I’ve focused mostly on courier contracts, however I can go over the basics.&nbsp; The key to making good money with market seeding is understanding what to import and when.  The obvious goal is to buy low and sell high.&nbsp; Remember to account for taxes/broker fees/fuel when calculating your profits, some things won’t be worth importing since the margins will be too small.&nbsp; You can use sites like Eve-Central or Eve-MarketData for initial research to find profitable trades.<br></p>



<figure class="wp-block-embed"><div class="wp-block-embed__wrapper">
https://eve-central.com/tradetool/
</div></figure>



<figure class="wp-block-embed"><div class="wp-block-embed__wrapper">
https://eve-marketdata.com/trade_route.php
</div></figure>



<figure class="wp-block-embed"><div class="wp-block-embed__wrapper">
https://eve-marketdata.com/stock_station.php
</div></figure>



<p><strong>10a Reading the market window</strong><br></p>



<p>There’s a few things you’re looking for that makes a good product for seeding.&nbsp; The first is obviously a healthy margin between the buy and sell values.  In this case it’s the value you’d buy it for (even if this is the sell value) in the station you’re buying it, and the sell value you can get in the destination system.&nbsp; If you’re looking at something and it’s already seeded at under Jita value, you likely can’t make much money on it, if any.<br></p>



<p>The second thing you want to look for is volume.&nbsp; Just because something has great margins doesn’t mean you should just import as much of it as you can.&nbsp; Make sure you go to the Table view on Price History and check the Orders and Quantity.  Often you’ll find items that have great margins, but only a few units move every day, or even less.&nbsp; You want to find something that you can import and then turn around and sell it rather quickly.<br></p>



<p>The third thing you want to look for is the current supply on the market.&nbsp; If the margins are solid and the volume is there, but there’s already a ton of it on the market, then importing will require you to compete with more people, meaning the prices will likely fall between when you buy it and when you eventually sell the last unit.<br></p>



<p><strong>10b Contract Seeding</strong><br></p>



<p>Contract seeding is where you import things and put them up on contract.&nbsp; Usually this means fitted ships for nullsec alliances, packs of BPCs, or other collections of items that are useful to be sold together.&nbsp; The benefit of this is that you can usually use a higher markup since you’re eliminating some of the hassle for the customer.  The downside is you take that hassle on yourself, and it takes a lot longer to fit up dozens of ships and put them on contracts than it does to put the ship/fits on market.&nbsp; Since contracts are a pain to put up and update, the competition is a lot slower, and usually once people put up a contract at a certain price, they’ll leave it there.  One trick to save some time is to use the “Copy Contract” function.  Once you set up the first contract, click the 4 lines at the bottom left of the contract window, and choose Copy Contract.&nbsp; This will open up a new contract, with all the same details automatically filled in.  That’ll save you a lot of copy-pasting.</p>



<p></p>



<p></p>



<p><strong>11 FAQ</strong><br></p>



<p><strong><em>I heard I should keep my JF docked in the first highsec system and use a freighter for the rest of the highsec jumps?</em></strong><br></p>



<p>This is something that I see talked about regularly on /r/eve and other forums.&nbsp; It’s a bad idea.  Freighters don’t have jump drives, so they’re way more gankable in highsec than a JF.&nbsp; Plus if you’re doing a JF trip, then you aren’t going to be hauling more than the JF can hold anyways.  I think this idea was propogated by freighter gankers who wanted to discourage the use of JFs in highsec, and perpetuated by people who don’t know any better yet.<br></p>



<p><strong><em>I heard if you get bumped as long as you stay in warp you’ll automatically warp out after 3 minutes?</em></strong><br></p>



<p>This is something CCP talked about adding, but they never actually did.&nbsp; At least as of now (22 Feb 2017) you can be bumped indefinitely.</p>



<p></p>



<p><strong><em>Which is better money, courier contracts, or market seeding?</em></strong><br></p>



<p>This depends on what exactly you’re seeding or your courier rates, but in general market seeding generally makes a higher percentage based on investment.&nbsp; Courier contracts are going to make a smaller percentage, however you don’t have to wait for things to sell on the market, so the turnaround time is way faster.&nbsp; You might only make 2% instead of 20%, but you make that 2% in less than an hour where the 20% would take a few days.  I personally prefer courier contracts, but if you have tons of money and don’t mind the time it takes, market seeding can make more money.<br></p>



<p><strong><em>Hauling is so boring! How do you handle doing something so boring so much?</em></strong><br></p>



<p>Boring is subjective.&nbsp; Lots of people find hauling boring, same as mining.&nbsp; In my opinion, the best way to make money in eve is to find something you enjoy and then maximize it, because enjoying it will give you the energy to do it enough to actually make solid money from it.&nbsp; I really enjoy hauling.  I like the feeling of being a cog in a vast machine, knowing that my work enabled other people to do whatever else they were doing.  It’s also relaxing and relatively low-effort, meaning you can easily do it while watching tv, playing other games, doing other things in eve, etc.&nbsp; It’s also not as consistently active as things like ratting or mining, where you pretty much want to be at the computer paying attention to it (even on a low level) most of the time.  Jump freighting you can do a quick run in ~20min, then walk away from the computer for the rest of the hour.<br></p>



<p><strong><em>Why the fuck is this so long?</em></strong><br></p>



<p>I don’t really know, I started writing and there ended up being a lot of things I wanted to cover.&nbsp; I figured it’d be better to have all the information you’d want/need in one place, rather than having to read a whole bunch of different guides to get all this stuff.&nbsp; If you read the whole thing, I apologize, but hopefully the information was helpful.<br></p>
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		<title>EVE Structure Fact Sheet Guide</title>
		<link>https://gamerstips.com/eve-structure-fact-sheet-guide/</link>
					<comments>https://gamerstips.com/eve-structure-fact-sheet-guide/#respond</comments>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Wed, 04 Sep 2019 15:23:01 +0000</pubDate>
				<category><![CDATA[EVE]]></category>
		<guid isPermaLink="false">https://mmoroom.com/?p=96</guid>

					<description><![CDATA[Condensed Structure Information &#8211; A Short Guide to the new Structure information by Sugar Kyle Basics Building&#8230;]]></description>
										<content:encoded><![CDATA[
<p>Condensed Structure Information &#8211; A Short Guide to the new Structure information by Sugar Kyle</p>



<p></p>



<p><a href="https://docs.google.com/document/d/1mEbMx9xUXje3KH4AppvcjSSoALUVtVEaK6ZZ-zy2Lrs/edit#heading=h.57i9vw9hyaaz" target="_blank" rel="noopener">Basics</a></p>



<p><a href="https://docs.google.com/document/d/1mEbMx9xUXje3KH4AppvcjSSoALUVtVEaK6ZZ-zy2Lrs/edit#heading=h.vkb00xtcwgaz" target="_blank" rel="noopener">Building</a></p>



<p><a href="https://docs.google.com/document/d/1mEbMx9xUXje3KH4AppvcjSSoALUVtVEaK6ZZ-zy2Lrs/edit#heading=h.a5agkm28g81h" target="_blank" rel="noopener">Use</a></p>



<p><a href="https://docs.google.com/document/d/1mEbMx9xUXje3KH4AppvcjSSoALUVtVEaK6ZZ-zy2Lrs/edit#heading=h.i09vtnt6uhec" target="_blank" rel="noopener">Managment</a></p>



<p><a href="https://docs.google.com/document/d/1mEbMx9xUXje3KH4AppvcjSSoALUVtVEaK6ZZ-zy2Lrs/edit#heading=h.wlqtwc4tt6t" target="_blank" rel="noopener">Capturing:</a></p>



<p><a href="https://docs.google.com/document/d/1mEbMx9xUXje3KH4AppvcjSSoALUVtVEaK6ZZ-zy2Lrs/edit#heading=h.6m3drbjyvmoj" target="_blank" rel="noopener">Defense:</a></p>



<p><a href="https://docs.google.com/document/d/1mEbMx9xUXje3KH4AppvcjSSoALUVtVEaK6ZZ-zy2Lrs/edit#heading=h.qsyot0ornuhc" target="_blank" rel="noopener">Assets</a></p>



<p><a href="https://docs.google.com/document/d/1mEbMx9xUXje3KH4AppvcjSSoALUVtVEaK6ZZ-zy2Lrs/edit#heading=h.bdghqd1c5h9y" target="_blank" rel="noopener">Miscellaneous Questions</a></p>



<p></p>



<h1 class="wp-block-heading">Basics</h1>



<p>What is a Citadel?&nbsp;</p>



<p>It is a rather large upcoming structure that functions as both a Market and Office hub<br></p>



<p>How are the new structures (Cithadels and others) classed?</p>



<p>	Small, Medium, Large, Extra Large<br></p>



<p>Citadels will be what sizes?</p>



<p>	Medium, Large, Extra Large<br></p>



<p>What will be released first?</p>



<p>	Medium and large Citadels will be released first.<br></p>



<p>Why are there no small Citadels?</p>



<p>Small structures are going to assimilate existing deployables, cargo containers and mobile warp disruptors. Citadels are much larger.<br></p>



<p>What do the size differences mean for Citadels?</p>



<ul class="wp-block-list"><li>Medium sized Citadel structures will be around 5-25km in diameter and are tailored for individual or small groups of players. They will be able to fit some appropriate defenses to offer resistance against most kind of assaults including capital ships. Moreover, players can dock inside them with sub-capital ships.</li></ul>



<ul class="wp-block-list"><li>Large sized Citadel structures will be around 25-50km in diameter and are made for corporations or even small alliances. They will offer more advanced functionality over medium-sized Citadels, mainly in the form of area of effect (AoE) defenses and facilities that are more tailored to support large fleets. While players will be able to dock with sub-capitals, capitals are still up to debate at this point.</li></ul>



<ul class="wp-block-list"><li>X-Large sized Citadel structures will be around 100km in diameter and are specialized for high-end alliance gameplay. On top of the mechanics listed above, they will have the best defensive options to face against particularly large groups and allow capital ships to be docked (even maybe supercapitals&#8211;to be discussed).</li></ul>



<p>What area of space will Citadels be deployed in?</p>



<p>Citadels will be deployed in high sec, low sec, null sec, and wormhole space. That means NO shattered wormhole Citadel. There will be restrictions in usage based upon the area of space the structure is deployed in. But, there will also be bonuses for the same reason.<br></p>



<p>Where in space can they be deployed?</p>



<p>So far, our plan is to have them in all areas of space, as long as proximity restrictions are respected.</p>



<p></p>



<p>Will they be destructible?</p>



<p>	Yes<br></p>



<h1 class="wp-block-heading"></h1>



<h1 class="wp-block-heading">Building</h1>



<p>How will I build my Citadel?</p>



<p>	Blueprints will be available on the market<br></p>



<p>Will I have to launch, move, and anchor modules still?</p>



<p>No. Citadel and all future structures will have module and rig spots like spaceships. They will be fit in a similar and consistent manner.<br></p>



<p>What are the options available to fit a Citadel?</p>



<ul class="wp-block-list"><li>High slots: Those structure slots will be dedicated to weapons (turrets, launchers, AoE defense mechanics), remote assistance modules (remote hull, armor and shield boosters) and various warfare linked to disruption (energy neutralizers and nosferatus, for instance).</li></ul>



<ul class="wp-block-list"><li>Mid slots: Can be fitted with electronic warfare, electronic upgrades and sensor upgrade modules.</li></ul>



<ul class="wp-block-list"><li>Low slots: May be used for engineering, weapon upgrades or expanded cargoholds.</li></ul>



<ul class="wp-block-list"><li>Service slots: The new additions to the slot family which will only be available for structures. Some will provide station like functionalities, while most will open totally new gameplay.&nbsp;</li></ul>



<ul class="wp-block-list"><li>Rigs: Will work similarly to ship rigs – they cannot be removed without being destroyed once inserted and will provide various benefits. The main difference remains in the magnitude of the given bonuses, which will be quite dramatic here. They will take over the old Outpost upgrade system as a whole, and may be several ten times (or more) more expensive than the structure hull itself. By extension, we want the new structure equivalent of Outposts to be available for high-security space, but providing less bonuses due to the reduced risk this implies. Rigs will be the means to deliver on that vision, either by having different rigs which can only be used in separate security status areas, or by having rigs bonuses change depending on its parent hull location.</li></ul>



<p>What will the slot layout look like?</p>



<p>Our current plan is to have a maximum limit of 8 high, 8 medium, 8 low, 8 service and 3 rig slots. That doesn&#8217;t mean all of them will available at once (just like on ships) though.<br></p>



<p>How much does this all cost?</p>



<p>Currently we are still working on pricing. However an XL should have the same level of commitment as an outpost. However, upgrading a XL Citadelwith rigs is going to cost much more, since they&#8217;re going to take over outpost and outpost upgrades / improvements. Building and upgrading smaller structures will require far much less commitment and resources.<br></p>



<p>Will each empire have their own version?</p>



<p>	No, these are made specifically for capsuleers.<br></p>



<p>Then what sort of &#8216;racial&#8217;/faction flavouring will there be?</p>



<p>Each class of structure (ie Citadel, Drilling Platform, Observatory) will belong to an NPC corporation which technically belong to a faction, but you won&#8217;t see the usual Amarr, Minmatar, Caldari, Gallente stylings. We are creating a new style for each which more accurately reflects their purpose.</p>



<p></p>



<p></p>



<h1 class="wp-block-heading">Use</h1>



<p>Can I deploy a Citadel for a corporation?</p>



<p>	Yes</p>



<p>Can I deploy a Citadel for an individual?</p>



<p>A citadel can be restricted to one, single user. However, that player must be in a player corporation and the player corporation will be the owner of the structure.<br></p>



<p>Then what happens to my structure when I leave my corporation?</p>



<p>	Your structure will stay with your corporation.&nbsp;<br></p>



<p>But that means it is not really mine!</p>



<p>It will be as much yours as it can be. You can restrict access to a structure to only one person.&nbsp; However, those that change roles will still be able to change that.<br></p>



<p>How long will it take to deploy my structure?</p>



<ul class="wp-block-list"><li>Medium &#8211; One Hour</li><li>Large &#8211; Two Hours</li><li>X-Large &#8211; Four hours</li></ul>



<p>Can I control who uses my Citadel?</p>



<p>	Yes.<br></p>



<p>Can I open my Citadel to the public?</p>



<p>	Yes.<br></p>



<p>Can I transfer ownership of my Citadel?</p>



<p>	Yes<br></p>



<p>Can I dock in my Citadel?</p>



<p>	Yes.<br></p>



<p>Can I see outside of my Citadel?</p>



<p>	Yes<br></p>



<p>What can I potentially I dock in my Citadel?</p>



<ul class="wp-block-list"><li>Medium &#8211; Subcapitals</li><li>Large &#8211; Subcapitals, capitals (carriers, dreadnoughts, freighters, Bowhead, Orca), and the Rorqual</li><li>X-Large &#8211; Everything</li></ul>



<p></p>



<p>Can I run command links while linked to the Citadel?</p>



<p>At the moment anything that gives you a weapon timer will break linking. While command links don’t at the moment this may change.</p>



<p></p>



<p>How do I fuel my structure?</p>



<p>There will be only one type of fuel. But wait, there is more! Structures will only use fuel for running services. The amount of fuel will depend on the fittings you have picked.<br></p>



<p>Is there a limitation to the distance between two structures and the distance between a sov structure and these new structures ?</p>



<p>	Yes. Currently it is about 500k between structures.<br></p>



<p>Will the office, cloning, and market functions work in WH space?</p>



<p>It depends on which kind of gameplay we want to have in W-space. So far, office and market functions look fine, cloning does not. It is not set in stone at this point.<br></p>



<p>Which functions are built into the hull, and which functions are provided by fitting modules and rigs?</p>



<p>Storage, security and fitting service will be on the hull. Corp offices, market, industry, clones etc will all be modules that have to be added and fueled.<br></p>



<p>Can I personalize my structure?</p>



<p>Hopefully. We are planning for them to use the same SKIN system as ships. But this will not be available with the initial release.<br></p>



<p>What happens when I undock?</p>



<p>There is an invulnerability link that will keep you safe and sound like the old POS shield. However, you will lose this if you engage anyone and you will gain a weapons timer. This will prevent you from docking back up and we hope will help prevent station games.<br></p>



<p>Are these going to be able to do reactions? or are they essentially just the pos equivalent storage hub?</p>



<p>Ultimately, it will depend on which kind of Service Module you fit on those structures. Want to do reactions? Fit the reactor module. May not be the best use of a Citadel though, since like ships, structures will have bonuses to specific fields and Citadels will have bonuses towards defense, office and markets.<br></p>



<h1 class="wp-block-heading">Managment</h1>



<p>Will I be able to configure my structures remotely?</p>



<p>Players with sufficient roles would no longer need to travel to individual structures to configure them<br></p>



<p>I manage a lot of structures. Do I have to keep editing them one by one?</p>



<ul class="wp-block-list"><li>Preset configuration profiles could be applied to multiple structures at once</li><li>Various assets would show proper states, location and conditions at first glance</li></ul>



<p>Will there be personal hangars?</p>



<p>	Yes. All of these structures will get personal hangars.<br></p>



<p>Must I be docked to access my stuff?</p>



<p>We are going to allow you to access your personal hangar and maybe your corporation hangar when you are close to the structure. This will allow large ships to use structures too small for them to dock at. They will be secured with the invulnerability link at this time.</p>



<p></p>



<p></p>



<h1 class="wp-block-heading">Capturing:&nbsp;</h1>



<p>How may I attack someone&#8217;s Citadel?</p>



<p>Medium, Large and X-Large structures will use a version of the Sovereignty capture mechanic, which means they will only be attacked through the use of the Entosis module.<br></p>



<p>When can I attack?</p>



<p>During the vulnerability window.<br></p>



<p>When is a structure vulnerable?</p>



<p>Players owning the structures set the vulnerability time themselves, providing they have enough roles this can be done in advance, before deploying the structure.<br></p>



<p>How long is it vulnerable for?</p>



<p>The vulnerability timer is a mandatory duration expressed on a weekly basis, whose length varies depending on the structure size, location and role. How players assign vulnerability hours is entirely up to them, as long as they fill the weekly quota. You could assign all hours consecutively if you have enough defensive manpower available, or you could spread them out over multiple days. Hours have to be spent whole however, no weird split minute shenanigans will be allowed.<br></p>



<table class="wp-block-table"><tbody><tr><td> Current numbers for the weekly vulnerability window</td><td>M</td><td>L</td><td>X-L</td></tr><tr><td>High-sec, low-sec, Null-sec with full occupancy</td><td>3 hours</td><td>6 hours</td><td>21 hours</td></tr><tr><td>Wormhole space</td><td>6 hours</td><td>12 hours</td><td>42 hours</td></tr><tr><td>Null-sec without occupancy</td><td>12 hours</td><td>24 hours</td><td>84 hours</td></tr></tbody></table>



<p></p>



<p>So, I can just attack anything anytime it is vulnerable?</p>



<p>As usual, attacking a structure in high-security space without a war declaration is a bad idea and thus gives you a criminal flag.<br></p>



<p>How would you protect a structure that you want to capture, rather than to destroy?&nbsp;</p>



<p>You would protect a structure by using the Entosis module to prevent the opposing party to attack it during its vulnerability window. Or you would use the defenses fitted to kill them all while laughing like a maniac.<br></p>



<p>But I wasn’t logged in! Someone attacked my structure!</p>



<p>Structures that are successfully attacked through Entosis links during their vulnerability window go into an invulnerable mode for a specific amount of time, at the end of which another vulnerability window may occur. If it is the last vulnerability window the structure is capable of supporting, then it is immediately destroyed.<br></p>



<p>Structures go into reinforcement the first time they are successfully Entosised?</p>



<p>	Yes<br></p>



<p>I need to evacuate my stuff, can I?</p>



<p>You can move some of your stuff. A&nbsp; structure entering its first reinforcement window cannot have its fittings altered – players will still be able to refuel its various bays, fit ammunition to the various defense systems or take items in or out of its hangars, but will unable to add, remove or change fitted structure modules in any way<br></p>



<p>First timer? There is more?</p>



<p>&nbsp;A structure entering its second reinforcement window will cause all industry jobs to be paused and services to go offline on top of the previously mentioned penalty. Those penalties will exist until the structure goes back into its normal operation mode (thus until defenders successfully Entosis it).<br></p>



<p>How much stront (Strontium Clathrates) will I need for each size structure?</p>



<p>Reinforcement will not require Strontium Clathrates to operate, and will be a functionality that’s always available on all structures for free.<br></p>



<p>How long will reinforcement last?</p>



<p>Unlike existing Starbase reinforcement timers, those reinforcement timers are based on vulnerability hours to operate. This is to ensure the reinforcement timer always ends during a vulnerability window, when defenders are online and (theoretically) committed to defend it.<br></p>



<p>How does Entosis work with structures?</p>



<ul class="wp-block-list"><li>A structure that is successfully attacked by an Entosis Link during its vulnerability window goes into reinforcement. If it was being deployed, or if that was the last vulnerability window it was capable of withstanding, the structure is destroyed instead.</li><li>A structure that is partially contested with an Entosis Link will delay the vulnerability or deployment timer indefinitely, until such time where the owner uses his own Entosis Link to remove the contested status, or an attacker chooses to fully attack it. The duration will however count toward the vulnerability or deployment timer – a structure that needs 4 hours to be deployed, but is stuck in a contested state for 5 days can be immediately deployed if the owner removes this particular status with his own Entosis Link</li></ul>



<p>I like to fly around space. How do I know what is going on?</p>



<p>Corporation members with enough roles to do so will have full information on vulnerability, reinforcement, capture timers. Notifications will be sent for those particular states to make sure people can respond and defend their structures in a timely manner.<br></p>



<p>I currently like to look for timers in progress to do nefarious things. Am I losing that ability?</p>



<p>Any external party to the corporation will only be able to see the timer related to the current state. For example, a scout may learn the structure is in reinforced state 2, with 5 hours left on it by going to the solar system where the structure is located. However the same scout will not be able to guess how the vulnerability window is weekly set, neither can it guess how long the next vulnerability phase is going to be unless it happens. In the same manner, we want to avoid automation for this particular information, which means not displaying it in the API, since we want people to actively scout, or infiltrate spies in the target entity they wish to disrupt instead of relying on external tools to do the job for them.<br></p>



<p>If structures can be anywhere how do I find them to have glorious Entosis time?</p>



<p>	Structure brackets are going to be visible in space and in the overview if:</p>



<ul class="wp-block-list"><li>The user can interact with the structure in question. A structure set to accept neutral parties will be displayed publicly for such pilots. Another structure set for “alliance use only” will not appear to any neutral pilot at all.</li><li>The structure itself disrupts the user in any way. An Observatory Array having adverse effects on a pilot ability to probe or scan will appear to anyone.</li><li>On top of the points above, all structures, no matter their size or role, will have warpable signatures like cosmic combat anomalies. None of them will need to be probed to be warped to, even if the user doesn’t not have direct access to them. This will ensure pilots can quickly see what’s happening in their surroundings without having to use probes, and thus not having to give their position away to the inhabitants.</li></ul>



<p></p>



<p></p>



<p>How will you avoid accidental killings?</p>



<p>Accidental killings are a tricky business. We may either want to forbid you from locking and shooting neutrals in high-sec (permanent safety mechanic), or, if we can do it, allow you to do so but have CONCORD show up and destroy your structure if you commit an act of aggression. Depends on technical and design difficulties we encounter-it’s too early to say so far. In all cases AoE weapons will not be allowed in high-sec for obvious reasons.<br></p>



<p>Vulnerability window; how will that work in WH space where we can&#8217;t claim SOV to boost our indices to reduce our vulnerability timer.</p>



<p>What we are thinking so far is to have high-sec and W-space have higher indices than null-sec by default. So they will be naturally less vulnerable there. We are also thinking about modules, rigs and gameplay options to affect the vulnerability window, but at a price.<br></p>



<p>How are small groups going to defend their POS?</p>



<p>Vulnerability windows for structures will not necessarily be everyday, and the time to capture will vary depending on the structure and where it is anchored. We are very aware of the concerns of small groups having fewer people online to defend.<br></p>



<p>What do I get when it blows up?</p>



<p>	The structure will drop fittings, fuel maybe in progress industry jobs etc.<br></p>



<h1 class="wp-block-heading">Defense:</h1>



<p></p>



<p>What weapons systems are available for a Citadel?</p>



<p>	All of them! Single target missiles, AoE missiles, point defense batteries (equivalent to smartbombs), energy neutralizers, drones, doomsday weapons. Note that all structures can fit EW modules in their medium slots on top of those high slot weapons.<br></p>



<p>Will Citadel weapons be automated?</p>



<p>	No.<br></p>



<p>Will each Citadel need similar size weapons?</p>



<p>	Unlike ship weapons, they will not exist in multiple sizes themselves – we’ve investigated that option but felt it was not worth the small variety it brought next to the extensive design, technical and skill training costs.<br></p>



<p>What will be my weapon options?</p>



<ul class="wp-block-list"><li>One long range weapon, primarily meant to take down large and slow ships, like battleships or capitals. Can be fitted with ammunition that reduces range but increases damage proportionally.</li><li>One short-medium range weapon, best at taking down smaller threats, but doing considerably less damage. Can be fitted with ammunition that reduces range but increases application proportionally.</li></ul>



<p>Will my old POS defense skills work?</p>



<p>	No. They are going to require a new line of skills to operate, but most likely use existing gunnery and / or missile support skills. More details as we get them.<br></p>



<p>Why not give us the option to simply fit existing weapons to these structures ?</p>



<p>So we can balance them separately, these weapons will have very different stats to existing ship weapons.<br></p>



<p>&nbsp;If a player does interact with the defenses will they take standings loss for shooting something like they would if they were in a normal ship?</p>



<p>Unlike existing Starbases, you won&#8217;t need multiple guys to operate the weapons. Those structures will be like ships, so you will only need one guy to control them all. The Starbase Defense Management skill will be reworked into something else or refunded when Starbases are removed.<br></p>



<p>Regarding standings, this would in essence be the same situation than launching a bomb into a pack of friendlies Twisted. Those are AoE weapons, be careful where you shoot them.</p>



<p></p>



<p>Citadel Weapon Systems</p>



<p></p>



<table class="wp-block-table"><tbody><tr><td>&nbsp;</td><td>Available on sizes</td><td>Available in High-sec</td><td>Variations</td></tr><tr><td>Single target weapons</td><td>M, L, X-L</td><td>Yes</td><td>2</td></tr><tr><td>AoE launcher</td><td>L, X-L</td><td>No</td><td>3</td></tr><tr><td>Energy Neutralizers</td><td>M, L, X-L</td><td>Yes</td><td>2</td></tr><tr><td>Drone and fighters</td><td>M, L, X-L</td><td>Yes</td><td>Existing drones</td></tr><tr><td>Electronic Warfare</td><td>M, L, X-L</td><td>Yes</td><td>6</td></tr><tr><td>Point defense batteries</td><td>L, X-L</td><td>No</td><td>1</td></tr><tr><td>Doomsday</td><td>X-L</td><td>No</td><td>1<br></td></tr></tbody></table>



<p></p>



<p>Area of Effect Missiles.&nbsp;</p>



<ul class="wp-block-list"><li>They can be fitted in L and X-L structures only and be loaded with blast charges aimed to either take down slow and large ships or small and fast ones.</li></ul>



<ul class="wp-block-list"><li>An extra option is to use energy draining missiles which make them work like targeted bombs.</li><li>This launcher won’t be available for high-security space structures since they make no distinction between friends or foes.</li></ul>



<p>Energy Neutralizers<br></p>



<ul class="wp-block-list"><li>Available for M, L and X-L structures.</li></ul>



<ul class="wp-block-list"><li>Two variations exist:</li></ul>



<ul class="wp-block-list"><li>The first with a&nbsp; short cycle and small drain amount, again aimed for sub-capital targets.</li><li>Another with a very long cycle and large drain amount intended to be used against capital ships.</li></ul>



<p>Drone and Fighters</p>



<ul class="wp-block-list"><li>We are planning for structure to have drones as of one of their available weapon systems. Number and various bonuses given are going to vary depending on the structure type and size – larger ones could be focused towards fighter and fighter-bombers instead of regular drone for instance.</li></ul>



<p>Point Defense Batteries</p>



<ul class="wp-block-list"><li>This particular module will be similar to a smartbomb – by doing a certain amount of area of effect damage to anything close to the structure. As they are intended to clear drones or small deployable clutter near the structure undock points, they will have a constant damage but low reach.</li><li>This will only be available for large and X-Large structures and cannot be used in high-security space.</li></ul>



<p>Structure Doomsday Weapon</p>



<ul class="wp-block-list"><li>The Doomsday weapon will only be available on the X-Large structure, and have a similar purpose to the ones installed on Titans. However, it will have extra capabilities next to its ship counterpart to compensate for the single, static nature of the structure on the field.</li></ul>



<p></p>



<h1 class="wp-block-heading">Assets</h1>



<p>Do I have personal hangars?</p>



<p>	Yes<br></p>



<p>Are there corporation hangars?</p>



<p>	Yes<br></p>



<p>What happens when the structure is destroyed?&nbsp;</p>



<ul class="wp-block-list"><li>All items fitted on the structures are lost, and can drop as loot (just like ships). To all the clever people out there, remember it is not going to be possible to remove fitted structure modules when the reinforced 1 timer starts.</li><li>All rigs fitted on structure will be lost. While the price for M rigs will not that expensive, X-L rigs will have the same magnitude than outpost improvement and upgrades, so they are not something to be easily dismissed.</li><li>Some of the input materials used in manufacturing or science jobs will drop as loot. This does not include blueprints, which will always be safer from greeding attacking raids, except if it would otherwise be consumed as part of the job (invention for instance). We will add more incoming sources as we are migrating starbase functions. For instance, reaction materials could drop in the future. Market orders will not be available as loot and are going to remain safe from raiding, since they are based on player hangars.</li><li>The structure will turn into a wreck, that will contain a certain percentage of the minerals and components that were needed to build its base hull (not the modules nor rigs).</li><li>Items located on personal or corporation hangars will be impounded and saved.</li></ul>



<p>How will I get my stuff?</p>



<p>There are two different ways of doing so:</p>



<ul class="wp-block-list"><li>Have items delivered to the closest NPC station. For high-security dwellers, this will be the closest high-security station available. For low and null-security structures, that will be the closest low-security NPC station. Please note the exact destination will be picked automatically to minimize potential for abuse.</li><li>Build another Citadel to replace the one that has been lost in the same system, and deliver the items there. This option will be working the same way for all locations, and will be the only way to recover items out of wormhole space. In case there is more than one structure available to deliver the items to, a selection list will be provided.</li></ul>



<p>Is it free?</p>



<p>	There are going to be sinks involved to be able to recover impounded items:</p>



<ul class="wp-block-list"><li>In case items are delivered to a NPC station, players will need to pay an ISK sink based on a percentage of moved item market value (numbers we are considering are around 10% price fee).</li><li>A minimum recovery time, based on the distance between origin and destination, calculated in light years. There will be a minimum time enforced, even if items are recovered within the same system: current number is 5 days minimum, up to 20 days for the longest distances.</li></ul>



<p>What about people who have unsubbed?&nbsp;</p>



<p>There will be a journal entry waiting for you to resub. This entry will never expire. There is a recovery timer but that will count down even if you are unsubbed. This way, you will be able to retrieve your items immediately upon restarting your account. You already waited and your stuff misses you.<br></p>



<p>What about me?</p>



<ul class="wp-block-list"><li>The player is podded with all normal rules applying for such a case (implants lost) and moved to his or her medical station.</li><li>Player ships are safely impounded and saved, along with all their fittings and rigs. We considered destroyed the active ship as well, but that would only lead to further hassle where players would always have to remember to exit their active ship when docking at one of those new structures.</li><li>As an optional feature, we are investigating having frozen player corpses docked inside the lost structure to appear near the wreck, or be able to be salvaged through the wreck.</li></ul>



<p>What about my stuff?</p>



<p>	All items:</p>



<ul class="wp-block-list"><li>Are automatically delivered as a single package which has to be opened, like courier contract plastic wraps. This is done not to overwhelm, confuse or mix items that are being delivered with ones already in place in the hangar.</li><li>Owners can pick one item at a time to extract from the package if they so wish. In that case, pricing will be calculated on selected items. This done to allow users to get separate items out if they cannot pay the fee for the whole batch if items are delivered to a NPC station.</li><li>Items with exclusive sizes will have restriction on delivery, which mainly includes capital and supercapitals. For example, a titan that was lost inside a Citadel X-L structure cannot be delivered to a NPC station or any other Citadel size than X-L. Furthermore, a capital or supercapital ship cannot be delivered to high-sec.</li><li>When the structure is destroyed all items stay inside containers, but lose password or lock protection.</li><li>Corporation hangar items need proper roles to be delivered. Due to the nature of the recovery it is critical access is properly filtered to avoid thefts.</li></ul>



<p>How will I know what has happened?</p>



<ul class="wp-block-list"><li>A notification will be sent for each destroyed structure the player (or corporation) had items into.</li><li>A proper tab will be added to personal / corporation asset window when items are impounded and available for delivery.</li><li>Impounded items can also be displayed on the Star Map under the “my asset” filter.</li></ul>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<h1 class="wp-block-heading"></h1>



<h1 class="wp-block-heading">Miscellaneous Questions</h1>



<p>Why you want to scrap the force fields?</p>



<p>Forcefields create a lot of problems for players and devs alike. They have those weird behavior at their edges, allow ships to be bumped out in certain circumstances and pollute the field visually with their huge glowing bubble appearance. We want to investigate and find a better way to have a safety zone around structures.<br></p>



<p>Anchoring restrictions concerning &#8220;deep&#8221; safes (incursion and mission bookmarks &#8211; they still can be more than 15AU off the nearest celestial).</p>



<p>We are considering showing all structures on the on board scanner / sensor overlay allowing you to warp directly to them. No probing required.<br></p>



<p>Is there any benefit whatsoever from forcing to players to base their ships in one point, transport their mined ore to another to refine, then transport it to a third to build?</p>



<p>We are going to allow you to fit manufacturing lines to citadels and refining to manufacturing structures etc. The base hull however will have bonuses to certain modules, so for industrialist who want to min / max a big operation then yes this is what they will be best to do.<br></p>



<p>How will the anchoring restrictions work with FW? Will we be able to anchor M or L structures in lowsec systems occupied by the opposing militia?</p>



<p>	Currently, yes.<br></p>



<p>Will they generate killmails?</p>



<p>	Yes<br></p>



<p>Should we expect outpost upgrade reimbursements to be doled out before these hit. If not, would it be close so that outpost funds could be then spent on the new structures?</p>



<p>Really good question, and we would love feedback on exactly how would be best to do this.</p>



<p>Do I receive compensation when my old structures are phased out?</p>



<p>Yes. We are working on what that compensation will be but we are not just taking it without leaving something.</p>



<p></p>
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		<item>
		<title>EVE Black Hand Agent Guide</title>
		<link>https://gamerstips.com/eve-black-hand-agent-guide/</link>
					<comments>https://gamerstips.com/eve-black-hand-agent-guide/#respond</comments>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Wed, 04 Sep 2019 15:21:03 +0000</pubDate>
				<category><![CDATA[EVE]]></category>
		<guid isPermaLink="false">https://mmoroom.com/?p=94</guid>

					<description><![CDATA[Introduction The primary purpose of Black Hand is to penetrate target entities with an agent, or a&#8230;]]></description>
										<content:encoded><![CDATA[
<p><strong>Introduction</strong></p>



<p>The primary purpose of Black Hand is to penetrate target entities with an agent, or a network of agents. Such agents can either infiltrate the target, or be recruited &#8220;in place&#8221;.</p>



<p>Handlers are members of Black Hand that manage agents and agent networks.&nbsp; The senior handlers will oversee the development of junior handlers and their agents.</p>



<p>Sometimes, agent handling is done indirectly, through &#8220;primary agents&#8221; that serve as proxies for handlers. It is not uncommon, for example, for a handler to manage a number of primary agents, who in turn handle sub-agents, these &#8220;networks&#8221; are organized in a cellular fashion in order to limit the potential damage when an agent is compromised. Additionally, this allows the primary agent to act as a buffer for the handler, shielding them from direct contact with the agent network. This works well in a situation where you do not want a particular sub-agent to know they are in fact working for us.</p>



<p>As a handler you have 3 primary objectives:</p>



<p>1. Make sure an agent in the field does not burn themselves.</p>



<p>2. Coach the agent to enable them to acquire needed information.</p>



<p>3. Keep the agent motivated and active.</p>



<p>It is extremely important that you do not tell an agent more than they need to know. &#8220;Need to Know&#8221; is the guiding principle by which we all operate. This minimizes damage to our organization in the event an agent or cell is compromised. Additionally,<strong> do not copy and paste conversations with your agent or the agents spy character name directly anywhere</strong>, always paraphrase and conceal their identity.</p>



<p><strong>Keeping your Agents Safe</strong></p>



<p>Agents should be aware of the following:</p>



<p>&#8211; not to tell anyone their spy character&#8217;s name. Even the handler. This keeps any accidental leaks to a minimum</p>



<p>&#8211; not to press for Intel (unless told to do so). They are to be passive, picking up only on what they see and hear, otherwise counter Intel types will get suspicious,</p>



<p>&#8211; act inline with their SP, if they have 1million SP they should not be taking about how to FC a fleet or how to fit/fly a ship properly,</p>



<p>&#8211; the minimum level of activity required to not get kicked from their target entity,</p>



<p>&#8211; plex trading, or any kind of trading will show on the API, same goes for transferring assets and ISK</p>



<p>&#8211; donating plex now shows on the API and should be avoided</p>



<p>&#8211; the only way to safely transfer money is to drop a plex or expensive item in space</p>



<p>&#8211; Steam friends, this is often overlooked, do not add people to your Steam account if you have known goons or IMP members on it. Same goes for related groups</p>



<p>&#8211; an active agent should try to keep quite on IMP comms in-case a hostile spy recognizes them</p>



<p>&#8211; try not to talk like a goon. this is hard. goons say &#8220;characters&#8221; not &#8220;toons&#8221;, there is a certain lingo associated with goons, avoid sounding like a goon at all costs (brush up on your pubbie talk)</p>



<p>&#8211; avoid being connected to multiple comms at once, this negates making the fatal mistake of keying up on the wrong one and burning<br></p>
]]></content:encoded>
					
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		<item>
		<title>EVE GMVA Faction Warfare Vision</title>
		<link>https://gamerstips.com/eve-gmva-faction-warfare-vision/</link>
					<comments>https://gamerstips.com/eve-gmva-faction-warfare-vision/#respond</comments>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Wed, 04 Sep 2019 15:19:39 +0000</pubDate>
				<category><![CDATA[EVE]]></category>
		<guid isPermaLink="false">https://mmoroom.com/?p=92</guid>

					<description><![CDATA[GMVA Faction Warfare &#160; &#160; &#160; &#160; Vision 2020 Overall Themes &#38; Goals Make warzone control, winning&#8230;]]></description>
										<content:encoded><![CDATA[
<p>GMVA Faction Warfare &nbsp; &nbsp; &nbsp; &nbsp; Vision 2020</p>



<h2 class="wp-block-heading">Overall Themes &amp; Goals</h2>



<ol class="wp-block-list"><li>Make warzone control, <strong>winning control</strong>, and <strong>participating consistently</strong> in <strong>warzone control fights</strong> <strong>matter</strong><br><br></li><li>Focus &amp; drive conflict with <strong>more diverse PVP objectives </strong>while<strong> </strong>equitably engaging all TZ’s, preventing timezone gaming or anti-social opportunism<br><br></li><li><strong>PVP-centric shift in rewards &amp; content richness</strong>.&nbsp; Buff PVP rewards overall and shift most PVE income to PVP while also tying maximal PVE income &amp; opportunities to PVP participation.&nbsp; <strong>Reward wholesome play.</strong><br><br></li><li><strong>Eliminate</strong> opportunities for <strong>unlimited passive &amp; anti-social playstyles</strong> that encourage <a href="https://zkillboard.com/kill/66393582/" target="_blank" rel="noopener">botting</a>, <a href="https://zkillboard.com/kill/65915578/" target="_blank" rel="noopener">farming</a>, <a href="https://zkillboard.com/kill/65358940/" target="_blank" rel="noopener">opportunist</a>, <a href="https://zkillboard.com/kill/66557048/" target="_blank" rel="noopener">AFK</a>, and other <a href="https://zkillboard.com/kill/66559377/" target="_blank" rel="noopener">dilutive</a> forms of play.</li></ol>



<h2 class="wp-block-heading"></h2>



<h2 class="wp-block-heading">Vision 2020 at a Glance</h2>



<ul class="wp-block-list"><li>Much more overall variety in combat plexes and use of combat plex style fighting for objectives that presently invite no PVP such a system upgrades &amp; downgrades. &nbsp; Checkpoint plexes to periodically limit low-effort system control progress.  Multi-timer objective plexes for warzone milestone and endgame challenges.  XL &amp; Large plexes to create new apex meta niches.<br><br></li><li>Meaningful dynamics to system &amp; warzone control including access to endgame opportunities to cash out new LP reward accounts.&nbsp; Warzone control will affect the use of citadels in ways that reward winners and present dilemmas for losers without stifling competitive forward deployments.&nbsp; Access to new LP sinks will be exclusive to achieving warzone milestones.<br><br></li><li>An unstable, chaotic warzone pendulum that does more than just tick-tock, fueled by rewards that accumulate until one side emerges victorious, requiring them to face risk &amp; reward dynamics in victory while also inviting newcomers with fresh incentives to ensure rebounds back into chaos.&nbsp; Defenders can expel attackers with meaningful consequences to the attack.  Rewards structure encourages come-backs and builds momentum from the smallest victory to diverge anew.<br><br></li><li>An overall feeling that both faction warfare space and its features &amp; content are focused on faction <em>warfare</em>.&nbsp; This includes limiting unintended neutral citadel interference.&nbsp; Farmers and cross-plex alts will be much less able to dilute both control mechanics and the LP economy.&nbsp; This is partly due to a revamped economic model that emphasizes the intersection of PVP &amp; completion of warzone control activities.&nbsp; The mechanisms themselves will be more resistant to dillutive control influence of bottom feeding farmers.  PVP-augmented rewards model will cause third-party fights to benefit faction warfare pilots.</li></ul>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.tpoir562tpc7" target="_blank" rel="noopener">Overall Themes &amp; Goals</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.9gtdvwmfkxjg" target="_blank" rel="noopener">Vision 2020 at a Glance</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.4sw02kcsnfh2" target="_blank" rel="noopener">History of this Document</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.umxp4yppaddk" target="_blank" rel="noopener">Endorsements</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.4it1rdb762gj" target="_blank" rel="noopener">Independent Changes</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.q64rt31e2e0l" target="_blank" rel="noopener">Low-Hanging Fruit</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.npy2ibsu71th" target="_blank" rel="noopener">Less Trivial Mechanic Changes</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.3rvimbpzcnhr" target="_blank" rel="noopener">System Control Checkpoint Plexes</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.h6hrddvbpiys" target="_blank" rel="noopener">Rolling-Window Participation-Based Rank</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.wc8hsuymg5pj" target="_blank" rel="noopener">Citadels &amp; System Ownership</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.3t3e9hkybyr" target="_blank" rel="noopener">Rewarding Execution of Broader Strategic Goals</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.d702w9uxp2oh" target="_blank" rel="noopener">Multi-timer &amp; climactic events</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.64q3ecq0dv5k" target="_blank" rel="noopener">Deferred Rewards</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.oat6pmci9vav" target="_blank" rel="noopener">Destruction Augmented Rewards</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.w0k4mmtv52db" target="_blank" rel="noopener">Deferred Rewards &#8211; Generating LP vs Getting Paid LP</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.b0ygh12uuqhj" target="_blank" rel="noopener">Modelling Faction Warfare</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.b3dnjtpofxp" target="_blank" rel="noopener">Healthy Behavior</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.ysnavzvtvpmq" target="_blank" rel="noopener">Competitive vs Anti-Competitive</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.xwt4z4phv23e" target="_blank" rel="noopener">Cooperative vs Anti-Social</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.x8alid6nuvzs" target="_blank" rel="noopener">Diverse vs Repetitive</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.j6pyxl3h08aq" target="_blank" rel="noopener">Aspects of Income &amp; Behavior</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.w2mi4tjoxqql" target="_blank" rel="noopener">Coupled vs Independent Income</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.zbyxevn82815" target="_blank" rel="noopener">Immediate vs Latent Income</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.1lcmcylwng0s" target="_blank" rel="noopener">Sources of Income by Activity</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.i8w6ypp6f1f9" target="_blank" rel="noopener">Status Quo Content Breakdown</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.drcmt5o053pq" target="_blank" rel="noopener">Status Quo Estimated Income Distribution By Activity</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.fp3m9i9g6p6c" target="_blank" rel="noopener">Vision Plan Content Breakdown</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.1deuak81th4e" target="_blank" rel="noopener">Estimated Vision Plan Income Distribution by Activity</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.4td8j5psml8c" target="_blank" rel="noopener">Balancing the Pendulum</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.zhr4k7q61wwn" target="_blank" rel="noopener">Bounding Economics of Loyalty Rewards</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.xuavmdaoekzw" target="_blank" rel="noopener">How Rewards Can Run Amok</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.ex4q8bls08tl" target="_blank" rel="noopener">Tools in the Box</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.9bad5ovqw2rg" target="_blank" rel="noopener">Socialization</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.v0hz8djkv6j5" target="_blank" rel="noopener">Competition</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.wr804a188hue" target="_blank" rel="noopener">Activity Friction</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.ixy1tlm03yo" target="_blank" rel="noopener">Rate Caps</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.e1xccoi03kqi" target="_blank" rel="noopener">Visibility</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.5m1q1vsawb6r" target="_blank" rel="noopener">Breaking Conversion</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.7ecbhihsf97b" target="_blank" rel="noopener">Sublinearity</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.2ff6n27v5apn" target="_blank" rel="noopener">Robust PVP Valuation Metrics</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.rbexo4hi5ewr" target="_blank" rel="noopener">Changes in Draft</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.s6oi1t9ywjho" target="_blank" rel="noopener">“Boss” Rat Spawn After Plex Capture</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.6q6p18j8kfw8" target="_blank" rel="noopener">Dischord Archives</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.ujhi6j64eroo" target="_blank" rel="noopener">Loyalty Rewards</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.dzf8dt868asz" target="_blank" rel="noopener">Disable Crime Watch In &amp; Around Plexes</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.m6l150wf0e81" target="_blank" rel="noopener">Involve Citadel Mechanics in Warzone Control &amp; Tier</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.fpwmv2v1exd" target="_blank" rel="noopener">LP Accrual</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.y5c8xv25quuz" target="_blank" rel="noopener">Announce Plex Value Upon Entry</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.9qmtc3wkxoqc" target="_blank" rel="noopener">Multi-Timer Events</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.foyy3q9dc20n" target="_blank" rel="noopener">Checkpoint Plexes</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.gn5thep7azby" target="_blank" rel="noopener">Mechanism to Cause Failure of Enemy PVE</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.sobdpswpgtlr" target="_blank" rel="noopener">XL Plexes</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.31a5p1240181" target="_blank" rel="noopener">Intermediate PVP Objectives</a></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.gzayg8p6vwyu" target="_blank" rel="noopener">DPS Checks on Offense &amp; Defensive Control Objectives</a></p>



<h2 class="wp-block-heading">History of this Document</h2>



<p>Following a lively &amp; competitive cycle of the GalCal warzone that seems unlikely to be matched for some time in current mechanics, a <a href="https://www.reddit.com/r/Eve/comments/98orol/faction_warfare_overhaul_justice_plan_ccplease/" target="_blank" rel="noopener"><strong>FW overhaul plan was well received on Reddit.</strong></a><br></p>



<p>Later, during the most recent CSM campaign, one of the pro-facwar focus candidates, Matthew Dust organized a <a href="https://discord.gg/XdBn2c" target="_blank" rel="noopener">FW Discord</a> to receive various proposals.&nbsp; Many of the original designs in the Reddit thread were represented, iterated, and debated.&nbsp; Most items in this document were individually presented to the Eve Reddit and linked here.<br><br></p>



<p>This document was drafted out of the iterated proposals to create a monolithic, coherent representation and leave no doubt to downstream consumers that the proposals are intended to work together.<br></p>



<p>While other treatments will be made, this document is decisively pro-PVP, in favor of larger scale objectives, and in favor of doing what it takes to funnel the faction warfare economy through wholesome faction warfare playstyles.<br><br>Original contributions within the FW Discord were integrated, some explicitly credited so.&nbsp; We have mutual interests but are not one entity.  Nonetheless, thanks to all.</p>



<h2 class="wp-block-heading">Endorsements</h2>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/-4BLPTEQsbFqr7LYQVY48XjtK_6drcbw1gAhVIjfsbyn1QuFY_Nv0Bd5o0KL1bM5lA7r_pQpmHANHmE4ykz-bggC_VyqPiTrEbRPAAvwjx0epUa8CVZ8-xqBt5kEy00O6CZENV0L" alt=""/></figure>



<p>NanDe YaNen</p>



<h2 class="wp-block-heading">Independent Changes</h2>



<p>Stuff that works with or without changes elsewhere.</p>



<h3 class="wp-block-heading"><strong>Low-Hanging Fruit</strong></h3>



<ol class="wp-block-list"><li>Bring back “power slide” broken by WCS hotfix</li><li>No standings loss for in-fleet aggression (smartbombs, scram-chain, ECM bursts etc)</li><li>Built-in WCS ships or WCS refits cannot cause timer progression</li><li>LP taxes for corporations</li><li><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.dzf8dt868asz" target="_blank" rel="noopener">Disable crime-watch in &amp; around plexes</a></li><li>Default overview includes faction above criminal for displaying color tags	</li><li>Dual-timers for plexes instead of backwards rolling</li><li>Show plex payout along with timer</li><li>Variable distance from button to beacon (brawl vs kite plex)</li><li>Uniform DPS check for both offensive &amp; defensive objectives</li><li>Split large into large &amp; extra-large plex from <a href="https://docs.google.com/document/d/1hysqDJxBw8skIn0gFVEsE7w3iUNO8hZxqZMssBmgMRg/edit" target="_blank" rel="noopener">Quick Proposals</a></li><li>Navy cap booster BPC’s.&nbsp; BPC’s in general.  Remote LP store.</li><li>Better LP soaks such as XL ammo</li></ol>



<h3 class="wp-block-heading"><strong>Less Trivial Mechanic Changes</strong></h3>



<h4 class="wp-block-heading"><strong>System Control Checkpoint Plexes</strong></h4>



<p>Similarly posted as <a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.foyy3q9dc20n" target="_blank" rel="noopener"><em>Checkpoint Plexes</em></a><em> </em>on FW Discord</p>



<p><strong>Voted for on FW Discord:&nbsp; 16 up  4 down</strong><strong><br><br></strong></p>



<ul class="wp-block-list"><li>Limit system contest progress achievable without re-shipping and bringing more people and/or going somewhere else</li><li>Some checkpoints are completely not soloable</li><li>Defensive &amp; offensive</li><li>“Good” rats protecting goals.&nbsp; In general, we love NPC miner response fleet style rats</li><li>Variety in checkpoints.&nbsp; Specific checkpoint spawns randomized so that players can’t know up front which hyper-optimized fit to bring because the response fleets have different capabilities</li><li>Upcoming checkpoint generation is discoverable via FW map &amp; agency.&nbsp; Timer-based goals force confrontation at the appointed time.   Sprinkle some timers of consequence into the warzone to attract regular medium-scale fights.</li></ul>



<h4 class="wp-block-heading"><strong>Rolling-Window Participation-Based Rank</strong></h4>



<p>Very similar proposal posted on FW Discord as<em> </em><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.fpwmv2v1exd" target="_blank" rel="noopener"><em>Change of the method by which LP are accruing for FW plexes and missions.</em></a></p>



<p><strong>Voted for on FW Discord:&nbsp; 27 up  1 down</strong><br></p>



<ul class="wp-block-list"><li>Overhaul rank mechanics to avoid late-comer syndrome.&nbsp; These people are just vultures who dilute the rewards after others make them available</li><li><strong>Rank math should make consistent participation over time the exclusive and optimum way to achieve &amp; maintain high rank.</strong>&nbsp; Use formula involving <em>recent</em> faction time * LP earned per each week.&nbsp; Use a ten week window.  For example, showing up for the last three weeks of a campaign caps late-comers at 3/10ths maximum rank</li><li>Metrics of activity should include PVP, but as stated later, if LP is more strongly tied to PVP, LP can be used directly as a metric for wholesome activity for the purpose of rank</li><li>With robust rank mechanics in place, reward higher rank more LP and more LP store access</li></ul>



<h4 class="wp-block-heading"><strong>Citadels &amp; System Ownership</strong></h4>



<p>X-posted as <em>Involve </em><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.m6l150wf0e81" target="_blank" rel="noopener"><em>Citadel Mechanics in System Ownership &amp; Tier</em></a></p>



<p><strong>Voted for on FW Discord:&nbsp; 8 up  0 down</strong><br></p>



<ul class="wp-block-list"><li>At anchor time all warzone citadels either declare fixed allegiance or dynamic neutrality</li><li>Fixed allegiance allows faction warfare structures exclusive (nullsec level rig?&nbsp; Fuel consumption?) bonuses when your side owns the system and upgrades it, but exposes you to penalties fuel consumption if the enemy faction holds the system, requiring starbase charters as an extra fuel components.&nbsp;&nbsp;</li><li>Anchoring a structure in a hostile system and declaring it with the countervailing allegiance, especially according to upgrade levels, costs an extreme amount of fuel &amp; charters etc.&nbsp; Staging citadels should have a place, but not be spammy.</li><li>Dynamic neutrality means you just want to ignore system ownership, but to do so, your structure always rejects docking from the losing faction.</li><li>Structures that would evade fuel penalty with “low power” either receive “ultra low power” with zero timers or are cleared by a spawn of faction navy</li></ul>



<h2 class="wp-block-heading">Rewarding Execution of Broader Strategic Goals</h2>



<p>The mechanics that follow require coordinated changes to achieve balanced benefits.&nbsp; <strong>These changes must be read and interpreted in the context of each other.</strong><br></p>



<p>In order to enable climactic event arcs to exist without content hoarding, we need multi-timer events to distribute content equitably over timezones and to inject all TZ’s fingerprint on warzone shifts.<br><br></p>



<p>To establish large end-game and milestone rewards without exacerbating late-comer behavior or blowing up the faction warfare economy, we need deferred rewards &amp; the <a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.h6hrddvbpiys" target="_blank" rel="noopener">earlier enhanced rank proposal</a><br></p>



<p>To weave PVP into incentives more prominently without introducing avenues of unbounded evil, we need good mechanism to scale LP in ways resistant to abuse.&nbsp; <a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.12zwpgjixil1" target="_blank" rel="noopener">An analysis of how to prevent runaway economics</a> has been drafted and appended.<br></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.64q3ecq0dv5k" target="_blank" rel="noopener">Deferred rewards</a> is an enabling mechanic to promote much healthier&nbsp;</p>



<p>broad-spectrum behavior by <a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.w0k4mmtv52db" target="_blank" rel="noopener">separating LP generation from LP payout</a>. It deserves considerable focus.&nbsp; <a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.jeq3mv5xlqu9" target="_blank" rel="noopener">An informal analysis</a> is presented to establish fundamental concepts and vocabulary.</p>



<h3 class="wp-block-heading"><strong>Multi-timer &amp; climactic events</strong></h3>



<p>We want to have big fights and big events.&nbsp; We don’t want content hoarding or TZ gaming.&nbsp; We don’t want late-comers to show up and eat half of the pie.<br></p>



<p><strong>Voted for on FW Discord:&nbsp; 9 Up  3 Down</strong></p>



<figure class="wp-block-embed-reddit wp-block-embed is-type-rich is-provider-reddit"><div class="wp-block-embed__wrapper">
    <blockquote class="reddit-card" >      <a href="https://www.reddit.com/r/Eve/comments/c10tx3/fw_climactic_fights_events/?ref_source=embed&amp;ref=share" target="_blank" rel="noopener">FW Climactic Fights &amp; Events</a> from      <a href="https://www.reddit.com/r/Eve/" target="_blank" rel="noopener">Eve</a>    </blockquote>    <script async src="https://embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script>
</div></figure>



<ul class="wp-block-list"><li>Influential events are set up by triggering a multi-timer series of fights, clearly discoverable with advance notice</li><li>Triggering climax system causes 5-50(?) countdown timers spawn, <strong>distributed over 24 or 48 hours, with generation density weighted according to online player count trends &#8211; “eve random”</strong></li><li>At each countdown, Individual timer-goal spawns.&nbsp; Goals can be some mixture of baby-citadel like mechanics, NPC fleets, combat plexes etc</li><li>Winning majority of timers determines winner of climactic outcome, such as system ownership flip or major upgrade levels</li><li>Defense can “win” instead of just merely delaying the inevitable to the next timezone shift.&nbsp; (current Ihubs defense is inconsequential and dissuades serious defense fleets).  Cooldown on attempts is a must!</li><li>Offensive &amp; defensive incarnations can both be running at the same time, indicating maximum level of competition</li><li>Uniform mechanics (not inherently offensive or defensively favorable and timezone insensitive) that <strong>preclude any time advantage being achieved by “cross faction” alts gaming timers and opportunities</strong>.&nbsp;</li><li>Triggering timers costs some ISK &amp; LP (spam prevention).&nbsp; Use RP candy in the trigger mechanisms.  “Anchoring Federal Jurisdiction Outposts” etc.</li><li>Actual end-goal-state events require a significant LP &amp; ISK “<a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.v0hz8djkv6j5" target="_blank" rel="noopener">wager</a>” to trigger and will generate a significant reward if the goal is won.&nbsp; Defense can win to earn a significant portion for themselves via <a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.64q3ecq0dv5k" target="_blank" rel="noopener"><strong>deferred rewards</strong></a><strong>.&nbsp; </strong>This behavior enables variation in warzone conclusion &amp; more <a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.4td8j5psml8c" target="_blank" rel="noopener">interesting overall cycles</a>.</li><li>Climaxes.&nbsp; Important.  Lucrative.&nbsp; Exclusive LP store access gates etc.&nbsp; Major RP porn.  Gold at the end of the rainbow.</li></ul>



<p><strong>Related write-ups:</strong></p>



<figure class="wp-block-embed-reddit wp-block-embed is-type-rich is-provider-reddit"><div class="wp-block-embed__wrapper">
    <blockquote class="reddit-card" >      <a href="https://www.reddit.com/r/Eve/comments/98orol/faction_warfare_overhaul_justice_plan_ccplease/?ref_source=embed&amp;ref=share" target="_blank" rel="noopener">Faction Warfare Overhaul Justice Plan (CCPlease)</a> from      <a href="https://www.reddit.com/r/Eve/" target="_blank" rel="noopener">Eve</a>    </blockquote>    <script async src="https://embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script>
</div></figure>



<h3 class="wp-block-heading"><strong>Deferred Rewards</strong></h3>



<figure class="wp-block-embed-reddit wp-block-embed is-type-rich is-provider-reddit"><div class="wp-block-embed__wrapper">
    <blockquote class="reddit-card" >      <a href="https://www.reddit.com/r/Eve/comments/cf94j6/facwar_deferred_rewards_lp_for_the_working_pvper/?ref_source=embed&amp;ref=share" target="_blank" rel="noopener">[Facwar] Deferred Rewards &#8211; LP For the Working PVP&#8217;er</a> from      <a href="https://www.reddit.com/r/Eve/" target="_blank" rel="noopener">Eve</a>    </blockquote>    <script async src="https://embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script>
</div></figure>



<p><strong>Written up on faction warfare discord as </strong><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.ujhi6j64eroo" target="_blank" rel="noopener"><strong><em>Loyalty Rewards™&nbsp;</em></strong></a><br></p>



<p><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.12zwpgjixil1" target="_blank" rel="noopener"><strong>Appendix on Preventing Runaway Economy of PVP Activity</strong></a><br></p>



<p><em>Enhanced Payouts for Continuing Activities. </em><strong><em>&nbsp;</em></strong><a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.w0k4mmtv52db" target="_blank" rel="noopener"><strong><em>The Deferred rewards system’s biggest trick is decoupling income earning from income payment</em></strong></a><strong><em>.&nbsp; This enables fine-tuning the relationship between income and behavior.</em></strong><em>&nbsp; Late-comers will no longer be able to swoop in and grab lucrative rewards.&nbsp; Single-style play, anti-social play, and anti-competitive play will be unable to achieve maximal income, strongly discouraging them overall.&nbsp; Overall income can be buffed but while being difficult to game.</em><br></p>



<ul class="wp-block-list"><li>LP rewards are paid out partly up front and partly into a deferred account</li><li>Having a large deferred account balance boosts payouts for future activities.&nbsp;&nbsp;</li><li>Basic combat plexing should generate lots of LP but deposit most of it into deferred rewards, becoming a massive personal pinata</li><li>“Important” activities such as checkpoint &amp; climactic arc fights have more potential to pay out the deferred account, allowing you to reap more of what you sowed</li><li>Objectives themselves should capture and thereby socialize a fraction of PVP augmentation, <a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.4td8j5psml8c" target="_blank" rel="noopener">allowing sunk-cost recovery</a></li><li>Consequent objectives should acquire a fraction of the LP of objectives leading into them</li><li>Warzone flip and winning major warzone milestones are the only actions that fully or near-fully pay out the entire deferred account balance, via <a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.v0hz8djkv6j5" target="_blank" rel="noopener">wager</a>.&nbsp; All other milestones net more rewards farther down the road.&nbsp; You <a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.h6hrddvbpiys" target="_blank" rel="noopener">need a high rank</a> and lots of <em>successful </em>participation in a climactic event to get a big payday.</li><li>Highly competitive churn builds up latent rewards on both sides, making victory more urgent when fighting is back &amp; forth.</li><li>Decay.&nbsp; If not enough LP is earned relative to the account balance, it should be decayed into a <a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.9bad5ovqw2rg" target="_blank" rel="noopener">socialized</a> faction-wide account.&nbsp; LP that never gets paid out will then be socialized so that players who refuse to participate in broad spectrum activity will end up paying the rest of the faction.</li><li>Upon leaving the faction, fully <a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.9bad5ovqw2rg" target="_blank" rel="noopener">socialize</a> all remaining LP in the deferred account.&nbsp; This will help newcomers pick up where other groups moved on from faction warfare.</li></ul>



<p><strong>Related Write-ups:</strong><br><a href="https://www.reddit.com/r/Eve/comments/98yfmm/fw_tiers_and_tears_why_fw_missions_are_outdated/e4kcalg/?context=3" target="_blank" rel="noopener">https://www.reddit.com/r/Eve/comments/98yfmm/fw_tiers_and_tears_why_fw_missions_are_outdated/e4kcalg/?context=3</a><br></p>



<h3 class="wp-block-heading"><strong>Destruction Augmented Rewards</strong></h3>



<p><em>ISK destroyed is used as one major factor to calculate rewards payouts.&nbsp; Bloody plexes, bloody systems, and bloody warzone pushes pay out the most.&nbsp; Rewards should accumulate on heavily contested goals.  </em><strong><em>Scale LP payout with destruction wrought.</em></strong><strong><br><br></strong></p>



<ul class="wp-block-list"><li>Destruction should be measured in any space FW pilots must pass through, such as plex gate grids, so that third party harassment just means more ISK for us if we kill / die a lot</li><li>Allow fleets to equally share in kill LP but use the kill share, damage dealt, to determine extra-fleet LP splits.&nbsp; If you can be in the fleet, it’s assumed you’re considered worthy of sharing.</li><li>Destruction is more robust than activity-driven churn such as pushing all the buttons to flip the warzone without ever fighting or doing it all as uncontested as possible</li><li>Make expensive plexes <a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.e1xccoi03kqi" target="_blank" rel="noopener">discoverable</a> at least on slide so we know when the loot pinata has gone critical</li><li><strong>Deferment</strong> <strong>&amp; socialization</strong> is an easy mechanism to <a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.12zwpgjixil1" target="_blank" rel="noopener">avoid price-gaming</a> that has been seen in the past.&nbsp; Also just use actual <a href="https://docs.google.com/document/d/1ygBGZnWFKYFi5xkwu-SJyZkonBBzk1k4yPEGmF6u7cM/edit#heading=h.2ff6n27v5apn" target="_blank" rel="noopener">robust “value” estimates</a>.&nbsp; Set flat reward benchmarks for rarely traded, actual expensive stuff like AT frigs.</li></ul>



<p><strong>Related write-ups:</strong></p>



<figure class="wp-block-embed-reddit wp-block-embed is-type-rich is-provider-reddit"><div class="wp-block-embed__wrapper">
    <blockquote class="reddit-card" >      <a href="https://www.reddit.com/r/Eve/comments/98orol/faction_warfare_overhaul_justice_plan_ccplease/?ref_source=embed&amp;ref=share" target="_blank" rel="noopener">Faction Warfare Overhaul Justice Plan (CCPlease)</a> from      <a href="https://www.reddit.com/r/Eve/" target="_blank" rel="noopener">Eve</a>    </blockquote>    <script async src="https://embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script>
</div></figure>



<h2 class="wp-block-heading"></h2>



<h2 class="wp-block-heading">Deferred Rewards &#8211; Generating LP vs Getting Paid LP</h2>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/dNEbY4v96kSNgFR3IDuutjc567Bnj_cV7INoKge9m2nBF3fiDduF2WM_CNcvB_jXf_MOZ4_RWD1bbLZ-xVh_qopui_fbOWdasy1JHE9jyZW4brtc3PowxuFiR35KiaryoziYY59D" alt=""/></figure>



<figure class="wp-block-image"><img decoding="async" src="https://lh3.googleusercontent.com/VTyOc-Jr08e_x0y3X8_gQqHxAYaUxnJa7v7WGh-K3-831HG62QlUNve09S0tmFwe_vTlUSJboz7g51gM-JLmrrUa2nO5BtTOvyAvVIk8pq0fSQwpvcZb9lJnAYG3zem8mA3VtkNh" alt=""/></figure>



<h2 class="wp-block-heading">Modelling Faction Warfare</h2>



<p><em>Informally established fundamentals dynamics to provide a common framework for reasoning &amp; communicating about how mechanics &amp; behavior interact&nbsp;</em></p>



<h3 class="wp-block-heading"><strong>Healthy Behavior</strong></h3>



<p>First, we establish what behavior we want to make a place for. &nbsp; <br><strong>Healthy behavior is cooperative, competitive, and diverse.&nbsp; Unhealthy behavior is repetitive and anti-social, and anti-competitive.</strong></p>



<h4 class="wp-block-heading"><strong>Competitive vs Anti-Competitive</strong></h4>



<p>Fleets of combat interceptors warping past each other for Fozzie sov are&nbsp;</p>



<p>anti-competitive.&nbsp; Capturing plexes by warping in and out to avoid the PVP dynamics&nbsp;</p>



<p>of plex fights is anti-competitive.&nbsp; Standing down from infrastructure hub bashes to&nbsp;</p>



<p>re-flip the system instead of winning the fight is anti-competitive.<br></p>



<p>Most fighting behavior is competitive.&nbsp; If fighting is <em>not</em> an integral mechanic and&nbsp;</p>



<p>metric for success, anti-competitive behavior is basically encouraged.</p>



<h4 class="wp-block-heading"><strong>Cooperative vs Anti-Social</strong></h4>



<p>If there’s zero benefit to flying in a gang instead of solo, then anti-social behavior can&nbsp;</p>



<p>emerge. One-vs-one fighting is <em>not</em> anti-social.&nbsp; Anti-social is when&nbsp;</p>



<p>you don’t form gangs to do <em>even</em> anti-competitive or PVE activities.</p>



<h4 class="wp-block-heading"><strong>Diverse vs Repetitive</strong></h4>



<p>Defensive plexing endlessly is repetitive.&nbsp; Running L4’s over and over is repetitive.  If&nbsp;</p>



<p>activities bear no relation to each other or have no coupling dynamics that relate them to each other over time, repetitive play styles may emerge.</p>



<h3 class="wp-block-heading"><strong>Aspects of Income &amp; Behavior</strong></h3>



<p>Both income and fun drive activity.&nbsp; Income is one limiting rate parameter for fun that can be had at PVP, so we can study income to learn how PVP is incentivized and enabled or limited.</p>



<h4 class="wp-block-heading"><strong>Coupled vs Independent Income</strong></h4>



<p><strong>Coupled income activities</strong> are those that require the completion of other activities&nbsp;</p>



<p>and achievement of certain environment states such as faction tier to generate the&nbsp;</p>



<p>income-earning opportunities and to maximize the realizable income from those</p>



<p>activities.<br><br></p>



<p><strong>Independent income activities</strong> are those that require no further interaction with the&nbsp;</p>



<p>warzone or other activities.&nbsp; They can be repeated endlessly regardless of warzone&nbsp;</p>



<p>state.<br></p>



<p>Coupled income sources are usually rate-limited by the availability of the&nbsp;</p>



<p>opportunity, which may require social or competitive play to maintain.&nbsp; Independent&nbsp;</p>



<p>income vectors often scale without bound and are more prone to becoming&nbsp;</p>



<p>Unhealthy.</p>



<h4 class="wp-block-heading"><strong>Immediate vs Latent Income</strong></h4>



<p>If a player can earn ISK relatively instantly from an activity, the activity is&nbsp;</p>



<p>independent with respect to how it pays income.&nbsp; Spinning timers for whichever&nbsp;</p>



<p>faction pays more using AFK plexing alts who can be lowly alphas is effectively an&nbsp;</p>



<p>instantaneous form of income.&nbsp; This is a fair weather, anti-social, anti-competitive&nbsp;</p>



<p>play style.&nbsp; The effectively instantaneous access to income (switching faction alts)&nbsp;&nbsp;</p>



<p>is the enabling financial dynamic.<br></p>



<p>If a player must engage in other activities to realize the potential income of their&nbsp;</p>



<p>earlier activities, it is latent income.&nbsp; Waiting until the warzone flips to cash out LP in&nbsp;</p>



<p>the less competitive market is a latent income behavior.&nbsp; Latent income is not&nbsp;</p>



<p>necessarily more healthy except that it tends to involve more behavior over time,&nbsp;</p>



<p><em>enabling</em> other ways to encourage healthy behavior.</p>



<h3 class="wp-block-heading"><strong>Sources of Income by Activity</strong></h3>



<p>We can first break down play styles into PVP and PVE activities.&nbsp; PVE activities can&nbsp;</p>



<p>then be broken into elective vs coincidental.&nbsp; PVP activities can be broken into&nbsp;</p>



<p>focused or diffuse.<br></p>



<p><strong>Coincidental PVP</strong> is a coupled activity that takes place in the course of achieving&nbsp;</p>



<p>warzone control.&nbsp; It’s less prone to farming than elective PVE, which can be repeated&nbsp;</p>



<p>without limit whenever the faction tier is high enough or if one has mission pulling&nbsp;</p>



<p>alts in multiple factions.&nbsp; <strong>We should definitely favor coincidental PVE over elective&nbsp;</strong></p>



<p><strong>PVE.</strong><br></p>



<p><strong>Diffuse PVP</strong> today can be thought of as fairly anti-competitive.&nbsp; This is mainly&nbsp;</p>



<p>because the majority of “combat” plexes are won by AFK plex spinners in backwater&nbsp;</p>



<p>systems.&nbsp; <strong>Focused PVP </strong>is more likely to be competitive, but in the current system of&nbsp;</p>



<p>infrastructure hub bashes, is also often won by groups of high DPS blaster ships to&nbsp;</p>



<p>little fanfare.</p>



<h4 class="wp-block-heading"><strong>Status Quo Content Breakdown</strong></h4>



<ul class="wp-block-list"><li><strong>Elective</strong> <strong>PVE</strong> &#8211; Agent missions picked up at faction warfare stations</li><li><strong>Coincidental</strong> <strong>PVE</strong> &#8211; Killing rats in combat plexes</li><li><strong>Focused</strong> <strong>PVP</strong> &#8211; Ihub bashes and concurrent combat plexes</li><li><strong>Diffuse</strong> <strong>PVP</strong> &#8211; Most combat plexes</li></ul>



<h4 class="wp-block-heading"><strong>Status Quo Estimated Income Distribution By Activity</strong></h4>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/qvOTvsTqM-76diSKWtNrE2L63YSVPCJLHW52bCFd091lLjdHTclq1PLWYsxbhp6TDhDu_mF5HkQKHiZY69COyR4TfOTCfolUDWY0OY-b7nUhRL1Y2kjvnnfOCic58ZHV72As02mr" alt=""/></figure>



<p>This is the estimated current breakdown of all LP paid out over the course of a warzone flip.&nbsp; With the current mechanics, there are several glaring problems with this distribution and the behavior that it promotes.<br></p>



<ul class="wp-block-list"><li><strong>Elective PVE</strong>, L4 mission farming, is very independent, requiring only some plexing alts to gain access to the mission agents to pull missions for you.&nbsp; You can farm an unlimited amount once set up.  The activity is very, <a href="https://images-ext-1.discordapp.net/external/_otoOsLBrn3QNaRUaLcAAwb4X_Pvd37sfnq7oxYP2tE/https/i.imgur.com/5dH7hZx.png?width=1177&amp;height=658" target="_blank" rel="noopener">very lucrative in terms of ISK per hour.</a>&nbsp; This activity is completely anti-competitive and anti-social.&nbsp; Mission farmers don’t cooperate with other players and they avoid confrontation or any activity leading up to the high tier, preferring to just switch their mission pulling alts depending on which faction is currently at high tier.<br><br></li><li><strong>Diffuse PVP</strong> is primarily earned from plex-spinning.&nbsp; This can be highly anti-competitive swarms of disposable AFK plexers who exert enormous influence over the warzone but participate in little of the engaging gameplay.<br><br></li><li><strong>Focused PVP</strong> is basically limited to infrastructure hub bashes.&nbsp; These are never worth it in terms of payout and only occasionally generate good fights.&nbsp; The greatness of a small fraction of the fights owes no credit to the infrastructure hub mechanics.&nbsp; Large plexes can be more exciting.  Infrastructure hubs are basically anti-climactic.  They have strong anti-competitive incentives for the defenders to just re-flip the system instead of defending the ihub, which reverts back to being right at the edge rather than having some meaningful victory.<br><br></li><li><strong>Coincidental PVE</strong>, the PVE that occurs in the course of allowing timers to start spinning, is worth virtually nothing.&nbsp; The tags and bounty are, like infrastructure hubs, negligible in terms of the faction warfare economy.</li></ul>



<h4 class="wp-block-heading"><strong></strong></h4>



<h4 class="wp-block-heading"><strong>Vision Plan Content Breakdown</strong></h4>



<ul class="wp-block-list"><li><strong>Elective PVE</strong> &#8211; Supplemental PVE encounter generation according to plex activity&nbsp;&nbsp;</li><li><strong>Coincidental PVE</strong> &#8211; Checkpoint &amp; multi-timer rats necessary to kill to start timers rolling</li><li><strong>Focused PVP</strong> &#8211; Multi-timer fights, checkpoint fights, end-game fights</li><li><strong>Diffuse PVP</strong> &#8211; Mostly contested combat plexes</li></ul>



<h4 class="wp-block-heading"><strong>Estimated Vision Plan Income Distribution by Activity</strong></h4>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/lni0RjaBIFitye_aWEHzbcJcK7V81Hg-W3qS2POiSxxF2_ZwJ0RpzJWztGO1H9-Tpxl3W9pxLNyLG8W4OrKNykL_ITAEf_A3wvQuUGXmhPLaEv2ovgQ8teVQHKvOJJM38A9-VyL_" alt=""/></figure>



<ul class="wp-block-list"><li><strong>Elective PVE</strong> Missions should be replaced with elective supplemental PVE content that scales more with plex participation, especially in terms of income potential.&nbsp; Coupling elective PVE content availability to PVP participation ensures that it won’t grow without bound.  The elective PVE is a good way to provide ways to supplement income if PVP income alone is causing wallet stress.<br><br></li><li><strong>Diffuse PVP</strong> will be shifted to mainly destruction based metrics.&nbsp; While it will still be possible to earn significant LP from plex spinning, the largest LP stream will be engaging in costly fights and then collecting the resulting deferred income in climactic and milestone events.&nbsp; Ship spinning alone will no longer encourage the AFK plex bot menace.<br><br></li><li><strong>Focused PVP</strong> Where Ihubs now sit, we will instead have checkpoint fights, system flip fights, multi-timer climactic arc fights etc. Ihubs are somewhat anti-competitive, but establishing that defenders can win will lead to more competitive behavior.&nbsp; The combination of more engaging gameplay and increased incentives will likely lead to more escalations and competitive defenses.<br><br></li><li><strong>Coincidental PVE</strong> Much more diverse and challenging PVE via checkpoints and multi-timer DPS check rats.&nbsp; Much higher rewards too.  This income is very coupled to making plexes available.  It’s some healthy border content between PVP and PVE players, PVE that happens in activally plexed systems.</li></ul>



<h3 class="wp-block-heading"><strong>Balancing the Pendulum</strong></h3>



<p>Arguably the most important design behavior for faction warfare is that it does in fact present clear competitive objectives, motivated by reasonable rewards, resistant to behavior to prioritize the reward over the competition the reward is intended to motivate.</p>



<p><br>Stability analysis is the field of study that describes how systems will evolve over time with a specific focus on which states are reachable and what the most common patterns of movement will be.<br></p>



<p>The goal is to construct a system that exhibits more than just a monotonic drum beat, instead taking multiple paths to non-guaranteed edge states and does not get stuck in any one state or oscillate wildly so as to become incoherent and dominated by churning.<br></p>



<p>We can guarantee this with the following design behaviors:<br><br></p>



<ul class="wp-block-list"><li>All states, including edge states, become more excitable to leave the state the longer that state is occupied</li><li>Effort required to cycle between edge states scales with overall reward being paid out</li><li>All progress promulgates further progress (snowballing)</li><li>Local changes of direction have a larger reward / time invested than local maintenance of direction&nbsp;</li><li>Edge states have sufficient attraction in terms of motivating rewards and that attraction grows as edge states are not reached</li></ul>



<p>That local changes are chaotic to each fight can be insured by systemic socialization of small portions of rewards and making those rewards available in intermediate-level milestones such as system flip fights.&nbsp; A loss of many PVP objectives and large overall loss of ISK still should present an opportunity to net benefits through further investment of PVP effort.  In short, make the sunk cost fallacy in fact a sunk cost opportunity.<br></p>



<p>Wager mechanics are intended to be destabilizing to the conclusion of objectives.&nbsp; Seemingly clear momentum towards a clear end should, through the capability of defenders to steal &amp; destroy the wagers, attract new competition when it is most critical to ensure that snowballing doesn’t lead to stagnation at edge states.<br></p>



<p>Deferred rewards is exactly a sustaining force designed to encourage snowballing and attraction to edge states that grows over time.<br></p>



<p>Scaling the number of combat plexes presented by multi-timer objectives according to how much LP is presently in the system and player counts etc would have the effect of increasing activity friction between edge states, properly regulating the frequency of the drum beat and accommodating growth / reduction in participation levels.<br></p>



<p>Biasing rewards payout towards LP generation when at the lowest point of faction control and biasing towards payout at the highest levels of control will tend to cause fizzling of the pressure to reach edge states and in fact exhaust the winning faction’s incentive to continually occupy that edge state.&nbsp; A high level of LP generation at low levels of control will build up rewards, which need to be realized by reaching the edge state.</p>



<h2 class="wp-block-heading"></h2>



<h2 class="wp-block-heading">Bounding Economics of Loyalty Rewards</h2>



<h3 class="wp-block-heading"><strong>How Rewards Can Run Amok</strong></h3>



<p>It’s not simply enough to say that “too much” LP will be accessible through PVP activities.&nbsp; It is necessary to show that either:<br></p>



<ol class="wp-block-list"><li>ISK and LP in the system can be magnified through feedback, in the absence of significant activity friction or bottlenecks</li><li>PVP input into the system can result in arbitrarily large payouts or arbitrarily large profits</li></ol>



<p><strong>If there’s just an “unhealthy” amount of LP flowing, we can just dial it back as long as we don’t have a runaway mechanism.</strong></p>



<h3 class="wp-block-heading"><strong>Tools in the Box</strong></h3>



<h4 class="wp-block-heading"><strong>Socialization</strong></h4>



<p>If players can’t get exclusive access to manipulated prices, it’s still possible to execute a scam, but harder to sustain it unless everyone’s in on it.</p>



<h4 class="wp-block-heading"><strong>Competition</strong></h4>



<p>Wager systems where players must front a large amount of their Rewards™ LP and make this vulnerable for other players to capture or capture in part and then destroy the rest, it’s inherently like other risk-reward activities. <strong>&nbsp;We can survive net ISK creation as long as there is significant risk and risk scales with reward.</strong></p>



<h4 class="wp-block-heading"><strong>Activity Friction</strong></h4>



<p>If extracting an inflated reward requires an equivalent activity so that it becomes like other high-income, high-APM activities, the incentive will be within reason well enough not to entrain the entire playerbase.</p>



<h4 class="wp-block-heading"><strong>Rate Caps</strong></h4>



<p>Limited rate of generating opportunities, via spawn rate or tying rates to PVP activities with significant warzone friction will bottleneck abuse attempts until adjustments can be made.</p>



<h4 class="wp-block-heading"><strong>Visibility</strong></h4>



<p>The player base will never declare false negatives about someone getting conspicuously rich.&nbsp; <strong>Expose LP gains via leaderboards.</strong>&nbsp; Make large LP wagers discoverable with advance notice.&nbsp; Don’t allow silent LP rivers to flow.</p>



<h4 class="wp-block-heading"><strong>Breaking Conversion</strong></h4>



<p>Direct conversion of ISK to LP and back is necessary to magnify LP.&nbsp; The ISK costs of items in the LP store limit the extent to which these ratios can be positive and control the deflation of those items, establishing a floor to further item creation.</p>



<h4 class="wp-block-heading"><strong>Sublinearity</strong></h4>



<p>Grow LP amounts lower than linearly.&nbsp; There are many numbers where sublinear growth has the effect of adding an upper bound to runaway behavior<br></p>



<ul class="wp-block-list"><li>Median player LP rewards deposits per month</li><li>Median player LP rewards balance</li><li>Kill LP estimates</li><li>Base LP buff from PVP</li><li>Wager payouts</li></ul>



<h4 class="wp-block-heading"><strong>Robust PVP Valuation Metrics</strong></h4>



<p>Ultimately, net creation of more than 1.0 ISK of LP per ISK destroyed is the magic ratio to understand, model, and measure in practice to spot abuse.<br><br></p>



<ul class="wp-block-list"><li>Exclude drops</li><li>Deduct insurance from &#8220;destruction&#8221;</li><li>Deduct bounty payout</li><li>Exclude non-PVP items</li><li>Use manufacturing cost as a reliable cross-reference</li><li>Use fixed values for rare, replaceable items</li><li>Use metric based on mutaplasmid value, mutation result, and base gear for mutated gear</li><li>Measure total uniqueness of signals, the first moment of pilots involved, locations &amp; quantities of items created &amp; destroyed, systems bought &amp; sold in, strength of those markets</li><li>Ignore market data when uniqueness &amp; cross-references show low coherence, falling back to pessimistic baseline</li><li>If you can’t establish a good price, we can’t either.&nbsp; Zero is fine.</li><li>Use other tools in the toolbox to add soft upper bounds</li></ul>



<h2 class="wp-block-heading"></h2>



<h2 class="wp-block-heading">Changes in Draft</h2>



<h4 class="wp-block-heading"><strong>“Boss” Rat Spawn After Plex Capture</strong><strong><br><br></strong></h4>



<ul class="wp-block-list"><li>After plex capture, spawn <strong>elective PVE</strong> rat that is considerably more capable &amp; powerful than the DPS check rat that gates plex progression.</li><li>Not necessary to capture plexes, but present as a way to generate more LP &amp; tags per plex</li><li>Various capabilities and form (one big, three small, kite, brawl etc) so that the <strong>optimum ship for capturing plexes is very different than the optimum for killing the boss rats</strong>, strongly favoring cooperative plexing where DPS can be allocated where needed while running multiple timers</li><li>Use PVP relevant capabilities such as scramming, webbing, kiting &amp; requiring a slingshot to kill.&nbsp; Always at least warp disrupt so that boss rat fighters are served-up pre-tackled</li><li>Occasionally murders AFK plexing meat bots “on accident”</li></ul>



<h2 class="wp-block-heading">Dischord Archives</h2>



<p>To prevent the loss of vote text from the Discord era, all proposals most influential to this document are appended.&nbsp; <strong>Many of these may have been censored in the record on Discord as a result of pro-mission manipulation attempts.</strong><br></p>



<p>See <a href="https://docs.google.com/document/d/1hysqDJxBw8skIn0gFVEsE7w3iUNO8hZxqZMssBmgMRg/edit" target="_blank" rel="noopener">Quick Proposals</a> for an alternative rendition of the Discord</p>



<h3 class="wp-block-heading"><strong>Loyalty Rewards</strong></h3>



<p>Pilot Name: NanDe YaNen<br></p>



<p>SubCommittee:&nbsp; lp-store (because facwar economy)<br></p>



<p>Proposal:&nbsp; Loyalty Rewards:tm:<br></p>



<p>* All activities generate some base LP</p>



<p>* All activities pay a fraction of the LP immediately and deposit the rest into a rewards:tm: account</p>



<p>* All activities can pay a boosted reward out of the rewards:tm: account</p>



<p>* Activities that are intended to generate LP will favor depositing LP rewards:tm:</p>



<p>* Activities intended to pay out the rewards:tm: account will buff their base reward from player&#8217;s rewards:tm: account</p>



<p>* Completely paying out rewards:tm: account requires completion of advance notice, player discoverable endgame arc challenges where players make vulnerable (stealable / destroyable) wagers, meaning risk &amp; reward<br></p>



<p>**Destruction Buffed Rewards:tm:**</p>



<p>* Measurable destruction on grid buffs base LP of PVP-centric activities, such as plexes</p>



<p>* PVP kills themselves will pay out LP</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&#8211; Rewards deposit vs immediate payment ratio depends on activity</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&#8211; Fleets split kill LP evenly</p>



<p>&nbsp;&nbsp;&nbsp;&nbsp;&#8211; Multiple fleets and / or players split based on damage share, then evenly within fleets<br></p>



<p>* PVE activities, elective or coincidental, only achieve max LP payout from rewards:tm:</p>



<p>* Rewards:tm: decay and socialize from inactivity or dropping faction<br></p>



<p>Proposal is heavily predicated on introduction of multi-timer events &amp; event arcs, voted on in another proposal<br></p>



<p>**Preventing Runaway Economics**</p>



<p>Knock yourselves out.</p>



<figure class="wp-block-embed"><div class="wp-block-embed__wrapper">
https://docs.google.com/document/d/1DFZ7eE9sBo53LdpdG_k5Y-f643EHLGW667SbTOI8t0I/edit?usp=sharing
</div></figure>



<p>Intended Purpose:&nbsp;&nbsp;</p>



<p>1. Tie the maximal income to wholesome activity over time</p>



<p>2. Enable sweet endgame content without blowing up the overall economy and attracting massive late-comer syndrome<br></p>



<p>Who does it affect outside of Faction Warfare:&nbsp; Farmers<br></p>



<p>How does it affect them:&nbsp; Optimal LP  lower and harder to achieve<br></p>



<p>Links:&nbsp; <a href="https://www.reddit.com/r/Eve/comments/cf94j6/facwar_deferred_rewards_lp_for_the_working_pvper/" target="_blank" rel="noopener">https://www.reddit.com/r/Eve/comments/cf94j6/facwar_deferred_rewards_lp_for_the_working_pvper/</a></p>



<h3 class="wp-block-heading"><strong>Disable Crime Watch In &amp; Around Plexes</strong></h3>



<p>Pilot Name: Mgaati en Daire<br></p>



<p>SubCommittee: Warzone Mechanics<br></p>



<p>Proposal: Disable crimewatch inside plexes.&nbsp;<br></p>



<p>Intended Purpose: Remove punishment for engaging in pvp in a designated pvp area. It is intended to solve the same problems as suspect timers for neutrals inside a plex, but without punishing neutrals. It would allow more pilots to dip their toes into lowsec and pvp without ruining their ability to live/travel in highsec.&nbsp;<br></p>



<p>Who does it affect outside of Faction Warfare: Anyone who enters a plex.&nbsp;<br></p>



<p>How does it affect them: Allows them to freely engage anyone and everyone without having to worry about sec status or suspect /criminal timers.</p>



<h3 class="wp-block-heading"><strong>Involve Citadel Mechanics in Warzone Control &amp; Tier</strong></h3>



<p>Pilot Name: NanDe YaNen<br></p>



<p>SubCommittee: Citadels<br></p>



<p>Proposal: Involve Citadel Mechanics in System Ownership &amp; Tier<br></p>



<p>Citadels, at anchor time, must declare either a faction allegiance or dynamic neutrality.<br></p>



<p>Faction allied structures benefit when their faction owns &amp; upgrades a system but suffer penalties when anchored in non-owning space.<br></p>



<p>Dynamic neutral structures are ACL-locked to not allow the system non-owning faction to dock.<br></p>



<p>The following benefits &amp; penalties relate to ownership &amp; tier:</p>



<p>* Fuel burn reduction for owning faction</p>



<p>* Fuel penalty to non-owning faction, up to 500% in tier 5 system, payable in starbase charters or fuel blocks</p>



<p>* Rig bonuses that allow owning faction to achieve nullsec bonuses in lowsec space</p>



<p>* Reduced vulnerability windows for owning faction</p>



<p>* Guaranteed docking access if you&#8217;re willing to pay</p>



<p></p>



<p>+&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;+&#8212;&#8212;&#8212;&#8212;+&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-+&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;+&#8212;&#8212;&#8212;&#8212;-+</p>



<p>| Declared Faction |&nbsp; &nbsp; Rigs    |         Fuel   &nbsp; &nbsp; &nbsp; | Bad People Docking | Vuln Window |</p>



<p>+&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;+&#8212;&#8212;&#8212;&#8212;+&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-+&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;+&#8212;&#8212;&#8212;&#8212;-+</p>



<p>| Good People&nbsp; &nbsp; &nbsp; | bonuses    | charters + bonuses &nbsp; | not allowed        | Shorter     |</p>



<p>| Bad People &nbsp; &nbsp; &nbsp; | no bonuses | charters + penalties | allowed&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; | Default     |</p>



<p>| Neutral&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; | no bonuses | no penalties &nbsp; &nbsp; &nbsp; &nbsp; | not allowed        | Default     |</p>



<p>+&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;+&#8212;&#8212;&#8212;&#8212;+&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-+&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;+&#8212;&#8212;&#8212;&#8212;-+<br></p>



<p>Intended Purpose:&nbsp;</p>



<p>* Make system ownership, to a large degree, convey docking access consistent with station docking.&nbsp; Staging citadels should have a place, but not be spammy</p>



<p>* Reward system owners for upgrades with better citadel bonuses, exclusive to facwar structures and tied to facwar mechanics<br></p>



<p>Who does it affect outside of Faction Warfare:</p>



<p>Non facwar structure operators<br></p>



<p>How does it affect them:</p>



<p>Loss of clients or avoidable increased cost of operation<br></p>



<h3 class="wp-block-heading"><strong>LP Accrual</strong></h3>



<p>Pilot Name: МАRСОS GOODMAN<br></p>



<p>SubCommittee: Warzone Mechanics<br></p>



<p>Proposal: Change of the method by which LP are accruing for FW plexes and missions.&nbsp;<br></p>



<p>Today, fractional wars have evolved from collective PVP events with a long-term interesting goal into boring LP farming without the need to create any serious PVP activity and unite into groups.</p>



<p>In my opinion, this has happened due to flaws in LP accruing system. Since the PVP activity of specific characters is not taken into account during the capture of plexes, hubs and systems, it does not matter who wins. It is always possible to create an alt on the enemy’s side and get the maximum LP in a short time. I even saw examples when newcomers are advised to do so during recruiting to a corporation. Moreover, FW alts on the winning side are created by pirates, highsec-crabs, null alliances, i.e. a lot of Eve pilots benefit from the results of hard labor of a small number of people who for several months did plexes, installed/destroyed the citadels, sieged hubs etc.<br><br></p>



<p>As a result, all the players in Eve believe that the FW is not a real WAR of the states, but a boring PVE, where high tier is &#8220;a pendulum that swings itself.&#8221; And of course, the Lv4 FW missions will seem very &#8220;easy&#8221; when most people have not put even a bit of effort to this. For a while, everything was held up by enthusiasts who were simply interested in FW-PVP, but then they began to leave, since this system does not imply rewards for work, but rather encourages a parasitic way of playing, when even the title &#8220;General &#8230;&#8221; is awarded for the 4lv missions farm, and not for real PVP efforts. The apotheosis of this for me was the long upholding of a high tier for Minmatar due to the absence of the Amar militia, and the subsequent voluntary surrender of warzones due to boredom in the hope of future good fights in home systems where agents are present (Huola-Kamela). Instead, the new Amar militia, without unnecessary PVP activity pragmatically captured all the quiet systems bavoinding the aforementioned Huol-Kamela and quietly farming the Amar LP on 5th tier. Which means that half of Eve is farming Amarr LP on the 5th tier with the alts. There are many good ideas for improving the FW here, but most of them can be compared to attempts to cure a cancer with the Band-Aid .<br><br></p>



<p>My suggestion is to introduction of a coefficient (or index), which will take into account both the value of the current tier (for example, with the weight of 50%) and the amount AND cost of kills of enemy militia by a particular character over the past six months. The second parameter must also be dynamic, so that PVP activity in FW does not occur once or twice a year, but is a constant activity. If this change is hard to implement technically, we will support any solution that at least indicates the movement of the CCP in this direction.<br><br></p>



<p>Intended Purpose: Pilots demonstrating maximum PVP activity in capturing systems will consciously and with interest move towards their long-term goal (capture of the entire warzone), spending time and resources. Whereas only they receive the maximum reward for their work. The motivation system itself will unobtrusively hint to pilots that the maximum reward is possible only if there are midscale battles for key systems, and players will have to unite in order to achieve victory for their faction. The system will also encourage newcomers, as the FW-alliances never forbade them to participate in the fight on the noob-frigates. Pre-agreed &#8220;pendulums&#8221; (swings or whatever they are there) will become disadvantageous, since both parties without PVP activity will receive only 50% of the reward. Each confrontation will be a real event in Eve, and not a dismal LP farm with alts on both sides, since this will be at least two times less profitable. This change IMHO will solve the main problem, but not the rest, such as the lack of new story lines about the opposition of factions. After all, there is a potential here no worse than that of Star Wars or Game of Thrones.(edited)<br><br></p>



<p>Who does it affect outside of Faction Warfare: all eve pilots parasitising on the farm of FW LP .&nbsp;<br></p>



<p>How does it affect them: Anyone who wants to receive a high LP reward will have to personally participate in battles for plexes, hubs and systems, or find an interesting occupation in other aspects of the game.<br></p>



<h3 class="wp-block-heading"><strong>Announce Plex Value Upon Entry</strong></h3>



<p>Pilot Name: Emily Briscou<br></p>



<p>SubCommittee: New-Players<br></p>



<p>Proposal: Announce the remaining time and LP payout of a plex on entry.<br></p>



<p>Intended Purpose: Help newbros understand what they&#8217;re doing and why they&#8217;re doing it. Help eliminate the guys d-plexing systems that are already stable.&nbsp;<br></p>



<p>A message in local (like the &#8220;Your job is done, go home&#8221; for missions) saying: &#8220;Warning X Militia Pilot! This plex is occupied by Y agents. Completion of this site will take Z minutes. High command will reward you with ??,??? Loyalty Points for its completion&#8221; would go a long way towards getting people up to speed. A potential downside is clutter in local chat for people zipping between plexes for fights, so maybe there could be an opt-out.<br></p>



<p>Who does it affect outside of Faction Warfare: Nobody. Since neutrals can&#8217;t receive LP, there&#8217;s no need to tell them about it.<br></p>



<p>How does it affect them: It shouldn&#8217;t.<br></p>



<h3 class="wp-block-heading"><strong>Multi-Timer Events</strong></h3>



<p>Pilot Name: NanDe YaNen<br></p>



<p>SubCommittee: warzone-mechanics<br></p>



<p>Proposal: Climactic Events &amp; Eve-Randomized Timers<br></p>



<p>Intended Purpose:&nbsp; Bigger, better rewards to drive more big fights&nbsp; but with equitable representation for timezones<br></p>



<p>Who does it affect outside of Faction Warfare: 3rd parties can expect more large FW fleets, off of structure fights that have been focal points during certain campaigns<br></p>



<p>How does it affect them: n/a<br></p>



<p>Links:<a href="https://www.reddit.com/r/Eve/comments/c10tx3/fw_climactic_fights_events/" target="_blank" rel="noopener"> https://www.reddit.com/r/Eve/comments/c10tx3/fw_climactic_fights_events/</a><br></p>



<h3 class="wp-block-heading"><strong>Checkpoint Plexes</strong></h3>



<p>Pilot Name: Wyrlith Ceos<br></p>



<p>SubCommittee:&nbsp; Warzone Mechanics<br></p>



<p>Proposal: Checkpoint Plexes&nbsp;<br></p>



<p>At intervals of 10% system control, (i.e. 10%, 20%, 30%), &#8220;Fleet&#8221; plexes will spawn instead of the normal plex. A fleet plex has the same size and time restraints as an ordinary plex, but instead of the standard punching bag rats, contains a single or series of rats requiring the dps of 2-3 properly combat fit ships. This rat also dishes out fairly beefy dps to avoid gank fit ships soloing the rat. This plex is triggered by both offensive plexing and defensive plexing. (i.e. You must clear these plexes deplexing down through a 10% checkpoint as well as up through it).&nbsp; This plex would have an LP bonus appropriate for 2-3 people (i.e. 200-300% of current normal plex LP reward)<br></p>



<p>Intended Purpose:&nbsp; To increase the need for cooperative action to deplex or oplex a single system large numbers of % over a time period. Because it is possible to fit a ship to run many sizes of plex, it is possible to linger in a single system running plexes as fast as they can respawn.&nbsp; This would force solo plexers to either move more within the warzone to plex, or to open communications with other solo plexers to complete the fleet plex. Since this plex can be completed easily by 2-3 people, it does not materially affect system sieges in any meaningful way. Because only a fraction of fleet plexes would be present in the warzone at a time, this would offer an objective to small gangs roaming for fights. This proposal is easily compatible with other proposals looking to motivate fights or prevent warpoff.<br></p>



<p>Who does it affect outside of Faction Warfare: Neutral gangs looking for fights.<br></p>



<p>How does it affect them: They would have a smaller set of systems and known targets to look for fw targets.<br></p>



<h3 class="wp-block-heading"><strong>Mechanism to Cause Failure of Enemy PVE</strong></h3>



<p>Pilot Name: Matthew Dust<br></p>



<p>SubCommittee: Missions<br></p>



<p>Proposal: Put &#8220;Standings Based&#8221; fleets inside the missions. For Example in a mission. both an Amarr Fleet and a Minmatar Fleet who shoot the player based on standings. Standings hits are received for shooting at the rats. If the runner&#8217;s side of the fleet is destroyed, the mission is failed.<br></p>



<p>Intended Purpose: To add counter play to mission runners, they can still earn heaps of Loyalty Points, but now when chased out of the mission they risk the hunters killing their side and a failed mission with no payout. Currently if they are chased out and the rats are destroyed. their mission is complete (except for a few which require you to loot.)<br></p>



<p>Who does it affect outside of Faction Warfare: Anyone who <a class="wpil_keyword_link " href="https://gamerstips.com/ffxiv-hunt-farming-guide-s-and-a-ranks/" title="hunts" data-wpil-keyword-link="linked">hunts</a> Mission Runners<br></p>



<p>How does it affect them: Standings hits<br></p>



<h3 class="wp-block-heading"><strong>XL Plexes</strong></h3>



<p>Pilot Name: Jordan Bailie<br></p>



<p>Sub Committee: Warzone Mechanics<br></p>



<p>Proposal: Rename Large plexes to Extra Large and introduce Large plexs that allow T1 BC and T2 cruisers to acess the plex. Remove T2 cruisers from current Medium Plexes.&nbsp;<br></p>



<p>Intended Purpose: Allow for more variety in Fleet compositions and maintain the conistency of ship restrictions from Novice to Extra Large.&nbsp;<br></p>



<p>Who does it affect outside of Faction Warfare? Little to no Impact<br></p>



<p>How does it affext them? Would prevent Recons sitting in Medium plexs while forcing larger fleets options for engaging either within a gated plex or an open field ( Large vs Extra Large)<br></p>



<h3 class="wp-block-heading"><strong>Intermediate PVP Objectives</strong></h3>



<p>Pilot Name: Torvald Uruz<br></p>



<p>Sub Comittee: Warzone Mechanics<br></p>



<p>Proposal: Weekly target systems and challenges. (Idea drawn from something Matthew Dust said in the Warzone Mechanics channel)&nbsp;<br></p>



<p>Intended Purpose: Create an area of concentrated activity, and rewarding whichever faction completes the objective. One week you’re on offense, the next defense. Secondary objectives could include alternative systems, capturing a certain number of complexes, or being involved in kills (destroy X number of enemy militia frigates). GOOD WAY TO TIE IN FW TO THE AGENCY WINDOW! To get new/old players interested in FW!!!<br></p>



<p>Who does it affect outside of Faction Warfare: No one, other than providing anyone outside FW with an area that has concentrated activity for content.&nbsp;<br></p>



<p>How does it affect them: Gives them an area to go to for more activity<br></p>



<h3 class="wp-block-heading"><strong>DPS Checks on Offense &amp; Defensive Control Objectives</strong></h3>



<p>Pilot Name: Oreb Wing<br></p>



<p>SubCommittee: warzone mechanics<br></p>



<p>Proposal: Force both sides to clear FW plex npc to activate ticks. &nbsp; Npc must not be present for timer to roll, requiring both sides to bring appropriate levels of dps for each size plex.<br></p>



<p>Intended Purpose: remove viability of unfitted ships from dplexing, a profitable and entirely afk possible action that can be done with the same unfitted frigate in all sized plexes presently.&nbsp; Also makes ventures slightly less of a problem, as they have poor dps.  Plex rats don&#8217;t give standing loss, so forcing dplexers to clear them will not affect standings.&nbsp;<br></p>



<p>Who does it affect outside of Faction Warfare: anyone looking for gf&#8217;s.<br></p>



<p>How does it affect them:&nbsp; They might actually get a fight.&nbsp;<br></p>
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		<title>EVE Burner Mission Guide</title>
		<link>https://gamerstips.com/eve-burner-mission-guide/</link>
					<comments>https://gamerstips.com/eve-burner-mission-guide/#respond</comments>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Wed, 04 Sep 2019 15:18:58 +0000</pubDate>
				<category><![CDATA[EVE]]></category>
		<guid isPermaLink="false">https://mmoroom.com/?p=90</guid>

					<description><![CDATA[Burner mission guide Major update 21.08.2019 check Introduction for details by Jori McKie and Chainsaw Plankton Content&#8230;]]></description>
										<content:encoded><![CDATA[
<p>Burner mission guide</p>



<p>Major update 21.08.2019 check Introduction for details</p>



<p>by Jori McKie and Chainsaw Plankton</p>



<p>Content</p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.pve9qq5h6brx" target="_blank" rel="noopener">Introduction</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.zh7ynm3mloby" target="_blank" rel="noopener">Pirate Burner</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.qo8z9leickt8" target="_blank" rel="noopener">Burner Dramiel &#8211; Angel Agent</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.yd7y0ujc9b9g" target="_blank" rel="noopener">Burner Succubus &#8211; Sansha Agent</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.iumfaw5lbw66" target="_blank" rel="noopener">Burner Worm &#8211; Gurista Agent</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.uydor4mhf0sc" target="_blank" rel="noopener">Burner Cruor &#8211; Blood Agent</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.ehmtmybaua6t" target="_blank" rel="noopener">Burner Daredevil &#8211; Serpentis Agent</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.6wp6xnkbahg2" target="_blank" rel="noopener">Team Burner</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.8gdue2tlu16" target="_blank" rel="noopener">All Team Burner</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.v30d0n7xa7ng" target="_blank" rel="noopener">Burner Hawk &#8211; Caldari Agent</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.9pl6oir6a6ic" target="_blank" rel="noopener">Burner Vengeance &#8211; Amarrian Agent</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.vhexv3l13sdz" target="_blank" rel="noopener">Burner Enyo &#8211; Gallente Agent</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.9oo42a8nr5sy" target="_blank" rel="noopener">Burner Jaguar &#8211; Matari Agent</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.ndk7eeofg2qd" target="_blank" rel="noopener">Base Burner</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.we01mx9mmrhv" target="_blank" rel="noopener">Burner Ashimmu &#8211; Blood Base</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.oypnml2jmsbt" target="_blank" rel="noopener">Burner Talos &#8211; Serpentis Base</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.bcim8cyby2qd" target="_blank" rel="noopener">Burner Escort Dramiel &#8211; Angel Base</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.ggnffko4mia0" target="_blank" rel="noopener">List of all Burner layouts sorted by Burner Ship</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.mgw915f7k39f" target="_blank" rel="noopener">Module Referenz</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.7lcwu6q5zz37" target="_blank" rel="noopener">Thank you</a></p>



<h1 class="wp-block-heading" id="h.pve9qq5h6brx">Introduction</h1>



<ul class="wp-block-list"><li>Read the Introduction first, if you are new, can’t stress this enough! Familiar with Burner Mission and just want to check for fits jump here&nbsp;<a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#h.ggnffko4mia0" target="_blank" rel="noopener">List of all Burner layouts sorted by Burner Ship</a></li></ul>



<p>Advice and fair warning</p>



<ul class="wp-block-list"><li>New to Burner Missions and never did them before? Then i strongly recommend to run them on the Testserver (Singularity) first until you are familiar with them.</li></ul>



<ul class="wp-block-list"><li>Don&#8217;t blame anyone when your ship pops it&#8217;s usually your fault.&nbsp;<a href="https://www.google.com/url?q=https://forums.eveonline.com/default.aspx?g%3Dposts%26m%3D5432223%23post5432223&amp;sa=D&amp;ust=1567613768470000" target="_blank" rel="noopener">Basic Rules</a>&nbsp;tl:dr don&#8217;t get cocky when dealing with Burner. Burner missions are not your usual LvL 4 missions they are far more challenging. You’ll need rather good skills, sometimes pimped layouts and over-heating.</li><li>Many of you won’t have all V skills then stick with the more expansive pimped layouts until you know what you do.</li></ul>



<p>Major update 21.08.2019</p>



<ul class="wp-block-list"><li>Introduction of the Nergal, the one to rule them all (almost). The Nergal is extremely versatile because of its natural resistance and ramp up DPS but the ramp up is also the downside because killing more than one target costs time. In principle the Nergal can do any Frigate class Burner Mission but i will only post layouts in which it is faster than the current option. Bonus it is a unified layout always the same rigs but different setups so you need only one Nergal.</li><li>Nergal usage</li></ul>



<p><a href="https://www.google.com/url?q=https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub%23h.uydor4mhf0sc&amp;sa=D&amp;ust=1567613768471000" target="_blank" rel="noopener">Burner Cruor &#8211; Blood Agent</a></p>



<p><a href="https://www.google.com/url?q=https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub%23h.ehmtmybaua6t&amp;sa=D&amp;ust=1567613768472000" target="_blank" rel="noopener">Burner Daredevil &#8211; Serpentis Agent</a></p>



<p><a href="https://www.google.com/url?q=https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub%23h.vhexv3l13sdz&amp;sa=D&amp;ust=1567613768472000" target="_blank" rel="noopener">Burner Enyo &#8211; Gallente Agent</a></p>



<p><a href="https://www.google.com/url?q=https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub%23h.9oo42a8nr5sy&amp;sa=D&amp;ust=1567613768473000" target="_blank" rel="noopener">Burner Jaguar &#8211; Matari Agent</a></p>



<ul class="wp-block-list"><li>Introduction of pimped layouts for a some ships. Pimped layouts offer fastest finishing but are very expansive. Use them at your own risk.</li></ul>



<p><a href="https://www.google.com/url?q=https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub%23h.iumfaw5lbw66&amp;sa=D&amp;ust=1567613768474000" target="_blank" rel="noopener">Burner Worm &#8211; Gurista Agent</a></p>



<p><a href="https://www.google.com/url?q=https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub%23h.oypnml2jmsbt&amp;sa=D&amp;ust=1567613768475000" target="_blank" rel="noopener">Burner Talos &#8211; Serpentis Base</a></p>



<p>Important Links</p>



<ul class="wp-block-list"><li><a href="https://www.google.com/url?q=https://forums.eveonline.com/default.aspx?g%3Dposts%26t%3D369477%26find%3Dunread&amp;sa=D&amp;ust=1567613768475000" target="_blank" rel="noopener">Eve Thread</a></li><li><a href="https://www.google.com/url?q=https://github.com/pyfa-org/Pyfa/releases&amp;sa=D&amp;ust=1567613768476000" target="_blank" rel="noopener">Pyfa download</a></li></ul>



<ul class="wp-block-list"><li>NPC stats:&nbsp;<a href="https://www.google.com/url?q=http://games.chruker.dk/eve_online/npc_ships.php?supergroup%3D25%26amp;amp;return_to%3D&amp;sa=D&amp;ust=1567613768476000" target="_blank" rel="noopener">All Burner</a></li><li><a href="https://www.google.com/url?q=https://wiki.eveuniversity.org/Turret_damage&amp;sa=D&amp;ust=1567613768477000" target="_blank" rel="noopener">Damage application</a></li><li>To get an idea&nbsp;<a href="https://www.google.com/url?q=https://www.youtube.com/playlist?list%3DPLzPaTWMzXCo22oa2tCmjlc9JHcyxNM_VA&amp;sa=D&amp;ust=1567613768477000" target="_blank" rel="noopener">Burner Video Playlist by Anize Oramara</a>&nbsp;and&nbsp;<a href="https://www.google.com/url?q=https://docs.google.com/document/d/1knVqZEH8qFY0eT44nMEFwcKd3t4PbgcZeuv58SVUxsI/pub&amp;sa=D&amp;ust=1567613768478000" target="_blank" rel="noopener">Anize Oramara guide</a></li><li>Old data but still useful&nbsp;<a href="https://www.google.com/url?q=https://forums.eveonline.com/default.aspx?g%3Dposts%26m%3D5736268%23post5736268&amp;sa=D&amp;ust=1567613768478000" target="_blank" rel="noopener">Rudimentary guide</a>&nbsp;how to blitz LvL 4 missions&nbsp;<a href="https://www.google.com/url?q=https://forums.eveonline.com/default.aspx?g%3Dposts%26m%3D5975239%23post5975239&amp;sa=D&amp;ust=1567613768479000" target="_blank" rel="noopener">More information</a></li><li>Cap stable layouts by&nbsp;<a href="https://www.google.com/url?q=https://forums.eveonline.com/default.aspx?g%3Dposts%26t%3D514871%26find%3Dunread&amp;sa=D&amp;ust=1567613768479000" target="_blank" rel="noopener">Zarek Kree</a>&nbsp;and&nbsp;<a href="https://www.google.com/url?q=https://forums.eveonline.com/default.aspx?g%3Dposts%26t%3D514902%26find%3Dunread&amp;sa=D&amp;ust=1567613768479000" target="_blank" rel="noopener">Zekir Shardani</a></li></ul>



<p>General Notes</p>



<ul class="wp-block-list"><li>All layouts were made with Pyfa &nbsp;and an all V character designed for fastest possible finishing the missions. No Implants are needed, no booster or drugs were used.</li><li>The calculated possible incoming damage of Burner is not always the actual damage. The damage of Burner depends on your range, speed, sig etc.&nbsp;That means in some cases you have to perma tank the damage in some not.</li><li>To optimize your kill speed or in case you can’t match the minimum tank use drugs to boost your tank and DPS</li><li>Don&#8217;t ask for Drone ship layouts, the AI likes Drones very much and on top of that is more or less erratic.</li></ul>



<p>Downgrading modules and modules comparison</p>



<ul class="wp-block-list"><li>Be aware that most pimped layouts increase your margin of error a lot and allow for some minor mistakes. Downgrading layouts work most of the time but you also reduce your margin of error. Downgrading is useful in&nbsp;lowsec&nbsp;and&nbsp;nullsec&nbsp;and might be necessary in the face of ganking.</li><li>In pimped layouts with expansive damage mods/rigs you can always switch for cheaper ones. Sometimes you need to fix your CPU then via Implantat or CPU mod/rig.</li><li>This is only for professionals who know exactly how to use EFT:</li></ul>



<p>In pimped layouts with expansive armor tank modules you can&nbsp;most times&nbsp;switch for cheaper ones but in addition you have to replace damage mods with extra tank mods.</p>



<p>In pimped layouts with expansive shield tank mods you can&nbsp;very rarely&nbsp;switch to cheap ones.</p>



<p>Make sure after you switched modules that your tank is sufficient and you still have enough DPS to break the Burner tank. Use EFT to compare the layouts.</p>



<p>Unified Daredevil</p>



<ul class="wp-block-list"><li>Unified Daredevil is a layout that shares always the same rigs but different modules and can be used vs 4 different Burner including 2 of the Team Burner. The advantage of the Unified Daredevil layout you don’t need resistance rigs with speed penalties, very important as you are under web and need to overheat your AB to get in range.</li></ul>



<h1 class="wp-block-heading" id="h.zh7ynm3mloby">Pirate Burner</h1>



<ul class="wp-block-list"><li>To optimize your kill speed or in case you can’t match the minimum tank use drugs to boost your tank and DPS</li><li>Overheat your guns always at optimal.</li></ul>



<h2 class="wp-block-heading" id="h.qo8z9leickt8">Burner Dramiel &#8211; Angel Agent</h2>



<p><a href="https://www.google.com/url?q=http://games.chruker.dk/eve_online/item.php?type_id%3D34141&amp;sa=D&amp;ust=1567613768484000" target="_blank" rel="noopener">Burner Dramiel attributes</a></p>



<ul class="wp-block-list"><li>EFT damage profile: EM 32% &nbsp;&#8211; Thermal 0% &#8211; Kinetic 12% &#8211; Explosive 56% &nbsp;</li><li>Incoming possible damage with the above Profile 171 DPS.</li><li>Signature 11m &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</li><li>Warning extrem small signature and high speed. Easy to kill with 2x 90% webs but with 3x 60% webs you will have problems especially in combination with Rockets.</li></ul>



<p>Burner Dramiel &#8211; Daredevil</p>



<table class="wp-block-table"><tbody><tr><td>[Daredevil, Burner Dramiel &#8211; Daredevil Unified]Corpii A-Type Small Armor RepairerCore B-Type Armor EM HardenerMagnetic Field Stabilizer IICore B-Type Armor Explosive HardenerStasis Webifier IISmall Electrochemical Capacitor Booster I, Navy Cap Booster 400Stasis Webifier IILight Neutron Blaster II, Void S[empty high slot]Light Neutron Blaster II, Void SSmall Auxiliary Nano Pump IISmall Auxiliary Nano Pump ISmall Nanobot Accelerator I</td></tr></tbody></table>



<p>Time to kill: ~45sec</p>



<ul class="wp-block-list"><li>OH both hardeners while in warp.You may have to OH your repair module.</li></ul>



<ul class="wp-block-list"><li>DPS: 361 Void+hot ~2:30min</li><li>Tank: vs Dramiel damage profile</li></ul>



<p>138 EHP/s</p>



<p>179 EHP/s ~3:20min Hardener OH</p>



<p>222 EHP/s ~1:12min Full OH</p>



<p>Burner Dramiel &#8211; Daredevil Cheap Alternative</p>



<table class="wp-block-table"><tbody><tr><td>[Daredevil, Burner Dramiel &#8211; Daredevil Cheap Alternative]Shadow Serpentis Armor Explosive HardenerShadow Serpentis Armor EM HardenerSmall Armor Repairer IIArmor Explosive Hardener IIStasis Webifier IISmall Electrochemical Capacitor Booster I, Navy Cap Booster 400Stasis Webifier IILight Neutron Blaster II, Void S[empty high slot]Light Neutron Blaster II, Void SSmall Auxiliary Nano Pump IISmall Auxiliary Nano Pump ISmall Nanobot Accelerator I</td></tr></tbody></table>



<p>Time to kill: &lt;1 min</p>



<ul class="wp-block-list"><li>OH both explosive hardeners while in warp.You may have to OH all hardeners and your repair module.</li></ul>



<ul class="wp-block-list"><li>DPS: 294 Void+hot ~2:30min</li><li>Tank: vs Dramiel damage profile</li></ul>



<p>122 EHP/s</p>



<p>146 EHP/s ~3:20min explosive Hardener OH</p>



<p>197 EHP/s ~50s Full OH</p>



<p>Burner Dramiel &#8211; Succubus Alternative</p>



<table class="wp-block-table"><tbody><tr><td>[Succubus, Burner Dramiel &#8211; Succubus Alternative]Heat Sink IIHeat Sink IIImperial Navy Heat SinkGistii C-Type 1MN AfterburnerPithi A-Type Small Shield BoosterGistum A-Type Explosive Deflection AmplifierKhanid Navy Stasis WebifierSmall Focused Pulse Laser II, Conflagration SSmall Energy Nosferatu IISmall Focused Pulse Laser II, Conflagration SSmall Anti-Explosive Screen Reinforcer IISmall Anti-EM Screen Reinforcer IISmall Capacitor Control Circuit II</td></tr></tbody></table>



<p>Time to kill: &lt; 1min</p>



<ul class="wp-block-list"><li>On landing align away from the Dramiel, web it and start your AB adjust your speed so that you are always in gun optimal below 7km range.</li><li>DPS: 339 Conflag+hot ~2.19 min</li><li>Tank: vs Dramiel damage profile</li></ul>



<p>115 EHP/s</p>



<p>145 EHP/s ~3:21min Full OH</p>



<h2 class="wp-block-heading" id="h.yd7y0ujc9b9g">Burner Succubus &#8211; Sansha Agent</h2>



<p><a href="https://www.google.com/url?q=http://games.chruker.dk/eve_online/item.php?type_id%3D34145&amp;sa=D&amp;ust=1567613768498000" target="_blank" rel="noopener">Burner Succubus attributes</a></p>



<ul class="wp-block-list"><li>EFT damage profile: EM 82% &nbsp;&#8211; Thermal 18% &#8211; Kinetic 0% &#8211; Explosive 0% &nbsp;</li><li>Incoming possible damage with the above Profile 165 DPS.</li><li>Signature 30m &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</li><li>Easy to kill</li></ul>



<p>Burner Succubus &#8211; Daredevil</p>



<table class="wp-block-table"><tbody><tr><td>[Daredevil, Burner Succubus &#8211; Daredevil Unified]Corpii A-Type Small Armor RepairerMagnetic Field Stabilizer IIMagnetic Field Stabilizer IICore B-Type Armor EM HardenerCoreli A-Type 1MN AfterburnerSmall Electrochemical Capacitor Booster I, Navy Cap Booster 400Federation Navy Stasis WebifierLight Neutron Blaster II, Null S[empty high slot]Light Neutron Blaster II, Null SSmall Auxiliary Nano Pump IISmall Auxiliary Nano Pump ISmall Nanobot Accelerator I</td></tr></tbody></table>



<p>Time to kill: ~1:17min</p>



<ul class="wp-block-list"><li>You need a web that has 16 km range with OH.</li><li>OH your hardener while in warp. On landing OH your web and OH your AB, close the distance.</li><li>DPS: 432 Void+hot ~2:30min</li><li>Tank: vs Succubus damage profile</li></ul>



<p>168 EHP/s</p>



<p>203 EHP/s ~5:20min Hardener OH</p>



<p>252 EHP/s ~1:36min Full OH</p>



<p>Burner Succubus &#8211; Daredevil Cheap Alternative</p>



<table class="wp-block-table"><tbody><tr><td>[Daredevil, Burner Succubus &#8211; Daredevil Cheap Alternative]Shadow Serpentis Armor EM HardenerArmor EM Hardener IIMagnetic Field Stabilizer IISmall Armor Repairer II1MN Afterburner IISmall Electrochemical Capacitor Booster I, Navy Cap Booster 400Federation Navy Stasis WebifierLight Neutron Blaster II, Void S[empty high slot]Light Neutron Blaster II, Void SSmall Auxiliary Nano Pump IISmall Auxiliary Nano Pump ISmall Nanobot Accelerator I</td></tr></tbody></table>



<p>Time to kill: &lt; 2min</p>



<ul class="wp-block-list"><li>You need a web that has 16 km range with OH.</li><li>OH both hardeners while in warp. On landing OH your web and OH your AB, while closing in you have to OH your repair module.</li><li>DPS: 361 Void+hot ~2:30min</li><li>Tank: vs Succubus damage profile</li></ul>



<p>152 EHP/s</p>



<p>183 EHP/s ~3:20min Hardener OH</p>



<p>227 EHP/s ~1:00min Full OH</p>



<p>Burner Succubus &#8211; Wolf Cap Stable Cheap Alternative</p>



<table class="wp-block-table"><tbody><tr><td>[Wolf, huehue cap build sansha]Gyrostabilizer IIGyrostabilizer IITracking Enhancer IITracking Enhancer IICoreli A-Type Small Armor RepairerSmall Compact Pb-Acid Cap BatteryTracking Computer II, Optimal Range Script200mm AutoCannon II, Republic Fleet EMP S200mm AutoCannon II, Republic Fleet EMP S[empty high slot]200mm AutoCannon II, Republic Fleet EMP S200mm AutoCannon II, Republic Fleet EMP SSmall Capacitor Control Circuit ISmall Projectile Collision Accelerator II</td></tr></tbody></table>



<p>Time to kill: &lt; 2min Credit on fit to Lynsey</p>



<ul class="wp-block-list"><li>Turn on your rep,&nbsp;warp in, and start shooting</li><li>This fit uses the same rigs and rep as the cap stable wolf fit used vs the Blood Cruor</li><li>DPS: 284 Republic Fleet EMP up to 327 hot</li><li>Tank: vs Succubus damage profile</li></ul>



<p>189 EHP/s</p>



<p>245 EHP/s ~2:00min OH</p>



<h2 class="wp-block-heading" id="h.iumfaw5lbw66">Burner Worm &#8211; Gurista Agent</h2>



<p><a href="https://www.google.com/url?q=http://games.chruker.dk/eve_online/item.php?type_id%3D34142&amp;sa=D&amp;ust=1567613768515000" target="_blank" rel="noopener">Burner Worm attributes</a></p>



<ul class="wp-block-list"><li>EFT damage profile: EM 0% &nbsp;&#8211; Thermal 0% &#8211; Kinetic 100% &#8211; Explosive 0% &nbsp;</li><li>Incoming possible damage with the above Profile 228 DPS.</li><li>Signature 70m &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</li><li>Very dangerous because of it’s high alpha (shoot every 10s) and while you approach you may get 2x volleys at once.</li></ul>



<p>Burner Worm &#8211; Daredevil pimped</p>



<table class="wp-block-table"><tbody><tr><td>[Daredevil, Burner Worm pimped]Corpii A-Type Small Armor RepairerFederation Navy Magnetic Field StabilizerFederation Navy Magnetic Field StabilizerCorpus X-Type Armor Kinetic HardenerCoreli A-Type 5MN MicrowarpdriveSmall Capacitor Booster IIFederation Navy Stasis WebifierLight Neutron Blaster II[Empty High slot]Light Neutron Blaster IISmall Auxiliary Thrusters IISmall Auxiliary Thrusters ISmall Ancillary Current Router I</td></tr></tbody></table>



<p>Time to kill: ~1:30min.</p>



<ul class="wp-block-list"><li>Use this layout only if you know what you are doing otherwise you are dead.</li></ul>



<p>Burner Worm &#8211; Daredevil</p>



<table class="wp-block-table"><tbody><tr><td>[Daredevil, Burner Worm &#8211; Daredevil]Corpii A-Type Small Armor RepairerShadow Serpentis Armor Kinetic HardenerMagnetic Field Stabilizer IICore B-Type Armor Kinetic HardenerCoreli A-Type 1MN MicrowarpdriveSmall Electrochemical Capacitor Booster I, Navy Cap Booster 400Faint Epsilon Scoped Warp Scrambler ILight Neutron Blaster II, Void S[empty high slot]Light Neutron Blaster II, Void SSmall Auxiliary Thrusters IISmall Auxiliary Thrusters ISmall Ancillary Current Router I</td></tr></tbody></table>



<p>Time to kill: ~1:58min</p>



<ul class="wp-block-list"><li>You may use a scram (reduces Burner Worm’s speed to ~???) with more range or use a 60% web to reduce Burner Worm’s speed to ~360m/s.</li><li>OH both hardeners while in warp. On landing align for 2s and then start your MWD, OH your MWD in the 2nd cycle. Be very careful while closing in you have to OH your repair module. Shut down your MWD after the 2nd cycle and scram or web the Burner Worm. After your are in optimal adjust your speed +10% to the Burner Worm and keep at range in optimal.</li><li>DPS: 361 Void+hot ~2:30min</li><li>Tank: vs Worm damage profile</li></ul>



<p>218 EHP/s</p>



<p>378 EHP/s ~3:20min Hardener OH</p>



<p>490 EHP/s ~1:00min Full OH</p>



<ul class="wp-block-list"><li>Speed: 4641m/s, hot 6683m/s</li></ul>



<p>Burner Worm &#8211; Daredevil Cheap Alternative</p>



<table class="wp-block-table"><tbody><tr><td>[Daredevil, Burner Worm &#8211; Daredevil Cheap Alternative]Shadow Serpentis Armor Kinetic HardenerSmall Armor Repairer IISmall Ancillary Armor Repairer, Nanite Repair PasteArmor Kinetic Hardener II5MN Y-T8 Compact MicrowarpdriveSmall Electrochemical Capacitor Booster I, Navy Cap Booster 400Faint Epsilon Scoped Warp ScramblerLight Ion Blaster II, Void S[empty high slot]Light Neutron Blaster II, Void SSmall Auxiliary Thrusters IISmall Auxiliary Thrusters ISmall Ancillary Current Router I</td></tr></tbody></table>



<p>Time to kill: &lt; 3min</p>



<ul class="wp-block-list"><li>Warning use this layout at your own risk. You need very good cap and heat management skills. If you don’t like the mixed guns use 2x Light Ion Blaster II.</li><li>You may use a scram (reduces Burner Worm’s speed to ~???) with more range or use a 60% web to reduce Burner Worm’s speed to ~360m/s.</li><li>OH both hardeners while in warp. On landing align for 2s and then start your MWD, OH your MWD in the 2nd cycle. Be very careful while closing in you have to OH your Small Ancillary Armor Repairer and run your repair module. Shut down your MWD after the 2nd cycle and scram or web the Burner Worm. After your are in optimal adjust your speed +10% to the Burner Worm and keep at range in optimal.</li><li>DPS: 285 Void+hot ~2:30min</li><li>Tank: vs Worm damage profile</li></ul>



<p>428 EHP/s OH Small Ancillary Armor Repairer</p>



<p>693 EHP/s ~1:49min Hardener OH + OH Small Ancillary Armor Repairer</p>



<p>217 EHP/s ~2:40min Hardener OH &#8211; shutted down Small Ancillary Armor Repairer</p>



<ul class="wp-block-list"><li>Speed: 4538m/s, hot 6529m/s</li></ul>



<h2 class="wp-block-heading" id="h.uydor4mhf0sc">Burner Cruor &#8211; Blood Agent</h2>



<p><a href="https://www.google.com/url?q=http://games.chruker.dk/eve_online/item.php?type_id%3D34144&amp;sa=D&amp;ust=1567613768534000" target="_blank" rel="noopener">Burner Cruor attributes</a></p>



<ul class="wp-block-list"><li>EFT damage profile: EM 50% &nbsp;&#8211; Thermal 50% &#8211; Kinetic 0% &#8211; Explosive 0% &nbsp;</li><li>Incoming possible damage with the above Profile 180 DPS.</li><li>Signature 18m &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</li><li>Easy to kill although the Cruor is heavy neuting</li></ul>



<p>Burner Cruor &#8211; Nergal pimped</p>



<table class="wp-block-table"><tbody><tr><td>[Nergal, Burner Cruor]Centii A-Type Small Armor RepairerEntropic Radiation Sink IIEntropic Radiation Sink IICorpus X-Type Armor EM HardenerStasis Webifier IIThukker Small Cap BatterySmall Capacitor Booster IILight Entropic Disintegrator II, Occult S[Empty High slot]Small Nanobot Accelerator IISmall Auxiliary Nano Pump IIHornet II x5</td></tr></tbody></table>



<p>Time to kill: ~1:52min</p>



<ul class="wp-block-list"><li>Set range to 6000m because better safe than sorry. Drones are very rarely targeted.</li><li>Overheating the&nbsp;Light Entropic Disintegrator II&nbsp;does not change the rate of fire so no faster DPS ramp up</li></ul>



<p>Burner Cruor &#8211; Wolf</p>



<table class="wp-block-table"><tbody><tr><td>[Wolf, Burner Cruor &#8211; Wolf]Gyrostabilizer IIRepublic Fleet GyrostabilizerRepublic Fleet GyrostabilizerCorpii A-Type Thermal PlatingCorpii A-Type Small Armor RepairerStasis Webifier IISmall Electrochemical Capacitor Booster I, Navy Cap Booster 400200mm AutoCannon II, Hail S200mm AutoCannon II, Hail SRocket Launcher II, Caldari Navy Nova Rocket200mm AutoCannon II, Hail S200mm AutoCannon II, Hail SSmall Anti-Thermal Pump IISmall Projectile Collision Accelerator II</td></tr></tbody></table>



<p>Time to kill: ~3:15min</p>



<ul class="wp-block-list"><li>Get rid of the&nbsp;Rocket Launcher II&nbsp;and switch to T2 damage mods and you have a cheap version.</li><li>The time to kill difference between using Fusion or Hail is negligible. Fusion has little more falloff and better tracking. Hail the better DPS</li><li>Slow boat straight away and a webbed Cruor should stay at ~3.7km, best DPS is always in 1/3 of falloff adjust you Ammo/layout to that. OH your repair module while you have cap. You may have to OH your cap booster.</li><li>DPS: 371 Fusion+hot ~1:05min, 414 Hail+hot ~1:05min</li><li>Tank: vs Cruor damage profile while you have cap</li></ul>



<p>265 EHP/s</p>



<p>343 EHP/s ~2:20min Full OH</p>



<p>Burner Cruor &#8211; Wolf cap stable Alternative</p>



<table class="wp-block-table"><tbody><tr><td>[Wolf, Burner Cruor &#8211; Wolf cap stable Alternative]Gyrostabilizer IIGyrostabilizer IICoreli A-Type Thermal PlatingMicro Auxiliary Power Core IICoreli A-Type Small Armor Repairer&#8217;Censer&#8217; Medium Cap BatteryStasis Webifier II200mm AutoCannon II, Hail S200mm AutoCannon II, Hail SRocket Launcher II, Caldari Navy Nova Rocket200mm AutoCannon II, Hail S200mm AutoCannon II, Hail SSmall Capacitor Control Circuit ISmall Projectile Collision Accelerator II</td></tr></tbody></table>



<p>Time to kill: &lt; 4min.</p>



<ul class="wp-block-list"><li>The time to kill difference between using Fusion or Hail is negligible. Fusion has little more falloff and better tracking. Hail the better DPS</li><li>Slow boat straight away and a webbed Cruor should stay at ~3.7km, best DPS is always in 1/3 of falloff adjust you Ammo/layout to that</li><li>DPS: 345 Fusion+hot ~1:05min, &nbsp;383 Hail+hot ~1:05min</li><li>Tank: vs Cruor damage profile while you have cap</li></ul>



<p>189 EHP/s</p>



<p>245 EHP/s ~2:20min Full OH</p>



<h2 class="wp-block-heading" id="h.ehmtmybaua6t">Burner Daredevil &#8211; Serpentis Agent</h2>



<p><a href="https://www.google.com/url?q=http://games.chruker.dk/eve_online/item.php?type_id%3D34143&amp;sa=D&amp;ust=1567613768550000" target="_blank" rel="noopener">Burner Daredevil attributes</a></p>



<ul class="wp-block-list"><li>EFT damage profile: EM 0% &nbsp;&#8211; Thermal 42% &#8211; Kinetic 58% &#8211; Explosive 0% &nbsp;</li><li>Incoming possible damage with the above Profile 264 DPS with 12km optimal + 15km falloff.</li><li>Signature 18m &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</li><li>Easy to kill</li></ul>



<p>Burner Daredevil &#8211; Nergal pimped</p>



<table class="wp-block-table"><tbody><tr><td>[Nergal, Burner Daredevil]Centii A-Type Small Armor RepairerEntropic Radiation Sink IIEntropic Radiation Sink IICorpus X-Type Armor Kinetic HardenerFederation Navy Stasis WebifierFederation Navy Stasis WebifierSmall Capacitor Booster IILight Entropic Disintegrator II, Baryon Exotic Plasma S[Empty High slot]Small Nanobot Accelerator IISmall Auxiliary Nano Pump IIWarrior II x5</td></tr></tbody></table>



<p>Time to kill: ~0:54min</p>



<ul class="wp-block-list"><li>Set orbit to 11km, straight forward kill it. Drones are very rarely targeted.</li><li>Overheating the&nbsp;Light Entropic Disintegrator II&nbsp;does not change the rate of fire so no faster DPS ramp up</li></ul>



<p>Burner Daredevil &#8211; Hawk</p>



<table class="wp-block-table"><tbody><tr><td>[Hawk, Burner Daredevil &#8211; Hawk]Caldari Navy Ballistic Control SystemBallistic Control System IIPithum C-Type Medium Shield BoosterSmall Electrochemical Capacitor Booster I, Navy Cap Booster 400Caldari Navy Stasis Webifier1MN Y-S8 Compact AfterburnerCaldari Navy Stasis WebifierRocket Launcher II, Caldari Navy Scourge RocketRocket Launcher II, Caldari Navy Scourge Rocket280mm Howitzer Artillery II, Republic Fleet FusionRocket Launcher II, Caldari Navy Scourge RocketRocket Launcher II, Caldari Navy Scourge RocketSmall Warhead Calefaction Catalyst IISmall Warhead Rigor Catalyst I</td></tr></tbody></table>



<p>Time to kill: ~1:06min</p>



<ul class="wp-block-list"><li>After extensive testing a third&nbsp;Caldari Navy Stasis Webifier&nbsp;is completely useless with all relevant skills at lvl 4 you won’t get more DPS but if your skills are subpar you will still need a third web.</li><li>You have to OH your shield booster from time to time and make sure you have at least 11.5km range with your rockets</li></ul>



<ul class="wp-block-list"><li>You may switch the webs for cheaper 55% or expansive 60% webs but make sure you have enough range 12km without overheat. There is a good reason to use 15km webs as you can orbit at 13-14km and reduce damage.</li><li>Small Warhead Calefaction Catalyst II vs Small Bay Loading Accelerator II, 4 DPS difference is negligible but with a WCC you need less Rockets. You may want to use a mobile depot and switch 1x web for an AB or 2x webs for a MWD to get the loot faster.</li><li><a href="https://www.google.com/url?q=https://forums.eveonline.com/default.aspx?g%3Dposts%26m%3D5400589%23post5400589&amp;sa=D&amp;ust=1567613768560000" target="_blank" rel="noopener">Alternative hawk layout with T2 rockets read this old post and adapt the layout</a></li><li>DPS: 289 Caldari Navy Scourge Rocket+hot ~54s with 12.75 explo radius and 15.2km range + 13 DPS &nbsp;250mm Light &#8216;Scout&#8217; Artillery I</li></ul>



<p>Real DPS on the Burner Daredevil ~115 DPS</p>



<ul class="wp-block-list"><li>Tank: vs Daredevil damage profile</li></ul>



<p>314 EHP/s</p>



<p>399 EHP/s ~4:30min Full OH</p>



<p>Burner Daredevil &#8211; Hawk cap stable Alternative</p>



<table class="wp-block-table"><tbody><tr><td>[Hawk, Burner Daredevil &#8211; Hawk cap stable Alternative]Caldari Navy Ballistic Control SystemBallistic Control System IIPithi A-Type Small Shield BoosterGistum C-Type Kinetic Deflection AmplifierCaldari Navy Stasis WebifierCaldari Navy Stasis WebifierCaldari Navy Stasis WebifierRocket Launcher II, Caldari Navy Scourge RocketRocket Launcher II, Caldari Navy Scourge Rocket250mm Light &#8216;Scout&#8217; Artillery I, Republic Fleet Titanium Sabot SRocket Launcher II, Caldari Navy Scourge RocketRocket Launcher II, Caldari Navy Scourge RocketSmall Capacitor Control Circuit IISmall Capacitor Control Circuit II</td></tr></tbody></table>



<p>Time to kill: &lt; 1:30min</p>



<ul class="wp-block-list"><li>Make sure you have at least 11.5km range with your rockets</li></ul>



<ul class="wp-block-list"><li>You may switch the webs for cheaper 55% or expansive 60% webs but make sure you have enough range 12km without overheat. There is a good reason to use 15km webs as you can orbit at 13-14km and reduce damage.</li><li>You may want to use a mobile depot and switch 1x web for an AB or 2x webs for a MWD to get the loot faster.</li><li>DPS: 262 Caldari Navy Scourge Rocket+hot ~54s with 15 explo radius and 15.2km range + 13 DPS &nbsp;250mm Light &#8216;Scout&#8217; Artillery I</li></ul>



<p>Real DPS on the Burner Daredevil ~110 DPS</p>



<ul class="wp-block-list"><li>Tank: vs Daredevil damage profile</li></ul>



<p>343 EHP/s</p>



<p>434 EHP/s ~4:06min Full OH</p>



<h1 class="wp-block-heading" id="h.6wp6xnkbahg2">Team Burner</h1>



<ul class="wp-block-list"><li>To optimize your kill speed or in case you can’t match the minimum tank use drugs to boost your tank and DPS</li><li>Overheat your guns always at optimal.</li></ul>



<ul class="wp-block-list"><li>All Burner warp in at 40km, all Burner Logis and Burner Assault Ships have standard ingame resistance profiles. Always and i mean always kill at least 1x Logi Burner first.</li><li>Using a brawling setup AB+web is mandatory, make sure your webbed+heated AB speed is at least +200 m/s faster than a webbed Burner Logi. In case you can&#8217;t match the Burner speed with your AB use a T2 speed rig or an A-Type AB or speed imps like Zor&#8217;s Hype</li><li>Using Kiting setup special advise.</li></ul>



<p>Be advised one mistake in range control aka getting webbed (web range is ~13km) by Team Burner Assault Ships = instant death, no escape.</p>



<h2 class="wp-block-heading" id="h.8gdue2tlu16">All Team Burner</h2>



<ul class="wp-block-list"><li>This are two layouts for the Unified Garmur. The Garmur is a pure kiting setup and has to be treated as such. Be advised one mistake in range control aka getting webbed (web range is ~13km) by Team Burner Assault Ships = instant death, no escape..</li></ul>



<p>All Team Burner &#8211; Garmur</p>



<table class="wp-block-table"><tbody><tr><td>[Garmur, All Team Burner &#8211; Garmur]Caldari Navy Ballistic Control SystemCaldari Navy Ballistic Control SystemCaldari Navy Ballistic Control SystemMissile Guidance Computer II, Missile Range ScriptMissile Guidance Computer II, Missile Range Script5MN Y-T8 Compact MicrowarpdrivePhased Scoped Target PainterPolarized Rocket Launcher, Caldari Navy Nova RocketPolarized Rocket Launcher, Caldari Navy Nova RocketPolarized Rocket Launcher, Caldari Navy Nova RocketSmall Hydraulic Bay Thrusters IISmall Rocket Fuel Cache Partition IISmall Warhead Flare Catalyst I</td></tr></tbody></table>



<p>Time to kill: Depends from 1:30min to 2:45min</p>



<ul class="wp-block-list"><li>Works vs every Team Burner</li><li>Make sure your orbit is at least 20km and vs Burner Jaguar 30km because of the very rare wrecking shots. Use Javelins and switch a MGC for a Sebo for the Jaguar.</li><li>Missile range with standard faction is 29.7km in case you need more use T2 Javelins against Logis or against the Jaguar</li><li>Missile usage:</li></ul>



<p>Mjolnir vs Hawk, Bantam, Burst</p>



<p>Nova vs Enyo, Navitas, Inquisitor</p>



<p>Inferno vs Vengeance</p>



<p>Scourge vs Jaguar</p>



<ul class="wp-block-list"><li>DPS: 321+hot ~1:11min</li><li>Tank: not available</li></ul>



<p>All Team Burner &#8211; Garmur Cheap</p>



<table class="wp-block-table"><tbody><tr><td>[Garmur, All Team Burner &#8211; Garmur Cheap]Ballistic Control System IIBallistic Control System IICo-Processor IIMissile Guidance Computer II, Missile Range ScriptPhased Scoped Target Painter5MN Y-T8 Compact MicrowarpdriveMissile Guidance Computer II, Missile Range ScriptPolarized Rocket Launcher, Caldari Navy Nova RocketPolarized Rocket Launcher, Caldari Navy Nova RocketPolarized Rocket Launcher, Caldari Navy Nova RocketSmall Rocket Fuel Cache Partition IISmall Hydraulic Bay Thrusters IISmall Warhead Flare Catalyst I</td></tr></tbody></table>



<p>Time to kill: not available</p>



<ul class="wp-block-list"><li>Works vs every Team Burner</li><li>Make sure your orbit is at least 20km and vs Burner Jaguar 30km because of the very rare wrecking shots. Use Javelins and switch a MGC for a Sebo for the Jaguar.</li><li>Missile range with standard faction is 29.7km in case you need more use T2 Javelins against Logis or against the Jaguar</li><li>Missile usage:</li></ul>



<p>Mjolnir vs Hawk, Bantam, Burst</p>



<p>Nova vs Enyo, Navitas, Inquisitor</p>



<p>Inferno vs Vengeance</p>



<p>Scourge vs Jaguar</p>



<ul class="wp-block-list"><li>DPS: 270+hot ~1:11min</li><li>Tank: not available</li></ul>



<p>All Team Burner &#8211; Compact Garmur</p>



<table class="wp-block-table"><tbody><tr><td>[Garmur, All Team Burner &#8211; Compact Edition]Crosslink Compact Ballistic Control SystemCrosslink Compact Ballistic Control SystemCrosslink Compact Ballistic Control System5MN Cold-Gas Enduring MicrowarpdrivePeripheral Compact Target PainterAstro-Inertial Compact Missile Guidance Computer, Missile Range ScriptAstro-Inertial Compact Missile Guidance Computer, Missile Range ScriptPolarized Rocket Launcher, Caldari Navy Mjolnir RocketPolarized Rocket Launcher, Caldari Navy Mjolnir RocketPolarized Rocket Launcher, Caldari Navy Mjolnir RocketSmall Rocket Fuel Cache Partition IISmall Hydraulic Bay Thrusters IISmall Warhead Flare Catalyst I</td></tr></tbody></table>



<p>Time to kill: not available</p>



<ul class="wp-block-list"><li>Works vs every Team Burner</li><li>Make sure your orbit is at least 20km and vs Burner Jaguar 30km because of the very rare wrecking shots. Use Javelins and switch a MGC for a Sebo for the Jaguar.</li><li>Missile range with standard faction is 28.1km in case you need more use T2 Javelins against Logis or against the Jaguar</li><li>Antipharmakon Toxot Is also useful for a bit more range</li><li>Missile usage:</li></ul>



<p>Mjolnir vs Hawk, Bantam, Burst</p>



<p>Nova vs Enyo, Navitas, Inquisitor</p>



<p>Inferno vs Vengeance</p>



<p>Scourge vs Jaguar</p>



<ul class="wp-block-list"><li>DPS: 282+hot ~1:11min</li><li>Tank: not available</li></ul>



<h2 class="wp-block-heading" id="h.v30d0n7xa7ng">Burner Hawk &#8211; Caldari Agent</h2>



<p><a href="https://www.google.com/url?q=http://games.chruker.dk/eve_online/item.php?type_id%3D34183&amp;sa=D&amp;ust=1567613768583000" target="_blank" rel="noopener">Burner Hawk attributes</a></p>



<ul class="wp-block-list"><li>EFT damage profile: EM 0% &nbsp;&#8211; Thermal 0% &#8211; Kinetic 100% &#8211; Explosive 0% &nbsp;</li><li>Incoming possible damage with the above Profile 247 DPS.</li><li>Signature 48m</li><li>Logi speed: 1016m/s with 60% web = 406m/s; with 90% = 102m/s</li><li>Logi weak resistance = EM/Thermal</li><li>Burner Hawk weak resistance = EM</li></ul>



<p>Burner Hawk &#8211; Daredevil</p>



<table class="wp-block-table"><tbody><tr><td>[Daredevil, Burner Hawk &#8211; Daredevil Unified]Core B-Type Armor Kinetic HardenerMagnetic Field Stabilizer IICorpii A-Type Small Armor RepairerShadow Serpentis Armor Kinetic HardenerCoreli A-Type 1MN AfterburnerSmall Electrochemical Capacitor Booster I, Navy Cap Booster 400Federation Navy Stasis WebifierLight Neutron Blaster II, Void S[empty high slot]Light Neutron Blaster II, Void SSmall Auxiliary Nano Pump IISmall Auxiliary Nano Pump ISmall Nanobot Accelerator I</td></tr></tbody></table>



<p>Time to kill: ~3:22min</p>



<ul class="wp-block-list"><li>On landing no OH needed, log the closest Logi and burn to it with OH AB when in range OH web. Same with the 2nd Logi or kill the Hawk.</li><li>DPS: 361 Void+hot ~2:30min</li><li>Tank: vs Hawk damage profile</li></ul>



<p>348 EHP/s</p>



<p>493 EHP/s ~5:20min 1x Hardener OH</p>



<ul class="wp-block-list"><li>Speed: 1573m/s, hot 2118m/s; under web 629m/s, hot 847m/s</li></ul>



<h2 class="wp-block-heading" id="h.9pl6oir6a6ic">Burner Vengeance &#8211; Amarrian Agent</h2>



<p><a href="https://www.google.com/url?q=http://games.chruker.dk/eve_online/item.php?type_id%3D34185&amp;sa=D&amp;ust=1567613768590000" target="_blank" rel="noopener">Burner Vengeance attributes</a></p>



<ul class="wp-block-list"><li>EFT damage profile: EM 100% &nbsp;&#8211; Thermal 0% &#8211; Kinetic 0% &#8211; Explosive 0% &nbsp;</li><li>Incoming possible damage with the above Profile &nbsp;232 DPS.</li><li>Signature 37m</li><li>Logi speed: 920m/s with 60% web = 368m/s; with 90% = 92m/s</li><li>Logi weak resistance = Explosive/Kinetic</li><li>Burner Hawk weak resistance = Thermal/EM</li></ul>



<p>Burner Vengeance &#8211; Daredevil</p>



<table class="wp-block-table"><tbody><tr><td>[Daredevil, Burner Vengeance &#8211; Daredevil Unified]Core B-Type Armor EM HardenerMagnetic Field Stabilizer IIMagnetic Field Stabilizer IICorpii A-Type Small Armor RepairerCoreli A-Type 1MN AfterburnerSmall Electrochemical Capacitor Booster I, Navy Cap Booster 400Federation Navy Stasis WebifierLight Neutron Blaster II, Void S[empty high slot]Light Neutron Blaster II, Void SSmall Auxiliary Nano Pump IISmall Auxiliary Nano Pump ISmall Nanobot Accelerator I</td></tr></tbody></table>



<p>Time to kill: ~2:20min</p>



<ul class="wp-block-list"><li>On landing OH 1x Hardener, log the closest Logi and burn to it with OH AB when in range OH web. Kill the Vengeance next no need to kill the 2nd Logi.</li><li>DPS: 432 Void+hot ~2:30min</li><li>Tank: vs Vengeance damage profile</li></ul>



<p>236 EHP/s</p>



<p>335 EHP/s ~5:20min 1x Hardener OH</p>



<ul class="wp-block-list"><li>Speed: 1573m/s, hot 2118m/s; under web 629m/s, hot 847m/s</li></ul>



<h2 class="wp-block-heading" id="h.vhexv3l13sdz">Burner Enyo &#8211; Gallente Agent</h2>



<p><a href="https://www.google.com/url?q=http://games.chruker.dk/eve_online/item.php?type_id%3D34187&amp;sa=D&amp;ust=1567613768596000" target="_blank" rel="noopener">Burner Enyo attributes</a></p>



<ul class="wp-block-list"><li>EFT damage profile: EM 0% &nbsp;&#8211; Thermal 50% &#8211; Kinetic 50% &#8211; Explosive 0% &nbsp;</li><li>Incoming possible damage with the above Profile 294 DPS.</li><li>Signature 37m</li><li>Logi speed: 870m/s with 60% web = 348m/s; with 90% = 87m/s</li><li>Logi weak resistance = Explosive/Kinetic</li><li>Burner Hawk weak resistance = Explosive</li></ul>



<p>Burner Enyo &#8211; Nergal pimped</p>



<table class="wp-block-table"><tbody><tr><td>[Nergal, Burner Enyo]Centii A-Type Small Armor RepairerEntropic Radiation Sink IIEntropic Radiation Sink IICorpus X-Type Armor Kinetic HardenerCoreli A-Type 1MN AfterburnerSmall Capacitor Booster IIFederation Navy Stasis WebifierLight Entropic Disintegrator II, Occult S[Empty High slot]Small Nanobot Accelerator IISmall Auxiliary Nano Pump IIWarrior II x5</td></tr></tbody></table>



<p>Time to kill: ~1:17 min</p>



<ul class="wp-block-list"><li>Before using the acceleration gate &gt; Pre OH your AB and web; set Keep at range 6000m; while in warp start your Hardener.</li><li>After landing burn with OH AB using your Keep at range towards the Enyo and most important OH your Hardener and start your Rep (no OH needed). Web the Enyo asap it is in range; Ignore the Logis. After the Enyo is webbed stop OH your AB and web immediately.</li><li>Put DPS on and then launch your Drones; Drones are very rarely targeted.</li><li>Overheating the&nbsp;Light Entropic Disintegrator II&nbsp;does not change the rate of fire so no faster DPS ramp up</li></ul>



<p>Burner Enyo &#8211; Enyo</p>



<table class="wp-block-table"><tbody><tr><td>[Enyo, Burner Enyo &#8211; Enyo]Core A-Type Armor Kinetic HardenerMagnetic Field Stabilizer IICorpii A-Type Small Armor RepairerCore A-Type Armor Thermal HardenerCoreli A-Type 1MN AfterburnerSmall Electrochemical Capacitor Booster I, Navy Cap Booster 400Federation Navy Stasis WebifierLight Neutron Blaster II, Void SLight Neutron Blaster II, Void S[empty high slot]Light Neutron Blaster II, Void SLight Neutron Blaster II, Void SSmall Auxiliary Thrusters IISmall Auxiliary Thrusters IIWarrior II x1</td></tr></tbody></table>



<p>Time to kill: ~3:28min</p>



<ul class="wp-block-list"><li>On landing no OH needed, log the closest Logi and burn to it with OH AB when in range OH web. Use your Drone. Kill the the 2nd Logi or kill the Enyo.</li><li>DPS: 377 Void+hot ~1:23min</li><li>Tank: vs Enyo damage profile</li></ul>



<p>377 EHP/s</p>



<p>475 EHP/s ~4:40min both Hardener OH</p>



<ul class="wp-block-list"><li>Speed: 1178m/s, hot 1556m/s; under web 471m/s, hot 622m/s</li></ul>



<h2 class="wp-block-heading" id="h.9oo42a8nr5sy">Burner Jaguar &#8211; Matari Agent</h2>



<p><a href="https://www.google.com/url?q=http://games.chruker.dk/eve_online/item.php?type_id%3D34155&amp;sa=D&amp;ust=1567613768607000" target="_blank" rel="noopener">Burner Jaguar attributes</a></p>



<ul class="wp-block-list"><li>EFT damage profile: EM 13% &nbsp;&#8211; Thermal 0% &#8211; Kinetic 18% &#8211; Explosive 68% &nbsp;</li><li>Incoming possible damage with the above Profile 268 DPS. Not so Rare wrecking shot with 1683 hp damage. Player reported the occasional wrecking shot from the Jaguar.</li><li>Signature 42m</li><li>Logi speed: 1174m/s with 60% web = 470m/s; with 90% = 117m/s</li><li>Logi weak resistance = EM/Thermal</li><li>Burner Hawk weak resistance = Kinetic/Explosive</li></ul>



<p>Burner Jaguar &#8211; Nergal pimped</p>



<table class="wp-block-table"><tbody><tr><td>[Nergal, Burner Enyo]Centii A-Type Small Armor RepairerEntropic Radiation Sink IIEntropic Radiation Sink IICorpus X-Type Armor Explosive HardenerCoreli A-Type 1MN AfterburnerSmall Capacitor Booster IIFederation Navy Stasis WebifierLight Entropic Disintegrator II, Occult S[Empty High slot]Small Nanobot Accelerator IISmall Auxiliary Nano Pump IIWarrior II x5</td></tr></tbody></table>



<p>Time to kill: ~1:35 min</p>



<ul class="wp-block-list"><li>Before using the acceleration gate &gt; Pre OH your AB and web; set Keep at range 6000m; while in warp start your Hardener.</li><li>After landing burn with OH AB using your Keep at range towards the Jaguar and most important OH your Hardener and start your Rep (no OH needed). Web the Jaguar asap it is in range; Ignore the Logis. After the Jaguar is webbed stop OH your AB and web immediately.</li><li>Put DPS on and then launch your Drones; Drones are very rarely targeted.</li><li>Overheating the Light Entropic Disintegrator II does not change the rate of fire so no faster DPS ramp up</li></ul>



<p>Burner Jaguar &#8211; Retribution</p>



<table class="wp-block-table"><tbody><tr><td>[Retribution, Burner Jaguar &#8211; Retribution]Shadow Serpentis Armor Kinetic HardenerCorpii A-Type Small Armor RepairerImperial Navy Heat SinkHeat Sink IICore B-Type Armor Explosive HardenerSmall Electrochemical Capacitor Booster I, Navy Cap Booster 400Khanid Navy Stasis WebifierSmall Focused Pulse Laser II, Scorch SSmall Focused Pulse Laser II, Scorch S[empty high slot]Small Focused Pulse Laser II, Scorch SSmall Focused Pulse Laser II, Scorch SSmall Auxiliary Nano Pump IISmall Energy Locus Coordinator II</td></tr></tbody></table>



<p>Time to kill: &lt; 4min</p>



<ul class="wp-block-list"><li></li></ul>



<ul class="wp-block-list"><li>DPS: Tank: vs Jaguar damage profile</li></ul>



<p>EHP/s</p>



<p>EHP/s ~min Hardener OH</p>



<p>EHP/s ~min Full OH</p>



<ul class="wp-block-list"><li>Speed:</li></ul>



<p>Burner Jaguar &#8211; Ecm Harpy</p>



<table class="wp-block-table"><tbody><tr><td>[Harpy, 150mm 3 ECM]Magnetic Field Stabilizer IITracking Enhancer IICo-Processor IIHalting Compact Ladar ECMCoreli A-Type 5MN MicrowarpdriveHalting Compact Ladar ECMHalting Compact Ladar ECM150mm Railgun II, Caldari Navy Antimatter Charge S150mm Railgun II, Caldari Navy Antimatter Charge S[empty high slot]150mm Railgun II, Caldari Navy Antimatter Charge S150mm Railgun II, Caldari Navy Antimatter Charge SSmall Hybrid Collision Accelerator IISmall Hybrid Locus Coordinator I</td></tr></tbody></table>



<p>Time to kill: Variable depending on ECM chances</p>



<ul class="wp-block-list"><li>On landing align out away from the burner, lock all three targets and try to jam the logi. Let the Jaguar get within 28km then activate MWD and match speed, once both logi are jammed turn off ECM and start shooting the Jaguar. The fit is far from cap stable so stagger ECM to reduce chances of wasting cap. &nbsp;Also heat is useful on the ECM, need to watch it so you don’t accidentally burn out your MWD.</li><li>DPS: 225 CN antimatter+hot ~1:11min</li><li>Tank: N/A</li><li>Speed: 2267/s&nbsp;</li></ul>



<h1 class="wp-block-heading" id="h.ndk7eeofg2qd">Base Burner</h1>



<p>General advice</p>



<ul class="wp-block-list"><li>To optimize your kill speed or in case you can’t match the minimum tank use drugs to boost your tank and DPS</li><li>Overheat your guns always at optimal.</li></ul>



<p>Burner Ashimmu</p>



<ul class="wp-block-list"><li>CCP changed the Ashimmu it hits now up to +70km and the Sentinels go 4.4000m/s at max, kiting&nbsp;is not&nbsp;possible without the same tank as with brawling, so brawling it is.</li><li>Warp in is at 55km and Drone AI is still weird and erratic.</li><li>Turret ships aren’t an option only for pure masochists because Sentinels use TD.</li></ul>



<p>Burner Talos</p>



<ul class="wp-block-list"><li>3x Talos with rails at different ranges between 175km and 200km. Initial DPS after warp in is rather high, it calms down when you have speed. Do not approach any Talos directly, always use a zig-zag course to get close to ~60km then get into orbit.</li><li>Drones will be targeted by all Talos and because of rails you will lose one or two occasionally even light Drones</li><li>Heavy dampening makes it impossible to kite the Talos additional there is a grid of sentries with approximation trigger, just ignore them.</li><li>Low sig and high speed is the best approach to get this done.</li></ul>



<p>Burner Escort Dramiel</p>



<ul class="wp-block-list"><li>4x Burner Escort Dramiel are attacking you, initial DPS to tank is ~450 without using sacrificial Drones. Each Dramiel does ~112 DPS after you killed the first one, tanking is easy. Using sacrificial Drones you don&#8217;t need tank at all but i won&#8217;t recommend that.</li><li>Small Drones will be targeted immediately, you can use TI Drones (Hornets) as sacrifice to lower the DPS on you or Acolyte to do extra DPS. Medium Drones are useless they don&#8217;t hit the Dramiel even with 2x 90% webs on them that means a serious low sig.</li><li>Double or triple web with your 90% webs one Dramiel and use keep at range at optimal DPS.</li></ul>



<h2 class="wp-block-heading" id="h.we01mx9mmrhv">Burner Ashimmu &#8211; Blood Base</h2>



<p><a href="https://www.google.com/url?q=http://games.chruker.dk/eve_online/item.php?type_id%3D34785&amp;sa=D&amp;ust=1567613768621000" target="_blank" rel="noopener">Burner Ashimmu attributes</a></p>



<ul class="wp-block-list"><li>EFT damage profile: EM 72% &#8211; Thermal 28% &#8211; Kinetic 0% &#8211; Explosive 0% &nbsp;</li><li>Incoming possible damage with the above Profile 360 DPS.</li><li>Signature 120m &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</li></ul>



<p><a href="https://www.google.com/url?q=http://games.chruker.dk/eve_online/item.php?type_id%3D35646&amp;sa=D&amp;ust=1567613768622000" target="_blank" rel="noopener">Burner Sentinel attributes</a></p>



<ul class="wp-block-list"><li>EFT damage profile: EM 0% &#8211; Thermal 42% &#8211; Kinetic 58% &#8211; Explosive 0% &nbsp;</li><li>Incoming possible damage from 2x Sentinels with the above Profile 330 DPS.</li><li>Signature 50m</li></ul>



<ul class="wp-block-list"><li>Combined EFT damage profile: EM 38% &#8211; Thermal 14% &#8211; Kinetic 26% &#8211; Explosive 21%</li><li>The tank calculation is tricky because Ashimmu and Sentinel have a different DPS Profile. These are minimum numbers and work only if you kill the Sentinels first and fast.</li></ul>



<p>X-Large ASB + minimum 48k EHP better 52k EHP vs Ashimmu profile &nbsp;with a large shield buffer</p>



<p>X-Large ASB + minimum 38k EHP better 42k EHP vs Combined Profile with a large shield buffer</p>



<p>&nbsp;Burner Ashimmu &#8211; Gila</p>



<table class="wp-block-table"><tbody><tr><td>[Gila, Burner Ashimmu &#8211; Gila]Caldari Navy Ballistic Control SystemImperial Navy Drone Damage AmplifierImperial Navy Drone Damage AmplifierOmnidirectional Tracking Link II, Tracking Speed ScriptPithum B-Type EM Ward AmplifierPithum B-Type EM Ward AmplifierLarge Shield Extender IILarge Shield Extender IILarge Shield Extender IIRapid Light Missile Launcher II, Scourge Fury Light MissileRapid Light Missile Launcher II, Scourge Fury Light MissileSmall Tractor Beam IIRapid Light Missile Launcher II, Scourge Fury Light MissileRapid Light Missile Launcher II, Scourge Fury Light MissileMedium Core Defense Field Purger IIMedium Core Defense Field Purger IIMedium Anti-Thermal Screen Reinforcer IIVespa I x10</td></tr></tbody></table>



<p>Time to kill: ~3:30min</p>



<ul class="wp-block-list"><li>After warp in align away from the Ashimmu to buy time, kill the Sentinels first. This setup works only because Drones will be targeted and DPS taken away from your Gila. Be warned if the Drone AI changes you might lose this Gila setup because tank isn&#8217;t sustainable.</li><li>Best way to deal with the Drone AI : Shot 1x Sentinel with your RLMLs until you have aggro from all ships then launch Drones and/or use a Target Painter instead of Omni Tracking Link. Sometimes it works and Drones won’t be the AI’s primary sometimes not. T1 Drones are sacrificial in this setup so T2 Drones are neither cost nor time efficient. T2 Drones have to be babysit and recalled that costs you micromanagement and DPS. Just use your T1 Drones as fire and forget, if one is killed launch a new one. Put some extra Drones in your cargo and use the mobile depot just in case.</li><li>You may want to use a mobile depot and start with 2x DDA and 1x BCS when you are in reload switch to 3x DDA and if needed fill up your Drone Bay. Switch to a MWD after if you want to loot.</li><li>You don&#8217;t have to avoid the NOS/Neut on the Ashimmu as your Omnidirectional Tracking Link II only need 0.1 cap, you can always switch it back on</li><li>Cheap version just switch the damage mods and both EM Ward Amplifier to T2.</li><li>Cargo Bay:</li></ul>



<p>Mobile Depot</p>



<p>1x DDA</p>



<p>Extra Vespa I</p>



<p>1x Target Painter</p>



<p>1x MWD</p>



<ul class="wp-block-list"><li>DPS:</li></ul>



<p>403 with Vespa I +&nbsp;229&nbsp;(with reloads&nbsp;157) Caldari Navy Inferno Light Missile vs Sentinel</p>



<p>403 with Vespa I + 280 (with reloads 192) Scourge Fury Light Missile vs Ashimmu</p>



<ul class="wp-block-list"><li>Tank:</li></ul>



<p>64.7k EHP vs Ashimmu DPS</p>



<p>260 EHP/s at peak recharge vs Ashimmu DPS</p>



<p>Tank works only because Drones are targeted</p>



<ul class="wp-block-list"><li>Speed 244m/s</li></ul>



<p>Burner Ashimmu &#8211; Orthrus Alternative</p>



<table class="wp-block-table"><tbody><tr><td>[Orthrus, Burner Ashimmu &#8211; Orthrus Alternative]Damage Control IICaldari Navy Ballistic Control SystemCaldari Navy Ballistic Control SystemCaldari Navy Ballistic Control SystemX-Large Ancillary Shield Booster, Cap Booster 400Pithum B-Type EM Ward AmplifierPithum B-Type EM Ward AmplifierCaldari Navy Large Shield ExtenderCaldari Navy Large Shield ExtenderRapid Light Missile Launcher II, Scourge Fury Light MissileRapid Light Missile Launcher II, Scourge Fury Light MissileRapid Light Missile Launcher II, Scourge Fury Light MissileSmall Tractor Beam IRapid Light Missile Launcher II, Scourge Fury Light MissileRapid Light Missile Launcher II, Scourge Fury Light MissileMedium Core Defense Field Extender IIMedium Anti-Thermal Screen Reinforcer IIMedium Processor Overclocking Unit IHornet I x5</td></tr></tbody></table>



<p>Time to kill: &lt; 4:30min</p>



<ul class="wp-block-list"><li>After warp in align away from the Ashimmu to buy time, kill the Sentinels first.</li><li>The tank calculation is tricky because Ashimmu and Sentinel have a different DPS Profile. These are minimum numbers and work only if you kill the Sentinels first and fast.</li></ul>



<p>X-Large ASB + minimum 48k EHP better 52k EHP vs Ashimmu profile &nbsp;with a large shield buffer</p>



<p>X-Large ASB + minimum 38k EHP better 42k EHP &nbsp;vs Combined Profile with a large shield buffer</p>



<p>If you don&#8217;t have these tank numbers with your skills the setup&nbsp;do not work&nbsp;as you won&#8217;t survive the ASB reload. Always OH your ASB and make sure your shield is as close to 100% as possible when you used your last ASB charge so you will survive the reload.</p>



<ul class="wp-block-list"><li>Always kill the Sentinels first and OH your RLML, launch your Drones after you are aggroed by the Ashimmu+Sentinel. Make sure that the 1st Sentinel dies with the 20 charges on your RLML + Drones, if not you won&#8217;t survive the reload as the DPS is too high.</li><li>Try to orbit the Ashimmu as good as possible.</li><li>DPS:</li></ul>



<p>466 (with reloads 302) Caldari Navy Inferno Light Missile vs Sentinel + 70 Hornet I</p>



<p>569 (with reloads 369) Scourge Fury Light Missile vs Ashimmu + 70 Hornet I</p>



<ul class="wp-block-list"><li>Tank:</li></ul>



<p>59.2k EHP vs Ashimmu DPS</p>



<p>37.7k EHP vs Sentinel DPS</p>



<p>45.4k EHP vs combined and 764 EHP/s OH shield boost</p>



<ul class="wp-block-list"><li>Speed 306m/s</li></ul>



<p>Burner Ashimmu &#8211; Cerberus Alternative</p>



<table class="wp-block-table"><tbody><tr><td>[Cerberus, Burner Ashimmu &#8211; Cerberus Alternative]Damage Control IICaldari Navy Ballistic Control SystemCaldari Navy Ballistic Control SystemCaldari Navy Ballistic Control SystemX-Large Ancillary Shield Booster, Navy Cap Booster 400Pithum B-Type EM Ward AmplifierPithum B-Type EM Ward AmplifierCaldari Navy Large Shield ExtenderCaldari Navy Large Shield ExtenderRapid Light Missile Launcher II, Scourge Fury Light MissileRapid Light Missile Launcher II, Scourge Fury Light MissileRapid Light Missile Launcher II, Scourge Fury Light MissileRapid Light Missile Launcher II, Scourge Fury Light MissileRapid Light Missile Launcher II, Scourge Fury Light MissileRapid Light Missile Launcher II, Scourge Fury Light MissileMedium Warhead Rigor Catalyst IIMedium Ancillary Current Router IIHornet I x3</td></tr></tbody></table>



<p>Time to kill: &lt; 4:30min</p>



<ul class="wp-block-list"><li>After warp in align away from the Ashimmu to buy time, kill the Sentinels first.</li><li>The tank calculation is tricky because Ashimmu and Sentinel have a different DPS Profile. These are minimum numbers and work only if you kill the Sentinels first and fast.</li></ul>



<p>X-Large ASB + minimum 48k EHP better 52k EHP vs Ashimmu profile &nbsp;with a large shield buffer</p>



<p>X-Large ASB + minimum 38k EHP better 42k EHP &nbsp;vs Combined Profile with a large shield buffer</p>



<p>If you don&#8217;t have these tank numbers with your skills the setup&nbsp;do not work&nbsp;as you won&#8217;t survive the ASB reload. Always OH your ASB and make sure your shield is as close to 100% as possible when you used your last ASB charge so you will survive the reload.</p>



<ul class="wp-block-list"><li>Always kill the Sentinels first and OH your RLML, launch your Drones after you are aggroed by the Ashimmu+Sentinel. Make sure that the 1st Sentinel dies with the 20 charges on your RLML + Drones, if not you won&#8217;t survive the reload as the DPS is too high.</li><li>Try to orbit the Ashimmu as good as possible.</li><li>Very safe version switch&nbsp;Medium Warhead Rigor Catalyst II to Medium Core Defense Field Extender II</li><li>DPS:</li></ul>



<p>532 (with reloads 309) Caldari Navy Scourge Light Missile with 24 explo radius vs Sentinel + 42 Hornet I</p>



<p>650 (with reloads 378) Scourge Fury Light Missile with 41.4 explo radius vs Ashimmu + 42 Hornet I</p>



<ul class="wp-block-list"><li>Tank:</li></ul>



<p>56.5k EHP vs Ashimmu DPS</p>



<p>33.1k EHP vs Sentinel DPS</p>



<p>42.9k EHP vs combined and 1045 EHP/s OH shield boost</p>



<ul class="wp-block-list"><li>Speed 275m/s</li></ul>



<p>Burner Ashimmu &#8211; Cerberus Cheap Alternative</p>



<table class="wp-block-table"><tbody><tr><td>[Cerberus, Burner Ashimmu &#8211; Cerberus Cheap Alternative]Damage Control IIReactor Control Unit IIBallistic Control System IIBallistic Control System IIX-Large Ancillary Shield Booster, Navy Cap Booster 400EM Ward Amplifier IIEM Ward Amplifier IILarge F-S9 Regolith Compact Shield ExtenderLarge F-S9 Regolith Compact Shield ExtenderRapid Light Missile Launcher II, Caldari Navy Scourge Light MissileRapid Light Missile Launcher II, Caldari Navy Scourge Light MissileRapid Light Missile Launcher II, Caldari Navy Scourge Light MissileRapid Light Missile Launcher II, Caldari Navy Scourge Light MissileRapid Light Missile Launcher II, Caldari Navy Scourge Light MissileRapid Light Missile Launcher II, Caldari Navy Scourge Light MissileMedium Core Defense Field Extender IIMedium Anti-EM Screen Reinforcer IIHornet I x3</td></tr></tbody></table>



<p>Time to kill: &lt; 5:30min</p>



<ul class="wp-block-list"><li>After warp in align away from the Ashimmu to buy time, kill the Sentinels first.</li><li>The tank calculation is tricky because Ashimmu and Sentinel have a different DPS Profile. These are minimum numbers and work only if you kill the Sentinels first and fast.</li></ul>



<p>X-Large ASB + minimum 48k EHP better 52k EHP vs Ashimmu profile &nbsp;with a large shield buffer</p>



<p>X-Large ASB + minimum 38k EHP better 42k EHP &nbsp;vs Combined Profile with a large shield buffer</p>



<p>If you don&#8217;t have these tank numbers with your skills the setup&nbsp;do not work&nbsp;as you won&#8217;t survive the ASB reload. Always OH your ASB and make sure your shield is as close to 100% as possible when you used your last ASB charge so you will survive the reload.</p>



<ul class="wp-block-list"><li>Always kill the Sentinels first and OH your RLML, launch your Drones after you are aggroed by the Ashimmu+Sentinel. Make sure that the 1st Sentinel dies with the 20 charges on your RLML + Drones, if not you won&#8217;t survive the reload as the DPS is too high.</li><li>Try to orbit the Ashimmu as good as possible.</li><li>DPS:</li></ul>



<p>447 (with reloads 268) Caldari Navy Scourge Light Missile with 30 explo radius vs Sentinel + 42 Hornet I</p>



<p>545 (with reloads 327) Scourge Fury Light Missile with 51.7 explo radius vs Ashimmu + 42 Hornet I</p>



<ul class="wp-block-list"><li>Tank:</li></ul>



<p>54.9k EHP vs Ashimmu DPS</p>



<p>33.7k EHP vs Sentinel DPS</p>



<p>43.0k EHP vs combined and 1045 EHP/s OH shield boost</p>



<ul class="wp-block-list"><li>Speed 275m/s</li></ul>



<h2 class="wp-block-heading" id="h.oypnml2jmsbt">Burner Talos &#8211; Serpentis Base</h2>



<p><a href="https://www.google.com/url?q=http://games.chruker.dk/eve_online/item.php?type_id%3D34783&amp;sa=D&amp;ust=1567613768650000" target="_blank" rel="noopener">Burner Talos attributes</a></p>



<ul class="wp-block-list"><li>EFT damage profile: EM 0% &#8211; Thermal 50% &#8211; Kinetic 50% &#8211; Explosive 0% &nbsp;</li><li>Theoretical&nbsp;incoming damage 1x Talos with the above Profile 826 DPS. Because of the bad tracking from the Talos and your own speed you will never have to tank 2.4k DPS.</li><li>Signature 125m</li></ul>



<p>Burner Talos &#8211; Vagabond pimped</p>



<table class="wp-block-table"><tbody><tr><td>[Vagabond, Burner Talos]Republic Fleet GyrostabilizerRepublic Fleet GyrostabilizerRepublic Fleet GyrostabilizerDark Blood Reactor Control UnitDamage Control II50MN Digital Booster MicrowarpdrivePith X-Type Kinetic Deflection FieldGist X-Type X-Large Shield BoosterTrue Sansha Medium Capacitor Booster220mm Vulcan AutoCannon II220mm Vulcan AutoCannon IIRocket Launcher II220mm Vulcan AutoCannon II220mm Vulcan AutoCannon II220mm Vulcan AutoCannon IIMedium Core Defense Capacitor Safeguard IIMedium Anti-Thermal Screen Reinforcer IIWarrior II x5Hail M x800Nova Rage Rocket x150Navy Cap Booster 800 x17Nanite Repair Paste x150Agency &#8216;Overclocker&#8217; SB5 Dose II x2</td></tr></tbody></table>



<p>Time to kill: ~5:42min (includes looting)</p>



<ul class="wp-block-list"><li>Any advice for the usual Vagabond applies to this layout. This layout is way more safer due to the upgraded tank on the downside it is a little slower. It seems the Talos get way more often wrecking shots so the tank was upgraded.</li></ul>



<p>Burner Talos &#8211; Vagabond</p>



<table class="wp-block-table"><tbody><tr><td>[Vagabond, Burner Talos &#8211; Vagabond]Republic Fleet GyrostabilizerRepublic Fleet GyrostabilizerRepublic Fleet GyrostabilizerRepublic Fleet Overdrive InjectorDamage Control IICorelum C-Type 50MN MicrowarpdrivePith X-Type Kinetic Deflection FieldPith X-Type Large Shield BoosterMedium Electrochemical Capacitor Booster I, Navy Cap Booster 800425mm AutoCannon II, Hail M425mm AutoCannon II, Hail M220mm Vulcan AutoCannon II, Hail MRocket Launcher II, Nova Rage Rocket425mm AutoCannon II, Hail M425mm AutoCannon II, Hail MMedium Core Defense Capacitor Safeguard IIMedium Anti-Thermal Screen Reinforcer IIHobgoblin II x5</td></tr></tbody></table>



<p>Time to kill: ~5:22min (includes looting)</p>



<ul class="wp-block-list"><li>Do not approach any Talos directly, always use a zig-zag course to get close to ~60km then get into orbit. Never shut down your repair module while approaching, shut it down when you are in orbit.</li><li>Cap management is most important make sure you inject your charges in time.</li><li>The pimped Vagabond works very well but be aware that you have to actively manage your tank and cap. That makes the rep, OH and cap management more stressful. The Vagabond has less DPS than the Deimos but way better speed, you need less time to close the range but more time to kill the Talos. In the end you gain ~1min.</li><li>The most difficult thing is to get into orbit, shut down your MWD early enough, use Ctrl+Spacebar to set speed to 0. Try to avoid overshooting with your ship, you will get a feeling for that, it is just trial and error. To get close use orbit 5km and immediately switch to keep at range 5km, align to and slowboat to 1.5km. Only heat your 425mm when you are aligned and if you don&#8217;t have to repair your MWD. The close range makes looting more easier too. Put some nanite paste in your cargo, OH your MWD/AB while approaching and repair while in orbit killing the Talos. Do the same with guns just vice versa.</li><li>Cheap Version just switch damage mods, the Kinetic Deflection Field, the Overdrive Injector &nbsp;and the MWD to T2</li><li>DPS:</li></ul>



<p>623 Hail + 99 Hobgoblin II</p>



<p>696 Hail hot ~1:05min + 99 Hobgoblin II</p>



<ul class="wp-block-list"><li>Tank:</li></ul>



<p>17.6k EHP</p>



<p>792 EHP/s perma vs Spike L</p>



<ul class="wp-block-list"><li>Speed 2759m/s hot 3931m/s</li></ul>



<p>Burner Talos &#8211; Deimos cap stable Alternative</p>



<table class="wp-block-table"><tbody><tr><td>[Deimos, Burner Talos &#8211; Deimos cap stable Alternative]Core B-Type Armor Thermal HardenerFederation Navy Magnetic Field StabilizerDamage Control IIFederation Navy Magnetic Field StabilizerFederation Navy Magnetic Field StabilizerCorpum B-Type Medium Armor RepairerCorelum B-Type 50MN MicrowarpdriveTrue Sansha Cap RechargerCap Recharger IIPhased Scoped Target PainterHeavy Neutron Blaster II, Void MHeavy Neutron Blaster II, Void MHeavy Neutron Blaster II, Void MHeavy Neutron Blaster II, Void MHeavy Neutron Blaster II, Void MMedium Capacitor Control Circuit IIMedium Nanobot Accelerator IIValkyrie II x5</td></tr></tbody></table>



<p>Time to kill: ~6:38min (includes looting)</p>



<ul class="wp-block-list"><li>Do not approach any Talos directly, always use a zig-zag course to get close to ~60km then get into orbit. Never shut down your repair module while approaching, shut it down when you are in orbit.</li><li>The most difficult thing is to get into orbit, shut down your MWD early enough, use Ctrl+Spacebar to set speed to 0. Try to avoid overshooting with your ship, you will get a feeling for that, it is just trial and error. To get close use orbit 5km and immediately switch to keep at range 5km, align to and slowboat to 1.5km. Only heat your Blaster when you are aligned and if you don&#8217;t have to repair your MWD. The close range makes looting more easier too. Put some nanite paste in your cargo, OH your MWD/AB while approaching and repair while in orbit killing the Talos. Do the same with guns just vice versa.</li><li>DPS:</li></ul>



<p>904 Void + 129 Valkyrie II</p>



<p>1021 Void hot ~1:15min + 129 Valkyrie II</p>



<ul class="wp-block-list"><li>Tank:</li></ul>



<p>35k EHP</p>



<p>923 EHP/s cap stable vs Spike L</p>



<ul class="wp-block-list"><li>Speed 1977m/s hot 2822m/s</li></ul>



<p>Burner Talos &#8211; Deimos Cheap Alternative</p>



<table class="wp-block-table"><tbody><tr><td>[Deimos, Burner Talos &#8211; Deimos Cheap Alternative]Medium Armor Repairer IIMagnetic Field Stabilizer IIMagnetic Field Stabilizer IIMagnetic Field Stabilizer IIDamage Control IIArmor Thermal Hardener II50MN Cold-Gas Enduring MicrowarpdriveMedium Electrochemical Capacitor Booster I, Navy Cap Booster 800Phased Scoped Target PainterPhased Scoped Target PainterHeavy Neutron Blaster II, Void MHeavy Neutron Blaster II, Void MHeavy Neutron Blaster II, Void MHeavy Neutron Blaster II, Void MHeavy Neutron Blaster II, Void MMedium Auxiliary Nano Pump IIMedium Nanobot Accelerator IIValkyrie II x5</td></tr></tbody></table>



<p>Time to kill: &lt; 7min (includes looting)</p>



<ul class="wp-block-list"><li>Do not approach any Talos directly, always use a zig-zag course to get close to ~60km then get into orbit. Never shut down your repair module while approaching, shut it down when you are in orbit.</li><li>Cap management is most important make sure you inject your charges in time.</li><li>The most difficult thing is to get into orbit, shut down your MWD early enough, use Ctrl+Spacebar to set speed to 0. Try to avoid overshooting with your ship, you will get a feeling for that, it is just trial and error. To get close use orbit 5km and immediately switch to keep at range 5km, align to and slowboat to&nbsp;1.5km. Only heat your Blaster when you are aligned and if you don&#8217;t have to repair your MWD. The close range makes looting more easier too. Put some nanite paste in your cargo, OH your MWD/AB while approaching and repair while in orbit killing the Talos. Do the same with guns just vice versa.</li><li>DPS:</li></ul>



<p>862 Void + 129 Valkyrie II</p>



<p>972 Void hot ~1:15min + 129 Valkyrie II</p>



<ul class="wp-block-list"><li>Tank:</li></ul>



<p>34.1k EHP</p>



<p>643 EHP/s perma vs Spike L</p>



<ul class="wp-block-list"><li>Speed 1941m/s hot 2768m/s</li></ul>



<p>Burner Talos &#8211; Vexor Navy Issue Alternative</p>



<table class="wp-block-table"><tbody><tr><td>[Vexor Navy Issue, Burner Talos &#8211; Vexor Navy Issue Alternative]Damage Control IIDrone Damage Amplifier IIDrone Damage Amplifier IIDrone Damage Amplifier IINanofiber Internal Structure IINanofiber Internal Structure IIFederation Navy 100MN AfterburnerPith B-Type Large Shield BoosterMedium Electrochemical Capacitor Booster I, Navy Cap Booster 800Thermic Dissipation Field II150mm Railgun II, Caldari Navy Antimatter Charge S[empty high slot][empty high slot]150mm Railgun II, Caldari Navy Antimatter Charge SMedium Anti-Kinetic Screen Reinforcer IIMedium Anti-Kinetic Screen Reinforcer IIMedium Anti-Thermal Screen Reinforcer IIBerserker II x5Berserker II x3</td></tr></tbody></table>



<p>Time to kill: &lt; 8min (includes looting)</p>



<ul class="wp-block-list"><li>Do not approach any Talos directly, always use a zig-zag course to get close to ~60km then get into orbit. Never shut down your repair module while approaching, shut it down when you are in orbit.</li><li>Cap management is most important make sure you inject your charges in time. The&nbsp;Vexor Navy Issue&nbsp;works very well but be aware that you have to actively manage your tank and cap. That makes the rep, OH and cap management more stressful.</li><li>The most difficult thing is to get into orbit, stop overheating your AB early enough, don’t shut it down. Try to avoid overshooting with your ship, you will get a feeling for that, it is just trial and error. The combination of low sig and high speed from your AB avoid hits. You may try to shut down your AB while in orbit to repair with nanite paste but that can result in hard hits be aware of that. Use orbit at 5-15km, the closer you are the easier your Drone management is, try to recall damaged Drones early to avoid losses.</li><li>DPS:</li></ul>



<p>645 Berserker + 52 Antimatter</p>



<ul class="wp-block-list"><li>Tank:</li></ul>



<p>21.8k EHP</p>



<p>458 EHP/s for 2:24 min vs Spike L</p>



<ul class="wp-block-list"><li>Speed 1732m/s hot 2435m/s</li></ul>



<h2 class="wp-block-heading" id="h.bcim8cyby2qd">Burner Escort Dramiel &#8211; Angel Base</h2>



<p>Burner Escort Dramiel attributes</p>



<ul class="wp-block-list"><li>EFT damage profile: &nbsp;</li></ul>



<p>Burner Escort Dramiel &#8211; Vigilant</p>



<table class="wp-block-table"><tbody><tr><td>[Vigilant, Burner Angel &#8211; Vigilant]Corpum B-Type Medium Armor RepairerImperial Navy Energized Adaptive Nano MembraneShadow Serpentis Armor Explosive HardenerFederation Navy Magnetic Field StabilizerFederation Navy Magnetic Field StabilizerCore B-Type Armor Explosive HardenerMedium Electrochemical Capacitor Booster I, Navy Cap Booster 800Stasis Webifier IIStasis Webifier IIStasis Webifier IIHeavy Neutron Blaster II, Void MHeavy Neutron Blaster II, Void MHeavy Neutron Blaster II, Void MHeavy Neutron Blaster II, Void MHeavy Neutron Blaster II, Void MMedium Auxiliary Nano Pump IIMedium Nanobot Accelerator IMedium Anti-EM Pump IIAcolyte I x10</td></tr></tbody></table>



<p>Time to kill ~2:35min</p>



<ul class="wp-block-list"><li>This setup is based on not using Drones at all. The Acolyte will do extra DPS and are sacrificial Drones if you want to use them.</li><li>4x Burner Escort Dramiel are attacking you, initial DPS to tank is ~450 without using sacrificial Drones. Each Dramiel does ~112 DPS after you killed the first one, tanking is easy.</li><li>Double or triple web with your 90% webs one Dramiel and use keep at range at optimal DPS.</li><li>Use a mobile depot and start with 3x T2 webs after you finished the Dramiels switch 1x web for a MWD.</li><li>DPS:</li></ul>



<p>762 + 66 Acolyte I</p>



<p>877 Void hot ~1:20min + 66 Acolyte I</p>



<ul class="wp-block-list"><li>Tank:</li></ul>



<p>27.3k EHP</p>



<p>484 EHP/s perma vs Escort Dramiel</p>



<p>Burner Escort Dramiel &#8211; Vigilant Cheap Alternative</p>



<table class="wp-block-table"><tbody><tr><td>[Vigilant, Burner Angel &#8211; Vigilant Cheap Alternative]Armor Explosive Hardener IIMagnetic Field Stabilizer IIEnergized Adaptive Nano Membrane IIMagnetic Field Stabilizer IIArmor Explosive Hardener IIMedium Armor Repairer IIMedium Electrochemical Capacitor Booster I, Navy Cap Booster 800Stasis Webifier IIStasis Webifier IIStasis Webifier IIHeavy Neutron Blaster II, Void MHeavy Neutron Blaster II, Void MHeavy Neutron Blaster II, Void MHeavy Neutron Blaster II, Void MHeavy Neutron Blaster II, Void MMedium Auxiliary Nano Pump IIMedium Nanobot Accelerator IMedium Anti-EM Pump IIHornet I x10</td></tr></tbody></table>



<p>Time to kill: &lt; 3min</p>



<ul class="wp-block-list"><li>This setup is based on using sacrificial Drones. This full T2 setup requires to overheat all hardener and both repair modules at the start while Drones are targeted otherwise your tank will be not sufficient. 4x Burner Escort Dramiel are attacking you, initial DPS: to tank is ~450 without using sacrificial Drones. Each Dramiel does ~112 DPS after you killed the first one, tanking is easy.</li><li>Double or triple web with your 90% webs one Dramiel and use keep at range at optimal DPS.</li><li>Use a mobile depot and start with 3x T2 webs after you finished the Dramiels switch 1x web for a MWD.</li><li>DPS:</li></ul>



<p>730 + 70 Hornet I</p>



<p>840&nbsp;Void hot ~1:20min + &nbsp;70 Hornet I</p>



<ul class="wp-block-list"><li>Tank:</li></ul>



<p>25k EHP</p>



<p>266&nbsp;EHP/s perma vs Escort Dramiel</p>



<h1 class="wp-block-heading" id="h.ggnffko4mia0">List of all Burner layouts sorted by Burner Ship</h1>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.up5s1g12lsbe" target="_blank" rel="noopener">Burner Dramiel &#8211; Daredevil</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.4zzjjmbslgar" target="_blank" rel="noopener">Burner Dramiel &#8211; Daredevil Cheap Alternative</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.cvpg0jzhcty" target="_blank" rel="noopener">Burner Dramiel &#8211; Succubus Alternative</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.gggcvn6c8z1b" target="_blank" rel="noopener">Burner Succubus &#8211; Daredevil</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.2a6crsvk3bnn" target="_blank" rel="noopener">Burner Succubus &#8211; Daredevil Cheap Alternative</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#kix.98dvrobele0e" target="_blank" rel="noopener">Burner Succubus &#8211; Wolf Cap Stable</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#kix.qfg6tnp388tv" target="_blank" rel="noopener">Burner Worm &#8211; Daredevil pimped</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.um1dtb790i2a" target="_blank" rel="noopener">Burner Worm &#8211; Daredevil</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.wewtajdonfop" target="_blank" rel="noopener">Burner Worm &#8211; Daredevil Cheap Alternative</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.icwddqyjfal4" target="_blank" rel="noopener">Burner Cruor &#8211; Nergal pimped</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.bh6n148fvkyi" target="_blank" rel="noopener">Burner Cruor &#8211; Wolf</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.4wlxxbu5zk0e" target="_blank" rel="noopener">Burner Cruor &#8211; Wolf cap stable Alternative</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.k0gsqaj6nour" target="_blank" rel="noopener">Burner Daredevil &#8211; Nergal pimped</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.3u4t18k6w4xr" target="_blank" rel="noopener">Burner Daredevil &#8211; Hawk</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.r2ac75gj2asa" target="_blank" rel="noopener">Burner Daredevil &#8211; Hawk cap stable Alternative</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.hge3i94s16ck" target="_blank" rel="noopener">All Team Burner &#8211; Garmur</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.s80rhykk7p4o" target="_blank" rel="noopener">All Team Burner &#8211; Garmur Cheap</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#kix.nffhyfasycr3" target="_blank" rel="noopener">All Team Burner &#8211; Compact Garmur</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.4lwf5tn8oue9" target="_blank" rel="noopener">Burner Hawk &#8211; Daredevil</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.4x19biuy0cqi" target="_blank" rel="noopener">Burner Vengeance &#8211; Daredevil</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.f3xareu4nfkm" target="_blank" rel="noopener">Burner Enyo &#8211; Nergal Pimped</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.4crxc24k7ugf" target="_blank" rel="noopener">Burner Enyo &#8211; Enyo</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.sf5p0ilkc29a" target="_blank" rel="noopener">Burner Jaguar &#8211; Nergal Pimped</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.ldag6h6ynyw" target="_blank" rel="noopener">Burner Jaguar &#8211; Retribution</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#kix.umedm4k48y20" target="_blank" rel="noopener">Burner Jaguar &#8211; ECM Harpy</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.i74exipz85ce" target="_blank" rel="noopener">Burner Ashimmu &#8211; Gila</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.mj71k4kygeex" target="_blank" rel="noopener">Burner Ashimmu &#8211; Orthrus Alternative</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.fls0waxts0g6" target="_blank" rel="noopener">Burner Ashimmu &#8211; Cerberus Alternative</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.pd9dafw8ytdz" target="_blank" rel="noopener">Burner Ashimmu &#8211; Cerberus Cheap Alternative</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.uykxzaocy3ny" target="_blank" rel="noopener">Burner Talos &#8211; Vagabond pimped</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.kwslp9nq92cq" target="_blank" rel="noopener">Burner Talos &#8211; Vagabond</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.k4kmd59koxy4" target="_blank" rel="noopener">Burner Talos &#8211; Deimos cap stable Alternative</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.tnwpfzv7cxaa" target="_blank" rel="noopener">Burner Talos &#8211; Deimos Cheap Alternative</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.z0g841fumfbs" target="_blank" rel="noopener">Burner Talos &#8211; Vexor Navy Issue Alternative</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.jkzj3i27auk" target="_blank" rel="noopener">Burner Escort Dramiel &#8211; Vigilant</a></p>



<p><a href="https://docs.google.com/document/d/1SAv6bnGM-5etLoPHxVtCsbsz8Q8feN5CFSEgUZclPLI/pub#id.j6ucnbsdyl4i" target="_blank" rel="noopener">Burner Escort Dramiel &#8211; Vigilant Cheap Alternative</a></p>



<h1 class="wp-block-heading" id="h.mgw915f7k39f">Module Reference</h1>



<ul class="wp-block-list"><li>Make sure you have the correct webs after the changes&nbsp;<a href="https://www.google.com/url?q=https://forums.eveonline.com/default.aspx?g%3Dposts%26t%3D468973&amp;sa=D&amp;ust=1567613768716000" target="_blank" rel="noopener">Stasis Webifier Tiericide</a></li><li>All armor hardeners in the same group and class have the same stats</li></ul>



<p>Shadow Serpentis = True Sansha = Dark Blood</p>



<p>C-Type Core = C-Type Centus = C-Type Corpus</p>



<p>etc.</p>



<ul class="wp-block-list"><li>Armor repair modules are divided between two different group sets but this follows every class.</li></ul>



<p>Centii C-Type Small Armor Repairer &nbsp;= Corpii C-Type Small Armor Repairer</p>



<p>Coreli C-Type Small Armor Repairer, slightly less rep but also less cap needed</p>



<p>etc.</p>



<p>Centum C-Type Medium Armor Repairer &nbsp;= Corpum C-Type Medium Armor Repairer</p>



<p>Corelum C-Type Medium Armor Repairer, slightly less rep but also less cap needed</p>



<p>etc.</p>



<h2 class="wp-block-heading" id="h.7lcwu6q5zz37">Thank you</h2>



<p>Ploing idea and development:</p>



<ul class="wp-block-list"><li>All Team Burner &#8211; Garmur</li><li>All Team Burner &#8211; Garmur Cheap</li><li>Burner Dramiel &#8211; Succubus Alternative</li></ul>



<p>Chainsaw Plankton idea and development:</p>



<ul class="wp-block-list"><li>Burner Talos &#8211; Deimos cap stable Alternative</li></ul>



<p>Anize Oramara idea and development:</p>



<ul class="wp-block-list"><li>Burner Ashimmu &#8211; Orthrus Alternative</li></ul>



<p>Archetype 66 idea:</p>



<ul class="wp-block-list"><li>Burner Cruor &#8211; Wolf</li></ul>



<p>Lugalzagezi666 idea:</p>



<ul class="wp-block-list"><li>Burner Daredevil &#8211; Hawk</li></ul>



<p>Special thanks to Ploing and Chainsaw Plankton for their help and Anize Oramara for her vids and guide.</p>
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