Isk Per m3

22/02/10 10:55 PM
Jaspet 43.86
Hemorphite 49.76
Omber 54.21
Pyroxeres 62.98
Hedbergite 64.65
Spodumain 74.14
Veldspar 75.97
Kernite 80.27
Plagioclase 86.08
Scordite 92.41
Dark Ochre 99.29
Gneiss 105.88
Crokite 191.13
Arkonor 220.85
Bistot 230.63

Get Lost

On Flying & Visiting Wormholes

Last time I wrote about some of the skills and methods necessary for finding wormholes and the action inside them. I suggested that Astrometrics V was beneficial but I never meant to imply that it was required. Sorry.

The whole of scanning is probably is probably something that everyone else seems to already know or expect that someone interested in visiting a wormhole would already know. The same thing for fitting your ships and flying in said wormholes. The reality is, that until you’ve been out and done something, it is all just theoretically. Sure EFT/EVEHQ says your ship does 800 DPS, but not until you engage the enemy do you see if the fit has merit for actually delivering that damage to the enemies’ ships. The same is true for visiting wormholes, until you get out and do it, do the scanning, get some practice, you’ll never really know.

So for those of you looking to actually do something in the wormholes that you are now finding, what is the next step in the process?

First, what kinds of wormhole systems are there? There are six basic classes of wormhole system each with increasing levels of difficulty of combat sites as well as increasing levels of reward. With practice and experience you will begin to recognise the class of system you are in from the color of the star and its surrounding system. From the deep blues of a class 2 system to the angry red of class 6 systems, you will have an idea of what you’ve come across. Additionally, when you find a wormhole, you can check it’s ID and cross-reference it against other tools like Wormhole Thingy or Static Mapper.

Class 1 wormhole systems are fairly basic and can easily be soloed by a well tanked cruiser or speed tanked by assault frigs. Always keep moving. Class 2 systems will require at least a battlecruiser usually, unless you are very good at piloting a very tough cruiser. Class 3 anomalies can usually be taken on in a well tanked Drake, but will likely need a battleship and the radar and magnetometric sites will require a small gang to accomplish. In flying solo in the first three systems, understand that drones will not be as effective due in large part to Sleepers switching their focus to attack your drones. They can however be a good escape mechanism.

Class 4 systems will require a fleet of remote repair battlships or a pair of logistics cruisers. Additionally, utilising an electronic warfare boat such as a Scorpion or Rook can ease the pain. As you move into class 5 systems, it becomes necessary to have a larger group of battleships as well as logistics and ewar. Class 6 sites require the presence of 8-10 battleships, ewar, logistics and several people even bring in carriers [though they bring an additional spawn of Sleepers when they come.].

I would suggest that the best way to learn about what to bring to a particular class of wormhole is to ask the people who have been there. Give me a call, or drop in on the exploration channel in EVE. Talk to any of the other bloggers who regularly post about their experiences in wormholes. Given the nature of the people who live in wormholes, they are likely to have very strong opinions about the best way to do something, but they have invaluable insight and experience.

Wormhole Blogs:

After writing this, I think I’ll also put together a Wormhole Blog List for people to easily reference who is posting about their life in W-Space!

Get Up And Go

On Scanning For Wormhole Space

So you are reading all of the wonderful posts about living the adventurous life out on the edges of uncharted space. You might have heard some enticing tales about the bountiful harvests to be had from slaying Sleepers and easy access to high end ores. The main thing is, you’ve heard about all the inherently cool things about living in a wormhole, now you’re ready to make it a reality. In order to help you, here is some information from the Wormhole Engineers [né Dark Star Galactic Engineers - Wormhole Division] as we learn from our wormhole operations.

The decision to explore in wormholes has a very low barrier to entry. Skill-wise, all you’ll need [theoretically] is Astrometrics trained to level 3, an astrometrics frigate [Heron, Magnate, Imicus, Probe], an Expanded Probe Launcher and some Core Scanner Probes. While these are the minimums really for finding a wormhole, you’ll likely benefit from training [should go without saying]

  • Your racial frigate skill higher or a Covert Ops Frigate [Tech 2 astrometrics frigate]
  • Astrometrics to level 5 and picking up a couple of additional scanning support skills
  • Astrometric Rangefinding will increase your probes scan strength which is essential to finding the harder sites
  • Astrometric Pinpointing reduces your scan deviation which makes your scans more accurate
  • Finally, Astrometric Acquisition lowers the amount of time each scan takes which adds up when locating a specific site will take 4-7 scans

You are looking for ‘Cosmic Signatures’ in general and specifically the ones of type, “Unknown”. These represent the wormholes that you are going to kill you later. I’ll skip explaining exploration because it’s been done several times over by better scanners than I. For a start, check out CCP’s own video on the process. You’ll learn how to better position your probes with time and experience, but it will get you started. Google is your friend for finding some other videos and tutorials on scanning, so I’m not going to bother trying to explain it.

Before I go any farther, let me recommend that you go read Blake’s post about how to survive in a wormhole. It doesn’t do you any good to find the wormhole only to turn around and have it beat you senseless multiple times. Never mind, strike that. If you spend any time at all in wormhole space, you ARE going to die. Repeatedly. It is still a good idea to read the above post. Don’t worry if you don’t understand everything, you will come to understand it as you wake up in your clone the next couple of times. While you are at it, update your clone.

Take some time and get to know the scanning interface and it’s quirks and foibles. You are going to be spending a lot of time using it and won’t want to have to learn it while under fire in an emergency. Get in the habit of cloaking to scan. I’ve seen way too many people out scanning in wormholes in an uncloaked ship and most of them managed to get popped. If you survive, you will hopefully be left with a set of warp-able points that you can bookmark and explore. Sleepers love to uncloak ships and they will vaporise astro-frigates faster than you can click a target to warp out. I’ll try to put together a rough look at various ships and how they perform in wormholes in another post.

Re: If You Must Mission In A Battlecruiser

Caldari DrakeThis is in response to a post by ASTRAL DOMINIX. His Harbinger fit will have a hard time running any level 4’s alone. The incoming damage is often at or above 400 dps and medium rep and resists alone aren’t going to get it. I agree with some of the commenters that the Drake can be a great mission boat, but after having run several hundred level 4’s in it and later in a Raven, I learned one very important fact: I can blitz multiple level 3 in a gank fit drake faster than I can run a level 4 [in a Drake].

I’m not going to suggest that you switch to running in a Drake unless you have a specific desire to become a full-time mission runner, and even then I would probably just suggest that you skip the drake and head straight to training for a Raven. I love the utility of these mid-sized ships and prefer to be in a battlecruiser hull if I can.

For example:

  • Average Level 4: 5-10 million
    • Payout: 300,000-500,000
    • Bonus: 300,000-500,000
    • Bounties: 1.5-4 million
  • Average Level 3: 1.5-3 million
    • Payout: 100,000-200,000
    • Bonus: 100,000-200,000
    • Bounties: 700,000-1,000,000

Then if you fit a drake to run the level 3’s in say, 10-15 minutes each, you can really clean up. It is fairly easy to blitz them for about 10-15 million per hour.

Obligatory Drake Fitting:

[Drake, LVL 3 Blitz Drake]

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Shield Power Relay II
Photon Scattering Field II
Heat Dissipation Field II
M51 Iterative Shield Regenerator
Phased Weapon Navigation Array Generation Extron
Large Shield Extender II
Large Shield Extender II

‘Malkuth’ Heavy Missile Launcher I, Scourge Heavy Missile
‘Malkuth’ Heavy Missile Launcher I, Scourge Heavy Missile
‘Malkuth’ Heavy Missile Launcher I, Scourge Heavy Missile
‘Malkuth’ Heavy Missile Launcher I, Scourge Heavy Missile
‘Malkuth’ Heavy Missile Launcher I, Scourge Heavy Missile
‘Malkuth’ Heavy Missile Launcher I, Scourge Heavy Missile
‘Malkuth’ Heavy Missile Launcher I, Scourge Heavy Missile

Medium Warhead Rigor Catalyst I
Medium Warhead Rigor Catalyst I
Medium Core Defence Field Purger I

Hobgoblin I x5

Fitting Comments:

1. It’s a tight fit CPU-wise. You may end up needing to drop back to named modules for the tank to free up a little more.

2. The shield resits are interchangeable depending on what you are hunting [fit for Sansha].

3. The ‘Arbalest’ heavy missile launchers are expensive [16 million!], but can usually be resold for the same amount when you move up to a bigger/better ship.

4. Tech 2 Launchers are perhaps a bit to tight to fit here. ‘Malkuth’ are used to cut down on CPU requirements.

5. The dual-rigor catalyst rigs are key. They are the equivalent of having two target painters built into every missile you fire.

In A Flash

It was all over in a flash.

In what was probably the most efficient, concerted, corporate wormhole operation that I’ve had the pleasure of being a part of, the end came much too quickly. Here’s how it played out:

The neighbouring wormhole system had been scanned down and it’s exits located and noted. Additionally, the capsuleer who had performed the survey noted a large number of anomalies that were present and the utter lack of other residents. As a larger group of potential participants showed up, the possibility of trying to run a few of these anomalies was thrown around. An advance scout was sent ahead to reconnoitre the combat theatres and try to determine optimal deployment locations.

On his return with a raft of bookmarks, the fleet had assembled and was prepared to ship out. As was going to be a fairly large operation for our rather smallish group of anarchists, I was fairly excited about the support logistics involved. With the dual-Guardian set-up that we have been fielding as of late, keeping 2-4 battleships in combat readiness has become fairly routine. The thought of doing the same thing with two large capacitor sucking Abaddons, a Damnation, a Rook, an Ishtar was nearly too much excitement.

As we finished the preparations to head out, it was mentioned that the destination had a spacial phenomenon present, namely it was a Magnetar system. This is one of a handful of systems that plays host to a localised effect on shipboard systems. Magnetar systems specifically effect electronic systems it seems. In a class four wormhole system, the effects are:

ECM eff. +68%
TP eff. +68%
Damp eff. +68%
TD eff. +68%
Damage +68%
AOE Velocity -34%
Drone Velocity -34%
Targeting Range -34%
Tracking Speed -34%

So the net results was many, many dead Sleeper ships. Warp in, jam them all, liberally apply missiles, lasers and ammo, rinse and repeat. It consistently took us about 10 minutes to completely clear any sleeper anomaly we warp into. We all earned about 180 million for approximately two hours worth of work. And then it was over. Like falling off a speeding train or coming down off your latest high – the sites were clear, the fleet was gone and future was…. BRIGHT – Tomorrow we get to do it again!!!!

Along the Way

Now listen all you swingers, don’t you try to tag along
I know monkey see, but monkey’s dead, for you it would be wrong
Put a dime in my jukebox, you’ll only hear this song
And it won’t be fun for long -(TMBG)

The end is nigh!

The end has passed and off into the night we continue swimming past planets, moon and stars. Wormholes open and close and wars and rumors of wars are left in our wake. All and all, everything continues on as it did before, so what is different?

Training for the Damnation has been completed. Mostly. Sort of. There are few days left to fit the armored warfare links, but everything else is fit and fine. I should be jumping for joy, holding parties in low-sec pirate filled dens of iniquity and generally announcing it to every stray passer-by I meet. Instead I’m merely looking at the next couple of weeks of training and thinking, “Now What?”

The whole trip to Damnation has been a grand adventure. It marks the third, major, long training plan I’ve completed. The first plan was learning skills, which can be debated ad nauseam both on the forums and in various other postings. They were long, arduous and imminently debatable, however I have never once regretted doing it. The second was maximizing my asteroid warfare potential, including a few weeks on Exhumer V, Cybernetics V, and a host of ore specific refining skills to level IV for tech 2 crystals. Again, there were parts of it that I probably could have cut corners on, but I haven’t regretted being able to field a really sweet Hulk, that can mine about 27 m3 of ore per second without being in a gang and significantly more with a good Orca pilot boosting.

Finally, the trip to the Damnation, which has been a slightly longer journey than the others. Over all it was uneventful and all the skills that I have picked up in the interim have been useful across the board. In the beginning it started with the look for a decent armor tanked missile ship to swim alongside my remote armor repairing corp-mates. The Sacrilege was an option, but wasn’t really able to fit a decent remote rep fitting. The Damnation could do that, had enough tank to be able to use ballistic computer systems without sacrificing tank and could still theoretically fit a RR with it’s missiles. The DPS worked out to a similar end as the Drake with the added benefits of helping the whole fleet’s tank.

Now that I’ve reached the Damnation, I have to admit I’m feeling rather blasé about the whole thing. I love flying it. It corners like an Orca, tanks like a very large plated battleship and hits about like a Drake, but from slightly farther away. This is all well and good, but my eyes were taken by something else shiny that had cropped up along the way.

Somewhere along the way I realized that in and amongst the skills for a Damnation, was hidden the skills for a Guardian logistics ship. So on a whim I began to research them, ask questions and look at fittings for them. I got to looking at just how the efficiency of remote repair modules compared to their ‘local’ counterparts. What did it take to use them and or abuse them. Since the Guardian is also bonused for energy transfers, I threw that into the mix as well, looking at how that could be used to the best advantage. I began to develop a real sense of respect for 0.0 fleet logistics pilots and the work they do. Flying a logistics ship well takes a fair amount of capacitor savvy, shrewd targeting and really tight fittings. Tried and true skills like weapons upgrades and advanced weapons upgrades have no effect on RR’s and Xfers, so it’s down to rigs, reactors, PDU’s and CPUs to make it work.

[Editorial Aside]:

I tend to scoff when I see CPUs, PDUs and Reactors on a lot of fits. They are mostly used to compensate for a severe lack of real fitting skills or to ‘tide one over’ until their skills catch up to their hulls. [I still maintain it would be an interesting study to compare the number of killmails between the pilots having 'helper' modules like CPUs/PDUs/Reactors versus their opponents.] I fully understand that even given max skills and an expensive implant, occasionally you still run into a fit that just won’t. I myself have used these modules to great success in the past and will continue to do so in the future and even recommend some fittings that do so.

All of this to say, “Congratulations logistics pilots for making it all fit. Large remote modules on a cruiser hull with a tank that survives and makes things so much easier for the other pilots to just shoot things.”

How To Fail

Hip, hip, horrific are the words we sing
Hip, hip, horrific is our thing -(TMBG)

As I look around and back at the posts I’ve written for the last year or so, I am reminded how well things have gone, but also how spectacularly I’ve managed to fail. If you are looking for pitfalls to avoid – you’ve found them. If you want to see how not to train for something; look no further. If you would rather have less isk at the end of the day, then this is your lucky blog!I want to be there!

Seriously, the posts that inhabit these pages are filled with the heartache and misery of a pilot bashing her head against the same asteroid day after day after day. At the end of the day there is a hangar full of veldspar and tritanium, some trash modules and a ship that desperately needs a tune up. Along the way the pilot has learned that you shouldn’t trust another pilot but you have to trust the other pilots until they fail you. You can’t put 4000 m3 in a GSC and there’s no way to get a station container out of a station. Overheating missiles is not so effective and skilling up adequately for boosters is going to be very expensive.Little Hammer Forge

There are a few bright spots along the way. Namely, the ships and modules that have been opened up through a varied training programme that includes tech 2 mining equipment, logistics cruisers and some command ships. This is easily countered by the fail combat skills that barely allow for named heavy missiles on a Drake and some lame, unsupported rails on a Moa. It’s rather comical sometimes to be able to fit a full Tech 2 tank on every ship in the game, but then realize you still only have the equivalent of light weapons for armaments. Fear the fail firepower of 150mm rails on a Ferox! My heavy missile Drake of Dewm causes fits of laughter when people can safely orbit at 55 km and pick off my drones and then me.
Low DPS [Divide by 7]

Other suggest that I should be proud of the fact that I can invent nearly anything possible on the market, but even that seems to fall flat. I have consistently managed to lose money or break even on Tech 2 invention and production. My volume approach is low and slow, so as to be moving backwards in appearance. I can train people to use the towers, labs, production facilities, but seem to fail in doing so myself. What was I thinking! Science is for smart people. Production is for people who are actually motivated.Dreams Shattered Like Asteroids

So what have we learned from all of this:

  • Train all the skills you possibly can [let's start with 231]
  • Train a wide variety of skills to level 5 [53 is a good number]
  • Science skills help you store lot’s of SP [9.6 million and counting]
  • Collect ships [So you can collect dust]
  • Every 3-4 months spend everything you have on one ship setup and then poke a pirate.

And I think I’ve rambled on enough for all of us today. And that is how to fail.

Addiction and Mediocrity in Ubiquity

I know, I know, I said that I would quit
All right, I promise, no more after this
You don’t know how I’ve tried
To forget what it was like – (TMGB)

So things have been busy and I’m at a bit of a loss where to start. Who knew that managing a bunch of raving lunatics with delusions of insecurity could be so much like running a corporation. All that time at the asylum is finally paying off. [Warning, excessive use of <sarcasm> makes my hands overly tired so just apply liberally where you feel it's appropriate to make it interesting for you to read.]

Towers: Apparently you have to keep putting fuel in them. Otherwise minor details like shields, guns, labs all go offline.

Labs: Mostly full of jobs, except for when something happens to a tower.

Wormholes: Much fun. I hope to stop running errands and get back in them.

Combat: I think I remember fitting a ship with something other than cargo expanders once upon a time. It was cool. I died.

Skills: Battlecruiser V was cool and the implications are still settling in. Though it’s nice to be able to jump in all the racial BCs, albeit without being able to weaponise them currently. I can fit a whopper tank to them all, but not so much DPS. I blame the ferrets.

Corporation: Growing. Leaps and Bounds. More people means more annoying opinions opportunities, but also more things to manage. Need to train Delegation [5% workload reduction per level] to level 4 and start handing off some of this stuff.

Organisation: What? Hmm? I filed that here in the stack of papers on my desk back in the tower that went offline. I’ll get back to you January 4th. Some year.

Mining: See combat. [I think I warped to a belt in a NOS Drake. Sadness.]

Invention: Lot’s of invention going on. Need to get some of it finished.

So a little bit everything goes a long way toward getting nothing accomplished. Happy times! :)

The Long Dark Hall

IAl Abd 03Al Abd 04.png‘m staring down a long dark hallway that is only dimly lit with some bioluminescent globes that are spaced much too far apart to give any sort of definition to the length or features of the corridor. I cannot see the end, nor can I see any distinguishable openings or portals either. My choices now are to turn around and abandon this path or proceed onward to see what will become of it. Where will it lead…? What have I begun…? What have I become…?

And so my thoughts on beginning the journey towards my current skill objective come to the fore. I’ve had long training plans before. They got me into my Covetor and my Hulk and have helped me max out most of my core skills [AWU - I love/hate you]. They are not pleasant to watch, but they are fun to achieve. Kirith Kodachi has kept many people entertained with his own regales of routines passed on his way to the Ninveah and later a ill-fated Nighthawk.

Al Abd 01My own plans are much more modest. I am working toward the skill set needed for the Amarrian Fleet Command Ship,  Damnation. The die has been cast and the decision made. Currently I’m just getting rolling on my Battlecruiser V training. Then it’s a relatively shorter time to Amarr Cruiser V, Warfare Link Specialist IV, and Logistics IV. I’m already excited, but trying to temper that elation with the knowledge that it will still be awhile. I’m also trying really hard to ignore the results of my rather Scientific Background which includes such minor details as having pants for offensive skills. I’ll need to pick up some more training in heavy missiles and heavy assault missiles to be an effective fleet member.

Al Abd 02 The impetus for this impulse is the desire for our fleet to be able to run sleeper sites more quickly and efficiently. With the added range for HAM’s, I think it might even be useful to fit them. With a couple cheap [it's all relative right?] rigs I can fling a HAM out to 40 km for approximately 260 DPS and just a smidge over 1,000 alpha strike volley. This is modest damage, but coupled with the ability to be cap stable while running both RR and links is too hard to ignore. In the meantime, I’m an entertaining myself by pasting pictures of my new ship all over the inside of my pod. [In case you hadn't noticed them all over this post by now. I'm also playing around with fittings for Al Abd [the name I've already chosen].

Al Abd 05.png

Busy Two Weeks

Well, there’s been a complete dearth of posts from myself as I’ve had a very busy two weeks. Though I’ve been able to fly around a lot, I haven’t had much time to sit down and compile a coherent thought. [Those of you who are reading this, stop laughing at the last statement about coherence.]

We removed a couple of no-shows from the corporation. It’s always a tough decision to make, but after only popping in once after joining, you begin to wonder at their future potential. We’re about as laid-back as you can get in an industrial corporation, but we do prefer at least some warning that you might be scarce for the next couple weeks, months, years. On the flip side, we’ve had three new people join us that are shaping up nicely to be good support for the corporation.

In a comment to a previous note, someone asked about the exact difference that the training skills made in terms of skill training. I’m working on adding all of this up and will try to get a more complete answer calculated. I know for instance that training your learning skills can reduce the time to get into a Hulk from over 90 days to slightly less than 60 days [including time spent on the learning skills. Similar calculations are true for PvP, PvE and Market Mavens. I'll try to have a more complete answer for you in the future. Have to spend some quality time with my trusty calculator.

On a related note [calculations], I’ve managed to rebuild my spreadsheet [with kudos to Letrange for an interim sheet while mine was reduced to electrons] to a pre-crash state. It’s a good thing that the School of Applied Knowledge trained me well to handle this sort of thing before I started piloting around the rest of the galaxy. I can now reliably pick various BPO’s that we own and run the numbers to see if we will make a profit on them. Given that we mine almost all of our ore, the manufactured products are technically all profit, but realistically only if we make more off the pieces than we make off selling the minerals outright. We could undercut a lot of markets to move merchandise, but would only be hurting ourselves. By giving the inventory full market value, we cut into our profits as well as weaken the overall market by potentially providing a cheaper source of refinable ore. I’ve done the same thing to others by buying large quantities of items that were more profitable when refined and either resold or manufactured into to more valuable items.

I’m working at slowly rebuilding my wallet as well after spending a lot of getting some production underway. I’ve got a fairly decent supply of various T1 drones on the market and they are providing a steady [if somewhat low] amount of income. I’m also working on doing a lot of jobs for the FedMart corporation out in Everyshore. I need the ability to refine my ore out there more than I have loyalty to my Caldari upbringing.

More to follow…