15/05/11 08:39 AM
Arkonor 285
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Crokite 187
Hedbergite 171
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Jaspet 152
Dark Ochre 147
Pyroxeres 118
Kernite 106
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Omber 81

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Missiles Plugging Away

Probably one of the safer groups of people to use hardwiring implants are professional mission runners. Since the majority of mission runners use missile based set-ups [Caracal, Drake, Raven, CNR, Golem, Tengu], most of these people will benefit from implants that maximise their application of missile damage to their intended targets as quickly as possible. They also have the added benefit of being able to earn the LP necessary to buy the implants in the first place as well as face a relatively low risk of losing them. They can most likely justify spending a large amount of isk and resources on a nicer set of implants than someone who is doing regular fleet-ops in 0.0 or pirating in low-sec.

It can be overwhelming to decipher the implants that you are looking for in the sea of choices. All of the missile hardwirings begin with either ‘Snapshot’ for improving missile damage or ‘Deadeye’ for improving missile related skills. Since there are 5 slots that the missile implants can slot into, here is a break down by slot and then what a couple of sets might look like.

First up is slot 6. The options available here include boosts for Torpedo [ZMT-500/1000/2000] or Cruise [ZMU-500/1000/2000] damage. This will likely come down to whether you are flying the Caldari Marauder Golem or any other ship. The Golem‘s insane boosts to torpedoes makes the addition of the implant marginally useful, but flying a billion isk ship that likely has more than a billion in fitting modules on it makes the implant a fairly small drop in the isk  bucket. For everyone else, slot six is likely to just be a utility for more capacitor, CPU or power grid.

For slot 7 there is a choice between the two cruiser sized missile platform [Heavy Assault {ZME-500/1000/2000} vs. Heavy {ZMH-500/1000/2000}] damage or increasing missile ranges [ZMC-10/100/1000 or ZML-10/100/1000]. For those in torpedo or rocket fit boats the added range is nice, but for cruise/heavy/standard missiles it is less useful due to their already long range. It could be argued that you could maximise a sniper cruise boat, but the real question would be why. If you are in a PVE ship- you probably want to get the heavy missile damage implant, for a PVP ship like the Sacrilege consider the HAM damage implant.

Slot 8 really does not have a choice. The two available missile hardwirings are for defender missile [ZMD-500/1000/2000] or explosion velocity. I honestly cannot conceive of a situation where using a hardwiring to boost defender missiles is beneficial. There really are only a few situations where having defender missiles are even remotely useful and having an implant for that is not going to make the difference. On the other hand, if you are using cruise or heavy missiles, the bonus to explosion velocity is icing on an already very tasty cake. While it will not make your cruise missiles hit for more damage, it will increase the amount of their damage that actually gets applied to smaller targets. If you are using the unguided missiles [Rockets, Heavy Assaults or Torpedoes], consider filling slot 8 with something like the Rogue DY [for afterburner cap savings], the Squire CC [for more capacitor] or the Alchemist WA [longer drug booster effects - a whole other set of topics].

Slot 9 for missiles is either for small missiles [ZMR-500/1000/2000 and ZMN-500/1000/2000] or for explosion velocity [ZMS-10/100/1000 - all missiles]. If you are a dedicated Hawk, Hookbill, Flycatcher, Heretic or maybe even Kestrel pilot, the two small missile hardwirings could do you good. Until they make a change to rockets, the explosion velocity is likely going to do you more good than the damage boost. It also has the added advantage of working with any other missiles that you might fire.

Finally, slot 10 is a lot like slot 8. The need for Friend-or-Foe [F.o.F.] is highly situational and not likely to be one that you face often. Thus the need for an implant that helps the explosion radius of F.o.F. missiles [ZMF-500/1000/2000] is not going to be a great choice. The other missile hardwire for slot 10 is one that has a direct effect on DPS by boosting their rate of fire [ZMM-10/100/1000]. This is a great choice for PVE and PVP both.

So to recap [and provide application to the above rhetoric] – here are a few specific suggestions:

PVE Torp Golem
Slot 6 Torpedo Damage ‘Snapshot’ ZMT-2000 ~170m
Slot 7 Flight Time ‘Deadeye’ ZMC-1000 ~177m
Slot 8 Booster Duration ‘Alchemist’ WA-2 ~100m
Slot 9 Explosion Velocity ‘Deadeye’ ZMS-1000 ~165m
Slot 10 Rate of Fire ‘Deadeye’ ZMM-1000 ~177m
PVE Tengu/Drake
Slot 6 Capacitor Recharge ‘Gypsy’ KMB-50 ~23m
Slot 7 HML Damage ‘Snapshot’ ZMH-2000 ~160m
Slot 8 Explosion Radius ‘Deadeye’ ZMA-1000 ~170m
Slot 9 Explosion Velocity ‘Deadeye’ ZMS-1000 ~165m
Slot 10 Rate of Fire ‘Deadeye’ ZMM-1000 ~177m
PVE Raven Cheap
Slot 6 Cruise Damage ‘Snapshot’ ZMU-1000 ~22m
Slot 7 Flight Time ‘Deadeye’ ZMC-100 ~15m
Slot 8 Explosion Radius ‘Deadeye’ ZMA-100 ~21m
Slot 9 Explosion Velocity ‘Deadeye’ ZMS-100 ~22m
Slot 10 Rate of Fire ‘Deadeye’ ZMM-100 ~24m
PVP Generic
Slot 6 Ship Velocity ‘Rogue’ CY-1 ~5m As an alternative for slot six, the pirate ‘Omega’ implants can be used to compete those sets.
Slot 7 Missile Velocity ‘Deadeye’ ZML-10 ~1.5m
Slot 8 Explosion Radius ‘Deadeye’ ZMA-10 ~2.1m
Slot 9 Explosion Velocity ‘Deadeye’ ZMS-10 ~2.2m
Slot 10 Rate of Fire ‘Deadeye’ ZMM-10 ~1m

It Is All In Your Head

On Being Plugged In

[caption id="attachment_971" align="alignright" width="149" caption="Plug It In, Plug It In"]EVE Online Implants[/caption]

There are within EVE a plethora of ways to get better and be better than the next pilot. Fitting your ship, pilot ability, skill training and finally implants. Like the Glade® Plug-ins of Terran myth, these cool little doodads work their magic by being inserted into sockets in your brain and having some larger effect on the world around you. Unlike the Glade®’s they can be more than just a fresh scent. They can increase your ability to squeeze things on your ship, improve your cap-life, add time to your tank, and even speed up the rate at which you acquire new skills. They are the magic beans being sold by the side of road. They are quite simply, rigs for your brain. In much the same way you might spend extra money to rig your ship for a performance increase, you can ‘rig’ your melon with implants for an increase in something [often just ego, ask Krull].

They can generally be divided into two broad divisions and several sub-categories. First there are the attribute implants that increase your Intelligence [Einstein never had it so good], Memory [Where did I park my Onyx?], Perception [I see dead people], Willpower [OBEY!] and Charisma [Leadership skill training?]. The second division is the broad range of enhancement implants that improve how skills work, how modules function, how damage is calculated and applied even how effective the drugs you might be taking are on you performance. Each of these two broad divisions can be further subdivided into categories:

  • Attribute Implants:
    • Specific Attribute [Int/Mem/Per/Wil/Cha]
      • Limited
      • Limited Beta
      • Basic
      • Standard
      • Improved
      • Pirate
        • Low-Grade
        • High-Grade
  • Hardwirings
    • Armor
    • Drones
    • Electronics
    • Engineering
    • Gunnery
    • Industry
    • Leadership
    • Missile
    • Navigation
    • Science
    • Shields

There are a myriad different ways to fit these into your head, just as there are millions of possible ship configurations. Hopefully over the next couple of posts I will examine some different combinations that can serve particular needs. If you a particular set you like to use or rely on, post a comment and I will see about getting it put into the mix.

Always Another Skill

I finally finished up what I considered a fairly good set of mining skills for a high-sec carebear-ette. All I’m lacking is the full set of T2 mining crystals. Additionally I thought I would start working on getting started on some production skills. I finally got that rolling along and realized I should be inventing as well.

I had decided at about three to four weeks into my pod-pilot career that I should focus on running any missions with one particular NPC corporation. I looked around at what I wanted and decided I like what Lai Dai had to offer. They covered a spread spectrum of endeavors and didn’t seems to rule anything else out. I wanted to fly for them as well, but it seems their rigorous application and acceptance procedures excluded me because of a technicality of my Achuran heritage or some such nonsense. I liked their spread of stations and coverage as well as the offerings from their LP store, not the least of which was the much vaunted ‘Highwall’ HX-2 mining implant.

So after specializing for a long time and even catching some flak from my then corp mates about not using ‘their’ corp and agents, I managed to get enough standings for a perfect refine. A couple of weeks later I was able to get a jump clone. And finally last week was able to afford my much coveted implant.

All of this to say, I have a lot of standing with them and was curious if there was a way to continue to leverage that to my benefit. Well, it goes back to one other reason I had selected Lai Dai originally. There are a lot of research and development agents within the Lai Dai corporation and they cover a large area of space and range of research endeavors. I looked at the spread and realized I have access to all off their R&D agents and was only lacking the prerequisite skill areas to begin earning research points for datacores. The datacores are requirement for invention of all kinds of various modules.

I started with Hydromagnetic Physics. Why? Well, my study of Ice Processing had required that I gain more than a passing familiarity with Hydromagnetic Physics and so I could immediately access high level agents by training Research Project Management. On a side note, RPM is a charisma heavy skill in the science field that for an Achura is painfully slow to get trained. I’ve stopped training it after four rounds as it will take another month to maximize it. In the mean time, I’ve also picked up Caldari Starship Engineering so that I can possibly work on some of the ship invention as well as sell some extra datacores.

The final skill endeavor has been to get some exploration work done. I had learned enough Astrometrics to use all the various exploration probes and some of scanning speed training, but knew that at some point I would need to move into a tech 2 ship to take full control of exploration. So I embarked on a journey to train Electronic Upgrades V I could train for a Covert Ops frigate. On a somewhat related side note, it turns out I need that for something completely unrelated. Manufacturing. Really, Manufacturing? Apparently you need various encryption methods for invention which require some skill at hacking which in turn relies upon… Electronic Upgrades V. So coming full circle, I’m training for scanning again so I can invent the T2 mining crystals so I can train for level IV of the various ore refinement skills to be able to use them in my modulated strip miner 2′s. Whew. I sure hope I don’t need to train any other skills along the way… :D

In Search of Perfection

I’m always trying to make the best of both what I have and what I can do. In some cases that means being as efficient as possible and cutting costs and corners. At other times it is a matter of training that last skill to level V. Currently I’m working at wrapping up Production Efficiency to level V so that the stuff I manufacture costs less and I’ve been slumming [mission running] so that I’ll have enough LP to purchase an Inherent Industries ‘HX-2′ mining implant and then the ‘HY-2′ ice duration implant. My clone out in the Ardalabier ice fields will get the HY and the main high-sec mining clone will get the HX. I’m about half way there. If I get those all squared away, I’ll consider a set of implants for the mission clone.

On other progress fronts, I’m getting closer to having some good R&D agents with Lai Dai. I have plenty of standings, but the skills are still by major road block. For someone who likes to do a little bit of everything, getting your skills up to a sufficient level can be maddening. So in four days I’ll shift from production training to research training all the while I’ll be missioning to be able to mine more efficiently.

On the sales front, I know I’ll need more order slots, but that has also fallen in terms of importance to the other options. I’ve been putting my LP from Amarr corporations into faction laser crystals. This has been fairly profitable as they would otherwise just be collecting dust and the crystals additionally required for purchase have all been from mission loot.

Summary:
Perfection is painfully slow in coming sometimes.
Implants are worth the cost [sometimes].
LP should be available to sell/contract/trade.
Clones allow for specialization without alts.

Addendum:
Apparently magnetic cable flux disruption from a small planetoid in some far distant system is playing havoc with my pod’s electronics and it’s taking hours to accomplish little tasks like docking, warping, jumping or even just using the coms. [Some numbnut cut two major under sea cables in the Mediterranean Ocean and all of my connections are being routed to Venus first which further results in a ping of something on the order of 4800 ms.] I think the term is Sad Panda™.

Favorite Thing

I need to clarify the previous post. I didn’t mean to go on and on about icing. The truth is, my favorite thing about EVE is the skill training. I like learning new things. Knowledge has always been my “thing”. I have done a lot of things in my life, but it always comes back to learning. The post about icing was really just meant to be an explanation or backdrop for how much I miss learning when I’m forced to do something else that slows it down. Such as jump into a clone that doesn’t have my best implants in it.

Thanks for understanding.