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!

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.

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.

Guardian of the Week

32 feathers in my brand-new Indian headdress
32 new moons shining in 32 skies -(TMBG)

So finally I finish the long walk to Amarr Cruiser level V. It’s been a rather arduous journey toward a predefined goal that I set for myself and managed to talk another into. The completion of AC-V represents one of the milestone events that we discussed as being a relevant stepping stone along the heavily wooded path. It allowed for a bit of shiny in the midst of an otherwise long journey. Hopefully the last 10-15 days of training will fly by in comparison.

Ship Sweet Ship

The upshot of AC-V is that it opens up the line of Tech 2 cruisers from the Empire for exploration and exploitation. Now I can fit and fly Her Highness‘ [no real devotion mind you - she just owns the flim-flamming Empire of Squirrels] logistics ships and can fly the Amarrian recons, but only with a Tech 1 fit. It seems rather pointless to fly a T2 ship with T1 gear. It’s rather analogous to giving special forces commandos Nerf® battle gear [That's another post!]. The T2 remote armor repairers and energy transfers will find a use, and only become more so as soon as I wrap up training for Logistics IV.

Pleasure Cruise - All PleasureGo Go Guardian

So I hit the shops and find a sweet deal on a Guardian that someone was trying to dump in Lonetrek [Amarr ships are cheaper in the State?] and flitted over to pick it up. After picking up the ship, I used some fairly ugly, low-meta, named, mission looted, gear to fit a tank on it for transport to my main hangar. I flew it quickly as I could from gate to gate, desperately hoping that anyone looking to bite into a yummy T2 cruiser would prefer ganking a Hulk to my new shiny. The trip was uneventful and I was able to even snap a couple of touristy images from the camera drones.

The whole exercise might be one in pointless futility unless I can settle on a more tanky fit that I think will allow for WH survival. Maybe the dual Guardian-lock could survive incoming Sleeper fire given the higher resists. If any of you have used Guardians in fleets against the wormhole denizens, I would be interested in your thoughts about what to slap on it.

New Orca Work

Words fail
Buildings tumble
The ground opens wide
Light beams down from heaven
She stands before my eyes

– (TMGB)

Because I’m always a bit distracted and doing 20-30 different things at once, it often means that I hit things hard and hope I get enough to keep the project afloat until I get back around to it again. One of those projects is the ongoing Orca development project that manages to be purely theoretical in nature. All this means, I don’t actually produce Orcas, but I come back and look at their production costs in relation to the current ore/mineral prices. In update to a post of long ago [Orca Production Calculations], the following changes have been made:

An Orca can currently be broken down into its component pieces and then sub-costed into their mineral components. The overall picture doesn’t include any of the manufacturing costs and assumes NO Material Efficiency research. I am putting the picture of the calculations in this post, but I’ll try to summarise the numbers for brevity as well.Spreadsheet Breakdown of Orca

To produce an Orca requires 7 component blueprint and one ship blueprint that all average around 1.1 billion each to purchase from the market. Each of the seven components will cost approximately 4 million in minerals on average [3.2 million - 5.5 million]. Combined with the total number of each component, the cost to produce an Orca is currently approximately 310 million. Since I’m not selling Orcas, I feel comfortable in suggesting that market prices ought to be around 350m allowing for profit margins, research costs and capital paybacks.

If mineral costs continue to fall, Orca prices could stabilize as low as 325 million. Adding rigs to them will still push them up over 400 million. The cargohold optimization rigs are still running over 30 million each. The addition of the ore hold has drastically improved the Orca’s flexibility and original role performance.

Nothings Gonna Change My Clothes

With the last wormhole processing wrapped up and the current one in preparation, we’ve decided to make some modifications to our approach. As we’ve been increasingly been in contact with forces that do not have our best interests in mind. Pirates, would be invaders and even other carebears, er industrialists want to use our space for their own gains. It would be fair to stay that until now, we have been fairly tolerant of visitors, as long as we are able to go about our business. Thus we arrive at something that has been coming for some time, but has been put off several times.

Enter the Suicide Death Squad – Dark Star Division for controlling the amount of time we end up having to do things differently. The basic premise is the fact that many of the people looking to have their presence felt in our system are more interested in the numbers. They want to see such things as, “Total Isk Destroyed” and “Isk Recovered” and “Loot Stolen”. We evaluated our options with regard to said mentality and decided on a course of action. For now I’ll sit on the details, but will let you know how it works out.

The Loss Explained

A different point of view, a different type of experience, so you will have to excuse some of my disagreement with the idea that pilots’ ships are not worth the emotional investment.

I find there is a bit of a logical fallacy in equating a ship to a screwdriver. While they both serve a function and they both are tools, I doubt you would feel as cavalier about your neighbor coming over and taking his precious screwdriver to your car’s paint job. There is also the relative cost involved in losing a ship. I’m rather cavalier about Tech 1 frigate losses by the dozens in large part because I can manufacture or buy them by the hundreds or even thousands. On the flip side, losing a command ship is quite a bit more painful.

In many ways the emotion that a player develops toward her ship is connected to the very fact that they might have built it from scratch. They put a lot of time, effort and energy in to make it. It’s closely akin to the way classic car collectors/builders feel about their machines. It has become more that just metal. It has become a representation of the energy put into the creation of the ship. It is the same devotion that many pilots have to shooting other ships. Couple this creative energy put into the ship with any subsequent scenarios of survival and there is further emotional connection as the pilot has succeeded in yet another endeavor in said ship.

I don’t expect you to understand or even agree, but do know this, that the rage a pilot feels after losing a good ship, that has carried her well, or been through many times together will alway, ALWAYS have some emotional attachment to it. I understand your point of view that many pilots are too connected to their ships, and for the most part would agree. But I also understand that EVE has as many aspects to its play style as it has systems, and we are all likely to approach it from different places.

The Long Dark Hull

In the process of dreaming about my future and while staring at the picture posted in my pod, I have already started fantasizing about potential fits and what not for my Damnation field command ship, Al Abd. Come on, admit it. You have all tried fits for ships you can’t yet fly. It’s the dirty little secret/Pandora’s Box that EFT and EVEHQ when they become prevalent. Armchair capital pilots everywhere are fitting out their supercaps to do battle in their minds eye. So skipping the reverie and amorphous thoughts about what might have been, I managed to cobble together the following [mind the Tool Tips].

  • [Low Slots]
    • Damage Control II
    • Armor Thermic Hardener II
    • Armor EM Hardener II
    • Armor Kinetic Hardener II
    • Ballistic Control System II
    • Ballistic Control System II
  • [Mid Slots]
    • Cap Recharger II
    • Cap Recharger II
    • Cap Recharger II
    • Cap Recharger II
  • [High Slots]
    • XT-2800 Heavy Assault Missile Launcher I, Fulmination Assault Missile
    • XT-2800 Heavy Assault Missile Launcher I, Fulmination Assault Missile
    • XT-2800 Heavy Assault Missile Launcher I, Fulmination Assault Missile
    • XT-2800 Heavy Assault Missile Launcher I, Fulmination Assault Missile
    • XT-2800 Heavy Assault Missile Launcher I, Fulmination Assault Missile
    • Large ‘Solace’ I Remote Bulwark Reconstruction
    • Armored Warfare Link – Damage Control
  • [Rigs]
    • Medium Hydraulic Bay Thrusters I
    • Medium Rocket Fuel Cache Partition I
  • [Drones]
    • Hobgoblin I x5
  • [Statistics] Using Level V Skills For Comparison
    • Effective HP: 85,934
    • Tank Ability: 20.56 DPS
    • Damage Profile – <Omni-Damage> (EM: 25.00%, Ex: 25.00%, Ki: 25.00%, Th: 25.00%)
    • Shield Resists - EM: 12.50%, Ex: 89.06%, Ki: 73.75%, Th: 30.00%
    • Armor Resists – EM: 85.66%, Ex: 87.25%, Ki: 89.24%, Th: 81.35%
    • Capacitor: Stable
    • Volley Damage: 1,121.98
    • DPS: 269.28

Bah – this whole post too long to format. Nearly twice as long as dreaming up the fitting that I am sure I will iterate through at least another thirty times. Are you not entertained? Ten million to the first comment that collects all the eggs.

Death of an Icon

This is one of those posts that doesn’t write itself. It doesn’t leap from your hands to the page [or fingers to the keys] with synaptic firing of ideas and thoughts that must be recorded quickly. It is quite frankly, the hardest post I think I have ever had to sit down and commit. It would be far easier to just walk away from it and try to ignore it, the pain and passion stuffed under the covers. Hot chocolate, ice cream and bon bons can only go so far before it must be dealt with. And dealt with is must be, or else there is no future and nothing more to move on to.

Lou Ferrigno died.

It was quick and painful. The Manticore uncloaked off the after impeller drives and locked and pointed my valiant Hulk. Almost immediately his friends were dropping out of warp, locking and firing. It was over before I could really do more than announce it on our com channels. Our hauler had just warped way, one other Hulk pilot lost his life as well as his boat and a third got back home easily.

A quick jump into a combat ship [any combat ship] and return warp, but they had already salvaged the wreck and cloaked or moved on. We chased the ghosts of combat past around the yard for an hour or so, never quite connecting or confronting our losses. It was probably for the best, as the taste of blood was fresh in my mouth [I bit my lip] and I was likely to have made even more mistakes and lost more ships. I am not, have never been, and likely won’t be a combat pilot of much renown.

And so it ends, the faithful friend of over a year, passing into the night of stars. There were many happy moments we shared together and I am choosing to remember them as well as the loss. I have already purchased and refit another ship in Lou’s absence. It’s not a replacement, but in time I will grow to love it just as much as I love my other children. I’ve been out and active in both the wormhole [WH] system we’ve set up in as well as flying around high security space. I’m coping and manage to contain my crying to the cargo hold of Luxury Yacht.

.On a related note, I’m learning Russian… Там будет кровь.