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AAR asteroids currently have 108m3 of ore

Unknown if this is intentional or not, it is not mentioned in any patch notes. After March, it was 120m3, and that is what this section is based on. The fits and info will still work, just be a bit overkill.

The 40 m3 breakpoint mentioned below is for 120 m3 rocks. Rocks actually being 108 m3 means the breakpoint is actually 36 m3.

Pioneer Duet

Basic Strategy

  1. DD rep the solo logi
  2. Assign drone bunny. Priority targets: Tyrannos Kyrios, Ravenous ___, Enervating ___
  3. Two Pioneers mine 6 rocks each per wave (see images for split examples)
  4. Warp out after wave 9 or die

Simplest Strategy

Composition

  • 1x Logi Osprey
  • 2x DD Vexors
  • 2x "HFC AAR Duet - Pioneer Gold Pure MLU2" fit from below (or any Pioneer with 40m3 yield per cycle and 25km range, or higher)

Strategy

  • Miners position themselves in the middle of the site. One mines the furthest 6 rocks and the other the closest 6 rocks (see Inner/Outer Split graphic above).
  • Osprey gives Remote Sensor Booster with Range script to whichever Pioneer is responsible for the the Outer rocks.
  • Someone deploys a Mobile Tractor Unit
  • Vexors stay near the Osprey and rep the Osprey.
  • One Vexor is drone bunny, everyone assists drones to them.
  • Either Vexor shoots Faulty Triglavian Caches that spawn from mined-out rocks.
  • Always kill *Tyrannos Kyrios*, Ravenous, and Enervating enemies first.

Logi Fits

DD Fits

Capchain DD Fits

These fits require capchaining to each other to be stable. The above fit (or an upgraded/T2 version) is recommended for its simplicity if nothing else. These capchain fits don't have many advantages, but do recover from neuts faster and are safer when entering the site early without the logi.


Miner Fits

There are a lot of fits and information below here. The short version is you want 40m3 yield per cycle or more, and 25km range or more.

There are a number of ways to get there and a number of ways to accommodate lower skill levels.

"Silver/Gold/Platinum" see tiers below

"Pure" means the fit uses scoped T1 lasers

"Residue" means the fit uses T2 lasers, this sacrifices range in exchange for lower overall skill requirement to reach yield breakpoints

Miner Tiers

  • Bronze: Minimum requirements, can do inner rocks and the close rocks of the Sunset Split[1]
    • 40 m3 12 km
  • Silver: Can also do Dancing Snakes
    • 40 m3 18 km
  • Gold: Can do outer rocks and the horizon of the Sunset Split
    • 40 m3 25 km
  • Platinum: Range downgrade but major yield upgrade. Outer rocks now require a little finesse, but gives a ton of time margin
    • 60 m3 24 km

Miner Skills

  • Silver Residue Alpha
    • Mining Destroyer 2, Mining 4, Mining Upgrades 1
  • Silver Residue MLU1
    • Mining Destroyer 4, Mining 4, Astrogeology 0, Mining Upgrades 1
  • Gold Pure MLU1
    • Mining Destroyer 4, Mining 4, Astrogeology 4, Mining Upgrades 1
  • Gold Pure MLU2
    • Mining Destroyer 4, Mining 4, Astrogeology 1, Mining Upgrades 4
  • Platinum Residue
    • Mining Destroyer 5, Mining 5, Astrogeology 4, Mining Upgrades 4

Miner Breakpoints and Splits

This section contains excessive information and detail, maybe useful to FCs and the curiously minded. I wrote it as an aid in my quest to determine fits and skills needed for our loaners.

Yield breakpoints:

  • 40 m3 per cycle: finishes each rock in 3 cycles. 90 seconds for all 6 rocks. 30 second margin.
  • 60 m3 per cycle: finishes each rock in 2 cycles. 60 seconds for all 6 rocks. 60 seconds margin.
  • 90 m3 per cycle: finishes each rock in 1.5 cycles. 46 seconds for all 6 rocks. 74 second margin.
  • 120 m3 per cycle: finishes each rock in 1 cycle. 30 seconds for all 6 rocks. 90 second margin.

Practically, 40 m3 is the minimum requirement. Slightly less is possible but requires a great deal of attention with little room for error.

Having a yield low enough that short-cycling your lasers is critical to completing the site is not recommended. This makes these breakpoints fairly rigid. On the other hand, short cycling with a higher than minimum yield (such as the 90 m3 breakpoint) allows a skilled miner to back up their partner, cover for mistakes, and generally help prevent site failures. This is especially effective with lasers that have residue and is best accompanied by enough range to cover the other Pioneer's rocks, which can be done with any split.

Range breakpoints (refer to the images above):

  • 12km: can handle the head of the Squid split
  • 13km: can handle the near rocks of the Inner/Outer split
  • 18km: can handle the Dancing Snakes split
  • 23km: can handle the arms of the Squid split
  • 26km: can handle the far rocks of the Inner/Outer split [2]
  • 32km: can reach all rocks from the beacon
  • 40km: can reach all rocks from any position in any split


Unlike yield breakpoints, range breakpoints are looser. These ranges are not the absolute minimums as absolute minimum range requires extremely precise positioning and range displays in-game are not precise enough. These ranges are either rounded up to the nearest km, or add 1-2 km of margin. Higher range makes positioning considerably easier, drifting more forgiving, and is generally very impactful in consistently completing sites.

The game loves rounding values in tooltips and distances in space above 10km. If your range is 25km and the rock is 25km away you may not be able to mine it as your true mining range and true distance to the rock may be quite different. Also, if your cycle yield in-game shows as 40 m3 it is possible your yield is actually something like 39.7 m3 and you will occasionally not 3-cycle your rock.

Execution difficulty:

  • Inner/Outer: Easiest to execute, requiring very little manual piloting. The far miner of this split has the highest SP requirement of any position in any split
  • Squid: Somewhat more difficult to execute, requiring some manual piloting by both Pioneers. However, both Pioneers have objects in space as reference points that make this relatively simple: The Squid head Pioneer approaches and sits at 0 on the middle rock in their cluster. The Squid arm Pioneer sits next to the untargetable wreck doodad near one of the middle rocks. The wreck doodad is visible in the reference image above, next to the right toe of the Pioneer.
  • Dancing Snakes: This split is arguably the most difficult of the three to execute, requiring the use of range to specific rocks find the right spot to sit. With good positioning, each Pioneer can target their closest 6 rocks by range from the overview. Otherwise, targeting rocks visually in space may be necessary to avoid mining each others rocks.

Why Care

It might seem silly to concern ourselves with all this -- and it kind of is -- but it's been fun and effective distraction for me. Also:

My group has spent a lot of time running AARs with very new players. The original, pre-Catalyst strategies meant teaching these players how to position themselves at specific points in space under time pressure and without any clickable/approachable/tangible objects. They had to use manual piloting and visual references. Manual piloting, it turns out, is not a common skill among new players and visual references are difficult when graphics differ from player to player. There were visual aids made, lots of Discord screen sharing, we even used alts in frigates to help direct people to the right spots.

It was not uncommon for newbies to fail multiple AARs without completing a single wave before they got the hang of it. This became an increasing problem as AARs became more popular; competition put more pressure on fleet members and slowed down the learning process. Therefore, our primary goal became to find strategies that made sites supremely consistent, with loaners to match.

The Near/Far Pioneer Duet is really the culmination of all that. It's a bit of a golden bullet in terms of strategies, and for individual pilots I recommend training and fitting your ships accordingly. It's not a long train and the ships are not expensive.

However, our job as an organization of FCs, teachers, and keepers of loaners means we want to accommodate players of all levels of SP and experience. All this extra theorycrafting and other work means people can show up to fleets with no ship, no clue, practically no SP, and still get to fly. That's important to us. Nerdy theory and prep also makes FC life easier, and EVE always needs more FCs.

Vexoneer Waltz

Using one Pioneer with at least 60 m3 and minimum 22km range to cover 9 asteroids, and one Vexor with at least 20 m3 can do the last 3 asteroids.

  1. ^ It might still be called Sunrise Split in the images. I plan to remake the images at some point, and I think Sunset Split sounds better.
  2. ^ 24km (Miner IIs, Mining Destroyer 5) is technically possible, see the three images above