https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Calder+ormand&feedformat=atomEVE University Wiki - User contributions [en]2024-03-29T06:14:22ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=Stealth_Bombers&diff=135767Stealth Bombers2018-06-07T15:27:26Z<p>Calder ormand: /* Which bomber should I fly? */</p>
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Stealth bombers are one of the earliest T2 ships that new pilots can fly. These ships travel through systems undetected, approach under cloak, and deliver high-damage torpedoes and bombs on unsuspecting targets. Flying in a fleet, stealth bombers provide surveillance and DPS. Flying solo, stealth bombers provide surveillance, but one downside to flying alone is the high chance of being destroyed at gatecamps. Stealth bombers are one of the most powerful tier II (T2) frigates in New Eden. This page covers general information about stealth bombers.<br /><br />
{| class="wikitable"<br />
|-<br />
! Hound !! Manticore !! Nemesis !! Purifier<br />
|-<br />
| [[Image:Hound.jpg|thumb|The Minmatar Hound]] || [[Image:Manticore.jpg|thumb|The Caldari Manticore]] || [[Image:Nemesis.jpg|thumb|The Gallente Nemesis]] || [[Image:Purifier.jpg|thumb|The Amarr Purifier]]<br />
|}<br /><br />
<br />
==Which bomber should I fly?==<br />
Pilot preference. Pilots can choose how to fly their bomber and configure modules accordingly.<br /><br />
Each race has one stealth bomber with its own module slot combination.<br /><br />
-recommended bomb platforms: Amarr Purifier, Minmatar Hound. The Purifier and the Hound have a 3L-3M-5H slot layout.<br /><br />
-recommended torpedo platforms: Caldari Manticore, Gallente Nemesis. The Manticore and the Nemesis have a 2L-4M-5H slot layout.<br /><br />
<br />
Differences with each bomber:<br /><br />
The Nemesis is bonused for thermal damage, which is the least often resisted damage type in pvp.<br /><br />
The Purifier has the largest cargo bay, which allows more storage for 3 bombs.<br /><br />
The Manticore has the highest CPU, which allows more CPU points for easier module fitting.<br /><br />
The Hound is the most agile, which allows faster align time to travel to or escape from dangerous situations.<br /><br />
<br />
=== Hound ===<br />
[[Image:Hound.jpg|thumb|The Minmatar Hound]]<br />
The [[Hound]] is the Minmatar Stealth Bomber.<br />
It gets a bonus to explosive damage and uses Nova torpedos.<br />
It features a 3L-3M-5H slot layout, composing of three low slots, three mid slots, and five high slots.<br />
The Hound's 3L (three low slots) could fit Ballistic Control Systems (BCS) modules, but due to their high-CPU requirement, fitting three BCS modules may be a challenge.<br />
The Hound also has the fastest align time (faster warp to/faster escape from) and the highest scan resolution (faster lock time) out of all of the bombers.<br /><br />
With the exception of the torpedo type, the fit is the same as the Purifier, though pilots may find it a touch easier to squeeze everything on due to a slight difference in CPU.<br />
<br />
=== Manticore ===<br />
[[Image:Manticore.jpg|thumb|The Caldari Manticore]]<br />
The [[Manticore]] is the Caldari Stealth Bomber. <br />
It gets a bonus to kinetic damage and uses Scourge torpedoes.<br />
It features a 2L-4M-5H slot layout, composing of two low slots, four mid slots, and five high slots.<br />
The Manticore's 4M (four medium slots) have to option to fit one more utility/EWar/etc module (Sensor Dampener, Target Painter, Capacitor Booster, etc.)<br /><br />
It has the highest CPU, making module fitting ideal.<br /><br />
<br />
=== Nemesis ===<br />
[[Image:Nemesis.jpg|thumb|The Gallente Nemesis]]<br />
The [[Nemesis]] is the Gallente Stealth Bomber.<br />
The Nemesis gets a bonus to thermal damage and uses Inferno torpedoes.<br />
It features a 2L-4M-5H slot layout, composing of two low slots, four mid slots, and five high slots.<br />
The Nemesis's 4M (four medium slots) have to option to fit one more utility/EWar/etc module (Sensor Dampener, Target Painter, Capacitor Booster, etc.)<br /><br />
It has less CPU, making Tech 2 module fitting a challenge.<br /><br />
<br />
=== Purifier ===<br />
[[Image:Purifier.jpg|thumb|The Amarr Purifier]]<br />
The [[Purifier]] is the Amarr Stealth Bomber.<br />
It gets a bonus to EM damage and uses Mjolnir torpedoes.<br />
It features a 3L-3M-5H slot layout, composing of three low slots, three mid slots, and five high slots.<br />
The Purifier's 3L (three low slots) could fit Ballistic Control Systems (BCS) modules, but due to their high-CPU requirement, fitting three BCS modules may be a challenge. <br />
It has the least CPU, which makes module fitting tight and not quite as varied as the other races.<br /><br />
<br /><br />
<br />
== Bonuses ==<br />
Stealth bombers have the following bonuses<br /><br />
Racial torpedo damage:<br /><br />
Hound, Minmatar = +15% Explosive damage / Nova Torpedo<br /><br />
Manticore, Caldari = +15% Kinetic damage / Scourge Torpedo<br /><br />
Nemesis, Gallente = +15% Thermal damage / Inferno Torpedo<br /><br />
Purifier, Amarr = +15% EM damage / Mjolnir Torpedo<br /><br />
Pilots gain an additional 5%-25% bomb damage bonus per level of Covert-Ops skill trained.<br /><br />
<br />
<br /><br />
+100.00% bonus to torpedo velocity<br /><br />
+ 50.00% bonus to explosion velocity and torpedo flight time<br /><br />
- 99.65% bonus reduction in Torpedo Launcher powergrid needs<br /><br />
- 50.00% bonus reduction in Cloak CPU useage<br /><br />
-100.00% bonus targeting delay after decloaking<br /><br />
<br /><br />
<br />
=== Torpedos ===<br />
<small>"Torpedos, a stealth bomber's life, and death." (Space Warfare Development)</small><br><br />
All bombers should be carrying Faction torpedoes due to smaller explosion radius.<br><br />
Caldari variant torpedoes deal big damage/standard ammo for stealth bombers.<br><br />
Dread Gurista's variant torpedoes deal the biggest damage/are the most expensive.<br /><br />
<br />
=== Bombs ===<br />
[[Bombs]] are in essence a missile that does Area of Effect damage of a certain type. It will shoot out from the front of your ship at 3km/s for 10 seconds and then blow up. However, unlike a missile, it doesn't require that you lock a target. It's essentially a 'dumbfire' rocket. Where your ship's nose is pointed at the time you cycle the bomb launcher module, is the direction it will go. This makes the bomb a weapon that takes a fair bit of experience and skill to use effectively. And when you factor in that you have six other bombers also shooting off a bomb, the complexity increases and the skill of the FC becomes a critical factor. Then imagine that you have multiple bomber wings making a run on the same target... it sounds impossible to coordinate and pull off, but it can be done. <br />
<br />
Bombs can also be separated into two categories.<br />
Damage Bombs: Straight forward big explosions of either EM, Explosive, Thermal or Kinetic damage.<br />
Utility Bombs: They require higher levels of skill with Bomb Deployment, but are useful in niche situations. The Void Bomb will neutralize a certain amount of capacitor energy from any ship within its area of effect. The Lockbreaker Bomb is an ewar bomb in essence. It will cause any target locks that a ship is maintaining to fail within its area of effect.<br />
<br />
== Fitting ==<br />
When fitting a bomber, it is ideal to maximize potential damage. This is done largely with the use of [[Target Painter]], and [[Ballistic Control System]] modules. These modules greatly increase torpedo damage to non-battleship size targets. New bomber pilots must increase their skill levels to fit the maximum torpedo and bomb launcher loadout. The Purifier, in particular, is difficult to fit. <br />
<br />
A standard general fitting is as follows. Work your way down the list by priority to gauge how much CPU you have left to fit the next module down the list.<br />
<br />
'''High Slots''':<br /><br />
1 Covert Ops Cloaking Device II<br /><br />
3 Prototype 'Arbalest' Torpedo Launcher or Torpedo Launcher II<br /><br />
[1 Bomb Launcher, Tier I] (CPU dependent)<br />
[1 Probe Launcher, Tier I] (CPU dependent)<br /><br />
<br /><br />
'''Mid Slots''':<br /><br />
1 Propulsion Module (afterburner/microwarp drive, Tier I)<br /><br />
1 Target Painter I (100km)<br /><br />
1 Remote Sensor Dampener, Tier I<br /><br />
1 Optional module (warp disruptor 20km, warp scrambler 10km, Tier I) * <br /><br />
<br /><br />
'''Low Slots''':<br /><br />
1 Ballistic Control System (increased rate of fire) or <br /><br />
1 Optional module (a second Ballistic Control System, auxiliary power core, co-processor) * <br /><br />
<br /><br />
*=Adding extra modules depends on your ship's CPU limit<br /><br />
**=The Bomb Launcher will fit with three 'Arbalest' launchers if a CPU Processor is loaded into the low slot.<br />
Bombers can alter the standard fit to include 1 bomb launcher and offline 1 or 2 torpedo launchers, or fit for 3 torpedo launchers only.<br />
<br />
The choice of what meta level module to fit into the mid and low slots is largely capsuleer choice, however it is recommended that pilots fit the highest (up to meta 5/Tech II) module possible. If CPU usage is a problem with the 'Arbalest' launchers, the meta 1 variants (Malkuth) offer less performance but less CPU usage. Alternatively, if the DPS difference is smaller, altering the rigs used on the bomber may allow for better fits.<br />
<br />
The sensor dampener is used to increase the bomber's lifespan. Dampeners are used to reduce enemy ships targeting range and scan resolution. It is recommended that all ships carry both scripts in their hull so switching can be done on the fly. However, in multiple bomber gangs, it is usually advised to run the targeting range script. <br />
<br />
=== Alternative low slots ===<br />
The remaining low slot should be filled with a module of the player's choice, however it should still play to the strengths of the ship. This means that the final low should be a nano-fiber internal structure, or perhaps an overdrive injector system. Alternatively to agility mods, a Damage Control or Adaptive Nano Plating if possible to fit can work as well. <br />
<br />
=== Modules that are not recommended ===<br />
Often it is suggested that fittings equip sensor boosters, or tracking disruptors. While these can be beneficial, they are also very situational. Tracking disruptors are flat out useless against enemy missile ships (for now), thus limiting the types of engagements one can be useful in. Sensor boosters, while good for locking quickly, is somewhat counter-productive to the whole idea behind bombers. Targeting anything that can warp off quickly, or has a small signature radius means torpedo damage is going to be negligible. Meanwhile, bombs require no lock to fire, and are thus preferred for engaging smaller targets, but bomber cargo bay capacity limits the number of bombs onboard to less than 3, including the bombs loaded inside the bomb launcher, but bomb damage is proportional to target signature radius (a 5000 damage bomb will only cause 500 damage to a target signature below 100m), and bombs can only be launched in 0.0 security space, -0.1 and below space, and wormhole space. Bombs launchers are automatically offline and unusable in Empire space (0.1 - 10.0 security space).<br />
<br />
Additionally, it is sometimes suggested bombers fit shield extenders to increase their survivability. This is not recommended as shield modules generally increase the signature radius, and thus make the bomber easier to lock and easier to hit. This runs counter to the idea and tactics employed with the bomber. The argument for survivability also is largely irrelevant. The bomber is a glass cannon, trying to increase survivability is trying to mitigate the ship's weaknesses instead of playing to its strengths. Bombers are ideally fit for speed and as much damage-per-second as possible, against target signatures greater than 400m. In this same fashion, Inertia Stabilizers also increase the signature radius and should not be used. In contrast, should a bomber enter a system and uncloak inside a surprise gate camp warp bubble, the bomber has a higher chance of survival if it is equipped with more shield capacity, re-approaches the gate, overloads the afterburner and spams the jump button to escape through the gate.<br />
<br />
=== Rigs ===<br />
The choice of rigs used on the bomber is largely player preference. The most often used, the Warhead Calefaction Catalyst boosts torpedo damage, however other modules increase missile range (useful for staying outside targeting range {thanks to your sensor damps}) and velocity, or firing rate and thus DPS. Alternatively, there are rigs to decrease explosion radius (increased damage versus smaller sized ships) and explosion velocity (increased damage to faster moving ships). Most of the different missile launcher rigs are useful in someway on the stealth bomber. It largely depends on individual flying preferences and styles. The downside to these rigs is that they also increase the CPU usage of each launcher, making fitting even more difficult.<br />
<br />
Astronautic rigs are also widely used, these are useful in increasing ship agility and speed. These are useful in situations in which the bomber needs to align quickly and warp off the grid. These situations are frequent with bombers and thus having a short align time is a must. The downside of these rigs is that they reduce armor amount, and thus make the bomber that much more fragile. Suggested astronautic rigs are Low Friction Nozzle Joints and Poly-Carbon Engine Housing.<br />
<br />
Since the introduction of the Processor Overclocking Unit rigs with the Inferno expansion, these are useful on stealth bombers as well. Processor Overclocking Unit rigs increase the CPU output of your ship at the cost of a slower regeneration rate of the shields. Stealth bomber fits still remain tight but with these rigs, it is possible to mount tech 2 Torpedo launchers alongside the other standard modules including the Bomb Launcher.<br />
<br />
The Bomber uses size small rigs.<br />
<br />
== Skills ==<br />
[[File:Nemesis.jpg|thumb|The Gallente Nemesis]]<br />
=== Required skills ===<br />
To fly a bomber:<br><br />
*Racial Frigate V<br />
*Spaceship Command III<br />
*Covert Ops I<br />
*CPU Management II<br />
*Power Grid Management II<br />
*Electronics Upgrades V<br />
<br />
To operate a covert ops cloaking device module:<br><br />
*Cloaking IV<br />
<br />
To operate a torpedo Launcher module:.<br><br />
*Torpedoes I<br />
*Missile Launcher Operation IV<br />
*Heavy Missiles III<br />
*Light Missiles III<br />
<br />
=== Suggested skills ===<br />
[[File:Hound.jpg|thumb|The Minmatar Hound]]<br />
The following skills are designed to push the strengths of the bomber, decrease CPU and power usage, and minimize the chance of being destroyed.<br><br />
*Navigation III<br />
*Acceleration Control III<br />
*Warp Drive Operation III<br />
*Spaceship Command IV<br />
*Evasive Maneuvering III<br />
*CPU Management V<br />
*Power Grid Management V<br />
*Target Painting II<br />
*Electronic Warfare II<br />
*Sensor Linking II<br />
*Long Range Targeting III<br />
*Signature Analysis III<br />
*Target Management III<br />
*Shield Management III<br />
*Shield Operation III<br />
*Capacitor Management III<br />
*Energy Grid Upgrades III<br />
*Launcher Rigging II<br />
*Astronautics Rigging II<br />
*Jury Rigging III<br />
*Mechanics IV<br />
<br><br />
In addition, increase missile and bomb launcher skills to V.<br><br />
These skills include: <br><br />
*Missile Bombardment IV<br />
*Missile Projection III<br />
*Rapid Launch III<br />
*Target Navigation Prediction III<br />
*Warhead Upgrades III<br />
*Bomb Deployment I<br />
*Covert Ops IV<br />
<br><br />
<br><br />
Presented from an export from EVEMon from a blank Caldari character:(No implants, etc.)<br />
<br />
'''Skill plan for Manticore StealthBomber'''<br />
<br />
*Skill Name (Time to complete; approximate cost of skill book)<br />
**Caldari Frigate III (7 hours, 19 minutes, 2 seconds<br />
**Caldari Frigate IV (1 day, 17 hours, 23 minutes, 40 seconds)<br />
**Caldari Frigate V (9 days, 18 hours, 9 minutes, 40 seconds)<br />
**Electronics Upgrades I (16 minutes, 40 seconds; 100,000 ISK)<br />
**Electronics Upgrades II (1 hour, 17 minutes, 38 seconds)<br />
**Electronics Upgrades III (7 hours, 19 minutes, 2 seconds)<br />
**Electronics Upgrades IV (1 day, 17 hours, 23 minutes, 40 seconds)<br />
**Electronics Upgrades V (9 days, 18 hours, 9 minutes, 40 seconds)<br />
**Covert Ops I (33 minutes, 20 seconds; 4,000,000 ISK)<br />
**CPU Management IV (20 hours, 41 minutes, 50 seconds)<br />
**Cloaking I (50 minutes; 3,500,000 ISK)<br />
**Cloaking II (3 hours, 52 minutes, 52 seconds)<br />
**Cloaking III (21 hours, 57 minutes, 8 seconds)<br />
**Cloaking IV (5 days, 4 hours, 11 minutes)<br />
**Missile Launcher Operation I (8 minutes, 20 seconds; 20,000 ISK)<br />
**Missile Launcher Operation II (38 minutes, 50 seconds)<br />
**Missile Launcher Operation III (3 hours, 39 minutes, 30 seconds)<br />
**Missile Launcher Operation IV (20 hours, 41 minutes, 50 seconds)<br />
**Light Missiles I (16 minutes, 40 seconds; 20,000 ISK)<br />
**Light Missiles II (1 hour, 17 minutes, 38 seconds)<br />
**Light Missiles III (7 hours, 19 minutes, 2 seconds)<br />
**Heavy Missiles I (25 minutes; 100,000 ISK)<br />
**Heavy Missiles II (1 hour, 56 minutes, 26 seconds)<br />
**Heavy Missiles III (10 hours, 58 minutes, 34 seconds)<br />
**Torpedoes I (33 minutes, 20 seconds; 400,000 ISK)<br />
**Torpedoes II (2 hours, 35 minutes, 14 seconds)<br />
**Torpedoes III (14 hours, 38 minutes, 6 seconds)<br />
**Torpedoes IV (3 days, 10 hours, 47 minutes, 20 seconds)<br />
**Acceleration Control I (33 minutes, 20 seconds; 40,000 ISK)<br />
**Acceleration Control II (2 hours, 35 minutes, 14 seconds)<br />
**Acceleration Control III (14 hours, 38 minutes, 6 seconds)<br />
**Warp Drive Operation I (8 minutes, 20 seconds; 30,000 ISK)<br />
**Warp Drive Operation II (38 minutes, 50 seconds)<br />
**Warp Drive Operation III (3 hours, 39 minutes, 30 seconds)<br />
**Spaceship Command IV (20 hours, 41 minutes, 50 seconds)<br />
**Evasive Maneuvering I (16 minutes, 40 seconds; 25,000 ISK)<br />
**Evasive Maneuvering II (1 hour, 17 minutes, 38 seconds)<br />
**Evasive Maneuvering III (7 hours, 19 minutes, 2 seconds)<br />
**CPU Management V (4 days, 21 hours, 4 minutes, 50 seconds)<br />
**Power Grid Management IV (20 hours, 41 minutes, 50 seconds)<br />
**Power Grid Management V (4 days, 21 hours, 4 minutes, 50 seconds)<br />
**Target Painting I (25 minutes; 90,000 ISK)<br />
**Target Painting II (1 hour, 56 minutes, 26 seconds)<br />
**Electronic Warfare I (16 minutes, 40 seconds; 120,000 ISK)<br />
**Electronic Warfare II (1 hour, 17 minutes, 38 seconds)<br />
**Sensor Linking I (25 minutes; 100,000 ISK)<br />
**Sensor Linking II (1 hour, 56 minutes, 26 seconds)<br />
**Long Range Targeting I (16 minutes, 40 seconds; 88,000 ISK)<br />
**Long Range Targeting II (1 hour, 17 minutes, 38 seconds)<br />
**Long Range Targeting III (7 hours, 19 minutes, 2 seconds)<br />
**Signature Analysis I (8 minutes, 20 seconds; 75,000 ISK)<br />
**Signature Analysis II (38 minutes, 50 seconds)<br />
**Signature Analysis III (3 hours, 39 minutes, 30 seconds)<br />
**Target Management I (8 minutes, 20 seconds; 100,000 ISK)<br />
**Target Management II (38 minutes, 50 seconds)<br />
**Target Management III (3 hours, 39 minutes, 30 seconds)<br />
**Shield Management I (25 minutes; 170,000 ISK)<br />
**Shield Management II (1 hour, 56 minutes, 26 seconds)<br />
**Shield Management III (10 hours, 58 minutes, 34 seconds)<br />
**Shield Operation III (3 hours, 39 minutes, 30 seconds)<br />
**Capacitor Management I (25 minutes; 170,000 ISK)<br />
**Capacitor Management II (1 hour, 56 minutes, 26 seconds)<br />
**Capacitor Management III (10 hours, 58 minutes, 34 seconds)<br />
**Energy Grid Upgrades I (16 minutes, 40 seconds; 79,000 ISK)<br />
**Energy Grid Upgrades II (1 hour, 17 minutes, 38 seconds)<br />
**Energy Grid Upgrades III (7 hours, 19 minutes, 2 seconds)<br />
**Mechanics III (3 hours, 39 minutes, 30 seconds)<br />
**Jury Rigging I (16 minutes, 40 seconds; 60,000 ISK)<br />
**Jury Rigging II (1 hour, 17 minutes, 38 seconds)<br />
**Jury Rigging III (7 hours, 19 minutes, 2 seconds)<br />
**Launcher Rigging I (25 minutes; 100,000 ISK)<br />
**Launcher Rigging II (1 hour, 56 minutes, 26 seconds)<br />
**Astronautics Rigging I (25 minutes; 20,000 ISK)<br />
**Astronautics Rigging II (1 hour, 56 minutes, 26 seconds)<br />
**Mechanics IV (20 hours, 41 minutes, 50 seconds)<br />
**Missile Bombardment I (16 minutes, 40 seconds; 80,000 ISK)<br />
**Missile Bombardment II (1 hour, 17 minutes, 38 seconds)<br />
**Missile Bombardment III (7 hours, 19 minutes, 2 seconds)<br />
**Missile Bombardment IV (1 day, 17 hours, 23 minutes, 40 seconds)<br />
**Missile Projection I (33 minutes, 20 seconds; 100,000 ISK)<br />
**Missile Projection II (2 hours, 35 minutes, 14 seconds)<br />
**Missile Projection III (14 hours, 38 minutes, 6 seconds)<br />
**Rapid Launch I (16 minutes, 40 seconds; 40,000 ISK)<br />
**Rapid Launch II (1 hour, 17 minutes, 38 seconds)<br />
**Rapid Launch III (7 hours, 19 minutes, 2 seconds)<br />
**Target Navigation Prediction I (16 minutes, 40 seconds; 60,000 ISK)<br />
**Target Navigation Prediction II (1 hour, 17 minutes, 38 seconds)<br />
**Target Navigation Prediction III (7 hours, 19 minutes, 2 seconds)<br />
**Warhead Upgrades I (41 minutes, 40 seconds; 1,000,000 ISK)<br />
**Warhead Upgrades II (3 hours, 14 minutes, 4 seconds)<br />
**Warhead Upgrades III (18 hours, 17 minutes, 36 seconds)<br />
**Bomb Deployment I (33 minutes, 20 seconds; 8,000,000 ISK)<br />
**Covert Ops II (2 hours, 35 minutes, 14 seconds)<br />
**Covert Ops III (14 hours, 38 minutes, 6 seconds)<br />
**Covert Ops IV (3 days, 10 hours, 47 minutes, 20 seconds)<br />
<br />
'''34 unique skills, 95 skill levels; Total time: 62 days, 15 hours, 52 minutes, 54 seconds; Cost: 18,687,000''' N.B. Skill costs are based on CCP's database and are indicative only<br />
<br />
=== Recommended skills ===<br />
<br />
The Recommended skill plan essentially pushes the previously listed skills as high as possible.<br><br />
To maximize the ship's DPS:<br /><br />
:+training all missile support skills to IV or V<br /><br />
:+train Covert Ops skill to V<br /><br />
To maximize the ship's agility and speed:<br /><br />
:+train navigation skills to V<br /><br />
:+train fitting and tanking skills to V<br /><br />
To maximize bomb proficiency:<br /><br />
:+train Bomb Deployment to IV to use the Void and Lockbreaker bombs.<br /><br />
<br /><br />
<br /><br />
<br />
== The Different Roles of Stealth Bombers ==<br />
From Null to High, the stealth bomber fits in quietly with the fleet.<br />
<br />
===Black Ops===<br />
Bombers can be very effective in black ops gangs of all cloaky ships.<br />
* Recon locates and tackles a target in system A<br />
* The rest of the gang, waiting in the neighboring system, wormhole or by lighting a cyno for a black ops battleship's covert jump portal jumps to the target system<br />
In this role, bombers tend to be optimised for torpedoes rather than bombs.<br />
<br />
===Bomber Wing===<br />
Bombers can accompany a large fleet. A large bomber force acts independently of the main fleet, often as a separate in-game fleet with their own bomber FC.<br />
* Bulleted list item<br />
Conduct bombing runs in on the enemy fleet to destroy, soften up or simply distract them as support for the main fleet.<br />
Bombers in this role will be bomb fit.<br />
<br />
===Bomb Squadron===<br />
In general usage, a bombing squadron is composed of seven bombers. <br />
All bombers in the squadron are required to launch the same type of bomb. <br />
Ideally, the squadron is homogenous as far as the type of bomber hull.<br />
<br />
===Torpedo Damage Dealer===<br />
:All sectors of space (Wormspace, Nullspace, Low-security, High-security space)<br><br />
:Primary torpedo loadout<br><br />
:Operate independently of fleet movement<br><br />
:Attack targets of opportunity<br><br />
:<br />
A bomber, when attached to a high or low-security roaming fleet will normally offload the bomb launcher and onload torpedo launchers.<br />
In the Fleet Damage Dealer role, a bomber acts like a cloaked EWAR ship:<br><br />
Warp in at range, align out, choose the target, uncloak, apply EWAR, activate torpedos, warp out when targeted<br />
If left alone, a bomber's torpedoes will do impressive damage to ships that have or generate a large ship signature (battlecruisers and battleships). However, if a bomber is frequently targeted and continously warps off, applied damage to target is lowered considerably. Bombers can be used in frigate gangs to bring a "big punch" for use against large targets. Eve University roams will sometimes find large signature targets, and in these situations, torpedoes provide significant damage. If small signature targets are locked and scrammed, torpedoes provide a fraction of total damage, but it is still damage on target, so don't let target size stop you from using torpedoes. There may be chances that the small target has an activated microwarp drive on, while being webified, increasing that target's signature bloom to 500%, which will greatly absorb 50-75% torpedo damage. Remember, bombers may have very low hit points, and can be destroyed in one or two hits, but if your bomber is in a safe and aligned position to launch torpedoes on any target, small or large, by Eden, send your torpedoes flying, give that target a hug.<br /><br />
Do not decloak until the following requirements are met:<br /><br />
*Be in position at optimal torpedo launch range.<br />
*Align out.<br />
*Be ready to fire at a target with signature radius large enough to take significant damage from torpedoes.<br />
*There is nothing around that can tackle your ship (tackle ships, interceptors, Lachesis).<br />
<br />
===Fleet Scout===<br />
A bomber attached to a fleet may perform the role of scout and report target movement and intel to the FC.<br /><br />
-Scout ahead or behind the main body<br /><br />
-Evade gate camps and enemy fleets<br /><br />
-Remain cloaked at safe distance from stargates and deadspace sites<br /><br />
-Position behind target ships undetected to provide a tactical fleet warp-in<br /><br />
<br />
=== Fitting exceptions ===<br />
*Probe Launcher<br />
**A bomber may be requested to fit an expanded probe launcher to find further targets in the system. The extreme CPU requirements of this module require it to be kept offline or to use a modified fit that will seriously reduce the bomber's effectiveness at its main role. As such, if the fleet needs a prober a covert ops ship is very much preferred.<br />
*Warp Disruptor<br />
**If recon ships are not in fleet during Black ops operations then a Manticore or Nemesis stealth bomber may also need to fit a warp disruptor (Point) in the extra mid slot, and act as a tackle. This should only be used as a last resort because a bomber has low hp and usually cannot hold a tackled target for long.<br />
<br />
== Tips ==<br />
<br />
=== The five "R's" ===<br />
<br />
Bombing runs are the ultimate purpose of Stealth Bombers. To throw bombs at some unsuspecting group of ships defines the concept of gank. However, if in the throwing of bombs you find yourself on the wrong side of the killmail you may be forgetting the Five "R's".<br />
<br />
*RUN AWAY: As soon as your bomb is released, warp away. With few exceptions, the Stealth Bomber never remains on grid post bomb release. Uncloak - Bombs Away! - '''RUN AWAY'''!"<br />
*REMOVE YOURSELF: After running away, you will likely be heading in warp to a pre-planned escape point. Upon landing at that escape point, '''REMOVE YOURSELF''' from the place you just landed. Other members of your squadron may be landing there in short order and SB's in close proximity post-attack is a mistake. Your aim is to be at least 2,500 meters away from your landing point so decloaking is less likely to happen.<br />
*RELOAD: As soon as practical after launching your bomb '''RELOAD''' your bomb launcher. Many escape points are far enough away that you ought to be able to complete a 10 second reload prior to landing. A fully loaded stealth bomber has more utility than a half empty launcher. Plus, it frees up space in cargo for more bombs or even loot if your run was wildly successful.<br />
*RECLOAK: An SB that is not cloaked is a glass pigeon waiting to get popped. '''RECLOAK''' as soon as you have reloaded.<br />
*RESET: After reaching your escape point the bomber leader may have you '''RESET''' at an observation point. Being ready to go on command or even anticipating the reset may give your squadron the opportunity to restrike a target... Be ready, immediately.<br />
<br />
=== Pre-fleet ===<br />
*Bookmarks, bookmarks, bookmarks, BOOKMARKS! Spend some time in a fast frigate (fitted with a cloaking device and Overdrive injectors) before the operation creating bookmarks around the system gates of interest. Create, at the least, two perches, and eight tacticals (bookmarks at ~200km, ~800km at each cardinal direction, bookmarks at ~200km, ~800km above and below) at each gate.<br />
*More BOOKMARKS! Revisit the systems and expand your bookmark database. A near-perfect 78-bookmark tactical grid above and below every gate in every system your fleet roams through qualifies you for the "Bomber Grid Master" and "Hero of the Fleet" decoration medals. See your corporation about decorations and accomplishments.<br />
*Tactical bookmarks, that is, bookmarks on a gate or station placed 250-350km away from the gate are your life blood and savior in bombers. They allow you to warp into a gate at range, to check the gate for potential targets, without the worry of being decloaked by enemy ships. Additionally, bookmarks provide a great close-to-the-fight bounce spot if you need to warp out of an engagement. Warping to a bookmark 200km away from the fight is a much faster way to break a lock, cloak back up, then warping to a celestial. Additionally, tactical bookmarks around warpgates and stations will save your ship countless times in null security space where bubbles abound on gates and stations.<br />
*Know the numbers of your ship.<br /><br />
:::* optimal range of your launchers<br />
:::* optimal warp-in range to target vs. gate/deadspace site situation<br />
:::* launch cycle time: 10-12 seconds for the first volley of torpedoes to hit the target. It is not uncommon to have up to 2 volleys in space before the first torpedo hits the target.<br />
:::* align time<br />
:::* cloak time, recloak timer<br />
<br /><br />
<br />
=== Post-fleet ===<br />
*Study your gamelogs. Review how your torpedoes did on various targets.<br /><br />
Study various target signature radius vs. your bomber torpedo explosion radius and explosion velocity.<br><br />
---Less Effective But Still Contributing Torpedo Damage---<br><br />
100-200 damage vs. 35m Atron frigate signature radius<br /><br />
100-200 damage vs. 68m Catalyst destroyer signature radius<br /><br />
200-400 damage vs. 135m Vexor Navy Issue Cruiser signature radius<br><br />
---Effective Torpedo Damage Zone---<br><br />
700-800 damage vs. 305m Myrmidon battlecruiser signature radius<br /><br />
1000-1500 damage vs. 470m Abaddon battleship signature radius<br /><br />
<br />
=== Basic fleet tactics ===<br />
<big>'''*Remain cloaked at all times. Do not break cloak until ready to fire.'''</big><br />
*Make sure your fleet commander knows he/she has a bomber in fleet. Do this '''before the fleet undocks'''.<br /><br />
"This is Joe Spaceman checking in. I have a Purifier with Dread Gurista Mjolnir torpedoes and 4 Focus Void Bombs. Where do you want me?"<br />
Check that the FC is happy to have bombers along, and find out if they want to use you in a specific way. If the FC cannot use your bomber, you can still travel with the fleet, but travel out-of-fleet and remain in Mumble comms. The worst thing a bomber can do to the fleet is 1)accidentally launch a bomb into the fleet in non-Empire space, 2)lose a bomber in a situation that was avoidable and cause negative isk efficiency to the fleet, the fleet commander's after-action report, and the university standing.<br />
*Travel ahead or behind the fleet. Do your best to travel just behind or in front of the fleet (sort of a -1 or -0.5). Showing up after the battle is in full swing for a surgical strike is where bombers really shine. Your goal isn't to be the first thing they see, but the last. This tactic gives the target no chance of finding a bomber in an attacking fleet, the target's overview is already filled with flashing yellow targets and has already locked and targeted its maximum number of targets. A bomber uncloaking after the target has locked onto five fleetmates will stand a greater chance of launching torpedoes and surviving than a bomber uncloaking and landing on grid with the fleet.<br />
*Land on grid at range and move to the side. After landing at the battle grid, double click in space in a direction perpendicular to the direction you approached from before realigning. This will keep fleetmates who show up a few moments after you from decloaking you if they arrive on grid on the same line.<br />
*Move into optimal firing range and ALWAYS ALIGN OUT before decloaking. Be on the field as close to the beginning of the battle as possible, in comfortable torpedo optimal range (around 40-50km) and aligned to a celestial (for advanced pilots, align to a bookmark ~200km from the fight, if at a gate). Wait for the battle to start. Waiting gives the target time to lock its maximum number of attacking ships.<br><br />
*Pre-load modules. While cloaked, some of the bombers modules cannot be pre-activated. Be ready to mash all the hotkeys at once after decloaking. Every second of lag counts against the bomber.<br />
*Decloak, lock target, launch torpedoes. Decloak after the battle starts and the desired targets are otherwise over-occupied. Attack whatever ship your FC calls primary. '''Only decloak if you are ALIGNED OUT, ready to lock, and attack immediately.''' Once you get a lock, activate all of your torpedo modules and wait for impact.<br />
*Launch two salvos, wait for impact, cloak. You cannot re-cloak immediately. Generally firing around 2 salvos while getting ready to either re-cloak or warp out is ideal. However, if there is an abundance of blue force ewar on the field, you may consider staying to unleash the pain. When your second salvo launches, wait for impact. If your ship cloaks during any torpedo flight time, those torpedoes will not impact the target. Re-cloak and wait for your launcher cycle to finish. You can cloak while your modules are active; they will automatically shut off.<br />
*Warp to the close-to-the-fight bookmark or celestial if you are targeted and taking damage.<br />
*Decloak and repeat. Your torpedoes '''will NOT hit''' if you 1)re-cloak within 3 seconds of them hitting the target, 2)warp away within before the torpedoes hit the target.<br />
<br />
=== Ships to watch out for ===<br />
*Interceptors/Fast Tackle: [[Atron]], [[Condor]]. They can close the 50km gap between you and the battle in a matter of seconds. They '''will''' do this, and they '''will''' kill you. Keep your overview sorted by range, and when you see someone moving up the list quickly, it's time to bounce, cloak, and then return to the fray from a different angle.<br />
*Sniper ships: [[Tornado]], [[Naga]], [[Oracle]], [[Apocalypse]], or [[Zealot]], or ships fitted for ranged attack. They only have to hit you once, and your sensor dampener will not be effective enough against them to keep you safe from their attack.<br />
*Drones: A target's drones will continue to attack you after they have been jammed and their locks on you will prevent you from cloaking. Even after the target has been destroyed its drones can keep you locked and prevent you from cloaking. The point here is to not get locked. '''At all.'''<br />
* Heavy Assault Cruiser (HAC) / Factional Cruiser: [[Vagabond]], [[Dramiel]]s, [[Cynabal]]s, are frigate killers. These ships have speed, distance, Drones, and a punch. If these are on the field then keep cloaked until they are destroyed, or watch them like a hawk for signs they are coming for you.<br />
<br />
=== Rookie mistakes ===<br />
New Stealth Bomber pilots will probably do one or two of these mistakes at least once:<br />
*Warp to 0 on a battle<br />
*Warp to 0 at a warp gate<br />
*Warp to 0 at a Gallente Novice Outpost with a flashing yellow Stilleto and Griffin waiting outside the acceleration gate<br />
*Uncloak friendly bombers at a wormhole<br />
*Enter a -security system without a scout and get podded in an inescapable warp bubble<br />
*Linger on a gate and destroyed by smartbombs<br />
*Forget to align before decloaking<br />
*Fail to move off the landing area, uncloaking fleetmates as they land<br />
*Fail to warp off within three seconds of being yellow-boxed by the enemy<br />
*Get locked by an enemy and tell themselves "I'm good for another salvo."<br />
<br />
=== Targets ===<br />
*Good targets for bombers: Battlecruiser, battleships. You will be most effective against larger targets like battlecruisers and battleships. At no point should a bomber ever consider engaging any cruiser or frigate by itself. Cynabals and Dramiels are bomber eating machines.<br />
*Medium targets for bombers: cruisers, a ship with active microwarpdrive. Target painters will help against cruiser hulls, but what you really want is for them to activate their MWD.<br />
*Bad targets for bombers: frigates. Frigate hulls can shrug off a lot of torpedoes. You can whore on the mail if you really must, but if you haven't yet uncloaked and there's some intel value in not revealing your presence to anything in d-scan range, you may want to consider holding off.<br /><br />
The torpedo explosion radius will be too large to apply full damage to the small signature radius of a frigate, unless:<br />
*the frigate is locked (no warp, no velocity) and still in space<br />
*the frigate is affected by ten or more target painters<br />
*your fleetmates have some kind of fleet booster that will shrink your torpedo explosion radius down to 40m to match the target frigate's signature radius (no way possible), but even under the above conditions, the target frigate will absorb only a fraction of the torpedo damage. Save your expensive torpedoes, practice launching cheaper torpedoes.<br />
<br />
<big>If you have an abundance of torpedoes and don't care about wasting them, send any and all of your targets some love.</big><br />
<br />
== Bombing techniques ==<br />
<br />
<big>Bombs don't work in Empire Space<br /><br />
The other thing that sets the bomber hull apart, besides the ability to fit torpedoes onto a frigate hull, is where it actually gets it name from - the ability to fit the Bomb Launcher I/II. From this module you fire the six flavors of bombs that exist. But what is a bomb actually?<br /><br />
*Bombs cannot be launched in high security space<br /><br />
*Bombs cannot be launched in low security space<br /><br />
*Bombs can only be launched in 0.0 security space, nullspace, and wormspace<br /><br />
<br><br />
=== Team technique ===<br />
<br />
This is where each bomber is coordinated by the FC. The FC will call for each bomber to approach/align to a target/target zone/bookmark. They will warp to the point where they begin their attack run, approach and call out ranges to target for the FC. The FC then has to judge the best time to order the release of bombs, whereupon the wing will warp immediately to the escape point. Onus with this technique is on how well the bombers act as a team, and actual piloting skill. It's versatile, flexible and the FC can call abort at any point until the bombs are flying. It's also ideal for bombing single/small gang targets. Its weakness is that fleet management and FC-ing becomes impractical as soon as you grow beyond two wings of bombers. It also allows human error in aiming the bomb into the equation.<br />
<br />
=== Quarterback/Flyhalf technique === <br />
<br />
This technique uses a cloaked scout to sneak to within 30km of the enemy fleet/target and act as a target guide for the incoming bomber fleet. The FC then warps the bomber fleet to the cloaked scout a point where he can draw a straight line from the bomber fleet, through the scout, and straight into the enemy targets, release bombs such that the explosion radius is outside the cloaked scout's position.<br><br />
The FC shall fleet warp the bombers to the scout at zero. In mid-warp, all bombers will keep a close eye on their target distance and ownship's speed (cursor over the warp/speed meter in the bottom center of the HUD). The moment the bomber's speed begins to decelerate, decloak, and spam the bomb launcher button, until it turns red. The effect of this is the bomber will exit warp, decelerate, and the instant your warp field collapses, launch a bomb from the bomb launcher. Bombers can immediately warp off to the escape point, or align to a random celestial (in the case of an ad hoc bomb attack) to escape, reload their bomb launchers and cloak up. The advantage of this is that it allows for minimum amount of time on a dangerous grid, the aiming has already been done for the whole bomber wing by the cloaked scout, and the mid-warp shuffle that the game does to arrange the ships, has the effect of nicely overlapping the AOE damage of each bomb.<br />
<br />
The Flyhalf technique also allows for the coordination of multiple wings of bombers. When the bomber fleet gathers at the observation point, they are assigned ranges to warp at. (John warps at 0, Jill at 10, James at 20, Harmony at 30, Guile at 50, Titus at 70, Steven at 100). This will prevent a mass cascade decloak of the entire fleet if one person DCs/makes a mistake, or in the case of a spy/awoxer/sabotage pilot, only one bomber wing will die. The FC can then squad warp each bomber group at will at the enemy. Ensuring enough time between squad warps so that their bombs have enough time to detonate before the next wave of bombs goes off.<br />
<br />
==UniBombers==<br />
Update 180104. Aspiring bomber pilots throughout New Eden that are interested in joining bombing fleet roams may check into Bombers Bar or Spectre Fleet for available cloaking operations.<br /><br />
Update 170718. The UniBombers group has disbanded and is no longer in service.<br /><br />
Veteran bomber pilots continue to support university operations.<br /><br />
Please check the Eve University forums for updates.<br /><br />
The [[UniBombers|UniBombers]] were a group of unistas who shared a collective interest in learning more about flying stealth bombers. <br />
UniBombers went on regular stealth bomber roams around low/nullsec, and occasionally venture into high security space to chase after war targets.<br />
<br />
==See Also==<br />
*[[Bombs]]<br />
*[[Cloaking]]<br />
*[[Covert Ships Skillset]]<br />
*[[UniBombers]]<br />
<br />
==External links==<br />
* [http://amerrylifeandashortone.blogspot.com/2010/08/stealth-bomber-guide.html Hallan Turrek's stealth bomber guide] discusses these ships from a non-University perspective.<br />
* [http://themittani.com/features/bomber-piloting-basics More recent guide by Lioso]<br />
* [http://www.torpedodelivery.com/new-products/torpedo-delivery-guide-wingspantt WingspanTT's Official ''Torpedo Delivery: Stealth Bomber Handbook for Enterprising Pilots'']<br />
<br />
[[Category:PvP]]</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Vexor_Navy_Issue&diff=135638Vexor Navy Issue2018-06-01T15:18:19Z<p>Calder ormand: </p>
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<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 6/2/2014)<br />
-------------------------------------------------------------<br />
* on editing the attributes, please make sure that you don't<br />
* leave/misstype any tags required. please follow the same<br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=17843<br />
| shipimg=Vexor Navy Issue.jpg<br />
| shipname=Vexor Navy Issue<br />
| caption=Vexor Navy Issue<br />
| class=Cruiser<br />
| grouping=Faction Cruisers<br />
| hulltype=Vexor Class<br />
| faction=Gallente Federation<br />
| race=Gallente<br />
| roles=Droneboat<br />
| variations={{Ship|Guardian-Vexor}}, {{Ship|Ishtar}}, {{Ship|Vexor}}<br />
| tech=F<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=800 MW<br />
| cpu=310 tf<br />
| capacitor=1,500 GJ<br />
| highs=4<br />
| turrets=2<br />
| launchers=0<br />
| mediums=4<br />
| lows=6<br />
| mass=11,310,000 kg<br />
| volume=112,000 m&#179;<br />
| cargohold=460 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=200 m&#179;<br />
| bandwidth=125 Mbit/sec<br />
| info=The Vexor Navy-Issued cruiser was originally designed to carry advanced on-board technologies requiring a great deal of skill to operate, but at the last moment the Federation Navy decided to scrap the more complex designs in favor of simple upgrades to the standard Vexor's armor, shields, hull and drone bandwidth. The result: a monster of a combat cruiser.<br><br />
| bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>5% bonus to Drone max velocity and tracking speed<br>10% bonus to Drone hitpoints, damage and mining yield<br><br />
| structurehp=3,000 HP<br />
| shieldhp=1,650 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=3,000 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=35<br />
| armortherm=35<br />
| maxvelocity=220 m/sec<br />
| inertia=0.44<br />
| warpspeed=3 AU/s<br />
| warptime=6.9 s<br />
| targetrange=52.50 km<br />
| sigradius=135 m<br />
| maxlockedtargets=7<br />
| sensortype=Magnetometric<br />
| sensorvalue=20 points<br />
| scanres=285 mm<br />
| reqskills=*{{RequiredSkill|Gallente Cruiser|II}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Gallente Destroyer|III}}<br />
***{{RequiredSkill|Gallente Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=22h 29m 40s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
<br />
<!-----------------------------------------------------------------------------------------<br />
***************** ARTICLE SECTION :: ANYTHING BELOW IS SAFELY EDITABLE *******************<br />
-------------------------------------------------------------------------------------------><br />
<br />
==Summary==<br />
The Vexor Navy Issue is the best cruiser-size drone platform out there, save perhaps for the [[Gila]]. Compared to the [[Vexor]], the bandwidth has been increased from 75 to 125 Mbit/s and the drone bay from 125 to 200 m3 while the medium hybrid turret damage bonus has been replaced by a drone speed bonus. This allows the Vexor Navy Issue to carry and fly a full set of small, medium and large drones. With good drone skills this ship can out damage many of its rivals, using large drones against large targets, and small drones against frigates.<br />
<br />
The main problem, especially against small ships, is the danger of getting your drones picked off one after the other. Consider using a tracking disruptor with a tracking speed script to minimize this risk. Also, if the targets are expected to be far, consider replacing the large drones by Sentry Drones.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Vexor Navy Issue for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Vexor_Navy_Issue/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Vexor Navy Issue roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Vexor Navy Issue here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Ship Database]][[Category:Faction Cruisers]]</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=User:Calder_ormand&diff=135552User:Calder ormand2018-05-29T11:25:36Z<p>Calder ormand: Blanked the page</p>
<hr />
<div></div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=User:Calder_ormand&diff=132820User:Calder ormand2018-02-10T06:23:09Z<p>Calder ormand: /* After Action Reports */</p>
<hr />
<div>=FC History=<br />
<br />
===After Action Reports===<br />
* [https://forum.eveuniversity.org/viewtopic.php?f=186&t=107546&p=879193 Kitchen Sink Frigates Dec 3, 2017]<br />
* [https://forum.eveuniversity.org/viewtopic.php?f=186&t=107573&p=879339 Kitchen Sink Frigates Dec 7, 2017]<br/><br />
* [https://forum.eveuniversity.org/viewtopic.php?f=186&t=107709&p=880109 Kitchen Sink Frigates Dec 21, 2017]<br/><br />
* [https://forum.eveuniversity.org/viewtopic.php?f=186&t=107840&p=880532 Derpatrons Jan 4, 2018]<br/><br />
* [https://forum.eveuniversity.org/viewtopic.php?f=186&t=108028&p=881272 Kitey Kestrels Jan 14, 2018]<br/><br />
* [https://forum.eveuniversity.org/viewtopic.php?f=186&t=108027&p=881269 Iskalysts Jan 18, 2018]<br/><br />
* [https://forum.eveuniversity.org/viewtopic.php?f=186&t=108155&p=881923 Golden Horde Jan 25, 2018]<br/><br />
* [https://forum.eveuniversity.org/viewtopic.php?f=186&t=108295&p=882546 Hyperkittens Feb 1, 2018]<br/><br />
* [https://forum.eveuniversity.org/viewtopic.php?f=186&t=108358&p=882847 Tater Tots Feb 8, 2018]<br /></div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=User:Calder_ormand&diff=132789User:Calder ormand2018-02-09T06:42:52Z<p>Calder ormand: </p>
<hr />
<div>=FC History=<br />
<br />
===After Action Reports===<br />
* [https://forum.eveuniversity.org/viewtopic.php?f=186&t=107546&p=879193#p879193 Kitchen Sink Frigates Dec 3, 2017]<br />
* [https://forum.eveuniversity.org/viewtopic.php?f=186&t=107573&p=879339#p879339 Kitchen Sink Frigates Dec 7, 2017]<br/><br />
* [https://forum.eveuniversity.org/viewtopic.php?f=186&t=107709&p=880109#p880109 Kitchen Sink Frigates Dec 21, 2017]<br/><br />
* [https://forum.eveuniversity.org/viewtopic.php?f=186&t=107840&p=880532#p880532 Derpatrons Jan 4, 2018]<br/><br />
* [https://forum.eveuniversity.org/viewtopic.php?f=186&t=108028&p=881272#p881272 Kitey Kestrels Jan 14, 2018]<br/><br />
* [https://forum.eveuniversity.org/viewtopic.php?f=186&t=108027&p=881269#p881269 Iskalysts Jan 18, 2018]<br/><br />
* [https://forum.eveuniversity.org/viewtopic.php?f=186&t=108155&p=881923#p881923 Golden Horde Jan 25, 2018]<br/><br />
* [https://forum.eveuniversity.org/viewtopic.php?f=186&t=108295&p=882546#p882546 Hyperkittens Jan 31, 2018]<br/><br />
* [https://forum.eveuniversity.org/viewtopic.php?f=186&t=108358&p=882847#p882847 Tater Tots Feb 7, 2018]<br /></div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Serpentis_Den&diff=130907Serpentis Den2017-12-29T06:33:01Z<p>Calder ormand: </p>
<hr />
<div>{{Complex|Serpentis Den}}<br />
'''Serpentis Den''' is an unrated [[combat sites|combat site]] belonging to the [[Serpentis Corporation]] pirate faction. It can be found via [[exploration]] as a [[Combat_sites#Combat_anomalies|cosmic anomaly]] within systems owned by the [[Gallente Federation]] or occupied by the Serpentis Corporation. As an ungated complex, the limitations as to which ships can complete this site are tied to the security rating of the system where the anomaly spawns (T2 [[Battleship]]s for high-security systems, and up to [[Titans]] in low-security and null-security systems). <br />
<br />
Completing this complex may award the player with valuable Shadow Serpentis [[faction modules]] and ammunition. This combat site consists of a single ungated pocket of space containing a variety of [[Frigate]] to [[Cruiser]]-sized enemy ships, as well as some batteries. Destroying all hostile ships may escalate into the [[DED complexes|DED rated]] [[Serpentis Corporation Hydroponics Site]] complex.<br />
<br />
{{MessageBox|On Warp in:<br />
|The Serpentis Corporation was founded a few decades ago by V. Salvador Sarpati. At first, it was engaged in hi-tech research, but with time its ties to the underworld grew, and Serpentis research stations scattered around in remote areas became notorious pirate havens. Sarpati made a deal with the Angel Cartel early on to provide protection for his stations, and this duty was eventually taken on by the Guardian Angels. Both sides have prospered enormously from this deal - Serpentis can operate in peace, and the Angel Cartel gets access to the illegal research efforts of the Serpentis conglomerate. It is strongly believed that Serpentis is the main developer and manufacturer of illegal neural boosters, especially since Sarpati's father was a renowned specialist in that field. The home of Serpentis is in the Phoenix constellation in the Fountain region.<br />
|collapsed=yes}}<br />
<br />
==Type 1==<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Frigate|2-3|Coreli Safeguard}}<br />
{{NPCTableRow|Destroyer|2-3|Colerior Artillery / Cannoner}}<br />
{{NPCTableRow|Sentry|2|Serpentis Heavy Missile Battery}}<br />
|}<br />
<br />
{{NPCTableHead|First spawn}}<br />
{{NPCTableRow|Destroyer|1-3|Colerior Trooper}}<br />
{{NPCTableRow|Cruiser|1-2|Corelium Chief Spy}}<br />
|}<br />
<br />
{{NPCTableHead|Second spawn}}<br />
{{NPCTableRow|Frigate|2-3|Coreli Defender / Guard / Safeguard}}<br />
{{NPCTableRow|Cruiser|2-3|Corelium Chief Scout/Spy}}<br />
|}<br />
<br />
{{NPCTableHead|Third spawn}}<br />
{{NPCTableRow|Destroyer|2-3|Colerior Artillery / Cannoneer}}<br />
{{NPCTableRow|Elite Cruiser|2-3|Corelium Chief Partroller / Watch}}<br />
|}<br />
<br />
{{NPCTableHead|Fourth spawn}}<br />
{{NPCTableRow|Destroyer|3|Colerior Artillery / Cannoneer / Soldier}}<br />
{{NPCTableRow|Elite Cruiser|2-3|Corelium Chief Safeguard}}<br />
|}<br />
<br />
{{NPCTableHead|Bonus spawn}}<br />
{{NPCTableRow|Commander Frigate|0-1|Shadow Serpentis Commander|cargo=drops}}<br />
|}<br />
<br />
==Type 2==<br />
{{NPCTableHead|Initial Defenders}}<br />
{{NPCTableRow|Frigate|4-5|Coreli}}<br />
{{NPCTableRow|Destroyer|3-4|Colerior}}<br />
{{NPCTableRow|Sentry|2|Serpentis Light Missile Battery}}<br />
|}<br />
<br />
{{NPCTableHead|First Spawn}}<br />
{{NPCTableRow|Frigate|2-3|Coreli}}<br />
{{NPCTableRow|Destroyer|3|Corelior}}<br />
{{NPCTableRow|Sentry|2|Serpentis Light Missile Battery}}<br />
|}<br />
<br />
{{NPCTableHead|Second Spawn}}<br />
{{NPCTableRow|Frigate|4|Coreli}}<br />
|}<br />
<br />
{{NPCTableHead|Bonus spawn}}<br />
{{NPCTableRow|Commander Frigate|0-1|Shadow Serpentis|cargo=drops}}<br />
|}<br />
<br />
==Type 3==<br />
{{NPCTableHead|Initial defenders/...}}<br />
{{NPCTableRow|Frigate|6|Coreli Safeguard}}<br />
{{NPCTableRow|Destroyer|3|Colerior Artillery/Cannoneer}}<br />
{{NPCTableRow|Sentry|2|Serpentis Heavy Missile Battery}}<br />
|}<br />
<br />
{{NPCTableHead|First spawn}}<br />
{{NPCTableRow|Frigate|4|Coreli Scout}}<br />
|}<br />
<br />
{{NPCTableHead|Second spawn}}<br />
{{NPCTableRow|Frigate|3|Coreli Defender/...}}<br />
{{NPCTableRow|Destroyer|3|Colerior Artillery/Cannoneer}}<br />
|}<br />
<br />
{{NPCTableHead|Third spawn}}<br />
{{NPCTableRow|Frigate|3|Coreli Partroller/...}}<br />
|}<br />
<br />
{{NPCTableHead|Bonus spawn}}<br />
{{NPCTableRow|Commander Frigate|0-1|Shadow Serpentis|cargo=drops}}<br />
|}<br />
<br />
==Escalation==<br />
<br />
This site can escalate to [[Serpentis Corporation Hydroponics Site]]. <br />
{{MessageBox<br />
|Serpentis Corporation Hydroponics Site<br />
|Your scanner has picked up a transmission originating from a nearby system. It would be wise to investigate this mysterious signal further.}}<br />
<br />
{{Combat Anomalies|Serpentis}}<br />
<br />
[[Category:Combat Anomalies]]</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Drone_Assembly&diff=130681Drone Assembly2017-12-18T21:38:49Z<p>Calder ormand: /* Hollow asteroid */</p>
<hr />
<div>{{Complex|Drone Assembly}}<br />
'''Drone Assembly''' is a [[Combat sites#Combat anomalies|combat anomaly]] inhabited by [[Rogue Drones]] that can be found in high and low security space.<br />
==Walkthrough==<br />
This site has two variants: one with a hollow asteroid and another with outpost remains.<br />
<br />
===Hollow asteroid===<br />
{{MessageBox|On warp in:<br />
|This large, hollow, asteroid would make an ideal location for a Rogue Drone Hive and that is something that this group of Rogue Drones seems all too aware of.<br />
}}<br />
<br />
New drones spawn after finishing previous spawn.<br />
<br />
{{NPCTableHead}}<br />
{{NPCTableRow|Frigate|1-2|Decimator/... Alvi}}<br />
|}<br />
<br />
{{NPCTableHead|First spawn}}<br />
{{NPCTableRow|Frigate|2-3|Infester Alvi}}<br />
|}<br />
<br />
{{NPCTableHead|Second spawn}}<br />
{{NPCTableRow|Frigate|2-3|Decimator Alvi}}<br />
|}<br />
<br />
{{NPCTableHead|Third spawn}}<br />
{{NPCTableRow|Frigate|2|Sunder Alvi}}<br />
|}<br />
<br />
{{NPCTableHead|Fourth spawn}}<br />
{{NPCTableRow|Frigate|2-3|Sunder/Raider Alvi}}<br />
|}<br />
<br />
{{NPCTableHead|Fifth spawn}}<br />
{{NPCTableRow|Frigate|1|Hunter Alvi}}<br />
|}<br />
<br />
{{NPCTableHead|Commander spawn}}<br />
{{NPCTableRow|Commander Destroyer|0-1|Sentient Alvior|cargo=Rogue Drone 46-X Nexus Chip (aka Astero wanna be)}}<br />
|}<br />
<br />
===Outpost remains===<br />
{{MessageBox|On warp in:<br />
|You observe the remnants of a small outpost, probably used by smugglers or perhaps it was a small mining colony. All that remains now are dust and echoes.<br />
}}<br />
<br />
New drones spawn after finishing previous spawn.<br />
<br />
{{NPCTableHead}}<br />
{{NPCTableRow|Frigate|1|Decimator/... Alvi}}<br />
|}<br />
<br />
{{NPCTableHead|First spawn}}<br />
{{NPCTableRow|Frigate|1|Infester Alvi}}<br />
{{NPCTableRow|Destroyer|1-2|Alvior}}<br />
|}<br />
<br />
{{NPCTableHead|Second spawn}}<br />
{{NPCTableRow|Frigate|1-2|Infester Alvi}}<br />
{{NPCTableRow|Destroyer|1-2|Alvior}}<br />
|}<br />
<br />
{{NPCTableHead|Third spawn}}<br />
{{NPCTableRow|Frigate|2|Sunder Alvi}}<br />
|}<br />
<br />
{{NPCTableHead|Fourth spawn}}<br />
{{NPCTableRow|Frigate|2|Infester Alvi}}<br />
{{NPCTableRow|Destroyer|2|Alvior}}<br />
|}<br />
<br />
{{NPCTableHead|Fifth spawn}}<br />
{{NPCTableRow|Frigate|2|Infester Alvi}}<br />
{{NPCTableRow|Destroyer|3|Alvior}}<br />
|}<br />
<br />
{{NPCTableHead|Commander spawn}}<br />
{{NPCTableRow|Commander Destroyer|0-1|Sentient Alvior|cargo=Rogue Drone 46-X Nexus Chip (aka Astero wanna be)}}<br />
|}<br />
<br />
==Escalation==<br />
<br />
This site can escalate to [[Rogue Drone Asteroid Infestation]].<br />
<br />
== See also ==<br />
{{Combat Anomalies|Drones}}<br />
<br />
[[Category:Combat Anomalies]]</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Provisional_Serpentis_Outpost&diff=130653Provisional Serpentis Outpost2017-12-18T06:52:23Z<p>Calder ormand: /* First Pocket */</p>
<hr />
<div>{{Complex|Provisional Serpentis Outpost}}<br />
'''Provisional Serpentis Outpost''' is a low security unrated site found through [[exploration]].<br />
== Walkthrough ==<br />
{{MessageBox<br />
|Warpin message:<br />
|Heuristic analysis of this location indicates that destroying the Blood Raider's Chapel would greatly improve your odds of uncovering further illicit activity.<br />
|collapsed=yes}}<br />
<br />
Upon warping to the site you will arrive at an ancient acceleration gate.<br />
<br />
The defenders in the pockets can be 50-160 km away.<br />
<br />
=== First Pocket ===<br />
{{NPCTableHead|Initial Defenders}}<br />
{{NPCTableSeparator| 0 km off}}<br />
{{NPCTableRow|Frigate|1-2|Coreli Agent/Spy}}<br />
{{NPCTableSeparator|80 km off}}<br />
{{NPCTableRow|Frigate|1-3|Coreli Agent/Spy}}<br />
{{NPCTableSeparator| 150 km off}}<br />
{{NPCTableRow|Cruiser|1|Corelum Chief Spy/Scout| trigger= Triggers second wave}}<br />
|}<br />
<br />
{{NPCTableHead|Wave #2}}<br />
{{NPCTableSeparator| 100 km behind acceleration gate}}<br />
{{NPCTableRow|Frigate|2-4|Coreli Spy/Agent}}<br />
|}<br />
<br />
{{NPCTableHead|Gate Wave (triggered by approaching the gate)}}<br />
{{NPCTableRow|Cruiser|1-4|Corelum Chief Spy/scout}}<br />
|}<br />
<br />
{{StructureTable|<br />
{{StructureTableRow|Accl Gate|1|Acceleration Gate|note = Locked}}<br />
{{StructureTableRow|Asteroid|50|Veldspar}}<br />
}}<br />
<br />
===Second Pocket===<br />
----<br />
<br />
{{NPCTableHead|}}<br />
{{NPCTableRow|Frigate|2-3|Coreli Watchman|trigger = Commander triger}}<br />
|}<br />
<br />
{{NPCTableHead|Commander}}<br />
{{NPCTableRow|Commander Cruiser|0-1|Shadow Serpentis Chief Guard|cargo = faction modules|trigger = escalation trigger}}<br />
|}<br />
<br />
{{NPCTableHead|}}<br />
{{NPCTableRow|Frigate|1-2|Coreli Guardian Defender}}<br />
{{NPCTableRow|Battlecruiser|1-2|Corelatis Captain/High Captain Sentry}}<br />
|}<br />
<br />
{{NPCTableHead|}}<br />
{{NPCTableRow|Frigate|3|Coreli Guard/Safeguard}}<br />
|}<br />
<br />
Spawns when attacking Serpentis Armory<br />
{{NPCTableHead|}}<br />
{{NPCTableRow|Destroyer|3-4|Corelior Sentinel/Infantry}}<br />
{{NPCTableRow|Cruiser|3|Corelum Chief Sentinel/Infantry}}<br />
|}<br />
<br />
{{StructureTable|<br />
{{StructureTableRow|Structure|1|Serpentis Armory|trigger = Escalation trigger}}<br />
{{StructureTableRow|Asteroid|13|Veldspar}}<br />
{{StructureTableRow|Asteroid|1|Scordite}}<br />
}}<br />
<br />
==Escalation==<br />
The site can escalate to [[Guardian Angels Surveillance Squad]]<br />
<br />
[[Category:Unrated Complexes]]</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Drone_Assembly&diff=130652Drone Assembly2017-12-18T05:41:23Z<p>Calder ormand: /* Outpost remains */</p>
<hr />
<div>{{Complex|Drone Assembly}}<br />
'''Drone Assembly''' is a [[Combat sites#Combat anomalies|combat anomaly]] inhabited by [[Rogue Drones]] that can be found in high and low security space.<br />
==Walkthrough==<br />
This site has two variants: one with a hollow asteroid and another with outpost remains.<br />
<br />
===Hollow asteroid===<br />
{{MessageBox|On warp in:<br />
|This large, hollow, asteroid would make an ideal location for a Rogue Drone Hive and that is something that this group of Rogue Drones seems all too aware of.<br />
}}<br />
<br />
New drones spawn after finishing previous spawn.<br />
<br />
{{NPCTableHead}}<br />
{{NPCTableRow|Frigate|2|Decimator/... Alvi}}<br />
|}<br />
<br />
{{NPCTableHead|First spawn}}<br />
{{NPCTableRow|Frigate|2-3|Infester Alvi}}<br />
|}<br />
<br />
{{NPCTableHead|Second spawn}}<br />
{{NPCTableRow|Frigate|2|Decimator Alvi}}<br />
|}<br />
<br />
{{NPCTableHead|Third spawn}}<br />
{{NPCTableRow|Frigate|2|Sunder Alvi}}<br />
|}<br />
<br />
{{NPCTableHead|Fourth spawn}}<br />
{{NPCTableRow|Frigate|2-3|Sunder/Raider Alvi}}<br />
|}<br />
<br />
{{NPCTableHead|Fifth spawn}}<br />
{{NPCTableRow|Frigate|1|Hunter Alvi}}<br />
|}<br />
<br />
{{NPCTableHead|Commander spawn}}<br />
{{NPCTableRow|Commander Destroyer|0-1|Sentient Alvior|cargo=Rogue Drone 46-X Nexus Chip (aka Astero wanna be)}}<br />
|}<br />
<br />
===Outpost remains===<br />
{{MessageBox|On warp in:<br />
|You observe the remnants of a small outpost, probably used by smugglers or perhaps it was a small mining colony. All that remains now are dust and echoes.<br />
}}<br />
<br />
New drones spawn after finishing previous spawn.<br />
<br />
{{NPCTableHead}}<br />
{{NPCTableRow|Frigate|1|Decimator/... Alvi}}<br />
|}<br />
<br />
{{NPCTableHead|First spawn}}<br />
{{NPCTableRow|Frigate|1|Infester Alvi}}<br />
{{NPCTableRow|Destroyer|1-2|Alvior}}<br />
|}<br />
<br />
{{NPCTableHead|Second spawn}}<br />
{{NPCTableRow|Frigate|1-2|Infester Alvi}}<br />
{{NPCTableRow|Destroyer|1-2|Alvior}}<br />
|}<br />
<br />
{{NPCTableHead|Third spawn}}<br />
{{NPCTableRow|Frigate|2|Sunder Alvi}}<br />
|}<br />
<br />
{{NPCTableHead|Fourth spawn}}<br />
{{NPCTableRow|Frigate|2|Infester Alvi}}<br />
{{NPCTableRow|Destroyer|2|Alvior}}<br />
|}<br />
<br />
{{NPCTableHead|Fifth spawn}}<br />
{{NPCTableRow|Frigate|2|Infester Alvi}}<br />
{{NPCTableRow|Destroyer|3|Alvior}}<br />
|}<br />
<br />
{{NPCTableHead|Commander spawn}}<br />
{{NPCTableRow|Commander Destroyer|0-1|Sentient Alvior|cargo=Rogue Drone 46-X Nexus Chip (aka Astero wanna be)}}<br />
|}<br />
<br />
==Escalation==<br />
<br />
This site can escalate to [[Rogue Drone Asteroid Infestation]].<br />
<br />
== See also ==<br />
{{Combat Anomalies|Drones}}<br />
<br />
[[Category:Combat Anomalies]]</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Serpentis_Den&diff=130651Serpentis Den2017-12-18T04:54:57Z<p>Calder ormand: /* Type 1 */</p>
<hr />
<div>{{cleanup|Need formatting for Type 2.}}<br />
{{Complex|Serpentis Den}}<br />
'''Serpentis Den''' is an unrated [[combat sites|combat site]] belonging to the [[Serpentis Corporation]] pirate faction. It can be found via [[exploration]] as a [[Combat_sites#Combat_anomalies|cosmic anomaly]] within systems owned by the [[Gallente Federation]] or occupied by the Serpentis Corporation. As an ungated complex, the limitations as to which ships can complete this site are tied to the security rating of the system where the anomaly spawns (T2 [[Battleship]]s for high-security systems, and up to [[Titans]] in low-security and null-security systems). <br />
<br />
Completing this complex may award the player with valuable Shadow Serpentis [[faction modules]] and ammunition. This combat site consists of a single ungated pocket of space containing a variety of [[Frigate]] to [[Cruiser]]-sized enemy ships, as well as some batteries. Destroying all hostile ships may escalate into the [[DED complexes|DED rated]] [[Serpentis Corporation Hydroponics Site]] complex.<br />
<br />
{{MessageBox|On Warp in:<br />
|The Serpentis Corporation was founded a few decades ago by V. Salvador Sarpati. At first, it was engaged in hi-tech research, but with time its ties to the underworld grew, and Serpentis research stations scattered around in remote areas became notorious pirate havens. Sarpati made a deal with the Angel Cartel early on to provide protection for his stations, and this duty was eventually taken on by the Guardian Angels. Both sides have prospered enormously from this deal - Serpentis can operate in peace, and the Angel Cartel gets access to the illegal research efforts of the Serpentis conglomerate. It is strongly believed that Serpentis is the main developer and manufacturer of illegal neural boosters, especially since Sarpati's father was a renowned specialist in that field. The home of Serpentis is in the Phoenix constellation in the Fountain region.<br />
|collapsed=yes}}<br />
<br />
==Type 1==<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Frigate|2-3|Coreli Safeguard}}<br />
{{NPCTableRow|Destroyer|2-3|Colerior Artillery / Cannoner}}<br />
{{NPCTableRow|Sentry|2|Serpentis Heavy Missile Battery}}<br />
|}<br />
<br />
{{NPCTableHead|First spawn}}<br />
{{NPCTableRow|Destroyer|1-3|Colerior Trooper}}<br />
{{NPCTableRow|Cruiser|1-2|Corelium Chief Spy}}<br />
|}<br />
<br />
{{NPCTableHead|Second spawn}}<br />
{{NPCTableRow|Frigate|2-3|Coreli Defender / Guard / Safeguard}}<br />
{{NPCTableRow|Cruiser|2-3|Corelium Chief Scout/Spy}}<br />
|}<br />
<br />
{{NPCTableHead|Third spawn}}<br />
{{NPCTableRow|Destroyer|2-3|Colerior Artillery / Cannoneer}}<br />
{{NPCTableRow|Elite Cruiser|2-3|Corelium Chief Partroller / Watch}}<br />
|}<br />
<br />
{{NPCTableHead|Fourth spawn}}<br />
{{NPCTableRow|Destroyer|3|Colerior Artillery / Cannoneer / Soldier}}<br />
{{NPCTableRow|Elite Cruiser|2-3|Corelium Chief Safeguard}}<br />
|}<br />
<br />
{{NPCTableHead|Bonus spawn}}<br />
{{NPCTableRow|Commander Frigate|0-1|Shadow Serpentis Commander|cargo=drops}}<br />
|}<br />
<br />
==Type 2==<br />
{{NPCTableHead|Initial Defenders}}<br />
{{NPCTableRow|Frigate|4-5|Coreli}}<br />
{{NPCTableRow|Destroyer|3-4|Colerior}}<br />
{{NPCTableRow|Sentry|2|Serpentis Light Missile Battery}}<br />
|}<br />
<br />
{{NPCTableHead|First Spawn}}<br />
{{NPCTableRow|Frigate|2-3|Coreli}}<br />
{{NPCTableRow|Destroyer|3|Corelior}}<br />
{{NPCTableRow|Sentry|2|Serpentis Light Missile Battery}}<br />
|}<br />
<br />
{{NPCTableHead|Second Spawn}}<br />
{{NPCTableRow|Frigate|4|Coreli}}<br />
|}<br />
<br />
{{NPCTableHead|Bonus spawn}}<br />
{{NPCTableRow|Commander Frigate|0-1|Shadow Serpentis|cargo=drops}}<br />
|}<br />
<br />
==Type 3==<br />
{{NPCTableHead|Initial defenders/...}}<br />
{{NPCTableRow|Frigate|6|Coreli Safeguard}}<br />
{{NPCTableRow|Destroyer|3|Colerior Artillery/Cannoneer}}<br />
{{NPCTableRow|Sentry|2|Serpentis Heavy Missile Battery}}<br />
|}<br />
<br />
{{NPCTableHead|First spawn}}<br />
{{NPCTableRow|Frigate|4|Coreli Scout}}<br />
|}<br />
<br />
{{NPCTableHead|Second spawn}}<br />
{{NPCTableRow|Frigate|3|Coreli Defender/...}}<br />
{{NPCTableRow|Destroyer|3|Colerior Artillery/Cannoneer}}<br />
|}<br />
<br />
{{NPCTableHead|Third spawn}}<br />
{{NPCTableRow|Frigate|3|Coreli Partroller/...}}<br />
|}<br />
<br />
{{NPCTableHead|Bonus spawn}}<br />
{{NPCTableRow|Commander Frigate|0-1|Shadow Serpentis|cargo=drops}}<br />
|}<br />
<br />
==Escalation==<br />
<br />
This site can escalate to [[Serpentis Corporation Hydroponics Site]]. <br />
{{MessageBox<br />
|Serpentis Corporation Hydroponics Site<br />
|Your scanner has picked up a transmission originating from a nearby system. It would be wise to investigate this mysterious signal further.}}<br />
<br />
{{Combat Anomalies|Serpentis}}<br />
<br />
[[Category:Combat Anomalies]]</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Drone_Gathering&diff=130635Drone Gathering2017-12-17T16:13:25Z<p>Calder ormand: /* Walkthrough */</p>
<hr />
<div>{{Complex|Drone Gathering}}<br />
'''Drone Gathering''' is a [[Combat sites#Combat anomalies|combat anomaly]] inhabited by [[Rogue Drones]] that can be found in all areas of known space.<br />
<br />
==Walkthrough==<br />
=== Wreckage spawn ===<br />
{{MessageBox|On warp in:<br />
|Rogue Drones have found this wreckage and claimed it as their own, probably for the metals and alloys they can extract from it. They do not take kindly to your intrusion.}}<br />
<br />
{{NPCTableHead}}<br />
{{NPCTableRow|Frigate|1-2|Hunter / Devilfish Alvi}}<br />
{{NPCTableRow|Destroyer|1-2|Shredder Alvior}}<br />
{{NPCTableRow|Sentry|2|Drone Heavy Missile Battery}}<br />
|}<br />
<br />
{{NPCTableHead|First spawn}}<br />
{{NPCTableRow|Cruiser|1-2|Wrecker/Destructor Alvum}}<br />
|}<br />
<br />
{{NPCTableHead|Second spawn}}<br />
{{NPCTableRow|Destroyer|1-2|Shredder Alvior}}<br />
{{NPCTableRow|Cruiser|1-2|Annihilator Alvum}}<br />
|}<br />
<br />
{{NPCTableHead|Third spawn}}<br />
{{NPCTableRow|Destroyer|2-3|Shredder / Ripper Alvior}}<br />
{{NPCTableRow|Cruiser|1-3|Wrecker / Destructor Alvum}}<br />
|}<br />
<br />
{{NPCTableHead|Fourth spawn}}<br />
{{NPCTableRow|Destroyer|2-3|Ripper/Shatter Alvior}}<br />
{{NPCTableRow|Cruiser|2-3|Annihilator / Devastator Alvum}}<br />
|}<br />
<br />
{{NPCTableHead|Fifth spawn}}<br />
{{NPCTableRow|Destroyer|1-2|Dismantler / Marauder Alvior}}<br />
|}<br />
<br />
{{NPCTableHead|Commander spawn}}<br />
{{NPCTableRow|Cruiser|0-1|Sentient Annihilator Alvum}}<br />
|}<br />
<br />
=== Old Station spawn ===<br />
<br />
{{MessageBox|On warp in:<br />
|You have located the ruins of an old station. The structure, once-magnificent, is now only a barren, airless derelict, its halls home to nothing but mechanical malevolence.}}<br />
<br />
{{NPCTableHead}}<br />
{{NPCTableRow|Frigate|3|Hunter / Devilfish / Silverfish Alvi}}<br />
{{NPCTableRow|Destroyer|2|Ripper / Shatter Alvior}}<br />
|}<br />
<br />
{{NPCTableHead|First spawn}}<br />
{{NPCTableRow|Frigate|1|Barracuda Alvi}}<br />
{{NPCTableRow|Cruiser|2|Wrecker Alvum}}<br />
|}<br />
<br />
{{NPCTableHead|Second spawn}}<br />
{{NPCTableRow|Destroyer|2|Marauder / Dismantler Alvior}}<br />
{{NPCTableRow|Cruiser|2|Annihilator / Devastator Alvum}}<br />
|}<br />
<br />
{{NPCTableHead|Third spawn}}<br />
{{NPCTableRow|Destroyer|3|Marauder / Shatter / Dismantler Alvior}}<br />
{{NPCTableRow|Cruiser|3|Wrecker / Destructor Alvum}}<br />
|}<br />
<br />
{{NPCTableHead|Fourth spawn}}<br />
{{NPCTableRow|Destroyer|3|Shredder / Predator Alvior}}<br />
{{NPCTableRow|Cruiser|3|Annihilator / Devastator Alvum}}<br />
|}<br />
<br />
{{NPCTableHead|Commander spawn}}<br />
{{NPCTableRow|Cruiser|0-1|Sentient Annihilator Alvum}}<br />
|}<br />
<br />
== See also ==<br />
{{Combat Anomalies|Drones}}<br />
<br />
[[Category:Combat Anomalies]]</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Serpentis_Vigil&diff=130591Serpentis Vigil2017-12-16T09:02:23Z<p>Calder ormand: /* Second room */</p>
<hr />
<div>{{CMBSite|Serpentis Vigil}}<br />
'''Serpentis Vigil''' is an unrated [[combat sites|combat site]] belonging to the [[Serpentis Corporation]] pirate faction. It can be found via [[exploration]] by scanning anomalies in high security and low security systems. It is presumed that [[Battleship]]s (and their [[Tech 2]] equivalents) are the maximum ship class allowed to enter the site. Completing this complex may award the player with valuable Shadow Serpentis [[faction modules]], as well as [[Implants|Tech 2 implants]]. <br />
<br />
This combat site consists of two [[Deadspace|deadspace complexes]], the second of which hosts Tago Uriken, the site's overseer. Access to the second complex is given either by destroying the Core Drug Trader battlecruiser and all remaining hostile ships at the first complex, or by using a Serpentis Gold Tag to unlock the gate. Defeating Tago Uriken may escalate into the [[Booster R&D]] expedition.<br />
<br />
{{MessageBox<br />
|On warp in:<br />
|Previous explorers have commented that one of the gates requires a passkey. Alternatively, it can be bypassed by convincing the commander to unlock it.}}<br />
<br />
{{clear}}<br />
== Walkthrough ==<br />
==== First Room ====<br />
The gate in first room can be unlocked either by killing all ships or with a serpentis gold tag. Note that even though the message after Drug Trader is killed suggests that the gate unlocks you still need to kill all remaining ships. Very rarely no Drug Trader spawns and a serpentis gold tag is required to proceed.<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Elite Frigate|1-3|Coreli Guardian Safeguard/Protector|ewar={{icon|damp|24|Sensor dampening}} }}<br />
{{NPCTableRow|Battlecruiser|5-6|Corelatis Captain/Platoon Leader }}<br />
|}<br />
<br />
There are three spawns that appear to be timed.<br />
{{NPCTableHead|Spawn #2}}<br />
{{NPCTableRow|Elite Frigate|2-3|Coreli Guardian Patroller/Watchman|ewar={{icon|damp|24|Sensor dampening}}}}<br />
{{NPCTableRow|Destroyer|1-2|Coreli Cannoner}}<br />
|}<br />
<br />
{{NPCTableHead|Spawn #3}}<br />
{{NPCTableRow|Battlecruiser|1|Core Drug Trader}}<br />
|}<br />
<br />
{{MessageBox<br />
|Message on Drug Trader death:<br />
|Strange sounds emit from the acceleration gate as soon as the Core Drug Trader vessel is destroyed. Perhaps the locking mechanism was in some way connected with the ship's computer.<br />
|collapsed=yes}}<br />
<br />
{{MessageBox<br />
|Message on fourth spawn:<br />
|Core ships have undocked from the nearby Serpentis Hangars, with guns flaring.<br />
|collapsed=yes}}<br />
<br />
{{NPCTableHead|Spawn #4}}<br />
{{NPCTableRow|Elite Frigate|1|Coreli Guardian Patroller/Watchman|ewar={{icon|damp|24|Sensor dampening}}}}<br />
{{NPCTableRow|Destroyer|2|Coreli Cannoner}}<br />
|}<br />
<br />
{{StructureTable|<br />
{{StructureTableRow|Accl Gate|1|Acceleration Gate|note = Locked}}<br />
{{StructureTableRow|Structure|1|Serpentis Hangar|destructible = yes|cargo=t1 ammo and drones}}<br />
{{StructureTableRow|Asteroid|30|Plagioclase}}<br />
{{StructureTableRow|Asteroid|16|Pyroxeres}}<br />
{{StructureTableRow|Asteroid|45|Veldspar}}<br />
}}<br />
<br />
==== Second room ====<br />
----<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Battlecruiser|5|Corelatis Captain}}<br />
{{NPCTableRow|Sentry|3|Tower Sentry Serpentis III|trigger=Destroying any one triggers overseer spawn}}<br />
|}<br />
<br />
{{MessageBox<br />
|Message after destroying one of the sentries:<br />
|Tago Uriken: Arg, do you know how expensive those sentry guns are? You just cost me a fortune! I'll have your head mounted on a pig-pole for that, scumbag.<br />
|collapsed=yes}}<br />
<br />
{{NPCTableHead|Overseer Spawn}}<br />
{{NPCTableRow|Elite Frigate|3|Tago's Escorter |point=yes|ewar={{icon|web|24|Stasis webifier}}}}<br />
{{NPCTableRow|Destroyer|2-3|Corelior Infantry}}<br />
{{NPCTableRow|Overseer Cruiser|1|Tago Uriken|trigger=escalation trigger|cargo=May drop Shadow Serpentis faction modules, T2 implants or a Vigilant BPC}}<br />
{{NPCTableRow|Battlecruiser|2|Corelatis Captain Sentinel}}<br />
|}<br />
<br />
{{StructureTable|<br />
{{StructureTableRow|Asteroid|102|Veldspar}}<br />
}}<br />
<br />
== Escalation ==<br />
This site can escalate to [[Booster R&D]].<br />
{{Complex|Booster R&D}}<br />
{{MessageBox|Expeditions: [[Booster R&D]]<br />
|Going through the items found in the Serpentis outpost, you notice some unused boosters still in their original packs complete with documentation and bear the seal of the Serpentis Corporation. The documentation notes further that these boosters as "Field Test" material and not for common consumption and at the bottom there is ordering info, stating item number and the makers electronic address. Feeling it is worth a shot, you set your communication instruments to emulate those of the Serpentis facility you just laid to waste, feed in the booster factory addy and hit send. And lo and behold, you get an instant reply, a sleepy sounding female voice says "SC medical research 504, good day. How may I help you? Oh! It is Vigil 15? I have a message for you from the supply office, they say you are late. Get to G5, pick up the materials and get here as soon as possible" She adds information on the location and tells you to talk to Nadir, also at G5 if there is anything. And with that she is off the air.}}<br />
<br />
[[Category:Unrated Complexes]]</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Serpentis_Vigil&diff=130590Serpentis Vigil2017-12-16T09:01:57Z<p>Calder ormand: /* First Room */</p>
<hr />
<div>{{CMBSite|Serpentis Vigil}}<br />
'''Serpentis Vigil''' is an unrated [[combat sites|combat site]] belonging to the [[Serpentis Corporation]] pirate faction. It can be found via [[exploration]] by scanning anomalies in high security and low security systems. It is presumed that [[Battleship]]s (and their [[Tech 2]] equivalents) are the maximum ship class allowed to enter the site. Completing this complex may award the player with valuable Shadow Serpentis [[faction modules]], as well as [[Implants|Tech 2 implants]]. <br />
<br />
This combat site consists of two [[Deadspace|deadspace complexes]], the second of which hosts Tago Uriken, the site's overseer. Access to the second complex is given either by destroying the Core Drug Trader battlecruiser and all remaining hostile ships at the first complex, or by using a Serpentis Gold Tag to unlock the gate. Defeating Tago Uriken may escalate into the [[Booster R&D]] expedition.<br />
<br />
{{MessageBox<br />
|On warp in:<br />
|Previous explorers have commented that one of the gates requires a passkey. Alternatively, it can be bypassed by convincing the commander to unlock it.}}<br />
<br />
{{clear}}<br />
== Walkthrough ==<br />
==== First Room ====<br />
The gate in first room can be unlocked either by killing all ships or with a serpentis gold tag. Note that even though the message after Drug Trader is killed suggests that the gate unlocks you still need to kill all remaining ships. Very rarely no Drug Trader spawns and a serpentis gold tag is required to proceed.<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Elite Frigate|1-3|Coreli Guardian Safeguard/Protector|ewar={{icon|damp|24|Sensor dampening}} }}<br />
{{NPCTableRow|Battlecruiser|5-6|Corelatis Captain/Platoon Leader }}<br />
|}<br />
<br />
There are three spawns that appear to be timed.<br />
{{NPCTableHead|Spawn #2}}<br />
{{NPCTableRow|Elite Frigate|2-3|Coreli Guardian Patroller/Watchman|ewar={{icon|damp|24|Sensor dampening}}}}<br />
{{NPCTableRow|Destroyer|1-2|Coreli Cannoner}}<br />
|}<br />
<br />
{{NPCTableHead|Spawn #3}}<br />
{{NPCTableRow|Battlecruiser|1|Core Drug Trader}}<br />
|}<br />
<br />
{{MessageBox<br />
|Message on Drug Trader death:<br />
|Strange sounds emit from the acceleration gate as soon as the Core Drug Trader vessel is destroyed. Perhaps the locking mechanism was in some way connected with the ship's computer.<br />
|collapsed=yes}}<br />
<br />
{{MessageBox<br />
|Message on fourth spawn:<br />
|Core ships have undocked from the nearby Serpentis Hangars, with guns flaring.<br />
|collapsed=yes}}<br />
<br />
{{NPCTableHead|Spawn #4}}<br />
{{NPCTableRow|Elite Frigate|1|Coreli Guardian Patroller/Watchman|ewar={{icon|damp|24|Sensor dampening}}}}<br />
{{NPCTableRow|Destroyer|2|Coreli Cannoner}}<br />
|}<br />
<br />
{{StructureTable|<br />
{{StructureTableRow|Accl Gate|1|Acceleration Gate|note = Locked}}<br />
{{StructureTableRow|Structure|1|Serpentis Hangar|destructible = yes|cargo=t1 ammo and drones}}<br />
{{StructureTableRow|Asteroid|30|Plagioclase}}<br />
{{StructureTableRow|Asteroid|16|Pyroxeres}}<br />
{{StructureTableRow|Asteroid|45|Veldspar}}<br />
}}<br />
<br />
==== Second room ====<br />
----<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Battlecruiser|8|Corelatis Captain}}<br />
{{NPCTableRow|Sentry|3|Tower Sentry Serpentis III|trigger=Destroying any one triggers overseer spawn}}<br />
|}<br />
<br />
{{MessageBox<br />
|Message after destroying one of the sentries:<br />
|Tago Uriken: Arg, do you know how expensive those sentry guns are? You just cost me a fortune! I'll have your head mounted on a pig-pole for that, scumbag.<br />
|collapsed=yes}}<br />
<br />
{{NPCTableHead|Overseer Spawn}}<br />
{{NPCTableRow|Elite Frigate|3|Tago's Escorter |point=yes|ewar={{icon|web|24|Stasis webifier}}}}<br />
{{NPCTableRow|Destroyer|2-3|Corelior Infantry}}<br />
{{NPCTableRow|Overseer Cruiser|1|Tago Uriken|trigger=escalation trigger|cargo=May drop Shadow Serpentis faction modules, T2 implants or a Vigilant BPC}}<br />
{{NPCTableRow|Battlecruiser|2|Corelatis Captain Sentinel}}<br />
|}<br />
<br />
{{StructureTable|<br />
{{StructureTableRow|Asteroid|102|Veldspar}}<br />
}}<br />
<br />
== Escalation ==<br />
This site can escalate to [[Booster R&D]].<br />
{{Complex|Booster R&D}}<br />
{{MessageBox|Expeditions: [[Booster R&D]]<br />
|Going through the items found in the Serpentis outpost, you notice some unused boosters still in their original packs complete with documentation and bear the seal of the Serpentis Corporation. The documentation notes further that these boosters as "Field Test" material and not for common consumption and at the bottom there is ordering info, stating item number and the makers electronic address. Feeling it is worth a shot, you set your communication instruments to emulate those of the Serpentis facility you just laid to waste, feed in the booster factory addy and hit send. And lo and behold, you get an instant reply, a sleepy sounding female voice says "SC medical research 504, good day. How may I help you? Oh! It is Vigil 15? I have a message for you from the supply office, they say you are late. Get to G5, pick up the materials and get here as soon as possible" She adds information on the location and tells you to talk to Nadir, also at G5 if there is anything. And with that she is off the air.}}<br />
<br />
[[Category:Unrated Complexes]]</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Alpha_Birds&diff=130547Alpha Birds2017-12-13T14:58:32Z<p>Calder ormand: /* Alpha Birds) */</p>
<hr />
<div>{{FCC Links}}<br />
{{FCC Doctrine Links}}<br />
==Alpha Birds==<br />
{| style="padding:0px;"<br />
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|caldari|48}}</div>[[File:Kestrel.jpg|128px|]]</div><br />
| valign="middle" style="padding:4px;" | Much like the [[Hyperkittens]], Alpha Birds are a cheap skirmishing frigate doctrine, used as an introduction for FC’s into skirmish tactics. They use Light Missiles to avoid any complications which would arise from turret tracking considerations, and also benefit substantially from a huge range (up to 60km with good skills), and high volley damage which, in numbers, can be enough to volley smaller targets off the field similar to [[Basic_Learning_for_Aspiring_Pilots/Doctrines#Talwars|BLAP Talwars]]<br />
|}<br />
<br />
==Implementation==<br />
<br />
The strengths of the Alpha Bird are its excellent speed, excellent range, and its utility mid slot (discussed more in the fitting section below)<br />
<br />
The paper thin tank of Alpha Birds means more than ever that taking any damage at all is fairly disastrous for the fleet. Alpha Birds therefore work best at long range (even outside of Warp Disrupter range) where they can volley opponents. As a skirmish doctrine, the optimal situation is where you can anchor up on your FC, pull range from a fleet which is chasing you, or a fight which is already occurring, and circle round at 40-50km, picking off soft targets with your LML volleys<br />
<br />
Against smaller gangs, you may close range to apply your warp disrupters to hold something on grid, however this is likely only once/if you have established grid supremacy<br />
<br />
The low sustained DPS (and high volley damage) means that numbers are important to make Alpha Birds work. A high skill player can deal around 1k volley damage, however with Uni pilots, the expectation should be set closer to 600-700. 10 Alpha birds can therefore take out most T1 frigates in a single volley. 20 can instantly kill T2 Frigates, Destroyers etc<br />
<br />
Light Missile skirmish doctrines such as this are a staple of the game right the way from Kestrels, to Talwars, to Caracals, and the Alpha Birds are a cheap and simple introduction to this essential part of EVE Online fleets. However some FCs may wish to skip directly to Talwars due to their slightly higher tank and volley damage, for only a marginal increase in SP and ISK cost. Alpha Birds however get the advantage of relative unfamiliarity, compared to the very widely known Talwar doctrine, and are more frequently underestimated<br />
<br />
Other LML or RLML ships are the worst enemy of the Alpha Bird, as they can match your range, and apply damage regardless of your speed and tracking. Brawling ships are your natural prey, as they will be largely unable to apply to your ships at range. It should also be noted that the excellent speed of the Alpha Bird allows you to outrun most drones should your opponent deploy them<br />
<br />
==Fleet Composition and Fits==<br />
<br />
The basic Alpha Bird is a very simple fit. The only layer of complexity sits with the utility mid-slot. A wide selection of EWAR can, and should, be spread across the fleet in this slot. Damps, and Tracking Disrupters will help limit your opponent’s ability to apply damage to you, while Target Painters will maximize your damage application on a target<br />
<br />
As you rely almost entirely on not getting hit in this doctrine, the preference is for the defensive EWAR modules such as Damps <br />
<br />
Use Faction Missiles (even if you have T2 skills) due to the range bonus they provide<br />
<br />
====Alpha Bird====<br />
{{ShipFitting<br />
| ship=Kestrel<br />
| shipTypeID=602<br />
| fitName=Light Missile Kiter<br />
| fitID=Light-Missile-Kiter<br />
| low1name=Micro Auxiliary Power Core I<br />
| low1typeID=11563<br />
| low2name=Nanofiber Internal Structure II<br />
| low2typeID=2605<br />
| mid1name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid1typeID=5971<br />
| mid2name=Medium Azeotropic Restrained Shield Extender<br />
| mid2typeID=8433<br />
| mid3name=J5 Enduring Warp Disruptor<br />
| mid3typeID=5399<br />
| mid4name=Parallel Enduring Target Painter<br />
| mid4typeID=19812<br />
| high1name=Light Missile Launcher II<br />
| high1typeID=2404<br />
| high2name=Light Missile Launcher II<br />
| high2typeID=2404<br />
| high3name=Light Missile Launcher II<br />
| high3typeID=2404<br />
| high4name=Light Missile Launcher II<br />
| high4typeID=2404<br />
| rig1name=Small Warhead Calefaction Catalyst I<br />
| rig1typeID=31620<br />
| rig2name=Small Warhead Calefaction Catalyst I<br />
| rig2typeID=31620<br />
| charge1name=Caldari Navy Scourge Light Missile x500<br />
| charge1typeID=27361<br />
| charge2name=Caldari Navy Inferno Light Missile x500<br />
| charge2typeID=27371<br />
| charge3name=Nova Fury Light Missile x500<br />
| charge3typeID=24497<br />
| charge4name=Inferno Fury Light Missile x500<br />
| charge4typeID=24499<br />
| charge5name=Caldari Navy Nova Light Missile x500<br />
| charge5typeID=27381<br />
| charge6name=Caldari Navy Mjolnir Light Missile x500<br />
| charge6typeID=27387<br />
| charge7name=Mjolnir Fury Light Missile x500<br />
| charge7typeID=2613<br />
| rig3name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=<br />
| showNOTES=N<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=LATEST<br />
| showTOC=Y<br />
| shipDNA=602:11563;1:2605;1:5971;1:8433;1:5399;1:19812;1:2404;4:31620;2:27361;500:27371;500:24497;500:24499;500:27381;500:27387;500:2613;500::<br />
| fleetup=<br />
| alphacanuse=N<br />
}}<br />
====Support Ships====<br />
<br />
The ability to spread EWAR through your mainline ships reduces the need for dedicated EWAR ships, however their bonused modules can still be very useful additions. In particular, ECM such as the [[Griffin]], can be very useful, as this is the one EWAR module which is inefficient when fitted on the Alpha Bird (due to the need to have a range of racial jammers)</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Mission_running:_advanced&diff=128069Mission running: advanced2017-10-27T17:46:23Z<p>Calder ormand: /* Epic Arc Missions */ Added info to 'Angel Sound' and 'Smash and Grab' arcs</p>
<hr />
<div>{{tocright}}<br />
<br />
This page presents advanced mission running topics with specific descriptive details and advice for running<br />
*level 3 and higher missions<br />
*Epic Arc missions<br />
*Anomic (burner) missions.<br />
<br />
See also:<br />
*[[Mission Running: Introduction]] for a basic introduction to missions<br />
*[[Mission Ships]] for a discussion of the best ships to use on missions<br />
*[[Mission Fleets]] for a description of how these fleets are set up and run.<br />
<br />
==Useful Stuff to Bring on Missions==<br />
Some items are not necessary for completing missions, but are nice to have around.<br />
<br />
'''Tag/Keys''': Gate Key for Dread Pirate Scarlet, Angel Pallidum Tag for L4 Angel Extravaganza bonus room, or Zbikoki's Hacker Card for Worlds Collide. When doing [[Mission_Fleet#Locust_Fleet|Locust Fleet]] you may not want to fly all the way back to station to pick them up. Consider carrying extra for fleet mates! (How many times have I had people warp out of the AE bonus room then be unable to get back in to help because they don't have a diamond tag?)<br />
<br />
'''Warp Core Stabilizers''': These are great during wartime. If your mission is in a different system than your agent, you can fill your lows with core stabs so you can escape if you jumped into some war targets (WT). When you arrive at the system your mission is in, just dock up and refit your usual low modules (which you placed in your cargo hold before you left :) ). I saved my hurricane from a WT this way (having 6 core stabs means need at least 3 scramblers and 1 disruptor to stop your warp). This isn't a good idea for just missions; it's always a good idea to keep core stabs in your cargohold. If a WT comes into your system, you can dockup, refit, then go to a different system. Remember to count: if there's 3 WTs and you have only 4 core stabs you could be scrammed. If you plan to do this, know your aggression mechanics and have a hardy shield tank.<br />
<br />
'''ECM drones''': Also good for wartime. If you're scrammed, try unleashing these guys. If you're lucky, the WT will lose lock and you can warp away. These go in your dronebay, not in your cargo.<br />
<br />
'''Extra Mods''': Most people switch resists for what rat they're against. Say you're mid-mission and discover your tank isn't so great. It's easier to refit in that system then jump back to your base to pickup extra resists. Also applies if you want more damage mods. Having an omni-shield buffer goes nice with lows full of core stabs when traveling is nice during war. Remember you have a limited cargo space, so don't go overboard.<br />
<br />
'''Mobile Tractor Unit (MTU)''': This tool is very useful for looting and salvaging mission pockets. Bring it in your cargohold (100 {{m3}}), deploy it in a mission pocket and it will automatically collect and loot all wrecks created within 125 kilometers of itself. This also greatly increases the efficiency of salvaging by effectively eliminating the transit time for looting and salvaging, while also providing a convenient structure to orbit around during this process. When scooping the MTU, it will automatically eject any cargo it has remaining into a standard, temporary cargo container. <br />
<br />
==Standings and Agents==<br />
{{main|NPC standings}}<br />
<br />
Standings are a measure of how much one entity likes or dislikes another entity and are measured on a real number scale from -10 to +10. A standing of -10 is tantamount to complete and total loathing and conversely +10 is complete and total adoration.<br />
<br />
===Why Standings Matter===<br />
The standings of NPC entities toward a player are important for a couple reasons. Firstly, because higher standings make more profitable missions available. And secondly, because several perks become available when an individuals or player-run corporations standings are higher with a specific entity.<br />
<br />
For an individual:<br />
* At 5.0 all L4 Agents for that faction become available to you (4.0 with certain Corporations)<br />
* At 6.67 you are no longer subject to the refining [[Refining#Equipment_tax|Equipment Tax]] with that corporation<br />
* The higher your standings toward an NPC entity the lower the [[Trading#Standings|broker fee]] is in their stations. As an example, with a faction and corp standing of 10, the broker fee is reduced to 0.185%, saving you more than 1% through the buy and sell process<br />
<br />
====Standings Incremental Increase and Loss====<br />
When standings go up or down they usually do so as a percentage; this is always a percentage decay towards the extreme end of the scale. For example, if someone has 1.0 standing with an NPC corporation and completes a mission that changes standing by +5%, then the current standing is increased by 5% of the difference from +1 to +10; that's a change of +0.45 with an end result of +1.45. However, if someone else with a 4.0 standing completes the same mission under the same circumstances and also gets a 5% increase, then that's 5% of the difference from +4 to +10; that's a change of +0.30 with an end result of +4.30.<br />
<br />
If something causes a standings decrease, then it's a percentage decay towards &minus;10. For example, if someone with +1.0 standings suffers a &minus;5% change, then that's 5% of the difference from +1 to &minus;10; that's a change of &minus;0.55 with an end result of +0.45. If someone with +4.0 standings suffers that same &minus;5% change, then it's 5% of the difference from +4 to &minus;10; that's a change of &minus;0.7 with an end result of +3.3.<br />
<br />
'''What this means is that gains are reduced and losses are increased incrementally as your standings become higher, and vice versa.'''<br />
<br />
===Declining Missions===<br />
[[File:Decline-mission.jpg|thumb|right|The "decline mission" timer tells you how long you have to wait until you can decline another mission from this agent without losing standing.]]<br />
It is worth noting that running out of time on a mission you have accepted will usually cause a standings loss with the agent, corporation, ''and faction''. Declining a mission for a particular agent more than once every four hours will also cause a standings loss with the agent, corporation, and faction. <br />
<br />
<div style="margin:0; background-color:#333322; border:1px solid #1d3b1d; font-style:normal; text-align:left; padding:1em 1em 1em 1em; overflow:hidden; color:#ffffff; margin-right:100px; margin-left:100px">If an agent you recently declined a mission from offers you another undesirable mission, you can click DELAY, wait out the four hour timer while you go do something else, and then click DECLINE.</div> <br />
<br />
To see a history of how your standings have changed, you can go to [[NeoCom]] > Character Sheet > Standings, scroll through the list of NPC entities, right-click an entry and select SHOW TRANSACTIONS to see how much your standings went up or down for what actions and by how much. All the percentage changes you see in the Transaction Log are as described above, with the exception that (due to a possible bug) any percentage changes due to "Derived Modification" are percentage changes of 10.0, not percentage decays towards an extreme.<br />
<br />
===Agents===<br />
<br />
All common mission agents have a name, a Level, and a Division. "Level" describes the general difficulty level of the mission that the agent can offer you and can range from 1 to 5; it also affects the standings you need to reach in order for this agent to give you missions. "Division" determines what type of mission - security (combat), distribution (hauling), or mining - you will be offered. <ref name="inferno15">https://community.eveonline.com/updates/patchnotes.asp?patchlogID=226</ref><br />
<br />
An agent will offer you missions only when your standings reach a certain amount, depending on the agent's level:<br />
*Level 1: Any standings<br />
*Level 2: 1.0 or higher<br />
*Level 3: 3.0 or higher<br />
*Level 4: 5.0 or higher<br />
*Level 5: 7.0 or higher<br />
<br />
You must meet this requirement for either the agent's personal standing towards you, their corporation's standing towards you, or their faction's standing towards you; any one of the three will suffice. For example, Eveynel Daerne is a Level 3 agent in Orduin IX - Moon 4 - Transstellar Shipping Storage. This agent is part of the Transstellar Shipping corporation, which is part of the Gallente Federation faction. The standings requirement is therefore 3.0, so at least one of the following 3 conditions must be true to get missions from Eveynel Daerne:<br />
<br />
*Eveynel Daerne's personal standing towards you is 3.0 or higher.<br />
*Transstellar Shipping's standing towards you is 3.0 or higher.<br />
*The Gallente Federation's standing towards you is 3.0 or higher.<br />
<br />
The fact that Eveynel Daerne is located in the Orduin solar system, which is the sovereign territory of the Minmatar Republic, is completely irrelevant. High Minmatar Republic standings will not give you access to missions from Eveynel Daerne. This concept applies as a rule to all agents of a faction who are located in a different faction's sovereign space.<br />
<br />
Gaining access to higher level missions can be eased by training two skills: {{sk|Diplomacy|price=yes|mult=yes}} and {{sk|Connections|price=yes|mult=yes}} ("Connections" is not to be confused with other social skills such as "Criminal Connections" or "Security Connections"). Diplomacy gives you a standings boost with agents, NPC corporations, and factions that dislike you to begin with, and this boost is 4% per level of the Diplomacy skill. Connections gives you a standings boost with agents, NPC corporations, and factions that like you to begin with, and this boost is 4% per level of the Connections skill. Between Diplomacy and Connections, only one will apply, but it will give a boost significant enough to ease the process of getting access to Level 2 missions.<br />
<br />
When you complete a regular mission for an agent, you get increased standings with the agent and the corporation, but not the faction. It is worth noting that if the mission involves destroying ships or structures of a different faction, then your standings with the target faction go down due to "Combat - Ship Kill", but your standings with the agent's faction will not change. Those who wish to be able to fly in all High Security space are advised to decline all anti-Empire missions (that is, anti-Amarr, anti-Ammatar, anti-Caldari, anti-Gallente, and anti-Minmatar). Some exceptions or workarounds exist; for example, a Minmatar agent might give you the mission [http://eve-survival.org/wikka.php?wakka=FriendlySpies3ga&show_comments=1#comments Friendly Spies], where if you destroy the mission objective but none of the hostile ships, then you don't lose Gallente Federation standings. In other cases, the standing losses due to "Combat - Ship Kill" are almost insignificant, such as [http://eve-survival.org/wikka.php?wakka=AmarrianTyrants3 Amarrian Tyrants, Level 3], or [http://eve-survival.org/wikka.php?wakka=AgainsttheEmpire3am Against the Empire, Level 3]. Some missions, though, will incur -2.4% standing losses for ship kills and might require one or more completed storyline missions for the opposing side to repair the standings losses (for example, [http://eve-survival.org/wikka.php?wakka=AmarrianTyrants1&show_comments=1#comments Against The Empire, Level 1]; yes, the Amarr standing loss on Level 3 is insignificant while the standing loss on Level 1 is bad; losses are only consistent for the exact same mission and level). <br />
<br />
==Storyline Missions==<br />
<br />
The game tracks how many missions you've completed for each level and each faction. For every 16 missions of the same level and faction (but not necessarily the same corporation) that you complete, you will get a new Storyline Mission offer from a Storyline Agent of the same Faction. This will always be the Storyline Agent closest to the regular agent who gave you your 16th mission (in terms of number of jumps) with two exceptions.<br />
<br />
*First, if the closest Storyline Agent has already made you an offer that you haven't accepted or declined, then it will be the second-closest Storyline Agent that you get the offer from.<br />
*Second, if the agent who gave you the 16th regular mission that you completed was in High Security, then the Storyline offer will always come from a Storyline Agent in High Security.<br />
<br />
You cannot work for a Storyline Agent unless you've received an offer from that Agent. <br />
<br />
Completing a Storyline Mission substantially increases your standings with the agent's corporation and faction. When your faction standings are increased in this way it affects the standings of friends and enemies of the faction in question toward you. The amount that the other factions standings change toward you is directly related to their affinity for or dislike of the faction that you are involved with. For example if you are increasing standings with the Gallente Federation, your standings toward the Minmatar Republic will increase by 80% of what the Gallente standing increase because the Minmatar have an 8.0 standing toward the Gallente. Note that your standing with factions which dislike the faction you just ran a mission with will decrease (by the same proportion as above), so if you don't want to alienate too many factions make sure to run missions for each of them. <br />
<br />
When trying to increase standings with a particular NPC corporation, it is possible to plan your missioning such that when you hand in your 16th mission, you get your offer from the Storyline Agent of the corporation that you are focusing on. See [[Mission Hubs]] for examples.<br />
<br />
==High Level Security Missions==<br />
The objective of a Security mission is usually to kill a ship or a set of ships located at the encounter, but it could also be to destroy a structure, to get close to a location and then escape, to pick up an object at the location (which may or may not be an ambush), or to fly from beacon-to-beacon. Be sure to read the mission description carefully. If you find that you cannot figure out what a mission is asking you to do, consider looking at a [[#Mission Preparation and Walkthroughs|walk-through]] for that particular mission. <br />
<br />
When you accept a Security mission, the game will always create a region of space in some solar system that is populated by objects also created specifically for the mission. If you need specialized gear or items to carry, these will usually appear in the Hold of the station where you accepted the mission. If there are exceptions to these conditions, the mission statement will spell them out.<br />
<br />
[[Eve_Refinery|Eve Refinery]] is a tool that helps make the decision as to whether loot should be sold or reprocessed.<br />
<br />
==High Level Mining Missions==<br />
Mning missions require you to mine an asteroid or set of asteroids in a mission space, usually until the asteroids are depleted, and bring the ore back to the agent's station.<br />
<br />
There is a risk of combat in mining missions, though the hostiles that show up tend to be much weaker than hostiles found in encounter missions. It is advisable to have some offensive capability (like a set of combat drones) or have a strong enough tank that you can ignore any hostiles that show up and start shooting at you.<br />
<br />
The mission may require you to mine more ore than can fit in your cargohold; this is typical of mining missions. Level 1 missions will require mining up to {{gaps|2|000}} {{m3}} of ore, level 2 up to {{gaps|6|000}} {{m3}} of ore, level 3 up to {{gaps|9|000}} {{m3}} of ore or {{gaps|10|000}} {{m3}} of ice, and level 4 up to {{gaps|45|000}} {{m3}} of ore, {{gaps|20|000}} {{m3}} of ice or {{gaps|5|000}} {{m3}} gas.<br />
<br />
Mission mining is defined as harvesting the asteroids that are commonly found in Deadspace combat/encounter missions. The [[Mission Mining]] page of this wiki presents a complete list of these missions.<br />
<br />
==High Level Distribution Missions==<br />
A Distribution mission is a mission to take a piece of cargo from one station to another station. When a Distribution mission is accepted, the necessary cargo is spawned in your personal hangar at the pickup station. You then need to haul it to the destination ("drop off") station using your ship. Once docked at the destination station you may complete the mission by talking to the agent. The cargo only counts as delivered if it is either in your personal hangar at the destination station or in your ship's cargo hold while you are docked at the destination station.<br />
<br />
Distribution missions never spawn any hazards of their own; you only have to deal with the normal hazards of Stargate travel (gatecamps, suicide gankers, warp interdiction bubbles on Stargates in NullSec, and so on). Level 1 missions will keep you within the agent's constellation, level 2 and level 3 will possibly send you to a neighboring constellation, and level 4 missions will always send you to a neighboring constellation. <ref name="devblog758">https://community.eveonline.com/news/dev-blogs/courier-missions-revamp/</ref><br />
<br />
It is worth noting that although you are at the destination station you can still talk to the original agent remotely to complete the mission without going back to the original station. They will be listed in the station's "Agents" tab after you dock, or you can start a conversation with them using your mission journal. However, until you fly back and dock at their station, they will not give you a new mission.<br />
<br />
If a Distribution mission has an item as a reward instead of ISK, then the item will appear in your personal hangar at the agent's station (which may or may not be the dropoff location for the mission).<br />
<br />
Level 1 and 2 Distribution missions can be run using frigates, although you may need to use cargo modules in the low slots. Cargo size for L1/L2 missions can be up to 450 {{m3}} in size. For level 3 and 4 courier missions, you will need an industrial hauler because cargo sizes will be in the {{gaps|4|000}}–{{gaps|8|000}} {{m3}} range.<br />
<br />
== Research Missions ==<br />
Research missions are a part of the [[Industry]] career path. Instead of Loyalty Points, these missions award Research Points that can be used to buy datacores from the agent who gives the missions. Unlike other mission agents, research agents work for you ... and you must start, and if necessary stop, their research.<br />
<br />
=== Starting Research ===<br />
{{ note box | To qualify for any research missions you must first have trained:<br />
*Science to Level 5<br />
*One or more of Mechanics, CPU Management, and/or Power Grid Management to level 5 <br />
<br />
And, to use a particular research agent you need to have ''a personal standing with that agent's corporation specifically''. This rule is there to prevent players from grinding up faction standings in order to start research with corporate agents. | italics = no }}<br />
<br />
To acquire missions from a research agent, you must first "hire" the agent and initiate the research process. You do this by clicking on the "Start Research" button that appears on the agent's conversation window. If you try to get a mission before you have started working with the agent, he or she will tell you that they have nothing for you at this time.<br />
<br />
When you press the "Start Research" button, a window will pop up to ask you what kind of research you want to do. There will be two or more choices of which you must (and can only) choose one. The choices available will depend on the agent's science specialty fields. To be able to choose a field you must have trained this kind of science to a level at least equal to the level of the agent. <br />
<br />
Once you have chosen a field, the agent will tell you how happy he or she is to be working with you. From this point on, until you terminate research with this agent, the agent will add daily Research Points to your account. These points will accrue whether you are logged on or not.<br />
<br />
At some point after you start the research, usually within a few days, you will receive an email communication from the agent. He or she will be in need of some service that you will be asked to provide. Currently, this is either a short courier run to another station, or the delivery to the agent of a small amount of the mineral titanium (which you are expected to either mine or buy). Completion of a mission will add one day's worth of Research Points to your account (in addition to the usual deposit). <br />
<br />
From then on, you will receive similar messages from the agent on a regular basis. But even if you do not receive a message, a new mission will be available from the agent each day. Acceptance of these missions is optional. The agent might warn you that "research will halt", but that warning can be ignored. The regular, daily research points will continue ... it is only the bonus, mission points that you will not receive.<br />
<br />
R&D missions are similar to normal courier/trade missions in they give you standings gains with the agent and the corporation, and they count towards the sixteen missions required for a storyline mission to be offered.<br />
<br />
=== Points and Datacores ===<br />
Each day the agent works, he or she will add some points to your Research account. At any time, you may choose to spend these points to buy datacores. These will always match the science specialty that you chose when you started the research. You can only spend Research Points with the agent from whom you earned them. To spend points simply click on the "Buy Datacores" button and indicate how many that you want to purchase.<br />
<br />
[[Datacores]] may be used in the [[Invention]] process, or they may be sold in the market.<br />
<br />
The Research Points (RP) that you gain are based your science research field skill level as well as the agent's level and your standing with the agent.<br />
<br />
<small>RP/day = Field multiplier * (1 + (20 + 5*N + AS)/100) * (SS + AL)^2<br />
<br />
Where:<br />
N = Character's Negotiation skill level<br />
AS = Agent standing (not faction or corporation standing) ... affected by Connections skill.<br />
SS = Character's specialist science field level (e.g., "Quantum Physics")<br />
AL = Agent Level</small><br />
<br />
Note that doing missions for an Agent will increase your standing with that agent and thus increase your daily Research Point gain.<br />
<br />
=== Stopping Research ===<br />
There is a limit to the number of agents with whom you can be doing research at one time. This begins as 1, but training in the {{sk | Research Project Management}} skill will increase the number of agents you can employ.<br />
<br />
If you need to cancel research with an agent ... for example, if you are going to use a jump clone and will be wanting to do research in some other region of EVE ... all you need to do is talk to the agent and press the "Cancel" button. The agent will tell you how little work has been done so far, and then the connection will be severed.<br />
<br />
<span style="color:#eeffcc">BE SURE TO SPEND YOUR RESEARCH POINTS WITH AN AGENT BEFORE YOU CANCEL YOUR RESEARCH.</span> All points will be lost when the connection is broken.<br />
<br />
You must also talk to the agent and <span style="color:#eeffcc">decline the latest mission</span> before you cancel research with that agent, or you will suffer a standings loss as if you had accepted and then failed the mission.<br />
<br />
==Epic Arc Missions==<br />
An epic arc is a series of up to fifty missions which are split up into chapters.<br />
Throughout the arc, the player will be offered several choices which will branch the arc in one or more directions. The missions that make up these arcs typically have very good ISK rewards and typically the last mission of the arc carries a handsome reward.<br />
<br />
There are seven Epic Mission Arcs. One for each of the empire factions, two for pirate factions (Angels and Guristas) and one for the Sisters of Eve corporation. The last of those is an especially good starting point for new pilots. Most of the Sisters of Eve epic arc missions can be easily solo'd in T1 fit<br />
destroyer class ship. The last few missions may require the help of a corp mate.<br />
<br />
<span style="color:#bfbb7d">If you click on the title of an Epic Arc in this list, you will go to a walk-through page that describes the Arc in full, including a listing of all its required missions.</span><br />
<br />
'''[[The Blood-Stained Stars]]'''<br />
* Faction: [[Sisters of EVE]]<br />
* Corporation: Sisters of EVE<br />
* Agent: Sister Alitura<br />
* Agent Level: 1<br />
* Location: Arnon IX - Moon 3 - Sisters of Eve Bureau<br />
<br />
'''[[Right to Rule]]'''<br />
* Faction: [[Amarr Empire]]<br />
* Corporation: Ministry of Internal Order<br />
* Agent: Karde Romu<br />
* Agent Level: 4<br />
* Location: Kor-Azor Prime<br />
<br />
'''[[Penumbra]]'''<br />
* Faction: [[Caldari State]]<br />
* Corporation: Expert Distribution<br />
* Agent: Aursa Kunivuri<br />
* Agent Level: 4<br />
* Location: Josameto<br />
<br />
'''[[Syndication]]'''<br />
* Faction: [[Gallente Federation]]<br />
* Corporation: Impetus<br />
* Agent: Roineron Aviviere<br />
* Agent Level: 4<br />
* Location: Dodixie<br />
<br />
'''[[Wildfire]]'''<br />
* Faction: [[Minmatar Republic]]<br />
* Corporation: Brutor Tribe<br />
* Agent: Arsten Takalo<br />
* Agent Level: 4<br />
* Location: Frarn<br />
<br />
'''[[Angel Sound]]'''<br />
* Faction: [[Angel Cartel]]<br />
* Corporation: Dominations<br />
* Agent: Ellar Stin<br />
* Agent Level: 3<br />
* Location: Konora<br />
<br />
'''[[Smash and Grab]]'''<br />
* Faction: [[Guristas Pirates]]<br />
* Corporation: Guristas<br />
* Agent: Yada Vinjivas<br />
* Agent Level: 3<br />
* Location: Taisy<br />
<br />
==Anomic Missions==<br />
{{anchor|Burner Missions}}<br />
'''Anomic missions''' (also known as "burner missions") are optional encounter missions that are given out by level 4 security agents. They can always be declined without penalty.<br />
<br />
They present a different and higher challenge compared to other security missions since you will encounter a small number of very powerful adversaries and you are restricted in ship size. The NPCs in these missions are modeled after a capsuleer using perfect skills, faction modules, implants, drugs and links. Accordingly, they also give much higher ISK and loyalty point rewards (~12000 LP) and there is a decent chance for valuable faction items in the loot.<br />
<br />
Burner missions require specialized and expensive ship fits and high skills to solo. They also require piloting skills that are otherwise rarely used in PvE such as overheating. CCP re-balances them frequently, so it is strongly advised to research the latest fits and tactics or even use the test-server before attempting them. Also note that some of the expensive frigate fits that are used to complete them are very easy and worthwhile to gank. Gankers and wardeccers around mission hubs tend to know this.<br />
<br />
There are 3 groups of burner missions:<br />
<br />
===Anomic Agent Missions===<br />
You face a single very powerful pirate frigate and the mission pocket is restricted to frigates. There are 5 missions of this type:<br />
* Guristas Worm<br />
* Angel Dramiel<br />
* Serpentis Daredevil<br />
* Sansha Succubus<br />
* Blood Raider Cruor<br />
These missions require specialized and expensive fits of pirate or assault frigates to complete. They also typically require well-timed overheating and cap and booster management. Discussions and fit recommendations can be found in the official EVE forums.<br />
<br />
===Anomic Team Missions===<br />
You face a T2 Assault Frigate plus two T1 Logistics Frigates and the mission pocket is restricted to frigates. There are 4 missions of this type:<br />
* Vengeance and 2 Inquisitors<br />
* Hawk and 2 Bantams<br />
* Jaguar and 2 Bursts<br />
* Enyo and 2 Navitas<br />
These are the most beginner friendly and are possible to complete in a T1 frigate such as a Kestrel with a proper kiting fit. To complete them solo in e.g. a Kestrel requires high frigate and missile skills, but they get much easier and accessible to low-SP pilots with two or more players. They are usually completed by kiting in MWD ships that can deal damage over at least 20-30km. ECM to jam the logi support and target painting is also very useful. Tactics revolve around either attacking the Assault Frigate and powering through the logi reps or jamming one logi while killing the other.<br />
<br />
===Anomic Base and Escort Missions===<br />
You face a small number of powerful ships such as battlecruisers, cruisers, frigates and fighter waves and the mission pocket is restricted to T2 cruisers or T1 battlecruisers and lower. There are 4 missions of this type:<br />
* 3 Serpentis Talos and about 100 proximity activated sentries<br />
* Blood Raider Ashimmu and 2 Sentinels<br />
* 4 Angel Dramiels and a Wreathe industrial<br />
* 6 waves of fighters and fighter bombers and a Guristas Wyvern Supercarrier<br />
The difficulty of these missions varies a lot. The Talos mission can be completed in a properly fit and flown Heavy Assault Cruiser and often gives faction loot while the Wyvern one is rarely run because of length, difficulty and poor rewards. <br />
<br />
==Farming a Mission for Loot==<br />
Farming a mission means to do the same mission over a few days by NOT completing the mission. Ie.,for Vengeance, you can kill everything except one rat in the last pocket and then redo the mission after downtime (all the rats will respawn) until the mission expires. This is very good for high value missions like Angel Extravaganza (AE), Blockade, Worlds Collide, Vengeance, or Cargo Delivery. <br />
<br />
<div style="margin:0; background-color:#333322; border:1px solid #1d3b1d; font-style:normal; text-align:left; padding:1em 1em 1em 1em; overflow:hidden; color:#ffffff; margin-right:100px; margin-left:100px"><br />
Example:<br />
<br />
Say I usually play every day for an hour, and it takes me an hour to do Angel Extravaganza. Angel Extravaganza gives me 40 million ISK with bounties, loot, and salvage. To maximize my revenue, if I got AE, I would kill everything except Tiogo Kargaz. That way the mission would not complete and I could then repeat this after every downtime until the mission expires. This would give me 40 million ISK × 6 days = 240 million ISK<br />
<br />
Now say I decided to kill Tiogo and complete the mission. On the next 6 days, I could get average missions that give ~20mil ISK. This way I would only get 20 million ISK x 6days = 120 million ISK<br />
</div><br />
<br />
The downside is the repetitive monotony and if you want to play some more after you semi-complete the farm-mission. This can be somewhat mitigated if you have multiple agents. I can have an agent on standby for farming Blockade and then keep doing missions with another agent. <br />
<br />
Notes: <br />
*To check the viability of farming a mission you can use [[http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival]] to see if your mission has a 'completion trigger'.<br />
*Say you have a pocket with wrecks that you want to loot and/or salvage, but there's a pirate you have to keep alive in it to farm. You would need someone to loot/salvage while you tank the rat (or vice versa). You could also try fitting salvagers and/or tractor beams on a tanky ship or just abandon the wrecks.<br />
*A similar technique can be used to repeatedly mine ore from asteroids found in missions. See [[Mission Mining]] for details.<br />
<br />
==See Also==<br />
<br />
*See also [http://www.newedenlibrary.net/eon/faction_standings.shtml Inter-Faction Standing Relationships]<br />
*[[:Category:Missions]]<br />
*[[Building_mission_bases|Building mission bases]]<br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:Missions]]</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Stealth_Bombers&diff=125623Stealth Bombers2017-08-21T08:01:49Z<p>Calder ormand: Corrected grammar</p>
<hr />
<div><br />
'''Stealth bombers''' are powerful, expensive (for their size) and extremely fragile. They can sneak up on targets using a Covert Ops Cloaking Device, then destroy it with torpedoes (a [[Missile Launchers|missile system]] designed for battleship sized ships) or use [[bombs]], a weapon unique to stealth bombers, which travel a fixed distance and explode for massive damage. Since they are T2 frigates, they are often one of the earliest T2 ships that new pilots can fly. This page discusses the available bombers and suggests ''possible'' fits for use in Eve University fleets.<br />
<br />
==Which bomber?==<br />
[[Image:Purifier.jpg|thumb|The Amarr Purifier]]<br />
Each race has one stealth bomber.<br />
<br />
-bomb platforms: Purifier, Hound<br /><br />
-torpedo platforms: Manticore, Nemesis<br /><br />
The Purifier and the Hound are arguably better at using [[Bombs|bombs]] (they have a 3L-3M-5H slot layout), while the Manticore and the Nemesis are perhaps better torpedo platforms (with a 2L-4M-5H slot layout). You might think that the bombers with three lows would be better torpedo bombers because they could fit three Ballistic Control Systems (BCS), but you'll be hard pressed to find an effective fit with 120 CPU to spare for BCS IIs. Additionally, the Manticore and Nemesis can fit one more utility/EWar/etc module in their mids -- the ability to, for example, sensor damp the enemy may allow them to stay on the field for longer. <br />
<br />
Other than the slot layout and preferred damage type there are few major differences between the bombers. The Nemesis is bonused for thermal damage, which is the least often resisted damage type in pvp. The Purifier also has a significantly larger cargo bay than the others, which allows it to carry 3 bombs. The Manticore has the highest CPU, making for easier fitting, and the Hound is the most agile.<br />
<br />
=== Hound ===<br />
The [[Hound]] is the Minmatar Stealth Bomber. It gets a bonus to explosive damage and uses Nova torpedoes. With the exception of the torpedo type, the fit is the same as the Purifier, though pilots may find it a touch easier to squeeze everything on due to a slight difference in CPU. It features a 5-3-3 layout, composing of three mid slots, and three low slots. It also has the fastest align time and highest scan resolution out of all of the bombers. <br />
<br />
=== Manticore ===<br />
The [[Manticore]] is the Caldari Stealth Bomber. It has the advantages of having ample CPU space and a slightly more ideal slot layout (5-4-2). It gets a bonus to kinetic damage and uses Scourge torpedoes.<br />
<br />
=== Nemesis ===<br />
The [[Nemesis]] is the Gallente Stealth Bomber. It shares the Manticore's slot layout. It has a bit less CPU, so it can't quite fit the same range of modules in its midslots. Pilots who wish to fit Tech 2 versions of the mid slot modules will find it difficult to fit as well. The Nemesis gets a bonus to thermal damage and uses Inferno torpedoes.<br />
<br />
=== Purifier ===<br />
The [[Purifier]] is the Amarr Stealth Bomber. It shares the same slot layout as the Hound (5-3-3). It has the least CPU of any of the Stealth Bombers, which makes fitting tight and not quite as varied as the other races. It gets a bonus to EM damage and uses Mjolnir torpedoes.<br />
<br />
==UniBombers==<br />
<br />
Update 170718. The UniBombers group has disbanded and is no longer in service. There is still interest in an EVE University bomber fleet, but no current plans are made for bomber roams. Veteran bomber pilots continue to support university operations.<br />
Please check the Eve University forums for updates.<br />
<br />
The [[UniBombers|UniBombers]] were a group of unistas who shared a collective interest in learning more about flying stealth bombers. UniBombers went on regular stealth bomber roams around low/nullsec, and occasionally venture into high security space to chase after war targets.<br />
<br />
== Fitting ==<br />
[[Image:Manticore.jpg|thumb|The Caldari Manticore]]<br />
All stealth bombers get a 15% bonus to racial (Amarr/EM, Gallente/Thermal, Caldari/Kinetic, Minmatar/Explosive) torpedo, as well as 5% bonus to racial bomb damage per level of Covert-Ops trained. In addition, they get a flat 100% bonus to torpedo velocity and a 50% bonus to explosion velocity and torpedo flight time. Lastly, they receive a flat role bonus of a -99.65% reduction in Torpedo Launcher powergrid needs, -50% reduction in Cloak CPU Use, and -100% targeting delay after decloaking. These last three skills are to ensure the ship can equip battleship size missile launchers, and that the covert-ops cloak is used exclusively on covert-ops ships.<br />
<br />
In fitting a bomber it is ideal to maximize potential damage. This is done largely with the use of target painters, and ballistic control systems. These greatly increase the DPS torpedoes do to non-battleship size targets. Newer players will have trouble fitting three launchers as well as a bomb launcher without perfect fitting skills. The purifier, in particular, is difficult to fit. <br />
<br />
A standard general fitting is as follows:<br />
<br />
'''High Slots''':<br /><br />
1 Covert Ops Cloaking Device II<br /><br />
3 Prototype 'Arbalest' Torpedo Launcher<br /><br />
1 Bomb Launcher<br /><br />
<br /><br />
'''Mid Slots''':<br /><br />
1 Target Painter<br /><br />
1 Propulsion Module<br /><br />
1 Remote Sensor Dampener<br /><br />
1 Optional module*<br /><br />
<br /><br />
'''Low Slots''':<br /><br />
2 Ballistic Control Systems<br /><br />
1 Low module of your choice.<br /><br />
<br /><br />
*=Depending on ship's remaining CPU<br />
'''**''' The Bomb Launcher is largely very difficult to fit in addition to the three 'Arbalest' launchers. It is often found that bombers have to alter the standard fit to include 1 bomb launcher and less torpedo damage modules, or they fit for only torpedo damage. <br />
<br />
The choice of what meta level module to fit into the mid and low slots is largely user choice, however it is recommended that you fit the highest (up to meta 5/Tech II) module that you can. If CPU usage is a problem with the Arbalest launchers, the meta 1 variants (Malkuth) offer less performance but less CPU usage. Alternatively, if the DPS difference is smaller, altering the rigs used on the bomber may allow for better fits.<br />
<br />
The sensor dampener is used to increase the bomber's lifespan. Dampeners are used to reduce enemy ships targeting range and scan resolution. It is recommended that all ships carry both scripts in their hull so switching can be done on the fly. However, in multiple bomber gangs, it is usually advised to run the targeting range script. <br />
<br />
All bombers should be carrying Faction torpedoes, these are usually the Caldari Navy variants. <br />
<br />
=== Alternative low slots ===<br />
The remaining low slot should be filled with a module of the player's choice, however it should still play to the strengths of the ship. This means that the final low should be a nano-fiber internal structure, or perhaps an overdrive injector system. Alternatively to agility mods, a Damage Control or Adaptive Nano Plating if possible to fit can work as well. <br />
<br />
=== Modules that are not recommended ===<br />
Often it is suggested that fittings equip sensor boosters, or tracking disruptors. While these can be beneficial, they are also very situational. Tracking disruptors are flat out useless against enemy missile ships (for now), thus limiting the types of engagements one can be useful in. Sensor boosters, while good for locking quickly, is somewhat counter-productive to the whole idea behind bombers. Targeting anything that can warp off quickly, or has a small signature radius means torpedo damage is going to be negligible. Meanwhile, bombs require no lock to fire, and are thus preferred for engaging smaller targets. <br />
<br />
Additionally, it is sometimes suggested bombers fit shield extenders to increase their survivability. This is not recommended as shield modules generally increase the signature radius, and thus make the bomber easier to lock and easier to hit. This runs counter to the idea and tactics employed with the bomber. The argument for survivability also is largely irrelevant. The bomber is a glass cannon, trying to increase survivability is trying to mitigate the ship's weaknesses instead of playing to its strengths. Bombers are ideally fit for speed and as much damage-per-second as possible. In this same fashion, Inertia Stabilizers also increase the signature radius and should not be used.<br />
<br />
=== Rigs ===<br />
The choice of rigs used on the bomber is largely player preference. The most often used, the Warhead Calefaction Catalyst boosts torpedo damage, however other modules increase missile range (useful for staying outside targeting range {thanks to your sensor damps}) and velocity, or firing rate and thus DPS. Alternatively, there are rigs to decrease explosion radius (increased damage versus smaller sized ships) and explosion velocity (increased damage to faster moving ships). Most of the different missile launcher rigs are useful in someway on the stealth bomber. It largely depends on individual flying preferences and styles. The downside to these rigs is that they also increase the CPU usage of each launcher, making fitting even more difficult.<br />
<br />
Astronautic rigs are also widely used, these are useful in increasing ship agility and speed. These are useful in situations in which the bomber needs to align quickly and warp off the grid. These situations are frequent with bombers and thus having a short align time is a must. The downside of these rigs is that they reduce armor amount, and thus make the bomber that much more fragile. Suggested astronautic rigs are Low Friction Nozzle Joints and Poly-Carbon Engine Housing.<br />
<br />
Since the introduction of the Processor Overclocking Unit rigs with the Inferno expansion, these are useful on stealth bombers as well. Processor Overclocking Unit rigs increase the CPU output of your ship at the cost of a slower regeneration rate of the shields. Stealth bomber fits still remain tight but with these rigs, it is possible to mount tech 2 Torpedo launchers alongside the other standard modules including the Bomb Launcher.<br />
<br />
The Bomber uses small sized rigs.<br />
<br />
== Skills ==<br />
[[File:Nemesis.jpg|thumb|The Gallente Nemesis]]<br />
=== Required skills ===<br />
All bombers have the following skill requirements to operate:<br />
*Racial Frigate V<br />
*Spaceship Command III<br />
*Covert Ops I<br />
*CPU Management II<br />
*Power Grid Management II<br />
*Electronics Upgrades V<br />
<br />
However, it is not recommended, and downright stupid, to fly a bomber in a PVP setting without a covert ops cloaking device, and Torpedo Launchers. The use of these modules, require the skills:<br />
<br />
*Cloaking IV<br />
*Torpedoes I<br />
*Missile Launcher Operation IV<br />
*Heavy Missiles III<br />
*Light Missiles III<br />
<br />
=== Suggested skills ===<br />
[[File:Hound.jpg|thumb|The Minmatar Hound]]<br />
Aside from these basic required skills, it is suggested that you have the following skills. These skills are designed to push the strengths of the bomber and minimize its chance of being destroyed. Many are simply fitting skills, that ease the use of more powerful modules.<br />
<br />
*Navigation III<br />
*Acceleration Control III<br />
*Warp Drive Operation III<br />
*Spaceship Command IV<br />
*Evasive Maneuvering III<br />
*CPU Management V<br />
*Power Grid Management V<br />
*Target Painting II<br />
*Electronic Warfare II<br />
*Sensor Linking II<br />
*Long Range Targeting III<br />
*Signature Analysis III<br />
*Target Management III<br />
*Shield Management III<br />
*Shield Operation III<br />
*Capacitor Management III<br />
*Energy Grid Upgrades III<br />
*Launcher Rigging II<br />
*Astronautics Rigging II<br />
*Jury Rigging III<br />
*Mechanics IV<br />
<br />
In addition, you will want to get missile launcher skills as high as possible, as well as Bomb Launching skills. These skills include: <br><br />
*Missile Bombardment IV<br />
*Missile Projection III<br />
*Rapid Launch III<br />
*Target Navigation Prediction III<br />
*Warhead Upgrades III<br />
*Bomb Deployment I<br />
*Covert Ops IV<br />
<br />
<br />
Presented from an export from EVEMon from a blank Caldari character:(No implants, etc.)<br />
<br />
'''Skill plan for Manticore StealthBomber'''<br />
<br />
*Skill Name (Time to complete; approximate cost of skill book)<br />
**Caldari Frigate III (7 hours, 19 minutes, 2 seconds<br />
**Caldari Frigate IV (1 day, 17 hours, 23 minutes, 40 seconds)<br />
**Caldari Frigate V (9 days, 18 hours, 9 minutes, 40 seconds)<br />
**Electronics Upgrades I (16 minutes, 40 seconds; 100,000 ISK)<br />
**Electronics Upgrades II (1 hour, 17 minutes, 38 seconds)<br />
**Electronics Upgrades III (7 hours, 19 minutes, 2 seconds)<br />
**Electronics Upgrades IV (1 day, 17 hours, 23 minutes, 40 seconds)<br />
**Electronics Upgrades V (9 days, 18 hours, 9 minutes, 40 seconds)<br />
**Covert Ops I (33 minutes, 20 seconds; 4,000,000 ISK)<br />
**CPU Management IV (20 hours, 41 minutes, 50 seconds)<br />
**Cloaking I (50 minutes; 3,500,000 ISK)<br />
**Cloaking II (3 hours, 52 minutes, 52 seconds)<br />
**Cloaking III (21 hours, 57 minutes, 8 seconds)<br />
**Cloaking IV (5 days, 4 hours, 11 minutes)<br />
**Missile Launcher Operation I (8 minutes, 20 seconds; 20,000 ISK)<br />
**Missile Launcher Operation II (38 minutes, 50 seconds)<br />
**Missile Launcher Operation III (3 hours, 39 minutes, 30 seconds)<br />
**Missile Launcher Operation IV (20 hours, 41 minutes, 50 seconds)<br />
**Light Missiles I (16 minutes, 40 seconds; 20,000 ISK)<br />
**Light Missiles II (1 hour, 17 minutes, 38 seconds)<br />
**Light Missiles III (7 hours, 19 minutes, 2 seconds)<br />
**Heavy Missiles I (25 minutes; 100,000 ISK)<br />
**Heavy Missiles II (1 hour, 56 minutes, 26 seconds)<br />
**Heavy Missiles III (10 hours, 58 minutes, 34 seconds)<br />
**Torpedoes I (33 minutes, 20 seconds; 400,000 ISK)<br />
**Torpedoes II (2 hours, 35 minutes, 14 seconds)<br />
**Torpedoes III (14 hours, 38 minutes, 6 seconds)<br />
**Torpedoes IV (3 days, 10 hours, 47 minutes, 20 seconds)<br />
**Acceleration Control I (33 minutes, 20 seconds; 40,000 ISK)<br />
**Acceleration Control II (2 hours, 35 minutes, 14 seconds)<br />
**Acceleration Control III (14 hours, 38 minutes, 6 seconds)<br />
**Warp Drive Operation I (8 minutes, 20 seconds; 30,000 ISK)<br />
**Warp Drive Operation II (38 minutes, 50 seconds)<br />
**Warp Drive Operation III (3 hours, 39 minutes, 30 seconds)<br />
**Spaceship Command IV (20 hours, 41 minutes, 50 seconds)<br />
**Evasive Maneuvering I (16 minutes, 40 seconds; 25,000 ISK)<br />
**Evasive Maneuvering II (1 hour, 17 minutes, 38 seconds)<br />
**Evasive Maneuvering III (7 hours, 19 minutes, 2 seconds)<br />
**CPU Management V (4 days, 21 hours, 4 minutes, 50 seconds)<br />
**Power Grid Management IV (20 hours, 41 minutes, 50 seconds)<br />
**Power Grid Management V (4 days, 21 hours, 4 minutes, 50 seconds)<br />
**Target Painting I (25 minutes; 90,000 ISK)<br />
**Target Painting II (1 hour, 56 minutes, 26 seconds)<br />
**Electronic Warfare I (16 minutes, 40 seconds; 120,000 ISK)<br />
**Electronic Warfare II (1 hour, 17 minutes, 38 seconds)<br />
**Sensor Linking I (25 minutes; 100,000 ISK)<br />
**Sensor Linking II (1 hour, 56 minutes, 26 seconds)<br />
**Long Range Targeting I (16 minutes, 40 seconds; 88,000 ISK)<br />
**Long Range Targeting II (1 hour, 17 minutes, 38 seconds)<br />
**Long Range Targeting III (7 hours, 19 minutes, 2 seconds)<br />
**Signature Analysis I (8 minutes, 20 seconds; 75,000 ISK)<br />
**Signature Analysis II (38 minutes, 50 seconds)<br />
**Signature Analysis III (3 hours, 39 minutes, 30 seconds)<br />
**Target Management I (8 minutes, 20 seconds; 100,000 ISK)<br />
**Target Management II (38 minutes, 50 seconds)<br />
**Target Management III (3 hours, 39 minutes, 30 seconds)<br />
**Shield Management I (25 minutes; 170,000 ISK)<br />
**Shield Management II (1 hour, 56 minutes, 26 seconds)<br />
**Shield Management III (10 hours, 58 minutes, 34 seconds)<br />
**Shield Operation III (3 hours, 39 minutes, 30 seconds)<br />
**Capacitor Management I (25 minutes; 170,000 ISK)<br />
**Capacitor Management II (1 hour, 56 minutes, 26 seconds)<br />
**Capacitor Management III (10 hours, 58 minutes, 34 seconds)<br />
**Energy Grid Upgrades I (16 minutes, 40 seconds; 79,000 ISK)<br />
**Energy Grid Upgrades II (1 hour, 17 minutes, 38 seconds)<br />
**Energy Grid Upgrades III (7 hours, 19 minutes, 2 seconds)<br />
**Mechanics III (3 hours, 39 minutes, 30 seconds)<br />
**Jury Rigging I (16 minutes, 40 seconds; 60,000 ISK)<br />
**Jury Rigging II (1 hour, 17 minutes, 38 seconds)<br />
**Jury Rigging III (7 hours, 19 minutes, 2 seconds)<br />
**Launcher Rigging I (25 minutes; 100,000 ISK)<br />
**Launcher Rigging II (1 hour, 56 minutes, 26 seconds)<br />
**Astronautics Rigging I (25 minutes; 20,000 ISK)<br />
**Astronautics Rigging II (1 hour, 56 minutes, 26 seconds)<br />
**Mechanics IV (20 hours, 41 minutes, 50 seconds)<br />
**Missile Bombardment I (16 minutes, 40 seconds; 80,000 ISK)<br />
**Missile Bombardment II (1 hour, 17 minutes, 38 seconds)<br />
**Missile Bombardment III (7 hours, 19 minutes, 2 seconds)<br />
**Missile Bombardment IV (1 day, 17 hours, 23 minutes, 40 seconds)<br />
**Missile Projection I (33 minutes, 20 seconds; 100,000 ISK)<br />
**Missile Projection II (2 hours, 35 minutes, 14 seconds)<br />
**Missile Projection III (14 hours, 38 minutes, 6 seconds)<br />
**Rapid Launch I (16 minutes, 40 seconds; 40,000 ISK)<br />
**Rapid Launch II (1 hour, 17 minutes, 38 seconds)<br />
**Rapid Launch III (7 hours, 19 minutes, 2 seconds)<br />
**Target Navigation Prediction I (16 minutes, 40 seconds; 60,000 ISK)<br />
**Target Navigation Prediction II (1 hour, 17 minutes, 38 seconds)<br />
**Target Navigation Prediction III (7 hours, 19 minutes, 2 seconds)<br />
**Warhead Upgrades I (41 minutes, 40 seconds; 1,000,000 ISK)<br />
**Warhead Upgrades II (3 hours, 14 minutes, 4 seconds)<br />
**Warhead Upgrades III (18 hours, 17 minutes, 36 seconds)<br />
**Bomb Deployment I (33 minutes, 20 seconds; 8,000,000 ISK)<br />
**Covert Ops II (2 hours, 35 minutes, 14 seconds)<br />
**Covert Ops III (14 hours, 38 minutes, 6 seconds)<br />
**Covert Ops IV (3 days, 10 hours, 47 minutes, 20 seconds)<br />
<br />
'''34 unique skills, 95 skill levels; Total time: 62 days, 15 hours, 52 minutes, 54 seconds; Cost: 18,687,000''' N.B. Skill costs are based on CCP's database and are indicative only<br />
<br />
=== Recommended skills ===<br />
<br />
The Recommended skill plan essentially pushes the previously listed skills as high as possible. You want to maximize the ship's DPS by getting all the missile support skills to IV or V. As well as the Covert Ops skill itself to V, however, it is a very long train at around 18 Days. Additionally, you want to maximize the ship's agility and speed, by pumping navigation skills as high as possible, as well as the fitting and tanking skills found in Electronics, Engineering, and Mechanic. Lastly, you will want to get Bomb Deployment to IV for the ability to use the Void and Lockbreaker Bombs.<br />
<br />
== The different roles of stealth bombers ==<br />
<br />
===Black Ops gang===<br />
Bombers can be very effective in gangs of all cloaky ships. Usually, a recon will find and tackle a good target and then call in the rest of the gang, either from the neighboring system, wormhole or by lighting a cyno for a black ops battleship's covert jump portal. In this role, bombers tend to be optimised for torpedoes rather than bombing.<br />
<br />
===Bombing wing===<br />
A large fleet can be accompanied by a force of bombers. The bomber force acts mostly independently of the main fleet, often with their own FC and as a separate in-game fleet. The bomber wing will try to get bombing runs in on the enemy fleet to destroy, soften up or simply distract them as support for the main fleet. Bombers in this role will be bomb fit.<br />
<br />
====Bombing squadron====<br />
In general usage, a Bombing Squadron is composed of 7 bombers. It is required that all bombers in the squadron have the same type of bomb. Ideally, the squadron is homogenous as far as the type of bomber hull.<br />
<br />
===Fleet DD===<br />
A bomber attached to a fleet that's not part of a bombing wing (either because there are too few bombers or you are fighting in high or low sec where bombs aren't available) can deal damage with torpedoes. In this role a bomber acts a little like an EWAR ship, warping in at range, fighting aligned at maximum range and warping out when targeted. If left alone a bomber's torpedoes will do impressive damage to battlecruiser and battleship sized targets, however if a bomber is frequently targeted its continual warping out and it will reduce its DPS considerably compared to a more durable battleship or battlecruiser. Bombers can be used in frigate gangs to bring a "big punch" for use against large targets, but this is rare. Remember, you're made of glass, so don't decloak until:<br />
*You're in position at range.<br />
*You're aligned out.<br />
*You're ready to fire, at a ship you can properly damage with torpedoes.<br />
*There's nothing around that can tackle you (hint: Lachesis or interceptors).<br />
<br />
===Ersatz scout===<br />
A bomber attached to a fleet that is not part of a bombing wing may well be asked to perform the role of scout.<br />
While not as capable in this role as a covert ops frigate, a bomber is still quite adept at evading gate camps and fleets, providing intel and getting warp-ins on enemy ships hanging at tacticals.<br />
<br />
=== Fitting exceptions ===<br />
*Probe Launcher<br />
**A bomber may be requested to fit an expanded probe launcher to find further targets in the system. The extreme CPU requirements of this module require it to be kept offline or to use a modified fit that will seriously reduce the bomber's effectiveness at its main role. As such, if the fleet needs a prober a covert ops ship is very much preferred.<br />
*Warp Disruptor<br />
**If recon ships are not in fleet during Black ops operations then a Manticore or Nemesis stealth bomber may also need to fit a warp disruptor (Point) in the extra mid slot, and act as a tackle. This should only be used as a last resort because a bomber has low hp and usually cannot hold a tackled target for long.<br />
<br />
== Tips ==<br />
<br />
=== The five "R's" ===<br />
<br />
Bombing runs are the ultimate purpose of Stealth Bombers. To throw bombs at some unsuspecting group of ships defines the concept of gank. However, if in the throwing of bombs you find yourself on the wrong side of the killmail you may be forgetting the Five "R's".<br />
<br />
*RUN AWAY: As soon as your bomb is released, warp away. With few exceptions, the Stealth Bomber never remains on grid post bomb release. Uncloak - Bombs Away! - '''RUN AWAY'''!"<br />
*REMOVE YOURSELF: After running away, you will likely be heading in warp to a pre-planned escape point. Upon landing at that escape point, '''REMOVE YOURSELF''' from the place you just landed. Other members of your squadron may be landing there in short order and SB's in close proximity post-attack is a mistake. Your aim is to be at least 2,500 meters away from your landing point so decloaking is less likely to happen.<br />
*RELOAD: As soon as practical after launching your bomb '''RELOAD''' your bomb launcher. Many escape points are far enough away that you ought to be able to complete a 10 second reload prior to landing. A fully loaded stealth bomber has more utility than a half empty launcher. Plus, it frees up space in cargo for more bombs or even loot if your run was wildly successful.<br />
*RECLOAK: An SB that is not cloaked is a glass pigeon waiting to get popped. '''RECLOAK''' as soon as you have reloaded.<br />
*RESET: After reaching your escape point the bomber leader may have you '''RESET''' at an observation point. Being ready to go on command or even anticipating the reset may give your squadron the opportunity to restrike a target... Be ready, immediately.<br />
<br />
=== Pre-fleet ===<br />
*Bookmarks, bookmarks, bookmarks, BOOKMARKS! Spend some time in a fast frigate (fitted with a Covert Ops II cloaking device and Overdrive injectors) before the operation creating bookmarks around the system gates of interest. Create, at the least, two perches, and eight tacticals (bookmarks at ~200km, ~800km at each cardinal direction, bookmarks at ~200km, ~800km above and below) at each gate.<br />
*More BOOKMARKS! Revisit the systems and expand your bookmark database. A near-perfect 78-bookmark tactical grid above and below every gate in every system your fleet roams through qualifies you for the "Bomber Grid Master" and "Hero of the Fleet" decoration medals. See your corporation about decorations and accomplishments.<br />
*Tactical bookmarks, that is, bookmarks on a gate or station placed 250-350km away from the gate are your life blood and savior in bombers. They allow you to warp into a gate at range, to check the gate for potential targets, without the worry of being decloaked by enemy ships. Additionally, bookmarks provide a great close-to-the-fight bounce spot if you need to warp out of an engagement. Warping to a bookmark 200km away from the fight is a much faster way to break a lock, cloak back up, then warping to a celestial. Additionally, tactical bookmarks around warpgates and stations will save your ship countless times in null security space where bubbles abound on gates and stations.<br />
*Know the optimal range of your launchers and what range you need to warp in at. At your ship's optimal range, it may take up to 10-12 seconds for the first volley of torpedoes to hit the target. It is not uncommon to have up to 3 volleys in space before the first torpedo hits the target.<br />
<br />
=== Basic fleet tactics ===<br />
*Make sure your SC and FC know they have a/some bombers. Do this '''before the fleet undocks'''. Check that they're happy to have bombers along, and find out if they want to use you in a specific way.<br />
*Travel ahead or behind the fleet. Do your best to travel just behind or in front of the fleet (sort of a -1 or -0.5). Showing up after the battle is in full swing for a surgical strike is where bombers really shine. Your goal isn't to be the first thing they see, but the last.<br />
*Land on grid and move to the side. After landing at the battle grid, double click in space in a direction perpendicular to the direction you approached from before realigning. This will keep fleetmates who show up a few moments after you from decloaking you if they arrive on grid on the same line.<br />
*Move into optimal firing range and align out. Be on the field as close to the beginning of the battle as possible, in comfortable torpedo optimal range (around 40-50km) and aligned to a celestial (for advanced pilots, align to a bookmark ~200km from the fight, if at a gate). Wait for the battle to start. Waiting gives the target time to lock its maximum number of attacking ships.<br />
*Decloak, lock target, launch torpedoes. Decloak after the battle starts and targets are otherwise occupied. Attack whatever ship your FC calls primary. '''Only decloak if you are ready to lock and attack immediately.''' Once you get a lock, activate all of your torpedo modules and wait for impact.<br />
*Launch two salvos, wait for impact, cloak. You cannot re-cloak immediately. Generally firing around 2 salvos while getting ready to either re-cloak or warp out is ideal. However, if there is an abundance of blue force ewar on the field, you may consider staying to unleash the pain. When your second salvo launches, wait for impact. If your ship cloaks during any torpedo flight time, those torpedoes will not impact the target. Re-cloak and wait for your launcher cycle to finish. You can cloak while your modules are active; they will automatically shut off.<br />
*Warp to the close-to-the-fight bookmark or celestial if you are targeted and taking damage.<br />
*Decloak and repeat. Your torpedoes '''will NOT hit''' if you re-cloak within 3 seconds of them hitting the target.<br />
<br />
=== Ships to watch out for ===<br />
*Interceptors/Fast Tackle: [[Atron]], [[Condor]]. They can close the 50km gap between you and the battle in a matter of seconds. They '''will''' do this, and they '''will''' kill you. Keep your overview sorted by range, and when you see someone moving up the list quickly, it's time to bounce, cloak, and then return to the fray from a different angle.<br />
*Sniper ships: [[Tornado]], [[Naga]], [[Oracle]], [[Apocalypse]], or [[Zealot]], or ships fitted for ranged attack. They only have to hit you once, and your sensor dampener will not be effective enough against them to keep you safe from their attack.<br />
*Drones: A target's drones will continue to attack you after they have been jammed and their locks on you will prevent you from cloaking. Even after the target has been destroyed its drones can keep you locked and prevent you from cloaking. The point here is to not get locked. '''At all.'''<br />
* Heavy Assault Cruiser (HAC) / Factional Cruiser: [[Vagabond]], [[Dramiel]]s, [[Cynabal]]s, are frigate killers. These ships have speed, distance, Drones, and a punch. If these are on the field then keep cloaked until they are destroyed, or watch them like a hawk for signs they are coming for you.<br />
<br />
=== Rookie mistakes ===<br />
New Stealth Bomber pilots will probably do one or two of these at least once.<br />
*Warp to 0 on a battle.<br />
*Linger on a gate and end up getting smartbombed.<br />
*Forget to pre-align before decloaking.<br />
*Get decloaked by a fleetmate who warped past them because they did not immediately start moving upon landing at the battle site.<br />
*Get locked by an enemy and tell themselves "I'm good for another salvo."<br />
<br />
=== Targets ===<br />
*Good targets for bombers: Battlecruiser, battleships. You will be most effective against larger targets like battlecruisers and battleships. At no point should a bomber ever consider engaging any cruiser or frigate by itself. Cynabals and Dramiels are bomber eating machines.<br />
*Medium targets for bombers: cruisers, a ship with active microwarpdrive. Target painters will help against cruiser hulls, but what you really want is for them to activate their MWD.<br />
*Bad targets for bombers: frigates. Frigate hulls can shrug off a lot of torpedoes. You can whore on the mail if you really must, but if you haven't yet uncloaked and there's some intel value in not revealing your presence to anything in d-scan range, you may want to consider holding off.<br />
<br />
== Bombing techniques ==<br />
<br />
The other thing that sets the bomber hull apart, besides the ability to fit torpedoes onto a frigate hull, is where it actually gets it name from - the ability to fit the Bomb Launcher I/II. From this module you fire the six flavors of bombs that exist. But what is a bomb actually?<br />
<br />
=== The bomb ===<br />
<br />
[[Bombs]] are in essence a missile that does Area of Effect damage of a certain type. It will shoot out from the front of your ship at 3km/s for 10 seconds and then blow up. However, unlike a missile, it doesn't require that you lock a target. It's essentially a 'dumbfire' rocket. Where your ship's nose is pointed at the time you cycle the bomb launcher module, is the direction it will go. This makes the bomb a weapon that takes a fair bit of experience and skill to use effectively. And when you factor in that you have six other bombers also shooting off a bomb, the complexity increases and the skill of the FC becomes a critical factor. Then imagine that you have multiple bomber wings making a run on the same target... it sounds impossible to coordinate and pull off, but it can be done. <br />
<br />
Bombs can also be separated into two categories.<br />
<br />
Damage Bombs: Straight forward big explosions of either EM, Explosive, Thermal or Kinetic damage.<br />
<br />
Utility Bombs: They require higher levels of skill with Bomb Deployment, but are useful in niche situations. The Void Bomb will neutralize a certain amount of capacitor energy from any ship within its area of effect. The Lockbreaker Bomb is an ewar bomb in essence. It will cause any target locks that a ship is maintaining to fail within its area of effect.<br />
<br />
=== Team technique ===<br />
<br />
This is where each bomber is coordinated by the FC. The FC will call for each bomber to approach/align to a target/target zone/bookmark. They will warp to the point where they begin their attack run, approach and call out ranges to target for the FC. The FC then has to judge the best time to order the release of bombs, whereupon the wing will warp immediately to the escape point. Onus with this technique is on how well the bombers act as a team, and actual piloting skill. It's versatile, flexible and the FC can call abort at any point until the bombs are flying. It's also ideal for bombing single/small gang targets. Its weakness is that fleet management and FC-ing becomes impractical as soon as you grow beyond two wings of bombers. It also allows human error in aiming the bomb into the equation.<br />
<br />
=== Quarterback/Flyhalf technique === <br />
<br />
This technique uses a cloaked scout to sneak to within 30km of the enemy fleet/target. The FC then warps the fleet of bombers to a point where he can draw a straight line from his fleet, through the scout, and straight into the enemy targets. He will then squad warp the bombers to the scout at zero. The bombers in midwarp, will keep a close eye on their 'Distance to target' reading and speed. The moment they begin to decelerate, they decloak, and spam the Bomb launcher button, until it turns red. The effect of this is you will exit warp, and the instant your warp field collapses, a bomb will shoot out of your launcher. Bombers can immediately warp off to the escape point/align to random celestial (in the case of an ad hoc bomb attack) to escape, reload bomb launcher and cloak up. The advantage of this is that it allows for minimum amount of time on a dangerous grid, the aiming has already been done for the whole bomber wing by the scout, and the mid-warp shuffle that the game does to arrange the ships, has the effect of nicely overlapping the AOE damage of each bomb.<br />
<br />
The Flyhalf technique also allows for the coordination of multiple wings of bombers. When the bomber fleet gathers at the observation point, they are assigned ranges to warp at. (John warps at 0, Jill at 10, James at 20, Harmony at 30, Guile at 50, Titus at 70, Steven at 100). This will prevent a mass cascade decloak of the entire fleet if one person DCs/makes a mistake, or in the case of a spy/awoxer, only one bomber wing will die. The FC can then squad warp each bomber group at will at the enemy. Ensuring enough time between squad warps so that their bombs have enough time to detonate before the next wave of bombs goes off.<br />
<br />
==See Also==<br />
*[[Bombs]]<br />
*[[Cloaking]]<br />
*[[Covert Ships Skillset]]<br />
*[[UniBombers]]<br />
<br />
==External links==<br />
* [http://amerrylifeandashortone.blogspot.com/2010/08/stealth-bomber-guide.html Hallan Turrek's stealth bomber guide] discusses these ships from a non-University perspective.<br />
* [http://themittani.com/features/bomber-piloting-basics More recent guide by Lioso]<br />
* [http://www.torpedodelivery.com/new-products/torpedo-delivery-guide-wingspantt WingspanTT's Official ''Torpedo Delivery: Stealth Bomber Handbook for Enterprising Pilots'']<br />
<br />
[[Category:PvP]]</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=User:Calder_ormand/Sandbox&diff=125584User:Calder ormand/Sandbox2017-08-19T09:19:45Z<p>Calder ormand: Created page with "A list of level 2 mission agents, found in stations within 5 jumps of the Highsec Campus in Amygnon. For an overview of missions see Missions or [[A Mission Guide to ..."</p>
<hr />
<div>A list of level 2 mission agents, found in stations within 5 jumps of the [[Highsec Campus]] in Amygnon.<br />
<br />
For an overview of missions see [[Missions]] or [[A Mission Guide to HSC]]<br />
Further listings at <br />
*[[Level 1 Agents within 5 jumps of High Sec Campus]]<br />
*[[Level 3 Agents within 5 jumps of High Sec Campus]]<br />
*[[Level 4 Agents within 5 jumps of High Sec Campus]]<br />
<br />
Format is: Name - Agent Type - Location - Sec Status - Distance<br />
<br />
='''Aliastra'''=<br />
*Janyrance Aques - Distribution - Amygnon VII - Moon 10 - Aliastra Warehouse - 0.6 - 0 Jumps<br />
<br />
='''Astral Mining Inc'''=<br />
Ostes Zoenceliris - Security - Alentene VII - Moon 5 Astral Mining Inc. Refinery - 0.9 - 5 Jumps<br />
<br />
='''Centre for Advanced Studies'''=<br />
<br />
='''Chemal Tec'''=<br />
Allhot Fomtelot - Security - Scheenins V - Moon 8 - Chemal Tech Factory - 0.5 - 2 Jumps<br />
<br />
='''Core Complexion Inc.'''=<br />
<br />
='''Egonics Inc.'''=<br />
*Ameron Symnes - Distribution - Melmaniel VI - Moon 6 - Egonics Inc. Development Studio - 0.3 - 2 Jumps<br />
<br />
='''Federation Customs'''=<br />
<br />
='''Federal Defence Union'''=<br />
Faction Warfare Agents. See [[Factional Warfare]]<br />
<br />
='''Federal Freight'''=<br />
='''Garoun Investment Bank'''=<br />
<br />
='''Nugoeihuvi Corporation'''=<br />
*Yokasen Onniainen - Distribution - Ansalle<br />
<br />
='''Poteque Pharmaceuticals'''=<br />
<br />
='''Republic Security Services'''=<br />
='''Roden Shipyards'''=<br />
*Zobydene Manc - R&D - Scheenins II - Moon 2 - Roden Shipyards Factory - 0.5 - 2 Jumps<br />
<br />
='''University Of Caille'''=<br />
[[Category:Missions]]<br />
[[Category:HSC]]<br />
[[Category:Agents]]</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Drone_Mind&diff=125583Drone Mind2017-08-19T08:41:49Z<p>Calder ormand: Corrected grammar</p>
<hr />
<div>'''Drone Mind''' is a level 1 agent in [[Gallente COSMOS]]. As a level 1 agent, it does not require any standings. Even though Drone Mind is a drone it belongs to [[Ore]] faction.<br />
<br />
Drone mind is located at Parchanier planet VI moon 5. It is guarded by four Drone Patroller cruisers. You can talk to the agent without killing the cruisers, you can even talk from beyond their aggro distance. Additionally, there is a Cracked Hive Mind structure that drops 1x Cognitive Hive Mind.<br />
<br />
==Drone Mind - 01010011 01001111 01010011 (1 of 2)==<br />
{{:Drone Mind - 01010011 01001111 01010011 (1 of 2)}}<br />
<br />
==Drone Mind - Embryo (2 of 2)==<br />
{{:Drone Mind - Embryo (2 of 2)}}</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Nilla_Elermare&diff=125582Nilla Elermare2017-08-19T08:39:53Z<p>Calder ormand: Added category 'Agents' and corrected grammar</p>
<hr />
<div><br />
'''Nilla Elermare''' is a level 3 agent in [[Gallente COSMOS]]. She requires 3.00 faction standing with Gallente Federation.<br />
<br />
She gives one mission only. Her mission is a prerequisite for completing missions for [[Aminn Flosin]].<br />
<br />
==Rescue Isone Flosin==<br />
{{:Rescue Isone Flosin}}<br />
<br />
<br />
[[Category:Agents]]</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Mobile_structures&diff=125581Mobile structures2017-08-19T08:25:41Z<p>Calder ormand: Added category</p>
<hr />
<div>'''Mobile Structures''' are deployed by individual pilots in space to provide a wide variety of services. First introduced in 2013 with [[Rubicon]], Capsuleers can use these structures to aid their own activities, such as providing storage, increased rewards or resources, or a microjump maneuver; or they can be used to disrupt enemies: such as by starbase siphoning, jamming probes and cynosural fields. Some of these structures can help to replace modules on the ship, such as a Tractor Beam or a [[Cloaking]] Device, allowing more fitting slots for other modules.<br />
<br />
They are distinct from [[Citadel]]s and [[POS|starbases]]; which take longer to deploy, are much more expensive, and owned by player corporations rather than individuals. Mobile structures are more similar to [[jetcan|jettison containers]], in that interacting with another pilot's structure does not cause a [[CONCORD]] response.<br />
<br />
In short, mobile structures fill a variety of roles and can affect nearby players in aspects of survivability, utility, espionage, bounties, and defense. As such, they have rapidly become used in nearly every walk of life within New Eden, from the systems with 1.0 security to Null security space, and especially even in unknown [[wormholes]].<br />
<br />
== Mobile Depots ==<br />
<br />
[[File:Mobile_Depot_image.jpg|thumb|upright=1.5|A Mobile Depot deployed in space]]<br />
<br />
Mobile Depots act as an in-space fitting service and storage facility. Once you deploy a depot, you can use it refit your ship's modules and subsystems, move items between it and your cargohold, and move drones between your cargohold and drone bays. A Mobile Depot takes up only 50 m3 of space and will easily fit in most frigates. It can hold 3,000 - 4,000 m3 once deployed. <br />
<br />
Deploying a Mobile Depot takes 60 seconds. Once in space, it will last for 30 days, at which point it will vanish with its contents. However interacting with it will reset this 30-day timer--so remember to bookmark it. It can be scooped back to your ship's cargohold at any time. Any contents will appear in space in a cargo container at that time. A Mobile Depot can only be accessed or scooped up by its owner; you cannot launch it for use by other players at this time. <br />
<br />
Other players can [[Scanning|scan down]] your Mobile Depot with combat probes and attack it (receiving a [[Crimewatch|suspect flag]], not a criminal flag; [[CONCORD_Details|CONCORD]] will not intervene!). At 17,500 HP, the Depot is not particularly tough, but if it's damaged to 25% of its shield hitpoints it will go into a "reinforced mode" for two days. During this period it cannot be damaged further, giving you enough time to either defend it or scoop and escape. After the two-day reinforcement timer is up, if it has not been repaired, it can be destroyed and its contents looted. Although scooping the mobile depot and immediately deploying it does take it out of reinforcement it does not repair the shields. If the shields are still below 25% when redeployed and have not had enough time to repair shields to 26% or above on its own when attacked it will not go into reinforcement but will be destroyed. You will receive no notification that your depot has been attacked, but will receive a [[killmail]] should it be destroyed. If you don't want to repair the mobile depot, you can scoop it into your ship's cargo bay, dock at a station, repackage it, and it will be fully repaired. During the anchoring period, the mobile depot can be targeted and destroyed. If it's damaged to 25% of its shield or less it will not go into reinforcement and will continue to take damage until it's destroyed even after the anchor timer is finished. If for some reason the enemy loses lock on it the mobile depot can be relocked and take damage until destroyed.<br />
<br />
Mobile Depots are often deployed at [[Safe_Spot|safe spots]], allowing you to swap fittings and store any excess items. This can be useful while [[ratting]], as you can store excess loot in the depot and swap fittings depending on which NPCs you are fighting. A Mobile Depot is also useful when traveling through dangerous areas of New Eden, since you can [[travel fit]] on the way there and then refit for whatever purpose at your destination. <br />
<br />
Another useful trick when flying in dangerous areas of space is to keep a Mobile Depot and some warp core stabilizers in your cargohold. If you're attacked and don't think you can win the fight, deploy the mobile depot, wait out the 60-second activation, then refit your ship with warp core stabilizers and make your escape.<br />
<br />
===Variations===<br />
There are three variants of the Mobile Depot: the standard Mobile Depot (built by players using NPC-sold [[BPO]]s), and two "improved" variants (the [[BPC]]s for which are found in [[Ghost Site]]s), the 'Yurt' Mobile Depot and the 'Wetu' Mobile Depot. The 'Wetu' Mobile Depot takes up a bit more space in your ship's cargohold (100 m3 vs 50 m3), but has more cargo capacity (4000 m3 vs 3000 m3), and has a higher sensor strength, making it more difficult for other players to scan down the location of your Depot. The 'Yurt' takes this last attribute to its extreme, with a very high sensor strength making is very difficult for all but the most skilled players to scan down. <br />
<br />
The basic Mobile Depot is reasonably cheap (around 1 million ISK), but the more advanced versions are one or two orders of magnitude more expensive.<br />
<br />
{| class=wikitable style="font-size:90%;" <br />
!style="background-color:#222222;" | Name<br />
!style="background-color:#222222;" | Volume (m<sup>3</sup>)<br />
!style="background-color:#222222;" | Capacity (m<sup>3</sup>)<br />
!style="background-color:#222222;" | Sensor strength (points)<br />
|-<br />
| Mobile Depot<br />
|50<br />
|3000<br />
|50<br />
|-<br />
|'Wetu' Mobile Depot<br />
|100<br />
|4000<br />
|250<br />
|-<br />
| 'Yurt' Mobile Depot<br />
|50<br />
|4000<br />
|400<br />
|}<br />
<br />
The minimum scan strength to scan down a 'Yurt' Mobile Depot, which is the hardest structure to scan down in the game, is 69 probe strength.<br />
<br />
== Mobile Tractor Unit ==<br />
[[File:Mobile_Tractor_Unit_image.jpg|thumb|upright=1.5|A Mobile Tractor Unit reaching into the depths of space to pluck the most succulent fruit]]<br />
A Mobile Tractor Unit (or MTU) is essentially a massive cargo container with a tractor beam bolted on. Once deployed, it uses a single tractor beam to pull in any wrecks and cargo containers. It has a range of 125 km, with a 1,000 m/sec tractor velocity, and a 27,000 m3 cargohold. Deployment time is only 10 seconds, and the MTU will last 2 days in space before despawning. The MTU is only accessible by its owner. When destroyed it drops partial loot the same way a destroyed ship does. <br />
<br />
The MTU may not be deployed within 5 km of another MTU, within 50 km of [[stargate]]s or stations, or within 40 km of a [[POS and YOU|player owned starbase]]. It has 50,000 hitpoints. However, unlike the Mobile Depot, it does not enter reinforced mode and can be immediately destroyed. Like the Mobile Depot, the only consequence for shooting another player's MTU is a Suspect flag; CONCORD will not intervene.<br />
<br />
The MTU targets the closest item first, tractors it in, and loots it. Due to the "closest first" behavior, you can't use more than one MTU per site, as they will interfere with each other and pull nothing in at all - unless you place them so far apart (250&nbsp;km for the basic unit) that they don't interfere with each other <br />
<br />
The MTU has become extremely popular despite its cost, particularly for looting [[Missions#Encounter Missions|mission rats]]. Though not as fast at tractoring and looting as a [[Noctis]], the MTU continues to loot a field even when you're not there, and deposits wrecks in an [[Guide To Salvaging|easy-to-salvage]] group around itself. This can allow your mission ship to salvage while running the mission, using either a utility high slot or salvage drones.<br />
<br />
Some systems have seen an increase in organized griefing centered on Mobile Tractor Units. Similar to [[Ninja_Salvaging_and_Stealing|ninja salvaging and stealing]], a gang will take up residence in a [[Mission_Hubs|high activity missioning area]] and scan down MTUs. They'll then aggress the MTU, attempting to bait the missioner into engaging them. As with ninja looters, the options for dealing with them are fairly limited. Engaging the griefer will give you an engagement timer and their friends can warp in and finish you off. Not engaging will cost you both your loot and the [http://eve-central.com/home/quicklook.html?typeid=33475 cost of the MTU]. Orbiting the MTU at close range mitigates this heavily. As soon as you see them warp into your pocket you can empty the contents of the MTU into your hold and scoop the unit. They will be left with a mission pocket that you have already looted and are likely to move on. <br />
<br />
MTUs do not loot wrecks that are not yours. There are some griefers that prey on this misunderstanding. After arriving in your mission pocket they may drop an MTU of their own &ndash; hoping you will engage it on the presumption that it will steal your loot, and collect it for the griefer. It is best to ignore these rogue MTUs as apart from moving wrecks, they won't affect you. Even if the griefer warps out and leaves their MTU behind, they can monitor you in local to gank you if they see you've become a suspect, warping right back in with some friends.<br />
<br />
=== Variations ===<br />
The basic MTU is reasonably cheap, costing around 7 million ISK. There are two advanced variations of the MTU, the 'Packrat' Mobile Tractor Unit and the 'Magpie' Mobile Tractor Unit. The Packrat variant has a stronger tank, while the Magpie has longer tractor beam range. Both have increased tractor velocities, but the Magpie has the fastest. Both also have increased sensor strength, making them harder to scan down. Both are considerably more expensive than the basic MTU, with Magpies running at hundreds of millions of ISK. The [[BPC]]s for these units can be found from [[Ghost Site]]s.<br />
<br />
{| class=wikitable style="font-size:90%;" <br />
!style="background-color:#222222;" | Name<br />
!style="background-color:#222222;" | Tractor velocity (m/s)<br />
!style="background-color:#222222;" | Range (km)<br />
!style="background-color:#222222;" | Volume (m<sup>3</sup>)<br />
!style="background-color:#222222;" | Shield<br />
!style="background-color:#222222;" | Armor <br />
!style="background-color:#222222;" | Structure <br />
!style="background-color:#222222;" | Sensor strength (points)<br />
|-<br />
| Mobile Tractor Unit<br />
| 1000<br />
| 125<br />
| 100<br />
| 10,000<br />
| 10,000<br />
| 30,000<br />
| 50<br />
|-<br />
| 'Packrat' Mobile Tractor Unit<br />
| 1250<br />
| 125<br />
| 125<br />
| 15,000<br />
| 15,000<br />
| 40,000<br />
| 150<br />
|-<br />
| 'Magpie' Mobile Tractor Unit<br />
| 1500<br />
| 175<br />
| 100<br />
| 10,000<br />
| 10,000<br />
| 30,000<br />
| 300<br />
|}<br />
<br />
== Mobile Cynosural Inhibitor ==<br />
[[File:Mobile_Cyno_Inhibitor_image.jpg|thumb|upright=1.5|Cyno=Blocked]]<br />
The Mobile [[Cyno#Cyno|Cynosural]] Inhibitor is almost invaluable within [[0.0]], creating easy to set up inhibitors that can severely limit the enemy's ability to hot-drop on top of your units or gates. It prevents all normal cyno fields (but not covert cynos) from activating within 100km of the inhibitor. It takes two minutes to set up, has a 300&nbsp;m³ volume and will stay in space for 1 hour. However, unlike the other mobile structures, this one cannot be reclaimed and will stay in space for that one hour or until someone blasts it apart. It is inherently designed for small or medium gangs as it cannot stay active for long under heavy fire due to a lack of HP that comes from the structure itself. One other limitation is it cannot be deployed in any location that would cause 2 fields to overlap as well as being expensive to produce (150m for the BPO alone).<br />
<br />
Even with all those limitations, it will still become a common sight in 0.0 due to the massive benefits that come from being able to control owned space and combat zones so effectively.<br />
<br />
== Mobile Siphon Unit ==<br />
[[File:Mobile_Siphon_Unit_image.jpg|thumb|upright=1.5|Theft: Now you don't even have to be there!]]<br />
Mobile Siphon Units, when placed around a [[POS and YOU|player owned starbase]] with a moon harvesting laser or a reactor, will siphon off a portion of the moon minerals or reaction results that go towards the station's silos. They are designed to be secretly deployed near to a POS and will not alert the owner to the theft of materials nor will the station's guns automatically shoot at it, meaning that people who own POSs need to keep a watchful eye out for any of these things floating around. Like the Mobile Cynosural Inhibitor, this is a one use item. One twist is that any pilot may access the hold so even the thieves aren't immune to theft. It only takes up 35&nbsp;m³, takes 5 seconds to deploy and will last 30 days with a cargo hold of 900&nbsp;m³ but needs to be between 30 and 50 km of the target, so [[Frigate#Covert_Ops|CovOps]] ships can truly take advantage of these automated thieves.<br />
<br />
Other points to note: <br />
<br />
*EVE University members are restricted from using this unit, per the [[EVE_University_Rules#Restricted_items|EVE University Rules]].<br />
*Requires {{sk|Anchoring}} II to deploy.<br />
*No criminal or suspect flags will be placed upon attacking the siphon.<br />
*Will prioritize raw material over refined (cannot take alchemy output). <br />
*Can only steal from one silo at a time and only the one at the end of a chain. <br />
*Will take 60 raw or 30 processed items at a time. <br />
*Players cannot put items into it. <br />
*Multiple siphon units can be placed around the POS and will steal in order deployed.<br />
*Have a waste factor of 10%, meaning that 10% of the items stolen are lost.<br />
*Will only steal during a production cycle (once per hour).<br />
*Can be manually targeted by station guns.<br />
<br />
== Mobile Scan Inhibitor ==<br />
[[File:Mobile_scan_inhibitor.jpg|thumb|upright=1.5|Ever wanted to hide your entire fleet?]]<br />
The Mobile Scan Inhibitor provides a way to hide ships in a 30 km radius from the probe and directional scanning. Ships within this radius will also find their own instruments rendered inoperable. The mobile scan inhibitor itself is not invisible, but highly visible to combat probes and directional scans. Therefore usage of this structure does not completely hide somebody's presence. It will be very clear to others that somebody is hiding something - it is only unknown what is hidden. Even more importantly: while the ship is hiding inside the structure's radius its sensor systems are inoperable. Finally, it is important to note that in known space, those hidden will still be visible in local chat. Therefore its use is far more convenient for fleets operations than for lone travelers. Activation time is 1 minute and it cannot be retrieved - it is only a one-time use disposable structure. The structure self-destructs after one hour of operation.<br />
<br />
== Mobile Micro Jump Unit ==<br />
[[File:Mobile_micro_jump_unit.jpg|thumb|upright=1.5|Now you can jump like a battleship]]<br />
The Mobile Micro Jump Unit launches a ship 100 km in whatever direction the ship is facing, similar to the Large [[Micro Jump Drive]] module. It has no cooldown between uses or limit to how many ships can use it at once, but it does have a warm-up time of 12 seconds before initiating the jump. It can be used by sub-capital ship and can be used both by friendlies and enemies.<br />
It has a 1 minute activation time, a lifetime of 2 days and cannot be retrieved - it is only a one-time use disposable structure.<br />
<br />
== Encounter Surveillance System ==<br />
[[File:Encounter_Surveillance_System.png|thumb|upright=1.5|Make or steal a fortune on bounties!]]<br />
Encounter Surveillance Systems affect NPC bounty payouts in a null sec system it is deployed in. It cannot be built but only purchased at the empire navy stations (there are four racial variations). It can only be deployed in null sec and has a limitation of one structure per system. This system pays out 80 % of the bounties directly while 20% are stored in a system-wide pool. In addition, for every 1000 bounty ISK, 0,15 LP of the appropriate faction is awarded. The payout rises over time (the chance is based on activity) and can be increased 5 times by 1% for ISK payouts and by 0,01 LP/1000 ISK for loyalty points. This gives a maximum of 105% on bounties and 0,2 LP/1000 ISK. Destroying, scooping or accessing the structure resets the payout value.<br />
The structure is designed to opens many possibilities for PvE bounty hunting as well as for PvP engagements since bounties can be stolen and payout bonuses can be reset. The range to interact with the structure is 2500 m and the structure also has a 15 km radius warp bubble. <br />
If a player interacts with the structure he can make one of two choices: "Share" or "Take all". Each choice causes a notification to be sent out informing all that contributed to the pool on who accessed the structure and what option was chosen.<br />
"Share" has a timer of 30 seconds and leads to the ISK in the pool being shared among those that contributed to the pool, each player receiving ISK equal to what he added to the pool.<br />
"Take all" leads to tags dropping in a can and has a 210-second timer. These tags can be retrieved and turned in at Navy stations of the same race for ISK.<br />
<br />
== General limitations ==<br />
<br />
All Mobile Structures have a minimum distance they have to be away from certain structures in order to be deployed (see below) and all of them are capable of being destroyed by anyone and the attacker will only get a suspect flag for it so a watchful eye needs to be on your goods as often as you can. Some of them can be relatively easy to scan down due to low sensor strength which makes them rather vulnerable, however the Wetu and Yurt Mobile Depot variants are very resilient to probing, the Yurt, in particular, boasting a hefty 400 sensor strength against all sensors which makes it very hard to pin down for all but the highest skilled probers.<br />
<br />
== External links ==<br />
* [https://community.eveonline.com/news/dev-blogs/better-living-through-mobile-structures/ Better living through mobile structures], a Dev Blog introducing the first set of mobile structures<br />
* [http://community.eveonline.com/news/dev-blogs/more-deployables-from-super-friends/ More deployables from super friends], a shorter Dev Blog detailing the small siphon unit variations and the first pass at the ESS.<br />
* [http://community.eveonline.com/news/dev-blogs/rubicon-1.1-mobile-structures/ The Next Generation of Mobile Structures], an Eve Dev Blog on the second round of mobile structures.<br />
<br />
[[Category:Structures]]</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=User:Calder_ormand&diff=125579User:Calder ormand2017-08-19T07:57:13Z<p>Calder ormand: Created page with "/Sandbox/"</p>
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<div>[[/Sandbox/]]</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Mobile_structures&diff=125578Mobile structures2017-08-19T07:51:37Z<p>Calder ormand: Grammar correction, page cleanup, and 'skills' section removed.</p>
<hr />
<div>'''Mobile Structures''' are deployed by individual pilots in space to provide a wide variety of services. First introduced in 2013 with [[Rubicon]], Capsuleers can use these structures to aid their own activities, such as providing storage, increased rewards or resources, or a microjump maneuver; or they can be used to disrupt enemies: such as by starbase siphoning, jamming probes and cynosural fields. Some of these structures can help to replace modules on the ship, such as a Tractor Beam or a [[Cloaking]] Device, allowing more fitting slots for other modules.<br />
<br />
They are distinct from [[Citadel]]s and [[POS|starbases]]; which take longer to deploy, are much more expensive, and owned by player corporations rather than individuals. Mobile structures are more similar to [[jetcan|jettison containers]], in that interacting with another pilot's structure does not cause a [[CONCORD]] response.<br />
<br />
In short, mobile structures fill a variety of roles and can affect nearby players in aspects of survivability, utility, espionage, bounties, and defense. As such, they have rapidly become used in nearly every walk of life within New Eden, from the systems with 1.0 security to Null security space, and especially even in unknown [[wormholes]].<br />
<br />
== Mobile Depots ==<br />
<br />
[[File:Mobile_Depot_image.jpg|thumb|upright=1.5|A Mobile Depot deployed in space]]<br />
<br />
Mobile Depots act as an in-space fitting service and storage facility. Once you deploy a depot, you can use it refit your ship's modules and subsystems, move items between it and your cargohold, and move drones between your cargohold and drone bays. A Mobile Depot takes up only 50 m3 of space and will easily fit in most frigates. It can hold 3,000 - 4,000 m3 once deployed. <br />
<br />
Deploying a Mobile Depot takes 60 seconds. Once in space, it will last for 30 days, at which point it will vanish with its contents. However interacting with it will reset this 30-day timer--so remember to bookmark it. It can be scooped back to your ship's cargohold at any time. Any contents will appear in space in a cargo container at that time. A Mobile Depot can only be accessed or scooped up by its owner; you cannot launch it for use by other players at this time. <br />
<br />
Other players can [[Scanning|scan down]] your Mobile Depot with combat probes and attack it (receiving a [[Crimewatch|suspect flag]], not a criminal flag; [[CONCORD_Details|CONCORD]] will not intervene!). At 17,500 HP, the Depot is not particularly tough, but if it's damaged to 25% of its shield hitpoints it will go into a "reinforced mode" for two days. During this period it cannot be damaged further, giving you enough time to either defend it or scoop and escape. After the two-day reinforcement timer is up, if it has not been repaired, it can be destroyed and its contents looted. Although scooping the mobile depot and immediately deploying it does take it out of reinforcement it does not repair the shields. If the shields are still below 25% when redeployed and have not had enough time to repair shields to 26% or above on its own when attacked it will not go into reinforcement but will be destroyed. You will receive no notification that your depot has been attacked, but will receive a [[killmail]] should it be destroyed. If you don't want to repair the mobile depot, you can scoop it into your ship's cargo bay, dock at a station, repackage it, and it will be fully repaired. During the anchoring period, the mobile depot can be targeted and destroyed. If it's damaged to 25% of its shield or less it will not go into reinforcement and will continue to take damage until it's destroyed even after the anchor timer is finished. If for some reason the enemy loses lock on it the mobile depot can be relocked and take damage until destroyed.<br />
<br />
Mobile Depots are often deployed at [[Safe_Spot|safe spots]], allowing you to swap fittings and store any excess items. This can be useful while [[ratting]], as you can store excess loot in the depot and swap fittings depending on which NPCs you are fighting. A Mobile Depot is also useful when traveling through dangerous areas of New Eden, since you can [[travel fit]] on the way there and then refit for whatever purpose at your destination. <br />
<br />
Another useful trick when flying in dangerous areas of space is to keep a Mobile Depot and some warp core stabilizers in your cargohold. If you're attacked and don't think you can win the fight, deploy the mobile depot, wait out the 60-second activation, then refit your ship with warp core stabilizers and make your escape.<br />
<br />
===Variations===<br />
There are three variants of the Mobile Depot: the standard Mobile Depot (built by players using NPC-sold [[BPO]]s), and two "improved" variants (the [[BPC]]s for which are found in [[Ghost Site]]s), the 'Yurt' Mobile Depot and the 'Wetu' Mobile Depot. The 'Wetu' Mobile Depot takes up a bit more space in your ship's cargohold (100 m3 vs 50 m3), but has more cargo capacity (4000 m3 vs 3000 m3), and has a higher sensor strength, making it more difficult for other players to scan down the location of your Depot. The 'Yurt' takes this last attribute to its extreme, with a very high sensor strength making is very difficult for all but the most skilled players to scan down. <br />
<br />
The basic Mobile Depot is reasonably cheap (around 1 million ISK), but the more advanced versions are one or two orders of magnitude more expensive.<br />
<br />
{| class=wikitable style="font-size:90%;" <br />
!style="background-color:#222222;" | Name<br />
!style="background-color:#222222;" | Volume (m<sup>3</sup>)<br />
!style="background-color:#222222;" | Capacity (m<sup>3</sup>)<br />
!style="background-color:#222222;" | Sensor strength (points)<br />
|-<br />
| Mobile Depot<br />
|50<br />
|3000<br />
|50<br />
|-<br />
|'Wetu' Mobile Depot<br />
|100<br />
|4000<br />
|250<br />
|-<br />
| 'Yurt' Mobile Depot<br />
|50<br />
|4000<br />
|400<br />
|}<br />
<br />
The minimum scan strength to scan down a 'Yurt' Mobile Depot, which is the hardest structure to scan down in the game, is 69 probe strength.<br />
<br />
== Mobile Tractor Unit ==<br />
[[File:Mobile_Tractor_Unit_image.jpg|thumb|upright=1.5|A Mobile Tractor Unit reaching into the depths of space to pluck the most succulent fruit]]<br />
A Mobile Tractor Unit (or MTU) is essentially a massive cargo container with a tractor beam bolted on. Once deployed, it uses a single tractor beam to pull in any wrecks and cargo containers. It has a range of 125 km, with a 1,000 m/sec tractor velocity, and a 27,000 m3 cargohold. Deployment time is only 10 seconds, and the MTU will last 2 days in space before despawning. The MTU is only accessible by its owner. When destroyed it drops partial loot the same way a destroyed ship does. <br />
<br />
The MTU may not be deployed within 5 km of another MTU, within 50 km of [[stargate]]s or stations, or within 40 km of a [[POS and YOU|player owned starbase]]. It has 50,000 hitpoints. However, unlike the Mobile Depot, it does not enter reinforced mode and can be immediately destroyed. Like the Mobile Depot, the only consequence for shooting another player's MTU is a Suspect flag; CONCORD will not intervene.<br />
<br />
The MTU targets the closest item first, tractors it in, and loots it. Due to the "closest first" behavior, you can't use more than one MTU per site, as they will interfere with each other and pull nothing in at all - unless you place them so far apart (250&nbsp;km for the basic unit) that they don't interfere with each other <br />
<br />
The MTU has become extremely popular despite its cost, particularly for looting [[Missions#Encounter Missions|mission rats]]. Though not as fast at tractoring and looting as a [[Noctis]], the MTU continues to loot a field even when you're not there, and deposits wrecks in an [[Guide To Salvaging|easy-to-salvage]] group around itself. This can allow your mission ship to salvage while running the mission, using either a utility high slot or salvage drones.<br />
<br />
Some systems have seen an increase in organized griefing centered on Mobile Tractor Units. Similar to [[Ninja_Salvaging_and_Stealing|ninja salvaging and stealing]], a gang will take up residence in a [[Mission_Hubs|high activity missioning area]] and scan down MTUs. They'll then aggress the MTU, attempting to bait the missioner into engaging them. As with ninja looters, the options for dealing with them are fairly limited. Engaging the griefer will give you an engagement timer and their friends can warp in and finish you off. Not engaging will cost you both your loot and the [http://eve-central.com/home/quicklook.html?typeid=33475 cost of the MTU]. Orbiting the MTU at close range mitigates this heavily. As soon as you see them warp into your pocket you can empty the contents of the MTU into your hold and scoop the unit. They will be left with a mission pocket that you have already looted and are likely to move on. <br />
<br />
MTUs do not loot wrecks that are not yours. There are some griefers that prey on this misunderstanding. After arriving in your mission pocket they may drop an MTU of their own &ndash; hoping you will engage it on the presumption that it will steal your loot, and collect it for the griefer. It is best to ignore these rogue MTUs as apart from moving wrecks, they won't affect you. Even if the griefer warps out and leaves their MTU behind, they can monitor you in local to gank you if they see you've become a suspect, warping right back in with some friends.<br />
<br />
=== Variations ===<br />
The basic MTU is reasonably cheap, costing around 7 million ISK. There are two advanced variations of the MTU, the 'Packrat' Mobile Tractor Unit and the 'Magpie' Mobile Tractor Unit. The Packrat variant has a stronger tank, while the Magpie has longer tractor beam range. Both have increased tractor velocities, but the Magpie has the fastest. Both also have increased sensor strength, making them harder to scan down. Both are considerably more expensive than the basic MTU, with Magpies running at hundreds of millions of ISK. The [[BPC]]s for these units can be found from [[Ghost Site]]s.<br />
<br />
{| class=wikitable style="font-size:90%;" <br />
!style="background-color:#222222;" | Name<br />
!style="background-color:#222222;" | Tractor velocity (m/s)<br />
!style="background-color:#222222;" | Range (km)<br />
!style="background-color:#222222;" | Volume (m<sup>3</sup>)<br />
!style="background-color:#222222;" | Shield<br />
!style="background-color:#222222;" | Armor <br />
!style="background-color:#222222;" | Structure <br />
!style="background-color:#222222;" | Sensor strength (points)<br />
|-<br />
| Mobile Tractor Unit<br />
| 1000<br />
| 125<br />
| 100<br />
| 10,000<br />
| 10,000<br />
| 30,000<br />
| 50<br />
|-<br />
| 'Packrat' Mobile Tractor Unit<br />
| 1250<br />
| 125<br />
| 125<br />
| 15,000<br />
| 15,000<br />
| 40,000<br />
| 150<br />
|-<br />
| 'Magpie' Mobile Tractor Unit<br />
| 1500<br />
| 175<br />
| 100<br />
| 10,000<br />
| 10,000<br />
| 30,000<br />
| 300<br />
|}<br />
<br />
== Mobile Cynosural Inhibitor ==<br />
[[File:Mobile_Cyno_Inhibitor_image.jpg|thumb|upright=1.5|Cyno=Blocked]]<br />
The Mobile [[Cyno#Cyno|Cynosural]] Inhibitor is almost invaluable within [[0.0]], creating easy to set up inhibitors that can severely limit the enemy's ability to hot-drop on top of your units or gates. It prevents all normal cyno fields (but not covert cynos) from activating within 100km of the inhibitor. It takes two minutes to set up, has a 300&nbsp;m³ volume and will stay in space for 1 hour. However, unlike the other mobile structures, this one cannot be reclaimed and will stay in space for that one hour or until someone blasts it apart. It is inherently designed for small or medium gangs as it cannot stay active for long under heavy fire due to a lack of HP that comes from the structure itself. One other limitation is it cannot be deployed in any location that would cause 2 fields to overlap as well as being expensive to produce (150m for the BPO alone).<br />
<br />
Even with all those limitations, it will still become a common sight in 0.0 due to the massive benefits that come from being able to control owned space and combat zones so effectively.<br />
<br />
== Mobile Siphon Unit ==<br />
[[File:Mobile_Siphon_Unit_image.jpg|thumb|upright=1.5|Theft: Now you don't even have to be there!]]<br />
Mobile Siphon Units, when placed around a [[POS and YOU|player owned starbase]] with a moon harvesting laser or a reactor, will siphon off a portion of the moon minerals or reaction results that go towards the station's silos. They are designed to be secretly deployed near to a POS and will not alert the owner to the theft of materials nor will the station's guns automatically shoot at it, meaning that people who own POSs need to keep a watchful eye out for any of these things floating around. Like the Mobile Cynosural Inhibitor, this is a one use item. One twist is that any pilot may access the hold so even the thieves aren't immune to theft. It only takes up 35&nbsp;m³, takes 5 seconds to deploy and will last 30 days with a cargo hold of 900&nbsp;m³ but needs to be between 30 and 50 km of the target, so [[Frigate#Covert_Ops|CovOps]] ships can truly take advantage of these automated thieves.<br />
<br />
Other points to note: <br />
<br />
*EVE University members are restricted from using this unit, per the [[EVE_University_Rules#Restricted_items|EVE University Rules]].<br />
*Requires {{sk|Anchoring}} II to deploy.<br />
*No criminal or suspect flags will be placed upon attacking the siphon.<br />
*Will prioritize raw material over refined (cannot take alchemy output). <br />
*Can only steal from one silo at a time and only the one at the end of a chain. <br />
*Will take 60 raw or 30 processed items at a time. <br />
*Players cannot put items into it. <br />
*Multiple siphon units can be placed around the POS and will steal in order deployed.<br />
*Have a waste factor of 10%, meaning that 10% of the items stolen are lost.<br />
*Will only steal during a production cycle (once per hour).<br />
*Can be manually targeted by station guns.<br />
<br />
== Mobile Scan Inhibitor ==<br />
[[File:Mobile_scan_inhibitor.jpg|thumb|upright=1.5|Ever wanted to hide your entire fleet?]]<br />
The Mobile Scan Inhibitor provides a way to hide ships in a 30 km radius from the probe and directional scanning. Ships within this radius will also find their own instruments rendered inoperable. The mobile scan inhibitor itself is not invisible, but highly visible to combat probes and directional scans. Therefore usage of this structure does not completely hide somebody's presence. It will be very clear to others that somebody is hiding something - it is only unknown what is hidden. Even more importantly: while the ship is hiding inside the structure's radius its sensor systems are inoperable. Finally, it is important to note that in known space, those hidden will still be visible in local chat. Therefore its use is far more convenient for fleets operations than for lone travelers. Activation time is 1 minute and it cannot be retrieved - it is only a one-time use disposable structure. The structure self-destructs after one hour of operation.<br />
<br />
== Mobile Micro Jump Unit ==<br />
[[File:Mobile_micro_jump_unit.jpg|thumb|upright=1.5|Now you can jump like a battleship]]<br />
The Mobile Micro Jump Unit launches a ship 100 km in whatever direction the ship is facing, similar to the Large [[Micro Jump Drive]] module. It has no cooldown between uses or limit to how many ships can use it at once, but it does have a warm-up time of 12 seconds before initiating the jump. It can be used by sub-capital ship and can be used both by friendlies and enemies.<br />
It has a 1 minute activation time, a lifetime of 2 days and cannot be retrieved - it is only a one-time use disposable structure.<br />
<br />
== Encounter Surveillance System ==<br />
[[File:Encounter_Surveillance_System.png|thumb|upright=1.5|Make or steal a fortune on bounties!]]<br />
Encounter Surveillance Systems affect NPC bounty payouts in a null sec system it is deployed in. It cannot be built but only purchased at the empire navy stations (there are four racial variations). It can only be deployed in null sec and has a limitation of one structure per system. This system pays out 80 % of the bounties directly while 20% are stored in a system-wide pool. In addition, for every 1000 bounty ISK, 0,15 LP of the appropriate faction is awarded. The payout rises over time (the chance is based on activity) and can be increased 5 times by 1% for ISK payouts and by 0,01 LP/1000 ISK for loyalty points. This gives a maximum of 105% on bounties and 0,2 LP/1000 ISK. Destroying, scooping or accessing the structure resets the payout value.<br />
The structure is designed to opens many possibilities for PvE bounty hunting as well as for PvP engagements since bounties can be stolen and payout bonuses can be reset. The range to interact with the structure is 2500 m and the structure also has a 15 km radius warp bubble. <br />
If a player interacts with the structure he can make one of two choices: "Share" or "Take all". Each choice causes a notification to be sent out informing all that contributed to the pool on who accessed the structure and what option was chosen.<br />
"Share" has a timer of 30 seconds and leads to the ISK in the pool being shared among those that contributed to the pool, each player receiving ISK equal to what he added to the pool.<br />
"Take all" leads to tags dropping in a can and has a 210-second timer. These tags can be retrieved and turned in at Navy stations of the same race for ISK.<br />
<br />
== General limitations ==<br />
<br />
All Mobile Structures have a minimum distance they have to be away from certain structures in order to be deployed (see below) and all of them are capable of being destroyed by anyone and the attacker will only get a suspect flag for it so a watchful eye needs to be on your goods as often as you can. Some of them can be relatively easy to scan down due to low sensor strength which makes them rather vulnerable, however the Wetu and Yurt Mobile Depot variants are very resilient to probing, the Yurt, in particular, boasting a hefty 400 sensor strength against all sensors which makes it very hard to pin down for all but the highest skilled probers.<br />
<br />
== External links ==<br />
* [https://community.eveonline.com/news/dev-blogs/better-living-through-mobile-structures/ Better living through mobile structures], a Dev Blog introducing the first set of mobile structures<br />
* [http://community.eveonline.com/news/dev-blogs/more-deployables-from-super-friends/ More deployables from super friends], a shorter Dev Blog detailing the small siphon unit variations and the first pass at the ESS.<br />
* [http://community.eveonline.com/news/dev-blogs/rubicon-1.1-mobile-structures/ The Next Generation of Mobile Structures], an Eve Dev Blog on the second round of mobile structures.</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Wormhole_scouting&diff=125577Wormhole scouting2017-08-19T06:43:18Z<p>Calder ormand: Replaced references to wormhol.es with anoik.is</p>
<hr />
<div>{{Cleanup}}<br />
{{Wormhole Links}}<br />
This page is intended as a step-by-step guide to ''covertly'' scouting a wormhole for PvE/PvP Opportunities.<br />
<br />
==Things you need before you start==<br />
*In order to scout a wormhole, you need to find one! [[Wormholes]] are cosmic signatures and must be [[Scanning|scanned down]].<br />
*Basic understanding of [[Cloaking|cloaking modules and cloaking mechanics]].<br />
*The most important modules a scout can have are a probe launcher and a cloak. Depending on what you wish to do in W-Space, different ships have some pros and cons:<br />
<br />
{| class="wikitable"<br />
!Type of ship<br />
!Pros<br />
!Cons<br />
|-<br />
<br />
|<br />
[[Frigate#Exploration|T1 Exploration Frigate]]<br />
* [[Magnate]]<br />
* [[Heron]]<br />
* [[Imicus]]<br />
* [[Probe]]<br />
|<br />
* Excellent scanning bonuses<br />
* Fast and agile<br />
* Very cheap<br />
* Good bait (everyone loves ganking a daytripper on their first trip through w-space)<br />
|<br />
* No Covert Ops cloak - you can't warp while cloaked<br />
* Locals will see you on D-Scan when you are forced to uncloak. <br />
* Fragile and easily ganked<br />
* Bad for scouting PvP targets, as they can see you<br />
* Targetable by POSes and [[Sleeper]]s when landing on grid with them<br />
|-<br />
<br />
|<br />
[[Covert_Ops_Frigate#Covert_Ops_Frigate|T2 Covert Ops Frigate]]<br />
* [[Anathema]]<br />
* [[Buzzard]]<br />
* [[Helios]]<br />
* [[Cheetah]]<br />
|<br />
* Covert Ops cloak - can warp cloaked, making it hard for anyone to see you or find you<br />
* Good scan bonuses<br />
* Fast and agile<br />
* Fairly inexpensive<br />
* Can provide initial warp-in point for ganks and PvP<br />
|<br />
* Fragile<br />
* Not terribly useful in combat<br />
|-<br />
<br />
|<br />
[[Stealth_Bomber|Stealth Bomber]]<br />
* [[Purifier]]<br />
* [[Manticore]]<br />
* [[Nemesis]]<br />
* [[Hound]]<br />
|<br />
* Covert Ops cloak<br />
* Fast and agile, though not as agile as a T1 or T2 scanning frigate<br />
* Fairly inexpensive<br />
* Can kill industrial-class ships on its own<br />
* Can provide initial point on other lone targets<br />
* No sensor recalibration delay<br />
* Can provide a lot of firepower versus battleship and larger<br />
|<br />
* Extremely fragile, even more so than a CovOps frigate<br />
* No scan bonus, making scanning more time-consuming<br />
* Longer cloak reactivation delay, meaning you will be visible longer on d-scan when uncloaking then cloaking again.<br />
|-<br />
<br />
|<br />
[[Cruiser#Recon Ships|T2 Force Recon Cruiser]]<br />
* [[Pilgrim]]<br />
* [[Rapier]]<br />
* [[Falcon]]<br />
* [[Arazu]]<br />
|<br />
* Covert Ops cloak<br />
* Able to participate in combat<br />
* E-war bonuses<br />
|<br />
* Mid range price<br />
* No scan bonus<br />
* Requires good skills to fit<br />
* Much less tank compared to a T3 Strategic Cruiser<br />
* Easy to decloak on wormholes<br />
|-<br />
<br />
|<br />
[[Strategic_Cruiser|T3 Strategic Cruiser]]<br />
* [[Legion]]<br />
* [[Tengu]]<br />
* [[Proteus]]<br />
* [[Loki]]<br />
|<br />
* Covert Ops cloak<br />
* Scanning bonuses<br />
* Immune to bubbles with Interdiction Nullifier propulsion subsystem<br />
* Best choice for solo hunting or initial point<br />
| <br />
* Expensive<br />
* Not as agile as a Covert Ops frigate<br />
* Easy to decloak on a wormhole<br />
* Skill-intensive<br />
|}<br />
<br />
* Pen and paper or a notepad program open.<br />
* The following sites open in a browser:<br />
** [http://anoik.is/ Anoik.is]<br />
** [https://www.google.com Google]<br />
<br />
=So You've found a Wormhole=<br />
Now it's time to start scouting, but before you jump...<br />
# <span style="color:#FF00FF; font-size:125%; font-weight:bold">Bookmark the wormhole</span><br />
#* Bookmarks created at a signature location from your scan probe results are often more than 5km from the Wormhole's actual location, resulting in your warp to 0km not placing you in jump range.<br />
#* As such, you should bookmark the wormhole itself from your overview while on grid.<br />
# The Wormhole Type ID from your overview can get some extra stats, if it's not a K162.<br />
#* Google the ID, first result is nearly always the right one<br />
#* Reference the [[Wormhole_Information|table in the wiki]]<br />
# Next, Show Info on the wormhole and reference this page for details: [[Wormholes#Wormhole_Text|Wormhole Text]] and [[Wormholes#Example_Wormholes|Example Wormholes]]<br />
#* Make sure the wormhole is stable enough in both mass and time to safely jump through<br />
#* If it doesn't have enough mass or time remaining for a round trip, plan on scanning your way out again, or find another wormhole.<br />
#Attempt visual identification of wormhole destination<br />
#*[[Wormholes#Wormhole_Identification|Wormhole Identification]]<br />
Even if the wormhole type is K162, you have some idea what you're jumping into, and whether or not you should be able to get back via this wormhole.<br />
<br />
==Time to Jump==<br />
If all the above lends to the idea that this world be a fun place to visit, it's time to Jump.<br />
#<span style="color:#FF00FF; font-size:125%; font-weight:bold">Hold your cloak!</span> (but remember it is only 30 seconds on a WH)<br />
#*<span style="color:#FF00FF; font-size:125%; font-weight:bold">Bookmark the other side of the wormhole!</span><br />
#Time to get your bearings<br />
#*Link the system's locus ID (the J#) to fleet members<br />
#*Ping d-scan, 360°, max range, using [[Overview_Guide#Setting_Up_a_Wormhole_Preset|Wormhole Overview Preset]]<br />
#*Your System Overlay will show signatures; record/report the # of Anomalies.<br />
#*Evaluate your surroundings, and consider swapping gate cloak for your cloaking device<br />
#If you see nothing threatening, start moving away from the wormhole, engage your cloaking device, and pulse your prop mod<br />
#*Prop mods can be activated if button is pressed within 1 second of activating cloak<br />
#*Consider changing your direction of travel so as to not be on a predictable path for those attempting to de-cloak you<br />
#Decide if this wormhole is worth checking out using the following considerations:<br />
#*Class of wormhole (C1/C2 are soloable, C3's require very good skills and a good ship to solo or a gang with logi, C4's and up require a logi supported gang)<br />
#*Number of anomalies (easiest source of PvE)<br />
#*Recent NPC/Ship/Pod kills in system from [http://wh.pasta.gg| wormhol.es mirror] Dotlan info (NPC kills imply it's been farmed recently, ship and pod kills may imply hazards)<br />
#*Signs of occupation (if PvP is of interest this might be a bonus)<br />
#<span style="color:#FF00FF; font-size:125%; font-weight:bold">Control your urge to launch probes</span><br />
#*The main goal of wormhole life is never letting anyone know you are there until you are ready to, and probes are obvious, we will get to that later<br />
<br />
==Check for Occupancy==<br />
Now you are cloaked and somewhat safe away from the wormhole where your chances of being de-cloaked are lowered, and you've made the decision that time should be invested digging further, let's figure out who's home.<br />
#Pull up your pod saver tab and show info on the Customs Offices.<br />
#*One of the most obvious indications of habitation is Player Owned Customs Offices (POCO's) as they are labeled with the name of the corp which set them up<br />
#*Interbus is the standard NPC Customs Office and can indicate that the system hasn't been colonized.<br />
#Check [http://anoik.is/| Anoik.is] to see if its API digging agrees with current occupation.<br />
#*[http://anoik.is/| Anoik.is] also has Dotlan info and links to public killboards check for recent kills and corporation activity.<br />
#Pull up the system map and check system size. <br />
#*Make note of any planets outside of 14.36AUs as they will not appear on d-scan.<br />
#*If able to warp while cloaked, start warping to planets out of range to gather d-scan data (use both the [[Overview_Guide#Setting_Up_a_Wormhole_Preset|Wormhole Preset]] to look for force fields, and the [[Overview_Guide#Creating_a_Looting_Preset|Looting Preset]] to look for wrecks)<br />
#*While warping this is an excellent time to be making [[Safe_Spot|safe spots]].<br />
#*Utilizing a narrow beam d-scan, locate and make note of any planet at which you find an active force field and any ships nearby.<br />
<br />
==Check out the POSes==<br />
By now you have several safe spots, and a list of the planets with active POSes on their moons, time to locate the POSes for monitoring.<br />
<br />
===Create a POS Finder Overview Tab===<br />
This tab is useful in quickly locating Moons containing POSes. <br />
'''Caution''', this tab does add clutter to your overview and d-scan results, particularly in a system with many planets being orbited by many moons. As such, it should not be used while in combat situations. Its benefit though is the ability to quickly reference moon distance, and align the d-scan beam towards a moon of interest<br />
#Open '''Overview Settings'''.<br />
#Click the '''4-lined box''' and select '''Load 6 - Wormhole'''. <br />
#Open the '''Celestial''' folder and check '''Moon'''. <br />
#Open the '''Deployable''' folder and ensure that '''Mobile Warp Disruptor''' is selected<br />
#Save the settings as '''6a - POS finder'''.<br />
<br />
Usage instructions<br />
#Warp to the planet's custom's office at a random distance (warping to the planet at a distance can sometimes land you close enough to the custom's office which can de-cloak you) and switch to POS finder preset, sort overview by distance<br />
#turn on [[camera]] tracking (default "c") and set 5° scan<br />
#*If there are a large number of moons, this can be sped up by scanning 360° and locating the POS first by range<br />
#*'''For example:''' if there are 20 moons, round up the current distance of moon 10 and use that as your max d-scan range, you now have eliminated half the moons that need to be scanned individually.<br />
#Highlight each moon of the current planet in the overview, press scan<br />
#Make note of any moons with active towers (those with force fields)<br />
#D-scan the moon one last time, if there are any warp disruptors in d-scan that implies a trap has been set near the POS<br />
<br />
===Warping to Moons===<br />
When warping to a moon with an active tower, where warp disruption bubbles are present, the utmost care must be taken. As such here's a quick quide of bubble mechanics from [http://www.evealtruist.com/2012/03/bubble-mechanics.html Azual Skoll at The Altruist].<br />
*'''NOTE:''' This step may be ignored in the event there are no ships/probes/wrecks in system on d-scan indicating any pilots are active<br />
====Bubble Mechanics====<br />
[[File:bubble_path.jpg|right|framed|A catch bubble on the left, and a drag bubble on the right.<br>Red line illustrates a safe warp path]]<br />
<br />
'''Key points relating to warping to a POS:'''<br />
*Bubbles near a POS are used as catch or drag bubbles, and will pull you out of warp at the leading edge of the bubble provided that:<br />
**The bubble is on grid with your destination (regardless of distance)<br />
**A continuous line drawn from your start point straight through your destination would pass through the radius of the bubble (both in front, and behind the destination)<br />
*Common alignments to be trapped are as follows in order of likelihood:<br />
*#The planet the Moon is orbiting<br />
*#The star<br />
*#Adjacent moons of the same planet<br />
*#Other stuff...<br />
*The distance you will travel after dropping out of warp is inversely proportional to your ships agility.<br />
**Smaller more agile ships will end up at the edge of the bubble<br />
**Larger ships may drift all the way into the center of the bubble<br />
*traps are often littered with anchored cans, abandoned drones, corpses, and other assorted space trash.<br />
**The disruption field itself will not de-cloak you, being within 2km of any object will<br />
**Mobile Warp Distruptors are scanable, but if warped to at any distance they will drag you to them.<br />
<br />
====The Actual Warp====<br />
Now that you know which moon is occupied, you can hop on grid with it to check for piloted ships<br />
*<span style="color:#FF00FF; font-size:125%; font-weight:bold">NOTE: It is highly suggested to only do this in ships fitted with covert ops cloaks</span><br />
#D-scan the moon one last time, if there are any warp disruptors in d-scan that implies a trap has been set at the warp-in from at least one approach<br />
#Review system map for ability to create bookmarks perpendicular to common approaches of the planet/sun, or moons and planets unaligned with common approaches<br />
#Select warp to moon at 0km - since POSes can't be anchored at zero, there is less of a chance of getting decloaked this way compared to warping in at a larger distance.<br />
#While in warp, have a celestial or safe available for easy access in case you need to bug out (preferably as directly behind you as possible so that should you have to escape, you won't end up trying to warp forward where other POS modules or bubbles are likely anchored)<br />
#*If you are caught, <span style="color:#FF00FF; font-size:125%; font-weight:bold">don't panic</span>, chances are you still have your cloak, plot your shortest path out of the bubble with the fewest obstructions and slow boat out to empty space<br />
#*If you've dropped cloak, <span style="color:#FF00FF; font-size:125%; font-weight:bold">don't panic</span>, you still have >10seconds depending on sig radius before the POS can lock you, plot your shortest path out of the bubble, light your prop mod, and hit your cloak the second you are clear.<br />
#*If you are locked, a properly fit POS will point you. Make sure you are out of the bubble and spam warp to a celestial. This way you can at least get your pod out quickly before occupants can react (POSs do not target pods unless controlled by players).<br />
#If you wind up cloaked in empty space, take a second to gander at the bubbles.<br />
#Identify a good vantage point to bookmark if you want to come back and spy<br />
#*Should be ~80km off grid with the tower so as to make the '''Look At''' option available to anything in the field<br />
#*Should be perpendicular to any bubble traps, and aligned with a bookmark or a celestial so that it can be warped to without any bubble concerns<br />
#Hang out and gather intel<br />
#*Piloted ships will be listed with their pilot on the overview and mouseover<br />
#*Check what is online and what is merely anchored as far as defenses and industrial structures, more industry and less defensive online could imply carebear leanings of the occupants, though not necessarily true.<br />
#Repeat for any other possibly occupied POSes<br />
<br />
==Scanning Time==<br />
If all has gone well up to this point, the only time your ship has appeared on D-scan is the brief time when swapping from jump cloak to cloaking device (that is if you have a covops cloak). No reason to break the blissful ignorance of possible occupants by announcing your presence now! Thus, the goal of the following section is to get your probes out into space, out of range for d-scan, as quickly as possible so that you may re-cloak and go about your business.<br />
*'''NOTE:''' This portion of the guide has been influenced by the musings of [https://gate.eveonline.com/Profile/Penny%20Ibramovic Penny Ibramovic] of [http://www.tigerears.org/ www.tigerears.org], specifically [http://www.tigerears.org/2012/11/25/how-to-perform-a-blanket-scan-of-a-w-space-system-2/ this page]<br />
<br />
===Find an Empty Spot===<br />
You and your probes will be visible while launching, so you want a nice spot out of d-scan range of any active ships.<br />
<br />
Things to avoid (in order of importance)<br />
#Active Pilots in space<br />
#*Most likely to be regularly pinging d-scan<br />
#Active POS with pilots<br />
#*Sense of security means less likely to be pinging d-scan<br />
#Active POS with no pilots<br />
#*Possibility of new pilots logging in while you are de-cloaked<br />
#Points between an active POS and active pilots<br />
#*Possibility of someone warping by while pinging d-scan<br />
<br />
If you can find a spot that is > 14.36au from all the above, super! If not, minimize your exposure to anything on the above list with the first 2 being the most important.<br />
<br />
===Launching Probes===<br />
Now, time to pop out some probes. Your goal here is to get your probes out, cloak up, and fling your probes out of d-scan range as quickly as possible.<br />
<br />
'''NOTE:''' Always use combat scanning probes<br />
*You can see ships<br />
*64au range is great for performing a blanket system scan<br />
*At each scan range, they have the same scan strength and variability as core probes<br />
*Core probes only benefit is the 0.25au range, but with Astrometric Rangefinding to 3 or 4 and a well fitted ship with a scan bonus, you will be able to resolve most sigs at 0.5au<br />
<br />
'''Launch Steps:'''<br />
#Warp to your spot selected in the last section<br />
#Ping d-scan for active pilots<br />
#Open system map<br />
#Drop cloak, activate prop mod<br />
#Launch minimum number of probes for a good scan<br />
#*''Optional:'' adjust probes to formation while waiting on launcher cooldown<br />
#Re-cloak<br />
#*''Optional, only recommended when not hunting targets:'' reload probes prior to re-cloaking<br />
#Set range on probes to 16au<br />
#*Gives a graphical representation of max d-scan range, anything in that bubble can see your probes<br />
#*'''NOTE:''' Launched probes start with the same range setting as when they were last recalled, best practice is to set 16au range prior to recall<br />
#move all probes >16au from any celestial<br />
#*Easiest to do by moving above or below the system plane<br />
#Select scan to cause probes to warp off<br />
#Ping d-scan to ensure probes are out of range<br />
#Set probes to 64au<br />
#Spread probes to cover the system, select scan<br />
<br />
And we now have a list of every non-cloaked scannable object in system. From your results:<br />
*Ignore all the anomalies, they are easy to find again<br />
**Keep/Bookmark them if you think you may be hunting anomaly runners later, ignored anoms can't be reaquired after the sleepers are clear which is a prime opportunity to gank a [[Noctis]].<br />
*Ignore structures as you've found all the POSes already<br />
*Count and record the number of ships, this should agree with results from d-scan<br />
*Record the sig ID's for the Cosmic Signatures that need to be scanned down<br />
<br />
Now you have a choice, PvP or PvE? If there's no signs of threats, start scanning down sigs and making bookmarks for the fun to come. If there are juicy targets, move on to the next section and try and hunt them down.<br />
<br />
=Hunting Targets=<br />
So there might be something worthwhile in system to gank, this part of the guide will go over best practices of dropping in on someone unawares. <br />
<br />
===Finding Targets at Celestial Objects===<br />
*No probes required, to be performed prior to launching probes<br />
*Most likely this will only be used to catch people working on PI<br />
*Scan objects of interest with a tight beam until target is located<br />
*Will require warping around in larger systems<br />
<br />
===Finding Targets at a Cosmic Anomaly===<br />
*No probes required, to be performed prior to launching probes<br />
*Used for catching combat or salvage operations underway<br />
*Perform a system scan with no probes<br />
**'''Note:''' system scan range is limited to 64au, you will have to warp to any planets outside that range and scan again<br />
*Scan objects of interest with a tight beam until target is located<br />
*Will require warping around in larger systems<br />
<br />
===Finding Targets at Neither an Anomaly nor a Celestial===<br />
*Requires probes, reference the [[Combat_Probing_101|combat probing syllabus]] for details<br />
*Un-warped probes can be used as markers<br />
<br />
==Target types==<br />
Below is a list of the general types of targets to be found in w-space and how to best track them down.<br />
<br />
===PI Hauling===<br />
[[Planetary_Interaction|Planetary Interaction]] is very profitable in wormholes, as such it is a popular activity for pilots to be working on while you pop into their system. <br />
*'''NOTE:''' combat probes are not needed to hunt PI haulers (unless you plan on getting them on a wormhole)<br />
<br />
====Opposition====<br />
*Ship: [[Industrial#Hauling_Craft|T1 or T2 industrial]], or if you are lucky and they are slow witted and flying an [[Orca|Orca]]<br />
*Fit: <br />
**Cloak and/or Probe launcher on the highs<br />
**Shield tank in the mids<br />
**Cargo expanders and/or warp stabs in the lows<br />
**Cargo expanders, agility, or tank in the rigs<br />
<br />
====Profitability====<br />
'''Low:''' - Most likely drop is an expanded cargohold. Any PI materials that drop are likely too large to fit in the hold of a combat ship.<br />
<br />
====How to Hunt====<br />
P-goo collectors are most often found warping between customs offices in their home system. Best ambush is to be at their next stop before they are. With skills to 5 they can only operate at 6 planets, thus you are time limited in tracking them down before they are done for the day.<br />
#D-scan planets with a narrow beam until target is located at a POCO<br />
#Warp to current location at range and start playing catch up until you land on grid with them<br />
#Watch them align and warp to your optimal of their next POCO<br />
#*Industrial warp speed is 3au/s so chances are you will arrive first<br />
#De-cloak and wait to pounce<br />
#*Stealth bombers can stay cloaked due to lack of recalibration delay<br />
<br />
====Risk====<br />
They may have friends in system, so do not linger around afterwards.<br />
<br />
----<br />
<br />
===Rock Chewers===<br />
Ore sites in wormholes have lots of very large asteroids of every type, which makes them a desirable place to mine.<br />
*'''Note:''' probes are not required to hunt down a mining operation - wormhole ore is found in Anomalies<br />
<br />
====Opposition====<br />
*Ships: [[Venture]], [[Prospect]], [[Barge#Mining_Barges|Mining Barge]] or [[Barge#Exhumers|Exhumer]], [[Orca]] if you're lucky.<br />
*Fit: Shield tank with mining stuff<br />
<br />
====Profitability====<br />
'''Low:''' - T2 strip miners are kinda nice, but the ore won't fit in a combat ship's hold.<br />
<br />
====How to Hunt====<br />
In w-space, ore is found in Anomalies and does not need to be probed down.<br />
<br />
====Risk====<br />
*Drones, should be able to tank a flight of light or medium drones depending on the target<br />
*The [[Procurer|Procurer]] and the [[Skiff|Skiff]] can have some very nice tank<br />
*They may have friends nearby<br />
<br />
----<br />
<br />
===Gas Huffers===<br />
<br />
====Opposition====<br />
*Ships: [[Venture]], [[Prospect]], [[Cruiser#T1_Cruisers|T1 cruiser]], [[battlecruiser]], and possibly a [[Industrial#Hauling_Craft|T1 or T2 industrial]]<br />
*Fit: shield or armor tank<br />
*It used to be that the [[Hurricane]] was the ship of choice for gas harvesting due to its large cargo hold and lots of low slots, but the [[Venture]] has now overtaken this with gas going in its ore hold and it being far cheaper to replace. Battlecruiser gangs are still used in higher end sites for gank resistance.<br />
*The [[Venture]] will require 3 or 4 warp disruption points to lock down, though a high alpha strike can be sufficient<br />
<br />
====Profitability====<br />
'''Medium:''' - T2 gas harvesters sell nicely, and chances are you can fit some of the gas in a combat hold as it isn't very bulky<br />
<br />
====How to Hunt====<br />
In w-space, gas sites are the only place where gas clouds are found, and need to be probed down.<br />
<br />
====Risk====<br />
*Battlecruisers can still fit some weapons and tank while huffing and shouldn't be considered a soft target<br />
*They may have friends nearby<br />
<br />
----<br />
<br />
===Combat Operations===<br />
*Ships: Combat ships and possibly Logi<br />
*Fit:<br />
**If no logi, shield or armor self tank either active or pasive. Most likely using long range weapons<br />
**If logi are present, most likely buffer fit either for max damage projection (incursion style fitting) or PvP fit for gank resistance<br />
<br />
====Profitability====<br />
'''Medium to High:''' - Chance at some nice shiny modules if players have taken the money to bling out their ships<br />
<br />
====How to Hunt====<br />
*At an anomaly: no need for probes<br />
#Run a basic system scan and d-scan each anomaly for ships<br />
#Warp in, spread points, kill stuff, don't die to sleepers<br />
*At a signature: Need probes<br />
#Launch probes covertly<br />
#Get bearing and range with d-scan<br />
#Place probes on best guess<br />
#Scan, and with a good hit, recall probes or move them out of d-scan range<br />
#Warp in, spread points, kill stuff, don't die to sleepers<br />
<br />
====Risk====<br />
*Taking on combat ships, so be sure you have good intel on ships and are attacking with a force that can win<br />
*They may have friends nearby<br />
<br />
----<br />
<br />
===Salvage Operations===<br />
*Ships: [[Frigate#Exploration|T1 exploration frigate]] for hacking/archeology, [[:Category:Standard_Destroyers|Destroyer]] or [[Noctis]]. A [[Strategic Cruiser]] can also be fit with a subsystem that increases tractor beam range and velocity - if you find one of these salvaging, be aware that it will have a much better tank than any of the other salvaging ships mentioned above and in addition, it may have enough dps modules fit to kill you.<br />
<br />
====Profitability====<br />
'''High''' if you catch a salvage operation that has been through several sites, you can profit off the work of others<br />
*If you have a fleet, consider ganking the salvager with a bait ship, then when defense fleet warps in, bring in your fleet and get them too<br />
<br />
====How to Hunt====<br />
Best place to catch a salvage operation is to wait at a site that has already been cleared of sleepers, but not yet salvaged. In this case your goal will be to warp into a site being run while cloaked and wait until the combat fleet leaves and the salvager comes in. Same rules for finding a fleet in progress apply here with the exception of also using a d-scan overview setting that can see wrecks<br />
<br />
*At an anomaly: no need for probes<br />
#Run a basic system scan and d-scan each anomaly for ships and wrecks<br />
#Warp in, spread points, kill stuff, don't die<br />
*At a signature: Need probes (if only wrecks are present in the site, the site may despawn and become un-probable until a ship enters)<br />
#Launch probes covertly<br />
#Get bearing and range with d-scan<br />
#Place probes on best guess<br />
#Scan, and with a good hit, recall probes or move them out of d-scan range<br />
#Warp in, spread points, kill stuff, don't die<br />
<br />
====Risk====<br />
*The salvager will have limited defensive ability and most likely limited tank unless it's a [[Strategic Cruiser]] - see above.<br />
*Combat ships may be available, so do not stick around unless you are prepared to fight them<br />
<br />
=Using Multiple Scouts=<br />
If multiple scouts are available, this can greatly speed up the time required to properly scan down a given system, or chain of systems for combat/money making opportunities. In these cases, this is best done using some form of collaborative storage location of information so that multiple scouts do not end up stepping on each others toes. Some examples are listed below<br />
*[https://drive.google.com Using a shared Google Docs spreadsheet]<br />
===Procedure===<br />
#Once a collaborative document/site has been started, the first scout places sig IDs for each signature in the document <br />
#Each scout then calls out each sig ID as they begin to attempt to narrow it down<br />
#Details of each signature are then updated and a bookmark is made<br />
#Scouts then move on to the next signature not currently scanned or in progress<br />
#As connecting wormholes are scanned, scouts can branch out into adjacent systems<br />
<br />
=Scouting Connecting Wormholes=<br />
Repeat the above for each connection (time permitting)<br />
*Remember to bookmark both sides of all wormholes<br />
**Also remember to bookmark WHs while on grid as scan results bookmarks have range variation from the actual point<br />
*Once you start moving 2 or more systems deep in w-space, make sure a map of connections has been generated, as you will become lost otherwise.<br />
=CovOps Traps=<br />
<br />
You might think flying around in a Covert Ops ship is pretty safe, and it's easy to escape from any situation. This is unfortunately not so. The well-known CovOps Trap is something to watch out for. It goes something like this (described from the point of view of the hunters)...<br />
<br />
# You have a connection to an unknown w-space system. Maybe it's your static and you just opened it. Whatever the situation, the K162 is on the far side. You have a scout in that w-space system, that is looking at probes moving around on d-scan, and maybe a CovOps on d-scan.<br />
# Your scout moves back to the K162, whilst your corp gathers the following ships: one [[interdictor]], plus at least one fast-locking [[interceptor]]. More interceptors, and DPS ships that can assign their scout drones to the intercptor(s) will make a successful catch more likely.<br />
# The scout sees probes getting closer on d-scan, until he has at least 4-5 probes within 2-3 AU of the K162. This shows the unknown scanner now has the K162 bookmarked. Sooner or later, the unsuspecting victim appears on the grid, and jumps through. Your scout gives you a heads up.<br />
# As soon as the wormhole activates, the interdictor drops a bubble. This bubble lasts two minutes, and will prevent the victim warping away (unless he's in a nullified T3). The interdictor jumps through the wormhole immediately, decloaks on the other side (the side the victim came from) and waits.<br />
# Your interceptor waits for the victim to decloak and re-cloak. If you're lucky, he manages to lock him before he can re-cloak, but what usually happens is the victim jumps back through in an attempt to get away. The interceptors immediately follow him and de-cloak on the far side.<br />
# The interdictor sees the wormhole activate, and drops another bubble, and waits with everything running hot. Hopefully your interceptor(s) will decloak before the victim and run everything hot themselves.<br />
# Your victim de-cloaks and then re-cloaks (we'll assume you weren't quite fast-locking enough to catch it). Your interceptors (plus any assigned drones) chase at full speed to where he disappeared. The more interceptors, and the more assigned drones, the more likely you are to de-cloak him. Once he's de-cloaked, it's a simple matter to kill him and his pod, since the bubble prevents warping out, and the wormhole polarization timer prevents jumping through again.<br />
<br />
If you're the victim here, there's not much you can do about this situation. Microwarpdrives can be very useful at escaping interceptors trying to decloak you (you can activate them within 5 seconds of activating a cloak), as can anything that increases your velocity.<br />
<br />
Flying a nullified T3 is not a foolproof way of countering covops traps either; because they take so long to align and warp an experienced interceptor pilot will be able to de-cloak, lock and point you long before you leave. Your best hope is to (a) hope for incompetent enemy pilots, and (b) don't take your T3 into unknown K162s, ''especially'' if you have seen any hostile activity and you don't know where they came from.<br />
<br />
[[Category:Guides]]<br />
[[Category:Wormholes]]</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Wormhole_scouting&diff=125576Wormhole scouting2017-08-19T06:37:57Z<p>Calder ormand: Removed legacy website and replaced with a more current one</p>
<hr />
<div>{{Cleanup}}<br />
{{Wormhole Links}}<br />
This page is intended as a step-by-step guide to ''covertly'' scouting a wormhole for PvE/PvP Opportunities.<br />
<br />
==Things you need before you start==<br />
*In order to scout a wormhole, you need to find one! [[Wormholes]] are cosmic signatures and must be [[Scanning|scanned down]].<br />
*Basic understanding of [[Cloaking|cloaking modules and cloaking mechanics]].<br />
*The most important modules a scout can have are a probe launcher and a cloak. Depending on what you wish to do in W-Space, different ships have some pros and cons:<br />
<br />
{| class="wikitable"<br />
!Type of ship<br />
!Pros<br />
!Cons<br />
|-<br />
<br />
|<br />
[[Frigate#Exploration|T1 Exploration Frigate]]<br />
* [[Magnate]]<br />
* [[Heron]]<br />
* [[Imicus]]<br />
* [[Probe]]<br />
|<br />
* Excellent scanning bonuses<br />
* Fast and agile<br />
* Very cheap<br />
* Good bait (everyone loves ganking a daytripper on their first trip through w-space)<br />
|<br />
* No Covert Ops cloak - you can't warp while cloaked<br />
* Locals will see you on D-Scan when you are forced to uncloak. <br />
* Fragile and easily ganked<br />
* Bad for scouting PvP targets, as they can see you<br />
* Targetable by POSes and [[Sleeper]]s when landing on grid with them<br />
|-<br />
<br />
|<br />
[[Covert_Ops_Frigate#Covert_Ops_Frigate|T2 Covert Ops Frigate]]<br />
* [[Anathema]]<br />
* [[Buzzard]]<br />
* [[Helios]]<br />
* [[Cheetah]]<br />
|<br />
* Covert Ops cloak - can warp cloaked, making it hard for anyone to see you or find you<br />
* Good scan bonuses<br />
* Fast and agile<br />
* Fairly inexpensive<br />
* Can provide initial warp-in point for ganks and PvP<br />
|<br />
* Fragile<br />
* Not terribly useful in combat<br />
|-<br />
<br />
|<br />
[[Stealth_Bomber|Stealth Bomber]]<br />
* [[Purifier]]<br />
* [[Manticore]]<br />
* [[Nemesis]]<br />
* [[Hound]]<br />
|<br />
* Covert Ops cloak<br />
* Fast and agile, though not as agile as a T1 or T2 scanning frigate<br />
* Fairly inexpensive<br />
* Can kill industrial-class ships on its own<br />
* Can provide initial point on other lone targets<br />
* No sensor recalibration delay<br />
* Can provide a lot of firepower versus battleship and larger<br />
|<br />
* Extremely fragile, even more so than a CovOps frigate<br />
* No scan bonus, making scanning more time-consuming<br />
* Longer cloak reactivation delay, meaning you will be visible longer on d-scan when uncloaking then cloaking again.<br />
|-<br />
<br />
|<br />
[[Cruiser#Recon Ships|T2 Force Recon Cruiser]]<br />
* [[Pilgrim]]<br />
* [[Rapier]]<br />
* [[Falcon]]<br />
* [[Arazu]]<br />
|<br />
* Covert Ops cloak<br />
* Able to participate in combat<br />
* E-war bonuses<br />
|<br />
* Mid range price<br />
* No scan bonus<br />
* Requires good skills to fit<br />
* Much less tank compared to a T3 Strategic Cruiser<br />
* Easy to decloak on wormholes<br />
|-<br />
<br />
|<br />
[[Strategic_Cruiser|T3 Strategic Cruiser]]<br />
* [[Legion]]<br />
* [[Tengu]]<br />
* [[Proteus]]<br />
* [[Loki]]<br />
|<br />
* Covert Ops cloak<br />
* Scanning bonuses<br />
* Immune to bubbles with Interdiction Nullifier propulsion subsystem<br />
* Best choice for solo hunting or initial point<br />
| <br />
* Expensive<br />
* Not as agile as a Covert Ops frigate<br />
* Easy to decloak on a wormhole<br />
* Skill-intensive<br />
|}<br />
<br />
* Pen and paper or a notepad program open.<br />
* The following sites open in a browser:<br />
** [http://anoik.is/ Anoik.is]<br />
** [https://www.google.com Google]<br />
<br />
=So You've found a Wormhole=<br />
Now it's time to start scouting, but before you jump...<br />
# <span style="color:#FF00FF; font-size:125%; font-weight:bold">Bookmark the wormhole</span><br />
#* Bookmarks created at a signature location from your scan probe results are often more than 5km from the Wormhole's actual location, resulting in your warp to 0km not placing you in jump range.<br />
#* As such, you should bookmark the wormhole itself from your overview while on grid.<br />
# The Wormhole Type ID from your overview can get some extra stats, if it's not a K162.<br />
#* Google the ID, first result is nearly always the right one<br />
#* Reference the [[Wormhole_Information|table in the wiki]]<br />
# Next, Show Info on the wormhole and reference this page for details: [[Wormholes#Wormhole_Text|Wormhole Text]] and [[Wormholes#Example_Wormholes|Example Wormholes]]<br />
#* Make sure the wormhole is stable enough in both mass and time to safely jump through<br />
#* If it doesn't have enough mass or time remaining for a round trip, plan on scanning your way out again, or find another wormhole.<br />
#Attempt visual identification of wormhole destination<br />
#*[[Wormholes#Wormhole_Identification|Wormhole Identification]]<br />
Even if the wormhole type is K162, you have some idea what you're jumping into, and whether or not you should be able to get back via this wormhole.<br />
<br />
==Time to Jump==<br />
If all the above lends to the idea that this world be a fun place to visit, it's time to Jump.<br />
#<span style="color:#FF00FF; font-size:125%; font-weight:bold">Hold your cloak!</span> (but remember it is only 30 seconds on a WH)<br />
#*<span style="color:#FF00FF; font-size:125%; font-weight:bold">Bookmark the other side of the wormhole!</span><br />
#Time to get your bearings<br />
#*Link the system's locus ID (the J#) to fleet members<br />
#*Ping d-scan, 360°, max range, using [[Overview_Guide#Setting_Up_a_Wormhole_Preset|Wormhole Overview Preset]]<br />
#*Your System Overlay will show signatures; record/report the # of Anomalies.<br />
#*Evaluate your surroundings, and consider swapping gate cloak for your cloaking device<br />
#If you see nothing threatening, start moving away from the wormhole, engage your cloaking device, and pulse your prop mod<br />
#*Prop mods can be activated if button is pressed within 1 second of activating cloak<br />
#*Consider changing your direction of travel so as to not be on a predictable path for those attempting to de-cloak you<br />
#Decide if this wormhole is worth checking out using the following considerations:<br />
#*Class of wormhole (C1/C2 are soloable, C3's require very good skills and a good ship to solo or a gang with logi, C4's and up require a logi supported gang)<br />
#*Number of anomalies (easiest source of PvE)<br />
#*Recent NPC/Ship/Pod kills in system from [http://wh.pasta.gg| wormhol.es mirror] Dotlan info (NPC kills imply it's been farmed recently, ship and pod kills may imply hazards)<br />
#*Signs of occupation (if PvP is of interest this might be a bonus)<br />
#<span style="color:#FF00FF; font-size:125%; font-weight:bold">Control your urge to launch probes</span><br />
#*The main goal of wormhole life is never letting anyone know you are there until you are ready to, and probes are obvious, we will get to that later<br />
<br />
==Check for Occupancy==<br />
Now you are cloaked and somewhat safe away from the wormhole where your chances of being de-cloaked are lowered, and you've made the decision that time should be invested digging further, let's figure out who's home.<br />
#Pull up your pod saver tab and show info on the Customs Offices.<br />
#*One of the most obvious indications of habitation is Player Owned Customs Offices (POCO's) as they are labeled with the name of the corp which set them up<br />
#*Interbus is the standard NPC Customs Office and can indicate that the system hasn't been colonized.<br />
#Check [http://wh.pasta.gg/| wormhol.es mirror] to see if its API digging agrees with current occupation.<br />
#*[http://wh.pasta.gg/| wormhol.es mirror] also has Dotlan info and links to public killboards for browsing recent activity.<br />
#Pull up the system map and check system size. <br />
#*Make note of any planets outside of 14.36AUs as they will not appear on d-scan.<br />
#*If able to warp while cloaked, start warping to planets out of range to gather d-scan data (use both the [[Overview_Guide#Setting_Up_a_Wormhole_Preset|Wormhole Preset]] to look for force fields, and the [[Overview_Guide#Creating_a_Looting_Preset|Looting Preset]] to look for wrecks)<br />
#*While warping this is an excellent time to be making [[Safe_Spot|safe spots]].<br />
#*Utilizing a narrow beam d-scan, locate and make note of any planet at which you find an active force field and any ships nearby.<br />
<br />
==Check out the POSes==<br />
By now you have several safe spots, and a list of the planets with active POSes on their moons, time to locate the POSes for monitoring.<br />
<br />
===Create a POS Finder Overview Tab===<br />
This tab is useful in quickly locating Moons containing POSes. <br />
'''Caution''', this tab does add clutter to your overview and d-scan results, particularly in a system with many planets being orbited by many moons. As such, it should not be used while in combat situations. Its benefit though is the ability to quickly reference moon distance, and align the d-scan beam towards a moon of interest<br />
#Open '''Overview Settings'''.<br />
#Click the '''4-lined box''' and select '''Load 6 - Wormhole'''. <br />
#Open the '''Celestial''' folder and check '''Moon'''. <br />
#Open the '''Deployable''' folder and ensure that '''Mobile Warp Disruptor''' is selected<br />
#Save the settings as '''6a - POS finder'''.<br />
<br />
Usage instructions<br />
#Warp to the planet's custom's office at a random distance (warping to the planet at a distance can sometimes land you close enough to the custom's office which can de-cloak you) and switch to POS finder preset, sort overview by distance<br />
#turn on [[camera]] tracking (default "c") and set 5° scan<br />
#*If there are a large number of moons, this can be sped up by scanning 360° and locating the POS first by range<br />
#*'''For example:''' if there are 20 moons, round up the current distance of moon 10 and use that as your max d-scan range, you now have eliminated half the moons that need to be scanned individually.<br />
#Highlight each moon of the current planet in the overview, press scan<br />
#Make note of any moons with active towers (those with force fields)<br />
#D-scan the moon one last time, if there are any warp disruptors in d-scan that implies a trap has been set near the POS<br />
<br />
===Warping to Moons===<br />
When warping to a moon with an active tower, where warp disruption bubbles are present, the utmost care must be taken. As such here's a quick quide of bubble mechanics from [http://www.evealtruist.com/2012/03/bubble-mechanics.html Azual Skoll at The Altruist].<br />
*'''NOTE:''' This step may be ignored in the event there are no ships/probes/wrecks in system on d-scan indicating any pilots are active<br />
====Bubble Mechanics====<br />
[[File:bubble_path.jpg|right|framed|A catch bubble on the left, and a drag bubble on the right.<br>Red line illustrates a safe warp path]]<br />
<br />
'''Key points relating to warping to a POS:'''<br />
*Bubbles near a POS are used as catch or drag bubbles, and will pull you out of warp at the leading edge of the bubble provided that:<br />
**The bubble is on grid with your destination (regardless of distance)<br />
**A continuous line drawn from your start point straight through your destination would pass through the radius of the bubble (both in front, and behind the destination)<br />
*Common alignments to be trapped are as follows in order of likelihood:<br />
*#The planet the Moon is orbiting<br />
*#The star<br />
*#Adjacent moons of the same planet<br />
*#Other stuff...<br />
*The distance you will travel after dropping out of warp is inversely proportional to your ships agility.<br />
**Smaller more agile ships will end up at the edge of the bubble<br />
**Larger ships may drift all the way into the center of the bubble<br />
*traps are often littered with anchored cans, abandoned drones, corpses, and other assorted space trash.<br />
**The disruption field itself will not de-cloak you, being within 2km of any object will<br />
**Mobile Warp Distruptors are scanable, but if warped to at any distance they will drag you to them.<br />
<br />
====The Actual Warp====<br />
Now that you know which moon is occupied, you can hop on grid with it to check for piloted ships<br />
*<span style="color:#FF00FF; font-size:125%; font-weight:bold">NOTE: It is highly suggested to only do this in ships fitted with covert ops cloaks</span><br />
#D-scan the moon one last time, if there are any warp disruptors in d-scan that implies a trap has been set at the warp-in from at least one approach<br />
#Review system map for ability to create bookmarks perpendicular to common approaches of the planet/sun, or moons and planets unaligned with common approaches<br />
#Select warp to moon at 0km - since POSes can't be anchored at zero, there is less of a chance of getting decloaked this way compared to warping in at a larger distance.<br />
#While in warp, have a celestial or safe available for easy access in case you need to bug out (preferably as directly behind you as possible so that should you have to escape, you won't end up trying to warp forward where other POS modules or bubbles are likely anchored)<br />
#*If you are caught, <span style="color:#FF00FF; font-size:125%; font-weight:bold">don't panic</span>, chances are you still have your cloak, plot your shortest path out of the bubble with the fewest obstructions and slow boat out to empty space<br />
#*If you've dropped cloak, <span style="color:#FF00FF; font-size:125%; font-weight:bold">don't panic</span>, you still have >10seconds depending on sig radius before the POS can lock you, plot your shortest path out of the bubble, light your prop mod, and hit your cloak the second you are clear.<br />
#*If you are locked, a properly fit POS will point you. Make sure you are out of the bubble and spam warp to a celestial. This way you can at least get your pod out quickly before occupants can react (POSs do not target pods unless controlled by players).<br />
#If you wind up cloaked in empty space, take a second to gander at the bubbles.<br />
#Identify a good vantage point to bookmark if you want to come back and spy<br />
#*Should be ~80km off grid with the tower so as to make the '''Look At''' option available to anything in the field<br />
#*Should be perpendicular to any bubble traps, and aligned with a bookmark or a celestial so that it can be warped to without any bubble concerns<br />
#Hang out and gather intel<br />
#*Piloted ships will be listed with their pilot on the overview and mouseover<br />
#*Check what is online and what is merely anchored as far as defenses and industrial structures, more industry and less defensive online could imply carebear leanings of the occupants, though not necessarily true.<br />
#Repeat for any other possibly occupied POSes<br />
<br />
==Scanning Time==<br />
If all has gone well up to this point, the only time your ship has appeared on D-scan is the brief time when swapping from jump cloak to cloaking device (that is if you have a covops cloak). No reason to break the blissful ignorance of possible occupants by announcing your presence now! Thus, the goal of the following section is to get your probes out into space, out of range for d-scan, as quickly as possible so that you may re-cloak and go about your business.<br />
*'''NOTE:''' This portion of the guide has been influenced by the musings of [https://gate.eveonline.com/Profile/Penny%20Ibramovic Penny Ibramovic] of [http://www.tigerears.org/ www.tigerears.org], specifically [http://www.tigerears.org/2012/11/25/how-to-perform-a-blanket-scan-of-a-w-space-system-2/ this page]<br />
<br />
===Find an Empty Spot===<br />
You and your probes will be visible while launching, so you want a nice spot out of d-scan range of any active ships.<br />
<br />
Things to avoid (in order of importance)<br />
#Active Pilots in space<br />
#*Most likely to be regularly pinging d-scan<br />
#Active POS with pilots<br />
#*Sense of security means less likely to be pinging d-scan<br />
#Active POS with no pilots<br />
#*Possibility of new pilots logging in while you are de-cloaked<br />
#Points between an active POS and active pilots<br />
#*Possibility of someone warping by while pinging d-scan<br />
<br />
If you can find a spot that is > 14.36au from all the above, super! If not, minimize your exposure to anything on the above list with the first 2 being the most important.<br />
<br />
===Launching Probes===<br />
Now, time to pop out some probes. Your goal here is to get your probes out, cloak up, and fling your probes out of d-scan range as quickly as possible.<br />
<br />
'''NOTE:''' Always use combat scanning probes<br />
*You can see ships<br />
*64au range is great for performing a blanket system scan<br />
*At each scan range, they have the same scan strength and variability as core probes<br />
*Core probes only benefit is the 0.25au range, but with Astrometric Rangefinding to 3 or 4 and a well fitted ship with a scan bonus, you will be able to resolve most sigs at 0.5au<br />
<br />
'''Launch Steps:'''<br />
#Warp to your spot selected in the last section<br />
#Ping d-scan for active pilots<br />
#Open system map<br />
#Drop cloak, activate prop mod<br />
#Launch minimum number of probes for a good scan<br />
#*''Optional:'' adjust probes to formation while waiting on launcher cooldown<br />
#Re-cloak<br />
#*''Optional, only recommended when not hunting targets:'' reload probes prior to re-cloaking<br />
#Set range on probes to 16au<br />
#*Gives a graphical representation of max d-scan range, anything in that bubble can see your probes<br />
#*'''NOTE:''' Launched probes start with the same range setting as when they were last recalled, best practice is to set 16au range prior to recall<br />
#move all probes >16au from any celestial<br />
#*Easiest to do by moving above or below the system plane<br />
#Select scan to cause probes to warp off<br />
#Ping d-scan to ensure probes are out of range<br />
#Set probes to 64au<br />
#Spread probes to cover the system, select scan<br />
<br />
And we now have a list of every non-cloaked scannable object in system. From your results:<br />
*Ignore all the anomalies, they are easy to find again<br />
**Keep/Bookmark them if you think you may be hunting anomaly runners later, ignored anoms can't be reaquired after the sleepers are clear which is a prime opportunity to gank a [[Noctis]].<br />
*Ignore structures as you've found all the POSes already<br />
*Count and record the number of ships, this should agree with results from d-scan<br />
*Record the sig ID's for the Cosmic Signatures that need to be scanned down<br />
<br />
Now you have a choice, PvP or PvE? If there's no signs of threats, start scanning down sigs and making bookmarks for the fun to come. If there are juicy targets, move on to the next section and try and hunt them down.<br />
<br />
=Hunting Targets=<br />
So there might be something worthwhile in system to gank, this part of the guide will go over best practices of dropping in on someone unawares. <br />
<br />
===Finding Targets at Celestial Objects===<br />
*No probes required, to be performed prior to launching probes<br />
*Most likely this will only be used to catch people working on PI<br />
*Scan objects of interest with a tight beam until target is located<br />
*Will require warping around in larger systems<br />
<br />
===Finding Targets at a Cosmic Anomaly===<br />
*No probes required, to be performed prior to launching probes<br />
*Used for catching combat or salvage operations underway<br />
*Perform a system scan with no probes<br />
**'''Note:''' system scan range is limited to 64au, you will have to warp to any planets outside that range and scan again<br />
*Scan objects of interest with a tight beam until target is located<br />
*Will require warping around in larger systems<br />
<br />
===Finding Targets at Neither an Anomaly nor a Celestial===<br />
*Requires probes, reference the [[Combat_Probing_101|combat probing syllabus]] for details<br />
*Un-warped probes can be used as markers<br />
<br />
==Target types==<br />
Below is a list of the general types of targets to be found in w-space and how to best track them down.<br />
<br />
===PI Hauling===<br />
[[Planetary_Interaction|Planetary Interaction]] is very profitable in wormholes, as such it is a popular activity for pilots to be working on while you pop into their system. <br />
*'''NOTE:''' combat probes are not needed to hunt PI haulers (unless you plan on getting them on a wormhole)<br />
<br />
====Opposition====<br />
*Ship: [[Industrial#Hauling_Craft|T1 or T2 industrial]], or if you are lucky and they are slow witted and flying an [[Orca|Orca]]<br />
*Fit: <br />
**Cloak and/or Probe launcher on the highs<br />
**Shield tank in the mids<br />
**Cargo expanders and/or warp stabs in the lows<br />
**Cargo expanders, agility, or tank in the rigs<br />
<br />
====Profitability====<br />
'''Low:''' - Most likely drop is an expanded cargohold. Any PI materials that drop are likely too large to fit in the hold of a combat ship.<br />
<br />
====How to Hunt====<br />
P-goo collectors are most often found warping between customs offices in their home system. Best ambush is to be at their next stop before they are. With skills to 5 they can only operate at 6 planets, thus you are time limited in tracking them down before they are done for the day.<br />
#D-scan planets with a narrow beam until target is located at a POCO<br />
#Warp to current location at range and start playing catch up until you land on grid with them<br />
#Watch them align and warp to your optimal of their next POCO<br />
#*Industrial warp speed is 3au/s so chances are you will arrive first<br />
#De-cloak and wait to pounce<br />
#*Stealth bombers can stay cloaked due to lack of recalibration delay<br />
<br />
====Risk====<br />
They may have friends in system, so do not linger around afterwards.<br />
<br />
----<br />
<br />
===Rock Chewers===<br />
Ore sites in wormholes have lots of very large asteroids of every type, which makes them a desirable place to mine.<br />
*'''Note:''' probes are not required to hunt down a mining operation - wormhole ore is found in Anomalies<br />
<br />
====Opposition====<br />
*Ships: [[Venture]], [[Prospect]], [[Barge#Mining_Barges|Mining Barge]] or [[Barge#Exhumers|Exhumer]], [[Orca]] if you're lucky.<br />
*Fit: Shield tank with mining stuff<br />
<br />
====Profitability====<br />
'''Low:''' - T2 strip miners are kinda nice, but the ore won't fit in a combat ship's hold.<br />
<br />
====How to Hunt====<br />
In w-space, ore is found in Anomalies and does not need to be probed down.<br />
<br />
====Risk====<br />
*Drones, should be able to tank a flight of light or medium drones depending on the target<br />
*The [[Procurer|Procurer]] and the [[Skiff|Skiff]] can have some very nice tank<br />
*They may have friends nearby<br />
<br />
----<br />
<br />
===Gas Huffers===<br />
<br />
====Opposition====<br />
*Ships: [[Venture]], [[Prospect]], [[Cruiser#T1_Cruisers|T1 cruiser]], [[battlecruiser]], and possibly a [[Industrial#Hauling_Craft|T1 or T2 industrial]]<br />
*Fit: shield or armor tank<br />
*It used to be that the [[Hurricane]] was the ship of choice for gas harvesting due to its large cargo hold and lots of low slots, but the [[Venture]] has now overtaken this with gas going in its ore hold and it being far cheaper to replace. Battlecruiser gangs are still used in higher end sites for gank resistance.<br />
*The [[Venture]] will require 3 or 4 warp disruption points to lock down, though a high alpha strike can be sufficient<br />
<br />
====Profitability====<br />
'''Medium:''' - T2 gas harvesters sell nicely, and chances are you can fit some of the gas in a combat hold as it isn't very bulky<br />
<br />
====How to Hunt====<br />
In w-space, gas sites are the only place where gas clouds are found, and need to be probed down.<br />
<br />
====Risk====<br />
*Battlecruisers can still fit some weapons and tank while huffing and shouldn't be considered a soft target<br />
*They may have friends nearby<br />
<br />
----<br />
<br />
===Combat Operations===<br />
*Ships: Combat ships and possibly Logi<br />
*Fit:<br />
**If no logi, shield or armor self tank either active or pasive. Most likely using long range weapons<br />
**If logi are present, most likely buffer fit either for max damage projection (incursion style fitting) or PvP fit for gank resistance<br />
<br />
====Profitability====<br />
'''Medium to High:''' - Chance at some nice shiny modules if players have taken the money to bling out their ships<br />
<br />
====How to Hunt====<br />
*At an anomaly: no need for probes<br />
#Run a basic system scan and d-scan each anomaly for ships<br />
#Warp in, spread points, kill stuff, don't die to sleepers<br />
*At a signature: Need probes<br />
#Launch probes covertly<br />
#Get bearing and range with d-scan<br />
#Place probes on best guess<br />
#Scan, and with a good hit, recall probes or move them out of d-scan range<br />
#Warp in, spread points, kill stuff, don't die to sleepers<br />
<br />
====Risk====<br />
*Taking on combat ships, so be sure you have good intel on ships and are attacking with a force that can win<br />
*They may have friends nearby<br />
<br />
----<br />
<br />
===Salvage Operations===<br />
*Ships: [[Frigate#Exploration|T1 exploration frigate]] for hacking/archeology, [[:Category:Standard_Destroyers|Destroyer]] or [[Noctis]]. A [[Strategic Cruiser]] can also be fit with a subsystem that increases tractor beam range and velocity - if you find one of these salvaging, be aware that it will have a much better tank than any of the other salvaging ships mentioned above and in addition, it may have enough dps modules fit to kill you.<br />
<br />
====Profitability====<br />
'''High''' if you catch a salvage operation that has been through several sites, you can profit off the work of others<br />
*If you have a fleet, consider ganking the salvager with a bait ship, then when defense fleet warps in, bring in your fleet and get them too<br />
<br />
====How to Hunt====<br />
Best place to catch a salvage operation is to wait at a site that has already been cleared of sleepers, but not yet salvaged. In this case your goal will be to warp into a site being run while cloaked and wait until the combat fleet leaves and the salvager comes in. Same rules for finding a fleet in progress apply here with the exception of also using a d-scan overview setting that can see wrecks<br />
<br />
*At an anomaly: no need for probes<br />
#Run a basic system scan and d-scan each anomaly for ships and wrecks<br />
#Warp in, spread points, kill stuff, don't die<br />
*At a signature: Need probes (if only wrecks are present in the site, the site may despawn and become un-probable until a ship enters)<br />
#Launch probes covertly<br />
#Get bearing and range with d-scan<br />
#Place probes on best guess<br />
#Scan, and with a good hit, recall probes or move them out of d-scan range<br />
#Warp in, spread points, kill stuff, don't die<br />
<br />
====Risk====<br />
*The salvager will have limited defensive ability and most likely limited tank unless it's a [[Strategic Cruiser]] - see above.<br />
*Combat ships may be available, so do not stick around unless you are prepared to fight them<br />
<br />
=Using Multiple Scouts=<br />
If multiple scouts are available, this can greatly speed up the time required to properly scan down a given system, or chain of systems for combat/money making opportunities. In these cases, this is best done using some form of collaborative storage location of information so that multiple scouts do not end up stepping on each others toes. Some examples are listed below<br />
*[https://drive.google.com Using a shared Google Docs spreadsheet]<br />
===Procedure===<br />
#Once a collaborative document/site has been started, the first scout places sig IDs for each signature in the document <br />
#Each scout then calls out each sig ID as they begin to attempt to narrow it down<br />
#Details of each signature are then updated and a bookmark is made<br />
#Scouts then move on to the next signature not currently scanned or in progress<br />
#As connecting wormholes are scanned, scouts can branch out into adjacent systems<br />
<br />
=Scouting Connecting Wormholes=<br />
Repeat the above for each connection (time permitting)<br />
*Remember to bookmark both sides of all wormholes<br />
**Also remember to bookmark WHs while on grid as scan results bookmarks have range variation from the actual point<br />
*Once you start moving 2 or more systems deep in w-space, make sure a map of connections has been generated, as you will become lost otherwise.<br />
=CovOps Traps=<br />
<br />
You might think flying around in a Covert Ops ship is pretty safe, and it's easy to escape from any situation. This is unfortunately not so. The well-known CovOps Trap is something to watch out for. It goes something like this (described from the point of view of the hunters)...<br />
<br />
# You have a connection to an unknown w-space system. Maybe it's your static and you just opened it. Whatever the situation, the K162 is on the far side. You have a scout in that w-space system, that is looking at probes moving around on d-scan, and maybe a CovOps on d-scan.<br />
# Your scout moves back to the K162, whilst your corp gathers the following ships: one [[interdictor]], plus at least one fast-locking [[interceptor]]. More interceptors, and DPS ships that can assign their scout drones to the intercptor(s) will make a successful catch more likely.<br />
# The scout sees probes getting closer on d-scan, until he has at least 4-5 probes within 2-3 AU of the K162. This shows the unknown scanner now has the K162 bookmarked. Sooner or later, the unsuspecting victim appears on the grid, and jumps through. Your scout gives you a heads up.<br />
# As soon as the wormhole activates, the interdictor drops a bubble. This bubble lasts two minutes, and will prevent the victim warping away (unless he's in a nullified T3). The interdictor jumps through the wormhole immediately, decloaks on the other side (the side the victim came from) and waits.<br />
# Your interceptor waits for the victim to decloak and re-cloak. If you're lucky, he manages to lock him before he can re-cloak, but what usually happens is the victim jumps back through in an attempt to get away. The interceptors immediately follow him and de-cloak on the far side.<br />
# The interdictor sees the wormhole activate, and drops another bubble, and waits with everything running hot. Hopefully your interceptor(s) will decloak before the victim and run everything hot themselves.<br />
# Your victim de-cloaks and then re-cloaks (we'll assume you weren't quite fast-locking enough to catch it). Your interceptors (plus any assigned drones) chase at full speed to where he disappeared. The more interceptors, and the more assigned drones, the more likely you are to de-cloak him. Once he's de-cloaked, it's a simple matter to kill him and his pod, since the bubble prevents warping out, and the wormhole polarization timer prevents jumping through again.<br />
<br />
If you're the victim here, there's not much you can do about this situation. Microwarpdrives can be very useful at escaping interceptors trying to decloak you (you can activate them within 5 seconds of activating a cloak), as can anything that increases your velocity.<br />
<br />
Flying a nullified T3 is not a foolproof way of countering covops traps either; because they take so long to align and warp an experienced interceptor pilot will be able to de-cloak, lock and point you long before you leave. Your best hope is to (a) hope for incompetent enemy pilots, and (b) don't take your T3 into unknown K162s, ''especially'' if you have seen any hostile activity and you don't know where they came from.<br />
<br />
[[Category:Guides]]<br />
[[Category:Wormholes]]</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Sansha_Hideout&diff=125574Sansha Hideout2017-08-19T06:30:31Z<p>Calder ormand: </p>
<hr />
<div>{{Complex|Sansha Hideout}}<br />
<br />
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<br />
<br />
<br />
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<br />
'''Sansha Hideout''' is an [[Combat_sites#Unrated_complexes|Unrated Complex]] that can be scanned down with scanner probes. It is found in both high security systems occupied by the [[Sansha's Nation]] pirate faction. This complex is accessible only by Frigates and Destroyers (including their Tech 2 variants). Only Frigate class Sansha ships will be encountered within this site. The names and amount of ships may vary from what is listed here. <br />
<br />
<br />
<br />
==Walkthrough==<br />
<br />
===Room 1===<br />
{{NPCTableHead|Initial Defenders}}<br />
{{NPCTableRow|Frigate|2|Centii Enslaver}}<br />
|}<br />
<br />
{{NPCTableHead|Wave 1}}<br />
{{NPCTableRow|Frigate|1|Centii Butcher}}<br />
{{NPCTableRow|Frigate|2|Centii Slavehunter|ewar=TD }}<br />
|}<br />
<br />
{{NPCTableHead|Wave 2}}<br />
{{NPCTableRow|Frigate|2|Centii Enslaver}}<br />
|}<br />
<br />
{{StructureTable<br />
|{{StructureTableRow|Structure|1|Bunker|trigger=Triggers Wave 2}}<br />
{{StructureTableRow|Structure|2|Sansha Lookout}}<br />
{{StructureTableRow|Structure|1|Abandonded Ship Yard}}<br />
{{StructureTableRow|Accl Gate|1|Acceleration Gate|note=Unlocks when first room is cleared}}<br />
}}<br />
<br />
===Room 2===<br />
<br />
{{MessageBox<br />
|In Local Channel:<br />
|Sansha Overseer: ''"Defend the refinery! It must not be destroyed!"'' <br />
|}<br />
<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Frigate|2|Centii Butcher}}<br />
}}<br />
<br />
{{NPCTableHead|Wave 1}}<br />
{{NPCTableRow|Frigate|6|Centii Plague/Manslayer/Misshape}}<br />
|}<br />
<br />
{{NPCTableHead|Wave 2}}<br />
{{NPCTableRow|Frigate|3|Centii Cannibal}}<br />
{{NPCTableRow|Frigate|0-1|True Sansha's Minion|trigger=Escalation Trigger|cargo=May drop faction modules}}<br />
|}<br />
<br />
{{StructureTable<br />
|{{StructureTableRow|Structure|1|Minor Refinery|trigger=Escalation Trigger}}<br />
{{StructureTableRow|Structure|1|Abandoned Ship Yard}}<br />
{{StructureTableRow|Structure|2|Sansha Bunker}}<br />
{{StructureTableRow|Structure|1|Sansha Lookout}}<br />
}}<br />
<br />
==Bounties==<br />
The bounties on the heads of the pirates in this anomaly add up to a total of roughly 200,000 ISK, payable by CONCORD. <br />
<br />
==Escalations ==<br />
Destroying the Minor Refinery structure or the Commander Ship may trigger an expedition called [[Drop]], with this message: <br />
<br />
''"While fighting the last defenders of this hideout, you noticed three of their ships warp out and disappear from radar. Your navigational computer has had a few minutes now to mull over the data they left and has come up with a probable destination in case you want to chase them."''<br />
<br />
[[Category:Unrated Complexes]]</div>Calder ormandhttps://wiki.eveuniversity.org/index.php?title=Sansha_Hideout&diff=125573Sansha Hideout2017-08-19T06:29:17Z<p>Calder ormand: Cleaned up page format</p>
<hr />
<div>{{Complex|Sansha Hideout}}<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
'''Sansha Hideout''' is an [[Combat_sites#Unrated_complexes|Unrated Complex]] that can be scanned down with scanner probes. It is found in both high security systems occupied by the [[Sansha's Nation]] pirate faction. This complex is accessible only by Frigates and Destroyers (including their Tech 2 variants). Only Frigate class Sansha ships will be encountered within this site. The names and amount of ships may vary from what is listed here. <br />
<br />
<br />
<br />
==Walkthrough==<br />
<br />
===First Room===<br />
{{NPCTableHead|Initial Defenders}}<br />
{{NPCTableRow|Frigate|2|Centii Enslaver}}<br />
|}<br />
<br />
{{NPCTableHead|Wave 1}}<br />
{{NPCTableRow|Frigate|1|Centii Butcher}}<br />
{{NPCTableRow|Frigate|2|Centii Slavehunter|ewar=TD }}<br />
|}<br />
<br />
{{NPCTableHead|Wave 2}}<br />
{{NPCTableRow|Frigate|2|Centii Enslaver}}<br />
|}<br />
<br />
{{StructureTable<br />
|{{StructureTableRow|Structure|1|Bunker|trigger=Triggers Wave 2}}<br />
{{StructureTableRow|Structure|2|Sansha Lookout}}<br />
{{StructureTableRow|Structure|1|Abandonded Ship Yard}}<br />
{{StructureTableRow|Accl Gate|1|Acceleration Gate|note=Unlocks when first room is cleared}}<br />
}}<br />
<br />
=== Pocket 2 ===<br />
<br />
{{MessageBox<br />
|In Local Channel:<br />
|Sansha Overseer: ''"Defend the refinery! It must not be destroyed!"'' <br />
|}<br />
<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Frigate|2|Centii Butcher}}<br />
}}<br />
<br />
{{NPCTableHead|Wave 1}}<br />
{{NPCTableRow|Frigate|6|Centii Plague/Manslayer/Misshape}}<br />
|}<br />
<br />
{{NPCTableHead|Wave 2}}<br />
{{NPCTableRow|Frigate|3|Centii Cannibal}}<br />
{{NPCTableRow|Frigate|0-1|True Sansha's Minion|trigger=Escalation Trigger|cargo=May drop faction modules}}<br />
|}<br />
<br />
{{StructureTable<br />
|{{StructureTableRow|Structure|1|Minor Refinery|trigger=Escalation Trigger}}<br />
{{StructureTableRow|Structure|1|Abandoned Ship Yard}}<br />
{{StructureTableRow|Structure|2|Sansha Bunker}}<br />
{{StructureTableRow|Structure|1|Sansha Lookout}}<br />
}}<br />
<br />
== Bounties ==<br />
The bounties on the heads of the pirates in this anomaly add up to a total of roughly 200,000 ISK, payable by CONCORD. <br />
<br />
==Escalations ==<br />
Destroying the Minor Refinery structure or the Commander Ship may trigger an expedition called [[Drop]], with this message: <br />
<br />
''"While fighting the last defenders of this hideout, you noticed three of their ships warp out and disappear from radar. Your navigational computer has had a few minutes now to mull over the data they left and has come up with a probable destination in case you want to chase them."''<br />
<br />
[[Category:Unrated Complexes]]</div>Calder ormand