https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=False+solace&feedformat=atomEVE University Wiki - User contributions [en]2024-03-28T09:35:47ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=User:False_solace&diff=19884User:False solace2011-02-02T08:45:07Z<p>False solace: /* Fleet resources */</p>
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<div>== SOP ==<br />
* [[Ivy League Policies]]<br />
* [[Wartime Standard Operating Procedures]]<br />
<br />
=== ROE ===<br />
* WTs/Criminals: Attack anywhere<br />
* -10s: Attack in losec, attack structures and industrial ships<br />
* -5s: Attack in losec, do not attack structures/industrial ships<br />
* Neutral: If attacked, their alliance is considered -5 until end of operation<br />
* Attacking non-WT/Criminals (-5 sec or lower) in lowsec+ will result in GCC, loss of security status, and killrights if target does not aggress back<br />
<br />
=== MMFs ===<br />
* No PvP mixed fleets<br />
** All activities in losec & nullsec are considered PvP<br />
** Wormhole fleets may include blues<br />
*** PvP must not take place with blues in fleet<br />
*** If blues are attacked by neutrals you may not attack until fired upon<br />
* PvP fleets with +10s may only engage -10s<br />
<br />
== War ==<br />
* [[Dos and Don'ts During War]]<br />
* [[Fleet Operations During War Time]]<br />
* [[Wartime Checklist]]<br />
** "Do not talk about fleet locations (or your own, for that matter) outside of your fleet channel. Yes, that does means you cannot tell a fleet where you are until you have joined it or the FC has convoed you."<br />
** "Do not ask "are there any fleets running" - if they are, they should not be communicating with you. Wait for a new one to be called in Alliance"<br />
** "Under no circumstances should the location of any Uni Fleet or Wartarget be reported in any of the standard Uni channels (this includes Alliance and Corp)"<br />
* [[Wartime and Official ILN Operations Loot Policy]]<br />
<br />
== Fleet resources ==<br />
* [[The Rookie's Guide To Fleet Ops]]<br />
* [[Overview Guide]]<br />
* [[Timers]]<br />
* [[How to Post A Killmail]]<br />
* [[How to Properly Form a Fleet]]<br />
* [[TeamSpeak#Using the Channel Commander Features|Channel commander in Teamspeak]]<br />
* [[Fleet Formation and Intel]]<br />
* [[Fleet Doctrine for the Ivy League Navy]]<br />
* [[Fleet Checklist]] (CFD)<br />
<br />
== Quicklinks ==<br />
* [http://forum.eveuniversity.org/index.php Forum]<br />
* [http://evemaps.dotlan.net/ Dotlan]<br />
** [http://www.google.com/url?sa=t&source=web&cd=2&ved=0CBoQFjAB&url=http%3A%2F%2Fevemaps.dotlan.net%2Fmap%2FMetropolis&rct=j&q=eve%20maps%20dotlan%20metropolis&ei=Q3kvTdDdJoyr8AbGhJ3wCQ&usg=AFQjCNFCkgx384LaE_0rc9JIeEfz8UVKkw&cad=rja Metropolis]<br />
** [http://www.google.com/url?sa=t&source=web&cd=2&ved=0CBoQFjAB&url=http%3A%2F%2Fevemaps.dotlan.net%2Fmap%2FHeimatar&rct=j&q=eve%20maps%20dotlan%20heimatar&ei=WHkvTdm1D4K88gaxiKWaCg&usg=AFQjCNGf_LJBOzKOAMx26foBlGNXPKOt4Q&cad=rja Heimatar]<br />
** [http://www.google.com/url?sa=t&source=web&cd=1&ved=0CBMQFjAA&url=http%3A%2F%2Fevemaps.dotlan.net%2Fmap%2FSinq_Laison&rct=j&q=eve%20maps%20dotlan%20sinq%20liason&ei=ZnkvTYLYCcG78gaLwNn2CA&usg=AFQjCNE9IVzVY9fFetTx4DVMFXM1ST9DAQ&cad=rja Sinq Liason]<br />
<br />
== Fleet roles ==<br />
* [[ECM Guide]]<br />
** [[ECM Guide#Using your ECM Modules|Using your ECM Modules]]<br />
** [[ECM Guide#Flying ECM: Basics|Flying ECM: Basics]]<br />
** [[ECM Guide#Flying ECM: Targets|Flying ECM: Targets]]<br />
<br />
== E-Uni programmes ==<br />
* [[Ship Replacement Program]]<br />
* [[The Skillbook Program]]<br />
* [[Corporation Hangar]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Mining&diff=19831Mining2011-02-01T06:55:31Z<p>False solace: /* Cooperative Mining */ Switched from TeamSpeak to Mumble</p>
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<div>[[Image:Miningexample.jpg|thumb|upright=2.8|A group of E-UNI pilots in a mining op.]]<br />
== Overview ==<br />
Mining is the profession of extracting ore from asteroids; these ores can then be refined into minerals which in turn are used in the production of all player created items in EVE, such as ships and modules. It is one of the few professions that is immediately available to beginning players and most EVE industrialists started their careers by mining. Mining is perhaps the most economically safe profession in EVE; losing mining ships or being podded is uncommon and minerals are always in demand. In its simplest form, mining can be accomplished by finding an asteroid site in a system and mining its asteroids with mining lasers.<br />
<br />
All Eve University members are encouraged to take advantage of the [[Mining Loaner Fleet|mining loaner fleet]] program to get into mining faster and at no cost. The University will even [[The Skillbook Program|provide the skillbook]] for you!<br />
<br />
== Prospecting ==<br />
<br />
=== Efficiency ===<br />
Before mining, it is best advised that players determine what is the most profitable way to mine. This involves determining what asteroids to mine, where to find these asteroids, which ships (and skills) are best suited and optimized to mine and (in most cases) how best to haul the ore to a [[Refining|refining]] station and then to the market. All miners should attempt to maximize their efficiency (and therefore their profitability) which is typically measured by the amount of m3 mined in a cycle of a mining laser. For example Veldspar is the most common and cheapest ore in EVE and has a volume of .1m3, Scordite is the next most common ore but has a volume of .15m3. Therefore, for every cycle, 3/2 more Veldspar is mined than Scordite. To be more profitable Scordite's market price must be in turn 3/2 greater than Veldspar. Since the market is player driven ore and mineral prices are ever changing, hence miners should always check the market for the most efficient ore/mineral to mine for.<br />
<br />
A good site that will help you determine the most profitable ores is [http://eve.grismar.net/ore/ Grismar's Ore Chart]. Look up the market prices of the minerals from your console, and input them in the top row. Hit Apply, and you'll see which ore will give you the most ISK per m3. There are a few sites that will do this for you - [http://gunfleet.org/igb/mining.php This IGB site] and [http://www.boxofmonocles.com/eve_ore this OGB site] are two examples. [[Determine which ore to mine for most profit|This page]] explains how to use the second site. Remember to doublecheck the prices that any automated tools give you - they will often use regional averages to determine mineral prices, and if you plan to sell your goods at a specific station or hub then your priorities might come out differently.<br />
<br />
=== Asteroids ===<br />
[[File:Glow_roid_grid.jpg|200px|thumb|right|Roid Grid]]<br />
Asteroid belts can be found in most systems either on the overview window or by right clicking and using the Asteroid Belt section([http://www.ombeve.co.uk/ Ombey's 2D Maps] contains information on the number of asteroid belts in a system). Each asteroid belt has several properties: what asteroids compose the asteroid belt, what asteroids are present and the overall quantity and quality of the asteroids. In empire space there are six asteroids: Veldspar, Scordite, Pyroxeres, Plagioclase, Omber and Kernite. However only a subset of these six asteroids can be found any system depending on which faction controls the region. Low-sec and 0.0 space each have their own respective set of asteroids (which is compounded, so low-sec space contains all the empire space asteroids and 0.0 space contains both empire and low-sec asteroids). A complete list can be found at [http://www.fluidorbit.co.uk/ ToxicFire's ORE Map]. Keep in mind that asteroids only spawn after downtime so there will be belts that are devoid of a certain asteroid (or any asteroid in some cases) because other miners have already mined it out.<br />
<br />
Another important factor is the size of the asteroids in a belt: smaller asteroids will require more laser management and cause more wasted laser cycles. Using a survey scanner to scout belts is highly recommended; the difference between a belt freshly respawned after downtime and one that hasn't been touched in a few days is very noticable. Missions also often yield significant asteroid belts. Keep an eye out for those, and you may reap in more ore than a couple of belts combined.<br />
<br />
Hint: Set your overview to "default mining" (click the triangle next to overview -> load -> mining) to see asteroids other than veldspar.<br />
(Note that not all ores and other harvestable items will not be shown by using the default mining set.)<br />
<br />
Here is a list of common hisec asteroids and which one offers larger amounts of minerals.<br />
<br />
{| cellpadding="5" cellspacing="0" border="1"<br />
!Base Ore !! Slightly More (+5%) !! Greatest Concentration (+10%)<br />
|-<br />
| Veldspar || Concentrated Veldspar || Dense Veldspar <br />
|-<br />
| Plagioclase || Azure Plagioclase || Rich Plagioclase<br />
|-<br />
| Scordite || Condensed Scordite || Massive Scordite<br />
|-<br />
| Omber || Silvery Omber || Golden Omber<br />
|-<br />
| Pyroxeres || Solid Pyroxeres || Viscous Pyroxeres<br />
|-<br />
| Kernite || Luminous Kernite || Fiery Kernite<br />
|-<br />
|}<br />
<br />
=== Ships ===<br />
There are three types of ships used in mining: a mining ship, a hauler and a mining support ship. <br />
*In general any ship that has a turret slot is capable of becoming a mining ship. Caldari ships typically make good mining ships because of their CPU capacities but each race has a frigate with mining bonuses and typically players will receive one upon completion of the tutorial mission. Popular mining cruisers include the Caldari Osprey and the Gallente Vexor. Players will then typically move on to Mining Barges and then to Exhumers. <br />
*A hauler's purpose is to take the ore that has been mined from a mining ship and transport it back to a refining station or to the market. Usually players will use an industrial ship while mining and a freighter when moving large quantities of ore/min from station to station (freighters cost upwards of a billion isk to operate and cannot haul ore from space, so most players will use an industrial ship for both purposes). <br />
*Finally, a mining support ship can either come in the form of a security detail against rats and players looking to steal ore or as a ship designed to provide mining efficiency bonuses. The ultimate mining support ships are the [[Orca]] and [[Rorqual]], of which only the [[Orca]] can enter high-security space and fit through normal stargates.<br />
<br />
<br />
More details can be found at [[Mining Ships]].<br />
<br />
<br />
{| cellpadding="5" cellspacing="0" border="1"<br />
!Ship Type !! Amarr !! Caldari !! Gallente !! Minmatar<br />
|-<br />
| '''Frigate''' || Tormentor || Bantam || Navitas || Burst <br />
|-<br />
| '''Cruiser''' || Arbitrator (drones) || Osprey || Vexor (drones) || Scythe <br />
|}<br />
<br />
<br />
{| cellpadding="5" cellspacing="0" border="1"<br />
!Ship Type !! Ship !! Use<br />
|- <br />
| '''Battleship''' || Rokh || Will out mine a Retriever in some cases by well over 50%, but requires more attention to cargohold management<br />
|- <br />
|rowspan="3"| '''[[Mining_Barges|Mining Barge]]'''<br />
| Procurer || Not a recommended ship, more appropriate start ship is the Retriever<br />
|-<br />
| Retriever || Best entry level mining barge<br />
|-<br />
| Covetor || Same skill set as Hulk, only cheaper with less fitting capability, if possible jump to hulk<br />
|-<br />
|rowspan="3"| '''[[Exhumers|Exhumer]]''' || Skiff || Specializes in mining Mercoxit<br />
|-<br />
|Mackinaw || Specializes in [[Ice Mining]]<br />
|-<br />
|Hulk || Best all round mining boat<br />
|-<br />
| '''Support''' || Command Ships || Can fit gang assist modules and provide security<br />
|-<br />
| '''Industrial Command''' || [[Orca]] ||Bonuses towards gang link modules, has considerable cargo room, can fly in high sec<br />
|-<br />
| '''Capital Industrial''' || Rorqual || Capital ship, Bonuses towards gang link modules, can compress ore in cargohold vastly increasing capacity<br />
|}<br />
<br />
<br />
Also see the [[ORE_Basic_Ship_and_Skill_Guide]] for recommend ORE Ship Fittings.<br />
<br />
===Skills===<br />
Basic Skills:<br />
* {{sk|Industry|Mining}}: 5% extra yield per level.<br />
* {{sk|Science|Astrogeology}}: 5% extra yield per level.<br />
<br />
Specialty Mining Skills:<br />
* {{sk|Industry|Ice Harvesting}}: Required for [[Ice Mining]].<br />
* {{sk|Industry|Gas Cloud Harvesting}}: Required for [[Gas Cloud Mining]].<br />
<br />
Fitting Skills:<br />
* {{sk|Electronics|Electronics}}: Increases CPU available, a common bottleneck for fitting lasers and upgrades.<br />
* {{sk|Electronics|Electronics Upgrades}}: Required for fitting and using co-processors.<br />
* {{sk|Electronics|Mining Upgrades}}: Required for fitting and using Mining Upgrades; reduces their CPU penalty.<br />
* {{sk|Mechanic|Hull Upgrades}}: Required for fitting and using Expanded Cargoholds.<br />
* {{sk|Mechanic|Astronautics Rigging}}: Required for ''fitting'' Cargohold Optimization rigs.<br />
<br />
Tank Skills:<br />
* {{sk|Engineering|Engineering}}: Increases available powergrid, a common bottleneck for tank modules.<br />
* {{sk|Engineering|Shield Operation}}, {{sk|Engineering|Shield Upgrades}},{{sk|Engineering|Shield Management}}<br />
<br />
Drone Skills:<br />
* {{sk|Drones|Drones}}: Increases number of available drones.<br />
* {{sk|Drones|Drone Interfacing}}: Increases mining drone yield by 20% per level.<br />
* {{sk|Drones|Mining Drone Operation}}: Increases mining drone yield by 5% per level.<br />
<br />
Leadership skills:<br />
* {{sk|Leadership|Leadership}}/{{sk|Leadership|Wing Command}}/{{sk|Leadership|Fleet Command}}: Increases the number of people you can give mining bonuses to.<br />
* {{sk|Leadership|Mining Foreman}}: Increases the mining yield of your boosted fleet members by 2% per level.<br />
* {{sk|Leadership|Mining Director}}: Increases the effectiveness of Mining Foreman link modules (ie, Orca boosts) by 100% per level.<br />
* {{sk|Leadership|Warfare Link Specialist}}: Increases the effectiveness of Mining Foreman link modules by 20% per level. Level 5 grants the use of Command Processors, which allow more ships to fit more than one Warfare Link.<br />
<br />
Spaceship Command Skills:<br />
* '''Racial Frigate, Racial Cruiser''': Racial Mining Ships<br />
* {{sk|Spaceship Command|Mining Barge}}: Procurer, Retriever, Covetor<br />
* {{sk|Spaceship Command|Exhumer}}: Skiff, Mackinaw, Hulk<br />
* {{sk|Spaceship Command|Industrial Command Ships}}: [[Orca Guide|Orca]]<br />
* {{sk|Spaceship Command|Capital Industrial Ships}}: Rorqual<br />
<br />
== Solo Mining ==<br />
There are several methods commonly used in mining, the most basic only requires one account and can be run by very low skilled players while the most advanced will require multiple players all performing separate tasks in order to be effective.<br />
<br />
=== Cargohold Mining === <br />
The most basic way to mine is to fill the cargohold of a ship full of ore and then return to a station to drop it off. Its advantages are that it requires only one character, is possible for very low skill levels and is completely theft proof. Its disadvantages are that most cargoholds are very small and you are not profitable during the times you are ferrying the ore from the belt to the station. If cargohold mining, try to find a ship with a larger than average cargohold with multiple low slots which then can be fitted with expanded cargohold modules. Cargohold mining is typically not recommended since the amount of travel time (and thus time not spent mining) is so great. A variant of this method is called AFK mining where a industrial ship is equipped with a single mining laser (as all industrial ships only have one turret slot) and then is used to mine a large asteroid while the player is AFK; some corporations have policies against AFK mining and it should only be attempted in low traffic high sec regions.<br />
<br />
Don't forget when cargohold mining that if you can afford to keep a Giant Secure Container in your hold it effectively adds 900m3 to your capacity if you put your ore directly into it. Every little helps! (The GSC takes up 3000m3 in your hold but you can get 3900m3 into it - odd but useful.)<br />
<br />
=== Jet Can Mining ===<br />
Players can jettison items from their cargohold into space, which results in a cargo container (more commonly called a jetcan or just a can) forming within 2,500m3 of the ship. This jetcan has a volume capacity of 27,500m3. Miners can take advantage of this capacity by transferring the ore in their cargohold into the jetcan. Typically a player will fill a jetcan with ore, and then swap to a ship with a larger cargohold (most often an industrial ship). Its advantages are that you decrease your travel time significantly from the cargohold mining method. Its disadvantages are that jetcans only have a life span of 2 hours and they are not secure, meaning anyone can open and remove items from a jetcan. This is a common form of theft and griefing in the game where a player will "flip" a jetcan either to steal the ore or to induce a fight without concord intervention. One possible way to combat this is to use secure containers which can be programmed with a password; unfortunately, the largest, the giant secure container (usually called a GSC) can only hold 3,900m3 of ore and thus is considerably less efficient than a jet can.<br />
<br />
=== GSC Mining ===<br />
The Giant Secure Container method of mining lets you solo mine into secure containers that have been anchored and password protected. You can then pick up or have a friend pick up the ore later on. You will need the following:<br />
*Skill Book: Anchoring under corporate category - trained to level one.<br />
*Secure Containers: Giant Secure container is preferred<br />
*A system with a sec status of 0.7 or below.<br />
<br />
# Take a Hauler and the secure containers to where you want to mine. Deploy the container about 5000 meters away from any object.<br />
# '''Important''' Right click the GSC, anchor it and then set the password. If you don't do this step your container can be looted and/or will disappear during the next down time.<br />
# Mine securely and pick up later. These containers will disappear after 30 days if not used.<br />
# Another option how to use GSC is to set up GSC "Nest". Just take your haul 150+ km out of belt, set up GSCs and bookmark their location. Then mine, warp to nest, return and mine again. This remove lost time due to small speeds of mining ships when going to deposit your ore to GSC. Then pick up your ore as usual.<br />
<br />
Something that often gets completely missed by rookies is that a Giant Secure Container is larger on the inside than it is on the outside - by 900m3. They are often used in industrial ships to give a bit of a bonus to cargo capacity, although the transported items need to be easily splittable to take full advantage. Ore and/or minerals fit these criteria nicely.<br />
<br />
=== Dual Account Mining ===<br />
<br />
It is possible to have two accounts on one computer. (If you have multiple monitors, EVEMover is a useful program to manage multiple EVE instances.) One of these can be used as a maxed-out miner, and the second as a hauler. Even new accounts can do this productively. For example, one account could, in two or three weeks, be set up to use a Caldari Osprey with Miner IIs and some Mining Foreman skill. The other, in the same time, could be set up to fly a Badger Mark II (or similar Industrial) and fit a Miner II as well as haul the stuff back to base whenever it is full. This greatly improves the efficiency of mining (4x Miner IIs help a little, but no downtime for hauling helps a lot).<br />
<br />
Eventually, one account could move toward an Orca and the other toward a Hulk (or Covetor, or Rokh, etc.). Later, the Orca pilot could also learn Freighters (such as the Charon).<br />
<br />
See the [[Creating an Alt Hauler]] guide for information on creating a hauler alt quickly and easily. Alternatively, see [[Creating an Alt Miner]] for information on how to create an alt to fly the best mining ship in the game quickly and easily.<br />
<br />
== Cooperative Mining ==<br />
Of the professions in Eve, mining and production are most impacted by the player’s efficiency. For miners, it’s all about mining. Time spent hauling, killing rats, moving cans or dealing with ore thieves, can flippers and other flavors of griefers is time not spent making little rocks out of big ‘roids. Anything that can be done to eliminate or minimize the impact of all of those other factors means more little rocks in the hold, which means a fatter wallet.<br />
<br />
A properly designed and staffed co-operative mining op allows miners to spend their time doing what they do best: mining. It also allows the miners to benefit from mining yield bonuses available only to members of a group. These bonuses can add an additional 10% or more to a miner’s yield. If the miners are mining, then someone has to haul the little rocks to the station. If the op is in lower sec regions, something other than drones may be needed to protect the miners from rats, not to mention thieves and assorted other scoundrels. Those protection activities will result in a second “mining” operation as the wrecks are looted and salvaged for the benefit of the op participants.<br />
<br />
Our theoretical op has miners, haulers, damage dealers and salvagers; a fairly broad slice of the possible professions in Eve! Mining ops are generally more relaxed than combat fleet ops, co-operative mission running or complex clearing. Chat and/or Mumble deal with a wider variety of topics and separating the required tasks to specialists provides everyone time to participate in the conversations. Not only does this atmosphere provide a social element of connection with the other members, it lets the ‘teaching’ move beyond mining to cover a myriad of subjects. <br />
<br />
===Mining Booster Fleets (BYOC)===<br />
The simplest Mining Fleet would be the equivalent of a [[Mission_Fleet_(Spider)|Spider]] for Missions, in that each Miner does his/her own thing while being supplied a fleet booster which will increase everyone's yield (boosters only work within the same system). These fleets are generally a join and leave as you want situation with no extra services provided. To be nice it is generally suggested you avoid mining the same target another Fleet member is working on. You may ask them about it and if they decide to give it up they will probably let you have it to yourself. There is usually no central belt for everyone to be working on at once, but it can be a majestic sight to see a fleet of barges/exhumers emptying a belt efficiently.<br />
<br />
=== Combo Jet Can Mining ===<br />
The method is the same as with jetcan mining except that players will work in combo, meaning one member will solely mine while the other solely hauls. This method is very efficient (it can be less profitable if you need to pay for the haul) and it is much harder.<br />
<br />
=== Mining Fleets ===<br />
The next type of Fleet is more structured. A standard mining fleet in high security space generally includes a mix of mining barges, exhumers, and haulers (industrials). The miners will work on a belt constantly and jet can what they obtain. The haulers will ferry the resources from space to a station. This makes for increased proficiency as the mining lasers never need to stop, unless you need to switch belts. Fleet boosters are usually present here as well, and an Orca may be used instead of a jetcan.<br />
<br />
When completing a mining operation, you should consider posting your results here: [[Past_mining_fleet_results|Past Mining Fleet Results]]<br />
<br />
Periodically, the Uni will undertake a large scale, long duration operation in a system other than Aldrat. These Expeditions are planned and announced several weeks in advance to allow for adjustment of training schedules, acquisition of desired ships and fittings and research/scouting of the target system and surrounding space. Because of the travel involved and the length of planned stay, Expedition locations generally provide opportunities for mission/complex running as well.<br />
<br />
The Expedition Boss for a particular expedition will publish the rules for that expedition, including record keeping requirements for any Common Can portions, rules for interaction with locals and what happens to the ore mined.<br />
<br />
Such fleets are often run to donate minerals to the University, with the added bonus of attempting to break the record for the previous donation fleet.<br />
<br />
For more detailed information on Mining Operations see: [[Participating in a Mining Op]] and [[Running a Mining Op]].<br />
<br />
=== How To Split The ISK ===<br />
If you are running an op with multiple miners, chances are there are a whole host of different mining ships, each with its different yields based on the mining lasers, the mining crystals in them, ship bonuses, character skills, etc. Moreover, you will also probably have a hauler and even someone providing mining efficiency bonuses. The simplest way to split the ISK return from an op is to clock in the times a player mined for, and then distribute the ISK in proportion to time mined. This is the preferred method for the Uni, since it deliberately favours newer miners who need the ISK more and can use it to upgrade their ships.<br />
<br />
However you do it, the most important thing is to make sure the method of splitting the ISK is agreed upon before the mining op starts.<br />
<br />
=== Frequent Mining Op Commanders ===<br />
<br />
A [[Logistics Department#Mining Section: Manager Callin Vandylx|list of Assistant Mining Managers for Operations]], whose responsibility it is to run scheduled mining operations, can be found in the Logistics Department page.<br />
<br />
In addition, Jen Loo often runs mining operations, with her Orca acting as the fleet commander. She follows the ISK distribution recommendation above, and also freights and sells the ISK at the best prices within 2 regions (Metro and Heim). In all, each operation probably takes several hours of logistics time in addition to the operation, so be sure to thank her for making life easy on the miners. She maintains a channel called "Loo Operations," which is used to disseminate information concerning mining/refining/fleets etc, via the MOTD.<br />
<br />
== See Also ==<br />
* [[Ice Mining]]<br />
* [[Gas Cloud Mining]]<br />
* [[Refining]]<br />
* [http://www.eveonline.com/iNgameboard.asp?a=topic&threadID=434899 Halada's Complete Miner's Guide]<br />
* [http://www.eve-ivy.com/oog/industry E-UNI's official helpful links collection]<br />
* [[Creating an Alt Miner]]<br />
* [[Creating an Alt Hauler]]<br />
* [[Determine which ore to mine for most profit]]<br />
* [[Scrapyard's Mining Op Worksheet]]<br />
* [[Web Resources for Miners]]<br />
<br />
[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Mining]]<br />
[[Category:WikiCompo]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Tips_and_Tricks&diff=19827Tips and Tricks2011-02-01T06:53:37Z<p>False solace: /* Words of Wisdom */ Switched from TeamSpeak to Mumble</p>
<hr />
<div>[[Category:Guides]]<br />
This page lists miscellaneous tips and tricks discovered by unistas which don't merit a more in-depth write-up.<br />
<br />
To see the origin of some of these contributions please visit the [[Contributions Page]] or the original [http://forum.eveuniversity.org/viewtopic.php?t=22000 forum thread].<br />
<br />
== Traveling ==<br />
* When traveling lowsec frequently, especially in a hauler, keep warp core stabilizers in your cargo to refit if needed. Remember this wont help you escape Heavy Interdictor ships which are often used for gatecamps.<br />
* When traveling through hostile territory ALWAYS keep local chat separated from the other chat windows. This allows you to see pirates and wartargets appear more obviously, giving you vital seconds to make decisions.<br />
* Be wary of your security status. If it falls below certain levels then Faction Police may shoot you if you enter a high enough security system. E.g. Sec status -2.0 or below means you will be shot in systems with sec status 1.0-0.9. Sec status of -5 or lower means you are kill on sight to everyone. Train diplomacy to remedy this a little.<br />
<br />
=== Autopilot ===<br />
* Don't autopilot in low-sec or 0.0, or even in highsec if you are carrying something valuable -- nothing attracts pirates and suicide gankers faster than a ship that shows up 15k from a gate and heads for the gate at normal speed.<br />
* The autopilot isn't useless, though: with a route set for the autopilot, warping to zero and activating the autopilot while still in warp will make your ship instantly jump as soon as you arrive on the gate. Just deactivate the autopilot as soon as the jump is initiated to prevent it from warping to 15km on the next gate. This is allowed in wartime as well.<br />
* If you set the route to a system, the next stargate on the route will show up in yellow, so you can find it easily. (If you take a different gate, the autopilot will re-route automatically.)<br />
* If you autopilot in a heavy ship, the time spent approaching gates from the 15km warp-in point can begin to dominate your travel times. Try fitting Overdrives to reduce this time. Alternatively, fitting Inertia Stabilizers will give your ship less of a speed boost, but will improve align times on the other side of the gate.<br />
<br />
=== Bookmarks ===<br />
* Leave a cheap item at stations you visit frequently. This will turn your assets tab (available on the left of the screen) into a handy collection of bookmarks.<br />
* Make safespots and bookmarks everywhere you regularly go, especially in lowsec and nullsec. Tired of the masses of bookmarks cluttering your people&places window? Make separate folders for them. Right click this folder heading to get a window just with your bookmarks for ultra quick navigation.<br />
* Insta-undock bookmarks are perfect for getting large ships, or ships carrying very high value items, out of the Jita 4-4 station without getting bumped all over the place (or scanned). <br />
* If you use a bookmark a lot, and want it near the top of the folder, edit its name and put “ #” in front of it (“space” then “hash”), this will then push it to the top of all the other bookmarks<br />
* An easy way to create safespot bookmarks is to run some encounter missions in the system you need bookmarks in. If missioning complex is at least 14AU (directional scanner range) away from all gates, bookmark it.<br />
<br />
=== Cloaking ===<br />
* When you come through a jump gate, you're cloaked for 60 seconds, or until you move. If you jump into trouble, pause a few seconds to analyze your situation, let the panic subside, and decide what to do.<br />
* If you have a cloaking device and you're in unfriendly territory you can minimize visibility by doing the following: 1. Jump through gate and pick destination to warp to. 2. Align to destination then immediately hit your cloak. Once aligned then warp off. (Some techniques use a burst of AB or MWD as well.)<br />
<br />
== Salvaging ==<br />
<br />
* Destroyer class ships make great salvaging ships. Many are able to fit 4 salvagers and 4 tractor beams. Good cargo space as well. Now that small rigs are affordable, make use of them!<br />
* If the wrecks are in large clumps many kilometers apart, clear one clump and bookmark the next set of wrecks, then warp away and warp back to the bookmark you just made -- saving you from having to slowboat all the way.<br />
:This works really well if the mission had multiple rooms since the warp point you can use is close by.<br />
* Despite detailing in their description that they are for pulling in cargo containers, tractor beams '''CAN''' pull in wrecks also. Indeed, pulling in wrecks is the reason you want them. The description is left over from a previous release of Eve.<br />
* Remember you can also bookmark mission locations, allowing you to hand in the mission and return to the wrecks, especially if your running low on time for bonus reward. This means you'll also be able to use a microwarpdrive - which may save time. If you're salvaging a level 4 when stuff is very far apart i.e. over 30-40+km then mwd is a good idea. For anything less, you might find yourself overshooting your targets, as the mwd cycle has to complete. Make sure you bookmark every room in the mission if you want to do it this way, as warpgates vanish when you hand in the mission.<br />
* While you are salvaging with some tractor beams, you can drag the wrecks behind you and salvage them at the same time while you travel towards another wreck that's outside tractor beam range. This saves time.<br />
* Use your tactical overview (one of the buttons on the left side of the HUD) to plot an efficient course through the wreck field rather than just moving to the closest wreck.<br />
* If you are in a large wreck field you can jettison a can (right-click on an object in your cargo hold and jettison) and use a tractor beam to haul it behind you. You can dump the loot into the can as you go. When done, bookmark the can's location and come back in a hauler to get it all.<br />
<br />
== Hauling ==<br />
* You can fit an improved cloaking device to your hauler for some added security during wormhole ops. Ask the miners to drop the can some distance from the asteroid belt, and stay between 2000 and 2500 m from the can in the direction that you want to warp to. If trouble arises and you don't think you have time to align and warp out (or you're bubbled), you can instantly activate the cloak and head away from the belt in an open direction. The loot you save may even pay for all those dead Retrievers!<br />
<br />
* [[Using EVE-Central to haul profitably|Use EVE-Central.com to haul more profitably]].<br />
<br />
* Beware of [[Known_pirate_systems|pirates!]]<br />
<br />
== Exploration/WormHoles ==<br />
* Learn how to use probes quickly with the help of [http://www.youtube.com/watch?v=rwBqnXruZuo&feature=related this video].<br />
<br />
== Market ==<br />
* Don't rush. <br />
* Use the scroll wheel on the mouse to adjust orders by 0.01 ISK.<br />
* Try to avoid updating your buy/sell orders at the same time each day. This keeps your competitors guessing. <br />
* If possible, leave your trade character logged on at all times. That way, if you are added to your competitor's address book, they'll never know when you log on and off.<br />
* When buying from contracts '''read''' what you are actually paying for. Don't be the fool that loses all his money because he didn't '''read''' the contract's contents and the number of '''zeros''' in the price.<br />
* When buying set market to Region (top left corner), and go to the settings tab and tick the box to avoid low-sec and/or 0.0 systems if this helps.<br />
* Setting up buy orders for items you don't need right away will save lots of ISK over time.<br />
* Remember, you don't need to sell straight away. If you set up a sell order for a 1000 items of x, and someone decides to sell the item at a stupidly low price, don't jump in and change your order to beat him. It might not sell this week, but it will eventually, and you will make much more isk. <br />
* When setting the range on your buy orders, check to see how far away the nearest lowsec system is. If you don't want to go to lowsec to pick stuff up, set the buy range accordingly.<br />
* A day of very high volume or a trade at a very high price can cause the market graph's axes to adjust, making it difficult to read. Use the "Show Table" button below the graph to display the same data in table format.<br />
* The relationship of the median price (yellow dots on the graph) to the day's high and low prices gives you a clue about the flow of the trades, whether the action is mainly selling (median is close to day's high) or buying (median close to day's low), assuming there is no overlap between the high buy order and the low sell order. In particular, for items that are dropped as mission loot but are not very useful (i.e. energy vampires) there will only be action on the your buy side (that is, you will only be able to buy them, not sell). If you want to buy these (and don't plan on trucking them extra-regionally), make sure you only pay up to the salvage value.<br />
* Playing the .01 ISK game benefits people who like to play it. You don't have to play if you don't want to. Feel free to drastically slash sell orders or raise buy orders.<br />
* Consider using a particular number of "isk cents" on the end of your order prices to make your orders easier to locate on the list.<br />
* Be very, very careful typing your prices! Don't skip that decimal point!<br />
* Shift + sell item/buy item opens the advanced sell/buy menu<br />
<br />
== Mining ==<br />
<br />
* When you first warp to an asteroid belt you may be up to 70-80 kilometers away from the rocks. Bookmark an asteroid, then warp out and back to the bookmark to save time getting to mining range.<br />
* If you have a really long belt, you may save time by warping between two sets of asteroids >150km from each other when changing rocks, rather than slowboating to the next asteroid.<br />
* Crawling to a new spot in a belt is slow. It's faster to warp to a different belt. Save time later by bookmarking 2 or 3 places in each belt and building up a bookmark list for all the belts in the system.<br />
* Use MLU's - Mining Laser Upgrades instead of cargo expanders especially when group mining.<br />
* Have your mining drones go to the nearest rock you want to mine. Get as close to it as possible as they have to include travelling time there and back and are a lot slower than other drones.<br />
* Don't mine someone else's rock, not only is it rude if you don't know them but if you are in a group it is terribly inefficient as when the roid is close to popping whoever's lasers finish first will pop the roid and get all the ore. Anyone else mining the same roid will get nothing, wasting up to 3 minutes. Use "Look at" before you lock on. Also this applies to solo mining, mine different roids with each laser.<br />
<br />
== Missioning ==<br />
* Drone users: Make sure you have all the NPCs in a given group locking/attacking you before you launch your drones. Refer to [http://eve-survival.org/wikka.php?wakka=MissionReports EVE-Survival] for info on spawn triggers and the possibility of drones attracting the attention of other NPC groups.<br />
* Check yourself before you wreck yourself. Look at the mission before accepting it: note the rat type (telling you [[NPC Damage Types|what ammo to use and resists to fit]]).<br />
* Usually, it's best to concentrate all your fire on one target rather than spreading it out, as this eliminates incoming DPS quickest. <br />
* To get aggro from an npc you don't have to actually hit it. Lock the npc and fire a shot. It might take some time for it to respond to your aggresion but the npc will come to you. This is why some droneboat mission fits use a single civilian gun to draw aggro.<br />
* Train up salvaging as soon as possible -- salvage can double your mission profit, and a team running high-level missions with a dedicated salvager can be much more profitable and safe than a solo missioner.<br />
* Remember courier missions: you can work up your standing just fine without shooting anything!<br />
* Destroy small ships at range first, they can generally dish out damage but can't take it. NPC battlecruisers and destroyers in particular deal large amounts of damage for their size and can't take very much. Battleships, however, absorb a lot of damage, and deal damage that can be avoided more easily with speed.<br />
* If your tank is being broken in a mission, especially if you're using undersized ships for the mission, move. Even if your battlecruiser doesn't move fast, moving makes it that much harder for the 10 battleships orbiting to hit you, and can sometimes pull your tank back up.<br />
<br />
=== Safety ===<br />
* '''Never''', ever fall asleep when doing a mission (a "quick mission" before bed after a heavy night boozing is a bad idea). You will lose your faction fitted CNR etc.<br />
* Check the location of the encounter and right click it and set destination. Bring up the map and you can see what kind of space you will be traveling through.<br />
* If the situation looks bad, align to warp out if it gets worse.<br />
<br />
=== Ships and Fitting ===<br />
* Fly a ship size appropriate for the mission. Lvl 1 - frigates, Lvl 2 - cruisers, lvl 3 - battlecruisers, lvl 4 - battleships.<br />
* If you have the choice between light drones and medium drones and can't take both, always go for light drones. They can eliminate Warp scrambling frigates and webbing frigates much faster, which is critical if you need to do an emergency warp out to save your expensive battleship. <br />
* Buy a hull repairer when you move up from frigates. Keep it in your cargo bay and if you hit structure during a mission warp out, dock locally, fit it, undock and use it to repair your ship, saving you station repair bills. Remember to swap it back out before going back to the mission!<br />
* Long range weapons are generally better for encounter missions than their short range counter-parts. Why? Because they give you the ability to eliminate lots of enemies before they get into their range, thus maintaining your tank more easily. <br />
<br />
=== Fleets ===<br />
* If you mission in a fleet with somebody else, you'll get standings increases with that corporation. This can save you some grinding, as a couple of shared L3 or L4 missions will give the same increase as many more L1 or L2 missions. Many Uni missioners will be happy to have you come in with a salvage destroyer and do the salvaging on a shared basis, if you're not up to taking on L4 combat yet. <br />
* Similarly, the E-Uni missioning channel runs [[Mission Fleet (Spider)|spider fleets]] -- you join and run missions solo, but share the profits and standings with other Uni mission-runners. That can get you standings with corporations you couldn't access otherwise.<br />
<br />
=== Saving Time ===<br />
* Consider keeping a short summary of the missions your agent regularly gives you in your notepad. Important info : damage types/resists/webs/scrams/difficulty etc. Once you have them all, this can save a lot of time alt-tabbing if you're a fullscreen user.<br />
* After training Social to 3 and Connections to 3 you can almost instantly access L2 agents without the need to grind lots of L1 missions. <br />
* On courier missions, always check twice before undocking to make sure you have transferred the courier items from your hangar to your hold.<br />
* Always check you have accepted the mission before undocking.<br />
<br />
==Combat Techniques==<br />
* During encounter missions, take advantage of the fact you can centre your view over the enemy and look from behind them. double clicking in the direction they are travelling in is now easy as your view is locked on the enemy. Repeatedly clicking in the direction he is travelling will constantly change your direction to match his, minimising the angular velocity and increasing your chances of good hits. (Works best with large/medium guns against large/medium rats)<br />
* If you are having problems with a large ship demolishing you or staying far away from you, try getting a light drone speed tank it and go to town. <br />
* When buying ammo make sure you look at its attributes to check its range bonuses and damage type(s), until you learn which ammo does what.<br />
* learn to use your size and speed to your advantage. Orbiting a target fast and close will mitigate a lot of damage and allow you to beat ships much larger than you.<br />
* Learn manual piloting. Double click in space to fly. The orbit command AI is very exploitable and by piloting manualy you can close on or get away from a faster ship which is using the AI.<br />
'''Interceptors''': <br />
* Fly tech 1 frigates for a few months before you step into an interceptor hull. Once you fly a tech 1 frigate well, you should be able to fly an interceptor well.<br />
* There are two kinds of interceptor: tackling and dogfighting. Tackling 'ceptors should always be speed fit and should try to stay out of heavy neut range. They have bonuses to disruptor range. Dogfighting interceptors should focus on tank and damage output before tackle.<br />
* Don't be afraid of warping off, and know what you can and can't handle. Call out your points and make sure your FC knows if you need to get out.<br />
* If you are attacked by Warriors (the fast-moving Minmatar light drone), don't freak out. You can survive them for a while before you need to get out. Neuts and scrams, however, can ruin your day.<br />
* Never '''ever''' directly approach anything. Always approach at an angle, otherwise you will die. You should be manually piloting a lot of the time anyway.<br />
<br />
==PVP/Low/NullSec==<br />
* Choose your fights carefully. In pvp space you are a shark or a fish. If you can't avoid the sharks, then you are food. Learn safespots, gate scouting and safe undocks.<br />
* Rat in lowsec or nullsec. Not for money, but to learn how to not be shark food while still being being able to do something undocked. You can't hunt down prey until you aren't prey yourself.<br />
* Do not trust people if they say "come here u can shoot at my ship to test your damage".<br />
* Bookmark locations you use regularly - e.g at least 170km+ above (and/or below) gates you use/camp frequently, to allow you to warp up to it and back to the gate as you wish, yet remain on grid to see what’s happening. These are especially useful on 0.0 gates that lead to empire. These bottle neck systems are often camped and bubbled: if you arrive in system and there’s no obvious bubble on the gate but there ''are'' reds or neutrals in system, don’t warp directly to the next gate! Instead, warp to your bookmark 180km above it, this will stop you being ‘sucked’ into a warp bubble directly behind the gate and will allow you time to see if you should fight, run or just warp down to the gate and continue your journey. These bookmarks are also great for cloaky ships to sit at and give intel on general traffic or the enemy. <br />
* “Insta-undock bookmarks” are great for haulers/BS's, use them. If in 0.0/lowsec try to not use the same insta-undock bookmark all the time – especially if the system is near a war front and has a few ‘reds’ in local, as one day someone might work out where you land, and will be waiting for you the next time you undock! Use a small fast ship to make these at a distance of at least 400km from the station - for safety they should not be on the same grid as the station you left from. <br />
* During roams or when moving through unfamiliar hostile space, every now and then link your present location (drag the triangle that is next to the upper left system name) into your private player channel and hit return. After a while you'll have a perfect note of the reverse route home or to safety if things go pear-shaped, you'll also be able to guide your corp mates home if things get a little chaotic and the FC gets podded (lol). <br />
* If you join a 0.0 or lowsec corporation that has capital fleets/pilots (most corps do these days), try to train a '''new''' character as a cyno pilot asap (not your main as you'll want it to be expendable). This will mean your cap-ship flying corp mates will love you, and this love goes a long long way. The grateful cap ship pilot will often ask you if want something moved with the cap ship (maybe a ship, a small can or whatever) and this can be very helpful, especially if you can't fly/own a cap ship yourself. After a while people will be asking you for cynos and offering to move stuff all over Eve for you. In my experience "being the cyno guy" means getting lots of offers of help in return, and everyone wins.<br />
* A very basic cyno alt: (use a fresh character) The new 100% bonus to training speed is perfect for training an expendable cyno alt in double quick time! They need to be able to fly any race's frigates, as you never know what will be for sale in 0.0/lowsec, and this will require only racial frigate to level 3 for each race. Also you will have to be able to use and fit a Cynosural Field Generator, I recommend Cynosural field theory to L3 to allow 2 cynos worth of fuel in a frigate. FYI: 350 units of Liquid Ozone (LO) per cyno at L3, this equals 700 LO for 2 cynos, and 700 LO takes up 280m3 cargo space)<br />
* For a much better cyno alt: (still use a fresh character) they can still be trained with minimum time with the new 100% bonus to training speed. You can get a Cyno using alt that can cloak and use a MWD I with cap recharger I, The cloak is invaluable if you are doing a mid point cyno in the middle of nowhere, you can just get in position and cloak up until needed. If you train this 'better' cyno alt AND train for a bit of extra agility/speed too, you have a very useful and expendable character that will be able (with a bit of practice) get almost anywhere you need a cyno-guy to be put! And as a bonus you will still be well under the 800,000 skill point limit for needing to purchase medical clones every time you get pod killed (it happens sometimes - you just have to get used to this). Overall the benefits of having a cyno character far outweigh the training time used up.<br />
<br />
==Modules/Rigs==<br />
* Different versions of standard laser crystals (Multifrequency, Gamma, X-Ray, Ultra, STD, etcetera) all have different capacitor modifiers. If you're barely capstable with Standard crystals, you won't be stable with Multifrequency. <br />
* You have to unload your guns before you can group them. You can group in the fitting screen, or whilst in space. <br />
* Thermodynamics is a skill worth getting if you intend on PVP. Rightclick show info on a module to find out the potential increase in performance if the module is overheated. e.g. you may be able to increase warp scram range by 5km and surprise your enemies. (See [[Overloading|here]] for more on overheating.)<br />
* Overheating modules causes heat damage to them. They can be repaired in a station with the standard repair bay, or with Nanite Repair Paste in space. Once completely burned they can only be repaired in a station.<br />
* Modules installed next to a module you are overheating will also be damaged. Make sure to put overheatable modules next to not overheatable modules to mitigate heat damage.<br />
<br />
== Overview ==<br />
* Set up your overview according to the [[Overview Guide]].<br />
* Hold the CTRL key and left click on an entry in your overview to target it.<br />
* Holding CTRL will also freeze the overview so things don't change position. This is useful for making sure you click the right thing in busy situations.<br />
* Double-clicking on something in your overview will tell your ship to approach it. This only works with things that are on-grid with you.<br />
* Export your overview! Just do it now! Save in safe spot. Overviews are notoriously frustrating to reconfigure if you lose your settings. <br />
* You can zoom like a telescope to any location on your screen, just hold down right click and look at the area you want to zoom into, then hold down both mouse buttons and move the mouse up and down to zoom. (Start at bottom of screen for maximum control. With practice, you can see targets over 100km away giving a lovely movie-action shot of your guns pounding the enemy.)<br />
* Moving stacks of things around your hangar or ship's cargohold etc : SHIFT + drag will bring up a box allowing you type a number to split out.<br />
* Hit ESC and check out the options window. There are lots of options you can fiddle with, for example an option that allows windows to be immovable if pinned.<br />
* An especially handy option to give a visual representation of the session change timer is available under general settings in the ESC menu.<br />
<br />
== Drone Usage ==<br />
* The commands "All Drones: Engage", "All Drones: Return & Orbit" and "All Drones: Return & Dock" can be assigned to hotkeys.<br />
* In your drone window in the overview, don't forget to keep the tab under "Drones in Space" open, so you can moniter your drones' health and call them in in case they are attacked. This is especially important if you are using Tech 2 drones, as they are expensive to lose.<br />
* Gallente drones for sheer damage output. Minmatar drones for speed and reasonable damage. Amarr and Caldari drones do not really got a role.<br />
* Gallente drones (which do thermal damage) will even outdamage other drones vs NPCs with weaknesses to other damage types.<br />
* Minmatar drones are a good option in pvp, since they are fast and can catch the enemy. Especially true for Warriors vs. interceptors and Valkyries vs. frigates in general. <br />
* When fighting larger/slower NPCs you can use a fast drone to speed tank. Just send it in first before the enemy engages you and you're good to go! Be warned, if there are multiple enemies, the drone's transversal velocity may not be high to some of the ships it is not orbiting and it may die a fast death.<br />
* Drone shields do not instantly regenerate when they dock to your ship. <br />
* You cannot see your drones health whilst docked in your drone bay. Make a mental note about how long you should leave a drones shield to recharge if damaged.<br />
* Recall your drones before warping. But if you forget to recall return to the original spot and they'll be sitting there. You can scoop them to your cargo bay if you get within 2500m. You cannot tractor beam drones.<br />
* When getting jammed and losing lock try recalling your drones (if they are not engaging the ECM ship), set them to aggressive and relaunch: even if there are other ships around they'll attack the jammer if you're lucky.<br />
* Drones will pursue a target to the limit of your drone control range, which is determined by your drones skills and any Drone Link Augmentors you have fitted on your ship. This is true even if your drone control range exceeds your ship's targeting range - if the target runs away you will lose lock but your drones will continue to attack.<br />
* If the target being engaged by your drones moves out of your drone control range, those drones will begin idling and return to your ship via their sublight propulsion (that is, not using their MWD). This can take a long time unless you manually give them the "return and orbit" or "return to drone bay" commands, which cause them to engage their MWD while returning.<br />
* It is possible with high Drone Navigation skill, Drone Navigation Computers fitted, and/or light drones, for your drones' MWD speed to be too fast to properly brake around your ship, making them unable to return to your bay when given "return to bay" orders. However "return and orbit" orders will cancel this endlessly looping behavior. <br />
* Similarly, very fast drones when ordered to attack a fast target will often become confused and begin idling instead of attacking if they cannot form a stable orbit. Keep an eye on your drones' status in your drone window when fighting Interceptors - spamming your "engage target" button may become necessary to keep them all fighting.<br />
* Your drones will obey orders to kill each other! Be careful with your commands when using remote repair drones alongside combat drones.<br />
* If your Drones are within 2500m of you and being attacked by the enemy, scooping them to your drone bay is a faster way to get them off the field.<br />
<br />
== Naming Conventions ==<br />
* Name ships so you know how they are fitted or what their role is. This can be handy if you have several of the same type sitting in a hangar. Use a convention that works for you but is not obvious to others -- don't call your ship 'Low Armor Heavy Gank PvP Ship'.<br />
* Remember that if you keep operating in the same area without altering your ships' names every now and then your enemies will begin to recognise you on scan.<br />
<br />
== Fleet Movements ==<br />
<br />
* Aligning: you must be moving in the direction ordered by your FC and moving at at least 75% of your top speed to be aligned properly.<br />
* Offensive Gate Camp: all ships are within jump range on a gate, ready to jump in and assault the next system. Cruisers and ships smaller than cruisers should orbit the gate within jump range. Large ships sit still.<br />
* Defensive Gate Camp: all ships are within their optimal shooting ranges on a gate. You are all ready to defend your current system from ships jumping in through that gate.<br />
<br />
== Words of Wisdom ==<br />
* Never trust a random player in local chat to help you or salvage for you in a mission. Chances are he will try to get you killed. If you need help, ask in your corp.<br />
* If in doubt, ask! Your corp mates are there to help and answer questions, silly or not. You’ll be surprised how even in a small corp there will be experts on many aspects of the game.<br />
* Don't fly something that you cannot afford to lose (sometimes known as the First Rule of Eve). <br />
* If you don't know what something does, then you're probably not ready to use it. You'll learn what it does with time and training. You don't want to spend money to fit a ship that you cant maximize. <br />
* Never attempt to rush your skills to achieve the next rank of ships. <br />
* Certificates allow players to work towards certain specified certificate levels found under each ship's infomation window, in order to fly that ship well. Newer players should get used to using this system as a guide at first.<br />
* Insure your ship using the Insurance button in a Station. The higher the level of insurance, the higher the payout if your ship is destroyed. (New pilots, insure ships the Uni provides you, as you will make a profit if your ship is destroyed. Don't go overboard and exploit this, though.)<br />
* Update your clone in a medical facility in a station. Make sure the clone is set higher than your current SP. If it isn't, and you get podded, you will lose valuble SP! Check your medical clone regularly, especially before undocking for combat. Update it when you are podded.<br />
* Whilst you are enrolled as a member of Eve University you must abide by our chat channel polices.<br />
::Alliance Chat - For forming fleets only. Only type here if you mean to start a fleet, or join one once your role has been called.<br />
::Corp Chat - For official corp buisness only, such as skillbooks, Mumble issues, questions on events/classes. please only speak here if you mean to. <br />
::For everything else, CHAT.E-Uni is your best friend! Keep all other chat in there. <br />
* Read the corp mail. There is a lot, but it's very important stuff. Will answer a lot of your questions, and keep the directors from getting upset!<br />
* Eve Online is a game for readers as well as thrillseekers. Read as much as possible to get the most out of your career!<br />
* It may be very good for your e-peen to fly with shiny faction fittings, but ask yourself whether the benefit outweighs the costs.<br />
* If what you are doing is fun, then do it. If what you are doing isn't enjoyable then look around for something else to do. <br />
* Use the test server, especially before major updates. You will be able to test new features, new opportunities, and make horrible mistakes without any penalty to your real Eve characters. You will find bugs, and you should report them so you will be a part of making Eve better for yourself and everyone else.<br />
* Using self-destruct (left click on your ship) on an insured ship will still get you the pay-out.<br />
* Use the Eve Fitting Tool and EveMon -- 3rd party tools which help you try fittings out and plan your training. Very very useful. Ask if you need help on them.<br />
* Like the game a lot? Think about a second account (not everyone can afford it, but you don't exactly have to be Bill Gates either). A second account lets you have a second character training at the same time. Focus him or her on another facet of the game that interests you. Main is a PvP character? Make a mission runner, or station trader, or an industrialist. Having another character to haul for you is great as well, especially in wartime.</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Scouting&diff=19819Scouting2011-02-01T06:47:19Z<p>False solace: /* Scouting */ Switched from TeamSpeak to Mumble</p>
<hr />
<div>== Notes on Covops Operations and Scouting ==<br />
<br />
This page gives some information for scouts and budding scouts. It is a distillation of lessons learnt by a fleet scout while in the Uni, and comes from many wise scouts who took the time to help a newbie out. <br />
<br />
=== What does/doesn't this cover ===<br />
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This page concentrates on covops scouting - that is, covops ships (tech 2 frigates) with proper tech 2 covops cloaks, or to a lesser extent stealth bombers with tech 2 covops cloaks. Those wanting to get a feel for scouting may start in frigates with tech 1 cloaks - these allow for sitting still cloaked and are OK for picketing gates (ie. sitting still watching a gate) but little beyond that, and this page does not really cover their use. Anything larger (recon ships, black ops, etc) is out of scope of this document. <br />
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This page also covers high-sec scouting only - points in here may or may not apply to 0.0 or Wormhole space. Bubbles, lack of a "local" comms channel, and other things will change how you scout in 0.0 or Wormhole space, but we assume that you've had some experience in high and low sec before venturing into them. <br />
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Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting. <br />
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=== A Quick Note on How to Not Die ===<br />
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If you've read this far you're probably a scout, or interested in scouting, and have or will soon have the covops cloaking device that is the signature tool of the scout. After you have read this guide, and '''before''' you take your CovOps ship out into a war zone, please take some time (preferably a lot of time) to go out in space and practice maneuvering while cloaked. The vast, vast majority of CovOps losses occur at the gate, right after you have first jumped into the system. Here are a few quick tips: <br />
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*Practice the cloak timing! There is a brief lag delay between the time you take an action to break the "gate-cloak" you have upon jumping into a system, and the time when you can activate your covops cloak, and the time your ship completes cloaking. You NEED to be able to break gate-cloak and recloak within 0.2 to 0.5 seconds. Any slower and an interceptor will be able to lock you and prevent you from cloaking.<br />
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*The safest thing to do is warp away. When you enter the system, simply pick a planet or safespot, press warp-to, and cloak. If you don't mess up the cloak timing, and don't get bumped (which is terribly unlucky) you will get away every time. This also gives you a chance to drop probes from the relative safety of a safespot.<br />
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*Always warp away and come back at range to observe a gate that has hostile ships on it. It only takes a few seconds to do, and greatly increases your chances of survival. Dead scouts can't scout anything!<br />
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*The "MWD trick" you've probably heard about is both useless and dangerous in highsec and lowsec. It's only purpose is for escaping from warp disruptor bubble camps in nullsec. You '''really''' don't even need a MWD on a Covops in highsec. Just practice the cloak timing and always warp away and you'll be fine. ''(Note that while it's true that a MWD won't make a difference in Highsec gate camps, it will make getting warp-ins a bit faster than using an AB.)''<br />
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So - practice, practice, practice those cloak timings, and remember to always warp away. <br />
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== Fittings ==<br />
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Fittings for covops frigates are generally fairly straight-forward. The highlights are: <br />
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*Covops cloak - a tech 2 cloak so you can warp while cloaked. <br />
*Microwarpdrive - this is used for "bursting" - getting some speed up before cloaking. <br />
*Probes - part of a scout's job is sometimes probing down the enemy, and these ships get bonuses to probing, so best to equip for it in case you need it. <br />
*No guns. Covops ships don't fight - the first rule of scouting in a covops is "if you're not cloaked, you're doing it wrong". Note, there are some exceptions to this rule (as to any) and there are some tackling covops fits out there, specifically for gang action - but again, it is assumed that by the time you're flying something like that, you know what you're doing. ( '''During wartime, tackling Covops fits are only allowed in the uni if you have clearance from the intel department''' ) <br />
*Lots of cap - the more cap you have, the further you can warp in a single jump. <br />
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.<br />
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Beyond that, the fit will be somewhat determined by your ship. For example fits, see (these are just the best from battleclinic for each ship at point of writing): <br />
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Minmatar - Cheetah: http://eve.battleclinic.com/loadout/6978-Cheetah-Deep-Space-Scout.html <br />
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Gallente - Helios: http://eve.battleclinic.com/loadout/8481-Helios-Paranoid-Scout.html <br />
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Caldari - Buzzard: http://eve.battleclinic.com/loadout/4583-Buzzard-Spyship-EVE-v4-10-45943.html <br />
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Amarr - Anathema: http://eve.battleclinic.com/loadout/3650-Anathema-Tonto-s-Exploration-CovOps-IV.html <br />
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== Tools of the Trade ==<br />
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The items listed here should be setup prior to your going out to scout. <br />
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=== Overview ===<br />
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The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corp mates out, but everything else should show. <br />
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Create a second tab that just shows war targets also, so you can quickly and easily identify all war targets and get that information out to your FC, in case a fleet is travelling past you. <br />
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[[Varius Arcturus' Overview Guide]] has more information on general overview settings and how to set things up as per above. <br />
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You may also want to consider creating an overview profile per ship class (frigate, cruiser etc) to use with your directional scanner. This will allow you to select an overview profile with which to filter the scan results based on reliable intelligence as to what ship your target is flying; resulting in faster and more accurate deployment of probes. <br />
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=== Local ===<br />
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Your local window is one of the most important tools you work with as a scout - more on exactly how later. Before you're out scouting, however, you want to move your local window to one side of the screen, squash it width-wise as much as possible, pull the slider across to the left so you can see pilots and not chat, and stretch it length-wise as much as possible. This is to allow for quick recognition of targets in local. <br />
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=== External Tools ===<br />
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==== Teamspeak ====<br />
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Teamspeak is required for Uni fleet ops, but as a scout you have an extra requirement, to have command channel setup and functioning. On the Mac, unfortunately this will not work nicely - the Mac client doesn't support command channel, and running the windows version in wine or a virtual machine will break the push-to-talk. But on a PC, do the following: <br />
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*'''Once only''' - set up a push-to-talk button for channel command in channel, and another for channel command TS-wide. This is done via the "Settings" -&gt; "Key Settings" - push "Add", select your key (scroll lock is a good suggestion for one), and make the action "Whisper to", "Chan. Commander", "In own channel" (or "All" for the TS-wide option).<br />
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<br> The difference between these two keys pertains to who will receive your command broadcast. <br />
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'own command channel' will only broadcast to the Channel Commanders in YOUR current channel. <br />
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'all command channels' will broadcast to ALL Channel Commanders Server wide. <br />
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<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise). <br />
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With '''multiple fleets''' out not all fleet command communications can be broadcasted over global command. Use global command for '''strategic information''' (e.g. "global command, this is Sto Lo's fleet, we are now moving from Jita to Aldrat through Rancer lowsec" [but not "... we are jumping from Aldrat into Eygfe"] or "global command, this is Sto Lo's fleet, big pirate camp in Hagilur, 12 BS Amarr heavy, we need reinforcements" [but not "... flashy rifter 150 km up off the Evati gate"] and '''questions to Intel''' (e.g. "global command, NewbieCom1's fleet, Intel, we have two standard squads and the possibility to engage 12 flashy BS on the Evati gate. Any advise?"). Use your '''local command for tactical information''' regarding your fleet only (e.g. "local command, Sneaky1, I have a warpin on a flashy Drake at a safespot at 10" <br />
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When you talk on any command channel make sure to use the protocol: "Global/Local command", "Your name", ("recipient"), "Information". E.g.: "Global Command, Ubercado, primary is Veldspar". <br />
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*'''Each time you're fleeting up''' - when you enter the channel select "self" then "channel commander". Once you're done with the fleet remember to remove channel commander from yourself, or you'll be assumed to be a spai.<br />
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==== Maps ====<br />
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Scouting is much easier with a second monitor. If you don't have that, then best to set your client to play in windowed mode (for Mac users, &lt;apple&gt;-&lt;enter&gt; will do that I believe). <br />
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For maps, I use Ombey's - http://www.ombeve.co.uk/ Be aware it is not 100% accurate - there are one or two strange little miss-linkages in there, but they've infrequent. Ombey's will let you at a glance see where you're going and what the layout is like near you - it's great for working out potential alternate paths, looking for nearby low-sec pockets, that sort of thing. <br />
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DotLan is also a useful tool - http://evemaps.dotlan.net/ This will show you the same information as Ombey's (although I prefer Ombey's format). This will also show you lots more useful stats about the systems you're headed to, like kills per hour, etc. <br />
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For practice, when travelling around unfleeted out of war, always check your route on those maps, and think about where you're headed and how you're getting there. I sometimes travel without autopilot set also, navigating by map to get more used to finding my way quickly. <br />
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If you have access to an A3 printer, you can download PDF versions of the maps and print them. These can be extremely handy for pencilling routes and quickly identifying alternate paths or escape routes, especially if you only have a single monitor. <br />
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== I'm cloaked! ==<br />
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Congratulations! First thing to note - undocking is dangerous to everyone, and especially dangerous when there's war targets in local. So the easy answer is never undock. If you're in a covops ship and intend to fly it repeatedly, consider logging out in space while cloaked. <br />
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When you do this you get warped off to a semi-random place in the system. When you log back in you'll be de-cloaked, but will immediately warp back to where you were. During this warp you have time to re-engage your cloak. <br />
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Suggested places to logout are mid-way through a warp to a safe spot, or at a safe spot. Don't do this near anything as you run the risk of fumbling and appearing uncloaked near someone who can see you. Doing this near a gate, for instance, also means that people may see you warp off, put two and two together, and scan you down in the grace period - so only ever do this from a safe spot. <br />
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One other point on this - when you logout, close anything non-essential. In particular do not leave a market window open, or any other window that takes a while to refresh. This is because you'll have a moment of frozen client while these refresh as you login and that's frankly terrifying <br />
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'''During wartime, uni regulations allow you to stay undocked in a covops ship in Aldrat only. If you are outside Aldrat, then you must dock up.''' <br />
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== I've been decloaked, what happened?! ==<br />
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There are a number of ways you can be forcefully decloaked. <br />
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*If you get within 2Km of anything you'll lose your cloak. This means don't get too close to other ships and don't hang around at a warp-in point (ed: one of my most terrifying moments was sitting on a 100Km warp-in on a gate and having a larger ship warp in exactly 3Km ahead of me).<br />
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*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.<br />
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*Cargo cans will decloak you and are sometimes easily missed. Gate guns are extremely dangerous - they're very small, usually not in your overview, and scattered around the gates. Very easy to run into by accident - be aware of them. There are some notes on overview settings below.<br />
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*Passing ships can decloak you if they're coming out of warp near you. It's not something that happens often, but for safety's sake (and for general sneakiness) any time you warp in you want to move either up or down off the plane of movement, to be well out of the way of traffic.<br />
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*Your own probes - if you're launching probes, keep a close eye on your cloak, as your probes can decloak you while you're moving them around - very easy mistake to make, and very easy to be looking at the map view reorganising your probes and not realise it.<br />
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== Bookmarks ==<br />
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Bookmarks are a significant part of what scouting and covops is about - at least in areas where you can bookmark. You'll slowly collect a large number of bookmarks around any system you frequent and they are your lifeblood - the difference between scouting a system with no bookmarks and scouting one you know your way around is immense, and will change how you operate. <br />
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So, what to bookmark? There's a handful you'll want: <br />
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==== Gate Warp-ins ====<br />
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A bookmark at warp distance off a gate. You want a few bookmarks that are more than 150Km and less than grid size off each gate in each system you go through. You want to be further than 150Km because you want to be able to warp in and that's the minimum distance. Further away is better so long as you can still see ships coming through the gate. You'll spend a lot of your life at these bookmarks watching gate traffic. <br />
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There's two ways to get these. The first is to warp to 100Km off a gate then turn in a random away-from-the-gate direction and move (while cloaked) until you're out far enough. This is a great thing to do if you're doing other things, like watching traffic through the gate, or talking with FC. <br />
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Alternately, warp to 100, bookmark that, then warp to something else at 100 and bookmark that. Then warp back to your first bookmark _at 100_. Presto, you have a spot close to 200Km off the gate. If you do this still move a bit to be off the plane, and don't do your two warp-ins in-line with each other. Also, don't jump between gates to do this, as gates are the most likely place other people will warp from. <br />
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Incidentally, note that when you come through a gate you come out at 15Km away from the gate - 150Km is your minimum warp distance, so your bookmarks should ideally be more than 165Km away, 170Km+ to be safe. Some gates also have larger radii, so if you have time (before you rely on it) try warping back and forward to make sure each direction will allow a warp. Cut it too fine, and you'll end up not having the "warp to" option sometimes, which is dangerous if you're relying on it. <br />
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Try to move off the plane once you have your spot - that's directly up or down - as that'll make you less likely to be found. <br />
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'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.''' <br />
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Note also, if you can, try and make sure that multiple bookmarks around a gate are far enough away from each other that you can warp between them - that makes hunting down an enemy for a warp-in point much faster (more on that below). If you're making multiple bookmarks, try and put some on the side, and some at the back - that will help you potentially warp from an angle to the side of the gate, bypassing any bubbles, then to the back where you can approach the gate from as far away from any potential gate camp as possible. <br />
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A small tip: If you hit "F10" and toggle the map to the local solar system view, you'll be able to see the layout of the celestial bodies. If you can get your bookmark on the "outside" of the wormhole (ie. put the wormhole between you and the sun), then your field of view should encompass many of the planets, moons, and stations. This will make working out where pilots are heading to when they warp away much easier. <br />
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==== Station Warp-ins ====<br />
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Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off. <br />
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==== Safe Spots ====<br />
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You want these to be as non-obvious and non-easy-to-find as possible. Between objects (ie. inline from gate to station) is bad but better than nothing (and can have some uses as they're deceptive to an enemy watching you warp out, assuming you're not moving cloaked). Out at scanned down locations - cosmic anomalies and the like - can be good once they're empty. Use safe spots to generate new safe spots by dropping bookmarks mid-warp between them. Keep creating new safe spots - if you or any of your fleet members turn up in them uncloaked you may burn them and have to throw them away. <br />
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Note, if you're closer than ship scanner range to other celestial objects you may be spotted (if uncloaked) by any ship using their shipboard scanner. This can happen very quickly so don't assume that just because the fleet stopped in your safe spot for only 60 seconds it hasn't been scanned down. Ship scanners have a range of 14.4AU, so that far from the nearest celestial would be great. <br />
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==== Off-grid ====<br />
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These are like the warp-ins for gates and stations, but just off-grid. Off-grid means far enough away from the location in question to not be able to see ships on the overview (typically near the 500Km mark from your location). These are useful for a couple of things - they're great hiding places and they're very close, so if you want to (for instance) setup an ambush, you can bring a fleet to the off-grid position then move yourself closer to watch the gate or station, get a warp-in point, and bring the fleet in quickly. See below for more info on getting warp-in points on targets. <br />
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To get these, you can either warp and drop a bookmark while warping (this can get you out 1AU or so if you can time it right) or you can simply point away from the station and travel - if you do this at a gate, switch brackets on and watch the gate guns - when they disappear, you're off-grid for ships (which means you can't see ships and they can't see you, but you can still see the larger structures). A little further will take you off-grid for the gate itself. <br />
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It may also be useful to have a warp-in point about 1AU off a station, if you're watching that system often, that you can warp to, drop probes, and warp away - this will allow for quick placement of a probe near a station for monitoring. <br />
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Quick note on warping in - some bookmarks, particularly safe spots, you may want to warp to at 100 or 70 or similar every so often just so you're not always coming in at the same place. Some bookmarks this can be dangerous for - if you have a bookmark at 160Km on a station and you warp to it at 100Km from the other side of the station, you place yourself at 60Km from the station, which if it's camped may not be what you wanted. Always think about where the bookmarks are in the system - use the map (F10) to get a feel for this. <br />
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Some more notes on bookmarks: http://wiki.eveonline.com/wiki/Safe_Spot_Bookmarking <br />
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There's an excellent article on bookmarking on the Agony site (assuming it stays accessible) http://www.agony-unleashed.com/e107_plugins/content/content.php?content.17 <br />
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== Bookmark Organisation ==<br />
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As you build up your bookmarks, organisation of them will become important. You can leave them all in the main folder, but that folder will take longer and longer to load - and a delay on getting to your bookmarks may be an issue. <br />
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A better approach is to create the following folders: stargates, stations, celestial objects, POSes, safe spots, people - that's six folders. Then, as you bookmark, move the bookmark into the relevant folder (I use the "people" folder for bookmarks near other people's warp-in points or supposed safe spots). That way, your right-click drop-down of bookmarks has a nice organisation and is easy to quickly get what you want - it will only ever present you bookmarks in your system anyway. This scheme also means that bookmarks you want to treat as temporary, you can just leave unfoldered and clean up later. <br />
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Note, however, that while bookmarks are stored server-side, the folders are stored client-side. At some point during your career, you are very likely to lose your folders - at which point everything reverts to one big mess. So, in your naming scheme, include a marker for each type of bookmark - SS for safespot, SSD for safespots that are more then 15AU from celestials, SG for stargate, GO for gate observation, GOG for off-grid gate, STO and STOG for station observation, etc. That way, if/when you do lose your folders, you can re-create them. <br />
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Incidentally, a folder per system looks appealing initially, but it suffers similar problems to not foldering at all - there's too many systems out there, your main folder ends up cluttered. Because the right-click drop-down menu already filters for you on system, it's also a bit redundant. <br />
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Come up with a naming convention that suits you - something that makes it clear where the bookmark is and what it's for. Ideally also include some info about how far the bookmark is from other objects of interest. One example is "GO Eygfe High 200km", which would be a gate observation bookmark on the Eygfe stargate 200km above the gate. Keep your bookmark names to within 24 characters, for readability. <br />
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== Moving around ==<br />
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Obviously, your goal is always to stay cloaked, but to position yourself where you can see what's going on with your potential enemies or "neutrals". To that end, it's worth understanding how grids and on and off-grid positioning work - there's a nice write-up that goes through the more in-depth mechanics of "grid fu" at http://will.neoprimitive.net/grids/gridfumanual2.pdf - very useful to understand when you find yourself 100Km off a station but unable to see anyone. <br />
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Moving through gates rates a mention - if you are fitted with MWD's, there's a sequence of "double click a direction, hit the MWD, hit the cloak" that gives you a short burst of speed while still cloaking. This can be useful for putting some space between you and the gate or any watchful eyes. If you use this, it's best to also change direction once you've triggered the cloak, just to be sure the prying eyes aren't able to work out where you've gone. Note, however, the caveat near the top on "how not to die" - this process is best for getting out of bubbles, not so necessary for high-sec or low-sec travel. I'd argue that it's good to practice for when you need it, but YMMV. <br />
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While you're on fleet operations, sometimes your fleet commander may ask you to check stations to see if a war target is docked up. If they ask, tell them no. There's too much chance you'll dock, see a war target, they'll see you, undock with you, and pop you. It also gives you away as a scout. The FC can find a small fast cheap frigate to check stations. <br />
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== Fleet Ops - X'ing up ==<br />
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Uni policy is that scouts do not X up with the rest of the fleet. If you see a fleet forming, directly convo the FC and ask if they want a scout, Nine times out of ten, they will, and they'll drop you into a separate wing so you don't get ninja warped around with everyone else . Likewise, scouts don't get listed on AAR's. Secrecy is important to being a good scout - if people know your name, they'll notice you in local easily. <br />
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If you're in a covops ship and a fleet is around, or you've logged in after fleet has formed, don't be afraid to convo the FC and ask if they'd like another scout - scouts are about the only type of pilots that can usefully join a fleet mid-op depending on where the fleet is and where you are. I figure it's better to offer and be turned down than not. <br />
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== Scouting ==<br />
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Most Uni fleets will look for a forward scout and a rear scout, and any number of floating scouts. Forward and floating should be covops ships, rear can be a prototype cloak ship in a pinch, but covops preferred. You may also see or hear reference to "+1" and "+2" scouts, and sometimes "-1" - these are just another way to refer to forward scouts (staying 1 or 2 jumps ahead of the fleet), or rear scouts (one jump behind). <br />
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The forward scout's role is to check each gate before the fleet warps to it. As a forward scout, you want to be able to warp to a gate bookmark, check that the gate is clear and give the go-ahead, then warp to zero on the gate and jump through to check the other side. If you don't have bookmarks, this process gets tougher - you're reduced to either travelling uncloaked (bad), travelling cloaked to the gate (slow), or bouncing off a remote celestial to do a warp to zero when you want to go through the gate. So bookmarks are valuable here. <br />
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Rear scouts watch the back of the fleet, to make sure no-one's following. They'll typically stay one jump behind the fleet, and need to watch for neutrals or suspicious behaviour. This is arguably tougher than forward scout, as you'll need to be watching not only for obvious war targets, but also for neutrals who "happen" to be following or showing up often. <br />
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Floating scouts have a slightly freer job - depending on your FC, they'll either be carefully positioned by FC instruction to watch different gates and/or neighbouring systems, or they'll be free to move around and look for WT's. Floating and forward is pretty much interchangable depending on FC decisions. <br />
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Reporting war target sightings - do this as calmly as possible, and as clearly as possible. Good reporting would be "command, darius, I have one cerberus on the korsiki gate in osmon, jumping through to you now". Bad reporting would be "hey guys, there's a war target coming at you!". TS discipline in the uni at least is always lead with the channel name (that's "command" in the above example) and your name so the FC knows who's talking where, then provide the ship type and location, optionally war target name and any other details you might have. <br />
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A note on Mumble operation - as scout, you are perfectly within your rights to overtalk someone if something urgent comes up - typically you do that by saying "check check" in the command channel, people should then stop and listen. Obviously you would only use this for really urgent information, like a war target incoming to a fleet position.<br />
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== What to Look For ==<br />
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=== Local ===<br />
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While you're scouting, you're looking for certain things. First of all, valid targets or threats - during war that's any of our War Targets, outside of war it's anyone who's "red flashy" (sec status below -5). You're also looking for high concentrations of a single corp (particularly if you're hunting pirates and see a bunch of one pirate corp in channel), and/or anyone that appears to be an out-of-corp alt for a target or potential target (that's neutral pilots following you or hanging around on gates looking suspicious). <br />
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Your best tool is the local channel. Squash it width-wise, and extend it out length-wise on your screen - you usually don't care about what's said in local as much as you care about the list of people in there. <br />
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Be aware that the symbols (red minuses etc) will sometimes not show up in the local list. Ideally, you need to be checking info on pilots in local as you travel. A quick hint: Don't use the right-click drop-down for "show info", as the "start conversation" option is right next door. Instead, double-click people in local - it goes to info by default and is less risky. <br />
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Often you'll be asked to jump into a system and check what's there. Typically this will be jump in, move and cloak, and work your way through the people in local noting down any who are potential targets. Then report back the number of targets and whether you can actually see any or not (ie. are they all on the gate you just came through waiting&nbsp;;) Typically, if there's anything of interest you'll then be asked to try and track them down - get eyes on them. That's a mix of jumping around the stations, and probing - covered elsewhere in this doc. <br />
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When you're looking through local, double-click on each member of local (if you can), and check their info. Typically you're looking at their sec status, their standing, their corp and/or alliance. You may also check their bio to see if they look like an idiot, and/or their employment history to check how old they are and whether they've recently left a war target corp. Any of this information will to toward your estimate of whether they're a threat or not. <br />
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=== Directional Scanner and Overview ===<br />
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Remember your directional scanner - it should be open and you should be using it when you come into a system if you think there may be bad guys near the gate but not on grid. Pulsing the directional scanner is a good habit to get into anyway. <br />
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On overview, you're looking for enemies nearby, particularly flashy reds. You're also looking for cyno fields - they'll show up anywhere in the system, and are a high priority to check out. <br />
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== Scanning down the opponent ==<br />
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If you can fit an extended probe launcher, then it's well worth getting some practice at using probes. The Apocrypha scanning system makes one particular type of probing well worthwhile. It goes something like this: <br />
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*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.<br />
<br />
*Warp back to where you want to keep some eyes on. Be sure you're still cloaked - I've had issues with being decloaked as I warp off after launching probes, still not sure why (may be the probes themselves decloaking me).<br />
<br />
*Hit F10, switch all your probes down to 0.5AU, and move them to a nice neat small circle around whatever you're monitoring - typically a gate or station.<br />
<br />
The goal here is to provide enough scan strength in 0.5AU around the location to find any ships that have warped off-grid nearby. With half-decent skills, you should get a fix on anything cruiser and up pretty much straight away. So, you just keep hitting the scan button every so often. If you get a hit on something just away from your location, bookmark it, and warp to it at 100. You can then scope out the area, see if it's a worthwhile target, maybe get a warp-in point - all hopefully without your enemy knowing. <br />
<br />
Note, this also works for bookmarking people's insta-undocks, and their safe spots around gates. That also means that if you're helping an uncloaked fleet around, be aware that even just off-grid they may be visible to enemy scouts now. Also, be aware that your probes show up on people's ship scanners, so if they suspect you're out there, they may pop their ship scanner, see your probes, and run. <br />
<br />
There's an excellent guide to scanning generally at http://forum.eveuniversity.org/viewtopic.php?t=15856 There's also a wiki page on [[Scanning & Probing]] <br />
<br />
Be aware that if you're doing this, anyone clever (anyone using their ship scanners) will notice the probes and high-tail it out quickly. But if you can catch their warp-in or warp-out points, it may help you track them down next time they warp through the area. <br />
<br />
Probing like this may also be a distraction - I've had fleet commanders that specifically ask for the scout to probe down targets for them, and I've had fleet commanders that would rather keep you on the move, so it will depend on the type of fleet, purpose of fleet, and whim of the FC as to whether this is a serious part of your duties. It's worth getting some practice in on, imnsho, as it does get asked for, and some FC's will assume you are capable of doing this. <br />
<br />
Quick small note - if you're looking for a POS, remember that POSes must be on-grid with moons, so if you stay cloaked and warp from moon to moon, you may find POSes faster than if you try and scan for them (they'll show up in overview when you warp in) - assuming there's not too many moons in system. Beware of warping into the POS, though. <br />
<br />
When you try to probe down a ship, the ship ID you see on the probing interface stays the same for each ship within each system but changes with the system and after downtime (as well as repackaging the ship). E.g. Ubercado's Ibis has the ID ABC-123 in Aldrat and the ID FF-42 in Eygfe (even after docking or jumping out and in again); After downtime the IDs will change. So a common tactic is to get the ship ID when a target is at a known location (like undocking from a station) and then have an easier way to find that ID in open space (like in a mission area). Making a list with the ship IDs of your targets in each system helps when hunting WTs that keep flying around. <br />
<br />
== Warp-in Points ==<br />
<br />
You'll sometimes be asked by your FC to try and get a warp-in point on a target. This basically means staying cloaked, and maneuvering into a position that's a warp-in distance away from the target (ie. a number that appears on the "warp to at..." drop-down) and also in-line with somewhere the fleet can be. In other words, you ideally want something like this: <br />
<br />
Fleet ------- Target -- You <br />
<br />
Where the fleet is some distance away, out of sight, and you're about 50-100Km away on the other side of the target. Distance from enemy is at your discretion, you ideally want it to match up with the warp-in distances so the fleet can drop directly on top of the enemy (or at appropriate range - that bit's up to the FC to organise ). You don't want the fleet to have to warp through the target, is the only note here, as that gives the target time to see them and run. <br />
<br />
This is one of the trickier things to do, mainly because the target will often keep moving. One tip, if the target's warping in and out: Note the distance to the target, note your move speed, and double-click right near them to move toward them. If they warp out, keep moving - time yourself to try and position roughly where you want to be (remembering it's better to be too far away, than right on top of their warp-in point, otherwise they may decloak you). Drop lots of bookmarks while doing this, you can always go clean them up later, and they mean you can warp out and back and resume where you left off. <br />
<br />
If you do find an enemies' safe spot, or a warp-in point for a popular location for an enemy, make sure you've bookmarked it - they're valuable so long as the enemy doesn't realise you've got it. <br />
<br />
One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. <br />
<br />
== Freedom and Rules ==<br />
<br />
There is some personal style that comes in here, as scouting can be a freer role than some others in fleet - personal judgements need to be made about what you're watching when. However, two things are important: If the FC tells you to be somewhere, get there, and if you see something that needs investigating and move off your last instruction, clearly inform the FC you're about to do that. The FC cannot make good decisions on faulty intel, make sure they understand the environment around them as best you can - that includes making sure they're not assuming you're somewhere you're not. <br />
<br />
I've personally found a combination of both command channel on TS and a text chat channel in game provides a good balance - if your FC + WCs + other scouts are in a text chat channel, low priority notes can go there without interrupting voice chat. I've also had a few fleets where the scouts have setup a channel amongst themselves only, to discuss where they are and what's happening - that can also be useful, think of it as squad chat for scouts. <br />
<br />
'''Wartime Note: Please remember during war scouts are subject to the same rules as everyone else. Specifically, that means dock up when not in fleet, and don't travel by yourself, even if no-one can see you.''' <br />
<br />
Well, that's pretty much it for now. Best thing to do is get out there in your scout ship and practice, set up bookmarks around gates and stations in your common hunting areas, and don't be afraid to volunteer to scout for fleets as they setup - everyone loves an extra scout. <br />
<br />
== Mistakes Made ==<br />
<br />
*'''Scanning down your bait ship or own fleet.''' It happens to the best of us starting out - always pay attention to the starmap and where your fleet is, and where other celestials are, when you're probing. In my case, our fleet had positioned a bait battlecruiser at the gate just inside a system while I was trying to probe down an enemy. I found a sig, narrowed down on it, getting progressively more excited, until I got a bookmark and warped in to find it was one of our fleet - the baitship.<br />
<br />
*'''Lost probes.''' Probes when launched last around an hour. It's very easy to forget this in the heat of scanning, and suddenly your probes are leaving the system one by one, and you find yourself having to uncloak and reload. Particularly painful if you have sisters probes at 1M ISK per probe.<br />
<br />
*'''Warp and don't move.''' Always, '''always''' move when you hit the end of your warp. Otherwise, someone else will warp in on top of you.<br />
<br />
*'''Probing yourself.''' When you decloak, launch probes, recloak, if you're near enough to your probes they'll decloak you as they warp off to their intended destinations. When positioning your probes, make sure you're far enough away from them, and watch your cloak carefully - if it breaks, put it back. It's real easy to be concentrating on positioning the probes in the starmap and not realise you've been decloaked until it's too late.<br />
<br />
*'''Location, location, location.''' While leading a fleet, if you have no bookmarks and the fleet is hot on your heels, do not warp to 100 on the next gate. Sure, it gives you a decent view of the gate, but you've then got to either slowboat the 100Km (approximately 3 and a half minutes), or bounce out and back (much faster, but still not fast enough to beat the fleet).<br />
<br />
== External Resources ==<br />
<br />
A short list of all the things linked to from this page: <br />
<br />
*[[Varius Arcturus' Overview Guide]] <br />
*http://www.ombeve.co.uk/ - Ombey's maps <br />
*http://evemaps.dotlan.net/ - DotLan <br />
*http://wiki.eveonline.com/wiki/Safe_Spot_Bookmarking - notes on safe spot bookmarking <br />
*http://www.agony-unleashed.com/e107_plugins/content/content.php?content.17 - Agony Unleashed page on bookmarking <br />
*http://forum.eveuniversity.org/viewtopic.php?t=15856 - scanning and probing forum thread <br />
*[[Scanning & Probing]] <br />
*http://will.neoprimitive.net/grids/gridfumanual2.pdf - Goons grid-fu manual <br />
*http://blog.eve-rokkr.com/fleet-scouting-guide - Misan Pal'taek's fleet scouting guide<br />
<br />
[[Category:Guides]] [[Category:PvP]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=User:False_solace&diff=19183User:False solace2011-01-13T22:28:28Z<p>False solace: /* Fleet resources */</p>
<hr />
<div>== SOP ==<br />
* [[Ivy League Policies]]<br />
* [[Wartime Standard Operating Procedures]]<br />
<br />
=== ROE ===<br />
* WTs/Criminals: Attack anywhere<br />
* -10s: Attack in losec, attack structures and industrial ships<br />
* -5s: Attack in losec, do not attack structures/industrial ships<br />
* Neutral: If attacked, their alliance is considered -5 until end of operation<br />
* Attacking non-WT/Criminals (-5 sec or lower) in lowsec+ will result in GCC, loss of security status, and killrights if target does not aggress back<br />
<br />
=== MMFs ===<br />
* No PvP mixed fleets<br />
** All activities in losec & nullsec are considered PvP<br />
** Wormhole fleets may include blues<br />
*** PvP must not take place with blues in fleet<br />
*** If blues are attacked by neutrals you may not attack until fired upon<br />
* PvP fleets with +10s may only engage -10s<br />
<br />
== War ==<br />
* [[Dos and Don'ts During War]]<br />
* [[Fleet Operations During War Time]]<br />
* [[Wartime Checklist]]<br />
** "Do not talk about fleet locations (or your own, for that matter) outside of your fleet channel. Yes, that does means you cannot tell a fleet where you are until you have joined it or the FC has convoed you."<br />
** "Do not ask "are there any fleets running" - if they are, they should not be communicating with you. Wait for a new one to be called in Alliance"<br />
** "Under no circumstances should the location of any Uni Fleet or Wartarget be reported in any of the standard Uni channels (this includes Alliance and Corp)"<br />
* [[Wartime and Official ILN Operations Loot Policy]]<br />
<br />
== Fleet resources ==<br />
* [[The Rookie's Guide To Fleet Ops]]<br />
* [[Overview Guide]]<br />
* [[Timers]]<br />
* [[How to Properly Form a Fleet]]<br />
* [[TeamSpeak#Using the Channel Commander Features|Channel commander in Teamspeak]]<br />
* [[Fleet Formation and Intel]]<br />
* [[Fleet Doctrine for the Ivy League Navy]]<br />
* [[Fleet Checklist]] (CFD)<br />
<br />
== Quicklinks ==<br />
* [http://forum.eveuniversity.org/index.php Forum]<br />
* [http://evemaps.dotlan.net/ Dotlan]<br />
** [http://www.google.com/url?sa=t&source=web&cd=2&ved=0CBoQFjAB&url=http%3A%2F%2Fevemaps.dotlan.net%2Fmap%2FMetropolis&rct=j&q=eve%20maps%20dotlan%20metropolis&ei=Q3kvTdDdJoyr8AbGhJ3wCQ&usg=AFQjCNFCkgx384LaE_0rc9JIeEfz8UVKkw&cad=rja Metropolis]<br />
** [http://www.google.com/url?sa=t&source=web&cd=2&ved=0CBoQFjAB&url=http%3A%2F%2Fevemaps.dotlan.net%2Fmap%2FHeimatar&rct=j&q=eve%20maps%20dotlan%20heimatar&ei=WHkvTdm1D4K88gaxiKWaCg&usg=AFQjCNGf_LJBOzKOAMx26foBlGNXPKOt4Q&cad=rja Heimatar]<br />
** [http://www.google.com/url?sa=t&source=web&cd=1&ved=0CBMQFjAA&url=http%3A%2F%2Fevemaps.dotlan.net%2Fmap%2FSinq_Laison&rct=j&q=eve%20maps%20dotlan%20sinq%20liason&ei=ZnkvTYLYCcG78gaLwNn2CA&usg=AFQjCNE9IVzVY9fFetTx4DVMFXM1ST9DAQ&cad=rja Sinq Liason]<br />
<br />
== Fleet roles ==<br />
* [[ECM Guide]]<br />
** [[ECM Guide#Using your ECM Modules|Using your ECM Modules]]<br />
** [[ECM Guide#Flying ECM: Basics|Flying ECM: Basics]]<br />
** [[ECM Guide#Flying ECM: Targets|Flying ECM: Targets]]<br />
<br />
== E-Uni programmes ==<br />
* [[Ship Replacement Program]]<br />
* [[The Skillbook Program]]<br />
* [[Corporation Hangar]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=User:False_solace&diff=19182User:False solace2011-01-13T22:27:18Z<p>False solace: /* Fleet resources */</p>
<hr />
<div>== SOP ==<br />
* [[Ivy League Policies]]<br />
* [[Wartime Standard Operating Procedures]]<br />
<br />
=== ROE ===<br />
* WTs/Criminals: Attack anywhere<br />
* -10s: Attack in losec, attack structures and industrial ships<br />
* -5s: Attack in losec, do not attack structures/industrial ships<br />
* Neutral: If attacked, their alliance is considered -5 until end of operation<br />
* Attacking non-WT/Criminals (-5 sec or lower) in lowsec+ will result in GCC, loss of security status, and killrights if target does not aggress back<br />
<br />
=== MMFs ===<br />
* No PvP mixed fleets<br />
** All activities in losec & nullsec are considered PvP<br />
** Wormhole fleets may include blues<br />
*** PvP must not take place with blues in fleet<br />
*** If blues are attacked by neutrals you may not attack until fired upon<br />
* PvP fleets with +10s may only engage -10s<br />
<br />
== War ==<br />
* [[Dos and Don'ts During War]]<br />
* [[Fleet Operations During War Time]]<br />
* [[Wartime Checklist]]<br />
** "Do not talk about fleet locations (or your own, for that matter) outside of your fleet channel. Yes, that does means you cannot tell a fleet where you are until you have joined it or the FC has convoed you."<br />
** "Do not ask "are there any fleets running" - if they are, they should not be communicating with you. Wait for a new one to be called in Alliance"<br />
** "Under no circumstances should the location of any Uni Fleet or Wartarget be reported in any of the standard Uni channels (this includes Alliance and Corp)"<br />
* [[Wartime and Official ILN Operations Loot Policy]]<br />
<br />
== Fleet resources ==<br />
* [[The Rookie's Guide To Fleet Ops]]<br />
* [[Overview Guide]]<br />
* [[Timers]]<br />
* [[How to Properly Form a Fleet]]<br />
* [[TeamSpeak#Using the Channel Commander Features|Channel commander in Teamspeak]]<br />
* [[Fleet Formation and Intel]]<br />
* [[Fleet Doctrine for the Ivy League Navy]]<br />
* [[Fleet Checklist]] (CFD)<br />
<br />
== Fleet roles ==<br />
* [[ECM Guide]]<br />
** [[ECM Guide#Using your ECM Modules|Using your ECM Modules]]<br />
** [[ECM Guide#Flying ECM: Basics|Flying ECM: Basics]]<br />
** [[ECM Guide#Flying ECM: Targets|Flying ECM: Targets]]<br />
<br />
== E-Uni programmes ==<br />
* [[Ship Replacement Program]]<br />
* [[The Skillbook Program]]<br />
* [[Corporation Hangar]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=User:False_solace&diff=19181User:False solace2011-01-13T22:26:51Z<p>False solace: /* SOP */</p>
<hr />
<div>== SOP ==<br />
* [[Ivy League Policies]]<br />
* [[Wartime Standard Operating Procedures]]<br />
<br />
=== ROE ===<br />
* WTs/Criminals: Attack anywhere<br />
* -10s: Attack in losec, attack structures and industrial ships<br />
* -5s: Attack in losec, do not attack structures/industrial ships<br />
* Neutral: If attacked, their alliance is considered -5 until end of operation<br />
* Attacking non-WT/Criminals (-5 sec or lower) in lowsec+ will result in GCC, loss of security status, and killrights if target does not aggress back<br />
<br />
=== MMFs ===<br />
* No PvP mixed fleets<br />
** All activities in losec & nullsec are considered PvP<br />
** Wormhole fleets may include blues<br />
*** PvP must not take place with blues in fleet<br />
*** If blues are attacked by neutrals you may not attack until fired upon<br />
* PvP fleets with +10s may only engage -10s<br />
<br />
== War ==<br />
* [[Dos and Don'ts During War]]<br />
* [[Fleet Operations During War Time]]<br />
* [[Wartime Checklist]]<br />
** "Do not talk about fleet locations (or your own, for that matter) outside of your fleet channel. Yes, that does means you cannot tell a fleet where you are until you have joined it or the FC has convoed you."<br />
** "Do not ask "are there any fleets running" - if they are, they should not be communicating with you. Wait for a new one to be called in Alliance"<br />
** "Under no circumstances should the location of any Uni Fleet or Wartarget be reported in any of the standard Uni channels (this includes Alliance and Corp)"<br />
* [[Wartime and Official ILN Operations Loot Policy]]<br />
<br />
== Fleet resources ==<br />
* [[The Rookie's Guide To Fleet Ops]]<br />
* [[Overview Guide]]<br />
* [[How to Properly Form a Fleet]]<br />
* [[TeamSpeak#Using the Channel Commander Features|Channel commander in Teamspeak]]<br />
* [[Fleet Formation and Intel]]<br />
* [[Fleet Doctrine for the Ivy League Navy]]<br />
* [[Fleet Checklist]] (CFD)<br />
<br />
== Fleet roles ==<br />
* [[ECM Guide]]<br />
** [[ECM Guide#Using your ECM Modules|Using your ECM Modules]]<br />
** [[ECM Guide#Flying ECM: Basics|Flying ECM: Basics]]<br />
** [[ECM Guide#Flying ECM: Targets|Flying ECM: Targets]]<br />
<br />
== E-Uni programmes ==<br />
* [[Ship Replacement Program]]<br />
* [[The Skillbook Program]]<br />
* [[Corporation Hangar]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=User:False_solace&diff=19180User:False solace2011-01-13T22:15:24Z<p>False solace: </p>
<hr />
<div>== SOP ==<br />
* [[Ivy League Policies]]<br />
* [[Wartime Standard Operating Procedures]]<br />
<br />
== War ==<br />
* [[Dos and Don'ts During War]]<br />
* [[Fleet Operations During War Time]]<br />
* [[Wartime Checklist]]<br />
** "Do not talk about fleet locations (or your own, for that matter) outside of your fleet channel. Yes, that does means you cannot tell a fleet where you are until you have joined it or the FC has convoed you."<br />
** "Do not ask "are there any fleets running" - if they are, they should not be communicating with you. Wait for a new one to be called in Alliance"<br />
** "Under no circumstances should the location of any Uni Fleet or Wartarget be reported in any of the standard Uni channels (this includes Alliance and Corp)"<br />
* [[Wartime and Official ILN Operations Loot Policy]]<br />
<br />
== Fleet resources ==<br />
* [[The Rookie's Guide To Fleet Ops]]<br />
* [[Overview Guide]]<br />
* [[How to Properly Form a Fleet]]<br />
* [[TeamSpeak#Using the Channel Commander Features|Channel commander in Teamspeak]]<br />
* [[Fleet Formation and Intel]]<br />
* [[Fleet Doctrine for the Ivy League Navy]]<br />
* [[Fleet Checklist]] (CFD)<br />
<br />
== Fleet roles ==<br />
* [[ECM Guide]]<br />
** [[ECM Guide#Using your ECM Modules|Using your ECM Modules]]<br />
** [[ECM Guide#Flying ECM: Basics|Flying ECM: Basics]]<br />
** [[ECM Guide#Flying ECM: Targets|Flying ECM: Targets]]<br />
<br />
== E-Uni programmes ==<br />
* [[Ship Replacement Program]]<br />
* [[The Skillbook Program]]<br />
* [[Corporation Hangar]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=User:False_solace&diff=19179User:False solace2011-01-13T22:12:37Z<p>False solace: Created page with "== SOP == * Ivy League Policies * Wartime Standard Operating Procedures == War == * Dos and Don'ts During War * Fleet Operations During War Time * [[Wartime Chec..."</p>
<hr />
<div>== SOP ==<br />
* [[Ivy League Policies]]<br />
* [[Wartime Standard Operating Procedures]]<br />
<br />
== War ==<br />
* [[Dos and Don'ts During War]]<br />
* [[Fleet Operations During War Time]]<br />
* [[Wartime Checklist]]<br />
** "Do not talk about fleet locations (or your own, for that matter) outside of your fleet channel. Yes, that does means you cannot tell a fleet where you are until you have joined it or the FC has convoed you."<br />
** "Do not ask "are there any fleets running" - if they are, they should not be communicating with you. Wait for a new one to be called in Alliance"<br />
** "Under no circumstances should the location of any Uni Fleet or Wartarget be reported in any of the standard Uni channels (this includes Alliance and Corp)"<br />
* [[Wartime and Official ILN Operations Loot Policy]]<br />
<br />
== Fleet resources ==<br />
* [[The Rookie's Guide To Fleet Ops]]<br />
* [[How to Properly Form a Fleet]]<br />
* [[TeamSpeak#Using the Channel Commander Features|Channel commander in Teamspeak]]<br />
* [[Fleet Formation and Intel]]<br />
* [[Fleet Doctrine for the Ivy League Navy]]<br />
* [[Fleet Checklist]] (CFD)<br />
<br />
== Fleet roles ==<br />
* [[ECM Guide]]<br />
** [[ECM Guide#Using your ECM Modules|Using your ECM Modules]]<br />
** [[ECM Guide#Flying ECM: Basics|Flying ECM: Basics]]<br />
** [[ECM Guide#Flying ECM: Targets|Flying ECM: Targets]]<br />
<br />
== E-Uni programmes ==<br />
* [[Ship Replacement Program]]<br />
* [[The Skillbook Program]]<br />
* [[Corporation Hangar]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Archive:Ivy_League_Navy&diff=19178Archive:Ivy League Navy2011-01-13T21:58:18Z<p>False solace: /* Chain of Command */ updated with current BG command staff</p>
<hr />
<div>{{uwc}}<br />
<br />
== About the ILN ==<br />
<br />
The [[Ivy League Navy]] (ILN) is a coalition of members in [[Eve University]] who agree to stay in the Uni for a minimum of three months to protect it from aggressive forces. While it is not a formally organized group, the ILN is lead by Admiral [[User:Silentbrick|Silentbrick]](Military Director), Vice Admirals [[User:Ubercado|Ubercado]] (Military Director/Line Officer) and [[User:Kyrlin DiShai|Kyrlin DiShai]] (Intel Director), Rear Admiral [[User:Smurfprime|Smurfprime]] (Battlegroup Coordinator) and the rest of the ILN Officers.<br />
<br />
During war, Eve University switches to the control of the ILN Officers. [[Wartime Standard Operating Procedures|Wartime rules and procedures]] are more strict then those during peacetime. With the exception of the ILN Officers on the [[Board of Directors]], ILN Officers do not have direct control over students, but requests from ILN Officers during war should be treated the same as a [[Board of Directors|director]]. ILN Officers of rank Captain and above (and designated Intel agents) may initiate [[Wartime Standard Operating Procedures#Lockdowns|lockdowns]].<br />
<br />
The ILN's goal is to defend the Uni and to assist pilots interested in PvP. The ILN has no required training programs. Upon joining the ILN, Uni members gain access to a new forum in which a list of recommended assignments and operations are posted, to help new members select a direction to train in.<br />
<br />
In wartime or peacetime, while the ILN Officers often lead fleets, any member of the Uni may create and take out a fleet.<br />
<br />
== Purpose ==<br />
The Purpose of the Ivy League Navy is twofold: <br />
<br />
* Protect and defend the Ivy League Alliance against any and all attackers. <br />
* Help PVP oriented students develop training plans and skills that will assist them in learning PVP at various levels from small gang up to larger fleet operations. <br />
<br />
It is also hoped that, by helping students, we will extend the dwell time of Ivy pilots, fielding a more experienced navy against our foes. The Navy will hold fundraising activities and provide a means for practice engagement as well as ILN anti-piracy operations. It is NOT a group just to get additional, constant PVP. ILN members are expected to be willing to help take leadership in regards to starting and conducting fundraising activities as well as PVP oriented activities within Ivy policy and Rules of Engagement. ILN members are held to a higher standard of behavior than regular Ivy personnel.<br />
<br />
== Chain of Command ==<br />
<br />
The Boss – Kelduum Revaan<br />
<br />
Flag and Command Staff:<br />
*Fleet Admiral Silentbrick<br />
*Vice Admiral Ubercado (Line)<br />
*Vice Admiral Kyrlin DiShai (Intel)<br />
*Rear Admiral UH Smurfprime (BG Coordinator)<br />
*Commander Julian Concombre (Training)<br />
*Commander Bladeheart<br />
<br />
Battlegroup 1: The Black Sheep<br />
*Commanding Officer: Captain Kaykwok<br />
*Executive Officer: Commander Tacitus Maxiumus<br />
<br />
Battlegroup 2: The Big Deuce<br />
*Commanding Officer: Captain Yamir Ke'Shark<br />
*Executive Officer: <br />
<br />
Battlegroup 3: The Fighting Third<br />
*Commanding Officer (on leave): Captain Qato Vollan<br />
*Executive Officer (Acting Commanding Officer): Commander Kaein Soturus<br />
<br />
== Rank Meanings ==<br />
*Fleet Admiral - Highest ranked officer in the military, the final word on all things military/pvp for the Ivy.<br />
*Vice Admiral - One step down from Fleet Admiral. If the Fleet Admiral isn't on, they're the ones that will lead.<br />
*Rear Admiral - First step into the leadership of the military. Likely have specific tasks or areas that they handle. Training, etc.<br />
<br />
*Captain - Veteran fleet commander able to lead complex fleet operations and provide general leadership in times of war, typically serving as Battlegroup Commanding Officer (CO). Must be currently serving as Commander and have experience serving as an Executive Officer and two or more Staff Officer roles (unless talent/merit warrants early promotion), be willing and able to undertake the coordination and supervision of highly complex operations such as POS take downs including intelligence collection, operational planning, logistics, and leadership of extended or multi-fleet operations. Captains and above have the ability to order [[Wartime_Standard_Operating_Procedures#Lockdowns|lockdowns]].<br />
<br />
*Commander - Veteran fleet commander typically serving as Battlegroup Executive Officer (XO). Must be currently serving as Lieutenant Commander and have experience in two or more Staff Officer roles (unless talent/merit warrants early promotion), be willing and able to undertake the supervision of complex additional duties and responsibilities including intelligence collection, operational planning, logistics, and leadership of independent fleet operations. <br />
<br />
*Lieutenant Commander - Experienced fleet commander typically serving as Battlegroup Staff Officer. Must be currently serving as Lieutenant (unless talent/merit warrants early promotion), be willing and able to undertake the supervision of complex additional duties and responsibilities including intelligence collection, operational planning, logistics, and leadership of independent fleet operations. <br />
<br />
*Lieutenant - Experienced Squad leader typically serving as Squad Commanding Officer (CO). Must be currently serving as Lieutenant Junior Grade (unless talent/merit warrants early promotion), be willing and able to undertake complex additional duties and responsibilities including fleet formation and leadership of basic fleet operations. Requires Wing Commander III and all [[Fleet Leadership#Booster Skills|Warfare Booster Skills]] at IV or higher, attendance at the Fleet Command 101 Class.<br />
<br />
* Lieutenant Junior Grade - Beginning Squad leader typically serving as Squad Executive Officer (XO). Must be willing and able to follow directions and undertake additional duties and responsibilities. Requires completion of initial 3 month enlistment as an Ensign (unless talent/merit warrants early promotion) and certification as Squad Commander: Leadership V, all [[Fleet Leadership#Booster Skills|Warfare Booster Skills]] at III or higher, attendance at the Squad Commander Class.<br />
<br />
*Ensign - Entry level general combat pilot. Must be willing and able to follow directions and able to fulfill basic combat roles such as tackler, EWAR, etc. and complete a 3 month enlistment.<br />
<br />
*Midshipman - Rookie combat pilot in training. Must be willing and able to follow directions and lean how to fulfill basic combat roles such as tackler, EWAR, etc. and complete a 3 month enlistment.<br />
<br />
Note: Ranks pertain only to fleet leadership, an ensign could theoretically fly anything up to cap ships with the right skills.<br />
<br />
Now, anyone is allowed to try and lead gangs or fleets. However a ranked FC takes precedence and can overrule a non-ranked FC. This is subject to change without notice so refer to it if you have a question.<br />
<br />
== Related Information ==<br />
* [[Fleet Doctrine for the Ivy League Navy]]<br />
* [[Fleet Operations During War Time]]<br />
* [[How to Properly Form a Fleet]]<br />
* [[Joining the ILN]]<br />
* [[Ship Replacement Program]]<br />
* [[Ship Requirements and Restrictions]]<br />
* [[War Time Policy]]<br />
* [[Wartime and Official ILN Operations Loot Policy]]<br />
<br />
<br />
[[Category:Eve University]]<br />
[[Category:Ivy League Navy]]<br />
[[Category:PvP]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Jump_clones&diff=18963Jump clones2011-01-03T04:10:14Z<p>False solace: /* Can Jump Clones be lost? */ typo "it it"</p>
<hr />
<div>You're probably familiar with clones used in the event of player death. Those clone are called "skill clones" or medical clones. They preserve your skill points up to the maximum level of skill points allowed for a given clone grade. <br />
<br />
A jump clone is different: you can actively 'jump' into a jump clone instead of having to die to activate it. <br />
<br />
When you activate a jump clone, your current body, with all its implants, is left behind at the station where you are. Your old body effectively turns into a new jump clone and you can jump back into it later. After jumping, you have to wait for at least 24 hours before jumping into another clone. Think of it as jumping with your 'mind' or 'soul' between the bodies. You bring all your skills and standings, but leave the body (and its implants) behind. <br />
<br />
Both skill clones and jump clones are purchased at medical facilities in stations. But you can also get a jump clone installed aboard a capital vessel that has Clone Vat Bays fitted. At this time the only types of ships that may use Clone Vat Bays are Titans and the Rorqual. <br />
<br />
If you die (get podded), your jump clone is not affected at all. You will end up wherever your skill clone is and all your jump clones will still be available. Your skill clones are independent of your jumpclones, so even if you have a jump clone somewhere, you still need a skill clone to make sure you don't lose skillpoints when you die. <br />
<br />
== Jump Clones ==<br />
<br />
=== What do I need to get one? ===<br />
<br />
You need at least one level in the skill '''Infomorph Psychology'''. Every level in that skill will allow an additional jump clone. <br />
<br />
Since the Revelations patch, '''you or the corporation you belong to need to have 8.00 standing with the corporation that owns the station''' where you want to buy the jump clone. <br />
<br />
=== How do I activate my Jump Clone? ===<br />
<br />
Once you have a jump clone installed, you can activate it from your character sheet after momentarily pausing your current skill training and exiting your ship. '''Note that you can only jump into a new jump clone once every 24 hours.''' The station you jumped from does not require a Medical Facility for your old body to be available as a new jump clone. You can jump back to this new clone, or jump to any other inactive jump clone, after waiting 24 hours. <br />
<br />
You are free to equip your new body with implants, e.g. special hardwire implants to help you fulfill a certain role in fleet combat as a specialized clone pilot. If your new body is destroyed, your skill clone will automatically activate and you will only lose the implants you had plugged in at the time of death. Your original body will still be intact and available to you as a new jump clone.<br />
<br />
=== Can Jump Clones be lost? ===<br />
In most cases, your inactive jump clones will swim in the clone vat of NPC stations, and they are completely safe there.<br />
<br />
There are two ways to lose a jump clone and the implants installed in it:<br />
<br />
* A destroyable location which carries one of your inactive jump clones is destroyed. Example: When the capital ship that is carrying your inactive jump clone is destroyed, the installed jump clone, and the implants installed in it, are lost.<br />
* You ignore the game's warning when clone jumping from a location where you already had a jump clone installed. This is explained in more detail in the next section.<br />
<br />
=== Careful, careful ===<br />
<br />
You can never have two inactive jump clones at the same station. Due to the way game mechanics work, it is possible to lose implants if you are not careful, and you ignore the game's warning. <br />
<br />
Suppose you have the following clones: <br />
<br />
*In Jita, you have a clone contract (Medical Clone). <br />
*In Jita, you have an inactive jump clone with a memory implant. <br />
*In Rens, you have an inactive jump clone with a willpower implant. <br />
*In Agil, you have an active clone, with a perception implant.<br />
<br />
At any time, if you are podkilled, you will wake up in Jita, at which point you will have an active clone and an inactive jump clone, both in Jita. Your skill clone will preserve whatever number of skillpoints you have saved in the clone contract, regardless of which jump clone died. The skillpoints saved is a property of the skill clone that is created when you die, not of the clone that was killed. <br />
<br />
Note that it is safe to create a jump clone at a station where you already have a skill clone. You will have two clones at that station, one inactive jump clone and one skill clone which will only be activated if you get podded. <br />
<br />
Now suppose that you fly your active clone from Agil to Rens. You will now have an active clone and an inactive jumpclone in Rens. <br />
<br />
If you try to install a second jumpclone in Rens, the game will refuse to install it. You will not lose anything. <br />
<br />
If you try to jumpclone from Rens to Jita, the inactive clone in Rens will be destroyed and replaced with the clone containing the perception implant. You will lose the inactive clone and its willpower implant. The game will warn you and allow you to cancel the clonejump. <br />
<br />
You can however jump from your current body in Rens with the perception implant, to your inactive jumpclone in Rens with the willpower implant without destroying any jumpclone.<br />
<br />
=== Step-by-Step Setup for first Jump Clone ===<br />
<br />
Most people will want to set up their first Jump Clone to save their implants from impending death that may occur from PvP during wars against E-UNI.&nbsp; Here is just one suggestion as to how you can set up your first jump clone.&nbsp; There may be others, depending on your standings with other corporations.&nbsp; To speed up the process (as you will be making approximately 75 jumps), it is suggested you use a shuttle of your choosing (or two as you will need transportation back to Aldrat).<br> <br />
<br />
#Chose which station (from those listed below) that you wish to install your clone (for purposes of this example, Isikano IX - Moon 11 - Wiyrkomi Peace Corps Logistic Support)<br> <br />
#Fly to Isikano IX - Moon 11 - Wiyrkomi Peace Corps Logistic Support (As stated below, <span style="color: red;">'''DO&nbsp;NOT'''</span>&nbsp;talk with any agent there.)<br> <br />
#Use the medical services to install your clone.&nbsp; <br> <br />
#Fly back to Aldrat (if this is where you wish your jump clone to be, you could also choose any station close to PTS)<br> <br />
#Pause any training<br> <br />
#Go to your character sheet, right-click on your installed clone ("Located in Isikano IX - Moon 11 - Wiyrkomi Peace Corps Logistic Support"), and "Clone Jump"<br><u>''At this point you have just jumped into your "Clean Clone" (no implants), and your "Implant Clone" is at Aldrat.''</u><br> <br />
#Fly you "Clean Clone" once again back to Pator Tech School and you will be ready for any wardecs that may occur, and you can take part in Fleet Ops without having to worry about losing your implants.<br><br />
<br />
<u>'''"Shorter Way"'''</u>-- Not as many jumps, but just a little more expensive (as you will be updating your med clone) ''submitted by Reed Tiburon on the forums''<br> <br />
<br />
*Make sure your medical clone is set up in Aldrat at one of the stations and can handle all your SP <br />
*Fly out to one of the jump clone systems (Erenta, etc) and buy your JC. <br />
*Fly back to Aldrat and clonejump into your new clone in Erenta (or wherever). <br />
*Undock, self-destruct pod. Wake up in Aldrat. Update medical clone<br />
<br />
<br><br />
<br />
== E-UNI's Jump Clone Stations ==<br />
<br />
[[Eve University]] has enough standing with two corporations, [[Wiyrkomi Peace Corps]] and [[Khanid Innovation]], to access Jump Clones for all members. <br />
<br />
<span style="color: red;"><br />
'''WARNING:'''</span> Do not start a conversation with any agents for '''Wiyrkomi Peace Corps''' or '''Khanid Innovation''' as we will lose these facilities and you may be asked to leave E-UNI. <br />
<br />
{{Jump Clones}}<br />
<br />
All of these systems are in high security space. Just make sure you set your autopilot to avoid low security systems, so that you do not pass through dangerous space while traveling.<br />
<br />
=== Why so far away from Aldrat? ===<br />
<br />
The ability to install a jump clone at a station is based on 'excellent' (i.e., 8.0 and above) personal or corporate standing at that station. This means that E-UNI needed to identify a corporation that is unlikely to be used by members for missions. Therefore it needs to be small and unappealing, but still have medical facilities. <br />
<br />
Because of these restrictions the locations of the corporations with available clones facilities will tend to be somewhere out of the way, some distance from typical mission running or member activity. While a similar corporation may be a great deal closer, there is a significant chance a member may inadvertently run missions for them, preventing jump clone access for all E-UNI members.<br />
<br />
== An Alternative: Estel Arador Corp Services ==<br />
<br />
If you are not a member of Eve University, there is another jump clone service available to you: the player corporation "Estel Arador Corp Services" [EACS]. It accepts all recruits for just a few days so that they can install jump clones at any of a wide variety of stations, and then leave. Anyone joining EACS is responsible for acquiring their own copy of Infomorph Psychology and paying the 100,000 ISK jump clone installation fee to the NPC corporation of their choice, but the service is otherwise free. <br />
<br />
[http://www.eveonline.com/mb2/news.asp?nid=3648 Click here to find out more information about EACS] <br />
<br />
<br> <br />
<br />
[[Category:Guides]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Jump_clones&diff=18962Jump clones2011-01-03T04:09:48Z<p>False solace: /* Can Jump Clones be lost? */ typo "it it"</p>
<hr />
<div>You're probably familiar with clones used in the event of player death. Those clone are called "skill clones" or medical clones. They preserve your skill points up to the maximum level of skill points allowed for a given clone grade. <br />
<br />
A jump clone is different: you can actively 'jump' into a jump clone instead of having to die to activate it. <br />
<br />
When you activate a jump clone, your current body, with all its implants, is left behind at the station where you are. Your old body effectively turns into a new jump clone and you can jump back into it later. After jumping, you have to wait for at least 24 hours before jumping into another clone. Think of it as jumping with your 'mind' or 'soul' between the bodies. You bring all your skills and standings, but leave the body (and its implants) behind. <br />
<br />
Both skill clones and jump clones are purchased at medical facilities in stations. But you can also get a jump clone installed aboard a capital vessel that has Clone Vat Bays fitted. At this time the only types of ships that may use Clone Vat Bays are Titans and the Rorqual. <br />
<br />
If you die (get podded), your jump clone is not affected at all. You will end up wherever your skill clone is and all your jump clones will still be available. Your skill clones are independent of your jumpclones, so even if you have a jump clone somewhere, you still need a skill clone to make sure you don't lose skillpoints when you die. <br />
<br />
== Jump Clones ==<br />
<br />
=== What do I need to get one? ===<br />
<br />
You need at least one level in the skill '''Infomorph Psychology'''. Every level in that skill will allow an additional jump clone. <br />
<br />
Since the Revelations patch, '''you or the corporation you belong to need to have 8.00 standing with the corporation that owns the station''' where you want to buy the jump clone. <br />
<br />
=== How do I activate my Jump Clone? ===<br />
<br />
Once you have a jump clone installed, you can activate it from your character sheet after momentarily pausing your current skill training and exiting your ship. '''Note that you can only jump into a new jump clone once every 24 hours.''' The station you jumped from does not require a Medical Facility for your old body to be available as a new jump clone. You can jump back to this new clone, or jump to any other inactive jump clone, after waiting 24 hours. <br />
<br />
You are free to equip your new body with implants, e.g. special hardwire implants to help you fulfill a certain role in fleet combat as a specialized clone pilot. If your new body is destroyed, your skill clone will automatically activate and you will only lose the implants you had plugged in at the time of death. Your original body will still be intact and available to you as a new jump clone.<br />
<br />
=== Can Jump Clones be lost? ===<br />
In most cases, your inactive jump clones will swim in the clone vat of NPC stations, and they are completely safe there.<br />
<br />
There are two ways to lose a jump clone and the implants installed in it:<br />
<br />
* A destroyable location which carries one of your inactive jump clones is destroyed. Example: When the capital ship that is carrying your inactive jump clone is destroyed, the installed jump clone, and the implants installed it it, are lost.<br />
* You ignore the game's warning when clone jumping from a location where you already had a jump clone installed. This is explained in more detail in the next section.<br />
<br />
=== Careful, careful ===<br />
<br />
You can never have two inactive jump clones at the same station. Due to the way game mechanics work, it is possible to lose implants if you are not careful, and you ignore the game's warning. <br />
<br />
Suppose you have the following clones: <br />
<br />
*In Jita, you have a clone contract (Medical Clone). <br />
*In Jita, you have an inactive jump clone with a memory implant. <br />
*In Rens, you have an inactive jump clone with a willpower implant. <br />
*In Agil, you have an active clone, with a perception implant.<br />
<br />
At any time, if you are podkilled, you will wake up in Jita, at which point you will have an active clone and an inactive jump clone, both in Jita. Your skill clone will preserve whatever number of skillpoints you have saved in the clone contract, regardless of which jump clone died. The skillpoints saved is a property of the skill clone that is created when you die, not of the clone that was killed. <br />
<br />
Note that it is safe to create a jump clone at a station where you already have a skill clone. You will have two clones at that station, one inactive jump clone and one skill clone which will only be activated if you get podded. <br />
<br />
Now suppose that you fly your active clone from Agil to Rens. You will now have an active clone and an inactive jumpclone in Rens. <br />
<br />
If you try to install a second jumpclone in Rens, the game will refuse to install it. You will not lose anything. <br />
<br />
If you try to jumpclone from Rens to Jita, the inactive clone in Rens will be destroyed and replaced with the clone containing the perception implant. You will lose the inactive clone and its willpower implant. The game will warn you and allow you to cancel the clonejump. <br />
<br />
You can however jump from your current body in Rens with the perception implant, to your inactive jumpclone in Rens with the willpower implant without destroying any jumpclone.<br />
<br />
=== Step-by-Step Setup for first Jump Clone ===<br />
<br />
Most people will want to set up their first Jump Clone to save their implants from impending death that may occur from PvP during wars against E-UNI.&nbsp; Here is just one suggestion as to how you can set up your first jump clone.&nbsp; There may be others, depending on your standings with other corporations.&nbsp; To speed up the process (as you will be making approximately 75 jumps), it is suggested you use a shuttle of your choosing (or two as you will need transportation back to Aldrat).<br> <br />
<br />
#Chose which station (from those listed below) that you wish to install your clone (for purposes of this example, Isikano IX - Moon 11 - Wiyrkomi Peace Corps Logistic Support)<br> <br />
#Fly to Isikano IX - Moon 11 - Wiyrkomi Peace Corps Logistic Support (As stated below, <span style="color: red;">'''DO&nbsp;NOT'''</span>&nbsp;talk with any agent there.)<br> <br />
#Use the medical services to install your clone.&nbsp; <br> <br />
#Fly back to Aldrat (if this is where you wish your jump clone to be, you could also choose any station close to PTS)<br> <br />
#Pause any training<br> <br />
#Go to your character sheet, right-click on your installed clone ("Located in Isikano IX - Moon 11 - Wiyrkomi Peace Corps Logistic Support"), and "Clone Jump"<br><u>''At this point you have just jumped into your "Clean Clone" (no implants), and your "Implant Clone" is at Aldrat.''</u><br> <br />
#Fly you "Clean Clone" once again back to Pator Tech School and you will be ready for any wardecs that may occur, and you can take part in Fleet Ops without having to worry about losing your implants.<br><br />
<br />
<u>'''"Shorter Way"'''</u>-- Not as many jumps, but just a little more expensive (as you will be updating your med clone) ''submitted by Reed Tiburon on the forums''<br> <br />
<br />
*Make sure your medical clone is set up in Aldrat at one of the stations and can handle all your SP <br />
*Fly out to one of the jump clone systems (Erenta, etc) and buy your JC. <br />
*Fly back to Aldrat and clonejump into your new clone in Erenta (or wherever). <br />
*Undock, self-destruct pod. Wake up in Aldrat. Update medical clone<br />
<br />
<br><br />
<br />
== E-UNI's Jump Clone Stations ==<br />
<br />
[[Eve University]] has enough standing with two corporations, [[Wiyrkomi Peace Corps]] and [[Khanid Innovation]], to access Jump Clones for all members. <br />
<br />
<span style="color: red;"><br />
'''WARNING:'''</span> Do not start a conversation with any agents for '''Wiyrkomi Peace Corps''' or '''Khanid Innovation''' as we will lose these facilities and you may be asked to leave E-UNI. <br />
<br />
{{Jump Clones}}<br />
<br />
All of these systems are in high security space. Just make sure you set your autopilot to avoid low security systems, so that you do not pass through dangerous space while traveling.<br />
<br />
=== Why so far away from Aldrat? ===<br />
<br />
The ability to install a jump clone at a station is based on 'excellent' (i.e., 8.0 and above) personal or corporate standing at that station. This means that E-UNI needed to identify a corporation that is unlikely to be used by members for missions. Therefore it needs to be small and unappealing, but still have medical facilities. <br />
<br />
Because of these restrictions the locations of the corporations with available clones facilities will tend to be somewhere out of the way, some distance from typical mission running or member activity. While a similar corporation may be a great deal closer, there is a significant chance a member may inadvertently run missions for them, preventing jump clone access for all E-UNI members.<br />
<br />
== An Alternative: Estel Arador Corp Services ==<br />
<br />
If you are not a member of Eve University, there is another jump clone service available to you: the player corporation "Estel Arador Corp Services" [EACS]. It accepts all recruits for just a few days so that they can install jump clones at any of a wide variety of stations, and then leave. Anyone joining EACS is responsible for acquiring their own copy of Infomorph Psychology and paying the 100,000 ISK jump clone installation fee to the NPC corporation of their choice, but the service is otherwise free. <br />
<br />
[http://www.eveonline.com/mb2/news.asp?nid=3648 Click here to find out more information about EACS] <br />
<br />
<br> <br />
<br />
[[Category:Guides]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Setting_up_a_planetary_colony&diff=18961Setting up a planetary colony2011-01-03T04:07:42Z<p>False solace: /* Your First Colony */ typo "you you"/you</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Planetary Interaction]]<br />
<br />
The [[Planetary Interaction]] feature of the Tyrannis expansion allows players to utilize planetary industries. Below is a general overview of what can be exploited with this new feature.<br />
<br />
''Note: [[Planetary Commodities]] page has been introduced to hold the main tables with Resources and Products, the tables below that overlap with that page will be used to fill the Commodities page. This page should focus on how to connect Extractor A to Processor B via Storage C to produce product D, the best way to organize links, routes, exploit deposits, and so on''<br />
<br />
= Overview =<br />
<br />
The idea of Planetary Interaction is to produce things, or to make money by selling stuff you have extracted from planets.<br />
<br />
To do anything on a planet, we need a Planetary Command Centre. Once you have deployed this from orbit everything else is done from anywhere in the universe, including from inside a station, until you need to go back into orbit to actually pick up your items.<br />
<br />
If you are building a manufacturing-only colony, then you need processors, and a way of getting things down to the planetary surface. You can put the colony in a small area, anywhere on your chosen colony.<br />
<br />
If you are building a resource extraction colony, the need resource extractors, and a way to get things up from the planetary surface. Resource nodes need to be sited on deposits of the resource you want to extract, but if you want to extract more than one resource, you need to decide whether to compromise on your output of one to get a good extraction on another and keep them close to each other, saving on link costs, or to put each group on the best deposit of both, and spend the link costs which could cost you your ability to install one or two extractors or a processor.<br />
<br />
Your command centre provides power and CPU to your entire colony. This is the limit to how many Planetary Interaction Nodes you can put in a colony. Everything takes a certain amount of CPU and PG (power grid), and the links between them take up some also.<br />
<br />
If you are doing resource extraction, it is highly recommended to process the raw resource ("R0") into a first-level product ("P1"), otherwise you are going to pay through the nose on export taxes. For this you will need a Basic Industry Facility. <br />
<br />
If you want smooth processing without waste, if you have excess of one resource/product building up, or need to store your output for later pickup you will need storage. For storage, you can use (in order of capacity) Planetary Command Center (500 m3), Storage Facility (5000 m3), or Launch Pad (10,000 m3).<br />
<br />
Finally, if want to get your product off-planet to market you will need a node for that. You can launch from your Planetary Command Facility for 3 ISK/PTU, or you can use a Launchpad for 2 ISK/PTU. [Planetary Transfer Unit (PTU) is a made up term in an attempt to capture that the cost is based on both processed level and volume.] <br />
<br />
You then need to hook the nodes together with Links that cost PG and CPU themselves. Finally, to get some automation, you want to route amounts of product along those links.<br />
<br />
To begin, below we will be going over the basic structure of Command Centre, Extractors linked to Launch Pad [as Storage], in turn linked to Basic Processor routing back to Launch Pad [as Export Facility]. Once you have a sense of how that works, you can start thinking about saving on CPU/PG by removing the storage and carefully balancing your extractor outputs versus explicitly sacrificing product, using multiple Launchpads instead of long links, setting up longer production chains on one planet, setting up production chains with multiple planets, etc.<br />
<br />
= Connecting It Together =<br />
To setup an outgoing route for products from a storage facility (Command Center, Launch Pad, or Storage Facility), you can wait for product to build up in the facility and route up to the amount of product current in storage, or you can click on one of the incoming routes and send that amount to the destination (eg Processor).<br />
<br />
If you hook the extractor directly to the processor, you might end up throwing away resources if there is an uneven lot when it fills up (Processors accumulate resources until they have an even lot of input product (eg P1 would be 6000), and then start processing. If the buffer has 5950 in it, and the extractor delivers 210, then 160 units are lost. If there is inputs in the buffer when you change the schematic, they are lost. You can buffer with a storage facility or just live with the loss. If you are living with the loss, you can reduce it somewhat by staggering your extractors' cycles to minimize the chance that two extractors deliver at the same time.<br />
<br />
<br />
== Your First Colony ==<br />
<br />
By way of introducing you to the user interface, let us install a colony.<br />
<br />
Buy a "XXX Command Center" on the market. (We are going to a Temperate Planet, so I bought a Temperate Limited Command Center). Fly to the system with the command center in your cargo, and sit in space cloaked (I am doing this in 0.0, stealing resources from The Syndicate who might object, but since they an NPC corp, their sovereignty is not blocking my deployment).<br />
<br />
* Select Planet in Overview [[File:PI_YFC-SelectPlanet.png|right]]<br />
* Enter Planet Mode<br />
* [[Planetary_Interaction#Planet_Scanning|Scan for Resources]]<br style="clear: both" /><br />
* Place Command Center [[File:PI_YFC-PlaceCmdCtr.png|200px|frameless|right]]<br style="clear: both" /><br />
* Submit [[File:PI_YFC-CmdCntrPlaced.png|200px|frameless|right]]<br style="clear: both" /><br />
* Place Extractor [[File:PI_YFC-PlaceExtractor.png|350px|frameless|right]] [[File:PI_YFC-PlaceExtractor-Placed.png|350px|frameless|right]]<br style="clear: both" /><br />
[[File:PI_YFC-5-MoreExtractors.png|350px|frameless|right]] <br />
* Under the Build Tab, choose Extractors, select the type of extractor that matches the desired resource, then click in the location you wish to place it on the map. Below the edit tab, you will see the edits pending, the change in PG and CPU that will result and the cost of these upgrades. You can make a number of changes and then submit or cancel the changes. <br />
* Place More Extractors <br style="clear: both" /><br />
* Create Links [[File:PI_YFC-6-StartCreateLinks.png|350px|frameless|right]] [[File:PI_YFC-7-CreatingLink.png|350px|frameless|right]] [[File:PI_YFC-8-FinalLink.png|350px|frameless|right]]<br />
* Right Click on the node at one end of link, and choose "Create Link". Click on the node on the other end of the link. Notice that as you stretch the link to the destination, it will tell you the length and how much CPU and Powergrid it will cost. Keep an eye on the progress of using up your CPU and powergrid.<br />
* You can create a route using up to 8 intermediate nodes, so you can save link costs by connecting far away nodes to the next closest node, and linking that node to the next closest, etc. until you have it connected to where you are trying to get to.<br style="clear: both" /><br />
* Place Processor and a Launch Pad [[File:PI_YFC-9-PlaceProcessor.png|350px|frameless|right]] [[File:PI_YFC-14-PlaceLaunchpad.png|350px|frameless|right]]<br style="clear: both" /><br />
* Create Links [[File:PI_YFC-15-AllLinked.png|350px|frameless|right]]<br style="clear: both" /> <br />
* Choose Schematic <br />
<gallery><br />
File:PI_YFC-10-SelectProcessor.png<br />
File:PI_YFC-11-SelectSchematic.png<br />
File:PI_YFC-12-SubmitSchematic.png<br />
File:PI_YFC-13-RouteProcessor.png<br />
File:PI_YFC-16-RoutingProcessorProduct.png<br />
File:PI_YFC-17-CreatingProcessorRoute.png<br />
File:PI_YFC-18-SelectCmdCtrRoute.png<br />
</gallery><br />
* Click on your processor, and click on the Schematic ([[File:Icon_PI_ProcessorSchematic.png]]) Icon. Use the dropdown to select your desired output product. Submit the result, at which point you will be prompted to route the result. Click on the product to be routed, and click "Create Route", then click on the destination storage facility. Finally, click on "Create Route".<br />
* Submit. Click on the "Submit" button in the "Edits Pending" area. You will not be able to survey until your extractors are placed permanently, ie you must commit your changes.<br />
* Survey Extractors and Create Routes to Launchpad <br />
<gallery><br />
File:PI_YFC-20-SelectExtractor.png<br />
File:PI_YFC-21-SurveyDeposit.png<br />
File:PI_YFC-22-DepositSelected.png<br />
File:PI_YFC-23-RouteProduct.png<br />
</gallery><br />
* Note that you can choose extractions that produce alot in the short term, but ultimately produce less in total, or trickle in, but generate more total product in the long term, depending on how much you want to babysit the extractors, and how consistently your Processors are running. Consensus seems to lean toward the 24 hour extraction. We could choose the long and copious extraction easily on this planet due to its great abundance, but to demonstrate overloaded links, I am choosing the 5 hour extraction since it creates a larger point load on the links.<br />
* Upgrade links (and Submit) Partway through surveying and routing, we got the message "The route can not be created as adding traffic to one of the links over which it travels would create dangerous levels of congestion." If we hover the mouse over a link it will tell us the level of usage of the link. If we click on the destination it will tell us the link usage of all the routes arriving at that destination. It would appear that we have to upgrade two links, the one just before the Storage, and the Extractor-Extractor link just upstream of that. Click on the link to be upgraded, and click on the Link-Plus icon. You will be given a quote of how much more CPU/PG this will cost. If it is acceptable, click on the Upgrade button.<br />
<gallery><br />
File:PI_YFC-24-OverloadedLink.png<br />
File:PI_YFC-24a-HoverOverloadedLink.png<br />
File:PI_YFC-26-HoverLinkLoads.png<br />
File:PI_YFC-24b-ChooseLink.png<br />
File:PI_YFC-25-UpgradeLink.png<br />
File:PI_YFC-25b-UpgradeLink-L2.png<br />
File:PI-YFC-27-UpgradeLink-L2.png<br />
</gallery><br />
* Create Route Launchpad to Processor. Select the Processor, Click on the Routes icon, choose one of the incoming routes, and click on the Create Route button at the bottom.<br />
<gallery><br />
File:PI-YFC-26-CreateStorageToProcessorRoute.png<br />
File:PI_YFC-26a-CreateProductRoute.png<br />
File:PI-YFC-26b-CreateProductRoute.png<br />
</gallery><br />
[[File:PI_YFC-28-ThreeMoreExtractors.png|400px|frameless|right]]<br />
* Submit<br />
* Wait 15 minutes for the Extractors to dump into storage.<br />
* Had a little bit of power/CPU left, so add 3 more extractors, Submit. While we are waiting, I notice we have a little bit of power and CPU left, so let us add some more extractors. First upgrade the link between the last extractor and the Launchpad storage, since it was at 96%, to make sure we are not going to run out of PG halfway through this operation. Notice the additional ISK cost, and the CPU and PG differencial usage lines above the submit button. <br />
<br style="clear: both" /><br />
* Check out the Competition: While we are waiting, we could also check out who else is on the planet. The other colonies are small and subtle. Sometimes you just see an extractor here or there, sometimes you see the Command Centre. If you click on the Command Centre you can see all the nodes in their network. Right click on the background to hide or show other players colonies. Mostly you can just ignore them, except when they are sitting on top of the juicy resource node that is rightfully yours. Until Dust 541, there is little to be done about this, except that if you both drink from the same resource node, each gets less. This is also a danger if you place your own extractors too close to each other. For more details, see [[Planetary Interaction PvP]]. <br />
<gallery><br />
File:PI_YFC-28-Competition.png<br />
File:PI_YFC-29a-InfoOnCompetition.png<br />
File:PI_YFC-29b-Competition_PINs.png<br />
File:PI_YFC-29b-CompetitionNetwork.png<br />
</gallery><br />
* Check on Processor Buffer. Ok, enough time has elapsed for the extractors to have run a cycle by now, let's check out how we are doing at building up in the Processor's buffer. [[File:PI_YFC-30-CheckOnProgress.png|350px|frameless]].<br />
* Oh dear, I have waited too long, and it has built up enough input to get started on the processor cycle, and is building up for the next cycle already. Now we must wait 30 minutes for the Output to come out. In the mean time, the buffer filled up waiting for the processing cycle to complete and backlog is building in the storage. You can use this to adjust your extraction renewal schedules by letting stuff build in storage and then coming back anytime while the Processor(s) are working on that buffer of inputs to renew your Extractors. [[File:PI_YFC-31-ProcessorRunningFull.png|350px|frameless]] [[File:PI_YFC-30a-BacklogBuildingUp.png|350px|frameless]]<br />
* Horray! Product. Now you can move to [[Colony_Management#Interplanetary_Logistics|Interplanetary Logistics]] to get your stuff off planet. <br />
[[File:PI_YFC-31-Product.png|350px|frameless]]<br />
* Observe that this is in a really good deposit, and will be building up a backlog for the first 24 hours, and then work on that backlog over the next little while waiting for you to come back to and re-survey the extractors.<br />
* Teardown colony. You can tear down your whole colony by deleting the Command Center. You might need to do this if you decide to upgrade your Command Center to make your operation larger. You will lose the investment you made in the old command centre, and all the buildings you built.<br />
<br />
'''Hint:''' select the right size of Command Center first, because to deploy a new one, you must destroy the entire colony, losing all the investment you made in extractors, all unprocessed inputs stuck in the Processors,etc. It does not destroy the items that had been exported to the Customs Office, and you can deploy a new Command Centre immediately rather than waiting for downtime.<br />
<br />
<br />
=== Intraplanetary Logistics ===<br />
<br />
''This is about moving stuff around '''on''' a planet. For moving stuff '''between''' planets see [[Colony Management#Interplanetary Logistics|Interplanetary Logistics]]''<br />
<br />
To process the materials, you need to get them from the extractor to the processor. The get them off-planet you need to get them from the processor to the Launch Pad or Command Center. All this means that you have to give consideration to the matter of moving things around on the planet, as well as transferring things onto and off the planet.<br />
<br />
There are two ways to get something from one node to the another<br />
* Routing<br />
* Expedited Transfer<br />
<br />
Routing is an automated route between one node and another. Whenever there is material at the source node, it will be transfered to the destination node. When setting up automated routes, you need to watch your link usage, and upgrade the links if you run out (or transfer less stuff by doing slower extractions, or whatever). You also can not make routes between storage nodes.<br />
<br />
Expedited Transfers can be done to any node that it makes sense to make a transfer to, in any amount. (eg you can not expedite a transfer between two extractors.) This can be used to transfer something from storage to the launch pad, from storage to a processor in the exact amount you need to fill a buffer, etc. However, you are limited in how frequently you can perform an expedited transfer. The minimum cooldown is 5 minutes, and it increases with the amount (volume) that you transfer. For every cubic meter (m3) you transfer, there is a 14.4 second cooldown, on the node doing the transfer. Experimental Data:<br />
* 3000x Heavy Metals (R0) 30m3: 7:12<br />
* 264x Reactive Metals (P1) 100m3: 24:04<br />
* 20x Nanites (P2) 30m3: 7:12<br />
* 18x Condensates (P3) 108m3: 25:55<br />
* 1x Wetware Mainframe 100m3 : 24:00<br />
<br />
==== How To Route ====<br />
<br />
Setting up a routing varies by node type, but in essence it boils down to finding the product to be routed and clicking on the "Create Route" button that comes up when you select the product. For a storage node (Storage Facility, Command Center, Launch Pad), open the Storage ([[File:PI_Icon_Button_Storage.png]]), for an Extractor or Processing Facility, open the Products Tab ([[File:PI_Icon_Button_Products.png]]). From there, you can click on the product that you want routed elsewhere.<br />
<br />
[[File:PI_Routing-Start.jpg|200px|frameless]][[File:PI_Routing-2.jpg|200px|frameless]]<br />
<br />
Now click on the destination node that you want to route to, resulting in<br />
<br />
[[File:PI_Routing-3.jpg|200px|frameless]]<br />
Finish it off by clicking on the Create Route button.<br />
<br />
Now you can review your work by opening the Routes tab ([[File:PI_Icon_Button_Routes.png]]). In addition, from the Routes tab, you can also create an outgoing route by clicking on an incoming route and clicking on the Create Route button. You can also Delete a route that you do not need if you want to reduce your link usage, or want to adjust your production setup.<br />
<br />
==== How To Perform an Expedited Transfer ====<br />
<br />
Expedited transfers are performed between storage elements (ie from Storage Node to Storage Node, or Storage Node to Processor Buffer). Start it off similarly to creating a route by opening the Storage tab. Next click on the Expedited Transfer button.<br />
<br />
[[File:PI-ExpeditedTransfer-Start.jpg|200px|frameless]] [[File:PI-ExpeditedTransfer-ChooseDest.jpg|200px|frameless]] Click on the destination node.<br />
<br />
In the Preparing Expedited Transfer Order window, you can drag full or partial stacks (Shift-Drag), or simply click on the product and then click on the Add button. When it is to your satisfaction, click on the Execute Transfer button.<br />
[[File:PI-ExpeditedTransfer-Prepare.jpg|400px|frameless]]<br />
<br />
= Manufactured Goods =<br />
<br />
Most of these goods are manufactured normally in space, away from [[Planets]], but rely heavily on [[Planetary Commodities]]<br />
<br />
<br />
== POS Fuels ==<br />
<br />
Not actually manufactured, but an intermediate planetary product. Usable immediately as POS fuel<br />
<br />
*Coolant<br />
*Enriched Uranium<br />
*Mechanical Parts<br />
*Oxygen<br />
*Robotics<br />
<br />
<br />
== T2 parts ==<br />
<br />
''Most T2 manufacturing uses a PI good. Mainly P2 and P3.'' <br />
*Construction Blocks<br />
*Consumer Electronics<br />
*Transmitter<br />
*Guidance Systems<br />
*Robotics<br />
*Miniature Electronics<br />
*Super Conductor<br />
<br />
<br />
== Miscellaneous ==<br />
<br />
''Created with Blueprint and PI products''<br />
*Nanite Repair Paste<br />
<br />
<br />
== Sovereignty Structures ==<br />
<br />
''Created with Blueprints and P4 products.''<br />
*Infrastructure Hub<br />
*Sovereignty Blockade Unit<br />
*Territorial Claim Unit<br />
<br />
<br />
== Starbase Structures ==<br />
<br />
''Created with Blueprints and P4 products.''<br />
*Assembly Array<br />
*Control Towers<br />
*Corporate Hangar Array<br />
*Cynosural Generator Array<br />
*Cynosural System Jammer<br />
*Electronic Warfare Batteries<br />
*Energy Neutralizing Array<br />
*Hybrid Turret Batteries<br />
*Jump Bridges<br />
*Laser Turret Batteries<br />
*Missile Batteries<br />
*Mobile Laboratory<br />
*Moon Harvesting Array<br />
*Projectile Turret Batteries<br />
*Reactors<br />
*Refining Arrays<br />
*Shield Hardening Arrays<br />
*Ship Maintenance Arrays<br />
*Silos<br />
*System Scanning Arrays</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Recommended_Curriculum&diff=18960Recommended Curriculum2011-01-03T04:06:13Z<p>False solace: typo "to to"/to</p>
<hr />
<div>[[Image:LearningCurve.jpg|thumb|right|200px|Don't fall down the cliff!]]<br />
'''As a new citizen of New Eden''', learning all of the gameplay mechanics, especially those of EVE, can be very difficult. It is crucial that you complete the five part tutorial line offering missions in Military, Advanced Military, Business, Industry, and Exploration. To find these agents, access your NeoCom on the left, click on Help (the last button), and under Career Advancement, show Career Agents. It is also recommended that you complete the tutorial missions before you join the University, as it will reduce redundant questions.<br />
<br />
'''Again, Welcome to the Uni!''' All the players in the uni are still learning something about EVE, no matter how long they have been playing. The amount of skills any pilot has trained does not dictate how successful they will be; ''the only way to be successful is to make yourself successful'' by understanding game mechanics. As the university founder, [[Morning Maniac]], has once said, "To me experience doesn't mean much at all. I've been in this game for 4 years, and success to me is not the amount of skill points. If you look at the big names in EVE and the people with the big wallets and the big reputations, they are not earned because they were particularly good at firing guns or missiles; it's because they are good at dealing with people, have good ideas that make them work either in Industry or PvP with strategic or tactical dealings and that's what makes you successful. Its really the guy behind the computer".<br />
<br />
Resources of help are available at several locations, such as this Wiki, the [http://www.eve-ivy.com/forums//viewforum.php?f=33 How-To Guides] on the forum, The [[Eve University Class Library]] and [http://calendar.eveuniversity.org/ Scheduled Live Classes], and of course live help via Chat.EUNI. The intended function of this Wiki page is to recommend to you guides, classes, and other resources most beneficial to new and experienced players alike.<br />
<br />
==[[Overview Guide]]==<br />
Setting up your overview properly is an important part of EVE survival and gameplay. The overview is essentially your eyes in the world of EVE. Proper setup is '''required''' for wartime and fleet operations. Please [[Overview Guide|visit this page]] for more information on setting up your overview.<br />
<br />
==Guide Library==<br />
'''Quick Links:''' [http://wiki.eveuniversity.org/Category:Guides Wiki Guide Collection] ''':::''' [http://forum.eveuniversity.org/viewforum.php?f=33 E-UNI Forum: How To Guides & Videos]<br />
<br />
Guides written by students and graduates can always be found in Eve University's forum in the [http://forum.eveuniversity.org/viewforum.php?f=33 How To Guides & Videos subforum], and are quite useful to beginners in answering questions. It is recommended that you bookmark the forum for future reference. <br />
<br />
An abundance of guides such as this one can also be found in the Wiki under [[:Category:Guides]], and may be more recently updated than those found in the forum.<br />
<br />
==[http://wiki.eveuniversity.org/Eve_University_Class_Library Class Libary]==<br />
Eve University offers an [http://wiki.eveuniversity.org/Eve_University_Class_Library entire library of classes] that are taught by our valued, volunteer instructors. The classes are accessible and downloadable anytime, thanks to Klaitu BenJohhn. If you would like to give back and teach for Eve University, contact the Director of Education. <br />
<br />
'''A list of classes every new player should listen and take notes to is listed below.'''<br />
<br />
===General Understanding Classes===<br />
====Introduction to Eve University====<br />
'''Description:''' What the University can do for you, what you can do for the University. How to get involved. Forum familiarity. What to expect as a student.<br />
*'''Download:''' [http://dl.eve-files.com/media/corp/FlayGeobukseon/Neville_Smit_Intro_to_Eve_University_v2.mp3 Eve Files]<br />
*'''Syllabus:''' [[Introduction into Eve University]]<br />
<br />
====Missions====<br />
'''Description:''' Missions and agents. Selecting the correct Ammo. How to prepare for Missions.<br />
*'''Download:''' [http://www.eveuniversity.org/audio_classes/Beastie%20Boy%20-%20Missions%20101.mp3 Eve University Server]<br />
*'''Syllabus:''' Unavailable<br />
<br />
====Standings====<br />
'''Description:''' What standings are used for. Types of standings. How to look up your standings. How to set standings towards others. Faction standings interactions. How to increase agent/corp standings. How to increase faction standings. <br />
*'''Download:''' [http://www.eveuniversity.org/audio_classes/Balthisar%20Calderon%20-%20NPC%20and%20Faction%20Standings.mp3 Eve University Server]<br />
*'''Syllabus:''' [http://forum.eveuniversity.org/viewtopic.php?p=138101#p138101 General Outline]<br />
<br />
====Gunnery====<br />
'''Description:''' The basics of Gunnery. Hybrids, Lasers, Projectiles. Falloff, Angular Velocity, Gun Traversal Speed, Gun Signature, Ship Signature Radius. Related Skills. Eve Fitting Tool is discussed.<br />
*'''Download:''' [http://www.eveuniversity.org/audio_classes/Dinsdale%20Pirannha%20-%20Gunnery%20100.mp3 Eve University Server]<br />
*'''Syllabus:''' [http://forum.eveuniversity.org/viewtopic.php?p=145499#p145499 Available]<br />
<br />
====Research and Production====<br />
'''Description:''' The mechanics of research, production, and manufacturing. Related skills.<br />
*'''Download:''' [http://www.eveuniversity.org/audio_classes/Draco%20Carollis%20-%20Research%20and%20Production%20101.mp3 Eve University Server]<br />
*'''Syllabus:''' Unavailable<br />
<br />
====Trading====<br />
'''Description:''' The basics of trading. Emphasis on inter-regional trade and getting started. Buy and Sell orders. Creating a Trade Alt. Buying Low, selling high. Trade via hauling. Details of the Market system, Market analysis. Recommended Skills.<br />
*'''Download:''' [http://www.eveuniversity.org/audio_classes/Romick%20Kracken%20-%20Trading%20101.mp3 Eve University Server]<br />
*'''Syllabus:''' [[Trading 101]]<br />
<br />
====The Dark Side of Eve====<br />
'''Description:''' CONCORD mechanics, Suicide Ganking, Corporate Theft, Piracy.<br />
*'''Download:''' [http://www.eveuniversity.org/audio_classes/Disco%20Uncertainty%20-%20The%20Dark%20Side%20of%20Eve.mp3 Eve University Server]<br />
*'''Syllabus:''' [http://forum.eveuniversity.org/viewtopic.php?p=229763#p229763 General Outline]<br />
<br><br />
----<br />
<br><br />
<br />
===Race-Specific===<br />
====Amarr====<br />
'''Amarr Spacecraft 101''' <br><br />
'''Description:''' Introduction to the Amarr race and philosophy. Use of Amarr spacecraft. General strengths and weaknesses of the Amarr. Recommended fittings. Covers Frigates, Destroyers, Cruisers, Battlecruisers, Battleships. Also, Tech 2 information.<br />
*'''Download:''' [http://www.eveuniversity.org/audio_classes/Beastie%20Boy%20-%20Amarr%20101.mp3 Eve University Server]<br />
*'''Syllabus:''' Unavailable<br />
<br><br />
'''Armor Tanking''' <br><br />
'''Description:''' Armor tanking Strategies, analysis, optimizing resistances, recommended skills, Tech 2 tanks. Examination of buffer and armour tank setups. <br />
*'''Download:''' [http://www.eveuniversity.org/audio_classes/Chks%20-%20Armor%20Tanking.mp3 Eve University Server]<br />
*'''Syllabus:''' [http://www.bakaark.myzen.co.uk/Eve/ Available]<br />
<br><br />
<br />
====Caldari====<br />
'''Caldari Spacecraft 101''' <br><br />
'''Description:''' Introduction to the Caldari race and the use of their spacecraft. General strengths and weaknesses of the Caldari. General Missile information. Covers Frigates, Destroyers, Cruisers, Battlecruisers, Battleships. Some Tech 2 information.<br />
*'''Download:''' [http://www.eveuniversity.org/audio_classes/Finraer%20-%20Caldari%20101.mp3 Eve University Server]<br />
*'''Syllabus:''' Unavailable<br />
<br><br />
'''Shield Tanking''' <br><br />
'''Description:''' Constructing and implementing shield tanks.<br />
*'''Download:''' [http://www.eveuniversity.org/audio_classes/DeSaros%20Umekawa%20-%20Shield%20Tanking.mp3 Eve University Server]<br />
*'''Syllabus:''' Unavailable<br />
<br><br />
'''Passive Tanking 101''' <br><br />
'''Description:''' Introduction to Passive Tanking. Various ships and fittings discussed.<br />
*'''Download:''' [http://www.eveuniversity.org/audio_classes/Kelduum%20Revaan%20-%20Passive%20Tanking%20101.mp3 Eve University Server]<br />
*'''Syllabus:''' Unavailable<br />
<br><br />
<br />
====Gallente====<br />
'''Gallente Spacecraft''' <br><br />
'''Description:''' Introduction to the Gallente race and the use of their spacecraft. General strengths and weaknesses of the Gallente. Blaster and Drone basics. Recommended fittings. Covers Frigates, Destroyers, Cruisers, Battlecruisers, Battleships. Tech 2 information.<br />
*'''Download:''' [http://rapidshare.com/files/368012637/Gallente_Ships_101.wmv Rapidshare]<br />
*'''Syllabus:''' [[Gallente Ships 101]] and also [[Gallente Ships 102]]<br />
<br><br />
'''Armor Tanking''' <br><br />
'''Description:''' Armor tanking Strategies, analysis, optimizing resistances, recommended skills, Tech 2 tanks. Examination of buffer and armour tank setups. <br />
*'''Download:''' [http://www.eveuniversity.org/audio_classes/Chks%20-%20Armor%20Tanking.mp3 Eve University Server]<br />
*'''Syllabus:''' [http://www.bakaark.myzen.co.uk/Eve/ Available]<br />
<br><br />
'''Gallente PvE Ships and Fittings''' <br><br />
'''Description:''' Introduction to Passive Tanking. Various ships and fittings discussed.<br />
*'''Download:''' [http://www.eveuniversity.org/audio_classes/Chks%20-%20Gallente%20PvE%20Ships%20and%20Fittings.mp3 Eve University Server]<br />
*'''Syllabus:''' [http://www.bakaark.myzen.co.uk/Eve/ Available]<br />
<br><br />
'''Drones: Basic and Advanced''' <br><br />
'''Description:''' Advantages and Disadvantages of each drone size. Bandwidth explained. Drones vs ships. Drone Upgrades. Use in combat. Logistic drone use. Tech 2 drone variants.<br />
*'''Download:''' [http://dl.eve-files.com/media/1006/Drones101-NevilleSmit-19Jun2010a.mp3 Drones 101 Eve Files] and [http://dl.eve-files.com/media/1006/Drones102-NevilleSmit-19Jun2010.mp3 Drones 102 Eve Files]<br />
*'''Syllabus:''' [[Drones 101]] and [[Drones 102]]<br />
<br><br />
<br />
====Minmatar====<br />
'''Minmatar Spacecraft 101''' <br><br />
'''Description:''' Introduction to the Minmatar race and the use of their spacecraft. General strengths and weaknesses of the Minmatar. Covers Frigates, Destroyers, Cruisers, Battlecruisers, Battleships. Some Tech 2 information.<br />
*'''Download:''' [http://www.eveuniversity.org/audio_classes/Keirin%20-%20Minmatar%20101.mp3 Eve University Server]<br />
*'''Syllabus:''' Unavailable<br />
<br><br />
'''Armor Tanking''' <br><br />
'''Description:''' Armor tanking Strategies, analysis, optimizing resistances, recommended skills, Tech 2 tanks. Examination of buffer and armour tank setups. <br />
*'''Download:''' [http://www.eveuniversity.org/audio_classes/Chks%20-%20Armor%20Tanking.mp3 Eve University Server]<br />
*'''Syllabus:''' [http://www.bakaark.myzen.co.uk/Eve/ Available]<br />
<br><br />
'''Shield Tanking''' <br><br />
'''Description:''' Constructing and implementing shield tanks.<br />
*'''Download:''' [http://www.eveuniversity.org/audio_classes/DeSaros%20Umekawa%20-%20Shield%20Tanking.mp3 Eve University Server]<br />
*'''Syllabus:''' Unavailable<br />
<br><br />
----<br />
<br><br />
<br />
===War & PvP===<br />
'''War 101''' <br><br />
'''Description:''' How war declarations are issued. Where to find them. What to do when the Uni prepares for war. How to contribute in PvP. Using the [[Killboard]]. Eve Uni Reimbursement policies.<br />
*'''Download:''' [http://www.eveuniversity.org/audio_classes/Angelica%20Tharax%20-%20War%20101.mp3 Eve University Server]<br />
*'''Syllabus:''' Unavailable<br />
<br><br />
'''Introduction to Electronic Warfare''' <br><br />
'''Description:''' The Basics of Electronic Warfare. Modules and fittings.<br />
*'''Download:''' [http://www.eveuniversity.org/audio_classes/Dierdra%20Vaal%20-%20Introduction%20to%20Electronic%20Warfare.mp3 Eve University Server]<br />
*'''Syllabus:''' [http://forum.eveuniversity.org/viewtopic.php?p=92314#p92314 Forum Thread]<br />
<br><br />
'''Small Ship PvP''' <br><br />
'''Description:''' Guest Lecture: Teadaze is an instructor for Agony Unleashed's PvP courses, and is an alliance tournament commentator. Fitting, Overheating, Transversal/Tracking.<br />
*'''Download:''' [http://www.eveuniversity.org/audio_classes/Teadaze%20-%20Small%20Ship%20PvP.mp3 Eve University Server]<br />
<br><br />
'''PvP Tactics Trilogy''' <br><br />
'''Description:''' The Details of PVP. Strategies, Tactics, Fittings. Wide assortment of PVP Combat topics discussed.<br />
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[[Category:Getting Started]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Mission_mining&diff=18959Mission mining2011-01-03T04:05:22Z<p>False solace: /* Roving Rogue Drones, The */ typo "to to"/to</p>
<hr />
<div>[[Category:Mining]]<br />
This page is based on [http://www.eve-ivy.com/forums/viewtopic.php?f=45&t=16347&p=251838 Jen Loo's sticky post in the IVY forums]. (Please ask questions in that thread or make the edits directly.) Also see the [http://eve-survival.org/wikka.php?wakka=MiningInMissions EVE-Survival's Mining in Missions] page for information that may be missing from here.<br />
<br />
Mission mining is defined as harvesting the asteroids that are commonly found in [[Deadspace]] combat/encounter missions. Different [[Missions|missions]] have different amounts of [[Ore|ore]], often varying based on the enemy fought (Guristas vs Serpentis vs Angel Cartel) and the level of the combat mission. Some of these mission ore pockets can be harvested on the first day and will then respawn after the daily downtime. In addition, you'll be presented with a known volume of ore with no competitors. <br />
<br />
The general strategy to remember is that you should always be careful to avoid completing objectives if you want the [[Ore|ore]] to respawn after [[Downtime|downtime]]. This means avoiding killing key structures that will trigger completion of the mission. In some missions, completion can be triggered by using the acceleration gate to move to the next mission pocket. So your goal should be to do as little as possible inside the mission area if you want to mine the mission ore all week.<br />
<br />
Note: Please list missions in alphabetical order with titles as close to how they appear in the in-game [[Journal]] as possible.<br />
<br />
== Starter Missions ==<br />
<br />
=== Making Mountains of Mole Hills (pt 9 of 10 ) ===<br />
11 Kernite asteroids<br />
<br />
== Level 1 Missions ==<br />
<br />
=== A Case of Kidnapping (Storyline, pt 1-3) ===<br />
Stage 1-3: Veldspar (multiple ??) <br />
<br />
=== A Case of Kidnapping (Storyline, pt 4) ===<br />
Stage 4: Omber (3 x 61k)<br />
Not verified after quantum rise patch. <br />
<br />
=== Athran Exigency (pt 5 of 5) ===<br />
About 35-40 roids half Veld/half Scord about 65k units each. Be careful, there are proximity mines within the belt. You should take these out before mining. <br />
<br />
=== Blockade, The ===<br />
roughly 4M500K of veldspar (between 11K and 80K) in a big double circle around the "space station". <br />
<br />
=== Break Their Will ===<br />
2,834,000 Veldspar, 1,411,000 Scordite or 41 veld 70-80k (2,870,000 est), 22 scor 60-75k (1.230.000 est).<br />
no gate, repeatable (don't touch repair station)<br />
<br />
Additional notes:<br />
Asteroids are arranged as follows:<br />
Veldspar is found in a double ring arrangement (intersecting at about 90 degrees) that forms approximately a 100KM diameter sphere.<br />
Scordite is randomly dispersed in the center of the Veldspar "sphere".<br />
<br />
Mining this mission:<br />
* Do not attack the repair station nor the Aux Power Arrays.<br />
* I suggest doing this with 2-4 Hulks (or barges), an Orca, and an Industrial hauler.<br />
<br />
Position the Orca in the center of the roid field (about 50KM from any Veldspar roid) and use the Hulks/Barges to mine into jet cans as they travel around the Veldspar rings. Tractor the cans to the Orca when full (or out of reach as the hulks move) and have the hauler take them from the Orca to the station. If you have more than one mining ship, have one of them travel around the Veldspar ring that is arranged horizontally, while the other miner travels around the vertically arranged ring. As you travel around the rings, you will periodically be within mining range of some of the Scordite roids. Mine these as you find yourself within range. When all the Veldspar is gone, you should only have a small number of scattered Scordite roids left in the center of the space. Most/all should be in mining range of the Orca, and this is not a deadspace area, so you can simply warp out, then warp back in to the Orca to quickly reposition the miners and be able to finish mining the remaining Scordite.<br />
<br />
If you do not touch the Repair Station, this mission will respawn at DT and remain farm-able for the entire week.<br />
<br />
=== Cargo Delivery ===<br />
Many Veldspar asteroids, not in deadspace and no gates.<br />
<br />
Additional notes: If you warp in with a Hulk (or other mining ship) and an Orca, you can fly the Hulk around the circumference of the ring of roids surrounding the Warehouse (mission objective is contained in the warehouse) just staying more than 24Km range of the Warehouse and the NPC mission ships won't even spawn. Use the Hulk to mine into cans and tractor beam the cans to the Orca (70KM tractor range on an Orca). By staying outside the trigger range of the warehouse, you won't get the "Objective Complete" message in you mission details and hence, can mine the full 2.250mil units of Veldspar each day for a week (with Trit prices currently at 4.06 ISK/unit... 2.250mil units of veld = roughly 24mil ISK worth of Tritanium per day x 7 days = about 168mil ISK for the week).<br />
<br />
If you follow this technique, you will get some standard belt rats spawning, but just either tank them or take them out with drones and you can easily keep this mission farm-able for the whole week.<br />
<br />
=== Drone Infestation, The ===<br />
gate, repeatable.<br />
19 veld 50-90k (1,171,666 avg)<br />
<br />
=== Escaped Spy ===<br />
30 roids ~ 250,000 Veldspar in First Pocket Structures drop loot in first pocket(except power generator).<br />
<br />
=== Greater Good / Distastful Matters (pt 2 of 5) ===<br />
24 roids 19 Veld/5 Pyroxeres No Gates Unknown Amount <br />
<br />
=== Hidden Stash, The ===<br />
(620.000 est).<br />
35 Veldspar asteroids, from 1k to 12k, with 3 90K asteroids all within 15km of each other. Rats do appear sometimes<br />
<br />
=== Lost that Bet (pt 5 of 5) ===<br />
32 roids half Veld/half Scord No gates Unknown quantity, but the asteroids are HUGE <br />
<br />
=== The Major - Conspiracy (pt 4 of 5) ===<br />
32 roids half Veld/Half Scord unknown amount , large roids though No gates<br />
<br />
=== Rogue Drone Harassment ===<br />
688,401 Veldspar<br />
ok for barges and haulers<br />
Room 1 Veldspar 0.5 mil units rogue drones can spawn if near Mining Post 1 reposition needed for barge<br />
Room 2 Veldspar 188k units all roids with 15 km of warp in point small asteroids many less than 1 strip cycle.<br />
<br />
=== Search and Rescue (Storyline) ===<br />
3000 Arkonor units in 1 asteroid<br />
11 Veldspar Asteroids = 840,000 Veldspar (approx 90k units each)<br />
No acceleration gates, Arkonor roid is 27km from warp-in<br />
<br />
You'll get this storyline running missions for Lai Dai and Expert Housing near Korsiki, or in Nyubainen, near Jita. Leave one rat alive, and you can mine this mission for a week, earning you well over 150 million (yes, 150,000,000) ISK once the ore is refined. Just make sure to store the ore in a station that someone has perfect refine at, because at 16 m3 per unit, Arkonor is difficult to move in large quantities.<br />
<br />
=== Smuggler Interception ===<br />
one veld roid with 95k<br />
<br />
=== Rogue Drone Infestation, The ===<br />
Deadspace 1 Gate, no apparent ship restriction took a retiriever and bestower in.<br />
1.2 million+ Veldspar, asteroids spaced apart<br />
<br />
=== Roving Rogue Drones, The ===<br />
Location: Otela<br />
Amount: 4 x 90k + 2 x 50k veldspar + a couple of veld roids I didn't get close enough to scan.<br />
Warning: Stay away from infested roid.<br />
<br />
=== They, Robots (pt 5 of 5) ===<br />
0.99M Scordite and 0.89M Veldspar<br />
No Jumpgate<br />
Repeatable if you don't blow up the drone control transmitter<br />
<br />
=== Unauthorized Military Presence ===<br />
<br />
2 belts approx 80 asteriods in each belt most with approx 30000+ QTY per asteriod<br />
<br />
1st belt is near the warp in point, though the 2nd belt is some 40-50KM away from the warp in point<br />
<br />
Mining barges, exhumers and Orca are allowed through acceleration gates<br />
<br />
Also 1 kernite in 1st belt and 1 omber rock in 2nd belt both with QTY of 10<br />
<br />
For the purpose of helping out those carrying crystals in, the ore in these belts is Veldspar, Pyroxeres, and Plagioclase. And of course the previously noted 10 units each of Kernite and Omber in room 1 and room 2 respectively.<br />
<br />
== Level 2 Missions ==<br />
<br />
=== Artifact Recovery === <br />
* 14 Veldspar ~70-90k each, 975,122 total units (97.5k m3)<br />
* 17 Scordite ~40k each, 929,811 total units (139.5k m3)<br />
Asteroids are all clumped together in a line about 40-45km long and 5-8km across.<br />
<br />
=== Blockade, The ===<br />
~625K veldspar, ~240K plagioclase, ~150K pyroxeres in a bunch of smallish asteroids.<br />
(Either add a disclaimer to The Blockade L 2 (any of the versions) or remove it from the list. The 'roids in the mission space are booby trapped and every time you mining laser hits a 'roid you get hit with a 500 dmg smartbomb. Very easy way to lose an expensive mining ship.)<br />
<br />
=== Break Their Will === <br />
Scordite (multiple 70k) + Veldspar (multiple 70k) - daily farmable without clearing the mission room<br />
<br />
=== Cargo Delivery (Angel Cartel) ===<br />
* Veldspar x60 15k-65k (2,270,238 units ~227,000 m3).<br />
No gate, fixed warp-in point. Asteroids are arranged in a flat circle about 50km in diameter starting around 15km from the warp-in point.<br />
<br />
=== Cargo Delivery (Blood Raider) ===<br />
50 veld 35k-60k (2,350,000 est).<br />
no gate, fixed warpin point<br />
<br />
=== Delving into the Past (pt 1 of 3) ===<br />
1.3mil veld and small bits of others<br />
Dont loot the objective in the mission and you can do this until mission expires. It looks like 2 of 3 and 3 of 3 also has rocks in it but have not yet completed those.<br />
<br />
=== Drone Infestation ===<br />
I've found a single 10K 'roid of Scordite in there<br />
<br />
=== Drug Bust, The ===<br />
Veldspar, Scordite?<br />
<br />
=== Hidden Stash (Angel Cartel) ===<br />
* Veldspar x35 (549,059 units, ~54,900 m3)<br />
Single room mission, all asteroids will be within 20km after warp-in. Half of the asteroids are less then 8k units with the mid-sized ones ranging from 9k to 15k. Only three of the asteroids are 90k units in size. Ideal mission pocket for a mining frigate or cruiser, more difficult for larger ships with mining strips.<br />
<br />
=== Human Cattle (pt 5 of 5) ===<br />
Need to clear room 1 and room 2, DO NOT ENTER ROOM 3 if you want to mine this till the mission expires. As soon as you use the gate to room 3 the mission completes.<br />
Room 1:<br />
5x veld 50k<br />
4x veld 90k<br />
8x scord 70k<br />
<br />
=== No Honor ===<br />
Kill the mercs and keep the Haule alive, destroying it would complete the mission.<br />
* Veldspar: 13 asteroids (352,973 units, ~35000m3)<br />
<br />
=== Pirate Intrusion (Guristas) ===<br />
* Veldspar: 42 asteroids (2,365,010 units, ~236,000 m3)<br />
This mission has 2 pockets, all of the ore is in the 2nd room. After using the initial acceleration gate, you'll land ~25km from the gate into the 2nd room. The field is arranged in a fairly narrow trail of rocks leading away from the warp-in location starting at 20km and extending to about 95km.<br />
<br />
(Old notes indicated 6x50k Veld, 4x90k Veld, 7x70k Scord, 1x90k Omber. However, the Guristas version of this mission does not match up with that.)<br />
<br />
=== Pirate Intrusion (Serpentis) ===<br />
* Veldspar: 42 asteroids (2,365,010 units?, ~236,000 m3)<br />
This mission has 2 pockets, all of the ore is in the 2nd room. After using the initial acceleration gate, you'll land ~25km from the gate into the 2nd room. The field is arranged in a fairly narrow trail of rocks leading away from the warp-in location starting at 20km and extending to about 95km. Note: Number of asteroids is the same as the Gurista version, but ore volume was not verified.<br />
<br />
=== Recon, (pt 1 of 3) ===<br />
Ore is located in the 2nd pocket<br />
Yield: 6,268,494 units<br />
Revenue around 68 mil ISK. Can take in hulks and haulers.<br />
<br />
=== Silence the Informant ===<br />
3 Pockets, 6 Veldspar roids and 4 Scordite roids in 2nd pocket, haven't surveyed it.<br />
<br />
=== Smuggler Interception (Sansha) ===<br />
* Veldspar: 45 Asteroids (1,522,846 units, ~152,000 m3)<br />
* Plagioclase: 30 Asteroids (813,864 units, ~285,000 m3)<br />
* Pyroxeres: 16 Asteroids = (479,979 units, ~144,000 m3)<br />
Single pocket mission, asteroids are 45-65km from warp-in point from the first acceleration gate. Total ore volume of around 581,000 m3.<br />
<br />
=== Technological Secrets (pt 1 of 3) ===<br />
1 omber - 50k units, 4 scordite -100jk total, X number of veld - 835k units<br />
<br />
=== Unauthorized Military Presence (Angel Cartel) ===<br />
* Plagioclase x30 (813,864 units, ~285,000 m3)<br />
* Pyroxeres x16 (479,979 units, ~144,000 m3)<br />
* Veldspar x45 (1,552,420 units, ~155,000 m3)<br />
Single-pocket mission protected by an acceleration gate. Asteroids are 45-55km from the warp-in point in the first room. They are spread in a long line to the left/right of the Barren Asteroid object. End to end length of the belt is about 40km. Total ore volume of about 584,000 m3.<br />
<br />
=== Unauthorized Military Presence (Blood Raiders) ===<br />
* Plagioclase x12 (311,909 units, ~109,000 m3)<br />
* Pyroxeres x7 (222,273 units, ~66,700 m3)<br />
* Veldspar x5 (209,982 units, ~21,000 m3)<br />
Single-pocket mission protected by an acceleration gate. Asteroids are 45-55km from the warp-in point in the first room. They are spread in a long line to the left/right of the Barren Asteroid object. End to end length of the belt is about 40km. Total ore volume of about 197,000 m3.<br />
<br />
=== Whispers in the Dark (pt 1) ===<br />
1,710,000 Veldspar<br />
<br />
== Level 3 Missions ==<br />
<br />
=== Blockade, The ===<br />
126 veldspar asteroids so far im not very far through them and have 2mil in ore so far refined into over 10mil trit so far.<br />
<br />
I mine it in a resistance hardened tanked ship, like battlecruiser/battleship to check it out. Unmodified the 'BEACON' hits for 500 hp each time randomly. Yes it isn't mines in the roids, it's the mission beacon that hits. Sometimes once every few minutes, sometimes 3 or 4 times or even more in quick succession. There are easier missions to mine in.<br />
<br />
=== Break their Will ===<br />
This is a not a deadspace area, although the amount of ore is nice the asteroids are pretty far away from each other so that especially for the outer ring it is hard to get more than two if at all asteroids within 21k (due to orca boni). It might be faster to warp out and warp in on an asteroid.<br />
Limited Recommendable<br />
<br />
- roughly 1.4 million units of Scordite<br />
- the veld was probably equal to the level 1 mission (so 2.8 million units)<br />
- approx 19m ISK in Scordite and 20m ISK in Veld currently<br />
<br />
=== Cargo Delivery ===<br />
about 2.25 million units of veld in 60 asteroids, same as in the level 1 . I strongly suspect ore content is the same at all levels.<br />
<br />
=== Downing the Slavers (pt 2) ===<br />
540,000 Veldspar, 250,000 Scordite, 400,000 Omber (confirmed by TRECI)<br />
Once getting there the asteroids are not more spread out than in a regular belt but the warp in from the entry acc gate is more than 50 away from the roids. You might want to bring an AB to speed it up.<br />
Apart from that recommendable. Don't forget to turn on gang links when getting into position with the orca.(was that a knock on me, oops )<br />
<br />
=== Gone Berserk ===<br />
* Plagioclase x30 asteroids (813,864 units, ~285,000 m3)<br />
* Pyroxeres x16 asteroids (479,979 units, ~144,000 m3)<br />
* Veldspar x47 asteroids (1,659,846 units, ~166,000 m3)<br />
All asteroids are very close to each other so that you hardly need to move. About 595,000 m3 of total ore.<br />
<br />
=== Guristas Strike, The Kidnappping (pt 3 of 10) ===<br />
: Veldspar, Scordite, Omber<br />
Once you jump into the first Acceleration Gate the Ore is scattered all over the place. Starts at 14km from warp in point to approx 45km. I counted 11 Omber roids, 11 Scordite and 9 Veldspar. Didnt mine them, so no further details<br />
<br />
=== Intercept the Saboteurs (Amarr) ===<br />
3.5 Mi Veld.<br />
The rocks are close so you can keep continiously mining not needing to move more than in a normal belt.<br />
The room warp in is about 50k away from the first rock. Recommendable<br />
<br />
=== Kidnappers Strike - The Kidnapping (Storyline, pt 3 of 10) ===<br />
* 11 Omber, 165,000 units (99,000 m3)<br />
* 11 Scordite, 550,000 units (82,500 m3)<br />
* 9 Veldspar, 810,000 units (81,000 m3)<br />
<br />
All of the ore is in the first pocket, the key to the second pocket drops from Drazin's Habitat. Avoid destroying and looting the Habitat until you are done mining the first pocket. Asteroids are in a large, loose cluster 10-15km from each other, so you'll have to mine 2-3 asteroids then move to the next spot. Orca support is recommended but not required. It will take about 3.25 hours with a T2 Hulk and a dedicated hauler to mine this mission.<br />
<br />
=== Kidnappers Strike (Storyline, pt 7 of 10) ===<br />
650.000 Scordite and 1.860.000 Veldspar.<br />
<br />
=== Kidnappers Strike (Storyline, pt 8 of 10) ===<br />
575.000 Veldspar<br />
<br />
=== Massive Attack (Sansha) ===<br />
2 'roids of Omber in Room 3 ?<br />
<br />
=== New Frontiers - Raw Materials (pt 1 of 7) ===<br />
* Gneiss x6 (1995 units, 9975 m3)<br />
* Omber x8 (16433 units, ~9860 m3)<br />
* Veldspar x16 (505907 units, ~50,600 m3)<br />
Single mission room without a gate. After fighting off multiple waves of mercenaries, your job is to mine 47 units of Green Arisite. The majority of the ore is within 15km of the center point of the belt, except for 3-4 outlying veldspar asteroids. Total ore volume is only about 70k m3.<br />
<br />
=== Pirate Invasion (Guristas) ===<br />
* Roughly 2.8M Veldspar<br />
<br />
=== Pirate Invasion (Serpentis) ===<br />
* Roughly 2.8M Veldspar<br />
Ore is located in the 3rd mission room. Gate distance in room 1 is under 5km after warp-in, gate distance in room 2 is about 65km. In the 3rd room, asteroids are 30-80km from the warp-in point.<br />
<br />
=== Portal to War (pt 1 of 5) ===<br />
Stage 1: Scordite (multiple 50k)<br />
Stage 2: Veldspar<br />
<br />
=== Rogue Drone Harassment ===<br />
Once you jump into the first acceleration gate the ore is scattered all over the place. Starts at 17km from warp in point to approx 45km spread out. I counted 41 Veldspar, of which 4 were large and the rest rather small. Didn't mine them, so no further details. May be worth it if you dont mind moving from time to time.<br />
<br />
Second acceleration gate:<br />
32 Veldspar Asteroids within 14km of warp in point. Small roids ranging from 1K to 14.5K Veld. Approx half are below 9K in size, other half is above. Total 280.000 Veldspar<br />
<br />
=== Rogue Slave Trader, The (pt 1 of 2) ===<br />
9 veldspar asteroids = 89,089<br />
<br />
=== Smuggler Interception (Guristas) ===<br />
First Room: Veldspar x 33 (size unknown) at 11 to 45km from warp in<br />
Second Room: Veldspar x 85 (size unknown) at 14 to 25km from warp in<br />
<br />
=== Smuggler Interception (Serpentis) ===<br />
Pocket 1: Asteroids are 40-50km from warp-in in the first room, individual rocks range from 30-80k units.<br />
* Veldspar x33 (~2,000,000 units, ~200,000 m3) <br />
<br />
Pocket 2: Asteroids are 45-65km from warp-in in the second room, individual rocks range from 30-80k units.<br />
* Veldspar x60 (~2.5 to 3.0 million units, ~250k to 300k m3)<br />
<br />
=== Score, The ===<br />
Stage 1<br />
Confirmed: the one listed here is the Guristas version. The Angel version (Gallente Space) has no veldspar and very few plagio/pyro<br />
Veldspar - 45 asteroids - 1,522,846 units of Veldspar<br />
Plagioclase - 30 asteroids - 813,864 units of Plagioclase<br />
Pyroxeres - 16 asteroids - 479,979 units of Pyroxeres<br />
<br />
To reach the ore you need to slowboat 25km to the center of the belt at the structure (Asteroid Colony Refinery). With a Covetor I was then able to reach almost all roids, only had to move 1 time to get the remaining roids (approx 1 jetcan).<br />
<br />
=== Unauthorized Military Presence (Guristas) ===<br />
* Plagioclase x?? (790,944 units, ~277,000 m3)<br />
* Pyroxeres x?? (139,470 units, ~42,000 m3)<br />
* Veldspar x?? (2,987,067 units, ~299,000 m3)<br />
Single-pocket mission protected by an acceleration gate. Asteroids are 55-85km from the warp-in point in the first room. They are spread in a long line to the left/right of the spaceshuttle wreck object. End to end length of the belt is about 40-50km. Total ore volume is 617,378 m3.<br />
<br />
=== Unauthorized Military Presence (Serpentis) ===<br />
* Plagioclase x?? (967,003 units, ~338,500 m3)<br />
* Pyroxeres x?? (165,944 units, ~49,800 m3)<br />
* Veldspar x?? (3,702,375 units, ~370,000 m3)<br />
Single-pocket mission protected by an acceleration gate. Asteroids are 55-85km from the warp-in point in the first room. They are spread in a long line to the left/right of the spaceshuttle wreck object. End to end length of the belt is about 40-50km. Total ore volume is 758,472 m3.<br />
<br />
== Level 4 Missions ==<br />
<br />
=== Downing the Slavers (pt 1, unconfirmed) === <br />
(awaiting some confirmation on this)<br />
The Rogue Slave Trader part 1<br />
there's 280K of veldspar - 32 10K to 75K asteroids.<br />
conflicting info:<br />
540,000 Veldspar, 250,000 Scordite, 400,000 Omber<br />
<br />
=== Downing the Slavers (pt 2) ===<br />
Warp in/accel gate space. Bookmarkable/warp-to-able<br />
6 x Veldspar @ 90000<br />
8 x Omber @ 50000<br />
10 x Scordite @ 25000<br />
<br />
=== Duo of Death (Angel Cartel, unconfirmed) ===<br />
(Awaiting more info/confirmation)<br />
Angel Cartel version<br />
7x Omber (175K Units Total)<br />
17x Scordite (1.17M Units Total)<br />
<br />
=== Duo of Death (Guristas) ===<br />
Guristas version<br />
38 Veldspar Asteroids averaging 45k each<br />
<br />
=== Enemies Abound ===<br />
1,260,000 Omber (14x 90k-roids)<br />
800,000 Scordite (16x 50k-roids)<br />
350,000 Kernite (14x 25k-roids)<br />
<br />
=== Gone Berserk ===<br />
There are about 3.1 M units of Veldspar to mine.<br />
<br />
=== Infiltrated Outposts ===<br />
pocket 1 1,200K of veldspar in the first room,<br />
pocket 2 630K of scordite and 1,250K of veldspar in the second room.<br />
<br />
=== Kidnapping ===<br />
First pocket has veldspar, second pocket has veld + scor. 3rd pocket veldspar, 4th pocket omber + veld<br />
<br />
=== Massive Attack ===<br />
Pocket 2:<br />
8 x Pyroxeres roids<br />
11 x Placioglase<br />
21 x Veldspar<br />
Pocket 3:<br />
35 x Veldspar<br />
<br />
=== Mordus Headhunters, The ===<br />
Pocket 1 Lots of Plagioclase, Pyroxerxes, and Veldspar in a nice belt about 40km long.<br />
<br />
=== Pirate Invasion ===<br />
Veldspar<br />
<br />
=== Recon (pt 1 of 3) ===<br />
6,447,561 Veldspar<br />
<br />
=== Rogue Drone Harassment === <br />
pocket 1 900K veldspar<br />
pocket 2 280K veldspar<br />
<br />
=== Vengeance ===<br />
Veldspar</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Archive:ILN_BG_Officer_Roles&diff=18958Archive:ILN BG Officer Roles2011-01-03T04:04:44Z<p>False solace: /* Executive Officer (XO) */ typo "to to"/to</p>
<hr />
<div>ILN BattleGroup Officer Roles<br />
<br />
<br />
== Commanding Officer (CO) ==<br />
<br />
Rank: Captain<br />
<br />
Role:<br />
The Battlegroup Commanding Officer (CO) is expected to be fully able to lead and command fleets, and provide leadership in times of war. The commanding officer has ultimate authority over the operations of their Battlegroup, and is given wide latitude to run the unit as he/she sees fit within the bounds of established [[War Time Policy|Wartime rules and procedures]] and direction from the Admiralty. In this respect, commanding officers have significant responsibilities within the [[Ivy League Navy]] and [[Eve University]] to supervise the recruitment and training of Battlegroup personnel and maintain general combat readiness within their Battlegroup. Battlegroup Commanders carry the rank of Captain and withit authority to initiate a security [[Lockdown|lockdown]] at their discretion.<br />
<br />
== Executive Officer (XO) ==<br />
<br />
Rank: Commander<br />
<br />
Role:The Battlegroup Executive Officer is expected to be fully able to lead and command fleets, and provide leadership in times of war. The Executive Officer is responsible for the day-to-day operations of their Battlegroup, and is given broadly delegated authority to act on the behalf of the Battlegroup Commanding Officer in his/her absence and as needed to maintain good order and discipline within the unit. To that end, the Executive Officer should monitor developing personnel issues closely and bring them to the attention of the Commanding Officer for action as needed.<br />
<br />
== N1-Personnel Officer ==<br />
<br />
Rank: Lieutenant Commander<br />
<br />
Role: The Personnel Officer is responsible for the recruitment and monitoring of Battlegroup personnel. In addition to actively recruiting for their Battlegroup, the Personnel officer maintains a database of active and inactive pilots, and the Battlegroup roster on the ILN forum and the ILN wiki page. The Personnel officer should work closely with the Intelligence Officer and Operations officer to identify pilots suitable for special training (e.g. Scouts, Remote Repair tactics).<br />
<br />
Sends weekly reports to the Battlegroup CO and XO and on matters concerning recruitment, training, discipline and promotion recommendations.<br />
<br />
== N2-Intelligence Officer ==<br />
<br />
Rank: Lieutenant Commander<br />
<br />
Role: The Intelligence Officer is works closely with ILN Intelligence Coordinators to keep up to date with enemy fleet movements, equipment and tactics. The Intelligence officer should work closely with the Personnel Officer and Operations Officer to organizes the training of scouts and squad leadership within the Battlegroup.<br />
<br />
Sends weekly reports to the Battlegroup CO and XO and on matters concerning scouting activities, locator agent availability and AAR/Killmail analysis.<br />
<br />
== N3-Operations Officer ==<br />
<br />
Rank: Lieutenant Commander<br />
<br />
Role: The Operations Officer is responsible for developing and scheduling training events, competitions and operations (including the weekly patrol) for the Battlegroup. The Operations Officer works with the Personnel officer and Intelligence Officer to identify training needs within the Battlegroup and provide training opportunities for both basic and advanced combat tactics. The Operations Officer is responsible for encouraging attendance and making sure an appropriate After Action Report is filed for every Battlegroup activity. <br />
<br />
Sends weekly reports to the Battlegroup CO and XO and on matters concerning training events, operations and competitions.<br />
<br />
== N4-Logistics Officer ==<br />
<br />
Rank: Lieutenant Commander<br />
<br />
Role: The Logistics Officer is responsible for maintaining a ready supply of ships and equipment for the battlegroup using the provided battlegroup station container. In coordination with the ILN Quartermaster staff, the Logistics Officer is able to answer,prepare or deny any request from battlegroup pilots in the form of ships, munitions (standard, faction, and tech 2), and training material (standard and advanced skillbooks). <br />
<br />
The Logistics Officer also manages access to the battlegroup containers and monitors any misuse. Misuse of the battlegroup ships/equipment are investigated by the Logistics Officer together with other officers and an appropriate course of action is decided.<br />
<br />
The Logistics Officer sends weekly reports to the CO and XO regarding resupply needs and donations.<br />
<br />
== Squad Commanding Officer (SCO) ==<br />
<br />
Rank: Lieutenant<br />
<br />
Role: The Squad Commanding Officer position is used to develop the leadership skills of up-and-Coming fleet commanders under the watchful eyes of the Battlegroup Command Staff (CO, XO and N-Officers). The Squad Commanding Officer works closely with the Battlegroup Command Staff to recruit and train Squad personnel and maintain general combat readiness within their Squad.<br />
<br />
Squad Command Officers also work closely with the Operations Officer in running the weekly battlegroup patrols.<br />
<br />
Squad Commander and must hold the Squad Commander certification.<br />
<br />
== Squad Executive (SXO) ==<br />
<br />
Rank: Lieutenant (junior grade)<br />
<br />
Role: The Squad Executive Officer position is used to develop the leadership skills of beginning fleet commanders under the watchful eyes of the Battlegroup Command Staff (CO, XO and N-Officers). The Squad Executive Officer works closely with the Battlegroup Command Staff and Squad Commanding Officer to recruit and train Squad personnel and maintain general combat readiness within their Squad.<br />
<br />
Squad Executive Officers must hold or be training toward the Squad Commander certification.<br />
<br />
[[Category:Ivy League Navy]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Living_in_Wormhole_Space&diff=18919Living in Wormhole Space2011-01-02T02:21:47Z<p>False solace: /* Unwanted Wormholes */ typo "the the"/the</p>
<hr />
<div>&nbsp;{{uwc}}&nbsp; <br />
<br />
<br> <br />
<br />
[[Wormhole]] Space (W-space) is unique and very different from [[Known Space]] (K-space) in many different ways. Lack of [[Local]] chat, randomness of exits coming out of a system, unique&nbsp;[[NPC]] ships ([[Sleepers]]), resources that are not available in high or low security space (High End [[Gas_Cloud_Mining | Gas]] and [[Ore]]), and lack of [[Timers#Aggression_Timer_.28AT.29 | Aggression timers]] are only few of the advantages. It is only natural that at some point short trips to W-space will seem less profitable then a long term operation from within a W-space System.&nbsp;This Guide is meant to explain how to set up and maintain that kind of operation, it will show you how to successfully live in W-space. But I have to warn you, once you start living there, you might never want to go back to K-space!<br> <br />
<br />
== Introduction to Wormhole Space ==<br />
<br />
[[Image:Wormhole1024.jpg|border|right|400px|Wormhole1024.jpg]] <br />
<br />
Wormhole Space, as mentioned above, is quite different from any environment&nbsp;You may have encountered before. These are few things you will need to know. <br />
<br />
*There are no [[Stargates]] in W-space. Once inside w-space, wormholes are the only way to get from one system to another, never go into w-space without a scan probe launcher and probes.<br />
<br />
*There is no local chat in W-space. You cannot see if there's someone new jumping into your system.&nbsp; <br />
*All W-Space solarsystems as treated as null sec (0.0) even ones you enter from empire.<br />
<br />
*There are no [[Asteroid Belt]]s in W-space. The only source of Ore in W-space are [[Gravimetric]] sites. <br />
*There are no 'Rats' in W-space, only Sleepers.<br />
<br />
*Wormhole Systems can have an 'Anomaly' or [http://wiki.eveonline.com/en/wiki/Wormhole_environment_effects Effects] inside them that affects attributes of every ship in the system ([[Sleepers]] included). <br />
*There is no Market available in W-Space. Contracts won't work either.<br />
<br />
*Wormhole Systems can have Static exit wormholes, which means that a certain system will always spawn a wormhole leading to a specific System type. Those can either be another W-space System or a K-space System. To determine the Systems Static connection go to [http://www.staticmapper.com Static Mapper], enter the [[Locus Signature]] of a system (i.e. J123450), and check for the probable static exit (i.e. a Class 3 System can have a static wormhole that will always lead to High Sec). <br />
*There are different Class types of W-space Systems.&nbsp;The class of system indicates the difficulty of the sites that spawn in the system.&nbsp;The Class of a system also affects the types of likely static exits. A Class 2 System will more likely have a High Sec K-space exit then a Class 3 System.<br> <br />
*There is no [[Ice]] anywhere in W-space. You will have to import some of the [[POS]] fuel from K-space (some of it can be made using [[Planetary Interaction]]).<br> <br />
*There are no [[Stations]] or outposts in W-space. You won't be able to dock anywhere. Having and maintaining a POS is very important.<br />
<br />
<br> <br />
<br />
=== Rules of W-Space ===<br />
<br />
*First rule of W-Space is: You do not fly without a probe launcher. <br />
*Second rule of W-Space is: ''YOU <u>DO NOT</u> FLY WITHOUT A PROBE LAUNCHER!'' <br />
*Third rule of W-Space: If there's a hostile in system, you warp off, go to safety, stop what you are doing, investigate! <br />
*Fourth rule: Do not talk in local, ever.&nbsp; <br />
*Fifth rule: Always keep a scanning alt in your home system. <br />
*Sixth rule: Pay attention to directional scanner at all times! <br />
*Seventh rule: If it's your first time in W-Space, you will get ganked.<br />
<br />
== Picking the right System ==<br />
<br />
Before you can even start thinking about moving into a W-space system you need to pick the right one for your needs and plans. <br />
<br />
<br> <br />
<br />
There are about 2500 Systems in W-space, each different and unique. Choosing the one you will like will take time and lots of effort. You will probably spend days or even weeks scouting before you find a system that suits your needs.&nbsp;You will have to decide if you are going to live there by yourself or with a couple of friends.&nbsp;You will have to know what activities are you going to perform there (manufacturing, harvesting Gas and [[Ore]], Killing [[Sleepers]]) and if you are going to be able to do those things alone or will it require a fleet. You'll have to know if the activity you picked will require frequent Logistic runs out to K-space. <br />
<br />
=== Planning[[Image:Staticmapper.jpg|border|right|300px|Staticmapper.jpg]] ===<br />
<br />
The following factors affect&nbsp;your choice of your home system. <br />
<br />
*Plan ahead on what kind of static you wish the system could have, look for that. <br />
*Keep in mind that the [http://evemaps.dotlan.net/wormholes wormholes have mass restrictions]. You won't be able to jump [[Capital Ships]] through most of them, and there are wormholes that won't even allow battleship sized ships. <br />
*Look for a system with a variety of [[Planets]] that will later be used for your [[Planetary Interaction]] colonies.<br />
<br />
*Decide what Class of the system you're looking for, take into consideration the kinds of exploration sites the system is likely to spawn.<br> <br />
*Ask yourself if you want the system to have any Effects that would help you with your activities. (i.e. a Pulsar effect will help shield tanking ships and cripple armor tanking ones.)<br />
<br />
<br><br />
<br />
=== Example ===<br />
<br />
Let's say you would like to harvest gas and ore, you wont do any [[Manufacturing]], and you want to kill sleepers, but you don't have any corporation members to help you with that. <br />
<br />
*If Ore and Gas are your main priorities, you might want to consider a higher Class System, because they are more likely to spawn better Grav sites. You can now go look for a Class 4 wormhole with a static Class 2 connection. The reason for this is that the home system (Class 4) will provide you with the Ore you want, and the Class 2 connection will most likely have a High Security K-space exit as well as anomalies with sleepers that you can manage to kill by Yourself.<br />
<br />
*If, on the other hand, sleepers are your main goal, and mining ore is what you want to do in your spare time, then the System you would be looking for would be a lower class. A Class 2 System with a static high sec exit would spawn anomalies with sleepers you can kill solo, and an occasional Grav and Ladar sites you can mine by yourself.<br><br />
<br />
It's up to you what kind of system would be the best for your needs and activities you want to perform. All you need to do is find that system. <br />
<br />
<br> <br />
<br />
== Moving into a Wormhole System ==<br />
<br />
So think you've found a system You like, and You would like to move in now, that's great! Let's see now..<br> <br />
<br />
=== Checklist ===<br />
<br />
*Does it meet your requirements?<br />
<br />
*Have you checked if there is someone already occupying it?<br />
<br />
*Have you checked [http://evemaps.dotlan.net/ Dotlan]&nbsp;for activity in that system?<br />
<br />
*Does the system seem to have a high/low/no number of incoming wormholes?<br />
<br />
*Were there any player kills in that system in the last week/month/year? (you can check that on dotlan and killboards)<br />
<br />
*Does it have a static exit to another w-space system? <br />
*Are logistic runs to K-space going to be easy/hard? <br />
*Have you placed a scan-alt in the system? (very important, in case you get podded)<br />
<br />
<br> <br />
<br />
If you are satisfied with the system, it's not occupied, have the exits you want and it's fairly safe it's time to move in and get things started.&nbsp;Let's go shopping then.&nbsp;The single most important thing you need is a place to call home.&nbsp;A place where you can keep all your ships, loot, ore, modules and your exotic dancers safe at.&nbsp;You need a [[POS]]. <br />
<br />
(''WARNING'': ''It's been reported occupying a W-Space System for an extended periods of time decrease the number and frequency of signatures spawns.'') <br />
<br />
=== POS Defence ===<br />
<br />
This is the part many wormhole residents fail at. Every single day I come across POS's with poor or no defences, with billions of ISK floating around the POS shields, just asking to be blown up, ripped apart, leaving the owners broke and depressed. <br />
<br />
[[Image:Posfail4.jpg|border|left|300px|POS]] <br />
<br />
First thing you need to take care of when planning a POS are the defences. Nothing attracts people like Torpedo or Cruise missile launchers, no Warp Disruptors and lack of any kind of E-War or hardners online at the POS. <br />
<br />
Please check out this [http://www.eveonline.com/ingameboard.asp?a=topic&threadID=817184 Eve-O Forum Topic]&nbsp;before you even consider setting up your POS in the system.[[Image:DEATHSTAR.jpg|border|right|300px|DEATHSTAR.jpg]]<br> <br />
<br />
Large POS's are strongly recommended in W-space. Small ones or even Medium ones are very easy to attack and take down. Most of people don't bother with Large ones. It takes too much effort to bring a large POS down, it's a logistical nightmare, but that doesn't mean people don't do it. It is quite common for corporations to attack other people in W-Space for isk and loot. Even the best defence won't keep people from destroying your POS, if they are ready to do what it takes. Having a good setup however will decrease the chance of getting invaded and will probably save your assets. This is EvE and you always need to be prepared for the worst. Keep that in mind. <br />
<br />
==== That's no moon! ====<br />
<br />
If you are planning to leave your system for an extended period of time, consider using additional POS defence modules, put your laboratories and corp hangers offline to free up some powergrid and anchor more guns, ECM, and anything that you have handy. This setup is called a 'Death Star Mode', and will keep your assets safe when you are away. No one will even think of attacking a POS like that.&nbsp;<br> <br />
<br />
<br> <br />
<br />
Other then POS defences, you will need: <br />
<br />
*Ship Maintrance Array to hold all your ships, as well as providing a fitting service for them.<br />
<br />
*Corporation Hanger Array to hold all your modules, loot, spare POS fuel, bookmarks, etc. <br />
*Ship Building Array, in case you will want to build ships yourself <br />
*Ore Reprocessing Modules <br />
*Laboratories <br />
*Mobile Warp Disruption Field Generators<br><br />
<br />
<br> <br />
<br />
==== Setting up the POS ====<br />
<br />
Once you've got all of this, scan your way out to K-space, get your hauler ready, scan your system multiple times to make sure there are no new incoming wormholes, and make sure that you are actually alone in the system. Move your hauler to the K-Space - W-Space connecting system, and double check if you have everything you need. Fuel, Modules, POS equipment, ammo, probes, etc. <br />
<br />
[[Image:Pos ships.jpg|border|left|250px|Pos ships.jpg]]Once you are ready, jump in the hauler, anchor the POS, online it as soon as possible, make sure you have enough fuel to run it for at least a day and a significant amount of Strontium.&nbsp;Once the shields are up and running, you're fairly safe. Next thing you need to do is set up the guns, ECM, warp disruptors and everything else you've planned. Start moving in the rest of POS modules you wish to have there, and start moving in ships.&nbsp;Always have a spare scanning ship in the hangers &mdash; you never know when you'll need it. Take the time it takes to online the POS modules to set up off and on grid [[Safe spots]]. <br />
<br />
Don't, and I really cannot stress this enough, leave any ships floating out in space. It will only cause you trouble, provide intel&nbsp;to hostiles, and provide opportunities for a corp thief. There is no reason to leave ships floating in space. If you run out of&nbsp;space in your ship array, anchor a new one, or reconsider the usefulness of the ships you own, and take some of them out. <br />
<br />
<br> <br />
<br />
----<br />
<br />
<br> <br />
<br />
&nbsp;<br />
<br />
=== Ships You will need ===<br />
<br />
There are numbers of various activities you can do inside a Wormhole system. Most of them require specialized ships. There is no Jack of all Trades here, you will need at least a couple of hulls so you can be effective at what you do. You will lose ships in W-space, you will need to be able to replace them. Keep them cheap, affordable. Don't fly faction ships in W-space, they are simply not worth the risk. Here's a small list of recommended ship types <br />
<br />
<br> <br />
<br />
==== Must-Have's ====<br />
<br />
*[[Scanning ships]], T1 frigates, CovOps Frigates, Recons. You can't do anything without them in W-space. Keep spare ones. You will lose them.<br><br />
<br />
<br> <br />
<br />
==== Anomalies (Sleeper Sites) ====<br />
<br />
*[[Battlecruisers]], especially [[Drake]]s, are the most common ships people use to run anomalies in w-space. Drake can easily run any and every anomaly in a Class 1, Class 2 and Class 3 systems.<br />
<br />
*[[Strategic Cruiser]]s, especially the Tengu and Legion. They significantly speed up running anomalies, but are very expensive, so use them only if you really can afford to lose them.<br />
<br />
*[[Battleship]]s, with Remote Repair modules fitted are required for higher class wormholes anomalies, such as Class 4.<br />
<br />
*[[Capital Ships]], such as Dreadnought and Carriers are used in Class 5 and 6 Systems mostly to spawn additional sleepers in anomalies.<br />
<br />
<br> <br />
<br />
==== Gravimetric Sites (Ore Mining) ====<br />
<br />
*[[Mining]] Cruisers, such as the Osprey<br />
<br />
*[[Mining Barges]], such as Retriever, Covetor - they are cheap and effective at what they do.&nbsp;<br />
<br />
*[[Exhumers]] - If you can risk and afford losing one, they are the best, but you already know that.<br />
<br />
see: [http://www.eve-wiki.net/index.php?title=Haladas_Mining_Guide Halada's Mining Guide] <br />
<br />
==== Ladar Sites (Gas mining) ====<br />
<br />
*Battlecruisers, especially the Ferox. They can field a decent tank and fit number of cargo expanders.<br><br />
<br />
<br> <br />
<br />
==== Salvaging, Hacking and Analyzing ====<br />
<br />
*[[Destroyers]]. You wont need anything bigger then Dessies in W-space. Sleeper loot is small in size. It will fit in the small cargo hold of a destroyer.<br />
<br />
* You did fit that destroyer with a probe launcher, right? <br />
<br />
* If you can fit a cloaking device, fit a proto cloak on the salvager. Cloak up whenever you're not actively salvaging.<br />
<br />
* You'll want to rig your salvager with at least 2 salvage rigs if you're in a Class 3 or higher WH -- many of the sleeper wrecks require either rigs or L4/L5 salvaging skill to salvage at all.<br />
<br><br />
<br />
==== Logistics ====<br />
<br />
*[[Haulers]], T1 or T2, Badgers, Bestowers, anything that you would use in K-space is used in W-space, and often. You will need them to run to K-space for supplies, to pick up PI products, can't live without them. <br />
<br />
*[[Capital Industrial Ships]], the [[Orca]] and the [[Rorqual]]. First one is very useful for moving large amounts of cargo in and out of a W-space system, as well as providing mining bonuses for mining Fleets (even from inside of the POS Force Field). The Rorqual, if you can afford it, will compress Ore, making it smaller and easier to transport to K-space. This sounds stupid until the first time you have six or seven million m^3 of ore in the hangars.<br />
<br />
<br><br />
<br />
==== PVP Ships ====<br />
<br />
*T2 Cruisers, [[Heavy Interdictors]], [[Heavy Assault Cruisers]], [[Recon Ships]], [[Logistics]], any kind is very useful, as they are small in size, and huge in potential. Sooner or later You will have to face other players in W-space, and these are the bread and butter of W-space PVP.<br />
<br />
*[[Stealth Bombers]], W-space mechanics are the same as nullsec space. You can use Bombs, and they are very effective. Small gang of Bombers can really ruin a day for your enemies. See: [http://amerrylifeandashortone.blogspot.com/2010/08/stealth-bomber-guide.html Stealth Bomber Guide].<br />
<br />
*Battleships, they are rarely used in PVP in W-space, but they are very useful in taking down POS's where you cannot use capital ships, and for defence fleets.<br />
<br />
*[[Interceptors]], useful for catching CovOps frigates jumping through wormholes.&nbsp;<br />
<br />
*Battlecruisers, any kind, they are very popular in PVP in W-space, because of their mass/dps ratio. They are easy on the wormholes, and can deal a significant amount of DPS.<br />
<br />
<br> <br />
<br />
<br> <br />
<br />
== Daily Activities: how to keep them safe. ==<br />
<br />
So, you've found your system, set up a POS, moved the ships in, you've done all required logistics, and you have supplies that will last for a while. You're ready for action. What now? Well, as I said already, there are number of activities you can do in your System, such as [[Mining]], Harvesting Gas, Killing [[Sleepers]], Running PI. But first you need to learn how to keep yourself safe while doing those. You need to keep track of things, and you need to know your surroundings. First thing you'll always do from this day on, is: <br />
<br />
<br> <br />
<br />
=== Scanning[[Image:Scanning - 9.PNG.png|border|right|300px|Scanning - 9.PNG.png]] ===<br />
<br />
Each day new signatures and anomalies spawn in your System. Each day they die. There's always something going on and you need to know what that is. You will have to keep track of every single signature ID and anomaly. Each day after Downtime signature ID's change. You will have to keep track of them to know what kind of sites are there and what your system has to offer that day. Here's how:<br> <br />
<br />
*Scan your system as soon as you login into the game. Check the number of signatures, the number of anomalies.<br />
<br />
*Scan each and every signature. Write down their ID's and types (is it a grav? radar site? wormhole?). Keep that list handy.<br />
<br />
*Bookmark the Sites and keep the bookmarks at a container at the POS, or in the Corp Hanger.<br />
<br />
*See if there are any wormholes in the system, scan them down, warp to them and bookmark them. See where they lead to.<br />
<br />
*Check for incoming wormholes, check where they lead, get to know your neighbours.&nbsp; <br />
*Write down the time the signatures were found. This way you will be able to tell when they die. <br />
*Scan your system every now and then, preferably each hour, check for new signatures. <br />
*Check for new incoming wormholes, they can open at any given time. <br />
*Check what your K-space exit is, if you have one.<br />
<br />
<br> <br />
<br />
<br> <br />
<br />
Once you're done [[Scanning]], you know the number and ID's of signatures in your system, you know where each wormhole leads to and you made sure it's safe you can start doing sites. Remember that a wormhole incoming to your system can open up at any time, keep checking directional at all times. If you fail to do so, you will get killed faster then you can say OMGUNIBLOB. <br />
<br />
<br> <br />
<br />
<br> <br />
<br />
=== Running Anomalies ===<br />
<br />
Sleeper sites, also known as anomalies, are the most profitable sites in W-space. It's always worth running them and selling the salvage. If you decide to run them, make sure you know what the triggers are, what will spawn next, be ready. Use [http://eve-survival.org/wikka.php?wakka=WormholeSpace Eve-Survival]&nbsp;to determine that information. Class 1 and 2 anomalies are soloable in a Drake, for Class 3's you will want [[Image:SleeperArtifact.png|border|left|250px|SleeperArtifact.png]]to have a small gang of drakes to kill the sleepers faster. For Class 4 anomalies and up You will want to use a fleet made of [[Remote Repair]] Battleships with [[ECM]] support. <br />
<br />
After you are done with each site, [[Bookmark]] the wrecks as you would do with mission wrecks. Come back later to salvage them or have someone following you in a salvage dessie. Always keep aligned when running sites, and always, for the love of god, check the damn directional. It's very important, if you see any ship that is not supposed to be there, even for a split second, warp out, get to safety. Go to the POS and investigate. Don't start asking in Corp chat who that was, just leave. Believe me, I make a living from killing people like you, don't be stupid. Just warp off. There's no fleet that can't be ganked in W-space. <br />
<br />
<br> <br />
<br />
Even if you are running a Class 6 anomaly in battleships with logistics support you cannot feel safe. Someone can and will come to gank you, as shown here: [http://www.youtube.com/watch?v=_RBMK-dqqIc Youtube - Class 6 Wormhole Gank] <br />
<br />
<br> <br />
<br />
*'''Perimeter''' sites are generally Low difficulty. <br />
*'''Frontier''' sites are generally Medium difficulty. <br />
*'''Core '''sites are generally High difficulty.<br />
<br />
*For Class 1-2 expect to see Perimeter sites. <br />
*For Class 3-4 expect to see Frontier sites. <br />
*For Class 5-6 expect to see Core sites.<br />
<br />
Gravimetric, Ladar and class 5 Radar sites are exception from this; also named sites (The Line &amp; Solar Cell for example) do not fall under this convention. <br />
<br />
<br> <br />
<br />
=== Mining&nbsp; ===<br />
<br />
Gravimetric sites in W-space often spawn rare Ore that cannot be found in [[Highsec]] or even [[Lowsec]]. Those are Arknor, Bistot and&nbsp;Crokite. Always mine those first. They are the most profitable. Use cheap mining barges such as Retrievers and Covetors. They are affordable and won't ruin you if you loose them.&nbsp; <br />
<br />
[[Image:Miningexample.jpg|border|left|250px|Miningexample.jpg]] <br />
<br />
Everyone in W-space will gank a mining op if they see one, so when mining, always&nbsp;make sure that there are no incoming wormholes in Your system, always watch directional, or even have a scout at any wormhole exit. You cannot mine aligned, but you can make it a bit harder for someone to find you. Unlike anomalies, that can be scanned down without use of probes, Grav sites have to be probed down. Keep an eye out for probes. Combat probes especially. Try not to use jetcans for mining, as they can be bookmarked to provide warpins on you. Haul in a cheap industrial ships, as often as possible. Don't use an Orca for picking up ore. Orcas draw attention of gankers. Warp out at any sign of unknown ships and probes on directional. Better to be safe then dead. <br />
<br />
Ladar sites are no exception here, same rules apply. <br />
<br />
<br> <br />
<br />
=== Planetary Interaction in W-Space ===<br />
<br />
Wormhole space, as already mentioned, is very similar to [[Nullsec]]. In that matter, [[Planets]] that are present in W-space are mostly unoccupied, and far better then any highsec or lowsec planets. You will find various types of planets, and given that you took that into account when you chose your system, you can make quite a fortune from [[Planetary Interaction]].<br> <br />
<br />
The biggest advantage of PI in W-space is the ability to make some of the POS fuel on the site, it saves you hauling that fuel in, less logistics stress. See [http://forum.eveuniversity.org/viewtopic.php?f=159&t=33117&p=307554#p307541 this forum post by Seamus Donohue]. You can also make various items, that you can export to K-space and sell for profit.&nbsp; <br />
<br />
[[Image:PI YFC-28-ThreeMoreExtractors.png|border|right|250px|PI YFC-28-ThreeMoreExtractors.png]] <br />
<br />
What's dangerous about PI, you ask? Well, managing PI itself doesn't involve any risk (yet), but hauling the goods can be tricky. <br />
<br />
Personally I've ganked multiple industrial ships that were not paying attention to directional, and just went off to pick up their goods, getting killed in the process. You have to assume that you are never alone in W-space. Always watch for hostile ships. Be prepared to run for your life. Don't slow down your industrial ships by fitting cargo expanders, fit nanofibers instead. They will align faster. Fit Warp Core Stabs, they will get somewhat immune to Warp Disruptors, and if you can, use [[Transport ships]], fly cloaky, cloaky is safe. Never stay at the [[Customs office]] longer then you have to. <br />
<br />
<br> <br />
<br />
=== PvP in W-Space ===<br />
<br />
Wormhole Space is an unique environment to fight with other players in. The lack of local chat and mass restrictions on wormholes as well as nullsec-like mechanics allow to do things that would not work in Known Space. Players often scan down so called 'rabbit holes', chains of wormholes connecting multiple systems to find other players to kill. It's common to see multiple cloak-capable ships in one fleet, hunting down and killing pilots that are not paying attention to directional scanner.&nbsp; <br />
<br />
[[Image:Corpseimagefrozenpopsicle225.jpg|border|left|150px|Corpseimagefrozenpopsicle225.jpg]] <br />
<br />
W-space is also full of dead POS's that ran out of fuel because their owners either didn't log into the game for a while, or just lost access to their home system.&nbsp;People often destroy those POS's for loot. There are many [[PvP]] opportunities in W-space. Wormhole corporations often compete with each other over the best systems, or just for the sake of killing each other. It's getting more common to see one corporation invading a home system of another. Some people even hire mercenary corporations to attack or defend wormhole systems.&nbsp; <br />
<br />
Directional scanning plays a huge role in W-space PvP, giving Intel and warning of hostiles. [[Directional Scanner]] and CovOps ships are the most useful tools in W-space. PvP in W-space is also a source of ISK, simply because it's sometimes more profitable to kill that faction battleship running sleeper sites in the wormhole next door then to run your own sites. <br />
<br />
I won't give out any of our secrets about how to be successful in PvP in W-space, but be aware that it plays a major role in W-space, and no one can feel safe out there.&nbsp;If you want to see how PvP in Wormholes looks like, be sure to check out the link below and watch the PvP videos. Perhaps one day we will meet out in the unknown&nbsp;:)<br />
<br />
== Unwanted Wormholes ==<br />
<br />
Most of the time, your static exit to either K-space or another W-space system will be the only exit, and that is what you count on. It keeps you safe, It keeps things predictable. But W-space is far from being predictable. Very often a wormhole will open up in the system, an incoming wormhole, that you wish wasn't there. It might give you some opportunities, but It might as well bring trouble. How to handle these wormholes, how to take control over the traffic in a system and how to close unwanted wormholes? Well, let me explain: <br />
<br />
<br> <br />
<br />
'''Unwanted K162's'''<br> <br />
<br />
Remember how I told you to keep track of the signature ID's in the system? Well, this is how you find out if there's a new incoming wormhole. You scan your system and find a signature ID that wasn't there before, it shows up as an unknown, and later it turns out to be a K162 incoming wormhole. We don't want that. We want it gone, and now. This is what you need to do to close it: <br />
<br />
*Jump to the other side, check for hostiles, and check the ID of the wormhole on the other side. For example it might be C427.<br />
<br />
*Check the mass remaining on the wormhole (is it critical? what does the description say?). Jump back.<br />
<br />
*Check the Wormhole ID on [http://www.eve-metrics.com/wormholes/C247 Eve Metrics], it will tell you it's maximum mass restrictions.&nbsp; <br />
*Do the math.<br />
<br />
Now you know what kind of wormhole you are dealing with, and you know the max mass that can go through it before it crashes. Well, if the wormhole is not in critical mass stage yet, there's a good chance that you are able to close it. What you need to do is take some heavy ships, preferably Battleships and/or Battlecruisers, and start jumping them back and forward, keeping an eye on the status of mass of the wormhole. Keep one battleship on the far side while doing this. In this example it's a C427 Wormhole which, at it's critical state, (about 5% of total mass limit) allows to jump another 100.000 tons of mass. Thats one battleship worth of mass. Keep track of the number of ships you've jumped trough so far (jump one at a time), and as soon as it gets into Critical stage, jump back the battleship from the far side. If you've done everything right, the unwanted wormhole should close. <br />
<br />
Taking control over the exits, maintaining the system clear of incoming wormholes by successfully closing each unwanted wormhole is the key to safety in W-Space. You need to be aware that each wormhole that you leave opened, and not use yourself, is a potential threat, and might eventually get you (and your corp members) killed.<br />
<br />
<br> <br />
<br />
<br><br />
<br />
== Long Term Wormhole Operations and Eve University ==<br />
<br />
As of now, [[Eve University]]'s rules do NOT allow it's members to maintain a personal POS,&nbsp;whether it's in Known Space or Wormhole Space. This Guide is for people wanting to set up an operation like this outside of Eve University. The only longterm Operation in W-space that was maintained by Eve University was [[D6]], but it doesn't exist anymore. You are however, as a member of the Uni, allowed to take part in Wormhole operations based out of Known Space. You are allowed to take a Fleet into W-space, run the sites there, and take all the loot and/or anything else back out, provided that you follow the [[ROE]] and University's Rules. This Guide was written by a University Graduate, ex-member. <br />
<br />
<br> <br />
<br />
== Related Links ==<br />
<br />
[http://www.staticmapper.com http://www.staticmapper.com] <br />
<br />
[http://evemaps.dotlan.net http://evemaps.dotlan.net] <br />
<br />
[http://www.eve-metrics.com/wormholes http://www.eve-metrics.com/wormholes] <br />
<br />
[http://eve.allakhazam.com/wiki/Wormholes http://eve.allakhazam.com/wiki/Wormholes] <br />
<br />
[http://forum.eveuniversity.org/viewtopic.php?f=30&t=32628 Asayanami Dei's Wormhole PvP Videos] <br />
<br />
<br> <br />
<br />
[[Category:Wormholes]] [[Category:Guides]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Show_Info_and_Compare&diff=18917Show Info and Compare2011-01-02T02:21:22Z<p>False solace: /* Show Info */ typo "the the"/the</p>
<hr />
<div>{{Cleanup}}<br />
[[Category:Teaching]]<br />
[[Category:Guides]] <br />
The EVE interface has several very useful basic features that can assist pilots in comparing items in game. These comparisons are instrumental to the ship fitting process and the information found here is one of the quickest ways to help decide which ships, modules and ammo to use while remaining in game.<br />
<br />
<br />
== Show Info ==<br />
<br />
The Show Info selection is the most basic and fundemental feature of item comparison. This feature can be accessed by several methods including simply right clicking on an item's icon in a hangar or cargo hold or its name in a menu, such as the market or assets, and selecting the contextual menu option "Show Info". Other methods involve use of the "show info" blue "i" icon visible by each item name in the market browser or when moused over in the fitting screen.<br />
<br />
Once open, all information on a given item will be displayed in a series of tabs. As it relates to ships and ship modification the tabs are as follows:<br />
<br />
'''Description:''' This is obviously the basic description of the item, how it is used, what types of ships it can be fit on, ammo that is used with it, etc. This is also where it is specified what a given level of ship skill will affect regarding the ship being viewed.<br />
<br />
'''Attributes:''' This is the meat of the item comparison feature. This will give the pilot nearly all of the pertinent information for a selected item. What is diplayed in the tab will vary greatly depending on the type of item that is chosen but generally statistics like optimal range, tracking speed, damage modifiers, damage resistances and meta level will be present.<br />
<br />
'''Fitting:''' This will typically show the CPU, Powergrid and slot fitting requirements for modules or a ships total capacity of CPU, Powergrid and fitting slots.<br />
<br />
'''Prerequisites:''' This will show all the required skills needed to use the item, as well as whether you have the skills trained, have them trained but not to the required level, or not trained at all.<br />
<br />
'''Variations:''' This tab is an important feature that will show the pilot all of the Tech levels and Faction variations of a specific item. This is also where the "Compare" feature is found, which will be discussed in greater detail below.<br />
<br />
Resources, Materials, Blueprints, etc are of a different caliber and will not be discussed in great detail here, sufficient to say they all have relevant information that may be accessed in a similar fashion.<br />
<br />
== Side By Side Comparison ==<br />
<br />
Selecting another item and showing info will replace the previously viewed item with the new one. Not as useful for comparisons, however there is a simple way around this.<br />
Holding Shift while selecting a new show info will open a separate window, thus allowing the pilot to compare as many single items as can be fit on the screen. Side by side comparison of two or more modules can help to answer the most basic questions (i.e. Blasters or Railguns? Antimatter, Iridium or Lead?) But what about the numerous available variations of said items? Meta and Tech levels can be so numerous that one would easily fill the screen and become lost in statistics. Enter the Compare Tool.<br />
<br />
<br />
== Compare Tool ==<br />
<br />
Located at the bottom of the Variations tab of the Show Info window can be found a button labeled "Compare". Pressing this button will open a separate window that will show all of the Tech and Faction varations of that specific item. Filters can be selected on the left side of the window limiting the information displayed to what may be in question to the pilot for their specific needs. Selecting the "Meta Level" filter first will arrange the items from "worst" to 'best", as increasing meta levels typically relates to an items quality. A pilot can also filter greatest to least, and vice verse, for any of the filters by simply clicking the filters name above the statistic in question. It is then possible to populate the Compare Tool with other similar items (i.e. those Blasters or Rails) and their variations by pressing the compare button on another show info window while keeping the current Compare Tool open. Only items of the same group, such as "Ammunitions & Charges" or "Ship Equipment", can be compared at the same time.</div>False solacehttps://wiki.eveuniversity.org/index.php?title=EVEMon&diff=18916EVEMon2011-01-02T02:20:50Z<p>False solace: /* Skills based on Ships */ typo "the the"/the</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Getting_Started]]<br />
{| align="right"<br />
| __TOC__<br />
|}<br />
In Eve your skills determine what you can fly and do. EVEMon is there to help you plan out a path to the skills you need to fly a battleship or become an excellent explorer. There is an excellent skill library with pretty prerequisite trees to tell you just how many other things you would need to study before you can even start training [[Skills:Spaceship_Command#Amarr_Battleship|Amarr Battleship]]. EVEMon will even suggest learning skills to reduce the amount of time till you are ready to fly. EVEMon also has some other gadgets attached to monitor market orders, manufacturing, research, and clones.<br />
EVEMon is open source (GPL V2) with the project located at [http://evemon.battleclinic.com BattleClinic]. The software is primarily developed for Windows, but it will work on Linux using Wine, and may work on Macs using Darwine. You will need your Limited API key to use the software. This will allow EVEMon to actually monitor your skills. For additional features you may need to use a Full API key.<br />
This guide is written with the new player in mind since it is often the first [[3rd_Party_Tools|3rd party tool]] they should start using. More advanced players may find useful information here along with the simpler details.<br />
==Starting Out==<br />
===Install EVEMon===<br />
[[Image:evemon-character.jpg|frame|right|Figure 1. Character Screen]]<br />
Download EVEMon from [http://evemon.battleclinic.com BattleClinic]. There is an installer on the right hand side in the box labled Downloads. Only download EVEMon from the BattleClinic, other sites have had virus infected versions of EVEMon. If you are running Windows you can run through a normal install. On a Mac you will want to look at the [http://wiki.battleclinic.com/index.php/Running_EVEMon_on_a_Mac_with_Darwine BattleClinic wiki page] describing Darwine installs.<br />
<br />
===Set up Character===<br />
Once EVEMon is installed and running you should have an '''Overview''' tab telling you to click the File|Add Account. You will first need to acquire your [https://www.eveonline.com/login.asp?r=%2Fapi%2Fdoc%2F&t=%2Fapi%2Fdefault.asp%3F Limited API key and User ID] from CCP. With your ID and key go ahead and add your account to EVEMon. You can then select which characters you want to monitor on that account. A screen like you see in figure 1 should appear. You are not ready to start using EVEMon.<br />
==Planning==<br />
With the character screen open you can create a new plan by selecting new from the plans menu and giving this new plan a name. You can have multiple plans which can be combined to form big plans a year on longer in length. You can also import plans written in text files. The new plan should open as a big window with a number of options along the top and left-hand side.<br />
===Adding Your First Skill===<br />
Select the Skill Browser tab. In the skill tree open Spaceship Command and click on [[Skills:Spaceship_Command#Amarr_Battleship|Amarr Battleship]]. A skill tree will appear showing all of the skills you would need to learn in order to learn Amarr Battleship. Above the tree is a description of the Amarr Battleship skill and times to learn each level of the skill. On the far right just above the tree is an option to "Show what this skill enables." That will show you modules, ships and other skills which use this skill as a prerequisite.<br />
Right click on Amarr Battleship at the top of the tree and select plan to level 1. Now switch tabs to the Plan Queue. Here you can see the Amarr Battleship skill I along with all of the prerequiste skills needed. There are columns showing the time to learn each skill the learning stats such as rank and attributes for the skill and the estimated total SPs after learnign each skill. Black skills can be learned immediately. Greyed skills can be learned once the earlier levels have been trainned or once you have purchased the book and injected the skill. Red skills require another skill as a prerequisite. At the bottom of the window is a summary of the plan including a total training time. All together this gives you the information you would need to persue your plan to fly an Amarr Battleship.<br />
===Researching a Full Plan===<br />
If you actually wanted to fly an Amarr Battleship with any success you would have to research a fitting and skills needed to efficiently run the ship. Each of the modules will have required skills. In order to put the ship together, you will need some basic ship fitting skills to meet the [[Power_Grid|powergrid]] and [[CPU]] requirements for the ship. All together these skills will create a much larger plan.<br />
For any plan you will have to do research to figure out all the skills you need and want. You can use the various guides in this wiki, which often list skills needed for their particular activity. You can use the Ship Browser in the EVEMon Plan window and look at fittings from BattleClinic, even if most of them are terrible. You can setup better fittings using Eve Fitting Tool. You can also just browse the Skill Browser and pick skills you think will help you.<br />
===Adding Learning Skills===<br />
EVEMon will suggest learning skills which might reduce the length of time needed to complete a plan. You can see these suggestions by clicking the blue exclaimation point at the bottom of the Plan Queue tab. If it is not there then adding a learning skill will only increase the length of the plan, despite any individual time reductions for individual skills. Remapping points can be added in the middle of a plan. EVEMon can even suggest a mapping based on the skills you are considering. An excellent detailed discussion of [[Skills and Learning|skills and learning]] and how they can benefit you can be found elsewhere on the UniWiki.<br />
==Advanced Features==<br />
===Multiple Plans===<br />
My first plan included everything all mushed together. As the plan spread out to a year it became unwieldy. A plan like that can be good for getting the right remapping points, but lacks flexibility on figuring out exactly what you should be training next. Making multiple plans solves this problem. Each plan can have a specific theme or goal. For instance, all of your drone skills might go in one plan, or the plan could be all of the exploration skills you might need.<br />
Managing multiple plans in EVEMon is simple. When you add skills the skills go in the currently selected plan. You can combine plans into a new plan by selecting Plan|Manage on the character window. Thus you can make one huge master plan from all of your individual plans. Any duplicate skills will be combined during merging. You can also set EVEMon to remove skills once they are learned, and the skills will be removed from all plans once you have finished the skill.<br />
<br />
===Importing and Exporting Skill Plans===<br />
Plans can be made and exported, or imported into a new plan. The export is done by clicking on the Export menu in the Plan window. To import the same plan you must use the '''Plan|Load Plan From File...''' menu on the character window. Exported plans can be imported by any other character or person.<br />
<br />
===Skills based on Ships===<br />
You can build a ship plan and have EVEMon figure out the skills needed to use the ship and all the modules. The ship plan can be built in Eve Fitting Tool ([[EFT]]) or acquired form [http://eve.battleclinic.com/browse_loadouts.php BattleClinic.com]. Import a ship from EFT by starting up EFT and creating a ship fitting. Next to the fitting name there is a ship icon with a drop down menu. Select copy to clipboard on that menu. Go to EVEMon and create a new plan for this ship. Select the EFT Import option from the top of the plan window. You can now paste the EFT ship into the new window if it is not already there. Add to Plan at the bottom will add the necessary skills to your plan. BattleClinic can be reached by going to the Ship Browser and selecting BattleClinic loadouts. Again at the bottom of the window is an Add to Plan button which will add the skills you need for that loadout to your plan. In all cases EVEMon will give you only the skills needed to use each module. You may still need to add some fitting skills so that you have enough [[CPU]] and [[grid|Powergrid]].<br />
<br />
===Monitoring Market Orders and Manufacturing===<br />
If you provide EVEMon with a Full API Key then it will monitor market orders and manufacturing. It will alert you when either has changed, such as when someone purchases part of a market order, or manufacturing has concluded.<br />
<br />
===Minerals Worksheet===<br />
This is a basic little worksheet found on the character window which will calculate the total isk value of something based on the isk value of the minerals.<br />
<br />
===Blank Character===<br />
You can create blank characters to test out plans for new alts. Under Manage accounts you can import a character from a file by selecting Import and then Import from File. To do this you will need a blank character file like [[EVEMon_Blank_Character_Sheet|this one]].</div>False solacehttps://wiki.eveuniversity.org/index.php?title=EVE_University_Class_Library&diff=18913EVE University Class Library2011-01-02T02:19:08Z<p>False solace: typo "the the"/the</p>
<hr />
<div>[[Category:Teaching]]<br />
<div style="float: right; width: 315px; font-size: 80%; line-height: 115%; list-style-type: none; text-indent: 0px; margin-right: 5px; margin-left: 5px; padding: 1px;">__TOC__</div><br />
<br />
[[File:SkillBook.png|left|link=]]Welcome to the Eve University Class Library. All of the classes in the archive were originally put forth by instructors, and the actual recordings were made by volunteers. Without those volunteers the Class Library would not be possible. Volunteers are people like you! Next time you're in a class, consider recording it for the library, and give something back to the community!<br />
<br />
==Submitting Class Recordings==<br />
<br />
Please check [[Editing_and_Uploading_Class_Recordings|this wiki guide]] or visit [http://forum.eveuniversity.org/viewtopic.php?f=72&t=35175 this forum thread] for detailed info on how to [[Editing_and_Uploading_Class_Recordings#Recording|record]], [[Editing_and_Uploading_Class_Recordings#Editing|edit]], [[Editing_and_Uploading_Class_Recordings#Encoding|encode]] and [[Editing_and_Uploading_Class_Recordings#Uploading|upload]] your files.<br />
<br />
<br />
==Where To Start==<br />
<br />
New to Eve University? Please listen to the recordings in the [[#About_Eve_University.2C_Management_and_History|About Eve University]] section, starting with the [[Introduction into Eve University]] class. Followed by [[Morning Maniac]]'s (founder and former CEO of Eve University) [[#E-UNI_past_present_and_future|Eve University - Past, Present, and Future]] lecture.<br />
<br />
Following the lectures mentioned above, it is recommended that new capsuleers continue with lectures on [[Eve_University_Class_Library#Core_Mechanics|Core Mechanics]] to form a solid foundation. <br />
<br />
The '''Class Level:''' [[image:level2.gif|link=]] indicator is a relative measure of how advanced the class is; lectures on core mechanics are relatively simple with class levels varying between 1 to 3, while more advanced lectures such as Nullsec Alliance Politics or Wormhole PvP tactics may be more suitable for capsuleers with some experience.<br />
<br />
<br />
=Recorded Classes=<br />
<br />
'''Download Options'''<br />
* Files hosted at <font color="orange">'''Eve University Server'''</font> can be streamed or downloaded directly. <br />
* Files hosted at <font color="orange">'''Eve Files'''</font> can be downloaded directly or by using a bittorent client<br />
* Other hosting sites might require you to wait a short while before you download.<br />
<br />
'''Formatting'''<br />
* '''Date: YYYY.MM.DD'''<br />
* '''Length: MMM:SS'''<br />
<br />
<hr width="100%"><br />
<br />
<br />
[http://forum.eveuniversity.org/ucp.php?i=pm&mode=compose&u=13608 Contact the wiki curator of this page] if you experience any problems accessing files or if you have any questions/suggestions.<br />
<br style="clear: both"/><br />
<br />
==New Arrivals==<br />
<br />
Recently updated/added five (5) Classes are listed here, you may also find them in their appropriate Sections on this page.<br />
<br />
{{Class Library<br />
|class_name=[[Messing With Your Head]] - How to Improve the Capsuleer Mind<br />
|class_difficulty_level=1<br />
|instructor=Neville Smit<br />
|rec_year=2010<br />
|rec_month=12<br />
|rec_day=31<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=97:04<br />
|file_size=22.2 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/3/38/E-UNI_Messing_With_Your_Head.mp3 Eve University Server]<br />
|definition=An introduction to methods for improving character attributes: neural remapping, learning skills, implants and booster drugs, as well as an overview for using clones effectively.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=[[Electronic Warfare 101]] - Introduction to Electronic Warfare<br />
|class_difficulty_level=2<br />
|instructor=Uryence<br />
|rec_year=2010<br />
|rec_month=12<br />
|rec_day=30<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=139:20<br />
|file_size=31.9 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/c/c4/E-UNI_Electronic_Warfare_101.mp3 Eve University Server]<br />
|definition=The Basics of Electronic Warfare. Modules and fittings.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=[[Intro to Squad Commander]]<br />
|class_difficulty_level=3<br />
|instructor=Automa<br />
|rec_year=2010<br />
|rec_month=12<br />
|rec_day=11<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=69:12<br />
|file_size=15.8<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/3/39/E-UNI_Intro_to_Squad_Commander.mp3 Eve University Server]<br />
|definition=Forming fleets, responsibility of Squad Commander, composition of squads.<br />
|other_notes=This course is one of the requirements to get a SC title for ILN pilots.<br />
}}<br />
{{Class Library<br />
|class_name=[[Introduction to Eve University]] <br />
|class_difficulty_level=1<br />
|instructor=Neville Smit<br />
|rec_year=2010<br />
|rec_month=11<br />
|rec_day=27<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=139:27<br />
|file_size=31.9 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/8/88/E-UNI_Introduction_to_Eve_University.mp3 Eve University Server]<br />
|definition=What the University can do for you, what you can do for the University. How to get involved. What to expect as a student.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=Hunting in Wspace<br />
|class_difficulty_level=3<br />
|instructor=Klokvarg<br />
|rec_year=2010<br />
|rec_month=11<br />
|rec_day=14<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=118:26<br />
|file_size=108 MB<br />
|download_locations=[http://rapidshare.com/files/431290855/huntinginwspace.mp3 Rapidshare]<br />
|definition=Guest lecture from Klokvarg, of Adhocracy Inc., on how to scan down hostiles in Wspace using probes and Dscan, as well as knowing the mechanics of Pvp inside a wormhole and much more. Sponsored by the Wormhole Club.<br />
|other_notes=<br />
}}<br />
<br />
[[#top|Back to Top]]<br />
<br />
==About Eve University, Management and History==<br />
{{Class Library<br />
|class_name=[[Introduction to Eve University]] <br />
|class_difficulty_level=1<br />
|instructor=Neville Smit<br />
|rec_year=2010<br />
|rec_month=11<br />
|rec_day=27<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=139:27<br />
|file_size=31.9 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/8/88/E-UNI_Introduction_to_Eve_University.mp3 Eve University Server]<br />
|definition=What the University can do for you, what you can do for the University. How to get involved. What to expect as a student.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=<div id="E-UNI_past_present_and_future">Eve University - Past, Present, and Future</div><br />
|class_difficulty_level=2<br />
|instructor=Morning Maniac<br />
|rec_year=2007<br />
|rec_month=03<br />
|rec_day=14<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=132:15<br />
|file_size=30.3 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/a/aa/E-UNI_Eve_University_-_Past%2C_Present%2C_and_Future.mp3 Eve University Server]<br />
|definition=Origins of Eve University. The reason for the Uni's neutral stance. Uni relationships with other corporations. Origins and Fate of The Big Blue. History of Fleet Operations. Philosophy of the University.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=University Management Q&A<br />
|class_difficulty_level=1<br />
|instructor=University Directorship<br />
|rec_year=2009<br />
|rec_month=05<br />
|rec_day=03<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=128:15<br />
|file_size=14.7 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/1/14/E-UNI_University_Management_Q%26A.mp3 Eve University Server]<br />
|definition=This is a recording of a Q&A session with the University Directorship in May of 2009. The recording explains new management policies, introduces some new directors, and covers some of the history of the university. See Also: Eve University - Past, Present, and Future. (This recording has gaps due to Teamspeak technical limitations)<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=Becoming a Teacher & Teaching<br />
|class_difficulty_level=2<br />
|instructor=Longshot Diddy<br />
|rec_year=2010<br />
|rec_month=08<br />
|rec_day=31<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=32:50<br />
|file_size=7.5 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/8/8a/E-UNI_Becoming_a_Teacher_%26_Teaching.mp3 Eve University Server]<br />
|definition=So, you want to give a class? Good for you - EVE University relies on people giving up their time to share knowledge on subjects they understand to new players. So, best be prepared for it, right?<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=[[Wiki 101]] <br />
|class_difficulty_level=1<br />
|instructor=Callin Vandylx<br />
|rec_year=2010<br />
|rec_month=03<br />
|rec_day=09<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=85:23<br />
|file_size=19.5 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/2/2a/E-UNI_Wiki_101.mp3 Eve University Server]<br />
|definition=How to use the Eve University wiki, including logging in, navigating, searching, creating your user page, creating and editing other pages, and so forth.<br />
|other_notes=Also Available: [[Wiki 101|Wiki 101 Article]]<br />
}}<br />
<br />
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<br />
==Core Mechanics==<br />
{{Class Library<br />
|class_name=[[Messing With Your Head]] - How to Improve the Capsuleer Mind<br />
|class_difficulty_level=1<br />
|instructor=Neville Smit<br />
|rec_year=2010<br />
|rec_month=12<br />
|rec_day=31<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=97:04<br />
|file_size=22.2 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/3/38/E-UNI_Messing_With_Your_Head.mp3 Eve University Server]<br />
|definition=An introduction to methods for improving character attributes: neural remapping, learning skills, implants and booster drugs, as well as an overview for using clones effectively.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=[[EVE Careers 101]] - Intro to EVE Careers<br />
|class_difficulty_level=1<br />
|instructor=Neville Smit<br />
|rec_year=2010<br />
|rec_month=04<br />
|rec_day=06<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=83:11<br />
|file_size=19 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/f/f6/E-UNI_Eve_Careers_101.mp3 Eve University Server]<br />
|definition=This introductory class describes many of the money-making options that many EVE players pursue, and provides some advice about which ISK-earning careers might be the best fit for each player's personality and playing style.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=[[Fitting 101]]<br />
|class_difficulty_level=2<br />
|instructor=Khegs<br />
|rec_year=2010<br />
|rec_month=11<br />
|rec_day=07<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=146:22<br />
|file_size=33.5 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/1/15/E-UNI_Fitting_101.mp3 Eve University Server]<br>'''Archived:'''<br>[http://wiki.eveuniversity.org/w/images/archive/1/15/20101122113756%21E-UNI_Fitting_101.mp3 Eve University Server] - 2010.08.22, by Khegs, 3:13:44, 44.1 MB<br />
|definition=<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=[[Capacitor Management 101]] - Cap is Life!<br />
|class_difficulty_level=2<br />
|instructor=Neville Smit<br />
|rec_year=2010<br />
|rec_month=06<br />
|rec_day=25<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=59:14<br />
|file_size=13.5 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/b/b9/E-UNI_Capacitor_Management_101.mp3 Eve University Server]<br />
|definition=In EVE, your capacitor is life! This class explains how ship capacitors work, how you can improve their performance, and how you can become their master - instead of the other way around.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=Going Really Fast 101<br />
|class_difficulty_level=2<br />
|instructor=Bishops Guest<br />
|rec_year=2010<br />
|rec_month=06<br />
|rec_day=09<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=38:50<br />
|file_size=8.9 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/1/15/E-UNI_Going_Really_Fast_101.mp3 Eve University Server]<br />
|definition=Discussion about how Eve calculates your max speed, turning, orbiting and such. Max speed, acceleration, skills and modules that effect speed.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=[[Gunnery 101]]<br />
|class_difficulty_level=2<br />
|instructor=Dinsdale Pirannha<br />
|rec_year=2009<br />
|rec_month=02<br />
|rec_day=21<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=85:26<br />
|file_size=9.8 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/d/df/E-UNI_Gunnery_100.mp3 Eve University Server]<br />
|definition=The basics of Gunnery. Hybrids, Lasers, Projectiles. Falloff, Angular Velocity, Gun Traversal Speed, Gun Signature, Ship Signature Radius. Related Skills. Eve Fitting Tool is discussed<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=[[Drones 101]] - Drone Operations 101<br />
|class_difficulty_level=1<br />
|instructor=Neville Smit<br />
|rec_year=2010<br />
|rec_month=06<br />
|rec_day=19<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=97:13<br />
|file_size=22.2 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/c/c8/E-UNI_Drones_101.mp3 Eve University Server]<br />
|definition=Drones can be a powerful part of any capsuleer's inventory, but only if the pilot knows how to use them effectively. This class provides a general introduction to combat drones.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=[[Drones 102]] - Drone Operations 102<br />
|class_difficulty_level=2<br />
|instructor=Neville Smit<br />
|rec_year=2010<br />
|rec_month=06<br />
|rec_day=19<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=58:21<br />
|file_size=13.3 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/2/28/E-UNI_Drones_102.mp3 Eve University Server]<br />
|definition=Building upon the fundamentals introduced in Drones 101, this follow-up class explores advanced drones and related topics. Specifically, the course explores the capabilities of specialized drones for extended electronic warfare, combat utility, and logistics, and describes techniques for using these advanced drones effectively.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=Combat and Logistics Drones<br />
|class_difficulty_level=2 <br />
|instructor=Coloumbia<br />
|rec_year=2009<br />
|rec_month=01<br />
|rec_day=11<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=29:56<br />
|file_size=3.4 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/e/e3/E-UNI_Combat_and_Logistics_Drones.mp3 Eve University Server]<br />
|definition=Advantages and Disadvantages of each drone size. Bandwidth explained. Drones vs ships. Drone Upgrades. Use in combat. Logistic drone use. Tech 2 drone variants.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=[[Armour Tanking]]<br />
|class_difficulty_level=2<br />
|instructor=Chks<br />
|rec_year=2009<br />
|rec_month=01<br />
|rec_day=21<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=61:02<br />
|file_size=7.0 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/4/42/E-UNI_Armour_Tanking.mp3 Eve University Server]<br />
|definition=Armor tanking Strategies, analysis, optimizing resistances, recommended skills, Tech 2 tanks. Examination of buffer and armour tank setups.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=[[Shield Tanking]]<br />
|class_difficulty_level= 2<br />
|instructor=DeSaros Umekawa<br />
|rec_year=2009<br />
|rec_month=01<br />
|rec_day=23<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=32:02<br />
|file_size=3.6 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/c/c3/E-UNI_Shield_Tanking.mp3 Eve University Server]<br />
|definition=Constructing and implementing shield tanks.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=[[Passive Tanking 101]]<br />
|class_difficulty_level=2<br />
|instructor=Kelduum Revaan<br />
|rec_year=2007<br />
|rec_month=<br />
|rec_day=<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=68:28<br />
|file_size=7.1 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/1/10/E-UNI_Passive_Tanking_101.mp3 Eve University Server]<br />
|definition=Introduction to Passive Tanking. Various ships and fittings discussed.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=[[Electronic Warfare 101]] - Introduction to Electronic Warfare<br />
|class_difficulty_level=2<br />
|instructor=Uryence<br />
|rec_year=2010<br />
|rec_month=12<br />
|rec_day=30<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=139:20<br />
|file_size=31.9 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/c/c4/E-UNI_Electronic_Warfare_101.mp3 Eve University Server]<br>'''Archived:'''<br>[http://wiki.eveuniversity.org/w/images/archive/c/c4/20101231090207%21E-UNI_Electronic_Warfare_101.mp3 Eve University Server] - 2009.10.23, by Dierdra Vaal, 105:00, 12.0 MB<br>[http://wiki.eveuniversity.org/w/images/archive/c/c4/20101210163157%21E-UNI_Electronic_Warfare_101.mp3 Eve University Server] - 2008, by Dierdra Vaal, 74:30, 12.8 MB<br />
|definition=The Basics of Electronic Warfare. Modules and fittings.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=Bookmarks 101<br />
|class_difficulty_level=2<br />
|instructor=Longshot Diddy<br />
|rec_year=2010<br />
|rec_month=11<br />
|rec_day=01<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=78:49<br />
|file_size=12.3 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/6/65/E-UNI_Bookmarks_101.mp3 Eve University Server]<br>'''Archived:'''<br>[http://wiki.eveuniversity.org/w/images/archive/6/65/20101210171255%21E-UNI_Bookmarks_101.mp3 Eve University Server] - 2010.03.31, by Longshot Diddy, 60:03, 13.7 MB<br />
|definition=<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=Boosters<br />
|class_difficulty_level=2<br />
|instructor=Levanon<br />
|rec_year=2010<br />
|rec_month=06<br />
|rec_day=01<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=109:51<br />
|file_size=25.2 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/a/a9/E-UNI_Boosters.mp3 Eve University Server]<br />
|definition=Boosters, what they are, what they do, and how to use them effectively. How to smuggle them. Techniques you can use to smuggle contraband. Production of boosters and what you'll need to get started.<br />
|other_notes=<br />
}}<br />
<br />
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<br />
==Races, Ships== <br />
<br />
===Amarr===<br />
{{Class Library<br />
|class_name=[[Amarr Ships 101]]<br />
|class_difficulty_level=2<br />
|instructor=Beastie Boy<br />
|rec_year=2007<br />
|rec_month=<br />
|rec_day=<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=83:28<br />
|file_size=4.8 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/5/5c/E-UNI_Amarr_Ships_101.mp3 Eve University Server]<br />
|definition=Introduction to the Amarr race and philosophy. Use of Amarr spacecraft. General strengths and weaknesses of the Amarr. Recommended fittings. Covers Frigates, Destroyers, Cruisers, Battlecruisers, Battleships. Also, Tech 2 information.<br />
|other_notes=<br />
}}<br />
<br />
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<br />
===Caldari===<br />
{{Class Library<br />
|class_name=[[Caldari Ships 101]]<br />
|class_difficulty_level=2<br />
|instructor=Finraer<br />
|rec_year=2007<br />
|rec_month=<br />
|rec_day=<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=54:03<br />
|file_size=9.3 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/6/6f/E-UNI_Caldari_Ships_101.mp3 Eve University Server]<br />
|definition=Introduction to the Caldari race and the use of their spacecraft. General strengths and weaknesses of the Caldari. General Missile information. Covers Frigates, Destroyers, Cruisers, Battlecruisers, Battleships. Some Tech 2 information.<br />
|other_notes=<br />
}}<br />
<br />
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<br />
===Gallente===<br />
{{Class Library<br />
|class_name=[[Gallente Ships 101]]<br />
|class_difficulty_level=2<br />
|instructor=Neville Smit<br />
|rec_year=2010<br />
|rec_month=02<br />
|rec_day=01<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=55:17<br />
|file_size=12.6 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/4/47/E-UNI_Gallente_Ships_101.mp3 Eve University Server]<br>Video: [http://eve-files.com/dl/233970 Eve-Files] - 55:35, 37.6 MB<br>'''Archived:'''<br>[http://wiki.eveuniversity.org/w/images/archive/4/47/20101210225225%21E-UNI_Gallente_Ships_101.mp3 Eve University Server] - 2009, by Sugarfr33, 74:21, 17.0 MB<br>[http://wiki.eveuniversity.org/w/images/archive/4/47/20101210224027%21E-UNI_Gallente_Ships_101.mp3 Eve University Server] - 2007, by Svenjabi, 48:24, 8.3 MB<br />
|definition=This class covers a basic introduction to Gallente tech 1 ships, from starter ship to battleship, and including industrials, describing the essential strengths and weaknesses of each. It also includes a summary of essential skills required to fly Gallente ships effectively.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=[[Gallente PvE Ships and Fittings]]<br />
|class_difficulty_level=2<br />
|instructor=Chks<br />
|rec_year=2009<br />
|rec_month=02<br />
|rec_day=29<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=82:04<br />
|file_size=9.4 MB MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/7/7f/E-UNI_Gallente_PvE_Ships_and_Fittings.mp3 Eve University Server]<br />
|definition=Discussion of Gallente ships and their PvE roles. Mission running strategies with Gallente ships. Preparation and Fittings, Gallente tanks.<br />
|other_notes=Note: The audio quality of this recording is below average.<br />
}}<br />
<br />
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<br />
===Minmatar===<br />
{{Class Library<br />
|class_name=[[Minmatar Ships 101]]<br />
|class_difficulty_level=2<br />
|instructor=Uryence<br />
|rec_year=2010<br />
|rec_month=07<br />
|rec_day=03<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=86:54<br />
|file_size=19.9 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/d/d5/E-UNI_Minmatar_Ships_101.mp3 Eve University Server]<br>'''Archived:'''<br>[http://wiki.eveuniversity.org/w/images/archive/d/d5/20101211102241%21E-UNI_Minmatar_Ships_101.mp3 Eve University Server] - 2007, by Keirin, 43:39, 7.5 MB<br />
|definition=Introduction to the Minmatar race; brief projectile weapon primer; potted descriptions of all T1 Minmatar ships and their uses.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=[[Minmatar Ships 102]] - T2 Ships<br />
|class_difficulty_level=3<br />
|instructor=Uryence<br />
|rec_year=2010<br />
|rec_month=08<br />
|rec_day=25<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=90:36<br />
|file_size=20.8 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/b/b6/E-UNI_Minmatar_Ships_102.mp3 Eve University Server]<br />
|definition=Brief discussion of T2 projectile ammo, T2 resists and each T2 Minmatar ship.<br />
|other_notes=<br />
}}<br />
<br />
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<br />
==Missions, Factions==<br />
{{Class Library<br />
|class_name= [[Missioning 101]]<br />
|class_difficulty_level=1 <br />
|instructor=Seamus Donohue<br />
|rec_year=2010<br />
|rec_month=09<br />
|rec_day=17<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=112:45<br />
|file_size=25.8MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/f/f1/E-UNI_Missioning_101.mp3 Eve University Server]<br>'''Archived:'''<br>[http://wiki.eveuniversity.org/w/images/archive/f/f1/20101211085553%21E-UNI_Missioning_101.mp3 Eve University Server] - 2010.09.10, by Seamus Donohue, 115:03, 52.6 MB<br>[http://wiki.eveuniversity.org/w/images/archive/f/f1/20101211082218%21E-UNI_Missioning_101.mp3 Eve University Server] - 2009.05.02, by Mattch, 27:04, 3.1 MB<br>[http://wiki.eveuniversity.org/w/images/archive/f/f1/20101211080357%21E-UNI_Missioning_101.mp3 Eve University Server] - 2008.06.15, by Bion Beefhammer, 70:35, 12.1 MB<br>[http://wiki.eveuniversity.org/w/images/archive/f/f1/20101211075738%21E-UNI_Missioning_101.mp3 Eve University Server] - 2007, by Beastie Boy, 24:22, 4.51 MB<br />
|definition=This class covers missioning in general and how to do it profitably, including strategies on how ot get your standings with NPCs high enough to have access to such profitable missions.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=NPC and Faction Standings<br />
|class_difficulty_level=2<br />
|instructor=Balthisar Calderon<br />
|rec_year=2009<br />
|rec_month=03<br />
|rec_day=11<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=70:27<br />
|file_size=8.1 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/f/f1/E-UNI_NPC_and_Faction_Standings.mp3 Eve University Server]<br />
|definition=What standings are used for. Types of standings. How to look up your standings. How to set standings towards others. Faction standings interactions. How to increase agent/corp standings. How to increase faction standings.<br />
|other_notes=<br />
}}<br />
<br />
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<br />
==PvP==<br />
{{Class Library1<br />
|class_name=[[Introduction to PvP]]<br />
|class_difficulty_level=2<br />
|instructor=Uryence<br />
|recorded=2009<br />
|file_info=Audio, mp3<br />
|download_locations=[http://rapidshare.com/files/361504385/Uryence_-_Very_Basic_Intro_to_PvP_-_09_03_10.mp3 RapidShare]<br />
|definition=How standard uni fleets function; using insurance and medical clones; killmails, lossmails and the killboard; basic characteristics of small gang PvP and solo PvP; who unistas are allowed to shoot and where we're allowed to shoot them; different kinds of pirate; highsec, lowsec, nullsec and w-space as PvP environments. The Q&A afterwards includes a discussion of PvP bookmarks.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Small Ship PvP<br />
|class_difficulty_level=3<br />
|instructor=TeaDaze<br />
|recorded=15 November 2009<br />
|file_info=Audio, mp3, 120:08, 13.8 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Teadaze%20-%20Small%20Ship%20PvP.mp3 Eve University Server]<br />
|definition=Teadaze is an instructor for Agony Unleashed's PvP courses, and is an alliance tournament commentator. Fitting, Overheating, Transversal/Tracking.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Directional Scanner Operation<br />
|class_difficulty_level=2<br />
|instructor=Uryence<br />
|recorded=19 June 2010<br />
|file_info=Audio, mp3, 1:09:00, 55.2 MB<br />
|download_locations=[http://dl.eve-files.com/media/1006/Directional_Scanner-Urgence-19Jun2010a.mp3 Eve Files]<br>[http://rapidshare.com/files/400875914/Directional_Scanner-Urgence-19Jun2010a.mp3.html RapidShare]<br />
|definition=The directional scanner (not to be confused with probe-based scanning) is a powerful, but badly-documented, tool. In PvP situations you can use it to detect and investigate incoming enemies or to get the jump on potential targets. In some PvE situations it is still a potential tool to use to protect yourself, particularly in w-space.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Basic Scanner and Staying Alive<br />
|class_difficulty_level=3<br />
|instructor=Victor Menendez<br />
|recorded=19 June 2010<br />
|file_info=Audio, mp3, 102:26, 11.8 MB<br />
|download_locations=[http://dl.eve-files.com/media/1006/Directional_Scanner-Urgence-19Jun2010a.mp3 Eve Files]<br>[http://www.eveuniversity.org/audio_classes/Victor%20Menendez%20-%20Basic%20Scanner%20and%20Staying%20Alive.mp3 Eve University Server]<br />
|definition=Using the scanner to detect potential threats.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Staying Alive in Hostile Territory<br />
|class_difficulty_level=3 <br />
|instructor=Victor Menendez<br />
|recorded=24 October 2009<br />
|file_info=Audio, mp3, 79:54, 9.28 MB<br />
|download_locations=[http://dl.eve-files.com/media/1006/Directional_Scanner-Urgence-19Jun2010a.mp3 Eve Files]<br>[http://www.eveuniversity.org/audio_classes/Victor%20Menendez%20-%20Staying%20Alive%20in%20Hostile%20Territory.mp3 Eve University Server]<br />
|definition=Tips for surviving when surrounded by enemies.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Emergency PvP<br />
|class_difficulty_level=3<br />
|instructor=Dierdra Vaal, and ended by Wolf Vanberg<br />
|recorded=21 February 2009<br />
|file_info=Audio, mp3, 121:04, 13.8 MB<br />
|download_locations=[http://dl.eve-files.com/media/1006/Directional_Scanner-Urgence-19Jun2010a.mp3 Eve Files]<br>[http://www.eveuniversity.org/audio_classes/EU%20Class%20-%20Emergency%20PvP.mp3 Eve University Server]<br />
|definition=This class is a recording of an Emergency PvP Training op.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Kiting, Disengaging, and Baiting<br />
|class_difficulty_level=3<br />
|instructor=Frandetta<br />
|recorded=May 15, 2010<br />
|file_info=Audio, mp3<br />
|download_locations=[http://dl.eve-files.com/media/1006/Directional_Scanner-Urgence-19Jun2010a.mp3 Eve Files]<br>[http://www.megaupload.com/?d=N1K4EP11 Megaupload]<br />
|definition=Techniques to recognize, avoid, and counter: kites, disengages, and baits.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Maximizing DPS<br />
|class_difficulty_level=3<br />
|instructor=Unknown<br />
|recorded=2008<br />
|file_info=Audio, mp3, 77:27, 13.3 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/EU%20Class%20-%20Maxing%20DPS.mp3 Eve University Server]<br />
|definition=Getting the most bang for your buck.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Piracy Avoidance<br />
|class_difficulty_level=3<br />
|instructor=Devilish Ledoux<br />
|recorded=2007<br />
|file_info=Audio, mp3, 41:50, 9.58 MB<br />
|download_locations=[http://dl.eve-files.com/media/1006/Directional_Scanner-Urgence-19Jun2010a.mp3 Eve Files]<br>[http://www.eveuniversity.org/audio_classes/Devilish%20Ledoux%20-%20Piracy%20Avoidance.mp3 Eve University Server]<br />
|definition=Strategies and tactics for avoiding or preparing for pirate attack.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Overheating/Overloading 101<br />
|class_difficulty_level=3<br />
|instructor=Uryence<br />
|recorded=13 July 2010<br />
|file_info=Audio, mp3, 51m 50s, 48.5 MB<br />
|download_locations=[http://rapidshare.com/files/406895943/Uryence-Overheating-101-13-07-2010.mp3.html Rapidshare]<br>[http://eve-files.com/dl/226013 Eve-Files]<br />
|definition=Overheating wrings better performance for a short time from your modules at the risk of burning them out. It's an important technique for small gang and solo PvP. This class discusses: how to overheat, what overheating does, heat damage and how to repair it, and combat uses for overheating.<br />
|other_notes=<br />
}}<br />
<br />
[[#top|Back to Top]]<br />
<br />
===War===<br />
{{Class Library1<br />
|class_name=War 101<br />
|class_difficulty_level=3 <br />
|instructor=Dierdra Vaal<br />
|recorded=5 May 2010<br />
|file_info=Audio, mp3<br />
|download_locations=[http://rapidshare.com/files/384281024/May_05_2010_War_101.rar RapidShare]<br>Q'n'A Session after War 101 [http://rapidshare.com/files/384284903/May_05_2010_Pre_War_QnA.rar RapidShare]<br />
|definition=How war declarations are issued. Where to find them. What to do when the Uni prepares for war. How to contribute in PvP. Using the Killboard. Eve Uni Reimbursement policies.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=War 101<br />
|class_difficulty_level=3<br />
|instructor=Angelica Tharax<br />
|recorded=5 March 2008<br />
|file_info=Audio, mp3, 129:15, 7.91 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Angelica%20Tharax%20-%20War%20101.mp3 Eve University Server]<br />
|definition=How war declarations are issued. Where to find them. What to do when the Uni prepares for war. How to contribute in PvP. Using the Killboard. Eve Uni Reimbursement policies.<br />
|other_notes=<br />
}}<br />
<br />
===Fleet Operations===<br />
<br />
====Fleet Command====<br />
{{Class Library1<br />
|class_name=FC Roundtable - Effective Fleet Command<br />
|class_difficulty_level=3<br />
|instructor=Korr'Tanas, Dierdra Vaal, Brakoo, Bendy Profane, Kwashi, StrydeTaz, sean1121, Dooobles, Longshot Diddy, iLLeLogicaL, Admiral Tomahawk, Levanon, Deran Francks, Automa, HunterkillerHK, Rithi Bashere, James Arget<br />
|recorded=26 September 2010<br />
|file_info=Audio, mp3, 2h30m, 39.1 MB<br />
|download_locations=[[Media:FC_Roundtable.mp3]]<br />
|definition=Roundtable discussion with experienced and not so experienced FCs sharing tips and hints to effective Fleet Command.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=[[Fleets 101]]<br />
|class_difficulty_level=3<br />
|instructor=Xeno Val<br />
|recorded=5 May 2010<br />
|file_info=Audio, mp3<br />
|download_locations=[http://rapidshare.com/files/384280347/May_05_2010_Fleets_101.rar RapidShare]<br>'''Archived:'''<br>[http://dl.eve-files.com/media/corp/ShiuJuan/FleetCommand-Levanon-2009-11-18.mp3 Eve Files] - 2009.11.18, by Levanon <br />
|definition=<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=[[Fleets 102]]<br />
|class_difficulty_level=4<br />
|instructor=Levanon<br />
|recorded=22 September 2010<br />
|file_info=Audio, mp3, 92m 22s, 84.5 MB<br />
|download_locations=[http://dl.eve-files.com/media/1009/Fleet_102_by_Levanon.rar Eve-Files]<br />
|definition=The class is designed to bridge the gap between "get some ships and go shoot some stuff" and being a competent commander. Topic covered include: Planning for a fleet operation, Fleet organization, Communication and working with your fleetmates, Engagement and basic tactics, After action procedures.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Command 101<br />
|class_difficulty_level=3<br />
|instructor=Minerstrue<br />
|recorded=12 July 2010<br />
|file_info=Audio, mp3, Split for size / length, Total 2:25:36, 134.1 MB<br />
|download_locations=(Fleet Command 1:24:44 67.8MB): [http://dl.eve-files.com/media/1007/Command101-Fleet_Command.mp3 Eve-Files]<br>(Fleet Command 1:24:44 67.8MB): [http://rapidshare.com/files/406634676/Command101-Fleet_Command.mp3.html RapidShare]<br>(Fleet Command 1:24:44 67.8MB): [http://rapidshare.com/files/406634676/Command101-Fleet_Command.mp3.html RapidShare]<br>(Corp Management 0:31:57 25.5MB): [http://dl.eve-files.com/media/1007/Command101-CorpManagement.mp3 Eve-Files]<br>(Corp Management 0:31:57 25.5MB): [http://rapidshare.com/files/406636929/Command101-CorpManagement.mp3.html RapidShare]<br>(Alliance Management 0:11:24 20.8MB): [http://dl.eve-files.com/media/1007/Command101-AllianceManagement.mp3 Eve-Files]<br>(Alliance Management 0:11:24 20.8MB): [http://rapidshare.com/files/406638137/Command101-AllianceManagement.mp3.html RapidShare]<br>Q & A 0:17:31 20MB): [http://dl.eve-files.com/media/1007/Command101-QA.mp3 Eve-Files]<br>(Q & A 0:17:31 20MB): [http://rapidshare.com/files/406639217/Command101-Q_A.mp3.html RapidShare]<br />
|definition=This is a general description on Leading Fleets, Leading Corps, and Leading Alliances.<br />
|other_notes=Note: This class is also listed under: [[#Management.2C_Politics_.26_History|Corporation and Alliance Management, Politics & History]]<br />
}}<br />
{{Class Library1<br />
|class_name=Fleet Commanding 101<br />
|class_difficulty_level=3<br />
|instructor=Kody Apollo<br />
|recorded=19 December 2008<br />
|file_info=Audio, mp3, 80:36, 9.23MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Kody%20Apollo%20-%20Fleet%20Command.mp3 Eve University Server]<br />
|definition=Intermediate level Fleet Command. How Fleet Command works in Eve University.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Fleet Operations Laboratory 101<br />
|class_difficulty_level=2<br />
|instructor=Dlardrageth<br />
|recorded=13 October 2008<br />
|file_info=Audio, mp3, 72:17, 8.28 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Dlardrageth%20-%20Fleet%20Lab%20101.mp3 Eve University Server]<br />
|definition=Beginning to Intermediate Fleet Operations lecture with audience participation.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Fleet Operations Laboratory 102<br />
|class_difficulty_level=3<br />
|instructor=Dlardrageth<br />
|recorded=13 October 2008<br />
|file_info=Audio, mp3, 88:13, 10.1 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Dlardrageth%20-%20Fleet%20Lab%20102.mp3 Eve University Server]<br />
|definition=Intermediate to Advanced Fleet Operations lecture with audience participation. See also: Fleet Operations Laboratory 101.<br />
|other_notes=<br />
}}<br />
{{Class Library<br />
|class_name=[[Intro to Squad Commander]]<br />
|class_difficulty_level=3<br />
|instructor=Automa<br />
|rec_year=2010<br />
|rec_month=12<br />
|rec_day=11<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=69:12<br />
|file_size=15.8<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/3/39/E-UNI_Intro_to_Squad_Commander.mp3 Eve University Server]<br>'''Archived:'''<br>[http://www.eveuniversity.org/audio_classes/Silentbrick%20-%20Intro%20to%20Squad%20Commander.mp3 Eve University Server] - 2008.05.01 - by Silentbrick - 90:58, 10.6 MB<br />
|definition=Forming fleets, responsibility of Squad Commander, composition of squads.<br />
|other_notes=This course is one of the requirements to get a SC title for ILN pilots.<br />
}}<br />
{{Class Library1<br />
|class_name=Covert Warfare Clinic<br />
|class_difficulty_level=4<br />
|instructor=Dirt Nap Squad<br />
|recorded=13 Feb 2010<br />
|file_info=Audio, mp3<br />
|download_locations=[http://dl.eve-files.com/media/1003/dns-covert_warefare_clinic.mp3 Eve Files]<br />
|definition=Special covert warfare guest course. Practical class covering the use of Force Recons, Stealth Bombers, and Black Ops ships in specialized covert fleets.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=University Fleet Ravens<br />
|class_difficulty_level=4<br />
|instructor=Silentbrick<br />
|recorded=16 August 2009<br />
|file_info=Audio, mp3, 30:32, 7.13 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Silentbrick%20-%20Uni%20Fleet%20Ravens.mp3 Eve University Server]<br />
|definition=Fitting and using Eve's most popular battleship in Uni fleet operations and pvp. Torpedo Raven and Cruise Ravens discussed.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=4 PvP Tips<br />
|class_difficulty_level=3<br />
|instructor=Shinma Apollo<br />
|recorded=May 2008<br />
|file_info=Audio, mp3, 39:52, 5.0 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Shinma%20Apollo%20-%204%20PvP%20Tips%20Talk.mp3 Eve University Server]<br />
|definition=Four simple PvP tricks for use in fleet warfare.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=PvP Fittings and Strategy<br />
|class_difficulty_level=3<br />
|instructor=Troubadour<br />
|recorded=2007<br />
|file_info=Audio, mp3, 167:44, 9.61 MB<br />
|download_locations=[http://dl.eve-files.com/media/1006/Directional_Scanner-Urgence-19Jun2010a.mp3 Eve Files]<br>[http://www.eveuniversity.org/audio_classes/Troubadour%20-%20PVP%20Fittings%20and%20Strategy.mp3 Eve University Server]<br />
|definition=Fleet-based PvP. Roles of each fleet member. Wide assortment of PvP Combat topics discussed.<br />
|other_notes=<br />
}}<br />
<br />
[[#top|Back to Top]]<br />
<br />
====Fleet Roles====<br />
<br />
=====Scouting & Recon=====<br />
{{Class Library1<br />
|class_name=[[Recons 101]] & [http://wiki.eveuniversity.org/Recons_101#Recons_102 Recons 102]<br />
|class_difficulty_level=4<br />
|instructor=Minerstrue<br />
|recorded=07 May 2010<br />
|file_info=Audio, mp3<br />
|download_locations=[http://www.mediafire.com/?ngntymkyjqm Mediafire]<br />
|definition=Role of a Scout in fleet warfare. Cloaking device operation. Covert Ops ships.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Scouting in Wormhole Space 203<br />
|class_difficulty_level=4<br />
|instructor=Seamus Donohue<br />
|recorded=11 June 2010<br />
|file_info=Audio, mp3<br />
|download_locations=[http://www.mediafire.com/?yfd5id0uhwh Mediafire]<br />
|definition=Unistas sometimes form fleets to go into wormhole space for fun and profit. These fleets need scouts; people who can find the profit and watch their backs while they go get the profit. But, in the depths of what is effectively Null Security space, wormhole fleets without a scout are at considerable risk of being ambushed.<br />
|other_notes=<br />
}}<br />
<br />
=====EWar and Tackling=====<br />
{{Class Library1<br />
|class_name=Tackling 201: Fleet Interceptors<br />
|class_difficulty_level=4<br />
|instructor=glepp<br />
|recorded=24 July 2010<br />
|file_info=Audio, mp3, 134m 57s, 46.3 MB<br />
|download_locations=[http://rapidshare.com/files/409130768/Tackling201.mp3.html Rapidshare]<br>[http://eve-files.com/dl/226655 Eve-Files]<br />
|definition=An advanced class for those who want to take their tackling to the next level.<br />
|other_notes=Required Reading: [http://www.eve-ivy.com/forums//viewtopic.php?f=131&t=27229 Forum]<br />
}}<br />
{{Class Library1<br />
|class_name=Electronic Attack Frigates 101<br />
|class_difficulty_level=3<br />
|instructor=Minerstrue<br />
|recorded=19 May 2010<br />
|file_info=Audio, mp3<br />
|download_locations=[http://dl.eve-files.com/media/1005/eafrigates.mp3 Eve Files]<br />
|definition=<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=ECM Jamming 101<br />
|class_difficulty_level=3<br />
|instructor=Drillock<br />
|recorded=9 June 2009<br />
|file_info=Audio, mp3, 115:44, 13.5 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Drillock%20-%20Jamming%20with%20Apocrypha.mp3 Eve University Server]<br>5 Mar 2009 Version [http://www.eveuniversity.org/audio_classes/Drillock%20-%20Jamming%20101.mp3 Eve University Server]<br />
|definition=This course covers all aspects of ECM, the Caldari Electronic Warfare method of choice. It covers ship fittings, modules, skills, and tactics for the six primary Caldari ECM-based ships in Eve (the Widow, due to it's non-ECM primary role, is not covered in this course).<br />
|other_notes=<br />
}}<br />
<br />
[[#top|Back to Top]]<br />
<br />
=====Logistics=====<br />
{{Class Library1<br />
|class_name=Remote Armor Repair<br />
|class_difficulty_level=3<br />
|instructor=Victor Menendez<br />
|recorded=24 October 2009<br />
|file_info=Audio, mp3, 54:29, 6.38 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Victor%20Menendez%20-%20Remote%20Armor%20Repair.mp3 Eve University Server]<br />
|definition=Fittings and strategies for Remote Armor Repair.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Remote Shield Repair<br />
|class_difficulty_level=3<br />
|instructor=Victor Menendez<br />
|recorded=24 October 2009<br />
|file_info=Audio, mp3, 53:41, 6.29 MB <br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Victor%20Menendez%20-%20Remote%20Shield%20Repair.mp3 Eve University Server]<br />
|definition=Fittings and strategies for Remote Shield Repair.<br />
|other_notes=<br />
}}<br />
<br />
=====Capital Ships=====<br />
{{Class Library1<br />
|class_name=Capital Ships<br />
|class_difficulty_level=4<br />
|instructor=steave435<br />
|recorded=9 April 2010<br />
|file_info=Audio, mp3<br />
|download_locations=[http://rapidshare.com/files/374058984/steave435_-_Capital_Ships_-_09-04-10.mp3 RapidShare]<br />
|definition=Discusses different types of capitals, what their roles are, different types of fits commonly used for them and their strengths and weaknesses.<br />
|other_notes=<br />
}}<br />
<br />
[[#top|Back to Top]]<br />
<br />
===Factional Warfare===<br />
{{Class Library1<br />
|class_name=Factional Warfare 101<br />
|class_difficulty_level=3<br />
|instructor=Garr Anders<br />
|recorded=26 March 2009<br />
|file_info=Audio, mp3, 55:04, 5.3 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Garr%20Anders%20-%20Factional%20Warfare%20101.mp3 Eve University Server]<br />
|definition=What is factional warfare? Why should I consider joining? Available rewards and consequences. Requirements to join. Things to consider before joining. Joining and quitting Factional Warfare.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Factional Warfare 102<br />
|class_difficulty_level=4<br />
|instructor=Garr Anders<br />
|recorded=26 March 2009<br />
|file_info=Audio, mp3, 48:06, 5.8 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Garr%20Anders%20-%20Factional%20Warfare%20102.mp3 Eve University Server]<br />
|definition=Militia chat, Battlefield Intelligence Page, Star Map usage. Occupancy and Plexing. FW Missions. Pirates and pirating in FW.<br />
|other_notes=<br />
}}<br />
<br />
[[#top|Back to Top]]<br />
<br />
===NullSec===<br />
{{Class Library1<br />
|class_name=Low sec Null sec Survival<br />
|class_difficulty_level=3<br />
|instructor=<br />
|recorded=13 November 2010<br />
|file_info=Audio, MP3, 1:44:09 95.3MB<br />
|download_locations=[http://dl.eve-files.com/media/corp/Kesker/low_sec_null_sec_survival.mp3 Eve Files]<br />
|definition=<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Life In Nullsec (0.0)<br />
|class_difficulty_level=3<br />
|instructor=Xeno Val<br />
|recorded=10 September 2010<br />
|file_info=Audio, mp3, 1h27m22s 39.9 MB<br />
|download_locations=[http://dl.eve-files.com/media/corp/Gloc/Life_In_Nullsec.zip Eve-Files]<br />
|definition=As some of you move through the university, many of you will probably find yourself wanting to experience life outside of empire. This will be an informal lecture on life in nullsec and a discussion on making the transition.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Living in Nullsec<br />
|class_difficulty_level=3<br />
|instructor=Erestas Drake<br />
|recorded=21 November 2009<br />
|file_info=Audio, mp3, 128:19, 14.8 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Erestas%20Drake%20-%20Living%20in%20Nullsec.mp3 Eve University Server]<br />
|definition=General Information, determining when you are ready, finding a corp, what to bring, how to make ISK.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Nullsec Life<br />
|class_difficulty_level=3<br />
|instructor=Fluff<br />
|recorded=14 December 2008<br />
|file_info=Audio, mp3, 72:26, 8.29 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Fluff%20-%20Nullsec%20Life.mp3 Eve University Server]<br />
|definition=Guest-lecturer Fluff, CEO of Shiva explains the perils and promise of living in 0.0 space.<br />
|other_notes=<br />
}}<br />
<br />
[[#top|Back to Top]]<br />
<br />
===PvP Question & Answer===<br />
{{Class Library1<br />
|class_name=Lowsec and 0.0 Q&A<br />
|class_difficulty_level=3<br />
|instructor=Aayllaa<br />
|recorded=20 April 2008<br />
|file_info=Audio, mp3, 78:02, 8.94 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Aayllaa%20-%20Lowsec%20QA.mp3 Eve University Server]<br />
|definition=Impromptu question and answer session regarding lowsec and 0.0 life.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Piracy Q&A<br />
|class_difficulty_level=3<br />
|instructor=Verone (CEO VETO), Mynxee (CEO Hellcats), Ka Jolo (CEO Tuskers), Sard Caid (CEO Gunpoint Diplomacy)<br />
|recorded=3 April 2010<br />
|file_info=Audio, mp3, 3h40m, 181 MB<br />
|download_locations=[http://dl.eve-files.com/media/corp/FlayGeobukseon/E-UNI_Guest_Lecture_Piracy_QA.rar Eve Files]<br />
|definition=Q&A panel with several experienced pirates, dealing with all questions you may have about pirate life in Eve.<br />
|other_notes=Note: This class is also listed under: [[#Espionage_.26_Piracy.2C_The_Dark_Side_of_EVE|Espionage & Piracy, The Dark Side of EVE]]<br />
}}<br />
{{Class Library1<br />
|class_name=Empire Wars & The History of Privateer Alliance<br />
|class_difficulty_level=3<br />
|instructor=The Pitboss, BC Hastings, Rico Felix<br />
|recorded=19 March 2010<br />
|file_info=Audio, mp3<br />
|download_locations=[http://dl.eve-files.com/media/corp/FlayGeobukseon/E-UNI_Privateer_Guest_Lecture.rar Eve Files]<br />
|definition=Guest lecturers from Privateer Alliance talk about running the Privateers and empire warfare.<br />
|other_notes=Also Available: Class Notes [http://docs.google.com/View?id=ddmq6cvd_39c7fq8zdw Google Documents]<br />
}}<br />
{{Class Library1<br />
|class_name=Bubbles in 0.0 and General Q&A<br />
|class_difficulty_level=3<br />
|instructor=Varius Arcturus<br />
|recorded=8 June 2010<br />
|file_info=Audio, mp3<br />
|download_locations=[http://www.mediafire.com/?ywmtihzo2zt Mediafire]<br />
|definition=Warp disruption bubbles; how they work, how to use them, and how to avoid them. Followed by a general Q&A session covering wormholes, nullsec, and Agony Unleashed.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Q&A With Noir Hellscream<br />
|class_difficulty_level=3<br />
|instructor=Noir Hellscream<br />
|recorded=23 April 2010<br />
|file_info=Audio, mp3<br />
|download_locations=[http://dl.eve-files.com/media/corp/Velrocha/QA_Noir_Hellscream.mp3 Eve Files]<br />
|definition=Q&A panel with Noir Hellscream, member of the Clandestine Vector pirate corporation.<br />
|other_notes=<br />
}}<br />
<br />
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<br />
===Exploration===<br />
{{Class Library<br />
|class_name=Apocrypha Exploration - Introduction to Exploration<br />
|class_difficulty_level=2<br />
|instructor=Dierdra Vaal<br />
|rec_year=2009<br />
|rec_month=03<br />
|rec_day=24<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=48:24<br />
|file_size=5.54 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Dierdra%20Vaal%20-%20Apocrypha%20Exploration.mp3 Eve University Server]<br>10 April 2008 Version [http://www.eveuniversity.org/audio_classes/Altheas%20Selkie%20-%20Introduction%20to%20Exploration.mp3 Eve University Server]<br><br />
|definition=Scanning, probing and exploration after the Apocrypha Expansion. This course replaces Introduction to Exploration.<br />
|other_notes=Supplementary Material: Images, 1.25MB [http://www.eveuniversity.org/audio_classes/apocryphaexploration.zip Eve University Server]<br />
}}<br />
{{Class Library<br />
|class_name=[[Directional Scanner and Star Map]]<br />
|class_difficulty_level=2<br />
|instructor=SugarFr33<br />
|rec_year=2009<br />
|rec_month=09<br />
|rec_day=21<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=64:28<br />
|file_size=14.9 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/SugarFr33%20-%20Directional%20Scanner%20and%20Starmap.mp3 Eve University Server]<br>'''Archived:'''<br>[http://www.eveuniversity.org/audio_classes/Dierdra%20Vaal%20-%20Scanner%20and%20Starmap.mp3 Eve University Server] - 2008.01.28, by Dierdra Vaal, 100:25, 22.9 MB<br>'''Video: '''[http://www.eveuniversity.org/audio_classes/Amiable%20Rashala%20-%20Ship%20Scanner.wmv Eve University Server] - 2007, by Amiable Rashala, 6:53, 53.5 MB <br />
|definition=Directional Scanner and Starmap functions. Using the scanner to locate people. Interpreting starmap data.<br />
|other_notes=<br />
}}<br />
<br />
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<br />
====Wormholes====<br />
{{Class Library<br />
|class_name=[[Wormholes 100]]<br />
|class_difficulty_level=3<br />
|instructor=James Arget<br />
|rec_year=2010<br />
|rec_month=07<br />
|rec_day=25<br />
|file_type=Audio<br />
|file_extension=mp3<br />
|file_duration=34:37<br />
|file_size= 33.2 MB<br />
|download_locations=[http://rapidshare.com/files/428232636/WH100class.mp3 Rapidshare]<br>'''Archived:'''<br>[http://www.sendspace.com/file/23dar9 Sendspace] - 2010.06.06, by James Arget, 163.4 MB <br>[http://www.eveuniversity.org/audio_classes/Varius%20Arcturus%20-%20All%20About%20Wormholes.mp3 Eve University Server] - 2009.11.05, by Varius Arcturus, 87:04, 9.9 MB<br />
|definition=An introduction to wormholes by James Arget, founder of the Wormhole Club. It gives practical information on what a wormhole is, the effects wormholes may have, how to act in a wormhole, why a wormhole is worth exploiting, and much more.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Hunting in Wspace<br />
|class_difficulty_level=3<br />
|instructor=Klokvarg<br />
|recorded=14 Nov 2010<br />
|file_info=Audio, MP3, 1:58:26, 108MB<br />
|download_locations=[http://rapidshare.com/files/431290855/huntinginwspace.mp3 Rapidshare]<br />
|definition=Guest lecture from Klokvarg, of Adhocracy Inc., on how to scan down hostiles in Wspace using probes and Dscan, as well as knowing the mechanics of Pvp inside a wormhole and much more. Sponsored by the Wormhole Club.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Impromptu TRECI Wormhole Class<br />
|class_difficulty_level=3<br />
|instructor=Frazzles McQuavers<br />
|recorded=28 October 2010<br />
|file_info=Audio, mp3, 60:22, 14.7 MB<br />
|download_locations=[http://wiki.eveuniversity.org/w/images/2/29/TRECI_WH_Class.mp3 Eve University Wiki]<br />
|definition=Impromptu wormhole class, lead by TRECI. Primarily a practical which covers D-Scan and finding people without using probes, warp disruption bubbles and crashing a wormhole<br />
|other_notes=<br />
}}<br />
<br />
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<br />
==Industry==<br />
{{Class Library1<br />
|class_name=Introduction to Industry<br />
|class_difficulty_level=2<br />
|instructor=Karox<br />
|recorded=2009<br />
|file_info=Audio, mp3, 124:33, 14.2 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Karox%20-%20Introduction%20to%20Industry.mp3 Eve University Server]<br />
|definition=The basics of Industrialism and Research.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=[[Datacore Farming 101]]<br />
|class_difficulty_level=2<br />
|instructor=Eva Einistera<br />
|recorded=14 March 2010<br />
|file_info=Audio, mp3<br />
|download_locations=[http://dl.eve-files.com/media/corp/milegrin/datacore_farming-eva_einstera-100314.mp3 Eve Files]<br />
|definition=Information about research and development agents and how to farm datacores from those agents. These acquired datacores can be used in t2 invention or can be sold on the market. The process allows for a long term and consistent way of making isk. The basics of agent, corp, and faction standings and how they pertain to datacore farming.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=[[Research and Production 101]]<br />
|class_difficulty_level=2<br />
|instructor=Draco Carollis<br />
|recorded=11 July 2010<br />
|file_info=Audio, mp3<br />
|download_locations=[http://rapidshare.com/files/406225336/100711_R_P101.wav Rapidshare]<br>'''Archived:'''<br>[http://dl.eve-files.com/media/corp/milegrin/draco_carollis-manufacturing-100129.mp3 Eve Files] - 2009, by Draco Carollis<br>[http://www.eveuniversity.org/audio_classes/Draco%20Carollis%20-%20Research%20and%20Production%20101.mp3 Eve University Server] - 2009.10.02, by Draco Carollis, 69:48, 7.99 MB<br>[http://www.eveuniversity.org/audio_classes/Finraer%20-%20Production.mp3 Eve University Server] - 2007, by Finraer, 58:01, 9.96 MB<br />
|definition=The mechanics of research, production, and manufacturing. Related skills.<br />
|other_notes=<br />
}}<br />
<br />
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<br />
===Hauling===<br />
{{Class Library1<br />
|class_name=[[Hauling 101]]<br />
|class_difficulty_level=2<br />
|instructor=Neville Smit<br />
|recorded=30 October 2010<br />
|file_info=Audio, mp3, 1:22:10, 13.1 MB<br />
|download_locations=[http://dl.eve-files.com/media/1011/Hauling_101_-_Neville_Smit_-__30Oct2010.zip Eve Files]<br>'''Archived:'''<br>[http://rapidshare.com/files/398748950/E-UNI_Hauling_101_Class_2010-06-13.mp3 RapidShare] - 2010.06.13 - by Neville Smit<br>[http://www.eveuniversity.org/audio_classes/Oshi%20Daro%20-%20Hauling%20and%20Trade.mp3 Eve University Server] - 2009.08.11, by Oshi Daro, 123:30, 14.2 MB<br />
|definition=In this class, you'll learn how to haul goods in EVE, safely and profitably.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Alt Hauling 101<br />
|class_difficulty_level=2<br />
|instructor=Jericho Alar<br />
|recorded=10 April 2008<br />
|file_info=Audio, mp3, 15:26, 2.66 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Jericho%20Alar%20-%20Alt%20Hauling%20101.mp3 Eve University Server]<br />
|definition=Quickly setting up an alternate character to be used for Hauling.<br />
|other_notes=<br />
}}<br />
<br />
===Mining===<br />
{{Class Library1<br />
|class_name=[[Mining Boss 101]]<br />
|class_difficulty_level=2<br />
|instructor= Aine Mindwolf<br />
|recorded=2009<br />
|file_info=Audio, mp3<br />
|download_locations=[http://dl.eve-files.com/media/corp/Viperous/Mining_Boss_101.mp3 Eve Files]<br />
|definition=Also Available: Mining Spreadsheet [http://spreadsheets.google.com/ccc?key=0AnU4lXsxoivgdDY2M1ktRlBtTExsZGxvbUNqT3pDOXc&hl=en Google Documents]<br />
|other_notes=<br />
}}<br />
<br />
===Trading===<br />
{{Class Library1<br />
|class_name=[[Trading 101]]<br />
|class_difficulty_level=2<br />
|instructor=Romick Kracken<br />
|recorded=7 October 2009<br />
|file_info=Audio, mp3, 52:02, 6.09 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Romick%20Kracken%20-%20Trading%20101.mp3 Eve University Server]<br>Sun Win's 2007 version: [http://www.eveuniversity.org/audio_classes/Sun%20Win%20-%20Trading%20101.mp3 Eve University Server]<br>Eldiora's 2008 version [http://www.eveuniversity.org/audio_classes/Eldiora%20-%20Trading%20101.mp3 Eve University Server]<br />
|definition=The basics of trading. Emphasis on inter-regional trade and getting started. Buy and Sell orders. Creating a Trade Alt. Buying Low, selling high. Trade via hauling. Details of the Market system, Market analysis. Recommended Skills.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=[[Station Trading 101]]<br />
|class_difficulty_level=2<br />
|instructor= Turhan Bey<br />
|recorded=9 May 2010<br />
|file_info=Audio, mp3, 2h49m, 54 MB<br />
|download_locations=[http://rapidshare.com/files/385410126/StationTrading.mp3 RapidShare]<br />
|definition=<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=[[Station Trading 102]]<br />
|class_difficulty_level=3<br />
|instructor=Turhan Bey<br />
|recorded=9 May 2010<br />
|file_info=Audio, mp3, 1h, 19 MB<br />
|download_locations=[http://rapidshare.com/files/385411004/StationTrading2.mp3 RapidShare]<br>[http://dl.eve-files.com/media/1009/StationTrading2.mp3 Eve-Files]<br />
|definition=<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Advanced Trading<br />
|class_difficulty_level=3 <br />
|instructor=Peri Phusis<br />
|recorded=5 September 2010<br />
|file_info=Audio, mp3, 57m46s 26.4 MB<br />
|download_locations=[http://dl.eve-files.com/media/corp/Gloc/Advanced_Trading.zip Eve-Files]<br />
|definition=A more advanced trading class that touches the topics "Station Trading Myths & Truths", "What to Fly", "Trading Secrets", "Eve Trader", "Trading Skills" and more.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Trading Redux<br />
|class_difficulty_level=2<br />
|instructor=Dr Deus<br />
|recorded=03 December 2008<br />
|file_info=Audio, mp3, 67:42, 7.75 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Dr%20Deus%20-%20Trading.mp3 Eve University Server]<br />
|definition=Introduction to trading. Emphasis on station trading, trading in Jita, Maximizing profit.<br />
|other_notes=<br />
}}<br />
<br />
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<br />
===Planetary Interaction===<br />
{{Class Library1<br />
|class_name=[[Planetary Interaction 101]]<br />
|class_difficulty_level=2 <br />
|instructor=Turhan Bey<br />
|recorded=8 June 2010<br />
|file_info=Audio, mp3, 2h45m, 154 MB<br />
|download_locations=[http://rapidshare.com/files/397223560/Planetary_Interaction_101.mp3 RapidShare]<br />
|definition=<br />
|other_notes=<br />
}}<br />
<br />
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<br />
==Social Sciences, Politics, History, and the Metagame==<br />
<br />
Some of the recordings listed below may already be listed under a different Section of this Class Library, these are included here again for your convenience with a note indicating other categories the recordings are listed under.<br />
<br />
===Management, Politics & History===<br />
{{Class Library1<br />
|class_name=Corporation Management<br />
|class_difficulty_level=3<br />
|instructor=Liam Fremen<br />
|recorded=29th July 2010<br />
|file_info=Audio, mp3, 1h45m, 36.1 MB<br />
|download_locations=[http://dl.eve-files.com/media/1007/corpmanagement.mp3 Eve-Files]<br>'''Archived:'''<br>[http://www.eveuniversity.org/audio_classes/Taudia%20-%20Corporation%20Management.mp3 Eve University Server] - 2009, by Taudia, 69:37, 7.96 MB<br />
|definition=Planning to create your own corporation in eve online? Get a heads-up on how to run a successful and strong corporation from someone who took the long and tedious path learning from years of mistakes!<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Management Philosophy<br />
|class_difficulty_level=3<br />
|instructor=Darius JOHNSON<br />
|recorded=22 March 2009<br />
|file_info=Audio, mp3, 103:34, 11.8 MB<br />
|download_locations=(original version, adult language): [http://www.eveuniversity.org/audio_classes/Darius%20JOHNSON%20-%20Management%20Philosophy.mp3 Eve University Server],<br>(cleaner edit): [http://www.eveuniversity.org/audio_classes/Darius%20JOHNSON%20-%20Management%20Philosophy%20Alternate.mp3 Eve University Server]<br />
|definition=Guest lecture: Darius JOHNSON is the CEO of Goonfleet. Managing large groups of players. Goonswarm and Goonfleet philosophy. Politics in EVE. General Q&A with a wide assortment of topics. (This recording breaks up occasionally due to the large number of people who attended the course on teamspeak.)<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Command 101<br />
|class_difficulty_level=3<br />
|instructor=Minerstrue<br />
|recorded=12 July 2010<br />
|file_info=Audio, mp3, Split for size / length, Total 2:25:36, 134.1 MB<br />
|download_locations=(Fleet Command 1:24:44 67.8MB): [http://dl.eve-files.com/media/1007/Command101-Fleet_Command.mp3 Eve-Files]<br>(Fleet Command 1:24:44 67.8MB): [http://rapidshare.com/files/406634676/Command101-Fleet_Command.mp3.html RapidShare]<br>(Fleet Command 1:24:44 67.8MB): [http://rapidshare.com/files/406634676/Command101-Fleet_Command.mp3.html RapidShare]<br>(Corp Management 0:31:57 25.5MB): [http://dl.eve-files.com/media/1007/Command101-CorpManagement.mp3 Eve-Files]<br>(Corp Management 0:31:57 25.5MB): [http://rapidshare.com/files/406636929/Command101-CorpManagement.mp3.html RapidShare]<br>(Alliance Management 0:11:24 20.8MB): [http://dl.eve-files.com/media/1007/Command101-AllianceManagement.mp3 Eve-Files]<br>(Alliance Management 0:11:24 20.8MB): [http://rapidshare.com/files/406638137/Command101-AllianceManagement.mp3.html RapidShare]<br>Q & A 0:17:31 20MB): [http://dl.eve-files.com/media/1007/Command101-QA.mp3 Eve-Files]<br>(Q & A 0:17:31 20MB): [http://rapidshare.com/files/406639217/Command101-Q_A.mp3.html RapidShare]<br />
|definition=This is a general description on Leading Fleets, Leading Corps, and Leading Alliances.<br />
|other_notes=Note: This class is also listed under: [[#Fleet_Command|Fleet Command]]<br />
}}<br />
{{Class Library1<br />
|class_name=History and Politics of Eve - 2003 to 2007<br />
|class_difficulty_level=3 <br />
|instructor=Reiisha<br />
|recorded=2007<br />
|file_info=Audio, mp3, 83:35, 9.57 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Reiisha%20-%20History%20and%20Politics%201.mp3 Eve University Server]<br />
|definition=Origins and decline of the superalliances. Early Eve Corporations and their accomplishments. History of Alliance Civil wars. Origins of Band of Brothers. Discussion of early PVP fleet tactics.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=CVA and running a NRDS alliance<br />
|class_difficulty_level=3<br />
|instructor=Aralis<br />
|recorded=29 March 2010<br />
|file_info=Audio, mp3<br />
|download_locations=[http://dl.eve-files.com/media/corp/FlayGeobukseon/E-UNI_Guest_Lecture_Aralis_CVA_and_NRDS.rar Eve Files]<br />
|definition=Aralis, the CEO of Curatores Veritatis Alliance has agreed to give a lecture about running CVA and more importantly, running a NRDS (not red, dont shoot) 0.0 alliance in Eve. While CVA's military might may not be as big as that of other alliances, illustrated by the AAA/UK campaign in Catch and Providence - CVA have undoubtedly turned their 0.0 region into the most intensely used 0.0 region in the game.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Q&A Session with Seleene<br />
|class_difficulty_level=3<br />
|instructor=Seleene, Dri Kulsane, and Mordred<br />
|recorded=29 March 2010<br />
|file_info=Information: Audio, mp3<br />
|download_locations=[http://rapidshare.com/files/369302746/Seleene_-_Dri_Kulsane_-_Mordred_--_Q_A_--_28_03_10.mp3 RapidShare]<br />
|definition=Q&A with Seleene (former MC CEO & CCP dev), Dri Kulsane and Mordred, all from [BDCI]. General career advice for lowsec and nullsec; mercenary work; manufacturing; corporation management, security, recruitment; nullsec politics past and present, Tortuga; CCP and possible future developments for Eve.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Life, Politics and Nullsec<br />
|class_difficulty_level=3<br />
|instructor=Eyedoll<br />
|recorded=17 March 2010<br />
|file_info=Audio, mp3<br />
|download_locations=[http://rapidshare.com/files/364764922/EYEDOLL_-_Nullsec_Politics_and_Nullsec_Life_17_03_10.mp3 RapidShare]<br />
|definition=Covers 0.0 politics and power-blocs, past and present; sovereignty-holders, guests, renters and pets; how a new corp can move to 0.0; things that distinguish 0.0 life from life in Empire; 0.0 solo vs. 0.0 as part of a corp; how to make money in 0.0; recommended skills. Also some discussion of 0.0 warfare, capital/super-capital engagements and the super-capital construction industry. Part of the Uni's sixth birthday celebrations.<br />
|other_notes=Note: Recording is missing the first ten minutes or so.<br />
}}<br />
{{Class Library1<br />
|class_name=History of the Geminate Region<br />
|class_difficulty_level=3<br />
|instructor=Wolf VanBerg<br />
|recorded=18 January 2009<br />
|file_info=Audio, mp3, 35:38, 4.08 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Wolf%20VanBerg%20-%20History%20of%20the%20Geminate%20Region.mp3 Eve University Server]<br />
|definition=History of the Geminate Region circa 2006-2007.<br />
|other_notes=<br />
}}<br />
<br />
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<br />
===Metagame===<br />
{{Class Library1<br />
|class_name=The Dominion Expansion<br />
|class_difficulty_level=3<br />
|instructor=Erestas Drake<br />
|recorded=30 November 2009<br />
|file_info=Audio, mp3, 52:14, 16.16 MB<br />
|download_locations=(cleaner edit): [http://www.eveuniversity.org/audio_classes/Erestas%20Drake%20-%20The%20Dominion%20Expansion.mp3 Eve University Server]<br>(original version, adult language): [http://www.eveuniversity.org/audio_classes/Darius%20JOHNSON%20-%20Management%20Philosophy.mp3 Eve University Server]<br />
|definition=How Apocrypha differs from Dominion.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Running Multiple Accounts<br />
|class_difficulty_level=3<br />
|instructor=Hal Sonofzal<br />
|recorded=10 June 2009<br />
|file_info=Audio, mp3, 31:23, 3.6 MB<br />
|download_locations=(cleaner edit): [http://www.eveuniversity.org/audio_classes/Hal%20Sonofzal%20-%20Running%20Multiple%20Accounts.mp3 Eve University Server]<br>(original version, adult language): [http://www.eveuniversity.org/audio_classes/Darius%20JOHNSON%20-%20Management%20Philosophy.mp3 Eve University Server]<br />
|definition=Accounts and account management. Dual, triple, quadboxing. Trial accounts. Possible advantages to Alternate accounts. Research Agents. PLEX and paying for accounts.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Individuality and Freedom in EVE<br />
|class_difficulty_level=3<br />
|instructor=Jade Constantine<br />
|recorded=25 March 2008<br />
|file_info=Audio, mp3, 129:15, 14.7 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Jade%20Constantine%20-%20Individuality%20and%20Freedom%20in%20EVE.mp3 Eve University Server]<br />
|definition=Guest Lecture: Jade Constantine is leader of the Star Fraction Alliance. Alternatives to grinding ISK, preventing being used as a pawn by corporations, showing individual motives.<br />
|other_notes=<br />
}}<br />
<br />
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<br />
===Espionage & Piracy, The Dark Side of EVE===<br />
{{Class Library1<br />
|class_name=The Dark Side of Eve<br />
|class_difficulty_level=3<br />
|instructor=Disco Uncertainty<br />
|recorded=12 November 2009<br />
|file_info=Audio, mp3, 87:04, 14.2 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Disco%20Uncertainty%20-%20The%20Dark%20Side%20of%20Eve.mp3 Eve University Server]<br />
|definition=Guest Lecture. CONCORD mechanics, Suicide Ganking, Corporate Theft, Piracy<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Piracy Q&A<br />
|class_difficulty_level=3<br />
|instructor=Verone (CEO VETO), Mynxee (CEO Hellcats), Ka Jolo (CEO Tuskers), Sard Caid (CEO Gunpoint Diplomacy)<br />
|recorded=3 April 2010<br />
|file_info=Audio, mp3, 3h40m, 181 MB<br />
|download_locations=[http://dl.eve-files.com/media/corp/FlayGeobukseon/E-UNI_Guest_Lecture_Piracy_QA.rar Eve Files]<br />
|definition=Q&A panel with several experienced pirates, dealing with all questions you may have about pirate life in Eve.<br />
|other_notes=Note: This class is also listed under: [[#PvP_Question_.26_Answer|PvP Question & Answer]]<br />
}}<br />
{{Class Library1<br />
|class_name=Counterintelligence and Social Engineering<br />
|class_difficulty_level=4<br />
|instructor=Vio Geraci<br />
|recorded=6 June 2009<br />
|file_info=Audio, mp3, 102:46, 12.1 MB <br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Vio%20Geraci%20-%20Counterintelligence%20and%20Social%20Engineering.mp3 Eve University Server]<br />
|definition=<br />
|other_notes=Guest lecture: Vio Geraci is a Counterintelligence officer with Goonswarm. Espionage/Counterespionage, Spying, Social Engineering, The Metagame. Cited examples.<br />
}}<br />
{{Class Library1<br />
|class_name=The Necessity of Espionage<br />
|class_difficulty_level=4<br />
|instructor=The Mittani<br />
|recorded=23 March 2009<br />
|file_info=Audio, mp3, 112:16, 12.8 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/The%20Mittani%20-%20Necessity%20of%20Espionage.mp3 Eve University Server]<br />
|definition=The Mittani is the spymaster for Goonswarm. Espionage and metagaming, effective use of espionage. Cited examples. This recording breaks up occasionally due to the large number of people who attended the course on teamspeak.<br />
|other_notes=<br />
}}<br />
<br />
[[#top|Back to Top]]<br />
<br />
==Tools & Technical==<br />
{{Class Library1<br />
|class_name=Eve and Mac<br />
|class_difficulty_level=1<br />
|instructor=FourFiftyFour<br />
|recorded=26 April 2010<br />
|file_info=Audio, mp3<br />
|download_locations=[http://rapidshare.com/files/383594894/Eve_and_MAC_26Apr2010_FourFiftyFour.mp3 RapidShare]<br />
|definition=<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Intro to Eve Fitting Tool<br />
|class_difficulty_level=1<br />
|instructor=Azmodeus Valar<br />
|recorded=2007<br />
|file_info=Video, wmv, 10:31, 15.7 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Azmodeus%20Valar%20-%20Eve%20Fitting%20Tool.wmv Eve University Server] - Note: You must right-click and save the file, it will not stream<br />
|definition=Eve Fitting Tool is demonstrated.<br />
|other_notes=<br />
}}<br />
{{Class Library1<br />
|class_name=Intro to Quickfit<br />
|class_difficulty_level=1<br />
|instructor=Kelli Degroot<br />
|recorded=2007<br />
|file_info=Video, wmv, 22:33, 13.6 MB<br />
|download_locations=[http://www.eveuniversity.org/audio_classes/Kelli%20Degroot%20-%20Quickfit.wmv Eve University Server] - Note: You must right-click and save the file, it will not stream<br />
|definition=The Quickfit tool is demonstrated.<br />
|other_notes=<br />
}}<br />
<br />
[[#top|Back to Top]]<br />
<br />
==Miscellaneous==<br />
{{Class Library1<br />
|class_name=Super Sunday - 05/09/2010<br />
|class_difficulty_level=1<br />
|instructor=Chewan Mesa<br />
|recorded=5 September 2010<br />
|file_info=Audio, mp3, 1h49m59s, 50.3 MB<br />
|download_locations=[http://dl.eve-files.com/media/corp/Gloc/Super_Sunday_05-09-2010.zip Eve-Files]<br />
|definition=A basic class to explain broad topics, no real in-depth topic discussion but a broad idea for new players to learn from.<br />
|other_notes=<br />
}}<br />
<br />
[[#top|Back to Top]]<br />
<br />
<hr></div>False solacehttps://wiki.eveuniversity.org/index.php?title=Datacore_farming&diff=18912Datacore farming2011-01-02T02:18:29Z<p>False solace: /* Start the research flow */ typo "the the"/the</p>
<hr />
<div>[[Category:Guides]]<br />
<br />
==What is datacore farming?==<br />
[[File:DatacorePic.jpg|right]]One of the most interesting ways to earn InterStellar Kredits (ISK), the currency in EVE, is to develop relationships with research and development (R&D) agents in non-player corporations. Once you have access to R&D agents, you can then ask them to conduct research for you on your behalf. They will produce Research Points (RPs), which you can then use to purchase [http://wiki.eveonline.com/en/wiki/Item_Database:Manufacture_&_Research:Components:Research_&_Invention:Datacores datacores].<br />
<br />
Datacores are a key part of the invention process in EVE, which produces advanced technology ("Tech II" or "T2") items. Datacores are a consumable item used in invention to create T2 Blueprint copies (also known as "BPCs"). Every invention process requires a certain amount of datacores, so datacores are always in demand. For more information on invention, see this link: http://wiki.eveonline.com/en/wiki/Invention <br />
<br />
Datacores are therefore very valuable, and can be sold on the market for ISK, in addition to being used for T2 item production. This is a very good thing, as it means that "datacore farming", once established, can produce a passive income for EVE players. Without any further action required, an R&D agent will happily generate RPs, which you can periodically convert to income.<br />
<br />
How much income? With multiple high level R&D agents working, and under the right market conditions, it is possible to earn an income of well over 100 million ISK per month. Not a bad amount to collect, for no additional effort!<br />
<br />
How long does it take to do datacore farming? Most players should expect to train all the required skills in one or two months. Meanwhile, you can run missions to get to the required level of standings to unlock the higher-grade agents. So, in less than a couple of months in game time, you can establish a reliable passive income stream that will last forever after in EVE.<br />
<br />
==How do I start to farm datacores?==<br />
There are three steps involved in becoming an effective datacore farmer:<br />
* Train the required skills<br />
* Develop relationships with R&D agents<br />
* Begin the flow<br />
<br />
===Training skills for datacore farming===<br />
The following skills are required to start using one R&D agent:<br />
* Science V<br />
* Mechanic V (or) Engineering V (or) Electronics V<br />
* At least one applied science skill to level I or higher<br />
<br />
Different R&D agents specialize in different types of research. They won't even speak to you unless you have the above skills trained and completed, and then they will only conduct research in their areas of expertise, and only if you have trained in relevant science skills that match their expertise. Below are some recommended areas to focus on -- these applied sciences tend to generate datacores that command higher prices in the market:<br />
* Mechanical Engineering (The most common to find agents for)<br />
* Molecular Engineering<br />
* Nanite Engineering<br />
* Quantum Physics<br />
<br />
You can check the current prices for datacores, and the trend in price changes, [http://www.evegeek.com/datacore.php here].<br />
<br />
These applied science skillbooks cost 10 million ISK each - not a trivial investment. So, be sure to check the prices and market trends of various types of datacores before you choose the skills to train.<br />
<br />
Note that the above skills give you access to one (and only one) R&D agent. To maximize your income, you will want multiple R&D agents working with you. The following skills are required to use more than one R&D agent:<br />
* Laboratory Operation V<br />
* Research V<br />
* Research Project Management I - Each level gives you the ability to use another agent up to a maximum of six at level V. (Beware though, this one costs 40 million).<br />
<br />
===Developing R&D agent relationships===<br />
[[File:EVE-RDA1.png|350px|thumb|right|A typical R&D agent dialogue]]Not all non-player character (NPC) corporations offer R&D agents, so some pre-planning about which corporations you will select for your datacore farming plan is absolutely required for success.<br />
<br />
[http://www.eve-agents.com Eve-agents.com] lets you search for agents. You can search by corp, by R&D skill, or just list the corps with R&D agents. You can also sort the list by number of datacores earned per day. A list of research agents [[Research Agents|ordered by proximity to Aldrat]] is also available.<br />
<br />
To see if you have any relationships with corporations that have R&D agents already, use this procedure:<br />
* Open your character sheet<br />
* Click on Standings<br />
* Click on the "Liked By" tab.<br />
* Scroll down to the "Corporations" section<br />
* Right-click the Corporation you wish to work with<br />
* Click "Show Info" in the menu<br />
* Click on the "Agents" tab in the new window<br />
* Scroll down to the "R&D" agent list (not all Corporations have R&D agents - if none are listed, you can't use them!)<br />
* In the "Available" list, scroll down to the highest level agent and do a show info on him.<br />
* Look under the "Agent Info" tab for one of the above mentioned research fields.<br />
* If none of the above skill areas are listed (Mechanical Engineering for example), move to the next best agent and repeat.<br />
<br />
In order to maximize the production of RPs, and therefore to produce more datacores, you will want to work with the highest level R&D agents - level 4. (Note: there are no level 5 R&D agents - though some agent-finder sites may show them, this is an error.) The corporations with level 4 R&D agents, sorted by their associated factions, are:<br />
* Gallente Federation: CreoDron, Roden Shipyards, Duvolle Laboratories (a mix of research corps is needed to access all level four agents, unfortunately)<br />
* Caldari State: Kaalakiota Corporation, Ishukone Corporation, Lai Dai Corporation (best)<br />
* Minmatar Republic: Core Complexion Inc. (best), Boundless Creation<br />
* Amarr Empire: Carthum Conglomerate, Viziam<br />
<br />
There are also some non-Empire faction corporations with a few R&D agents:<br />
* Thukker Tribe: Thukker Mix<br />
* Khanid Kingdom: Khanid Innovation<br />
* Ammatar Mandate: Nefantar Miner Association<br />
<br />
Only level 4 agents produce datacores in useful quantities. Because the good Gallente R&D agents are scattered between three corporations, they are not an optimal choice, unless you have already started grinding missions there, or are otherwise committed to their faction.<br />
<br />
Each R&D agent requires a certain level of standing with their corporation '''and''' their faction, before they are willing to talk to you. That is, even if you have faction standings high enough to use a normal level 4 agent, it won't do you any good with the R&D agents. To see what faction and corporation standings you need to speak with an R&D agent, select "Show Info" on that agent, go to the "Agent Info" tab, and look at the "Compatibility" section at the bottom. It will say something like: "You need a minimum effective corp standing of at least 4.80, in addition to an effective faction, corp, or personal standing of at least 6.80 to use this agent." So, if you had 8.0+ standings with the agent's faction and 0 with his/her corp, you couldn't use that agent. However, if you had 8.0 faction standing and 4.8 corp standing, ''or'' if you had 6.8+ corp standing, then you could.<br />
<br />
This means that a certain amount of mission grinding with an R&D agent's corporation is unavoidable, but a high faction standing can reduce the amount of mission running required.<br />
<br />
[[File:standings_guide_3.png|350px|thumb|right|COSMOS agent example]]To establish high faction standings:<br />
* Run the tutorial agents for that faction<br />
* Turn in tags from ratting or missions to that faction<br />
* Train Social, Connections and Negotiating skills<br />
* Run missions with one faction repeatedly - and with one corporation in that faction with whom you intend to use R&D agents, ideally<br />
* Accept and complete storyline missions when offered by that faction<br />
* Run [http://wiki.eveuniversity.org/Gaining_faction_standings_fast COSMOS and Data Center missions] for that faction<br />
* Don't do anything in that faction's space that will endanger your standings with them - no transporting of illegal goods, or running missions for opposing factions<br />
<br />
===Start the research flow===<br />
Once you have the standing level needed to speak with an R&D agent, go to the station where the desired R&D agent is located, and begin a conversation with him or her. One of the options that they will provide to you is to start research - select this option. They will offer you their areas of applied science to research. Select the one(s) in which you have trained your skills. The agent will then start to produce research points (RPs) for you.<br />
<br />
The formula for how many research points you'll get in a day is:<br />
((Agent Skill + Your Skill)^2 * (1 + Effective Quality / 100)) * Area Bonus<br />
where:<br />
* Agent Skill: Determined by the Level of the agent. Level 3 agents will have Level III of the appropriate research skill.<br />
* Your Skill: Determined by your training in the research skill.<br />
* Effective Quality: is your effective quality (after Negotiation, Connection, etc.) with the Agent.<br />
* Area Bonus: Depends on the research field. Most fields have no modifier (e.g. 1), weapon-area research is doubled (2), and ship research is tripled (3). Don't worry about this one too much - as the price of datacores is scaled to the area bonus.<br />
<br />
There are several additional skills that can improve the amount of RPs generated per day. These include:<br />
* Negotiation: Directly improves the effective quality of your agent, and is the most efficient skill for raising the number of RPs you earn each day. Negotiation IV, for example, raises Effective Quality by nearly 20 points.<br />
* Connections: Not terribly efficient (but very useful in grinding standing to be able to use agents), Connections can minimally raise the effective quality of your research agent.<br />
* Area Specific Skill (Mechanical Engineering, etc): Each level of your skill in this area increases the "Your Skill" part of the equation listed above. Train this skill to level 4 or higher.<br />
<br />
http://hussars-online.ru/eve/datacore.php - This site lets you input your skills, standings, and such and it'll show you in order which agents/skill combinations are the most profitable. You can use your real skills/standings, or experiment with other possible combinations to help with your planning.<br />
<br />
Once your R&D agent is working for you, that agent will offer you a special mission once per day. Each of these R&D agent missions will reward you with one day's worth or RP - effectively doubling your ISK potential. R&D agents offer relatively safe missions, half of which are short courier missions and the other half are trade-related. (Unfortunately, these R&D missions provide no faction standing increase.) There is no penalty for ignoring or declining a mission from an R&D agent, despite the warnings they may give you - turning them down will not stop their research or the flow of RPs.<br />
<br />
==Making ISK from datacores==<br />
You can track the amount of RPs being created each day by your R&D agents by clicking on the Journal button on your NeoCom, and selecting the Research tab. This will also tell you the amount of accumulated RPs you have amassed with each agent.<br />
<br />
Periodically, go talk to your R&D agent again and tell him or her that you wish to purchase datacores. The agent will tell you how many you can afford, based on the number of RPs you have accumulated. Regular datacores cost 50 RPs each - weapon-related datacores cost 100 RPs each, and starship engineering datacores cost 150 RP each. Buy as many as you wish - unused RPs remain in your accumulated pool.<br />
<br />
After ordering your datacores, transport them to a trade hub, and sell them there. ''Voilà'' - you have made ISK from datacore farming!</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Gallente_Basic_Ship_and_Skill_Overview&diff=18911Gallente Basic Ship and Skill Overview2011-01-02T02:18:03Z<p>False solace: /* Celestis */ typo "the the"/the</p>
<hr />
<div>'''The Gallente Basic Ship and Skill Guide''' is intended to give fitting and skill recommendations for Tech 1 Gallente ships for Player vs. Environment (PvE) and Player vs. Player (PvP) encounters.<br />
<br />
Additional fittings can be found by entering the fitting menu and browsing 'Corporation Fittings'.<br />
<br />
=Rookie Ship=<br />
<br />
The rookie ship is the first ship you start with. If you are Gallente, it will be a Velator. A new rookie ship is given whenever you dock at a station where you do not have any ships. <br />
<br />
==Velator==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Velator.jpg<br />
|caption=Velator<br />
|shipname=Velator<br />
|class=Rookie Ship<br />
|highs=2<br />
|turrets=2<br />
|launchers=0<br />
|mediums=1<br />
|lows=1<br />
|cargohold=120 m3<br />
|dronebay=10 m3<br />
|bandwidth=10 Mbit/sec<br />
|roles=Missions<br />
|variations=None<br />
|bonuses='''Gallente Frigate Skill Bonus:'''<br>5% bonus to hybrid turret damage per skill level<br />
|info=The Velator can be used to go through the first tutorial missions, although upgrading to a frigate in the Military tutorial as soon as it is offered is recommended. A civilian shield booster will suffice for the first missions, although beyond the first few missions in the tutorial, civilian modules should never be used.<br />
}}<br />
<br />
===[Velator, PvE Basic Skills Velator]===<br />
{{ShipSkillGuide2<br />
|name=[Velator, PvE Basic Skills Velator]<br />
|high=75mm Gatling Rail I <br> 75mm Gatling Rail I <br />
|mid=Civilian Shield Booster I<br />
|low=Damage Control I<br />
|rigs=<br />
|drones=<br />
|charges=Antimatter Charge S<br />
|recommended1=Hull Upgrades I<br />
|recommended2=Small Hybrid Turret I<br />
|recommended3=<br />
|notes=* Civilian modules are terrible and should never be used beyond the early career tutorial missions.<br />
}}<br />
<br />
=Frigate=<br />
<br />
Frigates are small fast ships, used mostly for PvE in level 1 missions. They are also used for tackling and electronic warfare roles in PvP.<br />
<br />
==Atron==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Atron.jpg<br />
|caption=Atron<br />
|shipname=Atron<br />
|faction=Gallente Federation<br />
|class=Frigate<br />
|highs=2<br />
|turrets=2<br />
|launchers=0<br />
|mediums=2<br />
|lows=2<br />
|cargohold=125 m3<br />
|dronebay=5 m3<br />
|bandwidth= 5Mbit/sec<br />
|roles=Tackle, Mission<br />
|variations=Ares, Taranis<br />
|bonuses='''Gallente Frigate Skill Bonus:'''<br> 10% bonus to Small Hybrid Turret falloff per skill level <br> 5% Small Hybrid Turret damage per skill level<br />
|info=The Atron is the Gallente fast frigate, although only having two mid slots makes it unloved for tackling in PvP despite its speed and high scan resolution. It can serve as a level 1 mission runner until Gallente Frigate III is trained for the Incursus, and Destroyers I for the Catalyst.<br />
}}<br />
<br />
===[Atron, PvE Basic Skills Atron]===<br />
{{ShipSkillGuide2<br />
|name=[Atron, PvE Basic Skills Atron]<br />
|high=75mm Gatling Rail I <br> 75mm Gatling Rail I<br />
|mid=1MN Afterburner I <br> Cap Recharger I<br />
|low=Damage Control I <br> Small Armor Repairer I<br />
|charges=Antimatter Charge S<br />
|drones=Hobgoblin I x1<br />
|rigs=<br />
|recommended1=Afterburner I <br> Drones I <br> Energy Grid Upgrades II<br />
|recommended2=Gallente Frigate II<br> Hull Upgrades I<br> Repair Systems I<br />
|recommended3=Scout Drone Operation I <br> Small Hybrid Turret II<br />
|notes=<br />
}}<br />
<br />
==Imicus==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Imicus.jpg<br />
|caption=Imicus<br />
|shipname=Imicus<br />
|faction=Gallente Federation<br />
|class=Frigate<br />
|highs=2<br />
|turrets=2<br />
|launchers=0<br />
|mediums=2<br />
|lows=2<br />
|cargohold=320 m3<br />
|dronebay=15 m3<br />
|bandwidth=15 Mbit/sec<br />
|roles=Exploration, Mission<br />
|variations=Helios<br />
|bonuses='''Gallente Frigate Skill Bonus:'''<br>5% bonus to drone range per level<br>5% increase to scan strength of probes per level<br>5% increase to survey probe flight time per level<br />
|info=The Imicus is the Gallente scanning frigate, and it boasts a 15 m3 drone bay, enough for 3 light drones. Some players who train drone skills early will use if for level 1 missions instead of the incursus or catalyst.<br />
}}<br />
<br />
===[Imicus, PvE Basic Skills Imicus]===<br />
{{ShipSkillGuide2<br />
|name=[Imicus, PvE Basic Skills Imicus]<br />
|high=75mm Gatling Rail I <br> 75mm Gatling Rail I<br />
|mid=1MN Afterburner I <br> Cap Recharger I<br />
|low=Damage Control I <br> Small Armor Repairer I<br />
|charges=Antimatter Charge S<br />
|drones=Hobgoblin I x3<br />
|rigs=<br />
|recommended1=Afterburner I <br> Drones III <br> Energy Grid Upgrades II<br />
|recommended2=Gallente Frigate II <br> Hull Upgrades I <br> Repair Systems I<br />
|recommended3=Scout Drone Operation I <br> Small Hybrid Turret II<br />
|notes=<br />
}}<br />
<br />
==Incursus==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Incursus.jpg<br />
|caption=Incursus<br />
|shipname=Incursus<br />
|faction=Gallente Federation<br />
|class=Frigate<br />
|highs=3<br />
|turrets=3<br />
|launchers=0<br />
|mediums=3<br />
|lows=2<br />
|cargohold=165 m3<br />
|dronebay=5 m3<br />
|bandwidth=5 Mbit/sec<br />
|roles=Tackle, Mission<br />
|variations=Enyo, Ishkur<br />
|bonuses='''Gallente Frigate Skill Bonus:''' <br> 10% bonus to Small Hybrid Turret falloff per level <br> 5% bonus to Small Hybrid Turret damage per level<br />
|info=The Incursus is the typical PvE and PvP frigate for Gallente players. It is faster and has a better scan resolution than the Tristan, which makes it better for tackling in PvP. It is also the only Gallente frigate with 3 turret slots. Turret fitted Incursus may deal more damage than a Tristan depending on missile skills.<br />
}}<br />
<br />
===[Incursus, PvE Basic Skills Incursus]===<br />
{{ShipSkillGuide2<br />
|name=[Incursus, PvE Basic Skills Incursus]<br />
|high=125mm Railgun I <br> 125mm Railgun I <br> 125mm Railgun I<br />
|mid=1MN Afterburner I <br> Cap Recharger I <br> Cap Recharger I<br />
|low=Damage Control I <br> Small Armor Repairer I<br />
|charges=Antimatter Charge S<br />
|drones=Hobgoblin I x1<br />
|rigs=<br />
|recommended1=Acceleration Control I<br>Afterburner II<br>Controlled Bursts II<br>Drones I<br>Energy Grid Upgrades II<br>Energy Management II<br>Energy Systems Operation II<br />
|recommended2=Evasive Maneuvering I<br>Gallente Frigate III<br>Gunnery III<br>Hull Upgrades II<br>Mechanic II<br>Motion Prediction II<br>Rapid Firing II<br />
|recommended3=Repair Systems II<br>Scout Drone Operation I<br>Small Hybrid Turret III<br>Sharpshooter II<br>Targeting II<br>Weapon Upgrades I<br />
|notes=<br />
}}<br />
<br />
===[Incursus, PvE Epic Arc Boss Killer Incursus]===<br />
{{ShipSkillGuide2<br />
|name=[Incursus, PvE Epic Arc Boss Killer Incursus]<br />
|high=Light Neutron Blaster I<br>Light Neutron Blaster I<br>Light Neutron Blaster I<br />
|mid=Cap Recharger I<br>Cap Recharger I<br />
|low=Magnetic Field Stabilizer I<br>Magnetic Field Stabilizer I<br />
|charges=Antimatter Charge S<br />
|drones=Hobgoblin I x1<br />
|rigs=<br />
|recommended1=Acceleration Control I<br>Afterburner II<br>Controlled Bursts II<br>Drones I<br>Energy Grid Upgrades II<br>Energy Management II<br>Energy Systems Operation II<br />
|recommended2=Evasive Maneuvering I<br>Gallente Frigate III<br>Gunnery III<br>Hull Upgrades II<br>Mechanic II<br>Motion Prediction II<br>Rapid Firing II<br />
|recommended3=Repair Systems II<br>Scout Drone Operation I<br>Small Hybrid Turret III<br>Sharpshooter II<br>Targeting II<br>Weapon Upgrades I<br />
|notes=* This fitting with recommended skills should break Dagan's tank in 15 minutes or less depending on his resists, which can vary.<br><br />
* While orbiting at 500m, Dagan's guns should not be able to track the Incursus. If your own guns have difficulty tracking at full speed, reduce speed to 75%.<br><br />
* This fitting should also work well against Kristan Parthus.<br />
}}<br />
<br />
===[Incursus, PvP Basic Skills Incursus]===<br />
{{ShipSkillGuide2<br />
|name=[Incursus, PvP Basic Skills Incursus]<br />
|high=75mm Gatling Rail I<br>75mm Gatling Rail I<br>75mm Gatling Rail I<br />
|mid=1MN MicroWarpdrive I<br>Stasis Webifier I<br>Warp Disruptor I<br />
|low=Damage Control I<br>Overdrive Injector System I<br />
|charges=Lead Charge S<br />
|drones=Warrior I x1<br />
|rigs=<br />
|recommended1=Acceleration Control III<br>Afterburner III<br>Combat Drone Operation III<br>Controlled Bursts III<br>Drones III<br>Electronics IV<br>Energy Management III<br>Energy Systems Operation III<br />
|recommended2=Evasive Maneuvering III<br>Gallente Frigate IV<br>Gunnery III<br>High Speed Maneuvering III<br>Hull Upgrades III<br>Mechanic III<br>Motion Prediction III<br>Navigation III<br />
|recommended3=Propulsion Jamming III<br>Rapid Firing III<br>Scout Drone Operation III<br>Sharpshooter III<br>Signature Analysis III<br>Small Hybrid Turret III<br>Targeting III<br>Warp Drive Operation III<br />
|notes=* Electronics IV is required to fit the third 75mm railgun with listed fitting. With Electronics III two 75mm rails will do.<br><br />
* Weapon Upgrades I allows the fitting of three named variants of 75mm railguns (for example the '75mm Carbide Railgun I'), with Electronics skill still at level III.<br><br />
* Like other frigates, the Incursus is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,500m from battleships unless they are seen shooting from gun ports or missile launcher bays. <br />
* Dealing damage is not a tackler's priority, and cap should not be wasted on guns if it is needed to maintain tackle in prolonged encounters.<br />
}}<br />
<br />
===[Incursus, PvP T2 Solo Incursus]===<br />
{{ShipSkillGuide2<br />
|name=[Incursus, PvP T2 Solo Incursus]<br />
|high=Light Ion Blaster II<br>Light Ion Blaster II<br>Light Ion Blaster II<br />
|mid=Catalyzed Cold-Gas I Arcjet Thrusters<br>X5 Prototype I Engine Enervator<br>J5b Phased Prototype Warp Scrambler I<br />
|low=Damage Control II<br>Overdrive Injector System II<br />
|charges=Caldari Navy Antimatter Charge S<br />
|drones=Hobgoblin II x1<br />
|rigs=Small Hybrid Collision Accelerator I<br>Small Hybrid Ambit Extension I<br>Small Hybrid Ambit Extension I<br />
|recommended1=<br />
|recommended2=<br />
|recommended3=<br />
<br />
|notes=* This fit was copied from Lexa Hellfury's [http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1231887 9 Days, 20 Incursii] video. The T2 MWD was changed to a named MWD to make it easier to fit for characters without maxed fitting skills.<br><br />
* Due to the presence of rigs, this fit should not be flown by Uni members during wartime.<br />
}}<br />
<br />
==Maulus==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Maulus.jpg<br />
|caption=Maulus<br />
|shipname=Maulus<br />
|faction=Gallente Federation<br />
|class=Frigate<br />
|highs=3<br />
|turrets=2<br />
|launchers=0<br />
|mediums=3<br />
|lows=2<br />
|cargohold=175 m3<br />
|dronebay=10 m3<br />
|bandwidth=10 Mbit/sec<br />
|roles=Electronic Counter Measures<br />
|variations=Keres<br />
|bonuses='''Gallente Frigate Skill Bonus:''' <br> 5% bonus to Small Hybrid Turret damage per skill level <br> 5% bonus to Remote Sensor Dampener effectiveness per skill level <br />
|info=The Maulus is an electronic warfare frigate, specialized in dampening. Its low locking range makes it ineffecitve at range damping snipers. However, it can resolution damp effectively with the help of ECM in the fleet.<br />
}}<br />
<br />
===[Maulus, PvP Basic Skills Maulus]===<br />
{{ShipSkillGuide2<br />
|name=[Maulus, PvP Basic Skills Maulus]<br />
|high=125mm Railgun I<br>125mm Railgun I<br />
|mid=1MN Afterburner I<br>Remote Sensor Dampener I<br>Remote Sensor Dampener I<br />
|low=Damage Control I<br>Signal Amplifier I<br />
|charges=Lead Charge S<br>Scan Resolution Dampening<br />
|drones=Warrior I x2<br />
|rigs=<br />
|recommended1=<br />
Acceleration Control II<br><br />
Afterburner III<br><br />
Combat Drone Operation III<br><br />
Controlled Bursts III<br><br />
Drones III<br><br />
Electronics IV<br><br />
Electronics Upgrade I<br><br />
Electronic Warfare III<br><br />
Energy Emission Systems I<br><br />
Energy Management III<br />
|recommended2=Energy Systems Operation III<br><br />
Evasive Maneuvering II<br><br />
Frequency Modulation III<br><br />
Fuel Conservation III<br><br />
Gallente Frigate IV<br><br />
Gunnery III<br><br />
Hull Upgrades III<br><br />
Long Distance Jamming III<br><br />
Long Range Targeting III<br><br />
Mechanic III<br />
|recommended3=Motion Prediction III<br><br />
Navigation III<br><br />
Rapid Firing III<br><br />
Scout Drone Operation III<br><br />
Sensor Linking III<br><br />
Sharpshooter III<br><br />
Signature Analysis III<br><br />
Small Hybrid Turret III<br><br />
Targeting III<br><br />
Warp Drive Operation III<br />
|notes=<br />
* The afterburner should only be used to get out of smartbomb range, or to go to optimal orbit in a defensive gate camp. Running the afterburner while damping will cap out the ship shortly.<br><br />
* Like other frigates, the Maulus is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,500m from battleships unless they are seen shooting from gun ports or missile launcher bays.<br />
}}<br />
<br />
==Tristan==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Tristan.jpg<br />
|caption=Tristan<br />
|shipname=Tristan<br />
|faction=Gallente Federation<br />
|class=Frigate<br />
|highs=4<br />
|turrets=2<br />
|launchers=2<br />
|mediums=3<br />
|lows=3<br />
|cargohold=140 m3<br />
|dronebay=5 m3<br />
|bandwidth=5 Mbit/sec<br />
|roles=Mission, Tackle<br />
|variations=Nemesis<br />
|bonuses='''Gallente Frigate Skill Bonus:''' <br> 5% bonus to Small Hybrid Turret damage per skill level <br> 7.5% bonus to Small Hybrid Turret tracking speed per skill level <br />
|info=The Tristan is an excellent PvP frigate, but requires missile skills to use effectively, which many Gallente players will not train early in their career. It is also slower and has less scan resolution than the Incursus, making it a worse tackler for typical Uni fleets.<br />
}}<br />
<br />
===[Tristan, PvE Recon Tristan]===<br />
{{ShipSkillGuide2<br />
|name=[Tristan, PvE Recon Tristan]<br />
|high=<br />
|mid=1MN Afterburner I<br>Small Shield Extender I<br>Medium Shield Extender I<br />
|low=Damage Control I<br>Overdrive Injector System I<br>Overdrive Injector System I<br />
|charges=<br />
|drones=<br />
|rigs=<br />
|recommended1=Afterburner I<br>Gallente Frigate III<br />
|recommended2=Hull Upgrades I<br />
|recommended3=Shield Upgrades I<br />
|notes=* This fitting is made specifically for the Recon missions (level 2). Since they require no fighting, a quick frigate with moderate tank will perform best to complete the missions quickly with minimal risk.<br />
}}<br />
<br />
===[Tristan, PvP Small Gang Tristan]===<br />
{{ShipSkillGuide2<br />
|name=[Tristan, PvP Small Gang Tristan]<br />
|high=Light Ion Blaster I<br>Light Ion Blaster I<br>Rocket Launcher I<br>Rocket Launcher I<br />
|mid=1MN Afterburner I<br>Stasis Webifier I<br>Warp Scrambler I<br />
|low=Damage Control I<br>Small Armor Repairer I<br>Reactive Plating I<br />
|charges=Antimatter Charge S<br>Foxfire Rocket<br />
|drones=Warrior I x1<br />
|rigs=<br />
|recommended1=<br />
Acceleration Control III<br><br />
Afterburner III<br><br />
Combat Drone Operation III<br><br />
Controlled Bursts III<br><br />
Drones III<br><br />
Electronics IV<br><br />
Energy Management III<br><br />
Energy Systems Operation III<br><br />
Evasive Maneuvering III<br><br />
Fuel Conservation III<br><br />
Gallente Frigate IV<br />
|recommended2=<br />
Gunnery III<br><br />
Hull Upgrades III<br><br />
Mechanic III<br><br />
Missile Bombardment III<br><br />
Missile Launcher Operation III<br><br />
Missile Projection III<br><br />
Motion Prediction III<br><br />
Navigation III<br><br />
Propulsion Jamming III<br><br />
Rapid Firing III<br><br />
Rapid Launch III<br />
|recommended3=<br />
Rockets III<br><br />
Scout Drone Operation III<br><br />
Sharpshooter III<br><br />
Signature Analysis III<br><br />
Small Hybrid Turret III<br><br />
Targeting III<br><br />
Target Navigation Prediction III<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades III<br />
|notes=<br />
* Use gremlin rockets against shield tankers, and phalanx rockets against armor tankers, or keep foxfire rockets loaded if you're unsure what you'll be facing.<br><br />
* This fit is made to speed tank, orbiting at close range. It is useful in limited circumstances due to having an afterburner and warp scrambler, instead of MWD and disruptor.<br />
}}<br />
<br />
=Destroyer=<br />
<br />
Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates, have more high slots. They are often used in PvE for level 1 missions. They are rarely used in PvP, as their DPS is not impressive without high skills, although they sometimes fill the role of anti-interceptor.<br />
<br />
Flying destroyers is not recommended for PvP Uni fleets. There are some exceptions, like Thrashers for a specialized Hit & Run fleet.<br />
<br />
==Catalyst==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Catalyst.jpg<br />
|caption=Catalyst<br />
|shipname=Catalyst<br />
|class=Destroyer<br />
|highs=8<br />
|turrets=8<br />
|launchers=0<br />
|mediums=2<br />
|lows=3<br />
|cargohold=400 m3<br />
|dronebay=5 m3<br />
|bandwidth=5 Mbit/sec<br />
|roles=Salvager, Mission<br />
|variations=Eris<br />
|bonuses='''Destroyer Skill Bonus:'''<br>10% Bonus to Small Hybrid Turret tracking speed per level <br> 10% bonus to Small Hybrid Turret falloff per level <br> 50% bonus to optimal range for small hybrid turrets <br> <font color=red>-25% rate of fire for all turrets</font><br />
|info=The Catalyst has 8 high slots, all of which can be fitted with guns. It is the typical level 1 mission runner ship for Gallente pilots once they have amassed enough ISK to purchase it and fit it out.<br />
<br />
The Catalyst is also used as a salvaging boat or suicide gank ship against small craft.<br />
}}<br />
<br />
===[Catalyst, PvE Basic Skills Catalyst]===<br />
{{ShipSkillGuide2<br />
|name=[Catalyst, PvE Basic Skills Catalyst]<br />
|high=125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I <br />
|mid=1MN Afterburner I<br>Cap Recharger I<br />
|low=Damage Control I<br>Small Armor Repairer I<br>Micro Auxiliary Power Core I<br />
|charges=Antimatter Charge S<br />
|drones=Hobgoblin I x1<br />
|rigs=<br />
|recommended1=<br />
Acceleration Control I<br/><br />
Afterburner II<br/><br />
Controlled Bursts II<br/><br />
Destroyers I<br/><br />
Drones I<br/><br />
Energy Grid Upgrades II<br/><br />
Energy Management II<br />
|recommended2=<br />
Energy Systems Operation II<br/><br />
Evasive Maneuvering I<br/><br />
Gallente Frigate III<br/><br />
Gunnery III<br/><br />
Hull Upgrades II<br/><br />
Mechanic II<br/><br />
Motion Prediction II<br />
|recommended3=<br />
Rapid Firing II<br/><br />
Repair Systems II<br/><br />
Scout Drone Operation I<br/><br />
Sharpshooter II<br/><br />
Small Hybrid Turret III<br/><br />
Targeting II<br />
|notes=<br />
* Switch the Micro Auxiliary Power Core I to Adaptive Nano Plating I (omni tanking) or Reactive Plating I (to fill the explosive hole in armor tanking, especially when facing Angel Cartel rats) if you have sufficient powergrid.<br />
* Fit three Small Capacitor Control Circuit I rigs if you can afford it (requires Jury Rigging I and Mechanic III).<br />
}}<br />
<br />
===[Catalyst, Salvaging Boat]===<br />
{{ShipSkillGuide2<br />
|name=[Catalyst, Salvaging Boat]<br />
|high=Small Tractor Beam I<br>Small Tractor Beam I<br>Small Tractor Beam I<br>Small Tractor Beam I<br>Salvager I<br>Salvager I<br>Salvager I<br>Salvager I<br />
|mid=1MN MicroWarpdrive I<br>Cap Recharger I<br />
|low=Capacitor Power Relay I<br>Capacitor Power Relay I<br>Co-Processor I<br />
|charges=<br />
|drones=<br />
|rigs=Small Salvage Tackle I<br>Small Salvage Tackle I<br>Small Salvage Tackle I<br />
|recommended1=<br />
Acceleration Control II<br><br />
Afterburner III<br><br />
Armor Rigging II<br><br />
Destroyers I<br><br />
Electronics IV<br><br />
Electronics Upgrades I<br />
|recommended2=<br />
Energy Grid Upgrades II<br><br />
Energy Management II<br><br />
Energy Systems Operation II<br><br />
Evasive Maneuvering II<br><br />
Gallente Frigate III<br><br />
High Speed Maneuvering III<br />
|recommended3=<br />
Jury Rigging III<br><br />
Mechanic III<br><br />
Navigation III<br><br />
Salvaging III<br />
|notes=<br />
* The low slots on a salvaging boat can vary. The co-processor is only needed if you lack cpu, Electronics IV will give enough cpu to fit a third Capacitor Power Relay I. The capacitor power relays help running the modules for longer periods of time, especially if cap skills are low. Cargo expanders can be of use in missions with many wrecks to loot. Even with cargo expanders, a destroyer will often run out of cargo space in level 4 missions.<br />
* Rigs are optional, they are very expensive for most newbies.<br />
* If salvaging sleeper sites in wormhole space, it is recommended to replace one tractor and one salvager by a prototype cloaking device and a core probe launcher.<br />
}}<br />
<br />
=Cruiser=<br />
<br />
==Celestis==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Celestis.jpg<br />
|caption=Celestis<br />
|shipname=Celestis<br />
|class=Cruiser<br />
|highs=4<br />
|turrets=3<br />
|launchers=2<br />
|mediums=5<br />
|lows=3<br />
|cargohold=320 m3<br />
|dronebay=40 m3<br />
|bandwidth=40 Mbit/sec<br />
|roles=Electronic Counter Measures<br />
|variations=Arazu, Lachesis<br />
|bonuses='''Gallente Cruiser Skill Bonus:'''<br>5% bonus to Medium Hybrid Turret Damage per skill level <br> 5% bonus to Remote Sensor Dampener effectiveness per skill level<br />
|info=The Celestis is the Gallente EW cruiser. Damps have a poor optimal, and even in falloff, it has difficulty applying damps at typical sniper range. Although it can do well with range damping against mid-range snipers up to 100 km or so. Resolution damping is made much more useful with ECM on the field as well.<br />
}}<br />
<br />
===[Celestis, PvP Standard Celestis]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Celestis, PvP Standard Celestis]<br />
<br />
|high=Small Energy Neutralizer I<br><br />
Small Energy Neutralizer I<br><br />
Drone Link Augmentor I<br><br />
Drone Link Augmentor I<br />
<br />
|mid=10MN MicroWarpdrive I<br><br />
Remote Sensor Dampener I<br><br />
Remote Sensor Dampener I<br><br />
Remote Sensor Dampener I<br><br />
Remote Sensor Dampener I<br />
<br />
|low=Damage Control I<br><br />
800mm Reinforced Steel Plates I<br><br />
Signal Amplifier I<br />
<br />
|charges=Scan Resolution Dampening<br><br />
<br />
|drones=Hornet EC-300 x2<br><br />
Vespa EC-600 x3<br />
<br />
|rigs=<br><br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Drones V<br><br />
Drone Navigation III<br><br />
Electronics IV<br><br />
Electronics Upgrade I<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Energy Emission Systems III<br />
<br />
|recommended2=Energy Management III<br><br />
Energy Systems Operation III<br><br />
Evasive Maneuvering III<br><br />
Frequency Modulation III<br><br />
Gallente Cruiser IV<br><br />
High Speed Maneuvering III<br><br />
Hull Upgrades III<br><br />
Long Distance Jamming III<br />
<br />
|recommended3=Long Range Targeting III<br><br />
Mechanic III<br><br />
Navigation III<br><br />
Scout Drone Operation IV<br><br />
Sensor Linking III<br><br />
Signature Analysis III<br><br />
Targeting III<br><br />
Warp Drive Operation III<br />
<br />
|notes=*Cargohold should have 4 range scripts to switch if needed.<br />
<br />
*The neuts on this version are purely defensive if some small ship decides to tackle the Celestis and orbits close.<br />
<br />
}}<br />
<br />
===[Celestis, PvP Gonzo Neut Celestis]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Celestis, PvP Gonzo Neut Celestis]<br />
<br />
|high=Medium Energy Neutralizer I<br><br />
Medium Energy Neutralizer I<br><br />
Drone Link Augmentor I<br><br />
Drone Link Augmentor I<br />
<br />
|mid=10MN MicroWarpdrive I<br><br />
Medium Capacitor Booster I<br><br />
Remote Sensor Dampener I<br><br />
Remote Sensor Dampener I<br><br />
Remote Sensor Dampener I<br />
<br />
|low=Damage Control I<br><br />
Signal Amplifier I<br><br />
Reactive Plating I<br />
<br />
|charges=Cap Booster 800<br><br />
Scan Resolution Dampening<br />
<br />
|drones=Hornet EC-300 x2<br><br />
Vespa EC-600 x3<br />
<br />
|rigs=[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Drones V<br><br />
Drone Navigation III<br><br />
Electronics IV<br><br />
Electronics Upgrade I<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Energy Emission Systems III<br />
<br />
|recommended2=Energy Management III<br><br />
Energy Systems Operation III<br><br />
Evasive Maneuvering III<br><br />
Frequency Modulation III<br><br />
Gallente Cruiser IV<br><br />
High Speed Maneuvering III<br><br />
Hull Upgrades III<br><br />
Long Distance Jamming III<br />
<br />
|recommended3=Long Range Targeting III<br><br />
Mechanic III<br><br />
Navigation III<br><br />
Scout Drone Operation IV<br><br />
Sensor Linking III<br><br />
Signature Analysis III<br><br />
Targeting III<br><br />
Warp Drive Operation III<br />
<br />
|notes=*This Celestis does three types of EW: damping, ECM, and cap warfare.<br />
<br />
*Cargohold should have 3 range scripts to switch if needed, and as many 800 cap charges as can fit.<br />
<br />
}}<br />
<br />
==Exequror==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Exequror.jpg<br />
|caption=Exequror<br />
|shipname=Exequror<br />
|class=Cruiser<br />
|highs=4<br />
|turrets=4<br />
|launchers=0<br />
|mediums=4<br />
|lows=3<br />
|cargohold=600 m3<br />
|dronebay=40 m3<br />
|bandwidth=40 Mbit/sec<br />
|roles=Logistics, Hauler<br />
|variations=Oneiros, Exequror Navy<br />
|bonuses='''Gallente Cruiser Skill Bonus:'''<br>10% bonus to Cargo Capacity per skill level <br> 10% bonus to capacitor need of remote armor repair system per skill level <br> 500% bonus to range of remote armor repair systems<br />
|info=The Exequror is the Gallente logistics cruiser. It is not often used in PvP. It has a cargo bay bonus which can make it useful for players on trial accounts who cannot train industrial ships. An Exequror fitted with Expanded Cargohold in low slots can haul over 1000 m3 in its cargo bay.<br />
}}<br />
<br />
===[Exequror, PvP Exequror RR]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Exequror, PvP Exequror RR]<br />
<br />
|high=Small Remote Armor Repair System I<br><br />
Small Remote Armor Repair System I<br><br />
Small Remote Armor Repair System I<br><br />
Small Remote Armor Repair System I<br />
<br />
|mid=10MN MicroWarpdrive I<br><br />
Tracking Disruptor I<br><br />
Tracking Disruptor I<br><br />
Medium Capacitor Booster I <br />
<br />
|low=Damage Control I<br><br />
800mm Reinforced Steel Plates I<br><br />
Adaptive Nano Plating I<br />
<br />
|charges=Optimal Range Disruption<br><br />
Cap Booster 800<br />
<br />
|drones=Vespa EC-600 x3<br><br />
Hornet EC-300 x2<br />
<br />
|rigs=[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=*Small RR range on an Exeq is 24 km.<br />
<br />
*Meant for Uni members looking to practice logistics before getting into proper T2 logistic ships.<br />
<br />
}}<br />
<br />
==Thorax==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Thorax.jpg<br />
|caption=Thorax<br />
|shipname=Thorax<br />
|class=Cruiser<br />
|highs=5<br />
|turrets=5<br />
|launchers=0<br />
|mediums=3<br />
|lows=5<br />
|cargohold=265 m3<br />
|dronebay=50 m3<br />
|bandwidth=50 Mbit/sec<br />
|roles=Damage Dealer, Mission<br />
|variations=Deimos, Phobos, Vigilant<br />
|bonuses='''Gallente Cruiser Skill Bonus:'''<br>5% bonus to Medium Hybrid Turret damage per level <br> 5% increase to MicroWarpdrive capacitor bonus per level. <br />
|info=The Thorax is the first ship newbie pilots should look at to fill a damage dealing role in PvP fleets. Its bonus to MWD cap and high DPS potential make it an excellent heavy tackler.<br />
}}<br />
<br />
===[Thorax, PvP Basic Skills Thorax]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Thorax, PvP Basic Skills Thorax]<br />
<br />
|high=Heavy Ion Blaster I<br><br />
Heavy Ion Blaster I<br><br />
Heavy Ion Blaster I<br><br />
Heavy Ion Blaster I<br><br />
Heavy Ion Blaster I<br />
<br />
|mid=10MN MicroWarpdrive I<br><br />
Stasis Webifier I<br><br />
Warp Scrambler I<br />
<br />
|low=Damage Control I<br><br />
Magnetic Field Stabilizer I<br><br />
Magnetic Field Stabilizer I<br><br />
Magnetic Field Stabilizer I<br><br />
400mm Reinforced Steel Plates I<br />
<br />
|charges=Caldari Navy Antimatter Charge M<br><br />
<br />
|drones=Hammerhead I x5<br />
<br />
|rigs=[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Combat Drone Operation III<br><br />
Controlled Bursts III<br><br />
Drone Interfacing III<br><br />
Drone Navigation III<br><br />
Drone Sharpshooting III<br><br />
Drones V<br><br />
Electronics IV<br><br />
Energy Management III<br><br />
Energy Systems Operation III<br />
<br />
|recommended2=Evasive Maneuvering III<br><br />
Gallente Cruiser IV<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
High Speed Maneuvering III<br><br />
Hull Upgrades III<br><br />
Mechanic III<br><br />
Medium Hybrid Turret IV<br><br />
Motion Prediction III<br><br />
Navigation III<br><br />
Propulsion Jamming III<br />
<br />
|recommended3=Rapid Firing III<br><br />
Scout Drone Operation III<br><br />
Sharpshooter III<br><br />
Signature Analysis III<br><br />
Small Hybrid Turret III<br><br />
Surgical Strike III<br><br />
Targeting III<br><br />
Trajectory Analysis III<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades IV<br />
<br />
|notes=* If you're missing CPU due to not having Electronics IV and Weapon Upgrades IV, you can upgrade some modules to a higher meta level to reduce cpu required. You could also use a tracking enhancer instead of the third magnetic field stab.<br />
<br />
* Faction ammo is not required, but the benefit to DPS is substantial. A full load of Caldari Navy Antimatter Charge M (600 rounds total, 120 rounds per gun) costs around 600,000 ISK. More rounds are rarely needed, but having 2000 additional standard antimatter rounds in case of ratting or long engagements is recommended.<br />
<br />
* This training plan should take 1 month or so to complete, although this will vary a lot with implants and neural remap.<br />
<br />
* With the recommended skill list, EFT calculates DPS at 332 and EHP at 11,111. Cap stable at 43% with MWD inactive. New pilots looking to get into the Thorax early should aim for 300 dps with faction antimatter and 10k EHP minimum.<br />
<br />
}}<br />
<br />
===[Thorax, PvP T2 Shield Thorax]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Thorax, PvP T2 Shield Thorax]<br />
<br />
|high=Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br />
<br />
|mid=Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br><br />
Large Shield Extender II<br><br />
J5b Phased Prototype Warp Scrambler I<br />
<br />
|low=Damage Control II<br><br />
Nanofiber Internal Structure II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br />
<br />
|charges=Caldari Navy Antimatter Charge M<br><br />
<br />
|drones=Hammerhead II x5<br />
<br />
|rigs=Medium Anti-EM Screen Reinforcer I<br><br />
Medium Anti-Thermal Screen Reinforcer I<br><br />
Medium Anti-Kinetic Screen Reinforcer I<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=* An advanced fit with 19k EHP and 628 dps for maxed skills.<br><br />
<br />
* The resist rigs were chosen instead of extenders because the EHP is nearly the same with them, but they are much cheaper than field extenders.<br />
<br />
}}<br />
<br />
===[Thorax, Wormhole Thorax]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Thorax, Wormhole Thorax]<br />
<br />
|high=Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br />
<br />
|mid=10MN Afterburner II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Damage Control II<br><br />
Armor Explosive Hardener II<br><br />
Medium Armor Repairer II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
<br />
|charges=Antimatter Charge M<br><br />
<br />
|drones=Hobgoblin I x5<br><br />
Hobgoblin II x5<br />
<br />
|rigs=Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=* A basic fit for class 1 and 2 wormholes in gangs.<br />
<br />
}}<br />
<br />
==Vexor==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Vexor.jpg<br />
|caption=Vexor<br />
|shipname=Vexor<br />
|class=Cruiser<br />
|highs=5<br />
|turrets=4<br />
|launchers=0<br />
|mediums=3<br />
|lows=4<br />
|cargohold=480 m3<br />
|dronebay=100 m3<br />
|bandwidth=75 Mbit/sec<br />
|roles=Mission, Damage Dealer<br />
|variations=Ishtar, Vexor Navy<br />
|bonuses='''Gallente Cruiser Skill Bonus:'''<br>5% bonus to Medium Hybrid Turret damage per skill level <br> 10% bonus to drone hitpoints, damage and mining yield per skill level<br />
|info=The Vexor, like the Mymidon and Dominix, is a drone boat. The drone boats are excellent PvE ships, and they are also good PvP ships. Drone boats are sometimes fitted with tractors and salvagers to salvage wrecks during missions. This lowers dps, and thus increases mission completion time, although it also saves time by removing the need to return to the mission site in another ship to salvage. Whether this saves time overall or merely makes salvaging more convenient is debatable.<br />
<br />
The Vexor is also an excellent PvP ship. For low skill pilots, it is usually easier to get DPS out of the Thorax, even with more skills in drones than gunnery.<br />
}}<br />
<br />
===[Vexor, PvE Basic Skills Vexor]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Vexor, PvE Basic Skills Vexor]<br />
<br />
|high=Dual 180mm AutoCannon I<br><br />
Dual 180mm AutoCannon I<br><br />
Dual 180mm AutoCannon I<br><br />
Dual 180mm AutoCannon I<br><br />
[empty high slot]<br />
<br />
|mid=10MN Afterburner I<br><br />
Cap Recharger I<br><br />
Large Capacitor Battery I<br />
<br />
|low=Damage Control I<br><br />
Armor Thermic Hardener I<br><br />
Armor Kinetic Hardener I<br><br />
Medium Armor Repairer I<br />
<br />
|charges=Phased Plasma M<br><br />
<br />
|drones=Hammerhead I x5<br><br />
Hobgoblin I x5<br />
<br />
|rigs=<br><br />
<br />
|recommended1=Acceleration Control II<br><br />
Afterburner II<br><br />
Combat Drone Operation II<br><br />
Controlled Bursts III<br><br />
Drones V<br><br />
Drone Durability II<br><br />
Drone Interfacing III<br><br />
Drone Navigation III<br><br />
Drone Sharpshooting II<br />
<br />
|recommended2=Energy Grid Upgrades III<br><br />
Energy Management III<br><br />
Energy Systems Operation III<br><br />
Fuel Conservation II<br><br />
Gallente Cruiser III<br><br />
Gunnery III<br><br />
Hull Upgrades III<br><br />
Mechanic III<br><br />
Medium Projectile Turret III<br />
<br />
|recommended3=Motion Prediction III<br><br />
Rapid Firing III<br><br />
Repair Systems IV<br><br />
Scout Drone Operation IV<br><br />
Sharpshooter III<br><br />
Small Projectile Turret III<br><br />
Targeting III<br><br />
Weapon Upgrades III<br />
<br />
|notes=* The example fitting has drones and hardeners fitted for Serpentis rats.<br />
<br />
* The damage control can be substituted for a third rat-specific hardener, especially on missions with a lot of explosive damage.<br />
<br />
* Drones IV is the minimum amount of drones recommended to start running level 2 missions in a Vexor.<br />
<br />
* This recommended skill plan should take approximately two weeks to complete, depending on remaps and implants used. The Vexor can be piloted earlier to get into level 2 missions, after about one week, depending on how the character was skilled and the player's ability to pilot the ship effectively using proper kiting techniques in difficult missions.<br />
<br />
* This fit uses a large battery instead of a second cap recharger; with cruiser fits that are not cap stable, the large battery adds a significant amount to capacitor duration for low skill point pilots. Medium autocannons are fitted in high slots both to save cap, and because their fitting requirements are much lower than medium hybrids weapons.<br />
<br />
}}<br />
<br />
===[Vexor, PvE T2 Vexor]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Vexor, PvE T2 Vexor]<br />
<br />
|high=Dual 150mm Railgun II<br><br />
Dual 150mm Railgun II<br><br />
Dual 150mm Railgun II<br><br />
Dual 150mm Railgun II<br><br />
Drone Link Augmentor I<br />
<br />
|mid=10MN Afterburner II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Damage Control II<br><br />
Armor Thermic Hardener II<br><br />
Armor Kinetic Hardener II<br><br />
Medium Armor Repairer II<br />
<br />
|charges=Antimatter Charge M<br><br />
<br />
|drones=Hammerhead II x5<br><br />
Hobgoblin II x5<br />
<br />
|rigs=Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br />
<br />
|recommended1=<br />
|recommended2=<br />
|recommended3=<br />
<br />
|notes=<br><br />
<br />
}}<br />
<br />
===[Vexor, PvP Basic Skills Vexor]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Vexor, PvP Basic Skills Vexor]<br />
<br />
|high=Heavy Electron Blaster I<br><br />
Heavy Electron Blaster I<br><br />
Heavy Electron Blaster I<br><br />
Heavy Electron Blaster I<br><br />
Small Energy Neutralizer I<br />
<br />
|mid=10MN MicroWarpdrive I<br><br />
Stasis Webifier I<br><br />
Warp Scrambler I<br />
<br />
|low=Damage Control I<br><br />
Energized Adaptive Nano Membrane I<br><br />
Energized Adaptive Nano Membrane I<br><br />
800mm Reinforced Steel Plates I<br />
<br />
|charges=Caldari Navy Antimatter Charge M<br><br />
<br />
|drones=Hammerhead I x5<br><br />
Warrior I x5<br><br />
Hornet EC-300 x5 <br />
<br />
|rigs=[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Controlled Bursts III<br><br />
Combat Drone Operation III<br><br />
Drone Navigation III<br><br />
Drones V<br><br />
Drone Interfacing III<br><br />
Drone Sharpshooting III<br><br />
Electronics IV<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing II<br><br />
Energy Emission Systems III<br />
<br />
|recommended2=Energy Management III<br><br />
Energy Systems Operation III<br><br />
Evasive Maneuvering III<br><br />
Gallente Cruiser IV<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
High Speed Maneuvering III<br><br />
Hull Upgrades III<br><br />
Mechanic III<br><br />
Medium Hybrid Turret IV<br><br />
Motion Prediction III<br><br />
Navigation III<br />
<br />
|recommended3=Propulsion Jamming III<br><br />
Rapid Firing III<br><br />
Scout Drone Operation III<br><br />
Sharpshooter III<br><br />
Signature Analysis III<br><br />
Small Hybrid Turret III<br><br />
Surgical Strike III<br><br />
Targeting III<br><br />
Trajectory Analysis III<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades I<br />
<br />
|notes=* The Hornet EC-300 can be handy to disengage from fights, but are completely optional. If you don't wish to train up Electronic Warfare and Electronic Warfare Drone Interfacing to use them, you can replace them by hobgoblins instead to have some spare light drones.<br><br><br />
<br />
}}<br />
<br />
===[Vexor, PvP T2 Shield Vexor]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Vexor, PvP T2 Shield Vexor]<br />
<br />
|high=Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
5W Infectious Power System Malfunction<br />
<br />
|mid=Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br><br />
Large Shield Extender II<br><br />
J5b Phased Prototype Warp Scrambler I<br />
<br />
|low=Damage Control II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br><br />
Power Diagnostic System II<br />
<br />
|charges=Caldari Navy Antimatter Charge M<br><br />
<br />
|drones=Hammerhead II x5<br><br />
Warrior II x5<br><br />
Hornet EC-300 x5<br />
<br />
|rigs=Medium Anti-EM Screen Reinforcer I<br><br />
Medium Anti-Thermal Screen Reinforcer I<br><br />
Medium Anti-Kinetic Screen Reinforcer I<br />
<br />
|recommended1=<br />
<br />
|recommended2=<br />
<br />
|recommended3=<br />
<br />
|notes=* Pilots with lower fitting skills (Electronics 4, Engineering 4, and Weapon Upgrades 4) will need to downgrade the ions to electrons and unfit the neut.<br><br />
<br />
* The resist rigs were chosen instead of extenders because the EHP is nearly the same with them, but they are much cheaper than field extenders.<br />
<br />
}}<br />
<br />
=Industrial=<br />
<br />
==Iteron Series==<br />
{{Infobox Ship Horizontal<br />
|shipimg=IteronIII.jpg<br />
|caption=Iteron Series<br />
|shipname=Iteron Series<br />
|class=Industrial Hauler<br />
|highs= 1-2<br />
|turrets= 1<br />
|launchers= 0<br />
|mediums= 2-5<br />
|lows= 2-5<br />
|cargohold=3000-6000 m3<br />
|dronebay=0 m3<br />
|bandwidth=0 Mbit/sec<br />
|roles=Hauler<br />
|variations=Viator<br />
|bonuses= '''Gallente Industrial Skill Bonus:'''<br>5% Bonus Cargo Capacity and Max Velocity per skill level <br />
|info=The Iteron line of ships, from I to V, are excellent haulers. The Iteron V when rigged is the industrial ship with the largest cargo capacity, although for most players and Iteron I or III will suffice. Industrials can be used to store mission loot and salvage, to haul at a later time and sell at a trade hub for more ISK than can be made in most backwater mission stations.<br />
}}<br />
<br />
===[Iteron Mark III, Hauler]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Iteron Mark III, Hauler]<br />
<br />
|high=[empty high slot]<br><br />
[empty high slot]<br />
<br />
|mid=Medium Shield Extender I<br><br />
Medium Shield Extender I<br><br />
Medium Shield Extender I<br />
<br />
|low=Expanded Cargohold II<br><br />
Expanded Cargohold II<br><br />
Expanded Cargohold II<br />
<br />
|charges=<br><br />
<br />
|drones=<br><br />
<br />
|rigs=Medium Cargohold Optimization I<br><br />
Medium Cargohold Optimization I<br><br />
Medium Cargohold Optimization I<br />
<br />
|recommended1=Astronautics Rigging I<br><br />
Gallente Industrial III<br />
<br />
|recommended2=Hull Upgrades II<br><br />
Jury Rigging III<br />
<br />
|recommended3=Mechanic III<br><br />
Shield Upgrades I<br />
<br />
|notes=* An Iteron III fitted like this is a moderate skill investement, and can carry up to 17,672 m3. <br />
<br />
* A repackaged frigate is 2,500 m3, a repackaged destroyer is 5,000 m3, a repackaged cruiser is 10,000 m3, and a repackaged battlecruiser is 15,000 m3.<br />
<br />
* For war time hauling, a hauling alt is recommended. For this purpose, an Amarr pilot trained for a Bestower is best for the least skill investment. See the [[Creating an Alt Hauler]] article for more information.<br />
<br />
* Industrial ships are easily suicide ganked in highsec. Suicide ganks are more likely close to trade hubs, or on paths between trade hubs, especially in 0.5 or 0.6 systems. If you are carrying less than 20 million ISK in goods, a suicide gank is extremely unlikely. Many suicide gankers will not bother with cargo worth less than 50 million ISK, but some will. Some suicide gankers will do it simply to cause grief rather than for profit. The shield tank fitted is mostly to avoid random suicide ganks from ships with low firepower or untargeted smartbomb suicide ganks. See 'The Dark Side of Eve' in the [[Eve University Class Library]] for more information about suicide ganking and how to avoid it.<br />
<br />
}}<br />
<br />
=Battlecruiser=<br />
<br />
==Brutix==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Brutix.jpg<br />
|caption=Brutix<br />
|shipname=Brutix <br />
|class=Battlecruiser<br />
|highs=7<br />
|turrets=7<br />
|launchers=0<br />
|mediums=4<br />
|lows=5<br />
|cargohold=400 m3<br />
|dronebay=50 m3<br />
|bandwidth=50 Mbit/sec<br />
|roles=Damage Dealer, Mission<br />
|variations=Astarte, Eos<br />
|bonuses='''Battlecruiser Skill Bonus:'''<br>5% bonus to Medium Hybrid Turret damage per level <br> 7.5% bonus to Armor Repairer effectiveness per level <br> 99% reduction in the CPU need of Warfare Link modules<br />
|info=The Brutix is reknowned for its high DPS potential in PvP. It is also a popular suicide gank ship.<br />
<br />
Although Gallente ships are usually better armor tanked, the Brutix benefits from a shield tank in several areas. Low slots can be dedicated to gank modules to increase DPS. The shield tank Brutix also has the advantage of being faster than an armor tank, which means it can get into the short blaster range sooner.<br />
<br />
}}<br />
<br />
===[Brutix, PvP T2 Shield Brutix]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Brutix, PvP T2 Shield Brutix]<br />
<br />
|high=Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br />
<br />
|mid=Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br><br />
Invulnerability Field II<br><br />
Large Shield Extender II<br><br />
Warp Scrambler II<br />
<br />
|low=Damage Control II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br><br />
Tracking Enhancer II<br />
<br />
|rigs=Medium Core Defence Field Extender I<br><br />
Medium Core Defence Field Extender I<br><br />
Medium Anti-EM Screen Reinforcer I<br />
<br />
|drones=Hammerhead II x5<br><br />
<br />
|charges=Caldari Navy Antimatter Charge M<br><br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Battlecruisers IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts III<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation III<br><br />
Drone Sharpshooting III<br><br />
Drones V<br><br />
Electronics IV<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br><br />
Evasive Maneuvering III<br><br />
Gallente Cruiser III<br><br />
Gallente Drone Specialization III<br />
<br />
|recommended2=Gallente Frigate IV<br><br />
Gunnery V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades IV<br><br />
Jury Rigging III<br><br />
Long Range Targeting III<br><br />
Mechanic V<br><br />
Medium Blaster Specialization IV<br><br />
Medium Hybrid Turret V<br><br />
Motion Prediction IV<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br><br />
Propulsion Jamming III<br><br />
Rapid Firing IV<br><br />
Science IV<br><br />
Scout Drone Operation V<br />
<br />
|recommended3=Sharpshooter IV<br><br />
Shield Management IV<br><br />
Shield Rigging III<br><br />
Shield Upgrades IV<br><br />
Signature Analysis III<br><br />
Small Blaster Specialization IV<br><br />
Small Hybrid Turret V<br><br />
Spaceship Command IV<br><br />
Surgical Strike III<br><br />
Tactical Shield Manipulation IV<br><br />
Targeting IV<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis III<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades IV<br />
<br />
|notes=* This version deals around 691 DPS and has 50k EHP with recommended skills.<br><br />
<br />
}}<br />
<br />
===[Brutix, PvP T2 Armor Brutix]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Brutix, PvP T2 Armor Brutix]<br />
<br />
|high=Heavy Electron Blaster II<br><br />
Heavy Electron Blaster II<br><br />
Heavy Electron Blaster II<br><br />
Heavy Electron Blaster II<br><br />
Heavy Electron Blaster II<br><br />
Heavy Electron Blaster II<br><br />
Heavy Electron Blaster II<br />
<br />
|mid=Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br><br />
Conjunctive Magnetometric ECCM Scanning Array I<br><br />
Stasis Webifier II<br><br />
Warp Scrambler II<br />
<br />
|low=Damage Control II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Magnetic Field Stabilizer II<br />
<br />
|rigs=Medium Trimark Armor Pump I<br><br />
Medium Trimark Armor Pump I<br><br />
Medium Trimark Armor Pump I<br />
<br />
|drones=Hammerhead II x5<br><br />
<br />
|charges=Caldari Navy Antimatter Charge M<br><br />
<br />
|recommended1=Acceleration Control IV<br><br />
Afterburner III<br><br />
Armor Rigging III<br><br />
Battlecruisers IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts III<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
EM Armor Compensation III<br><br />
Electronic Warfare I<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br><br />
Evasive Maneuvering IV<br />
<br />
|recommended2=<br />
Explosive Armor Compensation III<br><br />
Gallente Cruiser III<br><br />
Gallente Drone Specialization II<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging III<br><br />
Kinetic Armor Compensation III<br><br />
Mechanic V<br><br />
Medium Blaster Specialization IV<br><br />
Medium Hybrid Turret V<br><br />
Motion Prediction IV<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br><br />
Propulsion Jamming IV<br />
<br />
|recommended3=Rapid Firing IV<br><br />
Science IV<br><br />
Scout Drone Operation V<br><br />
Sharpshooter IV<br><br />
Shield Management III<br><br />
Signature Analysis IV<br><br />
Small Blaster Specialization IV<br><br />
Small Hybrid Turret V<br><br />
Spaceship Command IV<br><br />
Surgical Strike III<br><br />
Targeting IV<br><br />
Thermic Armor Compensation III<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis III<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades IV<br />
<br />
|notes=* This fitting has 67k EHP and 520 DPS with recommended skills.<br><br />
}}<br />
<br />
===[Brutix, Wormhole Brutix]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Brutix, Wormhole Brutix]<br />
<br />
|high=Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br />
<br />
|mid=10MN Afterburner II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Damage Control II<br><br />
Medium Armor Repairer II<br><br />
Medium Armor Repairer II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br />
<br />
|rigs=Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br />
<br />
|drones=Hobgoblin I x5<br><br />
Hobgoblin II x5<br />
<br />
|charges=Antimatter Charge M<br><br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=* Tech 2 drones should be used unless they catch too much aggro. Switch to Tech 1 drones if so.<br />
<br />
* This should be able to handle class 1 and 2 wormholes in gangs. It is unlikely to do well in class 3 wormholes without battleships taking most of the sleeper aggro.<br />
<br />
}}<br />
<br />
==Myrmidon==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Myrmidon.jpg<br />
|caption=Myrmidon<br />
|shipname=Myrmidon<br />
|class=Battlecruiser<br />
|highs=6<br />
|turrets=6<br />
|launchers=0<br />
|mediums=5<br />
|lows=6<br />
|cargohold=400 m3<br />
|dronebay=150 m3<br />
|bandwidth=75 Mbit/sec<br />
|roles=Mission, Damage Dealer<br />
|variations=None<br />
|bonuses='''Battlecruiser Skill Bonus:'''<br>10% increase to drone hitpoints and damage dealt by drones per level <br> 7.5% increase to armor repair amount per level <br> 99% reduction in the CPU need of Warfare Link modules <br />
|info=The Mymidon is the typical level 3 missioning ship. It can fit a passive shield tank like the Drake, but most Gallente players will focus on armor tanking skills, and its armor repair bonus make it an excellent armor tanker.<br />
<br />
The Myrmidon can also be an excellent PvP ship, though the damage potential is less than the Brutix with most fittings. The Myrmidons shown here have autocannons, since it will perform much better with those, although if you have T2 autocannons trained, you should have cross-trained to a hurricane which will perform much better with a buffer tank. The myrm is sometimes used in PvP with dual or triple reps, although such setups are much more useful for solo or small gangs than for most Uni fleets. See the [http://www.scrapheap-challenge.com/viewtopic.php?t=22160 Scrapheap Challenge] forum PvP Myrmidon thread for discussions on different ways to fit it (and keep in mind that many earlier posts are outdated due to some changes, notably that rig price change has made rep myrms much more affordable).<br />
<br />
The most DPS from drones is with 2x Ogres, 2x Hammerheads, and 1x Hobgoblin due to the unusual 75 mb drone bandwidth. However, Ogres may have difficulty tracking targets smaller than battleships, and travel time can also be an issue depending on the initial engagement range.<br />
}}<br />
<br />
===[Myrmidon, PvE Myrmidon]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Myrmidon, PvE Myrmidon]<br />
<br />
|high=650mm Medium Prototype I Siege Cannon<br><br />
650mm Medium Prototype I Siege Cannon<br><br />
650mm Medium Prototype I Siege Cannon<br><br />
650mm Medium Prototype I Siege Cannon<br><br />
650mm Medium Prototype I Siege Cannon<br><br />
Drone Link Augmentor I<br />
<br />
|mid=10MN Afterburner II<br><br />
Parallel Weapon Navigation Transmitter<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Medium Armor Repairer II<br><br />
Medium Armor Repairer II<br><br />
Armor Explosive Hardener II<br><br />
Armor Explosive Hardener II<br><br />
Armor Kinetic Hardener II<br><br />
Armor Kinetic Hardener II<br />
<br />
|rigs=Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br />
<br />
|drones=Warrior II x5<br><br />
Valkyrie II x5<br />
<br />
|charges=Fusion M<br><br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner IV<br><br />
Battlecruisers IV<br><br />
Combat Drone Operation IV<br><br />
Drone Durability II<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting III<br><br />
Drones V<br><br />
Energy Grid Upgrades III<br><br />
Energy Management IV<br />
<br />
|recommended2=Energy Systems Operation IV<br><br />
Engineering IV<br><br />
Fuel Conservation III<br><br />
Gallente Cruiser III<br><br />
Gallente Drone Specialization II<br><br />
Gunnery III<br><br />
Hull Upgrades V<br><br />
Jury Rigging I<br><br />
Long Range Targeting III<br><br />
Mechanic IV<br><br />
Medium Projectile Turret III<br />
<br />
|recommended3=Minmatar Drone Specialization II<br><br />
Motion Prediction III<br><br />
Rapid Firing III<br><br />
Repair Systems IV<br><br />
Scout Drone Operation V<br><br />
Sharpshooter III<br><br />
Spaceship Command IV<br><br />
Targeting III<br><br />
Target Painting III<br />
<br />
|notes=* The example fitting has drones and hardeners fitted for Angel Cartel rats.<br><br />
<br />
* With recommended skills, the capacitor should last 18 minutes with the target painter active, cap stable if it is inactive.<br />
<br />
}}<br />
<br />
===[Myrmidon, PvP T2 Shield Myrmidon]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Myrmidon, PvP T2 Shield Myrmidon]<br />
<br />
|high=425mm AutoCannon II<br><br />
425mm AutoCannon II<br><br />
425mm AutoCannon II<br><br />
425mm AutoCannon II<br><br />
425mm AutoCannon II<br><br />
425mm AutoCannon II<br />
<br />
|mid=Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br><br />
Large Shield Extender II<br><br />
Invulnerability Field II<br><br />
Large Shield Extender II<br><br />
Warp Disruptor II<br />
<br />
|low=Damage Control II<br><br />
Tracking Enhancer II<br><br />
Tracking Enhancer II<br><br />
Gyrostabilizer II<br><br />
Gyrostabilizer II<br><br />
Gyrostabilizer II<br />
<br />
|rigs=Medium Anti-EM Screen Reinforcer I<br><br />
Medium Core Defence Field Extender I<br><br />
Medium Core Defence Field Extender I<br />
<br />
|drones=Hammerhead II x5<br><br />
Warrior II x5<br><br />
Ogre II x2<br><br />
Hammerhead II x2<br><br />
Hobgoblin II x1<br />
<br />
|charges=Republic Fleet Phased Plasma M<br><br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Battlecruisers IV<br><br />
Combat Drone Operation IV<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Electronics V<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br><br />
Evasive Maneuvering III<br><br />
Gallente Cruiser III<br><br />
Gallente Drone Specialization IV<br />
<br />
|recommended2=<br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades IV<br><br />
Jury Rigging III<br><br />
Mechanic IV<br><br />
Medium Autocannon Specialization IV<br><br />
Medium Projectile Turret V<br><br />
Minmatar Drone Specialization III<br><br />
Motion Prediction IV<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br><br />
Propulsion Jamming IV<br><br />
Rapid Firing IV<br><br />
Science IV<br><br />
Scout Drone Operation V<br />
<br />
|recommended3=<br />
Sharpshooter IV<br><br />
Shield Rigging III<br><br />
Shield Management IV<br><br />
Shield Operation III<br><br />
Shield Upgrades IV<br><br />
Signature Analysis III<br><br />
Small Autocannon Specialization IV<br><br />
Small Projectile Turret V<br><br />
Spaceship Command IV<br><br />
Surgical Strike IV<br><br />
Tactical Shield Manipulation IV<br><br />
Targeting IV<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis IV<br><br />
Warp Drive Operation IV<br><br />
Weapon Upgrades IV<br />
<br />
|notes=* This Myrmidon uses projectile weapons, since it does not have a ship bonus to weapons, and projectiles do not use cap. Medium autocannons are easier to fit than medium blasters, and thanks to the long falloff, have much better range. When shooting at long range, Barrage ammo should be used. When shooting at close range, faction ammo of the appropriate type should be used.<br />
<br />
* This fit has 58k EHP with recommended skills. DPS with 2x Ogres, 2x Hammerheads, and 1x Hobgoblin is 593. DPS with 5x Hammerheads is 525.<br />
<br />
}}<br />
<br />
===[Myrmidon, PvP T2 Armor Myrmidon]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Myrmidon, PvP T2 Armor Myrmidon]<br />
<br />
|high=220mm Vulcan AutoCannon II<br><br />
220mm Vulcan AutoCannon II<br><br />
220mm Vulcan AutoCannon II<br><br />
220mm Vulcan AutoCannon II<br><br />
220mm Vulcan AutoCannon II<br><br />
220mm Vulcan AutoCannon II<br />
<br />
|mid=Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br><br />
Conjunctive Magnetometric ECCM Scanning Array I<br><br />
X5 Prototype I Engine Enervator<br><br />
Warp Scrambler II<br><br />
Warp Disruptor II<br />
<br />
|low=Damage Control II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Gyrostabilizer II<br><br />
Gyrostabilizer II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br />
<br />
|rigs=Medium Trimark Armor Pump I<br><br />
Medium Trimark Armor Pump I<br><br />
Medium Trimark Armor Pump I<br />
<br />
|drones=Hammerhead II x5<br><br />
Warrior II x5<br><br />
Ogre II x2<br><br />
Hammerhead II x2<br><br />
Hobgoblin II x1<br />
<br />
|charges=Republic Fleet Phased Plasma M<br><br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Armor Rigging III<br><br />
Battlecruisers IV<br><br />
Combat Drone Operation IV<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Electronics IV<br><br />
EM Armor Compensation III<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br><br />
Evasive Maneuvering III<br />
<br />
|recommended2=<br />
Explosive Armor Compensation III<br><br />
Gallente Cruiser III<br><br />
Gallente Drone Specialization IV<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging III<br><br />
Kinetic Armor Compensation III<br><br />
Mechanic V<br><br />
Medium Autocannon Specialization IV<br><br />
Medium Projectile Turret V<br><br />
Minmatar Drone Specialization III<br><br />
Motion Prediction IV<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br />
<br />
|recommended3=<br />
Propulsion Jamming IV<br><br />
Rapid Firing IV<br><br />
Science IV<br><br />
Scout Drone Operation V<br><br />
Sharpshooter IV<br><br />
Signature Analysis III<br><br />
Small Autocannon Specialization IV<br><br />
Small Projectile Turret V<br><br />
Spaceship Command IV<br><br />
Surgical Strike III<br><br />
Targeting IV<br><br />
Thermic Armor Compensation III<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis IV<br><br />
Warp Drive Operation IV<br><br />
Weapon Upgrades IV<br />
<br />
|notes=* This Myrmidon uses projectile weapons, since it does not have a ship bonus to weapons, and projectiles do not use cap. Medium autocannons are easier to fit than medium blasters, and thanks to the long falloff, have much better range. When shooting at long range, Barrage ammo should be used. When shooting at close range, faction ammo of the appropriate type should be used.<br />
<br />
* This fit has 68k EHP with recommended skills. DPS with 2x Ogres, 2x Hammerheads, and 1x Hobgoblin is 541. DPS with 5x Hammerheads is 474.<br />
<br />
}}<br />
<br />
===[Myrmidon, Wormhole Myrmidon]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Myrmidon, Wormhole Myrmidon]<br />
<br />
|high=650mm Medium 'Scout' Artillery I<br><br />
650mm Medium 'Scout' Artillery I<br><br />
650mm Medium 'Scout' Artillery I<br><br />
650mm Medium 'Scout' Artillery I<br><br />
650mm Medium 'Scout' Artillery I<br><br />
Drone Link Augmentor I<br />
<br />
|mid=10MN Afterburner II<br><br />
Parallel Weapon Navigation Transmitter<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Damage Control II<br><br />
Armor Explosive Hardener II<br><br />
Medium Armor Repairer II<br><br />
Medium Armor Repairer II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br />
<br />
|rigs=Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br />
<br />
|drones=Hobgoblin I x5<br><br />
Hobgoblin II x5<br><br />
Hammerhead I x5<br><br />
Hammerhead II x5<br />
<br />
|charges=Phased Plasma M<br><br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=* Tech 2 drones should be used unless they catch too much aggro. Switch to Tech 1 drones if so.<br />
<br />
* This should be able to handle class 1 and 2 wormholes in gangs. It is unlikely to do well in class 3 wormholes without battleships taking most of the sleeper aggro.<br />
<br />
}}<br />
<br />
=Battleship=<br />
<br />
==Dominix==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Dominix.jpg<br />
|caption=Dominix<br />
|shipname=Dominix<br />
|class=Battleship<br />
|highs=6<br />
|turrets=6<br />
|launchers=0<br />
|mediums=5<br />
|lows=7<br />
|cargohold=600 m3<br />
|dronebay=375 m3<br />
|bandwidth=125 Mbit/sec<br />
|roles=Mission, Support Ship<br />
|variations=Sin, Dominix Navy<br />
|bonuses='''Gallente Battleship Skill Bonus:'''<br>5% bonus to Large Hybrid Turret damage per level <br> 10% bonus to drone hitpoints and damage per skill level<br />
|info=The PVE Dominix fits are cap stable with Energy Management IV, Energy Systems Operation IV, Controlled Bursts III, and Fuel Conservation III (for the afterburner version). Meta 4 guns are used since every little bit of DPS helps when doing L4 missions. Normally you should not lose a Dominix to missions, since you should have good drone skills to kill warp jamming frigates fast. The single LAR tank version should be used in easier missions and the dual LAR in harder missions. Although as your skills increase and you become more familiar with L4 missions, you may want to set up some mission-specific fitting variants. Some people prefer heavy drones, other prefer sentries. Try both and upgrade whichever you prefer to Tech 2. If you use sentries, you should consider 1 or 2 Omnidirectional Tracking Links in mid slots.<br />
}}<br />
<br />
===[Dominix, PvE Dual LAR Dominix]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Dominix, PvE Dual LAR Dominix]<br />
<br />
|high=Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Drone Link Augmentor I<br />
<br />
|mid=Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Large Armor Repairer II<br><br />
Large Armor Repairer II<br><br />
Armor Kinetic Hardener II<br><br />
Armor Kinetic Hardener II<br><br />
Armor Explosive Hardener II<br><br />
Armor Explosive Hardener II<br><br />
Damage Control II<br />
<br />
|charges=Antimatter Charge L<br><br />
<br />
|drones=Warrior II x5<br><br />
Valkyrie II x5<br><br />
Berserker I x5<br><br />
Bouncer I x5<br />
<br />
|rigs=Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br />
<br />
|recommended1=<br />
Acceleration Control III<br><br />
Afterburner IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts III<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronics IV<br><br />
Energy Grid Upgrades III<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br />
<br />
|recommended2=<br />
Evasive Maneuvering III<br><br />
Fuel Conservation III<br><br />
Gallente Battleship IV<br><br />
Gallente Cruiser IV<br><br />
Gallente Drone Specialization II<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging I<br><br />
Large Hybrid Turret IV<br><br />
Long Range Targeting III<br><br />
Mechanic V<br><br />
Medium Hybrid Turret III<br />
<br />
|recommended3=<br />
Minmatar Drone Specialization II<br><br />
Motion Prediction IV<br><br />
Navigation IV<br><br />
Rapid Firing IV<br><br />
Repair Systems IV<br><br />
Scout Drone Operation V<br><br />
Sentry Drone Interfacing IV<br><br />
Sharpshooter IV<br><br />
Signature Analysis III<br><br />
Small Hybrid Turret III<br><br />
Spaceship Command IV<br><br />
Surgical Strike III<br><br />
Targeting IV<br><br />
Trajectory Analysis III<br />
<br />
|notes=* The example fitting has drones and hardeners fitted for Angel Cartel rats.<br />
<br />
* The Damage Control can be changed to a third hardener (explosive or thermal, as some angel missions have more thermal damage than others), or to an EANM (if you have high armor compensation skills), or a tracking enhancer to help your guns track close-orbiting ships and to reach those who stay further away more easily (as the lack of AB makes range control difficult).<br />
}}<br />
<br />
===[Dominix, PvE Single LAR Dominix]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Dominix, PvE Single LAR Dominix]<br />
<br />
|high=Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Drone Link Augmentor I<br />
<br />
|mid=100MN Afterburner II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br><br />
Large Armor Repairer II<br><br />
Armor Kinetic Hardener II<br><br />
Armor Kinetic Hardener II<br><br />
Armor Explosive Hardener II<br><br />
Armor Explosive Hardener II<br />
<br />
|charges=Antimatter Charge L<br><br />
<br />
|drones=Warrior II x5<br><br />
Valkyrie II x5<br><br />
Berserker I x5<br><br />
Bouncer I x5<br />
<br />
|rigs=Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br />
<br />
|recommended1=<br />
Acceleration Control III<br><br />
Afterburner IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts III<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronics IV<br><br />
Energy Grid Upgrades III<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br />
<br />
|recommended2=<br />
Evasive Maneuvering III<br><br />
Fuel Conservation III<br><br />
Gallente Battleship IV<br><br />
Gallente Cruiser IV<br><br />
Gallente Drone Specialization II<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging I<br><br />
Large Hybrid Turret IV<br><br />
Long Range Targeting III<br><br />
Mechanic V<br><br />
Medium Hybrid Turret III<br />
<br />
|recommended3=<br />
Minmatar Drone Specialization II<br><br />
Motion Prediction IV<br><br />
Navigation IV<br><br />
Rapid Firing IV<br><br />
Repair Systems IV<br><br />
Scout Drone Operation V<br><br />
Sentry Drone Interfacing IV<br><br />
Sharpshooter IV<br><br />
Signature Analysis III<br><br />
Small Hybrid Turret III<br><br />
Spaceship Command IV<br><br />
Surgical Strike III<br><br />
Targeting IV<br><br />
Trajectory Analysis III<br />
<br />
|notes=* The example fitting has drones and hardeners fitted for Angel Cartel rats.<br />
<br />
* The afterburner is used to get close to antimatter optimal range, since some rat battleships are faster than a dominix with no propulsion module. It also helps keep angular velocity low to avoid tracking problems.<br />
<br />
}}<br />
<br />
===[Dominix, PvP Neut Domi RR]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Dominix, PvP Neut Domi RR]<br />
<br />
|high=Heavy Unstable Power Fluctuator I<br><br />
Heavy Unstable Power Fluctuator I<br><br />
Heavy Unstable Power Fluctuator I<br><br />
Drone Link Augmentor I<br><br />
Large 'Solace' I Remote Bulwark Reconstruction<br><br />
Large 'Solace' I Remote Bulwark Reconstruction<br />
<br />
|mid=Quad LiF Fueled I Booster Rockets<br><br />
Heavy Electrochemical Capacitor Booster I<br><br />
Conjunctive Magnetometric ECCM Scanning Array I<br><br />
Stasis Webifier II<br><br />
Warp Disruptor II<br />
<br />
|low=Damage Control II<br><br />
Armor Explosive Hardener II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
<br />
|charges=Cap Booster 800<br><br />
<br />
|drones=Warrior II x5<br><br />
Hammerhead II x5<br><br />
Ogre II x5<br><br />
Bouncer II x5<br><br />
Vespa EC-600 x5<br />
<br />
|rigs=Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br />
<br />
|recommended1=<br />
Acceleration Control IV<br><br />
Afterburner III<br><br />
Armor Rigging IV<br><br />
Combat Drone Operation IV<br><br />
Drone Durability III<br><br />
Drone Interfacing V<br><br />
Drone Navigation V<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Electronics IV<br><br />
EM Armor Compensation IV<br><br />
Energy Emission Systems IV<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br />
<br />
|recommended2=<br />
Engineering V<br><br />
Evasive Maneuvering IV<br><br />
Explosive Armor Compensation IV<br><br />
Gallente Battleship IV<br><br />
Gallente Cruiser IV<br><br />
Gallente Drone Specialization IV<br><br />
Gallente Frigate IV<br><br />
Heavy Drone Operation V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging III<br><br />
Kinetic Armor Compensation IV<br><br />
Long Range Targeting IV<br><br />
Mechanic V<br><br />
Minmatar Drone Specialization IV<br><br />
Nanite Interfacing III<br />
<br />
|recommended3=<br />
Nanite Operation III<br><br />
Navigation IV<br><br />
Propulsion Jamming IV<br><br />
Remote Armor Repair Systems IV<br><br />
Repair Systems II<br><br />
Science IV<br><br />
Scout Drone Operation V<br><br />
Sentry Drone Interfacing V<br><br />
Shield Management IV<br><br />
Signature Analysis IV<br><br />
Spaceship Command IV<br><br />
Targeting IV<br><br />
Thermic Armor Compensation IV<br><br />
Thermodynamics IV<br><br />
Warp Drive Operation III<br />
<br />
|notes=* A 1% powergrid implant 'Squire' PG2 (slot 6) can be used to upgrade the remote reps to T2 and thus reduce the module cost significantly.<br><br />
<br />
* For additional neuting power at close range, one of the remote reps and the drone link augmentor can be changed for two Medium Energy Neutralizer II.<br />
}}<br />
<br />
===[Dominix, Wormhole Domi RR]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Dominix, Wormhole Domi RR]<br />
<br />
|high=Large Remote Armor Repair System II<br><br />
Large Remote Armor Repair System II<br><br />
Large Energy Transfer Array II<br><br />
Large Energy Transfer Array II<br><br />
Drone Link Augmentor I<br><br />
Drone Link Augmentor I<br />
<br />
|mid=Omnidirectional Tracking Link I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Damage Control II<br><br />
Armor Explosive Hardener II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br />
<br />
|charges=<br><br />
<br />
|drones=Garde II x5<br><br />
Bouncer II x5<br><br />
Hobgoblin II x5<br><br />
Hammerhead II x5<br><br />
Vespa EC-600 x5<br />
<br />
|rigs=Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br><br />
Large Sentry Damage Augmentor I<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=* This build is not cap stable without very high skills. Only a single repper should be used unless the sleepers are applying more damage than the fleet can rep.<br />
<br />
* Large Remote Repair Augmentor I would be more cap efficient than CCC rigs, however their market price make them less desirable for pilots without a lot of spare ISK due to the risk of wormhole ganks. Pilots that fit RR rigs might want to add a 2nd omnidirectional tracking link and/or a target painter depending on their skills.<br />
<br />
}}<br />
<br />
==Hyperion==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Hyperion.jpg<br />
|caption=Hyperion<br />
|shipname=Hyperion<br />
|class=Battleship<br />
|highs=8<br />
|turrets=8<br />
|launchers=1<br />
|mediums=5<br />
|lows=6<br />
|cargohold=675 m3<br />
|dronebay=100 m3<br />
|bandwidth=100 Mbit/sec<br />
|roles=Damage Dealer<br />
|variations=None<br />
|bonuses='''Gallente Battleship Skill Bonus:'''<br>5% large hybrid weapon damage per level <br> 7.5% bonus to armor repair amount of armor repair systems per level<br />
|info=The Hyperion is unloved by many. In battleship fleets, remote repping is far superior, making the local rep bonus pointless. For Uni operations, it might act as a decent bait ship during peace time lowsec patrols for pilots with too much ISK on their hands.<br />
}}<br />
<br />
===[Hyperion, PvP Electro Hype]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Hyperion, PvP Electro Hype]<br />
<br />
|high=Electron Blaster Cannon II<br><br />
Electron Blaster Cannon II<br><br />
Electron Blaster Cannon II<br><br />
Electron Blaster Cannon II<br><br />
Electron Blaster Cannon II<br><br />
Electron Blaster Cannon II<br><br />
Electron Blaster Cannon II<br><br />
Heavy Unstable Power Fluctuator I<br />
<br />
|mid=Quad LiF Fueled I Booster Rockets<br><br />
Stasis Webifier II<br><br />
Warp Scrambler II<br><br />
Heavy Electrochemical Capacitor Booster I<br><br />
Heavy Electrochemical Capacitor Booster I<br />
<br />
|low=Large Armor Repairer II<br><br />
Large Armor Repairer II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Damage Control II<br />
<br />
|charges=Caldari Navy Antimatter Charge L<br><br />
Cap Booster 800<br />
<br />
|drones=Ogre II x3<br><br />
Warrior II x2<br><br />
Warrior II x3<br />
<br />
|rigs=Large Auxiliary Nano Pump I<br><br />
Large Auxiliary Nano Pump I<br><br />
Large Nanobot Accelerator I<br />
<br />
|recommended1=<br />
Acceleration Control IV<br><br />
Advanced Weapon Upgrades V<br><br />
Afterburner III<br><br />
Armor Rigging IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts IV<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Electronics V<br><br />
EM Armor Compensation IV<br><br />
Energy Emission Systems IV<br><br />
Energy Management V<br><br />
Energy Systems Operation V<br><br />
Engineering V<br><br />
Evasive Maneuvering IV<br><br />
Explosive Armor Compensation IV<br />
<br />
|recommended2=<br />
Gallente Battleship V<br><br />
Gallente Cruiser IV<br><br />
Gallente Drone Specialization IV<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging III<br><br />
Kinetic Armor Compensation IV<br><br />
Large Blaster Specialization IV<br><br />
Large Hybrid Turret V<br><br />
Long Range Targeting IV<br><br />
Mechanic V<br><br />
Medium Blaster Specialization IV<br><br />
Medium Hybrid Turret V<br><br />
Minmatar Drone Specialization IV<br><br />
Motion Prediction V<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br />
<br />
|recommended3=<br />
Propulsion Jamming IV<br><br />
Rapid Firing IV<br><br />
Repair Systems V<br><br />
Science IV<br><br />
Scout Drone Operation V<br><br />
Sharpshooter IV<br><br />
Shield Management IV<br><br />
Signature Analysis IV<br><br />
Small Blaster Specialization IV<br><br />
Small Hybrid Turret V<br><br />
Spaceship Command IV<br><br />
Surgical Strike IV<br><br />
Targeting IV<br><br />
Thermic Armor Compensation IV<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis IV<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades V<br />
<br />
|notes=<br><br />
<br />
}}<br />
<br />
==Megathron==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Megathron.jpg<br />
|caption=Megathron<br />
|shipname=Megathron<br />
|class=Battleship<br />
|highs=8<br />
|turrets=7<br />
|launchers=2<br />
|mediums=4<br />
|lows=7<br />
|cargohold=675 m3<br />
|dronebay=125 m3<br />
|bandwidth=125 Mbit/sec<br />
|roles=Damage Dealer, Mission<br />
|variations=Kronos, Megathron Navy, Vindicator<br />
|bonuses='''Gallente Battleship Skill Bonus:'''<br>5% bonus to Large Hybrid Turret damage per level <br> 7.5% bonus to Large Hybrid Turret tracking speed per level<br />
|info=The Megathron is one of the best player vs. player ships available to the Gallente. With his high amount of high slots and low slots, it can fit a sporty tank while dealing out a relatively high amount of DPS. Common setups for the Megathron include "Blaster"-throns and "Sniper"-throns, the former being a close range blaster fitted ship while the latter being a railgun fitted long range ship.<br />
}}<br />
===[Megathron, PvP Blasterthron RR]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Megathron, PvP Blasterthron RR]<br />
<br />
|high=Neutron Blaster Cannon II<br><br />
Neutron Blaster Cannon II<br><br />
Neutron Blaster Cannon II<br><br />
Neutron Blaster Cannon II<br><br />
Neutron Blaster Cannon II<br><br />
Neutron Blaster Cannon II<br><br />
Neutron Blaster Cannon II<br><br />
Large 'Solace' I Remote Bulwark Reconstruction<br />
<br />
|mid=Quad LiF Fueled I Booster Rockets<br><br />
Heavy Electrochemical Capacitor Booster I<br><br />
Conjunctive Magnetometric ECCM Scanning Array I<br><br />
Faint Epsilon Warp Scrambler I<br />
<br />
|low=Damage Control II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
Adaptive Nano Plating II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br />
<br />
|charges=Caldari Navy Antimatter Charge L<br><br />
Cap Booster 800<br><br />
<br />
|drones=Ogre II x5<br><br />
<br />
|rigs=Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br />
<br />
|recommended1=<br />
Acceleration Control IV<br><br />
Advanced Weapon Upgrades IV<br><br />
Afterburner III<br><br />
Armor Rigging IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts IV<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Electronics V<br><br />
EM Armor Compensation IV<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br><br />
Evasive Maneuvering IV<br><br />
Explosive Armor Compensation IV<br><br />
Gallente Battleship IV<br />
<br />
|recommended2=<br />
Gallente Cruiser IV<br><br />
Gallente Drone Specialization IV<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging III<br><br />
Kinetic Armor Compensation IV<br><br />
Large Blaster Specialization IV<br><br />
Large Hybrid Turret V<br><br />
Long Range Targeting IV<br><br />
Mechanic V<br><br />
Medium Blaster Specialization IV<br><br />
Medium Hybrid Turret V<br><br />
Minmatar Drone Specialization IV<br><br />
Motion Prediction V<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br><br />
Propulsion Jamming IV<br />
<br />
|recommended3=<br />
Rapid Firing IV<br><br />
Remote Armor Repair Systems IV<br><br />
Repair Systems II<br><br />
Science IV<br><br />
Scout Drone Operation V<br><br />
Sharpshooter IV<br><br />
Shield Management IV<br><br />
Signature Analysis IV<br><br />
Small Blaster Specialization IV<br><br />
Small Hybrid Turret V<br><br />
Spaceship Command IV<br><br />
Surgical Strike IV<br><br />
Targeting IV<br><br />
Thermic Armor Compensation IV<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis IV<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades V<br />
<br />
|notes=* Requires a 3% powergrid implant (slot 6) and a 3% turret cpu implant (slot 10). Without ''PG4'' and ''KZA1000'' implants or with insufficient powergrid skills, one or two of the blasters can be switched to ion.<br />
<br />
* With recommended skills, this fitting has 113k EHP and 1007 DPS.<br />
<br />
}}<br />
<br />
===[Megathron, PvP Blasterthron RR Meta 4 Neutrons]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Megathron, PvP Blasterthron RR Meta 4 Neutrons]<br />
<br />
|high=Modal Mega Neutron Particle Accelerator I<br><br />
Modal Mega Neutron Particle Accelerator I<br><br />
Modal Mega Neutron Particle Accelerator I<br><br />
Modal Mega Neutron Particle Accelerator I<br><br />
Modal Mega Neutron Particle Accelerator I<br><br />
Modal Mega Neutron Particle Accelerator I<br><br />
Modal Mega Neutron Particle Accelerator I<br><br />
Large Remote Armor Repair System II<br />
<br />
|mid=Quad LiF Fueled I Booster Rockets<br><br />
Heavy Capacitor Booster II<br><br />
Conjunctive Magnetometric ECCM Scanning Array I<br><br />
Warp Scrambler II<br />
<br />
|low=Damage Control II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br />
<br />
|charges=Caldari Navy Antimatter Charge L<br><br />
Cap Booster 800<br><br />
<br />
|drones=Ogre I x5<br><br />
<br />
|rigs=Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br />
<br />
|recommended1=<br />
Acceleration Control IV<br><br />
Advanced Weapon Upgrades IV<br><br />
Afterburner III<br><br />
Armor Rigging IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts IV<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Electronics V<br><br />
EM Armor Compensation IV<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br><br />
Evasive Maneuvering IV<br><br />
Explosive Armor Compensation IV<br />
<br />
|recommended2=<br />
Gallente Battleship IV<br><br />
Gallente Cruiser IV<br><br />
Gallente Drone Specialization II<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation IV<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging III<br><br />
Kinetic Armor Compensation IV<br><br />
Large Hybrid Turret IV<br><br />
Long Range Targeting IV<br><br />
Mechanic V<br><br />
Medium Hybrid Turret III<br><br />
Minmatar Drone Specialization II<br><br />
Motion Prediction IV<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br><br />
Propulsion Jamming IV<br />
<br />
|recommended3=<br />
Rapid Firing IV<br><br />
Remote Armor Repair Systems IV<br><br />
Repair Systems II<br><br />
Science IV<br><br />
Scout Drone Operation V<br><br />
Sharpshooter IV<br><br />
Shield Management IV<br><br />
Signature Analysis IV<br><br />
Small Hybrid Turret III<br><br />
Spaceship Command IV<br><br />
Surgical Strike IV<br><br />
Targeting IV<br><br />
Thermic Armor Compensation IV<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis IV<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades V<br />
<br />
|notes=* This is how a megathron can be fit without Tech 2 guns or drones for pilots who wish to get into a mega earlier than T2 blaster and heavy drone training allows.<br />
<br />
* With recommended skills, this fitting has 118k EHP and 854 DPS.<br />
<br />
}}<br />
<br />
===[Megathron, Wormhole Megathron RR]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Megathron, Wormhole Megathron RR]<br />
<br />
|high=425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
Large 'Solace' I Remote Bulwark Reconstruction<br />
<br />
|mid=Tracking Computer II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Damage Control II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Adaptive Nano Plating II<br><br />
Armor Explosive Hardener II<br><br />
Capacitor Power Relay II<br />
<br />
|charges=Antimatter Charge L<br><br />
<br />
|drones=Bouncer II x5<br><br />
<br />
|rigs=Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=<br><br />
<br />
}}<br />
<br />
===[Megathron, PvP Sniperthron]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Megathron, PvP Sniperthron]<br />
<br />
|high=425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
[empty high slot]<br />
<br />
|mid=Quad LiF Fueled I Booster Rockets<br><br />
Sensor Booster II<br><br />
Sensor Booster II<br><br />
Tracking Computer II<br />
<br />
|low=Damage Control II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br><br />
Adaptive Nano Plating II<br><br />
Adaptive Nano Plating II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br />
<br />
|charges=Spike L<br><br />
Targeting Range<br><br />
Optimal Range<br />
<br />
|drones=Bouncer II x5<br><br />
<br />
|rigs=Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=<br><br />
<br />
}}<br />
<br />
<br />
===[Megathron, PvP Megathron POS Siege RR]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Megathron, PvP Megathron POS Siege RR]<br />
<br />
|high=350mm Railgun II<br><br />
350mm Railgun II<br><br />
350mm Railgun II<br><br />
350mm Railgun II<br><br />
350mm Railgun II<br><br />
350mm Railgun II<br><br />
350mm Railgun II<br><br />
Large 'Solace' I Remote Bulwark Reconstruction<br />
<br />
|mid=Quad LiF Fueled I Booster Rockets<br><br />
Warp Disruptor II<br><br />
X5 Prototype I Engine Enervator<br><br />
Heavy Capacitor Booster II<br />
<br />
|low=Damage Control II<br><br />
Magnetic Field Stabilizer II<br><br />
Tracking Enhancer II<br><br />
Adaptive Nano Plating II<br><br />
Adaptive Nano Plating II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br />
<br />
|charges=Lead Charge L<br><br />
Cap Booster 800<br />
<br />
|drones=Bouncer II x5<br><br />
<br />
|rigs=Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes= *Requires a 3% turret cpu implant (slot 10). Without a ''KZA1000'' implant, the web can be switched to a sensor booster.<br><br />
<br />
}}<br />
<br />
=Ammunition, Range, and Kiting=<br />
<br />
You should carry 3 types of ammo during missions, and switch when required. By default, close range (antimatter or plutonium) ammo should be used. If you are taking too much damage at close range, switch to medium range (lead or thorium) or long (iron or tungsten) range ammo and fire from further away. Guns can suffer from tracking issues, so I would recommend using the 'keep at range' option instead of the 'orbit' option. With the amount of enemies in missions, orbiting is less likely to mitigate the total incoming damage from rats. Even close to optimal, when orbiting and using close range ammo, guns can sometimes have difficulty tracking enemies. Enemies should be kept close to optimal, this should keep angular velocity low to avoid suffering from tracking issues, and as long as enemies are within optimal there will be no reduction in damage from range.<br />
<br />
Antimatter requires the most cap, has the shortest range, and does the most damage. Lead requires the least cap, has no range modifier, and does middling damage. Iron has the longest range, and the least damage.<br />
<br />
To find out your optimal with ammo, load ammo in your guns, then right click and show info. The optimal displayed in the attributes will be adjusted for ammo and skills. Or better yet, use EFT and import your character to see all of your ship's stats.<br />
<br />
For PvP, faction antimatter and null (blasters) or spike (rails) are usually used. Void (blasters) and Javelin (rails) are not recommended due to the tracking penalties in conjunction with being short ranged, faction ammo usually has nearly the same DPS but much better tracking. It is often better to keep at range close to your optimal in PvP to avoid tracking problems. Orbiting can cause tracking problems, except with small ships orbiting large ships due to the higher signature radius making shots hit the target easily.<br />
<br />
When using a battleship that requires cap boosters, it is recommended to keep a medium standard container in the cargo hold. This will provide extra space, which is handy for switching out ammo types and picking up loot after a fight. Always make sure you have the required space for one full load of ammo in the cargo hold, otherwise switching ammo will be difficult.<br />
<br />
=Tech and Meta Levels=<br />
<br />
These fittings were made mostly using Tech 1 Meta 0 modules for frigates and cruisers, and meta 4 and Tech 2 for larger ships. In PvP, frigates and cruisers are often not worth fitting expensive modules on for low skill point or inexperienced pilots. Tech 1 Meta 0 modules are provided freely by the university. Once pilots have the skill points, a certain amount of combat experience, and enough ISK to replace bigger ships, they should consider moving to a battlecruiser wit T2 fittings. <br />
<br />
Pilots without T2 guns fitting a BC for PvP should probably avoid the overpriced meta 3 and 4 guns. Some of the meta 3 and 4 medium guns are reasonably priced, but many are not, and will only make your ship into a loot piñata for the enemy when it is destroyed, for very little increase in effective dps. It is recommended to get T2 guns before getting into BC, BS, or any T2 damage dealing ships for PvP.<br />
<br />
Higher Meta items up to meta 4 will often be easier to fit. Tech 2 is Meta 5, and usually harder to fit. Meta 3 and 4 are expensive, often more expensive than Tech 2. Meta 1 and 2 modules will often be less expensive than Meta 0, due to low demand and high supply on the market. Sometimes meta 4 is cheaper and better than Tech 2, like for ECCM modules.<br />
<br />
Meta 4 guns are recommended on some of these PvE ships, as many gallente pilots in their early careers will focus sooner on T2 drones than T2 guns. Some Meta 4 guns are reasonably priced, others are hideously expensive. If you can't afford to lose expensive Meta 4 guns, downgrade them to meta 3 or 2 instead.<br />
<br />
=Drones=<br />
<br />
Small drones should be used against frigate and destroyer sized enemies, medium drones should be used against cruiser and battlecruiser sized enemies, and heavy drones should be used against battleship sized enemies. Sentries are mostly meant for battleship sized enemies, but if smaller enemies are far enough that tracking isnt an issue, they can deal relatively well with those.<br />
<br />
Never use Amarr drones, due to their low damage multiplier, they are near useless. Even against rats who's lowest resistance is EM damage, they can be outperformed by Gallente drones. Gallente drones have the highest damage multiplier, and thermal damage is the best or second best damage to deal against most rat types. For level 1 to 3 missions, gallente drones are fine to use exclusively, although switching drones will make more efficient runs. At level 4 missions, it is strongly recommended to always fit the best drone types to match rat weaknesses. Many pilots will only specialize in Gallente (general purpose) and Minmatar (for Angel Cartel rats) drones in their early careers.<br />
<br />
Drone aggro should be watched. When arriving in a mission room, aggro should be aquired by approaching enemies and shooting them with guns. If a new wave of enemies arrives and the drones catch aggro, they should be recalled to the drone bay, and released only when the enemies have targeted your ship. Under normal circumstances, you should never lose drones when using proper aggro management with rats.<br />
<br />
Hot keys are recommended for drone management. They need to be initially launched manually from the drone window, though hot keys can be set for attack and return to drone bay.<br />
<br />
In PvP, Gallente and Minmatar drones are used almost exclusively. Gallente drones for their damage potential, Minmatar drones for their speed and explosive damage which armor tankers will not always patch.<br />
<br />
=Tank & Gank=<br />
<br />
Different rat (NPC pirates) factions have different damage type resistances, and deal different damage types. Drones and hardeners should be switched around based on rat types. Damage type resistance and dealt by rats can be found in the [[NPC Damage Types]] article. Mission-specific damage profiles can be found on [http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival].<br />
<br />
All EHP in this guide is given with EFT calculations, not in-game EHP. The listed EHP and DPS in various fits include both gun and drone DPS, and exclude any enhancements such as overheating, boosters, or implants.<br />
<br />
=Salvaging After the Mission=<br />
<br />
Salvaging boats are usually used to clean up rooms after missions are complete. To do so, make sure you bookmark one wreck for each room in the mission, since the acceleration gates will disappear after the mission has be turned in at the agent. Once the mission is turned in, the MWD can be used to propel the salvaging boat within tractor range faster.<br />
<br />
Once players can afford it (prices can range from 50 to 60 million ISK), the [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis] is strongly recommended for salvaging.<br />
<br />
=Enhancements=<br />
<br />
The Thermodynamics, Cybernetics, and Biology skills can grant pilots increased performance with overheating, implants, and boosters.<br />
<br />
=Related Links=<br />
<br />
==Eve University Forum==<br />
<br />
The Eve University ship loadout forums should be the first place for new players to look for fits and ask for advice. The Uni forum is restricted to Eve University members and alumni.<br />
<br />
* [http://forum.eveuniversity.org/viewforum.php?f=129 PvP Ship Loadouts] <br />
<br />
* [http://forum.eveuniversity.org/viewforum.php?f=128 PvE Ship Loadouts]<br />
<br />
==UniWiki==<br />
<br />
* [[Support Skills]] Training support skills is the first step in flying a ship well. Read up on support skills here.<br />
<br />
* [[Fitting Guidelines]] Some general guidelines for fitting ships.<br />
<br />
* [[Fitting Modules and Rigs Guide]] A list of rigs and module types with short descriptions.<br />
<br />
* [[Full T2 Tank]] Having a full T2 tank is a requirement for many ships during wartime in the Uni. If you fly anything other than a T1 frigate, destroyer, or cruiser, make sure you have the required skills and recommended support skills for the type of tank you use.<br />
<br />
* [[Creating an Alt Hauler]] Having an alt hauler can be essential to be able to make shopping trips during wartime.<br />
<br />
* For information on Tech 2 ships, for all races, follow the Ships link in the Categories list below<br />
<br />
==UniWiki - Racial Fitting Guides==<br />
<br />
These are all works in progress, some are further along than others.<br />
<br />
* [[Amarr Basic Ship and Skill Guide]]<br />
<br />
* [[Caldari Basic Ship and Skill Guide]]<br />
<br />
* [[Gallente Basic Ship and Skill Guide]]<br />
<br />
* [[Minmatar Basic Ship and Skill Guide]]<br />
<br />
* [[ORE Basic Ship and Skill Guide]]<br />
<br />
==Other Web Sites==<br />
<br />
* [http://www.scrapheap-challenge.com/ Scrapheap Challenge] This site has both PvP and PvE forums. Some threads are quite old and the discussions can be outdated in the earlier posts. Scrapheap is often a very good place for experienced pilots to find fittings, and many threads will also have tactic discussions on how to use them.<br />
<br />
[[Category:Guides]]<br />
[[Category:Ships]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Battleships&diff=18910Battleships2011-01-02T02:17:34Z<p>False solace: /* T1 Battleships */ typo "the the"/the</p>
<hr />
<div>Battleships ("BSs", sometimes "BBs" from US Navy terminology) are the biggest, heaviest sub-capital combat ships in the game. They are correspondingly expensive, with even the cheapest battleship hulls selling for many tens of millions of ISK. Tech 1 battleships are standard tools in PvP and PvE combat. There are two classes of Tech 2 battleships: Marauders, which are specialised for mission-running, and Black Ops battleships, which can transport fleets of stealthy ships across long distances using covert cynosural fields.<br />
<br />
== T1 Battleships == <br />
In PvP Tech 1 battleships can mount great buffer tanks and can deal very high dps when fitted for short ranges. When mounting long-range 'sniper' fits, battleships can fight at the very longest ranges possible in Eve's engine, while still dealing effective DPS. Such sniper-fit battleships -- commonly the Apocalypse, Megathron, Maelstrom, Tempest and Rokh -- are often the backbone of fleets used to fight for territory in nullsec. One battleship is something of an exception: the Caldari Scorpion, with its bonuses for ECM, is the only Tech 1 electronic warfare battleship. <br />
<br />
Battleships' weaknesses are low speed and agility, combined with slow locking speeds and poor gun tracking speeds. Battleships therefore struggle to force smaller ships to engage, and to kill smaller ships even when they can be pinned down.<br />
<br />
In PvE battleships are also the standard class of ship used to run Level 4 missions solo, since they can fit active tanks good enough to survive lots of DPS over a sustained period of time, while still dealing out enough damage to complete missions reasonably quickly. Battleships fitted to solo Level 4 missions usually rely on light and medium drones for defence against smaller NPC targets.<br />
<br />
'''Amarr''':<br />
*[http://wiki.eveonline.com/wiki/Abaddon Abaddon]: Monstrous tank and decent damage. A beast.<br />
*[http://wiki.eveonline.com/wiki/Apocalypse Apocalypse]: Sniper.<br />
*[http://wiki.eveonline.com/wiki/Armageddon Armageddon]: Its name says it all. Huge DPS, can have a sickening buffer tank, good remote repair platform, controls five heavy drones. Very nasty. <br />
<br />
'''Caldari''':<br />
*[http://wiki.eveonline.com/wiki/Raven Raven]: Missile ship. Most effective Caldari BS for most situations. Usually heavily tanked. Standard PvE L4 mission-running BS.<br />
*[http://wiki.eveonline.com/wiki/Rokh Rokh]: Caldari sniper. Longest range in the game, when properly fit. Can still be nasty with a good blaster fit at close range.<br />
*[http://wiki.eveonline.com/wiki/Scorpion Scorpion]: ECM boat, low DPS. Can shut targets down from 150KM; sometimes armor tanks; good in remote-repair gangs. Not a solo boat. Frequently primaried.<br />
<br />
'''Gallente''':<br />
*[http://wiki.eveonline.com/wiki/Megathron Megathron]: Sickening amount of DPS at close range. Also used as a sniper. A solid primary when calling BS primaries. <br />
*[http://wiki.eveonline.com/wiki/Hyperion Hyperion] Close-range blaster gunboat with an active armour tank bonus. Offers little benefit over the Megathron for PvP.<br />
*[http://wiki.eveonline.com/wiki/Dominix Dominix]: Drone boat. Versatile; lots of grid/cpu/cap. Good for remote repairing allies or neuting enemies. With multiple flights of T2 sentry or heavy drones, can also do a lot of damage. Standard L4-running Gallente BS.<br />
<br />
'''Minmatar''':<br />
*[http://wiki.eveonline.com/wiki/Tempest Tempest]: High DPS, gank over tank. Good RR or sniper, or fitted for speed as 'Eve's largest battlecruiser'.<br />
*[http://wiki.eveonline.com/wiki/Typhoon Typhoon]: Very versatile, can be used for almost anything. Quite dangerous with a pilot with a lot of skillpoints. Can control five heavy drones.<br />
*[http://wiki.eveonline.com/wiki/Maelstrom Maelstrom] Also used as a sniper. Standard PvE L4 mission-running BS. Strong active shield tank.<br />
<br />
== T2 Battleships ==<br />
=== Marauders ===<br />
Marauders are essentially designed to run missions efficiently. They mount half as many weapons as their Tech 1 equivalents, but have damage bonuses that let them deal at least as much DPS. The spare highslots are usually dedicated to tractor beams and salvagers, so that mission-runners can salvage as they go. Marauders come with tractor beam bonuses to help salvaging, and the Amarr Paladin and Gallente Kronos also have webbing bonuses which can help pilots to kill small targets.<br />
<br />
These are not very useful in PvP. They have very low sensor strength, making them very easy to jam, and their active-tanking abilities are less useful in PvP, which usually favours buffer tanks. The Paladin and Kronos's webbing bonuses might be useful, but Blood Raider and Serpentis ships get similarly effective webbing bonuses and cost less (even though they're pirate ships).<br />
<br />
*Amarr : [http://wiki.eveonline.com/wiki/Paladin Paladin]<br />
*Caldari : [http://wiki.eveonline.com/wiki/Golem Golem]<br />
*Gallente : [http://wiki.eveonline.com/wiki/Kronos Kronos]<br />
*Minmatar : [http://wiki.eveonline.com/wiki/Vargur Vargur]<br />
<br />
=== Black Ops ===<br />
These are the big brothers of the Recon Tech 2 cruisers. However, while they do get bonuses to how fast they move while cloaked (which actually means that they'll move faster when cloaked than when not cloaked with the Black Ops skill at a decent level), they can't warp while cloaked. Black Ops battleships cost about 700 million ISK before fittings, so it's rarely worth risking them in combat. Their primary role is to provide covert jump bridges.<br />
<br />
Covert cyno fields can now be lit even in cyno-jammed 0.0 systems and don't appear as a beacon in the entire system like a normal cyno. Black Ops battleships can lock onto these fields and create bridges to them, which then allows other covert ops ships -- any ship that get a bonus to cloaking, including Tech 3 cruisers with the cloaking subsystem -- to jump in. <br />
<br />
Black Ops battleships don't really have a PvE application.<br />
<br />
*Amarr : [http://wiki.eveonline.com/wiki/Redeemer Redeemer]<br />
*Caldari : [http://wiki.eveonline.com/wiki/Widow Widow]<br />
*Gallente : [http://wiki.eveonline.com/wiki/Sin Sin]<br />
*Minmatar : [http://wiki.eveonline.com/wiki/Panther Panther]<br />
<br />
== Faction Battleships ==<br />
Faction BSs, like other faction ships, are traded through contracts rather than on the market. They usually cost several hundred million ISK.<br />
<br />
The 'Navy Issue' or 'Fleet Issue' battleships are, with the exception of the Scorpion Navy Issue, souped-up versions of the normal BS, with extra slots, more hitpoints &c.<br />
<br />
The pirate faction battleships are more unique, requiring two races' BS piloting skills and bringing unusual tactical combinations to the table.<br />
<br />
* [http://wiki.eveonline.com/wiki/Armageddon_Navy_Issue Armageddon Navy Issue]<br />
* [http://wiki.eveonline.com/wiki/Bhaalgorn Bhaalgorn] -- Tough and powerful capacitor warfare platform. Not much use in PvE.<br />
* [http://wiki.eveonline.com/wiki/Machariel Machariel] -- Incredibly fast and agile (for a BS), and capable of dealing lots of damage. Popular for PvP, and for PvE, where it rivals the Vargur's mission completion speed.<br />
* [http://wiki.eveonline.com/wiki/Megathron_Navy_Issue Megathron Navy Issue]<br />
* [http://wiki.eveonline.com/wiki/Nightmare Nightmare] -- Good laser platform. Can combine shield-tanking with lasers.<br />
* [http://wiki.eveonline.com/wiki/Rattlesnake Rattlesnake] -- Caldari-style shield-tanking, Gallente-style drone bonuses. The only BS that can mount a really effective passive shield tank for PvE.<br />
* [http://wiki.eveonline.com/wiki/Raven_Navy_Issue Raven Navy Issue] -- Popular for blitzing missions as fast or faster than a Golem (but not as good for salvaging).<br />
* [http://wiki.eveonline.com/wiki/Scorpion_Navy_Issue Scorpion Navy Issue] -- Not an ECM boat like the Scorpion. Like a Raven with a tougher tank but weaker damage-dealing capabilities.<br />
* [http://wiki.eveonline.com/wiki/Tempest_Fleet_Issue Tempest Fleet Issue]<br />
* [http://wiki.eveonline.com/wiki/Typhoon_Fleet_Issue Typhoon Fleet Issue]<br />
* [http://wiki.eveonline.com/wiki/Vindicator Vindicator] -- Popular blaster platform, as the webbing bonus helps it force its targets into blaster range.<br />
<br />
== Rare/Unique Battleships ==<br />
<br />
* [http://wiki.eveonline.com/wiki/Apocalypse_Navy_Issue Apocalypse Navy Issue]<br />
* [http://wiki.eveonline.com/wiki/Apocalypse_Imperial_Issue Apocalypse Imperial Issue]<br />
* [http://wiki.eveonline.com/wiki/Armageddon_Imperial_Issue Armageddon Imperial Issue]<br />
* [http://wiki.eveonline.com/wiki/Megathron_Federate_Issue Megathron Federate Issue]<br />
* [http://wiki.eveonline.com/wiki/Raven_State_Issue Raven State Issue]<br />
* [http://wiki.eveonline.com/wiki/Tempest_Tribal_Issue Tempest Tribal Issue]<br />
<br />
[[category:ships]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Stacking_penalties&diff=18907Stacking penalties2011-01-02T02:14:20Z<p>False solace: /* Stacking penalties */ typo thier/their</p>
<hr />
<div>[[Category:PvP]]<br />
[[Category:PvE]]<br />
[[Category:Ship Fitting]]<br />
==Stacking penalties==<br />
Stacking penalties refer to an effectiveness reduction that is incured when using two or more high, mid, and/or low slot modules (mods) that effect the same attribute. Most, but not all, mods show in their discription if they are subject to this.<br />
<br />
===The Formula===<br />
The stacking penalty for module number n is<br />
<br />
S(n) = 0.5^(((n-1) / 2.22292081) ^2)<br />
<br />
===The Numbers===<br />
1st mod: 100.00% effectiveness <br><br />
2nd mod: 86.91% effectiveness <br><br />
3rd mod: 57.06% effectiveness <br><br />
4th mod: 28.30% effectiveness <br><br />
5th mod: 10.60% effectiveness <br />
<br />
* Shield resist mods incure this penalty for the specific damage resisted when used in conjunction with Invulnerablity Fields<br />
<br />
See also [[Module Stacking and Speed Modules]].</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Skills&diff=18890Skills2011-01-01T06:54:04Z<p>False solace: /* Learning */ Learning skills no longer exist</p>
<hr />
<div>{{Template:Stub}} <br />
<br />
In Eve your skills are a significant part of what defines your character. It would be impossible to describe all the skills available in Eve on one page, so on this wiki they are divided by category (Navigation, Gunnery &amp;c). Every category and skill is linked from this page. <br />
<br />
For in-depth descriptions of skill training mechanics, and discussion of training strategies, consult [[Skills and Learning]]. <br />
<br />
== [[Skills:Corporation Management|Corporation Management]] ==<br />
<br />
Running a well-oiled operation is a fine art. <br />
<br />
*[[Skills:Corporation Management#Anchoring|Anchoring]] - Base skill required to anchor objects in space. <br />
*[[Skills:Corporation Management#Corporation_Management|Corporation Management]] - Base skill required to create a player-run corporation. <br />
*[[Skills:Corporation Management#Empire_Control|Empire Control]] - 3rd tier corp management skill allowing more corp members. <br />
*[[Skills:Corporation Management#Ethnic_Relations|Ethnic Relations]] - Allows corporation to have more members not of the CEO's race <br />
*[[Skills:Corporation Management#Megacorp_Management|Megacorp Management]] - 2nd tier corp management skill allowing more corp members <br />
*[[Skills:Corporation Management#Sovereignty|Sovereignty]] - 4th tier corp managment skill allowing more corp members. <br />
*[[Skills:Corporation Management#Starbase_Defense_Management|Starbase Defense Management]] - Control guns/defenses on a POS.<br />
<br />
== [[Skills:Drones|Drones]] ==<br />
<br />
Skills pertaining to the efficient operation of drones. <br />
<br />
*[[Skills:Drones#Advanced_Drone_Interfacing|Advanced Drone Interfacing]] - Allows fitting of Drone Control Units. <br />
*[[Skills:Drones#Amarr_Drone_Specialization|Amarr Drone Specialization ]] - Unlocks T2 Amarr drones. <br />
*[[Skills:Drones#Caldari_Drone_Specialization|Caldari Drone Specialization]] - Unlocks T2 Caldari drones. <br />
*[[Skills:Drones#Combat_Drone_Operation|Combat Drone Operation]] - Damage bonus to light and medium Drones. <br />
*[[Skills:Drones#Drone_Durability|Drone Durability]] - Bonus to drone shield, armor, structure. <br />
*[[Skills:Drones#Drone_Interfacing|Drone Interfacing]] - Bonus to drone damage and mining amount. <br />
*[[Skills:Drones#Drone_Navigation|Drone Navigation]] - Bonus to drone MicroWarpDrive speed <br />
*[[Skills:Drones#Drone_Sharpshooting|Drone Sharpshooting]] - Bonus to drone optimal range. <br />
*[[Skills:Drones#Drones|Drones]] - Allows control of drones. <br />
*[[Skills:Drones#Electronic_Warfare_Drone_Interfacing|Electronic Warfare Drone Interfacing]] - Allows control of EWAR drones, Bonus to drone control range. <br />
*[[Skills:Drones#Fighter_Bombers|Fighter Bombers]] - Allows use of Fighter Bomber Drones. <br />
*[[Skills:Drones#Fighters|Fighters]] - Allows use of Fighter Drones. <br />
*[[Skills:Drones#Gallente_Drone_Specialization|Gallente Drone Specialization]] - Unlocks T2 Gallente drones. <br />
*[[Skills:Drones#Heavy_Drone_Operation|Heavy Drone Operation ]] - Bonus to Heavy Drone damage. <br />
*[[Skills:Drones#Mining_Drone_Operation|Mining Drone Operation]] - Bonus to Mining Drone Yield. <br />
*[[Skills:Drones#Minmatar_Drone_Specialization|Minmatar Drone Specialization ]] - Unlocks T2 Minmatar drones. <br />
*[[Skills:Drones#Repair_Drone_Operation|Repair Drone Operation]] - Allows use of Repair Drones. Bonus to Repair Drone amount. <br />
*[[Skills:Drones#Scout_Drone_Operation|Scout Drone Operation]] - Bonus to drone control range. <br />
*[[Skills:Drones#Sentry_Drone_Interfacing|Sentry Drone Interfacing]] - Allows use of Sentry Drones. Bonus to sentry drone damage.<br />
<br />
== [[Skills:Electronics|Electronics]] ==<br />
<br />
Skills pertaining to management of a starfaring vessel's electronic systems. <br />
<br />
*[[Skills:Electronics#Cloaking|Cloaking]] - Allows use of cloaking devices. Reduction of decloak targeting delay penalty. <br />
*[[Skills:Electronics#Cynosural_Field_Theory|Cynosural Field Theory]] - Allows use of Cynosural Field Generators. Reduces fuel use for Cynosural Field generation. <br />
*[[Skills:Electronics#Electronic_Warfare|Electronic Warfare]] - Allows use of ECM jammers. Reduces ECM module capacitor use. <br />
*[[Skills:Electronics#Electronics|Electronics]] - Bonus to ship CPU. <br />
*[[Skills:Electronics#Electronics_Upgrades|Electronics Upgrades]] - Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use. <br />
*[[Skills:Electronics#Frequency_Modulation|Frequency Modulation]] - Bonus to EWAR module falloff. <br />
*[[Skills:Electronics#Long_Distance_Jamming|Long Distance Jamming]] - Bonus to EWAR module optimal. <br />
*[[Skills:Electronics#Long_Range_Targeting|Long Range Targeting]] - Bonus to targeting range. <br />
*[[Skills:Electronics#Multitasking|Multitasking]] - 2nd tier - Bonus to max number of targets. <br />
*[[Skills:Electronics#Projected_Electronic_Counter_Measures|Projected Electronic Counter Measures]] - Bonus to Projected ECM Cycle time. <br />
*[[Skills:Electronics#Propulsion_Jamming|Propulsion Jamming]] - Allows use of stasis webifier, warp scrambler/disruptor. Reduces Propulsion Jamming module capacitor use. <br />
*[[Skills:Electronics#Sensor_Linking|Sensor Linking]] - Allows use of Sensor Boosters/Sensor Dampeners. Reduces capacitor use for these modules. <br />
*[[Skills:Electronics#Signal_Dispersion|Signal Dispersion]] - Bonus to ECM Jammer strength. <br />
*[[Skills:Electronics#Signal_Suppression|Signal Suppression]] - Bonus to Sensor Dampener effectiveness. <br />
*[[Skills:Electronics#Signature_Analysis|Signature Analysis]] - Bonus to Scan Resolution. <br />
*[[Skills:Electronics#Signature_Focusing|Signature Focusing]] - Bonus to effectiveness of Target Painters. <br />
*[[Skills:Electronics#Survey|Survey]] - Allows use of cargo, ship, and survey scanners. Bonus to scan speed of these modules. <br />
*[[Skills:Electronics#Target_Painting|Target Painting]] - Allows use of Target Painters. Reduces capacitor use of Target Painters. <br />
*[[Skills:Electronics#Targeting|Targeting]] - Increases max number of targets. <br />
*[[Skills:Electronics#Turret_Destabilization|Turret Destabilization]] - Bonus to effectiveness of Tracking Disruptors. <br />
*[[Skills:Electronics#Weapon_Disruption|Weapon Disruption]] - Allos use of Tracking Disruptors. Bonus to Tracking Disruptor capacitor use.<br />
<br />
== [[Skills:Engineering|Engineering]] ==<br />
<br />
Skills pertaining to management of a starfaring vessel's hardwired onboard systems. <br />
<br />
*[[Skills:Engineering#Capital_Energy_Emission_Systems|Capital Energy Emission Systems]] - Allows use of Capital Energy Transfer Arrays. Bonus to Capital Energy Emissions System modules cap use. <br />
*[[Skills:Engineering#Capital_Shield_Emission_Systems|Capital Shield Emission Systems]] - Allows use of Capital Shield Transfer Array. Bonus to Capital Shield Transfer Array cap use. <br />
*[[Skills:Engineering#Capital_Shield_Operation|Capital Shield Operation]] - Allows use of Capital Shield Boosters and other Capital Shield Modules. Bonus to Capital Shield Booster cap use. <br />
*[[Skills:Engineering#EM_Shield_Compensation|EM Shield Compensation]] - Percent Bonus to EM Resistance amount of passive shield hardeners and deactivated active hardeners. <br />
*[[Skills:Engineering#Energy_Emission_Systems|Energy Emission Systems]] - Allows use of energy vampires, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules. <br />
*[[Skills:Engineering#Energy_Grid_Upgrades|Energy Grid Upgrades]] - Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules. <br />
*[[Skills:Engineering#Energy_Management|Energy Management]] - Bonus to Capacitor Capacity. <br />
*[[Skills:Engineering#Energy_Pulse_Weapons|Energy Pulse Weapons]] - Allows use of Smartbombs. Bonus to smartbomb activation time. <br />
*[[Skills:Engineering#Energy_Systems_Operation|Energy Systems Operation]] - Allows use of cap boosters, Energy System Operations modules. Bonus to capacitor recharge time. <br />
*[[Skills:Engineering#Engineering|Engineering]] - Bonus to ship Powergrid. <br />
*[[Skills:Engineering#Explosive_Shield_Compensation|Explosive Shield Compensation]] - Percent Bonus to Explosive resist amount of passive shield hardeners and deactivated active shield hardeners. <br />
*[[Skills:Engineering#Kinetic_Shield_Compenstation|Kinetic Shield Compenstation]] - Percent Bonus to Kinetic resist amount of passive shield hardeners and deactivated active shield hardeners. <br />
*[[Skills:Engineering#Shield_Compensation|Shield Compensation]] - Bonus to Shield Booster Capacitor use. <br />
*[[Skills:Engineering#Shield_Emission_Systems|Shield Emission Systems]] - Allows use of Shield Transfer Arrays. Bonus to Shield Emissions System module cap use. <br />
*[[Skills:Engineering#Shield_Management|Shield Management]] - Bonus to ship shield amount. <br />
*[[Skills:Engineering#Shield_Operation|Shield Operation]] - Allows use of Shield Boosters. Bonus to shield recharge time. <br />
*[[Skills:Engineering#Shield_Upgrades|Shield Upgrades]] - Allows use of shield upgrade modules. Bonus to Shield Upgrade modules Powergrid use. <br />
*[[Skills:Engineering#Tactical_Shield_Manipulation|Tactical Shield Manipulation]] - Reduces chance of damage bleeding through to armor when shields are low. Allows use of shield hardeners. <br />
*[[Skills:Engineering#Thermic_Shield_Compensation|Thermic Shield Compensation]] - Percent Bonus to Thermal Resist amount of passive shield hardeners and deactivated active shield hardeners.<br />
<br />
== [[Skills:Gunnery|Gunnery]] ==<br />
<br />
The core of the combat arts: how to use your guns. <br />
<br />
*[[Skills:Gunnery#Advanced_Weapon_Upgrades|Advanced Weapon Upgrades]] - Reduced Powergrid use of turrets and launchers. <br />
*[[Skills:Gunnery#Capital_Energy_Turret|Capital Energy Turret]] - Allows use of Capital Energy Turrets. <br />
*[[Skills:Gunnery#Capital_Hybrid_Turret|Capital Hybrid Turret]] - Allows use of Capital Hybrid Turrets. <br />
*[[Skills:Gunnery#Capital_Projectile_Turret|Capital Projectile Turret]] - Allows use of Capital Projectile Turrets. <br />
*[[Skills:Gunnery#Controlled_Bursts|Controlled Bursts]] - Reduced cap use of turrets. <br />
*[[Skills:Gunnery#Gunnery|Gunnery]] - Bonus to turret rate of fire. <br />
*[[Skills:Gunnery#Large_Artillery_Specialization|Large Artillery Specialization]] - Allows use of Tech 2 Large Artillery. <br />
*[[Skills:Gunnery#Large_Autocannon_Specialization|Large Autocannon Specialization]] - Allows use of Tech 2 Large Autocannons. <br />
*[[Skills:Gunnery#Large_Beam_Laser_Specialization|Large Beam Laser Specialization]] - Allows use of Tech 2 Large Beam Lasers. <br />
*[[Skills:Gunnery#Large_Blaster_Specialization|Large Blaster Specialization]] - Allows use of Tech 2 Large Blasters. <br />
*[[Skills:Gunnery#Large_Energy_Turret|Large Energy Turret]] - Allows use of Large Energy Turrets. <br />
*[[Skills:Gunnery#Large_Hybrid_Turret|Large Hybrid Turret]] - Allows use of Large Hybrid Turrets. <br />
*[[Skills:Gunnery#Large_Projectile_Turret|Large Projectile Turret]] - Allows use of Large Projectile Turrets. <br />
*[[Skills:Gunnery#Large_Pulse_Laser_Specialization|Large Pulse Laser Specialization]] - Allows use of Tech 2 Large Pulse Lasers. <br />
*[[Skills:Gunnery#Large_Railgun_Specialization|Large Railgun Specialization]] - Allows use of Tech 2 Large Railguns. <br />
*[[Skills:Gunnery#Medium_Artillery_Specialization|Medium Artillery Specialization]] - Allows use of Tech 2 Medium Artillery. <br />
*[[Skills:Gunnery#Medium_Autocannon_Specialization|Medium Autocannon Specialization]] - Allows use of Tech 2 Medium Autocannons. <br />
*[[Skills:Gunnery#Medium_Beam_Laser_Specialization|Medium Beam Laser Specialization]] - Allows use of Tech 2 Medium Beam Lasers. <br />
*[[Skills:Gunnery#Medium_Blaster_Specialization|Medium Blaster Specialization]] - Allows use of Tech 2 Medium Blasters. <br />
*[[Skills:Gunnery#Medium_Energy_Turret|Medium Energy Turret]] - Allows use of Medium Energy Turrets. <br />
*[[Skills:Gunnery#Medium_Hybrid_Turret|Medium Hybrid Turret]] - Allows use of Medium Hybrid Turrets. <br />
*[[Skills:Gunnery#Medium_Projectile_Turret|Medium Projectile Turret]] - Allows use of Medium Projectile Turrets. <br />
*[[Skills:Gunnery#Medium_Pulse_Laser_Specialization|Medium Pulse Laser Specialization]] - Allows use of Tech 2 Medium Pulse Lasers. <br />
*[[Skills:Gunnery#Medium_Railgun_Specialization|Medium Railgun Specialization]] - Allows use of Tech 2 Medium Railguns. <br />
*[[Skills:Gunnery#Motion_Prediction|Motion Prediction]] - Bonus to turret tracking. <br />
*[[Skills:Gunnery#Rapid_Firing|Rapid Firing]] - Bonus to turret rate of fire. <br />
*[[Skills:Gunnery#Sharpshooter|Sharpshooter]] - Bonus to turret optimal range. <br />
*[[Skills:Gunnery#Small_Artillery_Specialization|Small Artillery Specialization]] - Allows use of Tech 2 Small Artillery. <br />
*[[Skills:Gunnery#Small_Autocannon_Specialization|Small Autocannon Specialization]] - Allows use of Tech 2 Small Autocannons. <br />
*[[Skills:Gunnery#Small_Beam_Laser_Specialization|Small Beam Laser Specialization]] - Allows use of Tech 2 Small Beam Lasers. <br />
*[[Skills:Gunnery#Small_Blaster_Specialization|Small Blaster Specialization]] - Allows use of Tech 2 Small Blasters. <br />
*[[Skills:Gunnery#Small_Energy_Turret|Small Energy Turret]] - Allows use of Small Energy Turrets. <br />
*[[Skills:Gunnery#Small_Hybrid_Turret|Small Hybrid Turret]] - Allows use of Small Tbyrid Turrets. <br />
*[[Skills:Gunnery#Small_Projectile_Turret|Small Projectile Turret]] - Allows use of Small Projectile Turrets. <br />
*[[Skills:Gunnery#Small_Pulse_Laser_Specialization|Small Pulse Laser Specialization]] - Allows use of Tech 2 Small Pulse Lasers. <br />
*[[Skills:Gunnery#Small_Railgun_Specialization|Small Railgun Specialization]] - Allows use of Tech 2 Small Railguns. <br />
*[[Skills:Gunnery#Surgical_Strike|Surgical Strike]] - Bonus to turret damage. <br />
*[[Skills:Gunnery#Tactical_Weapon_Reconfiguration|Tactical Weapon Reconfiguration]] - Allows use of Dreadnought siege modules. Reduces Siege Module use of Strontium Clathrates. <br />
*[[Skills:Gunnery#Trajectory_Analysis|Trajectory Analysis]] - Bonus to turret falloff range. <br />
*[[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades]] - Reduces CPU use of turrets and launchers.<br />
<br />
== [[Skills:Industry|Industry]] ==<br />
<br />
Skills pertaining to the efficient use of manufacturing facilities and refineries. <br />
<br />
*[[Skills:Industry#Advanced_Mass_Production|Advanced Mass Production]] <br />
*[[Skills:Industry#Arkonor_Processing|Arkonor Processing]] <br />
*[[Skills:Industry#Bistot_Processing|Bistot Processing]] <br />
*[[Skills:Industry#Crokite_Processing|Crokite Processing]] <br />
*[[Skills:Industry#Dark_Ochre_Processing|Dark Ochre Processing]] <br />
*[[Skills:Industry#Deep_Core_Mining|Deep Core Mining]] <br />
*[[Skills:Industry#Drug_Manufacturing|Drug Manufacturing]] <br />
*[[Skills:Industry#Gas_Cloud_Harvesting|Gas Cloud Harvesting]] <br />
*[[Skills:Industry#Gneiss_Processing|Gneiss Processing]] <br />
*[[Skills:Industry#Hedbergite_Processing|Hedbergite Processing]] <br />
*[[Skills:Industry#Hemorphite_Processing|Hemorphite Processing]] <br />
*[[Skills:Industry#Ice_Harvesting|Ice Harvesting]] <br />
*[[Skills:Industry#Ice_Processing|Ice Processing]] <br />
*[[Skills:Industry#Industrial_Reconfiguration|Industrial Reconfiguration]] <br />
*[[Skills:Industry#Industry|Industry]] <br />
*[[Skills:Industry#Jaspet_Processing|Jaspet Processing]] <br />
*[[Skills:Industry#Kernite_Processing|Kernite Processing]] <br />
*[[Skills:Industry#Mass_Production|Mass Production]] <br />
*[[Skills:Industry#Mercoxit_Processing|Mercoxit Processing]] <br />
*[[Skills:Industry#Mining|Mining]] <br />
*[[Skills:Industry#Mining_Upgrades|Mining Upgrades]] <br />
*[[Skills:Industry#Omber_Processing|Omber Processing]] <br />
*[[Skills:Industry#Plagioclase_Processing|Plagioclase Processing]] <br />
*[[Skills:Industry#Production_Efficiency|Production Efficiency]] <br />
*[[Skills:Industry#Pyroxeres_Processing|Pyroxeres Processing]] <br />
*[[Skills:Industry#Refinery_Efficiency|Refinery Efficiency]] <br />
*[[Skills:Industry#Refining|Refining]] <br />
*[[Skills:Industry#Scordite_Processing|Scordite Processing]] <br />
*[[Skills:Industry#Scrapmetal_Processing|Scrapmetal Processing]] <br />
*[[Skills:Industry#Spodumain_Processing|Spodumain Processing]] <br />
*[[Skills:Industry#Supply_Chain_Management|Supply Chain Management]] <br />
*[[Skills:Industry#Veldspar_Processing|Veldspar Processing]]<br />
<br />
== [[Skills:Leadership|Leadership]] ==<br />
<br />
Skills pertaining to the efficient coordination of the pilots under your command. <br />
<br />
*[[Skills:Leadership#Armored_Warfare|Armored Warfare]] - Increases your fleet members' armor hit points (fleet bonus). <br />
*[[Skills:Leadership#Armored_Warfare_Specialist|Armored Warfare Specialist]] - Allows the use of armored warfare link modules. <br />
*[[Skills:Leadership#Fleet_Command|Fleet Command]] - Enables you to pass on fleet bonuses to wings in your fleet. <br />
*[[Skills:Leadership#Information_Warfare|Information Warfare]] - Increases your fleet members' targeting range (fleet bonus). <br />
*[[Skills:Leadership#Information_Warfare_Specialist|Information Warfare Specialist]] - Allows the use of information warfare link modules. <br />
*[[Skills:Leadership#Leadership|Leadership]] - Enables you to pass on fleet bonuses to members of your squad.&nbsp; Also increases your fleet members' targeting speed (fleet bonus). <br />
*[[Skills:Leadership#Mining_Director|Mining Director]] - Allows the use of mining link modules. <br />
*[[Skills:Leadership#Mining_Foreman|Mining Foreman]] - Increases your fleet members' mining yield. <br />
*[[Skills:Leadership#Siege_Warfare|Siege Warfare]] - Increases your fleet members' shield hit points (fleet bonus).<br> <br />
*[[Skills:Leadership#Siege_Warfare_Specialist|Siege Warfare Specialist]] - Allows the use of siege warfare link modules. <br />
*[[Skills:Leadership#Skirmish_Warfare|Skirmish Warfare]] - Increases your fleet members' ship agility (fleet bonus). <br />
*[[Skills:Leadership#Skirmish_Warfare_Specialist|Skirmish Warfare Specialist]] - Allows the use of skirmish warfare link modules. <br />
*[[Skills:Leadership#Warfare_Link_Specialist|Warfare Link Specialist]] - Increases the effect of all warfare link modules. <br />
*[[Skills:Leadership#Wing_Command|Wing Command]] - Enables you to pass on fleet bonuses to squads in your wing.<br />
<br />
== [[Skills:Learning|Learning]] ==<br />
<br />
Build your brain. (Note: All learning skills have now been removed from the game.)<br />
<br />
*[[Skills:Learning#Analytical_Mind|Analytical Mind]] - Increases Intelligence Attribute. <br />
*[[Skills:Learning#Clarity|Clarity]] - Advanced Perception Training. <br />
*[[Skills:Learning#Eidetic_Memory|Eidetic Memory]] - Advanced Memory Training. <br />
*[[Skills:Learning#Empathy|Empathy]] - Increases Charisma Attribute. <br />
*[[Skills:Learning#Focus|Focus]] - Advanced Willpower Training. <br />
*[[Skills:Learning#Instant_Recall|Instant Recall]] - Increases Memory Attribute. <br />
*[[Skills:Learning#Iron_Will|Iron Will]] - Increases Willpower Attribute. <br />
*[[Skills:Learning#Learning|Learning]] - Increases skill training speed. <br />
*[[Skills:Learning#Logic|Logic]] - Advanced Intelligence Training. <br />
*[[Skills:Learning#Presence|Presence]] - Advanced Charisma Training. <br />
*[[Skills:Learning#Spatial_Awareness|Spatial Awareness]] - Increases Perception Attribute.<br />
<br />
== [[Skills:Mechanic|Mechanic]] ==<br />
<br />
Skills pertaining to the building and management of a starfaring vessel's mechanical systems. <br />
<br />
*[[Skills:Mechanic#Armor_Rigging|Armor Rigging]] <br />
*[[Skills:Mechanic#Astronautics_Rigging|Astronautics Rigging]] <br />
*[[Skills:Mechanic#Battleship_Construction|Battleship Construction]] <br />
*[[Skills:Mechanic#Capital_Remote_Armor_Repair_Systems|Capital Remote Armor Repair Systems]] <br />
*[[Skills:Mechanic#Capital_Remote_Hull_Repair_Systems|Capital Remote Hull Repair Systems]] <br />
*[[Skills:Mechanic#Capital_Repair_Systems|Capital Repair Systems]] <br />
*[[Skills:Mechanic#Capital_Ship_Construction|Capital Ship Construction]] <br />
*[[Skills:Mechanic#Cruiser_Construction|Cruiser Construction]] <br />
*[[Skills:Mechanic#Drones_Rigging|Drones Rigging]] <br />
*[[Skills:Mechanic#Electronic_Superiority_Rigging|Electronic Superiority Rigging]] <br />
*[[Skills:Mechanic#EM_Armor_Compensation|EM Armor Compensation]] <br />
*[[Skills:Mechanic#Energy_Weapon_Rigging|Energy Weapon Rigging]] <br />
*[[Skills:Mechanic#Explosive_Armor_Compensation|Explosive Armor Compensation]] <br />
*[[Skills:Mechanic#Frigate_Construction|Frigate Construction]] <br />
*[[Skills:Mechanic#Hull_Upgrades|Hull Upgrades]] <br />
*[[Skills:Mechanic#Hybrid_Weapon_Rigging|Hybrid Weapon Rigging]] <br />
*[[Skills:Mechanic#Industrial_Construction|Industrial Construction]] <br />
*[[Skills:Mechanic#Jury_Rigging|Jury Rigging]] <br />
*[[Skills:Mechanic#Kinetic_Armor_Compensation|Kinetic Armor Compensation]] <br />
*[[Skills:Mechanic#Launcher_Rigging|Launcher Rigging]] <br />
*[[Skills:Mechanic#Mechanic|Mechanic]] <br />
*[[Skills:Mechanic#Nanite_Interfacing|Nanite Interfacing]] <br />
*[[Skills:Mechanic#Nanite_Operation|Nanite Operation]] <br />
*[[Skills:Mechanic#Outpost_Construction|Outpost Construction]] <br />
*[[Skills:Mechanic#Projectile_Weapon_Rigging|Projectile Weapon Rigging]] <br />
*[[Skills:Mechanic#Remote_Armor_Repair_Systems|Remote Armor Repair Systems]] <br />
*[[Skills:Mechanic#Remote_Hull_Repair_Systems|Remote Hull Repair Systems]] <br />
*[[Skills:Mechanic#Repair_Systems|Repair Systems]] <br />
*[[Skills:Mechanic#Salvaging|Salvaging]] <br />
*[[Skills:Mechanic#Shield_Rigging|Shield Rigging]] <br />
*[[Skills:Mechanic#Tactical_Logistics_Reconfiguration|Tactical Logistics Reconfiguration]] <br />
*[[Skills:Mechanic#Thermic_Armor_Compensation|Thermic Armor Compensation]]<br />
<br />
== [[Skills:Missiles|Missiles]] ==<br />
<br />
The use and effectiveness of bombs, missiles and torpedoes. <br />
<br />
*[[Skills:Missiles#Bomb_Deployment|Bomb Deployment]] - Use and operation of bombs used by Stealth Bombers <br />
*[[Skills:Missiles#Citadel_Cruise_Missiles|Citadel Cruise Missiles]] - Use and operation of capital sized Cruise Missiles <br />
*[[Skills:Missiles#Citadel_Torpedoes|Citadel Torpedoes]] - Use and operation of capital sized Torpedoes <br />
*[[Skills:Missiles#Cruise_Missile_Specialization|Cruise Missile Specialization]] - Allows use of T2 Cruise Missiles <br />
*[[Skills:Missiles#Cruise_Missiles|Cruise Missiles]] - Use and operation of Cruise Missiles <br />
*[[Skills:Missiles#Defender_Missiles|Defender Missiles]] - Use and operation of Defender Missiles <br />
*[[Skills:Missiles#FoF_Missiles|FoF Missiles]] - Use and operation of Friend or Foe Missiles <br />
*[[Skills:Missiles#Guided_Missile_Precision|Guided Missile Precision]] - Increased damage to small targets. <br />
*[[Skills:Missiles#Heavy_Assault_Missile_Specialization|Heavy Assault Missile Specialization]] - Allows use of T2 Heavy Assault Missiles (HAM) <br />
*[[Skills:Missiles#Heavy_Assault_Missiles|Heavy Assault Missiles]] - Use and operation of Heavy Assault Missiles (HAM) <br />
*[[Skills:Missiles#Heavy_Missile_Specialization|Heavy Missile Specialization]] - Allows use of T2 Heavy Missiles <br />
*[[Skills:Missiles#Heavy_Missiles|Heavy Missiles]] - Use and operation of Heavy Missiles <br />
*[[Skills:Missiles#Missile_Bombardment|Missile Bombardment]] - Bonus to missile flight time (increases range) <br />
*[[Skills:Missiles#Missile_Launcher_Operation|Missile Launcher Operation]] - Basic missile skill and bonus to rate of fire <br />
*[[Skills:Missiles#Missile_Projection|Missile Projection]] - Bonus to missile velocity (increases range) <br />
*[[Skills:Missiles#Rapid_Launch|Rapid Launch]] - Bonus to rate of fire <br />
*[[Skills:Missiles#Rocket_Specialization|Rocket Specialization]] - Allows use of T2 Rockets <br />
*[[Skills:Missiles#Rockets|Rockets]] - Use and operation of Rockets <br />
*[[Skills:Missiles#Standard_Missile_Specialization|Standard Missile Specialization]] - Allows use of T2 Standard Missiles <br />
*[[Skills:Missiles#Standard_Missiles|Standard Missiles]] - Use and operation of Standard Missiles <br />
*[[Skills:Missiles#Target_Navigation_Prediction|Target Navigation Prediction]] - More damage against fast moving targets <br />
*[[Skills:Missiles#Torpedo_Specialization|Torpedo Specialization]] - Allows use of T2 Torpedoes <br />
*[[Skills:Missiles#Torpedoes|Torpedoes]] - Use and operation of Torpedoes <br />
*[[Skills:Missiles#Warhead_Upgrades|Warhead Upgrades]] - Increased damage<br />
<br />
== [[Skills:Navigation|Navigation]] ==<br />
<br />
The "need for speed" skills that control operation and effectiveness of afterburners (AB), microwarp drives (MWD), warp drives and jump drives. <br />
<br />
*[[Skills:Navigation#Acceleration_Control|Acceleration Control]] - Bonus to AB/MWD speed boost per level <br />
*[[Skills:Navigation#Afterburner|Afterburner]] - Bonus to AB cycle duration per level <br />
*[[Skills:Navigation#Evasive_Maneuvering|Evasive Maneuvering]] - Improved ship agility <br />
*[[Skills:Navigation#Fuel_Conservation|Fuel Conservation]] - Less capacitor needed for AB modules <br />
*[[Skills:Navigation#High_Speed_Maneuvering|High Speed Maneuvering]] - Less capacitor needed for MWD modules <br />
*[[Skills:Navigation#Jump_Drive_Calibration|Jump Drive Calibration]] - Increase jump drive range <br />
*[[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]] - Reduce jump drive capacitor usage <br />
*[[Skills:Navigation#Jump_Fuel_Conservation|Jump Fuel Conservation]] - Reduce jump drive fuel usage <br />
*[[Skills:Navigation#Navigation|Navigation]] - Increases sub-warp velocity <br />
*[[Skills:Navigation#Warp_Drive_Operation|Warp Drive Operation]] - Decrease capacitor needed to warp<br />
<br />
== [[Skills:Planet Management|Planet Management]] ==<br />
<br />
Planetary interaction skills. <br />
<br />
*[[Skills:Science#Advanced_Planetology|Advanced Planetology]] - The skill further increases the resolution of resource data when scanning a planet to allow for very precise surveying. (Requires Planetology IV.) <br />
*[[Skills:Planet Management#Command_Center_Upgrades|Command Center Upgrades]] - Unlocks more advanced Command Centers. <br />
*[[Skills:Planet Management#Interplanetary_Consolidation|Interplanetary Consolidation]] - Each rank allows the control of one additional planet. <br />
*[[Skills:Science#Planetology|Planetology]] - The skill increases the resolution of resource data when scanning a planet to allow for more accurate surveying. <br />
*[[Skills:Science#Remote_Sensing|Remote Sensing]] - The ability to gather and analyze remote sensing data from satellites in orbit around a planet and to produce proper calibrated surveys.<br />
<br />
== [[Skills:Science|Science]] ==<br />
<br />
Skills pertaining to various fields of scientific knowledge. <br />
<br />
*[[Skills:Science#Advanced_Laboratory_Operation|Advanced Laboratory Operation]] <br />
*[[Skills:Science#Amarr_Encryption_Methods|Amarr Encryption Methods]] <br />
*[[Skills:Science#Amarrian_Starship_Engineering|Amarrian Starship Engineering]] <br />
*[[Skills:Science#Archaeology|Archaeology]] <br />
*[[Skills:Science#Astrogeology|Astrogeology]] <br />
*[[Skills:Science#Astrometric_Acquisition|Astrometric Acquisition]] <br />
*[[Skills:Science#Astrometric_Pinpointing|Astrometric Pinpointing]] <br />
*[[Skills:Science#Astrometric_Rangefinding|Astrometric Rangefinding]] <br />
*[[Skills:Science#Astrometrics|Astrometrics]] <br />
*[[Skills:Science#Astronautic_Engineering|Astronautic Engineering]] <br />
*[[Skills:Science#Biology|Biology]] <br />
*[[Skills:Science#Caldari_Encryption_Methods|Caldari Encryption Methods]] <br />
*[[Skills:Science#Caldari_Starship_Engineering|Caldari Starship Engineering]] <br />
*[[Skills:Science#Cloning_Facility_Operation|Cloning Facility Operation]] <br />
*[[Skills:Science#Cybernetics|Cybernetics]] - Used of more advanced [[Implants|implants]] <br />
*[[Skills:Science#Defensive_Subsystem_Technology|Defensive Subsystem Technology]] <br />
*[[Skills:Science#Doomsday_Operation|Doomsday Operation]] <br />
*[[Skills:Science#Electromagnetic_Physics|Electromagnetic Physics]] <br />
*[[Skills:Science#Electronic_Engineering|Electronic Engineering]] <br />
*[[Skills:Science#Electronic_Subsystem_Technology|Electronic Subsystem Technology]] <br />
*[[Skills:Science#Engineering_Subsystem_Technology|Engineering Subsystem Technology]] <br />
*[[Skills:Science#Gallente_Encryption_Methods|Gallente Encryption Methods]] <br />
*[[Skills:Science#Gallentean_Starship_Engineering|Gallentean Starship Engineering]] <br />
*[[Skills:Science#Graviton_Physics|Graviton Physics]] <br />
*[[Skills:Science#Hacking|Hacking]] <br />
*[[Skills:Science#High_Energy_Phisics|High Energy Phisics]] <br />
*[[Skills:Science#Hydromagnetic_Physics|Hydromagnetic Physics]] <br />
*[[Skills:Science#Infomorph_Psychology|Infomorph Psychology]] <br />
*[[Skills:Science#Jump_Portal_Generation|Jump Portal Generation]] <br />
*[[Skills:Science#Laboratory_Operation|Laboratory Operation]] <br />
*[[Skills:Science#Laser_Physics|Laser Physics]] <br />
*[[Skills:Science#Mechanical_Engineering|Mechanical Engineering]] <br />
*[[Skills:Science#Metallurgy|Metallurgy]] <br />
*[[Skills:Science#Minmatar_Encryption_Methods|Minmatar Encryption Methods]] <br />
*[[Skills:Science#Minmatar_Starship_Engineering|Minmatar Starship Engineering]] <br />
*[[Skills:Science#Molecular_Engineering|Molecular Engineering]] <br />
*[[Skills:Science#Nanite_Control|Nanite Control]] <br />
*[[Skills:Science#Nanite_Engineering|Nanite Engineering]] <br />
*[[Skills:Science#Neurotoxin_Recovery|Neurotoxin Recovery]] <br />
*[[Skills:Science#Nuclear_Physics|Nuclear Physics]] <br />
*[[Skills:Science#Offensive_Subsystem_Technology|Offensive Subsystem Technology]] <br />
*[[Skills:Science#Plasma_Physics|Plasma Physics]] <br />
*[[Skills:Science#Propulsion_Subsystem_Technology|Propulsion Subsystem Technology]] <br />
*[[Skills:Science#Quantum_Physics|Quantum Physics]] <br />
*[[Skills:Science#Research|Research]] <br />
*[[Skills:Science#Research_Project_Management|Research Project Management]] <br />
*[[Skills:Science#Reverse_Engineering|Reverse Engineering]] <br />
*[[Skills:Science#Rocket_Science|Rocket Science]] <br />
*[[Skills:Science#Science|Science]] - Basic science skill <br />
*[[Skills:Science#Scientific_Networking|Scientific Networking]] <br />
*[[Skills:Science#Sleeper_Technology|Sleeper Technology]] <br />
*[[Skills:Science#Takmahl_Technology|Takmahl Technology]] <br />
*[[Skills:Science#Talocan_Technology|Talocan Technology]] <br />
*[[Skills:Science#Thermodynamics|Thermodynamics]] <br />
*[[Skills:Science#Yan_Jung_Technology|Yan Jung Technology]]<br />
<br />
== [[Skills:Social|Social]] ==<br />
<br />
Social skills are the art of getting what you want from NPC agents, corporations and empires. <br />
<br />
*[[Skills:Social#Bureaucratic_Connections|Bureaucratic Connections]] <br />
*[[Skills:Social#Connections|Connections]] - Boosts corp/racial standing if above 0.0 standing. <br />
*[[Skills:Social#Criminal_Connections|Criminal Connections]] <br />
*[[Skills:Social#Diplomacy|Diplomacy]] - Boosts corp/racial standing if below 0.0 standing. <br />
*[[Skills:Social#Fast_Talk|Fast Talk]] - Faster security standing increases. <br />
*[[Skills:Social#Financial_Connections|Financial Connections]] <br />
*[[Skills:Social#High_Tech_Connections|High Tech Connections]] <br />
*[[Skills:Social#Labor_Connections|Labor Connections]] <br />
*[[Skills:Social#Military_Connections|Military Connections]] <br />
*[[Skills:Social#Negotiation|Negotiation]] - Increases ISK rewards offered by mission agents <br />
*[[Skills:Social#Political_Connections|Political Connections]] <br />
*[[Skills:Social#Social|Social]] - Boosts the size of standings increases with NPCs, NPC corporations and NPC factions <br />
*[[Skills:Social#Trade_Connections|Trade Connections]]<br />
<br />
== [[Skills:Spaceship Command|Spaceship Command]] ==<br />
<br />
Skills required for the piloting of all shapes and sizes of capsule-fitted vessel. <br />
<br />
*[[Skills:Spaceship Command#Advanced_Spaceship_Command|Advanced Spaceship Command]] - Required for capital ships. Bonus to agility for ships requiring this skill. <br />
*[[Skills:Spaceship Command#Amarr_Battleship|Amarr Battleship]] - Allows piloting of Amarr Battleships. <br />
*[[Skills:Spaceship Command#Amarr_Carrier|Amarr Carrier]] - Allows piloting of Amarr Carriers. <br />
*[[Skills:Spaceship Command#Amarr_Cruiser|Amarr Cruiser]] - Allows piloting of Amarr Cruisers. <br />
*[[Skills:Spaceship Command#Amarr_Dreadnought|Amarr Dreadnought]] - Allows piloting of Amarr Dreadnoughts. <br />
*[[Skills:Spaceship Command#Amarr_Freighter|Amarr Freighter]] - Allows piloting of Amarr Freighters. <br />
*[[Skills:Spaceship Command#Amarr_Frigate|Amarr Frigate]] - Allows piloting of Amarr Frigates. <br />
*[[Skills:Spaceship Command#Amarr_Industrial|Amarr Industrial]] - Allows piloting of Amarr Industrials. <br />
*[[Skills:Spaceship Command#Amarr_Strategic_Cruiser|Amarr Strategic Cruiser]] - Allows Piloting of Amarr Strategic Cruisers. <br />
*[[Skills:Spaceship Command#Amarr_Titan|Amarr Titan]] - Allows piloting of Amarr Titans. <br />
*[[Skills:Spaceship Command#Assault_Ships|Assault Ships]] - Allows piloting of Assault ships. <br />
*[[Skills:Spaceship Command#Battlecruisers|Battlecruisers]] - Allows piloting of Battlecruisers. <br />
*[[Skills:Spaceship Command#Black_Ops|Black Ops]] - Allows Piloting of Black Ops Battleships. <br />
*[[Skills:Spaceship Command#Caldari_Battleship|Caldari Battleship]] - Allows Piloting of Caldari Battleships. <br />
*[[Skills:Spaceship Command#Caldari_Carrier|Caldari Carrier]] - Allows piloting of Caldari Carriers. <br />
*[[Skills:Spaceship Command#Caldari_Cruiser|Caldari Cruiser]] - Allows piloting of Caldari Cruisers. <br />
*[[Skills:Spaceship Command#Caldari_Dreadnought|Caldari Dreadnought]] - Allows piloting of Caldari Dreadnoughts. <br />
*[[Skills:Spaceship Command#Caldari_Freighter|Caldari Freighter]] - Allows piloting of Caldari Freighters. <br />
*[[Skills:Spaceship Command#Caldari_Frigate|Caldari Frigate]] - Allows piloting of Caldari Frigate. <br />
*[[Skills:Spaceship Command#Caldari_Industrial|Caldari Industrial]] - Allows piloting of Caldari Industrials. <br />
*[[Skills:Spaceship Command#Caldari_Strategic_Cruiser|Caldari Strategic Cruiser]] - Allows piloting of Caldari Strategic Cruisers. <br />
*[[Skills:Spaceship Command#Caldari_Titan|Caldari Titan]] - Allows piloting of Caldari Titans. <br />
*[[Skills:Spaceship Command#Capital_Industrial_Ships|Capital Industrial Ships]] - Allows piloting of Capital Industrial Ships. <br />
*[[Skills:Spaceship Command#Capital_Ships|Capital Ships]] - Required for piloting Capital ships. Bonus to Capital Ship Agility. <br />
*[[Skills:Spaceship Command#Command_Ships|Command Ships]] - Allows piloting of Command Ships. <br />
*[[Skills:Spaceship Command#Covert_Ops|Covert Ops]] - Allows piloting of Covert Ops Frigates. <br />
*[[Skills:Spaceship Command#Destroyers|Destroyers]] - Allows piloting of Destroyers. <br />
*[[Skills:Spaceship Command#Electronic_Attack_Ships|Electronic Attack Ships]] - Allows piloting of Electronic Attack Ships. <br />
*[[Skills:Spaceship Command#Exhumers|Exhumers]] - Allows piloting of Exhumers. <br />
*[[Skills:Spaceship Command#Gallente_Battleship|Gallente Battleship]] - Allows piloting of Gallente Battleships. <br />
*[[Skills:Spaceship Command#Gallente_Carrier|Gallente Carrier]] - Allows piloting of Gallente Carriers. <br />
*[[Skills:Spaceship Command#Gallente_Cruiser|Gallente Cruiser]] - Allows piloting of Gallente Cruisers. <br />
*[[Skills:Spaceship Command#Gallente_Dreadnought|Gallente Dreadnought]] - Allows piloting of Gallente Dreadnoughts. <br />
*[[Skills:Spaceship Command#Gallente_Freighter|Gallente Freighter]] - Allows piloting of Gallente Freighters. <br />
*[[Skills:Spaceship Command#Gallente_Frigate|Gallente Frigate]] - Allows piloting of Gallente Frigates. <br />
*[[Skills:Spaceship Command#Gallente_Industrial|Gallente Industrial]] - Allows piloting of Gallente Industrials. <br />
*[[Skills:Spaceship Command#Gallente_Strategic_Cruiser|Gallente Strategic Cruiser]] - Allows piloting of Gallente Strategic Cruisers. <br />
*[[Skills:Spaceship Command#Gallente_Titan|Gallente Titan]] - Allows piloting of Gallente Titans. <br />
*[[Skills:Spaceship Command#Heavy_Assault_Ships|Heavy Assault Ships]] - Allows piloting of Heavy Assault Ships. <br />
*[[Skills:Spaceship Command#Heavy_Interdictors|Heavy Interdictors]] - Allows Piloting of Heavy Interdictors. <br />
*[[Skills:Spaceship Command#Industrial_Command_Ships|Industrial Command Ships]] - Allows piloting of Industrial Command Ships. <br />
*[[Skills:Spaceship Command#Interceptors|Interceptors]] - Allows piloting of Interceptors. <br />
*[[Skills:Spaceship Command#Interdictors|Interdictors]] - Allows piloting of Interdictors. <br />
*[[Skills:Spaceship Command#Jump_Freighters|Jump Freighters]] - Allows piloting of Jump Freighters. <br />
*[[Skills:Spaceship Command#Logistics|Logistics]] - Allows piloting of Logistics Cruisers. <br />
*[[Skills:Spaceship Command#Marauders|Marauders]] - Allows piloting of Marauders. <br />
*[[Skills:Spaceship Command#Mining_Barge|Mining Barge]] - Allows piloting of Mining Barges. <br />
*[[Skills:Spaceship Command#Minmatar_Battleship|Minmatar Battleship]] - Allows piloting of Minmatar Battleships. <br />
*[[Skills:Spaceship Command#Minmatar_Carrier|Minmatar Carrier]] - Allows piloting of Minmatar Carriers. <br />
*[[Skills:Spaceship Command#Minmatar_Cruiser|Minmatar Cruiser]] - Allows piloting of Minmatar Cruisers. <br />
*[[Skills:Spaceship Command#Minmatar_Dreadnought|Minmatar Dreadnought]] - Allows piloting of Minmatar Dreadnoughts. <br />
*[[Skills:Spaceship Command#Minmatar_Freighter|Minmatar Freighter]] - Allows piloting of Minmatar Freighters. <br />
*[[Skills:Spaceship Command#Minmatar_Frigate|Minmatar Frigate]] - Allows piloting of Minmatar Frigates. <br />
*[[Skills:Spaceship Command#Minmatar_Industrial|Minmatar Industrial]] - Allows piloting of Minmatar Indsutrials. <br />
*[[Skills:Spaceship Command#Minmatar_Strategic_Cruiser|Minmatar Strategic Cruiser]] - Allows piloting of Minmatar Strategic Cruisers. <br />
*[[Skills:Spaceship Command#Minmatar_Titan|Minmatar Titan]] - Allows piloting of Minmatar Titans. <br />
*[[Skills:Spaceship Command#ORE_Industrial|ORE Industrial]] - Allows piloting of ORE industrial ships.<br />
*[[Skills:Spaceship Command#Recon_Ships|Recon Ships]] - Allows piloting of Recon Cruisers. <br />
*[[Skills:Spaceship Command#Spaceship_Command|Spaceship Command]] - Required for ship piloting skills. Bonus to all ships' agility. <br />
*[[Skills:Spaceship Command#Transport_Ships|Transport Ships]] - Allows piloting of Deep Space Transports.<br />
<br />
== [[Skills:Subsystems|Subsystems]] ==<br />
<br />
Subsystems skills have to do with the fitting and use of Tech III ships such as [[Strategic Cruisers]]. <br />
<br />
*[[Skills:Subsystems#Amarr_Defensive_Systems|Amarr Defensive Systems]] - Bonus to effectiveness of Amarr Defensive Subsystems. <br />
*[[Skills:Subsystems#Amarr_Electronic_System|Amarr Electronic System]] - Bonus to effectiveness of Amarr Electronics Subsystems. <br />
*[[Skills:Subsystems#Amarr_Engineering_Systems|Amarr Engineering Systems]] - Bonus to effectiveness of Amarr Engineering Subsystems. <br />
*[[Skills:Subsystems#Amarr_Offensive_Systems|Amarr Offensive Systems]] - Bonus to effectiveness of Amarr Offensive Subsystems. <br />
*[[Skills:Subsystems#Amarr_Propulsion_Systems|Amarr Propulsion Systems]] - Bonus to effectiveness of Amarr Propulsion Subsystems. <br />
*[[Skills:Subsystems#Caldari_Defensive_Systems|Caldari Defensive Systems]] - Bonus to effectiveness of Caldari Defensive Subsystems. <br />
*[[Skills:Subsystems#Caldari_Electronic_System|Caldari Electronic System]] - Bonus to effectiveness of Caldari Electronics Subsystems. <br />
*[[Skills:Subsystems#Caldari_Engineering_Systems|Caldari Engineering Systems]] - Bonus to effectiveness of Caldari Engineering Subsystems. <br />
*[[Skills:Subsystems#Caldari_Offensive_Systems|Caldari Offensive Systems]] - Bonus to effectiveness of Caldari Offensive Subsystems. <br />
*[[Skills:Subsystems#Caldari_Propulsion_Systems|Caldari Propulsion Systems]] - Bonus to effectiveness of Caldari Propulsion Subsystems. <br />
*[[Skills:Subsystems#Gallente_Defensive_Systems|Gallente Defensive Systems]] - Bonus to effectiveness of Gallente Defensive Subsystems. <br />
*[[Skills:Subsystems#Gallente_Electronic_System|Gallente Electronic System]] - Bonus to effectiveness of Gallente Electronics Subsystems. <br />
*[[Skills:Subsystems#Gallente_Engineering_Systems|Gallente Engineering Systems]] - Bonus to effectiveness of Gallente Engineering Subsystems. <br />
*[[Skills:Subsystems#Gallente_Offensive_Systems|Gallente Offensive Systems]] - Bonus to effectiveness of Gallente Offensive Subsystems. <br />
*[[Skills:Subsystems#Gallente_Propulsion_Systems|Gallente Propulsion Systems]] - Bonus to effectiveness of Gallente Propulsion Subsystems. <br />
*[[Skills:Subsystems#Minmatar_Defensive_Systems|Minmatar Defensive Systems]] - Bonus to effectiveness of Minmatar Defensive Subsystems. <br />
*[[Skills:Subsystems#Minmatar_Electronic_System|Minmatar Electronic System]] - Bonus to effectiveness of Minmatar Electronics Subsystems. <br />
*[[Skills:Subsystems#Minmatar_Engineering_Systems|Minmatar Engineering Systems]] - Bonus to effectiveness of Minmatar Engineering Subsystems. <br />
*[[Skills:Subsystems#Minmatar_Offensive_Systems|Minmatar Offensive Systems]] - Bonus to effectiveness of Minmatar Offensive Subsystems. <br />
*[[Skills:Subsystems#Minmatar_Propulsion_Systems|Minmatar Propulsion Systems]] - Bonus to effectiveness of Minmatar Propulsion Subsystems.<br />
<br />
== [[Skills:Trade|Trade]] ==<br />
<br />
The buying and selling and contracting of things. <br />
<br />
*[[Skills:Trade#Accounting|Accounting]] - Reduce transaction tax by 10% per level. <br />
*[[Skills:Trade#Broker_Relations|Broker Relations]] - Reduce broker fees by 5% per level. <br />
*[[Skills:Trade#Contracting|Contracting]] - Increase number of outstanding contracts by 4 per level. <br />
*[[Skills:Trade#Corporation_Contracting|Corporation Contracting]] - Increase number of outstanding corporate contracts by 10 per level. <br />
*[[Skills:Trade#Daytrading|Daytrading]] - Remote modification of buy/sell orders. <br />
*[[Skills:Trade#Margin_Trading|Margin Trading]] - Reduces the amount of escrow immediately needed for a buy order. <br />
*[[Skills:Trade#Marketing|Marketing]] - Sell items remotely. <br />
*[[Skills:Trade#Procurement|Procurement]] - Setup buy orders remotely. <br />
*[[Skills:Trade#Retail|Retail]] - Increase buy/sell slots by 8 per level. <br />
*[[Skills:Trade#Trade|Trade]] - Increase buy/sell slots by 4 per level. <br />
*[[Skills:Trade#Tycoon|Tycoon]] - Increase buy/sell slots by 32 per level. <br />
*[[Skills:Trade#Visibility|Visibility]] - Increase possible range on a buy order setup remotely. <br />
*[[Skills:Trade#Wholesale|Wholesale]] - Increase buy/sell slots by 16 per level.<br />
<br />
[[Category:Guides]] [[Category:Skills]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Getting_Started_in_EVE_Online&diff=18889Getting Started in EVE Online2011-01-01T06:52:56Z<p>False solace: /* What to Learn */ rephrase</p>
<hr />
<div>''Welcome to Eve Online!'' This guide is intended to help you get started with your first few days in New Eden. <br />
<br />
= Character Creation =<br />
<br />
Before you begin, the first thing you should do properly is decide a race you'd like your character to be. Keep in mind that all races can pilot other faction's ships if they train the required skills. Your starting faction will determine your appearance, starting location, and the initial racial frigate and gunnery skills. <br />
<br />
All races have ships that can fill different roles with differing levels of effectiveness. But in the end, without going into overly elaborate discussions about the strengths and weaknesses of racial ships in various hull sizes, the thing that matters the most is picking a race whose ships you think look cool. You can worry about the details later, and cross-train if there are any particular roles or ships you want to fly. <br />
<br />
See the [http://www.eveonlineships.com/ Eve Online Ships] database for visual references. <br />
<br />
== Name and Portrait ==<br />
<br />
Try to pick a decent name for yourself. Your name is part of your identity, and it will influence how your corpmates think of you. In Eve Online, most corporations make use of voice communication during fleet operations, and will make their voice server available for casual chatter also. You will sometimes need to identify yourself with your name while issuing orders or making reports on voice comms. Your name will be used by fleetmates to give you intel or orders. Having a name that is simple and easily pronounceable will make things easier for everyone. Pick your name carefully, especially your first name, as that will often be used as your callsign during fleet ops. You cannot change your name after character creation. <br />
<br />
If you pick a stupid name for yourself, you should be ready for some people not taking you seriously. <br />
<br />
Many races have portraits that are hideous and others are quite pleasing to the eye. Whether you go for a scary or an alluring portrait, do spend some time crafting it. If you are displeased with it later on, you will need to spend real money if you wish to change it. <br />
<br />
[https://wiki.goonfleet.com/index.php?title=Your_Character_Portrait Goon Wiki Portrait Guide] is useful for creating good character portraits. Warning: Although goons have some very helpful new player guides on their wiki, they will not hesitate to grief you in-game. They are cruel folk that will do their best to scam, destroy ships and pod-kill, and steal from non-goons (and even other goons for the hell of it).<br />
<br />
= Starting Your Career=<br />
<br />
== The Tutorial and Career Agents ==<br />
<br />
These agents will be available in the station in your starter system. You can also find career agents in the NeoCom (the interface on the left of the screen) in the Help section (also accessible by pressing the F12 key), and then clicking the 'Show Career Agents' button. <br />
<br />
Your first step should be to talk to the basic tutorial agent which will give you two missions before referring you to the career agents. <br />
<br />
Once the Career Agents are completed, the character will have acquired around 26 skillbooks (some of them duplicates), about 10 ships and close to 4,000,000 ISK. A new player that takes time with the tutorials and career agents will learn and experience the basics of much EVE has to offer, aside from PvP.<br />
<br />
For further details, read: [[Tutorial and Career Agents in Eve]]<br />
<br />
Make sure you complete all 5 career agents before moving on to the epic arc or other activities.<br />
<br />
== The Sisters of Eve Epic Arc: Blood-Stained Stars ==<br />
<br />
After you have completed the Tutorial and Career missions, you will have an opportunity to continue your missioning career.<br />
<br />
The career agents will recommend starting the Epic Arc mission series with Sister Alitura in the Arnon system at the Sisters of Eve station. We recommend doing all of the career agent tutorials before heading off to the Epic Arc. <br />
<br />
Some of these missions are difficult for rookie pilots. Many new players will lose ships while learning effective tactics to defeat NPC opponents. We recommend you fly cheaply fitted ships and insure with platinum insurance. The final bosses in the Epic Arc, Kristan Parthus and Dagan, can be very challenging for rookie pilots. Many pilots will get help by asking in local, although you risk having your mission objective stolen and ransomed by fleeting with strangers. <br />
<br />
Information and tips on how to run some of the missions can be found on Eve Survival: [http://eve-survival.org/wikka.php?wakka=BloodStainedStars1multi Blood-Stained Stars]<br />
<br />
== Further Missioning ==<br />
<br />
The Evelopedia has a [http://wiki.eveonline.com/en/wiki/Missions_guide Missions Guide] which can help you decide which corp and department you want to run missions for. Pilots who wish to mission close to the Eve University HQ in Aldrat often run missions for the Minmatar Mining Corporation in nearby systems. Other corps to mission for in nearby systems are listed in the [[Mission Guide to Aldrat]].<br />
<br />
We recommend declining kill missions against the four main empire factions (Amarr, Caldari, Gallente, and Gallente) to avoid losing access to empire space. Having -5 or below standings with an empire faction can cause problems during war fleets, lowsec patrols, wormhole ops, and many other circumstances. This can also cause problems if you later join a corp that has their HQ in a faction's empire space that is denied to you, or if you join a nullsec alliance whose nearest empire space is denied to you. When you have -2 or below standing with a faction, only the Level 1 Quality 0 agents and below will be available to grind standings, which could be a lengthy process. <br />
<br />
You can check mission information before accepting or declining on [http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival]. If you want to find agents close to a particular system, you can use the [http://util.eveuniversity.org/Missions/AgentRangefinder/ Agent Rangefinder] web application. There is a database of agents available on the [http://eve-agents.com/ Eve Agents] website. Some of the entries are outdated and you should always check in-game to confirm the existence and location of the agent. You can also use the map to see systems where you have agents available to you. Open the map (F10), go to the Star Map tab, go to the Stars sub-tab, go to the My Information section and select My Available Agents. Flattening the map can make it easier to navigate. Hovering your cursor over these star systems will list the available agents along with their respective corporation, level, quality, and division.<br />
<br />
== Career Choices ==<br />
<br />
Although most players start making ISK in EVE by running missions, there are plenty of other ways to make a fortune. The Tutorial Agents give brief insight into some of the many careers in EVE. You are not restricted to the list below, but here are some popular choices:<br />
* Ratting - Killing NPC pirates ("rats") for bounty rewards and loot.<br />
* Exploration - Archaeology, salvaging, hacking, as well as running deadspace complexes and wormholes.<br />
* Mining<br />
* Industry and Production<br />
* Trading and Hauling<br />
* Piracy<br />
<br />
For further details on career choices, read our [[How to earn ISK|guide on earning ISK]].<br />
<br />
= Skills and Learning =<br />
<br />
== How to Learn ==<br />
<br />
Apart from ISK, skills are the most important thing that new characters are short on. The skill and learning system is quite complex, and understanding it from the beginning will pay off very quickly. Take the time to understand how [[Skills and Learning]] works.<br />
<br />
== What to Learn ==<br />
<br />
The [[Skills and Learning]] Guide gives helpful suggestions. <br />
<br />
While you are considering your choice of career, you may wish to round out your skillbase by consulting the [[Basic Skills]] or [[Support Skills]] guides.<br />
<br />
You will also no-doubt be keen to fly shinier ships and fit bigger guns! Several good racial-specific guides exist for this:<br />
* [[Amarr Basic Ship and Skill Guide]]<br />
* [[Caldari Basic Ship and Skill Guide]]<br />
* [[Gallente Basic Ship and Skill Guide]]<br />
* [[Minmatar Basic Ship and Skill Guide]]<br />
* [[ORE Basic Ship and Skill Guide]]<br />
<br />
== Neural Remap ==<br />
<br />
A brief word on neural remaps: New players have access to two neural remaps, and older players have one per year. Do not use a neural remap early in your career until you are certain what you want to train for the next 6 to 12 months. Then use EveMon to give you the optimal neural remap for that skill plan.<br />
<br />
= Fitting Your Ship =<br />
<br />
For general principles for fitting ships, read our [[Fitting Guidelines]]. For a list of rigs and module types, with short descriptions, visit our [[Fitting Modules and Rigs Guide]]. <br />
<br />
== Racial Fitting Guides ==<br />
<br />
*[[Amarr Basic Ship and Skill Guide]] <br />
*[[Caldari Basic Ship and Skill Guide]] <br />
*[[Gallente Basic Ship and Skill Guide]] <br />
*[[Minmatar Basic Ship and Skill Guide]]<br />
*[[ORE Basic Ship and Skill Guide]]<br />
<br />
== Eve University Forum ==<br />
<br />
As a new player, don't be afraid to ask for fitting advice in the Eve University ship setup forum. This should be the first place for new players to look for fits and ask for advice. This forum is restricted to Eve University members and alumni.<br />
<br />
== Other Web Sites ==<br />
<br />
*[http://www.scrapheap-challenge.com/ Scrapheap Challenge]: This site has both PvP and PvE forums. Some threads are quite old and the discussions can be outdated in the earlier posts. Scrapheap is often a very good place for experienced pilots to find fittings, and many threads will also have tactic discussions on how to use them. Most of the fits are meant for older pilots with excellent fitting skills, and it can be harder to find fits that work for low skill points.<br />
<br />
= Next Steps =<br />
<br />
== Finding A Corporation ==<br />
<br />
You can find recruitment adverts through the NeoCom Corp interface, under the Recruitment tab. <br />
<br />
The Official Eve Online [http://www.eveonline.com/ingameboard.asp?a=channel&channelID=109585 Alliance and Corporation Recruitment Center]. <br />
<br />
Eve University's [http://forum.eveuniversity.org/viewforum.php?f=66&sid=e3632625cc61813d09f1260e3b947742 Work Fair] forum. <br />
<br />
If you are looking for a corp to learn the basics of the game, Eve University might be the place for you. Feel free to join us in our public channel "E-UNI". The channel is there to answer any questions rookie pilots may have, and to recruit players into the corp. <br />
<br />
Read the [[Applying to Eve University]] article for more information.<br />
<br />
== Buddy Invites ==<br />
<br />
You can send friends a buddy invite which will give them an extended 21-day trial. If your buddy upgrades to a full account, you will receive 30 free days added to your account. <br />
<br />
If you wish to start a second account, you can send yourself a buddy invite, and collect 30 free days on your first account when you upgrade the second account to a full membership. <br />
<br />
The [https://secure.eve-online.com/Marketing/Buddy/Default.aspx buddy invite page] is available through the Account Management page in the eve-online.com site.<br />
<br />
= Related Links =<br />
<br />
*[[:Category:Getting Started]] collection of guides on this Wiki.<br />
*[[Eve University Class Library]] contains recorded classes that cover a wide variety of subjects.<br />
*[http://wiki.eveonline.com/en/wiki/Crash_Course Crash Course] for rookie pilots on the Evelopedia.<br />
*[http://eve.battleclinic.com/guide/3510-BattleClinic-s-EVE-New-Player-Guide.html New Player Guide] from Battleclinic.<br />
<br />
[[Category:Guides]]<br />
[[Category:Getting_Started]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Getting_Started_in_EVE_Online&diff=18888Getting Started in EVE Online2011-01-01T06:52:17Z<p>False solace: /* What to Learn */ Learning skills no longer exist</p>
<hr />
<div>''Welcome to Eve Online!'' This guide is intended to help you get started with your first few days in New Eden. <br />
<br />
= Character Creation =<br />
<br />
Before you begin, the first thing you should do properly is decide a race you'd like your character to be. Keep in mind that all races can pilot other faction's ships if they train the required skills. Your starting faction will determine your appearance, starting location, and the initial racial frigate and gunnery skills. <br />
<br />
All races have ships that can fill different roles with differing levels of effectiveness. But in the end, without going into overly elaborate discussions about the strengths and weaknesses of racial ships in various hull sizes, the thing that matters the most is picking a race whose ships you think look cool. You can worry about the details later, and cross-train if there are any particular roles or ships you want to fly. <br />
<br />
See the [http://www.eveonlineships.com/ Eve Online Ships] database for visual references. <br />
<br />
== Name and Portrait ==<br />
<br />
Try to pick a decent name for yourself. Your name is part of your identity, and it will influence how your corpmates think of you. In Eve Online, most corporations make use of voice communication during fleet operations, and will make their voice server available for casual chatter also. You will sometimes need to identify yourself with your name while issuing orders or making reports on voice comms. Your name will be used by fleetmates to give you intel or orders. Having a name that is simple and easily pronounceable will make things easier for everyone. Pick your name carefully, especially your first name, as that will often be used as your callsign during fleet ops. You cannot change your name after character creation. <br />
<br />
If you pick a stupid name for yourself, you should be ready for some people not taking you seriously. <br />
<br />
Many races have portraits that are hideous and others are quite pleasing to the eye. Whether you go for a scary or an alluring portrait, do spend some time crafting it. If you are displeased with it later on, you will need to spend real money if you wish to change it. <br />
<br />
[https://wiki.goonfleet.com/index.php?title=Your_Character_Portrait Goon Wiki Portrait Guide] is useful for creating good character portraits. Warning: Although goons have some very helpful new player guides on their wiki, they will not hesitate to grief you in-game. They are cruel folk that will do their best to scam, destroy ships and pod-kill, and steal from non-goons (and even other goons for the hell of it).<br />
<br />
= Starting Your Career=<br />
<br />
== The Tutorial and Career Agents ==<br />
<br />
These agents will be available in the station in your starter system. You can also find career agents in the NeoCom (the interface on the left of the screen) in the Help section (also accessible by pressing the F12 key), and then clicking the 'Show Career Agents' button. <br />
<br />
Your first step should be to talk to the basic tutorial agent which will give you two missions before referring you to the career agents. <br />
<br />
Once the Career Agents are completed, the character will have acquired around 26 skillbooks (some of them duplicates), about 10 ships and close to 4,000,000 ISK. A new player that takes time with the tutorials and career agents will learn and experience the basics of much EVE has to offer, aside from PvP.<br />
<br />
For further details, read: [[Tutorial and Career Agents in Eve]]<br />
<br />
Make sure you complete all 5 career agents before moving on to the epic arc or other activities.<br />
<br />
== The Sisters of Eve Epic Arc: Blood-Stained Stars ==<br />
<br />
After you have completed the Tutorial and Career missions, you will have an opportunity to continue your missioning career.<br />
<br />
The career agents will recommend starting the Epic Arc mission series with Sister Alitura in the Arnon system at the Sisters of Eve station. We recommend doing all of the career agent tutorials before heading off to the Epic Arc. <br />
<br />
Some of these missions are difficult for rookie pilots. Many new players will lose ships while learning effective tactics to defeat NPC opponents. We recommend you fly cheaply fitted ships and insure with platinum insurance. The final bosses in the Epic Arc, Kristan Parthus and Dagan, can be very challenging for rookie pilots. Many pilots will get help by asking in local, although you risk having your mission objective stolen and ransomed by fleeting with strangers. <br />
<br />
Information and tips on how to run some of the missions can be found on Eve Survival: [http://eve-survival.org/wikka.php?wakka=BloodStainedStars1multi Blood-Stained Stars]<br />
<br />
== Further Missioning ==<br />
<br />
The Evelopedia has a [http://wiki.eveonline.com/en/wiki/Missions_guide Missions Guide] which can help you decide which corp and department you want to run missions for. Pilots who wish to mission close to the Eve University HQ in Aldrat often run missions for the Minmatar Mining Corporation in nearby systems. Other corps to mission for in nearby systems are listed in the [[Mission Guide to Aldrat]].<br />
<br />
We recommend declining kill missions against the four main empire factions (Amarr, Caldari, Gallente, and Gallente) to avoid losing access to empire space. Having -5 or below standings with an empire faction can cause problems during war fleets, lowsec patrols, wormhole ops, and many other circumstances. This can also cause problems if you later join a corp that has their HQ in a faction's empire space that is denied to you, or if you join a nullsec alliance whose nearest empire space is denied to you. When you have -2 or below standing with a faction, only the Level 1 Quality 0 agents and below will be available to grind standings, which could be a lengthy process. <br />
<br />
You can check mission information before accepting or declining on [http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival]. If you want to find agents close to a particular system, you can use the [http://util.eveuniversity.org/Missions/AgentRangefinder/ Agent Rangefinder] web application. There is a database of agents available on the [http://eve-agents.com/ Eve Agents] website. Some of the entries are outdated and you should always check in-game to confirm the existence and location of the agent. You can also use the map to see systems where you have agents available to you. Open the map (F10), go to the Star Map tab, go to the Stars sub-tab, go to the My Information section and select My Available Agents. Flattening the map can make it easier to navigate. Hovering your cursor over these star systems will list the available agents along with their respective corporation, level, quality, and division.<br />
<br />
== Career Choices ==<br />
<br />
Although most players start making ISK in EVE by running missions, there are plenty of other ways to make a fortune. The Tutorial Agents give brief insight into some of the many careers in EVE. You are not restricted to the list below, but here are some popular choices:<br />
* Ratting - Killing NPC pirates ("rats") for bounty rewards and loot.<br />
* Exploration - Archaeology, salvaging, hacking, as well as running deadspace complexes and wormholes.<br />
* Mining<br />
* Industry and Production<br />
* Trading and Hauling<br />
* Piracy<br />
<br />
For further details on career choices, read our [[How to earn ISK|guide on earning ISK]].<br />
<br />
= Skills and Learning =<br />
<br />
== How to Learn ==<br />
<br />
Apart from ISK, skills are the most important thing that new characters are short on. The skill and learning system is quite complex, and understanding it from the beginning will pay off very quickly. Take the time to understand how [[Skills and Learning]] works.<br />
<br />
== What to Learn ==<br />
<br />
The [[Skills and Learning]] Guide will give helpful suggestions. <br />
<br />
While you are considering your choice of career, you may wish to round out your skillbase by consulting the [[Basic Skills]] or [[Support Skills]] guides.<br />
<br />
You will also no-doubt be keen to fly shinier ships and fit bigger guns! Several good racial-specific guides exist for this:<br />
* [[Amarr Basic Ship and Skill Guide]]<br />
* [[Caldari Basic Ship and Skill Guide]]<br />
* [[Gallente Basic Ship and Skill Guide]]<br />
* [[Minmatar Basic Ship and Skill Guide]]<br />
* [[ORE Basic Ship and Skill Guide]]<br />
<br />
== Neural Remap ==<br />
<br />
A brief word on neural remaps: New players have access to two neural remaps, and older players have one per year. Do not use a neural remap early in your career until you are certain what you want to train for the next 6 to 12 months. Then use EveMon to give you the optimal neural remap for that skill plan.<br />
<br />
= Fitting Your Ship =<br />
<br />
For general principles for fitting ships, read our [[Fitting Guidelines]]. For a list of rigs and module types, with short descriptions, visit our [[Fitting Modules and Rigs Guide]]. <br />
<br />
== Racial Fitting Guides ==<br />
<br />
*[[Amarr Basic Ship and Skill Guide]] <br />
*[[Caldari Basic Ship and Skill Guide]] <br />
*[[Gallente Basic Ship and Skill Guide]] <br />
*[[Minmatar Basic Ship and Skill Guide]]<br />
*[[ORE Basic Ship and Skill Guide]]<br />
<br />
== Eve University Forum ==<br />
<br />
As a new player, don't be afraid to ask for fitting advice in the Eve University ship setup forum. This should be the first place for new players to look for fits and ask for advice. This forum is restricted to Eve University members and alumni.<br />
<br />
== Other Web Sites ==<br />
<br />
*[http://www.scrapheap-challenge.com/ Scrapheap Challenge]: This site has both PvP and PvE forums. Some threads are quite old and the discussions can be outdated in the earlier posts. Scrapheap is often a very good place for experienced pilots to find fittings, and many threads will also have tactic discussions on how to use them. Most of the fits are meant for older pilots with excellent fitting skills, and it can be harder to find fits that work for low skill points.<br />
<br />
= Next Steps =<br />
<br />
== Finding A Corporation ==<br />
<br />
You can find recruitment adverts through the NeoCom Corp interface, under the Recruitment tab. <br />
<br />
The Official Eve Online [http://www.eveonline.com/ingameboard.asp?a=channel&channelID=109585 Alliance and Corporation Recruitment Center]. <br />
<br />
Eve University's [http://forum.eveuniversity.org/viewforum.php?f=66&sid=e3632625cc61813d09f1260e3b947742 Work Fair] forum. <br />
<br />
If you are looking for a corp to learn the basics of the game, Eve University might be the place for you. Feel free to join us in our public channel "E-UNI". The channel is there to answer any questions rookie pilots may have, and to recruit players into the corp. <br />
<br />
Read the [[Applying to Eve University]] article for more information.<br />
<br />
== Buddy Invites ==<br />
<br />
You can send friends a buddy invite which will give them an extended 21-day trial. If your buddy upgrades to a full account, you will receive 30 free days added to your account. <br />
<br />
If you wish to start a second account, you can send yourself a buddy invite, and collect 30 free days on your first account when you upgrade the second account to a full membership. <br />
<br />
The [https://secure.eve-online.com/Marketing/Buddy/Default.aspx buddy invite page] is available through the Account Management page in the eve-online.com site.<br />
<br />
= Related Links =<br />
<br />
*[[:Category:Getting Started]] collection of guides on this Wiki.<br />
*[[Eve University Class Library]] contains recorded classes that cover a wide variety of subjects.<br />
*[http://wiki.eveonline.com/en/wiki/Crash_Course Crash Course] for rookie pilots on the Evelopedia.<br />
*[http://eve.battleclinic.com/guide/3510-BattleClinic-s-EVE-New-Player-Guide.html New Player Guide] from Battleclinic.<br />
<br />
[[Category:Guides]]<br />
[[Category:Getting_Started]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Skills_and_learning&diff=18887Skills and learning2011-01-01T06:51:28Z<p>False solace: /* Neural Remaps */ Learning skills no longer exist</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Skills]]<br />
<br />
[[Skills]] in EVE govern the abilities of your character. They determine which ships you can fly, what modules you can use, the effectiveness to which you can use those ships/modules, and much more. This is a guide to learning those in-game [[Skills|skills]]. This guide explains the mechanics that govern skill training, and makes suggestions for training strategies.<br />
<br />
==Skillbooks==<br />
To learn a skill (unless it's part of your [[Starting Skills|starting skills]]), you need to acquire the relevant skillbook. <br />
<br />
===Acquiring Skillbooks===<br />
If you did the starter missions from the [[Tutorial_and_Career_Agents_in_Eve|tutorial agents]] (and if you didn't, they're highly recommended) you will have been given some useful skillbooks.<br />
<br />
The main way to acquire other new skillbooks is from the market. You can browse the available skillbooks under 'Skills' in the Browse tab, or just search for a particular skill. Currently most skillbooks are sold by NPC corporations for a fixed price -- this is effectively CCP seeding them on the market.<br />
<br />
The NPC sell orders are easily spotted: they have a uniform price and they have nearly a year's worth of time listed in the 'Expires In' column. (The maximum amount of time a player can put a sell order up for, by contrast, is 90 days.)<br />
<br />
You may see player sell orders for NPC seeded skillbooks too. If they're below the NPC price they're probably selling off books they bought in error; if they're above the NPC price they're probably hoping to trick someone into buying. Make sure you check the NPC price before buying an NPC-seeded skill from a player!<br />
<br />
Some skillbooks are not directly seeded onto the market. Instead they're acquired through the Loyalty Point stores of NPC corporations or from exploration sites. These tend to be more advanced skills, such as [[Skills:Gunnery#Small_Autocannon_Specialization|Small AC Specialization]], which lets you use T2 small autocannon. Some players trade in these skills by finding them or buying them from LP stores where they have LP and then putting them up on the regular market for a profit. Depending on how hard it is for you to get these skills any other way, you may find that buying them from players selling them on the regular market is your simplest option.<br />
<br />
If you are a member of E-Uni the university can reimburse the cost of any skill which is NPC-seeded and costs less than 1 million ISK -- see the [[The_Skillbook_Program|reimbursement page]] for more details.<br />
<br />
===Injecting Skillbooks===<br />
Once you have acquired a skillbook (and assuming you have already learnt the prerequisites), you can "inject" a skillbook.<br />
<br />
Right-clicking on a skill in your hangar or cargohold, if you don't know the skill already, also gives you an 'inject skill' option. Injecting a skill shunts the skill from the skillbook into the Skills list on your Character Sheet, but doesn't actually start it training -- effectively it stores the skill at 'level 0'. You can only inject a skill if you already have the prerequisites to train it.<br />
<br />
Injecting is useful if you've bought a skill which you have the prerequisites to train, but don't actually want to start training it right away: once it's injected, you don't need to worry about keeping the skillbook with you, and there's no risk that you'll lose the skillbook if you fly into dangerous space and lose your ship.<br />
<br />
==Training Skills==<br />
You can train a skill by dragging and dropping it into the training queue, or by right-clicking on it in your Skills list.<br />
<br />
===Training Time Multipliers===<br />
So, how is the time it takes you to train a particular skill calculated? The number of skill points necessary to train a skill is determined by the skill's '''rank''', also known as its '''training time multiplier''', while the rate at which you get new skill points is determined by your '''attributes'''.<br />
<br />
The base numbers of skill points required to train a skill with a training time multiplier of 1x (like [[Skills:Navigation#Navigation|Navigation]], for example) go like this: <br />
<br />
* Level I: 250<br />
* Level II: 1,414<br />
* Level III: 8,000<br />
* Level IV: 45,255<br />
* Level V: 256,000<br />
<br />
When training from one level to the next you start with the skill points you accumulated training the previous level -- so, for example, if you start training Navigation IV, you will already have 8,000 SP in the skill and will need to train 37,255 more SP to move from III to IV.<br />
<br />
If a skill has a training multiplier higher than 1, the numbers of SP required for each level are multiplied by that number. So, for example, [[Skills:Navigation#Evasive_Maneuvering|Evasive Maneuvering]] has a training time multiplier of 2x, and you need to accumulate 500 SP to train it to I, 2,828 SP to train it to II and so forth.<br />
<br />
The better the benefits of a skill or the equipment it lets you use, the higher its training time multiplier, or 'rank' as it's sometimes called, tends to be. [[Skills:Spaceship_Command#Amarr_Titan|Amarr Titan]], for example, has a x16 training multiplier -- you need to accumulate 4,096,000 SP to train it to V.<br />
<br />
===Attributes===<br />
<br />
Every skill has a primary and a secondary attribute: [[Skills:Navigation#Navigation|Navigation]], for example, lists Intelligence as its primary attribute and Perception as its secondary attribute. When you start training a skill, you can calculate the time needed in minutes thus:<br />
<br />
( SP_Needed - Current_SP ) / ( Pri_Attrib + ( Sec_Attrib / 2 ) )<br />
<br />
It's not necessary to know the mathematics involved here, but the important thing to note is that your score for a skill's primary attribute will affect its training time twice as much as your score for its secondary attribute. You can find your attribute scores on your character sheet in the Attributes section, though the figures there are rounded to the nearest whole number (EveMon can give you decimal points, if you really want them).<br />
<br />
Each attribute is associated with skills for particular spheres of activity. Generally the groups of skills are associated with particular attributes as follows:<br />
<br />
{| border="1" cellpadding="2" style="text-align:left;"<br />
|+'''Skill Groups and Associated Attributes'''<br />
! Group !! Attributes (Primary, Secondary)<br />
|-<br />
| [[Skills:Corporation_Management|Corp Management]] || Memory, Charisma<br />
|-<br />
| [[Skills:Drones|Drones]] || Memory, Perception<br />
|-<br />
| [[Skills:Electronics|Electronics]] || Intelligence, Memory<br />
|-<br />
| [[Skills:Engineering|Engineering]] || Intelligence, Memory<br />
|-<br />
| [[Skills:Gunnery|Gunnery]] || Perception, Willpower<br />
|-<br />
| [[Skills:Industry|Industry]] || Memory, Intelligence<br />
|-<br />
| [[Skills:Leadership|Leadership]] || Willpower, Charisma/Charisma, Willpower<br />
|-<br />
| [[Skills:Mechanic|Mechanic]] || Intelligence, Memory<br />
|-<br />
| [[Skills:Missiles|Missiles]] || Perception, Willpower<br />
|-<br />
| [[Skills:Navigation|Navigation]] || Intelligence, Perception<br />
|-<br />
| [[Skills:Science|Science]] || All except Perception<br />
|-<br />
| [[Skills:Social|Social]] || Charisma, Intelligence<br />
|-<br />
| [[Skills:Spaceship_Command|Spaceship Command]] || Perception, Willpower/Willpower, Perception<br />
|-<br />
| [[Skills:Subsystems|Subsystems]] || Intelligence, Memory<br />
|-<br />
| [[Skills:Trade|Trade]] || Willpower, Charisma/Charisma, Memory<br />
|}<br />
<br />
As a rough summary:<br />
* '''Perception''' and '''Willpower''' are very important for combat pilots, since they help you train skills which let you use better ships and weapons, and use your ships and weapons better.<br />
* '''Memory''' and '''Intelligence''' are very important for industrialists, and still quite important for combat pilots (they're useful for drone skills, fitting skills and tanking skills).<br />
* '''Charisma''' is important for traders and mission-runners, and anyone who's training the Leadership skills.<br />
<br />
It should be obvious that raising your attribute scores, particularly for skill groups you intend to spend lots of time training, is a very good idea. Ways to do this are discussed in later in this guide.<br />
<br />
==Your Medical Clone==<br />
<br />
When you die -- which is to say, when you are 'podded', when your capsule is destroyed -- you wake up in your medical clone. Everyone has a medical clone, and you can open up a menu that lets you control your medical clone using the medical bay button in any station which has a medical bay.<br />
<br />
'''N.B.''' Do not confuse medical clones with [[Jump_Clones|jump clones]]! Although they have similar names they perform different functions.<br />
<br />
Medical clones come in different 'grades', and each grade preserves a different number of skill points. If you are podded and you have more SP than your medical clone can preserve -- say you have two million SP and you still only have the basic medical clone which stores 900,000 SP -- you will '''lose skill points'''.<br />
<br />
You should therefore regularly check that your medical clone preserves more SP than you have, and upgrade it if necessary.<br />
<br />
When you die and wake up in your medical clone, you are automatically given a new backup medical clone to replace the one you are now in. The new medical clone is, however, only the basic one, so '''the first thing you should do after being podded is upgrade your medical clone'''.<br />
<br />
==General Training Strategies==<br />
<br />
===EVEMon===<br />
[[3rd Party Tools#EVEMon|EVEMon]] is a third party software tool that allows you to make plans on your characters skill training (as well as monitor and plan many other things).<br />
<br />
===Planning Ahead===<br />
When you first start playing EVE, you may have little idea on what skills you will be needing next week, let alone next month. But after your first few weeks, you will start to form a picture in your mind on what sorts of things you want your character to be able to do, and consequently which skills you'll need. The specific training strategies listed elsewhere in this guide work much better when used together with a long term strategy.<br />
<br />
===How Many Levels?===<br />
<br />
As you train higher and higher levels in a skill, you get less benefit for the time invested.<br />
<br />
[[Skills:Gunnery#Surgical_Strike|Surgical Strike]], for example, gives you a 3% bonus to all turret damage per level -- very useful for anyone who uses [[Turrets|turrets]] as their primary weapon system -- and has a 4x training time multiplier. You can get your first 3% bonus in a trivially short amount of time: even with basic attribute scores, training Surgical Strike to Level I takes 40 minutes or so. However, with the same basic attribute scores training Surgical Strike from Level IV to V would take nearly 25 days -- and you would still only get 3% more turret damage for your trouble!<br />
<br />
For a new character, it is therefore often most efficient to train a useful skill which has a high training multiplier to III or IV and then move on rather than taking it to V straight away. As a rule of thumb, if you use a skill at all it's probably worth training it to III, and if you use a skill regularly it's worth training it to IV.<br />
<br />
When your character is older you may well reach a point where you have fewer things you want or need to train -- at this point, it may be worth revisiting some skills you left at IV and taking them to V.<br />
<br />
There are, however, some skills which it's worth training to V quite early on in your capsuleer career. For combat pilots Navigation, which we used as an example previously on this page, is one such because:<br />
<br />
* it has a low training time multiplier (1x)<br />
* it affects a very fundamental aspect of the performance of ''all'' of your ships (speed)<br />
* with a substantial bonus (5%)<br />
<br />
There are a number of other skills with a similar combination of quick training times and significant, widespread bonuses which are well worth training to V quite early.<br />
<br />
Another class of skill which you may find yourself training to V are the so-called 'blackmail' skills which are prerequisites for particularly desirable equipment. On the way to training to fly the [http://wiki.eveonline.com/en/wiki/Wolf Wolf], for example, you would need to train Minmatar Frigate V, Mechanic V and Engineering V. Similarly, on the way to deploying [http://wiki.eveonline.com/en/wiki/Hammerhead_II T2 Hammerhead drones] you would need to train Scout Drone Operation V and Drones V.<br />
<br />
Some skills are worth training to V because of a combination of several of the above reasons. Drones V for example lets you use a full flight of five drones, which is useful on any ship with a drone bay of 25m3 or more -- and it's a prerequisite for the excellent T2 drones.<br />
<br />
==Boosting your Attributes==<br />
<br />
This section of this guide deals with strategies to help you train skills ''faster''.<br />
<br />
Effectively, all of the methods discussed below improve your training times by boosting your character's attributes. This boosting usually comes at a cost of something else; other attributes, money, or time.<br />
<br />
===Implants===<br />
Another way to increase your character's attributes is through plugging [[Implants|implants]] into your head. The first five numbered slots on your character sheet's Augmentations window are for [[Implants#Attribute_Enhancers|attribute enhancers]], implants which each give a bonus (from +1 to +5) to one of your five attributes.<br />
<br />
The +1/2/3 implants are relatively cheap and you only need to train [[Skills:Science#Cybernetics|Cybernetics]] I to use them, so it's worth investing in these as soon as you can. Storyline missions sometimes offer an implant as a reward so if you're running missions you may find yourself collecting some implants.<br />
<br />
If you're podded any implants you are wearing will be destroyed -- you can set up a [[Jump_Clones|jump clone]] with cheaper implants, or no implants at all, and jump into it when you want to PvP to lower the amount of ISK you're putting at risk.<br />
<br />
Since the more powerful +4 and +5 implants can be quite expensive especially for a newer pilot, one common trick is to arrange your skill plan so that you're only training skills which rely on the same two attributes, and then only plug in attribute enhancers for those two attributes. This way you only have to pay for two rather than four or five.<br />
<br />
The advantage of implants is that they require minimal training time (Cybernetics only), giving you an immediate boost. The disadvantage is obviously their cost.<br />
<br />
===Neural Remaps===<br />
Neural remapping doesn't let you boost your attributes overall, but it lets you take points away from one base attribute score and add them to another. The remap interface can be accessed through the Attributes tab of your Character Sheet.<br />
<br />
'''Remapping can have long-term consequences. Make sure you know what you're doing!'''<br />
<br />
There are a number of rules governing remapping:<br />
<br />
#Normally (but see below) you have to wait ''a year'' after a remap before remapping again.<br />
#However, new characters get two 'free' neural remaps which you can use whenever you like.<br />
#*Once you use the second free remap, you must wait a year as normal.<br />
#An attribute's base score may not be raised above 15 or lowered below 4.<br />
#Any points taken off one attribute must be added to another -- they cannot be 'left over' when you finish remapping.<br />
<br />
The common strategy for remapping is to put together a long-term skill plan which majors on skills which use a particular two attributes, and then remap so that you denude all your other attribute scores and pump up those two attributes.<br />
<br />
If you create a long skill plan in EveMon, you can use one of the options of its 'Optimize Attributes' function to calculate which arrangement of attributes would be best for the first year of your plan.<br />
<br />
However, if you're new to the game your future career plans are quite likely to change so doing this on your first and main character may lock you into an attribute profile which you don't really want. It's probably better to keep this strategy for alts, which you will be training for a specific purpose from day one.<br />
<br />
==Further Suggestions==<br />
<br />
===Making Skill Plans===<br />
<br />
'''[Don't lose heart, postpone fun or feel you have to 'catch up' with older players -- explain reasons why]'''<br />
<br />
=== Appropriate Remapping ===<br />
<br />
'''(Remapping appropriately, importance of a year)'''<br />
<br />
=== Specialization ===<br />
<br />
'''(Focusing your training on particular roles/ships/fits/occupations)'''<br />
<br />
'''(Example long-term goals)'''<br />
<br />
=== Ways to Plan ===<br />
<br />
Here are three ways to organise your skill training around a particular focus or goal. These are certainly not the only ways to plan skill training -- they're offered here only as examples. <br />
<br />
# Training in short spurts designed to get the prerequisites to use a particular ship or module. These spurts are unlikely to ever be much more than a few weeks or a month long.<br />
#* This method gives you the regular gratification of being able to use shinier stuff, but is probably an inefficient way to use your attributes and may miss important [[Support_Skills|support skills]] that would make your ships and modules much more powerful.<br />
# Training in several-month-long stints designed to allow you to fly a particular ship or class of ships at peak or near peak performance, with all the relevant skills at IV or V. Several such stints can be combined to make a skill plan that lasts a year or more.<br />
#* This method will make you a more reliable pilot, but requires more patience and dedication, and research to find out which support skills you need.<br />
# Training in blocks each lasting a year or more, organised around the year-long time limit on neural remaps, and designed to eventually create a highly-skilled character.<br />
#* So you might remap to boost Intelligence and Memory, then only train skills that rely on those two attributes for a year or more, before remapping to Perception and Willpower and focusing on skills that require those two attributes for another year.<br />
#* This method uses your attributes very efficiently, resulting in an overall shorter training time. But it's also very boring since your character will probably be quite useless, with big holes in their skillsheet, for a year or more.<br />
<br />
The first method is good for new players since it offers the interest of regularly being able to use new equipment. Avoiding long-term planning when you're new can actually be a good thing, since you may change your mind about your long-term career goals in Eve. Deciding that actually you want to be a small ship, Gallente-flying manufacturer and explorer just after you've remapped for a two-year long Amarr-focused battleship fleet PvP skillplan is very inconvenient!<br />
<br />
The second and third methods are more useful for older players who have a clear and fixed idea of what they want to do. The third method in particular is very boring, and is best suited to alts which are being skilled for a specific purpose (such as piloting supercapital ships) or to older characters who already have a good grounding in support skills and skills that let you do entertaining things while you chew through a list of month-long level V trains.<br />
<br />
==See Also==<br />
* The general [[Skills|skills]] page for information on particular skills<br />
* The [[Support Skills|support skills]] page for a discussion of particular skillsets</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Gallente_Basic_Ship_and_Skill_Overview&diff=18886Gallente Basic Ship and Skill Overview2011-01-01T06:50:33Z<p>False solace: /* [Vexor, PvE Basic Skills Vexor] */ Learning skills no longer exist</p>
<hr />
<div>'''The Gallente Basic Ship and Skill Guide''' is intended to give fitting and skill recommendations for Tech 1 Gallente ships for Player vs. Environment (PvE) and Player vs. Player (PvP) encounters.<br />
<br />
Additional fittings can be found by entering the fitting menu and browsing 'Corporation Fittings'.<br />
<br />
=Rookie Ship=<br />
<br />
The rookie ship is the first ship you start with. If you are Gallente, it will be a Velator. A new rookie ship is given whenever you dock at a station where you do not have any ships. <br />
<br />
==Velator==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Velator.jpg<br />
|caption=Velator<br />
|shipname=Velator<br />
|class=Rookie Ship<br />
|highs=2<br />
|turrets=2<br />
|launchers=0<br />
|mediums=1<br />
|lows=1<br />
|cargohold=120 m3<br />
|dronebay=10 m3<br />
|bandwidth=10 Mbit/sec<br />
|roles=Missions<br />
|variations=None<br />
|bonuses='''Gallente Frigate Skill Bonus:'''<br>5% bonus to hybrid turret damage per skill level<br />
|info=The Velator can be used to go through the first tutorial missions, although upgrading to a frigate in the Military tutorial as soon as it is offered is recommended. A civilian shield booster will suffice for the first missions, although beyond the first few missions in the tutorial, civilian modules should never be used.<br />
}}<br />
<br />
===[Velator, PvE Basic Skills Velator]===<br />
{{ShipSkillGuide2<br />
|name=[Velator, PvE Basic Skills Velator]<br />
|high=75mm Gatling Rail I <br> 75mm Gatling Rail I <br />
|mid=Civilian Shield Booster I<br />
|low=Damage Control I<br />
|rigs=<br />
|drones=<br />
|charges=Antimatter Charge S<br />
|recommended1=Hull Upgrades I<br />
|recommended2=Small Hybrid Turret I<br />
|recommended3=<br />
|notes=* Civilian modules are terrible and should never be used beyond the early career tutorial missions.<br />
}}<br />
<br />
=Frigate=<br />
<br />
Frigates are small fast ships, used mostly for PvE in level 1 missions. They are also used for tackling and electronic warfare roles in PvP.<br />
<br />
==Atron==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Atron.jpg<br />
|caption=Atron<br />
|shipname=Atron<br />
|faction=Gallente Federation<br />
|class=Frigate<br />
|highs=2<br />
|turrets=2<br />
|launchers=0<br />
|mediums=2<br />
|lows=2<br />
|cargohold=125 m3<br />
|dronebay=5 m3<br />
|bandwidth= 5Mbit/sec<br />
|roles=Tackle, Mission<br />
|variations=Ares, Taranis<br />
|bonuses='''Gallente Frigate Skill Bonus:'''<br> 10% bonus to Small Hybrid Turret falloff per skill level <br> 5% Small Hybrid Turret damage per skill level<br />
|info=The Atron is the Gallente fast frigate, although only having two mid slots makes it unloved for tackling in PvP despite its speed and high scan resolution. It can serve as a level 1 mission runner until Gallente Frigate III is trained for the Incursus, and Destroyers I for the Catalyst.<br />
}}<br />
<br />
===[Atron, PvE Basic Skills Atron]===<br />
{{ShipSkillGuide2<br />
|name=[Atron, PvE Basic Skills Atron]<br />
|high=75mm Gatling Rail I <br> 75mm Gatling Rail I<br />
|mid=1MN Afterburner I <br> Cap Recharger I<br />
|low=Damage Control I <br> Small Armor Repairer I<br />
|charges=Antimatter Charge S<br />
|drones=Hobgoblin I x1<br />
|rigs=<br />
|recommended1=Afterburner I <br> Drones I <br> Energy Grid Upgrades II<br />
|recommended2=Gallente Frigate II<br> Hull Upgrades I<br> Repair Systems I<br />
|recommended3=Scout Drone Operation I <br> Small Hybrid Turret II<br />
|notes=<br />
}}<br />
<br />
==Imicus==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Imicus.jpg<br />
|caption=Imicus<br />
|shipname=Imicus<br />
|faction=Gallente Federation<br />
|class=Frigate<br />
|highs=2<br />
|turrets=2<br />
|launchers=0<br />
|mediums=2<br />
|lows=2<br />
|cargohold=320 m3<br />
|dronebay=15 m3<br />
|bandwidth=15 Mbit/sec<br />
|roles=Exploration, Mission<br />
|variations=Helios<br />
|bonuses='''Gallente Frigate Skill Bonus:'''<br>5% bonus to drone range per level<br>5% increase to scan strength of probes per level<br>5% increase to survey probe flight time per level<br />
|info=The Imicus is the Gallente scanning frigate, and it boasts a 15 m3 drone bay, enough for 3 light drones. Some players who train drone skills early will use if for level 1 missions instead of the incursus or catalyst.<br />
}}<br />
<br />
===[Imicus, PvE Basic Skills Imicus]===<br />
{{ShipSkillGuide2<br />
|name=[Imicus, PvE Basic Skills Imicus]<br />
|high=75mm Gatling Rail I <br> 75mm Gatling Rail I<br />
|mid=1MN Afterburner I <br> Cap Recharger I<br />
|low=Damage Control I <br> Small Armor Repairer I<br />
|charges=Antimatter Charge S<br />
|drones=Hobgoblin I x3<br />
|rigs=<br />
|recommended1=Afterburner I <br> Drones III <br> Energy Grid Upgrades II<br />
|recommended2=Gallente Frigate II <br> Hull Upgrades I <br> Repair Systems I<br />
|recommended3=Scout Drone Operation I <br> Small Hybrid Turret II<br />
|notes=<br />
}}<br />
<br />
==Incursus==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Incursus.jpg<br />
|caption=Incursus<br />
|shipname=Incursus<br />
|faction=Gallente Federation<br />
|class=Frigate<br />
|highs=3<br />
|turrets=3<br />
|launchers=0<br />
|mediums=3<br />
|lows=2<br />
|cargohold=165 m3<br />
|dronebay=5 m3<br />
|bandwidth=5 Mbit/sec<br />
|roles=Tackle, Mission<br />
|variations=Enyo, Ishkur<br />
|bonuses='''Gallente Frigate Skill Bonus:''' <br> 10% bonus to Small Hybrid Turret falloff per level <br> 5% bonus to Small Hybrid Turret damage per level<br />
|info=The Incursus is the typical PvE and PvP frigate for Gallente players. It is faster and has a better scan resolution than the Tristan, which makes it better for tackling in PvP. It is also the only Gallente frigate with 3 turret slots. Turret fitted Incursus may deal more damage than a Tristan depending on missile skills.<br />
}}<br />
<br />
===[Incursus, PvE Basic Skills Incursus]===<br />
{{ShipSkillGuide2<br />
|name=[Incursus, PvE Basic Skills Incursus]<br />
|high=125mm Railgun I <br> 125mm Railgun I <br> 125mm Railgun I<br />
|mid=1MN Afterburner I <br> Cap Recharger I <br> Cap Recharger I<br />
|low=Damage Control I <br> Small Armor Repairer I<br />
|charges=Antimatter Charge S<br />
|drones=Hobgoblin I x1<br />
|rigs=<br />
|recommended1=Acceleration Control I<br>Afterburner II<br>Controlled Bursts II<br>Drones I<br>Energy Grid Upgrades II<br>Energy Management II<br>Energy Systems Operation II<br />
|recommended2=Evasive Maneuvering I<br>Gallente Frigate III<br>Gunnery III<br>Hull Upgrades II<br>Mechanic II<br>Motion Prediction II<br>Rapid Firing II<br />
|recommended3=Repair Systems II<br>Scout Drone Operation I<br>Small Hybrid Turret III<br>Sharpshooter II<br>Targeting II<br>Weapon Upgrades I<br />
|notes=<br />
}}<br />
<br />
===[Incursus, PvE Epic Arc Boss Killer Incursus]===<br />
{{ShipSkillGuide2<br />
|name=[Incursus, PvE Epic Arc Boss Killer Incursus]<br />
|high=Light Neutron Blaster I<br>Light Neutron Blaster I<br>Light Neutron Blaster I<br />
|mid=Cap Recharger I<br>Cap Recharger I<br />
|low=Magnetic Field Stabilizer I<br>Magnetic Field Stabilizer I<br />
|charges=Antimatter Charge S<br />
|drones=Hobgoblin I x1<br />
|rigs=<br />
|recommended1=Acceleration Control I<br>Afterburner II<br>Controlled Bursts II<br>Drones I<br>Energy Grid Upgrades II<br>Energy Management II<br>Energy Systems Operation II<br />
|recommended2=Evasive Maneuvering I<br>Gallente Frigate III<br>Gunnery III<br>Hull Upgrades II<br>Mechanic II<br>Motion Prediction II<br>Rapid Firing II<br />
|recommended3=Repair Systems II<br>Scout Drone Operation I<br>Small Hybrid Turret III<br>Sharpshooter II<br>Targeting II<br>Weapon Upgrades I<br />
|notes=* This fitting with recommended skills should break Dagan's tank in 15 minutes or less depending on his resists, which can vary.<br><br />
* While orbiting at 500m, Dagan's guns should not be able to track the Incursus. If your own guns have difficulty tracking at full speed, reduce speed to 75%.<br><br />
* This fitting should also work well against Kristan Parthus.<br />
}}<br />
<br />
===[Incursus, PvP Basic Skills Incursus]===<br />
{{ShipSkillGuide2<br />
|name=[Incursus, PvP Basic Skills Incursus]<br />
|high=75mm Gatling Rail I<br>75mm Gatling Rail I<br>75mm Gatling Rail I<br />
|mid=1MN MicroWarpdrive I<br>Stasis Webifier I<br>Warp Disruptor I<br />
|low=Damage Control I<br>Overdrive Injector System I<br />
|charges=Lead Charge S<br />
|drones=Warrior I x1<br />
|rigs=<br />
|recommended1=Acceleration Control III<br>Afterburner III<br>Combat Drone Operation III<br>Controlled Bursts III<br>Drones III<br>Electronics IV<br>Energy Management III<br>Energy Systems Operation III<br />
|recommended2=Evasive Maneuvering III<br>Gallente Frigate IV<br>Gunnery III<br>High Speed Maneuvering III<br>Hull Upgrades III<br>Mechanic III<br>Motion Prediction III<br>Navigation III<br />
|recommended3=Propulsion Jamming III<br>Rapid Firing III<br>Scout Drone Operation III<br>Sharpshooter III<br>Signature Analysis III<br>Small Hybrid Turret III<br>Targeting III<br>Warp Drive Operation III<br />
|notes=* Electronics IV is required to fit the third 75mm railgun with listed fitting. With Electronics III two 75mm rails will do.<br><br />
* Weapon Upgrades I allows the fitting of three named variants of 75mm railguns (for example the '75mm Carbide Railgun I'), with Electronics skill still at level III.<br><br />
* Like other frigates, the Incursus is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,500m from battleships unless they are seen shooting from gun ports or missile launcher bays. <br />
* Dealing damage is not a tackler's priority, and cap should not be wasted on guns if it is needed to maintain tackle in prolonged encounters.<br />
}}<br />
<br />
===[Incursus, PvP T2 Solo Incursus]===<br />
{{ShipSkillGuide2<br />
|name=[Incursus, PvP T2 Solo Incursus]<br />
|high=Light Ion Blaster II<br>Light Ion Blaster II<br>Light Ion Blaster II<br />
|mid=Catalyzed Cold-Gas I Arcjet Thrusters<br>X5 Prototype I Engine Enervator<br>J5b Phased Prototype Warp Scrambler I<br />
|low=Damage Control II<br>Overdrive Injector System II<br />
|charges=Caldari Navy Antimatter Charge S<br />
|drones=Hobgoblin II x1<br />
|rigs=Small Hybrid Collision Accelerator I<br>Small Hybrid Ambit Extension I<br>Small Hybrid Ambit Extension I<br />
|recommended1=<br />
|recommended2=<br />
|recommended3=<br />
<br />
|notes=* This fit was copied from Lexa Hellfury's [http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1231887 9 Days, 20 Incursii] video. The T2 MWD was changed to a named MWD to make it easier to fit for characters without maxed fitting skills.<br><br />
* Due to the presence of rigs, this fit should not be flown by Uni members during wartime.<br />
}}<br />
<br />
==Maulus==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Maulus.jpg<br />
|caption=Maulus<br />
|shipname=Maulus<br />
|faction=Gallente Federation<br />
|class=Frigate<br />
|highs=3<br />
|turrets=2<br />
|launchers=0<br />
|mediums=3<br />
|lows=2<br />
|cargohold=175 m3<br />
|dronebay=10 m3<br />
|bandwidth=10 Mbit/sec<br />
|roles=Electronic Counter Measures<br />
|variations=Keres<br />
|bonuses='''Gallente Frigate Skill Bonus:''' <br> 5% bonus to Small Hybrid Turret damage per skill level <br> 5% bonus to Remote Sensor Dampener effectiveness per skill level <br />
|info=The Maulus is an electronic warfare frigate, specialized in dampening. Its low locking range makes it ineffecitve at range damping snipers. However, it can resolution damp effectively with the help of ECM in the fleet.<br />
}}<br />
<br />
===[Maulus, PvP Basic Skills Maulus]===<br />
{{ShipSkillGuide2<br />
|name=[Maulus, PvP Basic Skills Maulus]<br />
|high=125mm Railgun I<br>125mm Railgun I<br />
|mid=1MN Afterburner I<br>Remote Sensor Dampener I<br>Remote Sensor Dampener I<br />
|low=Damage Control I<br>Signal Amplifier I<br />
|charges=Lead Charge S<br>Scan Resolution Dampening<br />
|drones=Warrior I x2<br />
|rigs=<br />
|recommended1=<br />
Acceleration Control II<br><br />
Afterburner III<br><br />
Combat Drone Operation III<br><br />
Controlled Bursts III<br><br />
Drones III<br><br />
Electronics IV<br><br />
Electronics Upgrade I<br><br />
Electronic Warfare III<br><br />
Energy Emission Systems I<br><br />
Energy Management III<br />
|recommended2=Energy Systems Operation III<br><br />
Evasive Maneuvering II<br><br />
Frequency Modulation III<br><br />
Fuel Conservation III<br><br />
Gallente Frigate IV<br><br />
Gunnery III<br><br />
Hull Upgrades III<br><br />
Long Distance Jamming III<br><br />
Long Range Targeting III<br><br />
Mechanic III<br />
|recommended3=Motion Prediction III<br><br />
Navigation III<br><br />
Rapid Firing III<br><br />
Scout Drone Operation III<br><br />
Sensor Linking III<br><br />
Sharpshooter III<br><br />
Signature Analysis III<br><br />
Small Hybrid Turret III<br><br />
Targeting III<br><br />
Warp Drive Operation III<br />
|notes=<br />
* The afterburner should only be used to get out of smartbomb range, or to go to optimal orbit in a defensive gate camp. Running the afterburner while damping will cap out the ship shortly.<br><br />
* Like other frigates, the Maulus is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,500m from battleships unless they are seen shooting from gun ports or missile launcher bays.<br />
}}<br />
<br />
==Tristan==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Tristan.jpg<br />
|caption=Tristan<br />
|shipname=Tristan<br />
|faction=Gallente Federation<br />
|class=Frigate<br />
|highs=4<br />
|turrets=2<br />
|launchers=2<br />
|mediums=3<br />
|lows=3<br />
|cargohold=140 m3<br />
|dronebay=5 m3<br />
|bandwidth=5 Mbit/sec<br />
|roles=Mission, Tackle<br />
|variations=Nemesis<br />
|bonuses='''Gallente Frigate Skill Bonus:''' <br> 5% bonus to Small Hybrid Turret damage per skill level <br> 7.5% bonus to Small Hybrid Turret tracking speed per skill level <br />
|info=The Tristan is an excellent PvP frigate, but requires missile skills to use effectively, which many Gallente players will not train early in their career. It is also slower and has less scan resolution than the Incursus, making it a worse tackler for typical Uni fleets.<br />
}}<br />
<br />
===[Tristan, PvE Recon Tristan]===<br />
{{ShipSkillGuide2<br />
|name=[Tristan, PvE Recon Tristan]<br />
|high=<br />
|mid=1MN Afterburner I<br>Small Shield Extender I<br>Medium Shield Extender I<br />
|low=Damage Control I<br>Overdrive Injector System I<br>Overdrive Injector System I<br />
|charges=<br />
|drones=<br />
|rigs=<br />
|recommended1=Afterburner I<br>Gallente Frigate III<br />
|recommended2=Hull Upgrades I<br />
|recommended3=Shield Upgrades I<br />
|notes=* This fitting is made specifically for the Recon missions (level 2). Since they require no fighting, a quick frigate with moderate tank will perform best to complete the missions quickly with minimal risk.<br />
}}<br />
<br />
===[Tristan, PvP Small Gang Tristan]===<br />
{{ShipSkillGuide2<br />
|name=[Tristan, PvP Small Gang Tristan]<br />
|high=Light Ion Blaster I<br>Light Ion Blaster I<br>Rocket Launcher I<br>Rocket Launcher I<br />
|mid=1MN Afterburner I<br>Stasis Webifier I<br>Warp Scrambler I<br />
|low=Damage Control I<br>Small Armor Repairer I<br>Reactive Plating I<br />
|charges=Antimatter Charge S<br>Foxfire Rocket<br />
|drones=Warrior I x1<br />
|rigs=<br />
|recommended1=<br />
Acceleration Control III<br><br />
Afterburner III<br><br />
Combat Drone Operation III<br><br />
Controlled Bursts III<br><br />
Drones III<br><br />
Electronics IV<br><br />
Energy Management III<br><br />
Energy Systems Operation III<br><br />
Evasive Maneuvering III<br><br />
Fuel Conservation III<br><br />
Gallente Frigate IV<br />
|recommended2=<br />
Gunnery III<br><br />
Hull Upgrades III<br><br />
Mechanic III<br><br />
Missile Bombardment III<br><br />
Missile Launcher Operation III<br><br />
Missile Projection III<br><br />
Motion Prediction III<br><br />
Navigation III<br><br />
Propulsion Jamming III<br><br />
Rapid Firing III<br><br />
Rapid Launch III<br />
|recommended3=<br />
Rockets III<br><br />
Scout Drone Operation III<br><br />
Sharpshooter III<br><br />
Signature Analysis III<br><br />
Small Hybrid Turret III<br><br />
Targeting III<br><br />
Target Navigation Prediction III<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades III<br />
|notes=<br />
* Use gremlin rockets against shield tankers, and phalanx rockets against armor tankers, or keep foxfire rockets loaded if you're unsure what you'll be facing.<br><br />
* This fit is made to speed tank, orbiting at close range. It is useful in limited circumstances due to having an afterburner and warp scrambler, instead of MWD and disruptor.<br />
}}<br />
<br />
=Destroyer=<br />
<br />
Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates, have more high slots. They are often used in PvE for level 1 missions. They are rarely used in PvP, as their DPS is not impressive without high skills, although they sometimes fill the role of anti-interceptor.<br />
<br />
Flying destroyers is not recommended for PvP Uni fleets. There are some exceptions, like Thrashers for a specialized Hit & Run fleet.<br />
<br />
==Catalyst==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Catalyst.jpg<br />
|caption=Catalyst<br />
|shipname=Catalyst<br />
|class=Destroyer<br />
|highs=8<br />
|turrets=8<br />
|launchers=0<br />
|mediums=2<br />
|lows=3<br />
|cargohold=400 m3<br />
|dronebay=5 m3<br />
|bandwidth=5 Mbit/sec<br />
|roles=Salvager, Mission<br />
|variations=Eris<br />
|bonuses='''Destroyer Skill Bonus:'''<br>10% Bonus to Small Hybrid Turret tracking speed per level <br> 10% bonus to Small Hybrid Turret falloff per level <br> 50% bonus to optimal range for small hybrid turrets <br> <font color=red>-25% rate of fire for all turrets</font><br />
|info=The Catalyst has 8 high slots, all of which can be fitted with guns. It is the typical level 1 mission runner ship for Gallente pilots once they have amassed enough ISK to purchase it and fit it out.<br />
<br />
The Catalyst is also used as a salvaging boat or suicide gank ship against small craft.<br />
}}<br />
<br />
===[Catalyst, PvE Basic Skills Catalyst]===<br />
{{ShipSkillGuide2<br />
|name=[Catalyst, PvE Basic Skills Catalyst]<br />
|high=125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I <br />
|mid=1MN Afterburner I<br>Cap Recharger I<br />
|low=Damage Control I<br>Small Armor Repairer I<br>Micro Auxiliary Power Core I<br />
|charges=Antimatter Charge S<br />
|drones=Hobgoblin I x1<br />
|rigs=<br />
|recommended1=<br />
Acceleration Control I<br/><br />
Afterburner II<br/><br />
Controlled Bursts II<br/><br />
Destroyers I<br/><br />
Drones I<br/><br />
Energy Grid Upgrades II<br/><br />
Energy Management II<br />
|recommended2=<br />
Energy Systems Operation II<br/><br />
Evasive Maneuvering I<br/><br />
Gallente Frigate III<br/><br />
Gunnery III<br/><br />
Hull Upgrades II<br/><br />
Mechanic II<br/><br />
Motion Prediction II<br />
|recommended3=<br />
Rapid Firing II<br/><br />
Repair Systems II<br/><br />
Scout Drone Operation I<br/><br />
Sharpshooter II<br/><br />
Small Hybrid Turret III<br/><br />
Targeting II<br />
|notes=<br />
* Switch the Micro Auxiliary Power Core I to Adaptive Nano Plating I (omni tanking) or Reactive Plating I (to fill the explosive hole in armor tanking, especially when facing Angel Cartel rats) if you have sufficient powergrid.<br />
* Fit three Small Capacitor Control Circuit I rigs if you can afford it (requires Jury Rigging I and Mechanic III).<br />
}}<br />
<br />
===[Catalyst, Salvaging Boat]===<br />
{{ShipSkillGuide2<br />
|name=[Catalyst, Salvaging Boat]<br />
|high=Small Tractor Beam I<br>Small Tractor Beam I<br>Small Tractor Beam I<br>Small Tractor Beam I<br>Salvager I<br>Salvager I<br>Salvager I<br>Salvager I<br />
|mid=1MN MicroWarpdrive I<br>Cap Recharger I<br />
|low=Capacitor Power Relay I<br>Capacitor Power Relay I<br>Co-Processor I<br />
|charges=<br />
|drones=<br />
|rigs=Small Salvage Tackle I<br>Small Salvage Tackle I<br>Small Salvage Tackle I<br />
|recommended1=<br />
Acceleration Control II<br><br />
Afterburner III<br><br />
Armor Rigging II<br><br />
Destroyers I<br><br />
Electronics IV<br><br />
Electronics Upgrades I<br />
|recommended2=<br />
Energy Grid Upgrades II<br><br />
Energy Management II<br><br />
Energy Systems Operation II<br><br />
Evasive Maneuvering II<br><br />
Gallente Frigate III<br><br />
High Speed Maneuvering III<br />
|recommended3=<br />
Jury Rigging III<br><br />
Mechanic III<br><br />
Navigation III<br><br />
Salvaging III<br />
|notes=<br />
* The low slots on a salvaging boat can vary. The co-processor is only needed if you lack cpu, Electronics IV will give enough cpu to fit a third Capacitor Power Relay I. The capacitor power relays help running the modules for longer periods of time, especially if cap skills are low. Cargo expanders can be of use in missions with many wrecks to loot. Even with cargo expanders, a destroyer will often run out of cargo space in level 4 missions.<br />
* Rigs are optional, they are very expensive for most newbies.<br />
* If salvaging sleeper sites in wormhole space, it is recommended to replace one tractor and one salvager by a prototype cloaking device and a core probe launcher.<br />
}}<br />
<br />
=Cruiser=<br />
<br />
==Celestis==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Celestis.jpg<br />
|caption=Celestis<br />
|shipname=Celestis<br />
|class=Cruiser<br />
|highs=4<br />
|turrets=3<br />
|launchers=2<br />
|mediums=5<br />
|lows=3<br />
|cargohold=320 m3<br />
|dronebay=40 m3<br />
|bandwidth=40 Mbit/sec<br />
|roles=Electronic Counter Measures<br />
|variations=Arazu, Lachesis<br />
|bonuses='''Gallente Cruiser Skill Bonus:'''<br>5% bonus to Medium Hybrid Turret Damage per skill level <br> 5% bonus to Remote Sensor Dampener effectiveness per skill level<br />
|info=The Celestis the the Gallente EW cruiser. Damps have a poor optimal, and even in falloff, it has difficulty applying damps at typical sniper range. Although it can do well with range damping against mid-range snipers up to 100 km or so. Resolution damping is made much more useful with ECM on the field as well.<br />
}}<br />
<br />
===[Celestis, PvP Standard Celestis]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Celestis, PvP Standard Celestis]<br />
<br />
|high=Small Energy Neutralizer I<br><br />
Small Energy Neutralizer I<br><br />
Drone Link Augmentor I<br><br />
Drone Link Augmentor I<br />
<br />
|mid=10MN MicroWarpdrive I<br><br />
Remote Sensor Dampener I<br><br />
Remote Sensor Dampener I<br><br />
Remote Sensor Dampener I<br><br />
Remote Sensor Dampener I<br />
<br />
|low=Damage Control I<br><br />
800mm Reinforced Steel Plates I<br><br />
Signal Amplifier I<br />
<br />
|charges=Scan Resolution Dampening<br><br />
<br />
|drones=Hornet EC-300 x2<br><br />
Vespa EC-600 x3<br />
<br />
|rigs=<br><br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Drones V<br><br />
Drone Navigation III<br><br />
Electronics IV<br><br />
Electronics Upgrade I<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Energy Emission Systems III<br />
<br />
|recommended2=Energy Management III<br><br />
Energy Systems Operation III<br><br />
Evasive Maneuvering III<br><br />
Frequency Modulation III<br><br />
Gallente Cruiser IV<br><br />
High Speed Maneuvering III<br><br />
Hull Upgrades III<br><br />
Long Distance Jamming III<br />
<br />
|recommended3=Long Range Targeting III<br><br />
Mechanic III<br><br />
Navigation III<br><br />
Scout Drone Operation IV<br><br />
Sensor Linking III<br><br />
Signature Analysis III<br><br />
Targeting III<br><br />
Warp Drive Operation III<br />
<br />
|notes=*Cargohold should have 4 range scripts to switch if needed.<br />
<br />
*The neuts on this version are purely defensive if some small ship decides to tackle the Celestis and orbits close.<br />
<br />
}}<br />
<br />
===[Celestis, PvP Gonzo Neut Celestis]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Celestis, PvP Gonzo Neut Celestis]<br />
<br />
|high=Medium Energy Neutralizer I<br><br />
Medium Energy Neutralizer I<br><br />
Drone Link Augmentor I<br><br />
Drone Link Augmentor I<br />
<br />
|mid=10MN MicroWarpdrive I<br><br />
Medium Capacitor Booster I<br><br />
Remote Sensor Dampener I<br><br />
Remote Sensor Dampener I<br><br />
Remote Sensor Dampener I<br />
<br />
|low=Damage Control I<br><br />
Signal Amplifier I<br><br />
Reactive Plating I<br />
<br />
|charges=Cap Booster 800<br><br />
Scan Resolution Dampening<br />
<br />
|drones=Hornet EC-300 x2<br><br />
Vespa EC-600 x3<br />
<br />
|rigs=[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Drones V<br><br />
Drone Navigation III<br><br />
Electronics IV<br><br />
Electronics Upgrade I<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Energy Emission Systems III<br />
<br />
|recommended2=Energy Management III<br><br />
Energy Systems Operation III<br><br />
Evasive Maneuvering III<br><br />
Frequency Modulation III<br><br />
Gallente Cruiser IV<br><br />
High Speed Maneuvering III<br><br />
Hull Upgrades III<br><br />
Long Distance Jamming III<br />
<br />
|recommended3=Long Range Targeting III<br><br />
Mechanic III<br><br />
Navigation III<br><br />
Scout Drone Operation IV<br><br />
Sensor Linking III<br><br />
Signature Analysis III<br><br />
Targeting III<br><br />
Warp Drive Operation III<br />
<br />
|notes=*This Celestis does three types of EW: damping, ECM, and cap warfare.<br />
<br />
*Cargohold should have 3 range scripts to switch if needed, and as many 800 cap charges as can fit.<br />
<br />
}}<br />
<br />
==Exequror==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Exequror.jpg<br />
|caption=Exequror<br />
|shipname=Exequror<br />
|class=Cruiser<br />
|highs=4<br />
|turrets=4<br />
|launchers=0<br />
|mediums=4<br />
|lows=3<br />
|cargohold=600 m3<br />
|dronebay=40 m3<br />
|bandwidth=40 Mbit/sec<br />
|roles=Logistics, Hauler<br />
|variations=Oneiros, Exequror Navy<br />
|bonuses='''Gallente Cruiser Skill Bonus:'''<br>10% bonus to Cargo Capacity per skill level <br> 10% bonus to capacitor need of remote armor repair system per skill level <br> 500% bonus to range of remote armor repair systems<br />
|info=The Exequror is the Gallente logistics cruiser. It is not often used in PvP. It has a cargo bay bonus which can make it useful for players on trial accounts who cannot train industrial ships. An Exequror fitted with Expanded Cargohold in low slots can haul over 1000 m3 in its cargo bay.<br />
}}<br />
<br />
===[Exequror, PvP Exequror RR]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Exequror, PvP Exequror RR]<br />
<br />
|high=Small Remote Armor Repair System I<br><br />
Small Remote Armor Repair System I<br><br />
Small Remote Armor Repair System I<br><br />
Small Remote Armor Repair System I<br />
<br />
|mid=10MN MicroWarpdrive I<br><br />
Tracking Disruptor I<br><br />
Tracking Disruptor I<br><br />
Medium Capacitor Booster I <br />
<br />
|low=Damage Control I<br><br />
800mm Reinforced Steel Plates I<br><br />
Adaptive Nano Plating I<br />
<br />
|charges=Optimal Range Disruption<br><br />
Cap Booster 800<br />
<br />
|drones=Vespa EC-600 x3<br><br />
Hornet EC-300 x2<br />
<br />
|rigs=[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=*Small RR range on an Exeq is 24 km.<br />
<br />
*Meant for Uni members looking to practice logistics before getting into proper T2 logistic ships.<br />
<br />
}}<br />
<br />
==Thorax==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Thorax.jpg<br />
|caption=Thorax<br />
|shipname=Thorax<br />
|class=Cruiser<br />
|highs=5<br />
|turrets=5<br />
|launchers=0<br />
|mediums=3<br />
|lows=5<br />
|cargohold=265 m3<br />
|dronebay=50 m3<br />
|bandwidth=50 Mbit/sec<br />
|roles=Damage Dealer, Mission<br />
|variations=Deimos, Phobos, Vigilant<br />
|bonuses='''Gallente Cruiser Skill Bonus:'''<br>5% bonus to Medium Hybrid Turret damage per level <br> 5% increase to MicroWarpdrive capacitor bonus per level. <br />
|info=The Thorax is the first ship newbie pilots should look at to fill a damage dealing role in PvP fleets. Its bonus to MWD cap and high DPS potential make it an excellent heavy tackler.<br />
}}<br />
<br />
===[Thorax, PvP Basic Skills Thorax]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Thorax, PvP Basic Skills Thorax]<br />
<br />
|high=Heavy Ion Blaster I<br><br />
Heavy Ion Blaster I<br><br />
Heavy Ion Blaster I<br><br />
Heavy Ion Blaster I<br><br />
Heavy Ion Blaster I<br />
<br />
|mid=10MN MicroWarpdrive I<br><br />
Stasis Webifier I<br><br />
Warp Scrambler I<br />
<br />
|low=Damage Control I<br><br />
Magnetic Field Stabilizer I<br><br />
Magnetic Field Stabilizer I<br><br />
Magnetic Field Stabilizer I<br><br />
400mm Reinforced Steel Plates I<br />
<br />
|charges=Caldari Navy Antimatter Charge M<br><br />
<br />
|drones=Hammerhead I x5<br />
<br />
|rigs=[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Combat Drone Operation III<br><br />
Controlled Bursts III<br><br />
Drone Interfacing III<br><br />
Drone Navigation III<br><br />
Drone Sharpshooting III<br><br />
Drones V<br><br />
Electronics IV<br><br />
Energy Management III<br><br />
Energy Systems Operation III<br />
<br />
|recommended2=Evasive Maneuvering III<br><br />
Gallente Cruiser IV<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
High Speed Maneuvering III<br><br />
Hull Upgrades III<br><br />
Mechanic III<br><br />
Medium Hybrid Turret IV<br><br />
Motion Prediction III<br><br />
Navigation III<br><br />
Propulsion Jamming III<br />
<br />
|recommended3=Rapid Firing III<br><br />
Scout Drone Operation III<br><br />
Sharpshooter III<br><br />
Signature Analysis III<br><br />
Small Hybrid Turret III<br><br />
Surgical Strike III<br><br />
Targeting III<br><br />
Trajectory Analysis III<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades IV<br />
<br />
|notes=* If you're missing CPU due to not having Electronics IV and Weapon Upgrades IV, you can upgrade some modules to a higher meta level to reduce cpu required. You could also use a tracking enhancer instead of the third magnetic field stab.<br />
<br />
* Faction ammo is not required, but the benefit to DPS is substantial. A full load of Caldari Navy Antimatter Charge M (600 rounds total, 120 rounds per gun) costs around 600,000 ISK. More rounds are rarely needed, but having 2000 additional standard antimatter rounds in case of ratting or long engagements is recommended.<br />
<br />
* This training plan should take 1 month or so to complete, although this will vary a lot with implants and neural remap.<br />
<br />
* With the recommended skill list, EFT calculates DPS at 332 and EHP at 11,111. Cap stable at 43% with MWD inactive. New pilots looking to get into the Thorax early should aim for 300 dps with faction antimatter and 10k EHP minimum.<br />
<br />
}}<br />
<br />
===[Thorax, PvP T2 Shield Thorax]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Thorax, PvP T2 Shield Thorax]<br />
<br />
|high=Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br />
<br />
|mid=Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br><br />
Large Shield Extender II<br><br />
J5b Phased Prototype Warp Scrambler I<br />
<br />
|low=Damage Control II<br><br />
Nanofiber Internal Structure II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br />
<br />
|charges=Caldari Navy Antimatter Charge M<br><br />
<br />
|drones=Hammerhead II x5<br />
<br />
|rigs=Medium Anti-EM Screen Reinforcer I<br><br />
Medium Anti-Thermal Screen Reinforcer I<br><br />
Medium Anti-Kinetic Screen Reinforcer I<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=* An advanced fit with 19k EHP and 628 dps for maxed skills.<br><br />
<br />
* The resist rigs were chosen instead of extenders because the EHP is nearly the same with them, but they are much cheaper than field extenders.<br />
<br />
}}<br />
<br />
===[Thorax, Wormhole Thorax]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Thorax, Wormhole Thorax]<br />
<br />
|high=Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br />
<br />
|mid=10MN Afterburner II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Damage Control II<br><br />
Armor Explosive Hardener II<br><br />
Medium Armor Repairer II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
<br />
|charges=Antimatter Charge M<br><br />
<br />
|drones=Hobgoblin I x5<br><br />
Hobgoblin II x5<br />
<br />
|rigs=Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=* A basic fit for class 1 and 2 wormholes in gangs.<br />
<br />
}}<br />
<br />
==Vexor==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Vexor.jpg<br />
|caption=Vexor<br />
|shipname=Vexor<br />
|class=Cruiser<br />
|highs=5<br />
|turrets=4<br />
|launchers=0<br />
|mediums=3<br />
|lows=4<br />
|cargohold=480 m3<br />
|dronebay=100 m3<br />
|bandwidth=75 Mbit/sec<br />
|roles=Mission, Damage Dealer<br />
|variations=Ishtar, Vexor Navy<br />
|bonuses='''Gallente Cruiser Skill Bonus:'''<br>5% bonus to Medium Hybrid Turret damage per skill level <br> 10% bonus to drone hitpoints, damage and mining yield per skill level<br />
|info=The Vexor, like the Mymidon and Dominix, is a drone boat. The drone boats are excellent PvE ships, and they are also good PvP ships. Drone boats are sometimes fitted with tractors and salvagers to salvage wrecks during missions. This lowers dps, and thus increases mission completion time, although it also saves time by removing the need to return to the mission site in another ship to salvage. Whether this saves time overall or merely makes salvaging more convenient is debatable.<br />
<br />
The Vexor is also an excellent PvP ship. For low skill pilots, it is usually easier to get DPS out of the Thorax, even with more skills in drones than gunnery.<br />
}}<br />
<br />
===[Vexor, PvE Basic Skills Vexor]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Vexor, PvE Basic Skills Vexor]<br />
<br />
|high=Dual 180mm AutoCannon I<br><br />
Dual 180mm AutoCannon I<br><br />
Dual 180mm AutoCannon I<br><br />
Dual 180mm AutoCannon I<br><br />
[empty high slot]<br />
<br />
|mid=10MN Afterburner I<br><br />
Cap Recharger I<br><br />
Large Capacitor Battery I<br />
<br />
|low=Damage Control I<br><br />
Armor Thermic Hardener I<br><br />
Armor Kinetic Hardener I<br><br />
Medium Armor Repairer I<br />
<br />
|charges=Phased Plasma M<br><br />
<br />
|drones=Hammerhead I x5<br><br />
Hobgoblin I x5<br />
<br />
|rigs=<br><br />
<br />
|recommended1=Acceleration Control II<br><br />
Afterburner II<br><br />
Combat Drone Operation II<br><br />
Controlled Bursts III<br><br />
Drones V<br><br />
Drone Durability II<br><br />
Drone Interfacing III<br><br />
Drone Navigation III<br><br />
Drone Sharpshooting II<br />
<br />
|recommended2=Energy Grid Upgrades III<br><br />
Energy Management III<br><br />
Energy Systems Operation III<br><br />
Fuel Conservation II<br><br />
Gallente Cruiser III<br><br />
Gunnery III<br><br />
Hull Upgrades III<br><br />
Mechanic III<br><br />
Medium Projectile Turret III<br />
<br />
|recommended3=Motion Prediction III<br><br />
Rapid Firing III<br><br />
Repair Systems IV<br><br />
Scout Drone Operation IV<br><br />
Sharpshooter III<br><br />
Small Projectile Turret III<br><br />
Targeting III<br><br />
Weapon Upgrades III<br />
<br />
|notes=* The example fitting has drones and hardeners fitted for Serpentis rats.<br />
<br />
* The damage control can be substituted for a third rat-specific hardener, especially on missions with a lot of explosive damage.<br />
<br />
* Drones IV is the minimum amount of drones recommended to start running level 2 missions in a Vexor.<br />
<br />
* This recommended skill plan should take approximately two weeks to complete, depending on remaps and implants used. The Vexor can be piloted earlier to get into level 2 missions, after about one week, depending on how the character was skilled and the player's ability to pilot the ship effectively using proper kiting techniques in difficult missions.<br />
<br />
* This fit uses a large battery instead of a second cap recharger; with cruiser fits that are not cap stable, the large battery adds a significant amount to capacitor duration for low skill point pilots. Medium autocannons are fitted in high slots both to save cap, and because their fitting requirements are much lower than medium hybrids weapons.<br />
<br />
}}<br />
<br />
===[Vexor, PvE T2 Vexor]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Vexor, PvE T2 Vexor]<br />
<br />
|high=Dual 150mm Railgun II<br><br />
Dual 150mm Railgun II<br><br />
Dual 150mm Railgun II<br><br />
Dual 150mm Railgun II<br><br />
Drone Link Augmentor I<br />
<br />
|mid=10MN Afterburner II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Damage Control II<br><br />
Armor Thermic Hardener II<br><br />
Armor Kinetic Hardener II<br><br />
Medium Armor Repairer II<br />
<br />
|charges=Antimatter Charge M<br><br />
<br />
|drones=Hammerhead II x5<br><br />
Hobgoblin II x5<br />
<br />
|rigs=Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br />
<br />
|recommended1=<br />
|recommended2=<br />
|recommended3=<br />
<br />
|notes=<br><br />
<br />
}}<br />
<br />
===[Vexor, PvP Basic Skills Vexor]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Vexor, PvP Basic Skills Vexor]<br />
<br />
|high=Heavy Electron Blaster I<br><br />
Heavy Electron Blaster I<br><br />
Heavy Electron Blaster I<br><br />
Heavy Electron Blaster I<br><br />
Small Energy Neutralizer I<br />
<br />
|mid=10MN MicroWarpdrive I<br><br />
Stasis Webifier I<br><br />
Warp Scrambler I<br />
<br />
|low=Damage Control I<br><br />
Energized Adaptive Nano Membrane I<br><br />
Energized Adaptive Nano Membrane I<br><br />
800mm Reinforced Steel Plates I<br />
<br />
|charges=Caldari Navy Antimatter Charge M<br><br />
<br />
|drones=Hammerhead I x5<br><br />
Warrior I x5<br><br />
Hornet EC-300 x5 <br />
<br />
|rigs=[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Controlled Bursts III<br><br />
Combat Drone Operation III<br><br />
Drone Navigation III<br><br />
Drones V<br><br />
Drone Interfacing III<br><br />
Drone Sharpshooting III<br><br />
Electronics IV<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing II<br><br />
Energy Emission Systems III<br />
<br />
|recommended2=Energy Management III<br><br />
Energy Systems Operation III<br><br />
Evasive Maneuvering III<br><br />
Gallente Cruiser IV<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
High Speed Maneuvering III<br><br />
Hull Upgrades III<br><br />
Mechanic III<br><br />
Medium Hybrid Turret IV<br><br />
Motion Prediction III<br><br />
Navigation III<br />
<br />
|recommended3=Propulsion Jamming III<br><br />
Rapid Firing III<br><br />
Scout Drone Operation III<br><br />
Sharpshooter III<br><br />
Signature Analysis III<br><br />
Small Hybrid Turret III<br><br />
Surgical Strike III<br><br />
Targeting III<br><br />
Trajectory Analysis III<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades I<br />
<br />
|notes=* The Hornet EC-300 can be handy to disengage from fights, but are completely optional. If you don't wish to train up Electronic Warfare and Electronic Warfare Drone Interfacing to use them, you can replace them by hobgoblins instead to have some spare light drones.<br><br><br />
<br />
}}<br />
<br />
===[Vexor, PvP T2 Shield Vexor]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Vexor, PvP T2 Shield Vexor]<br />
<br />
|high=Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
5W Infectious Power System Malfunction<br />
<br />
|mid=Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br><br />
Large Shield Extender II<br><br />
J5b Phased Prototype Warp Scrambler I<br />
<br />
|low=Damage Control II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br><br />
Power Diagnostic System II<br />
<br />
|charges=Caldari Navy Antimatter Charge M<br><br />
<br />
|drones=Hammerhead II x5<br><br />
Warrior II x5<br><br />
Hornet EC-300 x5<br />
<br />
|rigs=Medium Anti-EM Screen Reinforcer I<br><br />
Medium Anti-Thermal Screen Reinforcer I<br><br />
Medium Anti-Kinetic Screen Reinforcer I<br />
<br />
|recommended1=<br />
<br />
|recommended2=<br />
<br />
|recommended3=<br />
<br />
|notes=* Pilots with lower fitting skills (Electronics 4, Engineering 4, and Weapon Upgrades 4) will need to downgrade the ions to electrons and unfit the neut.<br><br />
<br />
* The resist rigs were chosen instead of extenders because the EHP is nearly the same with them, but they are much cheaper than field extenders.<br />
<br />
}}<br />
<br />
=Industrial=<br />
<br />
==Iteron Series==<br />
{{Infobox Ship Horizontal<br />
|shipimg=IteronIII.jpg<br />
|caption=Iteron Series<br />
|shipname=Iteron Series<br />
|class=Industrial Hauler<br />
|highs= 1-2<br />
|turrets= 1<br />
|launchers= 0<br />
|mediums= 2-5<br />
|lows= 2-5<br />
|cargohold=3000-6000 m3<br />
|dronebay=0 m3<br />
|bandwidth=0 Mbit/sec<br />
|roles=Hauler<br />
|variations=Viator<br />
|bonuses= '''Gallente Industrial Skill Bonus:'''<br>5% Bonus Cargo Capacity and Max Velocity per skill level <br />
|info=The Iteron line of ships, from I to V, are excellent haulers. The Iteron V when rigged is the industrial ship with the largest cargo capacity, although for most players and Iteron I or III will suffice. Industrials can be used to store mission loot and salvage, to haul at a later time and sell at a trade hub for more ISK than can be made in most backwater mission stations.<br />
}}<br />
<br />
===[Iteron Mark III, Hauler]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Iteron Mark III, Hauler]<br />
<br />
|high=[empty high slot]<br><br />
[empty high slot]<br />
<br />
|mid=Medium Shield Extender I<br><br />
Medium Shield Extender I<br><br />
Medium Shield Extender I<br />
<br />
|low=Expanded Cargohold II<br><br />
Expanded Cargohold II<br><br />
Expanded Cargohold II<br />
<br />
|charges=<br><br />
<br />
|drones=<br><br />
<br />
|rigs=Medium Cargohold Optimization I<br><br />
Medium Cargohold Optimization I<br><br />
Medium Cargohold Optimization I<br />
<br />
|recommended1=Astronautics Rigging I<br><br />
Gallente Industrial III<br />
<br />
|recommended2=Hull Upgrades II<br><br />
Jury Rigging III<br />
<br />
|recommended3=Mechanic III<br><br />
Shield Upgrades I<br />
<br />
|notes=* An Iteron III fitted like this is a moderate skill investement, and can carry up to 17,672 m3. <br />
<br />
* A repackaged frigate is 2,500 m3, a repackaged destroyer is 5,000 m3, a repackaged cruiser is 10,000 m3, and a repackaged battlecruiser is 15,000 m3.<br />
<br />
* For war time hauling, a hauling alt is recommended. For this purpose, an Amarr pilot trained for a Bestower is best for the least skill investment. See the [[Creating an Alt Hauler]] article for more information.<br />
<br />
* Industrial ships are easily suicide ganked in highsec. Suicide ganks are more likely close to trade hubs, or on paths between trade hubs, especially in 0.5 or 0.6 systems. If you are carrying less than 20 million ISK in goods, a suicide gank is extremely unlikely. Many suicide gankers will not bother with cargo worth less than 50 million ISK, but some will. Some suicide gankers will do it simply to cause grief rather than for profit. The shield tank fitted is mostly to avoid random suicide ganks from ships with low firepower or untargeted smartbomb suicide ganks. See 'The Dark Side of Eve' in the [[Eve University Class Library]] for more information about suicide ganking and how to avoid it.<br />
<br />
}}<br />
<br />
=Battlecruiser=<br />
<br />
==Brutix==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Brutix.jpg<br />
|caption=Brutix<br />
|shipname=Brutix <br />
|class=Battlecruiser<br />
|highs=7<br />
|turrets=7<br />
|launchers=0<br />
|mediums=4<br />
|lows=5<br />
|cargohold=400 m3<br />
|dronebay=50 m3<br />
|bandwidth=50 Mbit/sec<br />
|roles=Damage Dealer, Mission<br />
|variations=Astarte, Eos<br />
|bonuses='''Battlecruiser Skill Bonus:'''<br>5% bonus to Medium Hybrid Turret damage per level <br> 7.5% bonus to Armor Repairer effectiveness per level <br> 99% reduction in the CPU need of Warfare Link modules<br />
|info=The Brutix is reknowned for its high DPS potential in PvP. It is also a popular suicide gank ship.<br />
<br />
Although Gallente ships are usually better armor tanked, the Brutix benefits from a shield tank in several areas. Low slots can be dedicated to gank modules to increase DPS. The shield tank Brutix also has the advantage of being faster than an armor tank, which means it can get into the short blaster range sooner.<br />
<br />
}}<br />
<br />
===[Brutix, PvP T2 Shield Brutix]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Brutix, PvP T2 Shield Brutix]<br />
<br />
|high=Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br />
<br />
|mid=Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br><br />
Invulnerability Field II<br><br />
Large Shield Extender II<br><br />
Warp Scrambler II<br />
<br />
|low=Damage Control II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br><br />
Tracking Enhancer II<br />
<br />
|rigs=Medium Core Defence Field Extender I<br><br />
Medium Core Defence Field Extender I<br><br />
Medium Anti-EM Screen Reinforcer I<br />
<br />
|drones=Hammerhead II x5<br><br />
<br />
|charges=Caldari Navy Antimatter Charge M<br><br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Battlecruisers IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts III<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation III<br><br />
Drone Sharpshooting III<br><br />
Drones V<br><br />
Electronics IV<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br><br />
Evasive Maneuvering III<br><br />
Gallente Cruiser III<br><br />
Gallente Drone Specialization III<br />
<br />
|recommended2=Gallente Frigate IV<br><br />
Gunnery V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades IV<br><br />
Jury Rigging III<br><br />
Long Range Targeting III<br><br />
Mechanic V<br><br />
Medium Blaster Specialization IV<br><br />
Medium Hybrid Turret V<br><br />
Motion Prediction IV<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br><br />
Propulsion Jamming III<br><br />
Rapid Firing IV<br><br />
Science IV<br><br />
Scout Drone Operation V<br />
<br />
|recommended3=Sharpshooter IV<br><br />
Shield Management IV<br><br />
Shield Rigging III<br><br />
Shield Upgrades IV<br><br />
Signature Analysis III<br><br />
Small Blaster Specialization IV<br><br />
Small Hybrid Turret V<br><br />
Spaceship Command IV<br><br />
Surgical Strike III<br><br />
Tactical Shield Manipulation IV<br><br />
Targeting IV<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis III<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades IV<br />
<br />
|notes=* This version deals around 691 DPS and has 50k EHP with recommended skills.<br><br />
<br />
}}<br />
<br />
===[Brutix, PvP T2 Armor Brutix]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Brutix, PvP T2 Armor Brutix]<br />
<br />
|high=Heavy Electron Blaster II<br><br />
Heavy Electron Blaster II<br><br />
Heavy Electron Blaster II<br><br />
Heavy Electron Blaster II<br><br />
Heavy Electron Blaster II<br><br />
Heavy Electron Blaster II<br><br />
Heavy Electron Blaster II<br />
<br />
|mid=Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br><br />
Conjunctive Magnetometric ECCM Scanning Array I<br><br />
Stasis Webifier II<br><br />
Warp Scrambler II<br />
<br />
|low=Damage Control II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Magnetic Field Stabilizer II<br />
<br />
|rigs=Medium Trimark Armor Pump I<br><br />
Medium Trimark Armor Pump I<br><br />
Medium Trimark Armor Pump I<br />
<br />
|drones=Hammerhead II x5<br><br />
<br />
|charges=Caldari Navy Antimatter Charge M<br><br />
<br />
|recommended1=Acceleration Control IV<br><br />
Afterburner III<br><br />
Armor Rigging III<br><br />
Battlecruisers IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts III<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
EM Armor Compensation III<br><br />
Electronic Warfare I<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br><br />
Evasive Maneuvering IV<br />
<br />
|recommended2=<br />
Explosive Armor Compensation III<br><br />
Gallente Cruiser III<br><br />
Gallente Drone Specialization II<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging III<br><br />
Kinetic Armor Compensation III<br><br />
Mechanic V<br><br />
Medium Blaster Specialization IV<br><br />
Medium Hybrid Turret V<br><br />
Motion Prediction IV<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br><br />
Propulsion Jamming IV<br />
<br />
|recommended3=Rapid Firing IV<br><br />
Science IV<br><br />
Scout Drone Operation V<br><br />
Sharpshooter IV<br><br />
Shield Management III<br><br />
Signature Analysis IV<br><br />
Small Blaster Specialization IV<br><br />
Small Hybrid Turret V<br><br />
Spaceship Command IV<br><br />
Surgical Strike III<br><br />
Targeting IV<br><br />
Thermic Armor Compensation III<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis III<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades IV<br />
<br />
|notes=* This fitting has 67k EHP and 520 DPS with recommended skills.<br><br />
}}<br />
<br />
===[Brutix, Wormhole Brutix]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Brutix, Wormhole Brutix]<br />
<br />
|high=Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br />
<br />
|mid=10MN Afterburner II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Damage Control II<br><br />
Medium Armor Repairer II<br><br />
Medium Armor Repairer II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br />
<br />
|rigs=Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br />
<br />
|drones=Hobgoblin I x5<br><br />
Hobgoblin II x5<br />
<br />
|charges=Antimatter Charge M<br><br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=* Tech 2 drones should be used unless they catch too much aggro. Switch to Tech 1 drones if so.<br />
<br />
* This should be able to handle class 1 and 2 wormholes in gangs. It is unlikely to do well in class 3 wormholes without battleships taking most of the sleeper aggro.<br />
<br />
}}<br />
<br />
==Myrmidon==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Myrmidon.jpg<br />
|caption=Myrmidon<br />
|shipname=Myrmidon<br />
|class=Battlecruiser<br />
|highs=6<br />
|turrets=6<br />
|launchers=0<br />
|mediums=5<br />
|lows=6<br />
|cargohold=400 m3<br />
|dronebay=150 m3<br />
|bandwidth=75 Mbit/sec<br />
|roles=Mission, Damage Dealer<br />
|variations=None<br />
|bonuses='''Battlecruiser Skill Bonus:'''<br>10% increase to drone hitpoints and damage dealt by drones per level <br> 7.5% increase to armor repair amount per level <br> 99% reduction in the CPU need of Warfare Link modules <br />
|info=The Mymidon is the typical level 3 missioning ship. It can fit a passive shield tank like the Drake, but most Gallente players will focus on armor tanking skills, and its armor repair bonus make it an excellent armor tanker.<br />
<br />
The Myrmidon can also be an excellent PvP ship, though the damage potential is less than the Brutix with most fittings. The Myrmidons shown here have autocannons, since it will perform much better with those, although if you have T2 autocannons trained, you should have cross-trained to a hurricane which will perform much better with a buffer tank. The myrm is sometimes used in PvP with dual or triple reps, although such setups are much more useful for solo or small gangs than for most Uni fleets. See the [http://www.scrapheap-challenge.com/viewtopic.php?t=22160 Scrapheap Challenge] forum PvP Myrmidon thread for discussions on different ways to fit it (and keep in mind that many earlier posts are outdated due to some changes, notably that rig price change has made rep myrms much more affordable).<br />
<br />
The most DPS from drones is with 2x Ogres, 2x Hammerheads, and 1x Hobgoblin due to the unusual 75 mb drone bandwidth. However, Ogres may have difficulty tracking targets smaller than battleships, and travel time can also be an issue depending on the initial engagement range.<br />
}}<br />
<br />
===[Myrmidon, PvE Myrmidon]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Myrmidon, PvE Myrmidon]<br />
<br />
|high=650mm Medium Prototype I Siege Cannon<br><br />
650mm Medium Prototype I Siege Cannon<br><br />
650mm Medium Prototype I Siege Cannon<br><br />
650mm Medium Prototype I Siege Cannon<br><br />
650mm Medium Prototype I Siege Cannon<br><br />
Drone Link Augmentor I<br />
<br />
|mid=10MN Afterburner II<br><br />
Parallel Weapon Navigation Transmitter<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Medium Armor Repairer II<br><br />
Medium Armor Repairer II<br><br />
Armor Explosive Hardener II<br><br />
Armor Explosive Hardener II<br><br />
Armor Kinetic Hardener II<br><br />
Armor Kinetic Hardener II<br />
<br />
|rigs=Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br />
<br />
|drones=Warrior II x5<br><br />
Valkyrie II x5<br />
<br />
|charges=Fusion M<br><br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner IV<br><br />
Battlecruisers IV<br><br />
Combat Drone Operation IV<br><br />
Drone Durability II<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting III<br><br />
Drones V<br><br />
Energy Grid Upgrades III<br><br />
Energy Management IV<br />
<br />
|recommended2=Energy Systems Operation IV<br><br />
Engineering IV<br><br />
Fuel Conservation III<br><br />
Gallente Cruiser III<br><br />
Gallente Drone Specialization II<br><br />
Gunnery III<br><br />
Hull Upgrades V<br><br />
Jury Rigging I<br><br />
Long Range Targeting III<br><br />
Mechanic IV<br><br />
Medium Projectile Turret III<br />
<br />
|recommended3=Minmatar Drone Specialization II<br><br />
Motion Prediction III<br><br />
Rapid Firing III<br><br />
Repair Systems IV<br><br />
Scout Drone Operation V<br><br />
Sharpshooter III<br><br />
Spaceship Command IV<br><br />
Targeting III<br><br />
Target Painting III<br />
<br />
|notes=* The example fitting has drones and hardeners fitted for Angel Cartel rats.<br><br />
<br />
* With recommended skills, the capacitor should last 18 minutes with the target painter active, cap stable if it is inactive.<br />
<br />
}}<br />
<br />
===[Myrmidon, PvP T2 Shield Myrmidon]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Myrmidon, PvP T2 Shield Myrmidon]<br />
<br />
|high=425mm AutoCannon II<br><br />
425mm AutoCannon II<br><br />
425mm AutoCannon II<br><br />
425mm AutoCannon II<br><br />
425mm AutoCannon II<br><br />
425mm AutoCannon II<br />
<br />
|mid=Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br><br />
Large Shield Extender II<br><br />
Invulnerability Field II<br><br />
Large Shield Extender II<br><br />
Warp Disruptor II<br />
<br />
|low=Damage Control II<br><br />
Tracking Enhancer II<br><br />
Tracking Enhancer II<br><br />
Gyrostabilizer II<br><br />
Gyrostabilizer II<br><br />
Gyrostabilizer II<br />
<br />
|rigs=Medium Anti-EM Screen Reinforcer I<br><br />
Medium Core Defence Field Extender I<br><br />
Medium Core Defence Field Extender I<br />
<br />
|drones=Hammerhead II x5<br><br />
Warrior II x5<br><br />
Ogre II x2<br><br />
Hammerhead II x2<br><br />
Hobgoblin II x1<br />
<br />
|charges=Republic Fleet Phased Plasma M<br><br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Battlecruisers IV<br><br />
Combat Drone Operation IV<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Electronics V<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br><br />
Evasive Maneuvering III<br><br />
Gallente Cruiser III<br><br />
Gallente Drone Specialization IV<br />
<br />
|recommended2=<br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades IV<br><br />
Jury Rigging III<br><br />
Mechanic IV<br><br />
Medium Autocannon Specialization IV<br><br />
Medium Projectile Turret V<br><br />
Minmatar Drone Specialization III<br><br />
Motion Prediction IV<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br><br />
Propulsion Jamming IV<br><br />
Rapid Firing IV<br><br />
Science IV<br><br />
Scout Drone Operation V<br />
<br />
|recommended3=<br />
Sharpshooter IV<br><br />
Shield Rigging III<br><br />
Shield Management IV<br><br />
Shield Operation III<br><br />
Shield Upgrades IV<br><br />
Signature Analysis III<br><br />
Small Autocannon Specialization IV<br><br />
Small Projectile Turret V<br><br />
Spaceship Command IV<br><br />
Surgical Strike IV<br><br />
Tactical Shield Manipulation IV<br><br />
Targeting IV<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis IV<br><br />
Warp Drive Operation IV<br><br />
Weapon Upgrades IV<br />
<br />
|notes=* This Myrmidon uses projectile weapons, since it does not have a ship bonus to weapons, and projectiles do not use cap. Medium autocannons are easier to fit than medium blasters, and thanks to the long falloff, have much better range. When shooting at long range, Barrage ammo should be used. When shooting at close range, faction ammo of the appropriate type should be used.<br />
<br />
* This fit has 58k EHP with recommended skills. DPS with 2x Ogres, 2x Hammerheads, and 1x Hobgoblin is 593. DPS with 5x Hammerheads is 525.<br />
<br />
}}<br />
<br />
===[Myrmidon, PvP T2 Armor Myrmidon]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Myrmidon, PvP T2 Armor Myrmidon]<br />
<br />
|high=220mm Vulcan AutoCannon II<br><br />
220mm Vulcan AutoCannon II<br><br />
220mm Vulcan AutoCannon II<br><br />
220mm Vulcan AutoCannon II<br><br />
220mm Vulcan AutoCannon II<br><br />
220mm Vulcan AutoCannon II<br />
<br />
|mid=Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br><br />
Conjunctive Magnetometric ECCM Scanning Array I<br><br />
X5 Prototype I Engine Enervator<br><br />
Warp Scrambler II<br><br />
Warp Disruptor II<br />
<br />
|low=Damage Control II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Gyrostabilizer II<br><br />
Gyrostabilizer II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br />
<br />
|rigs=Medium Trimark Armor Pump I<br><br />
Medium Trimark Armor Pump I<br><br />
Medium Trimark Armor Pump I<br />
<br />
|drones=Hammerhead II x5<br><br />
Warrior II x5<br><br />
Ogre II x2<br><br />
Hammerhead II x2<br><br />
Hobgoblin II x1<br />
<br />
|charges=Republic Fleet Phased Plasma M<br><br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Armor Rigging III<br><br />
Battlecruisers IV<br><br />
Combat Drone Operation IV<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Electronics IV<br><br />
EM Armor Compensation III<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br><br />
Evasive Maneuvering III<br />
<br />
|recommended2=<br />
Explosive Armor Compensation III<br><br />
Gallente Cruiser III<br><br />
Gallente Drone Specialization IV<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging III<br><br />
Kinetic Armor Compensation III<br><br />
Mechanic V<br><br />
Medium Autocannon Specialization IV<br><br />
Medium Projectile Turret V<br><br />
Minmatar Drone Specialization III<br><br />
Motion Prediction IV<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br />
<br />
|recommended3=<br />
Propulsion Jamming IV<br><br />
Rapid Firing IV<br><br />
Science IV<br><br />
Scout Drone Operation V<br><br />
Sharpshooter IV<br><br />
Signature Analysis III<br><br />
Small Autocannon Specialization IV<br><br />
Small Projectile Turret V<br><br />
Spaceship Command IV<br><br />
Surgical Strike III<br><br />
Targeting IV<br><br />
Thermic Armor Compensation III<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis IV<br><br />
Warp Drive Operation IV<br><br />
Weapon Upgrades IV<br />
<br />
|notes=* This Myrmidon uses projectile weapons, since it does not have a ship bonus to weapons, and projectiles do not use cap. Medium autocannons are easier to fit than medium blasters, and thanks to the long falloff, have much better range. When shooting at long range, Barrage ammo should be used. When shooting at close range, faction ammo of the appropriate type should be used.<br />
<br />
* This fit has 68k EHP with recommended skills. DPS with 2x Ogres, 2x Hammerheads, and 1x Hobgoblin is 541. DPS with 5x Hammerheads is 474.<br />
<br />
}}<br />
<br />
===[Myrmidon, Wormhole Myrmidon]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Myrmidon, Wormhole Myrmidon]<br />
<br />
|high=650mm Medium 'Scout' Artillery I<br><br />
650mm Medium 'Scout' Artillery I<br><br />
650mm Medium 'Scout' Artillery I<br><br />
650mm Medium 'Scout' Artillery I<br><br />
650mm Medium 'Scout' Artillery I<br><br />
Drone Link Augmentor I<br />
<br />
|mid=10MN Afterburner II<br><br />
Parallel Weapon Navigation Transmitter<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Damage Control II<br><br />
Armor Explosive Hardener II<br><br />
Medium Armor Repairer II<br><br />
Medium Armor Repairer II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br />
<br />
|rigs=Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br />
<br />
|drones=Hobgoblin I x5<br><br />
Hobgoblin II x5<br><br />
Hammerhead I x5<br><br />
Hammerhead II x5<br />
<br />
|charges=Phased Plasma M<br><br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=* Tech 2 drones should be used unless they catch too much aggro. Switch to Tech 1 drones if so.<br />
<br />
* This should be able to handle class 1 and 2 wormholes in gangs. It is unlikely to do well in class 3 wormholes without battleships taking most of the sleeper aggro.<br />
<br />
}}<br />
<br />
=Battleship=<br />
<br />
==Dominix==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Dominix.jpg<br />
|caption=Dominix<br />
|shipname=Dominix<br />
|class=Battleship<br />
|highs=6<br />
|turrets=6<br />
|launchers=0<br />
|mediums=5<br />
|lows=7<br />
|cargohold=600 m3<br />
|dronebay=375 m3<br />
|bandwidth=125 Mbit/sec<br />
|roles=Mission, Support Ship<br />
|variations=Sin, Dominix Navy<br />
|bonuses='''Gallente Battleship Skill Bonus:'''<br>5% bonus to Large Hybrid Turret damage per level <br> 10% bonus to drone hitpoints and damage per skill level<br />
|info=The PVE Dominix fits are cap stable with Energy Management IV, Energy Systems Operation IV, Controlled Bursts III, and Fuel Conservation III (for the afterburner version). Meta 4 guns are used since every little bit of DPS helps when doing L4 missions. Normally you should not lose a Dominix to missions, since you should have good drone skills to kill warp jamming frigates fast. The single LAR tank version should be used in easier missions and the dual LAR in harder missions. Although as your skills increase and you become more familiar with L4 missions, you may want to set up some mission-specific fitting variants. Some people prefer heavy drones, other prefer sentries. Try both and upgrade whichever you prefer to Tech 2. If you use sentries, you should consider 1 or 2 Omnidirectional Tracking Links in mid slots.<br />
}}<br />
<br />
===[Dominix, PvE Dual LAR Dominix]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Dominix, PvE Dual LAR Dominix]<br />
<br />
|high=Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Drone Link Augmentor I<br />
<br />
|mid=Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Large Armor Repairer II<br><br />
Large Armor Repairer II<br><br />
Armor Kinetic Hardener II<br><br />
Armor Kinetic Hardener II<br><br />
Armor Explosive Hardener II<br><br />
Armor Explosive Hardener II<br><br />
Damage Control II<br />
<br />
|charges=Antimatter Charge L<br><br />
<br />
|drones=Warrior II x5<br><br />
Valkyrie II x5<br><br />
Berserker I x5<br><br />
Bouncer I x5<br />
<br />
|rigs=Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br />
<br />
|recommended1=<br />
Acceleration Control III<br><br />
Afterburner IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts III<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronics IV<br><br />
Energy Grid Upgrades III<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br />
<br />
|recommended2=<br />
Evasive Maneuvering III<br><br />
Fuel Conservation III<br><br />
Gallente Battleship IV<br><br />
Gallente Cruiser IV<br><br />
Gallente Drone Specialization II<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging I<br><br />
Large Hybrid Turret IV<br><br />
Long Range Targeting III<br><br />
Mechanic V<br><br />
Medium Hybrid Turret III<br />
<br />
|recommended3=<br />
Minmatar Drone Specialization II<br><br />
Motion Prediction IV<br><br />
Navigation IV<br><br />
Rapid Firing IV<br><br />
Repair Systems IV<br><br />
Scout Drone Operation V<br><br />
Sentry Drone Interfacing IV<br><br />
Sharpshooter IV<br><br />
Signature Analysis III<br><br />
Small Hybrid Turret III<br><br />
Spaceship Command IV<br><br />
Surgical Strike III<br><br />
Targeting IV<br><br />
Trajectory Analysis III<br />
<br />
|notes=* The example fitting has drones and hardeners fitted for Angel Cartel rats.<br />
<br />
* The Damage Control can be changed to a third hardener (explosive or thermal, as some angel missions have more thermal damage than others), or to an EANM (if you have high armor compensation skills), or a tracking enhancer to help your guns track close-orbiting ships and to reach those who stay further away more easily (as the lack of AB makes range control difficult).<br />
}}<br />
<br />
===[Dominix, PvE Single LAR Dominix]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Dominix, PvE Single LAR Dominix]<br />
<br />
|high=Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Drone Link Augmentor I<br />
<br />
|mid=100MN Afterburner II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br><br />
Large Armor Repairer II<br><br />
Armor Kinetic Hardener II<br><br />
Armor Kinetic Hardener II<br><br />
Armor Explosive Hardener II<br><br />
Armor Explosive Hardener II<br />
<br />
|charges=Antimatter Charge L<br><br />
<br />
|drones=Warrior II x5<br><br />
Valkyrie II x5<br><br />
Berserker I x5<br><br />
Bouncer I x5<br />
<br />
|rigs=Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br />
<br />
|recommended1=<br />
Acceleration Control III<br><br />
Afterburner IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts III<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronics IV<br><br />
Energy Grid Upgrades III<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br />
<br />
|recommended2=<br />
Evasive Maneuvering III<br><br />
Fuel Conservation III<br><br />
Gallente Battleship IV<br><br />
Gallente Cruiser IV<br><br />
Gallente Drone Specialization II<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging I<br><br />
Large Hybrid Turret IV<br><br />
Long Range Targeting III<br><br />
Mechanic V<br><br />
Medium Hybrid Turret III<br />
<br />
|recommended3=<br />
Minmatar Drone Specialization II<br><br />
Motion Prediction IV<br><br />
Navigation IV<br><br />
Rapid Firing IV<br><br />
Repair Systems IV<br><br />
Scout Drone Operation V<br><br />
Sentry Drone Interfacing IV<br><br />
Sharpshooter IV<br><br />
Signature Analysis III<br><br />
Small Hybrid Turret III<br><br />
Spaceship Command IV<br><br />
Surgical Strike III<br><br />
Targeting IV<br><br />
Trajectory Analysis III<br />
<br />
|notes=* The example fitting has drones and hardeners fitted for Angel Cartel rats.<br />
<br />
* The afterburner is used to get close to antimatter optimal range, since some rat battleships are faster than a dominix with no propulsion module. It also helps keep angular velocity low to avoid tracking problems.<br />
<br />
}}<br />
<br />
===[Dominix, PvP Neut Domi RR]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Dominix, PvP Neut Domi RR]<br />
<br />
|high=Heavy Unstable Power Fluctuator I<br><br />
Heavy Unstable Power Fluctuator I<br><br />
Heavy Unstable Power Fluctuator I<br><br />
Drone Link Augmentor I<br><br />
Large 'Solace' I Remote Bulwark Reconstruction<br><br />
Large 'Solace' I Remote Bulwark Reconstruction<br />
<br />
|mid=Quad LiF Fueled I Booster Rockets<br><br />
Heavy Electrochemical Capacitor Booster I<br><br />
Conjunctive Magnetometric ECCM Scanning Array I<br><br />
Stasis Webifier II<br><br />
Warp Disruptor II<br />
<br />
|low=Damage Control II<br><br />
Armor Explosive Hardener II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
<br />
|charges=Cap Booster 800<br><br />
<br />
|drones=Warrior II x5<br><br />
Hammerhead II x5<br><br />
Ogre II x5<br><br />
Bouncer II x5<br><br />
Vespa EC-600 x5<br />
<br />
|rigs=Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br />
<br />
|recommended1=<br />
Acceleration Control IV<br><br />
Afterburner III<br><br />
Armor Rigging IV<br><br />
Combat Drone Operation IV<br><br />
Drone Durability III<br><br />
Drone Interfacing V<br><br />
Drone Navigation V<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Electronics IV<br><br />
EM Armor Compensation IV<br><br />
Energy Emission Systems IV<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br />
<br />
|recommended2=<br />
Engineering V<br><br />
Evasive Maneuvering IV<br><br />
Explosive Armor Compensation IV<br><br />
Gallente Battleship IV<br><br />
Gallente Cruiser IV<br><br />
Gallente Drone Specialization IV<br><br />
Gallente Frigate IV<br><br />
Heavy Drone Operation V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging III<br><br />
Kinetic Armor Compensation IV<br><br />
Long Range Targeting IV<br><br />
Mechanic V<br><br />
Minmatar Drone Specialization IV<br><br />
Nanite Interfacing III<br />
<br />
|recommended3=<br />
Nanite Operation III<br><br />
Navigation IV<br><br />
Propulsion Jamming IV<br><br />
Remote Armor Repair Systems IV<br><br />
Repair Systems II<br><br />
Science IV<br><br />
Scout Drone Operation V<br><br />
Sentry Drone Interfacing V<br><br />
Shield Management IV<br><br />
Signature Analysis IV<br><br />
Spaceship Command IV<br><br />
Targeting IV<br><br />
Thermic Armor Compensation IV<br><br />
Thermodynamics IV<br><br />
Warp Drive Operation III<br />
<br />
|notes=* A 1% powergrid implant 'Squire' PG2 (slot 6) can be used to upgrade the remote reps to T2 and thus reduce the module cost significantly.<br><br />
<br />
* For additional neuting power at close range, one of the remote reps and the drone link augmentor can be changed for two Medium Energy Neutralizer II.<br />
}}<br />
<br />
===[Dominix, Wormhole Domi RR]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Dominix, Wormhole Domi RR]<br />
<br />
|high=Large Remote Armor Repair System II<br><br />
Large Remote Armor Repair System II<br><br />
Large Energy Transfer Array II<br><br />
Large Energy Transfer Array II<br><br />
Drone Link Augmentor I<br><br />
Drone Link Augmentor I<br />
<br />
|mid=Omnidirectional Tracking Link I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Damage Control II<br><br />
Armor Explosive Hardener II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br />
<br />
|charges=<br><br />
<br />
|drones=Garde II x5<br><br />
Bouncer II x5<br><br />
Hobgoblin II x5<br><br />
Hammerhead II x5<br><br />
Vespa EC-600 x5<br />
<br />
|rigs=Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br><br />
Large Sentry Damage Augmentor I<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=* This build is not cap stable without very high skills. Only a single repper should be used unless the sleepers are applying more damage than the fleet can rep.<br />
<br />
* Large Remote Repair Augmentor I would be more cap efficient than CCC rigs, however their market price make them less desirable for pilots without a lot of spare ISK due to the risk of wormhole ganks. Pilots that fit RR rigs might want to add a 2nd omnidirectional tracking link and/or a target painter depending on their skills.<br />
<br />
}}<br />
<br />
==Hyperion==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Hyperion.jpg<br />
|caption=Hyperion<br />
|shipname=Hyperion<br />
|class=Battleship<br />
|highs=8<br />
|turrets=8<br />
|launchers=1<br />
|mediums=5<br />
|lows=6<br />
|cargohold=675 m3<br />
|dronebay=100 m3<br />
|bandwidth=100 Mbit/sec<br />
|roles=Damage Dealer<br />
|variations=None<br />
|bonuses='''Gallente Battleship Skill Bonus:'''<br>5% large hybrid weapon damage per level <br> 7.5% bonus to armor repair amount of armor repair systems per level<br />
|info=The Hyperion is unloved by many. In battleship fleets, remote repping is far superior, making the local rep bonus pointless. For Uni operations, it might act as a decent bait ship during peace time lowsec patrols for pilots with too much ISK on their hands.<br />
}}<br />
<br />
===[Hyperion, PvP Electro Hype]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Hyperion, PvP Electro Hype]<br />
<br />
|high=Electron Blaster Cannon II<br><br />
Electron Blaster Cannon II<br><br />
Electron Blaster Cannon II<br><br />
Electron Blaster Cannon II<br><br />
Electron Blaster Cannon II<br><br />
Electron Blaster Cannon II<br><br />
Electron Blaster Cannon II<br><br />
Heavy Unstable Power Fluctuator I<br />
<br />
|mid=Quad LiF Fueled I Booster Rockets<br><br />
Stasis Webifier II<br><br />
Warp Scrambler II<br><br />
Heavy Electrochemical Capacitor Booster I<br><br />
Heavy Electrochemical Capacitor Booster I<br />
<br />
|low=Large Armor Repairer II<br><br />
Large Armor Repairer II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Damage Control II<br />
<br />
|charges=Caldari Navy Antimatter Charge L<br><br />
Cap Booster 800<br />
<br />
|drones=Ogre II x3<br><br />
Warrior II x2<br><br />
Warrior II x3<br />
<br />
|rigs=Large Auxiliary Nano Pump I<br><br />
Large Auxiliary Nano Pump I<br><br />
Large Nanobot Accelerator I<br />
<br />
|recommended1=<br />
Acceleration Control IV<br><br />
Advanced Weapon Upgrades V<br><br />
Afterburner III<br><br />
Armor Rigging IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts IV<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Electronics V<br><br />
EM Armor Compensation IV<br><br />
Energy Emission Systems IV<br><br />
Energy Management V<br><br />
Energy Systems Operation V<br><br />
Engineering V<br><br />
Evasive Maneuvering IV<br><br />
Explosive Armor Compensation IV<br />
<br />
|recommended2=<br />
Gallente Battleship V<br><br />
Gallente Cruiser IV<br><br />
Gallente Drone Specialization IV<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging III<br><br />
Kinetic Armor Compensation IV<br><br />
Large Blaster Specialization IV<br><br />
Large Hybrid Turret V<br><br />
Long Range Targeting IV<br><br />
Mechanic V<br><br />
Medium Blaster Specialization IV<br><br />
Medium Hybrid Turret V<br><br />
Minmatar Drone Specialization IV<br><br />
Motion Prediction V<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br />
<br />
|recommended3=<br />
Propulsion Jamming IV<br><br />
Rapid Firing IV<br><br />
Repair Systems V<br><br />
Science IV<br><br />
Scout Drone Operation V<br><br />
Sharpshooter IV<br><br />
Shield Management IV<br><br />
Signature Analysis IV<br><br />
Small Blaster Specialization IV<br><br />
Small Hybrid Turret V<br><br />
Spaceship Command IV<br><br />
Surgical Strike IV<br><br />
Targeting IV<br><br />
Thermic Armor Compensation IV<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis IV<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades V<br />
<br />
|notes=<br><br />
<br />
}}<br />
<br />
==Megathron==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Megathron.jpg<br />
|caption=Megathron<br />
|shipname=Megathron<br />
|class=Battleship<br />
|highs=8<br />
|turrets=7<br />
|launchers=2<br />
|mediums=4<br />
|lows=7<br />
|cargohold=675 m3<br />
|dronebay=125 m3<br />
|bandwidth=125 Mbit/sec<br />
|roles=Damage Dealer, Mission<br />
|variations=Kronos, Megathron Navy, Vindicator<br />
|bonuses='''Gallente Battleship Skill Bonus:'''<br>5% bonus to Large Hybrid Turret damage per level <br> 7.5% bonus to Large Hybrid Turret tracking speed per level<br />
|info=The Megathron is one of the best player vs. player ships available to the Gallente. With his high amount of high slots and low slots, it can fit a sporty tank while dealing out a relatively high amount of DPS. Common setups for the Megathron include "Blaster"-throns and "Sniper"-throns, the former being a close range blaster fitted ship while the latter being a railgun fitted long range ship.<br />
}}<br />
===[Megathron, PvP Blasterthron RR]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Megathron, PvP Blasterthron RR]<br />
<br />
|high=Neutron Blaster Cannon II<br><br />
Neutron Blaster Cannon II<br><br />
Neutron Blaster Cannon II<br><br />
Neutron Blaster Cannon II<br><br />
Neutron Blaster Cannon II<br><br />
Neutron Blaster Cannon II<br><br />
Neutron Blaster Cannon II<br><br />
Large 'Solace' I Remote Bulwark Reconstruction<br />
<br />
|mid=Quad LiF Fueled I Booster Rockets<br><br />
Heavy Electrochemical Capacitor Booster I<br><br />
Conjunctive Magnetometric ECCM Scanning Array I<br><br />
Faint Epsilon Warp Scrambler I<br />
<br />
|low=Damage Control II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
Adaptive Nano Plating II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br />
<br />
|charges=Caldari Navy Antimatter Charge L<br><br />
Cap Booster 800<br><br />
<br />
|drones=Ogre II x5<br><br />
<br />
|rigs=Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br />
<br />
|recommended1=<br />
Acceleration Control IV<br><br />
Advanced Weapon Upgrades IV<br><br />
Afterburner III<br><br />
Armor Rigging IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts IV<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Electronics V<br><br />
EM Armor Compensation IV<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br><br />
Evasive Maneuvering IV<br><br />
Explosive Armor Compensation IV<br><br />
Gallente Battleship IV<br />
<br />
|recommended2=<br />
Gallente Cruiser IV<br><br />
Gallente Drone Specialization IV<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging III<br><br />
Kinetic Armor Compensation IV<br><br />
Large Blaster Specialization IV<br><br />
Large Hybrid Turret V<br><br />
Long Range Targeting IV<br><br />
Mechanic V<br><br />
Medium Blaster Specialization IV<br><br />
Medium Hybrid Turret V<br><br />
Minmatar Drone Specialization IV<br><br />
Motion Prediction V<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br><br />
Propulsion Jamming IV<br />
<br />
|recommended3=<br />
Rapid Firing IV<br><br />
Remote Armor Repair Systems IV<br><br />
Repair Systems II<br><br />
Science IV<br><br />
Scout Drone Operation V<br><br />
Sharpshooter IV<br><br />
Shield Management IV<br><br />
Signature Analysis IV<br><br />
Small Blaster Specialization IV<br><br />
Small Hybrid Turret V<br><br />
Spaceship Command IV<br><br />
Surgical Strike IV<br><br />
Targeting IV<br><br />
Thermic Armor Compensation IV<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis IV<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades V<br />
<br />
|notes=* Requires a 3% powergrid implant (slot 6) and a 3% turret cpu implant (slot 10). Without ''PG4'' and ''KZA1000'' implants or with insufficient powergrid skills, one or two of the blasters can be switched to ion.<br />
<br />
* With recommended skills, this fitting has 113k EHP and 1007 DPS.<br />
<br />
}}<br />
<br />
===[Megathron, PvP Blasterthron RR Meta 4 Neutrons]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Megathron, PvP Blasterthron RR Meta 4 Neutrons]<br />
<br />
|high=Modal Mega Neutron Particle Accelerator I<br><br />
Modal Mega Neutron Particle Accelerator I<br><br />
Modal Mega Neutron Particle Accelerator I<br><br />
Modal Mega Neutron Particle Accelerator I<br><br />
Modal Mega Neutron Particle Accelerator I<br><br />
Modal Mega Neutron Particle Accelerator I<br><br />
Modal Mega Neutron Particle Accelerator I<br><br />
Large Remote Armor Repair System II<br />
<br />
|mid=Quad LiF Fueled I Booster Rockets<br><br />
Heavy Capacitor Booster II<br><br />
Conjunctive Magnetometric ECCM Scanning Array I<br><br />
Warp Scrambler II<br />
<br />
|low=Damage Control II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br />
<br />
|charges=Caldari Navy Antimatter Charge L<br><br />
Cap Booster 800<br><br />
<br />
|drones=Ogre I x5<br><br />
<br />
|rigs=Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br />
<br />
|recommended1=<br />
Acceleration Control IV<br><br />
Advanced Weapon Upgrades IV<br><br />
Afterburner III<br><br />
Armor Rigging IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts IV<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Electronics V<br><br />
EM Armor Compensation IV<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br><br />
Evasive Maneuvering IV<br><br />
Explosive Armor Compensation IV<br />
<br />
|recommended2=<br />
Gallente Battleship IV<br><br />
Gallente Cruiser IV<br><br />
Gallente Drone Specialization II<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation IV<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging III<br><br />
Kinetic Armor Compensation IV<br><br />
Large Hybrid Turret IV<br><br />
Long Range Targeting IV<br><br />
Mechanic V<br><br />
Medium Hybrid Turret III<br><br />
Minmatar Drone Specialization II<br><br />
Motion Prediction IV<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br><br />
Propulsion Jamming IV<br />
<br />
|recommended3=<br />
Rapid Firing IV<br><br />
Remote Armor Repair Systems IV<br><br />
Repair Systems II<br><br />
Science IV<br><br />
Scout Drone Operation V<br><br />
Sharpshooter IV<br><br />
Shield Management IV<br><br />
Signature Analysis IV<br><br />
Small Hybrid Turret III<br><br />
Spaceship Command IV<br><br />
Surgical Strike IV<br><br />
Targeting IV<br><br />
Thermic Armor Compensation IV<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis IV<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades V<br />
<br />
|notes=* This is how a megathron can be fit without Tech 2 guns or drones for pilots who wish to get into a mega earlier than T2 blaster and heavy drone training allows.<br />
<br />
* With recommended skills, this fitting has 118k EHP and 854 DPS.<br />
<br />
}}<br />
<br />
===[Megathron, Wormhole Megathron RR]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Megathron, Wormhole Megathron RR]<br />
<br />
|high=425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
Large 'Solace' I Remote Bulwark Reconstruction<br />
<br />
|mid=Tracking Computer II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Damage Control II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Adaptive Nano Plating II<br><br />
Armor Explosive Hardener II<br><br />
Capacitor Power Relay II<br />
<br />
|charges=Antimatter Charge L<br><br />
<br />
|drones=Bouncer II x5<br><br />
<br />
|rigs=Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=<br><br />
<br />
}}<br />
<br />
===[Megathron, PvP Sniperthron]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Megathron, PvP Sniperthron]<br />
<br />
|high=425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
[empty high slot]<br />
<br />
|mid=Quad LiF Fueled I Booster Rockets<br><br />
Sensor Booster II<br><br />
Sensor Booster II<br><br />
Tracking Computer II<br />
<br />
|low=Damage Control II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br><br />
Adaptive Nano Plating II<br><br />
Adaptive Nano Plating II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br />
<br />
|charges=Spike L<br><br />
Targeting Range<br><br />
Optimal Range<br />
<br />
|drones=Bouncer II x5<br><br />
<br />
|rigs=Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=<br><br />
<br />
}}<br />
<br />
<br />
===[Megathron, PvP Megathron POS Siege RR]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Megathron, PvP Megathron POS Siege RR]<br />
<br />
|high=350mm Railgun II<br><br />
350mm Railgun II<br><br />
350mm Railgun II<br><br />
350mm Railgun II<br><br />
350mm Railgun II<br><br />
350mm Railgun II<br><br />
350mm Railgun II<br><br />
Large 'Solace' I Remote Bulwark Reconstruction<br />
<br />
|mid=Quad LiF Fueled I Booster Rockets<br><br />
Warp Disruptor II<br><br />
X5 Prototype I Engine Enervator<br><br />
Heavy Capacitor Booster II<br />
<br />
|low=Damage Control II<br><br />
Magnetic Field Stabilizer II<br><br />
Tracking Enhancer II<br><br />
Adaptive Nano Plating II<br><br />
Adaptive Nano Plating II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br />
<br />
|charges=Lead Charge L<br><br />
Cap Booster 800<br />
<br />
|drones=Bouncer II x5<br><br />
<br />
|rigs=Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes= *Requires a 3% turret cpu implant (slot 10). Without a ''KZA1000'' implant, the web can be switched to a sensor booster.<br><br />
<br />
}}<br />
<br />
=Ammunition, Range, and Kiting=<br />
<br />
You should carry 3 types of ammo during missions, and switch when required. By default, close range (antimatter or plutonium) ammo should be used. If you are taking too much damage at close range, switch to medium range (lead or thorium) or long (iron or tungsten) range ammo and fire from further away. Guns can suffer from tracking issues, so I would recommend using the 'keep at range' option instead of the 'orbit' option. With the amount of enemies in missions, orbiting is less likely to mitigate the total incoming damage from rats. Even close to optimal, when orbiting and using close range ammo, guns can sometimes have difficulty tracking enemies. Enemies should be kept close to optimal, this should keep angular velocity low to avoid suffering from tracking issues, and as long as enemies are within optimal there will be no reduction in damage from range.<br />
<br />
Antimatter requires the most cap, has the shortest range, and does the most damage. Lead requires the least cap, has no range modifier, and does middling damage. Iron has the longest range, and the least damage.<br />
<br />
To find out your optimal with ammo, load ammo in your guns, then right click and show info. The optimal displayed in the attributes will be adjusted for ammo and skills. Or better yet, use EFT and import your character to see all of your ship's stats.<br />
<br />
For PvP, faction antimatter and null (blasters) or spike (rails) are usually used. Void (blasters) and Javelin (rails) are not recommended due to the tracking penalties in conjunction with being short ranged, faction ammo usually has nearly the same DPS but much better tracking. It is often better to keep at range close to your optimal in PvP to avoid tracking problems. Orbiting can cause tracking problems, except with small ships orbiting large ships due to the higher signature radius making shots hit the target easily.<br />
<br />
When using a battleship that requires cap boosters, it is recommended to keep a medium standard container in the cargo hold. This will provide extra space, which is handy for switching out ammo types and picking up loot after a fight. Always make sure you have the required space for one full load of ammo in the cargo hold, otherwise switching ammo will be difficult.<br />
<br />
=Tech and Meta Levels=<br />
<br />
These fittings were made mostly using Tech 1 Meta 0 modules for frigates and cruisers, and meta 4 and Tech 2 for larger ships. In PvP, frigates and cruisers are often not worth fitting expensive modules on for low skill point or inexperienced pilots. Tech 1 Meta 0 modules are provided freely by the university. Once pilots have the skill points, a certain amount of combat experience, and enough ISK to replace bigger ships, they should consider moving to a battlecruiser wit T2 fittings. <br />
<br />
Pilots without T2 guns fitting a BC for PvP should probably avoid the overpriced meta 3 and 4 guns. Some of the meta 3 and 4 medium guns are reasonably priced, but many are not, and will only make your ship into a loot piñata for the enemy when it is destroyed, for very little increase in effective dps. It is recommended to get T2 guns before getting into BC, BS, or any T2 damage dealing ships for PvP.<br />
<br />
Higher Meta items up to meta 4 will often be easier to fit. Tech 2 is Meta 5, and usually harder to fit. Meta 3 and 4 are expensive, often more expensive than Tech 2. Meta 1 and 2 modules will often be less expensive than Meta 0, due to low demand and high supply on the market. Sometimes meta 4 is cheaper and better than Tech 2, like for ECCM modules.<br />
<br />
Meta 4 guns are recommended on some of these PvE ships, as many gallente pilots in their early careers will focus sooner on T2 drones than T2 guns. Some Meta 4 guns are reasonably priced, others are hideously expensive. If you can't afford to lose expensive Meta 4 guns, downgrade them to meta 3 or 2 instead.<br />
<br />
=Drones=<br />
<br />
Small drones should be used against frigate and destroyer sized enemies, medium drones should be used against cruiser and battlecruiser sized enemies, and heavy drones should be used against battleship sized enemies. Sentries are mostly meant for battleship sized enemies, but if smaller enemies are far enough that tracking isnt an issue, they can deal relatively well with those.<br />
<br />
Never use Amarr drones, due to their low damage multiplier, they are near useless. Even against rats who's lowest resistance is EM damage, they can be outperformed by Gallente drones. Gallente drones have the highest damage multiplier, and thermal damage is the best or second best damage to deal against most rat types. For level 1 to 3 missions, gallente drones are fine to use exclusively, although switching drones will make more efficient runs. At level 4 missions, it is strongly recommended to always fit the best drone types to match rat weaknesses. Many pilots will only specialize in Gallente (general purpose) and Minmatar (for Angel Cartel rats) drones in their early careers.<br />
<br />
Drone aggro should be watched. When arriving in a mission room, aggro should be aquired by approaching enemies and shooting them with guns. If a new wave of enemies arrives and the drones catch aggro, they should be recalled to the drone bay, and released only when the enemies have targeted your ship. Under normal circumstances, you should never lose drones when using proper aggro management with rats.<br />
<br />
Hot keys are recommended for drone management. They need to be initially launched manually from the drone window, though hot keys can be set for attack and return to drone bay.<br />
<br />
In PvP, Gallente and Minmatar drones are used almost exclusively. Gallente drones for their damage potential, Minmatar drones for their speed and explosive damage which armor tankers will not always patch.<br />
<br />
=Tank & Gank=<br />
<br />
Different rat (NPC pirates) factions have different damage type resistances, and deal different damage types. Drones and hardeners should be switched around based on rat types. Damage type resistance and dealt by rats can be found in the [[NPC Damage Types]] article. Mission-specific damage profiles can be found on [http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival].<br />
<br />
All EHP in this guide is given with EFT calculations, not in-game EHP. The listed EHP and DPS in various fits include both gun and drone DPS, and exclude any enhancements such as overheating, boosters, or implants.<br />
<br />
=Salvaging After the Mission=<br />
<br />
Salvaging boats are usually used to clean up rooms after missions are complete. To do so, make sure you bookmark one wreck for each room in the mission, since the acceleration gates will disappear after the mission has be turned in at the agent. Once the mission is turned in, the MWD can be used to propel the salvaging boat within tractor range faster.<br />
<br />
Once players can afford it (prices can range from 50 to 60 million ISK), the [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis] is strongly recommended for salvaging.<br />
<br />
=Enhancements=<br />
<br />
The Thermodynamics, Cybernetics, and Biology skills can grant pilots increased performance with overheating, implants, and boosters.<br />
<br />
=Related Links=<br />
<br />
==Eve University Forum==<br />
<br />
The Eve University ship loadout forums should be the first place for new players to look for fits and ask for advice. The Uni forum is restricted to Eve University members and alumni.<br />
<br />
* [http://forum.eveuniversity.org/viewforum.php?f=129 PvP Ship Loadouts] <br />
<br />
* [http://forum.eveuniversity.org/viewforum.php?f=128 PvE Ship Loadouts]<br />
<br />
==UniWiki==<br />
<br />
* [[Support Skills]] Training support skills is the first step in flying a ship well. Read up on support skills here.<br />
<br />
* [[Fitting Guidelines]] Some general guidelines for fitting ships.<br />
<br />
* [[Fitting Modules and Rigs Guide]] A list of rigs and module types with short descriptions.<br />
<br />
* [[Full T2 Tank]] Having a full T2 tank is a requirement for many ships during wartime in the Uni. If you fly anything other than a T1 frigate, destroyer, or cruiser, make sure you have the required skills and recommended support skills for the type of tank you use.<br />
<br />
* [[Creating an Alt Hauler]] Having an alt hauler can be essential to be able to make shopping trips during wartime.<br />
<br />
* For information on Tech 2 ships, for all races, follow the Ships link in the Categories list below<br />
<br />
==UniWiki - Racial Fitting Guides==<br />
<br />
These are all works in progress, some are further along than others.<br />
<br />
* [[Amarr Basic Ship and Skill Guide]]<br />
<br />
* [[Caldari Basic Ship and Skill Guide]]<br />
<br />
* [[Gallente Basic Ship and Skill Guide]]<br />
<br />
* [[Minmatar Basic Ship and Skill Guide]]<br />
<br />
* [[ORE Basic Ship and Skill Guide]]<br />
<br />
==Other Web Sites==<br />
<br />
* [http://www.scrapheap-challenge.com/ Scrapheap Challenge] This site has both PvP and PvE forums. Some threads are quite old and the discussions can be outdated in the earlier posts. Scrapheap is often a very good place for experienced pilots to find fittings, and many threads will also have tactic discussions on how to use them.<br />
<br />
[[Category:Guides]]<br />
[[Category:Ships]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Gallente_Basic_Ship_and_Skill_Overview&diff=18885Gallente Basic Ship and Skill Overview2011-01-01T06:49:57Z<p>False solace: /* [Thorax, PvP Basic Skills Thorax] */ Learning skills no longer exist</p>
<hr />
<div>'''The Gallente Basic Ship and Skill Guide''' is intended to give fitting and skill recommendations for Tech 1 Gallente ships for Player vs. Environment (PvE) and Player vs. Player (PvP) encounters.<br />
<br />
Additional fittings can be found by entering the fitting menu and browsing 'Corporation Fittings'.<br />
<br />
=Rookie Ship=<br />
<br />
The rookie ship is the first ship you start with. If you are Gallente, it will be a Velator. A new rookie ship is given whenever you dock at a station where you do not have any ships. <br />
<br />
==Velator==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Velator.jpg<br />
|caption=Velator<br />
|shipname=Velator<br />
|class=Rookie Ship<br />
|highs=2<br />
|turrets=2<br />
|launchers=0<br />
|mediums=1<br />
|lows=1<br />
|cargohold=120 m3<br />
|dronebay=10 m3<br />
|bandwidth=10 Mbit/sec<br />
|roles=Missions<br />
|variations=None<br />
|bonuses='''Gallente Frigate Skill Bonus:'''<br>5% bonus to hybrid turret damage per skill level<br />
|info=The Velator can be used to go through the first tutorial missions, although upgrading to a frigate in the Military tutorial as soon as it is offered is recommended. A civilian shield booster will suffice for the first missions, although beyond the first few missions in the tutorial, civilian modules should never be used.<br />
}}<br />
<br />
===[Velator, PvE Basic Skills Velator]===<br />
{{ShipSkillGuide2<br />
|name=[Velator, PvE Basic Skills Velator]<br />
|high=75mm Gatling Rail I <br> 75mm Gatling Rail I <br />
|mid=Civilian Shield Booster I<br />
|low=Damage Control I<br />
|rigs=<br />
|drones=<br />
|charges=Antimatter Charge S<br />
|recommended1=Hull Upgrades I<br />
|recommended2=Small Hybrid Turret I<br />
|recommended3=<br />
|notes=* Civilian modules are terrible and should never be used beyond the early career tutorial missions.<br />
}}<br />
<br />
=Frigate=<br />
<br />
Frigates are small fast ships, used mostly for PvE in level 1 missions. They are also used for tackling and electronic warfare roles in PvP.<br />
<br />
==Atron==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Atron.jpg<br />
|caption=Atron<br />
|shipname=Atron<br />
|faction=Gallente Federation<br />
|class=Frigate<br />
|highs=2<br />
|turrets=2<br />
|launchers=0<br />
|mediums=2<br />
|lows=2<br />
|cargohold=125 m3<br />
|dronebay=5 m3<br />
|bandwidth= 5Mbit/sec<br />
|roles=Tackle, Mission<br />
|variations=Ares, Taranis<br />
|bonuses='''Gallente Frigate Skill Bonus:'''<br> 10% bonus to Small Hybrid Turret falloff per skill level <br> 5% Small Hybrid Turret damage per skill level<br />
|info=The Atron is the Gallente fast frigate, although only having two mid slots makes it unloved for tackling in PvP despite its speed and high scan resolution. It can serve as a level 1 mission runner until Gallente Frigate III is trained for the Incursus, and Destroyers I for the Catalyst.<br />
}}<br />
<br />
===[Atron, PvE Basic Skills Atron]===<br />
{{ShipSkillGuide2<br />
|name=[Atron, PvE Basic Skills Atron]<br />
|high=75mm Gatling Rail I <br> 75mm Gatling Rail I<br />
|mid=1MN Afterburner I <br> Cap Recharger I<br />
|low=Damage Control I <br> Small Armor Repairer I<br />
|charges=Antimatter Charge S<br />
|drones=Hobgoblin I x1<br />
|rigs=<br />
|recommended1=Afterburner I <br> Drones I <br> Energy Grid Upgrades II<br />
|recommended2=Gallente Frigate II<br> Hull Upgrades I<br> Repair Systems I<br />
|recommended3=Scout Drone Operation I <br> Small Hybrid Turret II<br />
|notes=<br />
}}<br />
<br />
==Imicus==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Imicus.jpg<br />
|caption=Imicus<br />
|shipname=Imicus<br />
|faction=Gallente Federation<br />
|class=Frigate<br />
|highs=2<br />
|turrets=2<br />
|launchers=0<br />
|mediums=2<br />
|lows=2<br />
|cargohold=320 m3<br />
|dronebay=15 m3<br />
|bandwidth=15 Mbit/sec<br />
|roles=Exploration, Mission<br />
|variations=Helios<br />
|bonuses='''Gallente Frigate Skill Bonus:'''<br>5% bonus to drone range per level<br>5% increase to scan strength of probes per level<br>5% increase to survey probe flight time per level<br />
|info=The Imicus is the Gallente scanning frigate, and it boasts a 15 m3 drone bay, enough for 3 light drones. Some players who train drone skills early will use if for level 1 missions instead of the incursus or catalyst.<br />
}}<br />
<br />
===[Imicus, PvE Basic Skills Imicus]===<br />
{{ShipSkillGuide2<br />
|name=[Imicus, PvE Basic Skills Imicus]<br />
|high=75mm Gatling Rail I <br> 75mm Gatling Rail I<br />
|mid=1MN Afterburner I <br> Cap Recharger I<br />
|low=Damage Control I <br> Small Armor Repairer I<br />
|charges=Antimatter Charge S<br />
|drones=Hobgoblin I x3<br />
|rigs=<br />
|recommended1=Afterburner I <br> Drones III <br> Energy Grid Upgrades II<br />
|recommended2=Gallente Frigate II <br> Hull Upgrades I <br> Repair Systems I<br />
|recommended3=Scout Drone Operation I <br> Small Hybrid Turret II<br />
|notes=<br />
}}<br />
<br />
==Incursus==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Incursus.jpg<br />
|caption=Incursus<br />
|shipname=Incursus<br />
|faction=Gallente Federation<br />
|class=Frigate<br />
|highs=3<br />
|turrets=3<br />
|launchers=0<br />
|mediums=3<br />
|lows=2<br />
|cargohold=165 m3<br />
|dronebay=5 m3<br />
|bandwidth=5 Mbit/sec<br />
|roles=Tackle, Mission<br />
|variations=Enyo, Ishkur<br />
|bonuses='''Gallente Frigate Skill Bonus:''' <br> 10% bonus to Small Hybrid Turret falloff per level <br> 5% bonus to Small Hybrid Turret damage per level<br />
|info=The Incursus is the typical PvE and PvP frigate for Gallente players. It is faster and has a better scan resolution than the Tristan, which makes it better for tackling in PvP. It is also the only Gallente frigate with 3 turret slots. Turret fitted Incursus may deal more damage than a Tristan depending on missile skills.<br />
}}<br />
<br />
===[Incursus, PvE Basic Skills Incursus]===<br />
{{ShipSkillGuide2<br />
|name=[Incursus, PvE Basic Skills Incursus]<br />
|high=125mm Railgun I <br> 125mm Railgun I <br> 125mm Railgun I<br />
|mid=1MN Afterburner I <br> Cap Recharger I <br> Cap Recharger I<br />
|low=Damage Control I <br> Small Armor Repairer I<br />
|charges=Antimatter Charge S<br />
|drones=Hobgoblin I x1<br />
|rigs=<br />
|recommended1=Acceleration Control I<br>Afterburner II<br>Controlled Bursts II<br>Drones I<br>Energy Grid Upgrades II<br>Energy Management II<br>Energy Systems Operation II<br />
|recommended2=Evasive Maneuvering I<br>Gallente Frigate III<br>Gunnery III<br>Hull Upgrades II<br>Mechanic II<br>Motion Prediction II<br>Rapid Firing II<br />
|recommended3=Repair Systems II<br>Scout Drone Operation I<br>Small Hybrid Turret III<br>Sharpshooter II<br>Targeting II<br>Weapon Upgrades I<br />
|notes=<br />
}}<br />
<br />
===[Incursus, PvE Epic Arc Boss Killer Incursus]===<br />
{{ShipSkillGuide2<br />
|name=[Incursus, PvE Epic Arc Boss Killer Incursus]<br />
|high=Light Neutron Blaster I<br>Light Neutron Blaster I<br>Light Neutron Blaster I<br />
|mid=Cap Recharger I<br>Cap Recharger I<br />
|low=Magnetic Field Stabilizer I<br>Magnetic Field Stabilizer I<br />
|charges=Antimatter Charge S<br />
|drones=Hobgoblin I x1<br />
|rigs=<br />
|recommended1=Acceleration Control I<br>Afterburner II<br>Controlled Bursts II<br>Drones I<br>Energy Grid Upgrades II<br>Energy Management II<br>Energy Systems Operation II<br />
|recommended2=Evasive Maneuvering I<br>Gallente Frigate III<br>Gunnery III<br>Hull Upgrades II<br>Mechanic II<br>Motion Prediction II<br>Rapid Firing II<br />
|recommended3=Repair Systems II<br>Scout Drone Operation I<br>Small Hybrid Turret III<br>Sharpshooter II<br>Targeting II<br>Weapon Upgrades I<br />
|notes=* This fitting with recommended skills should break Dagan's tank in 15 minutes or less depending on his resists, which can vary.<br><br />
* While orbiting at 500m, Dagan's guns should not be able to track the Incursus. If your own guns have difficulty tracking at full speed, reduce speed to 75%.<br><br />
* This fitting should also work well against Kristan Parthus.<br />
}}<br />
<br />
===[Incursus, PvP Basic Skills Incursus]===<br />
{{ShipSkillGuide2<br />
|name=[Incursus, PvP Basic Skills Incursus]<br />
|high=75mm Gatling Rail I<br>75mm Gatling Rail I<br>75mm Gatling Rail I<br />
|mid=1MN MicroWarpdrive I<br>Stasis Webifier I<br>Warp Disruptor I<br />
|low=Damage Control I<br>Overdrive Injector System I<br />
|charges=Lead Charge S<br />
|drones=Warrior I x1<br />
|rigs=<br />
|recommended1=Acceleration Control III<br>Afterburner III<br>Combat Drone Operation III<br>Controlled Bursts III<br>Drones III<br>Electronics IV<br>Energy Management III<br>Energy Systems Operation III<br />
|recommended2=Evasive Maneuvering III<br>Gallente Frigate IV<br>Gunnery III<br>High Speed Maneuvering III<br>Hull Upgrades III<br>Mechanic III<br>Motion Prediction III<br>Navigation III<br />
|recommended3=Propulsion Jamming III<br>Rapid Firing III<br>Scout Drone Operation III<br>Sharpshooter III<br>Signature Analysis III<br>Small Hybrid Turret III<br>Targeting III<br>Warp Drive Operation III<br />
|notes=* Electronics IV is required to fit the third 75mm railgun with listed fitting. With Electronics III two 75mm rails will do.<br><br />
* Weapon Upgrades I allows the fitting of three named variants of 75mm railguns (for example the '75mm Carbide Railgun I'), with Electronics skill still at level III.<br><br />
* Like other frigates, the Incursus is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,500m from battleships unless they are seen shooting from gun ports or missile launcher bays. <br />
* Dealing damage is not a tackler's priority, and cap should not be wasted on guns if it is needed to maintain tackle in prolonged encounters.<br />
}}<br />
<br />
===[Incursus, PvP T2 Solo Incursus]===<br />
{{ShipSkillGuide2<br />
|name=[Incursus, PvP T2 Solo Incursus]<br />
|high=Light Ion Blaster II<br>Light Ion Blaster II<br>Light Ion Blaster II<br />
|mid=Catalyzed Cold-Gas I Arcjet Thrusters<br>X5 Prototype I Engine Enervator<br>J5b Phased Prototype Warp Scrambler I<br />
|low=Damage Control II<br>Overdrive Injector System II<br />
|charges=Caldari Navy Antimatter Charge S<br />
|drones=Hobgoblin II x1<br />
|rigs=Small Hybrid Collision Accelerator I<br>Small Hybrid Ambit Extension I<br>Small Hybrid Ambit Extension I<br />
|recommended1=<br />
|recommended2=<br />
|recommended3=<br />
<br />
|notes=* This fit was copied from Lexa Hellfury's [http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1231887 9 Days, 20 Incursii] video. The T2 MWD was changed to a named MWD to make it easier to fit for characters without maxed fitting skills.<br><br />
* Due to the presence of rigs, this fit should not be flown by Uni members during wartime.<br />
}}<br />
<br />
==Maulus==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Maulus.jpg<br />
|caption=Maulus<br />
|shipname=Maulus<br />
|faction=Gallente Federation<br />
|class=Frigate<br />
|highs=3<br />
|turrets=2<br />
|launchers=0<br />
|mediums=3<br />
|lows=2<br />
|cargohold=175 m3<br />
|dronebay=10 m3<br />
|bandwidth=10 Mbit/sec<br />
|roles=Electronic Counter Measures<br />
|variations=Keres<br />
|bonuses='''Gallente Frigate Skill Bonus:''' <br> 5% bonus to Small Hybrid Turret damage per skill level <br> 5% bonus to Remote Sensor Dampener effectiveness per skill level <br />
|info=The Maulus is an electronic warfare frigate, specialized in dampening. Its low locking range makes it ineffecitve at range damping snipers. However, it can resolution damp effectively with the help of ECM in the fleet.<br />
}}<br />
<br />
===[Maulus, PvP Basic Skills Maulus]===<br />
{{ShipSkillGuide2<br />
|name=[Maulus, PvP Basic Skills Maulus]<br />
|high=125mm Railgun I<br>125mm Railgun I<br />
|mid=1MN Afterburner I<br>Remote Sensor Dampener I<br>Remote Sensor Dampener I<br />
|low=Damage Control I<br>Signal Amplifier I<br />
|charges=Lead Charge S<br>Scan Resolution Dampening<br />
|drones=Warrior I x2<br />
|rigs=<br />
|recommended1=<br />
Acceleration Control II<br><br />
Afterburner III<br><br />
Combat Drone Operation III<br><br />
Controlled Bursts III<br><br />
Drones III<br><br />
Electronics IV<br><br />
Electronics Upgrade I<br><br />
Electronic Warfare III<br><br />
Energy Emission Systems I<br><br />
Energy Management III<br />
|recommended2=Energy Systems Operation III<br><br />
Evasive Maneuvering II<br><br />
Frequency Modulation III<br><br />
Fuel Conservation III<br><br />
Gallente Frigate IV<br><br />
Gunnery III<br><br />
Hull Upgrades III<br><br />
Long Distance Jamming III<br><br />
Long Range Targeting III<br><br />
Mechanic III<br />
|recommended3=Motion Prediction III<br><br />
Navigation III<br><br />
Rapid Firing III<br><br />
Scout Drone Operation III<br><br />
Sensor Linking III<br><br />
Sharpshooter III<br><br />
Signature Analysis III<br><br />
Small Hybrid Turret III<br><br />
Targeting III<br><br />
Warp Drive Operation III<br />
|notes=<br />
* The afterburner should only be used to get out of smartbomb range, or to go to optimal orbit in a defensive gate camp. Running the afterburner while damping will cap out the ship shortly.<br><br />
* Like other frigates, the Maulus is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,500m from battleships unless they are seen shooting from gun ports or missile launcher bays.<br />
}}<br />
<br />
==Tristan==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Tristan.jpg<br />
|caption=Tristan<br />
|shipname=Tristan<br />
|faction=Gallente Federation<br />
|class=Frigate<br />
|highs=4<br />
|turrets=2<br />
|launchers=2<br />
|mediums=3<br />
|lows=3<br />
|cargohold=140 m3<br />
|dronebay=5 m3<br />
|bandwidth=5 Mbit/sec<br />
|roles=Mission, Tackle<br />
|variations=Nemesis<br />
|bonuses='''Gallente Frigate Skill Bonus:''' <br> 5% bonus to Small Hybrid Turret damage per skill level <br> 7.5% bonus to Small Hybrid Turret tracking speed per skill level <br />
|info=The Tristan is an excellent PvP frigate, but requires missile skills to use effectively, which many Gallente players will not train early in their career. It is also slower and has less scan resolution than the Incursus, making it a worse tackler for typical Uni fleets.<br />
}}<br />
<br />
===[Tristan, PvE Recon Tristan]===<br />
{{ShipSkillGuide2<br />
|name=[Tristan, PvE Recon Tristan]<br />
|high=<br />
|mid=1MN Afterburner I<br>Small Shield Extender I<br>Medium Shield Extender I<br />
|low=Damage Control I<br>Overdrive Injector System I<br>Overdrive Injector System I<br />
|charges=<br />
|drones=<br />
|rigs=<br />
|recommended1=Afterburner I<br>Gallente Frigate III<br />
|recommended2=Hull Upgrades I<br />
|recommended3=Shield Upgrades I<br />
|notes=* This fitting is made specifically for the Recon missions (level 2). Since they require no fighting, a quick frigate with moderate tank will perform best to complete the missions quickly with minimal risk.<br />
}}<br />
<br />
===[Tristan, PvP Small Gang Tristan]===<br />
{{ShipSkillGuide2<br />
|name=[Tristan, PvP Small Gang Tristan]<br />
|high=Light Ion Blaster I<br>Light Ion Blaster I<br>Rocket Launcher I<br>Rocket Launcher I<br />
|mid=1MN Afterburner I<br>Stasis Webifier I<br>Warp Scrambler I<br />
|low=Damage Control I<br>Small Armor Repairer I<br>Reactive Plating I<br />
|charges=Antimatter Charge S<br>Foxfire Rocket<br />
|drones=Warrior I x1<br />
|rigs=<br />
|recommended1=<br />
Acceleration Control III<br><br />
Afterburner III<br><br />
Combat Drone Operation III<br><br />
Controlled Bursts III<br><br />
Drones III<br><br />
Electronics IV<br><br />
Energy Management III<br><br />
Energy Systems Operation III<br><br />
Evasive Maneuvering III<br><br />
Fuel Conservation III<br><br />
Gallente Frigate IV<br />
|recommended2=<br />
Gunnery III<br><br />
Hull Upgrades III<br><br />
Mechanic III<br><br />
Missile Bombardment III<br><br />
Missile Launcher Operation III<br><br />
Missile Projection III<br><br />
Motion Prediction III<br><br />
Navigation III<br><br />
Propulsion Jamming III<br><br />
Rapid Firing III<br><br />
Rapid Launch III<br />
|recommended3=<br />
Rockets III<br><br />
Scout Drone Operation III<br><br />
Sharpshooter III<br><br />
Signature Analysis III<br><br />
Small Hybrid Turret III<br><br />
Targeting III<br><br />
Target Navigation Prediction III<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades III<br />
|notes=<br />
* Use gremlin rockets against shield tankers, and phalanx rockets against armor tankers, or keep foxfire rockets loaded if you're unsure what you'll be facing.<br><br />
* This fit is made to speed tank, orbiting at close range. It is useful in limited circumstances due to having an afterburner and warp scrambler, instead of MWD and disruptor.<br />
}}<br />
<br />
=Destroyer=<br />
<br />
Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates, have more high slots. They are often used in PvE for level 1 missions. They are rarely used in PvP, as their DPS is not impressive without high skills, although they sometimes fill the role of anti-interceptor.<br />
<br />
Flying destroyers is not recommended for PvP Uni fleets. There are some exceptions, like Thrashers for a specialized Hit & Run fleet.<br />
<br />
==Catalyst==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Catalyst.jpg<br />
|caption=Catalyst<br />
|shipname=Catalyst<br />
|class=Destroyer<br />
|highs=8<br />
|turrets=8<br />
|launchers=0<br />
|mediums=2<br />
|lows=3<br />
|cargohold=400 m3<br />
|dronebay=5 m3<br />
|bandwidth=5 Mbit/sec<br />
|roles=Salvager, Mission<br />
|variations=Eris<br />
|bonuses='''Destroyer Skill Bonus:'''<br>10% Bonus to Small Hybrid Turret tracking speed per level <br> 10% bonus to Small Hybrid Turret falloff per level <br> 50% bonus to optimal range for small hybrid turrets <br> <font color=red>-25% rate of fire for all turrets</font><br />
|info=The Catalyst has 8 high slots, all of which can be fitted with guns. It is the typical level 1 mission runner ship for Gallente pilots once they have amassed enough ISK to purchase it and fit it out.<br />
<br />
The Catalyst is also used as a salvaging boat or suicide gank ship against small craft.<br />
}}<br />
<br />
===[Catalyst, PvE Basic Skills Catalyst]===<br />
{{ShipSkillGuide2<br />
|name=[Catalyst, PvE Basic Skills Catalyst]<br />
|high=125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I <br />
|mid=1MN Afterburner I<br>Cap Recharger I<br />
|low=Damage Control I<br>Small Armor Repairer I<br>Micro Auxiliary Power Core I<br />
|charges=Antimatter Charge S<br />
|drones=Hobgoblin I x1<br />
|rigs=<br />
|recommended1=<br />
Acceleration Control I<br/><br />
Afterburner II<br/><br />
Controlled Bursts II<br/><br />
Destroyers I<br/><br />
Drones I<br/><br />
Energy Grid Upgrades II<br/><br />
Energy Management II<br />
|recommended2=<br />
Energy Systems Operation II<br/><br />
Evasive Maneuvering I<br/><br />
Gallente Frigate III<br/><br />
Gunnery III<br/><br />
Hull Upgrades II<br/><br />
Mechanic II<br/><br />
Motion Prediction II<br />
|recommended3=<br />
Rapid Firing II<br/><br />
Repair Systems II<br/><br />
Scout Drone Operation I<br/><br />
Sharpshooter II<br/><br />
Small Hybrid Turret III<br/><br />
Targeting II<br />
|notes=<br />
* Switch the Micro Auxiliary Power Core I to Adaptive Nano Plating I (omni tanking) or Reactive Plating I (to fill the explosive hole in armor tanking, especially when facing Angel Cartel rats) if you have sufficient powergrid.<br />
* Fit three Small Capacitor Control Circuit I rigs if you can afford it (requires Jury Rigging I and Mechanic III).<br />
}}<br />
<br />
===[Catalyst, Salvaging Boat]===<br />
{{ShipSkillGuide2<br />
|name=[Catalyst, Salvaging Boat]<br />
|high=Small Tractor Beam I<br>Small Tractor Beam I<br>Small Tractor Beam I<br>Small Tractor Beam I<br>Salvager I<br>Salvager I<br>Salvager I<br>Salvager I<br />
|mid=1MN MicroWarpdrive I<br>Cap Recharger I<br />
|low=Capacitor Power Relay I<br>Capacitor Power Relay I<br>Co-Processor I<br />
|charges=<br />
|drones=<br />
|rigs=Small Salvage Tackle I<br>Small Salvage Tackle I<br>Small Salvage Tackle I<br />
|recommended1=<br />
Acceleration Control II<br><br />
Afterburner III<br><br />
Armor Rigging II<br><br />
Destroyers I<br><br />
Electronics IV<br><br />
Electronics Upgrades I<br />
|recommended2=<br />
Energy Grid Upgrades II<br><br />
Energy Management II<br><br />
Energy Systems Operation II<br><br />
Evasive Maneuvering II<br><br />
Gallente Frigate III<br><br />
High Speed Maneuvering III<br />
|recommended3=<br />
Jury Rigging III<br><br />
Mechanic III<br><br />
Navigation III<br><br />
Salvaging III<br />
|notes=<br />
* The low slots on a salvaging boat can vary. The co-processor is only needed if you lack cpu, Electronics IV will give enough cpu to fit a third Capacitor Power Relay I. The capacitor power relays help running the modules for longer periods of time, especially if cap skills are low. Cargo expanders can be of use in missions with many wrecks to loot. Even with cargo expanders, a destroyer will often run out of cargo space in level 4 missions.<br />
* Rigs are optional, they are very expensive for most newbies.<br />
* If salvaging sleeper sites in wormhole space, it is recommended to replace one tractor and one salvager by a prototype cloaking device and a core probe launcher.<br />
}}<br />
<br />
=Cruiser=<br />
<br />
==Celestis==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Celestis.jpg<br />
|caption=Celestis<br />
|shipname=Celestis<br />
|class=Cruiser<br />
|highs=4<br />
|turrets=3<br />
|launchers=2<br />
|mediums=5<br />
|lows=3<br />
|cargohold=320 m3<br />
|dronebay=40 m3<br />
|bandwidth=40 Mbit/sec<br />
|roles=Electronic Counter Measures<br />
|variations=Arazu, Lachesis<br />
|bonuses='''Gallente Cruiser Skill Bonus:'''<br>5% bonus to Medium Hybrid Turret Damage per skill level <br> 5% bonus to Remote Sensor Dampener effectiveness per skill level<br />
|info=The Celestis the the Gallente EW cruiser. Damps have a poor optimal, and even in falloff, it has difficulty applying damps at typical sniper range. Although it can do well with range damping against mid-range snipers up to 100 km or so. Resolution damping is made much more useful with ECM on the field as well.<br />
}}<br />
<br />
===[Celestis, PvP Standard Celestis]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Celestis, PvP Standard Celestis]<br />
<br />
|high=Small Energy Neutralizer I<br><br />
Small Energy Neutralizer I<br><br />
Drone Link Augmentor I<br><br />
Drone Link Augmentor I<br />
<br />
|mid=10MN MicroWarpdrive I<br><br />
Remote Sensor Dampener I<br><br />
Remote Sensor Dampener I<br><br />
Remote Sensor Dampener I<br><br />
Remote Sensor Dampener I<br />
<br />
|low=Damage Control I<br><br />
800mm Reinforced Steel Plates I<br><br />
Signal Amplifier I<br />
<br />
|charges=Scan Resolution Dampening<br><br />
<br />
|drones=Hornet EC-300 x2<br><br />
Vespa EC-600 x3<br />
<br />
|rigs=<br><br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Drones V<br><br />
Drone Navigation III<br><br />
Electronics IV<br><br />
Electronics Upgrade I<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Energy Emission Systems III<br />
<br />
|recommended2=Energy Management III<br><br />
Energy Systems Operation III<br><br />
Evasive Maneuvering III<br><br />
Frequency Modulation III<br><br />
Gallente Cruiser IV<br><br />
High Speed Maneuvering III<br><br />
Hull Upgrades III<br><br />
Long Distance Jamming III<br />
<br />
|recommended3=Long Range Targeting III<br><br />
Mechanic III<br><br />
Navigation III<br><br />
Scout Drone Operation IV<br><br />
Sensor Linking III<br><br />
Signature Analysis III<br><br />
Targeting III<br><br />
Warp Drive Operation III<br />
<br />
|notes=*Cargohold should have 4 range scripts to switch if needed.<br />
<br />
*The neuts on this version are purely defensive if some small ship decides to tackle the Celestis and orbits close.<br />
<br />
}}<br />
<br />
===[Celestis, PvP Gonzo Neut Celestis]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Celestis, PvP Gonzo Neut Celestis]<br />
<br />
|high=Medium Energy Neutralizer I<br><br />
Medium Energy Neutralizer I<br><br />
Drone Link Augmentor I<br><br />
Drone Link Augmentor I<br />
<br />
|mid=10MN MicroWarpdrive I<br><br />
Medium Capacitor Booster I<br><br />
Remote Sensor Dampener I<br><br />
Remote Sensor Dampener I<br><br />
Remote Sensor Dampener I<br />
<br />
|low=Damage Control I<br><br />
Signal Amplifier I<br><br />
Reactive Plating I<br />
<br />
|charges=Cap Booster 800<br><br />
Scan Resolution Dampening<br />
<br />
|drones=Hornet EC-300 x2<br><br />
Vespa EC-600 x3<br />
<br />
|rigs=[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Drones V<br><br />
Drone Navigation III<br><br />
Electronics IV<br><br />
Electronics Upgrade I<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Energy Emission Systems III<br />
<br />
|recommended2=Energy Management III<br><br />
Energy Systems Operation III<br><br />
Evasive Maneuvering III<br><br />
Frequency Modulation III<br><br />
Gallente Cruiser IV<br><br />
High Speed Maneuvering III<br><br />
Hull Upgrades III<br><br />
Long Distance Jamming III<br />
<br />
|recommended3=Long Range Targeting III<br><br />
Mechanic III<br><br />
Navigation III<br><br />
Scout Drone Operation IV<br><br />
Sensor Linking III<br><br />
Signature Analysis III<br><br />
Targeting III<br><br />
Warp Drive Operation III<br />
<br />
|notes=*This Celestis does three types of EW: damping, ECM, and cap warfare.<br />
<br />
*Cargohold should have 3 range scripts to switch if needed, and as many 800 cap charges as can fit.<br />
<br />
}}<br />
<br />
==Exequror==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Exequror.jpg<br />
|caption=Exequror<br />
|shipname=Exequror<br />
|class=Cruiser<br />
|highs=4<br />
|turrets=4<br />
|launchers=0<br />
|mediums=4<br />
|lows=3<br />
|cargohold=600 m3<br />
|dronebay=40 m3<br />
|bandwidth=40 Mbit/sec<br />
|roles=Logistics, Hauler<br />
|variations=Oneiros, Exequror Navy<br />
|bonuses='''Gallente Cruiser Skill Bonus:'''<br>10% bonus to Cargo Capacity per skill level <br> 10% bonus to capacitor need of remote armor repair system per skill level <br> 500% bonus to range of remote armor repair systems<br />
|info=The Exequror is the Gallente logistics cruiser. It is not often used in PvP. It has a cargo bay bonus which can make it useful for players on trial accounts who cannot train industrial ships. An Exequror fitted with Expanded Cargohold in low slots can haul over 1000 m3 in its cargo bay.<br />
}}<br />
<br />
===[Exequror, PvP Exequror RR]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Exequror, PvP Exequror RR]<br />
<br />
|high=Small Remote Armor Repair System I<br><br />
Small Remote Armor Repair System I<br><br />
Small Remote Armor Repair System I<br><br />
Small Remote Armor Repair System I<br />
<br />
|mid=10MN MicroWarpdrive I<br><br />
Tracking Disruptor I<br><br />
Tracking Disruptor I<br><br />
Medium Capacitor Booster I <br />
<br />
|low=Damage Control I<br><br />
800mm Reinforced Steel Plates I<br><br />
Adaptive Nano Plating I<br />
<br />
|charges=Optimal Range Disruption<br><br />
Cap Booster 800<br />
<br />
|drones=Vespa EC-600 x3<br><br />
Hornet EC-300 x2<br />
<br />
|rigs=[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=*Small RR range on an Exeq is 24 km.<br />
<br />
*Meant for Uni members looking to practice logistics before getting into proper T2 logistic ships.<br />
<br />
}}<br />
<br />
==Thorax==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Thorax.jpg<br />
|caption=Thorax<br />
|shipname=Thorax<br />
|class=Cruiser<br />
|highs=5<br />
|turrets=5<br />
|launchers=0<br />
|mediums=3<br />
|lows=5<br />
|cargohold=265 m3<br />
|dronebay=50 m3<br />
|bandwidth=50 Mbit/sec<br />
|roles=Damage Dealer, Mission<br />
|variations=Deimos, Phobos, Vigilant<br />
|bonuses='''Gallente Cruiser Skill Bonus:'''<br>5% bonus to Medium Hybrid Turret damage per level <br> 5% increase to MicroWarpdrive capacitor bonus per level. <br />
|info=The Thorax is the first ship newbie pilots should look at to fill a damage dealing role in PvP fleets. Its bonus to MWD cap and high DPS potential make it an excellent heavy tackler.<br />
}}<br />
<br />
===[Thorax, PvP Basic Skills Thorax]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Thorax, PvP Basic Skills Thorax]<br />
<br />
|high=Heavy Ion Blaster I<br><br />
Heavy Ion Blaster I<br><br />
Heavy Ion Blaster I<br><br />
Heavy Ion Blaster I<br><br />
Heavy Ion Blaster I<br />
<br />
|mid=10MN MicroWarpdrive I<br><br />
Stasis Webifier I<br><br />
Warp Scrambler I<br />
<br />
|low=Damage Control I<br><br />
Magnetic Field Stabilizer I<br><br />
Magnetic Field Stabilizer I<br><br />
Magnetic Field Stabilizer I<br><br />
400mm Reinforced Steel Plates I<br />
<br />
|charges=Caldari Navy Antimatter Charge M<br><br />
<br />
|drones=Hammerhead I x5<br />
<br />
|rigs=[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Combat Drone Operation III<br><br />
Controlled Bursts III<br><br />
Drone Interfacing III<br><br />
Drone Navigation III<br><br />
Drone Sharpshooting III<br><br />
Drones V<br><br />
Electronics IV<br><br />
Energy Management III<br><br />
Energy Systems Operation III<br />
<br />
|recommended2=Evasive Maneuvering III<br><br />
Gallente Cruiser IV<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
High Speed Maneuvering III<br><br />
Hull Upgrades III<br><br />
Mechanic III<br><br />
Medium Hybrid Turret IV<br><br />
Motion Prediction III<br><br />
Navigation III<br><br />
Propulsion Jamming III<br />
<br />
|recommended3=Rapid Firing III<br><br />
Scout Drone Operation III<br><br />
Sharpshooter III<br><br />
Signature Analysis III<br><br />
Small Hybrid Turret III<br><br />
Surgical Strike III<br><br />
Targeting III<br><br />
Trajectory Analysis III<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades IV<br />
<br />
|notes=* If you're missing CPU due to not having Electronics IV and Weapon Upgrades IV, you can upgrade some modules to a higher meta level to reduce cpu required. You could also use a tracking enhancer instead of the third magnetic field stab.<br />
<br />
* Faction ammo is not required, but the benefit to DPS is substantial. A full load of Caldari Navy Antimatter Charge M (600 rounds total, 120 rounds per gun) costs around 600,000 ISK. More rounds are rarely needed, but having 2000 additional standard antimatter rounds in case of ratting or long engagements is recommended.<br />
<br />
* This training plan should take 1 month or so to complete, although this will vary a lot with implants and neural remap.<br />
<br />
* With the recommended skill list, EFT calculates DPS at 332 and EHP at 11,111. Cap stable at 43% with MWD inactive. New pilots looking to get into the Thorax early should aim for 300 dps with faction antimatter and 10k EHP minimum.<br />
<br />
}}<br />
<br />
===[Thorax, PvP T2 Shield Thorax]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Thorax, PvP T2 Shield Thorax]<br />
<br />
|high=Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br />
<br />
|mid=Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br><br />
Large Shield Extender II<br><br />
J5b Phased Prototype Warp Scrambler I<br />
<br />
|low=Damage Control II<br><br />
Nanofiber Internal Structure II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br />
<br />
|charges=Caldari Navy Antimatter Charge M<br><br />
<br />
|drones=Hammerhead II x5<br />
<br />
|rigs=Medium Anti-EM Screen Reinforcer I<br><br />
Medium Anti-Thermal Screen Reinforcer I<br><br />
Medium Anti-Kinetic Screen Reinforcer I<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=* An advanced fit with 19k EHP and 628 dps for maxed skills.<br><br />
<br />
* The resist rigs were chosen instead of extenders because the EHP is nearly the same with them, but they are much cheaper than field extenders.<br />
<br />
}}<br />
<br />
===[Thorax, Wormhole Thorax]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Thorax, Wormhole Thorax]<br />
<br />
|high=Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br />
<br />
|mid=10MN Afterburner II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Damage Control II<br><br />
Armor Explosive Hardener II<br><br />
Medium Armor Repairer II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
<br />
|charges=Antimatter Charge M<br><br />
<br />
|drones=Hobgoblin I x5<br><br />
Hobgoblin II x5<br />
<br />
|rigs=Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=* A basic fit for class 1 and 2 wormholes in gangs.<br />
<br />
}}<br />
<br />
==Vexor==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Vexor.jpg<br />
|caption=Vexor<br />
|shipname=Vexor<br />
|class=Cruiser<br />
|highs=5<br />
|turrets=4<br />
|launchers=0<br />
|mediums=3<br />
|lows=4<br />
|cargohold=480 m3<br />
|dronebay=100 m3<br />
|bandwidth=75 Mbit/sec<br />
|roles=Mission, Damage Dealer<br />
|variations=Ishtar, Vexor Navy<br />
|bonuses='''Gallente Cruiser Skill Bonus:'''<br>5% bonus to Medium Hybrid Turret damage per skill level <br> 10% bonus to drone hitpoints, damage and mining yield per skill level<br />
|info=The Vexor, like the Mymidon and Dominix, is a drone boat. The drone boats are excellent PvE ships, and they are also good PvP ships. Drone boats are sometimes fitted with tractors and salvagers to salvage wrecks during missions. This lowers dps, and thus increases mission completion time, although it also saves time by removing the need to return to the mission site in another ship to salvage. Whether this saves time overall or merely makes salvaging more convenient is debatable.<br />
<br />
The Vexor is also an excellent PvP ship. For low skill pilots, it is usually easier to get DPS out of the Thorax, even with more skills in drones than gunnery.<br />
}}<br />
<br />
===[Vexor, PvE Basic Skills Vexor]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Vexor, PvE Basic Skills Vexor]<br />
<br />
|high=Dual 180mm AutoCannon I<br><br />
Dual 180mm AutoCannon I<br><br />
Dual 180mm AutoCannon I<br><br />
Dual 180mm AutoCannon I<br><br />
[empty high slot]<br />
<br />
|mid=10MN Afterburner I<br><br />
Cap Recharger I<br><br />
Large Capacitor Battery I<br />
<br />
|low=Damage Control I<br><br />
Armor Thermic Hardener I<br><br />
Armor Kinetic Hardener I<br><br />
Medium Armor Repairer I<br />
<br />
|charges=Phased Plasma M<br><br />
<br />
|drones=Hammerhead I x5<br><br />
Hobgoblin I x5<br />
<br />
|rigs=<br><br />
<br />
|recommended1=Acceleration Control II<br><br />
Afterburner II<br><br />
Combat Drone Operation II<br><br />
Controlled Bursts III<br><br />
Drones V<br><br />
Drone Durability II<br><br />
Drone Interfacing III<br><br />
Drone Navigation III<br><br />
Drone Sharpshooting II<br />
<br />
|recommended2=Energy Grid Upgrades III<br><br />
Energy Management III<br><br />
Energy Systems Operation III<br><br />
Fuel Conservation II<br><br />
Gallente Cruiser III<br><br />
Gunnery III<br><br />
Hull Upgrades III<br><br />
Mechanic III<br><br />
Medium Projectile Turret III<br />
<br />
|recommended3=Motion Prediction III<br><br />
Rapid Firing III<br><br />
Repair Systems IV<br><br />
Scout Drone Operation IV<br><br />
Sharpshooter III<br><br />
Small Projectile Turret III<br><br />
Targeting III<br><br />
Weapon Upgrades III<br />
<br />
|notes=* The example fitting has drones and hardeners fitted for Serpentis rats.<br />
<br />
* The damage control can be substituted for a third rat-specific hardener, especially on missions with a lot of explosive damage.<br />
<br />
* Drones IV is the minimum amount of drones recommended to start running level 2 missions in a Vexor.<br />
<br />
* This recommended skill plan should take approximately two weeks to complete, depending on learning skills trained and implants used. The Vexor can be piloted earlier to get into level 2 missions, after about one week, depending on how the character was skilled and the player's ability to pilot the ship effectively using proper kiting techniques in difficult missions.<br />
<br />
* This fit uses a large battery instead of a second cap recharger; with cruiser fits that are not cap stable, the large battery adds a significant amount to capacitor duration for low skill point pilots. Medium autocannons are fitted in high slots both to save cap, and because their fitting requirements are much lower than medium hybrids weapons.<br />
<br />
}}<br />
<br />
===[Vexor, PvE T2 Vexor]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Vexor, PvE T2 Vexor]<br />
<br />
|high=Dual 150mm Railgun II<br><br />
Dual 150mm Railgun II<br><br />
Dual 150mm Railgun II<br><br />
Dual 150mm Railgun II<br><br />
Drone Link Augmentor I<br />
<br />
|mid=10MN Afterburner II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Damage Control II<br><br />
Armor Thermic Hardener II<br><br />
Armor Kinetic Hardener II<br><br />
Medium Armor Repairer II<br />
<br />
|charges=Antimatter Charge M<br><br />
<br />
|drones=Hammerhead II x5<br><br />
Hobgoblin II x5<br />
<br />
|rigs=Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br />
<br />
|recommended1=<br />
|recommended2=<br />
|recommended3=<br />
<br />
|notes=<br><br />
<br />
}}<br />
<br />
===[Vexor, PvP Basic Skills Vexor]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Vexor, PvP Basic Skills Vexor]<br />
<br />
|high=Heavy Electron Blaster I<br><br />
Heavy Electron Blaster I<br><br />
Heavy Electron Blaster I<br><br />
Heavy Electron Blaster I<br><br />
Small Energy Neutralizer I<br />
<br />
|mid=10MN MicroWarpdrive I<br><br />
Stasis Webifier I<br><br />
Warp Scrambler I<br />
<br />
|low=Damage Control I<br><br />
Energized Adaptive Nano Membrane I<br><br />
Energized Adaptive Nano Membrane I<br><br />
800mm Reinforced Steel Plates I<br />
<br />
|charges=Caldari Navy Antimatter Charge M<br><br />
<br />
|drones=Hammerhead I x5<br><br />
Warrior I x5<br><br />
Hornet EC-300 x5 <br />
<br />
|rigs=[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Controlled Bursts III<br><br />
Combat Drone Operation III<br><br />
Drone Navigation III<br><br />
Drones V<br><br />
Drone Interfacing III<br><br />
Drone Sharpshooting III<br><br />
Electronics IV<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing II<br><br />
Energy Emission Systems III<br />
<br />
|recommended2=Energy Management III<br><br />
Energy Systems Operation III<br><br />
Evasive Maneuvering III<br><br />
Gallente Cruiser IV<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
High Speed Maneuvering III<br><br />
Hull Upgrades III<br><br />
Mechanic III<br><br />
Medium Hybrid Turret IV<br><br />
Motion Prediction III<br><br />
Navigation III<br />
<br />
|recommended3=Propulsion Jamming III<br><br />
Rapid Firing III<br><br />
Scout Drone Operation III<br><br />
Sharpshooter III<br><br />
Signature Analysis III<br><br />
Small Hybrid Turret III<br><br />
Surgical Strike III<br><br />
Targeting III<br><br />
Trajectory Analysis III<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades I<br />
<br />
|notes=* The Hornet EC-300 can be handy to disengage from fights, but are completely optional. If you don't wish to train up Electronic Warfare and Electronic Warfare Drone Interfacing to use them, you can replace them by hobgoblins instead to have some spare light drones.<br><br><br />
<br />
}}<br />
<br />
===[Vexor, PvP T2 Shield Vexor]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Vexor, PvP T2 Shield Vexor]<br />
<br />
|high=Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
5W Infectious Power System Malfunction<br />
<br />
|mid=Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br><br />
Large Shield Extender II<br><br />
J5b Phased Prototype Warp Scrambler I<br />
<br />
|low=Damage Control II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br><br />
Power Diagnostic System II<br />
<br />
|charges=Caldari Navy Antimatter Charge M<br><br />
<br />
|drones=Hammerhead II x5<br><br />
Warrior II x5<br><br />
Hornet EC-300 x5<br />
<br />
|rigs=Medium Anti-EM Screen Reinforcer I<br><br />
Medium Anti-Thermal Screen Reinforcer I<br><br />
Medium Anti-Kinetic Screen Reinforcer I<br />
<br />
|recommended1=<br />
<br />
|recommended2=<br />
<br />
|recommended3=<br />
<br />
|notes=* Pilots with lower fitting skills (Electronics 4, Engineering 4, and Weapon Upgrades 4) will need to downgrade the ions to electrons and unfit the neut.<br><br />
<br />
* The resist rigs were chosen instead of extenders because the EHP is nearly the same with them, but they are much cheaper than field extenders.<br />
<br />
}}<br />
<br />
=Industrial=<br />
<br />
==Iteron Series==<br />
{{Infobox Ship Horizontal<br />
|shipimg=IteronIII.jpg<br />
|caption=Iteron Series<br />
|shipname=Iteron Series<br />
|class=Industrial Hauler<br />
|highs= 1-2<br />
|turrets= 1<br />
|launchers= 0<br />
|mediums= 2-5<br />
|lows= 2-5<br />
|cargohold=3000-6000 m3<br />
|dronebay=0 m3<br />
|bandwidth=0 Mbit/sec<br />
|roles=Hauler<br />
|variations=Viator<br />
|bonuses= '''Gallente Industrial Skill Bonus:'''<br>5% Bonus Cargo Capacity and Max Velocity per skill level <br />
|info=The Iteron line of ships, from I to V, are excellent haulers. The Iteron V when rigged is the industrial ship with the largest cargo capacity, although for most players and Iteron I or III will suffice. Industrials can be used to store mission loot and salvage, to haul at a later time and sell at a trade hub for more ISK than can be made in most backwater mission stations.<br />
}}<br />
<br />
===[Iteron Mark III, Hauler]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Iteron Mark III, Hauler]<br />
<br />
|high=[empty high slot]<br><br />
[empty high slot]<br />
<br />
|mid=Medium Shield Extender I<br><br />
Medium Shield Extender I<br><br />
Medium Shield Extender I<br />
<br />
|low=Expanded Cargohold II<br><br />
Expanded Cargohold II<br><br />
Expanded Cargohold II<br />
<br />
|charges=<br><br />
<br />
|drones=<br><br />
<br />
|rigs=Medium Cargohold Optimization I<br><br />
Medium Cargohold Optimization I<br><br />
Medium Cargohold Optimization I<br />
<br />
|recommended1=Astronautics Rigging I<br><br />
Gallente Industrial III<br />
<br />
|recommended2=Hull Upgrades II<br><br />
Jury Rigging III<br />
<br />
|recommended3=Mechanic III<br><br />
Shield Upgrades I<br />
<br />
|notes=* An Iteron III fitted like this is a moderate skill investement, and can carry up to 17,672 m3. <br />
<br />
* A repackaged frigate is 2,500 m3, a repackaged destroyer is 5,000 m3, a repackaged cruiser is 10,000 m3, and a repackaged battlecruiser is 15,000 m3.<br />
<br />
* For war time hauling, a hauling alt is recommended. For this purpose, an Amarr pilot trained for a Bestower is best for the least skill investment. See the [[Creating an Alt Hauler]] article for more information.<br />
<br />
* Industrial ships are easily suicide ganked in highsec. Suicide ganks are more likely close to trade hubs, or on paths between trade hubs, especially in 0.5 or 0.6 systems. If you are carrying less than 20 million ISK in goods, a suicide gank is extremely unlikely. Many suicide gankers will not bother with cargo worth less than 50 million ISK, but some will. Some suicide gankers will do it simply to cause grief rather than for profit. The shield tank fitted is mostly to avoid random suicide ganks from ships with low firepower or untargeted smartbomb suicide ganks. See 'The Dark Side of Eve' in the [[Eve University Class Library]] for more information about suicide ganking and how to avoid it.<br />
<br />
}}<br />
<br />
=Battlecruiser=<br />
<br />
==Brutix==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Brutix.jpg<br />
|caption=Brutix<br />
|shipname=Brutix <br />
|class=Battlecruiser<br />
|highs=7<br />
|turrets=7<br />
|launchers=0<br />
|mediums=4<br />
|lows=5<br />
|cargohold=400 m3<br />
|dronebay=50 m3<br />
|bandwidth=50 Mbit/sec<br />
|roles=Damage Dealer, Mission<br />
|variations=Astarte, Eos<br />
|bonuses='''Battlecruiser Skill Bonus:'''<br>5% bonus to Medium Hybrid Turret damage per level <br> 7.5% bonus to Armor Repairer effectiveness per level <br> 99% reduction in the CPU need of Warfare Link modules<br />
|info=The Brutix is reknowned for its high DPS potential in PvP. It is also a popular suicide gank ship.<br />
<br />
Although Gallente ships are usually better armor tanked, the Brutix benefits from a shield tank in several areas. Low slots can be dedicated to gank modules to increase DPS. The shield tank Brutix also has the advantage of being faster than an armor tank, which means it can get into the short blaster range sooner.<br />
<br />
}}<br />
<br />
===[Brutix, PvP T2 Shield Brutix]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Brutix, PvP T2 Shield Brutix]<br />
<br />
|high=Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br><br />
Heavy Ion Blaster II<br />
<br />
|mid=Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br><br />
Invulnerability Field II<br><br />
Large Shield Extender II<br><br />
Warp Scrambler II<br />
<br />
|low=Damage Control II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br><br />
Tracking Enhancer II<br />
<br />
|rigs=Medium Core Defence Field Extender I<br><br />
Medium Core Defence Field Extender I<br><br />
Medium Anti-EM Screen Reinforcer I<br />
<br />
|drones=Hammerhead II x5<br><br />
<br />
|charges=Caldari Navy Antimatter Charge M<br><br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Battlecruisers IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts III<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation III<br><br />
Drone Sharpshooting III<br><br />
Drones V<br><br />
Electronics IV<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br><br />
Evasive Maneuvering III<br><br />
Gallente Cruiser III<br><br />
Gallente Drone Specialization III<br />
<br />
|recommended2=Gallente Frigate IV<br><br />
Gunnery V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades IV<br><br />
Jury Rigging III<br><br />
Long Range Targeting III<br><br />
Mechanic V<br><br />
Medium Blaster Specialization IV<br><br />
Medium Hybrid Turret V<br><br />
Motion Prediction IV<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br><br />
Propulsion Jamming III<br><br />
Rapid Firing IV<br><br />
Science IV<br><br />
Scout Drone Operation V<br />
<br />
|recommended3=Sharpshooter IV<br><br />
Shield Management IV<br><br />
Shield Rigging III<br><br />
Shield Upgrades IV<br><br />
Signature Analysis III<br><br />
Small Blaster Specialization IV<br><br />
Small Hybrid Turret V<br><br />
Spaceship Command IV<br><br />
Surgical Strike III<br><br />
Tactical Shield Manipulation IV<br><br />
Targeting IV<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis III<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades IV<br />
<br />
|notes=* This version deals around 691 DPS and has 50k EHP with recommended skills.<br><br />
<br />
}}<br />
<br />
===[Brutix, PvP T2 Armor Brutix]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Brutix, PvP T2 Armor Brutix]<br />
<br />
|high=Heavy Electron Blaster II<br><br />
Heavy Electron Blaster II<br><br />
Heavy Electron Blaster II<br><br />
Heavy Electron Blaster II<br><br />
Heavy Electron Blaster II<br><br />
Heavy Electron Blaster II<br><br />
Heavy Electron Blaster II<br />
<br />
|mid=Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br><br />
Conjunctive Magnetometric ECCM Scanning Array I<br><br />
Stasis Webifier II<br><br />
Warp Scrambler II<br />
<br />
|low=Damage Control II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Magnetic Field Stabilizer II<br />
<br />
|rigs=Medium Trimark Armor Pump I<br><br />
Medium Trimark Armor Pump I<br><br />
Medium Trimark Armor Pump I<br />
<br />
|drones=Hammerhead II x5<br><br />
<br />
|charges=Caldari Navy Antimatter Charge M<br><br />
<br />
|recommended1=Acceleration Control IV<br><br />
Afterburner III<br><br />
Armor Rigging III<br><br />
Battlecruisers IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts III<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
EM Armor Compensation III<br><br />
Electronic Warfare I<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br><br />
Evasive Maneuvering IV<br />
<br />
|recommended2=<br />
Explosive Armor Compensation III<br><br />
Gallente Cruiser III<br><br />
Gallente Drone Specialization II<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging III<br><br />
Kinetic Armor Compensation III<br><br />
Mechanic V<br><br />
Medium Blaster Specialization IV<br><br />
Medium Hybrid Turret V<br><br />
Motion Prediction IV<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br><br />
Propulsion Jamming IV<br />
<br />
|recommended3=Rapid Firing IV<br><br />
Science IV<br><br />
Scout Drone Operation V<br><br />
Sharpshooter IV<br><br />
Shield Management III<br><br />
Signature Analysis IV<br><br />
Small Blaster Specialization IV<br><br />
Small Hybrid Turret V<br><br />
Spaceship Command IV<br><br />
Surgical Strike III<br><br />
Targeting IV<br><br />
Thermic Armor Compensation III<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis III<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades IV<br />
<br />
|notes=* This fitting has 67k EHP and 520 DPS with recommended skills.<br><br />
}}<br />
<br />
===[Brutix, Wormhole Brutix]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Brutix, Wormhole Brutix]<br />
<br />
|high=Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br><br />
Dual 150mm Compressed Coil Gun I<br />
<br />
|mid=10MN Afterburner II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Damage Control II<br><br />
Medium Armor Repairer II<br><br />
Medium Armor Repairer II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br />
<br />
|rigs=Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br />
<br />
|drones=Hobgoblin I x5<br><br />
Hobgoblin II x5<br />
<br />
|charges=Antimatter Charge M<br><br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=* Tech 2 drones should be used unless they catch too much aggro. Switch to Tech 1 drones if so.<br />
<br />
* This should be able to handle class 1 and 2 wormholes in gangs. It is unlikely to do well in class 3 wormholes without battleships taking most of the sleeper aggro.<br />
<br />
}}<br />
<br />
==Myrmidon==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Myrmidon.jpg<br />
|caption=Myrmidon<br />
|shipname=Myrmidon<br />
|class=Battlecruiser<br />
|highs=6<br />
|turrets=6<br />
|launchers=0<br />
|mediums=5<br />
|lows=6<br />
|cargohold=400 m3<br />
|dronebay=150 m3<br />
|bandwidth=75 Mbit/sec<br />
|roles=Mission, Damage Dealer<br />
|variations=None<br />
|bonuses='''Battlecruiser Skill Bonus:'''<br>10% increase to drone hitpoints and damage dealt by drones per level <br> 7.5% increase to armor repair amount per level <br> 99% reduction in the CPU need of Warfare Link modules <br />
|info=The Mymidon is the typical level 3 missioning ship. It can fit a passive shield tank like the Drake, but most Gallente players will focus on armor tanking skills, and its armor repair bonus make it an excellent armor tanker.<br />
<br />
The Myrmidon can also be an excellent PvP ship, though the damage potential is less than the Brutix with most fittings. The Myrmidons shown here have autocannons, since it will perform much better with those, although if you have T2 autocannons trained, you should have cross-trained to a hurricane which will perform much better with a buffer tank. The myrm is sometimes used in PvP with dual or triple reps, although such setups are much more useful for solo or small gangs than for most Uni fleets. See the [http://www.scrapheap-challenge.com/viewtopic.php?t=22160 Scrapheap Challenge] forum PvP Myrmidon thread for discussions on different ways to fit it (and keep in mind that many earlier posts are outdated due to some changes, notably that rig price change has made rep myrms much more affordable).<br />
<br />
The most DPS from drones is with 2x Ogres, 2x Hammerheads, and 1x Hobgoblin due to the unusual 75 mb drone bandwidth. However, Ogres may have difficulty tracking targets smaller than battleships, and travel time can also be an issue depending on the initial engagement range.<br />
}}<br />
<br />
===[Myrmidon, PvE Myrmidon]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Myrmidon, PvE Myrmidon]<br />
<br />
|high=650mm Medium Prototype I Siege Cannon<br><br />
650mm Medium Prototype I Siege Cannon<br><br />
650mm Medium Prototype I Siege Cannon<br><br />
650mm Medium Prototype I Siege Cannon<br><br />
650mm Medium Prototype I Siege Cannon<br><br />
Drone Link Augmentor I<br />
<br />
|mid=10MN Afterburner II<br><br />
Parallel Weapon Navigation Transmitter<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Medium Armor Repairer II<br><br />
Medium Armor Repairer II<br><br />
Armor Explosive Hardener II<br><br />
Armor Explosive Hardener II<br><br />
Armor Kinetic Hardener II<br><br />
Armor Kinetic Hardener II<br />
<br />
|rigs=Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br />
<br />
|drones=Warrior II x5<br><br />
Valkyrie II x5<br />
<br />
|charges=Fusion M<br><br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner IV<br><br />
Battlecruisers IV<br><br />
Combat Drone Operation IV<br><br />
Drone Durability II<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting III<br><br />
Drones V<br><br />
Energy Grid Upgrades III<br><br />
Energy Management IV<br />
<br />
|recommended2=Energy Systems Operation IV<br><br />
Engineering IV<br><br />
Fuel Conservation III<br><br />
Gallente Cruiser III<br><br />
Gallente Drone Specialization II<br><br />
Gunnery III<br><br />
Hull Upgrades V<br><br />
Jury Rigging I<br><br />
Long Range Targeting III<br><br />
Mechanic IV<br><br />
Medium Projectile Turret III<br />
<br />
|recommended3=Minmatar Drone Specialization II<br><br />
Motion Prediction III<br><br />
Rapid Firing III<br><br />
Repair Systems IV<br><br />
Scout Drone Operation V<br><br />
Sharpshooter III<br><br />
Spaceship Command IV<br><br />
Targeting III<br><br />
Target Painting III<br />
<br />
|notes=* The example fitting has drones and hardeners fitted for Angel Cartel rats.<br><br />
<br />
* With recommended skills, the capacitor should last 18 minutes with the target painter active, cap stable if it is inactive.<br />
<br />
}}<br />
<br />
===[Myrmidon, PvP T2 Shield Myrmidon]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Myrmidon, PvP T2 Shield Myrmidon]<br />
<br />
|high=425mm AutoCannon II<br><br />
425mm AutoCannon II<br><br />
425mm AutoCannon II<br><br />
425mm AutoCannon II<br><br />
425mm AutoCannon II<br><br />
425mm AutoCannon II<br />
<br />
|mid=Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br><br />
Large Shield Extender II<br><br />
Invulnerability Field II<br><br />
Large Shield Extender II<br><br />
Warp Disruptor II<br />
<br />
|low=Damage Control II<br><br />
Tracking Enhancer II<br><br />
Tracking Enhancer II<br><br />
Gyrostabilizer II<br><br />
Gyrostabilizer II<br><br />
Gyrostabilizer II<br />
<br />
|rigs=Medium Anti-EM Screen Reinforcer I<br><br />
Medium Core Defence Field Extender I<br><br />
Medium Core Defence Field Extender I<br />
<br />
|drones=Hammerhead II x5<br><br />
Warrior II x5<br><br />
Ogre II x2<br><br />
Hammerhead II x2<br><br />
Hobgoblin II x1<br />
<br />
|charges=Republic Fleet Phased Plasma M<br><br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Battlecruisers IV<br><br />
Combat Drone Operation IV<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Electronics V<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br><br />
Evasive Maneuvering III<br><br />
Gallente Cruiser III<br><br />
Gallente Drone Specialization IV<br />
<br />
|recommended2=<br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades IV<br><br />
Jury Rigging III<br><br />
Mechanic IV<br><br />
Medium Autocannon Specialization IV<br><br />
Medium Projectile Turret V<br><br />
Minmatar Drone Specialization III<br><br />
Motion Prediction IV<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br><br />
Propulsion Jamming IV<br><br />
Rapid Firing IV<br><br />
Science IV<br><br />
Scout Drone Operation V<br />
<br />
|recommended3=<br />
Sharpshooter IV<br><br />
Shield Rigging III<br><br />
Shield Management IV<br><br />
Shield Operation III<br><br />
Shield Upgrades IV<br><br />
Signature Analysis III<br><br />
Small Autocannon Specialization IV<br><br />
Small Projectile Turret V<br><br />
Spaceship Command IV<br><br />
Surgical Strike IV<br><br />
Tactical Shield Manipulation IV<br><br />
Targeting IV<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis IV<br><br />
Warp Drive Operation IV<br><br />
Weapon Upgrades IV<br />
<br />
|notes=* This Myrmidon uses projectile weapons, since it does not have a ship bonus to weapons, and projectiles do not use cap. Medium autocannons are easier to fit than medium blasters, and thanks to the long falloff, have much better range. When shooting at long range, Barrage ammo should be used. When shooting at close range, faction ammo of the appropriate type should be used.<br />
<br />
* This fit has 58k EHP with recommended skills. DPS with 2x Ogres, 2x Hammerheads, and 1x Hobgoblin is 593. DPS with 5x Hammerheads is 525.<br />
<br />
}}<br />
<br />
===[Myrmidon, PvP T2 Armor Myrmidon]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Myrmidon, PvP T2 Armor Myrmidon]<br />
<br />
|high=220mm Vulcan AutoCannon II<br><br />
220mm Vulcan AutoCannon II<br><br />
220mm Vulcan AutoCannon II<br><br />
220mm Vulcan AutoCannon II<br><br />
220mm Vulcan AutoCannon II<br><br />
220mm Vulcan AutoCannon II<br />
<br />
|mid=Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br><br />
Conjunctive Magnetometric ECCM Scanning Array I<br><br />
X5 Prototype I Engine Enervator<br><br />
Warp Scrambler II<br><br />
Warp Disruptor II<br />
<br />
|low=Damage Control II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Gyrostabilizer II<br><br />
Gyrostabilizer II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br />
<br />
|rigs=Medium Trimark Armor Pump I<br><br />
Medium Trimark Armor Pump I<br><br />
Medium Trimark Armor Pump I<br />
<br />
|drones=Hammerhead II x5<br><br />
Warrior II x5<br><br />
Ogre II x2<br><br />
Hammerhead II x2<br><br />
Hobgoblin II x1<br />
<br />
|charges=Republic Fleet Phased Plasma M<br><br />
<br />
|recommended1=Acceleration Control III<br><br />
Afterburner III<br><br />
Armor Rigging III<br><br />
Battlecruisers IV<br><br />
Combat Drone Operation IV<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Electronics IV<br><br />
EM Armor Compensation III<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br><br />
Evasive Maneuvering III<br />
<br />
|recommended2=<br />
Explosive Armor Compensation III<br><br />
Gallente Cruiser III<br><br />
Gallente Drone Specialization IV<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging III<br><br />
Kinetic Armor Compensation III<br><br />
Mechanic V<br><br />
Medium Autocannon Specialization IV<br><br />
Medium Projectile Turret V<br><br />
Minmatar Drone Specialization III<br><br />
Motion Prediction IV<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br />
<br />
|recommended3=<br />
Propulsion Jamming IV<br><br />
Rapid Firing IV<br><br />
Science IV<br><br />
Scout Drone Operation V<br><br />
Sharpshooter IV<br><br />
Signature Analysis III<br><br />
Small Autocannon Specialization IV<br><br />
Small Projectile Turret V<br><br />
Spaceship Command IV<br><br />
Surgical Strike III<br><br />
Targeting IV<br><br />
Thermic Armor Compensation III<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis IV<br><br />
Warp Drive Operation IV<br><br />
Weapon Upgrades IV<br />
<br />
|notes=* This Myrmidon uses projectile weapons, since it does not have a ship bonus to weapons, and projectiles do not use cap. Medium autocannons are easier to fit than medium blasters, and thanks to the long falloff, have much better range. When shooting at long range, Barrage ammo should be used. When shooting at close range, faction ammo of the appropriate type should be used.<br />
<br />
* This fit has 68k EHP with recommended skills. DPS with 2x Ogres, 2x Hammerheads, and 1x Hobgoblin is 541. DPS with 5x Hammerheads is 474.<br />
<br />
}}<br />
<br />
===[Myrmidon, Wormhole Myrmidon]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Myrmidon, Wormhole Myrmidon]<br />
<br />
|high=650mm Medium 'Scout' Artillery I<br><br />
650mm Medium 'Scout' Artillery I<br><br />
650mm Medium 'Scout' Artillery I<br><br />
650mm Medium 'Scout' Artillery I<br><br />
650mm Medium 'Scout' Artillery I<br><br />
Drone Link Augmentor I<br />
<br />
|mid=10MN Afterburner II<br><br />
Parallel Weapon Navigation Transmitter<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Damage Control II<br><br />
Armor Explosive Hardener II<br><br />
Medium Armor Repairer II<br><br />
Medium Armor Repairer II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br />
<br />
|rigs=Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br><br />
Medium Capacitor Control Circuit I<br />
<br />
|drones=Hobgoblin I x5<br><br />
Hobgoblin II x5<br><br />
Hammerhead I x5<br><br />
Hammerhead II x5<br />
<br />
|charges=Phased Plasma M<br><br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=* Tech 2 drones should be used unless they catch too much aggro. Switch to Tech 1 drones if so.<br />
<br />
* This should be able to handle class 1 and 2 wormholes in gangs. It is unlikely to do well in class 3 wormholes without battleships taking most of the sleeper aggro.<br />
<br />
}}<br />
<br />
=Battleship=<br />
<br />
==Dominix==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Dominix.jpg<br />
|caption=Dominix<br />
|shipname=Dominix<br />
|class=Battleship<br />
|highs=6<br />
|turrets=6<br />
|launchers=0<br />
|mediums=5<br />
|lows=7<br />
|cargohold=600 m3<br />
|dronebay=375 m3<br />
|bandwidth=125 Mbit/sec<br />
|roles=Mission, Support Ship<br />
|variations=Sin, Dominix Navy<br />
|bonuses='''Gallente Battleship Skill Bonus:'''<br>5% bonus to Large Hybrid Turret damage per level <br> 10% bonus to drone hitpoints and damage per skill level<br />
|info=The PVE Dominix fits are cap stable with Energy Management IV, Energy Systems Operation IV, Controlled Bursts III, and Fuel Conservation III (for the afterburner version). Meta 4 guns are used since every little bit of DPS helps when doing L4 missions. Normally you should not lose a Dominix to missions, since you should have good drone skills to kill warp jamming frigates fast. The single LAR tank version should be used in easier missions and the dual LAR in harder missions. Although as your skills increase and you become more familiar with L4 missions, you may want to set up some mission-specific fitting variants. Some people prefer heavy drones, other prefer sentries. Try both and upgrade whichever you prefer to Tech 2. If you use sentries, you should consider 1 or 2 Omnidirectional Tracking Links in mid slots.<br />
}}<br />
<br />
===[Dominix, PvE Dual LAR Dominix]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Dominix, PvE Dual LAR Dominix]<br />
<br />
|high=Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Drone Link Augmentor I<br />
<br />
|mid=Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Large Armor Repairer II<br><br />
Large Armor Repairer II<br><br />
Armor Kinetic Hardener II<br><br />
Armor Kinetic Hardener II<br><br />
Armor Explosive Hardener II<br><br />
Armor Explosive Hardener II<br><br />
Damage Control II<br />
<br />
|charges=Antimatter Charge L<br><br />
<br />
|drones=Warrior II x5<br><br />
Valkyrie II x5<br><br />
Berserker I x5<br><br />
Bouncer I x5<br />
<br />
|rigs=Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br />
<br />
|recommended1=<br />
Acceleration Control III<br><br />
Afterburner IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts III<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronics IV<br><br />
Energy Grid Upgrades III<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br />
<br />
|recommended2=<br />
Evasive Maneuvering III<br><br />
Fuel Conservation III<br><br />
Gallente Battleship IV<br><br />
Gallente Cruiser IV<br><br />
Gallente Drone Specialization II<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging I<br><br />
Large Hybrid Turret IV<br><br />
Long Range Targeting III<br><br />
Mechanic V<br><br />
Medium Hybrid Turret III<br />
<br />
|recommended3=<br />
Minmatar Drone Specialization II<br><br />
Motion Prediction IV<br><br />
Navigation IV<br><br />
Rapid Firing IV<br><br />
Repair Systems IV<br><br />
Scout Drone Operation V<br><br />
Sentry Drone Interfacing IV<br><br />
Sharpshooter IV<br><br />
Signature Analysis III<br><br />
Small Hybrid Turret III<br><br />
Spaceship Command IV<br><br />
Surgical Strike III<br><br />
Targeting IV<br><br />
Trajectory Analysis III<br />
<br />
|notes=* The example fitting has drones and hardeners fitted for Angel Cartel rats.<br />
<br />
* The Damage Control can be changed to a third hardener (explosive or thermal, as some angel missions have more thermal damage than others), or to an EANM (if you have high armor compensation skills), or a tracking enhancer to help your guns track close-orbiting ships and to reach those who stay further away more easily (as the lack of AB makes range control difficult).<br />
}}<br />
<br />
===[Dominix, PvE Single LAR Dominix]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Dominix, PvE Single LAR Dominix]<br />
<br />
|high=Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Dual 250mm Prototype I Gauss Gun<br><br />
Drone Link Augmentor I<br />
<br />
|mid=100MN Afterburner II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br><br />
Large Armor Repairer II<br><br />
Armor Kinetic Hardener II<br><br />
Armor Kinetic Hardener II<br><br />
Armor Explosive Hardener II<br><br />
Armor Explosive Hardener II<br />
<br />
|charges=Antimatter Charge L<br><br />
<br />
|drones=Warrior II x5<br><br />
Valkyrie II x5<br><br />
Berserker I x5<br><br />
Bouncer I x5<br />
<br />
|rigs=Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br />
<br />
|recommended1=<br />
Acceleration Control III<br><br />
Afterburner IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts III<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronics IV<br><br />
Energy Grid Upgrades III<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br />
<br />
|recommended2=<br />
Evasive Maneuvering III<br><br />
Fuel Conservation III<br><br />
Gallente Battleship IV<br><br />
Gallente Cruiser IV<br><br />
Gallente Drone Specialization II<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging I<br><br />
Large Hybrid Turret IV<br><br />
Long Range Targeting III<br><br />
Mechanic V<br><br />
Medium Hybrid Turret III<br />
<br />
|recommended3=<br />
Minmatar Drone Specialization II<br><br />
Motion Prediction IV<br><br />
Navigation IV<br><br />
Rapid Firing IV<br><br />
Repair Systems IV<br><br />
Scout Drone Operation V<br><br />
Sentry Drone Interfacing IV<br><br />
Sharpshooter IV<br><br />
Signature Analysis III<br><br />
Small Hybrid Turret III<br><br />
Spaceship Command IV<br><br />
Surgical Strike III<br><br />
Targeting IV<br><br />
Trajectory Analysis III<br />
<br />
|notes=* The example fitting has drones and hardeners fitted for Angel Cartel rats.<br />
<br />
* The afterburner is used to get close to antimatter optimal range, since some rat battleships are faster than a dominix with no propulsion module. It also helps keep angular velocity low to avoid tracking problems.<br />
<br />
}}<br />
<br />
===[Dominix, PvP Neut Domi RR]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Dominix, PvP Neut Domi RR]<br />
<br />
|high=Heavy Unstable Power Fluctuator I<br><br />
Heavy Unstable Power Fluctuator I<br><br />
Heavy Unstable Power Fluctuator I<br><br />
Drone Link Augmentor I<br><br />
Large 'Solace' I Remote Bulwark Reconstruction<br><br />
Large 'Solace' I Remote Bulwark Reconstruction<br />
<br />
|mid=Quad LiF Fueled I Booster Rockets<br><br />
Heavy Electrochemical Capacitor Booster I<br><br />
Conjunctive Magnetometric ECCM Scanning Array I<br><br />
Stasis Webifier II<br><br />
Warp Disruptor II<br />
<br />
|low=Damage Control II<br><br />
Armor Explosive Hardener II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
<br />
|charges=Cap Booster 800<br><br />
<br />
|drones=Warrior II x5<br><br />
Hammerhead II x5<br><br />
Ogre II x5<br><br />
Bouncer II x5<br><br />
Vespa EC-600 x5<br />
<br />
|rigs=Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br />
<br />
|recommended1=<br />
Acceleration Control IV<br><br />
Afterburner III<br><br />
Armor Rigging IV<br><br />
Combat Drone Operation IV<br><br />
Drone Durability III<br><br />
Drone Interfacing V<br><br />
Drone Navigation V<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Electronics IV<br><br />
EM Armor Compensation IV<br><br />
Energy Emission Systems IV<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br />
<br />
|recommended2=<br />
Engineering V<br><br />
Evasive Maneuvering IV<br><br />
Explosive Armor Compensation IV<br><br />
Gallente Battleship IV<br><br />
Gallente Cruiser IV<br><br />
Gallente Drone Specialization IV<br><br />
Gallente Frigate IV<br><br />
Heavy Drone Operation V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging III<br><br />
Kinetic Armor Compensation IV<br><br />
Long Range Targeting IV<br><br />
Mechanic V<br><br />
Minmatar Drone Specialization IV<br><br />
Nanite Interfacing III<br />
<br />
|recommended3=<br />
Nanite Operation III<br><br />
Navigation IV<br><br />
Propulsion Jamming IV<br><br />
Remote Armor Repair Systems IV<br><br />
Repair Systems II<br><br />
Science IV<br><br />
Scout Drone Operation V<br><br />
Sentry Drone Interfacing V<br><br />
Shield Management IV<br><br />
Signature Analysis IV<br><br />
Spaceship Command IV<br><br />
Targeting IV<br><br />
Thermic Armor Compensation IV<br><br />
Thermodynamics IV<br><br />
Warp Drive Operation III<br />
<br />
|notes=* A 1% powergrid implant 'Squire' PG2 (slot 6) can be used to upgrade the remote reps to T2 and thus reduce the module cost significantly.<br><br />
<br />
* For additional neuting power at close range, one of the remote reps and the drone link augmentor can be changed for two Medium Energy Neutralizer II.<br />
}}<br />
<br />
===[Dominix, Wormhole Domi RR]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Dominix, Wormhole Domi RR]<br />
<br />
|high=Large Remote Armor Repair System II<br><br />
Large Remote Armor Repair System II<br><br />
Large Energy Transfer Array II<br><br />
Large Energy Transfer Array II<br><br />
Drone Link Augmentor I<br><br />
Drone Link Augmentor I<br />
<br />
|mid=Omnidirectional Tracking Link I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Damage Control II<br><br />
Armor Explosive Hardener II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br />
<br />
|charges=<br><br />
<br />
|drones=Garde II x5<br><br />
Bouncer II x5<br><br />
Hobgoblin II x5<br><br />
Hammerhead II x5<br><br />
Vespa EC-600 x5<br />
<br />
|rigs=Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br><br />
Large Sentry Damage Augmentor I<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=* This build is not cap stable without very high skills. Only a single repper should be used unless the sleepers are applying more damage than the fleet can rep.<br />
<br />
* Large Remote Repair Augmentor I would be more cap efficient than CCC rigs, however their market price make them less desirable for pilots without a lot of spare ISK due to the risk of wormhole ganks. Pilots that fit RR rigs might want to add a 2nd omnidirectional tracking link and/or a target painter depending on their skills.<br />
<br />
}}<br />
<br />
==Hyperion==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Hyperion.jpg<br />
|caption=Hyperion<br />
|shipname=Hyperion<br />
|class=Battleship<br />
|highs=8<br />
|turrets=8<br />
|launchers=1<br />
|mediums=5<br />
|lows=6<br />
|cargohold=675 m3<br />
|dronebay=100 m3<br />
|bandwidth=100 Mbit/sec<br />
|roles=Damage Dealer<br />
|variations=None<br />
|bonuses='''Gallente Battleship Skill Bonus:'''<br>5% large hybrid weapon damage per level <br> 7.5% bonus to armor repair amount of armor repair systems per level<br />
|info=The Hyperion is unloved by many. In battleship fleets, remote repping is far superior, making the local rep bonus pointless. For Uni operations, it might act as a decent bait ship during peace time lowsec patrols for pilots with too much ISK on their hands.<br />
}}<br />
<br />
===[Hyperion, PvP Electro Hype]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Hyperion, PvP Electro Hype]<br />
<br />
|high=Electron Blaster Cannon II<br><br />
Electron Blaster Cannon II<br><br />
Electron Blaster Cannon II<br><br />
Electron Blaster Cannon II<br><br />
Electron Blaster Cannon II<br><br />
Electron Blaster Cannon II<br><br />
Electron Blaster Cannon II<br><br />
Heavy Unstable Power Fluctuator I<br />
<br />
|mid=Quad LiF Fueled I Booster Rockets<br><br />
Stasis Webifier II<br><br />
Warp Scrambler II<br><br />
Heavy Electrochemical Capacitor Booster I<br><br />
Heavy Electrochemical Capacitor Booster I<br />
<br />
|low=Large Armor Repairer II<br><br />
Large Armor Repairer II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Damage Control II<br />
<br />
|charges=Caldari Navy Antimatter Charge L<br><br />
Cap Booster 800<br />
<br />
|drones=Ogre II x3<br><br />
Warrior II x2<br><br />
Warrior II x3<br />
<br />
|rigs=Large Auxiliary Nano Pump I<br><br />
Large Auxiliary Nano Pump I<br><br />
Large Nanobot Accelerator I<br />
<br />
|recommended1=<br />
Acceleration Control IV<br><br />
Advanced Weapon Upgrades V<br><br />
Afterburner III<br><br />
Armor Rigging IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts IV<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Electronics V<br><br />
EM Armor Compensation IV<br><br />
Energy Emission Systems IV<br><br />
Energy Management V<br><br />
Energy Systems Operation V<br><br />
Engineering V<br><br />
Evasive Maneuvering IV<br><br />
Explosive Armor Compensation IV<br />
<br />
|recommended2=<br />
Gallente Battleship V<br><br />
Gallente Cruiser IV<br><br />
Gallente Drone Specialization IV<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging III<br><br />
Kinetic Armor Compensation IV<br><br />
Large Blaster Specialization IV<br><br />
Large Hybrid Turret V<br><br />
Long Range Targeting IV<br><br />
Mechanic V<br><br />
Medium Blaster Specialization IV<br><br />
Medium Hybrid Turret V<br><br />
Minmatar Drone Specialization IV<br><br />
Motion Prediction V<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br />
<br />
|recommended3=<br />
Propulsion Jamming IV<br><br />
Rapid Firing IV<br><br />
Repair Systems V<br><br />
Science IV<br><br />
Scout Drone Operation V<br><br />
Sharpshooter IV<br><br />
Shield Management IV<br><br />
Signature Analysis IV<br><br />
Small Blaster Specialization IV<br><br />
Small Hybrid Turret V<br><br />
Spaceship Command IV<br><br />
Surgical Strike IV<br><br />
Targeting IV<br><br />
Thermic Armor Compensation IV<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis IV<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades V<br />
<br />
|notes=<br><br />
<br />
}}<br />
<br />
==Megathron==<br />
{{Infobox Ship Horizontal<br />
|shipimg=Megathron.jpg<br />
|caption=Megathron<br />
|shipname=Megathron<br />
|class=Battleship<br />
|highs=8<br />
|turrets=7<br />
|launchers=2<br />
|mediums=4<br />
|lows=7<br />
|cargohold=675 m3<br />
|dronebay=125 m3<br />
|bandwidth=125 Mbit/sec<br />
|roles=Damage Dealer, Mission<br />
|variations=Kronos, Megathron Navy, Vindicator<br />
|bonuses='''Gallente Battleship Skill Bonus:'''<br>5% bonus to Large Hybrid Turret damage per level <br> 7.5% bonus to Large Hybrid Turret tracking speed per level<br />
|info=The Megathron is one of the best player vs. player ships available to the Gallente. With his high amount of high slots and low slots, it can fit a sporty tank while dealing out a relatively high amount of DPS. Common setups for the Megathron include "Blaster"-throns and "Sniper"-throns, the former being a close range blaster fitted ship while the latter being a railgun fitted long range ship.<br />
}}<br />
===[Megathron, PvP Blasterthron RR]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Megathron, PvP Blasterthron RR]<br />
<br />
|high=Neutron Blaster Cannon II<br><br />
Neutron Blaster Cannon II<br><br />
Neutron Blaster Cannon II<br><br />
Neutron Blaster Cannon II<br><br />
Neutron Blaster Cannon II<br><br />
Neutron Blaster Cannon II<br><br />
Neutron Blaster Cannon II<br><br />
Large 'Solace' I Remote Bulwark Reconstruction<br />
<br />
|mid=Quad LiF Fueled I Booster Rockets<br><br />
Heavy Electrochemical Capacitor Booster I<br><br />
Conjunctive Magnetometric ECCM Scanning Array I<br><br />
Faint Epsilon Warp Scrambler I<br />
<br />
|low=Damage Control II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
Adaptive Nano Plating II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br />
<br />
|charges=Caldari Navy Antimatter Charge L<br><br />
Cap Booster 800<br><br />
<br />
|drones=Ogre II x5<br><br />
<br />
|rigs=Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br />
<br />
|recommended1=<br />
Acceleration Control IV<br><br />
Advanced Weapon Upgrades IV<br><br />
Afterburner III<br><br />
Armor Rigging IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts IV<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Electronics V<br><br />
EM Armor Compensation IV<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br><br />
Evasive Maneuvering IV<br><br />
Explosive Armor Compensation IV<br><br />
Gallente Battleship IV<br />
<br />
|recommended2=<br />
Gallente Cruiser IV<br><br />
Gallente Drone Specialization IV<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation V<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging III<br><br />
Kinetic Armor Compensation IV<br><br />
Large Blaster Specialization IV<br><br />
Large Hybrid Turret V<br><br />
Long Range Targeting IV<br><br />
Mechanic V<br><br />
Medium Blaster Specialization IV<br><br />
Medium Hybrid Turret V<br><br />
Minmatar Drone Specialization IV<br><br />
Motion Prediction V<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br><br />
Propulsion Jamming IV<br />
<br />
|recommended3=<br />
Rapid Firing IV<br><br />
Remote Armor Repair Systems IV<br><br />
Repair Systems II<br><br />
Science IV<br><br />
Scout Drone Operation V<br><br />
Sharpshooter IV<br><br />
Shield Management IV<br><br />
Signature Analysis IV<br><br />
Small Blaster Specialization IV<br><br />
Small Hybrid Turret V<br><br />
Spaceship Command IV<br><br />
Surgical Strike IV<br><br />
Targeting IV<br><br />
Thermic Armor Compensation IV<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis IV<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades V<br />
<br />
|notes=* Requires a 3% powergrid implant (slot 6) and a 3% turret cpu implant (slot 10). Without ''PG4'' and ''KZA1000'' implants or with insufficient powergrid skills, one or two of the blasters can be switched to ion.<br />
<br />
* With recommended skills, this fitting has 113k EHP and 1007 DPS.<br />
<br />
}}<br />
<br />
===[Megathron, PvP Blasterthron RR Meta 4 Neutrons]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Megathron, PvP Blasterthron RR Meta 4 Neutrons]<br />
<br />
|high=Modal Mega Neutron Particle Accelerator I<br><br />
Modal Mega Neutron Particle Accelerator I<br><br />
Modal Mega Neutron Particle Accelerator I<br><br />
Modal Mega Neutron Particle Accelerator I<br><br />
Modal Mega Neutron Particle Accelerator I<br><br />
Modal Mega Neutron Particle Accelerator I<br><br />
Modal Mega Neutron Particle Accelerator I<br><br />
Large Remote Armor Repair System II<br />
<br />
|mid=Quad LiF Fueled I Booster Rockets<br><br />
Heavy Capacitor Booster II<br><br />
Conjunctive Magnetometric ECCM Scanning Array I<br><br />
Warp Scrambler II<br />
<br />
|low=Damage Control II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br />
<br />
|charges=Caldari Navy Antimatter Charge L<br><br />
Cap Booster 800<br><br />
<br />
|drones=Ogre I x5<br><br />
<br />
|rigs=Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br />
<br />
|recommended1=<br />
Acceleration Control IV<br><br />
Advanced Weapon Upgrades IV<br><br />
Afterburner III<br><br />
Armor Rigging IV<br><br />
Combat Drone Operation IV<br><br />
Controlled Bursts IV<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Drone Sharpshooting IV<br><br />
Drones V<br><br />
Electronic Warfare IV<br><br />
Electronic Warfare Drone Interfacing III<br><br />
Electronics V<br><br />
EM Armor Compensation IV<br><br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Engineering V<br><br />
Evasive Maneuvering IV<br><br />
Explosive Armor Compensation IV<br />
<br />
|recommended2=<br />
Gallente Battleship IV<br><br />
Gallente Cruiser IV<br><br />
Gallente Drone Specialization II<br><br />
Gallente Frigate IV<br><br />
Gunnery V<br><br />
Heavy Drone Operation IV<br><br />
High Speed Maneuvering IV<br><br />
Hull Upgrades V<br><br />
Jury Rigging III<br><br />
Kinetic Armor Compensation IV<br><br />
Large Hybrid Turret IV<br><br />
Long Range Targeting IV<br><br />
Mechanic V<br><br />
Medium Hybrid Turret III<br><br />
Minmatar Drone Specialization II<br><br />
Motion Prediction IV<br><br />
Nanite Interfacing III<br><br />
Nanite Operation III<br><br />
Navigation IV<br><br />
Propulsion Jamming IV<br />
<br />
|recommended3=<br />
Rapid Firing IV<br><br />
Remote Armor Repair Systems IV<br><br />
Repair Systems II<br><br />
Science IV<br><br />
Scout Drone Operation V<br><br />
Sharpshooter IV<br><br />
Shield Management IV<br><br />
Signature Analysis IV<br><br />
Small Hybrid Turret III<br><br />
Spaceship Command IV<br><br />
Surgical Strike IV<br><br />
Targeting IV<br><br />
Thermic Armor Compensation IV<br><br />
Thermodynamics IV<br><br />
Trajectory Analysis IV<br><br />
Warp Drive Operation III<br><br />
Weapon Upgrades V<br />
<br />
|notes=* This is how a megathron can be fit without Tech 2 guns or drones for pilots who wish to get into a mega earlier than T2 blaster and heavy drone training allows.<br />
<br />
* With recommended skills, this fitting has 118k EHP and 854 DPS.<br />
<br />
}}<br />
<br />
===[Megathron, Wormhole Megathron RR]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Megathron, Wormhole Megathron RR]<br />
<br />
|high=425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
Large 'Solace' I Remote Bulwark Reconstruction<br />
<br />
|mid=Tracking Computer II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br />
<br />
|low=Damage Control II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Adaptive Nano Plating II<br><br />
Armor Explosive Hardener II<br><br />
Capacitor Power Relay II<br />
<br />
|charges=Antimatter Charge L<br><br />
<br />
|drones=Bouncer II x5<br><br />
<br />
|rigs=Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=<br><br />
<br />
}}<br />
<br />
===[Megathron, PvP Sniperthron]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Megathron, PvP Sniperthron]<br />
<br />
|high=425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
425mm Railgun II<br><br />
[empty high slot]<br />
<br />
|mid=Quad LiF Fueled I Booster Rockets<br><br />
Sensor Booster II<br><br />
Sensor Booster II<br><br />
Tracking Computer II<br />
<br />
|low=Damage Control II<br><br />
Magnetic Field Stabilizer II<br><br />
Magnetic Field Stabilizer II<br><br />
Adaptive Nano Plating II<br><br />
Adaptive Nano Plating II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br />
<br />
|charges=Spike L<br><br />
Targeting Range<br><br />
Optimal Range<br />
<br />
|drones=Bouncer II x5<br><br />
<br />
|rigs=Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes=<br><br />
<br />
}}<br />
<br />
<br />
===[Megathron, PvP Megathron POS Siege RR]===<br />
{{ShipSkillGuide2<br />
<br />
|name=[Megathron, PvP Megathron POS Siege RR]<br />
<br />
|high=350mm Railgun II<br><br />
350mm Railgun II<br><br />
350mm Railgun II<br><br />
350mm Railgun II<br><br />
350mm Railgun II<br><br />
350mm Railgun II<br><br />
350mm Railgun II<br><br />
Large 'Solace' I Remote Bulwark Reconstruction<br />
<br />
|mid=Quad LiF Fueled I Booster Rockets<br><br />
Warp Disruptor II<br><br />
X5 Prototype I Engine Enervator<br><br />
Heavy Capacitor Booster II<br />
<br />
|low=Damage Control II<br><br />
Magnetic Field Stabilizer II<br><br />
Tracking Enhancer II<br><br />
Adaptive Nano Plating II<br><br />
Adaptive Nano Plating II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br />
<br />
|charges=Lead Charge L<br><br />
Cap Booster 800<br />
<br />
|drones=Bouncer II x5<br><br />
<br />
|rigs=Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump I<br />
<br />
|recommended1=<br><br />
<br />
|recommended2=<br><br />
<br />
|recommended3=<br><br />
<br />
|notes= *Requires a 3% turret cpu implant (slot 10). Without a ''KZA1000'' implant, the web can be switched to a sensor booster.<br><br />
<br />
}}<br />
<br />
=Ammunition, Range, and Kiting=<br />
<br />
You should carry 3 types of ammo during missions, and switch when required. By default, close range (antimatter or plutonium) ammo should be used. If you are taking too much damage at close range, switch to medium range (lead or thorium) or long (iron or tungsten) range ammo and fire from further away. Guns can suffer from tracking issues, so I would recommend using the 'keep at range' option instead of the 'orbit' option. With the amount of enemies in missions, orbiting is less likely to mitigate the total incoming damage from rats. Even close to optimal, when orbiting and using close range ammo, guns can sometimes have difficulty tracking enemies. Enemies should be kept close to optimal, this should keep angular velocity low to avoid suffering from tracking issues, and as long as enemies are within optimal there will be no reduction in damage from range.<br />
<br />
Antimatter requires the most cap, has the shortest range, and does the most damage. Lead requires the least cap, has no range modifier, and does middling damage. Iron has the longest range, and the least damage.<br />
<br />
To find out your optimal with ammo, load ammo in your guns, then right click and show info. The optimal displayed in the attributes will be adjusted for ammo and skills. Or better yet, use EFT and import your character to see all of your ship's stats.<br />
<br />
For PvP, faction antimatter and null (blasters) or spike (rails) are usually used. Void (blasters) and Javelin (rails) are not recommended due to the tracking penalties in conjunction with being short ranged, faction ammo usually has nearly the same DPS but much better tracking. It is often better to keep at range close to your optimal in PvP to avoid tracking problems. Orbiting can cause tracking problems, except with small ships orbiting large ships due to the higher signature radius making shots hit the target easily.<br />
<br />
When using a battleship that requires cap boosters, it is recommended to keep a medium standard container in the cargo hold. This will provide extra space, which is handy for switching out ammo types and picking up loot after a fight. Always make sure you have the required space for one full load of ammo in the cargo hold, otherwise switching ammo will be difficult.<br />
<br />
=Tech and Meta Levels=<br />
<br />
These fittings were made mostly using Tech 1 Meta 0 modules for frigates and cruisers, and meta 4 and Tech 2 for larger ships. In PvP, frigates and cruisers are often not worth fitting expensive modules on for low skill point or inexperienced pilots. Tech 1 Meta 0 modules are provided freely by the university. Once pilots have the skill points, a certain amount of combat experience, and enough ISK to replace bigger ships, they should consider moving to a battlecruiser wit T2 fittings. <br />
<br />
Pilots without T2 guns fitting a BC for PvP should probably avoid the overpriced meta 3 and 4 guns. Some of the meta 3 and 4 medium guns are reasonably priced, but many are not, and will only make your ship into a loot piñata for the enemy when it is destroyed, for very little increase in effective dps. It is recommended to get T2 guns before getting into BC, BS, or any T2 damage dealing ships for PvP.<br />
<br />
Higher Meta items up to meta 4 will often be easier to fit. Tech 2 is Meta 5, and usually harder to fit. Meta 3 and 4 are expensive, often more expensive than Tech 2. Meta 1 and 2 modules will often be less expensive than Meta 0, due to low demand and high supply on the market. Sometimes meta 4 is cheaper and better than Tech 2, like for ECCM modules.<br />
<br />
Meta 4 guns are recommended on some of these PvE ships, as many gallente pilots in their early careers will focus sooner on T2 drones than T2 guns. Some Meta 4 guns are reasonably priced, others are hideously expensive. If you can't afford to lose expensive Meta 4 guns, downgrade them to meta 3 or 2 instead.<br />
<br />
=Drones=<br />
<br />
Small drones should be used against frigate and destroyer sized enemies, medium drones should be used against cruiser and battlecruiser sized enemies, and heavy drones should be used against battleship sized enemies. Sentries are mostly meant for battleship sized enemies, but if smaller enemies are far enough that tracking isnt an issue, they can deal relatively well with those.<br />
<br />
Never use Amarr drones, due to their low damage multiplier, they are near useless. Even against rats who's lowest resistance is EM damage, they can be outperformed by Gallente drones. Gallente drones have the highest damage multiplier, and thermal damage is the best or second best damage to deal against most rat types. For level 1 to 3 missions, gallente drones are fine to use exclusively, although switching drones will make more efficient runs. At level 4 missions, it is strongly recommended to always fit the best drone types to match rat weaknesses. Many pilots will only specialize in Gallente (general purpose) and Minmatar (for Angel Cartel rats) drones in their early careers.<br />
<br />
Drone aggro should be watched. When arriving in a mission room, aggro should be aquired by approaching enemies and shooting them with guns. If a new wave of enemies arrives and the drones catch aggro, they should be recalled to the drone bay, and released only when the enemies have targeted your ship. Under normal circumstances, you should never lose drones when using proper aggro management with rats.<br />
<br />
Hot keys are recommended for drone management. They need to be initially launched manually from the drone window, though hot keys can be set for attack and return to drone bay.<br />
<br />
In PvP, Gallente and Minmatar drones are used almost exclusively. Gallente drones for their damage potential, Minmatar drones for their speed and explosive damage which armor tankers will not always patch.<br />
<br />
=Tank & Gank=<br />
<br />
Different rat (NPC pirates) factions have different damage type resistances, and deal different damage types. Drones and hardeners should be switched around based on rat types. Damage type resistance and dealt by rats can be found in the [[NPC Damage Types]] article. Mission-specific damage profiles can be found on [http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival].<br />
<br />
All EHP in this guide is given with EFT calculations, not in-game EHP. The listed EHP and DPS in various fits include both gun and drone DPS, and exclude any enhancements such as overheating, boosters, or implants.<br />
<br />
=Salvaging After the Mission=<br />
<br />
Salvaging boats are usually used to clean up rooms after missions are complete. To do so, make sure you bookmark one wreck for each room in the mission, since the acceleration gates will disappear after the mission has be turned in at the agent. Once the mission is turned in, the MWD can be used to propel the salvaging boat within tractor range faster.<br />
<br />
Once players can afford it (prices can range from 50 to 60 million ISK), the [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis] is strongly recommended for salvaging.<br />
<br />
=Enhancements=<br />
<br />
The Thermodynamics, Cybernetics, and Biology skills can grant pilots increased performance with overheating, implants, and boosters.<br />
<br />
=Related Links=<br />
<br />
==Eve University Forum==<br />
<br />
The Eve University ship loadout forums should be the first place for new players to look for fits and ask for advice. The Uni forum is restricted to Eve University members and alumni.<br />
<br />
* [http://forum.eveuniversity.org/viewforum.php?f=129 PvP Ship Loadouts] <br />
<br />
* [http://forum.eveuniversity.org/viewforum.php?f=128 PvE Ship Loadouts]<br />
<br />
==UniWiki==<br />
<br />
* [[Support Skills]] Training support skills is the first step in flying a ship well. Read up on support skills here.<br />
<br />
* [[Fitting Guidelines]] Some general guidelines for fitting ships.<br />
<br />
* [[Fitting Modules and Rigs Guide]] A list of rigs and module types with short descriptions.<br />
<br />
* [[Full T2 Tank]] Having a full T2 tank is a requirement for many ships during wartime in the Uni. If you fly anything other than a T1 frigate, destroyer, or cruiser, make sure you have the required skills and recommended support skills for the type of tank you use.<br />
<br />
* [[Creating an Alt Hauler]] Having an alt hauler can be essential to be able to make shopping trips during wartime.<br />
<br />
* For information on Tech 2 ships, for all races, follow the Ships link in the Categories list below<br />
<br />
==UniWiki - Racial Fitting Guides==<br />
<br />
These are all works in progress, some are further along than others.<br />
<br />
* [[Amarr Basic Ship and Skill Guide]]<br />
<br />
* [[Caldari Basic Ship and Skill Guide]]<br />
<br />
* [[Gallente Basic Ship and Skill Guide]]<br />
<br />
* [[Minmatar Basic Ship and Skill Guide]]<br />
<br />
* [[ORE Basic Ship and Skill Guide]]<br />
<br />
==Other Web Sites==<br />
<br />
* [http://www.scrapheap-challenge.com/ Scrapheap Challenge] This site has both PvP and PvE forums. Some threads are quite old and the discussions can be outdated in the earlier posts. Scrapheap is often a very good place for experienced pilots to find fittings, and many threads will also have tactic discussions on how to use them.<br />
<br />
[[Category:Guides]]<br />
[[Category:Ships]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Third-party_tools&diff=18884Third-party tools2011-01-01T06:47:43Z<p>False solace: /* EVEMon */ Learning skills no longer exist</p>
<hr />
<div>Over the years, several tools and sites have been created by players to help develop their characters and manage information. Below is a list of various applications and websites that can be very helpful to new and veteran players.<br />
<br />
<br />
''Please note that this list is a work in progress. Feel free to add any additional tools or sites!''<br />
<br />
<br />
<br />
== Applications ==<br />
<br />
Applications listed below are the most important ones, that will be useful to majority of people. For more specialized software, head over [http://wiki.eve-id.net/List_of_tools here] - although some of the software listed there is outdated. <br />
<br />
=== Windows ===<br />
<br />
==== EVE Fitting Tool (EFT) ====<br />
<br />
EFT allows users to create, experiment, and save different ship fittings without the hassle of being in game. The fittings will calculate and display various stats such as tanking abilities and damage to compare with other ships. Players can import their character information to take their skills into account with stat calculation. It will even show the skills a player lacks which is very useful for future planning. EFT is a must have for players both new and old! <br />
<br />
*[http://www.eveonline.com/ingameboard.asp?a=topic&threadID=548883 EFT Download &amp; Support Forum Thread] <br />
*[[Guide to using EFT]]<br />
<br />
<br> <br />
<br />
==== EVEMon ====<br />
<br />
EVEMon was created to help players with the daunting task of skill planning. Players are able to load their character information using API keys to keep track of their current skill sheet and training times. You can then develop a plan for future training and it will help optimize the plan by suggesting skills or attribute remapping to reduce the time needed. As a bonus, you can view ship loadouts from BattleClinic.com and build a skill plan to get you into that fit based on your character's skills. This tool is extremely useful and can even save the ship loadouts from BattleClinic to import into EFT. <br />
<br />
*[http://evemon.battleclinic.com EVEMon Website] <br />
*[[Guide to using EVEMon]]<br />
<br />
<br><br />
<br />
==== EveHQ ====<br />
<br />
EveHQ is a fully open source application designed to be an all-in-one management tool for use with EVE Online. Players can download and even create their own plug-ins to help manage various information and aspects of the game. The core application itself displays basic pilot information, skill training, and statistics. On the site, they feature plug-ins already created to help develop your character, view item stats, and even plan routes on star maps. If you prefer to create your own, they have a development forum and page where you can download the source code. Although it is not as popular as EFT or EVEMon , it is definitely a great alternative for people who prefer an all-in-one package or wish to develop and customize their own programs. <br />
<br />
*[http://www.evehq.net/index.html EveHQ Website] <br />
*[[Guide to using EveHQ]]<br />
<br />
<br> <br />
<br />
==== Eve Chat Watch ====<br />
<br />
Monitors your chats for interesting messages. With it you dont miss your buddies saying something in Corp, a fleet being formed in Alliance or that the juicy WH op need more participants. <br />
<br />
*[http://mastersoftheuniverse.lima-city.de/home-en.html Eve Chat Watch Website]<br />
<br />
<br> <br />
<br />
==== EveRefinery ====<br />
<br />
EveRefinery is a Windows program that displays market prices and refined prices for the items in your inventory. Thus, you can quickly decide whether to sell or refine each piece of your loot. It can also be handy for different activities, since it displays item prices in one big list, thus allowing to analyze the market. <br />
<br />
*[http://www.homo-programmatis.com/EveRefinery/ Eve Refinery Website]<br />
<br />
<br> <br />
<br />
==== Eve Mentat ====<br />
<br />
This program is useful for trading, it allows tracking of market orders, it reads exported market logs, it automatically checks for concurrency and other useful features. <br />
<br />
*[http://www.evementat.com/ Eve Mentat Website]<br />
<br />
<br> <br />
<br />
==== EVE Central Contribtastic Tool ====<br />
<br />
This tool is an automated market dumper, it creates market reports and uploads it to EVE Central database <br />
<br />
*[http://dev.eve-central.com/contribtastic/start EVE Central Contribtastic Tool]<br />
<br />
<br> <br />
<br />
==== NavBot ====<br />
<br />
A program that generates personalized trade routes using your market reports, calculates total profit, profit per jump, low-sec and high-sec routes <br />
<br />
*[http://code.google.com/p/navbot/ NavBot]<br />
<br />
<br> <br />
<br />
=== Linux/Unix/Mac ===<br />
<br />
==== GtkEveMon ====<br />
<br />
Replacement for EveMon. Open source, using Gtk toolkit, runs fine under both Linux and Mac OSX (available via [http://trac.macports.org/browser/trunk/dports/games/gtkevemon/Portfile Macports]). <br />
<br />
*[http://gtkevemon.battleclinic.com/ GtkEveMon website]<br />
<br />
<br> <br />
<br />
==== Pyfa (Python fitting assistant) ====<br />
<br />
Replacement for EFT. Open source, written in Python, runs under both Linux and Mac OSX (soon available via [https://trac.macports.org/ticket/23086 Macports]). <br />
<br />
*[http://pyfa.sourceforge.net/ Pyfa website]<br />
<br />
==== <br> Mac Eve Tools ====<br />
<br />
This program is written to be an OSX based alternative to EVEMON. Although the program is no longer being developed for new features, the author has promised to keep it updated to work w/ future patches. <br />
<br />
*[http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1096971 Mac Eve Tools More Information]<br />
<br />
*[http://www.eveonline.com/externalLink.aspx?l=http%3A%2F%2Fwww%2Emtyson%2Eid%2Eau%2FMacEveApi%2FMac%2520Eve%2520Tools%2Edmg Eve Tools Download for Snow Leopard Users]<br />
<br />
*[http://www.eveonline.com/externalLink.aspx?l=http%3A%2F%2Fwww%2Emtyson%2Eid%2Eau%2FMacEveApi%2FMac%2520Eve%2520Tools%2Eapp%2Ezip Eve Tools Download for Leopard users]<br />
<br />
<br> <br />
<br />
==== EFT On Mac ====<br />
<br />
EFT on Mac can be run effectively utilizing [http://www.codeweavers.com/products/cxmac/ CrossOver].&nbsp; <br />
<br />
#Download [http://www.eveonline.com/ingameboard.asp?a=topic&threadID=548883 EFT] <br />
#Download [http://www.codeweavers.com/products/cxmac/ CrossOver] <br />
#Run EFT.EXE with CrossOver <br />
#From the Crossover Installer Select &gt;Unsupported Applications&gt; Other Applications <br />
#Click Select an Installer and Choose Installer File. <br />
#Select type of Bottle (WinXp Works Well) and give it a name.&nbsp; <br />
#Click Proceed. <br />
#After Installation is completed. The EFT.EXE link from above will now launch EFT.<br />
<br />
Crossovers benefit is in its nearly full functionality with EFT. API,Fits,Settings etc... will all be saved and available when the program is closed and then relaunched. As of this writing (10/7/2010) the only known element that does not work is the ability to import and export XML files.&nbsp; <br />
<br />
<br />
<br />
==== TeamSpeak 2 On Mac&nbsp; ====<br />
<br />
There are several alternatives available to Team Speak that work nicely on the OSX operating system. Unfortunately, none of the current alternatives allow you to use "Command Channel," which is what UNI-Fleets use in order to communicate in private amongst the leadership and the scouting party. You can see how this limitation would be frustrating to OSX users! Utilizing [http://www.codeweavers.com/products/cxmac/ CrossOver]&nbsp;you can seamlessly integrate Team Speak into your Apple OS, with out requiring a virtual machine to do so.&nbsp;<br />
<br />
#Download [http://www.teamspeak.com/?page=downloads&archive=1 TeamSpeak 2]<br />
#Install [http://www.codeweavers.com/products/cxmac/ CrossOver]<br />
#Once Cross Over is installed and TeamSpeak is downloaded, click on the TeamSpeak Installer (It should be shown w/ crossover as the launch program)<br />
#Follow the instructions as if you were on a windows machine.<br />
#Follow instructions [http://wiki.eveuniversity.org/TeamSpeak here] to setup TeamSpeak for E-Uni Fleets<br />
<br />
&nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *Note You can drag the TeamSpeak 2 Icon from your Crossover Programs folder to the Dock for a quick launch Icon.<br />
<br />
&nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *Note During installation you may get a failure during the "Codec Installation" dis-regard this and click through.<br />
<br />
==Websites==<br />
<br />
<br />
===Scrapheap Challenge===<br />
<br />
Scrapheap Challenge is a forum with discussions ranging from PvE and PvP fits, to political discussions in their War & Politics forum that often more interesting to follow than similiar threads on COAD.<br />
<br />
The ship setup discussions are known to produce some excellent fits, although mostly aimed at high skillpoint pilots.<br />
<br />
*[http://www.scrapheap-challenge.com Scrapheap Challenge]<br />
<br />
<br />
===EVE BattleClinic===<br />
<br />
EVE BattleClinic offers tons of great information for EVE players. It features news, guides, loadouts, message boards, and even browser tools that players can use to help with character development.<br />
<br />
Many of the fits on Battleclinic, even some highly-rated ones, are very mediocre. Scrapheap Challenge (for high skillpoint players), and Eve University's ship setup forum (for low skillpoint players) are often better sources for fittings.<br />
<br />
*[http://eve.battleclinic.com EVE BattleClinic]<br />
<br />
<br />
===EVE-Central===<br />
<br />
EVE-Central tracks market information for items throughout the various regions in EVE. Players can even pull reports and sync applications with the site to pull any market data. Bear in mind that it relies solely on player submissions and may not always be accurate.<br />
<br />
*[http://www.eve-central.com EVE-Central]<br />
<br />
===Jitanomic===<br />
<br />
Jitanomic tracks market information in EVE, drawing information from in-game market reports in each region.<br />
<br />
*[http://www.jitonomic.com/ Jitanomic]<br />
<br />
===Grismar's EVE Wiki===<br />
<br />
Grismar's EVE Wiki is a very robust website that offers a variety of different tools that can be accessed using the in game browser. It features tools such as route planning, ore price tables, and build requirements.<br />
<br />
*[http://eve.grismar.net Grismar's EVE Wiki]<br />
<br />
<br />
===Enildor's Eve Ore Calculator===<br />
<br />
Enildor's Eve Ore Caulculator displays various ore pricing based on current data pulled from EVE-Central. It also allows users to change the region to reflect pricing in their area and alter refining percentages based on their own character's abilities.<br />
<br />
*[http://www.boxofmonocles.com/eve_ore Enildor's Eve Ore Calculator]<br />
<br />
<br />
===Ombey's 2d EVEMaps===<br />
<br />
Ombey's 2d EVEMaps provides a downloadable PDF that displays all the different systems within each region for easier navigation & route planning. As a bonus, the different systems include notes that indicate the stations available and the number of asteroid belts within that system.<br />
<br />
*[http://www.ombeve.co.uk Ombey's 2d EVEMaps]<br />
<br />
<br />
===DOTLAN :: EveMaps===<br />
<br />
DOTLAN EveMaps uses vector based maps to display the different systems within each region in browser format. The maps are dynamic and are updated each day to reflect sovereignty and occupancy changes within each system. With the recent update to the in-game browser, DOTLAN EveMaps can be a great tool to use for fleet roaming and planning within game although it does run a little sluggish at the present time.<br />
<br />
*[http://evemaps.dotlan.net DOTLAN :: EveMaps]<br />
<br />
<br />
===Eve commander===<br />
<br />
Eve commander is a website that allows users to keep track of character information without the need for a download. Depending on the API key you provide, it can access basic character information, training queues, or even detailed wallet information. A great alternative if you away from home and not able to use or install any programs.<br />
<br />
*[http://www.eve-commander.com eve commander]<br />
<br />
<br />
===Eve-Online Agent Finder===<br />
<br />
Agent Finder is a very useful site that allows you to search for different agents in systems. It offers options to narrow down results to specific levels, corporations, and divisions. As a bonus, it works great with the new in-game browser.<br />
<br />
*[http://www.eve-agents.com EVE Agents]<br />
<br />
<br />
===eLoot===<br />
<br />
Loot value calculator, allows upload of fleet logs and calculates sell and buy value of every item, it optionally allows to set refining skills to show resulting minerals and their total value<br />
<br />
*[http://www.eve-croatia.com/eloot/index.php?afk=eng eLoot]<br />
<br />
<br />
===Cerlestes ORE and Ice Tables===<br />
<br />
Ore and Ice price tables updated in real time and with refining configurations<br />
<br />
*[http://cerlestes.de/ Cerlestes ORE and Ice Tables]<br />
<br />
<br />
===EVE-Survival===<br />
<br />
Mission runners handbook, give advices on ship fittings and damage dealing types<br />
<br />
*[http://eve-survival.org/wikka.php?wakka=HomePage EVE-Survival]<br />
<br />
<br />
===Profitability of R&D Agents===<br />
<br />
Calculates Datacore prices and R&D agents, give overall profit based on skills<br />
<br />
*[http://hussars-online.ru/eve/datacore.php Profitability of R&D Agents]<br />
<br />
===Gunfleet - Eve Online Quick Lookup===<br />
<br />
Misc. tools including "Mining for ISK", "Mining for Minerals", and others.<br />
<br />
*[http://gunfleet.org/igb/index.php Gunfleet]<br />
<br />
==Mobile Phone Apps==<br />
<br />
===iClone===<br />
<br />
iClone is an entirely comprehensive iPhone application giving the full capabilities of the EVE API to the iPhone user. It displays full character information, wallet information, and even corporation information. In this author's opinion, its capabilities make Capsuleer (above) unnecessary.<br />
<br />
*[http://www.iclone.org.uk/iphone.php iClone Website]<br />
<br />
<br />
===EVE Mobile Skill Planner===<br />
<br />
EVE Mobile Skill Planner is a character tracking application developed for phones with Java capabilities. Similar to Capsuleer, it displays character stats, skill training completion, and wallet information. It will also allow you to add skill completion times to your mobile calendar. Although not as graphically pleasing as Capsuleer, it is a great alternative for players who would like to keep track of their characters on the go.<br />
<br />
*[http://www.eveonline.com/ingameboard.asp?a=topic&threadID=544226 EVE Mobile Skill Planner Forum Thread]<br />
<br />
<br />
===Aura for Android===<br />
<br />
Aura is an Android application to track and monitor your character(s) for EVE Online. Skill queue monitor, basic skill planner, order tracking, etc. Has home screen widgets for skill training notification.<br />
<br />
*[http://aura.aideronrobotics.com/ Aideron Robotics's Aura web page]<br />
<br />
<br />
==Spreadsheets==<br />
=== Dedaf's Industrial Tool ===<br />
<br />
It's the most complete industrial spreadsheet so far, it can connect with your API key and import prices based on the desired region, has all kinds of items in EVE, with their respective needed amounts for manufacturing it, contains tabs on ore, mining, PI, manufacting all levels of tech. <br />
<br />
*[http://www.eveonline.com/ingameboard.asp?a=topic&threadID=557482 Dedaf's Industrial Tool]<br />
<br />
<br> <br />
<br />
----<br />
<br />
<br> Originally created by Krelis Maxwell on 12/04/09 <br />
<br />
Edited By Sixto Macias on 10/7/2010<br />
<br />
[[Category:WikiCompo]] [[Category:Guides]] [[Category:Software]]</div>False solacehttps://wiki.eveuniversity.org/index.php?title=EVE_University_Consolidated_Information&diff=18879EVE University Consolidated Information2011-01-01T06:42:45Z<p>False solace: /* The Skillbook Program */ Learning skills no longer exist and the TGRADs offer is no longer active</p>
<hr />
<div>[[Category:Eve University]]<br />
[[Category:Guides]]<br />
[[Category:Getting Started]]<br />
The following post is aimed at providing a new member with resources and information to make the most of their time here (and for existing members who have forgotten!)<br />
<br />
== Introduction to Eve University ==<br />
*'''Eve University - Past, Present, and Future'''. [[Morning Maniac]] (founder and former CEO of E-UNI) talks about the history, purpose, and philosophy of Eve University. Recorded 14 March 2007. [http://classes.eve-ivy.com/Morning%20Maniac%20-%20Past%20Present%20and%20Future.mp3 Audio File] (right click, save as)<br />
<br />
*'''Introduction to Eve University''' by [[:User:Neville_Smit|Neville Smit]]. [http://dl.eve-files.com/media/corp/FlayGeobukseon/Neville_Smit_Intro_to_Eve_University_v2.mp3 Audio File] (Eve Files download, follow the link)<br />
<br />
<br />
== Ivy League Policies ==<br />
Please make sure you are familiar with the alliance policies.<br />
<br />
[[Ivy League Policies]] & [[Wartime Standard Operating Procedures]]<br />
<br />
== Students Relations == <br />
To resolve personal problems please contact the [[Student Relations Manager]]. We all do our best to get along, some personalities, cultures, will clash with others, to assist you to mediate any problems that you have with another member, director, teacher or player outside of the Uni please contact the Student Relation Staff for assistance.<br />
<br />
== Links and Communication Information ==<br />
<br />
=== The Eve University Forum ===<br />
<br />
[[The Eve University Forum]]<br />
<br />
=== In Game Board ===<br />
http://forum.eveuniversity.org/ please Bookmark this link to your in game browser, or make this link your in game home page. This link has of loads of helpful information, from Eve Uni's Policy, Who you can shoot, Who pays the Uni Bills, What the Rats are going to hit you for a six with = Damage Resists, Mission Survival Guide, Skill planning information, plus lots lots more. . .<br />
<br />
=== The killboard ===<br />
http://killboard.eveuniversity.org/ - the password can be found in the Corporation section of the Neocom, under the Alliances tab, Bulletins tab.<br />
<br />
=== The Teamspeak Server ===<br />
Teamspeak is essential to uni fleet operations - you will be expected to have it. For details on setting up please see the [[Teamspeak|Teamspeak Guide]].<br />
<br />
=== Alliance mail and Corp mail ===<br />
Please do not spam Alliance and Corp mail. If you are replying to something - please make sure you reply directly to the poster (right click their portrait and send them a message), not the entire alliance/corporation. Right-click on the person you want to mail and choose "Send Message". Do not use the "Reply" button on corp or alliance mail, as you will be replying to the corp or the alliance.<br />
<br />
Alliance and Corp mail may also have temporary amendments to Ivy League policies, these amendments are in force only for as long as the post is up on the in game mailing lists, Alliance overrides Corp and corp overrides General Policy, but only when issued by a Director.<br />
<br />
=== EVE-Online Forums ===<br />
Please do not post in the "Corporation, Alliance and Organization Discussions" or "Corporations and Alliances Summit" forums<br />
<br />
=== Chat Channels and Mailing Lists ===<br />
<br />
See: [[Chat Channels and Mailing Lists]]<br />
<br />
Remember, unless a message is intended for the entire corp - keep any correspondence in personal mail to whomever it concerns.<br />
<br />
== The Management ==<br />
<br />
Please see: [[Eve University Management]]<br />
<br />
== Learning and Teaching ==<br />
EVE University offers a selection of classes, a great resource of guides and also a corp chat full of helpful people.<br />
<br />
=== The Calendar ===<br />
To find out what classes are coming up, check the calendar: http://calendar.eveuniversity.org/ <br><br />
If you want to know how to make a calendar post for an event or a class, check here: [[Using the Eve University Calendar]]. <br><br />
More information on the Eve University Calendar can be found in the forum thread [http://forum.eveuniversity.org/viewtopic.php?f=28&t=29342 Eve University Calendar].<br />
=== The How To section ===<br />
Guides have been migrating to the wiki and can in the [[:Category:Guides|Guides]] section. <br />
For discussions and to ask questions please visit the [http://forum.eveuniversity.org/viewforum.php?f=124 Questions & Answers] section of the forum which is arranged by topic.<br><br />
You may find the [http://forum.eveuniversity.org/viewforum.php?f=33 old how-to-guides] of some value but new posts should not be made in that section. Use the Question & Answers section.<br><br />
<br />
===Setting up your overview=== <br />
We highly recommend you set up your overview first, before doing anything else. [[Overview Setup]]<br />
<br />
=== Class Library === <br />
<br />
[[Eve University Class Library]]<br />
<br />
The old forum thread of this project can be found [http://forum.eveuniversity.org/viewtopic.php?t=14897 here], and a new thread on the wikification of the class library can be found [http://forum.eveuniversity.org/viewtopic.php?t=29943 here].<br />
<br />
=== Class Requests === <br />
If there is a class you'd like to see then make a post in the [http://forum.eveuniversity.org/viewtopic.php?p=28853 E-UNI: Class Request Thread].<br />
<br />
=== Mentoring and Teaching === <br />
If you are interested in working with a mentor or being one, information can be found in the [[Mentor Program]] wiki page. <br><br />
If you are interested in teaching please review the page [[Joining The Faculty]]. <br />
<br />
<br />
All the instructors are happy to spend time chatting over various topics so if you have a question you want answering or there isn't a class or guide covering what you want then please talk to someone.<br />
<br />
== Titles ==<br />
Titles are sets of corporation roles such as hangar access, and have specific designations within Eve University. While there are other titles, the main ones used are 'Freshman', 'Student' and 'Graduate'.<br />
<br />
Read the [[Titles Within Eve University]] page for information on titles and how to request them.<br />
<br />
== Hangar Access ==<br />
<br />
Read the [[Corporation Hangar]] wiki page for details on how to use the corporate hangar and the rules concerning its use.<br />
<br />
== Eve Uni's Research POS == <br />
So you've got your blueprint original and you want to research it. How is this done with the Uni research labs?<br />
<br />
The research POS is open to Students or above. For details of this, please see the [[Research|Step by Step Guide]].<br />
<br />
== Ship Request & Replacement Program == <br />
<br />
Eve Uni members can request and receive ships for official Uni operations and Wartime through this program, as well as replace losses.<br />
<br />
See the [[Ship Replacement Program]] page for details.<br />
<br />
== The Skillbook Program == <br />
The Uni provides skillbooks with an npc value of under one million ISK for free for those members that need them.<br />
<br />
Please see [[The Skillbook Program]] for detailed information and conditions of this program.<br />
<br />
== Mining Ship Loan Program == <br />
Fully fitted Mining Ships available for a 2 week period to help you get a head start. More information on this program can be found here [[Mining Loaner Fleet]].<br />
<br />
== Refining and Manufacturing == <br />
There are a lot of people with [[Perfect Refine List|perfect refine]] and good manufacturing skills in the Uni who will be happy to refine for you or manufacture items if you wish. Just ask in corp chat.<br />
<br />
=== 'Bring Your Own Minerals' Ship Production Program === <br />
So you have been hoarding up those minerals and need/want a new ship. See the [[BYOM Minerals|BYOM Ship Production]] page for details.<br />
<br />
=== 'Purchase Your Own Ship' Ship Production Program ===<br />
Want to build or buy ships from your fellow Unistas? See the [[PYOS Ship Production|PYOS Program]] page for details.<br />
<br />
== Jump Clones ==<br />
We have enough standing with one of the Khanid corps, Khanid Innovation and one of the Caldari corps, Wiyrkomi Peace Corps. Do not do any missions for Khanid Innovation OR Wiyrkomi Peace Corps as we will lose these facilities.<br />
<br />
See the [[Jump Clones|Jump Clone Guide]] for more details.<br />
<br />
=== Jump Clone Stations ===<br />
* Lonetrek/Haurala/Erenta/Erenta V - Wiyrkomi Peace Corps Logistic Support - 26 jumps from Aldrat <br />
* Lonetrek/Kaala/Akonoinen/Akonoinen VI - Wiyrkomi Peace Corps Logistic Support - 27 jumps from Aldrat <br />
* Lonetrek/Makiriemi/Isikano/Isikano IX - Moon 11 - Wiyrkomi Peace Corps Logistic Support - 25 jumps from Aldrat <br />
* Lonetrek/Okunda/Ossa/Ossa VII - Moon 11 - Wiyrkomi Peace Corps Logistic Support - '''this station is not recommended because it cannot be reached without multiple lowsec jumps.'''<br />
* Khanid / Nohshayess / Khanid Prime / Khanid Prime V - Moon 1 - Khanid Innovation Factory - 35 (hi-sec) jumps from Aldrat<br />
<br />
<br />
== Updates to this page == <br />
Finally - if there is any info that you think would be helpful to have here, post in [http://forum.eveuniversity.org/viewtopic.php?p=82864 this thread].</div>False solacehttps://wiki.eveuniversity.org/index.php?title=Tips_and_Tricks&diff=18878Tips and Tricks2011-01-01T06:41:18Z<p>False solace: /* Words of Wisdom */ Learning skills no longer exist</p>
<hr />
<div>[[Category:Guides]]<br />
This page lists miscellaneous tips and tricks discovered by unistas which don't merit a more in-depth write-up.<br />
<br />
To see the origin of some of these contributions please visit the [[Contributions Page]] or the original [http://forum.eveuniversity.org/viewtopic.php?t=22000 forum thread].<br />
<br />
== Traveling ==<br />
* When traveling lowsec frequently, especially in a hauler, keep warp core stabilizers in your cargo to refit if needed. Remember this wont help you escape Heavy Interdictor ships which are often used for gatecamps.<br />
* When traveling through hostile territory ALWAYS keep local chat separated from the other chat windows. This allows you to see pirates and wartargets appear more obviously, giving you vital seconds to make decisions.<br />
* Be wary of your security status. If it falls below certain levels then Faction Police may shoot you if you enter a high enough security system. E.g. Sec status -2.0 or below means you will be shot in systems with sec status 1.0-0.9. Sec status of -5 or lower means you are kill on sight to everyone. Train diplomacy to remedy this a little.<br />
<br />
=== Autopilot ===<br />
* Don't autopilot in low-sec or 0.0, or even in highsec if you are carrying something valuable -- nothing attracts pirates and suicide gankers faster than a ship that shows up 15k from a gate and heads for the gate at normal speed.<br />
* The autopilot isn't useless, though: with a route set for the autopilot, warping to zero and activating the autopilot while still in warp will make your ship instantly jump as soon as you arrive on the gate. Just deactivate the autopilot as soon as the jump is initiated to prevent it from warping to 15km on the next gate. This is allowed in wartime as well.<br />
* If you set the route to a system, the next stargate on the route will show up in yellow, so you can find it easily. (If you take a different gate, the autopilot will re-route automatically.)<br />
* If you autopilot in a heavy ship, the time spent approaching gates from the 15km warp-in point can begin to dominate your travel times. Try fitting Overdrives to reduce this time. Alternatively, fitting Inertia Stabilizers will give your ship less of a speed boost, but will improve align times on the other side of the gate.<br />
<br />
=== Bookmarks ===<br />
* Leave a cheap item at stations you visit frequently. This will turn your assets tab (available on the left of the screen) into a handy collection of bookmarks.<br />
* Make safespots and bookmarks everywhere you regularly go, especially in lowsec and nullsec. Tired of the masses of bookmarks cluttering your people&places window? Make separate folders for them. Right click this folder heading to get a window just with your bookmarks for ultra quick navigation.<br />
* Insta-undock bookmarks are perfect for getting large ships, or ships carrying very high value items, out of the Jita 4-4 station without getting bumped all over the place (or scanned). <br />
* If you use a bookmark a lot, and want it near the top of the folder, edit its name and put “ #” in front of it (“space” then “hash”), this will then push it to the top of all the other bookmarks<br />
* An easy way to create safespot bookmarks is to run some encounter missions in the system you need bookmarks in. If missioning complex is at least 14AU (directional scanner range) away from all gates, bookmark it.<br />
<br />
=== Cloaking ===<br />
* When you come through a jump gate, you're cloaked for 60 seconds, or until you move. If you jump into trouble, pause a few seconds to analyze your situation, let the panic subside, and decide what to do.<br />
* If you have a cloaking device and you're in unfriendly territory you can minimize visibility by doing the following: 1. Jump through gate and pick destination to warp to. 2. Align to destination then immediately hit your cloak. Once aligned then warp off. (Some techniques use a burst of AB or MWD as well.)<br />
<br />
== Salvaging ==<br />
<br />
* Destroyer class ships make great salvaging ships. Many are able to fit 4 salvagers and 4 tractor beams. Good cargo space as well. Now that small rigs are affordable, make use of them!<br />
* If the wrecks are in large clumps many kilometers apart, clear one clump and bookmark the next set of wrecks, then warp away and warp back to the bookmark you just made -- saving you from having to slowboat all the way.<br />
:This works really well if the mission had multiple rooms since the warp point you can use is close by.<br />
* Despite detailing in their description that they are for pulling in cargo containers, tractor beams '''CAN''' pull in wrecks also. Indeed, pulling in wrecks is the reason you want them. The description is left over from a previous release of Eve.<br />
* Remember you can also bookmark mission locations, allowing you to hand in the mission and return to the wrecks, especially if your running low on time for bonus reward. This means you'll also be able to use a microwarpdrive - which may save time. If you're salvaging a level 4 when stuff is very far apart i.e. over 30-40+km then mwd is a good idea. For anything less, you might find yourself overshooting your targets, as the mwd cycle has to complete. Make sure you bookmark every room in the mission if you want to do it this way, as warpgates vanish when you hand in the mission.<br />
* While you are salvaging with some tractor beams, you can drag the wrecks behind you and salvage them at the same time while you travel towards another wreck that's outside tractor beam range. This saves time.<br />
* Use your tactical overview (one of the buttons on the left side of the HUD) to plot an efficient course through the wreck field rather than just moving to the closest wreck.<br />
* If you are in a large wreck field you can jettison a can (right-click on an object in your cargo hold and jettison) and use a tractor beam to haul it behind you. You can dump the loot into the can as you go. When done, bookmark the can's location and come back in a hauler to get it all.<br />
<br />
== Hauling ==<br />
* You can fit an improved cloaking device to your hauler for some added security during wormhole ops. Ask the miners to drop the can some distance from the asteroid belt, and stay between 2000 and 2500 m from the can in the direction that you want to warp to. If trouble arises and you don't think you have time to align and warp out (or you're bubbled), you can instantly activate the cloak and head away from the belt in an open direction. The loot you save may even pay for all those dead Retrievers!<br />
<br />
* [[Using EVE-Central to haul profitably|Use EVE-Central.com to haul more profitably]].<br />
<br />
* Beware of [[Known_pirate_systems|pirates!]]<br />
<br />
== Exploration/WormHoles ==<br />
* Learn how to use probes quickly with the help of [http://www.youtube.com/watch?v=rwBqnXruZuo&feature=related this video].<br />
<br />
== Market ==<br />
* Don't rush. <br />
* Use the scroll wheel on the mouse to adjust orders by 0.01 ISK.<br />
* Try to avoid updating your buy/sell orders at the same time each day. This keeps your competitors guessing. <br />
* If possible, leave your trade character logged on at all times. That way, if you are added to your competitor's address book, they'll never know when you log on and off.<br />
* When buying from contracts '''read''' what you are actually paying for. Don't be the fool that loses all his money because he didn't '''read''' the contract's contents and the number of '''zeros''' in the price.<br />
* When buying set market to Region (top left corner), and go to the settings tab and tick the box to avoid low-sec and/or 0.0 systems if this helps.<br />
* Setting up buy orders for items you don't need right away will save lots of ISK over time.<br />
* Remember, you don't need to sell straight away. If you set up a sell order for a 1000 items of x, and someone decides to sell the item at a stupidly low price, don't jump in and change your order to beat him. It might not sell this week, but it will eventually, and you will make much more isk. <br />
* When setting the range on your buy orders, check to see how far away the nearest lowsec system is. If you don't want to go to lowsec to pick stuff up, set the buy range accordingly.<br />
* A day of very high volume or a trade at a very high price can cause the market graph's axes to adjust, making it difficult to read. Use the "Show Table" button below the graph to display the same data in table format.<br />
* The relationship of the median price (yellow dots on the graph) to the day's high and low prices gives you a clue about the flow of the trades, whether the action is mainly selling (median is close to day's high) or buying (median close to day's low), assuming there is no overlap between the high buy order and the low sell order. In particular, for items that are dropped as mission loot but are not very useful (i.e. energy vampires) there will only be action on the your buy side (that is, you will only be able to buy them, not sell). If you want to buy these (and don't plan on trucking them extra-regionally), make sure you only pay up to the salvage value.<br />
* Playing the .01 ISK game benefits people who like to play it. You don't have to play if you don't want to. Feel free to drastically slash sell orders or raise buy orders.<br />
* Consider using a particular number of "isk cents" on the end of your order prices to make your orders easier to locate on the list.<br />
* Be very, very careful typing your prices! Don't skip that decimal point!<br />
* Shift + sell item/buy item opens the advanced sell/buy menu<br />
<br />
== Mining ==<br />
<br />
* When you first warp to an asteroid belt you may be up to 70-80 kilometers away from the rocks. Bookmark an asteroid, then warp out and back to the bookmark to save time getting to mining range.<br />
* If you have a really long belt, you may save time by warping between two sets of asteroids >150km from each other when changing rocks, rather than slowboating to the next asteroid.<br />
* Crawling to a new spot in a belt is slow. It's faster to warp to a different belt. Save time later by bookmarking 2 or 3 places in each belt and building up a bookmark list for all the belts in the system.<br />
* Use MLU's - Mining Laser Upgrades instead of cargo expanders especially when group mining.<br />
* Have your mining drones go to the nearest rock you want to mine. Get as close to it as possible as they have to include travelling time there and back and are a lot slower than other drones.<br />
* Don't mine someone else's rock, not only is it rude if you don't know them but if you are in a group it is terribly inefficient as when the roid is close to popping whoever's lasers finish first will pop the roid and get all the ore. Anyone else mining the same roid will get nothing, wasting up to 3 minutes. Use "Look at" before you lock on. Also this applies to solo mining, mine different roids with each laser.<br />
<br />
== Missioning ==<br />
* Drone users: Make sure you have all the NPCs in a given group locking/attacking you before you launch your drones. Refer to [http://eve-survival.org/wikka.php?wakka=MissionReports EVE-Survival] for info on spawn triggers and the possibility of drones attracting the attention of other NPC groups.<br />
* Check yourself before you wreck yourself. Look at the mission before accepting it: note the rat type (telling you [[NPC Damage Types|what ammo to use and resists to fit]]).<br />
* Usually, it's best to concentrate all your fire on one target rather than spreading it out, as this eliminates incoming DPS quickest. <br />
* To get aggro from an npc you don't have to actually hit it. Lock the npc and fire a shot. It might take some time for it to respond to your aggresion but the npc will come to you. This is why some droneboat mission fits use a single civilian gun to draw aggro.<br />
* Train up salvaging as soon as possible -- salvage can double your mission profit, and a team running high-level missions with a dedicated salvager can be much more profitable and safe than a solo missioner.<br />
* Remember courier missions: you can work up your standing just fine without shooting anything!<br />
* Destroy small ships at range first, they can generally dish out damage but can't take it. NPC battlecruisers and destroyers in particular deal large amounts of damage for their size and can't take very much. Battleships, however, absorb a lot of damage, and deal damage that can be avoided more easily with speed.<br />
* If your tank is being broken in a mission, especially if you're using undersized ships for the mission, move. Even if your battlecruiser doesn't move fast, moving makes it that much harder for the 10 battleships orbiting to hit you, and can sometimes pull your tank back up.<br />
<br />
=== Safety ===<br />
* '''Never''', ever fall asleep when doing a mission (a "quick mission" before bed after a heavy night boozing is a bad idea). You will lose your faction fitted CNR etc.<br />
* Check the location of the encounter and right click it and set destination. Bring up the map and you can see what kind of space you will be traveling through.<br />
* If the situation looks bad, align to warp out if it gets worse.<br />
<br />
=== Ships and Fitting ===<br />
* Fly a ship size appropriate for the mission. Lvl 1 - frigates, Lvl 2 - cruisers, lvl 3 - battlecruisers, lvl 4 - battleships.<br />
* If you have the choice between light drones and medium drones and can't take both, always go for light drones. They can eliminate Warp scrambling frigates and webbing frigates much faster, which is critical if you need to do an emergency warp out to save your expensive battleship. <br />
* Buy a hull repairer when you move up from frigates. Keep it in your cargo bay and if you hit structure during a mission warp out, dock locally, fit it, undock and use it to repair your ship, saving you station repair bills. Remember to swap it back out before going back to the mission!<br />
* Long range weapons are generally better for encounter missions than their short range counter-parts. Why? Because they give you the ability to eliminate lots of enemies before they get into their range, thus maintaining your tank more easily. <br />
<br />
=== Fleets ===<br />
* If you mission in a fleet with somebody else, you'll get standings increases with that corporation. This can save you some grinding, as a couple of shared L3 or L4 missions will give the same increase as many more L1 or L2 missions. Many Uni missioners will be happy to have you come in with a salvage destroyer and do the salvaging on a shared basis, if you're not up to taking on L4 combat yet. <br />
* Similarly, the E-Uni missioning channel runs [[Mission Fleet (Spider)|spider fleets]] -- you join and run missions solo, but share the profits and standings with other Uni mission-runners. That can get you standings with corporations you couldn't access otherwise.<br />
<br />
=== Saving Time ===<br />
* Consider keeping a short summary of the missions your agent regularly gives you in your notepad. Important info : damage types/resists/webs/scrams/difficulty etc. Once you have them all, this can save a lot of time alt-tabbing if you're a fullscreen user.<br />
* After training Social to 3 and Connections to 3 you can almost instantly access L2 agents without the need to grind lots of L1 missions. <br />
* On courier missions, always check twice before undocking to make sure you have transferred the courier items from your hangar to your hold.<br />
* Always check you have accepted the mission before undocking.<br />
<br />
==Combat Techniques==<br />
* During encounter missions, take advantage of the fact you can centre your view over the enemy and look from behind them. double clicking in the direction they are travelling in is now easy as your view is locked on the enemy. Repeatedly clicking in the direction he is travelling will constantly change your direction to match his, minimising the angular velocity and increasing your chances of good hits. (Works best with large/medium guns against large/medium rats)<br />
* If you are having problems with a large ship demolishing you or staying far away from you, try getting a light drone speed tank it and go to town. <br />
* When buying ammo make sure you look at its attributes to check its range bonuses and damage type(s), until you learn which ammo does what.<br />
* learn to use your size and speed to your advantage. Orbiting a target fast and close will mitigate a lot of damage and allow you to beat ships much larger than you.<br />
* Learn manual piloting. Double click in space to fly. The orbit command AI is very exploitable and by piloting manualy you can close on or get away from a faster ship which is using the AI.<br />
'''Interceptors''': <br />
* Fly tech 1 frigates for a few months before you step into an interceptor hull. Once you fly a tech 1 frigate well, you should be able to fly an interceptor well.<br />
* There are two kinds of interceptor: tackling and dogfighting. Tackling 'ceptors should always be speed fit and should try to stay out of heavy neut range. They have bonuses to disruptor range. Dogfighting interceptors should focus on tank and damage output before tackle.<br />
* Don't be afraid of warping off, and know what you can and can't handle. Call out your points and make sure your FC knows if you need to get out.<br />
* If you are attacked by Warriors (the fast-moving Minmatar light drone), don't freak out. You can survive them for a while before you need to get out. Neuts and scrams, however, can ruin your day.<br />
* Never '''ever''' directly approach anything. Always approach at an angle, otherwise you will die. You should be manually piloting a lot of the time anyway.<br />
<br />
==PVP/Low/NullSec==<br />
* Choose your fights carefully. In pvp space you are a shark or a fish. If you can't avoid the sharks, then you are food. Learn safespots, gate scouting and safe undocks.<br />
* Rat in lowsec or nullsec. Not for money, but to learn how to not be shark food while still being being able to do something undocked. You can't hunt down prey until you aren't prey yourself.<br />
* Do not trust people if they say "come here u can shoot at my ship to test your damage".<br />
* Bookmark locations you use regularly - e.g at least 170km+ above (and/or below) gates you use/camp frequently, to allow you to warp up to it and back to the gate as you wish, yet remain on grid to see what’s happening. These are especially useful on 0.0 gates that lead to empire. These bottle neck systems are often camped and bubbled: if you arrive in system and there’s no obvious bubble on the gate but there ''are'' reds or neutrals in system, don’t warp directly to the next gate! Instead, warp to your bookmark 180km above it, this will stop you being ‘sucked’ into a warp bubble directly behind the gate and will allow you time to see if you should fight, run or just warp down to the gate and continue your journey. These bookmarks are also great for cloaky ships to sit at and give intel on general traffic or the enemy. <br />
* “Insta-undock bookmarks” are great for haulers/BS's, use them. If in 0.0/lowsec try to not use the same insta-undock bookmark all the time – especially if the system is near a war front and has a few ‘reds’ in local, as one day someone might work out where you land, and will be waiting for you the next time you undock! Use a small fast ship to make these at a distance of at least 400km from the station - for safety they should not be on the same grid as the station you left from. <br />
* During roams or when moving through unfamiliar hostile space, every now and then link your present location (drag the triangle that is next to the upper left system name) into your private player channel and hit return. After a while you'll have a perfect note of the reverse route home or to safety if things go pear-shaped, you'll also be able to guide your corp mates home if things get a little chaotic and the FC gets podded (lol). <br />
* If you join a 0.0 or lowsec corporation that has capital fleets/pilots (most corps do these days), try to train a '''new''' character as a cyno pilot asap (not your main as you'll want it to be expendable). This will mean your cap-ship flying corp mates will love you, and this love goes a long long way. The grateful cap ship pilot will often ask you if want something moved with the cap ship (maybe a ship, a small can or whatever) and this can be very helpful, especially if you can't fly/own a cap ship yourself. After a while people will be asking you for cynos and offering to move stuff all over Eve for you. In my experience "being the cyno guy" means getting lots of offers of help in return, and everyone wins.<br />
* A very basic cyno alt: (use a fresh character) The new 100% bonus to training speed is perfect for training an expendable cyno alt in double quick time! They need to be able to fly any race's frigates, as you never know what will be for sale in 0.0/lowsec, and this will require only racial frigate to level 3 for each race. Also you will have to be able to use and fit a Cynosural Field Generator, I recommend Cynosural field theory to L3 to allow 2 cynos worth of fuel in a frigate. FYI: 350 units of Liquid Ozone (LO) per cyno at L3, this equals 700 LO for 2 cynos, and 700 LO takes up 280m3 cargo space)<br />
* For a much better cyno alt: (still use a fresh character) they can still be trained with minimum time with the new 100% bonus to training speed. You can get a Cyno using alt that can cloak and use a MWD I with cap recharger I, The cloak is invaluable if you are doing a mid point cyno in the middle of nowhere, you can just get in position and cloak up until needed. If you train this 'better' cyno alt AND train for a bit of extra agility/speed too, you have a very useful and expendable character that will be able (with a bit of practice) get almost anywhere you need a cyno-guy to be put! And as a bonus you will still be well under the 800,000 skill point limit for needing to purchase medical clones every time you get pod killed (it happens sometimes - you just have to get used to this). Overall the benefits of having a cyno character far outweigh the training time used up.<br />
<br />
==Modules/Rigs==<br />
* Different versions of standard laser crystals (Multifrequency, Gamma, X-Ray, Ultra, STD, etcetera) all have different capacitor modifiers. If you're barely capstable with Standard crystals, you won't be stable with Multifrequency. <br />
* You have to unload your guns before you can group them. You can group in the fitting screen, or whilst in space. <br />
* Thermodynamics is a skill worth getting if you intend on PVP. Rightclick show info on a module to find out the potential increase in performance if the module is overheated. e.g. you may be able to increase warp scram range by 5km and surprise your enemies. (See [[Overloading|here]] for more on overheating.)<br />
* Overheating modules causes heat damage to them. They can be repaired in a station with the standard repair bay, or with Nanite Repair Paste in space. Once completely burned they can only be repaired in a station.<br />
* Modules installed next to a module you are overheating will also be damaged. Make sure to put overheatable modules next to not overheatable modules to mitigate heat damage.<br />
<br />
== Overview ==<br />
* Set up your overview according to the [[Overview Guide]].<br />
* Hold the CTRL key and left click on an entry in your overview to target it.<br />
* Holding CTRL will also freeze the overview so things don't change position. This is useful for making sure you click the right thing in busy situations.<br />
* Double-clicking on something in your overview will tell your ship to approach it. This only works with things that are on-grid with you.<br />
* Export your overview! Just do it now! Save in safe spot. Overviews are notoriously frustrating to reconfigure if you lose your settings. <br />
* You can zoom like a telescope to any location on your screen, just hold down right click and look at the area you want to zoom into, then hold down both mouse buttons and move the mouse up and down to zoom. (Start at bottom of screen for maximum control. With practice, you can see targets over 100km away giving a lovely movie-action shot of your guns pounding the enemy.)<br />
* Moving stacks of things around your hanger or ship's cargohold etc : SHIFT + drag will bring up a box allowing you type a number to split out.<br />
* Hit ESC and check out the options window. There are lots of options you can fiddle with, for example an option that allows windows to be immovable if pinned.<br />
* An especially handy option to give a visual representation of the session change timer is available under general settings in the ESC menu.<br />
<br />
== Drone Usage ==<br />
* The commands "All Drones: Engage", "All Drones: Return & Orbit" and "All Drones: Return & Dock" can be assigned to hotkeys.<br />
* In your drone window in the overview, don't forget to keep the tab under "Drones in Space" open, so you can moniter your drones' health and call them in in case they are attacked. This is especially important if you are using Tech 2 drones, as they are expensive to lose.<br />
* Gallente drones for sheer damage output. Minmatar drones for speed and reasonable damage. Amarr and Caldari drones do not really got a role.<br />
* Gallente drones (which do thermal damage) will even outdamage other drones vs NPCs with weaknesses to other damage types.<br />
* Minmatar drones are a good option in pvp, since they are fast and can catch the enemy. Especially true for Warriors vs. interceptors and Valkyries vs. frigates in general. <br />
* When fighting larger/slower NPCs you can use a fast drone to speed tank. Just send it in first before the enemy engages you and you're good to go! Be warned, if there are multiple enemies, the drone's transversal velocity may not be high to some of the ships it is not orbiting and it may die a fast death.<br />
* Drone shields do not instantly regenerate when they dock to your ship. <br />
* You cannot see your drones health whilst docked in your drone bay. Make a mental note about how long you should leave a drones shield to recharge if damaged.<br />
* Recall your drones before warping. But if you forget to recall return to the original spot and they'll be sitting there. You can scoop them to your cargo bay if you get within 2500m. You cannot tractor beam drones.<br />
* When getting jammed and losing lock try recalling your drones (if they are not engaging the ECM ship), set them to aggressive and relaunch: even if there are other ships around they'll attack the jammer if you're lucky.<br />
* Drones will pursue a target to the limit of your drone control range, which is determined by your drones skills and any Drone Link Augmentors you have fitted on your ship. This is true even if your drone control range exceeds your ship's targeting range - if the target runs away you will lose lock but your drones will continue to attack.<br />
* If the target being engaged by your drones moves out of your drone control range, those drones will begin idling and return to your ship via their sublight propulsion (that is, not using their MWD). This can take a long time unless you manually give them the "return and orbit" or "return to drone bay" commands, which cause them to engage their MWD while returning.<br />
* It is possible with high Drone Navigation skill, Drone Navigation Computers fitted, and/or light drones, for your drones' MWD speed to be too fast to properly brake around your ship, making them unable to return to your bay when given "return to bay" orders. However "return and orbit" orders will cancel this endlessly looping behavior. <br />
* Similarly, very fast drones when ordered to attack a fast target will often become confused and begin idling instead of attacking if they cannot form a stable orbit. Keep an eye on your drones' status in your drone window when fighting Interceptors - spamming your "engage target" button may become necessary to keep them all fighting.<br />
* Your drones will obey orders to kill each other! Be careful with your commands when using remote repair drones alongside combat drones.<br />
* If your Drones are within 2500m of you and being attacked by the enemy, scooping them to your drone bay is a faster way to get them off the field.<br />
<br />
== Naming Conventions ==<br />
* Name ships so you know how they are fitted or what their role is. This can be handy if you have several of the same type sitting in a hanger. Use a convention that works for you but is not obvious to others -- don't call your ship 'Low Armor Heavy Gank PvP Ship'.<br />
* Remember that if you keep operating in the same area without altering your ships' names every now and then your enemies will begin to recognise you on scan.<br />
<br />
== Fleet Movements ==<br />
<br />
* Aligning: you must be moving in the direction ordered by your FC and moving at at least 75% of your top speed to be aligned properly.<br />
* Offensive Gate Camp: all ships are within jump range on a gate, ready to jump in and assault the next system. Cruisers and ships smaller than cruisers should orbit the gate within jump range. Large ships sit still.<br />
* Defensive Gate Camp: all ships are within their optimal shooting ranges on a gate. You are all ready to defend your current system from ships jumping in through that gate.<br />
<br />
== Words of Wisdom ==<br />
* Never trust a random player in local chat to help you or salvage for you in a mission. Chances are he will try to get you killed. If you need help, ask in your corp.<br />
* If in doubt, ask! Your corp mates are there to help and answer questions, silly or not. You’ll be surprised how even in a small corp there will be experts on many aspects of the game.<br />
* Don't fly something that you cannot afford to lose (sometimes known as the First Rule of Eve). <br />
* If you don't know what something does, then you're probably not ready to use it. You'll learn what it does with time and training. You don't want to spend money to fit a ship that you cant maximize. <br />
* Never attempt to rush your skills to achieve the next rank of ships. <br />
* Certificates allow players to work towards certain specified certificate levels found under each ship's infomation window, in order to fly that ship well. Newer players should get used to using this system as a guide at first.<br />
* Insure your ship using the Insurance button in a Station. The higher the level of insurance, the higher the payout if your ship is destroyed. (New pilots, insure ships the Uni provides you, as you will make a profit if your ship is destroyed. Don't go overboard and exploit this, though.)<br />
* Update your clone in a medical facility in a station. Make sure the clone is set higher than your current SP. If it isn't, and you get podded, you will lose valuble SP! Check your medical clone regularly, especially before undocking for combat. Update it when you are podded.<br />
* Whilst you are enrolled as a member of Eve University you must abide by our chat channel polices.<br />
::Alliance Chat - For forming fleets only. Only type here if you mean to start a fleet, or join one once your role has been called.<br />
::Corp Chat - For official corp buisness only, such as skillbooks, Teamspeak issues, questions on events/classes. please only speak here if you mean to. <br />
::For everything else, CHAT.E-Uni is your best friend! Keep all other chat in there. <br />
* Read the corp mail. There is a lot, but it's very important stuff. Will answer a lot of your questions, and keep the directors from getting upset!<br />
* Eve Online is a game for readers as well as thrillseekers. Read as much as possible to get the most out of your career!<br />
* It may be very good for your e-peen to fly with shiny faction fittings, but ask yourself whether the benefit outweighs the costs.<br />
* If what you are doing is fun, then do it. If what you are doing isn't enjoyable then look around for something else to do. <br />
* Use the test server, especially before major updates. You will be able to test new features, new opportunities, and make horrible mistakes without any penalty to your real Eve characters. You will find bugs, and you should report them so you will be a part of making Eve better for yourself and everyone else.<br />
* Using self-destruct (left click on your ship) on an insured ship will still get you the pay-out.<br />
* Use the Eve Fitting Tool and EveMon -- 3rd party tools which help you try fittings out and plan your training. Very very useful. Ask if you need help on them.<br />
* Like the game a lot? Think about a second account (not everyone can afford it, but you don't exactly have to be Bill Gates either). A second account lets you have a second character training at the same time. Focus him or her on another facet of the game that interests you. Main is a PvP character? Make a mission runner, or station trader, or an industrialist. Having another character to haul for you is great as well, especially in wartime.</div>False solace