https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Peter+Strasser&feedformat=atomEVE University Wiki - User contributions [en]2024-03-28T08:47:30ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=Archive:Division_6&diff=850Archive:Division 62009-08-20T16:59:39Z<p>Peter Strasser: /* What is Division 6? */</p>
<hr />
<div>[[Category:Eve University]]<br />
<br />
== What is Division 6? == <br />
Division 6 is a Special Project made up of Eve University pilots committed to exploring and living in [[Wormholes|wormhole]] space. It was set up not long before the [http://www.eveonline.com/apocrypha/index.html Apocrypha] patch of March 2009 by [[user: Wolf VanBerg|Wolf VanBerg]] <br />
<br />
D6 pilots live in wormhole space and are rarely found in normal space. During times of war all D6 pilots operate under the direct command of Fleet Admiral [[user:Silentbrick|Silentbrick]] like the rest of the uni and there will be people dispatched to k-space to help in the war effort if/when/where needed.<br />
<br />
== What minimal skills are needed for D6? ==<br />
<br />
* Astrometric Rangefinding III<br />
* Astrometrics III<br />
* Energy Emission Systems IV<br />
* Energy Grid Upgrades III<br />
* Engineering III<br />
* Hull Upgrades V<br />
* Mechanic III<br />
* Repair Systems II<br />
* Remote Armor Repair Systems IV<br />
* Salvaging IV<br />
* Science II<br />
* And you must have the skills to properly fit and fly the battlecruiser and/or higher of your race. (fittings include and are not limited to gunnery, missles)<br />
<br />
== How do I apply to Division 6? ==<br />
Send an eve mail to [[User:Aquadictus|Aquadictus]], [[User:Dinsdale Pirannha|Dinsdale Pirannha]] or [[User:Steve Fire|Steve Fire]]. You will be asked for your limited API key (don't directly send it with the application mail) and given a brief interview. Due to the nature of activity within wormholes, and the need to acclimatize each intake to wormhole life, there is very likely a waiting list of pilots ahead of you. If you successfully complete the interview process, and a position opens, you will begin a 1 month trial period. During this month you will be evaluated to determine if you fit within D6.<br />
<br />
== What is done in Division 6? ==<br />
Life in wormholes is about discipline, you must be able to work in a team at all times and as such attitude is incredibly important. If you wish to make ISK, a name for yourself, or go glory hunting then D6 is not for you. If you constantly need someone to tell you what to do and are unable to act with initiative then D6 is not for you. If you are not willing to do the less fun roles of scanning, mining, or salvage/hacking/archaeology then D6 is not for you. If you are unable to follow orders and direction when given, D6 is not for you.<br />
<br />
== What do you get from Division 6? ==<br />
<br />
* Working with highly seasoned pilots.<br />
* Challenging environment (WH 0.0)<br />
* Inclusion in a great team.<br />
* Hands-on training for WH and PvP ship fitting.</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Archive:Division_6&diff=848Archive:Division 62009-08-20T16:52:43Z<p>Peter Strasser: /* What is Division 6? */</p>
<hr />
<div>[[Category:Eve University]]<br />
<br />
== What is Division 6? == <br />
Division 6 is a Special Project made up of Eve University pilots committed to exploring and living in [[wormhole]] space. It was set up not long before the [http://www.eveonline.com/apocrypha/index.html Apocrypha] patch of March 2009 by [[user: Wolf VanBerg|Wolf VanBerg]] <br />
<br />
D6 pilots live in wormhole space and are rarely found in normal space. During times of war all D6 pilots operate under the direct command of Fleet Admiral [[user:Silentbrick|Silentbrick]] like the rest of the uni and there will be people dispatched to k-space to help in the war effort if/when/where needed.<br />
<br />
== What minimal skills are needed for D6? ==<br />
<br />
* Astrometric Rangefinding III<br />
* Astrometrics III<br />
* Energy Emission Systems IV<br />
* Energy Grid Upgrades III<br />
* Engineering III<br />
* Hull Upgrades V<br />
* Mechanic III<br />
* Repair Systems II<br />
* Remote Armor Repair Systems IV<br />
* Salvaging IV<br />
* Science II<br />
* And you must have the skills to properly fit and fly the battlecruiser and/or higher of your race. (fittings include and are not limited to gunnery, missles)<br />
<br />
== How do I apply to Division 6? ==<br />
Send an eve mail to [[User:Aquadictus|Aquadictus]], [[User:Dinsdale Pirannha|Dinsdale Pirannha]] or [[User:Steve Fire|Steve Fire]]. You will be asked for your limited API key (don't directly send it with the application mail) and given a brief interview. Due to the nature of activity within wormholes, and the need to acclimatize each intake to wormhole life, there is very likely a waiting list of pilots ahead of you. If you successfully complete the interview process, and a position opens, you will begin a 1 month trial period. During this month you will be evaluated to determine if you fit within D6.<br />
<br />
== What is done in Division 6? ==<br />
Life in wormholes is about discipline, you must be able to work in a team at all times and as such attitude is incredibly important. If you wish to make ISK, a name for yourself, or go glory hunting then D6 is not for you. If you constantly need someone to tell you what to do and are unable to act with initiative then D6 is not for you. If you are not willing to do the less fun roles of scanning, mining, or salvage/hacking/archaeology then D6 is not for you. If you are unable to follow orders and direction when given, D6 is not for you.<br />
<br />
== What do you get from Division 6? ==<br />
<br />
* Working with highly seasoned pilots.<br />
* Challenging environment (WH 0.0)<br />
* Inclusion in a great team.<br />
* Hands-on training for WH and PvP ship fitting.</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Archive:Division_6&diff=847Archive:Division 62009-08-20T16:51:48Z<p>Peter Strasser: /* What do you get from Division 6? */</p>
<hr />
<div>[[Category:Eve University]]<br />
<br />
== What is Division 6? == <br />
Division 6 is a Special Project made up of Eve University pilots committed to exploring and living in wormhole space. It was set up not long before the [http://www.eveonline.com/apocrypha/index.html Apocrypha] patch of March 2009 by [[user: Wolf VanBerg|Wolf VanBerg]] <br />
<br />
D6 pilots live in wormhole space and are rarely found in normal space. During times of war all D6 pilots operate under the direct command of Fleet Admiral [[user:Silentbrick|Silentbrick]] like the rest of the uni and there will be people dispatched to k-space to help in the war effort if/when/where needed.<br />
<br />
== What minimal skills are needed for D6? ==<br />
<br />
* Astrometric Rangefinding III<br />
* Astrometrics III<br />
* Energy Emission Systems IV<br />
* Energy Grid Upgrades III<br />
* Engineering III<br />
* Hull Upgrades V<br />
* Mechanic III<br />
* Repair Systems II<br />
* Remote Armor Repair Systems IV<br />
* Salvaging IV<br />
* Science II<br />
* And you must have the skills to properly fit and fly the battlecruiser and/or higher of your race. (fittings include and are not limited to gunnery, missles)<br />
<br />
== How do I apply to Division 6? ==<br />
Send an eve mail to [[User:Aquadictus|Aquadictus]], [[User:Dinsdale Pirannha|Dinsdale Pirannha]] or [[User:Steve Fire|Steve Fire]]. You will be asked for your limited API key (don't directly send it with the application mail) and given a brief interview. Due to the nature of activity within wormholes, and the need to acclimatize each intake to wormhole life, there is very likely a waiting list of pilots ahead of you. If you successfully complete the interview process, and a position opens, you will begin a 1 month trial period. During this month you will be evaluated to determine if you fit within D6.<br />
<br />
== What is done in Division 6? ==<br />
Life in wormholes is about discipline, you must be able to work in a team at all times and as such attitude is incredibly important. If you wish to make ISK, a name for yourself, or go glory hunting then D6 is not for you. If you constantly need someone to tell you what to do and are unable to act with initiative then D6 is not for you. If you are not willing to do the less fun roles of scanning, mining, or salvage/hacking/archaeology then D6 is not for you. If you are unable to follow orders and direction when given, D6 is not for you.<br />
<br />
== What do you get from Division 6? ==<br />
<br />
* Working with highly seasoned pilots.<br />
* Challenging environment (WH 0.0)<br />
* Inclusion in a great team.<br />
* Hands-on training for WH and PvP ship fitting.</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Archive:Division_6&diff=846Archive:Division 62009-08-20T16:47:08Z<p>Peter Strasser: /* How do I apply to Division 6? */</p>
<hr />
<div>[[Category:Eve University]]<br />
<br />
== What is Division 6? == <br />
Division 6 is a Special Project made up of Eve University pilots committed to exploring and living in wormhole space. It was set up not long before the [http://www.eveonline.com/apocrypha/index.html Apocrypha] patch of March 2009 by [[user: Wolf VanBerg|Wolf VanBerg]] <br />
<br />
D6 pilots live in wormhole space and are rarely found in normal space. During times of war all D6 pilots operate under the direct command of Fleet Admiral [[user:Silentbrick|Silentbrick]] like the rest of the uni and there will be people dispatched to k-space to help in the war effort if/when/where needed.<br />
<br />
== What minimal skills are needed for D6? ==<br />
<br />
* Astrometric Rangefinding III<br />
* Astrometrics III<br />
* Energy Emission Systems IV<br />
* Energy Grid Upgrades III<br />
* Engineering III<br />
* Hull Upgrades V<br />
* Mechanic III<br />
* Repair Systems II<br />
* Remote Armor Repair Systems IV<br />
* Salvaging IV<br />
* Science II<br />
* And you must have the skills to properly fit and fly the battlecruiser and/or higher of your race. (fittings include and are not limited to gunnery, missles)<br />
<br />
== How do I apply to Division 6? ==<br />
Send an eve mail to [[User:Aquadictus|Aquadictus]], [[User:Dinsdale Pirannha|Dinsdale Pirannha]] or [[User:Steve Fire|Steve Fire]]. You will be asked for your limited API key (don't directly send it with the application mail) and given a brief interview. Due to the nature of activity within wormholes, and the need to acclimatize each intake to wormhole life, there is very likely a waiting list of pilots ahead of you. If you successfully complete the interview process, and a position opens, you will begin a 1 month trial period. During this month you will be evaluated to determine if you fit within D6.<br />
<br />
== What is done in Division 6? ==<br />
Life in wormholes is about discipline, you must be able to work in a team at all times and as such attitude is incredibly important. If you wish to make ISK, a name for yourself, or go glory hunting then D6 is not for you. If you constantly need someone to tell you what to do and are unable to act with initiative then D6 is not for you. If you are not willing to do the less fun roles of scanning, mining, or salvage/hacking/archaeology then D6 is not for you. If you are unable to follow orders and direction when given, D6 is not for you.<br />
<br />
== What do you get from Division 6? ==<br />
<br />
* Working with seasoned pilots.<br />
* Challenging environement (WH 0.0)<br />
* Working in a great team.<br />
* Tips and training for WH and PvP ship fitting</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Wormholes&diff=845Wormholes2009-08-20T16:44:27Z<p>Peter Strasser: </p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:PvE]]<br />
The term Wormhole is used to describe both the portals to unknown space and the space itself on the other side of the portal. Wormholes are tranisient phenomena that allow instantaneous transit across vast distances in space. They may be found in every solarsystem in New Eden. Wormhole Space is the lawless (0.0) solarsystems that exist apart from the known solarsystems of New Eden. These solarsystems can at times be extremly rewarding. Wormholes were introduced with the Apocrypha expansion and give pilots an extra 2500 solarsystems to play around in.<br />
<br />
=== Wormholes - General Information ===<br />
You can scan down Wormholes from anywhere within New Eden by using the System Scanner (found in the same menu as the Directional Scanner). This is done by fitting a Scan Probe Lancher and loading it with Probes. The results of the probes' findings are read on the System Scanner.<br />
<br />
Wormholes link Known Space (k-space) with Wormhole Space (w-space). K-space includes all the solarystems contained in the Star Map. If you can set a destination to it, a system is k-space, even if it is deep within nullspace (0.0).<br />
<br />
Wormholes also link separate w-space solarsystems (or pockets). <br />
<br />
ALL wormholes are randomly placed and are temporary. A given wormhole allows only a certain amount of mass to go through it before it will destabilize and close forever.<br />
<br />
=== Wormhole Space - General Information ===<br />
There are no Stargates in w-space. Once inside w-space, wormholes are the only way to get from one system to another. If a wormhole closes and you are inside a pocket, there are only two ways to get out - find another WH or self-destruct your pod. The good news is, there's always another wormhole. The moral is, never go into w-space without a scan probe launcher and probes.<br />
<br />
Wormhole pockets often contain [[Exploration]] sites that can be exploited. The sites are almost always guarded by [[Sleepers]]<br />
<br />
=== Wormhole Tacitcal Information ===<br />
Any new wormhole you find may lead to ANYWHERE (even deep 0.0) in Eve, it may also lead to another pocket deeper into w-space ([[Division 6|D6]] calls this "going deeper down the rabbit hole"). There are often several wormholes into and out of the same w-space solarsystem.<br />
<br />
A wormhole's state will be determined by two factors: Time and Mass. When it spawns, it will be open for a given time, determined by the type of the wormhole, and allow a set amount of mass through. When either variable reaches zero, the wormhole collapses forever.<br />
Every time a ship jumps through the wormhole, the mass of the ship (can be seen in the "Show Info" of the ship) will be substracted from the remaining mass limit of the wormhole.<br />
The type of wormhole can be looked up and will tell some basic attributes of the wormhole.<br />
<br />
(See [[Wormholes#Wormhole.2C_Wormhole_Size_and_Stability_Information|Wormhole Size and Stability Information]].)<br />
<br />
One side of the wormhole will always be the "exit" and is named K162. The "entrance" is the side which was first scanned down and will have the real name of the wormhole.<br />
<br />
There are three stages or states in a wormholes life:<br />
* Not Yet Disrupted (aka Pristine)<br />
* Disrupted But Not Critcally (aka Intermediate)<br />
* Critcial.<br />
You can tell the state of the wormhole you are about to enter by right-clicking and selecting "Show Info". A pristine wormhole has not yet had 60% of its alotted mass pass through it. An Intermediate wormhole has between 40% and 10% of its alotted mass left. A Critical wormhole has less than 10% of its alotted mass left. Be very sure you want to jump through any Critical wormhole.<br />
<br />
Some spawn mechanics of a wormhole follow some rules, while other are completly random.<br />
When a wormhole spawns, the wormhole is only an entry in your scanner and the destionation of that wormhole is not set. The destinaton is determined randomly the moment the first player lands on Grid with the wormhole. If that happens the corresponding "exit" of the wormhole is spawned in another system and the link between the 2 systems is established. This can be used to some advantage in gathering information.<br />
If you find a wormhole and warp to it, and it is named K162 it means that someone else already found that wormhole from the other side.<br />
This is strategical important if you have more then one wormhole in a W-Space System and want to determine if the system possible already have other visitors.<br />
On the other end, if you just collapsed the last remaining wormhole in a W-Space system and want to be alone for a while, you can scan down and bookmark the newly spawned wormhole, but not warp to it. The link between the system is never established. However be aware that this will not be a safe procedure to lock other players out, since a new "exit" of another wormhole can spawn at any time in your system.<br />
<br />
You can jump at any time through a wormhole, the normal combat rules for jumping through a Stargate do not apply. This means you can jump through a wormhole even if you just initiated combat.<br />
<br />
You can make at maximum 2 jumps through a wormhole in 4 minutes. When you try to jump a third time through a wormhole inside those 4 minutes, you will receive a message that will inform you how long you have to wait before you can jump again. Be extremly wary with this if you initiate combat and try to outmaneuver your opponent by jumping repeatly through a wormhole.<br />
<br />
=== Wormhole Space Tactical Information ===<br />
<br />
All W-Space solarsystems are null sec (0.0), even the ones you enter from empire. This means anyone can shoot at you at any time with no response from Concord. You're on your own. PvP is only one cloaky ship away whether you want it or not. Prepare accordingly.<br />
<br />
Every W-Space systems difficulty is identified through the class of the Wormhole leading to it. The class can range from 1 (easy) to 6 (insanely hard). See Wormhole information sheet below.<br />
Another way to identify the W-Space systems class is to look up the Locus Signature of the system in a system database like http://www.ellatha.com/eve/WormholeSystemslist.asp<br />
<br />
The only possibility to enter a W-Space system is through wormholes, it is not possible to cyno ships in or out, nor is it possible to clone jump into W-Space.<br />
<br />
It is extremely possible to get stuck in W-space, if your Wormhole closes you will have to find another one via scanning, if your scanner ship isn't in W-space with you then you will be stuck and a petition to a GM will NOT get you out. You have 2 choices if you end up stuck and unable to scan down a Wormhole from within W-Space.<br />
* Self destruct<br />
* Wait until other players come in and hope they are nice enough to gang you and let you warp to them and allow you to leave via the Wormhole they came in on.<br />
There are around 2500 W-Space systems, so there is plenty of space to get lost.<br />
W-space can NOT be found in the EVE map, so you will not see where you are, you can however bookmark things the normal way.<br />
<br />
Every W-Space System can spawn multiple exploration sites which can be scanned down with probes and the System Scanner.<br />
Those sites are guarded by the remnant drones of the now vanished [[Sleeper]] race, which have a better AI then normal NPCs and can prove to be very difficult opponents.<br />
<br />
The sites can be broken down into cosmic anomalies and cosmic signatures.<br />
Cosmic Anomalies are the equivialent of K-Space combat sites and can be found without probes via the System Scanner. Just warp to a planet and start the scan, if you havent found one, warp to another planet and repeat the process. Some cosmic anomalies can be heavily guarded, so be carefull if you warp to one.<br />
<br />
Cosmic Signatures are again broken down in 5 types:<br />
<br />
*Ladar - Those Sites will contain gas clouds, which can be harvested through a Gas Harvester. The gas is needed in [[Tech_3_Production|Tech 3 production]] and is lightly guarded.<br />
*Radar - Radar Sites will contain locked containers, containing items like datacores, which can be unlocked through Hacking. Sometimes there will be a Talocan ship wreck, which can be salvaged and will drop ancient hull sections for Tech 3 Ships. The sites are heavily guarded.<br />
*Magnetometric - Those sites will contain ancient relics in containers, which have to be opened through an Analyzer. Mag Sites are heavily guarded.<br />
*Gravimetric - A grav site contains asteroids which can be mined. In higher class Wormholes the sites can contain enough ore to keep a dozen Hulks busy for days. A grav site can contain every known ore (even Mercoxit) and is lightly guarded.<br />
*Unknown - A unknown site is always another Wormhole and is not guarded by [[Sleepers]] (though maybe by players).<br />
<br />
In higher class wormholes it may happen that additional [[Sleeper]] reinforcements will spawn after you already are mining, gas harvesting or salvaging for a time. So be prepared and never go AFK while at a site.<br />
<br />
All sites have a maximum life time which seem to range from 24-72 hours after they are found. The despawn timer of a site which was not warped to seems to be much higher. If a site despawns, either through completion of the site or expired time, the site will randomly respawn in other system of the same constellation as the W-Space system. This can lead to extreme rich systems where 20 or more cosmic signatures or anomalies are found. The downside of this is that a W-Space system which is farmed over and over again, will be nearly barren of signatures and anomalies because the sites will amass in other, not visted systems.<br />
<br />
Exceptions of these rules are wormholes. Every W-Space system will have at any time at least one wormhole, their despawn timers are set through the type of the wormhole. If the last wormhole in a W-Space system despawns the "default" wormhole of the system will spawn nearly instantly. This wormhole will mostly have the same name, ie same mass and time limit though the destination will still be random.<br />
Some W-Space systems will have a "default" wormhole which leads only to other W-Space systems. Those systems, called Hubs, will rarely connect to K-Space and can be used for extended W-Space operations.<br />
<br />
You can anchor a POS in W-Space, however there are no ice belts in W-Space nor is ice found in the grav sites, which means you have to import the POS fuel from K-Space. A POS, correctly set up, is very hard to destroy in W-Space and in some classes (1 to 2) nearly impossible since the mass limit of the wormholes does not allow many capital ships in. It is not possible to bring Motherships or Titans through a wormhole due to their high mass. Though unconfirmed and only rumored a POS in a class 6 system can attract a [[Sleeper]] Dreadnaught which will raze the POS (even DeathStars) to the ground and is extremly tough to defeat.<br />
<br />
== Wormhole, Wormhole Size and Stability Information ==<br />
Wormhole Information<br />
More and more information is gathered by the exploring EVE Pilots over time. I try to put this information together on this page, and keep it updated.<br />
This table shows the characteristics of a Wormhole. K162 is the generic exit name of a Wormhole, jump to the other side to get the ‘real’ type of the Wormhole. Of course, this information gives no guarantee whatsoever; the information can be more random than we anticipate and/or CCP might change it overnight !<br />
<br />
{| class="table"<br />
!Wormhole Type <br />
!Leads to<br />
!Total Mass Allowed (Kg) <br />
!Max Individual Mass (Kg) <br />
!Mass Regeneration (Kg/day) <br />
!Wormhole Classification<br />
!Max Stable Time (Hours) <br />
|-<br />
|A239 <br />
|Lowsec<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|A641 <br />
|Highsec<br />
|2,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|7 <br />
|16<br />
|-<br />
|A982 <br />
|Class 6 W-space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|B041 <br />
|Class 6 W-space<br />
|5,000,000,000 <br />
|300,000,000 <br />
|500,000,000 <br />
|6 <br />
|48<br />
|-<br />
|B274 <br />
|Highsec<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|B449 <br />
|Highsec<br />
|2,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|7 <br />
|16<br />
|-<br />
|B520 <br />
|Highsec<br />
|5,000,000,000 <br />
|300,000,000 <br />
|500,000,000 <br />
|7 <br />
|24<br />
|-<br />
|C125 <br />
|Class 2 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|C140 <br />
|Lowsec<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|C247 <br />
|Class 3 W-space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|C248 <br />
|Nullsec (0.0)<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|9 <br />
|24<br />
|-<br />
|C391 <br />
|Lowsec<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|8 <br />
|24<br />
|-<br />
|D364 <br />
|Class 2 W-space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|D382 <br />
|Class 2 W-space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|D792<br />
|Highsec<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|D845 <br />
|Highsec<br />
|5,000,000,000 <br />
|300,000,000 <br />
|500,000,000 <br />
|7 <br />
|24<br />
|-<br />
|E175 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|E545 <br />
|Nullsec (0.0)<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|G024 <br />
|Class 2 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|H121 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|H296<br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|H900 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|I182 <br />
|Class 2 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|J244 <br />
|Lowsec<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|K329 <br />
|Nullsec (0.0)<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|9 <br />
|24<br />
|-<br />
|K346 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|L477 <br />
|Class 3 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|L614 <br />
|Class 5 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|M267 <br />
|Class 3 W-Space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|M555 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|M609 <br />
|Class 4 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|N062 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|N110 <br />
|Highsec<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|N290 <br />
|Lowsec<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|8 <br />
|24<br />
|-<br />
|N432 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|N766 <br />
|Class 2 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|N770 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|N944 <br />
|Lowsec<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|N968 <br />
|Class 3 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|O128 <br />
|Class 4 W-Space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|100,000,000 <br />
|4 <br />
|24<br />
|-<br />
|O477 <br />
|Class 3 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|O883 <br />
|Class 3 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|P060 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|Q317 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|R051 <br />
|Lowsec<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|8 <br />
|16<br />
|-<br />
|R474 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|R943 <br />
|Class 2 W-Space<br />
|750,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|S047 <br />
|Highsec<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|S199 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|S804 <br />
|Class 6 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|T405 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|U210 <br />
|Lowsec<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|U319 <br />
|Class 6 W-Space<br />
|50,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|6 <br />
|48<br />
|-<br />
|U574 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|V283 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|V301 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|V753 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|V911 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|W237 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|X702 <br />
|Class 3 W-Space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|24<br />
|-<br />
|X877 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|Y683 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|Y790 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|Z060 <br />
|Nullsec (0.0)<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|Z142 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|Z457 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|Z647 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|Z971 <br />
|Class 1 W-Space<br />
|100,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|}<br />
=== Classifications of Wormholes ===<br />
{|<br />
|Class 1, 2 and 3<br />
|This wormhole seems to lead into unknown parts of space.<br />
|-<br />
|Class 4 and 5 <br />
|This wormhole seems to lead into dangerous unknown parts of space.<br />
|-<br />
|Class 6<br />
|This wormhole seems to lead into deadly unknown parts of space.<br />
|-<br />
|Class 7<br />
|Highsec Wormhole<br />
|-<br />
|Class 8 <br />
|Lowsec Wormhole<br />
|-<br />
|Class 9<br />
|Nullsec (0.0) Wormhole<br />
|}<br />
<br />
=== Wormhole Space Designation ===<br />
<br />
{|<br />
|Class 1 <br />
|H121 <br />
|P060 <br />
|Q317 <br />
|V301 <br />
|Y790 <br />
|Z647 <br />
|Z971<br />
|<br />
|- <br />
|Class 2 <br />
|C125 <br />
|D364 <br />
|D382 <br />
|G024 <br />
|I182 <br />
|N766 <br />
|R943 <br />
|<br />
|-<br />
|Class 3 <br />
|C247 <br />
|L477 <br />
|M267 <br />
|N968 <br />
|O477 <br />
|O883 <br />
|X702<br />
|<br />
|- <br />
|Class 4<br />
|E175<br />
|M609<br />
|O128<br />
|T405<br />
|X877<br />
|Y683<br />
|Z457 <br />
|<br />
|-<br />
|Class 5<br />
|H296<br />
|H900 <br />
|L614 <br />
|M555 <br />
|N062 <br />
|N432 <br />
|N770 <br />
|V911<br />
|-<br />
|Class 6<br />
|A982 <br />
|B041 <br />
|R474 <br />
|S804 <br />
|U319 <br />
|U574 <br />
|V753 <br />
|W237<br />
|}<br />
<br />
=== Known Space Designation ===<br />
<br />
{|<br />
|Class 7 High Sec <br />
|A641 <br />
|B274 <br />
|B449 <br />
|B520 <br />
|D792 <br />
|D845 <br />
|N110 <br />
|S047<br />
|-<br />
|Class 8 Low Sec <br />
|A239 <br />
|C140 <br />
|C391 <br />
|J244 <br />
|N290 <br />
|N944 <br />
|R051 <br />
|U210<br />
|-<br />
|Class 9 Null Sec <br />
|C248 <br />
|E545 <br />
|K329 <br />
|K346 <br />
|S199 <br />
|V283 <br />
|Z060 <br />
|Z142<br />
|}<br />
<br />
=== Special Designation ===<br />
<br />
{|<br />
|Wormhole <br />
|K162 <br />
|This is the exit point of a wormhole that has been entered.<br />
|}<br />
<br />
<br />
== Wormhole Phenomena ==<br />
<br />
=== Pulsar Phenomena ===<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Shield'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Armor Resists''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Cap recharge''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Targeting range''' <br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Signature''' <br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
=== Black Hole Phenomena ===<br />
{|<br />
|'''Effects''' <br />
|'''Class 1''' <br />
|'''Class 2''' <br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Missile velocity''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Ship velocity'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100<br />
|-<br />
|'''Drone control range''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Inertia'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Lock Range'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Falloff'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
=== Cataclysmic Variable Phenomena ===<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Repair amount''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Shield transfer amount''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Shield repair'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Remote repair'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Capacitor capacity'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Capacitor recharge'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
=== Magnetar Phenomena ===<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''ECM eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''TP eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Damp eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''TD eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''AOE Velocity'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Drone Velocity'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Targeting Range'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Tracking Speed'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
=== Red Giant Phenomena ===<br />
<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Heat Damage''' <br />
|&#43;10% <br />
|&#43;19% <br />
|&#43;27% <br />
|&#43;34% <br />
|&#43;41% <br />
|&#43;50%<br />
|-<br />
|'''Overload Bonus'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Smart Bomb Range'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Smart Bomb Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
=== Wolf Rayet Phenomena ===<br />
<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Armor Resist''' <br />
|&#43;10% <br />
|&#43;19% <br />
|&#43;27% <br />
|&#43;34% <br />
|&#43;41% <br />
|&#43;50%<br />
|-<br />
|'''Shield Resist'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Small Weapon Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Signature Size'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
<br />
<br />
source: <br />
*http://www.eve-metrics.com/wormholes<br />
*http://eve.allakhazam.com/wiki/Wormholes</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Wormholes&diff=844Wormholes2009-08-20T16:42:43Z<p>Peter Strasser: </p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:PvE]]<br />
The term Wormhole is used to describe both the portals to unknown space and the space itself on the other side of the portal. Wormholes are tranisient phenomena that allow instantaneous transit across vast distances in space. They may be found in every solarsystem in New Eden. Wormhole Space is the lawless (0.0) solarsystems that exist apart from the known solarsystems of New Eden. These solarsystems can at times be extremly rewarding. Wormholes were introduced with the Apocrypha expansion and give pilots an extra 2500 solarsystems to play around in.<br />
<br />
=== Wormholes - General Information ===<br />
You can scan down Wormholes from anywhere within New Eden by using the System Scanner (found in the same menu as the Directional Scanner). This is done by fitting a Scan Probe Lancher and loading it with Probes. The results of the probes' findings are read on the System Scanner.<br />
<br />
Wormholes link Known Space (k-space) with Wormhole Space (w-space). K-space includes all the solarystems contained in the Star Map. If you can set a destination to it, a system is k-space, even if it is deep within nullspace (0.0).<br />
<br />
Wormholes also link separate w-space solarsystems (or pockets). <br />
<br />
ALL wormholes are randomly placed and are temporary. A given wormhole allows only a certain amount of mass to go through it before it will destabilize and close forever.<br />
<br />
=== Wormhole Space - General Information ===<br />
There are no Stargates in w-space. Once inside w-space, wormholes are the only way to get from one system to another. If a wormhole closes and you are inside a pocket, there are only two ways to get out - find another WH or self-destruct your pod. The good news is, there's always another wormhole. The moral is, never go into w-space without a scan probe launcher and probes.<br />
<br />
Wormhole pockets often contain [[Exploration]] sites that can be exploited. The sites are almost always guarded by [[Sleepers]]<br />
<br />
=== Wormhole Tacitcal Information ===<br />
Any new wormhole you find may lead to ANYWHERE (even deep 0.0) in Eve, it may also lead to another pocket deeper into w-space ([[Division 6|D6]] calls this "going deeper down the rabbit hole"). There are often several wormholes into and out of the same w-space solarsystem.<br />
<br />
A wormhole's state will be determined by two factors: Time and Mass. When it spawns, it will be open for a given time, determined by the type of the wormhole, and allow a set amount of mass through. When either variable reaches zero, the wormhole collapses forever.<br />
Every time a ship jumps through the wormhole, the mass of the ship (can be seen in the "Show Info" of the ship) will be substracted from the remaining mass limit of the wormhole.<br />
The type of wormhole can be looked up and will tell some basic attributes of the wormhole.<br />
<br />
(See [[Wormholes#Wormhole.2C_Wormhole_Size_and_Stability_Information|Wormhole Size and Stability Information]].)<br />
<br />
One side of the wormhole will always be the "exit" and is named K162. The "entrance" is the side which was first scanned down and will have the real name of the wormhole.<br />
<br />
There are three stages or states in a wormholes life:<br />
* Not Yet Disrupted (aka Pristine)<br />
* Disrupted But Not Critcally (aka Intermediate)<br />
* Critcial.<br />
You can tell the state of the wormhole you are about to enter by right-clicking and selecting "Show Info". A pristine wormhole has not yet had 60% of its alotted mass pass through it. An Intermediate wormhole has between 40% and 10% of its alotted mass left. A Critical wormhole has less than 10% of its alotted mass left. Be very sure you want to jump through any Critical wormhole.<br />
<br />
Some spawn mechanics of a wormhole follow some rules, while other are completly random.<br />
When a wormhole spawns, the wormhole is only an entry in your scanner and the destionation of that wormhole is not set. The destinaton is determined randomly the moment the first player lands on Grid with the wormhole. If that happens the corresponding "exit" of the wormhole is spawned in another system and the link between the 2 systems is established. This can be used to some advantage in gathering information.<br />
If you find a wormhole and warp to it, and it is named K162 it means that someone else already found that wormhole from the other side.<br />
This is strategical important if you have more then one wormhole in a W-Space System and want to determine if the system possible already have other visitors.<br />
On the other end, if you just collapsed the last remaining wormhole in a W-Space system and want to be alone for a while, you can scan down and bookmark the newly spawned wormhole, but not warp to it. The link between the system is never established. However be aware that this will not be a save procedure to lock other players out, since a new "exit" of another wormhole can spawn at any time in your system.<br />
<br />
You can jump at any time through a wormhole, the normal combat rules for jumping through a Stargate do not apply. This means you can jump through a wormhole even if you just initiated combat.<br />
You can make at maximum 2 jumps through a wormhole in 4 minutes. When you try to jump a third time through a wormhole inside those 4 minutes, you will receive a message that will inform you how long you have to wait before you can jump again. Be extremly wary with this if you initiate combat and try to outmaneuver your opponent by jumping repeatly through a wormhole.<br />
<br />
=== Wormhole Space Tactical Information ===<br />
<br />
All W-Space solarsystems are null sec (0.0), even the ones you enter from empire. This means anyone can shoot at you at any time with no response from Concord. You're on your own. PvP is only one cloaky ship away whether you want it or not. Prepare accordingly.<br />
<br />
Every W-Space systems difficulty is identified through the class of the Wormhole leading to it. The class can range from 1 (easy) to 6 (insanely hard). See Wormhole information sheet below.<br />
Another way to identify the W-Space systems class is to look up the Locus Signature of the system in a system database like http://www.ellatha.com/eve/WormholeSystemslist.asp<br />
<br />
The only possibility to enter a W-Space system is through wormholes, it is not possible to cyno ships in or out, nor is it possible to clone jump into W-Space.<br />
<br />
It is extremely possible to get stuck in W-space, if your Wormhole closes you will have to find another one via scanning, if your scanner ship isn't in W-space with you then you will be stuck and a petition to a GM will NOT get you out. You have 2 choices if you end up stuck and unable to scan down a Wormhole from within W-Space.<br />
* Self destruct<br />
* Wait until other players come in and hope they are nice enough to gang you and let you warp to them and allow you to leave via the Wormhole they came in on.<br />
There are around 2500 W-Space systems, so there is plenty of space to get lost.<br />
W-space can NOT be found in the EVE map, so you will not see where you are, you can however bookmark things the normal way.<br />
<br />
Every W-Space System can spawn multiple exploration sites which can be scanned down with probes and the System Scanner.<br />
Those sites are guarded by the remnant drones of the now vanished [[Sleeper]] race, which have a better AI then normal NPCs and can prove to be very difficult opponents.<br />
<br />
The sites can be broken down into cosmic anomalies and cosmic signatures.<br />
Cosmic Anomalies are the equivialent of K-Space combat sites and can be found without probes via the System Scanner. Just warp to a planet and start the scan, if you havent found one, warp to another planet and repeat the process. Some cosmic anomalies can be heavily guarded, so be carefull if you warp to one.<br />
<br />
Cosmic Signatures are again broken down in 5 types:<br />
<br />
*Ladar - Those Sites will contain gas clouds, which can be harvested through a Gas Harvester. The gas is needed in [[Tech_3_Production|Tech 3 production]] and is lightly guarded.<br />
*Radar - Radar Sites will contain locked containers, containing items like datacores, which can be unlocked through Hacking. Sometimes there will be a Talocan ship wreck, which can be salvaged and will drop ancient hull sections for Tech 3 Ships. The sites are heavily guarded.<br />
*Magnetometric - Those sites will contain ancient relics in containers, which have to be opened through an Analyzer. Mag Sites are heavily guarded.<br />
*Gravimetric - A grav site contains asteroids which can be mined. In higher class Wormholes the sites can contain enough ore to keep a dozen Hulks busy for days. A grav site can contain every known ore (even Mercoxit) and is lightly guarded.<br />
*Unknown - A unknown site is always another Wormhole and is not guarded by [[Sleepers]] (though maybe by players).<br />
<br />
In higher class wormholes it may happen that additional [[Sleeper]] reinforcements will spawn after you already are mining, gas harvesting or salvaging for a time. So be prepared and never go AFK while at a site.<br />
<br />
All sites have a maximum life time which seem to range from 24-72 hours after they are found. The despawn timer of a site which was not warped to seems to be much higher. If a site despawns, either through completion of the site or expired time, the site will randomly respawn in other system of the same constellation as the W-Space system. This can lead to extreme rich systems where 20 or more cosmic signatures or anomalies are found. The downside of this is that a W-Space system which is farmed over and over again, will be nearly barren of signatures and anomalies because the sites will amass in other, not visted systems.<br />
<br />
Exceptions of these rules are wormholes. Every W-Space system will have at any time at least one wormhole, their despawn timers are set through the type of the wormhole. If the last wormhole in a W-Space system despawns the "default" wormhole of the system will spawn nearly instantly. This wormhole will mostly have the same name, ie same mass and time limit though the destination will still be random.<br />
Some W-Space systems will have a "default" wormhole which leads only to other W-Space systems. Those systems, called Hubs, will rarely connect to K-Space and can be used for extended W-Space operations.<br />
<br />
You can anchor a POS in W-Space, however there are no ice belts in W-Space nor is ice found in the grav sites, which means you have to import the POS fuel from K-Space. A POS, correctly set up, is very hard to destroy in W-Space and in some classes (1 to 2) nearly impossible since the mass limit of the wormholes does not allow many capital ships in. It is not possible to bring Motherships or Titans through a wormhole due to their high mass. Though unconfirmed and only rumored a POS in a class 6 system can attract a [[Sleeper]] Dreadnaught which will raze the POS (even DeathStars) to the ground and is extremly tough to defeat.<br />
<br />
== Wormhole, Wormhole Size and Stability Information ==<br />
Wormhole Information<br />
More and more information is gathered by the exploring EVE Pilots over time. I try to put this information together on this page, and keep it updated.<br />
This table shows the characteristics of a Wormhole. K162 is the generic exit name of a Wormhole, jump to the other side to get the ‘real’ type of the Wormhole. Of course, this information gives no guarantee whatsoever; the information can be more random than we anticipate and/or CCP might change it overnight !<br />
<br />
{| class="table"<br />
!Wormhole Type <br />
!Leads to<br />
!Total Mass Allowed (Kg) <br />
!Max Individual Mass (Kg) <br />
!Mass Regeneration (Kg/day) <br />
!Wormhole Classification<br />
!Max Stable Time (Hours) <br />
|-<br />
|A239 <br />
|Lowsec<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|A641 <br />
|Highsec<br />
|2,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|7 <br />
|16<br />
|-<br />
|A982 <br />
|Class 6 W-space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|B041 <br />
|Class 6 W-space<br />
|5,000,000,000 <br />
|300,000,000 <br />
|500,000,000 <br />
|6 <br />
|48<br />
|-<br />
|B274 <br />
|Highsec<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|B449 <br />
|Highsec<br />
|2,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|7 <br />
|16<br />
|-<br />
|B520 <br />
|Highsec<br />
|5,000,000,000 <br />
|300,000,000 <br />
|500,000,000 <br />
|7 <br />
|24<br />
|-<br />
|C125 <br />
|Class 2 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|C140 <br />
|Lowsec<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|C247 <br />
|Class 3 W-space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|C248 <br />
|Nullsec (0.0)<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|9 <br />
|24<br />
|-<br />
|C391 <br />
|Lowsec<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|8 <br />
|24<br />
|-<br />
|D364 <br />
|Class 2 W-space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|D382 <br />
|Class 2 W-space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|D792<br />
|Highsec<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|D845 <br />
|Highsec<br />
|5,000,000,000 <br />
|300,000,000 <br />
|500,000,000 <br />
|7 <br />
|24<br />
|-<br />
|E175 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|E545 <br />
|Nullsec (0.0)<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|G024 <br />
|Class 2 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|H121 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|H296<br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|H900 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|I182 <br />
|Class 2 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|J244 <br />
|Lowsec<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|K329 <br />
|Nullsec (0.0)<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|9 <br />
|24<br />
|-<br />
|K346 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|L477 <br />
|Class 3 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|L614 <br />
|Class 5 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|M267 <br />
|Class 3 W-Space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|M555 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|M609 <br />
|Class 4 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|N062 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|N110 <br />
|Highsec<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|N290 <br />
|Lowsec<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|8 <br />
|24<br />
|-<br />
|N432 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|N766 <br />
|Class 2 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|N770 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|N944 <br />
|Lowsec<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|N968 <br />
|Class 3 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|O128 <br />
|Class 4 W-Space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|100,000,000 <br />
|4 <br />
|24<br />
|-<br />
|O477 <br />
|Class 3 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|O883 <br />
|Class 3 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|P060 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|Q317 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|R051 <br />
|Lowsec<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|8 <br />
|16<br />
|-<br />
|R474 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|R943 <br />
|Class 2 W-Space<br />
|750,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|S047 <br />
|Highsec<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|S199 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|S804 <br />
|Class 6 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|T405 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|U210 <br />
|Lowsec<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|U319 <br />
|Class 6 W-Space<br />
|50,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|6 <br />
|48<br />
|-<br />
|U574 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|V283 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|V301 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|V753 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|V911 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|W237 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|X702 <br />
|Class 3 W-Space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|24<br />
|-<br />
|X877 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|Y683 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|Y790 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|Z060 <br />
|Nullsec (0.0)<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|Z142 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|Z457 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|Z647 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|Z971 <br />
|Class 1 W-Space<br />
|100,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|}<br />
=== Classifications of Wormholes ===<br />
{|<br />
|Class 1, 2 and 3<br />
|This wormhole seems to lead into unknown parts of space.<br />
|-<br />
|Class 4 and 5 <br />
|This wormhole seems to lead into dangerous unknown parts of space.<br />
|-<br />
|Class 6<br />
|This wormhole seems to lead into deadly unknown parts of space.<br />
|-<br />
|Class 7<br />
|Highsec Wormhole<br />
|-<br />
|Class 8 <br />
|Lowsec Wormhole<br />
|-<br />
|Class 9<br />
|Nullsec (0.0) Wormhole<br />
|}<br />
<br />
=== Wormhole Space Designation ===<br />
<br />
{|<br />
|Class 1 <br />
|H121 <br />
|P060 <br />
|Q317 <br />
|V301 <br />
|Y790 <br />
|Z647 <br />
|Z971<br />
|<br />
|- <br />
|Class 2 <br />
|C125 <br />
|D364 <br />
|D382 <br />
|G024 <br />
|I182 <br />
|N766 <br />
|R943 <br />
|<br />
|-<br />
|Class 3 <br />
|C247 <br />
|L477 <br />
|M267 <br />
|N968 <br />
|O477 <br />
|O883 <br />
|X702<br />
|<br />
|- <br />
|Class 4<br />
|E175<br />
|M609<br />
|O128<br />
|T405<br />
|X877<br />
|Y683<br />
|Z457 <br />
|<br />
|-<br />
|Class 5<br />
|H296<br />
|H900 <br />
|L614 <br />
|M555 <br />
|N062 <br />
|N432 <br />
|N770 <br />
|V911<br />
|-<br />
|Class 6<br />
|A982 <br />
|B041 <br />
|R474 <br />
|S804 <br />
|U319 <br />
|U574 <br />
|V753 <br />
|W237<br />
|}<br />
<br />
=== Known Space Designation ===<br />
<br />
{|<br />
|Class 7 High Sec <br />
|A641 <br />
|B274 <br />
|B449 <br />
|B520 <br />
|D792 <br />
|D845 <br />
|N110 <br />
|S047<br />
|-<br />
|Class 8 Low Sec <br />
|A239 <br />
|C140 <br />
|C391 <br />
|J244 <br />
|N290 <br />
|N944 <br />
|R051 <br />
|U210<br />
|-<br />
|Class 9 Null Sec <br />
|C248 <br />
|E545 <br />
|K329 <br />
|K346 <br />
|S199 <br />
|V283 <br />
|Z060 <br />
|Z142<br />
|}<br />
<br />
=== Special Designation ===<br />
<br />
{|<br />
|Wormhole <br />
|K162 <br />
|This is the exit point of a wormhole that has been entered.<br />
|}<br />
<br />
<br />
== Wormhole Phenomena ==<br />
<br />
=== Pulsar Phenomena ===<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Shield'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Armor Resists''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Cap recharge''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Targeting range''' <br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Signature''' <br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
=== Black Hole Phenomena ===<br />
{|<br />
|'''Effects''' <br />
|'''Class 1''' <br />
|'''Class 2''' <br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Missile velocity''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Ship velocity'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100<br />
|-<br />
|'''Drone control range''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Inertia'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Lock Range'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Falloff'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
=== Cataclysmic Variable Phenomena ===<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Repair amount''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Shield transfer amount''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Shield repair'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Remote repair'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Capacitor capacity'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Capacitor recharge'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
=== Magnetar Phenomena ===<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''ECM eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''TP eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Damp eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''TD eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''AOE Velocity'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Drone Velocity'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Targeting Range'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Tracking Speed'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
=== Red Giant Phenomena ===<br />
<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Heat Damage''' <br />
|&#43;10% <br />
|&#43;19% <br />
|&#43;27% <br />
|&#43;34% <br />
|&#43;41% <br />
|&#43;50%<br />
|-<br />
|'''Overload Bonus'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Smart Bomb Range'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Smart Bomb Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
=== Wolf Rayet Phenomena ===<br />
<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Armor Resist''' <br />
|&#43;10% <br />
|&#43;19% <br />
|&#43;27% <br />
|&#43;34% <br />
|&#43;41% <br />
|&#43;50%<br />
|-<br />
|'''Shield Resist'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Small Weapon Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Signature Size'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
<br />
<br />
source: <br />
*http://www.eve-metrics.com/wormholes<br />
*http://eve.allakhazam.com/wiki/Wormholes</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Sleepers&diff=843Sleepers2009-08-20T16:37:22Z<p>Peter Strasser: /* Introduction */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:PvE]]<br />
==Introduction==<br />
The Sleepers are a presumably extinct human race which lived thousands of years before the playable EVE races. Their remaining installations and automated defence systems can be found throughout [[Wormholes|W-Space]]. They were far more technologically advanced than the current human races, and their drones, which still guard their former bases and systems, can overcome any unprepared explorer easily.<br />
<br />
==Sleeper Drones==<br />
Sleeper Drones can be found at [[Wormholes#Wormhole_Systems_-_General_Information|Cosmic Signatures]] and [[Wormholes#Wormhole_Systems_-_General_Information|Cosmic Anomalies]] in [[Wormholes|W-Space]]. They have a better AI then normal NPCs and were designed to bridge the gap between PVP and PVE combat, since a normal PVE fitted ship will have a hard time against the drones, while PVP fitted ships tend to be more useful against them. They are often just called Sleepers since they seem to be the only remnants of the Sleeper race.<br />
<br />
There are 4 classes of Sleeper Drones:<br />
* Frigate<br />
* Cruiser<br />
* Battleship<br />
* Dreadnaught (rumored and unconfirmed)<br />
<br />
Their updated AI selects targets according to a threat level which is assigned to a potential target as soon as it comes into view.<br />
Sleepers will drop loot which can be either directly sold to NPC stations, players, or be used in [[Tech_3_Production|Tech 3 production]].<br />
<br />
==Sleeper Drone Behaviour==<br />
The Sleeper Drones will attack as soon a player ship is spotted but may switch targets over time when more targets are available.<br />
Every action against a Sleeper will raise your assigned threat level (which is unknown to a player) and if it surpasses another player's threat level the Sleeper will change targets.<br />
<br />
The Sleepers will attack with an energy beam dealing EM and Thermal damage and firing light, heavy or cruise missiles depending on the class of the Sleeper ship, dealing Explosive and Kinetic damage, so the tank of a player should be set up accordingly.<br />
Sleepers will deal very high damage on each shot, resulting in massive amounts of damage even against very high resist tanks. The damage will be higher in higher class wormholes and while Sleepers in class 1 and 2 systems might not deal much damage, in class 3 it can already exceed 1000 points per shot against an 80% resist tank.<br />
<br />
They have only Armor and Hull tanks but in some rare cases Sleepers spawned with an additional Shield layer (if this is a bug or intended is not exactly sure). They are equally tanked against all damage types, so a player has pretty much free selection with his weapons. Sleepers will repair their armor as soon as they receive damage, and in higher class [[wormholes]] will even start to remote repair each other.<br />
<br />
They will try to orbit the player at a given range depending on the ship class of the Sleeper. To get into orbit range they can use Microwarpdrives which will result in very high velocity even on battleships. If a player runs away from them, the sleepers will try to follow. If the player is faster then the Sleepers they will sometimes seem to cancel the chase, fly back into the directions of their starting positions for a few seconds and then pick up the chase again. If they venture to far away from their starting positions (round about 200km) they will teleport back.<br />
Stasis Webifiers will slow Sleepers down, Warp Scramblers will shut their Microwarpdrive off.<br />
<br />
Sleepers can be jammed but this will generate a very high threat level for the jamming player and the player may end up as primary target for all Sleepers on grid. Additionally most Sleepers will try to fly out of range of the jammer while some battleships might try to "cuddle" the jammer. However this is the most reliable defence against the remote repair abilities of the sleepers which often is so strong that the damage done by multiple player battleships is repaired in seconds.<br />
<br />
The Sensors of the Sleepers can also be dampened which will result in Sleepers trying to come closer to the player in order to get into targeting range again. This also will generate a very high threat level against the dampening player.<br />
<br />
A player can not neutralize nor steal the capacitor of a Sleeper since they have infinite energy.<br />
<br />
Drones can used to some extend against Sleepers, but will require that players have already generated enough threat against themselves before the drones are launched. Otherwise the Sleepers will instantly target the drones and destroy them in a few shots.<br />
Through continued use of drones, the drones might generate enough threat so that the Sleepers will switch their weapons on them. For lone players in W-Space it will be nearly impossible to generate enough treat to safely deploy drones, so be wary if you do.<br />
<br />
Sleepers them self, will try neut and web players and in class 4 and higher wormholes also warp scramble. They also deal extra damage against capital ships.<br />
<br />
==Sleeper Tactics==<br />
Since normal weapons will only generate a moderate amount of threat, it might prove to be difficult to exploit the Sleeper AI with only guns.<br />
However drones and special attacks like jamming and dampening might generate enough threat to force the Sleepers to switch their targets. This can be extremly usefull if a player wants to escape but is warp scrambled.<br />
If you are scrambled and alone and need to escape, you can try to launch drones and thus force the Sleepers to cancel the scram, switch to the drones while you warp off.<br />
Another tactic is to channel the attacks of the Sleepers on a single ship which is equipped with EWAR and a very good tank. However you should be carefull since the reaction of the sleeper can vary. While some try to escape the EWAR range other might actually come closer leading to problems because either the Sleepers fly out of range of your guns/drones or come so close that you might get problems with the tracking of your guns.<br />
<br />
While class 1 and 2 wormhole Sleepers can easily be done by a single T2 fitted Battlecruiser (as long as you keep on your toes and the site is not too difficult), you will need a small fleet in class 3 wormholes. Class 4 wormholes already call for a dedicated fleet of 5 to 6 battleships, while class 5 or even class 6 require a very rehearsed fleet with multiple dedicated EWAR, Logistic and Damage Dealer ships.<br />
<br />
For a standard uni fleet of frigates and cruisers, it is not recommend to venture into class 3 and above wormholes. You can of course try but the chance of failure in class 3 and 4 has to be proven very high when the fleet was not dedicated skilled and fitted for W-Space.<br />
<br />
Best course of action for class 3 and above seems a gang of battleships equipped with remote repair and energy transfer capabilities.<br />
<br />
If a capital ship warps into sight of a sleeper spawn, the sleepers will immediately call for reinforcments and several battleships for each capital will spawn. This can theoretically used to increase the outcome of a spawn if you and your fleet can survive the onslaught.<br />
<br />
==Sleeper Loot==<br />
Sleepers drop a wreck containing Sleeper Components (called Blue Loot because of the color of the items icons) which can be sold to some NPC stations. The wreck can be salvaged for Ancient Salvage Materials, which are used in [[Tech_3_Production|Tech 3 production]] and can be sold to other players.<br />
<br />
The Blue loot can be sold to some NPC Stations and some regions may not contain any of those stations. So be wary when you sell the Blue Loot and check the prices carefully since in those regions often other players have set up buy orders for the loot at much lower prices.<br />
<br />
* Neural Network Analyzers can be sold for 50.000 ISK and drop in all Sleeper ship classes.<br />
* Sleeper Data Libraries can be sold for 200.000 ISK and drop in all Sleeper ship classes.<br />
* Ancient Coordinates can be sold for 1.500.000 ISK and can drop from cruisers and battleships.<br />
* Sleeper Drone AI Nexuses can be sold for 5.000.000 ISK and drop mostly from battleships.</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Sleepers&diff=842Sleepers2009-08-20T16:36:19Z<p>Peter Strasser: /* Introduction */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:PvE]]<br />
==Introduction==<br />
The Sleepers are a presumably extinct human race which lived thousands of years before the playable EVE races. Their remaining installations and automated defence systems can be found throughout [[Wormholes|W-Space]]. They were far more technological advanced then the current human races and their drones, which still guard their former bases and systems, can overcome any unprepared explorer easily.<br />
<br />
==Sleeper Drones==<br />
Sleeper Drones can be found at [[Wormholes#Wormhole_Systems_-_General_Information|Cosmic Signatures]] and [[Wormholes#Wormhole_Systems_-_General_Information|Cosmic Anomalies]] in [[Wormholes|W-Space]]. They have a better AI then normal NPCs and were designed to bridge the gap between PVP and PVE combat, since a normal PVE fitted ship will have a hard time against the drones, while PVP fitted ships tend to be more useful against them. They are often just called Sleepers since they seem to be the only remnants of the Sleeper race.<br />
<br />
There are 4 classes of Sleeper Drones:<br />
* Frigate<br />
* Cruiser<br />
* Battleship<br />
* Dreadnaught (rumored and unconfirmed)<br />
<br />
Their updated AI selects targets according to a threat level which is assigned to a potential target as soon as it comes into view.<br />
Sleepers will drop loot which can be either directly sold to NPC stations, players, or be used in [[Tech_3_Production|Tech 3 production]].<br />
<br />
==Sleeper Drone Behaviour==<br />
The Sleeper Drones will attack as soon a player ship is spotted but may switch targets over time when more targets are available.<br />
Every action against a Sleeper will raise your assigned threat level (which is unknown to a player) and if it surpasses another player's threat level the Sleeper will change targets.<br />
<br />
The Sleepers will attack with an energy beam dealing EM and Thermal damage and firing light, heavy or cruise missiles depending on the class of the Sleeper ship, dealing Explosive and Kinetic damage, so the tank of a player should be set up accordingly.<br />
Sleepers will deal very high damage on each shot, resulting in massive amounts of damage even against very high resist tanks. The damage will be higher in higher class wormholes and while Sleepers in class 1 and 2 systems might not deal much damage, in class 3 it can already exceed 1000 points per shot against an 80% resist tank.<br />
<br />
They have only Armor and Hull tanks but in some rare cases Sleepers spawned with an additional Shield layer (if this is a bug or intended is not exactly sure). They are equally tanked against all damage types, so a player has pretty much free selection with his weapons. Sleepers will repair their armor as soon as they receive damage, and in higher class [[wormholes]] will even start to remote repair each other.<br />
<br />
They will try to orbit the player at a given range depending on the ship class of the Sleeper. To get into orbit range they can use Microwarpdrives which will result in very high velocity even on battleships. If a player runs away from them, the sleepers will try to follow. If the player is faster then the Sleepers they will sometimes seem to cancel the chase, fly back into the directions of their starting positions for a few seconds and then pick up the chase again. If they venture to far away from their starting positions (round about 200km) they will teleport back.<br />
Stasis Webifiers will slow Sleepers down, Warp Scramblers will shut their Microwarpdrive off.<br />
<br />
Sleepers can be jammed but this will generate a very high threat level for the jamming player and the player may end up as primary target for all Sleepers on grid. Additionally most Sleepers will try to fly out of range of the jammer while some battleships might try to "cuddle" the jammer. However this is the most reliable defence against the remote repair abilities of the sleepers which often is so strong that the damage done by multiple player battleships is repaired in seconds.<br />
<br />
The Sensors of the Sleepers can also be dampened which will result in Sleepers trying to come closer to the player in order to get into targeting range again. This also will generate a very high threat level against the dampening player.<br />
<br />
A player can not neutralize nor steal the capacitor of a Sleeper since they have infinite energy.<br />
<br />
Drones can used to some extend against Sleepers, but will require that players have already generated enough threat against themselves before the drones are launched. Otherwise the Sleepers will instantly target the drones and destroy them in a few shots.<br />
Through continued use of drones, the drones might generate enough threat so that the Sleepers will switch their weapons on them. For lone players in W-Space it will be nearly impossible to generate enough treat to safely deploy drones, so be wary if you do.<br />
<br />
Sleepers them self, will try neut and web players and in class 4 and higher wormholes also warp scramble. They also deal extra damage against capital ships.<br />
<br />
==Sleeper Tactics==<br />
Since normal weapons will only generate a moderate amount of threat, it might prove to be difficult to exploit the Sleeper AI with only guns.<br />
However drones and special attacks like jamming and dampening might generate enough threat to force the Sleepers to switch their targets. This can be extremly usefull if a player wants to escape but is warp scrambled.<br />
If you are scrambled and alone and need to escape, you can try to launch drones and thus force the Sleepers to cancel the scram, switch to the drones while you warp off.<br />
Another tactic is to channel the attacks of the Sleepers on a single ship which is equipped with EWAR and a very good tank. However you should be carefull since the reaction of the sleeper can vary. While some try to escape the EWAR range other might actually come closer leading to problems because either the Sleepers fly out of range of your guns/drones or come so close that you might get problems with the tracking of your guns.<br />
<br />
While class 1 and 2 wormhole Sleepers can easily be done by a single T2 fitted Battlecruiser (as long as you keep on your toes and the site is not too difficult), you will need a small fleet in class 3 wormholes. Class 4 wormholes already call for a dedicated fleet of 5 to 6 battleships, while class 5 or even class 6 require a very rehearsed fleet with multiple dedicated EWAR, Logistic and Damage Dealer ships.<br />
<br />
For a standard uni fleet of frigates and cruisers, it is not recommend to venture into class 3 and above wormholes. You can of course try but the chance of failure in class 3 and 4 has to be proven very high when the fleet was not dedicated skilled and fitted for W-Space.<br />
<br />
Best course of action for class 3 and above seems a gang of battleships equipped with remote repair and energy transfer capabilities.<br />
<br />
If a capital ship warps into sight of a sleeper spawn, the sleepers will immediately call for reinforcments and several battleships for each capital will spawn. This can theoretically used to increase the outcome of a spawn if you and your fleet can survive the onslaught.<br />
<br />
==Sleeper Loot==<br />
Sleepers drop a wreck containing Sleeper Components (called Blue Loot because of the color of the items icons) which can be sold to some NPC stations. The wreck can be salvaged for Ancient Salvage Materials, which are used in [[Tech_3_Production|Tech 3 production]] and can be sold to other players.<br />
<br />
The Blue loot can be sold to some NPC Stations and some regions may not contain any of those stations. So be wary when you sell the Blue Loot and check the prices carefully since in those regions often other players have set up buy orders for the loot at much lower prices.<br />
<br />
* Neural Network Analyzers can be sold for 50.000 ISK and drop in all Sleeper ship classes.<br />
* Sleeper Data Libraries can be sold for 200.000 ISK and drop in all Sleeper ship classes.<br />
* Ancient Coordinates can be sold for 1.500.000 ISK and can drop from cruisers and battleships.<br />
* Sleeper Drone AI Nexuses can be sold for 5.000.000 ISK and drop mostly from battleships.</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Wormholes&diff=841Wormholes2009-08-20T16:35:43Z<p>Peter Strasser: </p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:PvE]]<br />
The term Wormhole is used to describe both the portals to unknown space and the space itself on the other side of the portal. Wormholes are tranisient phenomena that allow instantaneous transit across vast distances in space. They may be found in every solarsystem in New Eden. Wormhole Space is the lawless (0.0) solarsystems that exist apart from the known solarsystems of New Eden. These solarsystems can at times be extremly rewarding. Wormholes were introduced with the Apocrypha expansion and give pilots an extra 2500 solarsystems to play around in.<br />
<br />
=== Wormholes - General Information ===<br />
You can scan down Wormholes from anywhere within New Eden by using the System Scanner (found in the same menu as the Directional Scanner). This is done by fitting a Scan Probe Lancher and loading it with Probes. The results of the probes' findings are read on the System Scanner.<br />
<br />
Wormholes link Known Space (k-space) with Wormhole Space (w-space). K-space includes all the solarystems contained in the Star Map. If you can set a destination to it, a system is k-space, even if it is deep within nullspace (0.0).<br />
<br />
Wormholes also link separate w-space solarsystems (or pockets). <br />
<br />
ALL wormholes are randomly placed and are temporary. A given wormhole allows only a certain amount of mass to go through it before it will destabilize and close forever.<br />
<br />
=== Wormhole Space - General Information ===<br />
There are no Stargates in w-space. Once inside w-space, wormholes are the only way to get from one system to another. If a wormhole closes and you are inside a pocket, there are only two ways to get out - find another WH or self-destruct your pod. The good news is, there's always another wormhole. The moral is, never go into w-space without a scan probe launcher and probes.<br />
<br />
Wormhole pockets often contain [[Exploration]] sites that can be exploited. The sites are almost always guarded by [[Sleepers]]<br />
<br />
=== Wormhole Tacitcal Information ===<br />
Any new wormhole you find may lead to ANYWHERE (even deep 0.0) in Eve, it may also lead to another pocket deeper into w-space ([[Division 6|D6]] calls this "going deeper down the rabbit hole"). There are often several wormholes into and out of the same w-space solarsystem.<br />
<br />
A wormhole's state will be determined by two factors: Time and Mass. When it spawns, it will be open for a given time, determined by the type of the wormhole, and allow a set amount of mass through. When either variable reaches zero, the wormhole collapses forever.<br />
Every time a ship jumps through the wormhole, the mass of the ship (can be seen in the "Show Info" of the ship) will be substracted from the remaining mass limit of the wormhole.<br />
The type of wormhole can be looked up and will tell some basic attributes of the wormhole.<br />
<br />
(See [[Wormholes#Wormhole.2C_Wormhole_Size_and_Stability_Information|Wormhole Size and Stability Information]].)<br />
<br />
One side of the wormhole will always be the "exit" and is named K162. The "entrance" is the side which was first scanned down and will have the real name of the wormhole.<br />
<br />
There are three stages or states in a wormholes life:<br />
* Not Yet Disrupted (aka Pristine)<br />
* Disrupted But Not Critcally (aka Intermediate)<br />
* Critcial.<br />
You can tell the state of the wormhole you are about to enter by right-clicking and selecting "Show Info". A pristine wormhole has not yet had 60% of its alotted mass pass through it. An Intermediate wormhole has between 40% and 10% of its alotted mass left. A Critical wormhole has less than 10% of its alotted mass left. Be very sure you want to jump through any Critical wormhole.<br />
<br />
Some spawn mechanics of a wormhole follow some rules, while other are completly random.<br />
When a wormhole spawns, the wormhole is only an entry in your scanner and the destionation of that wormhole is not set. The destinaton is determined randomly the moment the first player lands on Grid with the wormhole. If that happens the corresponding "exit" of the wormhole is spawned in another system and the link between the 2 systems is established. This can be used to some advantage in gathering information.<br />
If you find a wormhole and warp to it, and it is named K162 it means that someone else already found that wormhole from the other side.<br />
This is strategical important if you have more then one wormhole in a W-Space System and want to determine if the system possible already have other visitors.<br />
On the other end, if you just collapsed the last remaining wormhole in a W-Space system and want to be alone for a while, you can scan down and bookmark the newly spawned wormhole, but not warp to it. The link between the system is never established. However be aware that this will not be a save procedure to lock other players out, since a new "exit" of another wormhole can spawn at any time in your system.<br />
<br />
You can jump at any time through a wormhole, the normal combat rules for jumping through a Stargate do not apply. This means you can jump through a wormhole even if you just initiated combat.<br />
You can make at maximum 2 jumps through a wormhole in 4 minutes. When you try to jump a third time through a wormhole inside those 4 minutes, you will receive a message that will inform you how long you have to wait before you can jump again. Be extremly wary with this if you initiate combat and try to outmaneuver your opponent by jumping repeatly through a wormhole.<br />
<br />
==Wormhole Systems - General Information==<br />
<br />
All W-Space solarsystems are null sec (0.0), even the ones you enter from empire. This means anyone can shoot at you at any time with no response from Concord. You're on your own. PvP is only one cloaky ship away whether you want it or not. Prepare accordingly.<br />
<br />
Every W-Space systems difficulty is identified through the class of the Wormhole leading to it. The class can range from 1 (easy) to 6 (insanely hard). See Wormhole information sheet below.<br />
Another way to identify the W-Space systems class is to look up the Locus Signature of the system in a system database like http://www.ellatha.com/eve/WormholeSystemslist.asp<br />
<br />
The only possibility to enter a W-Space system is through wormholes, it is not possible to cyno ships in or out, nor is it possible to clone jump into W-Space.<br />
<br />
It is extremely possible to get stuck in W-space, if your Wormhole closes you will have to find another one via scanning, if your scanner ship isn't in W-space with you then you will be stuck and a petition to a GM will NOT get you out. You have 2 choices if you end up stuck and unable to scan down a Wormhole from within W-Space.<br />
* Self destruct<br />
* Wait until other players come in and hope they are nice enough to gang you and let you warp to them and allow you to leave via the Wormhole they came in on.<br />
There are around 2500 W-Space systems, so there is plenty of space to get lost.<br />
W-space can NOT be found in the EVE map, so you will not see where you are, you can however bookmark things the normal way.<br />
<br />
Every W-Space System can spawn multiple exploration sites which can be scanned down with probes and the System Scanner.<br />
Those sites are guarded by the remnant drones of the now vanished [[Sleeper]] race, which have a better AI then normal NPCs and can prove to be very difficult opponents.<br />
<br />
The sites can be broken down into cosmic anomalies and cosmic signatures.<br />
Cosmic Anomalies are the equivialent of K-Space combat sites and can be found without probes via the System Scanner. Just warp to a planet and start the scan, if you havent found one, warp to another planet and repeat the process. Some cosmic anomalies can be heavily guarded, so be carefull if you warp to one.<br />
<br />
Cosmic Signatures are again broken down in 5 types:<br />
<br />
*Ladar - Those Sites will contain gas clouds, which can be harvested through a Gas Harvester. The gas is needed in [[Tech_3_Production|Tech 3 production]] and is lightly guarded.<br />
*Radar - Radar Sites will contain locked containers, containing items like datacores, which can be unlocked through Hacking. Sometimes there will be a Talocan ship wreck, which can be salvaged and will drop ancient hull sections for Tech 3 Ships. The sites are heavily guarded.<br />
*Magnetometric - Those sites will contain ancient relics in containers, which have to be opened through an Analyzer. Mag Sites are heavily guarded.<br />
*Gravimetric - A grav site contains asteroids which can be mined. In higher class Wormholes the sites can contain enough ore to keep a dozen Hulks busy for days. A grav site can contain every known ore (even Mercoxit) and is lightly guarded.<br />
*Unknown - A unknown site is always another Wormhole and is not guarded by [[Sleepers]] (though maybe by players).<br />
<br />
In higher class wormholes it may happen that additional [[Sleeper]] reinforcements will spawn after you already are mining, gas harvesting or salvaging for a time. So be prepared and never go AFK while at a site.<br />
<br />
All sites have a maximum life time which seem to range from 24-72 hours after they are found. The despawn timer of a site which was not warped to seems to be much higher. If a site despawns, either through completion of the site or expired time, the site will randomly respawn in other system of the same constellation as the W-Space system. This can lead to extreme rich systems where 20 or more cosmic signatures or anomalies are found. The downside of this is that a W-Space system which is farmed over and over again, will be nearly barren of signatures and anomalies because the sites will amass in other, not visted systems.<br />
<br />
Exceptions of these rules are wormholes. Every W-Space system will have at any time at least one wormhole, their despawn timers are set through the type of the wormhole. If the last wormhole in a W-Space system despawns the "default" wormhole of the system will spawn nearly instantly. This wormhole will mostly have the same name, ie same mass and time limit though the destination will still be random.<br />
Some W-Space systems will have a "default" wormhole which leads only to other W-Space systems. Those systems, called Hubs, will rarely connect to K-Space and can be used for extended W-Space operations.<br />
<br />
You can anchor a POS in W-Space, however there are no ice belts in W-Space nor is ice found in the grav sites, which means you have to import the POS fuel from K-Space. A POS, correctly set up, is very hard to destroy in W-Space and in some classes (1 to 2) nearly impossible since the mass limit of the wormholes does not allow many capital ships in. It is not possible to bring Motherships or Titans through a wormhole due to their high mass. Though unconfirmed and only rumored a POS in a class 6 system can attract a [[Sleeper]] Dreadnaught which will raze the POS (even DeathStars) to the ground and is extremly tough to defeat.<br />
<br />
== Wormhole, Wormhole Size and Stability Information ==<br />
Wormhole Information<br />
More and more information is gathered by the exploring EVE Pilots over time. I try to put this information together on this page, and keep it updated.<br />
This table shows the characteristics of a Wormhole. K162 is the generic exit name of a Wormhole, jump to the other side to get the ‘real’ type of the Wormhole. Of course, this information gives no guarantee whatsoever; the information can be more random than we anticipate and/or CCP might change it overnight !<br />
<br />
{| class="table"<br />
!Wormhole Type <br />
!Leads to<br />
!Total Mass Allowed (Kg) <br />
!Max Individual Mass (Kg) <br />
!Mass Regeneration (Kg/day) <br />
!Wormhole Classification<br />
!Max Stable Time (Hours) <br />
|-<br />
|A239 <br />
|Lowsec<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|A641 <br />
|Highsec<br />
|2,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|7 <br />
|16<br />
|-<br />
|A982 <br />
|Class 6 W-space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|B041 <br />
|Class 6 W-space<br />
|5,000,000,000 <br />
|300,000,000 <br />
|500,000,000 <br />
|6 <br />
|48<br />
|-<br />
|B274 <br />
|Highsec<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|B449 <br />
|Highsec<br />
|2,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|7 <br />
|16<br />
|-<br />
|B520 <br />
|Highsec<br />
|5,000,000,000 <br />
|300,000,000 <br />
|500,000,000 <br />
|7 <br />
|24<br />
|-<br />
|C125 <br />
|Class 2 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|C140 <br />
|Lowsec<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|C247 <br />
|Class 3 W-space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|C248 <br />
|Nullsec (0.0)<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|9 <br />
|24<br />
|-<br />
|C391 <br />
|Lowsec<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|8 <br />
|24<br />
|-<br />
|D364 <br />
|Class 2 W-space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|D382 <br />
|Class 2 W-space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|D792<br />
|Highsec<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|D845 <br />
|Highsec<br />
|5,000,000,000 <br />
|300,000,000 <br />
|500,000,000 <br />
|7 <br />
|24<br />
|-<br />
|E175 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|E545 <br />
|Nullsec (0.0)<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|G024 <br />
|Class 2 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|H121 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|H296<br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|H900 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|I182 <br />
|Class 2 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|J244 <br />
|Lowsec<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|K329 <br />
|Nullsec (0.0)<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|9 <br />
|24<br />
|-<br />
|K346 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|L477 <br />
|Class 3 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|L614 <br />
|Class 5 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|M267 <br />
|Class 3 W-Space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|M555 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|M609 <br />
|Class 4 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|N062 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|N110 <br />
|Highsec<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|N290 <br />
|Lowsec<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|8 <br />
|24<br />
|-<br />
|N432 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|N766 <br />
|Class 2 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|N770 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|N944 <br />
|Lowsec<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|N968 <br />
|Class 3 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|O128 <br />
|Class 4 W-Space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|100,000,000 <br />
|4 <br />
|24<br />
|-<br />
|O477 <br />
|Class 3 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|O883 <br />
|Class 3 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|P060 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|Q317 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|R051 <br />
|Lowsec<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|8 <br />
|16<br />
|-<br />
|R474 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|R943 <br />
|Class 2 W-Space<br />
|750,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|S047 <br />
|Highsec<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|S199 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|S804 <br />
|Class 6 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|T405 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|U210 <br />
|Lowsec<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|U319 <br />
|Class 6 W-Space<br />
|50,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|6 <br />
|48<br />
|-<br />
|U574 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|V283 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|V301 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|V753 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|V911 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|W237 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|X702 <br />
|Class 3 W-Space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|24<br />
|-<br />
|X877 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|Y683 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|Y790 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|Z060 <br />
|Nullsec (0.0)<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|Z142 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|Z457 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|Z647 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|Z971 <br />
|Class 1 W-Space<br />
|100,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|}<br />
=== Classifications of Wormholes ===<br />
{|<br />
|Class 1, 2 and 3<br />
|This wormhole seems to lead into unknown parts of space.<br />
|-<br />
|Class 4 and 5 <br />
|This wormhole seems to lead into dangerous unknown parts of space.<br />
|-<br />
|Class 6<br />
|This wormhole seems to lead into deadly unknown parts of space.<br />
|-<br />
|Class 7<br />
|Highsec Wormhole<br />
|-<br />
|Class 8 <br />
|Lowsec Wormhole<br />
|-<br />
|Class 9<br />
|Nullsec (0.0) Wormhole<br />
|}<br />
<br />
=== Wormhole Space Designation ===<br />
<br />
{|<br />
|Class 1 <br />
|H121 <br />
|P060 <br />
|Q317 <br />
|V301 <br />
|Y790 <br />
|Z647 <br />
|Z971<br />
|<br />
|- <br />
|Class 2 <br />
|C125 <br />
|D364 <br />
|D382 <br />
|G024 <br />
|I182 <br />
|N766 <br />
|R943 <br />
|<br />
|-<br />
|Class 3 <br />
|C247 <br />
|L477 <br />
|M267 <br />
|N968 <br />
|O477 <br />
|O883 <br />
|X702<br />
|<br />
|- <br />
|Class 4<br />
|E175<br />
|M609<br />
|O128<br />
|T405<br />
|X877<br />
|Y683<br />
|Z457 <br />
|<br />
|-<br />
|Class 5<br />
|H296<br />
|H900 <br />
|L614 <br />
|M555 <br />
|N062 <br />
|N432 <br />
|N770 <br />
|V911<br />
|-<br />
|Class 6<br />
|A982 <br />
|B041 <br />
|R474 <br />
|S804 <br />
|U319 <br />
|U574 <br />
|V753 <br />
|W237<br />
|}<br />
<br />
=== Known Space Designation ===<br />
<br />
{|<br />
|Class 7 High Sec <br />
|A641 <br />
|B274 <br />
|B449 <br />
|B520 <br />
|D792 <br />
|D845 <br />
|N110 <br />
|S047<br />
|-<br />
|Class 8 Low Sec <br />
|A239 <br />
|C140 <br />
|C391 <br />
|J244 <br />
|N290 <br />
|N944 <br />
|R051 <br />
|U210<br />
|-<br />
|Class 9 Null Sec <br />
|C248 <br />
|E545 <br />
|K329 <br />
|K346 <br />
|S199 <br />
|V283 <br />
|Z060 <br />
|Z142<br />
|}<br />
<br />
=== Special Designation ===<br />
<br />
{|<br />
|Wormhole <br />
|K162 <br />
|This is the exit point of a wormhole that has been entered.<br />
|}<br />
<br />
<br />
== Wormhole Phenomena ==<br />
<br />
=== Pulsar Phenomena ===<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Shield'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Armor Resists''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Cap recharge''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Targeting range''' <br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Signature''' <br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
=== Black Hole Phenomena ===<br />
{|<br />
|'''Effects''' <br />
|'''Class 1''' <br />
|'''Class 2''' <br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Missile velocity''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Ship velocity'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100<br />
|-<br />
|'''Drone control range''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Inertia'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Lock Range'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Falloff'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
=== Cataclysmic Variable Phenomena ===<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Repair amount''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Shield transfer amount''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Shield repair'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Remote repair'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Capacitor capacity'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Capacitor recharge'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
=== Magnetar Phenomena ===<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''ECM eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''TP eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Damp eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''TD eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''AOE Velocity'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Drone Velocity'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Targeting Range'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Tracking Speed'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
=== Red Giant Phenomena ===<br />
<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Heat Damage''' <br />
|&#43;10% <br />
|&#43;19% <br />
|&#43;27% <br />
|&#43;34% <br />
|&#43;41% <br />
|&#43;50%<br />
|-<br />
|'''Overload Bonus'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Smart Bomb Range'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Smart Bomb Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
=== Wolf Rayet Phenomena ===<br />
<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Armor Resist''' <br />
|&#43;10% <br />
|&#43;19% <br />
|&#43;27% <br />
|&#43;34% <br />
|&#43;41% <br />
|&#43;50%<br />
|-<br />
|'''Shield Resist'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Small Weapon Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Signature Size'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
<br />
<br />
source: <br />
*http://www.eve-metrics.com/wormholes<br />
*http://eve.allakhazam.com/wiki/Wormholes</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Wormholes&diff=840Wormholes2009-08-20T16:25:44Z<p>Peter Strasser: </p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:PvE]]<br />
The term Wormhole is used to describe both the portals to unknown space and the space itself on the other side of the portal. Wormholes are tranisient phenomena that allow instantaneous transit across vast distances in space. They may be found in every solarsystem in New Eden. Wormhole Space is the lawless (0.0) solarsystems that exist apart from the known solarsystems of New Eden. These solarsystems can at times be extremly rewarding. Wormholes were introduced with the Apocrypha expansion and give pilots an extra 2500 solarsystems to play around in.<br />
<br />
=== Wormholes - General Information ===<br />
You can scan down Wormholes from anywhere within New Eden by using the System Scanner (found in the same menu as the Directional Scanner). This is done by fitting a Scan Probe Lancher and loading it with Probes. The results of the probes' findings are read on the System Scanner.<br />
<br />
Wormholes link Known Space (k-space) with Wormhole Space (w-space). K-space includes all the solarystems contained in the Star Map. If you can set a destination to it, a system is k-space, even if it is deep within nullspace (0.0).<br />
<br />
Wormholes also link separate w-space solarsystems (or pockets). <br />
<br />
ALL wormholes are randomly placed and are temporary. A given wormhole allows only a certain amount of mass to go through it before it will destabilize and close forever.<br />
<br />
=== Wormhole Space - General Information ===<br />
There are no Stargates in w-space. Once inside w-space, wormholes are the only way to get from one system to another. If a wormhole closes and you are inside a pocket, there are only two ways to get out - find another WH or self-destruct your pod. The good news is, there's always another wormhole. The moral is, never go into w-space without a scan probe launcher and probes.<br />
<br />
Any new wormhole you find may lead to ANYWHERE (even deep 0.0) in Eve, it may also lead to another pocket deeper into w-space ([[Division 6|D6]] calls this "going deeper down the rabbit hole"). There are often several wormholes into and out of the same w-space solarsystem.<br />
<br />
A wormhole's state will be determined by two factors: Time and Mass. When it spawns, it will be open for a given time, determined by the type of the wormhole, and allow a set amount of mass through. When either variable reaches zero, the wormhole collapses forever.<br />
Every time a ship jumps through the wormhole, the mass of the ship (can be seen in the "Show Info" of the ship) will be substracted from the remaining mass limit of the wormhole.<br />
The type of wormhole can be looked up and will tell some basic attributes of the wormhole.<br />
<br />
(See [[Wormholes#Wormhole.2C_Wormhole_Size_and_Stability_Information|Wormhole Size and Stability Information]].)<br />
<br />
One side of the wormhole will always be the "exit" and is named K162. The "entrance" is the side which was first scanned down and will have the real name of the wormhole.<br />
<br />
There are three stages or states in a wormholes life:<br />
* Not Yet Disrupted (aka Pristine)<br />
* Disrupted But Not Critcally (aka Intermediate)<br />
* Critcial.<br />
You can tell the state of the wormhole you are about to enter by right-clicking and selecting "Show Info". A pristine wormhole has not yet had 60% of its alotted mass pass through it. An Intermediate wormhole has between 40% and 10% of its alotted mass left. A Critical wormhole has less than 10% of its alotted mass left. Be very sure you want to jump through any Critical wormhole.<br />
<br />
Some spawn mechanics of a wormhole follow some rules, while other are completly random.<br />
When a wormhole spawns, the wormhole is only an entry in your scanner and the destionation of that wormhole is not set. The destinaton is determined randomly the moment the first player lands on Grid with the wormhole. If that happens the corresponding "exit" of the wormhole is spawned in another system and the link between the 2 systems is established. This can be used to some advantage in gathering information.<br />
If you find a wormhole and warp to it, and it is named K162 it means that someone else already found that wormhole from the other side.<br />
This is strategical important if you have more then one wormhole in a W-Space System and want to determine if the system possible already have other visitors.<br />
On the other end, if you just collapsed the last remaining wormhole in a W-Space system and want to be alone for a while, you can scan down and bookmark the newly spawned wormhole, but not warp to it. The link between the system is never established. However be aware that this will not be a save procedure to lock other players out, since a new "exit" of another wormhole can spawn at any time in your system.<br />
<br />
You can jump at any time through a wormhole, the normal combat rules for jumping through a Stargate do not apply. This means you can jump through a wormhole even if you just initiated combat.<br />
You can make at maximum 2 jumps through a wormhole in 4 minutes. When you try to jump a third time through a wormhole inside those 4 minutes, you will receive a message that will inform you how long you have to wait before you can jump again. Be extremly wary with this if you initiate combat and try to outmaneuver your opponent by jumping repeatly through a wormhole.<br />
<br />
==Wormhole Systems - General Information==<br />
<br />
All W-Space solarsystems are null sec (0.0), even the ones you enter from empire. This means anyone can shoot at you at any time with no response from Concord. You're on your own. PvP is only one cloaky ship away whether you want it or not. Prepare accordingly.<br />
<br />
Every W-Space systems difficulty is identified through the class of the Wormhole leading to it. The class can range from 1 (easy) to 6 (insanely hard). See Wormhole information sheet below.<br />
Another way to identify the W-Space systems class is to look up the Locus Signature of the system in a system database like http://www.ellatha.com/eve/WormholeSystemslist.asp<br />
<br />
The only possibility to enter a W-Space system is through wormholes, it is not possible to cyno ships in or out, nor is it possible to clone jump into W-Space.<br />
<br />
It is extremely possible to get stuck in W-space, if your Wormhole closes you will have to find another one via scanning, if your scanner ship isn't in W-space with you then you will be stuck and a petition to a GM will NOT get you out. You have 2 choices if you end up stuck and unable to scan down a Wormhole from within W-Space.<br />
* Self destruct<br />
* Wait until other players come in and hope they are nice enough to gang you and let you warp to them and allow you to leave via the Wormhole they came in on.<br />
There are around 2500 W-Space systems, so there is plenty of space to get lost.<br />
W-space can NOT be found in the EVE map, so you will not see where you are, you can however bookmark things the normal way.<br />
<br />
Every W-Space System can spawn multiple exploration sites which can be scanned down with probes and the System Scanner.<br />
Those sites are guarded by the remnant drones of the now vanished [[Sleeper]] race, which have a better AI then normal NPCs and can prove to be very difficult opponents.<br />
<br />
The sites can be broken down into cosmic anomalies and cosmic signatures.<br />
Cosmic Anomalies are the equivialent of K-Space combat sites and can be found without probes via the System Scanner. Just warp to a planet and start the scan, if you havent found one, warp to another planet and repeat the process. Some cosmic anomalies can be heavily guarded, so be carefull if you warp to one.<br />
<br />
Cosmic Signatures are again broken down in 5 types:<br />
<br />
*Ladar - Those Sites will contain gas clouds, which can be harvested through a Gas Harvester. The gas is needed in [[Tech_3_Production|Tech 3 production]] and is lightly guarded.<br />
*Radar - Radar Sites will contain locked containers, containing items like datacores, which can be unlocked through Hacking. Sometimes there will be a Talocan ship wreck, which can be salvaged and will drop ancient hull sections for Tech 3 Ships. The sites are heavily guarded.<br />
*Magnetometric - Those sites will contain ancient relics in containers, which have to be opened through an Analyzer. Mag Sites are heavily guarded.<br />
*Gravimetric - A grav site contains asteroids which can be mined. In higher class Wormholes the sites can contain enough ore to keep a dozen Hulks busy for days. A grav site can contain every known ore (even Mercoxit) and is lightly guarded.<br />
*Unknown - A unknown site is always another Wormhole and is not guarded by [[Sleepers]] (though maybe by players).<br />
<br />
In higher class wormholes it may happen that additional [[Sleeper]] reinforcements will spawn after you already are mining, gas harvesting or salvaging for a time. So be prepared and never go AFK while at a site.<br />
<br />
All sites have a maximum life time which seem to range from 24-72 hours after they are found. The despawn timer of a site which was not warped to seems to be much higher. If a site despawns, either through completion of the site or expired time, the site will randomly respawn in other system of the same constellation as the W-Space system. This can lead to extreme rich systems where 20 or more cosmic signatures or anomalies are found. The downside of this is that a W-Space system which is farmed over and over again, will be nearly barren of signatures and anomalies because the sites will amass in other, not visted systems.<br />
<br />
Exceptions of these rules are wormholes. Every W-Space system will have at any time at least one wormhole, their despawn timers are set through the type of the wormhole. If the last wormhole in a W-Space system despawns the "default" wormhole of the system will spawn nearly instantly. This wormhole will mostly have the same name, ie same mass and time limit though the destination will still be random.<br />
Some W-Space systems will have a "default" wormhole which leads only to other W-Space systems. Those systems, called Hubs, will rarely connect to K-Space and can be used for extended W-Space operations.<br />
<br />
You can anchor a POS in W-Space, however there are no ice belts in W-Space nor is ice found in the grav sites, which means you have to import the POS fuel from K-Space. A POS, correctly set up, is very hard to destroy in W-Space and in some classes (1 to 2) nearly impossible since the mass limit of the wormholes does not allow many capital ships in. It is not possible to bring Motherships or Titans through a wormhole due to their high mass. Though unconfirmed and only rumored a POS in a class 6 system can attract a [[Sleeper]] Dreadnaught which will raze the POS (even DeathStars) to the ground and is extremly tough to defeat.<br />
<br />
== Wormhole, Wormhole Size and Stability Information ==<br />
Wormhole Information<br />
More and more information is gathered by the exploring EVE Pilots over time. I try to put this information together on this page, and keep it updated.<br />
This table shows the characteristics of a Wormhole. K162 is the generic exit name of a Wormhole, jump to the other side to get the ‘real’ type of the Wormhole. Of course, this information gives no guarantee whatsoever; the information can be more random than we anticipate and/or CCP might change it overnight !<br />
<br />
{| class="table"<br />
!Wormhole Type <br />
!Leads to<br />
!Total Mass Allowed (Kg) <br />
!Max Individual Mass (Kg) <br />
!Mass Regeneration (Kg/day) <br />
!Wormhole Classification<br />
!Max Stable Time (Hours) <br />
|-<br />
|A239 <br />
|Lowsec<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|A641 <br />
|Highsec<br />
|2,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|7 <br />
|16<br />
|-<br />
|A982 <br />
|Class 6 W-space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|B041 <br />
|Class 6 W-space<br />
|5,000,000,000 <br />
|300,000,000 <br />
|500,000,000 <br />
|6 <br />
|48<br />
|-<br />
|B274 <br />
|Highsec<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|B449 <br />
|Highsec<br />
|2,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|7 <br />
|16<br />
|-<br />
|B520 <br />
|Highsec<br />
|5,000,000,000 <br />
|300,000,000 <br />
|500,000,000 <br />
|7 <br />
|24<br />
|-<br />
|C125 <br />
|Class 2 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|C140 <br />
|Lowsec<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|C247 <br />
|Class 3 W-space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|C248 <br />
|Nullsec (0.0)<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|9 <br />
|24<br />
|-<br />
|C391 <br />
|Lowsec<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|8 <br />
|24<br />
|-<br />
|D364 <br />
|Class 2 W-space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|D382 <br />
|Class 2 W-space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|D792<br />
|Highsec<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|D845 <br />
|Highsec<br />
|5,000,000,000 <br />
|300,000,000 <br />
|500,000,000 <br />
|7 <br />
|24<br />
|-<br />
|E175 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|E545 <br />
|Nullsec (0.0)<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|G024 <br />
|Class 2 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|H121 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|H296<br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|H900 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|I182 <br />
|Class 2 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|J244 <br />
|Lowsec<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|K329 <br />
|Nullsec (0.0)<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|9 <br />
|24<br />
|-<br />
|K346 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|L477 <br />
|Class 3 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|L614 <br />
|Class 5 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|M267 <br />
|Class 3 W-Space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|M555 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|M609 <br />
|Class 4 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|N062 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|N110 <br />
|Highsec<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|N290 <br />
|Lowsec<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|8 <br />
|24<br />
|-<br />
|N432 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|N766 <br />
|Class 2 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|N770 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|N944 <br />
|Lowsec<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|N968 <br />
|Class 3 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|O128 <br />
|Class 4 W-Space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|100,000,000 <br />
|4 <br />
|24<br />
|-<br />
|O477 <br />
|Class 3 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|O883 <br />
|Class 3 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|P060 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|Q317 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|R051 <br />
|Lowsec<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|8 <br />
|16<br />
|-<br />
|R474 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|R943 <br />
|Class 2 W-Space<br />
|750,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|S047 <br />
|Highsec<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|S199 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|S804 <br />
|Class 6 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|T405 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|U210 <br />
|Lowsec<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|U319 <br />
|Class 6 W-Space<br />
|50,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|6 <br />
|48<br />
|-<br />
|U574 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|V283 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|V301 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|V753 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|V911 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|W237 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|X702 <br />
|Class 3 W-Space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|24<br />
|-<br />
|X877 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|Y683 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|Y790 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|Z060 <br />
|Nullsec (0.0)<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|Z142 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|Z457 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|Z647 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|Z971 <br />
|Class 1 W-Space<br />
|100,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|}<br />
=== Classifications of Wormholes ===<br />
{|<br />
|Class 1, 2 and 3<br />
|This wormhole seems to lead into unknown parts of space.<br />
|-<br />
|Class 4 and 5 <br />
|This wormhole seems to lead into dangerous unknown parts of space.<br />
|-<br />
|Class 6<br />
|This wormhole seems to lead into deadly unknown parts of space.<br />
|-<br />
|Class 7<br />
|Highsec Wormhole<br />
|-<br />
|Class 8 <br />
|Lowsec Wormhole<br />
|-<br />
|Class 9<br />
|Nullsec (0.0) Wormhole<br />
|}<br />
<br />
=== Wormhole Space Designation ===<br />
<br />
{|<br />
|Class 1 <br />
|H121 <br />
|P060 <br />
|Q317 <br />
|V301 <br />
|Y790 <br />
|Z647 <br />
|Z971<br />
|<br />
|- <br />
|Class 2 <br />
|C125 <br />
|D364 <br />
|D382 <br />
|G024 <br />
|I182 <br />
|N766 <br />
|R943 <br />
|<br />
|-<br />
|Class 3 <br />
|C247 <br />
|L477 <br />
|M267 <br />
|N968 <br />
|O477 <br />
|O883 <br />
|X702<br />
|<br />
|- <br />
|Class 4<br />
|E175<br />
|M609<br />
|O128<br />
|T405<br />
|X877<br />
|Y683<br />
|Z457 <br />
|<br />
|-<br />
|Class 5<br />
|H296<br />
|H900 <br />
|L614 <br />
|M555 <br />
|N062 <br />
|N432 <br />
|N770 <br />
|V911<br />
|-<br />
|Class 6<br />
|A982 <br />
|B041 <br />
|R474 <br />
|S804 <br />
|U319 <br />
|U574 <br />
|V753 <br />
|W237<br />
|}<br />
<br />
=== Known Space Designation ===<br />
<br />
{|<br />
|Class 7 High Sec <br />
|A641 <br />
|B274 <br />
|B449 <br />
|B520 <br />
|D792 <br />
|D845 <br />
|N110 <br />
|S047<br />
|-<br />
|Class 8 Low Sec <br />
|A239 <br />
|C140 <br />
|C391 <br />
|J244 <br />
|N290 <br />
|N944 <br />
|R051 <br />
|U210<br />
|-<br />
|Class 9 Null Sec <br />
|C248 <br />
|E545 <br />
|K329 <br />
|K346 <br />
|S199 <br />
|V283 <br />
|Z060 <br />
|Z142<br />
|}<br />
<br />
=== Special Designation ===<br />
<br />
{|<br />
|Wormhole <br />
|K162 <br />
|This is the exit point of a wormhole that has been entered.<br />
|}<br />
<br />
<br />
== Wormhole Phenomena ==<br />
<br />
=== Pulsar Phenomena ===<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Shield'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Armor Resists''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Cap recharge''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Targeting range''' <br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Signature''' <br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
=== Black Hole Phenomena ===<br />
{|<br />
|'''Effects''' <br />
|'''Class 1''' <br />
|'''Class 2''' <br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Missile velocity''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Ship velocity'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100<br />
|-<br />
|'''Drone control range''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Inertia'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Lock Range'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Falloff'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
=== Cataclysmic Variable Phenomena ===<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Repair amount''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Shield transfer amount''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Shield repair'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Remote repair'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Capacitor capacity'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Capacitor recharge'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
=== Magnetar Phenomena ===<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''ECM eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''TP eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Damp eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''TD eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''AOE Velocity'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Drone Velocity'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Targeting Range'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Tracking Speed'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
=== Red Giant Phenomena ===<br />
<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Heat Damage''' <br />
|&#43;10% <br />
|&#43;19% <br />
|&#43;27% <br />
|&#43;34% <br />
|&#43;41% <br />
|&#43;50%<br />
|-<br />
|'''Overload Bonus'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Smart Bomb Range'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Smart Bomb Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
=== Wolf Rayet Phenomena ===<br />
<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Armor Resist''' <br />
|&#43;10% <br />
|&#43;19% <br />
|&#43;27% <br />
|&#43;34% <br />
|&#43;41% <br />
|&#43;50%<br />
|-<br />
|'''Shield Resist'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Small Weapon Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Signature Size'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
<br />
<br />
source: <br />
*http://www.eve-metrics.com/wormholes<br />
*http://eve.allakhazam.com/wiki/Wormholes</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Wormholes&diff=838Wormholes2009-08-20T16:05:17Z<p>Peter Strasser: </p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:PvE]]<br />
Wormholes are tranisient phenomena that allow instantaneous transit across vast distances in space. They may be found in every solarsystem in New Eden. Wormhole Space is lawless (0.0) but at times extremly rewarding. Wormhole systems contain [[Exploration]] sites which are guarded by [[Sleeper|Sleeper Drone NPCs]]. Wormhole space was introduced in the Apocrypha expansion and gives pilots 2500 systems to play around in.<br />
<br />
==Wormholes - General Information==<br />
You can scan down Wormholes from anywhere within New Eden by using the System Scanner (found in the same menu as the Directional Scanner). This is done by fitting a Scan Probe Lancher and loading it with Probes. The results of the probes' findings are read on the System Scanner.<br />
<br />
Wormholes link Known Space (k-space) with Wormhole Space (w-space). K-space includes all the solarystems contained in the Star Map. If you can set a destination to it, a system is k-space, even if it is deep within nullspace (0.0).<br />
<br />
Wormholes also link separate w-space solarsystems (or pockets). There are no Stargates in w-space. Once inside w-space, wormholes are the only way to get from one system to another. ALL wormholes are randomly placed and are temporary. A given wormhole allows only a certain amount of mass to go through it before it will destabilize and close forever.<br />
<br />
If a wormhole closes and you are inside a pocket, there are only two ways to get out - find another WH or self-destruct your pod. The good news is, there's always another wormhole. The moral is, never go into w-space without a scan probe launcher and probes.<br />
<br />
Any new wormhole you find may lead to ANYWHERE (even deep 0.0) in Eve, it may also lead to another pocket deeper into w-space ([[Division 6|D6]] calls this "going deeper down the rabbit hole"). There are often several wormholes into and out of the same w-space solarsystem.<br />
<br />
A wormhole's state will be determined by two factors: Time and Mass. When it spawns, it will be open for a given time, determined by the type of the wormhole, and allow a set amount of mass through. When either variable reaches zero, the wormhole collapses forever.<br />
Every time a ship jumps through the wormhole, the mass of the ship (can be seen in the "Show Info" of the ship) will be substracted from the remaining mass limit of the wormhole.<br />
The type of wormhole can be looked up and will tell some basic attributes of the wormhole.<br />
<br />
(See [[Wormholes#Wormhole.2C_Wormhole_Size_and_Stability_Information|Wormhole Size and Stability Information]].)<br />
<br />
One side of the wormhole will always be the "exit" and is named K162. The "entrance" is the side which was first scanned down and will have the real name of the wormhole.<br />
<br />
There are three stages or states in a wormholes life:<br />
* Not Yet Disrupted (aka Pristine)<br />
* Disrupted But Not Critcally (aka Intermediate)<br />
* Critcial.<br />
You can tell the state of the wormhole you are about to enter by right-clicking and selecting "Show Info". A pristine wormhole has not yet had 60% of its alotted mass pass through it. An Intermediate wormhole has between 40% and 10% of its alotted mass left. A Critical wormhole has less than 10% of its alotted mass left. Be very sure you want to jump through any Critical wormhole.<br />
<br />
Some spawn mechanics of a wormhole follow some rules, while other are completly random.<br />
When a wormhole spawns, the wormhole is only an entry in your scanner and the destionation of that wormhole is not set. The destinaton is determined randomly the moment the first player lands on Grid with the wormhole. If that happens the corresponding "exit" of the wormhole is spawned in another system and the link between the 2 systems is established. This can be used to some advantage in gathering information.<br />
If you find a wormhole and warp to it, and it is named K162 it means that someone else already found that wormhole from the other side.<br />
This is strategical important if you have more then one wormhole in a W-Space System and want to determine if the system possible already have other visitors.<br />
On the other end, if you just collapsed the last remaining wormhole in a W-Space system and want to be alone for a while, you can scan down and bookmark the newly spawned wormhole, but not warp to it. The link between the system is never established. However be aware that this will not be a save procedure to lock other players out, since a new "exit" of another wormhole can spawn at any time in your system.<br />
<br />
You can jump at any time through a wormhole, the normal combat rules for jumping through a Stargate do not apply. This means you can jump through a wormhole even if you just initiated combat.<br />
You can make at maximum 2 jumps through a wormhole in 4 minutes. When you try to jump a third time through a wormhole inside those 4 minutes, you will receive a message that will inform you how long you have to wait before you can jump again. Be extremly wary with this if you initiate combat and try to outmaneuver your opponent by jumping repeatly through a wormhole.<br />
<br />
==Wormhole Systems - General Information==<br />
<br />
All W-Space solarsystems are null sec (0.0), even the ones you enter from empire. This means anyone can shoot at you at any time with no response from Concord. You're on your own. PvP is only one cloaky ship away whether you want it or not. Prepare accordingly.<br />
<br />
Every W-Space systems difficulty is identified through the class of the Wormhole leading to it. The class can range from 1 (easy) to 6 (insanely hard). See Wormhole information sheet below.<br />
Another way to identify the W-Space systems class is to look up the Locus Signature of the system in a system database like http://www.ellatha.com/eve/WormholeSystemslist.asp<br />
<br />
The only possibility to enter a W-Space system is through wormholes, it is not possible to cyno ships in or out, nor is it possible to clone jump into W-Space.<br />
<br />
It is extremely possible to get stuck in W-space, if your Wormhole closes you will have to find another one via scanning, if your scanner ship isn't in W-space with you then you will be stuck and a petition to a GM will NOT get you out. You have 2 choices if you end up stuck and unable to scan down a Wormhole from within W-Space.<br />
* Self destruct<br />
* Wait until other players come in and hope they are nice enough to gang you and let you warp to them and allow you to leave via the Wormhole they came in on.<br />
There are around 2500 W-Space systems, so there is plenty of space to get lost.<br />
W-space can NOT be found in the EVE map, so you will not see where you are, you can however bookmark things the normal way.<br />
<br />
Every W-Space System can spawn multiple exploration sites which can be scanned down with probes and the System Scanner.<br />
Those sites are guarded by the remnant drones of the now vanished [[Sleeper]] race, which have a better AI then normal NPCs and can prove to be very difficult opponents.<br />
<br />
The sites can be broken down into cosmic anomalies and cosmic signatures.<br />
Cosmic Anomalies are the equivialent of K-Space combat sites and can be found without probes via the System Scanner. Just warp to a planet and start the scan, if you havent found one, warp to another planet and repeat the process. Some cosmic anomalies can be heavily guarded, so be carefull if you warp to one.<br />
<br />
Cosmic Signatures are again broken down in 5 types:<br />
<br />
*Ladar - Those Sites will contain gas clouds, which can be harvested through a Gas Harvester. The gas is needed in [[Tech_3_Production|Tech 3 production]] and is lightly guarded.<br />
*Radar - Radar Sites will contain locked containers, containing items like datacores, which can be unlocked through Hacking. Sometimes there will be a Talocan ship wreck, which can be salvaged and will drop ancient hull sections for Tech 3 Ships. The sites are heavily guarded.<br />
*Magnetometric - Those sites will contain ancient relics in containers, which have to be opened through an Analyzer. Mag Sites are heavily guarded.<br />
*Gravimetric - A grav site contains asteroids which can be mined. In higher class Wormholes the sites can contain enough ore to keep a dozen Hulks busy for days. A grav site can contain every known ore (even Mercoxit) and is lightly guarded.<br />
*Unknown - A unknown site is always another Wormhole and is not guarded by [[Sleepers]] (though maybe by players).<br />
<br />
In higher class wormholes it may happen that additional [[Sleeper]] reinforcements will spawn after you already are mining, gas harvesting or salvaging for a time. So be prepared and never go AFK while at a site.<br />
<br />
All sites have a maximum life time which seem to range from 24-72 hours after they are found. The despawn timer of a site which was not warped to seems to be much higher. If a site despawns, either through completion of the site or expired time, the site will randomly respawn in other system of the same constellation as the W-Space system. This can lead to extreme rich systems where 20 or more cosmic signatures or anomalies are found. The downside of this is that a W-Space system which is farmed over and over again, will be nearly barren of signatures and anomalies because the sites will amass in other, not visted systems.<br />
<br />
Exceptions of these rules are wormholes. Every W-Space system will have at any time at least one wormhole, their despawn timers are set through the type of the wormhole. If the last wormhole in a W-Space system despawns the "default" wormhole of the system will spawn nearly instantly. This wormhole will mostly have the same name, ie same mass and time limit though the destination will still be random.<br />
Some W-Space systems will have a "default" wormhole which leads only to other W-Space systems. Those systems, called Hubs, will rarely connect to K-Space and can be used for extended W-Space operations.<br />
<br />
You can anchor a POS in W-Space, however there are no ice belts in W-Space nor is ice found in the grav sites, which means you have to import the POS fuel from K-Space. A POS, correctly set up, is very hard to destroy in W-Space and in some classes (1 to 2) nearly impossible since the mass limit of the wormholes does not allow many capital ships in. It is not possible to bring Motherships or Titans through a wormhole due to their high mass. Though unconfirmed and only rumored a POS in a class 6 system can attract a [[Sleeper]] Dreadnaught which will raze the POS (even DeathStars) to the ground and is extremly tough to defeat.<br />
<br />
== Wormhole, Wormhole Size and Stability Information ==<br />
Wormhole Information<br />
More and more information is gathered by the exploring EVE Pilots over time. I try to put this information together on this page, and keep it updated.<br />
This table shows the characteristics of a Wormhole. K162 is the generic exit name of a Wormhole, jump to the other side to get the ‘real’ type of the Wormhole. Of course, this information gives no guarantee whatsoever; the information can be more random than we anticipate and/or CCP might change it overnight !<br />
<br />
{| class="table"<br />
!Wormhole Type <br />
!Leads to<br />
!Total Mass Allowed (Kg) <br />
!Max Individual Mass (Kg) <br />
!Mass Regeneration (Kg/day) <br />
!Wormhole Classification<br />
!Max Stable Time (Hours) <br />
|-<br />
|A239 <br />
|Lowsec<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|A641 <br />
|Highsec<br />
|2,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|7 <br />
|16<br />
|-<br />
|A982 <br />
|Class 6 W-space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|B041 <br />
|Class 6 W-space<br />
|5,000,000,000 <br />
|300,000,000 <br />
|500,000,000 <br />
|6 <br />
|48<br />
|-<br />
|B274 <br />
|Highsec<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|B449 <br />
|Highsec<br />
|2,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|7 <br />
|16<br />
|-<br />
|B520 <br />
|Highsec<br />
|5,000,000,000 <br />
|300,000,000 <br />
|500,000,000 <br />
|7 <br />
|24<br />
|-<br />
|C125 <br />
|Class 2 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|C140 <br />
|Lowsec<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|C247 <br />
|Class 3 W-space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|C248 <br />
|Nullsec (0.0)<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|9 <br />
|24<br />
|-<br />
|C391 <br />
|Lowsec<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|8 <br />
|24<br />
|-<br />
|D364 <br />
|Class 2 W-space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|D382 <br />
|Class 2 W-space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|D792<br />
|Highsec<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|D845 <br />
|Highsec<br />
|5,000,000,000 <br />
|300,000,000 <br />
|500,000,000 <br />
|7 <br />
|24<br />
|-<br />
|E175 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|E545 <br />
|Nullsec (0.0)<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|G024 <br />
|Class 2 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|H121 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|H296<br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|H900 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|I182 <br />
|Class 2 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|J244 <br />
|Lowsec<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|K329 <br />
|Nullsec (0.0)<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|9 <br />
|24<br />
|-<br />
|K346 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|L477 <br />
|Class 3 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|L614 <br />
|Class 5 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|M267 <br />
|Class 3 W-Space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|M555 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|M609 <br />
|Class 4 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|N062 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|N110 <br />
|Highsec<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|N290 <br />
|Lowsec<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|8 <br />
|24<br />
|-<br />
|N432 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|N766 <br />
|Class 2 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|N770 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|N944 <br />
|Lowsec<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|N968 <br />
|Class 3 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|O128 <br />
|Class 4 W-Space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|100,000,000 <br />
|4 <br />
|24<br />
|-<br />
|O477 <br />
|Class 3 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|O883 <br />
|Class 3 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|P060 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|Q317 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|R051 <br />
|Lowsec<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|8 <br />
|16<br />
|-<br />
|R474 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|R943 <br />
|Class 2 W-Space<br />
|750,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|S047 <br />
|Highsec<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|S199 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|S804 <br />
|Class 6 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|T405 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|U210 <br />
|Lowsec<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|U319 <br />
|Class 6 W-Space<br />
|50,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|6 <br />
|48<br />
|-<br />
|U574 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|V283 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|V301 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|V753 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|V911 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|W237 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|X702 <br />
|Class 3 W-Space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|24<br />
|-<br />
|X877 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|Y683 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|Y790 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|Z060 <br />
|Nullsec (0.0)<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|Z142 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|Z457 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|Z647 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|Z971 <br />
|Class 1 W-Space<br />
|100,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|}<br />
=== Classifications of Wormholes ===<br />
{|<br />
|Class 1, 2 and 3<br />
|This wormhole seems to lead into unknown parts of space.<br />
|-<br />
|Class 4 and 5 <br />
|This wormhole seems to lead into dangerous unknown parts of space.<br />
|-<br />
|Class 6<br />
|This wormhole seems to lead into deadly unknown parts of space.<br />
|-<br />
|Class 7<br />
|Highsec Wormhole<br />
|-<br />
|Class 8 <br />
|Lowsec Wormhole<br />
|-<br />
|Class 9<br />
|Nullsec (0.0) Wormhole<br />
|}<br />
<br />
=== Wormhole Space Designation ===<br />
<br />
{|<br />
|Class 1 <br />
|H121 <br />
|P060 <br />
|Q317 <br />
|V301 <br />
|Y790 <br />
|Z647 <br />
|Z971<br />
|<br />
|- <br />
|Class 2 <br />
|C125 <br />
|D364 <br />
|D382 <br />
|G024 <br />
|I182 <br />
|N766 <br />
|R943 <br />
|<br />
|-<br />
|Class 3 <br />
|C247 <br />
|L477 <br />
|M267 <br />
|N968 <br />
|O477 <br />
|O883 <br />
|X702<br />
|<br />
|- <br />
|Class 4<br />
|E175<br />
|M609<br />
|O128<br />
|T405<br />
|X877<br />
|Y683<br />
|Z457 <br />
|<br />
|-<br />
|Class 5<br />
|H296<br />
|H900 <br />
|L614 <br />
|M555 <br />
|N062 <br />
|N432 <br />
|N770 <br />
|V911<br />
|-<br />
|Class 6<br />
|A982 <br />
|B041 <br />
|R474 <br />
|S804 <br />
|U319 <br />
|U574 <br />
|V753 <br />
|W237<br />
|}<br />
<br />
=== Known Space Designation ===<br />
<br />
{|<br />
|Class 7 High Sec <br />
|A641 <br />
|B274 <br />
|B449 <br />
|B520 <br />
|D792 <br />
|D845 <br />
|N110 <br />
|S047<br />
|-<br />
|Class 8 Low Sec <br />
|A239 <br />
|C140 <br />
|C391 <br />
|J244 <br />
|N290 <br />
|N944 <br />
|R051 <br />
|U210<br />
|-<br />
|Class 9 Null Sec <br />
|C248 <br />
|E545 <br />
|K329 <br />
|K346 <br />
|S199 <br />
|V283 <br />
|Z060 <br />
|Z142<br />
|}<br />
<br />
=== Special Designation ===<br />
<br />
{|<br />
|Wormhole <br />
|K162 <br />
|This is the exit point of a wormhole that has been entered.<br />
|}<br />
<br />
<br />
== Wormhole Phenomena ==<br />
<br />
=== Pulsar Phenomena ===<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Shield'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Armor Resists''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Cap recharge''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Targeting range''' <br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Signature''' <br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
=== Black Hole Phenomena ===<br />
{|<br />
|'''Effects''' <br />
|'''Class 1''' <br />
|'''Class 2''' <br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Missile velocity''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Ship velocity'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100<br />
|-<br />
|'''Drone control range''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Inertia'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Lock Range'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Falloff'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
=== Cataclysmic Variable Phenomena ===<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Repair amount''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Shield transfer amount''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Shield repair'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Remote repair'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Capacitor capacity'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Capacitor recharge'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
=== Magnetar Phenomena ===<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''ECM eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''TP eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Damp eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''TD eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''AOE Velocity'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Drone Velocity'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Targeting Range'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Tracking Speed'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
=== Red Giant Phenomena ===<br />
<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Heat Damage''' <br />
|&#43;10% <br />
|&#43;19% <br />
|&#43;27% <br />
|&#43;34% <br />
|&#43;41% <br />
|&#43;50%<br />
|-<br />
|'''Overload Bonus'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Smart Bomb Range'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Smart Bomb Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
=== Wolf Rayet Phenomena ===<br />
<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Armor Resist''' <br />
|&#43;10% <br />
|&#43;19% <br />
|&#43;27% <br />
|&#43;34% <br />
|&#43;41% <br />
|&#43;50%<br />
|-<br />
|'''Shield Resist'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Small Weapon Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Signature Size'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
<br />
<br />
source: <br />
*http://www.eve-metrics.com/wormholes<br />
*http://eve.allakhazam.com/wiki/Wormholes</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Wormholes&diff=837Wormholes2009-08-20T16:00:45Z<p>Peter Strasser: /* Wormholes - General Information */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:PvE]]<br />
Wormholes are links to Wormhole or Normal Space and can be found in every system in EVE. Wormhole Space is lawless (0.0) but at times extremly rewarding. Wormhole systems contain exploration sites which are guarded by [[Sleeper|Sleeper Drone NPCs]]. Wormhole space was introduced in the Apocrypha expansion and gives pilots 2500 systems to play around in.<br />
<br />
==Wormholes - General Information==<br />
Wormholes are tranisient phenomena that allow instantaneous transit across vast distances in space.<br />
<br />
You can scan down Wormholes from anywhere within New Eden by using the System Scanner (found in the same menu as the Directional Scanner). This is done by fitting a Scan Probe Lancher and loading it with Probes. The results of the probes' findings are read on the System Scanner.<br />
<br />
Wormholes link Known Space (k-space) with Wormhole Space (w-space). K-space includes all the solarystems contained in the Star Map. If you can set a destination to it, a system is k-space, even if it is deep within nullspace (0.0).<br />
<br />
Wormholes also link separate w-space solarsystems (or pockets). There are no Stargates in w-space. Once inside w-space, wormholes are the only way to get from one system to another. ALL wormholes are randomly placed and are temporary. A given wormhole allows only a certain amount of mass to go through it before it will destabilize and close forever.<br />
<br />
If a wormhole closes and you are inside a pocket, there are only two ways to get out - find another WH or self-destruct your pod. The good news is, there's always another wormhole. The moral is, never go into w-space without a scan probe launcher and probes.<br />
<br />
Any new wormhole you find may lead to ANYWHERE (even deep 0.0) in Eve, it may also lead to another pocket deeper into w-space ([[Division 6|D6]] calls this "going deeper down the rabbit hole"). There are often several wormholes into and out of the same w-space solarsystem.<br />
<br />
A wormhole's state will be determined by two factors: Time and Mass. When it spawns, it will be open for a given time, determined by the type of the wormhole, and allow a set amount of mass through. When either variable reaches zero, the wormhole collapses forever.<br />
Every time a ship jumps through the wormhole, the mass of the ship (can be seen in the "Show Info" of the ship) will be substracted from the remaining mass limit of the wormhole.<br />
The type of wormhole can be looked up and will tell some basic attributes of the wormhole.<br />
<br />
(See [[Wormholes#Wormhole.2C_Wormhole_Size_and_Stability_Information|Wormhole Size and Stability Information]].)<br />
<br />
One side of the wormhole will always be the "exit" and is named K162. The "entrance" is the side which was first scanned down and will have the real name of the wormhole.<br />
<br />
There are three stages or states in a wormholes life:<br />
* Not Yet Disrupted (aka Pristine)<br />
* Disrupted But Not Critcally (aka Intermediate)<br />
* Critcial.<br />
You can tell the state of the wormhole you are about to enter by right-clicking and selecting "Show Info". A pristine wormhole has not yet had 60% of its alotted mass pass through it. An Intermediate wormhole has between 40% and 10% of its alotted mass left. A Critical wormhole has less than 10% of its alotted mass left. Be very sure you want to jump through any Critical wormhole.<br />
<br />
Some spawn mechanics of a wormhole follow some rules, while other are completly random.<br />
When a wormhole spawns, the wormhole is only an entry in your scanner and the destionation of that wormhole is not set. The destinaton is determined randomly the moment the first player lands on Grid with the wormhole. If that happens the corresponding "exit" of the wormhole is spawned in another system and the link between the 2 systems is established. This can be used to some advantage in gathering information.<br />
If you find a wormhole and warp to it, and it is named K162 it means that someone else already found that wormhole from the other side.<br />
This is strategical important if you have more then one wormhole in a W-Space System and want to determine if the system possible already have other visitors.<br />
On the other end, if you just collapsed the last remaining wormhole in a W-Space system and want to be alone for a while, you can scan down and bookmark the newly spawned wormhole, but not warp to it. The link between the system is never established. However be aware that this will not be a save procedure to lock other players out, since a new "exit" of another wormhole can spawn at any time in your system.<br />
<br />
You can jump at any time through a wormhole, the normal combat rules for jumping through a Stargate do not apply. This means you can jump through a wormhole even if you just initiated combat.<br />
You can make at maximum 2 jumps through a wormhole in 4 minutes. When you try to jump a third time through a wormhole inside those 4 minutes, you will receive a message that will inform you how long you have to wait before you can jump again. Be extremly wary with this if you initiate combat and try to outmaneuver your opponent by jumping repeatly through a wormhole.<br />
<br />
==Wormhole Systems - General Information==<br />
<br />
All W-Space solarsystems are null sec (0.0), even the ones you enter from empire. This means anyone can shoot at you at any time with no response from Concord. You're on your own. PvP is only one cloaky ship away whether you want it or not. Prepare accordingly.<br />
<br />
Every W-Space systems difficulty is identified through the class of the Wormhole leading to it. The class can range from 1 (easy) to 6 (insanely hard). See Wormhole information sheet below.<br />
Another way to identify the W-Space systems class is to look up the Locus Signature of the system in a system database like http://www.ellatha.com/eve/WormholeSystemslist.asp<br />
<br />
The only possibility to enter a W-Space system is through wormholes, it is not possible to cyno ships in or out, nor is it possible to clone jump into W-Space.<br />
<br />
It is extremely possible to get stuck in W-space, if your Wormhole closes you will have to find another one via scanning, if your scanner ship isn't in W-space with you then you will be stuck and a petition to a GM will NOT get you out. You have 2 choices if you end up stuck and unable to scan down a Wormhole from within W-Space.<br />
* Self destruct<br />
* Wait until other players come in and hope they are nice enough to gang you and let you warp to them and allow you to leave via the Wormhole they came in on.<br />
There are around 2500 W-Space systems, so there is plenty of space to get lost.<br />
W-space can NOT be found in the EVE map, so you will not see where you are, you can however bookmark things the normal way.<br />
<br />
Every W-Space System can spawn multiple exploration sites which can be scanned down with probes and the System Scanner.<br />
Those sites are guarded by the remnant drones of the now vanished [[Sleeper]] race, which have a better AI then normal NPCs and can prove to be very difficult opponents.<br />
<br />
The sites can be broken down into cosmic anomalies and cosmic signatures.<br />
Cosmic Anomalies are the equivialent of K-Space combat sites and can be found without probes via the System Scanner. Just warp to a planet and start the scan, if you havent found one, warp to another planet and repeat the process. Some cosmic anomalies can be heavily guarded, so be carefull if you warp to one.<br />
<br />
Cosmic Signatures are again broken down in 5 types:<br />
<br />
*Ladar - Those Sites will contain gas clouds, which can be harvested through a Gas Harvester. The gas is needed in [[Tech_3_Production|Tech 3 production]] and is lightly guarded.<br />
*Radar - Radar Sites will contain locked containers, containing items like datacores, which can be unlocked through Hacking. Sometimes there will be a Talocan ship wreck, which can be salvaged and will drop ancient hull sections for Tech 3 Ships. The sites are heavily guarded.<br />
*Magnetometric - Those sites will contain ancient relics in containers, which have to be opened through an Analyzer. Mag Sites are heavily guarded.<br />
*Gravimetric - A grav site contains asteroids which can be mined. In higher class Wormholes the sites can contain enough ore to keep a dozen Hulks busy for days. A grav site can contain every known ore (even Mercoxit) and is lightly guarded.<br />
*Unknown - A unknown site is always another Wormhole and is not guarded by [[Sleepers]] (though maybe by players).<br />
<br />
In higher class wormholes it may happen that additional [[Sleeper]] reinforcements will spawn after you already are mining, gas harvesting or salvaging for a time. So be prepared and never go AFK while at a site.<br />
<br />
All sites have a maximum life time which seem to range from 24-72 hours after they are found. The despawn timer of a site which was not warped to seems to be much higher. If a site despawns, either through completion of the site or expired time, the site will randomly respawn in other system of the same constellation as the W-Space system. This can lead to extreme rich systems where 20 or more cosmic signatures or anomalies are found. The downside of this is that a W-Space system which is farmed over and over again, will be nearly barren of signatures and anomalies because the sites will amass in other, not visted systems.<br />
<br />
Exceptions of these rules are wormholes. Every W-Space system will have at any time at least one wormhole, their despawn timers are set through the type of the wormhole. If the last wormhole in a W-Space system despawns the "default" wormhole of the system will spawn nearly instantly. This wormhole will mostly have the same name, ie same mass and time limit though the destination will still be random.<br />
Some W-Space systems will have a "default" wormhole which leads only to other W-Space systems. Those systems, called Hubs, will rarely connect to K-Space and can be used for extended W-Space operations.<br />
<br />
You can anchor a POS in W-Space, however there are no ice belts in W-Space nor is ice found in the grav sites, which means you have to import the POS fuel from K-Space. A POS, correctly set up, is very hard to destroy in W-Space and in some classes (1 to 2) nearly impossible since the mass limit of the wormholes does not allow many capital ships in. It is not possible to bring Motherships or Titans through a wormhole due to their high mass. Though unconfirmed and only rumored a POS in a class 6 system can attract a [[Sleeper]] Dreadnaught which will raze the POS (even DeathStars) to the ground and is extremly tough to defeat.<br />
<br />
== Wormhole, Wormhole Size and Stability Information ==<br />
Wormhole Information<br />
More and more information is gathered by the exploring EVE Pilots over time. I try to put this information together on this page, and keep it updated.<br />
This table shows the characteristics of a Wormhole. K162 is the generic exit name of a Wormhole, jump to the other side to get the ‘real’ type of the Wormhole. Of course, this information gives no guarantee whatsoever; the information can be more random than we anticipate and/or CCP might change it overnight !<br />
<br />
{| class="table"<br />
!Wormhole Type <br />
!Leads to<br />
!Total Mass Allowed (Kg) <br />
!Max Individual Mass (Kg) <br />
!Mass Regeneration (Kg/day) <br />
!Wormhole Classification<br />
!Max Stable Time (Hours) <br />
|-<br />
|A239 <br />
|Lowsec<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|A641 <br />
|Highsec<br />
|2,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|7 <br />
|16<br />
|-<br />
|A982 <br />
|Class 6 W-space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|B041 <br />
|Class 6 W-space<br />
|5,000,000,000 <br />
|300,000,000 <br />
|500,000,000 <br />
|6 <br />
|48<br />
|-<br />
|B274 <br />
|Highsec<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|B449 <br />
|Highsec<br />
|2,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|7 <br />
|16<br />
|-<br />
|B520 <br />
|Highsec<br />
|5,000,000,000 <br />
|300,000,000 <br />
|500,000,000 <br />
|7 <br />
|24<br />
|-<br />
|C125 <br />
|Class 2 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|C140 <br />
|Lowsec<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|C247 <br />
|Class 3 W-space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|C248 <br />
|Nullsec (0.0)<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|9 <br />
|24<br />
|-<br />
|C391 <br />
|Lowsec<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|8 <br />
|24<br />
|-<br />
|D364 <br />
|Class 2 W-space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|D382 <br />
|Class 2 W-space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|D792<br />
|Highsec<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|D845 <br />
|Highsec<br />
|5,000,000,000 <br />
|300,000,000 <br />
|500,000,000 <br />
|7 <br />
|24<br />
|-<br />
|E175 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|E545 <br />
|Nullsec (0.0)<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|G024 <br />
|Class 2 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|H121 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|H296<br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|H900 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|I182 <br />
|Class 2 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|J244 <br />
|Lowsec<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|K329 <br />
|Nullsec (0.0)<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|9 <br />
|24<br />
|-<br />
|K346 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|L477 <br />
|Class 3 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|L614 <br />
|Class 5 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|M267 <br />
|Class 3 W-Space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|M555 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|M609 <br />
|Class 4 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|N062 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|N110 <br />
|Highsec<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|N290 <br />
|Lowsec<br />
|5,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|8 <br />
|24<br />
|-<br />
|N432 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|N766 <br />
|Class 2 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|N770 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|N944 <br />
|Lowsec<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|N968 <br />
|Class 3 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|O128 <br />
|Class 4 W-Space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|100,000,000 <br />
|4 <br />
|24<br />
|-<br />
|O477 <br />
|Class 3 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|O883 <br />
|Class 3 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|3 <br />
|16<br />
|-<br />
|P060 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|Q317 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|R051 <br />
|Lowsec<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|8 <br />
|16<br />
|-<br />
|R474 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|R943 <br />
|Class 2 W-Space<br />
|750,000,000 <br />
|300,000,000 <br />
|0 <br />
|2 <br />
|16<br />
|-<br />
|S047 <br />
|Highsec<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|7 <br />
|24<br />
|-<br />
|S199 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|S804 <br />
|Class 6 W-Space<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|T405 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|U210 <br />
|Lowsec<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|8 <br />
|24<br />
|-<br />
|U319 <br />
|Class 6 W-Space<br />
|50,000,000,000 <br />
|1,800,000,000 <br />
|500,000,000 <br />
|6 <br />
|48<br />
|-<br />
|U574 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|V283 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|1,000,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|V301 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|V753 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|V911 <br />
|Class 5 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|5 <br />
|24<br />
|-<br />
|W237 <br />
|Class 6 W-Space<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|6 <br />
|24<br />
|-<br />
|X702 <br />
|Class 3 W-Space<br />
|1,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|3 <br />
|24<br />
|-<br />
|X877 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|Y683 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|Y790 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|Z060 <br />
|Nullsec (0.0)<br />
|1,000,000,000 <br />
|20,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|Z142 <br />
|Nullsec (0.0)<br />
|3,000,000,000 <br />
|1,350,000,000 <br />
|0 <br />
|9 <br />
|24<br />
|-<br />
|Z457 <br />
|Class 4 W-Space<br />
|2,000,000,000 <br />
|300,000,000 <br />
|0 <br />
|4 <br />
|16<br />
|-<br />
|Z647 <br />
|Class 1 W-Space<br />
|500,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|-<br />
|Z971 <br />
|Class 1 W-Space<br />
|100,000,000 <br />
|20,000,000 <br />
|0 <br />
|1 <br />
|16<br />
|}<br />
=== Classifications of Wormholes ===<br />
{|<br />
|Class 1, 2 and 3<br />
|This wormhole seems to lead into unknown parts of space.<br />
|-<br />
|Class 4 and 5 <br />
|This wormhole seems to lead into dangerous unknown parts of space.<br />
|-<br />
|Class 6<br />
|This wormhole seems to lead into deadly unknown parts of space.<br />
|-<br />
|Class 7<br />
|Highsec Wormhole<br />
|-<br />
|Class 8 <br />
|Lowsec Wormhole<br />
|-<br />
|Class 9<br />
|Nullsec (0.0) Wormhole<br />
|}<br />
<br />
=== Wormhole Space Designation ===<br />
<br />
{|<br />
|Class 1 <br />
|H121 <br />
|P060 <br />
|Q317 <br />
|V301 <br />
|Y790 <br />
|Z647 <br />
|Z971<br />
|<br />
|- <br />
|Class 2 <br />
|C125 <br />
|D364 <br />
|D382 <br />
|G024 <br />
|I182 <br />
|N766 <br />
|R943 <br />
|<br />
|-<br />
|Class 3 <br />
|C247 <br />
|L477 <br />
|M267 <br />
|N968 <br />
|O477 <br />
|O883 <br />
|X702<br />
|<br />
|- <br />
|Class 4<br />
|E175<br />
|M609<br />
|O128<br />
|T405<br />
|X877<br />
|Y683<br />
|Z457 <br />
|<br />
|-<br />
|Class 5<br />
|H296<br />
|H900 <br />
|L614 <br />
|M555 <br />
|N062 <br />
|N432 <br />
|N770 <br />
|V911<br />
|-<br />
|Class 6<br />
|A982 <br />
|B041 <br />
|R474 <br />
|S804 <br />
|U319 <br />
|U574 <br />
|V753 <br />
|W237<br />
|}<br />
<br />
=== Known Space Designation ===<br />
<br />
{|<br />
|Class 7 High Sec <br />
|A641 <br />
|B274 <br />
|B449 <br />
|B520 <br />
|D792 <br />
|D845 <br />
|N110 <br />
|S047<br />
|-<br />
|Class 8 Low Sec <br />
|A239 <br />
|C140 <br />
|C391 <br />
|J244 <br />
|N290 <br />
|N944 <br />
|R051 <br />
|U210<br />
|-<br />
|Class 9 Null Sec <br />
|C248 <br />
|E545 <br />
|K329 <br />
|K346 <br />
|S199 <br />
|V283 <br />
|Z060 <br />
|Z142<br />
|}<br />
<br />
=== Special Designation ===<br />
<br />
{|<br />
|Wormhole <br />
|K162 <br />
|This is the exit point of a wormhole that has been entered.<br />
|}<br />
<br />
<br />
== Wormhole Phenomena ==<br />
<br />
=== Pulsar Phenomena ===<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Shield'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Armor Resists''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Cap recharge''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Targeting range''' <br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Signature''' <br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
=== Black Hole Phenomena ===<br />
{|<br />
|'''Effects''' <br />
|'''Class 1''' <br />
|'''Class 2''' <br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Missile velocity''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Ship velocity'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100<br />
|-<br />
|'''Drone control range''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Inertia'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Lock Range'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Falloff'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
=== Cataclysmic Variable Phenomena ===<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Repair amount''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Shield transfer amount''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Shield repair'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Remote repair'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Capacitor capacity'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Capacitor recharge'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
=== Magnetar Phenomena ===<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''ECM eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''TP eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Damp eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''TD eff'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''AOE Velocity'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Drone Velocity'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Targeting Range'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Tracking Speed'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
=== Red Giant Phenomena ===<br />
<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Heat Damage''' <br />
|&#43;10% <br />
|&#43;19% <br />
|&#43;27% <br />
|&#43;34% <br />
|&#43;41% <br />
|&#43;50%<br />
|-<br />
|'''Overload Bonus'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Smart Bomb Range'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Smart Bomb Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
=== Wolf Rayet Phenomena ===<br />
<br />
{|<br />
|'''Effects'''<br />
|'''Class 1'''<br />
|'''Class 2'''<br />
|'''Class 3''' <br />
|'''Class 4''' <br />
|'''Class 5''' <br />
|'''Class 6'''<br />
|-<br />
|'''Armor Resist''' <br />
|&#43;10% <br />
|&#43;19% <br />
|&#43;27% <br />
|&#43;34% <br />
|&#43;41% <br />
|&#43;50%<br />
|-<br />
|'''Shield Resist'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|-<br />
|'''Small Weapon Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|-<br />
|'''Signature Size'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
<br />
<br />
source: <br />
*http://www.eve-metrics.com/wormholes<br />
*http://eve.allakhazam.com/wiki/Wormholes</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Varius_Arcturus%27_Overview_Guide&diff=836Varius Arcturus' Overview Guide2009-08-20T15:24:55Z<p>Peter Strasser: /* What is Varius Arcturus' Overview Guide? */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:PvE]]<br />
[[Category:PvP]]<br />
===What is Varius Arcturus' Overview Guide?===<br />
<br />
VA's Overview Guide is a step-by-step PDF guide, designed to teach new players how to set up their own overviews in EVE Online.<br />
<br />
The guide contains a full walkthrough of how to set up a complete overview from start to finish, with the following presets:<br />
<br />
* PvP <br />
* PvP + Drones <br />
* PvP Travel <br />
* PvP Travel w/o Neutrals <br />
* Missioning and Mining <br />
* Fleetmates Only <br />
* Pod Saver<br />
<br />
===What's new in version 1.5?===<br />
<br />
Fixed up a few typos that could potentially lead to people selecting the wrong overview settings at the wrong time. <br />
<br />
Changed important reference pictures to be the same at the start as later on in the guide. <br />
<br />
Added a few notes from usage of these settings for a while.<br />
<br />
===Download links===<br />
<br />
[http://go-dl1.eve-files.com/media/corp/Zelbinion/Varius_Arcturus_Overview_Guide_1.5.pdf Click here to download the guide via EVE-files.com. (3.1 MB PDF)]<br />
<br />
[http://rapidshare.com/files/247560105/Varius_Arcturus__Overview_Guide_1.5.pdf Click here to download the guide via RapidShare. (3.1 MB PDF)]<br />
<br />
===Posting feedback===<br />
<br />
If you have access to the EVE University forums, please take the time to visit [http://www.eve-ivy.com/forum/viewtopic.php?t=16571 this page] and post your thoughts.</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Ship_Class_Tactical_Overview&diff=828Ship Class Tactical Overview2009-08-19T20:51:22Z<p>Peter Strasser: </p>
<hr />
<div>[[Category:PvP]]<br />
<br />
This Overview is designed to give a brief synopsis of the uses of each ship class in PvP.<br />
<br />
==Frigate Class Ships==<br />
<br />
=== T1 Frigates === <br />
These will generally just be tacklers. Point, web, speed mod, overdrives etc in lows & mids, irrelevant dps or nos etc in highs.<br />
Notable exceptions: Rifter<br />
The rifter is one of the best combat T1 frigs, and by most people even considered THE best. In a dogfighting fit with ACs, ab, web and scram, it can take on most other frigs and even some larger targets and win (watch out for the taranis and all the AF's though). Punisher and Incursus are the Amarr and Gallente equivalents, but they don't quite reach the level of the Rifter.<br />
<br />
=== T2 Frigates ===<br />
====Interceptors (Inty / 'ceptor) ====<br />
These are the primary tacklers in anything but 0.0 (where dictors and hics take over). They have the highest scan resolution of any class, and only Vigils (Minmatar EW frig) can match their speed. Their main purpose is tackling, and that's what they do best, but many interceptors can also be refit to be effective combat ships in an interceptor only gang. Their firepower and tank will be low compared to other types of ships, but they have the advantage of very high speed (even when tank & gank fitted) and awesome agility.<br />
<br />
==== Covert Ops ====<br />
They can warp cloaked, used as scouts and for probing stuff down. Can also be used for tackling stuff it has scouted/probed out, but that's only for experienced people that know what they can and can't hold long enough for help to arrive, and what targets are worth the risk.<br />
<br />
==== Stealth Bombers (SB) ==== <br />
Super high dps/alpha frigates that can warp cloaked and doesn't have a sensor recalibration delay after decloaking. In 0.0, they can also launch bombs (basically a large, higher damage smartbomb). They have trouble hitting small targets with their torpedoes though.<br />
<br />
==== Electronic Attack Ships (EAS) ==== <br />
These very alot from race to race. Basically, they are frigate sized version of the combat recons that will be described below.<br />
<br />
==== Assault Ships (AS / AF) ==== <br />
High tank, usually high dps frigates. If you get tackled by one of theese, you're generally not going anywhere, they're a pain to get rid of when properly fitted. The disadvantage compared to interceptors is that they're slower, and usually sacrifice their MWD and fit an AB instead to be able to survive longer after getting the target tackled.<br />
<br />
== Destroyer Class Ships ==<br />
<br />
=== T1 Destroyers === <br />
Anti-frig ships. Very good tracking, lots of small guns, however their tank is frig level, while they're almost as big as a cruiser. They die extremely fast, and are considered useless by many.<br />
<br />
=== T2 Destroyers: Interdictors (Dictor) === <br />
Theese are useless in high and low sec, however, when they get into 0.0, they become one of the most important ships available. Their role is launching warp disruption probes, usually called bubbles. Those probes create a warp disruption field in a 20km radius from the probe, and inside that field, nothing can warp, nomatter how many stabs they fit. Anyone trying to warp to a spot withing 150 (iirc) km of the edge of the bubble will be pulled to the edge of it, although only if the bubble is in line between the 2 objects that the ship is warping between. Interdictors and HICs (heavy interdictor) are the only ships that can tackle titans and motherships. <br />
<br />
== Cruiser Class Ships == <br />
<br />
=== T1 Cruisers ===<br />
Can have many roles, from mining and logistics (osprey, auguror, scythe, exequror) and EW (blackbird, bellicose, arbitrator, celestis) to pure dps (the rest basically).<br />
<br />
=== T2 Cruisers ===<br />
==== Recon Ships ==== <br />
Theese come in 2 cathegories, combat recons and force recons. Force recons can fit a covert ops cloak and therefore warp cloaked, while the combat recon is generally better suited for the actual combat part, either trough stronger tank, higher dps or simply better range for their EW.<br />
Their main purpose is EW, but what they use vary from race to race.<br />
<br />
Amarr:<br />
Drones for dps, strongly bonused neuts in the highs, tracking disruptor bonus for reducing incomming damage. The force recon, pilgrim, does not get a range bonus and is therefore limited to roughly 12km range with its neuts, while the curse reach about 36km with recon 5 and best named/T2 neuts.<br />
<br />
Minmatar:<br />
Extreme range webs (normal T2 reach about 40km with recon 5 without overheating) and strength bonused target painters. No big difference between the combat recon, huginn, and the force recon, rapier, except for the cloak.<br />
<br />
Caldari:<br />
ECM only. They can break all locks a hostile ship has and keep them from starting to lock anything again for 20 seconds, however, it's chance based and depends on luck. The rook can fit 5 missile launchers and a full flight of light drones, the falcon can cloak, but only get 3 guns and 2 drones.<br />
<br />
Gallente:<br />
Sensor dampening and warp disruptor/scrambler range bonus. Recon 5 give 18km scram range and 48km disruptor range without overheating (for T2 mods). Just like with minmatar, there's no big difference between the cloaky arazu and the lachesis.<br />
<br />
==== Heavy Assault Ships (HAC) ==== <br />
Extremely versatile and powerful ships. They combine high speed and agility with either high dps and decent tank when in a close range setup, or very long range where only sniper battleships will be able to fire back, while still offering good dps and ok buffer when in a LR setup.<br />
<br />
==== Heavy Interdictors (HIC) ==== <br />
With the exception of some T3 cruiser setups, theese will have batter tank then any other cruiser, and match that of most battleships. Their dps is extremely low, but their role is tackling. <br />
<br />
In 0.0 they can create a 12-20 km radius warp disruption field similar to what the light interdictor create, however, while the light interdictor can launch its bubble and then get out, and the bubble will stay there for 2 minutes anyway, the HIC has to stay where it want its bubble to be, and while the bubble is up (30 second cycle time), it can not be remote repped, and while its normal speed remain the same, afterburners and microwarpdrives will have reduced effect. <br />
<br />
They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped, and if the enemy starts shooting the bubbling hic, it can drop its bubble and be repped back up again while the second hic put up its bubble instead. <br />
<br />
The bubble can not be used in low or high sec, however, the bubble mod comes with a script. <br />
<br />
The script increase the range of the point by 50% and allows it to be used in empire, but it comes at a price: It no longer create a bubble, but instead act like a normal warp disruptor, with the difference that no amount of stabs the target has. Scripting it also removes all penalties caused by using it, except for the can't be RRd part, and make it use more cap/s, even though the cycle time is now only 6 seconds and it use less cap/activation. <br />
<br />
If you see a hic in empire that seem to have its bubble up, don't worry though, it's just a graphical bug caused by loading the grid after the point was activated, it doesn't create an actual bubble. Theese are the only ships that can tackle super caps in low sec (well, in high sec too I guess, but super caps can't go there, and it has never been possible to get one in there afaik).<br />
<br />
==== Logistics ==== <br />
Each race do it a bit differently here, but overall, theese ships are supposed to increase the survivability of the fleet in 1 way or another. <br />
<br />
Gallente and Amarr repair armour, Caldari and Minmatar repair shields. <br />
<br />
Amarr and Caldari gain 2 high slots compared to Minmatar & Gallente, but lose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that Gallente and Minmatar have. What this means is that Guardian (Amarr) and Basilisks (Caldari) usually use either one (Logistics V) or two (Logistics IV, don't fly a logi ship with less than that) large energy transfers in their extra highs to create cap from nowhere and some ECCM, tank and speed in the low/mid slots, which means they have to operate in groups of at least two ships, and if any of them get jammed, they both become practically useless since one is obviously jammed and can't do anything, while the other is no longer recieving the cap it needs to keep operating from its buddy. <br />
<br />
Scimitar (Minmatar) and Oneiros (Gallente) doesn't have this weakness since they rely on CCC rigs and cap power relays/cap rechargers to keep themselves running with their extra lows and mids, however, that internal cap is not enough to run as many reppers as the cap transfering logistics ships. Scimitars / Oneiros can usually run three reppers with logi 4, and four reppers with logi 5, while Basilisks / Guardians can run 4 reppers with logistics 5 and 5 reppers with logistics 5, while also keeping a stronger tank.<br />
<br />
=== T3 Cruisers: Strategic Cruisers === <br />
You can't get more versatile then this. Depending on what subsystems you put on it, it can basically do anything except for bubbling. With the right sub system, you can even become immune to bubbles (but you can still e tackled by hics with the script in and normal disruptors/scrams, which is a unique ability that no other ship has. They can be fitted to use their racial warfare links with an even stronger bonus then fleet command ships (described below), but it can only fit 1 link by default. However, by fitting 2 command processors, that can be increased to 3.<br />
<br />
== Battlecruiser Class Ships ==<br />
<br />
=== T1 Battlecruiser (BC) ===<br />
Very good mix between gank, tank, agility, speed and cost. Usually short range fitted (especially harbingers due to the awesome scorch), although some people that can't afford/can't fly a hac use them with a long range fit. <br />
<br />
HACs are way better for that role though, with better dps and range, so experience pilots usually do not have a reason to use a LR fit on it since most of them can also fly hacs, and therefore only use the BCs for close range stuff. They also have the ability to fit a single warfare link, which can give extra bonuses to your gang. I'll describe this more closely in the next section.<br />
<br />
=== T2 Battlecruisers ===<br />
==== Command Ships (CS) ==== <br />
These come in two classes, field command ships, which are basically just a stronger version of the T1 BC with a bit more dps and tank and better resists, and fleet command ships. Fleet command ships get a bonus to their racial warfare links, and in general have extremely good tanks with great resists. The racial links are: Armour for Amarr, Shield for Caldari, Skirmish for Minmatar and Information for Gallente, and there are 3 types of links in each class. If the command ship is in a leadership position in the fleet, everyone below him in the command chain (including normal members) get the following bonus, assuming the command chain is complete (for example, if the CS is wing commander, and there are no squad commanders, or more squads then the CS can handle with its current wing commander level, no bonuses will be applied.<br />
<br />
Armour/Shield links:<br />
# Armour/shield resist bonus (stacking penalized with resist mods on the ship)<br />
# Armour/shield repper (both local and remote) cycle time reduction<br />
# Armour/shield repper (both local and remote) cap use reduction (combine 2 and 3 to get RRs with lower cycle time, but same cap use as before)<br />
<br />
Skirmish:<br />
# Increase speed mod of afterburners and MWDs, so you go faster with them activated.<br />
# Increase the range of warp disruptors/scramblers and webs. HIC points do not receive this bonus.<br />
# Lower signature radius of all ships in gang, making them harder to hit and lock.<br />
<br />
Information:<br />
# Boost the strength EW mods, like ecm and damps<br />
# Increase range of EW mods<br />
# Increase sensor strength (make it harder to jam them, I think it's stacking penalized with ECCM)<br />
<br />
The links themselves only give a 2 or 3% boost, but that can be increased ALOT by training relevant skills, fitting it on the fleet command ship (or a T3 ship with the proper subs, as described above, or to a titan, described below), and by using the racial mind link implant. With all that taken into account, a 2% bonus is increased to 26%, and a 3% bonus become a 39% bonus. That probably make it obvious why fleet command ships can have such a huge impact on the outcome of the battle, despite doing very low dps.<br />
<br />
== Battleship Class Ships ==<br />
<br />
=== T1 Battleship (BS) === <br />
You can't get heavier then this and still stay in sub capital ships, although there are ofcourse variotions. Great buffer tanks, very high dps when close range fitted for close range fitted ones, the best range in the game, while still maintaining good dps when long range fitted (usually apoc, mega, maelstrom/tempest and rokh, however, mega and mael/tempest can also be close range fitted and still perform better/as well as the other BS of their race). One notable exception here: The caldari scorpion, which is the only T1 EW BS, and use ecm. The weakness here is low speed and agility combined with slow lock speed and bad tracking, so it's hard to force an opponent in smaller ships to engage if the odds are in your favour, or to actually kill them since you'll be missing alot if you do get a fight.<br />
<br />
=== T2 Battleships ===<br />
==== Marauders ====<br />
Theese are basically PVE only ships. Decent dps and good local tank, but in PVP you generally want a buffer tank instead, and marauders have very low sensor strength, making them easy to jam. However, the paladin and kronos can be situationally useful if you really need a target webbed down as much as possible, and don't mind using a ship worth over half a bill that's not insurable since they both get a 50% bonus to web strength, so a T2 web reduce the targets speed by 90%. I've only seen this used by one person, and that was on the Tama station since it's a kickout to prevent people from getting back in dock range, and that was with carrier support just in case.<br />
<br />
==== Black Ops (BO) ====<br />
Theese are the bi brothers of the recon ships, however, while they do get bonus to how fast they more while cloaked (which actually means that they'll move faster when cloaked then when not cloaked with the BO skill at a decent level), but they cost about 700m or so before fittings, so they're not really worth the risk of bringing it into combat. Despite that though, they do have a very useful role to play in PVP: the covert jump bridge. Covert cyno fields can now be lit even in cyno jammed 0.0 systems and doesn't appear as a beacon in the entire system like a normal cyno, and a black ops can then lock on to that field and create a bridge to it, which then allows other cov ops ships (aka any ship that get a bonus to cloaking, except T3 cruiser with the cloaking sub) to right click the BO and click jump to the system the bridge was set up to, so it basically become a 1 way stargate.<br />
<br />
<br />
== Capital Ships ==<br />
Capital ships, aka dreads, carriers, motherships, titans and rorquals (although the last one isn't a combat ship) can't use gates, and the motherships+titans can't even dock. Instead they use their own jump drive to travel around, but in order to do that, they require fuel (racial isotopes, helium for amarr, oxygen for gallente and the rorqual, nitrogen for caldari and hydrogen for minmatar) and a cynosural field to jump to. Those cyno fields can be created in 2 ways, either by anchoring and onlining a cyno gen pos mod which will always be online and available for use for the corp/alliance the POS belongs to, however it requires the corp/alliance to have sov 3 there before it can be used, and it's impossible to have both that and a cyno jammer, which also require sov 3, online in the same system. Jump freighters and black ops also require a cyno field to use their jump drive, but they have the ability to use gates aswell, and black ops can lock on to a covert cyno field too, which is an unique ability for them.<br />
<br />
=== Dreadnoughts (Dread) ===<br />
If you want pure dps, this is as good as it gets. Dreads do amazing damage, which can reach almost 5k dps when in siege even in a long range fit. When not sieged though, the generally just match a BS. Their tracking though is extremely bad, so they can basically only hit other caps and POSs/outposts, unless the target isn't moving at all. The exception is the moros, which get an awesome 50%/level bonus to drone damage and hitpoints, so the drones are lethal for any size of ships, but especially frigs. 5 T2 warriors with a 250% damage bonus before counting drone interfacing and stuff like that will kill any frig, except possibly for an AF (but that will die pretty fast too), in almost no time at all. <br />
<br />
The effects of the siege mod, which only dreads can fit, when activated, are:<br />
* -75% scan res<br />
* +625% damage mod<br />
* -92.5% tracking<br />
* -60% explosion velocity<br />
* -100% speed<br />
* +100% shield boost/armour rep amount<br />
* -50% shield booster/armour rep cycle time<br />
* Can't be remote repped<br />
* Immunity to EW<br />
* Max amount of targets lockable set to 2<br />
<br />
Cycle time is 10 minutes and require 500 - (level of tactical weapon reconfiguration skill)*50 strontium clathrates (stront), during that time you can't move in any way, not even by warping/jumping out.<br />
<br />
=== Carriers ===<br />
Theese are giant logistics platforms. They have the ability to store 1.000.000 m3 of [b]assembled[/b] ships in their ship maintenance bay so that people that loose their ship can quickly pick up a new one, and other ships from your corp (or fleet if you have configured your carrier for that) can use you to refit in space. They get a 50%/level range bonus to 2 of the following, varying depending on which racial carrier it is: Capital energy transfer, capital shield transporter or capital remote armour repairers. The amarr archon get cap transfer and armour rep, the gallente thanathos and minmatar nidhoggur get shield and armour and the caldari chimera get cap transfer and shield. In addition to that, all carriers get an additional 5%/level bonus to the following: the chimera and archon get a resist bonus (armour for archon, shield for chimera), the nidhoggur get a capital remote rep amount bonus and the thanathos get a fighter damage bonus. All carriers get the ability to control one extra drone in addition to the normal 5/level of racial carrier and the ability to use fighters. They can't fit any guns or launchers at all, so the high slots are usually used for neuts, smartbombs (drone/small ship defense) and remote reps.<br />
However, just like dreads, carriers also get a special module that only they and their bigger brother, the motherships, can fit (10 minute cycle): the triage module. <br />
<br />
The effects of it are:<br />
* -100% speed<br />
* -100% amount of drones controllable<br />
* +900% scan res<br />
* +4 max targets<br />
* +100% shield boost/armour rep amount (both local and remote)<br />
* -50% shield booster/armour repper cycle time (both local and remote)<br />
* +100% remote hull rep/cap transfer amount<br />
* -50% remote hull rep/cap transer cycle time<br />
* +9999900% EW cap use (all EW mods will therefore take more cap then the ship could ever get, making them impossible to use)<br />
* Immune to EW<br />
* Can't be remote repped<br />
* Can't jump out or warp away<br />
<br />
The triage mod also use stront, just like the siege mod, and the same amount, although Tactical logistics reconfiguration is used instead to reduce stront use.<br />
Carriers and motherships can also use warfare links, but just like with battlecruisers and field command ships, they don't get a ship bonus to strength.<br />
<br />
=== Motherships (MS) ===<br />
Basically just a larger carrier with more slots and cap etc. It gets +3 drones/carrier level instead of 1, but it can't dock and it has shorter jump range. However, it's always immune to EW even when not in triage. It can also use a clone vat bay which can hold jump clones, but I'm not sure how that actually work, and it is very rarely used. They can only be tackled by dictors and HICtors (well, and anchorable bubbles I guess, but that's not practical due to the anchoring time required before they activate.<br />
<br />
=== Titans ===<br />
Like motherships, they are immune to EW and can only be tackled by dictors and hics. They're all able to fit and activate the largest and most lethal smartbomb in the game: a doomsday device, which does 70313 damage with max skills, but can only be fired once/hour, cost 75k racial isotopes to activate, and prevents the titan from using its jump drive for 10 minutes. Activating it takes 15 seconds, so you have some time to get out before the damage is applied, and the range of it is 250 km (aka the hard coded max lock range, nothing can do damage at longer range then that). Titans also have a jump bridge, which works in a similar way to the cov ops jump bridge described above that the black ops use, but this one can bridge any type of ship, has longer range and can only lock on to normal cynos, not cov ops ones. They have bonuses to their racial capital weapons, but no sane titan pilot actually use them. Titans are fitted with (officer where available) neuts, smartbombs, cap rechargers, agility mods and both armour and shield resist mods (to make the reps that will be comming in from the triaged carriers that will quickly be jumped in if the titan gets tackled more effective, this is basically the only exception to "don't tank both shields and armour" rule). Some even include a 100mn MWD, but I'm not sure how common that is. However, every titan should have its racial doomsday device and a jump portal generator fitted in the highs at the very least. Atleast in PL, they are usually used for bridging people around, but when it's time to bring them into combat and doomsday someone, the general tactic is to have dictors and HICs bubble the hostile fleet so it can't escape when they see the titans land and the doomsdays start to go off, while a cyno ship set up a cyno at range from the fight (not sure if there's any prefered range for that, probably situational), but anyway, the titans jump in there and activate their doomsday while aligning out and then warp out to a safe spot immediately after the doomsday goes off and cloak up there until their 10 minute no jumping timer has expired.<br />
<br />
== Capital Industrial Ships: Rorqual ==<br />
This ship is primarily intended for mining support with its huge tractor beam range and speed, ability to fit bonused mining leadership links and ability to compress ore. However, it does have a 50%/level range bonus to capital shield transfers, and a 20%/level drone damage bonus, so while it's not intended as a PVP ship, some people have been known to use it for that.</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Ship_Class_Tactical_Overview&diff=827Ship Class Tactical Overview2009-08-19T20:39:43Z<p>Peter Strasser: /* T2 Frigates: Interceptors (Inty / 'ceptor) */</p>
<hr />
<div>[[Category:PvP]]<br />
<br />
This Overview is designed to give a brief synopsis of the uses of each ship class in PvP.<br />
<br />
==Frigate Class Ships==<br />
<br />
=== T1 Frigates === <br />
These will generally just be tacklers. Point, web, speed mod, overdrives etc in lows & mids, irrelevant dps or nos etc in highs.<br />
Notable exceptions: Rifter<br />
The rifter is one of the best combat T1 frigs, and by most people even considered THE best. In a dogfighting fit with ACs, ab, web and scram, it can take on most other frigs and even some larger targets and win (watch out for the taranis and all the AF's though). Punisher and Incursus are the Amarr and Gallente equivalents, but they don't quite reach the level of the Rifter.<br />
<br />
=== T2 Frigates: Interceptors (Inty / 'ceptor) ===<br />
These are the primary tacklers in anything but 0.0 (where dictors and hics take over). They have the highest scan resolution of any class, and only Vigils (Minmatar EW frig) can match their speed. Their main purpose is tackling, and that's what they do best, but many interceptors can also be refit to be effective combat ships in an interceptor only gang. Their firepower and tank will be low compared to other types of ships, but they have the advantage of very high speed (even when tank & gank fitted) and awesome agility.<br />
<br />
=== T2 Frigates: Covert Ops === <br />
They can warp cloaked, used as scouts and for probing stuff down. Can also be used for tackling stuff it has scouted/probed out, but that's only for experienced people that know what they can and can't hold long enough for help to arrive, and what targets are worth the risk.<br />
<br />
=== T2 Frigates: Stealth Bombers (SB) === <br />
Super high dps/alpha frigates that can warp cloaked and doesn't have a sensor recalibration delay after decloaking. In 0.0, they can also launch bombs (basically a large, higher damage smartbomb). They have trouble hitting small targets with their torpedoes though.<br />
<br />
=== T2 Frigates: Electronic Attack Ships (EAS) === <br />
These very alot from race to race. Basically, they are frigate sized version of the combat recons that will be described below.<br />
<br />
=== T2 Frigates: Assault Ships (AS) === <br />
High tank, usually high dps frigates. If you get tackled by one of theese, you're generally not going anywhere, they're a pain to get rid of when properly fitted. The disadvantage compared to interceptors is that they're slower, and usually sacrifice their MWD and fit an AB instead to be able to survive longer after getting the target tackled.<br />
<br />
== Destroyer Class Ships ==<br />
<br />
=== T1 Destroyers === <br />
Anti-frig ships. Very good tracking, lots of small guns, however their tank is frig level, while they're almost as big as a cruiser. They die extremely fast, and are considered useless by many.<br />
<br />
=== T2 Destroyers: Interdictors (Dictor) === <br />
Theese are useless in high and low sec, however, when they get into 0.0, they become one of the most important ships available. Their role is launching warp disruption probes, usually called bubbles. Those probes create a warp disruption field in a 20km radius from the probe, and inside that field, nothing can warp, nomatter how many stabs they fit. Anyone trying to warp to a spot withing 150 (iirc) km of the edge of the bubble will be pulled to the edge of it, although only if the bubble is in line between the 2 objects that the ship is warping between. Interdictors and HICs (heavy interdictor) are the only ships that can tackle titans and motherships. <br />
<br />
== Cruiser Class Ships == <br />
<br />
=== T1 Cruisers ===<br />
Can have many roles, from mining and logistics (osprey, auguror, scythe, exequror) and EW (blackbird, bellicose, arbitrator, celestis) to pure dps (the rest basically).<br />
<br />
=== T2 Cruisers: Recon Ships === <br />
Theese come in 2 cathegories, combat recons and force recons. Force recons can fit a covert ops cloak and therefore warp cloaked, while the combat recon is generally better suited for the actual combat part, either trough stronger tank, higher dps or simply better range for their EW.<br />
Their main purpose is EW, but what they use vary from race to race.<br />
<br />
Amarr:<br />
Drones for dps, strongly bonused neuts in the highs, tracking disruptor bonus for reducing incomming damage. The force recon, pilgrim, does not get a range bonus and is therefore limited to roughly 12km range with its neuts, while the curse reach about 36km with recon 5 and best named/T2 neuts.<br />
<br />
Minmatar:<br />
Extreme range webs (normal T2 reach about 40km with recon 5 without overheating) and strength bonused target painters. No big difference between the combat recon, huginn, and the force recon, rapier, except for the cloak.<br />
<br />
Caldari:<br />
ECM only. They can break all locks a hostile ship has and keep them from starting to lock anything again for 20 seconds, however, it's chance based and depends on luck. The rook can fit 5 missile launchers and a full flight of light drones, the falcon can cloak, but only get 3 guns and 2 drones.<br />
<br />
Gallente:<br />
Sensor dampening and warp disruptor/scrambler range bonus. Recon 5 give 18km scram range and 48km disruptor range without overheating (for T2 mods). Just like with minmatar, there's no big difference between the cloaky arazu and the lachesis.<br />
<br />
=== T2 Cruisers: Heavy Assault Ships (HAC) === <br />
Extremely versatile and powerful ships. They combine high speed and agility with either high dps and decent tank when in a close range setup, or very long range where only sniper battleships will be able to fire back, while still offering good dps and ok buffer when in a LR setup.<br />
<br />
=== T2 Cruisers: Heavy Interdictors (HIC) === <br />
With the exception of some T3 cruiser setups, theese will have batter tank then any other cruiser, and match that of most battleships. Their dps is extremely low, but their role is tackling. <br />
<br />
In 0.0 they can create a 12-20 km radius warp disruption field similar to what the light interdictor create, however, while the light interdictor can launch its bubble and then get out, and the bubble will stay there for 2 minutes anyway, the HIC has to stay where it want its bubble to be, and while the bubble is up (30 second cycle time), it can not be remote repped, and while its normal speed remain the same, afterburners and microwarpdrives will have reduced effect. <br />
<br />
They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped, and if the enemy starts shooting the bubbling hic, it can drop its bubble and be repped back up again while the second hic put up its bubble instead. <br />
<br />
The bubble can not be used in low or high sec, however, the bubble mod comes with a script. <br />
<br />
The script increase the range of the point by 50% and allows it to be used in empire, but it comes at a price: It no longer create a bubble, but instead act like a normal warp disruptor, with the difference that no amount of stabs the target has. Scripting it also removes all penalties caused by using it, except for the can't be RRd part, and make it use more cap/s, even though the cycle time is now only 6 seconds and it use less cap/activation. <br />
<br />
If you see a hic in empire that seem to have its bubble up, don't worry though, it's just a graphical bug caused by loading the grid after the point was activated, it doesn't create an actual bubble. Theese are the only ships that can tackle super caps in low sec (well, in high sec too I guess, but super caps can't go there, and it has never been possible to get one in there afaik).<br />
<br />
=== T2 Cruisers: Logistics === <br />
Each race do it a bit differently here, but overall, theese ships are supposed to increase the survivability of the fleet in 1 way or another. <br />
<br />
Gallente and Amarr repair armour, Caldari and Minmatar repair shields. <br />
<br />
Amarr and Caldari gain 2 high slots compared to Minmatar & Gallente, but lose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that gallente and minmatar have. What this means is that guardian (amarr) and basilisks (caldari) usually use either 1 (logistics 5) or 2 (logistics 4, don't fly a logi ship with less then that) large energy transfers in their extra highs to create cap from nowhere and some eccm, tank and speed in the low/mid slots, which means they have to operate in groups of atleast 2, and if any of them get jammed, they both become practically useless since one is obviously jammed and can't do anything, while the other is no longer recieving the cap it needs to keep operating from its buddy. <br />
<br />
Scimitar (minmatar) and oneiros (gallente) doesn't have this weakness since they rely on CCC rigs and cap power relays/cap rechargers to keep themselves running with their extra lows and mids, however, that is not enough to run as many reppers as the cap transfering ones. Scimitar/oneiros can usually run 3 reppers with logi 4, and 4 reppers with logi 5, while basilisk/guardian can run 4 reppers with logistics 5 and 5 reppers with logistics 5, while also keeping a stronger tank.<br />
<br />
=== T3 Cruisers: Strategic Cruisers === <br />
You can't get more versatile then this. Depending on what subsystems you put on it, it can basically do anything except for bubbling. With the right sub system, you can even become immune to bubbles (but you can still e tackled by hics with the script in and normal disruptors/scrams, which is a unique ability that no other ship has. They can be fitted to use their racial warfare links with an even stronger bonus then fleet command ships (described below), but it can only fit 1 link by default. However, by fitting 2 command processors, that can be increased to 3.<br />
<br />
== Battlecruiser Class Ships ==<br />
<br />
=== T1 Battlecruiser (BC) ===<br />
Very good mix between gank, tank, agility, speed and cost. Usually short range fitted (especially harbingers due to the awesome scorch), although some people that can't afford/can't fly a hac use them with a long range fit. <br />
<br />
HACs are way better for that role though, with better dps and range, so experience pilots usually do not have a reason to use a LR fit on it since most of them can also fly hacs, and therefore only use the BCs for close range stuff. They also have the ability to fit a single warfare link, which can give extra bonuses to your gang. I'll describe this more closely in the next section.<br />
<br />
=== T2 Battlecruisers: Command Ships (CS) === <br />
Theese come in 2 classes, field command ships, which are basically just a stronger version of the T1 BC with a bit more dps and tank and better resists, and fleet command ships. Fleet command ships get a bonus to their racial warfare links, and in general have extremely good tanks with great resists. The racial links are: Armour for amarr, shield for caldari, skirmish for minmatar and information for gallente, and there are 3 types of links in each class. If the command ship is in a leadership position in the fleet, everyone below him in the command chain (including normal members) get the following bonus, assuming the command chain is complete (for example, if the CS is wing commander, and there are no squad commanders, or more squads then the CS can handle with its current wing commander level, no bonuses will be applied.<br />
<br />
Armour/Shield links:<br />
# Armour/shield resist bonus (stacking penalized with resist mods on the ship)<br />
# Armour/shield repper (both local and remote) cycle time reduction<br />
# Armour/shield repper (both local and remote) cap use reduction (combine 2 and 3 to get RRs with lower cycle time, but same cap use as before)<br />
<br />
Skirmish:<br />
# Increase speed mod of afterburners and MWDs, so you go faster with them activated.<br />
# Increase the range of warp disruptors/scramblers and webs. HIC points do not receive this bonus.<br />
# Lower signature radius of all ships in gang, making them harder to hit and lock.<br />
<br />
Information:<br />
# Boost the strength EW mods, like ecm and damps<br />
# Increase range of EW mods<br />
# Increase sensor strength (make it harder to jam them, I think it's stacking penalized with ECCM)<br />
<br />
The links themselves only give a 2 or 3% boost, but that can be increased ALOT by training relevant skills, fitting it on the fleet command ship (or a T3 ship with the proper subs, as described above, or to a titan, described below), and by using the racial mind link implant. With all that taken into account, a 2% bonus is increased to 26%, and a 3% bonus become a 39% bonus. That probably make it obvious why fleet command ships can have such a huge impact on the outcome of the battle, despite doing very low dps.<br />
<br />
== Battleship Class Ships ==<br />
<br />
=== T1 Battleship (BS) === <br />
You can't get heavier then this and still stay in sub capital ships, although there are ofcourse variotions. Great buffer tanks, very high dps when close range fitted for close range fitted ones, the best range in the game, while still maintaining good dps when long range fitted (usually apoc, mega, maelstrom/tempest and rokh, however, mega and mael/tempest can also be close range fitted and still perform better/as well as the other BS of their race). One notable exception here: The caldari scorpion, which is the only T1 EW BS, and use ecm. The weakness here is low speed and agility combined with slow lock speed and bad tracking, so it's hard to force an opponent in smaller ships to engage if the odds are in your favour, or to actually kill them since you'll be missing alot if you do get a fight.<br />
<br />
=== T2 Battleships: Marauders ===<br />
Theese are basically PVE only ships. Decent dps and good local tank, but in PVP you generally want a buffer tank instead, and marauders have very low sensor strength, making them easy to jam. However, the paladin and kronos can be situationally useful if you really need a target webbed down as much as possible, and don't mind using a ship worth over half a bill that's not insurable since they both get a 50% bonus to web strength, so a T2 web reduce the targets speed by 90%. I've only seen this used by one person, and that was on the Tama station since it's a kickout to prevent people from getting back in dock range, and that was with carrier support just in case.<br />
<br />
=== T2 Battleships: Black Ops (BO) ===<br />
Theese are the bi brothers of the recon ships, however, while they do get bonus to how fast they more while cloaked (which actually means that they'll move faster when cloaked then when not cloaked with the BO skill at a decent level), but they cost about 700m or so before fittings, so they're not really worth the risk of bringing it into combat. Despite that though, they do have a very useful role to play in PVP: the covert jump bridge. Covert cyno fields can now be lit even in cyno jammed 0.0 systems and doesn't appear as a beacon in the entire system like a normal cyno, and a black ops can then lock on to that field and create a bridge to it, which then allows other cov ops ships (aka any ship that get a bonus to cloaking, except T3 cruiser with the cloaking sub) to right click the BO and click jump to the system the bridge was set up to, so it basically become a 1 way stargate.<br />
<br />
<br />
== Capital Ships ==<br />
Capital ships, aka dreads, carriers, motherships, titans and rorquals (although the last one isn't a combat ship) can't use gates, and the motherships+titans can't even dock. Instead they use their own jump drive to travel around, but in order to do that, they require fuel (racial isotopes, helium for amarr, oxygen for gallente and the rorqual, nitrogen for caldari and hydrogen for minmatar) and a cynosural field to jump to. Those cyno fields can be created in 2 ways, either by anchoring and onlining a cyno gen pos mod which will always be online and available for use for the corp/alliance the POS belongs to, however it requires the corp/alliance to have sov 3 there before it can be used, and it's impossible to have both that and a cyno jammer, which also require sov 3, online in the same system. Jump freighters and black ops also require a cyno field to use their jump drive, but they have the ability to use gates aswell, and black ops can lock on to a covert cyno field too, which is an unique ability for them.<br />
<br />
=== Dreadnoughts (Dread) ===<br />
If you want pure dps, this is as good as it gets. Dreads do amazing damage, which can reach almost 5k dps when in siege even in a long range fit. When not sieged though, the generally just match a BS. Their tracking though is extremely bad, so they can basically only hit other caps and POSs/outposts, unless the target isn't moving at all. The exception is the moros, which get an awesome 50%/level bonus to drone damage and hitpoints, so the drones are lethal for any size of ships, but especially frigs. 5 T2 warriors with a 250% damage bonus before counting drone interfacing and stuff like that will kill any frig, except possibly for an AF (but that will die pretty fast too), in almost no time at all. <br />
<br />
The effects of the siege mod, which only dreads can fit, when activated, are:<br />
* -75% scan res<br />
* +625% damage mod<br />
* -92.5% tracking<br />
* -60% explosion velocity<br />
* -100% speed<br />
* +100% shield boost/armour rep amount<br />
* -50% shield booster/armour rep cycle time<br />
* Can't be remote repped<br />
* Immunity to EW<br />
* Max amount of targets lockable set to 2<br />
<br />
Cycle time is 10 minutes and require 500 - (level of tactical weapon reconfiguration skill)*50 strontium clathrates (stront), during that time you can't move in any way, not even by warping/jumping out.<br />
<br />
=== Carriers ===<br />
Theese are giant logistics platforms. They have the ability to store 1.000.000 m3 of [b]assembled[/b] ships in their ship maintenance bay so that people that loose their ship can quickly pick up a new one, and other ships from your corp (or fleet if you have configured your carrier for that) can use you to refit in space. They get a 50%/level range bonus to 2 of the following, varying depending on which racial carrier it is: Capital energy transfer, capital shield transporter or capital remote armour repairers. The amarr archon get cap transfer and armour rep, the gallente thanathos and minmatar nidhoggur get shield and armour and the caldari chimera get cap transfer and shield. In addition to that, all carriers get an additional 5%/level bonus to the following: the chimera and archon get a resist bonus (armour for archon, shield for chimera), the nidhoggur get a capital remote rep amount bonus and the thanathos get a fighter damage bonus. All carriers get the ability to control one extra drone in addition to the normal 5/level of racial carrier and the ability to use fighters. They can't fit any guns or launchers at all, so the high slots are usually used for neuts, smartbombs (drone/small ship defense) and remote reps.<br />
However, just like dreads, carriers also get a special module that only they and their bigger brother, the motherships, can fit (10 minute cycle): the triage module. <br />
<br />
The effects of it are:<br />
* -100% speed<br />
* -100% amount of drones controllable<br />
* +900% scan res<br />
* +4 max targets<br />
* +100% shield boost/armour rep amount (both local and remote)<br />
* -50% shield booster/armour repper cycle time (both local and remote)<br />
* +100% remote hull rep/cap transfer amount<br />
* -50% remote hull rep/cap transer cycle time<br />
* +9999900% EW cap use (all EW mods will therefore take more cap then the ship could ever get, making them impossible to use)<br />
* Immune to EW<br />
* Can't be remote repped<br />
* Can't jump out or warp away<br />
<br />
The triage mod also use stront, just like the siege mod, and the same amount, although Tactical logistics reconfiguration is used instead to reduce stront use.<br />
Carriers and motherships can also use warfare links, but just like with battlecruisers and field command ships, they don't get a ship bonus to strength.<br />
<br />
=== Motherships (MS) ===<br />
Basically just a larger carrier with more slots and cap etc. It gets +3 drones/carrier level instead of 1, but it can't dock and it has shorter jump range. However, it's always immune to EW even when not in triage. It can also use a clone vat bay which can hold jump clones, but I'm not sure how that actually work, and it is very rarely used. They can only be tackled by dictors and HICtors (well, and anchorable bubbles I guess, but that's not practical due to the anchoring time required before they activate.<br />
<br />
=== Titans ===<br />
Like motherships, they are immune to EW and can only be tackled by dictors and hics. They're all able to fit and activate the largest and most lethal smartbomb in the game: a doomsday device, which does 70313 damage with max skills, but can only be fired once/hour, cost 75k racial isotopes to activate, and prevents the titan from using its jump drive for 10 minutes. Activating it takes 15 seconds, so you have some time to get out before the damage is applied, and the range of it is 250 km (aka the hard coded max lock range, nothing can do damage at longer range then that). Titans also have a jump bridge, which works in a similar way to the cov ops jump bridge described above that the black ops use, but this one can bridge any type of ship, has longer range and can only lock on to normal cynos, not cov ops ones. They have bonuses to their racial capital weapons, but no sane titan pilot actually use them. Titans are fitted with (officer where available) neuts, smartbombs, cap rechargers, agility mods and both armour and shield resist mods (to make the reps that will be comming in from the triaged carriers that will quickly be jumped in if the titan gets tackled more effective, this is basically the only exception to "don't tank both shields and armour" rule). Some even include a 100mn MWD, but I'm not sure how common that is. However, every titan should have its racial doomsday device and a jump portal generator fitted in the highs at the very least. Atleast in PL, they are usually used for bridging people around, but when it's time to bring them into combat and doomsday someone, the general tactic is to have dictors and HICs bubble the hostile fleet so it can't escape when they see the titans land and the doomsdays start to go off, while a cyno ship set up a cyno at range from the fight (not sure if there's any prefered range for that, probably situational), but anyway, the titans jump in there and activate their doomsday while aligning out and then warp out to a safe spot immediately after the doomsday goes off and cloak up there until their 10 minute no jumping timer has expired.<br />
<br />
== Capital Industrial Ships: Rorqual ==<br />
This ship is primarily intended for mining support with its huge tractor beam range and speed, ability to fit bonused mining leadership links and ability to compress ore. However, it does have a 50%/level range bonus to capital shield transfers, and a 20%/level drone damage bonus, so while it's not intended as a PVP ship, some people have been known to use it for that.</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Talk:Ship_Class_Tactical_Overview&diff=826Talk:Ship Class Tactical Overview2009-08-19T20:37:46Z<p>Peter Strasser: Created page with 'The information on this page began with an eP1c p0as+ by steave435 in the Ivy League Ship Setups forum (this talking point p0as+ed in re$p0nse to a w1s3-guy).'</p>
<hr />
<div>The information on this page began with an eP1c p0as+ by steave435 in the Ivy League Ship Setups forum (this talking point p0as+ed in re$p0nse to a w1s3-guy).</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Forming_fleets_in_EVE_University&diff=820Forming fleets in EVE University2009-08-19T15:24:28Z<p>Peter Strasser: moved How to properly form a fleet to How to Properly Form a Fleet</p>
<hr />
<div>In oder to maximize our fleet's effectiveness and take advantage of the fleet system's ability to allow multiple people to give out fleet invites, the proper method for forming a fleet is below.<br />
<br />
# Fleet Commander (Whoever is forming the fleet) right-clicks on his name and forms a fleet with himself. This puts him at FC, with one wing and one squad. He should then add 3-4 more squads to wing 1, then create a second wing to place scouts. (If fleet size is known to be larger, more wings should be created, typically with 3-4 squads each BEFORE others are invited, this allows squads to be properly numbered for the wings. The last wing made however should be the wing for scouts.<br />
# FC calls in alliance chat for people with leadership skills. For large fleets, start with Wing Commanders (WC) and smaller fleets Squad Commanders (SC). So you might put "Everyone with SC title or leadership 5 please put SC into alliance chat."<br />
# FC invites WC's and SC's to their proper positions, so that when each member joins, they will not require moving. This is done by right clicking on the name in alliance and highlighting invite to fleet and selecting the position you want to fill. Wing 1>Squad 1>Squad commander.<br />
# Once WC's and SC's are in place, fleet recruiting is turned over to them and the WC or FC should call for each role in turn. There are four roles in the fleet typically: Scouts (This should be called for first), Electronic Warfare (EW), Tacklers (T) and Damage (dam). WC's and SC's will then fill their squads from the available pilots while the FC coordinates with scouts and gathers intel.<br />
<br />
Notice, there are no X's involved here and when you are called, you should put in your role followed by ship class. Example: EW - blackbird, T- rifter, Dam - Raven.<br />
<br />
This method will allow a fleet to be formed very quickly, with balanced squads capable of independent action. FC's can also designate specialty squads as well, by telling that SC to take only certain ship types. This can be an EW squad, tackler Squad, or even a heavy squad of BC or battleships. Believe me, if people will watch and listen, this way is very fast and effective at building a fleet.<br />
<br />
Once complete, the FC should send Silentbrick eve mail or Forum PM with #'s of his fleet, general composition and intended area of operations. Then a follow up mail or PM should be sent on results of the operation and any kills, losses and lessons learned.<br />
<br />
== Related Information ==<br />
* [[War Time Policy]]<br />
* [[Fleet Operations During War Time]]<br />
* [[Faction Modules & Ships During War Time]]<br />
* [[Violation of Wartime Policies]]<br />
<br />
* [[How to properly form a fleet]]<br />
* [[Forming Fleets and coordinating with Intel]]<br />
* [[Fleet Formation and Intel]]<br />
<br />
[[Category:Ivy Fleets]]<br />
[[Category:PvP]]<br />
[[Category:Guides]]</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=How_to_properly_form_a_fleet&diff=821How to properly form a fleet2009-08-19T15:24:28Z<p>Peter Strasser: moved How to properly form a fleet to How to Properly Form a Fleet</p>
<hr />
<div>#REDIRECT [[How to Properly Form a Fleet]]</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Ship_Class_Tactical_Overview&diff=819Ship Class Tactical Overview2009-08-19T15:20:49Z<p>Peter Strasser: </p>
<hr />
<div>[[Category:PvP]]<br />
<br />
This Overview is designed to give a brief synopsis of the uses of each ship class in PvP.<br />
<br />
==Frigate Class Ships==<br />
<br />
=== T1 Frigates === <br />
These will generally just be tacklers. Point, web, speed mod, overdrives etc in lows & mids, irrelevant dps or nos etc in highs.<br />
Notable exceptions: Rifter<br />
The rifter is one of the best combat T1 frigs, and by most people even considered THE best. In a dogfighting fit with ACs, ab, web and scram, it can take on most other frigs and even some larger targets and win (watch out for the taranis and all the AF's though). Punisher and Incursus are the Amarr and Gallente equivalents, but they don't quite reach the level of the Rifter.<br />
<br />
=== T2 Frigates: Interceptors (Inty / 'ceptor) ===<br />
Theese are the primary tacklers in anything but 0.0 (where dictors and hics take over). They have the highest scan res of any class, and only vigils (minmatar EW frig) can match their speed. Their main purpose is tackling, and that's what they do best, but many interceptors can also be refit to be effective combat ships in an interceptor only gang. Their firepower and tank will be low compared to other types of ships, but they have the advantage of very high speed (even when tank+gank fitted) and awesome agility.<br />
<br />
=== T2 Frigates: Covert Ops === <br />
They can warp cloaked, used as scouts and for probing stuff down. Can also be used for tackling stuff it has scouted/probed out, but that's only for experienced people that know what they can and can't hold long enough for help to arrive, and what targets are worth the risk.<br />
<br />
=== T2 Frigates: Stealth Bombers (SB) === <br />
Super high dps/alpha frigates that can warp cloaked and doesn't have a sensor recalibration delay after decloaking. In 0.0, they can also launch bombs (basically a large, higher damage smartbomb). They have trouble hitting small targets with their torpedoes though.<br />
<br />
=== T2 Frigates: Electronic Attack Ships (EAS) === <br />
These very alot from race to race. Basically, they are frigate sized version of the combat recons that will be described below.<br />
<br />
=== T2 Frigates: Assault Ships (AS) === <br />
High tank, usually high dps frigates. If you get tackled by one of theese, you're generally not going anywhere, they're a pain to get rid of when properly fitted. The disadvantage compared to interceptors is that they're slower, and usually sacrifice their MWD and fit an AB instead to be able to survive longer after getting the target tackled.<br />
<br />
== Destroyer Class Ships ==<br />
<br />
=== T1 Destroyers === <br />
Anti-frig ships. Very good tracking, lots of small guns, however their tank is frig level, while they're almost as big as a cruiser. They die extremely fast, and are considered useless by many.<br />
<br />
=== T2 Destroyers: Interdictors (Dictor) === <br />
Theese are useless in high and low sec, however, when they get into 0.0, they become one of the most important ships available. Their role is launching warp disruption probes, usually called bubbles. Those probes create a warp disruption field in a 20km radius from the probe, and inside that field, nothing can warp, nomatter how many stabs they fit. Anyone trying to warp to a spot withing 150 (iirc) km of the edge of the bubble will be pulled to the edge of it, although only if the bubble is in line between the 2 objects that the ship is warping between. Interdictors and HICs (heavy interdictor) are the only ships that can tackle titans and motherships. <br />
<br />
== Cruiser Class Ships == <br />
<br />
=== T1 Cruisers ===<br />
Can have many roles, from mining and logistics (osprey, auguror, scythe, exequror) and EW (blackbird, bellicose, arbitrator, celestis) to pure dps (the rest basically).<br />
<br />
=== T2 Cruisers: Recon Ships === <br />
Theese come in 2 cathegories, combat recons and force recons. Force recons can fit a covert ops cloak and therefore warp cloaked, while the combat recon is generally better suited for the actual combat part, either trough stronger tank, higher dps or simply better range for their EW.<br />
Their main purpose is EW, but what they use vary from race to race.<br />
<br />
Amarr:<br />
Drones for dps, strongly bonused neuts in the highs, tracking disruptor bonus for reducing incomming damage. The force recon, pilgrim, does not get a range bonus and is therefore limited to roughly 12km range with its neuts, while the curse reach about 36km with recon 5 and best named/T2 neuts.<br />
<br />
Minmatar:<br />
Extreme range webs (normal T2 reach about 40km with recon 5 without overheating) and strength bonused target painters. No big difference between the combat recon, huginn, and the force recon, rapier, except for the cloak.<br />
<br />
Caldari:<br />
ECM only. They can break all locks a hostile ship has and keep them from starting to lock anything again for 20 seconds, however, it's chance based and depends on luck. The rook can fit 5 missile launchers and a full flight of light drones, the falcon can cloak, but only get 3 guns and 2 drones.<br />
<br />
Gallente:<br />
Sensor dampening and warp disruptor/scrambler range bonus. Recon 5 give 18km scram range and 48km disruptor range without overheating (for T2 mods). Just like with minmatar, there's no big difference between the cloaky arazu and the lachesis.<br />
<br />
=== T2 Cruisers: Heavy Assault Ships (HAC) === <br />
Extremely versatile and powerful ships. They combine high speed and agility with either high dps and decent tank when in a close range setup, or very long range where only sniper battleships will be able to fire back, while still offering good dps and ok buffer when in a LR setup.<br />
<br />
=== T2 Cruisers: Heavy Interdictors (HIC) === <br />
With the exception of some T3 cruiser setups, theese will have batter tank then any other cruiser, and match that of most battleships. Their dps is extremely low, but their role is tackling. <br />
<br />
In 0.0 they can create a 12-20 km radius warp disruption field similar to what the light interdictor create, however, while the light interdictor can launch its bubble and then get out, and the bubble will stay there for 2 minutes anyway, the HIC has to stay where it want its bubble to be, and while the bubble is up (30 second cycle time), it can not be remote repped, and while its normal speed remain the same, afterburners and microwarpdrives will have reduced effect. <br />
<br />
They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped, and if the enemy starts shooting the bubbling hic, it can drop its bubble and be repped back up again while the second hic put up its bubble instead. <br />
<br />
The bubble can not be used in low or high sec, however, the bubble mod comes with a script. <br />
<br />
The script increase the range of the point by 50% and allows it to be used in empire, but it comes at a price: It no longer create a bubble, but instead act like a normal warp disruptor, with the difference that no amount of stabs the target has. Scripting it also removes all penalties caused by using it, except for the can't be RRd part, and make it use more cap/s, even though the cycle time is now only 6 seconds and it use less cap/activation. <br />
<br />
If you see a hic in empire that seem to have its bubble up, don't worry though, it's just a graphical bug caused by loading the grid after the point was activated, it doesn't create an actual bubble. Theese are the only ships that can tackle super caps in low sec (well, in high sec too I guess, but super caps can't go there, and it has never been possible to get one in there afaik).<br />
<br />
=== T2 Cruisers: Logistics === <br />
Each race do it a bit differently here, but overall, theese ships are supposed to increase the survivability of the fleet in 1 way or another. <br />
<br />
Gallente and Amarr repair armour, Caldari and Minmatar repair shields. <br />
<br />
Amarr and Caldari gain 2 high slots compared to Minmatar & Gallente, but lose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that gallente and minmatar have. What this means is that guardian (amarr) and basilisks (caldari) usually use either 1 (logistics 5) or 2 (logistics 4, don't fly a logi ship with less then that) large energy transfers in their extra highs to create cap from nowhere and some eccm, tank and speed in the low/mid slots, which means they have to operate in groups of atleast 2, and if any of them get jammed, they both become practically useless since one is obviously jammed and can't do anything, while the other is no longer recieving the cap it needs to keep operating from its buddy. <br />
<br />
Scimitar (minmatar) and oneiros (gallente) doesn't have this weakness since they rely on CCC rigs and cap power relays/cap rechargers to keep themselves running with their extra lows and mids, however, that is not enough to run as many reppers as the cap transfering ones. Scimitar/oneiros can usually run 3 reppers with logi 4, and 4 reppers with logi 5, while basilisk/guardian can run 4 reppers with logistics 5 and 5 reppers with logistics 5, while also keeping a stronger tank.<br />
<br />
=== T3 Cruisers: Strategic Cruisers === <br />
You can't get more versatile then this. Depending on what subsystems you put on it, it can basically do anything except for bubbling. With the right sub system, you can even become immune to bubbles (but you can still e tackled by hics with the script in and normal disruptors/scrams, which is a unique ability that no other ship has. They can be fitted to use their racial warfare links with an even stronger bonus then fleet command ships (described below), but it can only fit 1 link by default. However, by fitting 2 command processors, that can be increased to 3.<br />
<br />
== Battlecruiser Class Ships ==<br />
<br />
=== T1 Battlecruiser (BC) ===<br />
Very good mix between gank, tank, agility, speed and cost. Usually short range fitted (especially harbingers due to the awesome scorch), although some people that can't afford/can't fly a hac use them with a long range fit. <br />
<br />
HACs are way better for that role though, with better dps and range, so experience pilots usually do not have a reason to use a LR fit on it since most of them can also fly hacs, and therefore only use the BCs for close range stuff. They also have the ability to fit a single warfare link, which can give extra bonuses to your gang. I'll describe this more closely in the next section.<br />
<br />
=== T2 Battlecruisers: Command Ships (CS) === <br />
Theese come in 2 classes, field command ships, which are basically just a stronger version of the T1 BC with a bit more dps and tank and better resists, and fleet command ships. Fleet command ships get a bonus to their racial warfare links, and in general have extremely good tanks with great resists. The racial links are: Armour for amarr, shield for caldari, skirmish for minmatar and information for gallente, and there are 3 types of links in each class. If the command ship is in a leadership position in the fleet, everyone below him in the command chain (including normal members) get the following bonus, assuming the command chain is complete (for example, if the CS is wing commander, and there are no squad commanders, or more squads then the CS can handle with its current wing commander level, no bonuses will be applied.<br />
<br />
Armour/Shield links:<br />
# Armour/shield resist bonus (stacking penalized with resist mods on the ship)<br />
# Armour/shield repper (both local and remote) cycle time reduction<br />
# Armour/shield repper (both local and remote) cap use reduction (combine 2 and 3 to get RRs with lower cycle time, but same cap use as before)<br />
<br />
Skirmish:<br />
# Increase speed mod of afterburners and MWDs, so you go faster with them activated.<br />
# Increase the range of warp disruptors/scramblers and webs. HIC points do not receive this bonus.<br />
# Lower signature radius of all ships in gang, making them harder to hit and lock.<br />
<br />
Information:<br />
# Boost the strength EW mods, like ecm and damps<br />
# Increase range of EW mods<br />
# Increase sensor strength (make it harder to jam them, I think it's stacking penalized with ECCM)<br />
<br />
The links themselves only give a 2 or 3% boost, but that can be increased ALOT by training relevant skills, fitting it on the fleet command ship (or a T3 ship with the proper subs, as described above, or to a titan, described below), and by using the racial mind link implant. With all that taken into account, a 2% bonus is increased to 26%, and a 3% bonus become a 39% bonus. That probably make it obvious why fleet command ships can have such a huge impact on the outcome of the battle, despite doing very low dps.<br />
<br />
== Battleship Class Ships ==<br />
<br />
=== T1 Battleship (BS) === <br />
You can't get heavier then this and still stay in sub capital ships, although there are ofcourse variotions. Great buffer tanks, very high dps when close range fitted for close range fitted ones, the best range in the game, while still maintaining good dps when long range fitted (usually apoc, mega, maelstrom/tempest and rokh, however, mega and mael/tempest can also be close range fitted and still perform better/as well as the other BS of their race). One notable exception here: The caldari scorpion, which is the only T1 EW BS, and use ecm. The weakness here is low speed and agility combined with slow lock speed and bad tracking, so it's hard to force an opponent in smaller ships to engage if the odds are in your favour, or to actually kill them since you'll be missing alot if you do get a fight.<br />
<br />
=== T2 Battleships: Marauders ===<br />
Theese are basically PVE only ships. Decent dps and good local tank, but in PVP you generally want a buffer tank instead, and marauders have very low sensor strength, making them easy to jam. However, the paladin and kronos can be situationally useful if you really need a target webbed down as much as possible, and don't mind using a ship worth over half a bill that's not insurable since they both get a 50% bonus to web strength, so a T2 web reduce the targets speed by 90%. I've only seen this used by one person, and that was on the Tama station since it's a kickout to prevent people from getting back in dock range, and that was with carrier support just in case.<br />
<br />
=== T2 Battleships: Black Ops (BO) ===<br />
Theese are the bi brothers of the recon ships, however, while they do get bonus to how fast they more while cloaked (which actually means that they'll move faster when cloaked then when not cloaked with the BO skill at a decent level), but they cost about 700m or so before fittings, so they're not really worth the risk of bringing it into combat. Despite that though, they do have a very useful role to play in PVP: the covert jump bridge. Covert cyno fields can now be lit even in cyno jammed 0.0 systems and doesn't appear as a beacon in the entire system like a normal cyno, and a black ops can then lock on to that field and create a bridge to it, which then allows other cov ops ships (aka any ship that get a bonus to cloaking, except T3 cruiser with the cloaking sub) to right click the BO and click jump to the system the bridge was set up to, so it basically become a 1 way stargate.<br />
<br />
<br />
== Capital Ships ==<br />
Capital ships, aka dreads, carriers, motherships, titans and rorquals (although the last one isn't a combat ship) can't use gates, and the motherships+titans can't even dock. Instead they use their own jump drive to travel around, but in order to do that, they require fuel (racial isotopes, helium for amarr, oxygen for gallente and the rorqual, nitrogen for caldari and hydrogen for minmatar) and a cynosural field to jump to. Those cyno fields can be created in 2 ways, either by anchoring and onlining a cyno gen pos mod which will always be online and available for use for the corp/alliance the POS belongs to, however it requires the corp/alliance to have sov 3 there before it can be used, and it's impossible to have both that and a cyno jammer, which also require sov 3, online in the same system. Jump freighters and black ops also require a cyno field to use their jump drive, but they have the ability to use gates aswell, and black ops can lock on to a covert cyno field too, which is an unique ability for them.<br />
<br />
=== Dreadnoughts (Dread) ===<br />
If you want pure dps, this is as good as it gets. Dreads do amazing damage, which can reach almost 5k dps when in siege even in a long range fit. When not sieged though, the generally just match a BS. Their tracking though is extremely bad, so they can basically only hit other caps and POSs/outposts, unless the target isn't moving at all. The exception is the moros, which get an awesome 50%/level bonus to drone damage and hitpoints, so the drones are lethal for any size of ships, but especially frigs. 5 T2 warriors with a 250% damage bonus before counting drone interfacing and stuff like that will kill any frig, except possibly for an AF (but that will die pretty fast too), in almost no time at all. <br />
<br />
The effects of the siege mod, which only dreads can fit, when activated, are:<br />
* -75% scan res<br />
* +625% damage mod<br />
* -92.5% tracking<br />
* -60% explosion velocity<br />
* -100% speed<br />
* +100% shield boost/armour rep amount<br />
* -50% shield booster/armour rep cycle time<br />
* Can't be remote repped<br />
* Immunity to EW<br />
* Max amount of targets lockable set to 2<br />
<br />
Cycle time is 10 minutes and require 500 - (level of tactical weapon reconfiguration skill)*50 strontium clathrates (stront), during that time you can't move in any way, not even by warping/jumping out.<br />
<br />
=== Carriers ===<br />
Theese are giant logistics platforms. They have the ability to store 1.000.000 m3 of [b]assembled[/b] ships in their ship maintenance bay so that people that loose their ship can quickly pick up a new one, and other ships from your corp (or fleet if you have configured your carrier for that) can use you to refit in space. They get a 50%/level range bonus to 2 of the following, varying depending on which racial carrier it is: Capital energy transfer, capital shield transporter or capital remote armour repairers. The amarr archon get cap transfer and armour rep, the gallente thanathos and minmatar nidhoggur get shield and armour and the caldari chimera get cap transfer and shield. In addition to that, all carriers get an additional 5%/level bonus to the following: the chimera and archon get a resist bonus (armour for archon, shield for chimera), the nidhoggur get a capital remote rep amount bonus and the thanathos get a fighter damage bonus. All carriers get the ability to control one extra drone in addition to the normal 5/level of racial carrier and the ability to use fighters. They can't fit any guns or launchers at all, so the high slots are usually used for neuts, smartbombs (drone/small ship defense) and remote reps.<br />
However, just like dreads, carriers also get a special module that only they and their bigger brother, the motherships, can fit (10 minute cycle): the triage module. <br />
<br />
The effects of it are:<br />
* -100% speed<br />
* -100% amount of drones controllable<br />
* +900% scan res<br />
* +4 max targets<br />
* +100% shield boost/armour rep amount (both local and remote)<br />
* -50% shield booster/armour repper cycle time (both local and remote)<br />
* +100% remote hull rep/cap transfer amount<br />
* -50% remote hull rep/cap transer cycle time<br />
* +9999900% EW cap use (all EW mods will therefore take more cap then the ship could ever get, making them impossible to use)<br />
* Immune to EW<br />
* Can't be remote repped<br />
* Can't jump out or warp away<br />
<br />
The triage mod also use stront, just like the siege mod, and the same amount, although Tactical logistics reconfiguration is used instead to reduce stront use.<br />
Carriers and motherships can also use warfare links, but just like with battlecruisers and field command ships, they don't get a ship bonus to strength.<br />
<br />
=== Motherships (MS) ===<br />
Basically just a larger carrier with more slots and cap etc. It gets +3 drones/carrier level instead of 1, but it can't dock and it has shorter jump range. However, it's always immune to EW even when not in triage. It can also use a clone vat bay which can hold jump clones, but I'm not sure how that actually work, and it is very rarely used. They can only be tackled by dictors and HICtors (well, and anchorable bubbles I guess, but that's not practical due to the anchoring time required before they activate.<br />
<br />
=== Titans ===<br />
Like motherships, they are immune to EW and can only be tackled by dictors and hics. They're all able to fit and activate the largest and most lethal smartbomb in the game: a doomsday device, which does 70313 damage with max skills, but can only be fired once/hour, cost 75k racial isotopes to activate, and prevents the titan from using its jump drive for 10 minutes. Activating it takes 15 seconds, so you have some time to get out before the damage is applied, and the range of it is 250 km (aka the hard coded max lock range, nothing can do damage at longer range then that). Titans also have a jump bridge, which works in a similar way to the cov ops jump bridge described above that the black ops use, but this one can bridge any type of ship, has longer range and can only lock on to normal cynos, not cov ops ones. They have bonuses to their racial capital weapons, but no sane titan pilot actually use them. Titans are fitted with (officer where available) neuts, smartbombs, cap rechargers, agility mods and both armour and shield resist mods (to make the reps that will be comming in from the triaged carriers that will quickly be jumped in if the titan gets tackled more effective, this is basically the only exception to "don't tank both shields and armour" rule). Some even include a 100mn MWD, but I'm not sure how common that is. However, every titan should have its racial doomsday device and a jump portal generator fitted in the highs at the very least. Atleast in PL, they are usually used for bridging people around, but when it's time to bring them into combat and doomsday someone, the general tactic is to have dictors and HICs bubble the hostile fleet so it can't escape when they see the titans land and the doomsdays start to go off, while a cyno ship set up a cyno at range from the fight (not sure if there's any prefered range for that, probably situational), but anyway, the titans jump in there and activate their doomsday while aligning out and then warp out to a safe spot immediately after the doomsday goes off and cloak up there until their 10 minute no jumping timer has expired.<br />
<br />
== Capital Industrial Ships: Rorqual ==<br />
This ship is primarily intended for mining support with its huge tractor beam range and speed, ability to fit bonused mining leadership links and ability to compress ore. However, it does have a 50%/level range bonus to capital shield transfers, and a 20%/level drone damage bonus, so while it's not intended as a PVP ship, some people have been known to use it for that.</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Ship_Class_Tactical_Overview&diff=818Ship Class Tactical Overview2009-08-19T15:20:13Z<p>Peter Strasser: </p>
<hr />
<div>[[Category:PvP]]<br />
<br />
This Overview is designed to give a brief synopsis of the uses of each ship class in PvP.<br />
<br />
==Frigate Class Ships==<br />
<br />
=== T1 Frigates === <br />
These will generally just be tacklers. Point, web, speed mod, overdrives etc in lows & mids, irrelevant dps or nos etc in highs.<br />
Notable exceptions: Rifter<br />
The rifter is one of the best combat T1 frigs, and by most people even considered THE best. In a dogfighting fit with ACs, ab, web and scram, it can take on most other frigs and even some larger targets and win (watch out for the taranis and all the AF's though). Punisher and Incursus are the Amarr and Gallente equivalents, but they don't quite reach the level of the Rifter.<br />
<br />
=== T2 Frigates: Interceptors (Inty / 'ceptor) ===<br />
Theese are the primary tacklers in anything but 0.0 (where dictors and hics take over). They have the highest scan res of any class, and only vigils (minmatar EW frig) can match their speed. Their main purpose is tackling, and that's what they do best, but many interceptors can also be refit to be effective combat ships in an interceptor only gang. Their firepower and tank will be low compared to other types of ships, but they have the advantage of very high speed (even when tank+gank fitted) and awesome agility.<br />
<br />
=== T2 Frigates: Covert Ops === <br />
They can warp cloaked, used as scouts and for probing stuff down. Can also be used for tackling stuff it has scouted/probed out, but that's only for experienced people that know what they can and can't hold long enough for help to arrive, and what targets are worth the risk.<br />
<br />
=== T2 Frigates: Stealth Bombers (SB) === <br />
Super high dps/alpha frigates that can warp cloaked and doesn't have a sensor recalibration delay after decloaking. In 0.0, they can also launch bombs (basically a large, higher damage smartbomb). They have trouble hitting small targets with their torpedoes though.<br />
<br />
=== T2 Frigates: Electronic Attack Ships (EAS) === <br />
These very alot from race to race. Basically, they are frigate sized version of the combat recons that will be described below.<br />
<br />
=== T2 Frigates: Assault Ships (AS) === <br />
High tank, usually high dps frigates. If you get tackled by one of theese, you're generally not going anywhere, they're a pain to get rid of when properly fitted. The disadvantage compared to interceptors is that they're slower, and usually sacrifice their MWD and fit an AB instead to be able to survive longer after getting the target tackled.<br />
<br />
== Destroyer Class Ships ==<br />
<br />
=== T1 Destroyers === <br />
Anti-frig ships. Very good tracking, lots of small guns, however their tank is frig level, while they're almost as big as a cruiser. They die extremely fast, and are considered useless by many.<br />
<br />
=== T2 Destroyers: Interdictors (Dictor) === <br />
Theese are useless in high and low sec, however, when they get into 0.0, they become one of the most important ships available. Their role is launching warp disruption probes, usually called bubbles. Those probes create a warp disruption field in a 20km radius from the probe, and inside that field, nothing can warp, nomatter how many stabs they fit. Anyone trying to warp to a spot withing 150 (iirc) km of the edge of the bubble will be pulled to the edge of it, although only if the bubble is in line between the 2 objects that the ship is warping between. Interdictors and HICs (heavy interdictor) are the only ships that can tackle titans and motherships. <br />
<br />
== Cruiser Class Ships == <br />
<br />
=== T1 Cruisers ===<br />
Can have many roles, from mining and logistics (osprey, auguror, scythe, exequror) and EW (blackbird, bellicose, arbitrator, celestis) to pure dps (the rest basically).<br />
<br />
=== T2 Cruisers: Recon Ships === <br />
Theese come in 2 cathegories, combat recons and force recons. Force recons can fit a covert ops cloak and therefore warp cloaked, while the combat recon is generally better suited for the actual combat part, either trough stronger tank, higher dps or simply better range for their EW.<br />
Their main purpose is EW, but what they use vary from race to race.<br />
<br />
Amarr:<br />
Drones for dps, strongly bonused neuts in the highs, tracking disruptor bonus for reducing incomming damage. The force recon, pilgrim, does not get a range bonus and is therefore limited to roughly 12km range with its neuts, while the curse reach about 36km with recon 5 and best named/T2 neuts.<br />
<br />
Minmatar:<br />
Extreme range webs (normal T2 reach about 40km with recon 5 without overheating) and strength bonused target painters. No big difference between the combat recon, huginn, and the force recon, rapier, except for the cloak.<br />
<br />
Caldari:<br />
ECM only. They can break all locks a hostile ship has and keep them from starting to lock anything again for 20 seconds, however, it's chance based and depends on luck. The rook can fit 5 missile launchers and a full flight of light drones, the falcon can cloak, but only get 3 guns and 2 drones.<br />
<br />
Gallente:<br />
Sensor dampening and warp disruptor/scrambler range bonus. Recon 5 give 18km scram range and 48km disruptor range without overheating (for T2 mods). Just like with minmatar, there's no big difference between the cloaky arazu and the lachesis.<br />
<br />
=== T2 Cruisers: Heavy Assault Ships (HAC) === <br />
Extremely versatile and powerful ships. They combine high speed and agility with either high dps and decent tank when in a close range setup, or very long range where only sniper battleships will be able to fire back, while still offering good dps and ok buffer when in a LR setup.<br />
<br />
=== T2 Cruisers: Heavy Interdictors (HIC) === <br />
With the exception of some T3 cruiser setups, theese will have batter tank then any other cruiser, and match that of most battleships. Their dps is extremely low, but their role is tackling. <br />
<br />
In 0.0 they can create a 12-20 km radius warp disruption field similar to what the light interdictor create, however, while the light interdictor can launch its bubble and then get out, and the bubble will stay there for 2 minutes anyway, the HIC has to stay where it want its bubble to be, and while the bubble is up (30 second cycle time), it can not be remote repped, and while its normal speed remain the same, afterburners and microwarpdrives will have reduced effect. <br />
<br />
They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped, and if the enemy starts shooting the bubbling hic, it can drop its bubble and be repped back up again while the second hic put up its bubble instead. <br />
<br />
The bubble can not be used in low or high sec, however, the bubble mod comes with a script. <br />
<br />
The script increase the range of the point by 50% and allows it to be used in empire, but it comes at a price: It no longer create a bubble, but instead act like a normal warp disruptor, with the difference that no amount of stabs the target has. Scripting it also removes all penalties caused by using it, except for the can't be RRd part, and make it use more cap/s, even though the cycle time is now only 6 seconds and it use less cap/activation. <br />
<br />
If you see a hic in empire that seem to have its bubble up, don't worry though, it's just a graphical bug caused by loading the grid after the point was activated, it doesn't create an actual bubble. Theese are the only ships that can tackle super caps in low sec (well, in high sec too I guess, but super caps can't go there, and it has never been possible to get one in there afaik).<br />
<br />
=== T2 Cruisers: Logistics === <br />
Each race do it a bit differently here, but overall, theese ships are supposed to increase the survivability of the fleet in 1 way or another. <br />
<br />
Gallente and Amarr repair armour, Caldari and Minmatar repair shields. <br />
<br />
Amarr and Caldari gain 2 high slots compared to Minmatar & Gallente, but lose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that gallente and minmatar have. What this means is that guardian (amarr) and basilisks (caldari) usually use either 1 (logistics 5) or 2 (logistics 4, don't fly a logi ship with less then that) large energy transfers in their extra highs to create cap from nowhere and some eccm, tank and speed in the low/mid slots, which means they have to operate in groups of atleast 2, and if any of them get jammed, they both become practically useless since one is obviously jammed and can't do anything, while the other is no longer recieving the cap it needs to keep operating from its buddy. <br />
<br />
Scimitar (minmatar) and oneiros (gallente) doesn't have this weakness since they rely on CCC rigs and cap power relays/cap rechargers to keep themselves running with their extra lows and mids, however, that is not enough to run as many reppers as the cap transfering ones. Scimitar/oneiros can usually run 3 reppers with logi 4, and 4 reppers with logi 5, while basilisk/guardian can run 4 reppers with logistics 5 and 5 reppers with logistics 5, while also keeping a stronger tank.<br />
<br />
== T3 Cruisers: Strategic Cruisers == <br />
You can't get more versatile then this. Depending on what subsystems you put on it, it can basically do anything except for bubbling. With the right sub system, you can even become immune to bubbles (but you can still e tackled by hics with the script in and normal disruptors/scrams, which is a unique ability that no other ship has. They can be fitted to use their racial warfare links with an even stronger bonus then fleet command ships (described below), but it can only fit 1 link by default. However, by fitting 2 command processors, that can be increased to 3.<br />
<br />
== Battlecruiser Class Ships ==<br />
<br />
=== T1 Battlecruiser (BC) ===<br />
Very good mix between gank, tank, agility, speed and cost. Usually short range fitted (especially harbingers due to the awesome scorch), although some people that can't afford/can't fly a hac use them with a long range fit. <br />
<br />
HACs are way better for that role though, with better dps and range, so experience pilots usually do not have a reason to use a LR fit on it since most of them can also fly hacs, and therefore only use the BCs for close range stuff. They also have the ability to fit a single warfare link, which can give extra bonuses to your gang. I'll describe this more closely in the next section.<br />
<br />
=== T2 Battlecruisers: Command Ships (CS) === <br />
Theese come in 2 classes, field command ships, which are basically just a stronger version of the T1 BC with a bit more dps and tank and better resists, and fleet command ships. Fleet command ships get a bonus to their racial warfare links, and in general have extremely good tanks with great resists. The racial links are: Armour for amarr, shield for caldari, skirmish for minmatar and information for gallente, and there are 3 types of links in each class. If the command ship is in a leadership position in the fleet, everyone below him in the command chain (including normal members) get the following bonus, assuming the command chain is complete (for example, if the CS is wing commander, and there are no squad commanders, or more squads then the CS can handle with its current wing commander level, no bonuses will be applied.<br />
<br />
Armour/Shield links:<br />
# Armour/shield resist bonus (stacking penalized with resist mods on the ship)<br />
# Armour/shield repper (both local and remote) cycle time reduction<br />
# Armour/shield repper (both local and remote) cap use reduction (combine 2 and 3 to get RRs with lower cycle time, but same cap use as before)<br />
<br />
Skirmish:<br />
# Increase speed mod of afterburners and MWDs, so you go faster with them activated.<br />
# Increase the range of warp disruptors/scramblers and webs. HIC points do not receive this bonus.<br />
# Lower signature radius of all ships in gang, making them harder to hit and lock.<br />
<br />
Information:<br />
# Boost the strength EW mods, like ecm and damps<br />
# Increase range of EW mods<br />
# Increase sensor strength (make it harder to jam them, I think it's stacking penalized with ECCM)<br />
<br />
The links themselves only give a 2 or 3% boost, but that can be increased ALOT by training relevant skills, fitting it on the fleet command ship (or a T3 ship with the proper subs, as described above, or to a titan, described below), and by using the racial mind link implant. With all that taken into account, a 2% bonus is increased to 26%, and a 3% bonus become a 39% bonus. That probably make it obvious why fleet command ships can have such a huge impact on the outcome of the battle, despite doing very low dps.<br />
<br />
== Battleship Class Ships ==<br />
<br />
=== T1 Battleship (BS) === <br />
You can't get heavier then this and still stay in sub capital ships, although there are ofcourse variotions. Great buffer tanks, very high dps when close range fitted for close range fitted ones, the best range in the game, while still maintaining good dps when long range fitted (usually apoc, mega, maelstrom/tempest and rokh, however, mega and mael/tempest can also be close range fitted and still perform better/as well as the other BS of their race). One notable exception here: The caldari scorpion, which is the only T1 EW BS, and use ecm. The weakness here is low speed and agility combined with slow lock speed and bad tracking, so it's hard to force an opponent in smaller ships to engage if the odds are in your favour, or to actually kill them since you'll be missing alot if you do get a fight.<br />
<br />
=== T2 Battleships: Marauders ===<br />
Theese are basically PVE only ships. Decent dps and good local tank, but in PVP you generally want a buffer tank instead, and marauders have very low sensor strength, making them easy to jam. However, the paladin and kronos can be situationally useful if you really need a target webbed down as much as possible, and don't mind using a ship worth over half a bill that's not insurable since they both get a 50% bonus to web strength, so a T2 web reduce the targets speed by 90%. I've only seen this used by one person, and that was on the Tama station since it's a kickout to prevent people from getting back in dock range, and that was with carrier support just in case.<br />
<br />
=== T2 Battleships: Black Ops (BO) ===<br />
Theese are the bi brothers of the recon ships, however, while they do get bonus to how fast they more while cloaked (which actually means that they'll move faster when cloaked then when not cloaked with the BO skill at a decent level), but they cost about 700m or so before fittings, so they're not really worth the risk of bringing it into combat. Despite that though, they do have a very useful role to play in PVP: the covert jump bridge. Covert cyno fields can now be lit even in cyno jammed 0.0 systems and doesn't appear as a beacon in the entire system like a normal cyno, and a black ops can then lock on to that field and create a bridge to it, which then allows other cov ops ships (aka any ship that get a bonus to cloaking, except T3 cruiser with the cloaking sub) to right click the BO and click jump to the system the bridge was set up to, so it basically become a 1 way stargate.<br />
<br />
<br />
== Capital Ships ==<br />
Capital ships, aka dreads, carriers, motherships, titans and rorquals (although the last one isn't a combat ship) can't use gates, and the motherships+titans can't even dock. Instead they use their own jump drive to travel around, but in order to do that, they require fuel (racial isotopes, helium for amarr, oxygen for gallente and the rorqual, nitrogen for caldari and hydrogen for minmatar) and a cynosural field to jump to. Those cyno fields can be created in 2 ways, either by anchoring and onlining a cyno gen pos mod which will always be online and available for use for the corp/alliance the POS belongs to, however it requires the corp/alliance to have sov 3 there before it can be used, and it's impossible to have both that and a cyno jammer, which also require sov 3, online in the same system. Jump freighters and black ops also require a cyno field to use their jump drive, but they have the ability to use gates aswell, and black ops can lock on to a covert cyno field too, which is an unique ability for them.<br />
<br />
=== Dreadnoughts (Dread) ===<br />
If you want pure dps, this is as good as it gets. Dreads do amazing damage, which can reach almost 5k dps when in siege even in a long range fit. When not sieged though, the generally just match a BS. Their tracking though is extremely bad, so they can basically only hit other caps and POSs/outposts, unless the target isn't moving at all. The exception is the moros, which get an awesome 50%/level bonus to drone damage and hitpoints, so the drones are lethal for any size of ships, but especially frigs. 5 T2 warriors with a 250% damage bonus before counting drone interfacing and stuff like that will kill any frig, except possibly for an AF (but that will die pretty fast too), in almost no time at all. <br />
<br />
The effects of the siege mod, which only dreads can fit, when activated, are:<br />
* -75% scan res<br />
* +625% damage mod<br />
* -92.5% tracking<br />
* -60% explosion velocity<br />
* -100% speed<br />
* +100% shield boost/armour rep amount<br />
* -50% shield booster/armour rep cycle time<br />
* Can't be remote repped<br />
* Immunity to EW<br />
* Max amount of targets lockable set to 2<br />
<br />
Cycle time is 10 minutes and require 500 - (level of tactical weapon reconfiguration skill)*50 strontium clathrates (stront), during that time you can't move in any way, not even by warping/jumping out.<br />
<br />
=== Carriers ===<br />
Theese are giant logistics platforms. They have the ability to store 1.000.000 m3 of [b]assembled[/b] ships in their ship maintenance bay so that people that loose their ship can quickly pick up a new one, and other ships from your corp (or fleet if you have configured your carrier for that) can use you to refit in space. They get a 50%/level range bonus to 2 of the following, varying depending on which racial carrier it is: Capital energy transfer, capital shield transporter or capital remote armour repairers. The amarr archon get cap transfer and armour rep, the gallente thanathos and minmatar nidhoggur get shield and armour and the caldari chimera get cap transfer and shield. In addition to that, all carriers get an additional 5%/level bonus to the following: the chimera and archon get a resist bonus (armour for archon, shield for chimera), the nidhoggur get a capital remote rep amount bonus and the thanathos get a fighter damage bonus. All carriers get the ability to control one extra drone in addition to the normal 5/level of racial carrier and the ability to use fighters. They can't fit any guns or launchers at all, so the high slots are usually used for neuts, smartbombs (drone/small ship defense) and remote reps.<br />
However, just like dreads, carriers also get a special module that only they and their bigger brother, the motherships, can fit (10 minute cycle): the triage module. <br />
<br />
The effects of it are:<br />
* -100% speed<br />
* -100% amount of drones controllable<br />
* +900% scan res<br />
* +4 max targets<br />
* +100% shield boost/armour rep amount (both local and remote)<br />
* -50% shield booster/armour repper cycle time (both local and remote)<br />
* +100% remote hull rep/cap transfer amount<br />
* -50% remote hull rep/cap transer cycle time<br />
* +9999900% EW cap use (all EW mods will therefore take more cap then the ship could ever get, making them impossible to use)<br />
* Immune to EW<br />
* Can't be remote repped<br />
* Can't jump out or warp away<br />
<br />
The triage mod also use stront, just like the siege mod, and the same amount, although Tactical logistics reconfiguration is used instead to reduce stront use.<br />
Carriers and motherships can also use warfare links, but just like with battlecruisers and field command ships, they don't get a ship bonus to strength.<br />
<br />
=== Motherships (MS) ===<br />
Basically just a larger carrier with more slots and cap etc. It gets +3 drones/carrier level instead of 1, but it can't dock and it has shorter jump range. However, it's always immune to EW even when not in triage. It can also use a clone vat bay which can hold jump clones, but I'm not sure how that actually work, and it is very rarely used. They can only be tackled by dictors and HICtors (well, and anchorable bubbles I guess, but that's not practical due to the anchoring time required before they activate.<br />
<br />
=== Titans ===<br />
Like motherships, they are immune to EW and can only be tackled by dictors and hics. They're all able to fit and activate the largest and most lethal smartbomb in the game: a doomsday device, which does 70313 damage with max skills, but can only be fired once/hour, cost 75k racial isotopes to activate, and prevents the titan from using its jump drive for 10 minutes. Activating it takes 15 seconds, so you have some time to get out before the damage is applied, and the range of it is 250 km (aka the hard coded max lock range, nothing can do damage at longer range then that). Titans also have a jump bridge, which works in a similar way to the cov ops jump bridge described above that the black ops use, but this one can bridge any type of ship, has longer range and can only lock on to normal cynos, not cov ops ones. They have bonuses to their racial capital weapons, but no sane titan pilot actually use them. Titans are fitted with (officer where available) neuts, smartbombs, cap rechargers, agility mods and both armour and shield resist mods (to make the reps that will be comming in from the triaged carriers that will quickly be jumped in if the titan gets tackled more effective, this is basically the only exception to "don't tank both shields and armour" rule). Some even include a 100mn MWD, but I'm not sure how common that is. However, every titan should have its racial doomsday device and a jump portal generator fitted in the highs at the very least. Atleast in PL, they are usually used for bridging people around, but when it's time to bring them into combat and doomsday someone, the general tactic is to have dictors and HICs bubble the hostile fleet so it can't escape when they see the titans land and the doomsdays start to go off, while a cyno ship set up a cyno at range from the fight (not sure if there's any prefered range for that, probably situational), but anyway, the titans jump in there and activate their doomsday while aligning out and then warp out to a safe spot immediately after the doomsday goes off and cloak up there until their 10 minute no jumping timer has expired.<br />
<br />
== Capital Industrial Ships: Rorqual ==<br />
This ship is primarily intended for mining support with its huge tractor beam range and speed, ability to fit bonused mining leadership links and ability to compress ore. However, it does have a 50%/level range bonus to capital shield transfers, and a 20%/level drone damage bonus, so while it's not intended as a PVP ship, some people have been known to use it for that.</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Ship_Class_Tactical_Overview&diff=817Ship Class Tactical Overview2009-08-19T15:18:52Z<p>Peter Strasser: </p>
<hr />
<div>[[Category:PvP]]<br />
<br />
This Overview is designed to give a brief synopsis of the uses of each ship class. in PvP.<br />
<br />
==Frigate Class Ships==<br />
<br />
=== T1 Frigates === <br />
These will generally just be tacklers. Point, web, speed mod, overdrives etc in lows & mids, irrelevant dps or nos etc in highs.<br />
Notable exceptions: Rifter<br />
The rifter is one of the best combat T1 frigs, and by most people even considered THE best. In a dogfighting fit with ACs, ab, web and scram, it can take on most other frigs and even some larger targets and win (watch out for the taranis and all the AF's though). Punisher and Incursus are the Amarr and Gallente equivalents, but they don't quite reach the level of the Rifter.<br />
<br />
=== T2 Frigates: Interceptors (Inty / 'ceptor) ===<br />
Theese are the primary tacklers in anything but 0.0 (where dictors and hics take over). They have the highest scan res of any class, and only vigils (minmatar EW frig) can match their speed. Their main purpose is tackling, and that's what they do best, but many interceptors can also be refit to be effective combat ships in an interceptor only gang. Their firepower and tank will be low compared to other types of ships, but they have the advantage of very high speed (even when tank+gank fitted) and awesome agility.<br />
<br />
=== T2 Frigates: Covert Ops === <br />
They can warp cloaked, used as scouts and for probing stuff down. Can also be used for tackling stuff it has scouted/probed out, but that's only for experienced people that know what they can and can't hold long enough for help to arrive, and what targets are worth the risk.<br />
<br />
=== T2 Frigates: Stealth Bombers (SB) === <br />
Super high dps/alpha frigates that can warp cloaked and doesn't have a sensor recalibration delay after decloaking. In 0.0, they can also launch bombs (basically a large, higher damage smartbomb). They have trouble hitting small targets with their torpedoes though.<br />
<br />
=== T2 Frigates: Electronic Attack Ships (EAS) === <br />
These very alot from race to race. Basically, they are frigate sized version of the combat recons that will be described below.<br />
<br />
=== T2 Frigates: Assault Ships (AS) === <br />
High tank, usually high dps frigates. If you get tackled by one of theese, you're generally not going anywhere, they're a pain to get rid of when properly fitted. The disadvantage compared to interceptors is that they're slower, and usually sacrifice their MWD and fit an AB instead to be able to survive longer after getting the target tackled.<br />
<br />
== Destroyer Class Ships ==<br />
<br />
=== T1 Destroyers === <br />
Anti-frig ships. Very good tracking, lots of small guns, however their tank is frig level, while they're almost as big as a cruiser. They die extremely fast, and are considered useless by many.<br />
<br />
=== T2 Destroyers: Interdictors (Dictor) === <br />
Theese are useless in high and low sec, however, when they get into 0.0, they become one of the most important ships available. Their role is launching warp disruption probes, usually called bubbles. Those probes create a warp disruption field in a 20km radius from the probe, and inside that field, nothing can warp, nomatter how many stabs they fit. Anyone trying to warp to a spot withing 150 (iirc) km of the edge of the bubble will be pulled to the edge of it, although only if the bubble is in line between the 2 objects that the ship is warping between. Interdictors and HICs (heavy interdictor) are the only ships that can tackle titans and motherships. <br />
<br />
== Cruiser Class Ships == <br />
<br />
=== T1 Cruisers ===<br />
Can have many roles, from mining and logistics (osprey, auguror, scythe, exequror) and EW (blackbird, bellicose, arbitrator, celestis) to pure dps (the rest basically).<br />
<br />
=== T2 Cruisers: Recon Ships === <br />
Theese come in 2 cathegories, combat recons and force recons. Force recons can fit a covert ops cloak and therefore warp cloaked, while the combat recon is generally better suited for the actual combat part, either trough stronger tank, higher dps or simply better range for their EW.<br />
Their main purpose is EW, but what they use vary from race to race.<br />
<br />
Amarr:<br />
Drones for dps, strongly bonused neuts in the highs, tracking disruptor bonus for reducing incomming damage. The force recon, pilgrim, does not get a range bonus and is therefore limited to roughly 12km range with its neuts, while the curse reach about 36km with recon 5 and best named/T2 neuts.<br />
<br />
Minmatar:<br />
Extreme range webs (normal T2 reach about 40km with recon 5 without overheating) and strength bonused target painters. No big difference between the combat recon, huginn, and the force recon, rapier, except for the cloak.<br />
<br />
Caldari:<br />
ECM only. They can break all locks a hostile ship has and keep them from starting to lock anything again for 20 seconds, however, it's chance based and depends on luck. The rook can fit 5 missile launchers and a full flight of light drones, the falcon can cloak, but only get 3 guns and 2 drones.<br />
<br />
Gallente:<br />
Sensor dampening and warp disruptor/scrambler range bonus. Recon 5 give 18km scram range and 48km disruptor range without overheating (for T2 mods). Just like with minmatar, there's no big difference between the cloaky arazu and the lachesis.<br />
<br />
=== T2 Cruisers: Heavy Assault Ships (HAC) === <br />
Extremely versatile and powerful ships. They combine high speed and agility with either high dps and decent tank when in a close range setup, or very long range where only sniper battleships will be able to fire back, while still offering good dps and ok buffer when in a LR setup.<br />
<br />
=== T2 Cruisers: Heavy Interdictors (HIC) === <br />
With the exception of some T3 cruiser setups, theese will have batter tank then any other cruiser, and match that of most battleships. Their dps is extremely low, but their role is tackling. <br />
<br />
In 0.0 they can create a 12-20 km radius warp disruption field similar to what the light interdictor create, however, while the light interdictor can launch its bubble and then get out, and the bubble will stay there for 2 minutes anyway, the HIC has to stay where it want its bubble to be, and while the bubble is up (30 second cycle time), it can not be remote repped, and while its normal speed remain the same, afterburners and microwarpdrives will have reduced effect. <br />
<br />
They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped, and if the enemy starts shooting the bubbling hic, it can drop its bubble and be repped back up again while the second hic put up its bubble instead. <br />
<br />
The bubble can not be used in low or high sec, however, the bubble mod comes with a script. <br />
<br />
The script increase the range of the point by 50% and allows it to be used in empire, but it comes at a price: It no longer create a bubble, but instead act like a normal warp disruptor, with the difference that no amount of stabs the target has. Scripting it also removes all penalties caused by using it, except for the can't be RRd part, and make it use more cap/s, even though the cycle time is now only 6 seconds and it use less cap/activation. <br />
<br />
If you see a hic in empire that seem to have its bubble up, don't worry though, it's just a graphical bug caused by loading the grid after the point was activated, it doesn't create an actual bubble. Theese are the only ships that can tackle super caps in low sec (well, in high sec too I guess, but super caps can't go there, and it has never been possible to get one in there afaik).<br />
<br />
=== T2 Cruisers: Logistics === <br />
Each race do it a bit differently here, but overall, theese ships are supposed to increase the survivability of the fleet in 1 way or another. <br />
<br />
Gallente and Amarr repair armour, Caldari and Minmatar repair shields. <br />
<br />
Amarr and Caldari gain 2 high slots compared to Minmatar & Gallente, but lose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that gallente and minmatar have. What this means is that guardian (amarr) and basilisks (caldari) usually use either 1 (logistics 5) or 2 (logistics 4, don't fly a logi ship with less then that) large energy transfers in their extra highs to create cap from nowhere and some eccm, tank and speed in the low/mid slots, which means they have to operate in groups of atleast 2, and if any of them get jammed, they both become practically useless since one is obviously jammed and can't do anything, while the other is no longer recieving the cap it needs to keep operating from its buddy. <br />
<br />
Scimitar (minmatar) and oneiros (gallente) doesn't have this weakness since they rely on CCC rigs and cap power relays/cap rechargers to keep themselves running with their extra lows and mids, however, that is not enough to run as many reppers as the cap transfering ones. Scimitar/oneiros can usually run 3 reppers with logi 4, and 4 reppers with logi 5, while basilisk/guardian can run 4 reppers with logistics 5 and 5 reppers with logistics 5, while also keeping a stronger tank.<br />
<br />
== T3 Cruisers: Strategic Cruisers == <br />
You can't get more versatile then this. Depending on what subsystems you put on it, it can basically do anything except for bubbling. With the right sub system, you can even become immune to bubbles (but you can still e tackled by hics with the script in and normal disruptors/scrams, which is a unique ability that no other ship has. They can be fitted to use their racial warfare links with an even stronger bonus then fleet command ships (described below), but it can only fit 1 link by default. However, by fitting 2 command processors, that can be increased to 3.<br />
<br />
== Battlecruiser Class Ships ==<br />
<br />
=== T1 Battlecruiser (BC) ===<br />
Very good mix between gank, tank, agility, speed and cost. Usually short range fitted (especially harbingers due to the awesome scorch), although some people that can't afford/can't fly a hac use them with a long range fit. <br />
<br />
HACs are way better for that role though, with better dps and range, so experience pilots usually do not have a reason to use a LR fit on it since most of them can also fly hacs, and therefore only use the BCs for close range stuff. They also have the ability to fit a single warfare link, which can give extra bonuses to your gang. I'll describe this more closely in the next section.<br />
<br />
=== T2 Battlecruisers: Command Ships (CS) === <br />
Theese come in 2 classes, field command ships, which are basically just a stronger version of the T1 BC with a bit more dps and tank and better resists, and fleet command ships. Fleet command ships get a bonus to their racial warfare links, and in general have extremely good tanks with great resists. The racial links are: Armour for amarr, shield for caldari, skirmish for minmatar and information for gallente, and there are 3 types of links in each class. If the command ship is in a leadership position in the fleet, everyone below him in the command chain (including normal members) get the following bonus, assuming the command chain is complete (for example, if the CS is wing commander, and there are no squad commanders, or more squads then the CS can handle with its current wing commander level, no bonuses will be applied.<br />
<br />
Armour/Shield links:<br />
# Armour/shield resist bonus (stacking penalized with resist mods on the ship)<br />
# Armour/shield repper (both local and remote) cycle time reduction<br />
# Armour/shield repper (both local and remote) cap use reduction (combine 2 and 3 to get RRs with lower cycle time, but same cap use as before)<br />
<br />
Skirmish:<br />
# Increase speed mod of afterburners and MWDs, so you go faster with them activated.<br />
# Increase the range of warp disruptors/scramblers and webs. HIC points do not receive this bonus.<br />
# Lower signature radius of all ships in gang, making them harder to hit and lock.<br />
<br />
Information:<br />
# Boost the strength EW mods, like ecm and damps<br />
# Increase range of EW mods<br />
# Increase sensor strength (make it harder to jam them, I think it's stacking penalized with ECCM)<br />
<br />
The links themselves only give a 2 or 3% boost, but that can be increased ALOT by training relevant skills, fitting it on the fleet command ship (or a T3 ship with the proper subs, as described above, or to a titan, described below), and by using the racial mind link implant. With all that taken into account, a 2% bonus is increased to 26%, and a 3% bonus become a 39% bonus. That probably make it obvious why fleet command ships can have such a huge impact on the outcome of the battle, despite doing very low dps.<br />
<br />
== Battleship Class Ships ==<br />
<br />
=== T1 Battleship (BS) === <br />
You can't get heavier then this and still stay in sub capital ships, although there are ofcourse variotions. Great buffer tanks, very high dps when close range fitted for close range fitted ones, the best range in the game, while still maintaining good dps when long range fitted (usually apoc, mega, maelstrom/tempest and rokh, however, mega and mael/tempest can also be close range fitted and still perform better/as well as the other BS of their race). One notable exception here: The caldari scorpion, which is the only T1 EW BS, and use ecm. The weakness here is low speed and agility combined with slow lock speed and bad tracking, so it's hard to force an opponent in smaller ships to engage if the odds are in your favour, or to actually kill them since you'll be missing alot if you do get a fight.<br />
<br />
=== T2 Battleships: Marauders ===<br />
Theese are basically PVE only ships. Decent dps and good local tank, but in PVP you generally want a buffer tank instead, and marauders have very low sensor strength, making them easy to jam. However, the paladin and kronos can be situationally useful if you really need a target webbed down as much as possible, and don't mind using a ship worth over half a bill that's not insurable since they both get a 50% bonus to web strength, so a T2 web reduce the targets speed by 90%. I've only seen this used by one person, and that was on the Tama station since it's a kickout to prevent people from getting back in dock range, and that was with carrier support just in case.<br />
<br />
=== T2 Battleships: Black Ops (BO) ===<br />
Theese are the bi brothers of the recon ships, however, while they do get bonus to how fast they more while cloaked (which actually means that they'll move faster when cloaked then when not cloaked with the BO skill at a decent level), but they cost about 700m or so before fittings, so they're not really worth the risk of bringing it into combat. Despite that though, they do have a very useful role to play in PVP: the covert jump bridge. Covert cyno fields can now be lit even in cyno jammed 0.0 systems and doesn't appear as a beacon in the entire system like a normal cyno, and a black ops can then lock on to that field and create a bridge to it, which then allows other cov ops ships (aka any ship that get a bonus to cloaking, except T3 cruiser with the cloaking sub) to right click the BO and click jump to the system the bridge was set up to, so it basically become a 1 way stargate.<br />
<br />
<br />
== Capital Ships ==<br />
Capital ships, aka dreads, carriers, motherships, titans and rorquals (although the last one isn't a combat ship) can't use gates, and the motherships+titans can't even dock. Instead they use their own jump drive to travel around, but in order to do that, they require fuel (racial isotopes, helium for amarr, oxygen for gallente and the rorqual, nitrogen for caldari and hydrogen for minmatar) and a cynosural field to jump to. Those cyno fields can be created in 2 ways, either by anchoring and onlining a cyno gen pos mod which will always be online and available for use for the corp/alliance the POS belongs to, however it requires the corp/alliance to have sov 3 there before it can be used, and it's impossible to have both that and a cyno jammer, which also require sov 3, online in the same system. Jump freighters and black ops also require a cyno field to use their jump drive, but they have the ability to use gates aswell, and black ops can lock on to a covert cyno field too, which is an unique ability for them.<br />
<br />
=== Dreadnoughts (Dread) ===<br />
If you want pure dps, this is as good as it gets. Dreads do amazing damage, which can reach almost 5k dps when in siege even in a long range fit. When not sieged though, the generally just match a BS. Their tracking though is extremely bad, so they can basically only hit other caps and POSs/outposts, unless the target isn't moving at all. The exception is the moros, which get an awesome 50%/level bonus to drone damage and hitpoints, so the drones are lethal for any size of ships, but especially frigs. 5 T2 warriors with a 250% damage bonus before counting drone interfacing and stuff like that will kill any frig, except possibly for an AF (but that will die pretty fast too), in almost no time at all. <br />
<br />
The effects of the siege mod, which only dreads can fit, when activated, are:<br />
* -75% scan res<br />
* +625% damage mod<br />
* -92.5% tracking<br />
* -60% explosion velocity<br />
* -100% speed<br />
* +100% shield boost/armour rep amount<br />
* -50% shield booster/armour rep cycle time<br />
* Can't be remote repped<br />
* Immunity to EW<br />
* Max amount of targets lockable set to 2<br />
<br />
Cycle time is 10 minutes and require 500 - (level of tactical weapon reconfiguration skill)*50 strontium clathrates (stront), during that time you can't move in any way, not even by warping/jumping out.<br />
<br />
=== Carriers ===<br />
Theese are giant logistics platforms. They have the ability to store 1.000.000 m3 of [b]assembled[/b] ships in their ship maintenance bay so that people that loose their ship can quickly pick up a new one, and other ships from your corp (or fleet if you have configured your carrier for that) can use you to refit in space. They get a 50%/level range bonus to 2 of the following, varying depending on which racial carrier it is: Capital energy transfer, capital shield transporter or capital remote armour repairers. The amarr archon get cap transfer and armour rep, the gallente thanathos and minmatar nidhoggur get shield and armour and the caldari chimera get cap transfer and shield. In addition to that, all carriers get an additional 5%/level bonus to the following: the chimera and archon get a resist bonus (armour for archon, shield for chimera), the nidhoggur get a capital remote rep amount bonus and the thanathos get a fighter damage bonus. All carriers get the ability to control one extra drone in addition to the normal 5/level of racial carrier and the ability to use fighters. They can't fit any guns or launchers at all, so the high slots are usually used for neuts, smartbombs (drone/small ship defense) and remote reps.<br />
However, just like dreads, carriers also get a special module that only they and their bigger brother, the motherships, can fit (10 minute cycle): the triage module. <br />
<br />
The effects of it are:<br />
* -100% speed<br />
* -100% amount of drones controllable<br />
* +900% scan res<br />
* +4 max targets<br />
* +100% shield boost/armour rep amount (both local and remote)<br />
* -50% shield booster/armour repper cycle time (both local and remote)<br />
* +100% remote hull rep/cap transfer amount<br />
* -50% remote hull rep/cap transer cycle time<br />
* +9999900% EW cap use (all EW mods will therefore take more cap then the ship could ever get, making them impossible to use)<br />
* Immune to EW<br />
* Can't be remote repped<br />
* Can't jump out or warp away<br />
<br />
The triage mod also use stront, just like the siege mod, and the same amount, although Tactical logistics reconfiguration is used instead to reduce stront use.<br />
Carriers and motherships can also use warfare links, but just like with battlecruisers and field command ships, they don't get a ship bonus to strength.<br />
<br />
=== Motherships (MS) ===<br />
Basically just a larger carrier with more slots and cap etc. It gets +3 drones/carrier level instead of 1, but it can't dock and it has shorter jump range. However, it's always immune to EW even when not in triage. It can also use a clone vat bay which can hold jump clones, but I'm not sure how that actually work, and it is very rarely used. They can only be tackled by dictors and HICtors (well, and anchorable bubbles I guess, but that's not practical due to the anchoring time required before they activate.<br />
<br />
=== Titans ===<br />
Like motherships, they are immune to EW and can only be tackled by dictors and hics. They're all able to fit and activate the largest and most lethal smartbomb in the game: a doomsday device, which does 70313 damage with max skills, but can only be fired once/hour, cost 75k racial isotopes to activate, and prevents the titan from using its jump drive for 10 minutes. Activating it takes 15 seconds, so you have some time to get out before the damage is applied, and the range of it is 250 km (aka the hard coded max lock range, nothing can do damage at longer range then that). Titans also have a jump bridge, which works in a similar way to the cov ops jump bridge described above that the black ops use, but this one can bridge any type of ship, has longer range and can only lock on to normal cynos, not cov ops ones. They have bonuses to their racial capital weapons, but no sane titan pilot actually use them. Titans are fitted with (officer where available) neuts, smartbombs, cap rechargers, agility mods and both armour and shield resist mods (to make the reps that will be comming in from the triaged carriers that will quickly be jumped in if the titan gets tackled more effective, this is basically the only exception to "don't tank both shields and armour" rule). Some even include a 100mn MWD, but I'm not sure how common that is. However, every titan should have its racial doomsday device and a jump portal generator fitted in the highs at the very least. Atleast in PL, they are usually used for bridging people around, but when it's time to bring them into combat and doomsday someone, the general tactic is to have dictors and HICs bubble the hostile fleet so it can't escape when they see the titans land and the doomsdays start to go off, while a cyno ship set up a cyno at range from the fight (not sure if there's any prefered range for that, probably situational), but anyway, the titans jump in there and activate their doomsday while aligning out and then warp out to a safe spot immediately after the doomsday goes off and cloak up there until their 10 minute no jumping timer has expired.<br />
<br />
== Capital Industrial Ships: Rorqual ==<br />
This ship is primarily intended for mining support with its huge tractor beam range and speed, ability to fit bonused mining leadership links and ability to compress ore. However, it does have a 50%/level range bonus to capital shield transfers, and a 20%/level drone damage bonus, so while it's not intended as a PVP ship, some people have been known to use it for that.</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Ship_Class_Tactical_Overview&diff=816Ship Class Tactical Overview2009-08-19T15:17:54Z<p>Peter Strasser: </p>
<hr />
<div>[[Category:PvP]]<br />
<br />
This Overview is designed to give a brief synopsis of the uses of each ship class. in PvP.<br />
<br />
==Frigate Class Ships==<br />
<br />
=== T1 Frigates === <br />
These will generally just be tacklers. Point, web, speed mod, overdrives etc in lows & mids, irrelevant dps or nos etc in highs.<br />
Notable exceptions: Rifter<br />
The rifter is one of the best combat T1 frigs, and by most people even considered THE best. In a dogfighting fit with ACs, ab, web and scram, it can take on most other frigs and even some larger targets and win (watch out for the taranis and all the AF's though). Punisher and Incursus are the Amarr and Gallente equivalents, but they don't quite reach the level of the Rifter.<br />
<br />
=== T2 Frigates: Interceptors (Inty / 'ceptor) ===<br />
Theese are the primary tacklers in anything but 0.0 (where dictors and hics take over). They have the highest scan res of any class, and only vigils (minmatar EW frig) can match their speed. Their main purpose is tackling, and that's what they do best, but many interceptors can also be refit to be effective combat ships in an interceptor only gang. Their firepower and tank will be low compared to other types of ships, but they have the advantage of very high speed (even when tank+gank fitted) and awesome agility.<br />
<br />
=== T2 Frigates: Covert Ops === <br />
They can warp cloaked, used as scouts and for probing stuff down. Can also be used for tackling stuff it has scouted/probed out, but that's only for experienced people that know what they can and can't hold long enough for help to arrive, and what targets are worth the risk.<br />
<br />
=== T2 Frigates: Stealth Bombers (SB) === <br />
Super high dps/alpha frigates that can warp cloaked and doesn't have a sensor recalibration delay after decloaking. In 0.0, they can also launch bombs (basically a large, higher damage smartbomb). They have trouble hitting small targets with their torpedoes though.<br />
<br />
=== T2 Frigates: Electronic Attack Ships (EAS) === <br />
These very alot from race to race. Basically, they are frigate sized version of the combat recons that will be described below.<br />
<br />
=== T2 Frigates: Assault Ships (AS) === <br />
High tank, usually high dps frigates. If you get tackled by one of theese, you're generally not going anywhere, they're a pain to get rid of when properly fitted. The disadvantage compared to interceptors is that they're slower, and usually sacrifice their MWD and fit an AB instead to be able to survive longer after getting the target tackled.<br />
<br />
== Destroyer Class Ships ==<br />
<br />
=== T1 Destroyers === <br />
Anti-frig ships. Very good tracking, lots of small guns, however their tank is frig level, while they're almost as big as a cruiser. They die extremely fast, and are considered useless by many.<br />
<br />
=== T2 Destroyers: Interdictors (Dictor) === <br />
Theese are useless in high and low sec, however, when they get into 0.0, they become one of the most important ships available. Their role is launching warp disruption probes, usually called bubbles. Those probes create a warp disruption field in a 20km radius from the probe, and inside that field, nothing can warp, nomatter how many stabs they fit. Anyone trying to warp to a spot withing 150 (iirc) km of the edge of the bubble will be pulled to the edge of it, although only if the bubble is in line between the 2 objects that the ship is warping between. Interdictors and HICs (heavy interdictor) are the only ships that can tackle titans and motherships. <br />
<br />
== Cruiser Class Ships == <br />
<br />
=== T1 Cruisers ===<br />
Can have many roles, from mining and logistics (osprey, auguror, scythe, exequror) and EW (blackbird, bellicose, arbitrator, celestis) to pure dps (the rest basically).<br />
<br />
=== T2 Cruisers: Recon Ships === <br />
Theese come in 2 cathegories, combat recons and force recons. Force recons can fit a covert ops cloak and therefore warp cloaked, while the combat recon is generally better suited for the actual combat part, either trough stronger tank, higher dps or simply better range for their EW.<br />
Their main purpose is EW, but what they use vary from race to race.<br />
<br />
Amarr:<br />
Drones for dps, strongly bonused neuts in the highs, tracking disruptor bonus for reducing incomming damage. The force recon, pilgrim, does not get a range bonus and is therefore limited to roughly 12km range with its neuts, while the curse reach about 36km with recon 5 and best named/T2 neuts.<br />
<br />
Minmatar:<br />
Extreme range webs (normal T2 reach about 40km with recon 5 without overheating) and strength bonused target painters. No big difference between the combat recon, huginn, and the force recon, rapier, except for the cloak.<br />
<br />
Caldari:<br />
ECM only. They can break all locks a hostile ship has and keep them from starting to lock anything again for 20 seconds, however, it's chance based and depends on luck. The rook can fit 5 missile launchers and a full flight of light drones, the falcon can cloak, but only get 3 guns and 2 drones.<br />
<br />
Gallente:<br />
Sensor dampening and warp disruptor/scrambler range bonus. Recon 5 give 18km scram range and 48km disruptor range without overheating (for T2 mods). Just like with minmatar, there's no big difference between the cloaky arazu and the lachesis.<br />
<br />
=== T2 Cruisers: Heavy Assault Ships (HAC) === <br />
Extremely versatile and powerful ships. They combine high speed and agility with either high dps and decent tank when in a close range setup, or very long range where only sniper battleships will be able to fire back, while still offering good dps and ok buffer when in a LR setup.<br />
<br />
=== T2 Cruisers: Heavy Interdictors (HIC) === <br />
With the exception of some T3 cruiser setups, theese will have batter tank then any other cruiser, and match that of most battleships. Their dps is extremely low, but their role is tackling. <br />
<br />
In 0.0 they can create a 12-20 km radius warp disruption field similar to what the light interdictor create, however, while the light interdictor can launch its bubble and then get out, and the bubble will stay there for 2 minutes anyway, the HIC has to stay where it want its bubble to be, and while the bubble is up (30 second cycle time), it can not be remote repped, and while its normal speed remain the same, afterburners and microwarpdrives will have reduced effect. <br />
<br />
They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped, and if the enemy starts shooting the bubbling hic, it can drop its bubble and be repped back up again while the second hic put up its bubble instead. <br />
<br />
The bubble can not be used in low or high sec, however, the bubble mod comes with a script. <br />
<br />
The script increase the range of the point by 50% and allows it to be used in empire, but it comes at a price: It no longer create a bubble, but instead act like a normal warp disruptor, with the difference that no amount of stabs the target has. Scripting it also removes all penalties caused by using it, except for the can't be RRd part, and make it use more cap/s, even though the cycle time is now only 6 seconds and it use less cap/activation. <br />
<br />
If you see a hic in empire that seem to have its bubble up, don't worry though, it's just a graphical bug caused by loading the grid after the point was activated, it doesn't create an actual bubble. Theese are the only ships that can tackle super caps in low sec (well, in high sec too I guess, but super caps can't go there, and it has never been possible to get one in there afaik).<br />
<br />
=== T2 Cruisers: Logistics === <br />
Each race do it a bit differently here, but overall, theese ships are supposed to increase the survivability of the fleet in 1 way or another. <br />
<br />
Gallente and Amarr repair armour, Caldari and Minmatar repair shields. <br />
<br />
Amarr and Caldari gain 2 high slots compared to Minmatar & Gallente, but lose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that gallente and minmatar have. What this means is that guardian (amarr) and basilisks (caldari) usually use either 1 (logistics 5) or 2 (logistics 4, don't fly a logi ship with less then that) large energy transfers in their extra highs to create cap from nowhere and some eccm, tank and speed in the low/mid slots, which means they have to operate in groups of atleast 2, and if any of them get jammed, they both become practically useless since one is obviously jammed and can't do anything, while the other is no longer recieving the cap it needs to keep operating from its buddy. <br />
<br />
Scimitar (minmatar) and oneiros (gallente) doesn't have this weakness since they rely on CCC rigs and cap power relays/cap rechargers to keep themselves running with their extra lows and mids, however, that is not enough to run as many reppers as the cap transfering ones. Scimitar/oneiros can usually run 3 reppers with logi 4, and 4 reppers with logi 5, while basilisk/guardian can run 4 reppers with logistics 5 and 5 reppers with logistics 5, while also keeping a stronger tank.<br />
<br />
== T3 Cruisers: Strategic Cruisers == <br />
You can't get more versatile then this. Depending on what subsystems you put on it, it can basically do anything except for bubbling. With the right sub system, you can even become immune to bubbles (but you can still e tackled by hics with the script in and normal disruptors/scrams, which is a unique ability that no other ship has. They can be fitted to use their racial warfare links with an even stronger bonus then fleet command ships (described below), but it can only fit 1 link by default. However, by fitting 2 command processors, that can be increased to 3.<br />
<br />
== Battlecruiser Class Ships ==<br />
<br />
=== T1 Battlecruiser (BC) ===<br />
Very good mix between gank, tank, agility, speed and cost. Usually short range fitted (especially harbingers due to the awesome scorch), although some people that can't afford/can't fly a hac use them with a long range fit. <br />
<br />
HACs are way better for that role though, with better dps and range, so experience pilots usually do not have a reason to use a LR fit on it since most of them can also fly hacs, and therefore only use the BCs for close range stuff. They also have the ability to fit a single warfare link, which can give extra bonuses to your gang. I'll describe this more closely in the next section.<br />
<br />
=== T2 Battlecruisers: Command Ships (CS) === <br />
Theese come in 2 classes, field command ships, which are basically just a stronger version of the T1 BC with a bit more dps and tank and better resists, and fleet command ships. Fleet command ships get a bonus to their racial warfare links, and in general have extremely good tanks with great resists. The racial links are: Armour for amarr, shield for caldari, skirmish for minmatar and information for gallente, and there are 3 types of links in each class. If the command ship is in a leadership position in the fleet, everyone below him in the command chain (including normal members) get the following bonus, assuming the command chain is complete (for example, if the CS is wing commander, and there are no squad commanders, or more squads then the CS can handle with its current wing commander level, no bonuses will be applied.<br />
<br />
Armour/Shield links:<br />
# Armour/shield resist bonus (stacking penalized with resist mods on the ship)<br />
# Armour/shield repper (both local and remote) cycle time reduction<br />
# Armour/shield repper (both local and remote) cap use reduction (combine 2 and 3 to get RRs with lower cycle time, but same cap use as before)<br />
<br />
Skirmish:<br />
# Increase speed mod of afterburners and MWDs, so you go faster with them activated.<br />
# Increase the range of warp disruptors/scramblers and webs. HIC points do not receive this bonus.<br />
# Lower signature radius of all ships in gang, making them harder to hit and lock.<br />
<br />
Information:<br />
# Boost the strength EW mods, like ecm and damps<br />
# Increase range of EW mods<br />
# Increase sensor strength (make it harder to jam them, I think it's stacking penalized with ECCM)<br />
<br />
The links themselves only give a 2 or 3% boost, but that can be increased ALOT by training relevant skills, fitting it on the fleet command ship (or a T3 ship with the proper subs, as described above, or to a titan, described below), and by using the racial mind link implant. With all that taken into account, a 2% bonus is increased to 26%, and a 3% bonus become a 39% bonus. That probably make it obvious why fleet command ships can have such a huge impact on the outcome of the battle, despite doing very low dps.<br />
<br />
== Battleships Class Ships ==<br />
<br />
=== T1 Battleship (BS) === <br />
You can't get heavier then this and still stay in sub capital ships, although there are ofcourse variotions. Great buffer tanks, very high dps when close range fitted for close range fitted ones, the best range in the game, while still maintaining good dps when long range fitted (usually apoc, mega, maelstrom/tempest and rokh, however, mega and mael/tempest can also be close range fitted and still perform better/as well as the other BS of their race). One notable exception here: The caldari scorpion, which is the only T1 EW BS, and use ecm. The weakness here is low speed and agility combined with slow lock speed and bad tracking, so it's hard to force an opponent in smaller ships to engage if the odds are in your favour, or to actually kill them since you'll be missing alot if you do get a fight.<br />
<br />
=== T2 Battleships: Marauders ===<br />
Theese are basically PVE only ships. Decent dps and good local tank, but in PVP you generally want a buffer tank instead, and marauders have very low sensor strength, making them easy to jam. However, the paladin and kronos can be situationally useful if you really need a target webbed down as much as possible, and don't mind using a ship worth over half a bill that's not insurable since they both get a 50% bonus to web strength, so a T2 web reduce the targets speed by 90%. I've only seen this used by one person, and that was on the Tama station since it's a kickout to prevent people from getting back in dock range, and that was with carrier support just in case.<br />
<br />
=== T2 Battleships: Black Ops (BO) ===<br />
Theese are the bi brothers of the recon ships, however, while they do get bonus to how fast they more while cloaked (which actually means that they'll move faster when cloaked then when not cloaked with the BO skill at a decent level), but they cost about 700m or so before fittings, so they're not really worth the risk of bringing it into combat. Despite that though, they do have a very useful role to play in PVP: the covert jump bridge. Covert cyno fields can now be lit even in cyno jammed 0.0 systems and doesn't appear as a beacon in the entire system like a normal cyno, and a black ops can then lock on to that field and create a bridge to it, which then allows other cov ops ships (aka any ship that get a bonus to cloaking, except T3 cruiser with the cloaking sub) to right click the BO and click jump to the system the bridge was set up to, so it basically become a 1 way stargate.<br />
<br />
<br />
== Capital Ships ==<br />
Capital ships, aka dreads, carriers, motherships, titans and rorquals (although the last one isn't a combat ship) can't use gates, and the motherships+titans can't even dock. Instead they use their own jump drive to travel around, but in order to do that, they require fuel (racial isotopes, helium for amarr, oxygen for gallente and the rorqual, nitrogen for caldari and hydrogen for minmatar) and a cynosural field to jump to. Those cyno fields can be created in 2 ways, either by anchoring and onlining a cyno gen pos mod which will always be online and available for use for the corp/alliance the POS belongs to, however it requires the corp/alliance to have sov 3 there before it can be used, and it's impossible to have both that and a cyno jammer, which also require sov 3, online in the same system. Jump freighters and black ops also require a cyno field to use their jump drive, but they have the ability to use gates aswell, and black ops can lock on to a covert cyno field too, which is an unique ability for them.<br />
<br />
=== Dreadnoughts (Dread) ===<br />
If you want pure dps, this is as good as it gets. Dreads do amazing damage, which can reach almost 5k dps when in siege even in a long range fit. When not sieged though, the generally just match a BS. Their tracking though is extremely bad, so they can basically only hit other caps and POSs/outposts, unless the target isn't moving at all. The exception is the moros, which get an awesome 50%/level bonus to drone damage and hitpoints, so the drones are lethal for any size of ships, but especially frigs. 5 T2 warriors with a 250% damage bonus before counting drone interfacing and stuff like that will kill any frig, except possibly for an AF (but that will die pretty fast too), in almost no time at all. <br />
<br />
The effects of the siege mod, which only dreads can fit, when activated, are:<br />
* -75% scan res<br />
* +625% damage mod<br />
* -92.5% tracking<br />
* -60% explosion velocity<br />
* -100% speed<br />
* +100% shield boost/armour rep amount<br />
* -50% shield booster/armour rep cycle time<br />
* Can't be remote repped<br />
* Immunity to EW<br />
* Max amount of targets lockable set to 2<br />
<br />
Cycle time is 10 minutes and require 500 - (level of tactical weapon reconfiguration skill)*50 strontium clathrates (stront), during that time you can't move in any way, not even by warping/jumping out.<br />
<br />
=== Carriers ===<br />
Theese are giant logistics platforms. They have the ability to store 1.000.000 m3 of [b]assembled[/b] ships in their ship maintenance bay so that people that loose their ship can quickly pick up a new one, and other ships from your corp (or fleet if you have configured your carrier for that) can use you to refit in space. They get a 50%/level range bonus to 2 of the following, varying depending on which racial carrier it is: Capital energy transfer, capital shield transporter or capital remote armour repairers. The amarr archon get cap transfer and armour rep, the gallente thanathos and minmatar nidhoggur get shield and armour and the caldari chimera get cap transfer and shield. In addition to that, all carriers get an additional 5%/level bonus to the following: the chimera and archon get a resist bonus (armour for archon, shield for chimera), the nidhoggur get a capital remote rep amount bonus and the thanathos get a fighter damage bonus. All carriers get the ability to control one extra drone in addition to the normal 5/level of racial carrier and the ability to use fighters. They can't fit any guns or launchers at all, so the high slots are usually used for neuts, smartbombs (drone/small ship defense) and remote reps.<br />
However, just like dreads, carriers also get a special module that only they and their bigger brother, the motherships, can fit (10 minute cycle): the triage module. <br />
<br />
The effects of it are:<br />
* -100% speed<br />
* -100% amount of drones controllable<br />
* +900% scan res<br />
* +4 max targets<br />
* +100% shield boost/armour rep amount (both local and remote)<br />
* -50% shield booster/armour repper cycle time (both local and remote)<br />
* +100% remote hull rep/cap transfer amount<br />
* -50% remote hull rep/cap transer cycle time<br />
* +9999900% EW cap use (all EW mods will therefore take more cap then the ship could ever get, making them impossible to use)<br />
* Immune to EW<br />
* Can't be remote repped<br />
* Can't jump out or warp away<br />
<br />
The triage mod also use stront, just like the siege mod, and the same amount, although Tactical logistics reconfiguration is used instead to reduce stront use.<br />
Carriers and motherships can also use warfare links, but just like with battlecruisers and field command ships, they don't get a ship bonus to strength.<br />
<br />
=== Motherships (MS) ===<br />
Basically just a larger carrier with more slots and cap etc. It gets +3 drones/carrier level instead of 1, but it can't dock and it has shorter jump range. However, it's always immune to EW even when not in triage. It can also use a clone vat bay which can hold jump clones, but I'm not sure how that actually work, and it is very rarely used. They can only be tackled by dictors and HICtors (well, and anchorable bubbles I guess, but that's not practical due to the anchoring time required before they activate.<br />
<br />
=== Titans ===<br />
Like motherships, they are immune to EW and can only be tackled by dictors and hics. They're all able to fit and activate the largest and most lethal smartbomb in the game: a doomsday device, which does 70313 damage with max skills, but can only be fired once/hour, cost 75k racial isotopes to activate, and prevents the titan from using its jump drive for 10 minutes. Activating it takes 15 seconds, so you have some time to get out before the damage is applied, and the range of it is 250 km (aka the hard coded max lock range, nothing can do damage at longer range then that). Titans also have a jump bridge, which works in a similar way to the cov ops jump bridge described above that the black ops use, but this one can bridge any type of ship, has longer range and can only lock on to normal cynos, not cov ops ones. They have bonuses to their racial capital weapons, but no sane titan pilot actually use them. Titans are fitted with (officer where available) neuts, smartbombs, cap rechargers, agility mods and both armour and shield resist mods (to make the reps that will be comming in from the triaged carriers that will quickly be jumped in if the titan gets tackled more effective, this is basically the only exception to "don't tank both shields and armour" rule). Some even include a 100mn MWD, but I'm not sure how common that is. However, every titan should have its racial doomsday device and a jump portal generator fitted in the highs at the very least. Atleast in PL, they are usually used for bridging people around, but when it's time to bring them into combat and doomsday someone, the general tactic is to have dictors and HICs bubble the hostile fleet so it can't escape when they see the titans land and the doomsdays start to go off, while a cyno ship set up a cyno at range from the fight (not sure if there's any prefered range for that, probably situational), but anyway, the titans jump in there and activate their doomsday while aligning out and then warp out to a safe spot immediately after the doomsday goes off and cloak up there until their 10 minute no jumping timer has expired.<br />
<br />
== Capital Industrial Ships: Rorqual ==<br />
This ship is primarily intended for mining support with its huge tractor beam range and speed, ability to fit bonused mining leadership links and ability to compress ore. However, it does have a 50%/level range bonus to capital shield transfers, and a 20%/level drone damage bonus, so while it's not intended as a PVP ship, some people have been known to use it for that.</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Ship_Class_Tactical_Overview&diff=815Ship Class Tactical Overview2009-08-19T15:11:25Z<p>Peter Strasser: </p>
<hr />
<div>[[Category:PvP]]<br />
<br />
== Frigate Classes ==<br />
<br />
=== T1 Frigates === <br />
Theese will generally just be tacklers. Point, web, speed mod, overdrives etc in lows+mids, irrelevant dps or nos etc in highs.<br />
Notable exceptions: Rifter<br />
The rifter is one of the best combat T1 frigs, and by most people even considered THE best. In a dogfighting fit with ACs, ab, web and scram, it can take on most other frigs and even some larger targets and win (watch out for the taranis and all the AFs though). Punisher and incursus are the amarr and gallente equivalents, but they don't quite reach the level of the rifter.<br />
<br />
=== T2 Frigates: Interceptors (Inty/ceptor) ===<br />
Theese are the primary tacklers in anything but 0.0 (where dictors and hics take over). They have the highest scan res of any class, and only vigils (minmatar EW frig) can match their speed. Their main purpose is tackling, and that's what they do best, but many interceptors can also be refit to be effective combat ships in an interceptor only gang. Their firepower and tank will be low compared to other types of ships, but they have the advantage of very high speed (even when tank+gank fitted) and awesome agility.<br />
<br />
=== T2 Frigates: Covert Ops === <br />
They can warp cloaked, used as scouts and for probing stuff down. Can also be used for tackling stuff it has scouted/probed out, but that's only for experienced people that know what they can and can't hold long enough for help to arrive, and what targets are worth the risk.<br />
<br />
=== T2 Frigates: Stealth Bombers (SB) === <br />
Super high dps/alpha frigates that can warp cloaked and doesn't have a sensor recalibration delay after decloaking. In 0.0, they can also launch bombs (basically a large, higher damage smartbomb). They have trouble hitting small targets with their torpedoes though.<br />
<br />
=== T2 Frigates: Electronic Attack Ships (EAS) === <br />
These very alot from race to race. Basically, they are frigate sized version of the combat recons that will be described below.<br />
<br />
=== T2 Frigates: Assault Ships (AS) === <br />
High tank, usually high dps frigates. If you get tackled by one of theese, you're generally not going anywhere, they're a pain to get rid of when properly fitted. The disadvantage compared to interceptors is that they're slower, and usually sacrifice their MWD and fit an AB instead to be able to survive longer after getting the target tackled.<br />
<br />
== Destroyer Classes ==<br />
<br />
=== T1 Destroyers === <br />
Anti-frig ships. Very good tracking, lots of small guns, however their tank is frig level, while they're almost as big as a cruiser. They die extremely fast, and are considered useless by many.<br />
<br />
=== T2 Destroyers: Interdictors (Dictor) === <br />
Theese are useless in high and low sec, however, when they get into 0.0, they become one of the most important ships available. Their role is launching warp disruption probes, usually called bubbles. Those probes create a warp disruption field in a 20km radius from the probe, and inside that field, nothing can warp, nomatter how many stabs they fit. Anyone trying to warp to a spot withing 150 (iirc) km of the edge of the bubble will be pulled to the edge of it, although only if the bubble is in line between the 2 objects that the ship is warping between. Interdictors and HICs (heavy interdictor) are the only ships that can tackle titans and motherships. <br />
<br />
== Cruiser Classes == <br />
<br />
=== T1 Cruisers ===<br />
Can have many roles, from mining and logistics (osprey, auguror, scythe, exequror) and EW (blackbird, bellicose, arbitrator, celestis) to pure dps (the rest basically).<br />
<br />
=== T2 Cruisers: Recon Ships === <br />
Theese come in 2 cathegories, combat recons and force recons. Force recons can fit a covert ops cloak and therefore warp cloaked, while the combat recon is generally better suited for the actual combat part, either trough stronger tank, higher dps or simply better range for their EW.<br />
Their main purpose is EW, but what they use vary from race to race.<br />
<br />
Amarr:<br />
Drones for dps, strongly bonused neuts in the highs, tracking disruptor bonus for reducing incomming damage. The force recon, pilgrim, does not get a range bonus and is therefore limited to roughly 12km range with its neuts, while the curse reach about 36km with recon 5 and best named/T2 neuts.<br />
<br />
Minmatar:<br />
Extreme range webs (normal T2 reach about 40km with recon 5 without overheating) and strength bonused target painters. No big difference between the combat recon, huginn, and the force recon, rapier, except for the cloak.<br />
<br />
Caldari:<br />
ECM only. They can break all locks a hostile ship has and keep them from starting to lock anything again for 20 seconds, however, it's chance based and depends on luck. The rook can fit 5 missile launchers and a full flight of light drones, the falcon can cloak, but only get 3 guns and 2 drones.<br />
<br />
Gallente:<br />
Sensor dampening and warp disruptor/scrambler range bonus. Recon 5 give 18km scram range and 48km disruptor range without overheating (for T2 mods). Just like with minmatar, there's no big difference between the cloaky arazu and the lachesis.<br />
<br />
=== T2 Cruisers: Heavy Assault Ships (HAC) === <br />
Extremely versatile and powerful ships. They combine high speed and agility with either high dps and decent tank when in a close range setup, or very long range where only sniper battleships will be able to fire back, while still offering good dps and ok buffer when in a LR setup.<br />
<br />
=== T2 Cruisers: Heavy Interdictors (HIC) === <br />
With the exception of some T3 cruiser setups, theese will have batter tank then any other cruiser, and match that of most battleships. Their dps is extremely low, but their role is tackling. <br />
<br />
In 0.0 they can create a 12-20 km radius warp disruption field similar to what the light interdictor create, however, while the light interdictor can launch its bubble and then get out, and the bubble will stay there for 2 minutes anyway, the HIC has to stay where it want its bubble to be, and while the bubble is up (30 second cycle time), it can not be remote repped, and while its normal speed remain the same, afterburners and microwarpdrives will have reduced effect. <br />
<br />
They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped, and if the enemy starts shooting the bubbling hic, it can drop its bubble and be repped back up again while the second hic put up its bubble instead. <br />
<br />
The bubble can not be used in low or high sec, however, the bubble mod comes with a script. <br />
<br />
The script increase the range of the point by 50% and allows it to be used in empire, but it comes at a price: It no longer create a bubble, but instead act like a normal warp disruptor, with the difference that no amount of stabs the target has. Scripting it also removes all penalties caused by using it, except for the can't be RRd part, and make it use more cap/s, even though the cycle time is now only 6 seconds and it use less cap/activation. <br />
<br />
If you see a hic in empire that seem to have its bubble up, don't worry though, it's just a graphical bug caused by loading the grid after the point was activated, it doesn't create an actual bubble. Theese are the only ships that can tackle super caps in low sec (well, in high sec too I guess, but super caps can't go there, and it has never been possible to get one in there afaik).<br />
<br />
=== T2 Cruisers: Logistics === <br />
Each race do it a bit differently here, but overall, theese ships are supposed to increase the survivability of the fleet in 1 way or another. <br />
<br />
Gallente and amarr rep armour, caldari and minmatar rep shield. <br />
<br />
Amarr and caldari gain 2 high slots compared to minmatar/gallente, but loose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that gallente and minmatar have. What this means is that guardian (amarr) and basilisks (caldari) usually use either 1 (logistics 5) or 2 (logistics 4, don't fly a logi ship with less then that) large energy transfers in their extra highs to create cap from nowhere and some eccm, tank and speed in the low/mid slots, which means they have to operate in groups of atleast 2, and if any of them get jammed, they both become practically useless since one is obviously jammed and can't do anything, while the other is no longer recieving the cap it needs to keep operating from its buddy. <br />
<br />
Scimitar (minmatar) and oneiros (gallente) doesn't have this weakness since they rely on CCC rigs and cap power relays/cap rechargers to keep themselves running with their extra lows and mids, however, that is not enough to run as many reppers as the cap transfering ones. Scimitar/oneiros can usually run 3 reppers with logi 4, and 4 reppers with logi 5, while basilisk/guardian can run 4 reppers with logistics 5 and 5 reppers with logistics 5, while also keeping a stronger tank.<br />
<br />
== T3 Cruisers: Strategic Cruisers == <br />
You can't get more versatile then this. Depending on what subsystems you put on it, it can basically do anything except for bubbling. With the right sub system, you can even become immune to bubbles (but you can still e tackled by hics with the script in and normal disruptors/scrams, which is a unique ability that no other ship has. They can be fitted to use their racial warfare links with an even stronger bonus then fleet command ships (described below), but it can only fit 1 link by default. However, by fitting 2 command processors, that can be increased to 3.<br />
<br />
== Battlecruiser Classes ==<br />
<br />
=== T1 Battlecruiser (BC) ===<br />
Very good mix between gank, tank, agility, speed and cost. Usually short range fitted (especially harbingers due to the awesome scorch), although some people that can't afford/can't fly a hac use them with a long range fit. <br />
<br />
HACs are way better for that role though, with better dps and range, so experience pilots usually do not have a reason to use a LR fit on it since most of them can also fly hacs, and therefore only use the BCs for close range stuff. They also have the ability to fit a single warfare link, which can give extra bonuses to your gang. I'll describe this more closely in the next section.<br />
<br />
=== T2 Battlecruisers: Command Ships(CS) === <br />
Theese come in 2 classes, field command ships, which are basically just a stronger version of the T1 BC with a bit more dps and tank and better resists, and fleet command ships. Fleet command ships get a bonus to their racial warfare links, and in general have extremely good tanks with great resists. The racial links are: Armour for amarr, shield for caldari, skirmish for minmatar and information for gallente, and there are 3 types of links in each class. If the command ship is in a leadership position in the fleet, everyone below him in the command chain (including normal members) get the following bonus, assuming the command chain is complete (for example, if the CS is wing commander, and there are no squad commanders, or more squads then the CS can handle with its current wing commander level, no bonuses will be applied.<br />
<br />
Armour/shield links:<br />
# Armour/shield resist bonus (stacking penalized with resist mods on the ship)<br />
# Armour/shield repper (both local and remote) cycle time reduction<br />
# Armour/shield repper (both local and remote) cap use reduction (combine 2 and 3 to get RRs with lower cycle time, but same cap use as before)<br />
<br />
Skirmish:<br />
# Increase speed mod of afterburners and MWDs, so you go faster with them activated.<br />
# Increase the range of warp disruptors/scramblers and webs. HIC points do not receive this bonus.<br />
# Lower signature radius of all ships in gang, making them harder to hit and lock.<br />
<br />
Information:<br />
# Boost the strength EW mods, like ecm and damps<br />
# Increase range of EW mods<br />
# Increase sensor strength (make it harder to jam them, I think it's stacking penalized with ECCM)<br />
<br />
The links themselves only give a 2 or 3% boost, but that can be increased ALOT by training relevant skills, fitting it on the fleet command ship (or a T3 ship with the proper subs, as described above, or to a titan, described below), and by using the racial mind link implant. With all that taken into account, a 2% bonus is increased to 26%, and a 3% bonus become a 39% bonus. That probably make it obvious why fleet command ships can have such a huge impact on the outcome of the battle, despite doing very low dps.<br />
<br />
== Battleships Classes ==<br />
<br />
=== T1 Battleship (BS) === <br />
You can't get heavier then this and still stay in sub capital ships, although there are ofcourse variotions. Great buffer tanks, very high dps when close range fitted for close range fitted ones, the best range in the game, while still maintaining good dps when long range fitted (usually apoc, mega, maelstrom/tempest and rokh, however, mega and mael/tempest can also be close range fitted and still perform better/as well as the other BS of their race). One notable exception here: The caldari scorpion, which is the only T1 EW BS, and use ecm. The weakness here is low speed and agility combined with slow lock speed and bad tracking, so it's hard to force an opponent in smaller ships to engage if the odds are in your favour, or to actually kill them since you'll be missing alot if you do get a fight.<br />
<br />
=== T2 Battleships: Marauders ===<br />
Theese are basically PVE only ships. Decent dps and good local tank, but in PVP you generally want a buffer tank instead, and marauders have very low sensor strength, making them easy to jam. However, the paladin and kronos can be situationally useful if you really need a target webbed down as much as possible, and don't mind using a ship worth over half a bill that's not insurable since they both get a 50% bonus to web strength, so a T2 web reduce the targets speed by 90%. I've only seen this used by one person, and that was on the Tama station since it's a kickout to prevent people from getting back in dock range, and that was with carrier support just in case.<br />
<br />
=== T2 Battleships: Black Ops (BO) ===<br />
Theese are the bi brothers of the recon ships, however, while they do get bonus to how fast they more while cloaked (which actually means that they'll move faster when cloaked then when not cloaked with the BO skill at a decent level), but they cost about 700m or so before fittings, so they're not really worth the risk of bringing it into combat. Despite that though, they do have a very useful role to play in PVP: the covert jump bridge. Covert cyno fields can now be lit even in cyno jammed 0.0 systems and doesn't appear as a beacon in the entire system like a normal cyno, and a black ops can then lock on to that field and create a bridge to it, which then allows other cov ops ships (aka any ship that get a bonus to cloaking, except T3 cruiser with the cloaking sub) to right click the BO and click jump to the system the bridge was set up to, so it basically become a 1 way stargate.<br />
<br />
<br />
== Capital Ships (General Overview on Travel) ==<br />
Capital ships, aka dreads, carriers, motherships, titans and rorquals (although the last one isn't a combat ship) can't use gates, and the motherships+titans can't even dock. Instead they use their own jump drive to travel around, but in order to do that, they require fuel (racial isotopes, helium for amarr, oxygen for gallente and the rorqual, nitrogen for caldari and hydrogen for minmatar) and a cynosural field to jump to. Those cyno fields can be created in 2 ways, either by anchoring and onlining a cyno gen pos mod which will always be online and available for use for the corp/alliance the POS belongs to, however it requires the corp/alliance to have sov 3 there before it can be used, and it's impossible to have both that and a cyno jammer, which also require sov 3, online in the same system. Jump freighters and black ops also require a cyno field to use their jump drive, but they have the ability to use gates aswell, and black ops can lock on to a covert cyno field too, which is an unique ability for them.<br />
<br />
== Dreadnoughts (Dread) ==<br />
If you want pure dps, this is as good as it gets. Dreads do amazing damage, which can reach almost 5k dps when in siege even in a long range fit. When not sieged though, the generally just match a BS. Their tracking though is extremely bad, so they can basically only hit other caps and POSs/outposts, unless the target isn't moving at all. The exception is the moros, which get an awesome 50%/level bonus to drone damage and hitpoints, so the drones are lethal for any size of ships, but especially frigs. 5 T2 warriors with a 250% damage bonus before counting drone interfacing and stuff like that will kill any frig, except possibly for an AF (but that will die pretty fast too), in almost no time at all. <br />
<br />
The effects of the siege mod, which only dreads can fit, when activated, are:<br />
* -75% scan res<br />
* +625% damage mod<br />
* -92.5% tracking<br />
* -60% explosion velocity<br />
* -100% speed<br />
* +100% shield boost/armour rep amount<br />
* -50% shield booster/armour rep cycle time<br />
* Can't be remote repped<br />
* Immunity to EW<br />
* Max amount of targets lockable set to 2<br />
<br />
Cycle time is 10 minutes and require 500 - (level of tactical weapon reconfiguration skill)*50 strontium clathrates (stront), during that time you can't move in any way, not even by warping/jumping out.<br />
<br />
== Carriers ==<br />
Theese are giant logistics platforms. They have the ability to store 1.000.000 m3 of [b]assembled[/b] ships in their ship maintenance bay so that people that loose their ship can quickly pick up a new one, and other ships from your corp (or fleet if you have configured your carrier for that) can use you to refit in space. They get a 50%/level range bonus to 2 of the following, varying depending on which racial carrier it is: Capital energy transfer, capital shield transporter or capital remote armour repairers. The amarr archon get cap transfer and armour rep, the gallente thanathos and minmatar nidhoggur get shield and armour and the caldari chimera get cap transfer and shield. In addition to that, all carriers get an additional 5%/level bonus to the following: the chimera and archon get a resist bonus (armour for archon, shield for chimera), the nidhoggur get a capital remote rep amount bonus and the thanathos get a fighter damage bonus. All carriers get the ability to control one extra drone in addition to the normal 5/level of racial carrier and the ability to use fighters. They can't fit any guns or launchers at all, so the high slots are usually used for neuts, smartbombs (drone/small ship defense) and remote reps.<br />
However, just like dreads, carriers also get a special module that only they and their bigger brother, the motherships, can fit (10 minute cycle): the triage module. <br />
<br />
The effects of it are:<br />
* -100% speed<br />
* -100% amount of drones controllable<br />
* +900% scan res<br />
* +4 max targets<br />
* +100% shield boost/armour rep amount (both local and remote)<br />
* -50% shield booster/armour repper cycle time (both local and remote)<br />
* +100% remote hull rep/cap transfer amount<br />
* -50% remote hull rep/cap transer cycle time<br />
* +9999900% EW cap use (all EW mods will therefore take more cap then the ship could ever get, making them impossible to use)<br />
* Immune to EW<br />
* Can't be remote repped<br />
* Can't jump out or warp away<br />
<br />
The triage mod also use stront, just like the siege mod, and the same amount, although Tactical logistics reconfiguration is used instead to reduce stront use.<br />
Carriers and motherships can also use warfare links, but just like with battlecruisers and field command ships, they don't get a ship bonus to strength.<br />
<br />
== Motherships (MS) ==<br />
Basically just a larger carrier with more slots and cap etc. It gets +3 drones/carrier level instead of 1, but it can't dock and it has shorter jump range. However, it's always immune to EW even when not in triage. It can also use a clone vat bay which can hold jump clones, but I'm not sure how that actually work, and it is very rarely used. They can only be tackled by dictors and HICtors (well, and anchorable bubbles I guess, but that's not practical due to the anchoring time required before they activate.<br />
<br />
== Titans ==<br />
Like motherships, they are immune to EW and can only be tackled by dictors and hics. They're all able to fit and activate the largest and most lethal smartbomb in the game: a doomsday device, which does 70313 damage with max skills, but can only be fired once/hour, cost 75k racial isotopes to activate, and prevents the titan from using its jump drive for 10 minutes. Activating it takes 15 seconds, so you have some time to get out before the damage is applied, and the range of it is 250 km (aka the hard coded max lock range, nothing can do damage at longer range then that). Titans also have a jump bridge, which works in a similar way to the cov ops jump bridge described above that the black ops use, but this one can bridge any type of ship, has longer range and can only lock on to normal cynos, not cov ops ones. They have bonuses to their racial capital weapons, but no sane titan pilot actually use them. Titans are fitted with (officer where available) neuts, smartbombs, cap rechargers, agility mods and both armour and shield resist mods (to make the reps that will be comming in from the triaged carriers that will quickly be jumped in if the titan gets tackled more effective, this is basically the only exception to "don't tank both shields and armour" rule). Some even include a 100mn MWD, but I'm not sure how common that is. However, every titan should have its racial doomsday device and a jump portal generator fitted in the highs at the very least. Atleast in PL, they are usually used for bridging people around, but when it's time to bring them into combat and doomsday someone, the general tactic is to have dictors and HICs bubble the hostile fleet so it can't escape when they see the titans land and the doomsdays start to go off, while a cyno ship set up a cyno at range from the fight (not sure if there's any prefered range for that, probably situational), but anyway, the titans jump in there and activate their doomsday while aligning out and then warp out to a safe spot immediately after the doomsday goes off and cloak up there until their 10 minute no jumping timer has expired.<br />
<br />
== Capital Industrial Ships: Rorqual ==<br />
This ship is primarily intended for mining support with its huge tractor beam range and speed, ability to fit bonused mining leadership links and ability to compress ore. However, it does have a 50%/level range bonus to capital shield transfers, and a 20%/level drone damage bonus, so while it's not intended as a PVP ship, some people have been known to use it for that.</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Ship_Class_Tactical_Overview&diff=813Ship Class Tactical Overview2009-08-19T15:10:31Z<p>Peter Strasser: moved Ship Class Overview to Ship Class Tactical Overview</p>
<hr />
<div>== Frigate Classes ==<br />
<br />
=== T1 Frigates === <br />
Theese will generally just be tacklers. Point, web, speed mod, overdrives etc in lows+mids, irrelevant dps or nos etc in highs.<br />
Notable exceptions: Rifter<br />
The rifter is one of the best combat T1 frigs, and by most people even considered THE best. In a dogfighting fit with ACs, ab, web and scram, it can take on most other frigs and even some larger targets and win (watch out for the taranis and all the AFs though). Punisher and incursus are the amarr and gallente equivalents, but they don't quite reach the level of the rifter.<br />
<br />
=== T2 Frigates: Interceptors (Inty/ceptor) ===<br />
Theese are the primary tacklers in anything but 0.0 (where dictors and hics take over). They have the highest scan res of any class, and only vigils (minmatar EW frig) can match their speed. Their main purpose is tackling, and that's what they do best, but many interceptors can also be refit to be effective combat ships in an interceptor only gang. Their firepower and tank will be low compared to other types of ships, but they have the advantage of very high speed (even when tank+gank fitted) and awesome agility.<br />
<br />
=== T2 Frigates: Covert Ops === <br />
They can warp cloaked, used as scouts and for probing stuff down. Can also be used for tackling stuff it has scouted/probed out, but that's only for experienced people that know what they can and can't hold long enough for help to arrive, and what targets are worth the risk.<br />
<br />
=== T2 Frigates: Stealth Bombers (SB) === <br />
Super high dps/alpha frigates that can warp cloaked and doesn't have a sensor recalibration delay after decloaking. In 0.0, they can also launch bombs (basically a large, higher damage smartbomb). They have trouble hitting small targets with their torpedoes though.<br />
<br />
=== T2 Frigates: Electronic Attack Ships (EAS) === <br />
These very alot from race to race. Basically, they are frigate sized version of the combat recons that will be described below.<br />
<br />
=== T2 Frigates: Assault Ships (AS) === <br />
High tank, usually high dps frigates. If you get tackled by one of theese, you're generally not going anywhere, they're a pain to get rid of when properly fitted. The disadvantage compared to interceptors is that they're slower, and usually sacrifice their MWD and fit an AB instead to be able to survive longer after getting the target tackled.<br />
<br />
== Destroyer Classes ==<br />
<br />
=== T1 Destroyers === <br />
Anti-frig ships. Very good tracking, lots of small guns, however their tank is frig level, while they're almost as big as a cruiser. They die extremely fast, and are considered useless by many.<br />
<br />
=== T2 Destroyers: Interdictors (Dictor) === <br />
Theese are useless in high and low sec, however, when they get into 0.0, they become one of the most important ships available. Their role is launching warp disruption probes, usually called bubbles. Those probes create a warp disruption field in a 20km radius from the probe, and inside that field, nothing can warp, nomatter how many stabs they fit. Anyone trying to warp to a spot withing 150 (iirc) km of the edge of the bubble will be pulled to the edge of it, although only if the bubble is in line between the 2 objects that the ship is warping between. Interdictors and HICs (heavy interdictor) are the only ships that can tackle titans and motherships. <br />
<br />
== Cruiser Classes == <br />
<br />
=== T1 Cruisers ===<br />
Can have many roles, from mining and logistics (osprey, auguror, scythe, exequror) and EW (blackbird, bellicose, arbitrator, celestis) to pure dps (the rest basically).<br />
<br />
=== T2 Cruisers: Recon Ships === <br />
Theese come in 2 cathegories, combat recons and force recons. Force recons can fit a covert ops cloak and therefore warp cloaked, while the combat recon is generally better suited for the actual combat part, either trough stronger tank, higher dps or simply better range for their EW.<br />
Their main purpose is EW, but what they use vary from race to race.<br />
<br />
Amarr:<br />
Drones for dps, strongly bonused neuts in the highs, tracking disruptor bonus for reducing incomming damage. The force recon, pilgrim, does not get a range bonus and is therefore limited to roughly 12km range with its neuts, while the curse reach about 36km with recon 5 and best named/T2 neuts.<br />
<br />
Minmatar:<br />
Extreme range webs (normal T2 reach about 40km with recon 5 without overheating) and strength bonused target painters. No big difference between the combat recon, huginn, and the force recon, rapier, except for the cloak.<br />
<br />
Caldari:<br />
ECM only. They can break all locks a hostile ship has and keep them from starting to lock anything again for 20 seconds, however, it's chance based and depends on luck. The rook can fit 5 missile launchers and a full flight of light drones, the falcon can cloak, but only get 3 guns and 2 drones.<br />
<br />
Gallente:<br />
Sensor dampening and warp disruptor/scrambler range bonus. Recon 5 give 18km scram range and 48km disruptor range without overheating (for T2 mods). Just like with minmatar, there's no big difference between the cloaky arazu and the lachesis.<br />
<br />
=== T2 Cruisers: Heavy Assault Ships (HAC) === <br />
Extremely versatile and powerful ships. They combine high speed and agility with either high dps and decent tank when in a close range setup, or very long range where only sniper battleships will be able to fire back, while still offering good dps and ok buffer when in a LR setup.<br />
<br />
=== T2 Cruisers: Heavy Interdictors (HIC) === <br />
With the exception of some T3 cruiser setups, theese will have batter tank then any other cruiser, and match that of most battleships. Their dps is extremely low, but their role is tackling. <br />
<br />
In 0.0 they can create a 12-20 km radius warp disruption field similar to what the light interdictor create, however, while the light interdictor can launch its bubble and then get out, and the bubble will stay there for 2 minutes anyway, the HIC has to stay where it want its bubble to be, and while the bubble is up (30 second cycle time), it can not be remote repped, and while its normal speed remain the same, afterburners and microwarpdrives will have reduced effect. <br />
<br />
They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped, and if the enemy starts shooting the bubbling hic, it can drop its bubble and be repped back up again while the second hic put up its bubble instead. <br />
<br />
The bubble can not be used in low or high sec, however, the bubble mod comes with a script. <br />
<br />
The script increase the range of the point by 50% and allows it to be used in empire, but it comes at a price: It no longer create a bubble, but instead act like a normal warp disruptor, with the difference that no amount of stabs the target has. Scripting it also removes all penalties caused by using it, except for the can't be RRd part, and make it use more cap/s, even though the cycle time is now only 6 seconds and it use less cap/activation. <br />
<br />
If you see a hic in empire that seem to have its bubble up, don't worry though, it's just a graphical bug caused by loading the grid after the point was activated, it doesn't create an actual bubble. Theese are the only ships that can tackle super caps in low sec (well, in high sec too I guess, but super caps can't go there, and it has never been possible to get one in there afaik).<br />
<br />
=== T2 Cruisers: Logistics === <br />
Each race do it a bit differently here, but overall, theese ships are supposed to increase the survivability of the fleet in 1 way or another. <br />
<br />
Gallente and amarr rep armour, caldari and minmatar rep shield. <br />
<br />
Amarr and caldari gain 2 high slots compared to minmatar/gallente, but loose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that gallente and minmatar have. What this means is that guardian (amarr) and basilisks (caldari) usually use either 1 (logistics 5) or 2 (logistics 4, don't fly a logi ship with less then that) large energy transfers in their extra highs to create cap from nowhere and some eccm, tank and speed in the low/mid slots, which means they have to operate in groups of atleast 2, and if any of them get jammed, they both become practically useless since one is obviously jammed and can't do anything, while the other is no longer recieving the cap it needs to keep operating from its buddy. <br />
<br />
Scimitar (minmatar) and oneiros (gallente) doesn't have this weakness since they rely on CCC rigs and cap power relays/cap rechargers to keep themselves running with their extra lows and mids, however, that is not enough to run as many reppers as the cap transfering ones. Scimitar/oneiros can usually run 3 reppers with logi 4, and 4 reppers with logi 5, while basilisk/guardian can run 4 reppers with logistics 5 and 5 reppers with logistics 5, while also keeping a stronger tank.<br />
<br />
== T3 Cruisers: Strategic Cruisers == <br />
You can't get more versatile then this. Depending on what subsystems you put on it, it can basically do anything except for bubbling. With the right sub system, you can even become immune to bubbles (but you can still e tackled by hics with the script in and normal disruptors/scrams, which is a unique ability that no other ship has. They can be fitted to use their racial warfare links with an even stronger bonus then fleet command ships (described below), but it can only fit 1 link by default. However, by fitting 2 command processors, that can be increased to 3.<br />
<br />
== Battlecruiser Classes ==<br />
<br />
=== T1 Battlecruiser (BC) ===<br />
Very good mix between gank, tank, agility, speed and cost. Usually short range fitted (especially harbingers due to the awesome scorch), although some people that can't afford/can't fly a hac use them with a long range fit. <br />
<br />
HACs are way better for that role though, with better dps and range, so experience pilots usually do not have a reason to use a LR fit on it since most of them can also fly hacs, and therefore only use the BCs for close range stuff. They also have the ability to fit a single warfare link, which can give extra bonuses to your gang. I'll describe this more closely in the next section.<br />
<br />
=== T2 Battlecruisers: Command Ships(CS) === <br />
Theese come in 2 classes, field command ships, which are basically just a stronger version of the T1 BC with a bit more dps and tank and better resists, and fleet command ships. Fleet command ships get a bonus to their racial warfare links, and in general have extremely good tanks with great resists. The racial links are: Armour for amarr, shield for caldari, skirmish for minmatar and information for gallente, and there are 3 types of links in each class. If the command ship is in a leadership position in the fleet, everyone below him in the command chain (including normal members) get the following bonus, assuming the command chain is complete (for example, if the CS is wing commander, and there are no squad commanders, or more squads then the CS can handle with its current wing commander level, no bonuses will be applied.<br />
<br />
Armour/shield links:<br />
# Armour/shield resist bonus (stacking penalized with resist mods on the ship)<br />
# Armour/shield repper (both local and remote) cycle time reduction<br />
# Armour/shield repper (both local and remote) cap use reduction (combine 2 and 3 to get RRs with lower cycle time, but same cap use as before)<br />
<br />
Skirmish:<br />
# Increase speed mod of afterburners and MWDs, so you go faster with them activated.<br />
# Increase the range of warp disruptors/scramblers and webs. HIC points do not receive this bonus.<br />
# Lower signature radius of all ships in gang, making them harder to hit and lock.<br />
<br />
Information:<br />
# Boost the strength EW mods, like ecm and damps<br />
# Increase range of EW mods<br />
# Increase sensor strength (make it harder to jam them, I think it's stacking penalized with ECCM)<br />
<br />
The links themselves only give a 2 or 3% boost, but that can be increased ALOT by training relevant skills, fitting it on the fleet command ship (or a T3 ship with the proper subs, as described above, or to a titan, described below), and by using the racial mind link implant. With all that taken into account, a 2% bonus is increased to 26%, and a 3% bonus become a 39% bonus. That probably make it obvious why fleet command ships can have such a huge impact on the outcome of the battle, despite doing very low dps.<br />
<br />
== Battleships Classes ==<br />
<br />
=== T1 Battleship (BS) === <br />
You can't get heavier then this and still stay in sub capital ships, although there are ofcourse variotions. Great buffer tanks, very high dps when close range fitted for close range fitted ones, the best range in the game, while still maintaining good dps when long range fitted (usually apoc, mega, maelstrom/tempest and rokh, however, mega and mael/tempest can also be close range fitted and still perform better/as well as the other BS of their race). One notable exception here: The caldari scorpion, which is the only T1 EW BS, and use ecm. The weakness here is low speed and agility combined with slow lock speed and bad tracking, so it's hard to force an opponent in smaller ships to engage if the odds are in your favour, or to actually kill them since you'll be missing alot if you do get a fight.<br />
<br />
=== T2 Battleships: Marauders ===<br />
Theese are basically PVE only ships. Decent dps and good local tank, but in PVP you generally want a buffer tank instead, and marauders have very low sensor strength, making them easy to jam. However, the paladin and kronos can be situationally useful if you really need a target webbed down as much as possible, and don't mind using a ship worth over half a bill that's not insurable since they both get a 50% bonus to web strength, so a T2 web reduce the targets speed by 90%. I've only seen this used by one person, and that was on the Tama station since it's a kickout to prevent people from getting back in dock range, and that was with carrier support just in case.<br />
<br />
=== T2 Battleships: Black Ops (BO) ===<br />
Theese are the bi brothers of the recon ships, however, while they do get bonus to how fast they more while cloaked (which actually means that they'll move faster when cloaked then when not cloaked with the BO skill at a decent level), but they cost about 700m or so before fittings, so they're not really worth the risk of bringing it into combat. Despite that though, they do have a very useful role to play in PVP: the covert jump bridge. Covert cyno fields can now be lit even in cyno jammed 0.0 systems and doesn't appear as a beacon in the entire system like a normal cyno, and a black ops can then lock on to that field and create a bridge to it, which then allows other cov ops ships (aka any ship that get a bonus to cloaking, except T3 cruiser with the cloaking sub) to right click the BO and click jump to the system the bridge was set up to, so it basically become a 1 way stargate.<br />
<br />
<br />
== Capital Ships (General Overview on Travel) ==<br />
Capital ships, aka dreads, carriers, motherships, titans and rorquals (although the last one isn't a combat ship) can't use gates, and the motherships+titans can't even dock. Instead they use their own jump drive to travel around, but in order to do that, they require fuel (racial isotopes, helium for amarr, oxygen for gallente and the rorqual, nitrogen for caldari and hydrogen for minmatar) and a cynosural field to jump to. Those cyno fields can be created in 2 ways, either by anchoring and onlining a cyno gen pos mod which will always be online and available for use for the corp/alliance the POS belongs to, however it requires the corp/alliance to have sov 3 there before it can be used, and it's impossible to have both that and a cyno jammer, which also require sov 3, online in the same system. Jump freighters and black ops also require a cyno field to use their jump drive, but they have the ability to use gates aswell, and black ops can lock on to a covert cyno field too, which is an unique ability for them.<br />
<br />
== Dreadnoughts (Dread) ==<br />
If you want pure dps, this is as good as it gets. Dreads do amazing damage, which can reach almost 5k dps when in siege even in a long range fit. When not sieged though, the generally just match a BS. Their tracking though is extremely bad, so they can basically only hit other caps and POSs/outposts, unless the target isn't moving at all. The exception is the moros, which get an awesome 50%/level bonus to drone damage and hitpoints, so the drones are lethal for any size of ships, but especially frigs. 5 T2 warriors with a 250% damage bonus before counting drone interfacing and stuff like that will kill any frig, except possibly for an AF (but that will die pretty fast too), in almost no time at all. <br />
<br />
The effects of the siege mod, which only dreads can fit, when activated, are:<br />
* -75% scan res<br />
* +625% damage mod<br />
* -92.5% tracking<br />
* -60% explosion velocity<br />
* -100% speed<br />
* +100% shield boost/armour rep amount<br />
* -50% shield booster/armour rep cycle time<br />
* Can't be remote repped<br />
* Immunity to EW<br />
* Max amount of targets lockable set to 2<br />
<br />
Cycle time is 10 minutes and require 500 - (level of tactical weapon reconfiguration skill)*50 strontium clathrates (stront), during that time you can't move in any way, not even by warping/jumping out.<br />
<br />
== Carriers ==<br />
Theese are giant logistics platforms. They have the ability to store 1.000.000 m3 of [b]assembled[/b] ships in their ship maintenance bay so that people that loose their ship can quickly pick up a new one, and other ships from your corp (or fleet if you have configured your carrier for that) can use you to refit in space. They get a 50%/level range bonus to 2 of the following, varying depending on which racial carrier it is: Capital energy transfer, capital shield transporter or capital remote armour repairers. The amarr archon get cap transfer and armour rep, the gallente thanathos and minmatar nidhoggur get shield and armour and the caldari chimera get cap transfer and shield. In addition to that, all carriers get an additional 5%/level bonus to the following: the chimera and archon get a resist bonus (armour for archon, shield for chimera), the nidhoggur get a capital remote rep amount bonus and the thanathos get a fighter damage bonus. All carriers get the ability to control one extra drone in addition to the normal 5/level of racial carrier and the ability to use fighters. They can't fit any guns or launchers at all, so the high slots are usually used for neuts, smartbombs (drone/small ship defense) and remote reps.<br />
However, just like dreads, carriers also get a special module that only they and their bigger brother, the motherships, can fit (10 minute cycle): the triage module. <br />
<br />
The effects of it are:<br />
* -100% speed<br />
* -100% amount of drones controllable<br />
* +900% scan res<br />
* +4 max targets<br />
* +100% shield boost/armour rep amount (both local and remote)<br />
* -50% shield booster/armour repper cycle time (both local and remote)<br />
* +100% remote hull rep/cap transfer amount<br />
* -50% remote hull rep/cap transer cycle time<br />
* +9999900% EW cap use (all EW mods will therefore take more cap then the ship could ever get, making them impossible to use)<br />
* Immune to EW<br />
* Can't be remote repped<br />
* Can't jump out or warp away<br />
<br />
The triage mod also use stront, just like the siege mod, and the same amount, although Tactical logistics reconfiguration is used instead to reduce stront use.<br />
Carriers and motherships can also use warfare links, but just like with battlecruisers and field command ships, they don't get a ship bonus to strength.<br />
<br />
== Motherships (MS) ==<br />
Basically just a larger carrier with more slots and cap etc. It gets +3 drones/carrier level instead of 1, but it can't dock and it has shorter jump range. However, it's always immune to EW even when not in triage. It can also use a clone vat bay which can hold jump clones, but I'm not sure how that actually work, and it is very rarely used. They can only be tackled by dictors and HICtors (well, and anchorable bubbles I guess, but that's not practical due to the anchoring time required before they activate.<br />
<br />
== Titans ==<br />
Like motherships, they are immune to EW and can only be tackled by dictors and hics. They're all able to fit and activate the largest and most lethal smartbomb in the game: a doomsday device, which does 70313 damage with max skills, but can only be fired once/hour, cost 75k racial isotopes to activate, and prevents the titan from using its jump drive for 10 minutes. Activating it takes 15 seconds, so you have some time to get out before the damage is applied, and the range of it is 250 km (aka the hard coded max lock range, nothing can do damage at longer range then that). Titans also have a jump bridge, which works in a similar way to the cov ops jump bridge described above that the black ops use, but this one can bridge any type of ship, has longer range and can only lock on to normal cynos, not cov ops ones. They have bonuses to their racial capital weapons, but no sane titan pilot actually use them. Titans are fitted with (officer where available) neuts, smartbombs, cap rechargers, agility mods and both armour and shield resist mods (to make the reps that will be comming in from the triaged carriers that will quickly be jumped in if the titan gets tackled more effective, this is basically the only exception to "don't tank both shields and armour" rule). Some even include a 100mn MWD, but I'm not sure how common that is. However, every titan should have its racial doomsday device and a jump portal generator fitted in the highs at the very least. Atleast in PL, they are usually used for bridging people around, but when it's time to bring them into combat and doomsday someone, the general tactic is to have dictors and HICs bubble the hostile fleet so it can't escape when they see the titans land and the doomsdays start to go off, while a cyno ship set up a cyno at range from the fight (not sure if there's any prefered range for that, probably situational), but anyway, the titans jump in there and activate their doomsday while aligning out and then warp out to a safe spot immediately after the doomsday goes off and cloak up there until their 10 minute no jumping timer has expired.<br />
<br />
== Capital Industrial Ships: Rorqual ==<br />
This ship is primarily intended for mining support with its huge tractor beam range and speed, ability to fit bonused mining leadership links and ability to compress ore. However, it does have a 50%/level range bonus to capital shield transfers, and a 20%/level drone damage bonus, so while it's not intended as a PVP ship, some people have been known to use it for that.</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Ship_Class_Overview&diff=814Ship Class Overview2009-08-19T15:10:31Z<p>Peter Strasser: moved Ship Class Overview to Ship Class Tactical Overview</p>
<hr />
<div>#REDIRECT [[Ship Class Tactical Overview]]</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Ship_Class_Tactical_Overview&diff=811Ship Class Tactical Overview2009-08-19T15:09:52Z<p>Peter Strasser: moved Tactical Ship Type Overview to Ship Class Overview</p>
<hr />
<div>== Frigate Classes ==<br />
<br />
=== T1 Frigates === <br />
Theese will generally just be tacklers. Point, web, speed mod, overdrives etc in lows+mids, irrelevant dps or nos etc in highs.<br />
Notable exceptions: Rifter<br />
The rifter is one of the best combat T1 frigs, and by most people even considered THE best. In a dogfighting fit with ACs, ab, web and scram, it can take on most other frigs and even some larger targets and win (watch out for the taranis and all the AFs though). Punisher and incursus are the amarr and gallente equivalents, but they don't quite reach the level of the rifter.<br />
<br />
=== T2 Frigates: Interceptors (Inty/ceptor) ===<br />
Theese are the primary tacklers in anything but 0.0 (where dictors and hics take over). They have the highest scan res of any class, and only vigils (minmatar EW frig) can match their speed. Their main purpose is tackling, and that's what they do best, but many interceptors can also be refit to be effective combat ships in an interceptor only gang. Their firepower and tank will be low compared to other types of ships, but they have the advantage of very high speed (even when tank+gank fitted) and awesome agility.<br />
<br />
=== T2 Frigates: Covert Ops === <br />
They can warp cloaked, used as scouts and for probing stuff down. Can also be used for tackling stuff it has scouted/probed out, but that's only for experienced people that know what they can and can't hold long enough for help to arrive, and what targets are worth the risk.<br />
<br />
=== T2 Frigates: Stealth Bombers (SB) === <br />
Super high dps/alpha frigates that can warp cloaked and doesn't have a sensor recalibration delay after decloaking. In 0.0, they can also launch bombs (basically a large, higher damage smartbomb). They have trouble hitting small targets with their torpedoes though.<br />
<br />
=== T2 Frigates: Electronic Attack Ships (EAS) === <br />
These very alot from race to race. Basically, they are frigate sized version of the combat recons that will be described below.<br />
<br />
=== T2 Frigates: Assault Ships (AS) === <br />
High tank, usually high dps frigates. If you get tackled by one of theese, you're generally not going anywhere, they're a pain to get rid of when properly fitted. The disadvantage compared to interceptors is that they're slower, and usually sacrifice their MWD and fit an AB instead to be able to survive longer after getting the target tackled.<br />
<br />
== Destroyer Classes ==<br />
<br />
=== T1 Destroyers === <br />
Anti-frig ships. Very good tracking, lots of small guns, however their tank is frig level, while they're almost as big as a cruiser. They die extremely fast, and are considered useless by many.<br />
<br />
=== T2 Destroyers: Interdictors (Dictor) === <br />
Theese are useless in high and low sec, however, when they get into 0.0, they become one of the most important ships available. Their role is launching warp disruption probes, usually called bubbles. Those probes create a warp disruption field in a 20km radius from the probe, and inside that field, nothing can warp, nomatter how many stabs they fit. Anyone trying to warp to a spot withing 150 (iirc) km of the edge of the bubble will be pulled to the edge of it, although only if the bubble is in line between the 2 objects that the ship is warping between. Interdictors and HICs (heavy interdictor) are the only ships that can tackle titans and motherships. <br />
<br />
== Cruiser Classes == <br />
<br />
=== T1 Cruisers ===<br />
Can have many roles, from mining and logistics (osprey, auguror, scythe, exequror) and EW (blackbird, bellicose, arbitrator, celestis) to pure dps (the rest basically).<br />
<br />
=== T2 Cruisers: Recon Ships === <br />
Theese come in 2 cathegories, combat recons and force recons. Force recons can fit a covert ops cloak and therefore warp cloaked, while the combat recon is generally better suited for the actual combat part, either trough stronger tank, higher dps or simply better range for their EW.<br />
Their main purpose is EW, but what they use vary from race to race.<br />
<br />
Amarr:<br />
Drones for dps, strongly bonused neuts in the highs, tracking disruptor bonus for reducing incomming damage. The force recon, pilgrim, does not get a range bonus and is therefore limited to roughly 12km range with its neuts, while the curse reach about 36km with recon 5 and best named/T2 neuts.<br />
<br />
Minmatar:<br />
Extreme range webs (normal T2 reach about 40km with recon 5 without overheating) and strength bonused target painters. No big difference between the combat recon, huginn, and the force recon, rapier, except for the cloak.<br />
<br />
Caldari:<br />
ECM only. They can break all locks a hostile ship has and keep them from starting to lock anything again for 20 seconds, however, it's chance based and depends on luck. The rook can fit 5 missile launchers and a full flight of light drones, the falcon can cloak, but only get 3 guns and 2 drones.<br />
<br />
Gallente:<br />
Sensor dampening and warp disruptor/scrambler range bonus. Recon 5 give 18km scram range and 48km disruptor range without overheating (for T2 mods). Just like with minmatar, there's no big difference between the cloaky arazu and the lachesis.<br />
<br />
=== T2 Cruisers: Heavy Assault Ships (HAC) === <br />
Extremely versatile and powerful ships. They combine high speed and agility with either high dps and decent tank when in a close range setup, or very long range where only sniper battleships will be able to fire back, while still offering good dps and ok buffer when in a LR setup.<br />
<br />
=== T2 Cruisers: Heavy Interdictors (HIC) === <br />
With the exception of some T3 cruiser setups, theese will have batter tank then any other cruiser, and match that of most battleships. Their dps is extremely low, but their role is tackling. <br />
<br />
In 0.0 they can create a 12-20 km radius warp disruption field similar to what the light interdictor create, however, while the light interdictor can launch its bubble and then get out, and the bubble will stay there for 2 minutes anyway, the HIC has to stay where it want its bubble to be, and while the bubble is up (30 second cycle time), it can not be remote repped, and while its normal speed remain the same, afterburners and microwarpdrives will have reduced effect. <br />
<br />
They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped, and if the enemy starts shooting the bubbling hic, it can drop its bubble and be repped back up again while the second hic put up its bubble instead. <br />
<br />
The bubble can not be used in low or high sec, however, the bubble mod comes with a script. <br />
<br />
The script increase the range of the point by 50% and allows it to be used in empire, but it comes at a price: It no longer create a bubble, but instead act like a normal warp disruptor, with the difference that no amount of stabs the target has. Scripting it also removes all penalties caused by using it, except for the can't be RRd part, and make it use more cap/s, even though the cycle time is now only 6 seconds and it use less cap/activation. <br />
<br />
If you see a hic in empire that seem to have its bubble up, don't worry though, it's just a graphical bug caused by loading the grid after the point was activated, it doesn't create an actual bubble. Theese are the only ships that can tackle super caps in low sec (well, in high sec too I guess, but super caps can't go there, and it has never been possible to get one in there afaik).<br />
<br />
=== T2 Cruisers: Logistics === <br />
Each race do it a bit differently here, but overall, theese ships are supposed to increase the survivability of the fleet in 1 way or another. <br />
<br />
Gallente and amarr rep armour, caldari and minmatar rep shield. <br />
<br />
Amarr and caldari gain 2 high slots compared to minmatar/gallente, but loose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that gallente and minmatar have. What this means is that guardian (amarr) and basilisks (caldari) usually use either 1 (logistics 5) or 2 (logistics 4, don't fly a logi ship with less then that) large energy transfers in their extra highs to create cap from nowhere and some eccm, tank and speed in the low/mid slots, which means they have to operate in groups of atleast 2, and if any of them get jammed, they both become practically useless since one is obviously jammed and can't do anything, while the other is no longer recieving the cap it needs to keep operating from its buddy. <br />
<br />
Scimitar (minmatar) and oneiros (gallente) doesn't have this weakness since they rely on CCC rigs and cap power relays/cap rechargers to keep themselves running with their extra lows and mids, however, that is not enough to run as many reppers as the cap transfering ones. Scimitar/oneiros can usually run 3 reppers with logi 4, and 4 reppers with logi 5, while basilisk/guardian can run 4 reppers with logistics 5 and 5 reppers with logistics 5, while also keeping a stronger tank.<br />
<br />
== T3 Cruisers: Strategic Cruisers == <br />
You can't get more versatile then this. Depending on what subsystems you put on it, it can basically do anything except for bubbling. With the right sub system, you can even become immune to bubbles (but you can still e tackled by hics with the script in and normal disruptors/scrams, which is a unique ability that no other ship has. They can be fitted to use their racial warfare links with an even stronger bonus then fleet command ships (described below), but it can only fit 1 link by default. However, by fitting 2 command processors, that can be increased to 3.<br />
<br />
== Battlecruiser Classes ==<br />
<br />
=== T1 Battlecruiser (BC) ===<br />
Very good mix between gank, tank, agility, speed and cost. Usually short range fitted (especially harbingers due to the awesome scorch), although some people that can't afford/can't fly a hac use them with a long range fit. <br />
<br />
HACs are way better for that role though, with better dps and range, so experience pilots usually do not have a reason to use a LR fit on it since most of them can also fly hacs, and therefore only use the BCs for close range stuff. They also have the ability to fit a single warfare link, which can give extra bonuses to your gang. I'll describe this more closely in the next section.<br />
<br />
=== T2 Battlecruisers: Command Ships(CS) === <br />
Theese come in 2 classes, field command ships, which are basically just a stronger version of the T1 BC with a bit more dps and tank and better resists, and fleet command ships. Fleet command ships get a bonus to their racial warfare links, and in general have extremely good tanks with great resists. The racial links are: Armour for amarr, shield for caldari, skirmish for minmatar and information for gallente, and there are 3 types of links in each class. If the command ship is in a leadership position in the fleet, everyone below him in the command chain (including normal members) get the following bonus, assuming the command chain is complete (for example, if the CS is wing commander, and there are no squad commanders, or more squads then the CS can handle with its current wing commander level, no bonuses will be applied.<br />
<br />
Armour/shield links:<br />
# Armour/shield resist bonus (stacking penalized with resist mods on the ship)<br />
# Armour/shield repper (both local and remote) cycle time reduction<br />
# Armour/shield repper (both local and remote) cap use reduction (combine 2 and 3 to get RRs with lower cycle time, but same cap use as before)<br />
<br />
Skirmish:<br />
# Increase speed mod of afterburners and MWDs, so you go faster with them activated.<br />
# Increase the range of warp disruptors/scramblers and webs. HIC points do not receive this bonus.<br />
# Lower signature radius of all ships in gang, making them harder to hit and lock.<br />
<br />
Information:<br />
# Boost the strength EW mods, like ecm and damps<br />
# Increase range of EW mods<br />
# Increase sensor strength (make it harder to jam them, I think it's stacking penalized with ECCM)<br />
<br />
The links themselves only give a 2 or 3% boost, but that can be increased ALOT by training relevant skills, fitting it on the fleet command ship (or a T3 ship with the proper subs, as described above, or to a titan, described below), and by using the racial mind link implant. With all that taken into account, a 2% bonus is increased to 26%, and a 3% bonus become a 39% bonus. That probably make it obvious why fleet command ships can have such a huge impact on the outcome of the battle, despite doing very low dps.<br />
<br />
== Battleships Classes ==<br />
<br />
=== T1 Battleship (BS) === <br />
You can't get heavier then this and still stay in sub capital ships, although there are ofcourse variotions. Great buffer tanks, very high dps when close range fitted for close range fitted ones, the best range in the game, while still maintaining good dps when long range fitted (usually apoc, mega, maelstrom/tempest and rokh, however, mega and mael/tempest can also be close range fitted and still perform better/as well as the other BS of their race). One notable exception here: The caldari scorpion, which is the only T1 EW BS, and use ecm. The weakness here is low speed and agility combined with slow lock speed and bad tracking, so it's hard to force an opponent in smaller ships to engage if the odds are in your favour, or to actually kill them since you'll be missing alot if you do get a fight.<br />
<br />
=== T2 Battleships: Marauders ===<br />
Theese are basically PVE only ships. Decent dps and good local tank, but in PVP you generally want a buffer tank instead, and marauders have very low sensor strength, making them easy to jam. However, the paladin and kronos can be situationally useful if you really need a target webbed down as much as possible, and don't mind using a ship worth over half a bill that's not insurable since they both get a 50% bonus to web strength, so a T2 web reduce the targets speed by 90%. I've only seen this used by one person, and that was on the Tama station since it's a kickout to prevent people from getting back in dock range, and that was with carrier support just in case.<br />
<br />
=== T2 Battleships: Black Ops (BO) ===<br />
Theese are the bi brothers of the recon ships, however, while they do get bonus to how fast they more while cloaked (which actually means that they'll move faster when cloaked then when not cloaked with the BO skill at a decent level), but they cost about 700m or so before fittings, so they're not really worth the risk of bringing it into combat. Despite that though, they do have a very useful role to play in PVP: the covert jump bridge. Covert cyno fields can now be lit even in cyno jammed 0.0 systems and doesn't appear as a beacon in the entire system like a normal cyno, and a black ops can then lock on to that field and create a bridge to it, which then allows other cov ops ships (aka any ship that get a bonus to cloaking, except T3 cruiser with the cloaking sub) to right click the BO and click jump to the system the bridge was set up to, so it basically become a 1 way stargate.<br />
<br />
<br />
== Capital Ships (General Overview on Travel) ==<br />
Capital ships, aka dreads, carriers, motherships, titans and rorquals (although the last one isn't a combat ship) can't use gates, and the motherships+titans can't even dock. Instead they use their own jump drive to travel around, but in order to do that, they require fuel (racial isotopes, helium for amarr, oxygen for gallente and the rorqual, nitrogen for caldari and hydrogen for minmatar) and a cynosural field to jump to. Those cyno fields can be created in 2 ways, either by anchoring and onlining a cyno gen pos mod which will always be online and available for use for the corp/alliance the POS belongs to, however it requires the corp/alliance to have sov 3 there before it can be used, and it's impossible to have both that and a cyno jammer, which also require sov 3, online in the same system. Jump freighters and black ops also require a cyno field to use their jump drive, but they have the ability to use gates aswell, and black ops can lock on to a covert cyno field too, which is an unique ability for them.<br />
<br />
== Dreadnoughts (Dread) ==<br />
If you want pure dps, this is as good as it gets. Dreads do amazing damage, which can reach almost 5k dps when in siege even in a long range fit. When not sieged though, the generally just match a BS. Their tracking though is extremely bad, so they can basically only hit other caps and POSs/outposts, unless the target isn't moving at all. The exception is the moros, which get an awesome 50%/level bonus to drone damage and hitpoints, so the drones are lethal for any size of ships, but especially frigs. 5 T2 warriors with a 250% damage bonus before counting drone interfacing and stuff like that will kill any frig, except possibly for an AF (but that will die pretty fast too), in almost no time at all. <br />
<br />
The effects of the siege mod, which only dreads can fit, when activated, are:<br />
* -75% scan res<br />
* +625% damage mod<br />
* -92.5% tracking<br />
* -60% explosion velocity<br />
* -100% speed<br />
* +100% shield boost/armour rep amount<br />
* -50% shield booster/armour rep cycle time<br />
* Can't be remote repped<br />
* Immunity to EW<br />
* Max amount of targets lockable set to 2<br />
<br />
Cycle time is 10 minutes and require 500 - (level of tactical weapon reconfiguration skill)*50 strontium clathrates (stront), during that time you can't move in any way, not even by warping/jumping out.<br />
<br />
== Carriers ==<br />
Theese are giant logistics platforms. They have the ability to store 1.000.000 m3 of [b]assembled[/b] ships in their ship maintenance bay so that people that loose their ship can quickly pick up a new one, and other ships from your corp (or fleet if you have configured your carrier for that) can use you to refit in space. They get a 50%/level range bonus to 2 of the following, varying depending on which racial carrier it is: Capital energy transfer, capital shield transporter or capital remote armour repairers. The amarr archon get cap transfer and armour rep, the gallente thanathos and minmatar nidhoggur get shield and armour and the caldari chimera get cap transfer and shield. In addition to that, all carriers get an additional 5%/level bonus to the following: the chimera and archon get a resist bonus (armour for archon, shield for chimera), the nidhoggur get a capital remote rep amount bonus and the thanathos get a fighter damage bonus. All carriers get the ability to control one extra drone in addition to the normal 5/level of racial carrier and the ability to use fighters. They can't fit any guns or launchers at all, so the high slots are usually used for neuts, smartbombs (drone/small ship defense) and remote reps.<br />
However, just like dreads, carriers also get a special module that only they and their bigger brother, the motherships, can fit (10 minute cycle): the triage module. <br />
<br />
The effects of it are:<br />
* -100% speed<br />
* -100% amount of drones controllable<br />
* +900% scan res<br />
* +4 max targets<br />
* +100% shield boost/armour rep amount (both local and remote)<br />
* -50% shield booster/armour repper cycle time (both local and remote)<br />
* +100% remote hull rep/cap transfer amount<br />
* -50% remote hull rep/cap transer cycle time<br />
* +9999900% EW cap use (all EW mods will therefore take more cap then the ship could ever get, making them impossible to use)<br />
* Immune to EW<br />
* Can't be remote repped<br />
* Can't jump out or warp away<br />
<br />
The triage mod also use stront, just like the siege mod, and the same amount, although Tactical logistics reconfiguration is used instead to reduce stront use.<br />
Carriers and motherships can also use warfare links, but just like with battlecruisers and field command ships, they don't get a ship bonus to strength.<br />
<br />
== Motherships (MS) ==<br />
Basically just a larger carrier with more slots and cap etc. It gets +3 drones/carrier level instead of 1, but it can't dock and it has shorter jump range. However, it's always immune to EW even when not in triage. It can also use a clone vat bay which can hold jump clones, but I'm not sure how that actually work, and it is very rarely used. They can only be tackled by dictors and HICtors (well, and anchorable bubbles I guess, but that's not practical due to the anchoring time required before they activate.<br />
<br />
== Titans ==<br />
Like motherships, they are immune to EW and can only be tackled by dictors and hics. They're all able to fit and activate the largest and most lethal smartbomb in the game: a doomsday device, which does 70313 damage with max skills, but can only be fired once/hour, cost 75k racial isotopes to activate, and prevents the titan from using its jump drive for 10 minutes. Activating it takes 15 seconds, so you have some time to get out before the damage is applied, and the range of it is 250 km (aka the hard coded max lock range, nothing can do damage at longer range then that). Titans also have a jump bridge, which works in a similar way to the cov ops jump bridge described above that the black ops use, but this one can bridge any type of ship, has longer range and can only lock on to normal cynos, not cov ops ones. They have bonuses to their racial capital weapons, but no sane titan pilot actually use them. Titans are fitted with (officer where available) neuts, smartbombs, cap rechargers, agility mods and both armour and shield resist mods (to make the reps that will be comming in from the triaged carriers that will quickly be jumped in if the titan gets tackled more effective, this is basically the only exception to "don't tank both shields and armour" rule). Some even include a 100mn MWD, but I'm not sure how common that is. However, every titan should have its racial doomsday device and a jump portal generator fitted in the highs at the very least. Atleast in PL, they are usually used for bridging people around, but when it's time to bring them into combat and doomsday someone, the general tactic is to have dictors and HICs bubble the hostile fleet so it can't escape when they see the titans land and the doomsdays start to go off, while a cyno ship set up a cyno at range from the fight (not sure if there's any prefered range for that, probably situational), but anyway, the titans jump in there and activate their doomsday while aligning out and then warp out to a safe spot immediately after the doomsday goes off and cloak up there until their 10 minute no jumping timer has expired.<br />
<br />
== Capital Industrial Ships: Rorqual ==<br />
This ship is primarily intended for mining support with its huge tractor beam range and speed, ability to fit bonused mining leadership links and ability to compress ore. However, it does have a 50%/level range bonus to capital shield transfers, and a 20%/level drone damage bonus, so while it's not intended as a PVP ship, some people have been known to use it for that.</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Tactical_Ship_Type_Overview&diff=812Tactical Ship Type Overview2009-08-19T15:09:52Z<p>Peter Strasser: moved Tactical Ship Type Overview to Ship Class Overview</p>
<hr />
<div>#REDIRECT [[Ship Class Overview]]</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Talk:Faction_Modules_%26_Ships_During_War_Time&diff=808Talk:Faction Modules & Ships During War Time2009-08-19T15:00:22Z<p>Peter Strasser: Created page with 'Sister's Probe Launchers may be fitted by CovOps pilots in wartime. This is the only current exception to the No Faction Mods rule. A CovOps is: an Anathema, a Buzzard, a Helio...'</p>
<hr />
<div>Sister's Probe Launchers may be fitted by CovOps pilots in wartime. This is the only current exception to the No Faction Mods rule. A CovOps is: an Anathema, a Buzzard, a Helios, or a Cheetah.</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Ship_Class_Guide&diff=786Ship Class Guide2009-08-18T17:25:59Z<p>Peter Strasser: Blanked the page</p>
<hr />
<div></div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Ship_Class_Guide&diff=784Ship Class Guide2009-08-18T17:23:12Z<p>Peter Strasser: moved Ship Class Guide to Delete Me</p>
<hr />
<div>#REDIRECT [[Delete Me]]</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Category:Ships&diff=777Category:Ships2009-08-18T16:55:10Z<p>Peter Strasser: Created page with 'Category:Guides This subcategory contains information on ships in Eve.'</p>
<hr />
<div>[[Category:Guides]]<br />
<br />
This subcategory contains information on ships in Eve.</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Category:Guides&diff=771Category:Guides2009-08-18T16:32:06Z<p>Peter Strasser: </p>
<hr />
<div>[[Category:Teaching]]<br />
All written guides on the Eve University wiki.</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Category:Guides&diff=770Category:Guides2009-08-18T16:31:41Z<p>Peter Strasser: </p>
<hr />
<div>[[Category:Teaching]]<br />
All written guides on the Eve University wiki.<br />
<br />
[[Category:Ships]]</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=EVE_University&diff=647EVE University2009-08-15T20:42:15Z<p>Peter Strasser: Created page with 'Eve University is a Corporation that exists to train new players in the basics of life in New Eden.'</p>
<hr />
<div>Eve University is a Corporation that exists to train new players in the basics of life in New Eden.</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Scanning&diff=631Scanning2009-08-15T20:28:06Z<p>Peter Strasser: </p>
<hr />
<div>{{Stub}}<br />
Scanning & Probing is a method of finding objects, ships and hidden sites in space. Every ship in Eve has an [[On-board System Scanner]] that can be used to search for objects not found on the [[Overview]]. Every ship in Eve with the exception of shuttles can fit a Scan Probe Launcher module to launch probes. Probes greatly increase the both the number of types of objects that can be detected and the range a which they can <br />
<br />
==Skills==<br />
* [[Skills#Astrometrics|Astrometrics]]<br />
<br />
==Scan Equipment==<br />
===On-board System Scanner===<br />
Add Details about On-Board system scanner.<br />
===Scan Probe Launcher Types===<br />
* [[Core Probe Launcher]] uses [[Core Scanner Probe]]<br />
* [[Expanded Probe Launcher]] uses [[Core Scanner Probe]], [[Combat Scanner Probe]], and [[Deep Space Scanner Probe]]<br />
<br />
==Scan Bonuses==<br />
===Skills===<br />
* [[Skills#Astrometric Acquisition|Astrometric Acquisition]]<br />
* [[Skills#Astrometric Pinpointing|Astrometric Pinpointing]]<br />
* [[Skills#Astrometric Rangefinding|Astrometric Rangefinding]]<br />
===Ship Equipment===<br />
====Faction====<br />
* [[Sisters Core Probe Launcher]] uses [[Sisters Core Scanner Probe]]<br />
* [[Sisters Expanded Probe Launcher]] uses [[Sisters Core Scanner Probe]], [[Sisters Combat Scanner Probe]], and [[Sisters Deep Space Scanner Probe]]<br />
====Rigs====<br />
* Gravity Capacitor Upgrade<br />
===Ships===<br />
====Tier 1 (T1) Frigates====<br />
* [[Magnate]] ([[Amarr]])<br />
* [[Heron]] ([[Caldari]])<br />
* [[Imicus]] ([[Gallente]])<br />
* [[Probe]] ([[Minmatar]])<br />
====Tier 2 (T2) [[CovOps]]====<br />
* [[Anathema]] ([[Amarr]])<br />
* [[Buzzard]] ([[Caldari]])<br />
* [[Helios]] ([[Gallente]])<br />
* [[Cheetah]] ([[Minmatar]])<br />
====Cruisers====<br />
* [[Legion]] ([[Amarr]]) utilizing [[Subsystems:Electronics#Emergent Locus Analyzer|Emergent Locus Analyzer]]<br />
* [[Tengu]] ([[Caldari]]) utilizing [[Subsystems:Electronics#Emergent Locus Analyzer|Emergent Locus Analyzer]]<br />
* [[Proteus]] ([[Gallente]]) utilizing [[Subsystems:Electronics#Emergent Locus Analyzer|Emergent Locus Analyzer]]<br />
* [[Loki]] ([[Minmatar]]) utilizing [[Subsystems:Electronics#Emergent Locus Analyzer|Emergent Locus Analyzer]]<br />
===Modules===<br />
<br />
==Scan Results==<br />
===Gravimetric===<br />
===Ladar===<br />
===Magnetometric===<br />
===Radar===<br />
===Unknown===<br />
====Combat====<br />
====Unstable Wormholes====<br />
<br />
==Scanning & Probing Techniques and Tricks==<br />
<!-- These topics need to be expanded --><br />
* Holding Shift modifies all active probes at once.<br />
* Scan Probe Placement (With 4, 5, 6, 7 or 8 probes).<br />
* Quick Scans (With or without Deep Space Probes).</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Scanning&diff=578Scanning2009-08-15T19:29:10Z<p>Peter Strasser: moved Scanning to Scanning & Probing:&#32;Incomplete title</p>
<hr />
<div>{{Stub}}<br />
Scanning definition here<br />
<br />
==Skills==<br />
* [[Skills#Astrometrics|Astrometrics]]<br />
<br />
==Scan Equipment==<br />
===On-board System Scanner===<br />
Add Details about On-Board system scanner.<br />
===Probe Launchers===<br />
* [[Core Probe Launcher]] uses [[Core Scanner Probe]]<br />
* [[Expanded Probe Launcher]] uses [[Core Scanner Probe]], [[Combat Scanner Probe]], and [[Deep Space Scanner Probe]]<br />
<br />
==Scan Bonuses==<br />
===Skills===<br />
* [[Skills#Astrometric Acquisition|Astrometric Acquisition]]<br />
* [[Skills#Astrometric Pinpointing|Astrometric Pinpointing]]<br />
* [[Skills#Astrometric Rangefinding|Astrometric Rangefinding]]<br />
===Ship Equipment===<br />
====Faction====<br />
* [[Sisters Core Probe Launcher]] uses [[Sisters Core Scanner Probe]]<br />
* [[Sisters Expanded Probe Launcher]] uses [[Sisters Core Scanner Probe]], [[Sisters Combat Scanner Probe]], and [[Sisters Deep Space Scanner Probe]]<br />
====Rigs====<br />
* Gravity Capacitor Upgrade<br />
===Ships===<br />
====Tier 1 (T1) Frigates====<br />
* [[Magnate]] ([[Amarr]])<br />
* [[Heron]] ([[Caldari]])<br />
* [[Imicus]] ([[Gallente]])<br />
* [[Probe]] ([[Minmatar]])<br />
====Tier 2 (T2) [[CovOps]]====<br />
* [[Anathema]] ([[Amarr]])<br />
* [[Buzzard]] ([[Caldari]])<br />
* [[Helios]] ([[Gallente]])<br />
* [[Cheetah]] ([[Minmatar]])<br />
====Cruisers====<br />
* [[Legion]] ([[Amarr]]) utilizing [[Subsystems:Electronics#Emergent Locus Analyzer|Emergent Locus Analyzer]]<br />
* [[Tengu]] ([[Caldari]]) utilizing [[Subsystems:Electronics#Emergent Locus Analyzer|Emergent Locus Analyzer]]<br />
* [[Proteus]] ([[Gallente]]) utilizing [[Subsystems:Electronics#Emergent Locus Analyzer|Emergent Locus Analyzer]]<br />
* [[Loki]] ([[Minmatar]]) utilizing [[Subsystems:Electronics#Emergent Locus Analyzer|Emergent Locus Analyzer]]<br />
===Modules===<br />
<br />
==Scan Results==<br />
===Gravimetric===<br />
===Ladar===<br />
===Magnetometric===<br />
===Radar===<br />
===Unknown===<br />
====Combat====<br />
====Unstable Wormholes====<br />
<br />
==Scanning & Probing Techniques and Tricks==<br />
<!-- These topics need to be expanded --><br />
* Holding Shift modifies all active probes at once.<br />
* Scan Probe Placement (With 4, 5, 6, 7 or 8 probes).<br />
* Quick Scans (With or without Deep Space Probes).</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Scanning&diff=577Scanning2009-08-15T19:23:03Z<p>Peter Strasser: </p>
<hr />
<div>{{Stub}}<br />
Scanning definition here<br />
<br />
==Skills==<br />
* [[Skills#Astrometrics|Astrometrics]]<br />
<br />
==Scan Equipment==<br />
===On-board System Scanner===<br />
Add Details about On-Board system scanner.<br />
===Probe Launchers===<br />
* [[Core Probe Launcher]] uses [[Core Scanner Probe]]<br />
* [[Expanded Probe Launcher]] uses [[Core Scanner Probe]], [[Combat Scanner Probe]], and [[Deep Space Scanner Probe]]<br />
<br />
==Scan Bonuses==<br />
===Skills===<br />
* [[Skills#Astrometric Acquisition|Astrometric Acquisition]]<br />
* [[Skills#Astrometric Pinpointing|Astrometric Pinpointing]]<br />
* [[Skills#Astrometric Rangefinding|Astrometric Rangefinding]]<br />
===Ship Equipment===<br />
====Faction====<br />
* [[Sisters Core Probe Launcher]] uses [[Sisters Core Scanner Probe]]<br />
* [[Sisters Expanded Probe Launcher]] uses [[Sisters Core Scanner Probe]], [[Sisters Combat Scanner Probe]], and [[Sisters Deep Space Scanner Probe]]<br />
====Rigs====<br />
* Gravity Capacitor Upgrade<br />
===Ships===<br />
====Tier 1 (T1) Frigates====<br />
* [[Magnate]] ([[Amarr]])<br />
* [[Heron]] ([[Caldari]])<br />
* [[Imicus]] ([[Gallente]])<br />
* [[Probe]] ([[Minmatar]])<br />
====Tier 2 (T2) [[CovOps]]====<br />
* [[Anathema]] ([[Amarr]])<br />
* [[Buzzard]] ([[Caldari]])<br />
* [[Helios]] ([[Gallente]])<br />
* [[Cheetah]] ([[Minmatar]])<br />
====Cruisers====<br />
* [[Legion]] ([[Amarr]]) utilizing [[Subsystems:Electronics#Emergent Locus Analyzer|Emergent Locus Analyzer]]<br />
* [[Tengu]] ([[Caldari]]) utilizing [[Subsystems:Electronics#Emergent Locus Analyzer|Emergent Locus Analyzer]]<br />
* [[Proteus]] ([[Gallente]]) utilizing [[Subsystems:Electronics#Emergent Locus Analyzer|Emergent Locus Analyzer]]<br />
* [[Loki]] ([[Minmatar]]) utilizing [[Subsystems:Electronics#Emergent Locus Analyzer|Emergent Locus Analyzer]]<br />
===Modules===<br />
<br />
==Scan Results==<br />
===Gravimetric===<br />
===Ladar===<br />
===Magnetometric===<br />
===Radar===<br />
===Unknown===<br />
====Combat====<br />
====Unstable Wormholes====<br />
<br />
==Scanning & Probing Techniques and Tricks==<br />
<!-- These topics need to be expanded --><br />
* Holding Shift modifies all active probes at once.<br />
* Scan Probe Placement (With 4, 5, 6, 7 or 8 probes).<br />
* Quick Scans (With or without Deep Space Probes).</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Wormholes&diff=308Wormholes2009-07-17T16:11:23Z<p>Peter Strasser: Additions</p>
<hr />
<div>Wormholes<br />
You scan down WH's from anywhere within Eve space. This is done by launching probes and reading the results on the System Scanner. A new probing system was introduced with release Apocrypha.<br />
<br />
There are no gates in W-space; the only way to get to another WH solarsystem (or pocket) is via another WH. ALL WH's are randomly placed and are temporary. A given WH allows only a certain amount of mass to go through it before it will destabilize and close forever.<br />
If a WH closes and you are in a pocket, there are only 2 ways to get out - find another WH or self destruct your pod. The good news is, there's always another wormhole. The moral is, never go into a WH without a scanner.<br />
<br />
The new WH you find may lead to ANYWHERE (even deep 0.0) in Eve, it may also be another WH deeper into W-Space (D6 calls this "going deeper down the rabbit hole"). There may be several WHs into and out of the same W-space solarsystem.<br />
<br />
All W-Space solarsystems are null sec (0.0), even ones you enter from empire. This means anyone can shoot at you at any time with no response from Concord. You're on your own pal. PvP is only one cloaky ship away whether you want it or not. Prepare accordingly.<br />
<br />
A wormhole's state will be determined by two factors: Time and Mass. When it spawns, it will be open for a ramdomly determined amount of time and allow a ramdomly determined amout of mass through. When either variable reaches zero, the wormhole collapses forever. Wormholes will also have a similar despawn timer to other exploration sites, so if they are never found they will collapse and respawn elsewhere.<br />
<br />
There are three stages or states in a WH's life: Not Yet Disrupted (aka Pristine), Disrupted But Not Critcally (aka Intermediate), and Critcial. You can tell the state of the wormhole you are about to enter by right-clicking and selecting Show Info. A pristine wormhole has not yet had 60% of its alotted mass pass through it. An Intermediate wormhole has between 40% and 10% of its alotted mass left. A Critical wormhole has less than 10% of its alotted mass left. Be very sure you want to jump through any Critical wormhole.<br />
<br />
Highsec > WH will not be as lucrative as 0.0 > WH.<br />
It should be possible to anchor POSs (assuming there are moons in W-space) but getting back to the same W-space to re-fuel the POS may prove to be a little difficult.<br />
<br />
<br />
*I like this one* It is extremely possible to get stuck in W-space, if your WH closes you will have to find another one via scanning, if your scanner ship isn't in W-space with you then you will be stuck and no a petition to a GM will not get you out. You have 2 choices as I see it, if you end up stuck and unable to scan down a WH from within W-space.<br />
1) Self destruct<br />
2) Wait until other players come in and hope they are nice enough to gang you and let you warp to them and allow you to leave via the WH they came in on.<br />
You can only get in or out of W-space via WHs - you CANNOT clone jump, or cyno in or out of W-space (the only exception to getting out is to self destruct).<br />
W-space is NOT on the map, the solarsystems do not have names so loading the map will not show you where you are.<br />
You can bookmark things in W-space the normal way but no solarsystem name will be auto generated on the bm.<br />
Local chat atm is subject to much CCP discussion, word is that it may be a delayed mode local chat.<br />
The new scanner system, new probes and probe launchers will all use the existing skills you have trained up. The aim is to make the level you have trained a skill up to still be relevant, so if you have invested time in getting a certain skill up, you will still get the benefit of this.<br />
So how many W-space sites are there - answer around 2,500.<br />
There will be NO ice in W-space. As is whether the belt will remain in the system all the time. Or whether the NPC's will let you mine the ice in peace.<br />
Motherships, wormholes and High-Sec space!<br />
<br />
<br />
== Wormhole Size and Stability Information ==<br />
Wormhole Information<br />
More and more information is gathered by the exploring EVE Pilots over time. I try to put this information together on this page, and keep it updated.<br />
This table shows the characteristics of a sudden Wormhole. K162 is the generic exit name of a Wormhole, jump to the other side to get the ‘real’ type of the Wormhole. Of course, this information gives no guarantee whatsoever; the information can be more random than we anticipate and/or CCP might change it overnight !<br />
<br />
Wormhole<br />
<br />
Make table:<br />
<br />
Type Total Mass Allowed (Kg) Max Individual Mass (Kg) Mass Regeneration (Kg/day)<br />
Class Max Stable Time (Hours)<br />
A239 2,000,000,000 300,000,000 0 8 24<br />
A641 2,000,000,000 1,000,000,000 0 7 16<br />
A982 3,000,000,000 300,000,000 0 6 24<br />
B041 5,000,000,000 300,000,000 500,000,000 6 48<br />
B274 2,000,000,000 300,000,000 0 7 24<br />
B449 2,000,000,000 1,000,000,000 0 7 16<br />
B520 5,000,000,000 300,000,000 500,000,000 7 24<br />
C125 1,000,000,000 20,000,000 0 2 16<br />
C140 3,000,000,000 1,350,000,000 0 8 24<br />
C247 2,000,000,000 300,000,000 0 3 16<br />
C248 5,000,000,000 1,800,000,000 500,000,000 9 24<br />
C391 5,000,000,000 1,800,000,000 500,000,000 8 24<br />
D364 1,000,000,000 300,000,000 0 2 16<br />
D382 2,000,000,000 300,000,000 0 2 16<br />
D792 3,000,000,000 1,000,000,000 0 7 24<br />
D845 5,000,000,000 300,000,000 500,000,000 7 24<br />
E175 2,000,000,000 300,000,000 0 4 16<br />
E545 2,000,000,000 300,000,000 0 9 24<br />
G024 2,000,000,000 300,000,000 0 2 16<br />
H121 500,000,000 20,000,000 0 1 16<br />
H296 3,000,000,000 1,350,000,000 0 5 24<br />
H900 3,000,000,000 300,000,000 0 5 24<br />
I182 2,000,000,000 300,000,000 0 2 16<br />
J244 1,000,000,000 20,000,000 0 8 24<br />
K329 5,000,000,000 1,800,000,000 500,000,000 9 24<br />
K346 3,000,000,000 300,000,000 0 9 24<br />
L477 2,000,000,000 300,000,000 0 3 16<br />
L614 1,000,000,000 20,000,000 0 5 24<br />
M267 1,000,000,000 300,000,000 0 3 16<br />
M555 3,000,000,000 1,000,000,000 0 5 24<br />
M609 1,000,000,000 20,000,000 0 4 16<br />
N062 3,000,000,000 300,000,000 0 5 24<br />
N110 1,000,000,000 20,000,000 0 7 24<br />
N290 5,000,000,000 1,800,000,000 500,000,000 8 24<br />
N432 3,000,000,000 1,350,000,000 0 5 24<br />
N766 2,000,000,000 300,000,000 0 2 16<br />
N770 3,000,000,000 300,000,000 0 5 24<br />
N944 3,000,000,000 1,350,000,000 0 8 24<br />
N968 2,000,000,000 300,000,000 0 3 16<br />
O128 1,000,000,000 300,000,000 100,000,000 4 24<br />
O477 2,000,000,000 300,000,000 0 3 16<br />
O883 1,000,000,000 20,000,000 0 3 16<br />
P060 500,000,000 20,000,000 0 1 16<br />
Q317 500,000,000 20,000,000 0 1 16<br />
R051 3,000,000,000 1,000,000,000 0 8 16<br />
R474 3,000,000,000 300,000,000 0 6 24<br />
R943 750,000,000 300,000,000 0 2 16<br />
S047 3,000,000,000 300,000,000 0 7 24<br />
S199 3,000,000,000 1,350,000,000 0 9 24<br />
S804 1,000,000,000 20,000,000 0 6 24<br />
T405 2,000,000,000 300,000,000 0 4 16<br />
U210 3,000,000,000 300,000,000 0 8 24<br />
U319 50,000,000,000 1,800,000,000 500,000,000 6 48<br />
U574 3,000,000,000 300,000,000 0 6 24<br />
V283 3,000,000,000 1,000,000,000 0 9 24<br />
V301 500,000,000 20,000,000 0 1 16<br />
V753 3,000,000,000 1,350,000,000 0 6 24<br />
V911 3,000,000,000 1,350,000,000 0 5 24<br />
W237 3,000,000,000 1,350,000,000 0 6 24<br />
X702 1,000,000,000 300,000,000 0 3 24<br />
X877 2,000,000,000 300,000,000 0 4 16<br />
Y683 2,000,000,000 300,000,000 0 4 16<br />
Y790 500,000,000 20,000,000 0 1 16<br />
Z060 1,000,000,000 20,000,000 0 9 24<br />
Z142 3,000,000,000 1,350,000,000 0 9 24<br />
Z457 2,000,000,000 300,000,000 0 4 16<br />
Z647 500,000,000 20,000,000 0 1 16<br />
Z971 100,000,000 20,000,000 0 1 16<br />
<br />
== Wormhole Information ==<br />
<br />
This page lists the wormhole classes you may find in EVE and their associated attributes.<br />
DANGER - Wormhole space exploration is a dangerous choice of career. Don't undertake an expedition without a prober and spare supplies.<br />
The following list is compiled from static data and may not be 100% accurate, as CCP has removed this data from the datadump.<br />
Name Target System Class More Information:<br />
<br />
'''A239 -Lowsec''', Maxiumum 300,000,000 kg at a time, total maximum 2,000,000,000.0 kg 24 hours lifetime from spawn<br />
<br />
'''A641 -Highsec''', Maxiumum 1,000,000,000 kg at a time, total maximum 2,000,000,000.0 kg 16 hours lifetime from spawn<br />
<br />
'''A982 -Class 6 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn <br />
<br />
'''B041 -Class 6 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 5,000,000,000.0 kg 48 hours lifetime from spawn 500,000,000.0 kg/hour mass regeneration, theoretical maximum 23,500,000,000.0 kg one hour before collapse <br />
<br />
'''B274 -Highsec''', Maxiumum 300,000,000 kg at a time, total maximum 2,000,000,000.0 kg 24 hours lifetime from spawn<br />
<br />
'''B449 -Highsec''', Maxiumum 1,000,000,000 kg at a time, total maximum 2,000,000,000.0 kg 16 hours lifetime from spawn<br />
<br />
'''B520 -Highsec''', Maxiumum 300,000,000 kg at a time, total maximum 5,000,000,000.0 kg 24 hours lifetime from spawn <br />
500,000,000.0 kg/hour mass regeneration, theoretical maximum 11,500,000,000.0 kg one hour before collapse <br />
<br />
'''C125 -Class 2 W-Space''', Maxiumum 20,000,000 kg at a time, total maximum 1,000,000,000.0 kg 16 hours lifetime from spawn <br />
<br />
'''C140 -Lowsec''', Maxiumum 1,350,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn<br />
<br />
'''C247 -Class 3 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 2,000,000,000.0 kg 16 hours lifetime from spawn <br />
<br />
'''C248 -Nullsec (0.0),''' Maxiumum 1,800,000,000 kg at a time, total maximum 5,000,000,000.0 kg 24 hours lifetime from spawn <br />
500,000,000.0 kg/hour mass regeneration, theoretical maximum 11,500,000,000.0 kg one hour before collapse <br />
<br />
'''C391 -Lowsec''', Maxiumum 1,800,000,000 kg at a time, total maximum 5,000,000,000.0 kg 24 hours lifetime from spawn <br />
500,000,000.0 kg/hour mass regeneration, theoretical maximum 11,500,000,000.0 kg one hour before collapse <br />
<br />
'''D364 -Class 2 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 1,000,000,000.0 kg 16 hours lifetime from spawn <br />
<br />
'''D382 -Class 2 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 2,000,000,000.0 kg 16 hours lifetime from spawn <br />
<br />
'''D792 -Highsec''', Maxiumum 1,000,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn<br />
<br />
'''D845 -Highsec''', Maxiumum 300,000,000 kg at a time, total maximum 5,000,000,000.0 kg 24 hours lifetime from spawn <br />
500,000,000.0 kg/hour mass regeneration, theoretical maximum 11,500,000,000.0 kg one hour before collapse <br />
<br />
'''E175 -Class 4 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 2,000,000,000.0 kg 16 hours lifetime from spawn<br />
<br />
'''E545 -Nullsec (0.0),''' Maxiumum 300,000,000 kg at a time, total maximum 2,000,000,000.0 kg 24 hours lifetime from spawn<br />
<br />
'''G024 -Class 2 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 2,000,000,000.0 kg 16 hours lifetime from spawn<br />
<br />
'''H121 -Class 1 W-Space''', Maxiumum 20,000,000 kg at a time, total maximum 500,000,000.0 kg 16 hours lifetime from spawn<br />
<br />
'''H296 -Class 5 W-Space''', Maxiumum 1,350,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn <br />
<br />
'''H900 -Class 5 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn <br />
<br />
'''I182 -Class 2 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 2,000,000,000.0 kg 16 hours lifetime from spawn<br />
<br />
'''J244 -Lowsec''', Maxiumum 20,000,000 kg at a time, total maximum 1,000,000,000.0 kg 24 hours lifetime from spawn <br />
<br />
'''K162 -Generic Wormhole Exit''', K162 is a special wormhole class which represents an endpoint of another wormhole.<br />
To find out information about this wormhole you must travel to the other end of the wormhole and look up that wormhole's name<br />
<br />
'''K329 -Nullsec (0.0),''' Maxiumum 1,800,000,000 kg at a time, total maximum 5,000,000,000.0 kg 24 hours lifetime from spawn <br />
500,000,000.0 kg/hour mass regeneration, theoretical maximum 11,500,000,000.0 kg one hour before collapse <br />
<br />
'''K346 -Nullsec (0.0),''' Maxiumum 300,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn <br />
<br />
'''L477 -Class 3 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 2,000,000,000.0 kg 16 hours lifetime from spawn<br />
<br />
'''L614 -Class 5 W-Space''', Maxiumum 20,000,000 kg at a time, total maximum 1,000,000,000.0 kg 24 hours lifetime from spawn <br />
<br />
'''M267 -Class 3 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 1,000,000,000.0 kg 16 hours lifetime from spawn<br />
<br />
'''M555 -Class 5 W-Space''', Maxiumum 1,000,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn <br />
<br />
'''M609 -Class 4 W-Space''', Maxiumum 20,000,000 kg at a time, total maximum 1,000,000,000.0 kg 16 hours lifetime from spawn <br />
<br />
'''N062 -Class 5 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn<br />
<br />
'''N110 -Highsec''', Maxiumum 20,000,000 kg at a time, total maximum 1,000,000,000.0 kg 24 hours lifetime from spawn<br />
<br />
'''N290 -Lowsec''', Maxiumum 1,800,000,000 kg at a time, total maximum 5,000,000,000.0 kg 24 hours lifetime from spawn <br />
500,000,000.0 kg/hour mass regeneration, theoretical maximum 11,500,000,000.0 kg one hour before collapse <br />
<br />
'''N432 -Class 5 W-Space''', Maxiumum 1,350,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn <br />
<br />
'''N766 -Class 2 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 2,000,000,000.0 kg 16 hours lifetime from spawn <br />
<br />
'''N770 -Class 5 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn<br />
<br />
'''N944 -Lowsec''', Maxiumum 1,350,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn<br />
<br />
'''N968 -Class 3 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 2,000,000,000.0 kg 16 hours lifetime from spawn<br />
<br />
'''O128 -Class 4 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 1,000,000,000.0 kg 24 hours lifetime from spawn<br />
100,000,000.0 kg/hour mass regeneration, theoretical maximum 2,300,000,000.0 kg one hour before collapse <br />
<br />
'''O477 -Class 3 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 2,000,000,000.0 kg 16 hours lifetime from spawn <br />
<br />
'''O883 -Class 3 W-Space''', Maxiumum 20,000,000 kg at a time, total maximum 1,000,000,000.0 kg 16 hours lifetime from spawn<br />
<br />
'''P060 -Class 1 W-Space''', Maxiumum 20,000,000 kg at a time, total maximum 500,000,000.0 kg 16 hours lifetime from spawn<br />
<br />
'''Q317 -Class 1 W-Space''', Maxiumum 20,000,000 kg at a time, total maximum 500,000,000.0 kg 16 hours lifetime from spawn<br />
<br />
'''R051 -Lowsec''', Maxiumum 1,000,000,000 kg at a time, total maximum 3,000,000,000.0 kg 16 hours lifetime from spawn<br />
<br />
'''R474 -Class 6 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn<br />
<br />
'''R943 -Class 2 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 750,000,000.0 kg 16 hours lifetime from spawn<br />
<br />
'''S047 -Highsec''', Maxiumum 300,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn<br />
<br />
'''S199 -Nullsec (0.0),''' Maxiumum 1,350,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn <br />
<br />
'''S804 -Class 6 W-Space''', Maxiumum 20,000,000 kg at a time, total maximum 1,000,000,000.0 kg 24 hours lifetime from spawn<br />
<br />
'''T405 -Class 4 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 2,000,000,000.0 kg 16 hours lifetime from spawn <br />
<br />
'''U210 -Lowsec''', Maxiumum 300,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn<br />
<br />
'''U319 -Class 6 W-Space''', Maxiumum 1,800,000,000 kg at a time, total maximum 50,000,000,000.0 kg 48 hours lifetime from spawn <br />
500,000,000.0 kg/hour mass regeneration, theoretical maximum 23,500,000,000.0 kg one hour before collapse <br />
<br />
'''U574 -Class 6 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn<br />
<br />
'''V283 -Nullsec (0.0),''' Maxiumum 1,000,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn <br />
<br />
'''V301 -Class 1 W-Space''', Maxiumum 20,000,000 kg at a time, total maximum 500,000,000.0 kg 16 hours lifetime from spawn <br />
<br />
'''V753 -Class 6 W-Space''', Maxiumum 1,350,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn <br />
<br />
'''V911 -Class 5 W-Space''', Maxiumum 1,350,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn<br />
<br />
'''W237 -Class 6 W-Space''', Maxiumum 1,350,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn<br />
<br />
'''X702 -Class 3 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 1,000,000,000.0 kg 24 hours lifetime from spawn<br />
<br />
'''X877 -Class 4 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 2,000,000,000.0 kg 16 hours lifetime from spawn <br />
<br />
'''Y683 -Class 4 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 2,000,000,000.0 kg 16 hours lifetime from spawn<br />
<br />
'''Y790 -Class 1 W-Space''', Maxiumum 20,000,000 kg at a time, total maximum 500,000,000.0 kg 16 hours lifetime from spawn<br />
<br />
'''Z060 -Nullsec (0.0),''' Maxiumum 20,000,000 kg at a time, total maximum 1,000,000,000.0 kg 24 hours lifetime from spawn<br />
<br />
'''Z142 -Nullsec (0.0'''), Maxiumum 1,350,000,000 kg at a time, total maximum 3,000,000,000.0 kg 24 hours lifetime from spawn<br />
<br />
'''Z457 -Class 4 W-Space''', Maxiumum 300,000,000 kg at a time, total maximum 2,000,000,000.0 kg 16 hours lifetime from spawn <br />
<br />
'''Z647 -Class 1 W-Space''', Maxiumum 20,000,000 kg at a time, total maximum 500,000,000.0 kg 16 hours lifetime from spawn <br />
<br />
'''Z971 -Class 1 W-Space''', Maxiumum 20,000,000 kg at a time, total maximum 100,000,000.0 kg 16 hours lifetime from spawn<br />
<br />
<br />
(source: http://www.eve-metrics.com/wormholes)</div>Peter Strasserhttps://wiki.eveuniversity.org/index.php?title=Template:EVE_University&diff=306Template:EVE University2009-07-17T15:48:30Z<p>Peter Strasser: /* Teaching (Category) */</p>
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