https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Rothbard+leviathan&feedformat=atomEVE University Wiki - User contributions [en]2024-03-29T12:47:57ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=Making_Money_with_Hauling_-_Level_4_Cargo_Missions&diff=141128Making Money with Hauling - Level 4 Cargo Missions2019-03-09T17:10:00Z<p>Rothbard leviathan: /* References */ fix wl</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Industry]]<br />
[[Category:Hauling]]<br />
== Introduction ==<br />
<br />
There are few good ways to make easy ISK if you are new to Eve. One of these ways is to run [[Distribution missions]] with a specific corporation, eventually qualifying to run Level 4 missions.<br />
<br />
== Find an agent ==<br />
<br />
Firstly you need to find a corporation having Level 4 agents within the Distribution division.<br />
<br />
There used to be three divisions that commonly gave hauling missions: Accounting, Archives and Production. Most agents with these divisions were converted to the Distribution division.<br />
<br />
You can find the agent of your choice by using the in-game [[Agent_Finder|Agent Finder]].<br />
<br />
A good agent should be in high sec, and best in a lower security system (0.5 or 0.6) with high sec systems around him. If you are not sure about the systems around an agent, either use the in-game map or check the 2D maps available at http://evemaps.dotlan.net/.<br />
<br />
For instance, if Aldrat were our system of choice and we wanted an agent in close proximity, our could be Hela Tashotsu from Caldari Business Tribunal in Urnhard I. This means you would need an effective standing of at least 5.0 with this corporation to run his/her missions.<br />
<br />
== Raise your corporation standing to the required level ==<br />
<br />
Once a target corporation has been determined, you may have to increase your standing. You can either run Level 1/2/3 missions to raise your standing, or alternatively find a Unista already running missions for this corp. Level 4 combat pilots will get you up very quickly and you could offer the pilot in question to salvage his missions for him until your standing goals are achieved.<br />
<br />
== Suggested ships for normal distribution missions ==<br />
<br />
The cargo volume in Level 4 [[Distribution missions]] measures between 0.1 m³ (Tidings of Conflict) and 8000 m³ (Beefing Up).<br />
<br />
The skills necessary to run the normal missions are pretty low. As soon as you can fly a reasonably-sized [[Industrial]], you're good to go, within your first week of your EVE time even. And it's cheap.<br />
<br />
If you want to minimize travel time train for a [[Blockade Runner]] ([[Prorator]], [[Crane]], [[Viator]], [[Prowler]]) and fit Inertial Stabilizers II and Medium Hyperspatial Velocity Optimizers II due to the fast align (around 3s) and warp speed (around 11 AU/s). If cargo capacity is not sufficient, swap lows for Expanded Cargohold II modules which brings their cargo capacity with skills above 8000 m³ for the larger missions.<br />
<br />
== Suggested ships for storyline distribution missions ==<br />
<br />
An [[Industrial]] with some cargo rigs and cargo expanders can easily fit 20.000 m³ enabling [[Storyline Mission]]s in two runs when splitting cargo. Some Industrials ([[Iteron_Mark_V|Iteron Mark V]],[[Bestower]],[[Tayra]],[[Mammoth]]) can fit more than 40.000m³ with Medium Cargohold Optimization II enabling the larger cargo storyline mission in a single run. Deep Space Transports ([[Occator]],[[Bustard]],[[Mastodon]],[[Impel]]) have a 50.000 m³ to 62.500 m³ fleet hangar and can single run large storyline distribution missions too.<br />
<br />
== Storyline missions ==<br />
<br />
There appear to be 3 types of Level 4 [[Storyline Mission]]s:<br />
<br />
* '''The implant mission''' - You have to get 8000 Kernite to your agent to finish it and you get a +4 implant (20 mil) as reward. Most of the time you can buy the Kernite straight from the agent's station.<br />
* '''The 40.000m³ cargo mission''' - Usually the cargo is split into several sealed containers. Perform about 4 Jumps and you get a 5 mil time reward.<br />
* '''The combat mission''' - Fairly rare to occur. Should you be unable to perform it yourself, you may want to consider asking another Unista for assistance as the loot and salvage from these missions is very profitable. If not, you can always decline it (once every 4 hours).<br />
<br />
== Profit and rewards ==<br />
With {{sk|Negotiation|V}} trained, the average reward is 400.000 ISK per Level 4 mission including time bonus in a 0.6 security status system. For Level 4 [[Distribution missions]] you will nearly always be sent to another constellation for delivery. However this can just be 1 jump away depending on constellation layout. The average mission round-trip seems to be between 3 and 8 minutes depending on the length of the route (as determined by constellation layout). Very rarely, the agent may send you to a destination within the same system e.g. Tidings of Conflict (2 of 2) Level 4 Distribution mission.<br />
<br />
As you run your missions, you will pile up LPs. These average about 450-1050 per mission in high security space depending on mission and security level of the agents systems. The LP payout can be increased via the {{sk|Distribution Connections}} skill by up to 50%. You will also gain a [[Storyline Mission]] for every 16 distribution missions of the same level for the same faction. This is possible within about 90-120 minutes manually jumping with good skills and a fast [[Blockade Runner]] .<br />
<br />
== Additional interesting points ==<br />
<br />
To get the most out of running these missions, you should increase the related Social skills increasing your rewards and [[Loyalty Points]] gain. Train [[Distribution Connections]] skill (around 25million isk) to increase the Loyalty Point gain.<br />
<br />
Always be aware the destination system's security status! It may happen that your destination system falls into low sec once in a while. You may want to risk running the mission if you are equipped for it, however under normal circumstances it would be safer to decline it (once every 4 hours).<br />
<br />
You can safely decline a mission every 4 hours without negative consequences; however sometimes you may be faced with 2 unsuitable missions in quick succession. You then have to sit out the countdown, run some hauling contracts as an alternative or use an alternative agent if available. Your choice.<br />
<br />
As a final comment, always be aware of the elementary safety rules during your hauling missions, such as never use Autopilot, and don't fly [[Industrial]] ships if you don't need the capacity. Shuttles and Frigates align and warp much quicker than Industrial ships, and therefore are more likely to escape before a warp scramble or disruption attempt by a hostile pilot is successful.<br />
<br />
== References ==<br />
<br />
[[Missioning 101]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Wormhole_sites&diff=140935Wormhole sites2019-02-17T03:46:17Z<p>Rothbard leviathan: /* External resources */ Rykki's Guide is no longer maintained. Added Karr's Modified version. See: https://www.reddit.com/r/Eve/comments/7kf2en/karrs_modified_rykkis_guide/</p>
<hr />
<div>{{Wormhole Links}}This is a full list of [[Wormhole Space|wormhole space]] exploration sites. <br />
<br />
[[Cosmic Anomalies|Cosmic anomalies and ore sites]] are warpable (colored green) in the scanner window when you enter a wormhole system, and do not need to be scanned down. [[Cosmic Signatures|Data, relic, and gas sites]], on the other hand, must be [[Scanning|scanned down]]. There are no [[Combat_sites#DED_rated_complexes|DED complexes]] or acceleration gated rooms in wormhole space, with the exception of the [[Drifters#Drifters Wormhole Systems|Drifter wormholes]], which are very specific in many ways and not the concern of this article.<br />
<br />
==Class 1==<br />
===Cosmic Anomalies===<br />
* [[Perimeter Ambush Point]]<br />
* [[Perimeter Camp]]<br />
* [[Phase Catalyst Node]]<br />
* [[The Line]]<br />
<br />
===Data sites===<br />
* [[Unsecured Perimeter Amplifier]]<br />
* [[Unsecured Perimeter Information Center]]<br />
<br />
===Relic sites===<br />
* [[Forgotten Perimeter Coronation Platform]]<br />
* [[Forgotten Perimeter Power Array]]<br />
<br />
==Class 2==<br />
===Cosmic Anomalies===<br />
* [[Perimeter Checkpoint]]<br />
* [[Perimeter Hangar]]<br />
* [[The Ruins of Enclave Cohort 27]]<br />
* [[Sleeper Data Sanctuary]]<br />
<br />
===Data sites===<br />
* [[Unsecured Perimeter Comms Relay]]<br />
* [[Unsecured Perimeter Transponder Farm]]<br />
<br />
===Relic sites===<br />
* [[Forgotten Perimeter Gateway]]<br />
* [[Forgotten Perimeter Habitation Coils]]<br />
<br />
==Class 3==<br />
===Cosmic Anomalies===<br />
* [[Fortification Frontier Stronghold]]<br />
* [[Outpost Frontier Stronghold]]<br />
* [[Solar Cell]]<br />
* [[The Oruze Construct]]<br />
<br />
===Data sites===<br />
* [[Unsecured Frontier Database]]<br />
* [[Unsecured Frontier Receiver]]<br />
<br />
===Relic sites===<br />
* [[Forgotten Frontier Quarantine Outpost]]<br />
* [[Forgotten Frontier Recursive Depot]]<br />
<br />
==Class 4==<br />
===Cosmic Anomalies===<br />
* [[Frontier Barracks]]<br />
* [[Frontier Command Post]]<br />
* [[Integrated Terminus]]<br />
* [[Sleeper Information Sanctum]]<br />
<br />
===Data sites===<br />
* [[Unsecured Frontier Digital Nexus]]<br />
* [[Unsecured Frontier Trinary Hub]]<br />
<br />
===Relic sites===<br />
* [[Forgotten Frontier Conversion Module]]<br />
* [[Forgotten Frontier Evacuation Center]]<br />
<br />
==Class 5==<br />
===Cosmic Anomalies===<br />
* [[Core Garrison]]<br />
* [[Core Stronghold]]<br />
* [[Oruze Osobnyk]]<br />
* [[Quarantine Area]]<br />
<br />
===Data sites===<br />
* [[Unsecured Frontier Enclave Relay]]<br />
* [[Unsecured Frontier Server Bank]]<br />
<br />
===Relic sites===<br />
* [[Forgotten Core Data Field]]<br />
* [[Forgotten Core Information Pen]]<br />
<br />
==Class 6==<br />
===Cosmic Anomalies===<br />
* [[Core Citadel]]<br />
* [[Core Bastion]]<br />
* [[Strange Energy Readings]]<br />
* [[The Mirror]]<br />
<br />
===Data sites===<br />
* [[Unsecured Core Backup Array]]<br />
* [[Unsecured Core Emergence]]<br />
<br />
===Relic sites===<br />
* [[Forgotten Core Assembly Hall]]<br />
* [[Forgotten Core Circuitry Disassembler]]<br />
<br />
==Gas sites==<br />
{{see also|Gas Cloud Mining}}<br />
===Perimeter (All classes of W-Space)===<br />
* [[Barren Perimeter Reservoir]]<br />
* [[Minor Perimeter Reservoir]]<br />
* [[Ordinary Perimeter Reservoir]]<br />
* [[Sizable Perimeter Reservoir]]<br />
* [[Token Perimeter Reservoir]]<br />
<br />
===Frontier (All classes of W-Space)===<br />
* [[Bountiful Frontier Reservoir]]<br />
* [[Vast Frontier Reservoir]]<br />
<br />
===Core (C5 & C6 only)===<br />
* [[Instrumental Core Reservoir]]<br />
* [[Vital Core Reservoir]]<br />
<br />
==Ore sites==<br />
===Perimeter (All classes of W-Space)===<br />
* [[Common Perimeter Deposit]]<br />
* [[Ordinary Perimeter Deposit]]<br />
<br />
===Frontier (All classes of W-Space)===<br />
* [[Average Frontier Deposit]]<br />
* [[Unexceptional Frontier Deposit]]<br />
<br />
===Core (C5 & C6 only)===<br />
* [[Exceptional Core Deposit]]<br />
* [[Infrequent Core Deposit]]<br />
* [[Isolated Core Deposit]]<br />
* [[Rarified Core Deposit]]<br />
* [[Uncommon Core Deposit]]<br />
* [[Unusual Core Deposit]]<br />
<br />
==External resources==<br />
<br />
* [https://docs.google.com/spreadsheets/d/1ew-27FWLQZ8y5kudmpUbM9SAbZma2WmDuOVuAoO-XNM Wormhole Gas Sites] (Google Spreadsheet)<br />
* [https://docs.google.com/spreadsheets/d/e/2PACX-1vSbMMEBlM5BAFXldnnX3GDGfUp02OAuMznRljKkbpH4Ff3SyNTrkyEjHSJGkNJsDPqypSZw3sQmQ1Ta/pubhtml Karr's Modified Rykki's Guide v. 1.2]<ref>https://www.reddit.com/r/Eve/comments/7kf2en/karrs_modified_rykkis_guide/</ref><ref>https://www.reddit.com/r/Eve/comments/8bz99o/karrs_modified_rykkis_guide_12/</ref> (Google Spreadsheet)<br />
<br />
==References==<br />
<references/><br />
<br />
[[Category:Exploration]]<br />
[[Category:PvE]]<br />
[[Category:Wormholes]]<br />
[[Category:Wormhole sites]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Accounts&diff=140822Accounts2019-02-10T18:17:45Z<p>Rothbard leviathan: /* Subscriptions */ deleted double word word</p>
<hr />
<div>:''This page is about EVE game accounts. For EVE University forum/wiki accounts, see [[Applying to EVE University]].''<br />
<br />
In order to play EVE you must have an '''Account''', which links your real-world identity (e.g. e-mail address, payment information) to your in-game characters. You can have up to three characters per account. Your account name is never used in-game; it is only used for out-of-game interactions (e.g. logging into the game, paying for a game subscription, submitting support tickets, etc). <br />
<br />
== Creating an account == <br />
You can create an account on the [https://secure.eveonline.com/signup/ EVE Online website]. If you were invited to EVE by a friend (i.e. have a [https://secure.eveonline.com/recruit/ referral link]), use it when creating your account, as you will get some free [[Skills and Learning|skill points]] (equivalent to about 1-2 weeks' training time). Additionally, your friend will receive free game time or some [[PLEX]] if you [[#Subscriptions|subscribe]] to the game.<br />
<br />
=== Starter packs ===<br />
Starting to play EVE is free (there is no cost to "buying a box", and expansions to the game are also free), but you can subsequently choose to pay for a [[#Subscriptions|recurring subscription]]. Additionally, you can buy "starter packs", which give you additional items or temporary in-game boosts. Each starter pack can only be used one time per account. Starter packs are intended to give new players a boost when starting out. <br />
<br />
In reality, many of the items (such as ships, ship [[SKIN]]s, modules, and clothing) included in these starter packs are of very limited value, as they can be bought on the [[trading|in-game market]] for modest quantities of ISK. The only significantly valuable items included are:<br />
<br />
* [[Skills_and_Learning#Cerebral_Accelerators|Cerebral accelerators]], which temporarily (usually for around 2-4 weeks) increase the speed at which a character learns skills (by boosting their [[Skills_and_Learning#Attributes|attributes]])<br />
* [[Skill trading#Skill Extractors|Skill extractors]], which allow you to extract skill points from a character for transfer or sale to another character<br />
* [[Multiple Character Training#Multiple Character Training|Multiple Character Training Certificates]], which allow more than one character on an account to train simultaneously (one additional skill queue for 30 days per certificate used)<br />
* [[PLEX]], used to pay for game time, in-game services (such as character remodelling and transfer), buy certain items (including cosmetic items for your character, ship SKINs, and skill extractors), or can be sold for ISK <br />
* Game time (usually 30 days) <br />
<br />
There are a number of starter packs available, the contents of which vary. When deciding whether a starter pack is worth it, compare its cost to the cost of its components (game time and PLEX are sold directly), ignoring everything that isn't on the list above. Usually, the starter packs are not worth buying, unless they are significantly discounted. Packs are sold by CCP as well as [https://secure.eveonline.com/etc.aspx authorised third-party retailers], and include: <br />
<br />
* Naval Capsuleer Starter Pack: 220 PLEX, 2 x race-specific frigates with fittings, and a couple of cosmetic items (pilot and SKINs)<br />
* Alpha Pack: 60 PLEX, 2 x Daily Alpha Injectors, and a Kapis Edge Tristan SKIN<br />
* Meteor Pack: 1 Month of Omega subscription time, 110 PLEX, and 3 Astero SKINs from the Cell bundle<br />
* Star Pack: 1 Month of Omega subscription time, 500 PLEX, and 2 x Multiple Character Training certificates (useful for [[Alternate characters]])<br />
* Galaxy Pack: 3 Months of Omega subscription time, 1100 PLEX, 2 x Multiple Character Training certificates (useful for [[Alternate characters]]), 5 Skill Extractors (useful for [[Skill trading]]), SOE Spectral Shift SKIN Bundle with SKINs for the [[Astero]], [[Stratios]], and [[Nestor]], SOE Expeditionary cosmetic items<br />
<br />
== Subscriptions ==<br />
{{see also|Clone States}}<br />
While EVE can be played [[Clone States|in a limited fashion]] for free, accessing all its gameplay aspects requires you to pay a recurring monthly subscription. The game subscription can be paid for in two ways:<br />
<br />
* Buying game time for real-life money<br />
* Buying [[#PLEX|PLEX]] with in-game money (ISK) <br />
<br />
Game time can be bought either from CCP directly, or from an [https://secure.eveonline.com/etc.aspx authorised third-party retailer]. It can be paid as either a recurring payment, or by buying a "block" of game time (e.g. 6 months) in advance, which is usually cheaper on a per-month basis. Depending on your local currency it may be worth shopping around to get the best deal on game time. <br />
<br />
Subscriptions are paid for per account (not per character); any character on an account with an active subscription are considered to have [[Clone States|Omega status]]. If your subscription runs out, you can continue to play the game (with the limitations of [[Clone States|Alpha status]]), or renew your subscription to regain Omega status. <br />
<br />
=== PLEX ===<br />
<br />
The "'''P'''ilot's '''L'''icense '''Ex'''tension" (PLEX) is an in-game item with a variety of uses:<br />
<br />
* Buy 30 days of ([[Clone States|Omega]]) game time for 500 PLEX<br />
* Add 30 days of [[#Multiple Character Training|Multiple Character Training]] time for 450 PLEX <br />
* Shop in the [[New Eden Store]]<br />
* Sell it to another player for ISK<br />
<br />
Just like all other player-traded items on the market, the [https://eve-central.com/home/quicklook.html?typeid=44992 price of PLEX] fluctuates with supply and demand. <br />
<br />
==== Acquiring PLEX ====<br />
<br />
PLEX can be:<br />
<br />
* Bought from another player for ISK <br />
* Bought for real-life money [https://secure.eveonline.com/PLEX/ from CCP] (or an authorised third-party retailer) <br />
<br />
This allows players with disposable real-world income to easily acquire large quantities of ISK, and, conversely, players with large quantities of ISK to pay for their game subscriptions with ISK instead of real-world money. It's also possible to buy PLEX with real-world money and use it to pay for game time; however, it's almost always cheaper to buy game time (with real-world money) directly instead of buying PLEX (PLEX is more versatile and therefore tends to be more expensive than straight-up game time). <br />
<br />
<br />
==== Using PLEX ====<br />
{{expansion past|The mechanics around PLEX were changed in the [https://community.eveonline.com/news/dev-blogs/plex-rework-follow-up/ YC119.5 release]. {{see also|PLEX vault}}<br />
<br />
<!-- this needs screenshots and some playtesting - there's an "activate PLEX" option in there somewhere --> <br />
[[File:Activate-PLEX.png|thumb|right|Activate a PLEX.]]<br />
[[File:Multi-char-training.png|thumb|right|Select what to do with the PLEX.]]<br />
While PLEX bought in-game is a normal in-game item, PLEX bought from out-of-game sources appear in your [[redeeming window]], and must first be redeemed (i.e. transferred) to one of the characters on that account, where it will appear as an item at that character's location (in the station's item hangar or the ship's cargo bay). It can then be moved, transported, and sold like any other in-game item. It's highly recommended that you only redeem PLEX when your character is either at a [[Trade Hubs|trade hub]] or if you intend to use it immediately (see [[#PLEX safety|below]]). <br />
<br />
Once redeemed, you can right-click on the PLEX item to add 30 days of game time, exchange it for Aurum, etc - note that these actions consume the PLEX. <br />
<br />
Alternatively, you can sell the PLEX to another player via the [[trading|market]] (or [[contracts]]). PLEX tends to be traded almost exclusively in large trade hubs. Additionally, keep in mind that you need to have some liquid ISK to sell your PLEX, as you are charged [[Trading#Trading_Cost_Modifiers|broker fees]] (3%, can be lowered with skills) for setting up a market sell order - given that PLEX is worth around 1B ISK, you will have to pay an upfront broker fee of around 30M ISK.<br />
<br />
Uniquely, PLEX can also be "reverse redeemed", i.e. moved ''back'' into the redeeming queue. This is only necessary if you want to transfer a character to another account. If you've moved a PLEX back into the redeeming queue you can only redeem it again at the location where you originally reverse-redeemed it, i.e. you cannot use this as a trick for safely moving PLEX around. <br />
<br />
==== PLEX safety ====<br />
{{see also|Tips for New Players}}<br />
<br />
As PLEX (once redeemed) is an in-game item like any other, it can be transported in ships and traded via [[contracts]]. Since it's so valuable, it's worth being extra careful with it.<br />
<br />
You should '''NEVER''' haul PLEX, as every [[Suicide Ganking|suicide ganker]] in New Eden will be trying to destroy your ship in the hope that they can retrieve the PLEX from your ship's wreck (like any other item, there is a 50% chance that the PLEX will be destroyed when your ship is blown up). You should never need to haul PLEX - only buy, sell, or redeem it at [[Trade Hubs|trade hubs]], and if necessary you can use it to add game time (or any of its other uses) remotely from anywhere in the universe through the [[Managing_Your_Assets#The_Asset_Window|Assets window]].<br />
<br />
Additionally, since PLEX is both valuable and fairly commonly used (compared with other items of comparable value), it is often used in [[Scams_in_EVE_Online#Contract_Scams|contract scams]]. If you want to be safe only buy PLEX from the [[trading|market]], or be extra-careful when reading the terms for contracts involving PLEX (note that the vast majority of contracts involving PLEX, especially those advertised in the Local chat window, are scams).<br />
<br />
|width=100%}}<br />
<br />
== Characters ==<br />
<br />
You can have up to three characters per account. When you log into the game you can play one of the existing characters, or click on an empty portrait to [[Getting_Started_in_EVE_Online#Character_Creation|create a new character]]. <br />
<br />
=== Alts and multiboxing ===<br />
{{main|Alternate characters}}<br />
<br />
While everyone starts out by playing only one character, many EVE players find it useful to create additional characters (also called "alternate characters", or "alts") to fulfill specific roles in the game. <br />
<br />
If you have several accounts (you can have as many EVE accounts as you like) then you can play the game simultaneously with two (or more) characters, but only if:<br />
<br />
* The characters are on separate accounts (you can never play with two characters on the same account simultaneously), and<br />
* All the accounts involved have an active subscription (i.e. [[Clone States|Omega status]])<br />
<br />
=== Multiple Character Training ===<br />
<br />
Even if you have multiple characters on an account, only one of those characters can have a [[Skills and Learning|skill actively training]]; all the other characters' skill queues are paused. Therefore, if you want to train skills on an alt, you have to pause training on your main character. <br />
<br />
When starting out with alts this is a perfectly acceptable thing to do (as you can still play all your characters even while their skill training is paused), and it continues to be a valid strategy if you only plan to have your alts training for a limited time. However, if you foresee training your alt(s) for a longer time period, and/or if you are impatient and don't want to pause training on your main character, you can train two characters (on the same account) simultaneously by buying "Multiple Character Training". <br />
<br />
==== Buying Multiple Character Training ====<br />
<br />
Multiple Character Training can be bought with PLEX (right-click on a PLEX item in your inventory) or by paying real-life money (through the EVE [https://secure.eveonline.com/MultipleCharacterTraining/ Account Management] website). Multiple Character Training is account-based (not bound to an individual character), so you can buy it on any character on the account, and is bought in 30-day increments.<br />
<br />
==== How Multiple Character Training works ====<br />
<br />
Activating Multiple Character Training (MCT) opens up an additional character skill training queue for 30 days; if you want a longer period or a third training queue you have to buy multiple instances of MCT. <br />
<br />
It doesn't matter ''which'' characters are training simultaneously, as long as the simultaneous limit is not reached. For example, you could have 3 characters named Anna, Bob and Charlie on the same account. If you have one MCT queue active on that account, you can train any combination of two characters (Anna and Bob, Anna and Charlie, or Bob and Charlie) at the same time time for a period of 30 days. This provides extra flexibility if you want to train up several alternate characters. If you would like to train all three characters at once, you would have to buy an additional MCT queue. <br />
<br />
The 30 days of MCT starts ticking from the moment you buy/activate it; you have to manually log into each additional character and start their training queues. Should their training queues run out or be paused, MCT will continue to tick down, irrespective of whether your characters are actively training or not; there is no way to "pause" MCT once it's been activated. Once the MCT queue runs out, the skill training for the character with the lowest number of skill points will be paused. <br />
<br />
You can check how much time is remaining on your MCT queue on the EVE [https://secure.eveonline.com/ Account Management] website. <br />
<br />
<!-- does MCT interact with Omega/Alpha? <br />
Can I buy MCT for several months (2 queue in total)? or can I only stack them and have to re-buy them at the end of each 30 day period? <br />
Can I see MCT time remaining in the character selection screen? <br />
--><br />
=== Biomassing ===<br />
<br />
You can permanently delete a character (this is referred to as "biomassing") from the character selection screen. When you first select a character for biomassing, you then have to wait 10 hours (this "biomassing queue" is to prevent you from deleting the wrong character by accident). Note that you cannot biomass a character who is the [[CEO]] of a [[corporation]] - the CEO must first resign or otherwise close the corporation before they can be added to the biomassing queue. Once the 10 hours are up, you can then biomass the character (accompanied by some mechanical sounds and an appropriate scream), deleting it permanently from the game. <br />
<br />
If the character was a member of a player-run corporation, the following will happen: <br />
<br />
* All assets (ships, modules, etc) owned by the pilot, including their [[capsule]], are transferred to their corporation and moved to the corporation's first hangar division. If the corporation does not have any offices, then the assets are destroyed. <br />
* Any ISK in the pilot's wallet is transferred to the corporation (into the first wallet division). This is listed in the corporation wallet journal as "Inheritance".<br />
* All members of the corporation receive an EVE-mail message, notifying them of the character's "permanent death". <br />
<br />
For characters in an [[NPC Corporations|NPC corporation]], all their assets and ISK are destroyed when they are biomassed. <br />
<br />
While it's possible for [[CCP]] to recover biomassed characters, it is unlikely they would be able to recover or return any lost/transferred assets. If a character is "reanimated" in this way, it occasionally leaves anomalies in the character's employment history (such as showing that they left a corporation and joined it again immediately without being in another corporation, which is not possible under normal conditions).<br />
<br />
== External links == <br />
* [http://community.eveonline.com/news/dev-blogs/dual-character-training/ Dev blog on Dual Character Training]<br />
* [http://community.eveonline.com/news/dev-blogs/multiple-character-training/ Dev blog on Multiple Character Training]<br />
<br />
[[Category:Accounts]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Third-party_tools&diff=140819Third-party tools2019-02-10T16:05:33Z<p>Rothbard leviathan: /* Skill Planning Tools */ add year</p>
<hr />
<div>{{#css:<br />
table.apps tr th {<br />
background-color:#222222;<br />
}<br />
}}<br />
There are a number of useful player-made tools available to the [[capsuleer]]. While not exhaustive, this article does cover the major, currently developed, widely used third party tools for EVE players, compiled from original research and other sources<ref>https://github.com/devfleet/awesome-eve</ref><ref>https://www.reddit.com/r/Eve/comments/5uxc3o/greater_reve_unified_software_table_2_updated/</ref><ref>https://www.reddit.com/r/evetech/comments/4oiure/list_of_thirdparty_apps_and_tools/</ref>.<br />
<br />
Inclusion in this list is not an endorsement of a tool by [[EVE University]], nor is omission a condemnation.<br />
<br />
==All In One Tools==<br />
While the tools in this section may not do everything the other tools do, they certainly aim to be comprehensive solutions for players, and cross multiple tool categories.<br />
<br />
{| class="wikitable apps sortable" style="width: 98%"<br />
|-<br />
! scope="col" width="150px" | Tool Name !! scope="col" width="150px" | Platform !! Description !! Notes<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://evehq.co/ EVE HQ] || Windows || EveHQ is an open source application designed to be an all-in-one management tool for use with EVE Online. Pilot information, skill training, market prices, Requisitions (shopping lists), a full suite of asset and market tools, fitting tools, and wormhole tools are included. || Does not work with [[EVE Swagger Interface|ESI]], so currently defunct. developer is working on a [http://evehq.co/?p=439 new version].<br />
|}<br />
<br />
==Character Monitoring Tools==<br />
<br />
No matter how hard we try, we can't be logged in to Eve all the time. So for when you have to be away from the game, you can keep an eye on various aspects of your account(s) with these tools.<br />
<br />
{| class="wikitable apps sortable" style="width: 98%"<br />
|-<br />
! scope="col" width="150px" | Tool Name !! scope="col" width="150px" | Platform !! Description !! Notes<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://play.google.com/store/apps/details?id=com.tlabs.android.evanova&hl=en Evanova] <br />
|| Android|| Evanova is an Android application for managing Eve Online characters and corporations and viewing Eve Online information.|| <br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://eveboard.com/ EveBoard] || Web || A site for viewing and sharing of EVE Online pilot character sheets. || XML API, Discontinued and no-longer working.<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://eveskillboard.com/ EVESkillBoard] || Web || A site for viewing and sharing of EVE Online pilot character sheets. || Uses ESI (EVE Swagger Interface) API.<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://play.google.com/store/apps/details?id=dk.alxb.evedroid EveDroid] || Android || EVE Droid is a character monitoring and ship fitting tool for EVE Online. || <br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://www.microsoft.com/de-de/store/p/eve-mail/9nblggh0d9ch Eve Mail] || Windows Mobile / Phone || In-game mail reader for EVE Online. || <br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://www.microsoft.com/de-de/store/p/eve-tracker/9nblggh3lh88 Eve-Tracker] || Windows Mobile / Phone || An app to keep track of characters / corporations in the universe of the MMORPG EVE Online. || <br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://itunes.apple.com/app/dusk-for-eve-online/id438097669?mt=8 Dusk] || iOS || Character and skill tracking for EVE Online. || Dead for a long time<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://itunes.apple.com/us/app/flysafe-for-eve-online/id430863443?mt=8 FlySafe] || iOS ||A site for viewing and sharing of EVE Online pilot character sheets. || Dead because of api<br />
| <br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://eve.nikr.net/jeveasset jEveAsset] || Windows / Linux / Mac || An asset manager for all accounts (incl. all characters and corporations) with one tool. Allows e.g. to search for items across accounts and to get the total value of all assets. || <br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://itunes.apple.com/us/app/eveuniverse/id418895101?mt=8&ls=1 Neocom for EVE Online] || iOS || View EVE Online characters and skills, browse EVE Online items database, analyze market information, test ship fits on an iPhone/iPad or iPod Touch. || Need to update to Neocom II https://itunes.apple.com/us/app/neocom-ii-for-eve-online/id1257353838?mt=8<br />
|}<br />
<br />
==Fitting Tools==<br />
These tools help players manage, develop, and compare Ship [[Fitting|Fittings]].<br />
<br />
{| class="wikitable apps sortable" style="width: 98%"<br />
|-<br />
! scope="col" width="150px" | Tool Name !! scope="col" width="150px" | Platform !! Description !! Notes<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://github.com/pyfa-org/Pyfa Pyfa] || Mac/Linux/Windows || Python fitting assistant, a cross-platform fitting tool for EVE Online || EVE University has a [[Guide to using PYFA]]<br />
|}<br />
<br />
==Fleet Tools==<br />
These tools assist players in participating in [[fleets]] and flying ships that comply with fleet [[doctrines]].<br />
<br />
{| class="wikitable apps sortable" style="width: 98%"<br />
|-<br />
! scope="col" width="150px" | Tool Name !! scope="col" width="150px" | Platform !! Description !! Notes<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://fleet-up.com/ Fleet-Up] || Web || Designed to help corporations & alliances manage their fittings, doctrines, operations and fleets. || EVE University makes extensive use of [[Fleet-Up]]<br />
|}<br />
<br />
==Intel Tools==<br />
These tools provide players with additional information not available through the game client.<br />
<br />
{| class="wikitable apps sortable" style="width: 98%"<br />
|-<br />
! scope="col" width="150px" | Tool Name !! scope="col" width="150px" | Platform !! Description !! Notes<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://adashboard.info/intel aD Paste anything] || Web || Parsing d-scan and interpreting local data || [https://adashboard.info/ aDashboard] tool<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://evemaps.dotlan.net/ dotlan] || Web || Maps focused on being clean and easily readable with the most important information for fleet roaming and planning. ||<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://www.kalkoken.org/apps/evetools_web/evetools.php Erik's EVE Tools] || Slack || This app gives Slack users direct access to in-game information from any Slack channel. Main features include: Display current Jita prices for any item, search for public structures (e.g. Citadels) in any solar system, show current game server status and game time ||<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://eve-gatecheck.space/eve/ Eve Gate Camp Check] || Web || A navigation tool specifically aimed at avoiding gates where kills are currently taking place || <br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://eve-incursions.de/ Eve Incursions] || Web || Provides an overview of the current [[incursions]], active communities and incursion rat information. || Interested parties should contact the [[EVE University Incursion Community]]<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://play.google.com/store/apps/details?id=com.eve.incursion.warrior EVE Incursion Warrior] || Android || Mobile based Incursion alerts || <br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://eveintel.net/ EvE Intel] || Web || A CREST/API-based tool that enables automated communication of Local/D-Scan Summaries (like aDashBoard and dscan.me) and a bulk contact manager. ||<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://www.eveovermind.com/ Eve Overmind] || Web || [[PvP]] Intel - in-depth analysis of ships and players via Killmails |<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://evescout.gladiolus.fi/ EveScout] || Web || Local analysing tool. Gives information about killboard records and corporations of the players. || Not the same as Eve-Scout<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://www.kalkoken.org/apps/evestruct/ Eve Structures] || Web || Search tool for public accessible structures (e.g. Citadels) across New Eden ||<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://eve-survival.org/wikka.php?wakka=HomePage Eve-Survival] || Web || Mission runners handbook, give advices on ship fittings and damage dealing types ||<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://evewho.com/ Eve Who] || Web || List members of a corp or alliance from out of game ||<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://ethien.io/ HTPirate] || Web || Pilot data lookup tool in the style of Pirate's Little Helper<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://eve-plh.com/#/home Pirate's Little Helper] || Mac/Linux (Wine)/Windows || Provides a toolbox for finding targets, avoiding ganks and other pilot information. || Open-Sourced [https://www.reddit.com/r/Eve/comments/6h25oe/pirates_little_helper_open_source_release/ as of 2017-06-13] and once again in development<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://timers-in.space/ Timer Calculator] || Web || Calculates structure timers (such as citadel vulnerability windows or POCO/POS reinforcement) from screenshots |<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://zkillboard.com/ zKillboard] || Web || Most popular killboard. See also [[zKillboard]]. || <br />
|}<br />
<br />
===Wormhole Intel===<br />
[[Wormholes]] have specialized informational needs, and as such, they have their own particular tools. <br />
<br />
(''Eve University members should be using the [[WHC Mapper]]'')<br />
<br />
{| class="wikitable apps sortable" style="width: 98%"<br />
|-<br />
! scope="col" width="150px" | Tool Name !! scope="col" width="150px" | Platform !! Description !! Notes<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://anoik.is/ Anoikis] || Web || Comprehensive wormhole database || <br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://www.eve-scout.com/ EVE-Scout] || Web || Thera Wormhole Connections, in both List and map form, constantly updated || <br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://www.pathfinder-w.space/ Pathfinder] || Web || A wormhole mapping website || <br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://siggy.borkedlabs.com/pages/welcome Siggy] || Web || A wormhole tool that has been in service since 2010. It is available for use by anyone for a small [[ISK]] fee. || <br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://tripwire.eve-apps.com/ Tripwire] || Web || An open source wormhole mapping tool, hosted for free to the public || <br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://wh.pasta.gg/ Wormhol.es] || Web || A wormhole search engine including effects, statics and recent activity. || No longer updated<br />
|}<br />
<br />
==Market and Industry Tools==<br />
{{anchor|Market_Tools}}<br />
<br />
[[Trade]] and [[Industry]] are arguably the lifeblood of Eve. Without the constant market activity created by buyers, sellers, and manufacturers, there would be no spaceships to [[Ship spinning|spin]], no [[structures]] to bash, and no lazers to pew pew.<br />
<br />
===Market Data from Remote Region or Multiple Regions Aggregator===<br />
{| class="wikitable apps sortable" style="width: 98%"<br />
|-<br />
! scope="col" width="150px" | Tool Name !! scope="col" width="80px" | Platform !! Description !! Notes<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://eve-central.com/ Eve-Central] || Web || Universe-wide market data aggregator, also some tools like trade route tools || Down as of September 2017<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://evemarketer.com/ EVE Marketer] || Web || Universe-wide market data aggregator, or from the region you choose; designed to look similar to the Regional Market window in-game || Some consider this replacement for Eve-Central<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://eve-marketdata.com/ Eve Marketdata] || Web || Universe-wide market data aggregator, also some tools like [https://eve-marketdata.com/industry mining and PI price comparison (per m3 instead per unit)], [https://eve-marketdata.com/sell_my_hangar.php hangar value appraisal], and [https://eve-marketdata.com/trade_route.php trade route browser] ||<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://market.fuzzwork.co.uk/ Fuzzwork Market Data] || Web || Universe-wide market data aggregator especially through [https://market.fuzzwork.co.uk/type/ Type Search], also there are some other subtool for different area to compare ||<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://market.fuzzwork.co.uk/appraisal/ Fuzzwork Market Data appraisal] || Web || Check prices of multiple items (copy paste from assets list, contract, etc.) in the region you chose ||<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://element-43.com/ Element43] || Web || Universe-wide market data aggregator ||<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://www.evemarkethelper.net/MarketBrowser Eve Market Helper Market Browser] || Web || Universe-wide market data aggregator ||<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://evepraisal.com/ Evepraisal] || Web || Check prices of multiple items (copy paste from assets list, contract, etc.) universally or in one of the 5 main [[trade hubs]] regions ||<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://www.adam4eve.eu/ Adam4EVE] || Web || Market data aggregator, market price and volume trends, price and build cost history, market hub statistics, ... || Lots of other statistics and graph p0rn too<br />
|-<br />
| style="text-align:center; font-weight:bold" | https://www.plexprice.com/ || Web || keeps track of the PLEX price with finer than daily ticks || <br />
|}<br />
<br />
===Industry and Integrated Market Tools===<br />
<br />
{| class="wikitable apps sortable" style="width: 98%"<br />
|-<br />
! scope="col" width="150px" | Tool Name !! scope="col" width="150px" | Platform !! Description !! Notes<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://trade.eve-mogul.com/ EVE-Mogul] || Web || A trading tool, to track transactions and see measure trade efficiency. || Free, with premium subscription options<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://www.homo-programmatis.com/EveRefinery/ Eve Refinery] || Windows || EveRefinery displays market prices and refined prices for the items in a character inventory. || <br />
|-<br />
<br />
| style="text-align:center; font-weight:bold" | [http://matthewpennell.github.io/eve-traders-handbook/ Eve Traders Handbook] || Web Server (LAMP) || A multi-purpose web application for traders, importers, and manufacturers || This is a self-hosted web app requiring PHP<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://eve.basicaware.de/evewalletaware/index.html EVEWalletAware] || Windows || An offline wallet viewer and trading/accounting helper || no longer developed/supported! For details, see [https://forums.eveonline.com/default.aspx?g=posts&m=6704470#post6704470 this EVE forum entry]. <br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://evernus.com/ Evernus] || Mac/Linux/Windows || Online next generation trade and market helper || <br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://www.fuzzwork.co.uk/ Fuzzworks] || Web || Useful industry website with a number of useful calculators, including a blueprint calculator and LP store database. || <br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://eveiph.github.io/ ISK Per Hour] || Windows || A Windows program that allows players of EVE Online to determine ways to maximize their Isk per Hour through manufacturing, mining, invention, and reverse engineering. || No active development since Apr 2, 2017 - cannot update prices automatically<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://www.adam4eve.eu/ Adam4EVE] || Web || [https://www.adam4eve.eu/repro_ranking.php Reprocessing profitability] and detailed [https://www.adam4eve.eu/reprocessing.php Reprocessing chains statistics] ||<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://ore.cerlestes.de cerlestes] || Web || Compares which ores are most valuable per m³. ||<br />
|}<br />
<br />
==Planetary Interaction Tools==<br />
[[Planetary Interaction]] allows pilots to create industrial colonies on just about any planet in the EVE universe. The aim of this is producing goods from raw materials extracted from the planet. There are tools specifically oriented to this type of industrial activity<br />
<br />
{| class="wikitable apps sortable" style="width: 98%"<br />
|-<br />
! scope="col" width="150px" | Tool Name !! scope="col" width="150px" | Platform !! Description !! Notes<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://alysii.com/eve/pi/ Alysii PI Visualization] || Web || An interesting visual interface to production chains. || <br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://play.google.com/store/apps/details?id=dae.evepi EVE PI] || Android || Android based Planetary Interaction App. In active development. || <br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://eveplanetaryplanner.com/ EVE Planetary Planner] || Windows || A standalone tool for creating/testing various extraction/production set ups<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://util.eveuniversity.org/PiBear/ P.I.T. Webtools] || Web || A collection of Planetary Interaction tools || This is an [http://util.eveuniversity.org/ EVE University Utility]<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://www.evegadgets.com/#/pi PI Planning Gadget] || Web || A Web based PI setup and testing tool for mocking up your PI chains in advance<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://www.adam4eve.eu/ Adam4EVE] || Web || [https://www.adam4eve.eu/pi_rank.php Profitability] and detailed [https://www.adam4eve.eu/pi_chain.php?pi=2327 PI chains statistics] ||<br />
|}<br />
<br />
==Skill Planning Tools==<br />
<br />
[[Skill training|Skill planning]] is one of the cornerstones of Eve Online, so it is no surprise that there are multiple robust tools to help players develop and manage their skill training plans.<br />
<br />
{| class="wikitable apps sortable" style="width: 98%"<br />
|-<br />
! scope="col" width="150px" | Tool Name !! scope="col" width="150px" | Platform !! Description !! Notes<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://github.com/PrometheusSatyen/Cerebral Cerebral] || Windows || Described as an EVEMon replacement written to use the [[EVE Swagger Interface]] || currently in Alpha stages of development, but usable.<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://forums.eveonline.com/t/evemon-4-0-1-beta-under-new-ownership-conversion-for-esi/75953 EveMon] || Mac/Linux (Wine)/Windows || A lightweight, easy-to-use standalone Windows application designed to assist in keeping track of your EVE Online character progression. || May 2018 new owner, and is in beta.<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://www.eve-skillplan.net/ EVE-Skillplan.net] || Web || Web based and responsive skill planner to create and share training plans. || Shutdown by developer as of May 23rd, 2018. [https://forums.eveonline.com/t/eve-skillplan-net-plan-your-training-online-v2-2-9/17858/54?u=legedric_striker/ Forum Thread]<br />
|-<br />
| style="text-align:center; font-weight:bold" | [https://github.com/sixones/vitality Vitality] || Mac || Macintosh Eve online skill planner. || Dead because of API<br />
|}<br />
<br />
==Misc Tools==<br />
<br />
A collection of useful tools that do not fit in one of the above categories.<br />
<br />
{| class="wikitable apps sortable" style="width: 98%"<br />
|-<br />
! scope="col" width="150px" | Tool Name !! scope="col" width="150px" | Platform !! Description !! Notes<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://util.eveuniversity.org/Missions/AgentRangefinder/ Agent Rangefinder] || Web || The Agent Rangefinder allows for finding mission agents by radius from any given system. Limited API Key interaction allows limiting results to agents are available to a character. || This is an [http://util.eveuniversity.org/ EVE University Utility]<br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://eve-offline.net/ Eve-Offline] || Web || a status monitor for EVE-Online. || <br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://www.vexar.de/pos_fitter/ Eve Online POS Builder] || Web || A POS Builder that allows calculation of the space and cost requirements for Player Owned Structures || <br />
|-<br />
| style="text-align:center; font-weight:bold" | [http://eve.1019.net/pos/ IGB POS Planner] || Web || Fitting tool for POSes || no updates since 2016-05<br />
|}<br />
<br />
==Footnotes==<br />
<references /><br />
<br />
[[Category:Applications]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Creating_a_Scanner_Alt&diff=140818Creating a Scanner Alt2019-02-10T15:55:34Z<p>Rothbard leviathan: /* Pause Training */ rephrase and fix wl</p>
<hr />
<div>{{main|Alternate characters}}<br />
A scanner alt will provide you with the means to scan your way out of a W-Space system even if your main isn't there. With further training this alt can be used for K-Space exploration while your main clears the sites. With ''even'' further training your alt can act as cloaky eyes, scout and probe much more efficiently.<br />
<br />
==Preparation==<br />
It is important to read this section as it will save you a lot of time and frustrations. Before you even create a character, there are many things to consider: The race of your character, whether you have other characters in the account and if you want to do a neural remap. <br />
<br />
===Racial Characters===<br />
Since slot layouts for exploration frigates change by race, you must consider which race you want your alt to be. Here is a small table outlining the advantages and disadvantages of each ship. All of these ships can easily fly with the skills and fittings listed below so fitting requirement shouldn't be of concern.<br />
<br />
{| cellspacing="1" cellpadding="5" border="0" style="width: 500px; height: 350px;"<br />
|-<br />
! bgcolor="#000000" align="center" | <br />
'''Ship''' <br />
<br />
! bgcolor="#000000" align="center" | <br />
'''Slot Layout''' <br />
<br />
! bgcolor="#000000" align="center" | <br />
'''Race''' <br />
<br />
! bgcolor="#000000" align="center" | Features<br><br />
|-<br />
| bgcolor="#333333" align="center" | [[Magnate]]<br> <br />
| bgcolor="#333333" align="center" | 3H/3M/4L<br> <br />
| bgcolor="#333333" align="center" | [[image:Logo_faction_amarr_empire.png|64px]]<br> <br />
| bgcolor="#333333" align="center" | {{co|green||High Capacitor<br>High EHP<br>High Powergrid}}<br>{{co|red||Low CPU<br>3 Mids}}<br />
|-<br />
| bgcolor="#333333" align="center" | [[Heron]]<br> <br />
| bgcolor="#333333" align="center" | 3H/5M/2L<br> <br />
| bgcolor="#333333" align="center" | [[image:Logo_faction_caldari_state.png|64px]]<br><br />
| bgcolor="#333333" align="center" | {{co|green||High CPU<br>5 Mids}}<br>{{co|red||2 Lows}}<br />
|-<br />
| bgcolor="#333333" align="center" | [[Imicus]]<br> <br />
| bgcolor="#333333" align="center" | 3H/4M/3L<br> <br />
| bgcolor="#333333" align="center" | [[image:Logo_faction_gallente_federation.png|64px]]<br> <br />
| bgcolor="#333333" align="center" | {{co|green||Big Drone Bay<br>High EHP}}<br>{{co|red||Low Powergrid<br>Slowest}}<br />
|-<br />
| bgcolor="#333333" align="center" | [[Probe]]<br> <br />
| bgcolor="#333333" align="center" | 3H/4M/3L<br> <br />
| bgcolor="#333333" align="center" | [[image:Logo faction minmatar republic.png|64px]]<br> <br />
| bgcolor="#333333" align="center" | {{co|green||Fastest}}<br>{{co|red||Low Capacitor<br>Low EHP}}<br />
|}<br />
<br />
===Pause Training===<br />
If you are creating an alt on an account with other characters, it is important to note that only one character can be training skills at a time. Attempting to add skills to the training queue will result in an error, so you will need to pause training on your currently training character, or activate [[Accounts#Multiple_Character_Training|Multiple Character Training]].<br />
<br />
===Neural Remap===<br />
It is recommended that you remap to Intelligence/Memory. This will speed up your training.<br />
<br />
==Bare Bones Scanner==<br />
Since the [[Vanguard]] changes, all characters now start with the skills required to fly a bare bones scanner with the ability to scan.<br />
<br />
====Fittings====<br />
Just the [[Magnate]], [[Heron]], [[Imicus]] or [[Probe]] with a Core Probe Launcher I and Sister Core Scanner Probes.<br />
<br />
==Basic Scanner==<br />
<br />
{{SkillQueue<br />
|name=Basic Scanner<br />
|width=400px<br />
|desc=This is the suggested training queue for W-Space scanning alts. They allow you to keep an eye on connections for your main while taking a reasonable amount of time to train.<br />
|Astrometric Rangefinding II<br />
Astrometric Rangefinding III<br />
Cloaking I<br />
Energy Grid Upgrades II<br />
Jury Rigging I<br />
Mechanics III<br />
}}<br />
<br />
<br />
{{ note box | Notes:<br />
<br />
*Cloaking I allows you to use a prototype cloak<br />
*Energy Grid Upgrades II allows you to use cap rechargers<br />
*You can remove Jury Rigging I and rig the ship for your alt yourself. You will need to be able to sit in the ship though.<br />
| italics = no }}<br />
<br />
<br />
''Total Training Time:'' ~2d 14h 35m<br />
<br />
<br />
<br />
====Fittings====<br />
{{Fittings<br />
|name=Magnate, Basic Scanner<br />
<br />
|low=<br />
Nanofiber Internal Structure I<br><br />
Nanofiber Internal Structure I<br><br />
Nanofiber Internal Structure I<br><br />
Nanofiber Internal Structure I<br />
|mid=<br />
5MN Cold-Gas Enduring Microwarpdrive<br><br />
Cap Recharger I<br><br />
Cap Recharger I<br />
|high=<br />
Core Probe Launcher I<br><br />
Prototype Cloaking Device I<br><br />
[Empty High slot]<br />
|rigs=<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
[Empty Rig slot]<br />
|drones=<br />
<br />
|charges=<br />
Sisters Core Scanner Probe<br />
}}{{Fittings<br />
|name=Heron, Basic Scanner<br />
<br />
|low=<br />
Nanofiber Internal Structure I<br><br />
Nanofiber Internal Structure I<br />
|mid=<br />
5MN Cold-Gas Enduring Microwarpdrive<br><br />
Cap Recharger I<br><br />
Cap Recharger I<br><br />
Cap Recharger I<br><br />
[Empty Med slot]<br />
|high=<br />
Core Probe Launcher I<br><br />
Prototype Cloaking Device I<br><br />
[Empty High slot]<br />
|rigs=<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
[Empty Rig slot]<br />
|drones=<br />
<br />
|charges=<br />
Sisters Core Scanner Probe<br />
}}{{Fittings<br />
|name=Imicus, Basic Scanner<br />
<br />
|low=<br />
Nanofiber Internal Structure I<br><br />
Nanofiber Internal Structure I<br><br />
Nanofiber Internal Structure I<br />
|mid=<br />
5MN Cold-Gas Enduring Microwarpdrive<br><br />
Cap Recharger I<br><br />
Cap Recharger I<br><br />
Cap Recharger I<br />
|high=<br />
Core Probe Launcher I<br><br />
Prototype Cloaking Device I<br><br />
[Empty High slot]<br />
|rigs=<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
[Empty Rig slot]<br />
|drones=<br />
<br />
|charges=<br />
Sisters Core Scanner Probe<br />
}}{{Fittings<br />
|name=Probe, Basic Scanner<br />
<br />
|low=<br />
Nanofiber Internal Structure I<br><br />
Nanofiber Internal Structure I<br><br />
Nanofiber Internal Structure I<br />
|mid=<br />
5MN Cold-Gas Enduring Microwarpdrive<br><br />
Cap Recharger I<br><br />
Cap Recharger I<br><br />
Cap Recharger I<br />
|high=<br />
Core Probe Launcher I<br><br />
Prototype Cloaking Device I<br><br />
[Empty High slot]<br />
|rigs=<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
[Empty Rig slot]<br />
|drones=<br />
<br />
|charges=<br />
Sisters Core Scanner Probe<br />
}}<br />
<br />
==Efficient Scanner and Support==<br />
<br />
{{SkillQueue<br />
|name=Efficient Scanner and Support<br />
|width=400px<br />
|desc=If you want your alt to hack, analyze sites and provide a decent scanning platform for harder sites you will need these skills;<br />
|Astrometrics IV<br />
Astrometric Pinpointing III<br />
Astrometric Acquisition III<br />
Hacking II<br />
Hacking III<br />
Archaeology II<br />
Archaeology III<br />
}}<br />
<br />
<br />
You will also need to train (depending on the race of your alt):<br />
<br />
{{SkillQueue<br />
|name=Amarr<br />
|width=400px<br />
|Amarr Frigate IV<br />
}}<br />
<br />
{{SkillQueue<br />
|name=Caldari<br />
|width=400px<br />
|Caldari Frigate IV<br />
}}<br />
<br />
{{SkillQueue<br />
|name=Gallente<br />
|width=400px<br />
|Gallente Frigate IV<br />
}}<br />
<br />
{{SkillQueue<br />
|name=Minmatar<br />
|width=400px<br />
|Minmatar Frigate IV<br />
}}<br />
<br />
<br />
''Total Training Time:'' ~6d 21h 54m<br />
<br />
====Fittings====<br />
{{Fittings<br />
|name=Magnate, Efficient Scanner and Support<br />
<br />
|low=<br />
Nanofiber Internal Structure II<br><br />
Nanofiber Internal Structure II<br><br />
Nanofiber Internal Structure II<br><br />
Nanofiber Internal Structure II<br />
|mid=<br />
5MN Cold-Gas Enduring Microwarpdrive<br><br />
Codebreaker I<br><br />
Analyzer I<br />
|high=<br />
Core Probe Launcher I<br><br />
Prototype Cloaking Device I<br><br />
[Empty High slot]<br />
|rigs=<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
[Empty Rig slot]<br />
|drones=<br />
<br />
|charges=<br />
Sisters Core Scanner Probe<br />
}}{{Fittings<br />
|name=Heron, Efficient Scanner and Support<br />
<br />
|low=<br />
Nanofiber Internal Structure II<br><br />
Nanofiber Internal Structure II<br />
|mid=<br />
5MN Cold-Gas Enduring Microwarpdrive<br><br />
Codebreaker I<br><br />
Analyzer I<br><br />
Cap Recharger I<br><br />
Cap Recharger I<br />
|high=<br />
Core Probe Launcher I<br><br />
Prototype Cloaking Device I<br><br />
[Empty High slot]<br />
|rigs=<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
[Empty Rig slot]<br />
|drones=<br />
<br />
|charges=<br />
Sisters Core Scanner Probe<br />
}}{{Fittings<br />
|name=Imicus, Efficient Scanner and Support<br />
<br />
|low=<br />
Nanofiber Internal Structure II<br><br />
Nanofiber Internal Structure II<br><br />
Nanofiber Internal Structure II<br />
|mid=<br />
5MN Cold-Gas Enduring Microwarpdrive<br><br />
Codebreaker I<br><br />
Analyzer I<br><br />
Cap Recharger I<br />
|high=<br />
Core Probe Launcher I<br><br />
Prototype Cloaking Device I<br><br />
[Empty High slot]<br />
|rigs=<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
[Empty Rig slot]<br />
|drones=<br />
<br />
|charges=<br />
Sisters Core Scanner Probe<br />
}}{{Fittings<br />
|name=Probe, Efficient Scanner and Support<br />
<br />
|low=<br />
Nanofiber Internal Structure II<br><br />
Nanofiber Internal Structure II<br><br />
Nanofiber Internal Structure II<br />
|mid=<br />
5MN Cold-Gas Enduring Microwarpdrive<br><br />
Codebreaker I<br><br />
Analyzer I<br><br />
Cap Recharger I<br />
|high=<br />
Core Probe Launcher I<br><br />
Prototype Cloaking Device I<br><br />
[Empty High slot]<br />
|rigs=<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
[Empty Rig slot]<br />
|drones=<br />
<br />
|charges=<br />
Sisters Core Scanner Probe<br />
}}<br />
<br />
==Cloaky Eyes, Scanner and Support==<br />
<br />
<br />
{{SkillQueue<br />
|name=Cloaky Eyes, Scanner and Support<br />
|width=400px<br />
|desc=This is a fully fleshed out Covert Ops skill plan. It is only suggested if you want to provide out of corp eyes against enemies or if you have use for a highly efficient scanner. Covert Ops ships have much better bonuses to scanning, can warp cloaked and can scan down ships, structures, bubbles, you name it.<br />
|Covert Ops I<br />
Covert Ops II<br />
Covert Ops III<br />
Electronics Upgrades IV<br />
Electronics Upgrades V<br />
Astrometrics IV<br />
Cloaking II<br />
Cloaking III<br />
Cloaking IV<br />
Energy Grid Upgrades III<br />
Warp Drive Operation II<br />
Warp Drive Operation III<br />
Warp Drive Operation IV<br />
Evasive Maneuvering II<br />
Evasive Maneuvering III<br />
}}<br />
<br />
<br />
{{ note box | Notes:<br />
<br />
*You can train Covert Ops IV if you want to use some of the crazier fits<br />
*Cloaking IV allows you to fit a covert ops cloak<br />
*Energy Grid Upgrades III allows you to use Tech 2 Cap rechargers | italics = no }}<br />
<br />
<br />
You will also need to train (depending on the race of your alt):<br />
<br />
{{SkillQueue<br />
|name=Amarr<br />
|width=400px<br />
|Amarr Frigate V<br />
}}<br />
<br />
{{SkillQueue<br />
|name=Caldari<br />
|width=400px<br />
|Caldari Frigate V<br />
}}<br />
<br />
{{SkillQueue<br />
|name=Gallente<br />
|width=400px<br />
|Gallente Frigate V<br />
}}<br />
<br />
{{SkillQueue<br />
|name=Minmatar<br />
|width=400px<br />
|Minmatar Frigate V<br />
}}<br />
<br />
<br />
''Total Training Time:'' ~32d 12h 32m<br />
<br />
====Fittings====<br />
Please refer to the [[Scouting#Fittings|Scouting]] guide for fittings.<br />
<br />
[[Category:Accounts]]<br />
[[Category:Exploration]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Archive:Averon_Mining_Campus&diff=139972Archive:Averon Mining Campus2018-12-06T05:35:32Z<p>Rothbard leviathan: wl Crowbar</p>
<hr />
<div>{{Campus Group Navbar}}<br />
{{eunispecific}}[[image:AMCtest.png|center|400px]]<br />
<br />
{{tocright}}<br />
==Mission Statement==<br />
The Amarr Mining Campus was founded to provide EVE University students with the opportunity to learn how to mine efficiently and safely. <br />
<br />
Our mission includes giving advice for solo mining and providing organised fleet operations. The Amarr Mining Campus enables a cooperative effort in mining operations and educates its members about the most basic and fundamental activity in EVE Online - without which you wouldn’t have your ships - Mining.<br />
<br />
You will learn how to [[Mining_Yield|maximize your productivity]] in a supportive environment when in Shared Cans and can frequently find ‘boosts’ provided from members in the AMC in ‘Bring Your Own Cans’. Members will also have the opportunity to manage provided spreadsheets to help with established operations or establish one of their own for community wide fleet operations. Our members aim to be helpful and engaging, helping with more advanced topics along the way, making the AMC an ideal place to practice mining, industry and research.<br />
<br />
==Background==<br />
The '''Amarr Mining Campus''' was initiated by ''Seranti Olerie'', ''Ubermensch Invictus'' and ''Vger Starseed'' in March 2012. However, they have have retired their position in the AMC and moved on to other things in EVE.<br />
<br />
A number of criteria were set up to choose a suitable location for the AMC, which orientates around seclusion, accessibility to a central trade hub, profitability and also variation in activities around the AMC. <br />
<br />
The AMC is currently headquartered at Shemah VIII - Moon 2 - Kador Family Bureau<br />
<br />
==Leadership==<br />
The Amarr Mining Campus is currently managed by: <br />
*''Netan Emerson'' (Manager)<br />
*''Zeerse Solaris'' (Officer)<br />
*''Ismaroo'' (Officer)<br />
*''Kevin Dogguide'' (Officer)<br />
*''Kyrrant'' (Officer)<br />
<br />
==Joining the Amarr Mining Campus==<br />
<br />
The AMC is looking for EVE University members with an interest and a desire to invest in mining in the long term. This ranges from mining in ore belts in our systems to operating in wormholes, covertly harvesting gas in unknown space. All current members of EVE University are welcome to join us. Head on down to campus and say hello!<br />
<br />
===Items to bring===<br />
You should bring your fastest ship and you can contact people on campus to ferry your other items to the AMC if needed. A lot of mining modules and ships are provided by the AMC’s own industry and internal logistics. There are also members in the AMC willing to ship items from the trade hubs if required, typically the local one. During wartime, remember not to bring what you can’t afford to lose. The AMC can provide [[Crowbar|ECM Griffins]] for free if requested.<br />
<br />
===Alts===<br />
The '''Amarr Mining Campus''' is currently open to Alts from any Ivy League members. We do not currently accept +5 (NAP) or +10 (Friends) characters or Alumni. *Any Alt that participates in an AMC operation needs to be approved by an Amarr Mining Campus [[#Leadership|Officer]] in advance. The AMC members also provide facilities to alts; just ask when you’re in about alts!<br />
<br />
==Campus Rules and Procedures==<br />
===General===<br />
*As for all EVE University campuses, the [[EVE University Rules]] take precedence.<br />
*Do not buy or sell within 5 jumps from home station except for NPC seeded items such as skillbooks. This rule '''''does apply''''' to out of campus and out of corp ALTs too.<br />
*During any campus activity join the '''AMC Channel''' in Mumble, or at least to be able to listen.<br />
*Only EVE University mains are allowed on mailing list. <br />
*'''Do not mine or stay undocked while AFK'''. This is for your own safety, as [[Wartime_Operations_in_EVE_University|war targets]] can attack you without interference from CONCORD even in Hi-sec space.<br />
*Help other campus members to learn.<br />
*Fly what you can afford to lose.<br />
<br />
===PvP===<br />
*Running PVP ops in AMC is not forbidden, but kills and losses must be kept at an absolute minimum. <br />
*The only exception to the allowed PVP ops is war targets. Which can only be engaged for rescue operations or with AMC Officer permission. Instead dock up till they leave.<br />
*[[EVE University Rules#Rules of Engagement|EVE University Rules of Engagement]] apply to any PVP activity within the AMC.<br />
<br />
===PvE===<br />
Mission rewards must not be shared with an AMC fleet unless it is a specific mission fleet. Please refrain from taking over someone’s site if they’re in the AMC and respect other players in the game rights to the content of the sites even if they are not in the Uni.<br />
<br />
===Local chat===<br />
Local chat is advised to be kept open in a separate window and its display is set so that the minimum amount information is presented.<br />
<br />
===Communication===<br />
Feel free to enter the AMC channel in the Mumble server, please respect the current conversation when entering. If there is specific fleet chatter, it is polite to use one of the provided channels for the chatter.<br />
<br />
The in game chat channel is: AMC (EVE Uni)<br />
<br />
Also please join the mailing list: '''Amarr Mining Campus'''<br />
<br />
The welcome mail contains most of the information you need to get started<br />
<br />
===Bookmarking===<br />
Bookmarks in the Corporation Hangar, to help with the AMC please provide useful bookmarks or if people want to explore wormholes then please notify them and copy the bookmarks into the Corporation hangar. For mapping purposes we use the [[AMC Exploration|AMC-Mapper]].<br />
<br />
==Mining operations==<br />
{{Main|Mining fleets}}<br />
Every member of the AMC is encouraged to join any existing AMC mining operation or to plan an AMC mining operation as a Fleet Commander on their own. There is no need for special skills to run or join a mining operation. If you're planning on running a mining operation, you only need a spreadsheet and people to mine, haul, and scout. Please try to ensure that there is only one organized AMC mining operation at a time.<br />
<br />
A majority of the time AMC [[#Shared Can|Shared Can]] operations are announced on our Mailing List so everybody can see if it's possible to join the operation. But there are also spontaneous operations that aren't announced beforehand. We also run frequent [[BYOC|BYOCs]] that you can join. Simply ask in the chat channel for information on what is going on.<br />
<br />
To participate in a mining fleet you may use any mining capable ship fitted with mining lasers. You can also use any appropriate hauling or boosting ship after consulting the fleet commander. You do not have to bring any specific type of ship but use the most appropriate for your fleet role. If you require a [[Venture]] or [[Mining_Barge#Mining_Barges|Mining Barge]], Ventures are free in the Freshman hangar, and barges can be purchased at a reduced cost.<br />
<br />
===Bring Your Own Can (BYOC)===<br />
A BYOC (Bring Your Own Can) mining operation involves an [[Orca]] pilot providing boosts to your mining yield and mining laser range, sometimes also reducing capacitor usage that your mining lasers can be cycled quicker if needed. All BYOC operations are run by volunteer boosting pilots. It is courteous, though entirely optional, to gift the Orca pilot with a tip as a thank you for the increased yield. Anyone can lead a BYOC, and [[BYOC Boss|being a boss]] is easier than you think.<br />
<br />
===Shared Can (SC)===<br />
Shared Can mining operations are organized by a volunteer fleet commander. The fleet commander organizes for boosters and haulers to be available during the operation. Every AMC member can join the mining operation for as long as they wish. After the mining operation, the ore is sold with the [[#AMC Buy-Back|AMC Buy-Back Service]] and divided between the members according to their time spent in-fleet. For information on running a Shared Can fleet, click [[Running AMC Fleets|here]].<br />
<br />
===Gas harvesting===<br />
For those able or willing to '[[Gas Cloud Mining|huff gas]]' in [[wormhole]] space, the AMC members often provide opportunities to collaboratively harvest gas from wormhole sites. There are no restrictions on the ships you want to fly in these operations, the ships can range from combat based ships to [[Prospect]]s for better gas mining. These are similar to 'BYOC' operations however boosts may not be available. Gas sites are found via [[AMC_Exploration|exploration near AMC]] and familiarity with the [[WHC_Mapper|mapper]] is very useful.<br />
<br />
===Wormhole mining===<br />
There is opportunity to mine out asteroids in wormhole space with others in the AMC generally and sometimes the capability of mining ore in a shared can operation with ships provided for the duration of the operation.<br />
<br />
===Site mining===<br />
During missions or in general, there are sites to mine out in the AMC that have better or other ores than the ones typically found locally. These can be spawned by missions or by running combat sites. There are also sites that spontaneously appear around the local systems which are available to mine. [[Ice_Mining|Ice mining]] is also supported by the AMC and Ice mining related modules are required for profitable ice mining. Coordination for ice mining is often done via AMC [[Slack]].<br />
<br />
==Services==<br />
===AMC Buy-Back===<br />
While you are a member of the '''Amarr Mining Campus''', you may use the [http://wiki.eveuniversity.org/AMC_Buyback_Spreadsheet AMC Buy-Back service] to sell your ore or minerals directly within the AMC Home System and some of the surrounding systems. You will be paid out after the Buy-Back contract is accepted. From there, the AMC team takes over and your ore/minerals are refined, hauled and sold to the market. The price paid through the Buy-Back is slightly below Jita price to make sure that the costs for hauling and selling are covered. Any profit made by this service, as with any service we run, is re-invested within the AMC and is used to help the campus function as normal. For example the [[#Free T1 Modules/Ships|Free T1 Modules/Ships]] is paid out of this profit.<br />
<br />
With this point in mind, it is recommended to use this service to support the AMC for further members. This will also save you hauling ore or minerals to market yourself. When you use this AMC service, please refer to the corresponding [[AMC Buyback Spreadsheet|Wiki Page]] page.<br />
<br />
===AMC Refining===<br />
<br />
The [[AMC Refining Service Spreadsheet|AMC Refining Service]] offers our members a perfect refine of ore from AMC Refinery. To allow us to run the AMC and all related services we take a small handling fee for this service. The outcome of the service will be higher than a perfect refine with 0% tax in an NPC Station. For more information and to submit your refining request, please visit the [[AMC Refining Service Spreadsheet|AMC Refining Service]] wiki page.<br />
<br />
===Free T1 Mining Ship===<br />
If you are concerned that you do not have a usable ship for mining when you join the '''Amarr Mining Campus''', the '''AMC''' offers a free [[Venture]]. The AMC also provides you with a [[#Loaner Fleet|Loaner Fleet Service]] and slightly reduced cost [[Mining Barge]]. To get the [[Venture]] you can take one out of the Corporation Hangar in the Home Station. Please make sure to follow the instructions from the [[#Using the Hangars|Hangar]] section.<br />
<br />
===Free T1 Modules===<br />
While you are in the '''Amarr Mining Campus''' you can make use of the following Modules to fit your ship to optimize your mining (all available items are within the corporation hangar in home station). If you do not see an item in the corporation hangar, please contact an officer about the availability of the module you are seeking. There is also a large number of T1 and T2 modules and ships available for purchase from the AMC, a complete list is [https://docs.google.com/spreadsheets/d/19eylBESAPC80ker7w6G1laNQnY4Dfvo4oIFInQga0zs/edit?usp=sharing here], just contact an officer to request these.<br />
<br />
===Half-Priced Mining Barges===<br />
In your stay at the '''Amarr Mining Campus''', the '''AMC''' offers half-priced Mining Barges ([[Retriever]], [[Covetor]], and [[Procurer]]) to members. These Mining Barges are made available at half of Jita price, and are available at home station; additionally, you may purchase any mining modules, that are not available for free through the corporation hangars, at full Jita price. This service allows new '''AMC''' members to get started with mining very quickly once making their way to the campus. While the '''AMC''' is excited to offer this service, we do ask that you limit half-priced Mining Barge requests to one at a time. Please, contact an officer to make a request of this service.<br />
<br />
===Loaner Fleet===<br />
The '''Amarr Mining Campus''' will loan mining related ships from our "loaner fleet", however this more of a dorsal fin than a fleet as it only consists of [[Retriever|Retrievers]] and [[Covetor|Covetors]].<br />
<br />
====Loan policy====<br />
Mining ship loans are made with the hope that they will allow you to earn the funds to purchase a mining vessel of your own. Participation in AMC operations is optional but encouraged. Membership to the AMC is required for a loan mining barge of the types specified and it will be loaned within the AMC area.<br />
<br />
*Loans are made for two weeks. Extended loans will be granted based on individual decisions.<br />
*Contract will be issued by an AMC Team member for the specified ship and fitting.<br />
*The ship must be returned with the loan fitting at the end of the loan period.<br />
*In the case of ship loss, inform an AMC Team member as soon as possible with the kill mail and an explanation of what happened. In this case the borrower is expected to replace the lost ship and fittings.<br />
*Each AMC member may have only one loaned ship at a time.<br />
*Ships are loaned without rigs. If you return the ship with fitted rigs, due to game mechanics we cannot return the rigs, nor will we offer to repay or replace them.<br />
<br />
====Submitting a Loan Request====<br />
Send a forum mail to any AMC Team member. If a fit is desired then please specify in the mail otherwise the barge will be loaned with no fittings. An AMC Officer will either contract you the barge or they may trade it with yourself. Once the loaned barge has been accepted and after the loan period, you can contract or trade the barge back.<br />
<br />
===Useful Links===<br />
<br />
[[Lillik%27s_Guide_to_(relatively)_Safe_Ice_Harvesting|Lillik's Guide to (relatively) Safe Ice Harvesting]]<br />
<br />
{{Mining Links}}<br />
[[Category:EVE University Campuses]]<br />
[[Category:AMC]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Drones&diff=139971Drones2018-12-05T19:31:54Z<p>Rothbard leviathan: /* Combat drones */ started adding icons / non-breaking spaces between numbers and units / minor rephrasing</p>
<hr />
<div>{{Cleanup|[[Drones]] and [[Drone mechanics]] strongly overlap.}}{{Weapon Systems Links}}<br />
{{hatnote|This article explains what drones are and how they work. For a more detailed discussion of PvP and PvE tactics with drones, see the [[Using Drones]] page.}}<br />
'''Drones''' are semi-autonomous vehicles launched from larger spacecraft, designed to augment the launching ship's capabilities. All four races use drones (to a greater or lesser degree), so every combat pilot is likely to use them sooner or later. <br />
<br />
While for most ships drones are used to support their main weapons, there are some ships which use drones as their primary way of dealing damage. In addition, there are drones for more specialized uses, such as [[mining]], [[EWAR|electronic warfare]], and [[Guide to Logistics|logistics]]. <br />
<br />
Compared to the other main weapons systems in EVE ([[turrets]] and [[missiles]]) drones provide a great deal of flexibility. On the other hand, most drones need to travel to their target before applying their damage, and can be destroyed by an enemy ship. <br />
<br />
==Drone basics==<br />
<br />
If you undock with drones in your drone bay, you will see a new window for controlling drones appear on your screen. Through this window you can launch drones from your drone bay, give commands to them once they are in space (for instance, to attack a target, orbit your ship, or mine an asteroid), and recover them (bring them back into your drone bay). This window also shows you if any of the drones you currently have in space are damaged. <br />
<br />
You cannot control how a drone fights and flies directly; you can only issue commands like "attack that target", in which case the drone will fly to the target you have selected, and start firing on it once it's within weapons range, all without further input from you. You can give commands to each of your drones individually, or to all of your drones at once.<br />
<br />
If damaged, a drone's shields will slowly regenerate on their own, but damage to its armor and hull needs to be repaired (e.g. by using the repair services at a station, or a remote repair module on your ship). Drones have built-in weapons with effectively infinite ammunition, and don't need to reload.<br />
<br />
Drones have various attributes that govern how they can be used.<br />
<br />
===Drone bay===<br />
[[File:Drone control window.png|thumb|right|200px|The drone control window, showing drones in the drone bay and drones in space.]]<br />
A ship must have a drone bay to use drones. You can find out if a ship has a drone bay, and how big it is, by looking at the Attributes tab in its Show Info window - if it has a drone bay, it will tell you the drone bay's capacity in cubic meters (m<sup>3</sup>). The size of a ship's drone bay determines how many drones you can carry with you, ready to be launched into space; larger and more powerful drones take up more space in your drone bay. <br />
<br />
{{example|The [[Tristan]] has a 40&nbsp;m<sup>3</sup> drone bay, which means it can carry up to eight light drones (which take up 5&nbsp;m<sup>3</sup> each), or four medium drones (10&nbsp;m<sup>3</sup> each), or a combination of the two (e.g. two medium and four light drones).}}<br />
<br />
Only drones can be carried in a ship's drone bay; it cannot be used to carry other cargo. While you can, of course, carry drones in your cargo bay (just like any other kind of cargo), you cannot use them if they are not in the drone bay. You can only move drones in or out of your drone bay while docked at a station, or by using a ship/structure with fitting service (e.g. a [[Mobile Structure|mobile depot]] or a [[Capital Ship]]). The size of your ship's drone bay is fixed and cannot be enlarged using modules or skills. <br />
<br />
===Bandwidth===<br />
The other important ship attribute is its "bandwidth" (which you can also check in the Attributes tab of your ship's Show Info window), which represents your ship's ability to control your drones, and is measured in Mbit/sec. Bigger and more powerful drones require more bandwidth, and you can only deploy (ie use in space) as many drones as you have available bandwidth on your ship. Many ships (particularly dedicated drone ships) can carry many more drones in their drone bay than they can deploy at once; this allows you to selectively deploy different types of drones to best match your enemies, or to replace drones which are destroyed in combat. <br />
<br />
However, irrespective of your ship's bandwidth, you can only only have as many drones in space at once as you have levels in the {{sk|Drones}} skill (up to 5 drones at level V). The only exception to this limit is the very rare [[Guardian-Vexor]] cruiser, but in every other case you can only ever have at most five drones in space at once. <br />
<br />
{{example|The Tristan's bandwidth is 25&nbsp;Mbit/s, allowing it to deploy, at most, five light drones in space at once (they need 5&nbsp;Mbit/s each), but only if the pilot has trained the {{sk|Drones}} skill to level V. If it's carrying a mixture of light and medium drones, it could deploy up to two medium (10&nbsp;Mbit/s each) and one light drone at once, assuming the pilot has trained Drones III.}}<br />
<br />
With the exception of [[fighters]] (which are only used by capital ships) and special limited edition drones, a drone's bandwidth requirements (in Mbit/sec) is always the same number as its volume (in m<sup>3</sup>). Your ship's bandwidth is fixed, and is not affected by skills or modules.<br />
<br />
===Drone control range===<br />
You can only command a drone to attack/repair/mine a target if that target is within a certain range of your ship; this range is known as the "drone control range". By default, your control range is 20km, which means that you can only order a drone to attack an enemy ship if it's within 20km of your ship. This range can be extended by training [[#Skills|skills]]:<br />
* {{sk|Drone Avionics|mult=yes}}: Increases drone control range by 5km per skill level.<br />
* {{sk|Advanced Drone Avionics|mult=yes}}: Increases drone control range by 3km per skill level.<br />
<br />
With Drone Avionics and Advanced Drone Avionics at level V, your drone control range is 60km. To increase it further, you can install [[#Modules|modules and rigs]] on your ship:<br />
* '''Drone Link Augmentor''' module: A high-slot module, increases drone control range by 20km (24km for the Tech 2 module)<br />
* '''Drone Control Range Augmentor''' rig: Increases drone control range by 15km (20km for the Tech 2 rig)<br />
<br />
===Drone navigation===<br />
Almost all drones (except the stationary sentry drones, mining drones and salvaging drones) have a built-in [[Lexicon#MWD|microwarp drive (MWD)]], allowing them to travel quickly to engage a target. Once they arrive near their targets, they shut down their MWD, orbit the target, and fire their weapons. This means that, unlike for the other weapons systems in EVE ([[Turrets|lasers, projectiles, hybrids]], and [[Missile Launchers|missiles]]), drones first have to travel to the target, and then stay within range of it in order to apply their damage. In practice, this means that drones will have difficulty against faster, more agile targets, as even though they may be able to catch them thanks to their MWD, they may not be able to stay within weapons range for long (at their non-MWD speed). Larger drones (medium and heavy drones) in particular are almost useless against fast frigates for this reason. <br />
<br />
No skill or module affects the orbit speed of drones.<br />
<br />
== Drone type overview ==<br />
Drones are capable of serving many different roles and exist in many different sizes. There are seventeen different groups of drones, which can be divided into five categories:<br />
;Combat drones <br />
:These are the most common drones, and are (as the name suggests) used to damage and destroy enemy ships. There are six different types of combat drone: <br />
:*'''{{co|wheat|Light}}''', '''{{co|wheat|medium}}''', and '''{{co|wheat|heavy}}''' drones, generally for use on frigate, cruiser, and battleship-sized ships, respectively.<br />
:*'''{{co|wheat|Sentry}}''' drones, which act as stationary, long-range turrets.<br />
<br />
;Electronic warfare and combat utility drones<br />
:These drones impair an enemy ship using [[electronic warfare]] or similar methods. There are drones for each of the four methods of electronic warfare: '''{{co|wheat|tracking disruption}}''' (TD), '''{{co|wheat|electronic countermeasures}}''' (ECM), '''{{co|wheat|sensor dampening}}''' (SD), and '''{{co|wheat|target painting}}''' (TP). Additionally, there are drones which drain an enemy's capacitor ('''{{co|wheat|energy neutralisers}}'''), or reduce a ship's speed ('''{{co|wheat|stasis webifiers}}'''). <br />
<br />
;Logistics drones<br />
:These drones assist friendly ships by repairing their '''{{co|wheat|shields}}''', '''{{co|wheat|armor}}''', or '''{{co|wheat|hull}}'''. <br />
<br />
;Salvage drones<br />
:These drones are used to '''{{co|wheat|salvage nearby wrecks}}'''.<br />
<br />
;Mining drone<br />
:These drones '''{{co|wheat|mine asteroids or ice}}''' for resources.<br />
<br />
== Combat drones==<br />
<br />
Combat drones come in four types: <br />
<br />
'''{{co|wheat|{{icon|white drone|20}}Light drones}}''':<br />
* Use 5&nbsp;m<sup>3</sup> space and 5&nbsp;Mbit/sec bandwidth<br />
* Move and track targets very quickly<br />
* Are the best drones to use against {{icon|white frigate|16}}frigates and {{icon|white destroyer|16}}destroyers<br />
<br />
'''{{co|wheat|{{icon|white drone|20}}Medium drones}}''':<br />
* Use 10&nbsp;m<sup>3</sup> space and 10&nbsp;Mbit/sec bandwidth<br />
* Move and track moderately quickly<br />
* Are the best drones to use against {{icon|white cruiser|16}}cruisers, and are also good against {{icon|white battlecruiser|16}}battlecruisers<br />
<br />
'''{{co|wheat|{{icon|white drone|20}}Heavy drones}}''':<br />
* Use 25&nbsp;m<sup>3</sup> space and 25&nbsp;Mbit/sec bandwidth<br />
* Move and track slowly, but do lots of damage<br />
* Are good against {{icon|white battleship|16}}battleships, and can handle {{icon|white battlecruiser|16}}battlecruisers<br />
<br />
'''{{co|wheat|{{icon|white sentry drone|20}}Sentry drones}}''':<br />
* Use 25&nbsp;m<sup>3</sup> space and 25&nbsp;Mbit/sec bandwidth<br />
* Do not move in space<br />
* Can hit targets at long ranges, but have poor tracking, and so will have difficulty against close or fast targets<br />
* Most effective against {{icon|white battleship|16}}battleships and {{icon|white battlecruiser|16}}battlecruisers, but can also hit smaller targets if they are far enough away<br />
<br />
Each race has its own light, medium, heavy, and sentry drones, and they each do one [[NPC Damage Types|damage type]] (for instance, all Amarr drones do EM damage, while all Caldari drones do kinetic damage).<br />
<br />
==== Light, medium and heavy drones ====<br />
<br />
These are the types of drones people first think when they hear "drones". They are mobile platforms that fly to the target and shoot them once they get close. As long as the target is within the drone control range they can engage. Though travel time may be a problem at long ranges, especially with heavy drones.<br />
<br />
The faction variants do not just deal different damage types.<br />
* Minmatar drones are the fastest drones (50% faster than Gallente drones with MWD on), and so excel at chasing fast ships. However, they do the lowest damage. <br />
* Gallente drones do the most damage (23% more than Minmatar drones), but are the slowest.<br />
* Amarr and Caldari drones fall between Gallente and Minmatar drones in terms of damage and speed (Caldari drones do a little less damage than Gallente drones, but are a bit faster; Amarr drones do a little more damage than Minmatar drones, but are a bit slower). Additionally, these drones orbit a little further away from their targets, making them apply their damage more consistently, and are a little tougher (+25% more hit points, compared with Minmatar and Gallente drones). <br />
<br />
Therefore, the four race's drones represent a sliding scale between damage and speed (the percentages in the table below are relative to the worst-performing drone family). Note that the table lists two values for speed: the speed with MWD on (when the drones are chasing a target), and the orbital speed with MWD off (when the drones are orbiting and attacking a target). <br />
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{| class="wikitable drones " style="border:none;"<br />
|-<br />
! colspan=4 style="background-color:#111111;border:none;" | <br />
! colspan=2 | <span style="cursor:help;" title="Damage type">Damage</span><br />
! colspan=4 | <span style="cursor:help;" title="Performance of each faction's drones in comparison to the other factions'.">Faction comparison</span><br />
|-<br />
! Faction <br />
! Light<br />
! Medium<br />
! Heavy <br />
! <span style="cursor:help;" title="Primary damage type, dealt by all drones.">Prim</span><br />
! <span style="cursor:help;" title="Secondary damage type, dealt only by 'Integrated' and 'Augmented' drones.">Sec</span><br />
! colspan=2 | <span style="cursor:help;" title="Damage per second">DPS</span><br />
! colspan=2 | <span style="cursor:help;" title="Speed with MWD on, and orbital speed (MWD off)."> Speed</span><br />
|-<br />
| <!--'''Gallente'''-->{{icon|gallente|70px|Gallente Federation}}<br />
| [[Image:Hobgoblin.png|60px]]<br />Hobgoblin<br />
| [[Image:Hammerhead.png|60px]]<br />Hammerhead<br />
| [[Image:Ogre.png|60px]]<br />Ogre<br />
| {{icon|th damage|32px|Thermal damage}}<br />
| {{icon|ki damage|32px|Kinetic damage}}<br />
| rowspan=4 style="background-image: linear-gradient(#00AA00, #AA0000); background-color: #111111; width:0em;" |<br />
| | +23% <br />
| rowspan=4 style="background-image: linear-gradient(#AA0000, #00AA00); background-color: #111111; width:0em;" | <br />
|<br />
|-<br />
| <!--'''Caldari'''-->{{icon|caldari|70px|Caldari State}}<br />
| [[Image:Hornet.png|60px]]<br />Hornet<br />
| [[Image:Vespa.png|60px]]<br />Vespa<br />
| [[Image:Wasp.png|60px]]<br />Wasp <br />
| {{icon|ki damage|32px|Kinetic damage}}<br />
| {{icon|th damage|32px|Thermal damage}}<br />
| +15%<br />
| +13%<br />(+13%)<br />
|-<br />
| <!--'''Amarr'''-->{{icon|amarr|70px|Amarr Empire}}<br />
| [[Image:Acolyte.png|60px]]<br />Acolyte <br />
| [[Image:Infiltrator.png|60px]]<br />Infiltrator <br />
| [[Image:Praetor.png|60px]]<br />Praetor <br />
| {{icon|em damage|32px|EM damage}}<br />
| {{icon|th damage|32px|Thermal damage}}<br />
| +8%<br />
| +37%<br />(+26%)<br />
|-<br />
| <!--'''Minmatar''' -->{{icon|minmatar|70px|Minmatar Republic}}<br />
| [[Image:Warrior.png|60px]]<br />Warrior<br />
| [[Image:Valkyrie.png|60px]]<br />Valkyrie<br />
| [[Image:Berserker.png|60px]]<br />Berserker<br />
| {{icon|ex damage|32px|Explosive damage}}<br />
| {{icon|ki damage|32px|Kinetic damage}}<br />
| <br />
| +50%<br />(+36%)<br />
|-<br />
| colspan=10 style="background-color:#222222;text-align:left;font-size:95%;line-height:130%;font-weight:normal;" | All drones do the primary damage type.<br />'Integrated' and 'Augmented' drones do a mix of the primary and secondary damage types. <br />
|}<br />
<br />
Please note that you can hover over the titles for an explanation of the terms and units.<br />
<br />
{| class="wikitable collapsible collapsed drones"<br />
|+ '''Drone attributes'''<br />
! Faction<br />
! Drone<br />
! <span style="cursor:help;" title="Damage per second.">DPS</span><br />
! <span style="cursor:help;" title="Activated when approaching targets and not firing.">MWD Speed</span><br />
! <span style="cursor:help;" title="Orbiting distance (m) and velocity (m/s).">Orbit</span><br />
! <span style="cursor:help;" title="Tracking (rad/sec)">Tracking</span><br />
! <span style="cursor:help;" title="Optimal + falloff weapon range (m).">Weapon range</span><br />
! <span style="cursor:help;" title="Effective hit points">EHP</span><br />
|-<br />
|Amarr<br />
|Acolyte I<br />
|7.0 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 3850 m/s<br />
|800 m {{icon|orbit|24px}} 830 m/s<br />
|2.49 {{icon|tracking|24px}}<br />
|2400+2000 m {{icon|range|24px|First falloff: 4400 m}}<br />
|500 {{icon|hull|24px}}<br />
|-<br />
|Caldari<br />
|Hornet I<br />
|7.5 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 3150 m/s<br />
|800 m {{icon|orbit|24px}} 745 m/s<br />
|2.04 {{icon|tracking|24px}}<br />
|2400+2000 m {{icon|range|24px|First falloff: 4400 m}}<br />
|500 {{icon|hull|24px}}<br />
|-<br />
|Gallente<br />
|Hobgoblin I<br />
|8.0 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 2800 m/s<br />
|700 m {{icon|orbit|24px}} 660 m/s<br />
|1.815 {{icon|tracking|24px}}<br />
|2100+2000 m {{icon|range|24px|First falloff: 4100 m}}<br />
|400 {{icon|hull|24px}}<br />
|-<br />
|Minmatar<br />
|Warrior I<br />
|6.5 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 4200 m/s<br />
|700 m {{icon|orbit|24px}} 900 m/s<br />
|2.70 {{icon|tracking|24px}}<br />
|2100+2000 m {{icon|range|24px|First falloff: 4100 m}}<br />
|400 {{icon|hull|24px}}<br />
|-<br />
| colspan=8 style="background-color:#222222;line-height:0.5em;" | &nbsp;<br />
|-<br />
|Amarr<br />
|Infiltrator I<br />
|11.2 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 2300 m/s<br />
|1600 m {{icon|orbit|24px}} 525 m/s<br />
|0.80 {{icon|tracking|24px}}<br />
|4800+3000 m {{icon|range|24px|First falloff: 7800 m}}<br />
|1000 {{icon|hull|24px}}<br />
|-<br />
|Caldari<br />
|Vespa I<br />
|12.0 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 1890 m/s<br />
|1600 m {{icon|orbit|24px}} 470 m/s<br />
|0.65 {{icon|tracking|24px}}<br />
|4800+3000 m {{icon|range|24px|First falloff: 7800 m}}<br />
|1000 {{icon|hull|24px}}<br />
|-<br />
|Gallente<br />
|Hammerhead I<br />
|12.8 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 1680 m/s<br />
|1400 m {{icon|orbit|24px}} 440 m/s<br />
|0.58 {{icon|tracking|24px}}<br />
|4200+3000 m {{icon|range|24px|First falloff: 7200 m}}<br />
|800 {{icon|hull|24px}}<br />
|-<br />
|Minmatar<br />
|Valkyrie I<br />
|10.4 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 2500 m/s<br />
|1400 m {{icon|orbit|24px}} 550 m/s<br />
|0.87 {{icon|tracking|24px}}<br />
|4200+3000 m {{icon|range|24px|First falloff: 7200 m}}<br />
|800 {{icon|hull|24px}}<br />
|-<br />
| colspan=8 style="background-color:#222222;line-height:0.5em;" | &nbsp;<br />
|-<br />
|Amarr<br />
|Praetor I<br />
|22.4 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 1380 m/s<br />
|3200 m {{icon|orbit|24px}} 320 m/s<br />
|0.63 {{icon|tracking|24px}}<br />
|4800+5000 m {{icon|range|24px|First falloff: 9800 m}}<br />
|2000 {{icon|hull|24px}}<br />
|-<br />
|Caldari<br />
|Wasp I<br />
|24.0 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 1125 m/s<br />
|3200 m {{icon|orbit|24px}} 280 m/s<br />
|0.54 {{icon|tracking|24px}}<br />
|4800+5000 m {{icon|range|24px|First falloff: 9800 m}}<br />
|2000 {{icon|hull|24px}}<br />
|-<br />
|Gallente<br />
|Ogre I<br />
|25.6 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 1000 m/s<br />
|2800 m {{icon|orbit|24px}} 250 m/s<br />
|0.45 {{icon|tracking|24px}}<br />
|4200+5000 m {{icon|range|24px|First falloff: 9200 m}}<br />
|1600 {{icon|hull|24px}}<br />
|-<br />
|Minmatar<br />
|Berserker I<br />
|20.8 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 1500 m/s<br />
|2800 m {{icon|orbit|24px}} 350 m/s<br />
|0.71 {{icon|tracking|24px}}<br />
|4200+5000 m {{icon|range|24px|First falloff: 9200 m}}<br />
|1600 {{icon|hull|24px}}<br />
|-<br />
| colspan=8 style="background-color:#222222;line-height:0.5em;" | &nbsp;<br />
|-<br />
|<br />
|Gecko <ref name="Gecko">The Gecko is a cross between a heavy and a fighter drone, which was given out for free to every pilot before the Kronos expansion. It can be flown by subcapital ships, but requires 50 Mbit/s of bandwidth (twice as much as a heavy drone) and deals omni-damage (ie its damage is split equally between the four damage types). It requires the same skills to fly as a Tech 1 heavy drone, and there are no Tech 2 or other variants of it.</ref><br />
|65.6 <br />
|{{icon|vel|24px}} 1820 m/s<br />
|3200 m {{icon|orbit|24px}} 400 m/s<br />
|0.85 {{icon|tracking|24px}}<br />
|4800+5000 m {{icon|range|24px|First falloff: 9800 m}}<br />
|6140 {{icon|hull|24px}}<br />
|}<br />
<br />
<small><references></references></small><br />
<br />
<br />
<br />
In addition to the basic Tech 1 drones (described above), there are four other [[Techs, Tiers and Meta levels|variants]] of drone within each race's light/medium/heavy drone lineup:<br />
<br />
*A '''{{co|wheat|Faction}}''' drone, available from [[Loyalty Points|LP stores]]. They don't require additional skills to use (beyond those required for the Tech 1 drones). They have a very large number of hit points, but slightly lower damage than their Tech 2 counterparts. <br />
*A '''{{co|wheat|Tech 2}}''' drone, which is more powerful (better speed, damage, and hit points) than its Tech 1 counterpart, but requires additional skills to use. <br />
*'''{{co|wheat|'Integrated'}}''' and '''{{co|wheat|'Augmented'}}''' drones, which can be thought of as enhanced Tech 1 drone and Tech 2 drones, respectively. These drones are produced from the components found in NPC rogue drone wrecks. They need the same skills to use as Tech 1 and Tech 2 drones, respectively, but have slightly improved stats. The damage they do is split between the race's primary and secondary damage types (unlike all other types of subcapital combat drones, which deal only the race's primary damage type). However, the 'integrated' drones are fairly rare and therefore very expensive. <br />
<br />
The table below lists the stats of these drone variants, using the Tech 1 drones as a baseline. <br />
<br />
{| class="wikitable collapsible drones" <br />
! Variant<br />
! <span style="cursor:help;" title="Damage per second">DPS</span><br />
! <span style="cursor:help;" title="Speed (MWD on)">Speed</span><br />
! <span style="cursor:help;" title="Orbiting velocity">Orbit</span><br />
! <span style="cursor:help;" title="Effective hit points">EHP</span><br />
! <span style="cursor:help;" title="Minimum skills required">Skills</span><br />
|-<br />
| Tech 1 <br />
|<br />
|<br />
|<br />
|<br />
| (Size) Drone Operation I<br />
|-<br />
| 'Integrated'<br />
| +15%<br />
| {{icon|vel|24px}} +10%<br />
| +10% {{icon|orbit|24px}}<br />
| +10% {{icon|hull|24px}}<br />
| (Size) Drone Operation I<br />
|-<br />
| Faction<br />
| +20%<br />
| {{icon|vel|24px}} +20%<br />
| +20% {{icon|orbit|24px}}<br />
| +100% {{icon|hull|24px}}<br />
| (Size) Drone Operation I<br />
|-<br />
| Tech 2<br />
| +22% to +30%<ref name="T2">Tech 2 and 'Augmented' drones gain an additional +2% damage for every level of the appropriate racial drone specialization skill (e.g. {{sk|Amarr Drone Specialization}} for Amarr drones) you have trained.</ref><br />
| {{icon|vel|24px}} +20%<br />
| +20% {{icon|orbit|24px}}<br />
| +20% {{icon|hull|24px}}<br />
| (Size) Drone Operation V<br />(Race) Drone Specialization I<br />
|-<br />
| 'Augmented'<br />
| +34% to +42%<ref name="T2"></ref><br />
| {{icon|vel|24px}} +32%<br />
| +20% {{icon|orbit|24px}}<br />
| +80% {{icon|hull|24px}}<br />
| (Size) Drone Operation V<br />(Race) Drone Specialization I<br />
|}<br />
<br />
<small><references></references></small><br />
<br />
=== Sentry Drones ===<br />
Sentries are immobile drones that serve as stationary gun platforms. They are carried in a ship's drone bay and launched as needed. However, they cannot move and must be picked up physically at the conclusion of an engagement.<br />
<br />
At the same size (25m³) and bandwidth (25Mbit/sec) as heavy drones, sentries are powerful, long range damage dealers. Their immobility and somewhat low tracking speeds makes them most effective against slower, larger targets, and generally they are deployed from battleships or similar combat vessels.<br />
<br />
Sentry drones begin with approximately 2800 HP of defense (shields, armor, structure). They are incapacitated after being 75% damaged.<br />
<br />
Although each type of sentry drone does the damage typical of its racial affiliation, drone choice often has to do with relative damage, range, and tracking. These are summarized here, with the detailed numerical data shown next.<br />
<br />
'''''Notes'''''<br />
*The Warden has the longest range. Targets are generally drawn straight towards it from far away, which offsets its slow tracking and smaller damage factor. <br />
*The short-ranged Garde has the fastest tracking and damage factor. This makes it more effective than the others as a close defense.<br />
*The Bouncer and Curator are in the middle and somewhat comparable; the Curator having a higher tracking speed and slightly higher damage factor, while the Bouncer has a longer range.<br />
<br />
{| class="wikitable" style="text-align:left; font-size:100%;"<br />
|+ '''Sentry Drones: Comparison'''<br />
! scope="col" width="60px" style="background-color:#222222;"| Name <br />
! scope="col" width="60px" style="background-color:#222222;"| Race <br />
! scope="col" width="40px" style="background-color:#222222;" | Range<br />
! scope="col" width="40px" style="background-color:#222222;"| Tracking<br />
! scope="col" width="70px" style="background-color:#222222;"| Damage (type)<br />
|-<br />
|| Bouncer || Minmatar ||align="center" | + ||align="center"| - ||align="center"|- {{icon|ex damage|18px|Explosive damage}}<br />
|-<br />
|| Curator || Amarr ||align="center"| - ||align="center"| + ||align="center"|+ {{icon|em damage|18px|EM damage}}<br />
|-<br />
|| Garde || Gallente ||align="center" | --||align="center"| ++||align="center"|++ {{icon|th damage|18px|Thermal damage}}<br />
|-<br />
|| Warden || Caldari ||align="center"| ++||align="center" |--||align="center"|-- {{icon|ki damage|18px|Kinetic damage}}<br />
|}<br />
<br />
{| class="wikitable sortable collapsible collapsed" style="text-align:left; font-size:80%;"<br />
|+ '''Sentry Drones Attributes'''<br />
|+ ''+ Shows T2 Values If Different''<br />
! scope="col" width="60px" style="background-color:#222222;"| Name<br />
! scope="col" width="40px" style="background-color:#222222;"| Race <br />
! scope="col" width="40px" style="background-color:#222222;"|Damage Type<br />
! scope="col" width="40px" style="background-color:#222222;"| Optimal (km) +TII<br />
! scope="col" width="40px" style="background-color:#222222;"| Falloff (km) +TII<br />
! scope="col" width="40px" style="background-color:#222222;"| Tracking (rad) +TII<br />
! scope="col" width="40px" style="background-color:#222222;"| Damage (hp)<br />
! scope="col" width="40px" style="background-color:#222222;"| Damage Modifier (%)<br />
|-<br />
|| [[Image:Bouncer.png|30px]] Bouncer|| Minmatar || {{icon|ex damage|24px|Explosive damage}} || 35 +7 ||40 +8 ||.016 +003 || 64 || 1.5 <br />
|-<br />
|| [[Image:Curator.png|30px]] Curator || Amarr || {{icon|em damage|24px|EM damage}} || 35 +7 ||10 +2 ||.023 +.005 || 64 || 1.6<br />
|-<br />
|| [[Image:Garde.png|30px]] Garde|| Gallente|| {{icon|th damage|24px|Thermal damage}} || 20 +4||15 +3||.030 +.006|| 64 || 1.7<br />
|-<br />
|| [[Image:Warden.png|30px]] Warden|| Caldari || {{icon|ki damage|24px|Kinetic damage}} || 50 +10||35 +7||.010 +002|| 64 || 1.4<br />
|}<br />
<br />
Like the light-heavy drones, the sentry drones too have faction variants. Though no 'integrated' or 'augmented' sentries exist as only the navy variants are available.<br />
*T2 drones do the same base damage as do T1s. However, they have longer range and better tracking.<br />
*T2 sentry drones gain additional damage bonus from the trained racial drone specialization skill level.<br />
*Faction variants do the same damage as T1 and T2 drones. They have the same range as T2 sentry drones, but higher tracking speeds and are stronger defensively. T2 drones are boosted by the racial drone specialization skill; faction drones are not.<br />
<br />
{| class="wikitable collapsible drones" <br />
! Variant<br />
! <span style="cursor:help;" title="Damage per second">DPS</span><br />
! <span style="cursor:help;" title="Optimal and falloff">Range</span><br />
! <span style="cursor:help;" title="Tracking">Tracking</span><br />
! <span style="cursor:help;" title="Effective hit points">EHP</span><br />
! <span style="cursor:help;" title="Minimum skills required">Skills</span><br />
|-<br />
| Tech 1 <br />
|<br />
|<br />
|<br />
|<br />
| Sentry Drone Operation I<br />
|-<br />
| Faction<br />
| Same<br />
| {{icon|range|24px}} +20%<br />
| {{icon|tracking|24px}} +26%<br />
| {{icon|hull|24px}} +80%<br />
| Sentry Drone Operation I<br />
|-<br />
| Tech 2<br />
| +2% to +10%<ref name="T2">Tech 2 sentry drones gain an additional +2% damage for every level of the appropriate racial drone specialization skill (e.g. {{sk|Amarr Drone Specialization}} for Amarr drones) you have trained.</ref><br />
| {{icon|range|24px}} +20%<br />
| {{icon|tracking|24px}} +20%<br />
| {{icon|hull|24px}} +20%<br />
| Sentry Drone Operation V<br />(Race) Drone Specialization I<br />
|}<br />
<small><references></references></small><br />
<br />
==== Strategy and tactics ====<br />
Most players recommend treating sentry drones as if they were a second set of guns. Deploy a full flight within range of your targets and turn them on - and then then use your ship to defend the drones, shooting the smaller, faster ships that will be the first to arrive. Given the power of the drones, the larger, slower ships will likely be killed ''before'' they can arrive. If they do arrive, however, and if any drones are damaged, pick them up and replace them. (Remember that sentry drones cannot fly back to your ship ... you must physically go and get them.) If things get too hot, pick up all your drones, run out to range, drop the drones again, and continue the fight. This approach is is sometimes described as boring, but it is effective and relatively safe.<br />
<br />
'''Pros and Cons'''<br />
<br />
Sentry Drones trade mobility for range. Their damage is somewhat lower than that of heavy combat drones, but heavy drones waste considerable time flying from enemy to enemy whereas the sentry drones can retarget new enemies very quickly.<br />
<br />
Pro<br />
*High damage at long range<br />
*No travel time; re-targeting is very fast<br />
*Can be picked up if damaged, so not as often destroyed<br />
*Easy to redeploy if different damage type is needed<br />
*The only drone type that has a specific bonus rig<br />
<br />
Con<br />
*Immobility means that targets must stay in range<br />
*Effectiveness drops off if targets get too close<br />
*Cannot travel; must be picked up<br />
*All damage types not available at all ranges<br />
<br />
== Electronic warfare drones ==<br />
{{see also|Electronic warfare}}<br />
Electronic warfare (EW) drones apply electronic warfare (EWAR) to their target. Each race's drones apply their racial type of EWAR:<br />
* Amarr EW drones apply tracking disruption (TD)<br />
* Caldari EW drones apply electronic countermeasures (ECM)<br />
* Gallente EW drones apply sensor dampening (SD)<br />
* Minmatar EW drones apply target painting (TP)<br />
<br />
Each race has three EW drones, based on their light, medium and heavy combat drones. The type of EWAR is indicated by a two-letter abbreviation in the drone's name, while the size is indicated by the numbers 300 (small), 600 (medium) and 900 (large). So, for example, the small sensor dampening drone is called a Hobgoblin SD-300 (based on the Hobgoblin light drone), while the medium tracking disruption drone is called a Valkyrie TD-600 (based on the Valkyrie medium drone). <br />
<br />
Unlike module-based EWAR, the strength of their EWAR is not affected by ship bonuses, skills, rigs, or modules. Also, since the EWAR effects are [[Stacking penalties|stacking penalized]] with other EWAR drones and module-based EWAR, so, starting from the the third or fourth EWAR source, additional drones will have very little additional effect. ECM drones (like ECM modules) are not stacking-penalized. <br />
<br />
EWAR drones have the same bandwidth and drone bay space requirements as their combat drone counterparts, but tend to be more fragile. <br />
<br />
In order to use EW drones you need to train {{sk|Advanced Drone Avionics|icon=yes}}. Additionally, each class of EW drones needs training in its EWAR skill (e.g. tracking disruption drones need the tracking disruptor skill {{sk|Weapon Disruption|icon=yes}}). <br />
<br />
<br />
<br />
Tracking disruption drones cannot be scripted (i.e. they will always reduce both an enemy's tracking speed and their turret range). For comparison, a Tracking Disruptor I module has a -15.3% reduction in enemy tracking and range (and can be scripted to -30.6% in either one or the other). This can be increased to -19.1% with all skills at level V, and -26.3% when flying a dedicated EWAR ship (e.g. an [[Arbitrator]]) (-52.6 with scripted EWAR ship). <br />
<br />
Tracking disruption drones need {{sk|Weapon Disruption|III|icon=yes}}. <br />
<br />
{| class="wikitable drones" <br />
|+Tracking disruption drones<br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Reduction in enemy tracking speed.">Tracking</span><br />
! style="cursor:help" | <span title="Reduction in enemy turret range (optimal and falloff).">Range</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Acolyte TD-300<br />
| -5%<br />
| -5%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Infiltrator TD-600 <br />
| -12%<br />
| -12%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Praetor TD-900 <br />
| -25%<br />
| -25%<br />
|- <br />
|}<br />
<br />
<br />
<br />
<br />
ECM drones act like multispectral jammers (i.e. they have the same jam strength against all four sensor types). For comparison, the Multispectral Jammer I module has a jam strength of 2, which can be increased to 2.5 with all skills at level V, and over 4 when flying a dedicated EWAR ship (e.g. a [[Blackbird]]). When a ship is jammed by ECM drones they can only target the ECM drones that jam tem allowing the drone owning ship to avoid target locks.<br />
<br />
ECM drones need {{sk|Electronic Warfare|III|icon=yes}}. <br />
<br />
{| class="wikitable drones" <br />
|+ECM drones<br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Jamming strength (all sensor types).">Jam strength</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Hornet EC-300<br />
| 1<br />
|-<br />
| style="text-align:left; background-color:#333333" | Vespa EC-600<br />
| 1.5<br />
|-<br />
| style="text-align:left; background-color:#333333" | Wasp EC-900<br />
| 2<br />
|- <br />
|}<br />
<br />
<br />
<br />
<br />
Sensor dampening drones cannot be scripted (i.e. they will always reduce both an enemy's targeting range and their scan resolution). For comparison, a Remote Sensor Dampener I module has a -13.7% reduction in enemy targeting range and scan resolution (and can be scripted to -27.4% in either one or the other). This can be increased to -34.2% with all skills at level V, and -47.1% when flying a dedicated EWAR ship (e.g. a [[Celestis]]). <br />
<br />
Sensor dampening drones need {{sk|Sensor Linking|III|icon=yes}}. <br />
<br />
{| class="wikitable drones" <br />
|+Sensor dampening drones<br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Reduction in enemy targeting range.">Targeting range</span><br />
! style=";cursor:help" | <span title="Reduction in enemy scan resolution.">Scan resolution</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Hobgoblin SD-300<br />
| -8%<br />
| -8%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Hammerhead SD-600<br />
| -12%<br />
| -12%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Ogre SD-900<br />
| -25%<br />
| -25%<br />
|- <br />
|}<br />
<br />
<br />
<br />
<br />
For comparison, a Target Painter I module increases the enemy's signature radius by 20%. This can be increased to 25% with all skills at level V, and 34.3% when flying a dedicated EWAR ship (e.g. a [[Bellicose]]).<br />
<br />
Target painting drones need {{sk|Target Painting|III|icon=yes}}.<br />
<br />
{| class="wikitable drones" <br />
|+Target painting drones<br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Increase in enemy's signature radius." >Signature radius</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Warrior TP-300<br />
| +4%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Valkyrie TP-600<br />
| +8%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Berserker TP-900<br />
| +20%<br />
|- <br />
|}<br />
<br />
== Combat utility drones ==<br />
<br />
Similar to EWAR drones, these perform auxiliary tasks in combat. Just like EW drones, ship bonuses, skill bonuses, rigs, or modules do not increase the amount of capacitor neutralized or the speed reduction. <br />
<br />
<br />
<br />
These drones drain a fixed amount of energy from the target ship's capacitor (working in a similar manner to energy neutralizers, also called "neuts"), and are not stacking-penalized. They come in three sizes, are based on Amarr combat drones, and operate on a 6-second cycle (like small neuts). For comparison, the Tech 1 small, medium and large Energy Neutralizer modules neutralize 45 GJ, 75 GJ, and 125 GJ every 6 seconds<ref>The medium and large neuts operate on 12 and 24-second cycles, respectively, but this way of presenting the numbers makes comparisons easier.</ref>, respectively.<br />
<br />
Energy neutralizing drones are occasionally used to cap out tackle frigates or to keep a neuted target at zero capacitor.<br />
<br />
Just like EW drones, these drones need {{sk|Advanced Drone Avionics|icon=yes}} and the EW skill {{sk|Capacitor Emission Systems|III|icon=yes}}. <br />
<br />
{| class="wikitable drones" <br />
|+Energy neutralizing drones<br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Amount of capacitor neutralized per cycle (6 seconds)." >Capacitor neutralized</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Acolyte EV-300<br />
| 5 GJ<br />
|-<br />
| style="text-align:left; background-color:#333333" | Infiltrator EV-600<br />
| 10 GJ<br />
|-<br />
| style="text-align:left; background-color:#333333" | Praetor EV-900<br />
| 25 GJ<br />
|- <br />
|}<br />
<br />
<br />
<br />
<br />
Stasis webifier drones work much like Stasis Webifier modules ("webs"), slowing the sub-light speed of the target, making them easier to hit and damage. They are stacking-penalized with other SW drones or with normal web modules. For comparison, a Stasis Webifier I module reduces the target's speed by 50%. <br />
<br />
To use these drones, train {{sk|Drone Navigation|icon=yes}} and {{sk|Propulsion Jamming|III|icon=yes}} (which is also needed for stasis webifier modules).<br />
<br />
{| class="wikitable drones" <br />
|+Statis webifier drones<br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Reduction in enemy ship's speed.">Speed</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Warrior SW-300<br />
| -5%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Valkyrie SW-600<br />
| -10%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Berserker SW-900<br />
| -20%<br />
|- <br />
|}<br />
<br />
== Logistics drones ==<br />
{{see also|Logistics}}<br />
These drones repair their targets. Unfortunately, you cannot target your own ship, and therefore you can't use your logistics drones to repair your own ship (you can, however, use them to repair your own drones). There are Tech 1 and Tech 2 drones, in three sizes (light, medium and heavy, each based on the respective combat drone), which repair either shield, armor or hull damage. The Tech 2 drones receive a 20% boost to repair amount, hit points, speed, and orbital velocity, but require {{sk|Repair Drone Operation|V|icon=yes}}.<br />
<br />
The hull repair drones are half as effective as the shield and armor counterparts. All logistics drones need {{sk|Repair Drone Operation|icon=yes}} as well as the skills for remote repair modules ({{sk|Shield Emission Systems|icon=yes}}, {{sk|Remote Armor Repair Systems|icon=yes}}, and {{sk|Remote Hull Repair Systems|icon=yes}}, respectively). <br />
<br />
For comparison, the small, medium and large remote shield and armor repair modules repair 80 HP, 160 HP, and 320 HP every 5 seconds, respectively.<br />
<br />
{| class="wikitable drones" <br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Shield HP repaired per cycle (5 seconds).">Shield repair</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Light Shield Maintenance Bot I<br />
| 12 HP<br />
|-<br />
| style="text-align:left; background-color:#333333" | Medium Shield Maintenance Bot I<br />
| 24 HP<br />
|-<br />
| style="text-align:left; background-color:#333333" | Heavy Shield Maintenance Bot I<br />
| 60 HP<br />
|- <br />
|}<br />
<br />
{| class="wikitable drones" <br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Armor HP repaired per cycle (5 seconds).">Armor repair</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Light Armor Maintenance Bot I<br />
| 12 HP<br />
|-<br />
| style="text-align:left; background-color:#333333" | Medium Armor Maintenance Bot I<br />
| 24 HP<br />
|-<br />
| style="text-align:left; background-color:#333333" | Heavy Armor Maintenance Bot I<br />
| 60 HP<br />
|- <br />
|}<br />
<br />
{| class="wikitable drones" <br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Hull HP repaired per cycle (5 seconds).">Hull repair</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Light Hull Maintenance Bot I<br />
| 6 HP<br />
|-<br />
| style="text-align:left; background-color:#333333" | Medium Hull Maintenance Bot I<br />
| 12 HP<br />
|-<br />
| style="text-align:left; background-color:#333333" | Heavy Hull Maintenance Bot I<br />
| 30 HP<br />
|- <br />
|}<br />
<br />
== Salvage drones ==<br />
{{see also|Salvaging}}<br />
Salvage drones work like Salvager modules, and extract salvage from the wrecks of destroyed ships. The Salvage Drone I (the only variant) needs 5 m<sup>3</sup> of drone bay space and 5 Mbit/s of bandwidth (like a light combat drone). It has a lower chance to salvage wrecks than the salvager modules (3% base access difficulty, compared with 5% and 7% for the Tech 1 and Tech 2 modules, respectively). This can be increased by training {{sk|Salvage Drone Operation|icon=yes}}, allowing them (if trained to level V) to salvage any wreck in EVE except for advanced [[Sleeper]] wrecks. Their chance to salvage cannot be improved by other skills, or by modules, rigs or implants. Just like for salvager modules, salvage drones do not loot wrecks; if a wreck containing loot is salvaged, the loot is left in a container in space. <br />
<br />
Salvage drones can automatically salvage any nearby (up to edge of the player's drone control range) wrecks, as long as they belong to the player or their fleet/corporation. Additionally, they can be specifically ordered to salvage wrecks belonging to other players (marked in yellow on the [[overview]]), although this must be done manually for each wreck. When a drone successfully salvages a wreck, it will return to your ship to drop off the salvage (into your ship's cargo bay) before immediately heading back out into space. Salvage drones don't have a MWD, and are therefore are very slow (about 10% slower than the slowest heavy drone), so salvaging more distant wrecks may take some time.<br />
<br />
Making salvage drones salvage wrecks automatically can be tricky. If you target a wreck and command your drones to salvage it they will not move to a new wreck after they are done. Instead you need to have no wrecks targeted and then select a wreck (by clicking), then command your drones to salvage. After this the salvage drones will keep on salvaging all wrecks that are in range.<br />
<br />
== Mining drones ==<br />
:''See also: [[ORE_Basic_Ship_and_Skill_Guide#Drones|Ore Ship Guide: Mining Drones]]<br />
As their name suggests, these drones [[mining|mine]] [[Asteroids and Ore|ore from asteroids]].<br />
<br />
Mining drones will mine the targeted asteroid for one cycle (60 seconds), then return to your ship, drop off the mined ore (into your cargo bay or ore hold), and fly back to the asteroid to continue mining. Since these drones don't have a MWD, they are very slow (about half as fast as heavy combat drones), and therefore it's important to keep your ship as close as possible to the asteroid they are mining, to avoid losing too much time in transit. Training {{sk|Mining Drone Operation|icon=yes}} and {{sk|Drone Interfacing|icon=yes}} improves their mining yield, and training {{sk|Drone Navigation|icon=yes}} increases their speed. <br />
<br />
For comparison, a Miner I mining module can mine 40&nbsp;m<sup>3</sup>/min of ore. There are no mining drones for [[Gas Cloud Mining|gas]] harvesting.<br />
<br />
{| class="wikitable drones" <br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Volume required in drone bay (m3) and drone bandwidth required (MBit/s).">Volume/Bandwidth</span><br />
! style="cursor:help" | <span title="Volume of ore mined per minute (m³/min).">Ore yield</span><br />
! style="cursor:help" | <span title="Drone flight speed.">Speed</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Civilian Mining Drone<br />
| 5<br />
| 13<br />
| 300 m/s<br />
|-<br />
| style="text-align:left; background-color:#333333" | Mining Drone I<br />
| 5<br />
| 25<br />
| 400 m/s<br />
|-<br />
| style="text-align:left; background-color:#333333" | [[File:Icon tech2.png|16px]] Mining Drone II<br />
| 5 <br />
| 33<br />
| 500 m/s<br />
|- <br />
| style="text-align:left; background-color:#333333" | [[File:Icon faction.png|16px]] 'Augmented' Mining Drone<br />
| 5<br />
| 37 <br />
| 550 m/s<br />
|- <br />
| style="text-align:left; background-color:#333333" | [[File:Icon faction.png|16px]] Harvester Mining Drone<br />
| 10<br />
| 42 <br />
| 350 m/s<br />
|-<br />
|- <br />
| style="text-align:left; background-color:#333333" | [[File:Icon faction.png|16px]]'Excavator' Mining Drone<ref name="rorqOnly">Can only be used by the [[Rorqual]]</ref><br />
| 750/25<br />
| 220 <br />
| 200 m/s<br />
|}<br />
<small><references></references></small><br />
<br />
<br />
<br />
<br />
Ice harvesting drones [[Ice Mining|gather ice]] from ice asteroids. These drones operate identically to mining drones, except their cycles are longer and they only harvest one unit of ice at a time. <br />
<br />
For comparison, an Ice Harvester I module has a cycle time of 220 seconds.<br />
<br />
{| class="wikitable drones" <br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Volume required in drone bay (m3) and drone bandwidth required (MBit/s).">Volume/Bandwidth</span><br />
! style="cursor:help" | <span title="Volume of ore mined per minute (m³/min).">Cycle time</span><br />
! style="cursor:help" | <span title="Drone flight speed.">Speed</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Ice Harvesting Drone I<br />
| 50<br />
| 330 s<br />
| 200 m/s<br />
|-<br />
| style="text-align:left; background-color:#333333" | [[File:Icon tech2.png|16px]] Ice Harvesting Drone II<br />
| 50 <br />
| 300 s<br />
| 250 m/s<br />
|- <br />
| style="text-align:left; background-color:#333333" | [[File:Icon faction.png|16px]] 'Augmented' Ice Harvesting Drone<br />
| 50<br />
| 280 s <br />
| 275 m/s<br />
|- <br />
| style="text-align:left; background-color:#333333" | [[File:Icon faction.png|16px]]'Excavator' Ice Harvesting Drone<ref name="rorqOnly">Can only be used by the [[Rorqual]]</ref><br />
| 750/25<br />
| 225 s<br />
| 100 m/s<br />
|}<br />
<small><references></references></small><br />
<br />
== Skills ==<br />
:''See also: [[Skills:Drones]]''<br />
<br />
'''Basic skills:'''<br><br />
* {{sk|Drones|mult=yes|price=yes}}: Allows you to operate 1 drone per level (up to 5 at level V). This is the foundation skill of any drone pilot, should be trained to at least level III as a top priority, and to level V soon after (at latest when you start flying ships with 25m<sup>3</sup> drone bays or larger). <br />
<br />
'''Combat drone skills:'''<br><br />
These skills allow you to use light, medium, heavy, and sentry combat drones, respectively. Level V is needed for Tech 2 and 'Augmented' drones; all others only need level I. Additionally, these skills increase the damage of their respective drone group by 5% per level. Note that you don't need any skills to load drones into your drone bay; you only need the skills to launch and control them. <br />
* {{sk|Light Drone Operation|mult=yes|price=yes}}. Requires {{sk|Drones|III}}. <br />
* {{sk|Medium Drone Operation|mult=yes|price=yes}}. Requires {{sk|Drones|III}}. <br />
* {{sk|Heavy Drone Operation|mult=yes|price=yes}}. Requires {{sk|Drones|V}}. <br />
* {{sk|Sentry Drone Interfacing|mult=yes|price=yes}}. Requires {{sk|Drones|V}}, {{sk|Drone Sharpshooting|IV}}, and {{sk|Drone Interfacing|IV}}. <br />
<br />
'''Improved drone performance skills:'''<br><br />
These are the "drone support skills", which improve the performance of your drones. Nearly every skill requires {{sk|Drones|icon=yes}} to level IV or V. <br />
* {{sk|Drone Interfacing|mult=yes|price=yes}}: Increases your drones' damage (and mining yield for mining drones) by 10% per level. Train this to level IV quickly to make your drones much more effective (level IV is the equivalent of having two extra drones in space); the long train to level V is worth it if you're specializing in drones, or as a prerequisite for capital ship drones. <br />
* {{sk|Drone Durability|mult=yes|price=yes}}: Increases the shield, armor, and structure hit points (HP) of your drones by 5% per level. Useful to make (particularly your more expensive) drones live longer, but is not a high-priority skill. <br />
* {{sk|Drone Avionics|mult=yes|price=yes}}: Increases your drone control range by 5km per skill level, and allows you to use Drone Link Augmentor modules (which increase your drone control range even further). Training this skill is vital for sentry drone users, and moderately useful for other combat drones. <br />
* {{sk|Advanced Drone Avionics|mult=yes|price=yes}}: In addition to unlocking EW drones (see below), this skill also increases your drone control range by 3km per skill level. <br />
* {{sk|Drone Sharpshooting|mult=yes|price=yes}}: Increases your drones' optimal range (but not their falloff) by 5% per level, and allows you to use Omnidirectional Tracking Link and Omnidirectional Tracking Enhancer modules (which boost drone optimal range and tracking). This skill is vital for sentry drones, but less important for other drones. <br />
* {{sk|Drone Navigation|mult=yes|price=yes}}: Increases your drone's microwarpdrive speed by 5% per level, and allows you to use Drone Navigation Computer modules (which increase it even further). This skill is very important for users of heavy drones (and of no small benefit to light and medium drones).<br />
<br />
'''Racial drone specialization:'''<br><br />
These skills are requires to use each faction's Tech 2 and 'Augmented' drones. Additionally, they increase the damage of these drones (but not other drone types) by 2% per level. These skillbooks come from LP stores and therefore vary in price; they require {{sk|Drones|V|icon=yes}}. <br />
* {{sk|Amarr Drone Specialization|mult=yes|price=yes}}<br />
* {{sk|Caldari Drone Specialization|mult=yes|price=yes}}<br />
* {{sk|Gallente Drone Specialization|mult=yes|price=yes}}<br />
* {{sk|Minmatar Drone Specialization|mult=yes|price=yes}}<br />
<br />
'''Support drone skills:'''<br><br />
These skills unlock the electronic warfare (EW), combat utility, logistics, and mining drones. <br />
* {{sk|Mining Drone Operation|mult=yes|price=yes}}: Unlocks mining drones and increases their yield by 5% per level. <br />
* {{sk|Repair Drone Operation|mult=yes|price=yes}}: Unlocks logistics drones and increases their repair amount by 5% per level. Requires {{sk|Drones|V}}. <br />
* {{sk|Salvage Drone Operation|mult=yes|price=yes}}: Unlocks the salvage drone and increases its chance to salvage by 2% per level. Requires {{sk|Drones|IV}}. <br />
* {{sk|Advanced Drone Avionics|mult=yes|price=yes}}: Unlocks EW and energy neutralisation drones. Also increases your drone control range (see above), and requires {{sk|Drones|V}}. <br />
<br />
=== Spaceship Command ===<br />
Lastly, if you're flying a drone boat, training its [[Skills:Spaceship Command|spaceship command]] skill will often improve the performance of your drones considerably. For instance, if you're flying a Gallente [[Vexor]] cruiser, training {{sk|Gallente Cruiser|icon=yes}} gives a 10% bonus per skill level to your drones' damage and hit points. Unfortunately, these bonuses don't transfer to other ship classes or factions - your Gallente Cruiser skill won't help you to fly an Amarr [[Prophecy]] battlecruiser, or improve the performance of its drones - but if you're planning to flying a particular ship for a longer period of time, then investing skill training time here can be very beneficial.<br />
<br />
== Equipment ==<br />
Most drone modules fit into mid and low-slots, leaving the high-slots free for weapon or utility modules. All drone-enhancing modules affect both sub-capital drones and capital fighters equally.<br />
<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| High slot modules<br />
|-<br />
|[[File:Icon drone link augmentor i.png|link=|]]<br />
|'''{{co|wheat|Drone Link Augmentor}}''' increases your drone control range by 20km (24km for the Tech 2 variant). This module is particularly useful for sentry drones (allowing them to snipe distant targets), but less useful for other drones, as the travel time usually precludes using drones at long ranges. <br />
<br />
|-<br />
|[[File:Icon fighter support unit.png|link=|]]<br />
|'''{{co|wheat|Fighter support unit}}''' can only be fitted to capital ships, and allows you to launch one extra drone. This module, combined with the skill bonuses that carriers and supercarriers get, allows you to field large numbers of drones at once.<br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Medium slot modules<br />
<br />
|-<br />
|[[File:Icon drone navigation computer.png|link=|]]<br />
|'''{{co|wheat|Drone Navigation Computer}}''' increases your drones' microwarpdrive (MWD) speed by 25% (30% for the Tech 2 variant). Note that this doesn't affect their non-MWD speed (i.e. it will help them reach a target faster, but won't help them while orbiting the target). This module is particularly useful for heavy and fighter drones, allowing them to better catch up to faster ships.<br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Link}}''' increases your drones' tracking speed and weapon range (optimal and falloff). Great for sentry drones, less used for other drones although it can still improve their damage application, especially if you use your drones against smaller ships than intended (e.g. medium combat drones versus frigates). Just like [[Turrets#Related_Modules_Summary|turret tracking computer]] modules, these can be loaded with [[scripts]] to double either the tracking or the range bonus, at the cost of eliminating the other bonus. Unlike low-slot Omnidirectional Tracking Enhancer modules, they need to be activated to provide a benefit, and they need a little capacitor energy to run. <br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Low slot modules<br />
<br />
|-<br />
|[[File:Icon drone damage amplifier.png|link=|]]<br />
|'''{{co|wheat|Drone Damage Amplifier}}''' increases the damage your drones deal by 16% (23% for the Tech 2 variant). Keep in mind that (just like other damage-enhancing modules) its effects are subject to [[stacking penalties]]; nonetheless, most dedicated drone ships will fit at least one of these modules. <br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Enhancer}}''' increases your drones' tracking speed and weapon range (optimal and falloff). It's similar to the mid-slot Omnidirectional Tracking Link module, but provides slightly higher bonuses to range, and slightly lower bonuses to tracking. Also, it cannot be scripted, and is a passive module (i.e. it does not need to be activated and uses no capacitor energy). <br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Other<br />
<br />
|-<br />
|[[File:Module icon engineering rig tech.png|link=|]]<br />
|<br />
:''See also: [[Fitting_Modules_and_Rigs_Guide#Rigs|Rigs list]]''<br><br />
Various rigs improve drones byt the expense of the CPU of the ship.<br />
*'''{{co|wheat|Drone Control Range Augmentor}}''' Increases drone control range by 15km (20km for the Tech 2 rig).<br />
*'''{{co|wheat|Drone Durability Enhancer}}''' Increases drone hit points (shield, armor and structure) by 20% (25% for the Tech 2 rig). <br />
*'''{{co|wheat|Drone Mining Augmentor}}''' Increases mining drone yield by 10% (15% for the Tech 2 rig).<br />
*'''{{co|wheat|Drone Repair Augmentor}}''' Increases the amount repaired by repair drones by 10% (15% for the Tech 2 rig). <br />
*'''{{co|wheat|Drone Scope Chip}}''' Increases drone optimal weapons range by 15% (20% for the Tech 2 rig). <br />
*'''{{co|wheat|Drone Speed Augmentor}}''' Increases drone microwarpdrive (MWD) speed by 10% (15% for the Tech 2 rig).<br />
*'''{{co|wheat|Sentry Damage Augmentor}}''' Increases the damage done by sentry drones by 10% (15% for the Tech 2 rig). <br />
*'''{{co|wheat|Stasis Drone Augmentor}}''' Improves velocity decrease cause by your stasis webifier drones by 15% (20% for the Tech 2 rig).<br />
<br />
|-<br />
|[[File:Icon implant hardwiring.png|link=|]]<br />
| There are no "normal" implants for improving drones. Though four limited time implants exist that were obtainable from past events.<br />
* '''{{co|wheat|Overmind 'Hawkmoth' Drone Tuner S10-25T }}''' improves drone speed by 10% while reducing their structure, armor and shield capacity by 25%<br />
* '''{{co|wheat|Overmind 'Goliath' Drone Tuner T25-10S }}''' improves drone structure, armor and shield capacity by 10% while reducing their speed by 25%<br />
* '''{{co|wheat|CreoDron 'Bumblebee' Drone Tuner T10-5D }}''' improves drone structure, armor and shield capacity by 10% while reducing their damage by 5%<br />
* '''{{co|wheat|CreoDron 'Yellowjacket' Drone Tuner D5-10T }}''' improves drone damage by 5% while reducing their structure, armor snd shield capacity by 5%<br />
|}<br />
<br />
== External links ==<br />
* [http://forum.eveuniversity.org/viewtopic.php?f=166&t=57928 E-UNI forums: Drone boats PvP and PvE guide] (2012)<br />
* [http://community.eveonline.com/news/dev-blogs/giving-drones-an-assist/ Dev blog: Giving Drones an Assist] (2014)<br />
<br />
[[Category:Drones]]<br />
[[Category:Fitting]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139970Crowbar2018-12-05T17:37:32Z<p>Rothbard leviathan: /* When and how to call for Crowbars */ reformatted using example template and removed negative examples</p>
<hr />
<div>{{stub}}{{Template:Eunispecific}}<br />
<br />
[[File:Crowbar.jpg|thumb|300px|Artist rendedition of a Crowbar Griffin]]<br />
<br />
A '''Crowbar''' is a quick-response [[Electronic Countermeasures|ECM]] ("jamming") ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
== Fitting ==<br />
<wikifit shipid="584" doctrineid="26105" /><br />
<br />
The rockets / launchers are primarily to help clear drones targetting you (see [[#Tactics|Tactics]], below) but may be omitted to reduce ship costs, if necessary.<br />
<br />
=== Fitting appropriate ECM modules ===<br />
The pilot calling for help should specify by what race/type of ship he is tackled, so crowbar pilots can refit into the appropriate jammers before undocking:<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Target Ship Race<br />
! Jammer Type<br />
! Icon<br />
|-<br />
| Amarr<br>Blood Raiders<br>Sansha's Nation<br />
| Radar<br />
| [[Image:Icon ecm radar.png|64px|center]]<br />
|-<br />
| Caldari<br>Guristas<br>Mordu's Legion<br />
| Gravimetric<br />
| [[Image:Icon ecm gravimetric.png|64px|center]]<br />
|-<br />
| Gallente<br>Serpentis<br>ORE<br>Sisters of Eve<br />
| Magnetometric<br />
| [[Image:Icon ecm magnetometric.png|64px|center]]<br />
|-<br />
| Minmatar<br>Angel Cartel<br />
| Ladar <br />
| [[Image:Icon ecm ladar.png|64px|center]]<br />
|}<br />
<br />
If no ship or race is specified (or if there are multiple types of aggressors), it is advised to fit one of each type of jammer, as shown in the fit above. This configuration is known as 'rainbow jammer' because they have all the colors of the respective jammer types.<br />
<br />
In any case, the 12 additional ECM modules in cargo should be left in station, in case the Crowbar is destroyed.<br />
<br />
== How to get one ==<br />
<br />
A doctrine-fitted Crowbar costs approximately 1.5M ISK. If you can afford to have your own, they are usually available on corporate contract in the various campus home stations. It's a good idea to have one (or more) available in each campus you frequent.<br />
<br />
In emergencies, if you need one, they may also be borrowed from the [[EVE University Corporate Hangars|campus hangars]]. (If you don't have the required title to access a specific hangar, ask someone else in the campus for assistance.) If you lose your Crowbar in a QRF action, it should be eligible for reimbursement through the [[Ship Replacement Program]].<br />
<br />
== When and how to call for Crowbars ==<br />
<br />
<b>Before calling for Crowbars a pilot should assess the questions below:</b><br />
<br />
* Is my ship worth saving?<br />
** We will probably not bring out Crowbars for your 5M ISK Slasher<br />
* Am I within reasonable distance of home?<br />
** Crowbars are probably not going to fly 20 jumps out, and if they do, chances are you're already killed by reinforcements<br />
* Will my tank hold out long enough for the crowbar pilot(s) to reach me?<br />
** If you are going to get blapped in the next 20 seconds, calling for Crowbars is pointless<br />
<br />
If the answer to <b>all</b> of these questions are "Yes," then a pilot can consider calling for Crowbars.<br />
<br />
<b>After a pilot determines that calling for crowbars is justified he should relay at least following information:</b><br />
<br />
* The location, as precisely as possible, including the system, as well as the gate, anomaly, or asteroid belt, for example<br />
* How many attackers you are facing<br />
* What ships they are flying and, If possible, what kind of ECM (Ladar, Radar, Magnetometric, Gravimetric) the crowbars should fit<br />
* If you can tank the damage, or are slowly bleeding EHP<br />
<br />
{{example|<br />
* "HELP! I'm tackled in T22, anomaly BFG, by a Malediction (Amarr) + Crow (Caldari). Tank is holding for now, but I could use some Crowbars, please respond!"<br />
* "Guys, BRING CROWBARS! I'm in ZNO on the 5-D gate, bubbled and scrammed by a lone Sabre (Ladar ECM). I'm slowly bleeding EHP and can't apply my damage!"}}<br />
<br />
== Tactics ==<br />
<br />
=== Jammers ===<br />
<br />
=== Rockets ===<br />
<br />
=== ECM drone ===<br />
<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Drones&diff=139969Drones2018-12-05T17:33:36Z<p>Rothbard leviathan: /* Bandwidth */ rephrase</p>
<hr />
<div>{{Cleanup|[[Drones]] and [[Drone mechanics]] strongly overlap.}}{{Weapon Systems Links}}<br />
{{hatnote|This article explains what drones are and how they work. For a more detailed discussion of PvP and PvE tactics with drones, see the [[Using Drones]] page.}}<br />
'''Drones''' are semi-autonomous vehicles launched from larger spacecraft, designed to augment the launching ship's capabilities. All four races use drones (to a greater or lesser degree), so every combat pilot is likely to use them sooner or later. <br />
<br />
While for most ships drones are used to support their main weapons, there are some ships which use drones as their primary way of dealing damage. In addition, there are drones for more specialized uses, such as [[mining]], [[EWAR|electronic warfare]], and [[Guide to Logistics|logistics]]. <br />
<br />
Compared to the other main weapons systems in EVE ([[turrets]] and [[missiles]]) drones provide a great deal of flexibility. On the other hand, most drones need to travel to their target before applying their damage, and can be destroyed by an enemy ship. <br />
<br />
==Drone basics==<br />
<br />
If you undock with drones in your drone bay, you will see a new window for controlling drones appear on your screen. Through this window you can launch drones from your drone bay, give commands to them once they are in space (for instance, to attack a target, orbit your ship, or mine an asteroid), and recover them (bring them back into your drone bay). This window also shows you if any of the drones you currently have in space are damaged. <br />
<br />
You cannot control how a drone fights and flies directly; you can only issue commands like "attack that target", in which case the drone will fly to the target you have selected, and start firing on it once it's within weapons range, all without further input from you. You can give commands to each of your drones individually, or to all of your drones at once.<br />
<br />
If damaged, a drone's shields will slowly regenerate on their own, but damage to its armor and hull needs to be repaired (e.g. by using the repair services at a station, or a remote repair module on your ship). Drones have built-in weapons with effectively infinite ammunition, and don't need to reload.<br />
<br />
Drones have various attributes that govern how they can be used.<br />
<br />
===Drone bay===<br />
[[File:Drone control window.png|thumb|right|200px|The drone control window, showing drones in the drone bay and drones in space.]]<br />
A ship must have a drone bay to use drones. You can find out if a ship has a drone bay, and how big it is, by looking at the Attributes tab in its Show Info window - if it has a drone bay, it will tell you the drone bay's capacity in cubic meters (m<sup>3</sup>). The size of a ship's drone bay determines how many drones you can carry with you, ready to be launched into space; larger and more powerful drones take up more space in your drone bay. <br />
<br />
{{example|The [[Tristan]] has a 40&nbsp;m<sup>3</sup> drone bay, which means it can carry up to eight light drones (which take up 5&nbsp;m<sup>3</sup> each), or four medium drones (10&nbsp;m<sup>3</sup> each), or a combination of the two (e.g. two medium and four light drones).}}<br />
<br />
Only drones can be carried in a ship's drone bay; it cannot be used to carry other cargo. While you can, of course, carry drones in your cargo bay (just like any other kind of cargo), you cannot use them if they are not in the drone bay. You can only move drones in or out of your drone bay while docked at a station, or by using a ship/structure with fitting service (e.g. a [[Mobile Structure|mobile depot]] or a [[Capital Ship]]). The size of your ship's drone bay is fixed and cannot be enlarged using modules or skills. <br />
<br />
===Bandwidth===<br />
The other important ship attribute is its "bandwidth" (which you can also check in the Attributes tab of your ship's Show Info window), which represents your ship's ability to control your drones, and is measured in Mbit/sec. Bigger and more powerful drones require more bandwidth, and you can only deploy (ie use in space) as many drones as you have available bandwidth on your ship. Many ships (particularly dedicated drone ships) can carry many more drones in their drone bay than they can deploy at once; this allows you to selectively deploy different types of drones to best match your enemies, or to replace drones which are destroyed in combat. <br />
<br />
However, irrespective of your ship's bandwidth, you can only only have as many drones in space at once as you have levels in the {{sk|Drones}} skill (up to 5 drones at level V). The only exception to this limit is the very rare [[Guardian-Vexor]] cruiser, but in every other case you can only ever have at most five drones in space at once. <br />
<br />
{{example|The Tristan's bandwidth is 25&nbsp;Mbit/s, allowing it to deploy, at most, five light drones in space at once (they need 5&nbsp;Mbit/s each), but only if the pilot has trained the {{sk|Drones}} skill to level V. If it's carrying a mixture of light and medium drones, it could deploy up to two medium (10&nbsp;Mbit/s each) and one light drone at once, assuming the pilot has trained Drones III.}}<br />
<br />
With the exception of [[fighters]] (which are only used by capital ships) and special limited edition drones, a drone's bandwidth requirements (in Mbit/sec) is always the same number as its volume (in m<sup>3</sup>). Your ship's bandwidth is fixed, and is not affected by skills or modules.<br />
<br />
===Drone control range===<br />
You can only command a drone to attack/repair/mine a target if that target is within a certain range of your ship; this range is known as the "drone control range". By default, your control range is 20km, which means that you can only order a drone to attack an enemy ship if it's within 20km of your ship. This range can be extended by training [[#Skills|skills]]:<br />
* {{sk|Drone Avionics|mult=yes}}: Increases drone control range by 5km per skill level.<br />
* {{sk|Advanced Drone Avionics|mult=yes}}: Increases drone control range by 3km per skill level.<br />
<br />
With Drone Avionics and Advanced Drone Avionics at level V, your drone control range is 60km. To increase it further, you can install [[#Modules|modules and rigs]] on your ship:<br />
* '''Drone Link Augmentor''' module: A high-slot module, increases drone control range by 20km (24km for the Tech 2 module)<br />
* '''Drone Control Range Augmentor''' rig: Increases drone control range by 15km (20km for the Tech 2 rig)<br />
<br />
===Drone navigation===<br />
Almost all drones (except the stationary sentry drones, mining drones and salvaging drones) have a built-in [[Lexicon#MWD|microwarp drive (MWD)]], allowing them to travel quickly to engage a target. Once they arrive near their targets, they shut down their MWD, orbit the target, and fire their weapons. This means that, unlike for the other weapons systems in EVE ([[Turrets|lasers, projectiles, hybrids]], and [[Missile Launchers|missiles]]), drones first have to travel to the target, and then stay within range of it in order to apply their damage. In practice, this means that drones will have difficulty against faster, more agile targets, as even though they may be able to catch them thanks to their MWD, they may not be able to stay within weapons range for long (at their non-MWD speed). Larger drones (medium and heavy drones) in particular are almost useless against fast frigates for this reason. <br />
<br />
No skill or module affects the orbit speed of drones.<br />
<br />
== Drone type overview ==<br />
Drones are capable of serving many different roles and exist in many different sizes. There are seventeen different groups of drones, which can be divided into five categories:<br />
;Combat drones <br />
:These are the most common drones, and are (as the name suggests) used to damage and destroy enemy ships. There are six different types of combat drone: <br />
:*'''{{co|wheat|Light}}''', '''{{co|wheat|medium}}''', and '''{{co|wheat|heavy}}''' drones, generally for use on frigate, cruiser, and battleship-sized ships, respectively.<br />
:*'''{{co|wheat|Sentry}}''' drones, which act as stationary, long-range turrets.<br />
<br />
;Electronic warfare and combat utility drones<br />
:These drones impair an enemy ship using [[electronic warfare]] or similar methods. There are drones for each of the four methods of electronic warfare: '''{{co|wheat|tracking disruption}}''' (TD), '''{{co|wheat|electronic countermeasures}}''' (ECM), '''{{co|wheat|sensor dampening}}''' (SD), and '''{{co|wheat|target painting}}''' (TP). Additionally, there are drones which drain an enemy's capacitor ('''{{co|wheat|energy neutralisers}}'''), or reduce a ship's speed ('''{{co|wheat|stasis webifiers}}'''). <br />
<br />
;Logistics drones<br />
:These drones assist friendly ships by repairing their '''{{co|wheat|shields}}''', '''{{co|wheat|armor}}''', or '''{{co|wheat|hull}}'''. <br />
<br />
;Salvage drones<br />
:These drones are used to '''{{co|wheat|salvage nearby wrecks}}'''.<br />
<br />
;Mining drone<br />
:These drones '''{{co|wheat|mine asteroids or ice}}''' for resources.<br />
<br />
== Combat drones==<br />
<br />
Combat drones come in four types: Light, medium, heavy and sntry.<br />
<br />
'''{{co|wheat|Light drones}}''':<br />
* Use 5m<sup>3</sup> space and 5Mbit/sec bandwidth<br />
* Move and track targets very fast<br />
* Are the best drones to use against frigates and destroyers<br />
<br />
'''{{co|wheat|Medium drones}}''':<br />
* Use 10m<sup>3</sup> space and 10Mbit/sec bandwidth<br />
* Move and track moderately fast<br />
* Are the best drones to use against cruisers, and are also good against battlecruisers<br />
<br />
'''{{co|wheat|Heavy drones}}''':<br />
* Use 25m<sup>3</sup> space and 25Mbit/sec bandwidth<br />
* Move and track slowly, but do lots of damage<br />
* Are good against battleships, and can handle battlecruisers<br />
<br />
'''{{co|wheat|Sentry drones}}''':<br />
* Use 25m<sup>3</sup> space and 25Mbit/sec bandwidth<br />
* Cannot move in space<br />
* Can hit targets at long ranges, but have poor tracking, and so will have difficulty against close or fast targets<br />
* Most effective against battleships and battlecruisers, but can also hit smaller targets if they are far enough away<br />
<br />
Each race has their its own light, medium, heavy, and sentry drones, and they each do one [[NPC Damage Types|damage type]] (for instance, all Amarr drones do EM damage, while all Caldari drones do kinetic damage).<br />
<br />
==== Light, medium and heavy drones ====<br />
<br />
These are the types of drones people first think when they hear "drones". They are mobile platforms that fly to the target and shoot them once they get close. As long as the target is within the drone control range they can engage. Though travel time may be a problem at long ranges, especially with heavy drones.<br />
<br />
The faction variants do not just deal different damage types.<br />
* Minmatar drones are the fastest drones (50% faster than Gallente drones with MWD on), and so excel at chasing fast ships. However, they do the lowest damage. <br />
* Gallente drones do the most damage (23% more than Minmatar drones), but are the slowest.<br />
* Amarr and Caldari drones fall between Gallente and Minmatar drones in terms of damage and speed (Caldari drones do a little less damage than Gallente drones, but are a bit faster; Amarr drones do a little more damage than Minmatar drones, but are a bit slower). Additionally, these drones orbit a little further away from their targets, making them apply their damage more consistently, and are a little tougher (+25% more hit points, compared with Minmatar and Gallente drones). <br />
<br />
Therefore, the four race's drones represent a sliding scale between damage and speed (the percentages in the table below are relative to the worst-performing drone family). Note that the table lists two values for speed: the speed with MWD on (when the drones are chasing a target), and the orbital speed with MWD off (when the drones are orbiting and attacking a target). <br />
{{#css:<br />
table.drones {<br />
font-size:90%;<br />
text-align:center; }<br />
table.drones tr th {<br />
background-color:#222222;<br />
padding: 0.2em 0.5em;<br />
white-space:nowrap; }<br />
table.drones tr td {<br />
padding: 0.2em 0.5em; }<br />
}}<br />
{| class="wikitable drones " style="border:none;"<br />
|-<br />
! colspan=4 style="background-color:#111111;border:none;" | <br />
! colspan=2 | <span style="cursor:help;" title="Damage type">Damage</span><br />
! colspan=4 | <span style="cursor:help;" title="Performance of each faction's drones in comparison to the other factions'.">Faction comparison</span><br />
|-<br />
! Faction <br />
! Light<br />
! Medium<br />
! Heavy <br />
! <span style="cursor:help;" title="Primary damage type, dealt by all drones.">Prim</span><br />
! <span style="cursor:help;" title="Secondary damage type, dealt only by 'Integrated' and 'Augmented' drones.">Sec</span><br />
! colspan=2 | <span style="cursor:help;" title="Damage per second">DPS</span><br />
! colspan=2 | <span style="cursor:help;" title="Speed with MWD on, and orbital speed (MWD off)."> Speed</span><br />
|-<br />
| <!--'''Gallente'''-->{{icon|gallente|70px|Gallente Federation}}<br />
| [[Image:Hobgoblin.png|60px]]<br />Hobgoblin<br />
| [[Image:Hammerhead.png|60px]]<br />Hammerhead<br />
| [[Image:Ogre.png|60px]]<br />Ogre<br />
| {{icon|th damage|32px|Thermal damage}}<br />
| {{icon|ki damage|32px|Kinetic damage}}<br />
| rowspan=4 style="background-image: linear-gradient(#00AA00, #AA0000); background-color: #111111; width:0em;" |<br />
| | +23% <br />
| rowspan=4 style="background-image: linear-gradient(#AA0000, #00AA00); background-color: #111111; width:0em;" | <br />
|<br />
|-<br />
| <!--'''Caldari'''-->{{icon|caldari|70px|Caldari State}}<br />
| [[Image:Hornet.png|60px]]<br />Hornet<br />
| [[Image:Vespa.png|60px]]<br />Vespa<br />
| [[Image:Wasp.png|60px]]<br />Wasp <br />
| {{icon|ki damage|32px|Kinetic damage}}<br />
| {{icon|th damage|32px|Thermal damage}}<br />
| +15%<br />
| +13%<br />(+13%)<br />
|-<br />
| <!--'''Amarr'''-->{{icon|amarr|70px|Amarr Empire}}<br />
| [[Image:Acolyte.png|60px]]<br />Acolyte <br />
| [[Image:Infiltrator.png|60px]]<br />Infiltrator <br />
| [[Image:Praetor.png|60px]]<br />Praetor <br />
| {{icon|em damage|32px|EM damage}}<br />
| {{icon|th damage|32px|Thermal damage}}<br />
| +8%<br />
| +37%<br />(+26%)<br />
|-<br />
| <!--'''Minmatar''' -->{{icon|minmatar|70px|Minmatar Republic}}<br />
| [[Image:Warrior.png|60px]]<br />Warrior<br />
| [[Image:Valkyrie.png|60px]]<br />Valkyrie<br />
| [[Image:Berserker.png|60px]]<br />Berserker<br />
| {{icon|ex damage|32px|Explosive damage}}<br />
| {{icon|ki damage|32px|Kinetic damage}}<br />
| <br />
| +50%<br />(+36%)<br />
|-<br />
| colspan=10 style="background-color:#222222;text-align:left;font-size:95%;line-height:130%;font-weight:normal;" | All drones do the primary damage type.<br />'Integrated' and 'Augmented' drones do a mix of the primary and secondary damage types. <br />
|}<br />
<br />
Please note that you can hover over the titles for an explanation of the terms and units.<br />
<br />
{| class="wikitable collapsible collapsed drones"<br />
|+ '''Drone attributes'''<br />
! Faction<br />
! Drone<br />
! <span style="cursor:help;" title="Damage per second.">DPS</span><br />
! <span style="cursor:help;" title="Activated when approaching targets and not firing.">MWD Speed</span><br />
! <span style="cursor:help;" title="Orbiting distance (m) and velocity (m/s).">Orbit</span><br />
! <span style="cursor:help;" title="Tracking (rad/sec)">Tracking</span><br />
! <span style="cursor:help;" title="Optimal + falloff weapon range (m).">Weapon range</span><br />
! <span style="cursor:help;" title="Effective hit points">EHP</span><br />
|-<br />
|Amarr<br />
|Acolyte I<br />
|7.0 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 3850 m/s<br />
|800 m {{icon|orbit|24px}} 830 m/s<br />
|2.49 {{icon|tracking|24px}}<br />
|2400+2000 m {{icon|range|24px|First falloff: 4400 m}}<br />
|500 {{icon|hull|24px}}<br />
|-<br />
|Caldari<br />
|Hornet I<br />
|7.5 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 3150 m/s<br />
|800 m {{icon|orbit|24px}} 745 m/s<br />
|2.04 {{icon|tracking|24px}}<br />
|2400+2000 m {{icon|range|24px|First falloff: 4400 m}}<br />
|500 {{icon|hull|24px}}<br />
|-<br />
|Gallente<br />
|Hobgoblin I<br />
|8.0 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 2800 m/s<br />
|700 m {{icon|orbit|24px}} 660 m/s<br />
|1.815 {{icon|tracking|24px}}<br />
|2100+2000 m {{icon|range|24px|First falloff: 4100 m}}<br />
|400 {{icon|hull|24px}}<br />
|-<br />
|Minmatar<br />
|Warrior I<br />
|6.5 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 4200 m/s<br />
|700 m {{icon|orbit|24px}} 900 m/s<br />
|2.70 {{icon|tracking|24px}}<br />
|2100+2000 m {{icon|range|24px|First falloff: 4100 m}}<br />
|400 {{icon|hull|24px}}<br />
|-<br />
| colspan=8 style="background-color:#222222;line-height:0.5em;" | &nbsp;<br />
|-<br />
|Amarr<br />
|Infiltrator I<br />
|11.2 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 2300 m/s<br />
|1600 m {{icon|orbit|24px}} 525 m/s<br />
|0.80 {{icon|tracking|24px}}<br />
|4800+3000 m {{icon|range|24px|First falloff: 7800 m}}<br />
|1000 {{icon|hull|24px}}<br />
|-<br />
|Caldari<br />
|Vespa I<br />
|12.0 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 1890 m/s<br />
|1600 m {{icon|orbit|24px}} 470 m/s<br />
|0.65 {{icon|tracking|24px}}<br />
|4800+3000 m {{icon|range|24px|First falloff: 7800 m}}<br />
|1000 {{icon|hull|24px}}<br />
|-<br />
|Gallente<br />
|Hammerhead I<br />
|12.8 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 1680 m/s<br />
|1400 m {{icon|orbit|24px}} 440 m/s<br />
|0.58 {{icon|tracking|24px}}<br />
|4200+3000 m {{icon|range|24px|First falloff: 7200 m}}<br />
|800 {{icon|hull|24px}}<br />
|-<br />
|Minmatar<br />
|Valkyrie I<br />
|10.4 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 2500 m/s<br />
|1400 m {{icon|orbit|24px}} 550 m/s<br />
|0.87 {{icon|tracking|24px}}<br />
|4200+3000 m {{icon|range|24px|First falloff: 7200 m}}<br />
|800 {{icon|hull|24px}}<br />
|-<br />
| colspan=8 style="background-color:#222222;line-height:0.5em;" | &nbsp;<br />
|-<br />
|Amarr<br />
|Praetor I<br />
|22.4 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 1380 m/s<br />
|3200 m {{icon|orbit|24px}} 320 m/s<br />
|0.63 {{icon|tracking|24px}}<br />
|4800+5000 m {{icon|range|24px|First falloff: 9800 m}}<br />
|2000 {{icon|hull|24px}}<br />
|-<br />
|Caldari<br />
|Wasp I<br />
|24.0 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 1125 m/s<br />
|3200 m {{icon|orbit|24px}} 280 m/s<br />
|0.54 {{icon|tracking|24px}}<br />
|4800+5000 m {{icon|range|24px|First falloff: 9800 m}}<br />
|2000 {{icon|hull|24px}}<br />
|-<br />
|Gallente<br />
|Ogre I<br />
|25.6 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 1000 m/s<br />
|2800 m {{icon|orbit|24px}} 250 m/s<br />
|0.45 {{icon|tracking|24px}}<br />
|4200+5000 m {{icon|range|24px|First falloff: 9200 m}}<br />
|1600 {{icon|hull|24px}}<br />
|-<br />
|Minmatar<br />
|Berserker I<br />
|20.8 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 1500 m/s<br />
|2800 m {{icon|orbit|24px}} 350 m/s<br />
|0.71 {{icon|tracking|24px}}<br />
|4200+5000 m {{icon|range|24px|First falloff: 9200 m}}<br />
|1600 {{icon|hull|24px}}<br />
|-<br />
| colspan=8 style="background-color:#222222;line-height:0.5em;" | &nbsp;<br />
|-<br />
|<br />
|Gecko <ref name="Gecko">The Gecko is a cross between a heavy and a fighter drone, which was given out for free to every pilot before the Kronos expansion. It can be flown by subcapital ships, but requires 50 Mbit/s of bandwidth (twice as much as a heavy drone) and deals omni-damage (ie its damage is split equally between the four damage types). It requires the same skills to fly as a Tech 1 heavy drone, and there are no Tech 2 or other variants of it.</ref><br />
|65.6 <br />
|{{icon|vel|24px}} 1820 m/s<br />
|3200 m {{icon|orbit|24px}} 400 m/s<br />
|0.85 {{icon|tracking|24px}}<br />
|4800+5000 m {{icon|range|24px|First falloff: 9800 m}}<br />
|6140 {{icon|hull|24px}}<br />
|}<br />
<br />
<small><references></references></small><br />
<br />
<br />
<br />
In addition to the basic Tech 1 drones (described above), there are four other [[Techs, Tiers and Meta levels|variants]] of drone within each race's light/medium/heavy drone lineup:<br />
<br />
*A '''{{co|wheat|Faction}}''' drone, available from [[Loyalty Points|LP stores]]. They don't require additional skills to use (beyond those required for the Tech 1 drones). They have a very large number of hit points, but slightly lower damage than their Tech 2 counterparts. <br />
*A '''{{co|wheat|Tech 2}}''' drone, which is more powerful (better speed, damage, and hit points) than its Tech 1 counterpart, but requires additional skills to use. <br />
*'''{{co|wheat|'Integrated'}}''' and '''{{co|wheat|'Augmented'}}''' drones, which can be thought of as enhanced Tech 1 drone and Tech 2 drones, respectively. These drones are produced from the components found in NPC rogue drone wrecks. They need the same skills to use as Tech 1 and Tech 2 drones, respectively, but have slightly improved stats. The damage they do is split between the race's primary and secondary damage types (unlike all other types of subcapital combat drones, which deal only the race's primary damage type). However, the 'integrated' drones are fairly rare and therefore very expensive. <br />
<br />
The table below lists the stats of these drone variants, using the Tech 1 drones as a baseline. <br />
<br />
{| class="wikitable collapsible drones" <br />
! Variant<br />
! <span style="cursor:help;" title="Damage per second">DPS</span><br />
! <span style="cursor:help;" title="Speed (MWD on)">Speed</span><br />
! <span style="cursor:help;" title="Orbiting velocity">Orbit</span><br />
! <span style="cursor:help;" title="Effective hit points">EHP</span><br />
! <span style="cursor:help;" title="Minimum skills required">Skills</span><br />
|-<br />
| Tech 1 <br />
|<br />
|<br />
|<br />
|<br />
| (Size) Drone Operation I<br />
|-<br />
| 'Integrated'<br />
| +15%<br />
| {{icon|vel|24px}} +10%<br />
| +10% {{icon|orbit|24px}}<br />
| +10% {{icon|hull|24px}}<br />
| (Size) Drone Operation I<br />
|-<br />
| Faction<br />
| +20%<br />
| {{icon|vel|24px}} +20%<br />
| +20% {{icon|orbit|24px}}<br />
| +100% {{icon|hull|24px}}<br />
| (Size) Drone Operation I<br />
|-<br />
| Tech 2<br />
| +22% to +30%<ref name="T2">Tech 2 and 'Augmented' drones gain an additional +2% damage for every level of the appropriate racial drone specialization skill (e.g. {{sk|Amarr Drone Specialization}} for Amarr drones) you have trained.</ref><br />
| {{icon|vel|24px}} +20%<br />
| +20% {{icon|orbit|24px}}<br />
| +20% {{icon|hull|24px}}<br />
| (Size) Drone Operation V<br />(Race) Drone Specialization I<br />
|-<br />
| 'Augmented'<br />
| +34% to +42%<ref name="T2"></ref><br />
| {{icon|vel|24px}} +32%<br />
| +20% {{icon|orbit|24px}}<br />
| +80% {{icon|hull|24px}}<br />
| (Size) Drone Operation V<br />(Race) Drone Specialization I<br />
|}<br />
<br />
<small><references></references></small><br />
<br />
=== Sentry Drones ===<br />
Sentries are immobile drones that serve as stationary gun platforms. They are carried in a ship's drone bay and launched as needed. However, they cannot move and must be picked up physically at the conclusion of an engagement.<br />
<br />
At the same size (25m³) and bandwidth (25Mbit/sec) as heavy drones, sentries are powerful, long range damage dealers. Their immobility and somewhat low tracking speeds makes them most effective against slower, larger targets, and generally they are deployed from battleships or similar combat vessels.<br />
<br />
Sentry drones begin with approximately 2800 HP of defense (shields, armor, structure). They are incapacitated after being 75% damaged.<br />
<br />
Although each type of sentry drone does the damage typical of its racial affiliation, drone choice often has to do with relative damage, range, and tracking. These are summarized here, with the detailed numerical data shown next.<br />
<br />
'''''Notes'''''<br />
*The Warden has the longest range. Targets are generally drawn straight towards it from far away, which offsets its slow tracking and smaller damage factor. <br />
*The short-ranged Garde has the fastest tracking and damage factor. This makes it more effective than the others as a close defense.<br />
*The Bouncer and Curator are in the middle and somewhat comparable; the Curator having a higher tracking speed and slightly higher damage factor, while the Bouncer has a longer range.<br />
<br />
{| class="wikitable" style="text-align:left; font-size:100%;"<br />
|+ '''Sentry Drones: Comparison'''<br />
! scope="col" width="60px" style="background-color:#222222;"| Name <br />
! scope="col" width="60px" style="background-color:#222222;"| Race <br />
! scope="col" width="40px" style="background-color:#222222;" | Range<br />
! scope="col" width="40px" style="background-color:#222222;"| Tracking<br />
! scope="col" width="70px" style="background-color:#222222;"| Damage (type)<br />
|-<br />
|| Bouncer || Minmatar ||align="center" | + ||align="center"| - ||align="center"|- {{icon|ex damage|18px|Explosive damage}}<br />
|-<br />
|| Curator || Amarr ||align="center"| - ||align="center"| + ||align="center"|+ {{icon|em damage|18px|EM damage}}<br />
|-<br />
|| Garde || Gallente ||align="center" | --||align="center"| ++||align="center"|++ {{icon|th damage|18px|Thermal damage}}<br />
|-<br />
|| Warden || Caldari ||align="center"| ++||align="center" |--||align="center"|-- {{icon|ki damage|18px|Kinetic damage}}<br />
|}<br />
<br />
{| class="wikitable sortable collapsible collapsed" style="text-align:left; font-size:80%;"<br />
|+ '''Sentry Drones Attributes'''<br />
|+ ''+ Shows T2 Values If Different''<br />
! scope="col" width="60px" style="background-color:#222222;"| Name<br />
! scope="col" width="40px" style="background-color:#222222;"| Race <br />
! scope="col" width="40px" style="background-color:#222222;"|Damage Type<br />
! scope="col" width="40px" style="background-color:#222222;"| Optimal (km) +TII<br />
! scope="col" width="40px" style="background-color:#222222;"| Falloff (km) +TII<br />
! scope="col" width="40px" style="background-color:#222222;"| Tracking (rad) +TII<br />
! scope="col" width="40px" style="background-color:#222222;"| Damage (hp)<br />
! scope="col" width="40px" style="background-color:#222222;"| Damage Modifier (%)<br />
|-<br />
|| [[Image:Bouncer.png|30px]] Bouncer|| Minmatar || {{icon|ex damage|24px|Explosive damage}} || 35 +7 ||40 +8 ||.016 +003 || 64 || 1.5 <br />
|-<br />
|| [[Image:Curator.png|30px]] Curator || Amarr || {{icon|em damage|24px|EM damage}} || 35 +7 ||10 +2 ||.023 +.005 || 64 || 1.6<br />
|-<br />
|| [[Image:Garde.png|30px]] Garde|| Gallente|| {{icon|th damage|24px|Thermal damage}} || 20 +4||15 +3||.030 +.006|| 64 || 1.7<br />
|-<br />
|| [[Image:Warden.png|30px]] Warden|| Caldari || {{icon|ki damage|24px|Kinetic damage}} || 50 +10||35 +7||.010 +002|| 64 || 1.4<br />
|}<br />
<br />
Like the light-heavy drones, the sentry drones too have faction variants. Though no 'integrated' or 'augmented' sentries exist as only the navy variants are available.<br />
*T2 drones do the same base damage as do T1s. However, they have longer range and better tracking.<br />
*T2 sentry drones gain additional damage bonus from the trained racial drone specialization skill level.<br />
*Faction variants do the same damage as T1 and T2 drones. They have the same range as T2 sentry drones, but higher tracking speeds and are stronger defensively. T2 drones are boosted by the racial drone specialization skill; faction drones are not.<br />
<br />
{| class="wikitable collapsible drones" <br />
! Variant<br />
! <span style="cursor:help;" title="Damage per second">DPS</span><br />
! <span style="cursor:help;" title="Optimal and falloff">Range</span><br />
! <span style="cursor:help;" title="Tracking">Tracking</span><br />
! <span style="cursor:help;" title="Effective hit points">EHP</span><br />
! <span style="cursor:help;" title="Minimum skills required">Skills</span><br />
|-<br />
| Tech 1 <br />
|<br />
|<br />
|<br />
|<br />
| Sentry Drone Operation I<br />
|-<br />
| Faction<br />
| Same<br />
| {{icon|range|24px}} +20%<br />
| {{icon|tracking|24px}} +26%<br />
| {{icon|hull|24px}} +80%<br />
| Sentry Drone Operation I<br />
|-<br />
| Tech 2<br />
| +2% to +10%<ref name="T2">Tech 2 sentry drones gain an additional +2% damage for every level of the appropriate racial drone specialization skill (e.g. {{sk|Amarr Drone Specialization}} for Amarr drones) you have trained.</ref><br />
| {{icon|range|24px}} +20%<br />
| {{icon|tracking|24px}} +20%<br />
| {{icon|hull|24px}} +20%<br />
| Sentry Drone Operation V<br />(Race) Drone Specialization I<br />
|}<br />
<small><references></references></small><br />
<br />
==== Strategy and tactics ====<br />
Most players recommend treating sentry drones as if they were a second set of guns. Deploy a full flight within range of your targets and turn them on - and then then use your ship to defend the drones, shooting the smaller, faster ships that will be the first to arrive. Given the power of the drones, the larger, slower ships will likely be killed ''before'' they can arrive. If they do arrive, however, and if any drones are damaged, pick them up and replace them. (Remember that sentry drones cannot fly back to your ship ... you must physically go and get them.) If things get too hot, pick up all your drones, run out to range, drop the drones again, and continue the fight. This approach is is sometimes described as boring, but it is effective and relatively safe.<br />
<br />
'''Pros and Cons'''<br />
<br />
Sentry Drones trade mobility for range. Their damage is somewhat lower than that of heavy combat drones, but heavy drones waste considerable time flying from enemy to enemy whereas the sentry drones can retarget new enemies very quickly.<br />
<br />
Pro<br />
*High damage at long range<br />
*No travel time; re-targeting is very fast<br />
*Can be picked up if damaged, so not as often destroyed<br />
*Easy to redeploy if different damage type is needed<br />
*The only drone type that has a specific bonus rig<br />
<br />
Con<br />
*Immobility means that targets must stay in range<br />
*Effectiveness drops off if targets get too close<br />
*Cannot travel; must be picked up<br />
*All damage types not available at all ranges<br />
<br />
== Electronic warfare drones ==<br />
{{see also|Electronic warfare}}<br />
Electronic warfare (EW) drones apply electronic warfare (EWAR) to their target. Each race's drones apply their racial type of EWAR:<br />
* Amarr EW drones apply tracking disruption (TD)<br />
* Caldari EW drones apply electronic countermeasures (ECM)<br />
* Gallente EW drones apply sensor dampening (SD)<br />
* Minmatar EW drones apply target painting (TP)<br />
<br />
Each race has three EW drones, based on their light, medium and heavy combat drones. The type of EWAR is indicated by a two-letter abbreviation in the drone's name, while the size is indicated by the numbers 300 (small), 600 (medium) and 900 (large). So, for example, the small sensor dampening drone is called a Hobgoblin SD-300 (based on the Hobgoblin light drone), while the medium tracking disruption drone is called a Valkyrie TD-600 (based on the Valkyrie medium drone). <br />
<br />
Unlike module-based EWAR, the strength of their EWAR is not affected by ship bonuses, skills, rigs, or modules. Also, since the EWAR effects are [[Stacking penalties|stacking penalized]] with other EWAR drones and module-based EWAR, so, starting from the the third or fourth EWAR source, additional drones will have very little additional effect. ECM drones (like ECM modules) are not stacking-penalized. <br />
<br />
EWAR drones have the same bandwidth and drone bay space requirements as their combat drone counterparts, but tend to be more fragile. <br />
<br />
In order to use EW drones you need to train {{sk|Advanced Drone Avionics|icon=yes}}. Additionally, each class of EW drones needs training in its EWAR skill (e.g. tracking disruption drones need the tracking disruptor skill {{sk|Weapon Disruption|icon=yes}}). <br />
<br />
<br />
<br />
Tracking disruption drones cannot be scripted (i.e. they will always reduce both an enemy's tracking speed and their turret range). For comparison, a Tracking Disruptor I module has a -15.3% reduction in enemy tracking and range (and can be scripted to -30.6% in either one or the other). This can be increased to -19.1% with all skills at level V, and -26.3% when flying a dedicated EWAR ship (e.g. an [[Arbitrator]]) (-52.6 with scripted EWAR ship). <br />
<br />
Tracking disruption drones need {{sk|Weapon Disruption|III|icon=yes}}. <br />
<br />
{| class="wikitable drones" <br />
|+Tracking disruption drones<br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Reduction in enemy tracking speed.">Tracking</span><br />
! style="cursor:help" | <span title="Reduction in enemy turret range (optimal and falloff).">Range</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Acolyte TD-300<br />
| -5%<br />
| -5%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Infiltrator TD-600 <br />
| -12%<br />
| -12%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Praetor TD-900 <br />
| -25%<br />
| -25%<br />
|- <br />
|}<br />
<br />
<br />
<br />
<br />
ECM drones act like multispectral jammers (i.e. they have the same jam strength against all four sensor types). For comparison, the Multispectral Jammer I module has a jam strength of 2, which can be increased to 2.5 with all skills at level V, and over 4 when flying a dedicated EWAR ship (e.g. a [[Blackbird]]). When a ship is jammed by ECM drones they can only target the ECM drones that jam tem allowing the drone owning ship to avoid target locks.<br />
<br />
ECM drones need {{sk|Electronic Warfare|III|icon=yes}}. <br />
<br />
{| class="wikitable drones" <br />
|+ECM drones<br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Jamming strength (all sensor types).">Jam strength</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Hornet EC-300<br />
| 1<br />
|-<br />
| style="text-align:left; background-color:#333333" | Vespa EC-600<br />
| 1.5<br />
|-<br />
| style="text-align:left; background-color:#333333" | Wasp EC-900<br />
| 2<br />
|- <br />
|}<br />
<br />
<br />
<br />
<br />
Sensor dampening drones cannot be scripted (i.e. they will always reduce both an enemy's targeting range and their scan resolution). For comparison, a Remote Sensor Dampener I module has a -13.7% reduction in enemy targeting range and scan resolution (and can be scripted to -27.4% in either one or the other). This can be increased to -34.2% with all skills at level V, and -47.1% when flying a dedicated EWAR ship (e.g. a [[Celestis]]). <br />
<br />
Sensor dampening drones need {{sk|Sensor Linking|III|icon=yes}}. <br />
<br />
{| class="wikitable drones" <br />
|+Sensor dampening drones<br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Reduction in enemy targeting range.">Targeting range</span><br />
! style=";cursor:help" | <span title="Reduction in enemy scan resolution.">Scan resolution</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Hobgoblin SD-300<br />
| -8%<br />
| -8%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Hammerhead SD-600<br />
| -12%<br />
| -12%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Ogre SD-900<br />
| -25%<br />
| -25%<br />
|- <br />
|}<br />
<br />
<br />
<br />
<br />
For comparison, a Target Painter I module increases the enemy's signature radius by 20%. This can be increased to 25% with all skills at level V, and 34.3% when flying a dedicated EWAR ship (e.g. a [[Bellicose]]).<br />
<br />
Target painting drones need {{sk|Target Painting|III|icon=yes}}.<br />
<br />
{| class="wikitable drones" <br />
|+Target painting drones<br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Increase in enemy's signature radius." >Signature radius</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Warrior TP-300<br />
| +4%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Valkyrie TP-600<br />
| +8%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Berserker TP-900<br />
| +20%<br />
|- <br />
|}<br />
<br />
== Combat utility drones ==<br />
<br />
Similar to EWAR drones, these perform auxiliary tasks in combat. Just like EW drones, ship bonuses, skill bonuses, rigs, or modules do not increase the amount of capacitor neutralized or the speed reduction. <br />
<br />
<br />
<br />
These drones drain a fixed amount of energy from the target ship's capacitor (working in a similar manner to energy neutralizers, also called "neuts"), and are not stacking-penalized. They come in three sizes, are based on Amarr combat drones, and operate on a 6-second cycle (like small neuts). For comparison, the Tech 1 small, medium and large Energy Neutralizer modules neutralize 45 GJ, 75 GJ, and 125 GJ every 6 seconds<ref>The medium and large neuts operate on 12 and 24-second cycles, respectively, but this way of presenting the numbers makes comparisons easier.</ref>, respectively.<br />
<br />
Energy neutralizing drones are occasionally used to cap out tackle frigates or to keep a neuted target at zero capacitor.<br />
<br />
Just like EW drones, these drones need {{sk|Advanced Drone Avionics|icon=yes}} and the EW skill {{sk|Capacitor Emission Systems|III|icon=yes}}. <br />
<br />
{| class="wikitable drones" <br />
|+Energy neutralizing drones<br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Amount of capacitor neutralized per cycle (6 seconds)." >Capacitor neutralized</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Acolyte EV-300<br />
| 5 GJ<br />
|-<br />
| style="text-align:left; background-color:#333333" | Infiltrator EV-600<br />
| 10 GJ<br />
|-<br />
| style="text-align:left; background-color:#333333" | Praetor EV-900<br />
| 25 GJ<br />
|- <br />
|}<br />
<br />
<br />
<br />
<br />
Stasis webifier drones work much like Stasis Webifier modules ("webs"), slowing the sub-light speed of the target, making them easier to hit and damage. They are stacking-penalized with other SW drones or with normal web modules. For comparison, a Stasis Webifier I module reduces the target's speed by 50%. <br />
<br />
To use these drones, train {{sk|Drone Navigation|icon=yes}} and {{sk|Propulsion Jamming|III|icon=yes}} (which is also needed for stasis webifier modules).<br />
<br />
{| class="wikitable drones" <br />
|+Statis webifier drones<br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Reduction in enemy ship's speed.">Speed</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Warrior SW-300<br />
| -5%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Valkyrie SW-600<br />
| -10%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Berserker SW-900<br />
| -20%<br />
|- <br />
|}<br />
<br />
== Logistics drones ==<br />
{{see also|Logistics}}<br />
These drones repair their targets. Unfortunately, you cannot target your own ship, and therefore you can't use your logistics drones to repair your own ship (you can, however, use them to repair your own drones). There are Tech 1 and Tech 2 drones, in three sizes (light, medium and heavy, each based on the respective combat drone), which repair either shield, armor or hull damage. The Tech 2 drones receive a 20% boost to repair amount, hit points, speed, and orbital velocity, but require {{sk|Repair Drone Operation|V|icon=yes}}.<br />
<br />
The hull repair drones are half as effective as the shield and armor counterparts. All logistics drones need {{sk|Repair Drone Operation|icon=yes}} as well as the skills for remote repair modules ({{sk|Shield Emission Systems|icon=yes}}, {{sk|Remote Armor Repair Systems|icon=yes}}, and {{sk|Remote Hull Repair Systems|icon=yes}}, respectively). <br />
<br />
For comparison, the small, medium and large remote shield and armor repair modules repair 80 HP, 160 HP, and 320 HP every 5 seconds, respectively.<br />
<br />
{| class="wikitable drones" <br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Shield HP repaired per cycle (5 seconds).">Shield repair</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Light Shield Maintenance Bot I<br />
| 12 HP<br />
|-<br />
| style="text-align:left; background-color:#333333" | Medium Shield Maintenance Bot I<br />
| 24 HP<br />
|-<br />
| style="text-align:left; background-color:#333333" | Heavy Shield Maintenance Bot I<br />
| 60 HP<br />
|- <br />
|}<br />
<br />
{| class="wikitable drones" <br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Armor HP repaired per cycle (5 seconds).">Armor repair</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Light Armor Maintenance Bot I<br />
| 12 HP<br />
|-<br />
| style="text-align:left; background-color:#333333" | Medium Armor Maintenance Bot I<br />
| 24 HP<br />
|-<br />
| style="text-align:left; background-color:#333333" | Heavy Armor Maintenance Bot I<br />
| 60 HP<br />
|- <br />
|}<br />
<br />
{| class="wikitable drones" <br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Hull HP repaired per cycle (5 seconds).">Hull repair</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Light Hull Maintenance Bot I<br />
| 6 HP<br />
|-<br />
| style="text-align:left; background-color:#333333" | Medium Hull Maintenance Bot I<br />
| 12 HP<br />
|-<br />
| style="text-align:left; background-color:#333333" | Heavy Hull Maintenance Bot I<br />
| 30 HP<br />
|- <br />
|}<br />
<br />
== Salvage drones ==<br />
{{see also|Salvaging}}<br />
Salvage drones work like Salvager modules, and extract salvage from the wrecks of destroyed ships. The Salvage Drone I (the only variant) needs 5 m<sup>3</sup> of drone bay space and 5 Mbit/s of bandwidth (like a light combat drone). It has a lower chance to salvage wrecks than the salvager modules (3% base access difficulty, compared with 5% and 7% for the Tech 1 and Tech 2 modules, respectively). This can be increased by training {{sk|Salvage Drone Operation|icon=yes}}, allowing them (if trained to level V) to salvage any wreck in EVE except for advanced [[Sleeper]] wrecks. Their chance to salvage cannot be improved by other skills, or by modules, rigs or implants. Just like for salvager modules, salvage drones do not loot wrecks; if a wreck containing loot is salvaged, the loot is left in a container in space. <br />
<br />
Salvage drones can automatically salvage any nearby (up to edge of the player's drone control range) wrecks, as long as they belong to the player or their fleet/corporation. Additionally, they can be specifically ordered to salvage wrecks belonging to other players (marked in yellow on the [[overview]]), although this must be done manually for each wreck. When a drone successfully salvages a wreck, it will return to your ship to drop off the salvage (into your ship's cargo bay) before immediately heading back out into space. Salvage drones don't have a MWD, and are therefore are very slow (about 10% slower than the slowest heavy drone), so salvaging more distant wrecks may take some time.<br />
<br />
Making salvage drones salvage wrecks automatically can be tricky. If you target a wreck and command your drones to salvage it they will not move to a new wreck after they are done. Instead you need to have no wrecks targeted and then select a wreck (by clicking), then command your drones to salvage. After this the salvage drones will keep on salvaging all wrecks that are in range.<br />
<br />
== Mining drones ==<br />
:''See also: [[ORE_Basic_Ship_and_Skill_Guide#Drones|Ore Ship Guide: Mining Drones]]<br />
As their name suggests, these drones [[mining|mine]] [[Asteroids and Ore|ore from asteroids]].<br />
<br />
Mining drones will mine the targeted asteroid for one cycle (60 seconds), then return to your ship, drop off the mined ore (into your cargo bay or ore hold), and fly back to the asteroid to continue mining. Since these drones don't have a MWD, they are very slow (about half as fast as heavy combat drones), and therefore it's important to keep your ship as close as possible to the asteroid they are mining, to avoid losing too much time in transit. Training {{sk|Mining Drone Operation|icon=yes}} and {{sk|Drone Interfacing|icon=yes}} improves their mining yield, and training {{sk|Drone Navigation|icon=yes}} increases their speed. <br />
<br />
For comparison, a Miner I mining module can mine 40&nbsp;m<sup>3</sup>/min of ore. There are no mining drones for [[Gas Cloud Mining|gas]] harvesting.<br />
<br />
{| class="wikitable drones" <br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Volume required in drone bay (m3) and drone bandwidth required (MBit/s).">Volume/Bandwidth</span><br />
! style="cursor:help" | <span title="Volume of ore mined per minute (m³/min).">Ore yield</span><br />
! style="cursor:help" | <span title="Drone flight speed.">Speed</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Civilian Mining Drone<br />
| 5<br />
| 13<br />
| 300 m/s<br />
|-<br />
| style="text-align:left; background-color:#333333" | Mining Drone I<br />
| 5<br />
| 25<br />
| 400 m/s<br />
|-<br />
| style="text-align:left; background-color:#333333" | [[File:Icon tech2.png|16px]] Mining Drone II<br />
| 5 <br />
| 33<br />
| 500 m/s<br />
|- <br />
| style="text-align:left; background-color:#333333" | [[File:Icon faction.png|16px]] 'Augmented' Mining Drone<br />
| 5<br />
| 37 <br />
| 550 m/s<br />
|- <br />
| style="text-align:left; background-color:#333333" | [[File:Icon faction.png|16px]] Harvester Mining Drone<br />
| 10<br />
| 42 <br />
| 350 m/s<br />
|-<br />
|- <br />
| style="text-align:left; background-color:#333333" | [[File:Icon faction.png|16px]]'Excavator' Mining Drone<ref name="rorqOnly">Can only be used by the [[Rorqual]]</ref><br />
| 750/25<br />
| 220 <br />
| 200 m/s<br />
|}<br />
<small><references></references></small><br />
<br />
<br />
<br />
<br />
Ice harvesting drones [[Ice Mining|gather ice]] from ice asteroids. These drones operate identically to mining drones, except their cycles are longer and they only harvest one unit of ice at a time. <br />
<br />
For comparison, an Ice Harvester I module has a cycle time of 220 seconds.<br />
<br />
{| class="wikitable drones" <br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Volume required in drone bay (m3) and drone bandwidth required (MBit/s).">Volume/Bandwidth</span><br />
! style="cursor:help" | <span title="Volume of ore mined per minute (m³/min).">Cycle time</span><br />
! style="cursor:help" | <span title="Drone flight speed.">Speed</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Ice Harvesting Drone I<br />
| 50<br />
| 330 s<br />
| 200 m/s<br />
|-<br />
| style="text-align:left; background-color:#333333" | [[File:Icon tech2.png|16px]] Ice Harvesting Drone II<br />
| 50 <br />
| 300 s<br />
| 250 m/s<br />
|- <br />
| style="text-align:left; background-color:#333333" | [[File:Icon faction.png|16px]] 'Augmented' Ice Harvesting Drone<br />
| 50<br />
| 280 s <br />
| 275 m/s<br />
|- <br />
| style="text-align:left; background-color:#333333" | [[File:Icon faction.png|16px]]'Excavator' Ice Harvesting Drone<ref name="rorqOnly">Can only be used by the [[Rorqual]]</ref><br />
| 750/25<br />
| 225 s<br />
| 100 m/s<br />
|}<br />
<small><references></references></small><br />
<br />
== Skills ==<br />
:''See also: [[Skills:Drones]]''<br />
<br />
'''Basic skills:'''<br><br />
* {{sk|Drones|mult=yes|price=yes}}: Allows you to operate 1 drone per level (up to 5 at level V). This is the foundation skill of any drone pilot, should be trained to at least level III as a top priority, and to level V soon after (at latest when you start flying ships with 25m<sup>3</sup> drone bays or larger). <br />
<br />
'''Combat drone skills:'''<br><br />
These skills allow you to use light, medium, heavy, and sentry combat drones, respectively. Level V is needed for Tech 2 and 'Augmented' drones; all others only need level I. Additionally, these skills increase the damage of their respective drone group by 5% per level. Note that you don't need any skills to load drones into your drone bay; you only need the skills to launch and control them. <br />
* {{sk|Light Drone Operation|mult=yes|price=yes}}. Requires {{sk|Drones|III}}. <br />
* {{sk|Medium Drone Operation|mult=yes|price=yes}}. Requires {{sk|Drones|III}}. <br />
* {{sk|Heavy Drone Operation|mult=yes|price=yes}}. Requires {{sk|Drones|V}}. <br />
* {{sk|Sentry Drone Interfacing|mult=yes|price=yes}}. Requires {{sk|Drones|V}}, {{sk|Drone Sharpshooting|IV}}, and {{sk|Drone Interfacing|IV}}. <br />
<br />
'''Improved drone performance skills:'''<br><br />
These are the "drone support skills", which improve the performance of your drones. Nearly every skill requires {{sk|Drones|icon=yes}} to level IV or V. <br />
* {{sk|Drone Interfacing|mult=yes|price=yes}}: Increases your drones' damage (and mining yield for mining drones) by 10% per level. Train this to level IV quickly to make your drones much more effective (level IV is the equivalent of having two extra drones in space); the long train to level V is worth it if you're specializing in drones, or as a prerequisite for capital ship drones. <br />
* {{sk|Drone Durability|mult=yes|price=yes}}: Increases the shield, armor, and structure hit points (HP) of your drones by 5% per level. Useful to make (particularly your more expensive) drones live longer, but is not a high-priority skill. <br />
* {{sk|Drone Avionics|mult=yes|price=yes}}: Increases your drone control range by 5km per skill level, and allows you to use Drone Link Augmentor modules (which increase your drone control range even further). Training this skill is vital for sentry drone users, and moderately useful for other combat drones. <br />
* {{sk|Advanced Drone Avionics|mult=yes|price=yes}}: In addition to unlocking EW drones (see below), this skill also increases your drone control range by 3km per skill level. <br />
* {{sk|Drone Sharpshooting|mult=yes|price=yes}}: Increases your drones' optimal range (but not their falloff) by 5% per level, and allows you to use Omnidirectional Tracking Link and Omnidirectional Tracking Enhancer modules (which boost drone optimal range and tracking). This skill is vital for sentry drones, but less important for other drones. <br />
* {{sk|Drone Navigation|mult=yes|price=yes}}: Increases your drone's microwarpdrive speed by 5% per level, and allows you to use Drone Navigation Computer modules (which increase it even further). This skill is very important for users of heavy drones (and of no small benefit to light and medium drones).<br />
<br />
'''Racial drone specialization:'''<br><br />
These skills are requires to use each faction's Tech 2 and 'Augmented' drones. Additionally, they increase the damage of these drones (but not other drone types) by 2% per level. These skillbooks come from LP stores and therefore vary in price; they require {{sk|Drones|V|icon=yes}}. <br />
* {{sk|Amarr Drone Specialization|mult=yes|price=yes}}<br />
* {{sk|Caldari Drone Specialization|mult=yes|price=yes}}<br />
* {{sk|Gallente Drone Specialization|mult=yes|price=yes}}<br />
* {{sk|Minmatar Drone Specialization|mult=yes|price=yes}}<br />
<br />
'''Support drone skills:'''<br><br />
These skills unlock the electronic warfare (EW), combat utility, logistics, and mining drones. <br />
* {{sk|Mining Drone Operation|mult=yes|price=yes}}: Unlocks mining drones and increases their yield by 5% per level. <br />
* {{sk|Repair Drone Operation|mult=yes|price=yes}}: Unlocks logistics drones and increases their repair amount by 5% per level. Requires {{sk|Drones|V}}. <br />
* {{sk|Salvage Drone Operation|mult=yes|price=yes}}: Unlocks the salvage drone and increases its chance to salvage by 2% per level. Requires {{sk|Drones|IV}}. <br />
* {{sk|Advanced Drone Avionics|mult=yes|price=yes}}: Unlocks EW and energy neutralisation drones. Also increases your drone control range (see above), and requires {{sk|Drones|V}}. <br />
<br />
=== Spaceship Command ===<br />
Lastly, if you're flying a drone boat, training its [[Skills:Spaceship Command|spaceship command]] skill will often improve the performance of your drones considerably. For instance, if you're flying a Gallente [[Vexor]] cruiser, training {{sk|Gallente Cruiser|icon=yes}} gives a 10% bonus per skill level to your drones' damage and hit points. Unfortunately, these bonuses don't transfer to other ship classes or factions - your Gallente Cruiser skill won't help you to fly an Amarr [[Prophecy]] battlecruiser, or improve the performance of its drones - but if you're planning to flying a particular ship for a longer period of time, then investing skill training time here can be very beneficial.<br />
<br />
== Equipment ==<br />
Most drone modules fit into mid and low-slots, leaving the high-slots free for weapon or utility modules. All drone-enhancing modules affect both sub-capital drones and capital fighters equally.<br />
<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| High slot modules<br />
|-<br />
|[[File:Icon drone link augmentor i.png|link=|]]<br />
|'''{{co|wheat|Drone Link Augmentor}}''' increases your drone control range by 20km (24km for the Tech 2 variant). This module is particularly useful for sentry drones (allowing them to snipe distant targets), but less useful for other drones, as the travel time usually precludes using drones at long ranges. <br />
<br />
|-<br />
|[[File:Icon fighter support unit.png|link=|]]<br />
|'''{{co|wheat|Fighter support unit}}''' can only be fitted to capital ships, and allows you to launch one extra drone. This module, combined with the skill bonuses that carriers and supercarriers get, allows you to field large numbers of drones at once.<br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Medium slot modules<br />
<br />
|-<br />
|[[File:Icon drone navigation computer.png|link=|]]<br />
|'''{{co|wheat|Drone Navigation Computer}}''' increases your drones' microwarpdrive (MWD) speed by 25% (30% for the Tech 2 variant). Note that this doesn't affect their non-MWD speed (i.e. it will help them reach a target faster, but won't help them while orbiting the target). This module is particularly useful for heavy and fighter drones, allowing them to better catch up to faster ships.<br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Link}}''' increases your drones' tracking speed and weapon range (optimal and falloff). Great for sentry drones, less used for other drones although it can still improve their damage application, especially if you use your drones against smaller ships than intended (e.g. medium combat drones versus frigates). Just like [[Turrets#Related_Modules_Summary|turret tracking computer]] modules, these can be loaded with [[scripts]] to double either the tracking or the range bonus, at the cost of eliminating the other bonus. Unlike low-slot Omnidirectional Tracking Enhancer modules, they need to be activated to provide a benefit, and they need a little capacitor energy to run. <br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Low slot modules<br />
<br />
|-<br />
|[[File:Icon drone damage amplifier.png|link=|]]<br />
|'''{{co|wheat|Drone Damage Amplifier}}''' increases the damage your drones deal by 16% (23% for the Tech 2 variant). Keep in mind that (just like other damage-enhancing modules) its effects are subject to [[stacking penalties]]; nonetheless, most dedicated drone ships will fit at least one of these modules. <br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Enhancer}}''' increases your drones' tracking speed and weapon range (optimal and falloff). It's similar to the mid-slot Omnidirectional Tracking Link module, but provides slightly higher bonuses to range, and slightly lower bonuses to tracking. Also, it cannot be scripted, and is a passive module (i.e. it does not need to be activated and uses no capacitor energy). <br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Other<br />
<br />
|-<br />
|[[File:Module icon engineering rig tech.png|link=|]]<br />
|<br />
:''See also: [[Fitting_Modules_and_Rigs_Guide#Rigs|Rigs list]]''<br><br />
Various rigs improve drones byt the expense of the CPU of the ship.<br />
*'''{{co|wheat|Drone Control Range Augmentor}}''' Increases drone control range by 15km (20km for the Tech 2 rig).<br />
*'''{{co|wheat|Drone Durability Enhancer}}''' Increases drone hit points (shield, armor and structure) by 20% (25% for the Tech 2 rig). <br />
*'''{{co|wheat|Drone Mining Augmentor}}''' Increases mining drone yield by 10% (15% for the Tech 2 rig).<br />
*'''{{co|wheat|Drone Repair Augmentor}}''' Increases the amount repaired by repair drones by 10% (15% for the Tech 2 rig). <br />
*'''{{co|wheat|Drone Scope Chip}}''' Increases drone optimal weapons range by 15% (20% for the Tech 2 rig). <br />
*'''{{co|wheat|Drone Speed Augmentor}}''' Increases drone microwarpdrive (MWD) speed by 10% (15% for the Tech 2 rig).<br />
*'''{{co|wheat|Sentry Damage Augmentor}}''' Increases the damage done by sentry drones by 10% (15% for the Tech 2 rig). <br />
*'''{{co|wheat|Stasis Drone Augmentor}}''' Improves velocity decrease cause by your stasis webifier drones by 15% (20% for the Tech 2 rig).<br />
<br />
|-<br />
|[[File:Icon implant hardwiring.png|link=|]]<br />
| There are no "normal" implants for improving drones. Though four limited time implants exist that were obtainable from past events.<br />
* '''{{co|wheat|Overmind 'Hawkmoth' Drone Tuner S10-25T }}''' improves drone speed by 10% while reducing their structure, armor and shield capacity by 25%<br />
* '''{{co|wheat|Overmind 'Goliath' Drone Tuner T25-10S }}''' improves drone structure, armor and shield capacity by 10% while reducing their speed by 25%<br />
* '''{{co|wheat|CreoDron 'Bumblebee' Drone Tuner T10-5D }}''' improves drone structure, armor and shield capacity by 10% while reducing their damage by 5%<br />
* '''{{co|wheat|CreoDron 'Yellowjacket' Drone Tuner D5-10T }}''' improves drone damage by 5% while reducing their structure, armor snd shield capacity by 5%<br />
|}<br />
<br />
== External links ==<br />
* [http://forum.eveuniversity.org/viewtopic.php?f=166&t=57928 E-UNI forums: Drone boats PvP and PvE guide] (2012)<br />
* [http://community.eveonline.com/news/dev-blogs/giving-drones-an-assist/ Dev blog: Giving Drones an Assist] (2014)<br />
<br />
[[Category:Drones]]<br />
[[Category:Fitting]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Drones&diff=139968Drones2018-12-05T17:27:39Z<p>Rothbard leviathan: /* Bandwidth */ wl's</p>
<hr />
<div>{{Cleanup|[[Drones]] and [[Drone mechanics]] strongly overlap.}}{{Weapon Systems Links}}<br />
{{hatnote|This article explains what drones are and how they work. For a more detailed discussion of PvP and PvE tactics with drones, see the [[Using Drones]] page.}}<br />
'''Drones''' are semi-autonomous vehicles launched from larger spacecraft, designed to augment the launching ship's capabilities. All four races use drones (to a greater or lesser degree), so every combat pilot is likely to use them sooner or later. <br />
<br />
While for most ships drones are used to support their main weapons, there are some ships which use drones as their primary way of dealing damage. In addition, there are drones for more specialized uses, such as [[mining]], [[EWAR|electronic warfare]], and [[Guide to Logistics|logistics]]. <br />
<br />
Compared to the other main weapons systems in EVE ([[turrets]] and [[missiles]]) drones provide a great deal of flexibility. On the other hand, most drones need to travel to their target before applying their damage, and can be destroyed by an enemy ship. <br />
<br />
==Drone basics==<br />
<br />
If you undock with drones in your drone bay, you will see a new window for controlling drones appear on your screen. Through this window you can launch drones from your drone bay, give commands to them once they are in space (for instance, to attack a target, orbit your ship, or mine an asteroid), and recover them (bring them back into your drone bay). This window also shows you if any of the drones you currently have in space are damaged. <br />
<br />
You cannot control how a drone fights and flies directly; you can only issue commands like "attack that target", in which case the drone will fly to the target you have selected, and start firing on it once it's within weapons range, all without further input from you. You can give commands to each of your drones individually, or to all of your drones at once.<br />
<br />
If damaged, a drone's shields will slowly regenerate on their own, but damage to its armor and hull needs to be repaired (e.g. by using the repair services at a station, or a remote repair module on your ship). Drones have built-in weapons with effectively infinite ammunition, and don't need to reload.<br />
<br />
Drones have various attributes that govern how they can be used.<br />
<br />
===Drone bay===<br />
[[File:Drone control window.png|thumb|right|200px|The drone control window, showing drones in the drone bay and drones in space.]]<br />
A ship must have a drone bay to use drones. You can find out if a ship has a drone bay, and how big it is, by looking at the Attributes tab in its Show Info window - if it has a drone bay, it will tell you the drone bay's capacity in cubic meters (m<sup>3</sup>). The size of a ship's drone bay determines how many drones you can carry with you, ready to be launched into space; larger and more powerful drones take up more space in your drone bay. <br />
<br />
{{example|The [[Tristan]] has a 40&nbsp;m<sup>3</sup> drone bay, which means it can carry up to eight light drones (which take up 5&nbsp;m<sup>3</sup> each), or four medium drones (10&nbsp;m<sup>3</sup> each), or a combination of the two (e.g. two medium and four light drones).}}<br />
<br />
Only drones can be carried in a ship's drone bay; it cannot be used to carry other cargo. While you can, of course, carry drones in your cargo bay (just like any other kind of cargo), you cannot use them if they are not in the drone bay. You can only move drones in or out of your drone bay while docked at a station, or by using a ship/structure with fitting service (e.g. a [[Mobile Structure|mobile depot]] or a [[Capital Ship]]). The size of your ship's drone bay is fixed and cannot be enlarged using modules or skills. <br />
<br />
===Bandwidth===<br />
The other important ship attribute is its "bandwidth" (which you can also check in the Attributes tab of your ship's Show Info window), which represents your ship's ability to control your drones, and is measured in Mbit/sec. Bigger and more powerful drones require more bandwidth, and you can only deploy (ie use in space) as many drones as you have available bandwidth on your ship. Many ships (particularly dedicated drone ships) can carry many more drones in their drone bay than they can deploy at once; this allows you to selectively deploy different types of drones to best match your enemies, or to replace drones which are destroyed in combat. <br />
<br />
However, irrespective of your ship's bandwidth, you can only only have as many drones in space at once as you have levels in the {{sk|Drones}} skill (up to 5 drones at level V). The only exception to this limit is the very rare [[Guardian-Vexor]] cruiser, but in every other case you can only ever have at most five drones in space at once. <br />
<br />
{{example|The [[Tristan]] has a 40&nbsp;m<sup>3</sup> drone bay, allowing it to carry up to eight light drones. Its bandwidth is 25&nbsp;Mbit/s, so that it can deploy, at most, five of those light drones in space at once (they need 5&nbsp;Mbit/s each), but only if the pilot has trained the {{sk|Drones}} skill to level V. If it's carrying a mixture of light and medium drones, it could deploy up to two medium (10&nbsp;Mbit/s each) and one light drone at once, assuming the pilot has trained Drones III.}}<br />
<br />
With the exception of [[fighters]] (which are only used by capital ships) and special limited edition drones, a drone's bandwidth requirements (in Mbit/sec) is always the same number as its volume (in m<sup>3</sup>). Your ship's bandwidth is fixed, and is not affected by skills or modules.<br />
<br />
===Drone control range===<br />
You can only command a drone to attack/repair/mine a target if that target is within a certain range of your ship; this range is known as the "drone control range". By default, your control range is 20km, which means that you can only order a drone to attack an enemy ship if it's within 20km of your ship. This range can be extended by training [[#Skills|skills]]:<br />
* {{sk|Drone Avionics|mult=yes}}: Increases drone control range by 5km per skill level.<br />
* {{sk|Advanced Drone Avionics|mult=yes}}: Increases drone control range by 3km per skill level.<br />
<br />
With Drone Avionics and Advanced Drone Avionics at level V, your drone control range is 60km. To increase it further, you can install [[#Modules|modules and rigs]] on your ship:<br />
* '''Drone Link Augmentor''' module: A high-slot module, increases drone control range by 20km (24km for the Tech 2 module)<br />
* '''Drone Control Range Augmentor''' rig: Increases drone control range by 15km (20km for the Tech 2 rig)<br />
<br />
===Drone navigation===<br />
Almost all drones (except the stationary sentry drones, mining drones and salvaging drones) have a built-in [[Lexicon#MWD|microwarp drive (MWD)]], allowing them to travel quickly to engage a target. Once they arrive near their targets, they shut down their MWD, orbit the target, and fire their weapons. This means that, unlike for the other weapons systems in EVE ([[Turrets|lasers, projectiles, hybrids]], and [[Missile Launchers|missiles]]), drones first have to travel to the target, and then stay within range of it in order to apply their damage. In practice, this means that drones will have difficulty against faster, more agile targets, as even though they may be able to catch them thanks to their MWD, they may not be able to stay within weapons range for long (at their non-MWD speed). Larger drones (medium and heavy drones) in particular are almost useless against fast frigates for this reason. <br />
<br />
No skill or module affects the orbit speed of drones.<br />
<br />
== Drone type overview ==<br />
Drones are capable of serving many different roles and exist in many different sizes. There are seventeen different groups of drones, which can be divided into five categories:<br />
;Combat drones <br />
:These are the most common drones, and are (as the name suggests) used to damage and destroy enemy ships. There are six different types of combat drone: <br />
:*'''{{co|wheat|Light}}''', '''{{co|wheat|medium}}''', and '''{{co|wheat|heavy}}''' drones, generally for use on frigate, cruiser, and battleship-sized ships, respectively.<br />
:*'''{{co|wheat|Sentry}}''' drones, which act as stationary, long-range turrets.<br />
<br />
;Electronic warfare and combat utility drones<br />
:These drones impair an enemy ship using [[electronic warfare]] or similar methods. There are drones for each of the four methods of electronic warfare: '''{{co|wheat|tracking disruption}}''' (TD), '''{{co|wheat|electronic countermeasures}}''' (ECM), '''{{co|wheat|sensor dampening}}''' (SD), and '''{{co|wheat|target painting}}''' (TP). Additionally, there are drones which drain an enemy's capacitor ('''{{co|wheat|energy neutralisers}}'''), or reduce a ship's speed ('''{{co|wheat|stasis webifiers}}'''). <br />
<br />
;Logistics drones<br />
:These drones assist friendly ships by repairing their '''{{co|wheat|shields}}''', '''{{co|wheat|armor}}''', or '''{{co|wheat|hull}}'''. <br />
<br />
;Salvage drones<br />
:These drones are used to '''{{co|wheat|salvage nearby wrecks}}'''.<br />
<br />
;Mining drone<br />
:These drones '''{{co|wheat|mine asteroids or ice}}''' for resources.<br />
<br />
== Combat drones==<br />
<br />
Combat drones come in four types: Light, medium, heavy and sntry.<br />
<br />
'''{{co|wheat|Light drones}}''':<br />
* Use 5m<sup>3</sup> space and 5Mbit/sec bandwidth<br />
* Move and track targets very fast<br />
* Are the best drones to use against frigates and destroyers<br />
<br />
'''{{co|wheat|Medium drones}}''':<br />
* Use 10m<sup>3</sup> space and 10Mbit/sec bandwidth<br />
* Move and track moderately fast<br />
* Are the best drones to use against cruisers, and are also good against battlecruisers<br />
<br />
'''{{co|wheat|Heavy drones}}''':<br />
* Use 25m<sup>3</sup> space and 25Mbit/sec bandwidth<br />
* Move and track slowly, but do lots of damage<br />
* Are good against battleships, and can handle battlecruisers<br />
<br />
'''{{co|wheat|Sentry drones}}''':<br />
* Use 25m<sup>3</sup> space and 25Mbit/sec bandwidth<br />
* Cannot move in space<br />
* Can hit targets at long ranges, but have poor tracking, and so will have difficulty against close or fast targets<br />
* Most effective against battleships and battlecruisers, but can also hit smaller targets if they are far enough away<br />
<br />
Each race has their its own light, medium, heavy, and sentry drones, and they each do one [[NPC Damage Types|damage type]] (for instance, all Amarr drones do EM damage, while all Caldari drones do kinetic damage).<br />
<br />
==== Light, medium and heavy drones ====<br />
<br />
These are the types of drones people first think when they hear "drones". They are mobile platforms that fly to the target and shoot them once they get close. As long as the target is within the drone control range they can engage. Though travel time may be a problem at long ranges, especially with heavy drones.<br />
<br />
The faction variants do not just deal different damage types.<br />
* Minmatar drones are the fastest drones (50% faster than Gallente drones with MWD on), and so excel at chasing fast ships. However, they do the lowest damage. <br />
* Gallente drones do the most damage (23% more than Minmatar drones), but are the slowest.<br />
* Amarr and Caldari drones fall between Gallente and Minmatar drones in terms of damage and speed (Caldari drones do a little less damage than Gallente drones, but are a bit faster; Amarr drones do a little more damage than Minmatar drones, but are a bit slower). Additionally, these drones orbit a little further away from their targets, making them apply their damage more consistently, and are a little tougher (+25% more hit points, compared with Minmatar and Gallente drones). <br />
<br />
Therefore, the four race's drones represent a sliding scale between damage and speed (the percentages in the table below are relative to the worst-performing drone family). Note that the table lists two values for speed: the speed with MWD on (when the drones are chasing a target), and the orbital speed with MWD off (when the drones are orbiting and attacking a target). <br />
{{#css:<br />
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table.drones tr th {<br />
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{| class="wikitable drones " style="border:none;"<br />
|-<br />
! colspan=4 style="background-color:#111111;border:none;" | <br />
! colspan=2 | <span style="cursor:help;" title="Damage type">Damage</span><br />
! colspan=4 | <span style="cursor:help;" title="Performance of each faction's drones in comparison to the other factions'.">Faction comparison</span><br />
|-<br />
! Faction <br />
! Light<br />
! Medium<br />
! Heavy <br />
! <span style="cursor:help;" title="Primary damage type, dealt by all drones.">Prim</span><br />
! <span style="cursor:help;" title="Secondary damage type, dealt only by 'Integrated' and 'Augmented' drones.">Sec</span><br />
! colspan=2 | <span style="cursor:help;" title="Damage per second">DPS</span><br />
! colspan=2 | <span style="cursor:help;" title="Speed with MWD on, and orbital speed (MWD off)."> Speed</span><br />
|-<br />
| <!--'''Gallente'''-->{{icon|gallente|70px|Gallente Federation}}<br />
| [[Image:Hobgoblin.png|60px]]<br />Hobgoblin<br />
| [[Image:Hammerhead.png|60px]]<br />Hammerhead<br />
| [[Image:Ogre.png|60px]]<br />Ogre<br />
| {{icon|th damage|32px|Thermal damage}}<br />
| {{icon|ki damage|32px|Kinetic damage}}<br />
| rowspan=4 style="background-image: linear-gradient(#00AA00, #AA0000); background-color: #111111; width:0em;" |<br />
| | +23% <br />
| rowspan=4 style="background-image: linear-gradient(#AA0000, #00AA00); background-color: #111111; width:0em;" | <br />
|<br />
|-<br />
| <!--'''Caldari'''-->{{icon|caldari|70px|Caldari State}}<br />
| [[Image:Hornet.png|60px]]<br />Hornet<br />
| [[Image:Vespa.png|60px]]<br />Vespa<br />
| [[Image:Wasp.png|60px]]<br />Wasp <br />
| {{icon|ki damage|32px|Kinetic damage}}<br />
| {{icon|th damage|32px|Thermal damage}}<br />
| +15%<br />
| +13%<br />(+13%)<br />
|-<br />
| <!--'''Amarr'''-->{{icon|amarr|70px|Amarr Empire}}<br />
| [[Image:Acolyte.png|60px]]<br />Acolyte <br />
| [[Image:Infiltrator.png|60px]]<br />Infiltrator <br />
| [[Image:Praetor.png|60px]]<br />Praetor <br />
| {{icon|em damage|32px|EM damage}}<br />
| {{icon|th damage|32px|Thermal damage}}<br />
| +8%<br />
| +37%<br />(+26%)<br />
|-<br />
| <!--'''Minmatar''' -->{{icon|minmatar|70px|Minmatar Republic}}<br />
| [[Image:Warrior.png|60px]]<br />Warrior<br />
| [[Image:Valkyrie.png|60px]]<br />Valkyrie<br />
| [[Image:Berserker.png|60px]]<br />Berserker<br />
| {{icon|ex damage|32px|Explosive damage}}<br />
| {{icon|ki damage|32px|Kinetic damage}}<br />
| <br />
| +50%<br />(+36%)<br />
|-<br />
| colspan=10 style="background-color:#222222;text-align:left;font-size:95%;line-height:130%;font-weight:normal;" | All drones do the primary damage type.<br />'Integrated' and 'Augmented' drones do a mix of the primary and secondary damage types. <br />
|}<br />
<br />
Please note that you can hover over the titles for an explanation of the terms and units.<br />
<br />
{| class="wikitable collapsible collapsed drones"<br />
|+ '''Drone attributes'''<br />
! Faction<br />
! Drone<br />
! <span style="cursor:help;" title="Damage per second.">DPS</span><br />
! <span style="cursor:help;" title="Activated when approaching targets and not firing.">MWD Speed</span><br />
! <span style="cursor:help;" title="Orbiting distance (m) and velocity (m/s).">Orbit</span><br />
! <span style="cursor:help;" title="Tracking (rad/sec)">Tracking</span><br />
! <span style="cursor:help;" title="Optimal + falloff weapon range (m).">Weapon range</span><br />
! <span style="cursor:help;" title="Effective hit points">EHP</span><br />
|-<br />
|Amarr<br />
|Acolyte I<br />
|7.0 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 3850 m/s<br />
|800 m {{icon|orbit|24px}} 830 m/s<br />
|2.49 {{icon|tracking|24px}}<br />
|2400+2000 m {{icon|range|24px|First falloff: 4400 m}}<br />
|500 {{icon|hull|24px}}<br />
|-<br />
|Caldari<br />
|Hornet I<br />
|7.5 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 3150 m/s<br />
|800 m {{icon|orbit|24px}} 745 m/s<br />
|2.04 {{icon|tracking|24px}}<br />
|2400+2000 m {{icon|range|24px|First falloff: 4400 m}}<br />
|500 {{icon|hull|24px}}<br />
|-<br />
|Gallente<br />
|Hobgoblin I<br />
|8.0 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 2800 m/s<br />
|700 m {{icon|orbit|24px}} 660 m/s<br />
|1.815 {{icon|tracking|24px}}<br />
|2100+2000 m {{icon|range|24px|First falloff: 4100 m}}<br />
|400 {{icon|hull|24px}}<br />
|-<br />
|Minmatar<br />
|Warrior I<br />
|6.5 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 4200 m/s<br />
|700 m {{icon|orbit|24px}} 900 m/s<br />
|2.70 {{icon|tracking|24px}}<br />
|2100+2000 m {{icon|range|24px|First falloff: 4100 m}}<br />
|400 {{icon|hull|24px}}<br />
|-<br />
| colspan=8 style="background-color:#222222;line-height:0.5em;" | &nbsp;<br />
|-<br />
|Amarr<br />
|Infiltrator I<br />
|11.2 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 2300 m/s<br />
|1600 m {{icon|orbit|24px}} 525 m/s<br />
|0.80 {{icon|tracking|24px}}<br />
|4800+3000 m {{icon|range|24px|First falloff: 7800 m}}<br />
|1000 {{icon|hull|24px}}<br />
|-<br />
|Caldari<br />
|Vespa I<br />
|12.0 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 1890 m/s<br />
|1600 m {{icon|orbit|24px}} 470 m/s<br />
|0.65 {{icon|tracking|24px}}<br />
|4800+3000 m {{icon|range|24px|First falloff: 7800 m}}<br />
|1000 {{icon|hull|24px}}<br />
|-<br />
|Gallente<br />
|Hammerhead I<br />
|12.8 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 1680 m/s<br />
|1400 m {{icon|orbit|24px}} 440 m/s<br />
|0.58 {{icon|tracking|24px}}<br />
|4200+3000 m {{icon|range|24px|First falloff: 7200 m}}<br />
|800 {{icon|hull|24px}}<br />
|-<br />
|Minmatar<br />
|Valkyrie I<br />
|10.4 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 2500 m/s<br />
|1400 m {{icon|orbit|24px}} 550 m/s<br />
|0.87 {{icon|tracking|24px}}<br />
|4200+3000 m {{icon|range|24px|First falloff: 7200 m}}<br />
|800 {{icon|hull|24px}}<br />
|-<br />
| colspan=8 style="background-color:#222222;line-height:0.5em;" | &nbsp;<br />
|-<br />
|Amarr<br />
|Praetor I<br />
|22.4 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 1380 m/s<br />
|3200 m {{icon|orbit|24px}} 320 m/s<br />
|0.63 {{icon|tracking|24px}}<br />
|4800+5000 m {{icon|range|24px|First falloff: 9800 m}}<br />
|2000 {{icon|hull|24px}}<br />
|-<br />
|Caldari<br />
|Wasp I<br />
|24.0 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 1125 m/s<br />
|3200 m {{icon|orbit|24px}} 280 m/s<br />
|0.54 {{icon|tracking|24px}}<br />
|4800+5000 m {{icon|range|24px|First falloff: 9800 m}}<br />
|2000 {{icon|hull|24px}}<br />
|-<br />
|Gallente<br />
|Ogre I<br />
|25.6 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 1000 m/s<br />
|2800 m {{icon|orbit|24px}} 250 m/s<br />
|0.45 {{icon|tracking|24px}}<br />
|4200+5000 m {{icon|range|24px|First falloff: 9200 m}}<br />
|1600 {{icon|hull|24px}}<br />
|-<br />
|Minmatar<br />
|Berserker I<br />
|20.8 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 1500 m/s<br />
|2800 m {{icon|orbit|24px}} 350 m/s<br />
|0.71 {{icon|tracking|24px}}<br />
|4200+5000 m {{icon|range|24px|First falloff: 9200 m}}<br />
|1600 {{icon|hull|24px}}<br />
|-<br />
| colspan=8 style="background-color:#222222;line-height:0.5em;" | &nbsp;<br />
|-<br />
|<br />
|Gecko <ref name="Gecko">The Gecko is a cross between a heavy and a fighter drone, which was given out for free to every pilot before the Kronos expansion. It can be flown by subcapital ships, but requires 50 Mbit/s of bandwidth (twice as much as a heavy drone) and deals omni-damage (ie its damage is split equally between the four damage types). It requires the same skills to fly as a Tech 1 heavy drone, and there are no Tech 2 or other variants of it.</ref><br />
|65.6 <br />
|{{icon|vel|24px}} 1820 m/s<br />
|3200 m {{icon|orbit|24px}} 400 m/s<br />
|0.85 {{icon|tracking|24px}}<br />
|4800+5000 m {{icon|range|24px|First falloff: 9800 m}}<br />
|6140 {{icon|hull|24px}}<br />
|}<br />
<br />
<small><references></references></small><br />
<br />
<br />
<br />
In addition to the basic Tech 1 drones (described above), there are four other [[Techs, Tiers and Meta levels|variants]] of drone within each race's light/medium/heavy drone lineup:<br />
<br />
*A '''{{co|wheat|Faction}}''' drone, available from [[Loyalty Points|LP stores]]. They don't require additional skills to use (beyond those required for the Tech 1 drones). They have a very large number of hit points, but slightly lower damage than their Tech 2 counterparts. <br />
*A '''{{co|wheat|Tech 2}}''' drone, which is more powerful (better speed, damage, and hit points) than its Tech 1 counterpart, but requires additional skills to use. <br />
*'''{{co|wheat|'Integrated'}}''' and '''{{co|wheat|'Augmented'}}''' drones, which can be thought of as enhanced Tech 1 drone and Tech 2 drones, respectively. These drones are produced from the components found in NPC rogue drone wrecks. They need the same skills to use as Tech 1 and Tech 2 drones, respectively, but have slightly improved stats. The damage they do is split between the race's primary and secondary damage types (unlike all other types of subcapital combat drones, which deal only the race's primary damage type). However, the 'integrated' drones are fairly rare and therefore very expensive. <br />
<br />
The table below lists the stats of these drone variants, using the Tech 1 drones as a baseline. <br />
<br />
{| class="wikitable collapsible drones" <br />
! Variant<br />
! <span style="cursor:help;" title="Damage per second">DPS</span><br />
! <span style="cursor:help;" title="Speed (MWD on)">Speed</span><br />
! <span style="cursor:help;" title="Orbiting velocity">Orbit</span><br />
! <span style="cursor:help;" title="Effective hit points">EHP</span><br />
! <span style="cursor:help;" title="Minimum skills required">Skills</span><br />
|-<br />
| Tech 1 <br />
|<br />
|<br />
|<br />
|<br />
| (Size) Drone Operation I<br />
|-<br />
| 'Integrated'<br />
| +15%<br />
| {{icon|vel|24px}} +10%<br />
| +10% {{icon|orbit|24px}}<br />
| +10% {{icon|hull|24px}}<br />
| (Size) Drone Operation I<br />
|-<br />
| Faction<br />
| +20%<br />
| {{icon|vel|24px}} +20%<br />
| +20% {{icon|orbit|24px}}<br />
| +100% {{icon|hull|24px}}<br />
| (Size) Drone Operation I<br />
|-<br />
| Tech 2<br />
| +22% to +30%<ref name="T2">Tech 2 and 'Augmented' drones gain an additional +2% damage for every level of the appropriate racial drone specialization skill (e.g. {{sk|Amarr Drone Specialization}} for Amarr drones) you have trained.</ref><br />
| {{icon|vel|24px}} +20%<br />
| +20% {{icon|orbit|24px}}<br />
| +20% {{icon|hull|24px}}<br />
| (Size) Drone Operation V<br />(Race) Drone Specialization I<br />
|-<br />
| 'Augmented'<br />
| +34% to +42%<ref name="T2"></ref><br />
| {{icon|vel|24px}} +32%<br />
| +20% {{icon|orbit|24px}}<br />
| +80% {{icon|hull|24px}}<br />
| (Size) Drone Operation V<br />(Race) Drone Specialization I<br />
|}<br />
<br />
<small><references></references></small><br />
<br />
=== Sentry Drones ===<br />
Sentries are immobile drones that serve as stationary gun platforms. They are carried in a ship's drone bay and launched as needed. However, they cannot move and must be picked up physically at the conclusion of an engagement.<br />
<br />
At the same size (25m³) and bandwidth (25Mbit/sec) as heavy drones, sentries are powerful, long range damage dealers. Their immobility and somewhat low tracking speeds makes them most effective against slower, larger targets, and generally they are deployed from battleships or similar combat vessels.<br />
<br />
Sentry drones begin with approximately 2800 HP of defense (shields, armor, structure). They are incapacitated after being 75% damaged.<br />
<br />
Although each type of sentry drone does the damage typical of its racial affiliation, drone choice often has to do with relative damage, range, and tracking. These are summarized here, with the detailed numerical data shown next.<br />
<br />
'''''Notes'''''<br />
*The Warden has the longest range. Targets are generally drawn straight towards it from far away, which offsets its slow tracking and smaller damage factor. <br />
*The short-ranged Garde has the fastest tracking and damage factor. This makes it more effective than the others as a close defense.<br />
*The Bouncer and Curator are in the middle and somewhat comparable; the Curator having a higher tracking speed and slightly higher damage factor, while the Bouncer has a longer range.<br />
<br />
{| class="wikitable" style="text-align:left; font-size:100%;"<br />
|+ '''Sentry Drones: Comparison'''<br />
! scope="col" width="60px" style="background-color:#222222;"| Name <br />
! scope="col" width="60px" style="background-color:#222222;"| Race <br />
! scope="col" width="40px" style="background-color:#222222;" | Range<br />
! scope="col" width="40px" style="background-color:#222222;"| Tracking<br />
! scope="col" width="70px" style="background-color:#222222;"| Damage (type)<br />
|-<br />
|| Bouncer || Minmatar ||align="center" | + ||align="center"| - ||align="center"|- {{icon|ex damage|18px|Explosive damage}}<br />
|-<br />
|| Curator || Amarr ||align="center"| - ||align="center"| + ||align="center"|+ {{icon|em damage|18px|EM damage}}<br />
|-<br />
|| Garde || Gallente ||align="center" | --||align="center"| ++||align="center"|++ {{icon|th damage|18px|Thermal damage}}<br />
|-<br />
|| Warden || Caldari ||align="center"| ++||align="center" |--||align="center"|-- {{icon|ki damage|18px|Kinetic damage}}<br />
|}<br />
<br />
{| class="wikitable sortable collapsible collapsed" style="text-align:left; font-size:80%;"<br />
|+ '''Sentry Drones Attributes'''<br />
|+ ''+ Shows T2 Values If Different''<br />
! scope="col" width="60px" style="background-color:#222222;"| Name<br />
! scope="col" width="40px" style="background-color:#222222;"| Race <br />
! scope="col" width="40px" style="background-color:#222222;"|Damage Type<br />
! scope="col" width="40px" style="background-color:#222222;"| Optimal (km) +TII<br />
! scope="col" width="40px" style="background-color:#222222;"| Falloff (km) +TII<br />
! scope="col" width="40px" style="background-color:#222222;"| Tracking (rad) +TII<br />
! scope="col" width="40px" style="background-color:#222222;"| Damage (hp)<br />
! scope="col" width="40px" style="background-color:#222222;"| Damage Modifier (%)<br />
|-<br />
|| [[Image:Bouncer.png|30px]] Bouncer|| Minmatar || {{icon|ex damage|24px|Explosive damage}} || 35 +7 ||40 +8 ||.016 +003 || 64 || 1.5 <br />
|-<br />
|| [[Image:Curator.png|30px]] Curator || Amarr || {{icon|em damage|24px|EM damage}} || 35 +7 ||10 +2 ||.023 +.005 || 64 || 1.6<br />
|-<br />
|| [[Image:Garde.png|30px]] Garde|| Gallente|| {{icon|th damage|24px|Thermal damage}} || 20 +4||15 +3||.030 +.006|| 64 || 1.7<br />
|-<br />
|| [[Image:Warden.png|30px]] Warden|| Caldari || {{icon|ki damage|24px|Kinetic damage}} || 50 +10||35 +7||.010 +002|| 64 || 1.4<br />
|}<br />
<br />
Like the light-heavy drones, the sentry drones too have faction variants. Though no 'integrated' or 'augmented' sentries exist as only the navy variants are available.<br />
*T2 drones do the same base damage as do T1s. However, they have longer range and better tracking.<br />
*T2 sentry drones gain additional damage bonus from the trained racial drone specialization skill level.<br />
*Faction variants do the same damage as T1 and T2 drones. They have the same range as T2 sentry drones, but higher tracking speeds and are stronger defensively. T2 drones are boosted by the racial drone specialization skill; faction drones are not.<br />
<br />
{| class="wikitable collapsible drones" <br />
! Variant<br />
! <span style="cursor:help;" title="Damage per second">DPS</span><br />
! <span style="cursor:help;" title="Optimal and falloff">Range</span><br />
! <span style="cursor:help;" title="Tracking">Tracking</span><br />
! <span style="cursor:help;" title="Effective hit points">EHP</span><br />
! <span style="cursor:help;" title="Minimum skills required">Skills</span><br />
|-<br />
| Tech 1 <br />
|<br />
|<br />
|<br />
|<br />
| Sentry Drone Operation I<br />
|-<br />
| Faction<br />
| Same<br />
| {{icon|range|24px}} +20%<br />
| {{icon|tracking|24px}} +26%<br />
| {{icon|hull|24px}} +80%<br />
| Sentry Drone Operation I<br />
|-<br />
| Tech 2<br />
| +2% to +10%<ref name="T2">Tech 2 sentry drones gain an additional +2% damage for every level of the appropriate racial drone specialization skill (e.g. {{sk|Amarr Drone Specialization}} for Amarr drones) you have trained.</ref><br />
| {{icon|range|24px}} +20%<br />
| {{icon|tracking|24px}} +20%<br />
| {{icon|hull|24px}} +20%<br />
| Sentry Drone Operation V<br />(Race) Drone Specialization I<br />
|}<br />
<small><references></references></small><br />
<br />
==== Strategy and tactics ====<br />
Most players recommend treating sentry drones as if they were a second set of guns. Deploy a full flight within range of your targets and turn them on - and then then use your ship to defend the drones, shooting the smaller, faster ships that will be the first to arrive. Given the power of the drones, the larger, slower ships will likely be killed ''before'' they can arrive. If they do arrive, however, and if any drones are damaged, pick them up and replace them. (Remember that sentry drones cannot fly back to your ship ... you must physically go and get them.) If things get too hot, pick up all your drones, run out to range, drop the drones again, and continue the fight. This approach is is sometimes described as boring, but it is effective and relatively safe.<br />
<br />
'''Pros and Cons'''<br />
<br />
Sentry Drones trade mobility for range. Their damage is somewhat lower than that of heavy combat drones, but heavy drones waste considerable time flying from enemy to enemy whereas the sentry drones can retarget new enemies very quickly.<br />
<br />
Pro<br />
*High damage at long range<br />
*No travel time; re-targeting is very fast<br />
*Can be picked up if damaged, so not as often destroyed<br />
*Easy to redeploy if different damage type is needed<br />
*The only drone type that has a specific bonus rig<br />
<br />
Con<br />
*Immobility means that targets must stay in range<br />
*Effectiveness drops off if targets get too close<br />
*Cannot travel; must be picked up<br />
*All damage types not available at all ranges<br />
<br />
== Electronic warfare drones ==<br />
{{see also|Electronic warfare}}<br />
Electronic warfare (EW) drones apply electronic warfare (EWAR) to their target. Each race's drones apply their racial type of EWAR:<br />
* Amarr EW drones apply tracking disruption (TD)<br />
* Caldari EW drones apply electronic countermeasures (ECM)<br />
* Gallente EW drones apply sensor dampening (SD)<br />
* Minmatar EW drones apply target painting (TP)<br />
<br />
Each race has three EW drones, based on their light, medium and heavy combat drones. The type of EWAR is indicated by a two-letter abbreviation in the drone's name, while the size is indicated by the numbers 300 (small), 600 (medium) and 900 (large). So, for example, the small sensor dampening drone is called a Hobgoblin SD-300 (based on the Hobgoblin light drone), while the medium tracking disruption drone is called a Valkyrie TD-600 (based on the Valkyrie medium drone). <br />
<br />
Unlike module-based EWAR, the strength of their EWAR is not affected by ship bonuses, skills, rigs, or modules. Also, since the EWAR effects are [[Stacking penalties|stacking penalized]] with other EWAR drones and module-based EWAR, so, starting from the the third or fourth EWAR source, additional drones will have very little additional effect. ECM drones (like ECM modules) are not stacking-penalized. <br />
<br />
EWAR drones have the same bandwidth and drone bay space requirements as their combat drone counterparts, but tend to be more fragile. <br />
<br />
In order to use EW drones you need to train {{sk|Advanced Drone Avionics|icon=yes}}. Additionally, each class of EW drones needs training in its EWAR skill (e.g. tracking disruption drones need the tracking disruptor skill {{sk|Weapon Disruption|icon=yes}}). <br />
<br />
<br />
<br />
Tracking disruption drones cannot be scripted (i.e. they will always reduce both an enemy's tracking speed and their turret range). For comparison, a Tracking Disruptor I module has a -15.3% reduction in enemy tracking and range (and can be scripted to -30.6% in either one or the other). This can be increased to -19.1% with all skills at level V, and -26.3% when flying a dedicated EWAR ship (e.g. an [[Arbitrator]]) (-52.6 with scripted EWAR ship). <br />
<br />
Tracking disruption drones need {{sk|Weapon Disruption|III|icon=yes}}. <br />
<br />
{| class="wikitable drones" <br />
|+Tracking disruption drones<br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Reduction in enemy tracking speed.">Tracking</span><br />
! style="cursor:help" | <span title="Reduction in enemy turret range (optimal and falloff).">Range</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Acolyte TD-300<br />
| -5%<br />
| -5%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Infiltrator TD-600 <br />
| -12%<br />
| -12%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Praetor TD-900 <br />
| -25%<br />
| -25%<br />
|- <br />
|}<br />
<br />
<br />
<br />
<br />
ECM drones act like multispectral jammers (i.e. they have the same jam strength against all four sensor types). For comparison, the Multispectral Jammer I module has a jam strength of 2, which can be increased to 2.5 with all skills at level V, and over 4 when flying a dedicated EWAR ship (e.g. a [[Blackbird]]). When a ship is jammed by ECM drones they can only target the ECM drones that jam tem allowing the drone owning ship to avoid target locks.<br />
<br />
ECM drones need {{sk|Electronic Warfare|III|icon=yes}}. <br />
<br />
{| class="wikitable drones" <br />
|+ECM drones<br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Jamming strength (all sensor types).">Jam strength</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Hornet EC-300<br />
| 1<br />
|-<br />
| style="text-align:left; background-color:#333333" | Vespa EC-600<br />
| 1.5<br />
|-<br />
| style="text-align:left; background-color:#333333" | Wasp EC-900<br />
| 2<br />
|- <br />
|}<br />
<br />
<br />
<br />
<br />
Sensor dampening drones cannot be scripted (i.e. they will always reduce both an enemy's targeting range and their scan resolution). For comparison, a Remote Sensor Dampener I module has a -13.7% reduction in enemy targeting range and scan resolution (and can be scripted to -27.4% in either one or the other). This can be increased to -34.2% with all skills at level V, and -47.1% when flying a dedicated EWAR ship (e.g. a [[Celestis]]). <br />
<br />
Sensor dampening drones need {{sk|Sensor Linking|III|icon=yes}}. <br />
<br />
{| class="wikitable drones" <br />
|+Sensor dampening drones<br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Reduction in enemy targeting range.">Targeting range</span><br />
! style=";cursor:help" | <span title="Reduction in enemy scan resolution.">Scan resolution</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Hobgoblin SD-300<br />
| -8%<br />
| -8%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Hammerhead SD-600<br />
| -12%<br />
| -12%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Ogre SD-900<br />
| -25%<br />
| -25%<br />
|- <br />
|}<br />
<br />
<br />
<br />
<br />
For comparison, a Target Painter I module increases the enemy's signature radius by 20%. This can be increased to 25% with all skills at level V, and 34.3% when flying a dedicated EWAR ship (e.g. a [[Bellicose]]).<br />
<br />
Target painting drones need {{sk|Target Painting|III|icon=yes}}.<br />
<br />
{| class="wikitable drones" <br />
|+Target painting drones<br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Increase in enemy's signature radius." >Signature radius</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Warrior TP-300<br />
| +4%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Valkyrie TP-600<br />
| +8%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Berserker TP-900<br />
| +20%<br />
|- <br />
|}<br />
<br />
== Combat utility drones ==<br />
<br />
Similar to EWAR drones, these perform auxiliary tasks in combat. Just like EW drones, ship bonuses, skill bonuses, rigs, or modules do not increase the amount of capacitor neutralized or the speed reduction. <br />
<br />
<br />
<br />
These drones drain a fixed amount of energy from the target ship's capacitor (working in a similar manner to energy neutralizers, also called "neuts"), and are not stacking-penalized. They come in three sizes, are based on Amarr combat drones, and operate on a 6-second cycle (like small neuts). For comparison, the Tech 1 small, medium and large Energy Neutralizer modules neutralize 45 GJ, 75 GJ, and 125 GJ every 6 seconds<ref>The medium and large neuts operate on 12 and 24-second cycles, respectively, but this way of presenting the numbers makes comparisons easier.</ref>, respectively.<br />
<br />
Energy neutralizing drones are occasionally used to cap out tackle frigates or to keep a neuted target at zero capacitor.<br />
<br />
Just like EW drones, these drones need {{sk|Advanced Drone Avionics|icon=yes}} and the EW skill {{sk|Capacitor Emission Systems|III|icon=yes}}. <br />
<br />
{| class="wikitable drones" <br />
|+Energy neutralizing drones<br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Amount of capacitor neutralized per cycle (6 seconds)." >Capacitor neutralized</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Acolyte EV-300<br />
| 5 GJ<br />
|-<br />
| style="text-align:left; background-color:#333333" | Infiltrator EV-600<br />
| 10 GJ<br />
|-<br />
| style="text-align:left; background-color:#333333" | Praetor EV-900<br />
| 25 GJ<br />
|- <br />
|}<br />
<br />
<br />
<br />
<br />
Stasis webifier drones work much like Stasis Webifier modules ("webs"), slowing the sub-light speed of the target, making them easier to hit and damage. They are stacking-penalized with other SW drones or with normal web modules. For comparison, a Stasis Webifier I module reduces the target's speed by 50%. <br />
<br />
To use these drones, train {{sk|Drone Navigation|icon=yes}} and {{sk|Propulsion Jamming|III|icon=yes}} (which is also needed for stasis webifier modules).<br />
<br />
{| class="wikitable drones" <br />
|+Statis webifier drones<br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Reduction in enemy ship's speed.">Speed</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Warrior SW-300<br />
| -5%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Valkyrie SW-600<br />
| -10%<br />
|-<br />
| style="text-align:left; background-color:#333333" | Berserker SW-900<br />
| -20%<br />
|- <br />
|}<br />
<br />
== Logistics drones ==<br />
{{see also|Logistics}}<br />
These drones repair their targets. Unfortunately, you cannot target your own ship, and therefore you can't use your logistics drones to repair your own ship (you can, however, use them to repair your own drones). There are Tech 1 and Tech 2 drones, in three sizes (light, medium and heavy, each based on the respective combat drone), which repair either shield, armor or hull damage. The Tech 2 drones receive a 20% boost to repair amount, hit points, speed, and orbital velocity, but require {{sk|Repair Drone Operation|V|icon=yes}}.<br />
<br />
The hull repair drones are half as effective as the shield and armor counterparts. All logistics drones need {{sk|Repair Drone Operation|icon=yes}} as well as the skills for remote repair modules ({{sk|Shield Emission Systems|icon=yes}}, {{sk|Remote Armor Repair Systems|icon=yes}}, and {{sk|Remote Hull Repair Systems|icon=yes}}, respectively). <br />
<br />
For comparison, the small, medium and large remote shield and armor repair modules repair 80 HP, 160 HP, and 320 HP every 5 seconds, respectively.<br />
<br />
{| class="wikitable drones" <br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Shield HP repaired per cycle (5 seconds).">Shield repair</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Light Shield Maintenance Bot I<br />
| 12 HP<br />
|-<br />
| style="text-align:left; background-color:#333333" | Medium Shield Maintenance Bot I<br />
| 24 HP<br />
|-<br />
| style="text-align:left; background-color:#333333" | Heavy Shield Maintenance Bot I<br />
| 60 HP<br />
|- <br />
|}<br />
<br />
{| class="wikitable drones" <br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Armor HP repaired per cycle (5 seconds).">Armor repair</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Light Armor Maintenance Bot I<br />
| 12 HP<br />
|-<br />
| style="text-align:left; background-color:#333333" | Medium Armor Maintenance Bot I<br />
| 24 HP<br />
|-<br />
| style="text-align:left; background-color:#333333" | Heavy Armor Maintenance Bot I<br />
| 60 HP<br />
|- <br />
|}<br />
<br />
{| class="wikitable drones" <br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Hull HP repaired per cycle (5 seconds).">Hull repair</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Light Hull Maintenance Bot I<br />
| 6 HP<br />
|-<br />
| style="text-align:left; background-color:#333333" | Medium Hull Maintenance Bot I<br />
| 12 HP<br />
|-<br />
| style="text-align:left; background-color:#333333" | Heavy Hull Maintenance Bot I<br />
| 30 HP<br />
|- <br />
|}<br />
<br />
== Salvage drones ==<br />
{{see also|Salvaging}}<br />
Salvage drones work like Salvager modules, and extract salvage from the wrecks of destroyed ships. The Salvage Drone I (the only variant) needs 5 m<sup>3</sup> of drone bay space and 5 Mbit/s of bandwidth (like a light combat drone). It has a lower chance to salvage wrecks than the salvager modules (3% base access difficulty, compared with 5% and 7% for the Tech 1 and Tech 2 modules, respectively). This can be increased by training {{sk|Salvage Drone Operation|icon=yes}}, allowing them (if trained to level V) to salvage any wreck in EVE except for advanced [[Sleeper]] wrecks. Their chance to salvage cannot be improved by other skills, or by modules, rigs or implants. Just like for salvager modules, salvage drones do not loot wrecks; if a wreck containing loot is salvaged, the loot is left in a container in space. <br />
<br />
Salvage drones can automatically salvage any nearby (up to edge of the player's drone control range) wrecks, as long as they belong to the player or their fleet/corporation. Additionally, they can be specifically ordered to salvage wrecks belonging to other players (marked in yellow on the [[overview]]), although this must be done manually for each wreck. When a drone successfully salvages a wreck, it will return to your ship to drop off the salvage (into your ship's cargo bay) before immediately heading back out into space. Salvage drones don't have a MWD, and are therefore are very slow (about 10% slower than the slowest heavy drone), so salvaging more distant wrecks may take some time.<br />
<br />
Making salvage drones salvage wrecks automatically can be tricky. If you target a wreck and command your drones to salvage it they will not move to a new wreck after they are done. Instead you need to have no wrecks targeted and then select a wreck (by clicking), then command your drones to salvage. After this the salvage drones will keep on salvaging all wrecks that are in range.<br />
<br />
== Mining drones ==<br />
:''See also: [[ORE_Basic_Ship_and_Skill_Guide#Drones|Ore Ship Guide: Mining Drones]]<br />
As their name suggests, these drones [[mining|mine]] [[Asteroids and Ore|ore from asteroids]].<br />
<br />
Mining drones will mine the targeted asteroid for one cycle (60 seconds), then return to your ship, drop off the mined ore (into your cargo bay or ore hold), and fly back to the asteroid to continue mining. Since these drones don't have a MWD, they are very slow (about half as fast as heavy combat drones), and therefore it's important to keep your ship as close as possible to the asteroid they are mining, to avoid losing too much time in transit. Training {{sk|Mining Drone Operation|icon=yes}} and {{sk|Drone Interfacing|icon=yes}} improves their mining yield, and training {{sk|Drone Navigation|icon=yes}} increases their speed. <br />
<br />
For comparison, a Miner I mining module can mine 40&nbsp;m<sup>3</sup>/min of ore. There are no mining drones for [[Gas Cloud Mining|gas]] harvesting.<br />
<br />
{| class="wikitable drones" <br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Volume required in drone bay (m3) and drone bandwidth required (MBit/s).">Volume/Bandwidth</span><br />
! style="cursor:help" | <span title="Volume of ore mined per minute (m³/min).">Ore yield</span><br />
! style="cursor:help" | <span title="Drone flight speed.">Speed</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Civilian Mining Drone<br />
| 5<br />
| 13<br />
| 300 m/s<br />
|-<br />
| style="text-align:left; background-color:#333333" | Mining Drone I<br />
| 5<br />
| 25<br />
| 400 m/s<br />
|-<br />
| style="text-align:left; background-color:#333333" | [[File:Icon tech2.png|16px]] Mining Drone II<br />
| 5 <br />
| 33<br />
| 500 m/s<br />
|- <br />
| style="text-align:left; background-color:#333333" | [[File:Icon faction.png|16px]] 'Augmented' Mining Drone<br />
| 5<br />
| 37 <br />
| 550 m/s<br />
|- <br />
| style="text-align:left; background-color:#333333" | [[File:Icon faction.png|16px]] Harvester Mining Drone<br />
| 10<br />
| 42 <br />
| 350 m/s<br />
|-<br />
|- <br />
| style="text-align:left; background-color:#333333" | [[File:Icon faction.png|16px]]'Excavator' Mining Drone<ref name="rorqOnly">Can only be used by the [[Rorqual]]</ref><br />
| 750/25<br />
| 220 <br />
| 200 m/s<br />
|}<br />
<small><references></references></small><br />
<br />
<br />
<br />
<br />
Ice harvesting drones [[Ice Mining|gather ice]] from ice asteroids. These drones operate identically to mining drones, except their cycles are longer and they only harvest one unit of ice at a time. <br />
<br />
For comparison, an Ice Harvester I module has a cycle time of 220 seconds.<br />
<br />
{| class="wikitable drones" <br />
! style="text-align:left" | Drone<br />
! style="cursor:help" | <span title="Volume required in drone bay (m3) and drone bandwidth required (MBit/s).">Volume/Bandwidth</span><br />
! style="cursor:help" | <span title="Volume of ore mined per minute (m³/min).">Cycle time</span><br />
! style="cursor:help" | <span title="Drone flight speed.">Speed</span><br />
|-<br />
| style="text-align:left; background-color:#333333" | Ice Harvesting Drone I<br />
| 50<br />
| 330 s<br />
| 200 m/s<br />
|-<br />
| style="text-align:left; background-color:#333333" | [[File:Icon tech2.png|16px]] Ice Harvesting Drone II<br />
| 50 <br />
| 300 s<br />
| 250 m/s<br />
|- <br />
| style="text-align:left; background-color:#333333" | [[File:Icon faction.png|16px]] 'Augmented' Ice Harvesting Drone<br />
| 50<br />
| 280 s <br />
| 275 m/s<br />
|- <br />
| style="text-align:left; background-color:#333333" | [[File:Icon faction.png|16px]]'Excavator' Ice Harvesting Drone<ref name="rorqOnly">Can only be used by the [[Rorqual]]</ref><br />
| 750/25<br />
| 225 s<br />
| 100 m/s<br />
|}<br />
<small><references></references></small><br />
<br />
== Skills ==<br />
:''See also: [[Skills:Drones]]''<br />
<br />
'''Basic skills:'''<br><br />
* {{sk|Drones|mult=yes|price=yes}}: Allows you to operate 1 drone per level (up to 5 at level V). This is the foundation skill of any drone pilot, should be trained to at least level III as a top priority, and to level V soon after (at latest when you start flying ships with 25m<sup>3</sup> drone bays or larger). <br />
<br />
'''Combat drone skills:'''<br><br />
These skills allow you to use light, medium, heavy, and sentry combat drones, respectively. Level V is needed for Tech 2 and 'Augmented' drones; all others only need level I. Additionally, these skills increase the damage of their respective drone group by 5% per level. Note that you don't need any skills to load drones into your drone bay; you only need the skills to launch and control them. <br />
* {{sk|Light Drone Operation|mult=yes|price=yes}}. Requires {{sk|Drones|III}}. <br />
* {{sk|Medium Drone Operation|mult=yes|price=yes}}. Requires {{sk|Drones|III}}. <br />
* {{sk|Heavy Drone Operation|mult=yes|price=yes}}. Requires {{sk|Drones|V}}. <br />
* {{sk|Sentry Drone Interfacing|mult=yes|price=yes}}. Requires {{sk|Drones|V}}, {{sk|Drone Sharpshooting|IV}}, and {{sk|Drone Interfacing|IV}}. <br />
<br />
'''Improved drone performance skills:'''<br><br />
These are the "drone support skills", which improve the performance of your drones. Nearly every skill requires {{sk|Drones|icon=yes}} to level IV or V. <br />
* {{sk|Drone Interfacing|mult=yes|price=yes}}: Increases your drones' damage (and mining yield for mining drones) by 10% per level. Train this to level IV quickly to make your drones much more effective (level IV is the equivalent of having two extra drones in space); the long train to level V is worth it if you're specializing in drones, or as a prerequisite for capital ship drones. <br />
* {{sk|Drone Durability|mult=yes|price=yes}}: Increases the shield, armor, and structure hit points (HP) of your drones by 5% per level. Useful to make (particularly your more expensive) drones live longer, but is not a high-priority skill. <br />
* {{sk|Drone Avionics|mult=yes|price=yes}}: Increases your drone control range by 5km per skill level, and allows you to use Drone Link Augmentor modules (which increase your drone control range even further). Training this skill is vital for sentry drone users, and moderately useful for other combat drones. <br />
* {{sk|Advanced Drone Avionics|mult=yes|price=yes}}: In addition to unlocking EW drones (see below), this skill also increases your drone control range by 3km per skill level. <br />
* {{sk|Drone Sharpshooting|mult=yes|price=yes}}: Increases your drones' optimal range (but not their falloff) by 5% per level, and allows you to use Omnidirectional Tracking Link and Omnidirectional Tracking Enhancer modules (which boost drone optimal range and tracking). This skill is vital for sentry drones, but less important for other drones. <br />
* {{sk|Drone Navigation|mult=yes|price=yes}}: Increases your drone's microwarpdrive speed by 5% per level, and allows you to use Drone Navigation Computer modules (which increase it even further). This skill is very important for users of heavy drones (and of no small benefit to light and medium drones).<br />
<br />
'''Racial drone specialization:'''<br><br />
These skills are requires to use each faction's Tech 2 and 'Augmented' drones. Additionally, they increase the damage of these drones (but not other drone types) by 2% per level. These skillbooks come from LP stores and therefore vary in price; they require {{sk|Drones|V|icon=yes}}. <br />
* {{sk|Amarr Drone Specialization|mult=yes|price=yes}}<br />
* {{sk|Caldari Drone Specialization|mult=yes|price=yes}}<br />
* {{sk|Gallente Drone Specialization|mult=yes|price=yes}}<br />
* {{sk|Minmatar Drone Specialization|mult=yes|price=yes}}<br />
<br />
'''Support drone skills:'''<br><br />
These skills unlock the electronic warfare (EW), combat utility, logistics, and mining drones. <br />
* {{sk|Mining Drone Operation|mult=yes|price=yes}}: Unlocks mining drones and increases their yield by 5% per level. <br />
* {{sk|Repair Drone Operation|mult=yes|price=yes}}: Unlocks logistics drones and increases their repair amount by 5% per level. Requires {{sk|Drones|V}}. <br />
* {{sk|Salvage Drone Operation|mult=yes|price=yes}}: Unlocks the salvage drone and increases its chance to salvage by 2% per level. Requires {{sk|Drones|IV}}. <br />
* {{sk|Advanced Drone Avionics|mult=yes|price=yes}}: Unlocks EW and energy neutralisation drones. Also increases your drone control range (see above), and requires {{sk|Drones|V}}. <br />
<br />
=== Spaceship Command ===<br />
Lastly, if you're flying a drone boat, training its [[Skills:Spaceship Command|spaceship command]] skill will often improve the performance of your drones considerably. For instance, if you're flying a Gallente [[Vexor]] cruiser, training {{sk|Gallente Cruiser|icon=yes}} gives a 10% bonus per skill level to your drones' damage and hit points. Unfortunately, these bonuses don't transfer to other ship classes or factions - your Gallente Cruiser skill won't help you to fly an Amarr [[Prophecy]] battlecruiser, or improve the performance of its drones - but if you're planning to flying a particular ship for a longer period of time, then investing skill training time here can be very beneficial.<br />
<br />
== Equipment ==<br />
Most drone modules fit into mid and low-slots, leaving the high-slots free for weapon or utility modules. All drone-enhancing modules affect both sub-capital drones and capital fighters equally.<br />
<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| High slot modules<br />
|-<br />
|[[File:Icon drone link augmentor i.png|link=|]]<br />
|'''{{co|wheat|Drone Link Augmentor}}''' increases your drone control range by 20km (24km for the Tech 2 variant). This module is particularly useful for sentry drones (allowing them to snipe distant targets), but less useful for other drones, as the travel time usually precludes using drones at long ranges. <br />
<br />
|-<br />
|[[File:Icon fighter support unit.png|link=|]]<br />
|'''{{co|wheat|Fighter support unit}}''' can only be fitted to capital ships, and allows you to launch one extra drone. This module, combined with the skill bonuses that carriers and supercarriers get, allows you to field large numbers of drones at once.<br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Medium slot modules<br />
<br />
|-<br />
|[[File:Icon drone navigation computer.png|link=|]]<br />
|'''{{co|wheat|Drone Navigation Computer}}''' increases your drones' microwarpdrive (MWD) speed by 25% (30% for the Tech 2 variant). Note that this doesn't affect their non-MWD speed (i.e. it will help them reach a target faster, but won't help them while orbiting the target). This module is particularly useful for heavy and fighter drones, allowing them to better catch up to faster ships.<br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Link}}''' increases your drones' tracking speed and weapon range (optimal and falloff). Great for sentry drones, less used for other drones although it can still improve their damage application, especially if you use your drones against smaller ships than intended (e.g. medium combat drones versus frigates). Just like [[Turrets#Related_Modules_Summary|turret tracking computer]] modules, these can be loaded with [[scripts]] to double either the tracking or the range bonus, at the cost of eliminating the other bonus. Unlike low-slot Omnidirectional Tracking Enhancer modules, they need to be activated to provide a benefit, and they need a little capacitor energy to run. <br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Low slot modules<br />
<br />
|-<br />
|[[File:Icon drone damage amplifier.png|link=|]]<br />
|'''{{co|wheat|Drone Damage Amplifier}}''' increases the damage your drones deal by 16% (23% for the Tech 2 variant). Keep in mind that (just like other damage-enhancing modules) its effects are subject to [[stacking penalties]]; nonetheless, most dedicated drone ships will fit at least one of these modules. <br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Enhancer}}''' increases your drones' tracking speed and weapon range (optimal and falloff). It's similar to the mid-slot Omnidirectional Tracking Link module, but provides slightly higher bonuses to range, and slightly lower bonuses to tracking. Also, it cannot be scripted, and is a passive module (i.e. it does not need to be activated and uses no capacitor energy). <br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Other<br />
<br />
|-<br />
|[[File:Module icon engineering rig tech.png|link=|]]<br />
|<br />
:''See also: [[Fitting_Modules_and_Rigs_Guide#Rigs|Rigs list]]''<br><br />
Various rigs improve drones byt the expense of the CPU of the ship.<br />
*'''{{co|wheat|Drone Control Range Augmentor}}''' Increases drone control range by 15km (20km for the Tech 2 rig).<br />
*'''{{co|wheat|Drone Durability Enhancer}}''' Increases drone hit points (shield, armor and structure) by 20% (25% for the Tech 2 rig). <br />
*'''{{co|wheat|Drone Mining Augmentor}}''' Increases mining drone yield by 10% (15% for the Tech 2 rig).<br />
*'''{{co|wheat|Drone Repair Augmentor}}''' Increases the amount repaired by repair drones by 10% (15% for the Tech 2 rig). <br />
*'''{{co|wheat|Drone Scope Chip}}''' Increases drone optimal weapons range by 15% (20% for the Tech 2 rig). <br />
*'''{{co|wheat|Drone Speed Augmentor}}''' Increases drone microwarpdrive (MWD) speed by 10% (15% for the Tech 2 rig).<br />
*'''{{co|wheat|Sentry Damage Augmentor}}''' Increases the damage done by sentry drones by 10% (15% for the Tech 2 rig). <br />
*'''{{co|wheat|Stasis Drone Augmentor}}''' Improves velocity decrease cause by your stasis webifier drones by 15% (20% for the Tech 2 rig).<br />
<br />
|-<br />
|[[File:Icon implant hardwiring.png|link=|]]<br />
| There are no "normal" implants for improving drones. Though four limited time implants exist that were obtainable from past events.<br />
* '''{{co|wheat|Overmind 'Hawkmoth' Drone Tuner S10-25T }}''' improves drone speed by 10% while reducing their structure, armor and shield capacity by 25%<br />
* '''{{co|wheat|Overmind 'Goliath' Drone Tuner T25-10S }}''' improves drone structure, armor and shield capacity by 10% while reducing their speed by 25%<br />
* '''{{co|wheat|CreoDron 'Bumblebee' Drone Tuner T10-5D }}''' improves drone structure, armor and shield capacity by 10% while reducing their damage by 5%<br />
* '''{{co|wheat|CreoDron 'Yellowjacket' Drone Tuner D5-10T }}''' improves drone damage by 5% while reducing their structure, armor snd shield capacity by 5%<br />
|}<br />
<br />
== External links ==<br />
* [http://forum.eveuniversity.org/viewtopic.php?f=166&t=57928 E-UNI forums: Drone boats PvP and PvE guide] (2012)<br />
* [http://community.eveonline.com/news/dev-blogs/giving-drones-an-assist/ Dev blog: Giving Drones an Assist] (2014)<br />
<br />
[[Category:Drones]]<br />
[[Category:Fitting]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139967Crowbar2018-12-05T14:29:50Z<p>Rothbard leviathan: /* When and how to call for Crowbars */ cleanup</p>
<hr />
<div>{{stub}}{{Template:Eunispecific}}<br />
<br />
[[File:Crowbar.jpg|thumb|300px|Artist rendedition of a Crowbar Griffin]]<br />
<br />
A '''Crowbar''' is a quick-response [[Electronic Countermeasures|ECM]] ("jamming") ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
== Fitting ==<br />
<wikifit shipid="584" doctrineid="26105" /><br />
<br />
The rockets / launchers are primarily to help clear drones targetting you (see [[#Tactics|Tactics]], below) but may be omitted to reduce ship costs, if necessary.<br />
<br />
=== Fitting appropriate ECM modules ===<br />
The pilot calling for help should specify by what race/type of ship he is tackled, so crowbar pilots can refit into the appropriate jammers before undocking:<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Target Ship Race<br />
! Jammer Type<br />
! Icon<br />
|-<br />
| Amarr<br>Blood Raiders<br>Sansha's Nation<br />
| Radar<br />
| [[Image:Icon ecm radar.png|64px|center]]<br />
|-<br />
| Caldari<br>Guristas<br>Mordu's Legion<br />
| Gravimetric<br />
| [[Image:Icon ecm gravimetric.png|64px|center]]<br />
|-<br />
| Gallente<br>Serpentis<br>ORE<br>Sisters of Eve<br />
| Magnetometric<br />
| [[Image:Icon ecm magnetometric.png|64px|center]]<br />
|-<br />
| Minmatar<br>Angel Cartel<br />
| Ladar <br />
| [[Image:Icon ecm ladar.png|64px|center]]<br />
|}<br />
<br />
If no ship or race is specified (or if there are multiple types of aggressors), it is advised to fit one of each type of jammer, as shown in the fit above. This configuration is known as 'rainbow jammer' because they have all the colors of the respective jammer types.<br />
<br />
In any case, the 12 additional ECM modules in cargo should be left in station, in case the Crowbar is destroyed.<br />
<br />
== How to get one ==<br />
<br />
A doctrine-fitted Crowbar costs approximately 1.5M ISK. If you can afford to have your own, they are usually available on corporate contract in the various campus home stations. It's a good idea to have one (or more) available in each campus you frequent.<br />
<br />
In emergencies, if you need one, they may also be borrowed from the [[EVE University Corporate Hangars|campus hangars]]. (If you don't have the required title to access a specific hangar, ask someone else in the campus for assistance.) If you lose your Crowbar in a QRF action, it should be eligible for reimbursement through the [[Ship Replacement Program]].<br />
<br />
== When and how to call for Crowbars ==<br />
<br />
<b>Before calling for Crowbars a pilot should assess the questions below:</b><br />
<br />
* Is my ship worth saving?<br />
** We will probably not bring out Crowbars for your 5M ISK Slasher<br />
* Am I within reasonable distance of home?<br />
** Crowbars are probably not going to fly 20 jumps out, and if they do, chances are you're already killed by reinforcements<br />
* Will my tank hold out long enough for the crowbar pilot(s) to reach me?<br />
** If you are going to get blapped in the next 20 seconds, calling for Crowbars is pointless<br />
<br />
If the answer to <b>all</b> of these questions are "Yes," then a pilot can consider calling for Crowbars.<br />
<br />
<b>After a pilot determines that calling for crowbars is justified he should relay at least following information:</b><br />
<br />
* The location, as precisely as possible, including the system, as well as the gate, anomaly, or asteroid belt, for example<br />
* How many attackers you are facing<br />
* What ships they are flying and, If possible, what kind of ECM (Ladar, Radar, Magnetometric, Gravimetric) the crowbars should fit<br />
* If you can tank the damage, or are slowly bleeding EHP<br />
<br />
<u>Examples:</u><br />
* HELP! I'm tackled in T22, anomaly BFG, by a malediction (amarr) + crow (caldari). Tank is holding for now, but I can use some crowbars, please respond!<br />
* Guys, BRING CROWBARS! I'm in ZNO on the 5-D gate, bubbled and scrammed by a lone sabre (Ladar ECM). I'm slowly bleeding EHP and can't apply my damage!<br />
<br />
<u>How not to do it:</u><br><br />
* HELP, they are scramming me in X-P, bring lots of crowbars!<br />
* I'M SCRAMMED, HELP ME! COMMON GUYS? I NEED HELP! HELP ME! I hate this game...<br />
<br />
== Tactics ==<br />
<br />
=== Jammers ===<br />
<br />
=== Rockets ===<br />
<br />
=== ECM drone ===<br />
<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139966Crowbar2018-12-05T14:22:56Z<p>Rothbard leviathan: Remove skills subheading</p>
<hr />
<div>{{stub}}{{Template:Eunispecific}}<br />
<br />
[[File:Crowbar.jpg|thumb|300px|Artist rendedition of a Crowbar Griffin]]<br />
<br />
A '''Crowbar''' is a quick-response [[Electronic Countermeasures|ECM]] ("jamming") ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
== Fitting ==<br />
<wikifit shipid="584" doctrineid="26105" /><br />
<br />
The rockets / launchers are primarily to help clear drones targetting you (see [[#Tactics|Tactics]], below) but may be omitted to reduce ship costs, if necessary.<br />
<br />
=== Fitting appropriate ECM modules ===<br />
The pilot calling for help should specify by what race/type of ship he is tackled, so crowbar pilots can refit into the appropriate jammers before undocking:<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Target Ship Race<br />
! Jammer Type<br />
! Icon<br />
|-<br />
| Amarr<br>Blood Raiders<br>Sansha's Nation<br />
| Radar<br />
| [[Image:Icon ecm radar.png|64px|center]]<br />
|-<br />
| Caldari<br>Guristas<br>Mordu's Legion<br />
| Gravimetric<br />
| [[Image:Icon ecm gravimetric.png|64px|center]]<br />
|-<br />
| Gallente<br>Serpentis<br>ORE<br>Sisters of Eve<br />
| Magnetometric<br />
| [[Image:Icon ecm magnetometric.png|64px|center]]<br />
|-<br />
| Minmatar<br>Angel Cartel<br />
| Ladar <br />
| [[Image:Icon ecm ladar.png|64px|center]]<br />
|}<br />
<br />
If no ship or race is specified (or if there are multiple types of aggressors), it is advised to fit one of each type of jammer, as shown in the fit above. This configuration is known as 'rainbow jammer' because they have all the colors of the respective jammer types.<br />
<br />
In any case, the 12 additional ECM modules in cargo should be left in station, in case the Crowbar is destroyed.<br />
<br />
== How to get one ==<br />
<br />
A doctrine-fitted Crowbar costs approximately 1.5M ISK. If you can afford to have your own, they are usually available on corporate contract in the various campus home stations. It's a good idea to have one (or more) available in each campus you frequent.<br />
<br />
In emergencies, if you need one, they may also be borrowed from the [[EVE University Corporate Hangars|campus hangars]]. (If you don't have the required title to access a specific hangar, ask someone else in the campus for assistance.) If you lose your Crowbar in a QRF action, it should be eligible for reimbursement through the [[Ship Replacement Program]].<br />
<br />
== When and how to call for Crowbars ==<br />
<br />
<b>Before calling for Crowbars a pilot should assess the questions below:</b><br />
<br />
*Is my ship worth saving?<br />
**We will probably not bring out Crowbars for your 5M ISK Slasher<br />
*Am I within reasonable distance of home?<br />
**Crowbars are probably not going to fly 20 jumps out, and if they do, chances are you're already killed by reinforcements<br />
*Will my tank hold out long enough for the crowbar pilot(s) to reach me?<br />
**If you are going to get blapped in the next 20 seconds, calling for Crowbars is useless<br />
<br />
If the answer to <b>all</b> of these questions are "Yes," then a pilot can consider calling for Crowbars.<br />
<br />
<br />
<b>After a pilot determines that calling for crowbars is justified he should relay at least following information:</b><br />
<br />
*The system you are currently in<br />
**If a more precise location, for example: an anomaly or asteroid belt can be specified, please do<br />
*How many attackers you are facing<br />
*What ships they are flying<br />
** If possible, directly specify what kind of ECM (Ladar,Radar,Magnetometric,Gravimetric) the crowbars should fit<br />
*If you can tank the damage, or are slowly bleeding EHP<br />
<br />
<br />
<br />
<br />
<u>Correct examples:</u><br><br />
*HELP! I'm tackled in T22, anomaly BFG, by a malediction (amarr) + crow (caldari). Tank is holding for now, but I can use some crowbars, please respond!<br />
*Guys, BRING CROWBARS! I'm in ZNO on the 5-D gate, bubbled and scrammed by a lonely sabre (Ladar ECM). I'm slowly bleeding EHP and can't apply my damage!<br />
<br />
<u>How not to do it:</u><br><br />
*HELP, they are scramming me in X-P, bring lots of crowbars!<br><br />
*IM SCRAMMED, HELP ME! COMMON GUYS? I NEED HELP! HELP ME! I hate this game...<br />
<br />
== Tactics ==<br />
<br />
=== Jammers ===<br />
<br />
=== Rockets ===<br />
<br />
=== ECM drone ===<br />
<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139958Crowbar2018-12-04T18:11:53Z<p>Rothbard leviathan: added image</p>
<hr />
<div>{{stub}}<br />
<br />
[[File:Crowbar.jpg|right|300px]]<br />
<br />
A '''Crowbar''' is a quick-response [[Electronic Countermeasures|ECM]] ("jamming") ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
= Fitting =<br />
<wikifit shipid="584" doctrineid="26105" /><br />
<br />
The rockets / launchers are primarily to help clear drones targetting you (see [[#Tactics|Tactics]], below) but may be omitted to reduce ship costs, if necessary.<br />
<br />
=== Fitting appropriate ECM modules ===<br />
The pilot calling for help should specify by what race/type of ship he is tackled, so crowbar pilots can refit into the appropriate jammers before undocking:<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Target Ship Race<br />
! Jammer Type<br />
! Icon<br />
|-<br />
| Amarr<br>Blood Raiders<br>Sansha's Nation<br />
| Radar<br />
| [[Image:Icon ecm radar.png|64px|center]]<br />
|-<br />
| Caldari<br>Guristas<br>Mordu's Legion<br />
| Gravimetric<br />
| [[Image:Icon ecm gravimetric.png|64px|center]]<br />
|-<br />
| Gallente<br>Serpentis<br>ORE<br>Sisters of Eve<br />
| Magnetometric<br />
| [[Image:Icon ecm magnetometric.png|64px|center]]<br />
|-<br />
| Minmatar<br>Angel Cartel<br />
| Ladar <br />
| [[Image:Icon ecm ladar.png|64px|center]]<br />
|}<br />
<br />
If no ship or race is specified (or if there are multiple types of aggressors), it is advised to fit one of each type of jammer, as shown in the fit above. This configuration is known as 'rainbow jammer' because they have all the colors of the respective jammer types.<br />
<br />
In any case, the 12 additional ECM modules in cargo should be left in station, in case the Crowbar is destroyed.<br />
<br />
= Skills required =<br />
<br />
= How to get one =<br />
<br />
A doctrine-fitted Crowbar costs approximately 1.5M ISK. If you can afford to have your own, they are usually available on corporate contract in the various campus home stations. It's a good idea to have one (or more) available in each campus you frequent.<br />
<br />
In emergencies, if you need one, they may also be borrowed from the [[EVE University Corporate Hangars|campus hangars]]. (If you don't have the required title to access a specific hangar, ask someone else in the campus for assistance.) If you lose your Crowbar in a QRF action, it should be eligible for reimbursement through the [[Ship Replacement Program]].<br />
<br />
= When and how to call for Crowbars =<br />
<br />
Before calling for Crowbars a pilot should assess the questions below:<br />
<br />
*Is my ship worth saving?<br />
**We will probably not bring out Crowbars for your 5M ISK Slasher<br />
*Am I within reasonable distance of home?<br />
**Crowbars are probably not going to fly 20 jumps out<br />
*Will my tank hold out long enough for the crowbar pilot(s) to reach me?<br />
**If you are going to get blapped in the next 20 seconds, calling for Crowbars is useless<br />
<br />
If the answer to <b>all</b> of these questions are "Yes," then a pilot can consider calling for Crowbars.<br />
<br />
= Tactics =<br />
<br />
=== Jammers ===<br />
<br />
=== Rockets ===<br />
<br />
=== ECM drone ===<br />
<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=File:Crowbar.jpg&diff=139957File:Crowbar.jpg2018-12-04T18:06:15Z<p>Rothbard leviathan: Griffin modified with Crowbars. Credit to Devola Gestalt</p>
<hr />
<div>Griffin modified with Crowbars. Credit to Devola Gestalt</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139956Crowbar2018-12-04T17:48:18Z<p>Rothbard leviathan: /* When and how to call for Crowbars */ capitalization</p>
<hr />
<div>{{stub}}<br />
<br />
A '''Crowbar''' is a quick-response [[Electronic Countermeasures|ECM]] ("jamming") ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
= Fitting =<br />
<wikifit shipid="584" doctrineid="26105" /><br />
<br />
The rockets / launchers are primarily to help clear drones targetting you (see [[#Tactics|Tactics]], below) but may be omitted to reduce ship costs, if necessary.<br />
<br />
=== Fitting appropriate ECM modules ===<br />
The pilot calling for help should specify by what race/type of ship he is tackled, so crowbar pilots can refit into the appropriate jammers before undocking:<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Target Ship Race<br />
! Jammer Type<br />
! Icon<br />
|-<br />
| Amarr<br>Blood Raiders<br>Sansha's Nation<br />
| Radar<br />
| [[Image:Icon ecm radar.png|64px|center]]<br />
|-<br />
| Caldari<br>Guristas<br>Mordu's Legion<br />
| Gravimetric<br />
| [[Image:Icon ecm gravimetric.png|64px|center]]<br />
|-<br />
| Gallente<br>Serpentis<br>ORE<br>Sisters of Eve<br />
| Magnetometric<br />
| [[Image:Icon ecm magnetometric.png|64px|center]]<br />
|-<br />
| Minmatar<br>Angel Cartel<br />
| Ladar <br />
| [[Image:Icon ecm ladar.png|64px|center]]<br />
|}<br />
<br />
If no ship or race is specified (or if there are multiple types of aggressors), it is advised to fit one of each type of jammer, as shown in the fit above. This configuration is known as 'rainbow jammer' because they have all the colors of the respective jammer types.<br />
<br />
In any case, the 12 additional ECM modules in cargo should be left in station, in case the Crowbar is destroyed.<br />
<br />
= Skills required =<br />
<br />
= How to get one =<br />
<br />
A doctrine-fitted Crowbar costs approximately 1.5M ISK. If you can afford to have your own, they are usually available on corporate contract in the various campus home stations. It's a good idea to have one (or more) available in each campus you frequent.<br />
<br />
In emergencies, if you need one, they may also be borrowed from the [[EVE University Corporate Hangars|campus hangars]]. (If you don't have the required title to access a specific hangar, ask someone else in the campus for assistance.) If you lose your Crowbar in a QRF action, it should be eligible for reimbursement through the [[Ship Replacement Program]].<br />
<br />
= When and how to call for Crowbars =<br />
<br />
Before calling for Crowbars a pilot should assess the questions below:<br />
<br />
*Is my ship worth saving?<br />
**We will probably not bring out Crowbars for your 5M ISK Slasher<br />
*Am I within reasonable distance of home?<br />
**Crowbars are probably not going to fly 20 jumps out<br />
*Will my tank hold out long enough for the crowbar pilot(s) to reach me?<br />
**If you are going to get blapped in the next 20 seconds, calling for Crowbars is useless<br />
<br />
If the answer to <b>all</b> of these questions are "Yes," then a pilot can consider calling for Crowbars.<br />
<br />
= Tactics =<br />
<br />
=== Jammers ===<br />
<br />
=== Rockets ===<br />
<br />
=== ECM drone ===<br />
<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139955Crowbar2018-12-04T17:39:08Z<p>Rothbard leviathan: /* When and how to call for Crowbars */ formatting</p>
<hr />
<div>{{stub}}<br />
<br />
A '''Crowbar''' is a quick-response [[Electronic Countermeasures|ECM]] ("jamming") ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
= Fitting =<br />
<wikifit shipid="584" doctrineid="26105" /><br />
<br />
The rockets / launchers are primarily to help clear drones targetting you (see [[#Tactics|Tactics]], below) but may be omitted to reduce ship costs, if necessary.<br />
<br />
=== Fitting appropriate ECM modules ===<br />
The pilot calling for help should specify by what race/type of ship he is tackled, so crowbar pilots can refit into the appropriate jammers before undocking:<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Target Ship Race<br />
! Jammer Type<br />
! Icon<br />
|-<br />
| Amarr<br>Blood Raiders<br>Sansha's Nation<br />
| Radar<br />
| [[Image:Icon ecm radar.png|64px|center]]<br />
|-<br />
| Caldari<br>Guristas<br>Mordu's Legion<br />
| Gravimetric<br />
| [[Image:Icon ecm gravimetric.png|64px|center]]<br />
|-<br />
| Gallente<br>Serpentis<br>ORE<br>Sisters of Eve<br />
| Magnetometric<br />
| [[Image:Icon ecm magnetometric.png|64px|center]]<br />
|-<br />
| Minmatar<br>Angel Cartel<br />
| Ladar <br />
| [[Image:Icon ecm ladar.png|64px|center]]<br />
|}<br />
<br />
If no ship or race is specified (or if there are multiple types of aggressors), it is advised to fit one of each type of jammer, as shown in the fit above. This configuration is known as 'rainbow jammer' because they have all the colors of the respective jammer types.<br />
<br />
In any case, the 12 additional ECM modules in cargo should be left in station, in case the Crowbar is destroyed.<br />
<br />
= Skills required =<br />
<br />
= How to get one =<br />
<br />
A doctrine-fitted Crowbar costs approximately 1.5M ISK. If you can afford to have your own, they are usually available on corporate contract in the various campus home stations. It's a good idea to have one (or more) available in each campus you frequent.<br />
<br />
In emergencies, if you need one, they may also be borrowed from the [[EVE University Corporate Hangars|campus hangars]]. (If you don't have the required title to access a specific hangar, ask someone else in the campus for assistance.) If you lose your Crowbar in a QRF action, it should be eligible for reimbursement through the [[Ship Replacement Program]].<br />
<br />
= When and how to call for Crowbars =<br />
<br />
Before calling for crowbars a pilot should assess the questions below:<br />
<br />
*Is my ship worth saving?<br />
**we will probably not bring out crowbars for your 5M ISK Slasher<br />
*Am I within reasonable distance of home?<br />
**crowbars are probably not going to fly 20 jumps out<br />
*Will my tank hold out long enough for the crowbar pilot(s) to reach me?<br />
**if you are going to get blapped in the next 20 seconds, calling for crowbars is useless<br />
<br />
If the answer to <b>all</b> of these questions are "Yes," then a pilot can consider calling for crowbars.<br />
<br />
= Tactics =<br />
<br />
=== Jammers ===<br />
<br />
=== Rockets ===<br />
<br />
=== ECM drone ===<br />
<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139954Crowbar2018-12-04T17:36:35Z<p>Rothbard leviathan: /* How to get one */ removed redundant redundancy</p>
<hr />
<div>{{stub}}<br />
<br />
A '''Crowbar''' is a quick-response [[Electronic Countermeasures|ECM]] ("jamming") ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
= Fitting =<br />
<wikifit shipid="584" doctrineid="26105" /><br />
<br />
The rockets / launchers are primarily to help clear drones targetting you (see [[#Tactics|Tactics]], below) but may be omitted to reduce ship costs, if necessary.<br />
<br />
=== Fitting appropriate ECM modules ===<br />
The pilot calling for help should specify by what race/type of ship he is tackled, so crowbar pilots can refit into the appropriate jammers before undocking:<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Target Ship Race<br />
! Jammer Type<br />
! Icon<br />
|-<br />
| Amarr<br>Blood Raiders<br>Sansha's Nation<br />
| Radar<br />
| [[Image:Icon ecm radar.png|64px|center]]<br />
|-<br />
| Caldari<br>Guristas<br>Mordu's Legion<br />
| Gravimetric<br />
| [[Image:Icon ecm gravimetric.png|64px|center]]<br />
|-<br />
| Gallente<br>Serpentis<br>ORE<br>Sisters of Eve<br />
| Magnetometric<br />
| [[Image:Icon ecm magnetometric.png|64px|center]]<br />
|-<br />
| Minmatar<br>Angel Cartel<br />
| Ladar <br />
| [[Image:Icon ecm ladar.png|64px|center]]<br />
|}<br />
<br />
If no ship or race is specified (or if there are multiple types of aggressors), it is advised to fit one of each type of jammer, as shown in the fit above. This configuration is known as 'rainbow jammer' because they have all the colors of the respective jammer types.<br />
<br />
In any case, the 12 additional ECM modules in cargo should be left in station, in case the Crowbar is destroyed.<br />
<br />
= Skills required =<br />
<br />
= How to get one =<br />
<br />
A doctrine-fitted Crowbar costs approximately 1.5M ISK. If you can afford to have your own, they are usually available on corporate contract in the various campus home stations. It's a good idea to have one (or more) available in each campus you frequent.<br />
<br />
In emergencies, if you need one, they may also be borrowed from the [[EVE University Corporate Hangars|campus hangars]]. (If you don't have the required title to access a specific hangar, ask someone else in the campus for assistance.) If you lose your Crowbar in a QRF action, it should be eligible for reimbursement through the [[Ship Replacement Program]].<br />
<br />
= When and how to call for Crowbars =<br />
<br />
Before calling for crowbars a pilot should assess the questions below:<br />
<br />
*Is my ship worth saving? (we will probably not bring out crowbars for your 5M ISK slasher)<br />
*Am I within reasonable distance of home? (crowbars are probably not going to fly 20j out)<br />
*Will my tank hold out long enough for the crowbar pilot(s) to reach me? (if you get blapped in the next 20seconds, calling for crowbars is useless)<br />
<br />
If the answer to <b>all</b> these questions are "Yes", then a pilot can consider calling for crowbars<br />
<br />
= Tactics =<br />
<br />
=== Jammers ===<br />
<br />
=== Rockets ===<br />
<br />
=== ECM drone ===<br />
<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139953Crowbar2018-12-04T17:35:17Z<p>Rothbard leviathan: /* Fitting */ missiles → rockets</p>
<hr />
<div>{{stub}}<br />
<br />
A '''Crowbar''' is a quick-response [[Electronic Countermeasures|ECM]] ("jamming") ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
= Fitting =<br />
<wikifit shipid="584" doctrineid="26105" /><br />
<br />
The rockets / launchers are primarily to help clear drones targetting you (see [[#Tactics|Tactics]], below) but may be omitted to reduce ship costs, if necessary.<br />
<br />
=== Fitting appropriate ECM modules ===<br />
The pilot calling for help should specify by what race/type of ship he is tackled, so crowbar pilots can refit into the appropriate jammers before undocking:<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Target Ship Race<br />
! Jammer Type<br />
! Icon<br />
|-<br />
| Amarr<br>Blood Raiders<br>Sansha's Nation<br />
| Radar<br />
| [[Image:Icon ecm radar.png|64px|center]]<br />
|-<br />
| Caldari<br>Guristas<br>Mordu's Legion<br />
| Gravimetric<br />
| [[Image:Icon ecm gravimetric.png|64px|center]]<br />
|-<br />
| Gallente<br>Serpentis<br>ORE<br>Sisters of Eve<br />
| Magnetometric<br />
| [[Image:Icon ecm magnetometric.png|64px|center]]<br />
|-<br />
| Minmatar<br>Angel Cartel<br />
| Ladar <br />
| [[Image:Icon ecm ladar.png|64px|center]]<br />
|}<br />
<br />
If no ship or race is specified (or if there are multiple types of aggressors), it is advised to fit one of each type of jammer, as shown in the fit above. This configuration is known as 'rainbow jammer' because they have all the colors of the respective jammer types.<br />
<br />
In any case, the 12 additional ECM modules in cargo should be left in station, in case the Crowbar is destroyed.<br />
<br />
= Skills required =<br />
<br />
= How to get one =<br />
<br />
A doctrine-fitted Crowbar costs approximately 1.5M ISK. If you can afford to have your own, they are usually available on corporate contract in the various campus home stations. If you can afford to, it's a good idea to have one (or more) available in each campus you frequent.<br />
<br />
In emergencies, if you need one, they may also be borrowed from the [[EVE University Corporate Hangars|campus hangars]]. (If you don't have the required title to access a specific hangar, ask someone else in the campus for assistance.) If you lose your Crowbar in a QRF action, it should be eligible for reimbursement through the [[Ship Replacement Program]].<br />
<br />
= When and how to call for Crowbars =<br />
<br />
Before calling for crowbars a pilot should assess the questions below:<br />
<br />
*Is my ship worth saving? (we will probably not bring out crowbars for your 5M ISK slasher)<br />
*Am I within reasonable distance of home? (crowbars are probably not going to fly 20j out)<br />
*Will my tank hold out long enough for the crowbar pilot(s) to reach me? (if you get blapped in the next 20seconds, calling for crowbars is useless)<br />
<br />
If the answer to <b>all</b> these questions are "Yes", then a pilot can consider calling for crowbars<br />
<br />
= Tactics =<br />
<br />
=== Jammers ===<br />
<br />
=== Rockets ===<br />
<br />
=== ECM drone ===<br />
<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139952Crowbar2018-12-04T17:34:50Z<p>Rothbard leviathan: move "fitting appropriate type of jammers" to fitting section</p>
<hr />
<div>{{stub}}<br />
<br />
A '''Crowbar''' is a quick-response [[Electronic Countermeasures|ECM]] ("jamming") ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
= Fitting =<br />
<wikifit shipid="584" doctrineid="26105" /><br />
<br />
The missiles / launchers are primarily to help clear drones targetting you (see [[#Tactics|Tactics]], below) but may be omitted to reduce ship costs, if necessary.<br />
<br />
=== Fitting appropriate ECM modules ===<br />
The pilot calling for help should specify by what race/type of ship he is tackled, so crowbar pilots can refit into the appropriate jammers before undocking:<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Target Ship Race<br />
! Jammer Type<br />
! Icon<br />
|-<br />
| Amarr<br>Blood Raiders<br>Sansha's Nation<br />
| Radar<br />
| [[Image:Icon ecm radar.png|64px|center]]<br />
|-<br />
| Caldari<br>Guristas<br>Mordu's Legion<br />
| Gravimetric<br />
| [[Image:Icon ecm gravimetric.png|64px|center]]<br />
|-<br />
| Gallente<br>Serpentis<br>ORE<br>Sisters of Eve<br />
| Magnetometric<br />
| [[Image:Icon ecm magnetometric.png|64px|center]]<br />
|-<br />
| Minmatar<br>Angel Cartel<br />
| Ladar <br />
| [[Image:Icon ecm ladar.png|64px|center]]<br />
|}<br />
<br />
If no ship or race is specified (or if there are multiple types of aggressors), it is advised to fit one of each type of jammer, as shown in the fit above. This configuration is known as 'rainbow jammer' because they have all the colors of the respective jammer types.<br />
<br />
In any case, the 12 additional ECM modules in cargo should be left in station, in case the Crowbar is destroyed.<br />
<br />
= Skills required =<br />
<br />
= How to get one =<br />
<br />
A doctrine-fitted Crowbar costs approximately 1.5M ISK. If you can afford to have your own, they are usually available on corporate contract in the various campus home stations. If you can afford to, it's a good idea to have one (or more) available in each campus you frequent.<br />
<br />
In emergencies, if you need one, they may also be borrowed from the [[EVE University Corporate Hangars|campus hangars]]. (If you don't have the required title to access a specific hangar, ask someone else in the campus for assistance.) If you lose your Crowbar in a QRF action, it should be eligible for reimbursement through the [[Ship Replacement Program]].<br />
<br />
= When and how to call for Crowbars =<br />
<br />
Before calling for crowbars a pilot should assess the questions below:<br />
<br />
*Is my ship worth saving? (we will probably not bring out crowbars for your 5M ISK slasher)<br />
*Am I within reasonable distance of home? (crowbars are probably not going to fly 20j out)<br />
*Will my tank hold out long enough for the crowbar pilot(s) to reach me? (if you get blapped in the next 20seconds, calling for crowbars is useless)<br />
<br />
If the answer to <b>all</b> these questions are "Yes", then a pilot can consider calling for crowbars<br />
<br />
= Tactics =<br />
<br />
=== Jammers ===<br />
<br />
=== Rockets ===<br />
<br />
=== ECM drone ===<br />
<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139949Crowbar2018-12-04T17:22:20Z<p>Rothbard leviathan: /* Tactics */ added headings for rockets and drone</p>
<hr />
<div>{{stub}}<br />
<br />
A '''Crowbar''' is a quick-response [[Electronic Countermeasures|ECM]] ("jamming") ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
= Fitting =<br />
<wikifit shipid="584" doctrineid="26105" /><br />
<br />
The missiles / launchers are primarily to help clear drones targetting you (see [[#Tactics|Tactics]], below) but may be omitted to reduce ship costs, if necessary.<br />
<br />
If a specific type of jamming is called for, the ship should be fitted with four of the appropriate ECM modules before undocking. If the nature of the aggressors is unknown (or of multiple types) retain the "rainbow" fitting shown above. In either case, the 12 additional ECM modules in cargo should be left in station, in case the Crowbar is destroyed.<br />
<br />
= Skills required =<br />
<br />
= How to get one =<br />
<br />
A doctrine-fitted Crowbar costs approximately 1.5M ISK. If you can afford to have your own, they are usually available on corporate contract in the various campus home stations. If you can afford to, it's a good idea to have one (or more) available in each campus you frequent.<br />
<br />
In emergencies, if you need one, they may also be borrowed from the [[EVE University Corporate Hangars|campus hangars]]. (If you don't have the required title to access a specific hangar, ask someone else in the campus for assistance.) If you lose your Crowbar in a QRF action, it should be eligible for reimbursement through the [[Ship Replacement Program]].<br />
<br />
= When and how to call for Crowbars =<br />
<br />
= Tactics =<br />
<br />
=== Fitting appropriate ECM Modules ===<br />
If the pilot calling for help does so correctly, he should specify by what race/type of ship he is tackled, so crowbar pilots can refit into the appropriate jammers.<br />
If no ship or race is specified, it is advised to fit one of each type of jammer, as shown in the fit above. This configuration is known as 'rainbow jammer' because they have all the colors of the respective jammer types<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Target Ship Race<br />
! Jammer Type<br />
! Icon<br />
|-<br />
| Amarr<br>Blood Raiders<br>Sansha's Nation<br />
| Radar<br />
| [[Image:Icon ecm radar.png|64px|center]]<br />
|-<br />
| Caldari<br>Guristas<br>Mordu's Legion<br />
| Gravimetric<br />
| [[Image:Icon ecm gravimetric.png|64px|center]]<br />
|-<br />
| Gallente<br>Serpentis<br>ORE<br>Sisters of Eve<br />
| Magnetometric<br />
| [[Image:Icon ecm magnetometric.png|64px|center]]<br />
|-<br />
| Minmatar<br>Angel Cartel<br />
| Ladar <br />
| [[Image:Icon ecm ladar.png|64px|center]]<br />
|}<br />
<br />
=== Employing rockets ===<br />
<br />
=== Using the ECM drone ===<br />
<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139948Crowbar2018-12-04T17:20:42Z<p>Rothbard leviathan: /* Fitting */</p>
<hr />
<div>{{stub}}<br />
<br />
A '''Crowbar''' is a quick-response [[Electronic Countermeasures|ECM]] ("jamming") ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
= Fitting =<br />
<wikifit shipid="584" doctrineid="26105" /><br />
<br />
The missiles / launchers are primarily to help clear drones targetting you (see [[#Tactics|Tactics]], below) but may be omitted to reduce ship costs, if necessary.<br />
<br />
If a specific type of jamming is called for, the ship should be fitted with four of the appropriate ECM modules before undocking. If the nature of the aggressors is unknown (or of multiple types) retain the "rainbow" fitting shown above. In either case, the 12 additional ECM modules in cargo should be left in station, in case the Crowbar is destroyed.<br />
<br />
= Skills required =<br />
<br />
= How to get one =<br />
<br />
A doctrine-fitted Crowbar costs approximately 1.5M ISK. If you can afford to have your own, they are usually available on corporate contract in the various campus home stations. If you can afford to, it's a good idea to have one (or more) available in each campus you frequent.<br />
<br />
In emergencies, if you need one, they may also be borrowed from the [[EVE University Corporate Hangars|campus hangars]]. (If you don't have the required title to access a specific hangar, ask someone else in the campus for assistance.) If you lose your Crowbar in a QRF action, it should be eligible for reimbursement through the [[Ship Replacement Program]].<br />
<br />
= When and how to call for Crowbars =<br />
<br />
= Tactics =<br />
<br />
=== Fitting appropriate ECM Modules ===<br />
If the pilot calling for help does so correctly, he should specify by what race/type of ship he is tackled, so crowbar pilots can refit into the appropriate jammers.<br />
If no ship or race is specified, it is advised to fit one of each type of jammer, as shown in the fit above. This configuration is known as 'rainbow jammer' because they have all the colors of the respective jammer types<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Target Ship Race<br />
! Jammer Type<br />
! Icon<br />
|-<br />
| Amarr<br>Blood Raiders<br>Sansha's Nation<br />
| Radar<br />
| [[Image:Icon ecm radar.png|64px|center]]<br />
|-<br />
| Caldari<br>Guristas<br>Mordu's Legion<br />
| Gravimetric<br />
| [[Image:Icon ecm gravimetric.png|64px|center]]<br />
|-<br />
| Gallente<br>Serpentis<br>ORE<br>Sisters of Eve<br />
| Magnetometric<br />
| [[Image:Icon ecm magnetometric.png|64px|center]]<br />
|-<br />
| Minmatar<br>Angel Cartel<br />
| Ladar <br />
| [[Image:Icon ecm ladar.png|64px|center]]<br />
|}<br />
<br />
<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139947Crowbar2018-12-04T17:20:13Z<p>Rothbard leviathan: /* Fitting */ clarified ECM module fitting</p>
<hr />
<div>{{stub}}<br />
<br />
A '''Crowbar''' is a quick-response [[Electronic Countermeasures|ECM]] ("jamming") ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
= Fitting =<br />
<wikifit shipid="584" doctrineid="26105" /><br />
<br />
The missiles / launchers are primarily to help clear drones targetting you (see [[#Tactics|Tactics]], below) but may be omitted to reduce ship costs, if necessary.<br />
<br />
If a specific type of jamming is called for, the ship should be fitted with four of the appropriate ECM modules before undocking. If the nature of the aggressors is unknown retain the "rainbow" fitting shown above. In either case, the 12 additional ECM modules in cargo should be left in station, in case the Crowbar is destroyed.<br />
<br />
= Skills required =<br />
<br />
= How to get one =<br />
<br />
A doctrine-fitted Crowbar costs approximately 1.5M ISK. If you can afford to have your own, they are usually available on corporate contract in the various campus home stations. If you can afford to, it's a good idea to have one (or more) available in each campus you frequent.<br />
<br />
In emergencies, if you need one, they may also be borrowed from the [[EVE University Corporate Hangars|campus hangars]]. (If you don't have the required title to access a specific hangar, ask someone else in the campus for assistance.) If you lose your Crowbar in a QRF action, it should be eligible for reimbursement through the [[Ship Replacement Program]].<br />
<br />
= When and how to call for Crowbars =<br />
<br />
= Tactics =<br />
<br />
=== Fitting appropriate ECM Modules ===<br />
If the pilot calling for help does so correctly, he should specify by what race/type of ship he is tackled, so crowbar pilots can refit into the appropriate jammers.<br />
If no ship or race is specified, it is advised to fit one of each type of jammer, as shown in the fit above. This configuration is known as 'rainbow jammer' because they have all the colors of the respective jammer types<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Target Ship Race<br />
! Jammer Type<br />
! Icon<br />
|-<br />
| Amarr<br>Blood Raiders<br>Sansha's Nation<br />
| Radar<br />
| [[Image:Icon ecm radar.png|64px|center]]<br />
|-<br />
| Caldari<br>Guristas<br>Mordu's Legion<br />
| Gravimetric<br />
| [[Image:Icon ecm gravimetric.png|64px|center]]<br />
|-<br />
| Gallente<br>Serpentis<br>ORE<br>Sisters of Eve<br />
| Magnetometric<br />
| [[Image:Icon ecm magnetometric.png|64px|center]]<br />
|-<br />
| Minmatar<br>Angel Cartel<br />
| Ladar <br />
| [[Image:Icon ecm ladar.png|64px|center]]<br />
|}<br />
<br />
<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139945Crowbar2018-12-04T17:16:11Z<p>Rothbard leviathan: added "jamming" to intro</p>
<hr />
<div>{{stub}}<br />
<br />
A '''Crowbar''' is a quick-response [[Electronic Countermeasures|ECM]] ("jamming") ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
= Fitting =<br />
<wikifit shipid="584" doctrineid="26105" /><br />
<br />
The missiles / launchers are primarily to help clear drones from the field (see [[#Tactics|Tactics]], below) but may be omitted to reduce ship costs, if necessary.<br />
<br />
If a specific type of jamming is called for, the unnecessary ECM modules may be left behind, and additional modules of the required flavor may optionally be fitted.<br />
<br />
= Skills required =<br />
<br />
= How to get one =<br />
<br />
A doctrine-fitted Crowbar costs approximately 1.5M ISK. If you can afford to have your own, they are usually available on corporate contract in the various campus home stations. If you can afford to, it's a good idea to have one (or more) available in each campus you frequent.<br />
<br />
In emergencies, if you need one, they may also be borrowed from the [[EVE University Corporate Hangars|campus hangars]]. (If you don't have the required title to access a specific hangar, ask someone else in the campus for assistance.) If you lose your Crowbar in a QRF action, it should be eligible for reimbursement through the [[Ship Replacement Program]].<br />
<br />
= When and how to call for Crowbars =<br />
<br />
= Tactics =<br />
<br />
=== Fitting appropriate ECM Modules ===<br />
If the pilot calling for help does so correctly, he should specify by what race/type of ship he is tackled, so crowbar pilots can refit into the appropriate jammers.<br />
If no ship or race is specified, it is advised to fit one of each type of jammer, as shown in the fit above. This configuration is known as 'rainbow jammer' because they have all the colors of the respective jammer types<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Target Ship Race<br />
! Jammer Type<br />
! Icon<br />
|-<br />
| Amarr<br>Blood Raiders<br>Sansha's Nation<br />
| Radar<br />
| [[Image:Icon ecm radar.png|64px|center]]<br />
|-<br />
| Caldari<br>Guristas<br>Mordu's Legion<br />
| Gravimetric<br />
| [[Image:Icon ecm gravimetric.png|64px|center]]<br />
|-<br />
| Gallente<br>Serpentis<br>ORE<br>Sisters of Eve<br />
| Magnetometric<br />
| [[Image:Icon ecm magnetometric.png|64px|center]]<br />
|-<br />
| Minmatar<br>Angel Cartel<br />
| Ladar <br />
| [[Image:Icon ecm ladar.png|64px|center]]<br />
|}<br />
<br />
<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139943Crowbar2018-12-04T17:15:37Z<p>Rothbard leviathan: </p>
<hr />
<div>{{stub}}<br />
<br />
A '''Crowbar''' is a quick-response [[Electronic Countermeasures|ECM]] ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
= Fitting =<br />
<wikifit shipid="584" doctrineid="26105" /><br />
<br />
The missiles / launchers are primarily to help clear drones from the field (see [[#Tactics|Tactics]], below) but may be omitted to reduce ship costs, if necessary.<br />
<br />
If a specific type of jamming is called for, the unnecessary ECM modules may be left behind, and additional modules of the required flavor may optionally be fitted.<br />
<br />
= Skills required =<br />
<br />
= How to get one =<br />
<br />
A doctrine-fitted Crowbar costs approximately 1.5M ISK. If you can afford to have your own, they are usually available on corporate contract in the various campus home stations. If you can afford to, it's a good idea to have one (or more) available in each campus you frequent.<br />
<br />
In emergencies, if you need one, they may also be borrowed from the [[EVE University Corporate Hangars|campus hangars]]. (If you don't have the required title to access a specific hangar, ask someone else in the campus for assistance.) If you lose your Crowbar in a QRF action, it should be eligible for reimbursement through the [[Ship Replacement Program]].<br />
<br />
= When and how to call for Crowbars =<br />
<br />
= Tactics =<br />
<br />
=== Fitting appropriate ECM Modules ===<br />
If the pilot calling for help does so correctly, he should specify by what race/type of ship he is tackled, so crowbar pilots can refit into the appropriate jammers.<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Target Ship Race<br />
! Jammer Type<br />
! Icon<br />
|-<br />
| Amarr<br>Blood Raiders<br>Sansha's Nation<br />
| Radar<br />
| [[Image:Icon ecm radar.png|64px|center]]<br />
|-<br />
| Caldari<br>Guristas<br>Mordu's Legion<br />
| Gravimetric<br />
| [[Image:Icon ecm gravimetric.png|64px|center]]<br />
|-<br />
| Gallente<br>Serpentis<br>ORE<br>Sisters of Eve<br />
| Magnetometric<br />
| [[Image:Icon ecm magnetometric.png|64px|center]]<br />
|-<br />
| Minmatar<br>Angel Cartel<br />
| Ladar <br />
| [[Image:Icon ecm ladar.png|64px|center]]<br />
|}<br />
<br />
<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139942Crowbar2018-12-04T17:12:43Z<p>Rothbard leviathan: /* How to get one */ integrated "where to keep one" into this section</p>
<hr />
<div>{{stub}}<br />
<br />
A '''Crowbar''' is a quick-response [[ECM]] ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
= Fitting =<br />
<wikifit shipid="584" doctrineid="26105" /><br />
<br />
The missiles / launchers are primarily to help clear drones from the field (see [[#Tactics|Tactics]], below) but may be omitted to reduce ship costs, if necessary.<br />
<br />
If a specific type of jamming is called for, the unnecessary ECM modules may be left behind, and additional modules of the required flavor may optionally be fitted.<br />
<br />
= Skills required =<br />
<br />
= How to get one =<br />
<br />
A doctrine-fitted Crowbar costs approximately 1.5M ISK. If you can afford to have your own, they are usually available on corporate contract in the various campus home stations. If you can afford to, it's a good idea to have one (or more) available in each campus you frequent.<br />
<br />
In emergencies, if you need one, they may also be borrowed from the [[EVE University Corporate Hangars|campus hangars]]. (If you don't have the required title to access a specific hangar, ask someone else in the campus for assistance.) If you lose your Crowbar in a QRF action, it should be eligible for reimbursement through the [[Ship Replacement Program]].<br />
<br />
= When and how to call for Crowbars =<br />
<br />
= Tactics =<br />
<br />
=== Fitting appropriate ECM Modules ===<br />
If the pilot calling for help does so correctly, he should specify by what race/type of ship he is tackled, so crowbar pilots can refit into the appropriate jammers.<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Target Ship Race<br />
! Jammer Type<br />
! Icon<br />
|-<br />
| Amarr<br>Blood Raiders<br>Sansha's Nation<br />
| Radar<br />
| [[Image:Icon ecm radar.png|64px|center]]<br />
|-<br />
| Caldari<br>Guristas<br>Mordu's Legion<br />
| Gravimetric<br />
| [[Image:Icon ecm gravimetric.png|64px|center]]<br />
|-<br />
| Gallente<br>Serpentis<br>ORE<br>Sisters of Eve<br />
| Magnetometric<br />
| [[Image:Icon ecm magnetometric.png|64px|center]]<br />
|-<br />
| Minmatar<br>Angel Cartel<br />
| Ladar <br />
| [[Image:Icon ecm ladar.png|64px|center]]<br />
|}<br />
<br />
<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139941Crowbar2018-12-04T17:11:27Z<p>Rothbard leviathan: removed where to keep one section</p>
<hr />
<div>{{stub}}<br />
<br />
A '''Crowbar''' is a quick-response [[ECM]] ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
= Fitting =<br />
<wikifit shipid="584" doctrineid="26105" /><br />
<br />
The missiles / launchers are primarily to help clear drones from the field (see [[#Tactics|Tactics]], below) but may be omitted to reduce ship costs, if necessary.<br />
<br />
If a specific type of jamming is called for, the unnecessary ECM modules may be left behind, and additional modules of the required flavor may optionally be fitted.<br />
<br />
= Skills required =<br />
<br />
= How to get one =<br />
<br />
A doctrine-fitted Crowbar costs approximately 1.5M ISK. If you can afford to have your own, they are usually available on corporate contract in the various campus home stations. In emergencies, if you need one, they can also be borrowed from the [[EVE University Corporate Hangars|campus hangars]]. (If you don't have the required title to access a specific hangar, ask someone else in the campus for assistance.) If you lose your Crowbar in a QRF action, it should be eligible for reimbursement through the [[Ship Replacement Program]].<br />
<br />
= When and how to call for Crowbars =<br />
<br />
= Tactics =<br />
<br />
=== Fitting appropriate ECM Modules ===<br />
If the pilot calling for help does so correctly, he should specify by what race/type of ship he is tackled, so crowbar pilots can refit into the appropriate jammers.<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Target Ship Race<br />
! Jammer Type<br />
! Icon<br />
|-<br />
| Amarr<br>Blood Raiders<br>Sansha's Nation<br />
| Radar<br />
| [[Image:Icon ecm radar.png|64px|center]]<br />
|-<br />
| Caldari<br>Guristas<br>Mordu's Legion<br />
| Gravimetric<br />
| [[Image:Icon ecm gravimetric.png|64px|center]]<br />
|-<br />
| Gallente<br>Serpentis<br>ORE<br>Sisters of Eve<br />
| Magnetometric<br />
| [[Image:Icon ecm magnetometric.png|64px|center]]<br />
|-<br />
| Minmatar<br>Angel Cartel<br />
| Ladar <br />
| [[Image:Icon ecm ladar.png|64px|center]]<br />
|}<br />
<br />
<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139940Crowbar2018-12-04T17:07:55Z<p>Rothbard leviathan: /* Fitting */ added some explanatory text</p>
<hr />
<div>{{stub}}<br />
<br />
A '''Crowbar''' is a quick-response [[ECM]] ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
= Fitting =<br />
<wikifit shipid="584" doctrineid="26105" /><br />
<br />
The missiles / launchers are primarily to help clear drones from the field (see [[#Tactics|Tactics]], below) but may be omitted to reduce ship costs, if necessary.<br />
<br />
If a specific type of jamming is called for, the unnecessary ECM modules may be left behind, and additional modules of the required flavor may optionally be fitted.<br />
<br />
= Skills required =<br />
<br />
= How to get one =<br />
<br />
A doctrine-fitted Crowbar costs approximately 1.5M ISK. If you can afford to have your own, they are usually available on corporate contract in the various campus home stations. In emergencies, if you need one, they can also be borrowed from the [[EVE University Corporate Hangars|campus hangars]]. (If you don't have the required title to access a specific hangar, ask someone else in the campus for assistance.) If you lose your Crowbar in a QRF action, it should be eligible for reimbursement through the [[Ship Replacement Program]].<br />
<br />
= Where to keep one =<br />
<br />
= When and how to call for Crowbars =<br />
<br />
= Tactics =<br />
<br />
=== Fitting appropriate ECM Modules ===<br />
If the pilot calling for help does so correctly, he should specify by what race/type of ship he is tackled, so crowbar pilots can refit into the appropriate jammers.<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Target Ship Race<br />
! Jammer Type<br />
! Icon<br />
|-<br />
| Amarr<br>Blood Raiders<br>Sansha's Nation<br />
| Radar<br />
| [[Image:Icon ecm radar.png|64px|center]]<br />
|-<br />
| Caldari<br>Guristas<br>Mordu's Legion<br />
| Gravimetric<br />
| [[Image:Icon ecm gravimetric.png|64px|center]]<br />
|-<br />
| Gallente<br>Serpentis<br>ORE<br>Sisters of Eve<br />
| Magnetometric<br />
| [[Image:Icon ecm magnetometric.png|64px|center]]<br />
|-<br />
| Minmatar<br>Angel Cartel<br />
| Ladar <br />
| [[Image:Icon ecm ladar.png|64px|center]]<br />
|}<br />
<br />
<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139939Crowbar2018-12-04T16:53:26Z<p>Rothbard leviathan: /* When to call for Crowbars */ added "how" to section title</p>
<hr />
<div>{{stub}}<br />
<br />
A '''Crowbar''' is a quick-response [[ECM]] ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
= Fitting =<br />
<wikifit shipid="584" doctrineid="26105" /><br />
<br />
= Skills required =<br />
<br />
= How to get one =<br />
<br />
A doctrine-fitted Crowbar costs approximately 1.5M ISK. If you can afford to have your own, they are usually available on corporate contract in the various campus home stations. In emergencies, if you need one, they can also be borrowed from the [[EVE University Corporate Hangars|campus hangars]]. (If you don't have the required title to access a specific hangar, ask someone else in the campus for assistance.) If you lose your Crowbar in a QRF action, it should be eligible for reimbursement through the [[Ship Replacement Program]].<br />
<br />
= Where to keep one =<br />
<br />
= When and how to call for Crowbars =<br />
<br />
= Tactics =<br />
<br />
=== Fitting appropriate ECM Modules ===<br />
If the pilot calling for help does so correctly, he should specify by what race/type of ship he is tackled, so crowbar pilots can refit into the appropriate jammers.<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Target Ship Race<br />
! Jammer Type<br />
! Icon<br />
|-<br />
| Amarr<br>Blood Raiders<br>Sansha's Nation<br />
| Radar<br />
| [[Image:Icon ecm radar.png|64px|center]]<br />
|-<br />
| Caldari<br>Guristas<br>Mordu's Legion<br />
| Gravimetric<br />
| [[Image:Icon ecm gravimetric.png|64px|center]]<br />
|-<br />
| Gallente<br>Serpentis<br>ORE<br>Sisters of Eve<br />
| Magnetometric<br />
| [[Image:Icon ecm magnetometric.png|64px|center]]<br />
|-<br />
| Minmatar<br>Angel Cartel<br />
| Ladar <br />
| [[Image:Icon ecm ladar.png|64px|center]]<br />
|}<br />
<br />
<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139937Crowbar2018-12-04T16:52:56Z<p>Rothbard leviathan: /* How to get one */ initial draft</p>
<hr />
<div>{{stub}}<br />
<br />
A '''Crowbar''' is a quick-response [[ECM]] ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
= Fitting =<br />
<wikifit shipid="584" doctrineid="26105" /><br />
<br />
= Skills required =<br />
<br />
= How to get one =<br />
<br />
A doctrine-fitted Crowbar costs approximately 1.5M ISK. If you can afford to have your own, they are usually available on corporate contract in the various campus home stations. In emergencies, if you need one, they can also be borrowed from the [[EVE University Corporate Hangars|campus hangars]]. (If you don't have the required title to access a specific hangar, ask someone else in the campus for assistance.) If you lose your Crowbar in a QRF action, it should be eligible for reimbursement through the [[Ship Replacement Program]].<br />
<br />
= Where to keep one =<br />
<br />
= When to call for Crowbars =<br />
<br />
= Tactics =<br />
<br />
== Fitting appropriate ECM Modules ==<br />
If the pilot calling for help does so correctly, he should specify by what race/type of ship he is tackled, so crowbar pilots can refit into the appropriate jammers.<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Target Ship Race<br />
! Jammer Type<br />
! Icon<br />
|-<br />
| Amarr<br>Blood Raiders<br>Sansha's Nation<br />
| Radar<br />
| [[Image:Icon ecm radar.png|64px|center]]<br />
|-<br />
| Caldari<br>Guristas<br>Mordu's Legion<br />
| Gravimetric<br />
| [[Image:Icon ecm gravimetric.png|64px|center]]<br />
|-<br />
| Gallente<br>Serpentis<br>ORE<br>Sisters of Eve<br />
| Magnetometric<br />
| [[Image:Icon ecm magnetometric.png|64px|center]]<br />
|-<br />
| Minmatar<br>Angel Cartel<br />
| Ladar <br />
| [[Image:Icon ecm ladar.png|64px|center]]<br />
|}<br />
<br />
<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139933Crowbar2018-12-04T16:31:47Z<p>Rothbard leviathan: expanded intro</p>
<hr />
<div>{{stub}}<br />
<br />
A '''Crowbar''' is a quick-response [[ECM]] ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]]. The fit is designed to be newbro-friendly (low skill requirements) and cheap (easy to afford and essentially disposable).<br />
<br />
= Fitting =<br />
<br />
= Skills required =<br />
<br />
= How to get one =<br />
<br />
= Where to keep one =<br />
<br />
= When to call for Crowbars =<br />
<br />
= Tactics =</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139932Crowbar2018-12-04T16:27:43Z<p>Rothbard leviathan: rephrase intro to incorporate glossary description</p>
<hr />
<div>{{stub}}<br />
<br />
A '''Crowbar''' is a quick-response [[ECM]] ship designed to be used in case of an emergency to "pry" a more valuable ship out of a sticky situation. It is a specific fitting of the Tech I Caldari frigate, the [[Griffin]].<br />
<br />
= Fitting =<br />
<br />
= Skills required =<br />
<br />
= How to get one =<br />
<br />
= Where to keep one =<br />
<br />
= When to call for Crowbars =<br />
<br />
= Tactics =</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Crowbar&diff=139931Crowbar2018-12-04T16:23:43Z<p>Rothbard leviathan: stubbed out</p>
<hr />
<div>{{stub}}<br />
<br />
A '''Crowbar''' is a quick-response ship designed to be used in case of an emergency when a more-expensive ship is in trouble. It is a specific fitting on the Tech I Caldari [[EWAR]] frigate, the [[Griffin]].<br />
<br />
= Fitting =<br />
<br />
= Skills required =<br />
<br />
= How to get one =<br />
<br />
= Where to keep one =<br />
<br />
= When to call for Crowbars =<br />
<br />
= Tactics =</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Doctrines&diff=139928Doctrines2018-12-04T14:09:03Z<p>Rothbard leviathan: added Doctrines category</p>
<hr />
<div>A fleet '''doctrine''' is a a set of one or more type of ships with preset fits that are designed to compliment each other increasing the overall effectiveness of the whole fleet and its probability of winning engagements or otherwise achieving the objectives of the doctrine. The purpose of the doctrine influences the fleet composition such that each fit is designed to fulfill a specific role while ensuring a uniformity of the engagement profile<ref>[https://www.themittani.com/features/introduction-doctrinal-design An Introduction to Doctrinal Design]</ref>. Fleet Doctrines that have been tested and proven successful in various battles or trials are adopted as official doctrines for corporations to be used in specific situations. The choice of the doctrine is typically the Fleet Commander's call, while the choice of the ship within the doctrine is typically the fleet members'.<br />
<br />
==Benefits==<br />
'''Fleet Doctrines''' reduce the chance that pilots would bring any random ship they have handy and thus '''Kitchen Sink'''<ref>[http://forum.eveuniversity.org/viewtopic.php?f=214&t=78400 Death to the Kitchen Sink]</ref> fleet compositions. The uniformity helps the Fleet Commander to make quick decisions and evaluate the fleet's ability to take on hostile fleet compositions. It also ensures that each ship engages at its optimal range.<br />
<br />
==Fits==<br />
To accomplish the desired uniformity all fleet members should fly their selected ships with the exact fits that are established in the doctrine. However, the natural variation in trained skills between different players can be an obstacle. To overcome this, many doctrines introduce a '''Standard''' fit and a '''NewBro Friendly''' variant to accommodate new players with lower levels of trained skills. These two extremes are used to show the progression a ship fit will take as a character progresses in skills and is able to fit better modules for that specific role. It is perfectly allowable, and in fact encouraged, to fit ships that are in between these two sample fits, and are more in line with a character's specific skills and wallet balance. Fleet members are thus encouraged to experiment with meta variants of the fit modules, however significant variations and module swapping are discouraged without the consent of the Fleet Commander.<br />
<br />
==Roles==<br />
{{related class|Fleets 101|Logistics 101|Tackling 101|Electronic Warfare 101|Scouting 101}}<br />
{{main|Fleets_101#Joining_a_fleet|Fleets 101}}<br />
Each fit in a given doctrine fulfills one or more of the following specific roles:<br />
===Primary Roles===<br />
*'''DD:''' Damage Dealer; high DPS to destroy enemy ships<br />
*'''[[Logi]]:''' Logistics; repairs friendly ships' armour or shield and may provide capacitor boosts<br />
*'''[[Tackling Guide|Tackle]]:''' Prevents hostile ships from warping away to ensure their destruction<br />
*'''[[EWar]]:''' Electronic Warfare; manipulates the electronic capabilities of hostile ships making them less effective or useless<br />
===Secondary Roles===<br />
*'''[[Scouting|Scouts]]:''' Move one or more systems a head of the fleet ''(and sometimes behind the fleet)'' for recon. Typically a Tackle Frigate, an Interceptor, or a [[Frigate#Covert_Ops|Covert Ops]] cloaky ship<br />
*'''Vanguard:''' A mini fleet that engages hostiles before the rest of the fleet joins the fight typically to trick the enemy in underestimating the actual fleet size and force<br />
*'''Anchors:''' With the rest of the fleet ''Approaching'' or ''Keeping at Range'', anchors are responsible for manually piloting their ships to maintain the fleets Optimal Range and tactical positioning. Typically DD and Logi have separate Anchors<br />
<br />
==Keeping Up with Doctrines==<br />
{{main|Fleet-Up}}<br />
Doctrines are not static, they evolve and change as necessary given that modules and ships are periodically re-balanced. Since forum posts and saved fits both in-game and in [[PYFA]] tend to get outdated and become obsolete, [[EVE University]] has adopted a third-party website, [[Fleet-Up]], for managing doctrines and fittings, ensuring that everyone has access to updated doctrine fits. Among other benefits, this tool is particularly helpful to check if a character can fly a given fit using API's.<br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:Fleets]]<br />
[[Category:Doctrines]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Doctrines&diff=139927Doctrines2018-12-04T13:53:37Z<p>Rothbard leviathan: switched to main article templates</p>
<hr />
<div>A fleet '''doctrine''' is a a set of one or more type of ships with preset fits that are designed to compliment each other increasing the overall effectiveness of the whole fleet and its probability of winning engagements or otherwise achieving the objectives of the doctrine. The purpose of the doctrine influences the fleet composition such that each fit is designed to fulfill a specific role while ensuring a uniformity of the engagement profile<ref>[https://www.themittani.com/features/introduction-doctrinal-design An Introduction to Doctrinal Design]</ref>. Fleet Doctrines that have been tested and proven successful in various battles or trials are adopted as official doctrines for corporations to be used in specific situations. The choice of the doctrine is typically the Fleet Commander's call, while the choice of the ship within the doctrine is typically the fleet members'.<br />
<br />
==Benefits==<br />
'''Fleet Doctrines''' reduce the chance that pilots would bring any random ship they have handy and thus '''Kitchen Sink'''<ref>[http://forum.eveuniversity.org/viewtopic.php?f=214&t=78400 Death to the Kitchen Sink]</ref> fleet compositions. The uniformity helps the Fleet Commander to make quick decisions and evaluate the fleet's ability to take on hostile fleet compositions. It also ensures that each ship engages at its optimal range.<br />
<br />
==Fits==<br />
To accomplish the desired uniformity all fleet members should fly their selected ships with the exact fits that are established in the doctrine. However, the natural variation in trained skills between different players can be an obstacle. To overcome this, many doctrines introduce a '''Standard''' fit and a '''NewBro Friendly''' variant to accommodate new players with lower levels of trained skills. These two extremes are used to show the progression a ship fit will take as a character progresses in skills and is able to fit better modules for that specific role. It is perfectly allowable, and in fact encouraged, to fit ships that are in between these two sample fits, and are more in line with a character's specific skills and wallet balance. Fleet members are thus encouraged to experiment with meta variants of the fit modules, however significant variations and module swapping are discouraged without the consent of the Fleet Commander.<br />
<br />
==Roles==<br />
{{related class|Fleets 101|Logistics 101|Tackling 101|Electronic Warfare 101|Scouting 101}}<br />
{{main|Fleets_101#Joining_a_fleet|Fleets 101}}<br />
Each fit in a given doctrine fulfills one or more of the following specific roles:<br />
===Primary Roles===<br />
*'''DD:''' Damage Dealer; high DPS to destroy enemy ships<br />
*'''[[Logi]]:''' Logistics; repairs friendly ships' armour or shield and may provide capacitor boosts<br />
*'''[[Tackling Guide|Tackle]]:''' Prevents hostile ships from warping away to ensure their destruction<br />
*'''[[EWar]]:''' Electronic Warfare; manipulates the electronic capabilities of hostile ships making them less effective or useless<br />
===Secondary Roles===<br />
*'''[[Scouting|Scouts]]:''' Move one or more systems a head of the fleet ''(and sometimes behind the fleet)'' for recon. Typically a Tackle Frigate, an Interceptor, or a [[Frigate#Covert_Ops|Covert Ops]] cloaky ship<br />
*'''Vanguard:''' A mini fleet that engages hostiles before the rest of the fleet joins the fight typically to trick the enemy in underestimating the actual fleet size and force<br />
*'''Anchors:''' With the rest of the fleet ''Approaching'' or ''Keeping at Range'', anchors are responsible for manually piloting their ships to maintain the fleets Optimal Range and tactical positioning. Typically DD and Logi have separate Anchors<br />
<br />
==Keeping Up with Doctrines==<br />
{{main|Fleet-Up}}<br />
Doctrines are not static, they evolve and change as necessary given that modules and ships are periodically re-balanced. Since forum posts and saved fits both in-game and in [[PYFA]] tend to get outdated and become obsolete, [[EVE University]] has adopted a third-party website, [[Fleet-Up]], for managing doctrines and fittings, ensuring that everyone has access to updated doctrine fits. Among other benefits, this tool is particularly helpful to check if a character can fly a given fit using API's.<br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:Fleets]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Archive:UniSlacks&diff=139582Archive:UniSlacks2018-11-19T21:42:47Z<p>Rothbard leviathan: /* Joining Slack */ update all forum links to https for consistency and to thwart spais</p>
<hr />
<div>{{eunispecific}}<br />
'''[https://slack.com/is/team-communication Slack]''' is an out-of-game platform for team communication. [[EVE University]] uses Slack for communication within each of the campuses, communities, and other teams.<br />
<br />
The various University [[campuses]] have channels set up in their respective slack applications for different purposes. One feature in slack is that it allows pings for various purposes, which will be received by all members of that team. Slack also has a mobile app which is quite versatile for both Android and iOS.<br />
<br />
All UNI Slacks follow [[EVE_University_Rules|University Rules]]<br />
<br />
=Joining Slack and Channels=<br />
Each campus and community has a certain way of joining their Slack. Once you join a campus, you will need to visit their forum posts for details on how to join it. Certain teams may also create private groups for their management teams, FC teams, etc.<br />
==Joining Slack==<br />
*[https://forum.eveuniversity.org/viewtopic.php?f=236&t=83616 WHC Slack]<br />
*[https://forum.eveuniversity.org/viewtopic.php?f=212&t=84113 NSC Slack]<br />
*[https://forum.eveuniversity.org/viewtopic.php?f=214&t=84790 LSC Slack]<br />
*[https://forum.eveuniversity.org/viewtopic.php?f=242&t=105069 Incursion Slack]<br />
*[https://forum.eveuniversity.org/viewtopic.php?f=233&t=85803 AMC Slack]<br />
*[https://forum.eveuniversity.org/viewtopic.php?f=256&t=90171 HSC Slack]<br />
*[https://forum.eveuniversity.org/viewtopic.php?f=218&t=85486 Solitude Slack]<br />
<br />
If you have any issues joining their slack, look on those posts for whom to contact.<br />
<br />
Only available for staff members:<br />
<br />
*[https://forum.eveuniversity.org/viewtopic.php?f=137&t=83831 Staff Slack]<br />
<br />
==Common UNI Wide Channels==<br />
===Batphone===<br />
* '''''#campusbatphone''''' : This is a uni-wide slack ping to be used '''sparingly''', as it will notify every member of every campus-associated slack as well as the staff slack. This should only be used in select circumstances, examples of which are detailed below:<br />
<br />
Use this channel for: Either a call for help, (WHC is getting invaded, NSC or LSC POSes are being assaulted by a force that we could engage) or an engagement in which you are at a noticeable stalemate and cannot proceed without reinforcements (known solo carrier tackled 5j from NSC with no backup incoming and your reps are holding). Please be as descriptive as possible with numbers and composition (eg. 40 x T3 fleet with 6 T2 logi assaulting uni POS in WHC).<br />
<br />
Do not use this channel if the situation is easily resolved by members of the home campus ('''''#pingpvp''''' should be used for small QRFs, for example) or de-escalated by the opponent (for instance, a carrier is tackled on a station undock - the carrier docks, thus ending the engagement). You should also not use this channel for a situation that other campuses cannot easily respond to (if you are 15j+ from all campuses, reinforcements will be hard to get). It should not be used for general purposes like announcing fleets or classes either.<br />
<br />
Do '''NOT''' respond to a ping in this channel. Discuss it in the '''''#talkaboutpings''''' channel instead.<br />
<br />
===General Channels===<br />
* '''''#general''''' : General team channel used to discuss topics generally related to that team/campus<br />
* '''''#othergames''''' : Chat, discuss, or play other games via this channel<br />
* '''''#otherchat''''' : Discuss, share anything not directly related to the UNI or EVE Online<br />
* '''''#scripts''''' : Testing of scripts ad using miscellaneous scripts included by Titus (latex, market prices, routes etc) go here.<br />
* '''''#talkaboutpings''''' : Discuss any ping from the ping channels here<br />
<br />
===Ping Channels===<br />
* '''''#pingpve''''' : Pings for PvE activities (missions, mining, etc), arranged or impromptu, go here. '''Do''' '''''NOT''''' '''respond/chatter in this channel.'''<br />
* '''''#pingpvp''''' : Pings for current PvP activities go here. '''Do''' '''''NOT''''' '''respond/chatter in this channel.'''<br />
* '''''#pingmisc''''' : Miscellaneous pings - like "come kill Pehuen", "rolling Bacon, need HIC", "need to scan down chains" etc go here. '''Do''' '''''NOT''''' '''respond/chatter in this channel.'''<br />
* '''''#pingfleet''''' : Announce pre-planned fleets, ie Ishtar Fleet next week. '''Do''' '''''NOT''''' '''respond/chatter in this channel.'''<br />
* '''''#pingclass''''' : Announce classes that will be starting soon. '''Do''' '''''NOT''''' '''respond/chatter in this channel.'''<br />
* '''''#need-a-staffer''''': Quickly get the attention of a staff member for concerns like channel moderation et al.<br />
<br />
<br />
Pings should be informative enough so that they do not require multiple pings for the same topic. If you need to use multiple lines, type them out before you send the message. Each message sent will notify individuals on their mobile, desktop, and/or emails; do not abuse the pings otherwise individuals will just turn them off.<br />
<br />
==Campus-specific Channels==<br />
Please be respectful, decent and all the rest of those things in slack.. and '''NEVER''' reveal any personal info.<br />
<br />
===E-Uni Staff Slack===<br />
* ''#announcements'' : The purpose of this channel is to make and easily find important announcements.<br />
* ''#fittings'' : This channel is for discussing fittings.<br />
* ''#general'' : This channel is for team-wide communication and announcements. All E-Uni staff members, who are part of the staff slack are in this channel.<br />
* ''#lauras-office'' : This is a Q&A channel for our lady and mistress [[EVE University Management#Chief Executive Officer|Laura Karpinski]].<br />
* ''#logs'' : This channel is to report server outages. If the server is acting up, put a comment in there so we can compare it to our server logs.<br />
* ''#need-a-director'' : This channel is to type stuff that you think needs to be brought to the attention of a director.<br />
* ''#need-a-moderator'' : If a forum or chat channel needs a moderator, ask for them in here.<br />
* ''#offtopic-chat'' : This channel is used to chat about stupid things.<br />
* ''#scripts'' : This channel can be used to interact with various utility bots.<br />
* ''#uniwiki'' : This channel is used to discuss wiki edits, wiki moderation and new wiki pages.<br />
<br />
===WHC Slack===<br />
* ''#whc-general'' : This is the WHC hangout room. Anything relating to E-Uni and EVE go here - as long as its within uni rules :).<br />
* ''#othergames'' : If WHC members are looking to play other games like LoL or GW2, meet up and discuss it here!<br />
* ''#otherchat'' : All miscellaneous chat goes here. Rules still apply.<br />
* ''#pingmisc'' : Miscellaneous pings - like "come kill Pehuen", "rolling Bacon, need HIC", "need to scan down chains" etc go here. DO NOT RESPOND TO A PING IN THIS CHANNEL.<br />
* ''#pingpve'' : Pings for PvE activities like gas huffing, site running or mining go here. DO NOT RESPOND TO A PING IN THIS CHANNEL.<br />
* ''#pingpvp'' : Pings for PvP activities, arranged or impromptu, go here. DO NOT RESPOND TO A PING IN THIS CHANNEL.<br />
* ''#rpgs'' : Rolling scripts for roll based games go here.<br />
* ''#talkaboutpings'' : Discuss and ask about pings in the four ping channels - #campusbatphone, #pingmisc, #pingpvp and #pingpve here.<br />
* ''#scripts'' : Testing of scripts and using miscellaneous scripts included by Enta and Titus (latex, market prices, routes etc) go here.<br />
<br />
===NSC Slack===<br />
* ''#nsc-general'': General talk about NSC and EVE goes in here.<br />
* ''#pingpvp'': Use this for when a fleet is forming, either a QRF or a preplanned fleet. DO NOT RESPOND TO A PING IN THIS CHANNEL.<br />
* ''#pingpve'' : Pings for PvE activities like gas huffing, site running or mining go here. DO NOT RESPOND TO A PING IN THIS CHANNEL.<br />
* ''#pingfleet'' : Use this for when a fleet is forming. DO NOT RESPOND TO A PING IN THIS CHANNEL.<br />
* ''#pingmisc'': For pings unrelated to existing topics. DO NOT RESPOND TO A PING IN THIS CHANNEL.<br />
* ''#talkaboutpings'' : Discuss and ask about pings from any of the ping channels.<br />
* ''#otherchat'': For whatever (mostly Carth's GIF's at the moment) Keep it within Chat rules.<br />
* ''#othergames'' : Playing/talking about any other games goes in here.<br />
* ''#scripts'' : Testing of scripts and using miscellaneous scripts included by Titus (latex, market prices, routes etc) go here.<br />
<br />
===LSC Slack===<br />
* ''#lsc-general'' : General talk about LSC and EVE goes in here.<br />
* ''#pingpvp'' : Pings for PvP activities, arranged or impromptu, go here. DO NOT RESPOND TO A PING IN THIS CHANNEL.<br />
* ''#pingpve'' : Pings for PvE activities, arranged or impromptu, go here. DO NOT RESPOND TO A PING IN THIS CHANNEL.<br />
* ''#pingfleet'' : Use this for when a fleet is forming. DO NOT RESPOND TO A PING IN THIS CHANNEL.<br />
* ''#pingmisc'': For pings unrelated to existing topics. DO NOT RESPOND TO A PING IN THIS CHANNEL.<br />
* ''#talkaboutpings'' : Discuss and ask about pings from any of the ping channels.<br />
* ''#othergames'' : Playing/talking about any other games goes in here.<br />
* ''#otherchat'' : Any chat not relevant to #lsc-general goes here.<br />
* ''#scripts'' : Testing of scripts and using miscellaneous scripts included by Titus (latex, market prices, routes etc) go here.<br />
<br />
===Incursions Slack===<br />
* ''#inc-general'' : General talk about Incursions and EVE goes in here.<br />
* ''#fittings'' : Discussions about fitting ships for incursions.<br />
* ''#pingnewfocus'' : Announcements of new focus to which the community will move to goes here. DO NOT RESPOND TO A PING IN THIS CHANNEL.<br />
* ''#pingfleetforming'' : Fleet announcements go here. DO NOT RESPOND TO A PING IN THIS CHANNEL.<br />
* ''#talkaboutpings'' : Discuss and ask about pings from any of the ping channels.<br />
* ''#uniwiki'' : Changes and additions to the incursions wiki go here.<br />
* ''#scripts'' : Testing of scripts and using miscellaneous scripts included by Titus (latex, market prices, routes etc) go here.<br />
<br />
===AMC Slack===<br />
<br />
===HSC Slack===<br />
* ''#hsc-general'' : General talk about HSC and EVE goes in here.<br />
* ''#market'' : Exchanging goods, Trading, Advertising of Services etc.<br />
* ''#pingpvp'' : Pings for PvP activities, arranged or impromptu, go here. DO NOT RESPOND TO A PING IN THIS CHANNEL.<br />
* ''#pingpve'' : Pings for PvE activities, arranged or impromptu, go here. DO NOT RESPOND TO A PING IN THIS CHANNEL.<br />
* ''#pingfleet'' : Use this for when a fleet is forming. DO NOT RESPOND TO A PING IN THIS CHANNEL.<br />
* ''#pingmisc'': For pings unrelated to existing topics. DO NOT RESPOND TO A PING IN THIS CHANNEL.<br />
* ''#talkaboutpings'' : Discuss and ask about pings from any of the ping channels.<br />
* ''#othergames'' : Playing/talking about any other games goes in here.<br />
* ''#otherchat'' : Any chat not relevant to #lsc-general goes here.<br />
* ''#scripts'' : Testing of scripts and using miscellaneous scripts included by Titus (latex, market prices, routes etc) go here.<br />
<br />
===Solitude Slack===<br />
* ''#soli-general'': General talk about Project Solitude and EVE goes in here.<br />
* ''#pingfleet'': Use to announce current fleets that are forming in the Solitude region, anything from simple mission running to null roams and WH diving. DO NOT RESPOND TO A PING IN THIS CHANNEL.<br />
* ''#pingevents'' : A place to locate fleet members for missioning, roams, and other solitude events. DO NOT RESPOND TO A PING IN THIS CHANNEL.<br />
* ''#talkaboutpings'' : Discuss and ask about pings from any of the ping channels.<br />
* ''#offers-and-requests'': Are you running to Jita? Do you need someone who can refine? Looking for manufacturers, or scouts, or haulers? Drop a line. Offer a service. Use this channel to shout out to the locals.<br />
* ''#scripts'' : Testing of scripts and using miscellaneous scripts included by Titus (latex, market prices, routes etc) go here.<br />
* ''#solitude-industry'' : Solitude Industry Cartel discussion channel for those interested in producing for the TBC Fortizar Market. This channel hosts coordination for mining ops, industry production (what is being produced by whom), and logistics. Those interested in producing for the market are encouraged, but not required, to subscribe to this channel.<br />
<br />
[[Category:Applications]]</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Template:PercentageBar&diff=139132Template:PercentageBar2018-11-07T19:50:31Z<p>Rothbard leviathan: added default percentage value of zero if not specified</p>
<hr />
<div><includeonly>{| style="width:100%; font-size:80%; text-align:center;"<br />
|-<br />
{{#ifexpr: {{{1|0}}} = 0 | | {{!}} style="width:{{#ifexpr: {{{1|0}}} > 100 | 100 | {{{1|0}}} }}%; color:{{{3}}}; background:{{{2}}};" {{!}} {{#ifexpr: {{{1|0}}} < 50 | | {{{1|0}}}% }} }}<br />
| style="color:{{{2}}}; background:{{{3}}};" | {{#ifexpr: {{{1|0}}} < 50 | {{#ifexpr: {{{1|0}}} = 0 | &nbsp; | {{#ifexpr: {{{1|0}}} > 100 | 100 | {{{1|0}}} }}% | }} }}<br />
|}</includeonly><noinclude><br />
{{documentation|Template:PercentageBar/doc}}</noinclude></div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Template:PercentageBar&diff=139131Template:PercentageBar2018-11-07T19:47:32Z<p>Rothbard leviathan: special handling for {{{1}}} > 100</p>
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<div><includeonly>{| style="width:100%; font-size:80%; text-align:center;"<br />
|-<br />
{{#ifexpr: {{{1}}} = 0 | | {{!}} style="width:{{#ifexpr: {{{1}}} > 100 | 100 | {{{1}}} }}%; color:{{{3}}}; background:{{{2}}};" {{!}} {{#ifexpr: {{{1}}} < 50 | | {{{1}}}% }} }}<br />
| style="color:{{{2}}}; background:{{{3}}};" | {{#ifexpr: {{{1}}} < 50 | {{#ifexpr: {{{1}}} = 0 | &nbsp; | {{#ifexpr: {{{1}}} > 100 | 100 | {{{1}}} }}% | }} }}<br />
|}</includeonly><noinclude><br />
{{documentation|Template:PercentageBar/doc}}</noinclude></div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Template:PercentageBar/doc&diff=139130Template:PercentageBar/doc2018-11-07T19:43:32Z<p>Rothbard leviathan: expanded documentation</p>
<hr />
<div><br />
;Description<br />
:This template is a utility function that creates a colored bar depicting a percentage value. It is useful, in particular, for constructing table entries for things like [[Template:DamageProfile|damage or resistance profiles]], similar to those found on the in-game fitting window. It is intended to be used inside a table cell, typically within another template.<br />
:Do not include a percent sign (%) in the input—it will be added to the output automatically. Any non-zero number will be printed on the larger side of the bar. A zero value will result in a blank bar of the secondary color. Inputs greater than 100 will be displayed as 100%. Non-numerical inputs are invalid.<br />
:The primary and secondary colors should ideally be contrasting shades of a similar hue, as they will be used as foreground and background for one another. Colors may be specified using official HTML names ("RebeccaPurple"), or hex values ("#663399" or "#639"). (The mixing function on the [https://www.w3schools.com/colors/colors_names.asp W3 Schools HTML Color Names] website may be useful in constructing appropriate combinations.) <br />
;Dependencies:<br />
:* CSS<br />
:* [https://www.mediawiki.org/wiki/Help:Extension:ParserFunctions MediaWiki Parser Functions Extension]<br />
;Syntax<br />
:Type <code>{{t|PercentageBar|percentage|primary color|secondary color}}</code> into a table cell.<br />
;Sample output<br />
:<code><nowiki>{| class="wikitable"</nowiki></code><br />
:<code><nowiki>|-</nowiki></code><br />
:<code><nowiki>| {{PercentageBar|35|Cyan|DarkCyan}}</nowiki></code><br />
:<code><nowiki>|-</nowiki></code><br />
:<code><nowiki>| {{PercentageBar|50|OrangeRed|#592b1a}}</nowiki></code><br />
:<code><nowiki>|-</nowiki></code><br />
:<code><nowiki>| {{PercentageBar|60|Silver|DimGrey}}</nowiki></code><br />
:<code><nowiki>|-</nowiki></code><br />
:<code><nowiki>| {{PercentageBar|0|Orange|#59431a}}</nowiki></code><br />
:<code><nowiki>|}</nowiki></code><br />
::gives...<br />
<center><br />
{| class="wikitable" style="width:25%;"<br />
|-<br />
| {{PercentageBar|35|Cyan|DarkCyan}}<br />
|-<br />
| {{PercentageBar|50|OrangeRed|#592b1a}}<br />
|-<br />
| {{PercentageBar|60|Silver|DimGrey}}<br />
|-<br />
| {{PercentageBar|0|Orange|#59431a}}<br />
|}<br />
</center><br />
;See also:<br />
:* [[Template:DamageProfile]]<br />
<br />
<includeonly>[[Category:Template|{{PAGENAME}}]]<!-- Any categories for the template itself --></includeonly><br />
<noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude></div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Template:PercentageBar&diff=139129Template:PercentageBar2018-11-07T19:24:30Z<p>Rothbard leviathan: include doc status</p>
<hr />
<div><includeonly>{| style="width:100%; font-size:80%; text-align:center;"<br />
|-<br />
{{#ifexpr: {{{1}}} = 0 | | {{!}} style="width:{{{1}}}%; color:{{{3}}}; background:{{{2}}};" {{!}} {{#ifexpr: {{{1}}} < 50 | | {{{1}}}% }} }}<br />
| style="color:{{{2}}}; background:{{{3}}};" | {{#ifexpr: {{{1}}} < 50 | {{#ifexpr: {{{1}}} = 0 | &nbsp; | {{{1}}}% | }} }}<br />
|}</includeonly><noinclude><br />
{{documentation|Template:PercentageBar/doc}}</noinclude></div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=User:Rothbard_leviathan/Projectile_ammunition&diff=139126User:Rothbard leviathan/Projectile ammunition2018-11-07T08:56:19Z<p>Rothbard leviathan: incorporated {{TotalDamageHeader}} template</p>
<hr />
<div>Projectile ammunition is used with [[Turrets#Projectile_turrets|projectile turrets]]. Unlike [[Turrets#Hybrid_ammo|hybrid]] or [[Turrets#Frequency_crystals|energy]] ammunition, different kinds of projectile ammunition not only have different optimal [[Turret_mechanics#Range|range]] modifiers, but also different [[Turret_mechanics#Tracking|tracking]] bonuses, rather than simply presenting a gradual exchange of damage for range. In addition, like [[Drones|drones]] and [[Missiles|missiles]], projectile ammunition can be tailored to produce every damage type. All of this makes the selection of optimal projectile ammunition a more complicated topic than choosing the appropriate charges for other types of weaponry.<br />
<br />
{{tocright}}<br />
<br />
= Tech Ⅰ =<br />
<br />
Tech Ⅰ projectile ammunition can be used with dozens of appropriately-sized Tech Ⅰ projectile turrets, as well as various Faction, Storyline, and Tech Ⅱ turrets.<br />
<br />
== Standard ==<br />
<br />
There are eight kinds of standard projectile ammunition, which can be split into three main tiers: short-range, medium-range, and long-range. All variations within each tier have identical range and tracking modifiers, but the different types offer various damage profiles. In addition, the medium-range tier has a significant tracking speed bonus. For these reasons, it is important to match Tech Ⅰ projectile ammo not only to the resist profile of the intended target, but also to the type of projectile turrets (autocannons or artillery) and the range and speed at which the fighting is planned to occur.<br />
<br />
<center><br />
{| class="wikitable" style="text-align:center; background-color: #222;"<br />
<br />
|+ Properties of Standard (Tech Ⅰ) Projectile Ammunition<br />
<br />
|- style="background-color: #391313; vertical-align: bottom;"<br />
| style="width:8%;" rowspan=2 | {{icon|isis projectiles}}<br />Ammunition<br />Type<br />
| style="width:6%;" rowspan=2 | Category<br />
<br />
| colspan=2 | Modifiers<br />
| colspan=4 | Total Damage<br />
| colspan=4 | Damage Profile<br />
<br />
| rowspan=2 style="width:6%;" | [[File:Icon tech2.png|24px|top]]<br />Tech Ⅱ<br />Variant<br />
<br />
|- style="background-color: #391313;"<br />
| style="width:6%;" | {{icon|range}}<br />Range<br />
| style="width:6%;" | {{icon|tracking}}<br />Tracking<br />
<br />
{{TotalDamageHeader}}<br />
<br />
{{DamageProfileHeader}}<br />
<br />
|-<br />
| style="text-align:left; padding-left: 10px;" | EMP <br />
<br />
| rowspan=3 | Short-<br />Range<br />
| rowspan=3 style="color: Red;" | -50% <br />
| rowspan=3 | <br />
<br />
{{TotalDamage|12|3}}<br />
<br />
{{DamageProfile|9|0|1|2}}<br />
<br />
| <br />
<br />
|- <br />
| style="text-align:left; padding-left: 10px;" | Phased Plasma <br />
<br />
{{DamageProfile|0|10|2|0}}<br />
<br />
|<br />
<br />
|-<br />
| style="text-align:left; padding-left: 10px;" | Fusion <br />
<br />
{{DamageProfile|0|0|2|10}}<br />
<br />
|<br />
<br />
|- style="background-color: #333;"<br />
| style="text-align:left; padding-left: 10px;" | Titanium Sabot <br />
<br />
| rowspan=2 | Medium-<br />Range<br />
| rowspan=2 |<br />
| rowspan=2 style="color: LimeGreen;" | +20%<br />
<br />
{{TotalDamage|8|2}}<br />
<br />
{{DamageProfile|0|0|6|2}}<br />
<br />
| Quake<br />
<br />
|- style="background-color: #333;"<br />
| style="text-align:left; padding-left: 10px; padding-right: 10px;" | Depleted Uranium <br />
<br />
{{DamageProfile|0|3|2|3}}<br />
<br />
| Hail<br />
<br />
|-<br />
| style="text-align:left; padding-left: 10px;" | Proton <br />
<br />
| rowspan=3 | Long-<br />Range<br />
| rowspan=3 style="color: LimeGreen;" | +60% <br />
| rowspan=3 style="color: LimeGreen;" | +5%<br />
<br />
{{TotalDamage|5|3}}<br />
<br />
{{DamageProfile|3|0|2|0}}<br />
<br />
|<br />
<br />
|-<br />
| style="text-align:left; padding-left: 10px;" | Nuclear <br />
<br />
{{DamageProfile|0|0|1|4}}<br />
<br />
| Barrage<br />
<br />
|-<br />
| style="text-align:left; padding-left: 10px;" | Carbonized Lead <br />
<br />
{{DamageProfile|0|0|4|1}}<br />
<br />
| Tremor<br />
|}<br />
</center><br />
<br />
Note that the range modifiers associated with these ammo types ''only'' apply to optimal range. When using autocannons—which have tiny optimal ranges but large falloff zones—the ammo's range modifier doesn't matter very much. (It is, however, very important when using artillery.) This means that '''autocannons should always be loaded with the most damaging ammo possible''' (taking into account the intended target's resist profile), without regard to optimal range bonuses or penalties. Furthermore, '''if a particular hull has a falloff bonus, it was probably designed to use autocannons''' rather than artillery.<br />
<br />
== [[File:Icon faction.png|14px|text-top|link=]]Faction ==<br />
<br />
Each of the eight Tech Ⅰ projectile ammunition types has three available faction variants. These faction charges have all the same characteristics as their Tech Ⅰ counterparts, but inflict more damage, as detailed in the table below:<br />
<br />
<center><br />
{| class="wikitable" style="text-align:center; background-color: #222;"<br />
<br />
|+ Faction Projectile Ammunition Bonus<br />
<br />
|- style="background-color: #391313; vertical-align: bottom;"<br />
| [[File:Icon faction.png|10px|text-top|link=]]Faction<br />
| Damage<br />
<br />
|-<br />
| style="text-align: left;" | [[File:Logo_faction_angel_cartel.png|32px|link=]] Arch Angel<br />
| style="color: LimeGreen;" | +10%<br />
<br />
|-<br />
| style="text-align: left;" | [[File:Logo_faction_minmatar_republic.png|32px|link=]] Republic Fleet<br />
| style="color: LimeGreen;" | +15%<br />
<br />
|- <br />
| style="text-align: left;" | [[File:Logo_faction_angel_cartel.png|32px|link=]] Domination<br />
| style="color: LimeGreen;" | +20%<br />
<br />
|}<br />
</center><br />
<br />
If you can afford to, it's good to carry some faction ammo for PvP. However, for PvE, faction ammo is usually not cost-effective.<br />
<br />
= [[File:Icon tech2.png|16px|text-top|link=]]Tech Ⅱ =<br />
<br />
In contrast to Tech Ⅰ projectile ammunition, the Tech Ⅱ variants may each only be used with a specific type of projectile turret. There are two autocannon and two artillery charges. All four deal a combination of explosive and kinetic damage only. Tech Ⅱ projectile ammunition may only be loaded into a properly-sized Tech Ⅱ projectile turret of the appropriate type.<br />
<br />
<center><br />
{| class="wikitable" style="text-align:center; background-color: #222;"<br />
<br />
|+ Properties of Tech Ⅱ Autocannon Projectile Ammunition<br />
<br />
|- style="background-color: #391313; vertical-align: bottom;"<br />
| rowspan=2 style="padding-left: 10px; padding-right: 10px; width:8%;" | {{icon|isis projectiles}}<br />Ammunition<br />Type<br />
| rowspan=2 style="width:6%;" | Turret<br />Type<br />
<br />
| colspan=3 | Modifiers<br />
<br />
| colspan=4 | Total Damage<br />
| colspan=4 | Damage Profile<br />
<br />
| style="width:10%;" rowspan=2 | Tech Ⅰ<br />Variant<br />
<br />
|- style="background-color: #391313;"<br />
| style="width:6%;" | {{icon|range}}<br />Range<br />
| style="width:6%;" | {{icon|falloff}}<br />Falloff<br />
| style="width:6%;" | {{icon|tracking}}<br />Tracking<br />
<br />
{{TotalDamageHeader}}<br />
<br />
{{DamageProfileHeader}}<br />
<br />
|-<br />
| style="text-align:left; padding-left: 10px;" | Barrage<br />
<br />
| style="padding: 10px;" rowspan=2 | Autocannon<br />
<br />
| <br />
| style="color: LimeGreen;" | +40%<br />
| style="color: Red;" | -25%<br />
<br />
{{TotalDamage|11}}<br />
<br />
{{DamageProfile|0|0|5|6}}<br />
<br />
| Nuclear<br />
<br />
|- <br />
| style="text-align:left; padding-left: 10px;" | Hail<br />
<br />
| style="color: Red;" | -50% <br />
| style="color: Red;" | -25%<br />
| style="color: Red;" | -30%<br />
<br />
{{TotalDamage|15.4}}<br />
<br />
{{DamageProfile|0|0|3.3|12.1}}<br />
<br />
| style="padding-left: 10px; padding-right: 10px;" | Depleted Uranium<br />
<br />
|- style="background-color: #333;"<br />
| style="text-align:left; padding-left: 10px;" | Quake<br />
<br />
| rowspan=2 | Artillery<br />
<br />
| style="color: Red;" | -75%<br />
|<br />
| style="color: LimeGreen;" | +25%<br />
<br />
{{TotalDamage|14}}<br />
<br />
{{DamageProfile|0|0|5|9}}<br />
<br />
| Titanium Sabot<br />
<br />
|- style="background-color: #333;"<br />
| style="text-align:left; padding-left: 10px;" | Tremor<br />
<br />
| style="color: LimeGreen;" | +80%<br />
|<br />
| style="color: Red;" | -75%<br />
<br />
{{TotalDamage|8}}<br />
<br />
{{DamageProfile|0|0|3|5}}<br />
<br />
| Carbonized Lead<br />
|}<br />
</center><br />
<br />
== Autocannon ==<br />
<br />
The Tech Ⅱ ammunition types for autocannons are Barrage and Hail. Barrage has a tracking penalty but a falloff bonus, making it popular with ships like the [[Vagabond]], which like to skirmish in falloff range. Hail has penalties to optimal range, falloff range, and tracking, but, when it hits, it deals very high damage. In practice, the range and tracking drawbacks mean that Hail rarely offers more effective DPS, although it can be useful against large, stationary targets, such as [[Upwell structures|structures]]. Barrage does roughly equal amounts of explosive and kinetic damage, while Hail does mostly explosive damage, with a little kinetic on the side. <br />
<br />
== Artillery ==<br />
<br />
The Tech Ⅱ ammunition types for artillery are Quake and Tremor. Quake, much like Javelin for hybrids, lets artillery pretend to be autocannons, with high damage but much-reduced range. Tremor has a dramatic range bonus, offset by significant tracking penalty. Both do a mixture of explosive and kinetic damage.</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Template:DamageProfileHeader&diff=139125Template:DamageProfileHeader2018-11-07T08:55:21Z<p>Rothbard leviathan: incorporated cell width parameter</p>
<hr />
<div><includeonly>| style="width:{{{1|4%}}}; text-align:center; color:Cyan;" | {{icon|em damage}}<br />EM<br />
| style="width:{{{1|4%}}}; text-align:center; color:OrangeRed;" | {{icon|th damage}}<br />Therm.<br />
| style="width:{{{1|4%}}}; text-align:center; color:Silver;" | {{icon|ki damage}}<br />Kinetic<br />
| style="width:{{{1|4%}}}; text-align:center; color:Orange;" | {{icon|ex damage}}<br />Exp.</includeonly><noinclude>{{documentation}}</noinclude></div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Template:DamageProfileHeader/doc&diff=139124Template:DamageProfileHeader/doc2018-11-07T08:54:28Z<p>Rothbard leviathan: added cell width parameter info</p>
<hr />
<div><br />
;Description<br />
:This template simply creates a header to be used in ammunition tables to display damage profiles. It will only work inside of a parent table. Optionally, a cell width may be specified (20px, or 5%, etc). The default width is 4%.<br />
;Dependencies<br />
:* Uses CSS<br />
;Syntax<br />
:Type <code>{{t|DamageProfileHeader|cell width (optional)}}</code> into a table row.<br />
;Sample output<br />
:<code><nowiki>{| class="wikitable"</nowiki></code><br />
:<code><nowiki>|+</nowiki></code><br />
:<code><nowiki>{{DamageProfileHeader}}</nowiki></code><br />
:<code><nowiki>|}</nowiki></code><br />
::gives...<br />
<center><br />
{| class="wikitable" style="width:25%;"<br />
|+<br />
{{DamageProfileHeader}}<br />
|}<br />
</center><br />
;See also:<br />
:* [[Template:DamageProfile]]<br />
:* [[Projectile ammunition]]<br />
<br />
<includeonly>[[Category:Template|{{PAGENAME}}]]<!-- Any categories for the template itself --></includeonly><br />
<noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude></div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Template:DamageProfileHeader/doc&diff=139119Template:DamageProfileHeader/doc2018-11-07T08:48:25Z<p>Rothbard leviathan: added Dependencies header</p>
<hr />
<div><br />
;Description<br />
:This template simply creates a header to be used in ammunition tables to display damage profiles. It will only work inside of a parent table.<br />
;Dependencies<br />
:* Uses CSS<br />
;Syntax<br />
:Type <code>{{t|DamageProfileHeader}}</code> into a table row.<br />
;Sample output<br />
:<code><nowiki>{| class="wikitable"</nowiki></code><br />
:<code><nowiki>|+</nowiki></code><br />
:<code><nowiki>{{DamageProfileHeader}}</nowiki></code><br />
:<code><nowiki>|}</nowiki></code><br />
::gives...<br />
<center><br />
{| class="wikitable" style="width:25%;"<br />
|+<br />
{{DamageProfileHeader}}<br />
|}<br />
</center><br />
;See also:<br />
:* [[Template:DamageProfile]]<br />
:* [[Projectile ammunition]]<br />
<br />
<includeonly>[[Category:Template|{{PAGENAME}}]]<!-- Any categories for the template itself --></includeonly><br />
<noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude></div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=User:Rothbard_leviathan/Projectile_ammunition&diff=139113User:Rothbard leviathan/Projectile ammunition2018-11-07T08:23:59Z<p>Rothbard leviathan: /* Tech Ⅱ */ refactor by including {{TotalDamage}} template</p>
<hr />
<div>Projectile ammunition is used with [[Turrets#Projectile_turrets|projectile turrets]]. Unlike [[Turrets#Hybrid_ammo|hybrid]] or [[Turrets#Frequency_crystals|energy]] ammunition, different kinds of projectile ammunition not only have different optimal [[Turret_mechanics#Range|range]] modifiers, but also different [[Turret_mechanics#Tracking|tracking]] bonuses, rather than simply presenting a gradual exchange of damage for range. In addition, like [[Drones|drones]] and [[Missiles|missiles]], projectile ammunition can be tailored to produce every damage type. All of this makes the selection of optimal projectile ammunition a more complicated topic than choosing the appropriate charges for other types of weaponry.<br />
<br />
{{tocright}}<br />
<br />
= Tech Ⅰ =<br />
<br />
Tech Ⅰ projectile ammunition can be used with dozens of appropriately-sized Tech Ⅰ projectile turrets, as well as various Faction, Storyline, and Tech Ⅱ turrets.<br />
<br />
== Standard ==<br />
<br />
There are eight kinds of standard projectile ammunition, which can be split into three main tiers: short-range, medium-range, and long-range. All variations within each tier have identical range and tracking modifiers, but the different types offer various damage profiles. In addition, the medium-range tier has a significant tracking speed bonus. For these reasons, it is important to match Tech Ⅰ projectile ammo not only to the resist profile of the intended target, but also to the type of projectile turrets (autocannons or artillery) and the range and speed at which the fighting is planned to occur.<br />
<br />
<center><br />
{| class="wikitable" style="text-align:center; background-color: #222;"<br />
<br />
|+ Properties of Standard (Tech Ⅰ) Projectile Ammunition<br />
<br />
|- style="background-color: #391313; vertical-align: bottom;"<br />
| style="width:8%;" rowspan=2 | {{icon|isis projectiles}}<br />Ammunition<br />Type<br />
| style="width:6%;" rowspan=2 | Category<br />
<br />
| colspan=2 | Modifiers<br />
| colspan=4 | Total Damage<br />
| colspan=4 | Damage Profile<br />
<br />
| rowspan=2 style="width:6%;" | [[File:Icon tech2.png|24px|top]]<br />Tech Ⅱ<br />Variant<br />
<br />
|- style="background-color: #391313;"<br />
| style="width:6%;" | {{icon|range}}<br />Range<br />
| style="width:6%;" | {{icon|tracking}}<br />Tracking<br />
<br />
| style="width:2%;" | {{icon|isis small}} <br />
| style="width:2%;" | {{icon|isis medium}} <br />
| style="width:2%;" | {{icon|isis large}} <br />
| style="width:2%;" | {{icon|isis xl}}<br />
<br />
{{DamageProfileHeader}}<br />
<br />
|-<br />
| style="text-align:left; padding-left: 10px;" | EMP <br />
<br />
| rowspan=3 | Short-<br />Range<br />
| rowspan=3 style="color: Red;" | -50% <br />
| rowspan=3 | <br />
<br />
{{TotalDamage|12|3}}<br />
<br />
{{DamageProfile|9|0|1|2}}<br />
<br />
| <br />
<br />
|- <br />
| style="text-align:left; padding-left: 10px;" | Phased Plasma <br />
<br />
{{DamageProfile|0|10|2|0}}<br />
<br />
|<br />
<br />
|-<br />
| style="text-align:left; padding-left: 10px;" | Fusion <br />
<br />
{{DamageProfile|0|0|2|10}}<br />
<br />
|<br />
<br />
|- style="background-color: #333;"<br />
| style="text-align:left; padding-left: 10px;" | Titanium Sabot <br />
<br />
| rowspan=2 | Medium-<br />Range<br />
| rowspan=2 |<br />
| rowspan=2 style="color: LimeGreen;" | +20%<br />
<br />
{{TotalDamage|8|2}}<br />
<br />
{{DamageProfile|0|0|6|2}}<br />
<br />
| Quake<br />
<br />
|- style="background-color: #333;"<br />
| style="text-align:left; padding-left: 10px; padding-right: 10px;" | Depleted Uranium <br />
<br />
{{DamageProfile|0|3|2|3}}<br />
<br />
| Hail<br />
<br />
|-<br />
| style="text-align:left; padding-left: 10px;" | Proton <br />
<br />
| rowspan=3 | Long-<br />Range<br />
| rowspan=3 style="color: LimeGreen;" | +60% <br />
| rowspan=3 style="color: LimeGreen;" | +5%<br />
<br />
{{TotalDamage|5|3}}<br />
<br />
{{DamageProfile|3|0|2|0}}<br />
<br />
|<br />
<br />
|-<br />
| style="text-align:left; padding-left: 10px;" | Nuclear <br />
<br />
{{DamageProfile|0|0|1|4}}<br />
<br />
| Barrage<br />
<br />
|-<br />
| style="text-align:left; padding-left: 10px;" | Carbonized Lead <br />
<br />
{{DamageProfile|0|0|4|1}}<br />
<br />
| Tremor<br />
|}<br />
</center><br />
<br />
Note that the range modifiers associated with these ammo types ''only'' apply to optimal range. When using autocannons—which have tiny optimal ranges but large falloff zones—the ammo's range modifier doesn't matter very much. (It is, however, very important when using artillery.) This means that '''autocannons should always be loaded with the most damaging ammo possible''' (taking into account the intended target's resist profile), without regard to optimal range bonuses or penalties. Furthermore, '''if a particular hull has a falloff bonus, it was probably designed to use autocannons''' rather than artillery.<br />
<br />
== [[File:Icon faction.png|14px|text-top|link=]]Faction ==<br />
<br />
Each of the eight Tech Ⅰ projectile ammunition types has three available faction variants. These faction charges have all the same characteristics as their Tech Ⅰ counterparts, but inflict more damage, as detailed in the table below:<br />
<br />
<center><br />
{| class="wikitable" style="text-align:center; background-color: #222;"<br />
<br />
|+ Faction Projectile Ammunition Bonus<br />
<br />
|- style="background-color: #391313; vertical-align: bottom;"<br />
| [[File:Icon faction.png|10px|text-top|link=]]Faction<br />
| Damage<br />
<br />
|-<br />
| style="text-align: left;" | [[File:Logo_faction_angel_cartel.png|32px|link=]] Arch Angel<br />
| style="color: LimeGreen;" | +10%<br />
<br />
|-<br />
| style="text-align: left;" | [[File:Logo_faction_minmatar_republic.png|32px|link=]] Republic Fleet<br />
| style="color: LimeGreen;" | +15%<br />
<br />
|- <br />
| style="text-align: left;" | [[File:Logo_faction_angel_cartel.png|32px|link=]] Domination<br />
| style="color: LimeGreen;" | +20%<br />
<br />
|}<br />
</center><br />
<br />
If you can afford to, it's good to carry some faction ammo for PvP. However, for PvE, faction ammo is usually not cost-effective.<br />
<br />
= [[File:Icon tech2.png|16px|text-top|link=]]Tech Ⅱ =<br />
<br />
In contrast to Tech Ⅰ projectile ammunition, the Tech Ⅱ variants may each only be used with a specific type of projectile turret. There are two autocannon and two artillery charges. All four deal a combination of explosive and kinetic damage only. Tech Ⅱ projectile ammunition may only be loaded into a properly-sized Tech Ⅱ projectile turret of the appropriate type.<br />
<br />
<center><br />
{| class="wikitable" style="text-align:center; background-color: #222;"<br />
<br />
|+ Properties of Tech Ⅱ Autocannon Projectile Ammunition<br />
<br />
|- style="background-color: #391313; vertical-align: bottom;"<br />
| rowspan=2 style="padding-left: 10px; padding-right: 10px; width:8%;" | {{icon|isis projectiles}}<br />Ammunition<br />Type<br />
| rowspan=2 style="width:6%;" | Turret<br />Type<br />
<br />
| colspan=3 | Modifiers<br />
<br />
| colspan=4 | Total Damage<br />
| colspan=4 | Damage Profile<br />
<br />
| style="width:10%;" rowspan=2 | Tech Ⅰ<br />Variant<br />
<br />
|- style="background-color: #391313;"<br />
| style="width:6%;" | {{icon|range}}<br />Range<br />
| style="width:6%;" | {{icon|falloff}}<br />Falloff<br />
| style="width:6%;" | {{icon|tracking}}<br />Tracking<br />
<br />
| style="width:2%;" | {{icon|isis small}} <br />
| style="width:2%;" | {{icon|isis medium}} <br />
| style="width:2%;" | {{icon|isis large}} <br />
| style="width:2%;" | {{icon|isis xl}}<br />
<br />
{{DamageProfileHeader}}<br />
<br />
|-<br />
| style="text-align:left; padding-left: 10px;" | Barrage<br />
<br />
| style="padding: 10px;" rowspan=2 | Autocannon<br />
<br />
| <br />
| style="color: LimeGreen;" | +40%<br />
| style="color: Red;" | -25%<br />
<br />
{{TotalDamage|11}}<br />
<br />
{{DamageProfile|0|0|5|6}}<br />
<br />
| Nuclear<br />
<br />
|- <br />
| style="text-align:left; padding-left: 10px;" | Hail<br />
<br />
| style="color: Red;" | -50% <br />
| style="color: Red;" | -25%<br />
| style="color: Red;" | -30%<br />
<br />
{{TotalDamage|15.4}}<br />
<br />
{{DamageProfile|0|0|3.3|12.1}}<br />
<br />
| style="padding-left: 10px; padding-right: 10px;" | Depleted Uranium<br />
<br />
|- style="background-color: #333;"<br />
| style="text-align:left; padding-left: 10px;" | Quake<br />
<br />
| rowspan=2 | Artillery<br />
<br />
| style="color: Red;" | -75%<br />
|<br />
| style="color: LimeGreen;" | +25%<br />
<br />
{{TotalDamage|14}}<br />
<br />
{{DamageProfile|0|0|5|9}}<br />
<br />
| Titanium Sabot<br />
<br />
|- style="background-color: #333;"<br />
| style="text-align:left; padding-left: 10px;" | Tremor<br />
<br />
| style="color: LimeGreen;" | +80%<br />
|<br />
| style="color: Red;" | -75%<br />
<br />
{{TotalDamage|8}}<br />
<br />
{{DamageProfile|0|0|3|5}}<br />
<br />
| Carbonized Lead<br />
|}<br />
</center><br />
<br />
== Autocannon ==<br />
<br />
The Tech Ⅱ ammunition types for autocannons are Barrage and Hail. Barrage has a tracking penalty but a falloff bonus, making it popular with ships like the [[Vagabond]], which like to skirmish in falloff range. Hail has penalties to optimal range, falloff range, and tracking, but, when it hits, it deals very high damage. In practice, the range and tracking drawbacks mean that Hail rarely offers more effective DPS, although it can be useful against large, stationary targets, such as [[Upwell structures|structures]]. Barrage does roughly equal amounts of explosive and kinetic damage, while Hail does mostly explosive damage, with a little kinetic on the side. <br />
<br />
== Artillery ==<br />
<br />
The Tech Ⅱ ammunition types for artillery are Quake and Tremor. Quake, much like Javelin for hybrids, lets artillery pretend to be autocannons, with high damage but much-reduced range. Tremor has a dramatic range bonus, offset by significant tracking penalty. Both do a mixture of explosive and kinetic damage.</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=User:Rothbard_leviathan/Projectile_ammunition&diff=139112User:Rothbard leviathan/Projectile ammunition2018-11-07T08:22:25Z<p>Rothbard leviathan: /* Standard */ refactor by including {{TotalDamage}} template</p>
<hr />
<div>Projectile ammunition is used with [[Turrets#Projectile_turrets|projectile turrets]]. Unlike [[Turrets#Hybrid_ammo|hybrid]] or [[Turrets#Frequency_crystals|energy]] ammunition, different kinds of projectile ammunition not only have different optimal [[Turret_mechanics#Range|range]] modifiers, but also different [[Turret_mechanics#Tracking|tracking]] bonuses, rather than simply presenting a gradual exchange of damage for range. In addition, like [[Drones|drones]] and [[Missiles|missiles]], projectile ammunition can be tailored to produce every damage type. All of this makes the selection of optimal projectile ammunition a more complicated topic than choosing the appropriate charges for other types of weaponry.<br />
<br />
{{tocright}}<br />
<br />
= Tech Ⅰ =<br />
<br />
Tech Ⅰ projectile ammunition can be used with dozens of appropriately-sized Tech Ⅰ projectile turrets, as well as various Faction, Storyline, and Tech Ⅱ turrets.<br />
<br />
== Standard ==<br />
<br />
There are eight kinds of standard projectile ammunition, which can be split into three main tiers: short-range, medium-range, and long-range. All variations within each tier have identical range and tracking modifiers, but the different types offer various damage profiles. In addition, the medium-range tier has a significant tracking speed bonus. For these reasons, it is important to match Tech Ⅰ projectile ammo not only to the resist profile of the intended target, but also to the type of projectile turrets (autocannons or artillery) and the range and speed at which the fighting is planned to occur.<br />
<br />
<center><br />
{| class="wikitable" style="text-align:center; background-color: #222;"<br />
<br />
|+ Properties of Standard (Tech Ⅰ) Projectile Ammunition<br />
<br />
|- style="background-color: #391313; vertical-align: bottom;"<br />
| style="width:8%;" rowspan=2 | {{icon|isis projectiles}}<br />Ammunition<br />Type<br />
| style="width:6%;" rowspan=2 | Category<br />
<br />
| colspan=2 | Modifiers<br />
| colspan=4 | Total Damage<br />
| colspan=4 | Damage Profile<br />
<br />
| rowspan=2 style="width:6%;" | [[File:Icon tech2.png|24px|top]]<br />Tech Ⅱ<br />Variant<br />
<br />
|- style="background-color: #391313;"<br />
| style="width:6%;" | {{icon|range}}<br />Range<br />
| style="width:6%;" | {{icon|tracking}}<br />Tracking<br />
<br />
| style="width:2%;" | {{icon|isis small}} <br />
| style="width:2%;" | {{icon|isis medium}} <br />
| style="width:2%;" | {{icon|isis large}} <br />
| style="width:2%;" | {{icon|isis xl}}<br />
<br />
{{DamageProfileHeader}}<br />
<br />
|-<br />
| style="text-align:left; padding-left: 10px;" | EMP <br />
<br />
| rowspan=3 | Short-<br />Range<br />
| rowspan=3 style="color: Red;" | -50% <br />
| rowspan=3 | <br />
<br />
{{TotalDamage|12|3}}<br />
<br />
{{DamageProfile|9|0|1|2}}<br />
<br />
| <br />
<br />
|- <br />
| style="text-align:left; padding-left: 10px;" | Phased Plasma <br />
<br />
{{DamageProfile|0|10|2|0}}<br />
<br />
|<br />
<br />
|-<br />
| style="text-align:left; padding-left: 10px;" | Fusion <br />
<br />
{{DamageProfile|0|0|2|10}}<br />
<br />
|<br />
<br />
|- style="background-color: #333;"<br />
| style="text-align:left; padding-left: 10px;" | Titanium Sabot <br />
<br />
| rowspan=2 | Medium-<br />Range<br />
| rowspan=2 |<br />
| rowspan=2 style="color: LimeGreen;" | +20%<br />
<br />
{{TotalDamage|8|2}}<br />
<br />
{{DamageProfile|0|0|6|2}}<br />
<br />
| Quake<br />
<br />
|- style="background-color: #333;"<br />
| style="text-align:left; padding-left: 10px; padding-right: 10px;" | Depleted Uranium <br />
<br />
{{DamageProfile|0|3|2|3}}<br />
<br />
| Hail<br />
<br />
|-<br />
| style="text-align:left; padding-left: 10px;" | Proton <br />
<br />
| rowspan=3 | Long-<br />Range<br />
| rowspan=3 style="color: LimeGreen;" | +60% <br />
| rowspan=3 style="color: LimeGreen;" | +5%<br />
<br />
{{TotalDamage|5|3}}<br />
<br />
{{DamageProfile|3|0|2|0}}<br />
<br />
|<br />
<br />
|-<br />
| style="text-align:left; padding-left: 10px;" | Nuclear <br />
<br />
{{DamageProfile|0|0|1|4}}<br />
<br />
| Barrage<br />
<br />
|-<br />
| style="text-align:left; padding-left: 10px;" | Carbonized Lead <br />
<br />
{{DamageProfile|0|0|4|1}}<br />
<br />
| Tremor<br />
|}<br />
</center><br />
<br />
Note that the range modifiers associated with these ammo types ''only'' apply to optimal range. When using autocannons—which have tiny optimal ranges but large falloff zones—the ammo's range modifier doesn't matter very much. (It is, however, very important when using artillery.) This means that '''autocannons should always be loaded with the most damaging ammo possible''' (taking into account the intended target's resist profile), without regard to optimal range bonuses or penalties. Furthermore, '''if a particular hull has a falloff bonus, it was probably designed to use autocannons''' rather than artillery.<br />
<br />
== [[File:Icon faction.png|14px|text-top|link=]]Faction ==<br />
<br />
Each of the eight Tech Ⅰ projectile ammunition types has three available faction variants. These faction charges have all the same characteristics as their Tech Ⅰ counterparts, but inflict more damage, as detailed in the table below:<br />
<br />
<center><br />
{| class="wikitable" style="text-align:center; background-color: #222;"<br />
<br />
|+ Faction Projectile Ammunition Bonus<br />
<br />
|- style="background-color: #391313; vertical-align: bottom;"<br />
| [[File:Icon faction.png|10px|text-top|link=]]Faction<br />
| Damage<br />
<br />
|-<br />
| style="text-align: left;" | [[File:Logo_faction_angel_cartel.png|32px|link=]] Arch Angel<br />
| style="color: LimeGreen;" | +10%<br />
<br />
|-<br />
| style="text-align: left;" | [[File:Logo_faction_minmatar_republic.png|32px|link=]] Republic Fleet<br />
| style="color: LimeGreen;" | +15%<br />
<br />
|- <br />
| style="text-align: left;" | [[File:Logo_faction_angel_cartel.png|32px|link=]] Domination<br />
| style="color: LimeGreen;" | +20%<br />
<br />
|}<br />
</center><br />
<br />
If you can afford to, it's good to carry some faction ammo for PvP. However, for PvE, faction ammo is usually not cost-effective.<br />
<br />
= [[File:Icon tech2.png|16px|text-top|link=]]Tech Ⅱ =<br />
<br />
In contrast to Tech Ⅰ projectile ammunition, the Tech Ⅱ variants may each only be used with a specific type of projectile turret. There are two autocannon and two artillery charges. All four deal a combination of explosive and kinetic damage only. Tech Ⅱ projectile ammunition may only be loaded into a properly-sized Tech Ⅱ projectile turret of the appropriate type.<br />
<br />
<center><br />
{| class="wikitable" style="text-align:center; background-color: #222;"<br />
<br />
|+ Properties of Tech Ⅱ Autocannon Projectile Ammunition<br />
<br />
|- style="background-color: #391313; vertical-align: bottom;"<br />
| rowspan=2 style="padding-left: 10px; padding-right: 10px; width:8%;" | {{icon|isis projectiles}}<br />Ammunition<br />Type<br />
| rowspan=2 style="width:6%;" | Turret<br />Type<br />
<br />
| colspan=3 | Modifiers<br />
<br />
| colspan=4 | Total Damage<br />
| colspan=4 | Damage Profile<br />
<br />
| style="width:10%;" rowspan=2 | Tech Ⅰ<br />Variant<br />
<br />
|- style="background-color: #391313;"<br />
| style="width:6%;" | {{icon|range}}<br />Range<br />
| style="width:6%;" | {{icon|falloff}}<br />Falloff<br />
| style="width:6%;" | {{icon|tracking}}<br />Tracking<br />
<br />
| style="width:2%;" | {{icon|isis small}} <br />
| style="width:2%;" | {{icon|isis medium}} <br />
| style="width:2%;" | {{icon|isis large}} <br />
| style="width:2%;" | {{icon|isis xl}}<br />
<br />
{{DamageProfileHeader}}<br />
<br />
|-<br />
| style="text-align:left; padding-left: 10px;" | Barrage<br />
<br />
| style="padding: 10px;" rowspan=2 | Autocannon<br />
<br />
| <br />
| style="color: LimeGreen;" | +40%<br />
| style="color: Red;" | -25%<br />
<br />
| {{#expr: 2^0 * 11}}<br />
| {{#expr: 2^1 * 11}}<br />
| {{#expr: 2^2 * 11}}<br />
| {{#expr: 2^3 * 11}} <br />
<br />
{{DamageProfile|0|0|5|6}}<br />
<br />
| Nuclear<br />
<br />
|- <br />
| style="text-align:left; padding-left: 10px;" | Hail<br />
<br />
| style="color: Red;" | -50% <br />
| style="color: Red;" | -25%<br />
| style="color: Red;" | -30%<br />
<br />
| {{#expr: 2^0 * 15.4}}<br />
| {{#expr: 2^1 * 15.4}}<br />
| {{#expr: 2^2 * 15.4}}<br />
| {{#expr: 2^3 * 15.4}} <br />
<br />
{{DamageProfile|0|0|3.3|12.1}}<br />
<br />
| style="padding-left: 10px; padding-right: 10px;" | Depleted Uranium<br />
<br />
|- style="background-color: #333;"<br />
| style="text-align:left; padding-left: 10px;" | Quake<br />
<br />
| rowspan=2 | Artillery<br />
<br />
| style="color: Red;" | -75%<br />
|<br />
| style="color: LimeGreen;" | +25%<br />
<br />
| {{#expr: 2^0 * 14}}<br />
| {{#expr: 2^1 * 14}}<br />
| {{#expr: 2^2 * 14}}<br />
| {{#expr: 2^3 * 14}} <br />
<br />
{{DamageProfile|0|0|5|9}}<br />
<br />
| Titanium Sabot<br />
<br />
|- style="background-color: #333;"<br />
| style="text-align:left; padding-left: 10px;" | Tremor<br />
<br />
| style="color: LimeGreen;" | +80%<br />
|<br />
| style="color: Red;" | -75%<br />
<br />
| {{#expr: 2^0 * 8}}<br />
| {{#expr: 2^1 * 8}}<br />
| {{#expr: 2^2 * 8}}<br />
| {{#expr: 2^3 * 8}} <br />
<br />
{{DamageProfile|0|0|3|5}}<br />
<br />
| Carbonized Lead<br />
|}<br />
</center><br />
<br />
== Autocannon ==<br />
<br />
The Tech Ⅱ ammunition types for autocannons are Barrage and Hail. Barrage has a tracking penalty but a falloff bonus, making it popular with ships like the [[Vagabond]], which like to skirmish in falloff range. Hail has penalties to optimal range, falloff range, and tracking, but, when it hits, it deals very high damage. In practice, the range and tracking drawbacks mean that Hail rarely offers more effective DPS, although it can be useful against large, stationary targets, such as [[Upwell structures|structures]]. Barrage does roughly equal amounts of explosive and kinetic damage, while Hail does mostly explosive damage, with a little kinetic on the side. <br />
<br />
== Artillery ==<br />
<br />
The Tech Ⅱ ammunition types for artillery are Quake and Tremor. Quake, much like Javelin for hybrids, lets artillery pretend to be autocannons, with high damage but much-reduced range. Tremor has a dramatic range bonus, offset by significant tracking penalty. Both do a mixture of explosive and kinetic damage.</div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Template:DamageProfile&diff=139110Template:DamageProfile2018-11-07T08:12:56Z<p>Rothbard leviathan: Undo revision 139109 by Rothbard leviathan (talk)</p>
<hr />
<div><includeonly>| {{PercentageBar|{{#expr: 100 * {{#expr: {{{1}}} / ( {{{1}}} + {{{2}}} + {{{3}}} + {{{4}}} ) round 2 }} }}|Cyan|#1a5959}}<br />
| {{PercentageBar|{{#expr: 100 * {{#expr: {{{2}}} / ( {{{1}}} + {{{2}}} + {{{3}}} + {{{4}}} ) round 2 }} }}|OrangeRed|#592b1a}}<br />
| {{PercentageBar|{{#expr: 100 * {{#expr: {{{3}}} / ( {{{1}}} + {{{2}}} + {{{3}}} + {{{4}}} ) round 2 }} }}|Silver|#4a4a4a}}<br />
| {{PercentageBar|{{#expr: 100 * {{#expr: {{{4}}} / ( {{{1}}} + {{{2}}} + {{{3}}} + {{{4}}} ) round 2 }} }}|Orange|#59431a}}</includeonly><noinclude>{{documentation}}</noinclude></div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Template:DamageProfile&diff=139109Template:DamageProfile2018-11-07T08:12:37Z<p>Rothbard leviathan: spacing for clarity</p>
<hr />
<div><includeonly>| {{PercentageBar|{{#expr: 100 * {{#expr: {{{1}}} / ( {{{1}}} + {{{2}}} + {{{3}}} + {{{4}}} ) round 2 }} }} | Cyan | #1a5959}}<br />
| {{PercentageBar|{{#expr: 100 * {{#expr: {{{2}}} / ( {{{1}}} + {{{2}}} + {{{3}}} + {{{4}}} ) round 2 }} }}| OrangeRed | #592b1a}}<br />
| {{PercentageBar|{{#expr: 100 * {{#expr: {{{3}}} / ( {{{1}}} + {{{2}}} + {{{3}}} + {{{4}}} ) round 2 }} }}| Silver | #4a4a4a}}<br />
| {{PercentageBar|{{#expr: 100 * {{#expr: {{{4}}} / ( {{{1}}} + {{{2}}} + {{{3}}} + {{{4}}} ) round 2 }} }}| Orange | #59431a}}</includeonly><noinclude>{{documentation}}</noinclude></div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Template:PercentageBar/doc&diff=139108Template:PercentageBar/doc2018-11-07T08:10:54Z<p>Rothbard leviathan: initial edit</p>
<hr />
<div><br />
;Description<br />
:This template creates a colored bar depicting a percentage value.<br />
;Dependencies:<br />
:* CSS<br />
:* [https://www.mediawiki.org/wiki/Help:Extension:ParserFunctions MediaWiki Parser Functions Extension]<br />
;Syntax<br />
:Type <code>{{t|PercentageBar|percentage|primary color|secondary color}}</code> into a table cell.<br />
;Sample output<br />
:<code><nowiki>{| class="wikitable"</nowiki></code><br />
:<code><nowiki>|-</nowiki></code><br />
:<code><nowiki>| {{PercentageBar|35|Cyan|DarkCyan}}</nowiki></code><br />
:<code><nowiki>|-</nowiki></code><br />
:<code><nowiki>| {{PercentageBar|50|OrangeRed|#592b1a}}</nowiki></code><br />
:<code><nowiki>|-</nowiki></code><br />
:<code><nowiki>| {{PercentageBar|60|Silver|DimGrey}}</nowiki></code><br />
:<code><nowiki>|-</nowiki></code><br />
:<code><nowiki>| {{PercentageBar|0|Orange|#59431a}}</nowiki></code><br />
:<code><nowiki>|}</nowiki></code><br />
::gives...<br />
<center><br />
{| class="wikitable" style="width:25%;"<br />
|-<br />
| {{PercentageBar|35|Cyan|DarkCyan}}<br />
|-<br />
| {{PercentageBar|50|OrangeRed|#592b1a}}<br />
|-<br />
| {{PercentageBar|60|Silver|DimGrey}}<br />
|-<br />
| {{PercentageBar|0|Orange|#59431a}}<br />
|}<br />
</center><br />
;See also:<br />
:* [[Template:DamageProfile]]<br />
<br />
<includeonly>[[Category:Template|{{PAGENAME}}]]<!-- Any categories for the template itself --></includeonly><br />
<noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude></div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Template:DamageProfile/doc&diff=139107Template:DamageProfile/doc2018-11-07T08:01:21Z<p>Rothbard leviathan: remove extraneous comment</p>
<hr />
<div><br />
;Description<br />
:This template creates damage profile graphs to be inserted into ammunition data tables. It only functions when included within another table. It creates four cells across, depicting a particular ammo type's EM, thermal, kinetic, and explosive damage profile.<br />
;Dependencies:<br />
:* CSS<br />
:* [https://www.mediawiki.org/wiki/Help:Extension:ParserFunctions MediaWiki Parser Functions Extension]<br />
;Syntax<br />
:Type <code>{{t|DamageProfile|EM Damage|Thermal Damage|Kinetic Damage|Explosive Damage}}</code> somewhere. (It doesn't matter what size charge's data is used, as long as it's consistent. Output is in percentages.)<br />
;Sample output<br />
:<code><nowiki>{| class="wikitable"</nowiki></code><br />
:<code><nowiki>|+</nowiki></code><br />
:<code><nowiki>{{DamageProfileHeader}}</nowiki></code><br />
:<code><nowiki>|-</nowiki></code><br />
:<code><nowiki>{{DamageProfile|9|0|1|2}}</nowiki></code><br />
:<code><nowiki>|-</nowiki></code><br />
:<code><nowiki>{{DamageProfile|0|10|2|0}}</nowiki></code><br />
:<code><nowiki>|-</nowiki></code><br />
:<code><nowiki>{{DamageProfile|3|3|3|3}}</nowiki></code><br />
:<code><nowiki>|}</nowiki></code><br />
::gives...<br />
<center><br />
{| class="wikitable" style="width:25%;"<br />
|+<br />
{{DamageProfileHeader}}<br />
|-<br />
{{DamageProfile|9|0|1|2}}<br />
|-<br />
{{DamageProfile|0|10|2|0}}<br />
|-<br />
{{DamageProfile|3|3|3|3}}<br />
|}<br />
</center><br />
;See also:<br />
:* [[Template:DamageProfileHeader]]<br />
:* [[Template:PercentageBar]]<br />
:* [[Projectile ammunition]]<br />
<br />
<includeonly>[[Category:Template|{{PAGENAME}}]]<!-- Any categories for the template itself --></includeonly><br />
<noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude></div>Rothbard leviathanhttps://wiki.eveuniversity.org/index.php?title=Template:PercentageBar&diff=139106Template:PercentageBar2018-11-07T08:00:03Z<p>Rothbard leviathan: include documentation template</p>
<hr />
<div><includeonly>{| style="width:100%; font-size:80%; text-align:center;"<br />
|-<br />
{{#ifexpr: {{{1}}} = 0 | | {{!}} style="width:{{{1}}}%; color:{{{3}}}; background:{{{2}}};" {{!}} {{#ifexpr: {{{1}}} < 50 | | {{{1}}}% }} }}<br />
| style="color:{{{2}}}; background:{{{3}}};" | {{#ifexpr: {{{1}}} < 50 | {{#ifexpr: {{{1}}} = 0 | &nbsp; | {{{1}}}% | }} }}<br />
|}</includeonly><noinclude>{{documentation}}</noinclude></div>Rothbard leviathan