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Tips and Tricks: Difference between revisions

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== Traveling ==
== Traveling ==
* Verify the route you are going to travel for ship kills in the last hour using [https://eve-gatecheck.space/eve/ EVE Gate Camp Check] || Web || A navigation tool specifically aimed at avoiding gates where kills are currently taking place || and avoid the systems shown in red. Some choke points between major trade hubs are usually camped by pirates or [[Suicide ganking|suicide gankers]]. Examples are Uedama gate at the Sivala system in the (supposedly safe) route between Jita and Dodixie trade Hubs.  
* Verify the route you are going to travel for ship kills in the last hour using [https://eve-gatecheck.space/eve/ EVE Gate Camp Check] || Web || A navigation tool specifically aimed at avoiding gates where kills are currently taking place || and avoid the systems shown in red. Some choke points between major trade hubs are usually camped by pirates or [[Suicide ganking|suicide gankers]]. Examples are Uedama gate at the Sivala system in the (supposedly safe) route between Jita and Dodixie trade Hubs.  
* If traveling lowsec frequently in a hauler, keep warp core stabilizers in your cargo to refit if needed. Remember this wont help you escape Heavy Interdictor ships which are sometimes used for gatecamps.
* If traveling lowsec frequently in a hauler, keep warp core stabilizers in your cargo to refit if needed. Remember this won't help you escape Heavy Interdictor ships which are sometimes used for gatecamps.
* ALWAYS keep local chat separated from the other chat windows and stretched top-to-bottom on your screen. This allows you to see pirates and wartargets appear more obviously, giving you vital seconds to make decisions. In crowded systems, set names without pilot pictures to fit more and press {{button|CTRL}} +  {{button|A}} in the name list to highlight existing names and quickly spot newcomers.
* ALWAYS keep local chat separated from the other chat windows and stretched top-to-bottom on your screen. This allows you to see pirates and wartargets appear more obviously, giving you vital seconds to make decisions. In crowded systems, set names without pilot pictures to fit more and press {{button|CTRL}} +  {{button|A}} in the name list to highlight existing names and quickly spot newcomers.
* Be wary of your security status. If it falls below certain levels then Faction Police may shoot you if you enter a high enough security system. E.g. Sec status -2.0 or below means you will be shot in systems with sec status 1.0-0.9. Sec status of -5 or lower means you are kill on sight to everyone. Train diplomacy to remedy this a little.
* Be wary of your security status. If it falls below certain levels then Faction Police may shoot you if you enter a high enough security system. E.g. Sec status -2.0 or below means you will be shot in systems with sec status 1.0-0.9. Sec status of -5 or lower means you are killed on sight to everyone. Train diplomacy to remedy this a little.


=== Autopilot ===
=== Autopilot ===
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== Missioning ==
== Missioning ==
* Drone users: Make sure you have all the NPCs in a given group locking/attacking you before you launch your drones. Yellow boxes around thier icons indicate you are locked by them and red boxes mean you are being attacked. Aggro can shift away from you afterward depending on DPS and Ewar.  Mission NPCs hate electronic warfare even more than DPS, so using Target Painters and Webs can help maintain aggro but is not a guarantee.  If your drones get aggro, return them to drone bay and then wait for the ships to redbox you again before launching them.  Refer to [[Mission reports]] or [https://eve-survival.org/wikka.php?wakka=MissionReports EVE-Survival] for info on spawn triggers and the possibility of drones attracting the attention of other NPC groups.
* Drone users: Make sure you have all the NPCs in a given group locking/attacking you before you launch your drones. Yellow boxes around their icons indicate you are locked by them and red boxes mean you are being attacked. Aggro can shift away from you afterward depending on DPS and Ewar.  Mission NPCs hate electronic warfare even more than DPS, so using Target Painters and Webs can help maintain aggro but is not a guarantee.  If your drones get aggro, return them to drone bay and then wait for the ships to redbox you again before launching them.  Refer to [[Mission reports]] or [https://eve-survival.org/wikka.php?wakka=MissionReports EVE-Survival] for info on spawn triggers and the possibility of drones attracting the attention of other NPC groups.
* Check yourself before you wreck yourself. Look at the mission before accepting it: note the rat type (telling you [[NPC Damage Types|what ammo to use and resists to fit]]).
* Check yourself before you wreck yourself. Look at the mission before accepting it: note the rat type (telling you [[NPC Damage Types|what ammo to use and resists to fit]]).
* Usually, it's best to concentrate all your fire on one target rather than spreading it out, as this eliminates incoming DPS quickest.  
* Usually, it's best to concentrate all your fire on one target rather than spreading it out, as this eliminates incoming DPS quickest.  
* To get initial aggro from an NPC, you don't have to actually hit it. Lock the NPC and fire a shot. It might take some time for it to respond to your aggression but the NPC will come to you.   
* To get initial aggro from an NPC, you don't have to actually hit it. Lock the NPC and fire a shot. It might take some time for it to respond to your aggression but the NPC will come to you.   
* Train up salvaging as soon as possible: salvage can double your mission profit, and a team running high-level missions with a dedicated salvager can be much more profitable and safe than a solo missioner.
* Train up salvaging as soon as possible: salvage can double your mission profit. A team running high-level missions with a dedicated salvager can be much more profitable and safe than a solo missioner.
* Remember courier and mining missions: you can work up your standing just fine without shooting anything!
* Remember courier and mining missions: you can work up your standing just fine without shooting anything!
* Destroy small ships at range first: they can generally dish out damage, ewar, and warp scrambling, but can't take it. NPC battlecruisers and destroyers in particular deal large amounts of damage for their size and can't take very much. Battleships, however, absorb a lot of damage, and deal damage that can be avoided more easily with speed.
* Destroy small ships at range first: they can generally dish out damage, ewar, and warp scrambling, but can't take it. NPC battlecruisers and destroyers in particular deal large amounts of damage for their size and can't take very much. Battleships, however, absorb a lot of damage and deal damage that can be avoided more easily with speed.
* If your tank is being broken in a mission, especially if you're using undersized ships for the mission, ''move''. Even if your battlecruiser doesn't move fast, moving makes it that much harder for the 10 battleships orbiting to hit you, and can sometimes pull your tank back up.
* If your tank is being broken in a mission, especially if you're using undersized ships for the mission, ''move''. Even if your battlecruiser doesn't move fast, moving makes it that much harder for the 10 battleships orbiting to hit you, and can sometimes pull your tank back up.
* T1 Exploration ships (particularly the Amarr Magnate) make excellent L1 and L2 Distribution mission ships. They travel faster than T1 industrial ships and have generous cargo bays.
* T1 Exploration ships (particularly the Amarr Magnate) make excellent L1 and L2 Distribution mission ships. They travel faster than T1 industrial ships and have generous cargo bays.
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=== Fleets ===
=== Fleets ===
* Aways make sure to ask before sharing mission rewards.  Not everyone wants standings increases.  Having no standings toward specific corps/factions has its benifits (like E-Uni's Jumpclone services) and once you gain standings there is no way to undo it.
* Aways make sure to ask before sharing mission rewards.  Not everyone wants standings increases.  Having no standings toward specific corps/factions has its benefits (like E-Uni's Jumpclone services) and once you gain standings there is no way to undo it.
* If you mission in a fleet with somebody else and share the rewards, you'll get standings increases with that corporation.  This can save you some grinding, as a couple of shared L3 or L4 missions will give the same increase as many more L1 or L2 missions.  Many Uni missioners will be happy to have you come in with a salvage destroyer and do the salvaging on a shared basis, if you're not up to taking on L4 combat yet.   
* If you mission in a fleet with somebody else and share the rewards, you'll get standings increases with that corporation.  This can save you some grinding, as a couple of shared L3 or L4 missions will give the same increase as many more L1 or L2 missions.  Many Uni missioners will be happy to have you come in with a salvage destroyer and do the salvaging on a shared basis, if you're not up to taking on L4 combat yet.   
* Similarly, the E-Uni missioning channel runs [[Mission_Fleets#Spider_Fleet|spider fleets]] -- you join and run missions solo, but share the profits and standings with other Uni mission-runners.  That can get you standings with corporations you couldn't access otherwise.
* Similarly, the E-Uni missioning channel runs [[Mission_Fleets#Spider_Fleet|spider fleets]] -- you join and run missions solo, but share the profits and standings with other Uni mission-runners.  That can get you standings with corporations you couldn't access otherwise.
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* When buying ammo, make sure you look at its attributes to check its range bonuses and damage type(s), until you learn which ammo does what.
* When buying ammo, make sure you look at its attributes to check its range bonuses and damage type(s), until you learn which ammo does what.
* Learn to use your size and speed to your advantage. Orbiting a target fast and close will mitigate a lot of damage and allow you to beat ships much larger than you.
* Learn to use your size and speed to your advantage. Orbiting a target fast and close will mitigate a lot of damage and allow you to beat ships much larger than you.
* Learn manual piloting. Double click in space to fly. The orbit command AI is very exploitable and by piloting manually you can close on or get away from a faster ship which is using the AI.
* Learn manual piloting. Double click in space to fly. The orbit command AI is very exploitable and by piloting manually you can close on or get away from a faster ship that is using the AI.


==PVP/Low/NullSec==
==PVP/Low/NullSec==
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== Fleet Movements ==
== Fleet Movements ==


* Aligning: you must be moving in the direction ordered by your FC and moving at at least 75% of your top speed to be aligned properly.
* Aligning: you must be moving in the direction ordered by your FC and moving at least 75% of your top speed to be aligned properly.
* Offensive Gate Camp: all ships are within jump range on a gate, ready to jump in and assault the next system. Cruisers and ships smaller than cruisers should orbit the gate within jump range. Exceptions are fleet interceptors and destroyers specifically fitted for fast locking, which can be at 0m with 0m/s and MWDs on. Large ships sit still.
* Offensive Gate Camp: all ships are within jump range on a gate, ready to jump in and assault the next system. Cruisers and ships smaller than cruisers should orbit the gate within jump range. Exceptions are fleet interceptors and destroyers specifically fitted for fast locking, which can be at 0m with 0m/s and MWDs on. Large ships sit still.
* Defensive Gate Camp: all ships are within their optimal shooting ranges on a gate. Cruisers and ships smaller than cruisers should orbit the gate within jump range. Exceptions are fleet interceptors and destroyers specifically fitted for fast locking, which can be at 0m with 0m/s and MWDs on and drones (if deployed) assigned to them. You are all ready to defend your current system from ships jumping in through that gate.
* Defensive Gate Camp: all ships are within their optimal shooting ranges on a gate. Cruisers and ships smaller than cruisers should orbit the gate within jump range. Exceptions are fleet interceptors and destroyers specifically fitted for fast locking, which can be at 0m with 0m/s and MWDs on and drones (if deployed) assigned to them. You are all ready to defend your current system from ships jumping in through that gate.