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Tips and Tricks: Difference between revisions

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* Maintain some focus: feel free to try different things, but remember that key to EVE is getting a skill, or set of skills, trained up to level 4 or 5. Level 4 is typically a 20% bonus over no skill - with 3 or 4 overlapping skills you may have a 40-50% advantage (or disadvantage).
* Maintain some focus: feel free to try different things, but remember that key to EVE is getting a skill, or set of skills, trained up to level 4 or 5. Level 4 is typically a 20% bonus over no skill - with 3 or 4 overlapping skills you may have a 40-50% advantage (or disadvantage).
* Learn to fly a ship well. Figure out what it is designed for and train the skills & learn the gear that makes it fly well. The skills and technique you learn then transfers to your next ship. All ships (other than [[corvettes]]) have a role to play, so you'll be back in this hull one day. Understand its capacities.
* Learn to fly a ship well. Figure out what it is designed for and train the skills & learn the gear that makes it fly well. The skills and technique you learn then transfers to your next ship. All ships (other than [[corvettes]]) have a role to play, so you'll be back in this hull one day. Understand its capacities.
* For fitting advice, ask in the #fitting-chat channel on Discord or go to the Uni Forum and look at other fits. Tip: Use Advanced Search, Keyword= {Shipname}, Search in Forums 'PVP | PVE Ship Loadouts', Search Within 'Topic Titles Only', Display Results as 'Topics'. This gives you a list of excellent discussions for the ship you're interested in and WHY the fits are what they are with alternatives.
* For fitting advice, ask in the #fitting-chat channel on Discord or go to the Uni [https://forum.eveuniversity.org Forum] and look at other fits. Tip: Use Advanced Search, Keyword= {Shipname}, Search in Forums 'PvP | PvE Ship Loadouts', Search Within 'Topic Titles Only', Display Results as 'Topics'. This gives you a list of excellent discussions for the ship you're interested in and WHY the fits are what they are with alternatives.
* When missioning, ask in one of our [[EVE University Chat Channels]] whether anyone has a "spider" or "locust" fleet you can join. These fleets are fun and you learn with no pressure how to participate in fleets and share in the work and reward. This gives you access to much higher reward agents and ISK potential than solo missioning.
* When missioning, ask in one of our [[EVE University Chat Channels]] whether anyone has a "[[Mission fleets#Spider fleet|spider]]" or "[[Mission fleets#Locust fleet|locust]]" fleet you can join. These fleets are fun and you learn with no pressure how to participate in fleets and share in the work and reward. This gives you access to much higher reward [[agents]] and ISK potential than solo missioning.
* Just like learning a ship, learn the weapon systems you like. If you're into drones and drone boats, train up the related skills. The weapon system will be much better in accuracy, damage and distance with the appropriate skills. For example with Drones, train up Drone V first. Don't stop at 4, that fifth drone is 25% more damage and Drones V is a prerequisite for Drone Interfacing and Sharpshooting. Get those next along with Drone Durability and Navigation to 3 or 4. You'll be far more effective and have more fun! If you focus you can quickly get excellent skills; if you jump around between drones, lasers, projectiles, and turrets you'll stay basic or average for a long time (and be frustrated in PvE and PvP).
* Just like learning a ship, learn the weapon systems you like. If you're into drones and drone boats, train up the related skills. The weapon system will be much better in accuracy, damage and distance with the appropriate skills. For example with Drones, train up {{Sk|Drones|V}} first. Don't stop at 4, that fifth drone is 25% more damage and Drones V is a prerequisite for {{Sk|Drone Interfacing}} and {{Sk|Drone Sharpshooting}}. Get those next along with {{Sk|Drone Durability}} and {{Sk|Drone Navigation}} to III or IV. You'll be far more effective and have more fun! If you focus you can quickly get excellent skills; if you jump around between drones, lasers, projectiles, and turrets you'll stay basic or average for a long time (and be frustrated in PvE and PvP).
* During e-Uni wars and/or lockdowns, consider training up an alt character for a specialty; mining, hauling, trading, [[Planetary Industry|PI]]. You can do this with your primary an alt character can fly when your main can't.
* During E-Uni wars and/or lockdowns, consider training up an [[alt]] character for a specialty; [[mining]], [[hauling]], [[trading]], [[Planetary Industry]]. You can do this with your primary an alt character can fly when your main can't.
* Get and use [[EVEMon]] (for planning your [[Skills and learning|skill training]]) and [[PYFA]] (for planning your ship fits).
* Get and use [[EVEMon]] (for planning your [[Skills and learning|skill training]]) and [[PYFA]] (for planning your ship fits).
* Really explore the Uni wiki and forum. It is simply amazing the breadth and depth of info fellow Unistas have put here.
* Really explore the Uni wiki and forum. It is simply amazing the breadth and depth of info fellow Unistas have put here.
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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] (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 won't 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 killed 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 "kill on sight" to everyone. Train {{Sk|Diplomacy}} to remedy this a little.


=== Autopilot ===
=== Autopilot ===
* Don't autopilot in low-sec or 0.0, or even in highsec if you are carrying something valuable--nothing attracts pirates and suicide gankers faster than a ship that shows up 15k from a gate and heads for the gate at normal speed. Doing this is inviting trouble, and also just takes longer.
* Do not autopilot in low-sec or 0.0, or even in highsec if you are carrying something valuable--nothing attracts pirates and suicide gankers faster than a ship that shows up 15k from a gate and heads for the gate at normal speed. Doing this is inviting trouble, and also just takes longer.
* If you set the route to a system, the next stargate on the route will show up in yellow, so you can find it easily.  (If you take a different gate, the autopilot will re-route automatically.)
* If you set the route to a system, the next stargate on the route will show up in yellow, so you can find it easily.  (If you take a different gate, the autopilot will re-route automatically.)
* You can tell your route-finder to avoid particular systems if you want it to design routes avoiding particularly dangerous chokepoints such as Uedama.
* You can tell your route-finder to avoid particular systems if you want it to design routes avoiding particularly dangerous chokepoints such as Uedama.
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=== Bookmarks ===
=== Bookmarks ===
* Leave a cheap item at stations you visit frequently. This will turn your assets tab (available on the left of the screen) into a handy list of places you've been.
* Leave a cheap item at stations you visit frequently. This will turn your assets tab (available on the left of the screen) into a handy list of places you've been.
* Make safe spots and [[Bookmarks | bookmarks]] everywhere you regularly go, especially in lowsec and nullsec. Tired of the masses of bookmarks cluttering your Locations window? Make separate folders for them. Right click this folder heading to get a window just with your bookmarks for ultra quick navigation.
* Make safe spots and [[bookmarks]] everywhere you regularly go, especially in lowsec and nullsec. Tired of the masses of bookmarks cluttering your Locations window? Make separate folders for them. Right click this folder heading to get a window just with your bookmarks for ultra quick navigation.
* Insta-undock bookmarks are perfect for getting large ships, or ships carrying very high value items, out of the Jita 4-4 station without getting bumped all over the place (or scanned).  
* Insta-undock bookmarks are perfect for getting large ships, or ships carrying very high value items, out of the Jita 4-4 station without getting bumped all over the place (or scanned).  
* If you use a bookmark a lot, and want it near the top of the folder, edit its name and put “ #” in front of it (“space” then “hash”), this will then push it to the top of all the other bookmarks
* If you use a bookmark a lot, and want it near the top of the folder, edit its name and put “ #” in front of it (“space” then “hash”), this will then push it to the top of all the other bookmarks
* An easy way to create safe spot bookmarks is to run some security missions in the system you need bookmarks in. If the missioning complex is at least 14AU (directional scanner range) away from all gates, bookmark it.  At that spot, you will be safe from d-scan (but not combat probes).
* An easy way to create safe spot bookmarks is to run some security missions in the system you need bookmarks in. If the missioning complex is at least 14AU (directional scanner range) away from all gates, bookmark it.  At that spot, you will be safe from [[D-scan]] (but not [[combat probes]]).


=== Cloaking ===
=== Cloaking ===
* When you come through a jump gate, you're cloaked for 60 seconds, or until you move.  If you jump into trouble, pause a few seconds to analyze your situation, let the panic subside, and decide what to do.
* When you come through a jump gate, you're cloaked for 60 seconds, or until you move.  If you jump into trouble, pause a few seconds to analyze your situation, let the panic subside, and decide what to do.
* If you have a cloaking device and you're in unfriendly territory you can minimize visibility by doing the following: 1. Jump through gate and pick destination to warp to.  2.  Align to destination then immediately hit your cloak.  Once aligned then warp off.  (Some techniques [[Cloaking#MWD-Cloak_trick | use a burst of AB or MWD]] as well.)
* If you have a cloaking device and you're in unfriendly territory you can minimize visibility by doing the following: 1. Jump through gate and pick destination to warp to.  2.  Align to destination then immediately hit your cloak.  Once aligned then warp off.  (Some techniques [[Cloak trick|use a burst of AB or MWD]] as well.)


== Salvaging ==
== Salvaging ==
* Destroyer class ships make great salvaging ships. Many are able to fit 4 salvagers and 4 tractor beams. Good cargo space as well. Now that small rigs are affordable, make use of them!
* Destroyer class ships make great salvaging ships. Many are able to fit 4 salvagers and 4 tractor beams. Good cargo space as well. Now that small rigs are affordable, make use of them!
* If the wrecks are in large clumps many kilometers apart, clear one clump and bookmark the next set of wrecks, then warp away and warp back to the bookmark you just made -- saving you from having to slowboat all the way.
* If the wrecks are in large clumps many kilometers apart, clear one clump and bookmark the next set of wrecks, then warp away and warp back to the bookmark you just made -- saving you from having to slowboat all the way.
:This works really well if the mission had multiple rooms since the warp point you can use is close by.
: This works really well if the mission had multiple rooms since the warp point you can use is close by.
* Despite detailing in their description that they are for pulling in cargo containers, tractor beams '''CAN''' pull in wrecks also.  Indeed, pulling in wrecks is the reason you want them. The description is left over from a previous release of EVE.
* Despite detailing in their description that they are for pulling in cargo containers, tractor beams '''CAN''' pull in wrecks also.  Indeed, pulling in wrecks is the reason you want them. The description is left over from a previous release of EVE.
* Remember you can also bookmark mission locations, allowing you to hand in the mission and return to the wrecks, especially if you're running low on time for the bonus reward. If you're salvaging a level 4 when stuff is very far apart i.e. over 30-40+km then a MWD is a good idea. For anything less, you might find yourself overshooting your targets, as the mwd cycle has to complete. Make sure you bookmark every room in the mission if you want to do it this way, as warpgates vanish when you hand in the mission.
* Remember you can also bookmark mission locations, allowing you to hand in the mission and return to the wrecks, especially if you're running low on time for the bonus reward. If you're salvaging a level 4 when stuff is very far apart i.e. over 30-40+km then a MWD is a good idea. For anything less, you might find yourself overshooting your targets, as the MWD cycle has to complete. Make sure you bookmark every room in the mission if you want to do it this way, as warpgates vanish when you hand in the mission.
* While you are salvaging with tractor beams, you can drag the wrecks behind you and salvage them at the same time while you travel towards another wreck that's outside tractor beam range. This saves time.
* While you are salvaging with tractor beams, you can drag the wrecks behind you and salvage them at the same time while you travel towards another wreck that's outside tractor beam range. This saves time.
* Use your tactical overview (one of the buttons on the left side of the HUD) to plot an efficient course through the wreck field rather than just moving to the closest wreck.
* Use your [[tactical overlay]] (one of the buttons on the left side of the HUD) to plot an efficient course through the wreck field rather than just moving to the closest wreck.
* If you are in a large wreck field you can jettison a can (right-click on an object in your cargo hold and jettison) and use a tractor beam to haul it behind you.  You can dump the loot into the can as you go.  When done, bookmark the can's location and come back in a hauler to get it all.
* If you are in a large wreck field you can jettison a can (right-click on an object in your cargo hold and jettison) and use a tractor beam to haul it behind you.  You can dump the loot into the can as you go.  When done, bookmark the can's location and come back in a hauler to get it all.
* Once you have saved up some ISK, getting a {{sh|Noctis}} will make salvaging a snap: with a bonus to tractor beam range and speed you can pull in wrecks from as much as 70 km away.  For more on salvaging, see the [[Guide_To_Salvaging | guide to salvaging]].
* Once you have saved up some ISK, getting a {{sh|Noctis}} will make salvaging a snap: with a bonus to tractor beam range and speed you can pull in wrecks from as much as 70 km away.  For more on salvaging, see the [[Salvaging]].


== Hauling ==
== Hauling ==
* You can fit an improved cloaking device to your hauler for some added security during wormhole ops.  Ask the miners to drop the can some distance from the asteroid belt, and stay between 2000 and 2500 m from the can in the direction that you want to warp to.  If trouble arises and you don't think you have time to align and warp out (or you're bubbled), you can instantly activate the cloak and head away from the belt in an open direction.  The loot you save may even pay for all those dead Retrievers!
* You can fit an improved cloaking device to your hauler for some added security during wormhole ops.  Ask the miners to drop the can some distance from the asteroid belt, and stay between 2,000 and 2,500 m from the can in the direction that you want to warp to.  If trouble arises and you don't think you have time to align and warp out (or you're bubbled), you can instantly activate the cloak and head away from the belt in an open direction.  The loot you save may even pay for all those dead [[Retriever]]s!
* [[Using external tools to haul profitably|Use external tools to haul profitably]].
* [[Using external tools to haul profitably|Use external tools to haul profitably]].
* Beware of [[Known_pirate_systems|pirates/gankers]]!
* Beware of [[Known pirate systems|pirates/gankers]]!


== Exploration/Wormholes ==
== Exploration/Wormholes ==
* Learn how to use probes quickly with the help of [https://www.youtube.com/watch?v=heYfTA00Idg this video] and the [[Probe_scanning|relevant page on the wiki]].
* Learn how to use probes quickly with the help of [https://www.youtube.com/watch?v=heYfTA00Idg this video] and the [[Probe scanning|relevant page on the wiki]].
* Double clicking in empty space in the system map switches the map between top-down and cross-section views of the system. This is immensely helpful when moving your probes around.
* Double clicking in empty space in the system map switches the map between top-down and cross-section views of the system. This is immensely helpful when moving your probes around.
* By all means explore a wormhole if you're curious about it, but do so in a cheap ship you can afford to lose, and in a clone you can lose too.
* By all means explore a wormhole if you're curious about it, but do so in a cheap ship you can afford to lose, and in a clone you can lose too.
* Fit a probe launcher to any ship you take into a wormhole: you can use it to probe a route back out if you get stranded. Too little CPU? Offline the probe launcher, and then when you need it, offline other modules and bring it online.
* Fit a probe launcher to any ship you take into a wormhole: you can use it to probe a route back out if you get stranded. Too little CPU? Offline the probe launcher, and then when you need it, offline other modules and bring it online.
* When you jump through a wormhole, bookmark it immediately before doing anything else. The game does not automatically do this; if you warp off, you will have to probe it back down again.
* When you jump through a wormhole, bookmark it immediately before doing anything else. The game does not automatically do this; if you warp off, you will have to probe it back down again.
* Constantly ping the [[Directional scanning|d-scanner]] while in a wormhole. Bind it to an easily-pressed key (e.g. spacebar) or to a mouse button.
* Constantly ping the [[Directional scanning|D-scanner]] while in a wormhole. Bind it to an easily-pressed key (e.g. spacebar) or to a mouse button.
* If the worst comes to the worst and you do get lost in a wormhole with no known way home, there's a group in EVE who specialize in helping lost pilots! Try contacting [https://evescoutrescue.com/home/ Eve-Scout Rescue]: they are trustworthy and can often guide you to safety.
* If the worst comes to the worst and you do get lost in a wormhole with no known way home, there's a group in EVE who specialize in helping lost pilots! Try contacting [https://evescoutrescue.com/home EVE-Scout Rescue]: they are trustworthy and can often guide you to safety.


== Market ==
== Market ==
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* Setting up buy orders for items you don't need right away will save lots of ISK over time.
* Setting up buy orders for items you don't need right away will save lots of ISK over time.
* Even if you don't trade much, using sell orders for loot you find rather than selling to buy orders will significantly boost your income over time.
* Even if you don't trade much, using sell orders for loot you find rather than selling to buy orders will significantly boost your income over time.
* Remember, you don't need to sell straight away. If you set up a sell order for a 1000 items of x, and someone decides to sell the item at a stupidly low price, don't jump in and change your order to beat him. It might not sell this week, but probably will eventually, and you will make much more ISK.  
* Remember, you don't need to sell straight away. If you set up a sell order for a 1,000 items of x, and someone decides to sell the item at a stupidly low price, don't jump in and change your order to beat him. It might not sell this week, but probably will eventually, and you will make much more ISK.  
* A day of very high volume or a trade at a very high price can cause the market graph's axes to adjust, making it difficult to read. Use the "Show Table" button below the graph to display the same data in table format.
* A day of very high volume or a trade at a very high price can cause the market graph's axes to adjust, making it difficult to read. Use the "Show Table" button below the graph to display the same data in table format.
* The relationship of the median price (yellow dots on the graph) to the day's high and low prices gives you a clue about the flow of the trades, whether the action is mainly selling (median is close to day's high) or buying (median close to day's low), assuming there is no overlap between the high buy order and the low sell order. In particular, for items that are dropped as mission loot but are not very useful (i.e. energy vampires) there will only be action on the your buy side (that is, you will only be able to buy them, not sell). If you want to buy these (and don't plan on trucking them extra-regionally), make sure you only pay up to the salvage value.
* The relationship of the median price (yellow dots on the graph) to the day's high and low prices gives you a clue about the flow of the trades, whether the action is mainly selling (median is close to day's high) or buying (median close to day's low), assuming there is no overlap between the high buy order and the low sell order. In particular, for items that are dropped as mission loot but are not very useful (i.e. energy vampires) there will only be action on the your buy side (that is, you will only be able to buy them, not sell). If you want to buy these (and don't plan on trucking them extra-regionally), make sure you only pay up to the salvage value.
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* Be very, ''very'' careful typing your prices! Don't skip that decimal point!
* Be very, ''very'' careful typing your prices! Don't skip that decimal point!
* {{button|SHIFT}} + sell item/buy item opens the advanced sell/buy menu.
* {{button|SHIFT}} + sell item/buy item opens the advanced sell/buy menu.
{{expansion past | It used to be possible to add anyone to your contacts and get notified when they logged on or off. This made it possible to add competing traders to your contacts to see when they log off. At that point you would then undercut all their orders knowing that they weren't checking the market. To counter this tactic people would leave their trade character logged on all the time. This is no longer necessary. Nowadays both players have to consent to see when they log on or off (buddy list).}}
{{expansion past
| It used to be possible to add anyone to your contacts and get notified when they logged on or off. This made it possible to add competing traders to your contacts to see when they log off. At that point you would then undercut all their orders knowing that they weren't checking the market. To counter this tactic people would leave their trade character logged on all the time. This is no longer necessary. Nowadays both players have to consent to see when they log on or off (buddy list).
}}


== Mining ==
== Mining ==
* When you first warp to an asteroid belt you may be up to 70-80 kilometers away from the rocks. Bookmark an asteroid, then warp out and back to the bookmark to save time getting to mining range.
* When you first warp to an asteroid belt you may be up to 70-80 kilometers away from the rocks. Bookmark an asteroid, then warp out and back to the bookmark to save time getting to mining range.
* If you have a really long belt, you may save time by warping between two sets of asteroids >150km from each other when changing rocks, rather than slowboating to the next asteroid.
* If you have a really long belt, you may save time by warping between two sets of asteroids >150km from each other when changing rocks, rather than slowboating to the next asteroid.
* Crawling to a new spot in a belt is slow.  It's faster to warp to a different belt.  Save time later by bookmarking 2 or 3 places in each belt and building up a bookmark list for all the belts in the system.
* Crawling to a new spot in a belt is slow.  It's faster to warp to a different belt.  Save time later by bookmarking 2 or 3 places in each belt and building up a bookmark list for all the belts in the system.
* Use MLU's - Mining Laser Upgrades
* Use Mining Laser Upgrades (MLU)
* Have your mining drones go to the nearest rock you want to mine. Get as close to it as possible as they have to include travelling time there and back and are a lot slower than other drones.
* Have your mining drones go to the nearest rock you want to mine. Get as close to it as possible as they have to include traveling time there and back and are a lot slower than other drones.
* Don't mine someone else's rock. Iot only is it rude if you don't know them but if you are in a group it is terribly inefficient as when the roid is close to popping whoever's lasers finish first will pop the roid and get all the ore. Anyone else mining the same roid will get nothing, wasting up to 3 minutes. Use "Look at" before you lock on. Also this applies to solo mining: mine different roids with each laser.
* Don't mine someone else's rock. Not only is it rude if you don't know them but if you are in a group it is terribly inefficient as when the roid is close to popping whoever's lasers finish first will pop the roid and get all the ore. Anyone else mining the same roid will get nothing, wasting up to 3 minutes. Use "Look at" before you lock on. Also this applies to solo mining: mine different roids with each laser.


== 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 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.
* 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. 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 courier mission ships. They travel faster than T1 industrial ships and have generous cargo bays.


=== Safety ===
=== Safety ===
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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 benefits (like E-Uni's Jumpclone services) and once you gain standings there is no way to undo it.
* Always 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 [[spider fleet]]s -- 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.


=== Saving Time ===
=== Saving time ===
* Consider keeping a short summary of the missions your agent regularly gives you in your notepad. Important info : damage types/resists/webs/scrams/difficulty etc. Once you have them all, this can save a lot of time alt-tabbing if you're a full-screen user.
* Consider keeping a short summary of the missions your agent regularly gives you in your notepad. Important info : damage types/resists/webs/scrams/difficulty etc. Once you have them all, this can save a lot of time alt-tabbing if you're a full-screen user.
* After training Social to 3 and Connections to 3 you can almost instantly access L2 agents without the need to grind lots of L1 missions.   
* After training {{Sk|Social}} to III and {{Sk|Connections}} to III you can almost instantly access L2 agents without the need to grind lots of L1 missions.   
* On courier missions, always check twice before undocking to make sure you have transferred the courier items from your hangar to your hold.
* On courier missions, always check twice before undocking to make sure you have transferred the courier items from your hangar to your hold.
* Always check you have accepted the mission before undocking.
* Always check you have accepted the mission before undocking.


==Combat Techniques==
== Combat techniques ==
* During encounter missions, take advantage of the fact you can centre your view over the enemy and look from behind them. double clicking in the direction they are travelling in is now easy as your view is locked on the enemy. Repeatedly clicking in the direction he is travelling will constantly change your direction to match his, minimising the angular velocity and increasing your chances of good hits. (Works best with large/medium guns against large/medium rats)
* During encounter missions, take advantage of the fact you can center your view over the enemy and look from behind them. double clicking in the direction they are traveling in is now easy as your view is locked on the enemy. Repeatedly clicking in the direction he is traveling will constantly change your direction to match his, minimizing the angular velocity and increasing your chances of good hits. (Works best with large/medium guns against large/medium rats)
* 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 that 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 ==
* Choose your fights carefully. In PvP space you are hunter or quarry, depending on what else is in space around you. Learn safespots, gate scouting and safe undocks.
* Choose your fights carefully. In PvP space you are hunter or quarry, depending on what else is in space around you. Learn safespots, gate scouting and safe undocks.
** Choosing engagements wisely is as much about your knowledge of other ships, their capabilities and their weaknesses as it is about your own ship. Always be learning about the current meta.
** Choosing engagements wisely is as much about your knowledge of other ships, their capabilities and their weaknesses as it is about your own ship. Always be learning about the current meta.
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* When roaming, check the map and set the statistics to "Average pilots in space in the last 30 minutes." This will let you know how many pilots have been flying around in each system. Avoid choke-points (high-sec to low-sec or low-sec to null-sec) with a large number of pilots in space, as it may indicate a gate camp. You may also use the Starmap in this mode to look for a route with active pilots to engage in PvP.
* When roaming, check the map and set the statistics to "Average pilots in space in the last 30 minutes." This will let you know how many pilots have been flying around in each system. Avoid choke-points (high-sec to low-sec or low-sec to null-sec) with a large number of pilots in space, as it may indicate a gate camp. You may also use the Starmap in this mode to look for a route with active pilots to engage in PvP.
* If you jump into a gatecamp, don't panic. You have some time before uncloacking to react. One tactic to escape is to burn back to the gate and jump back through. If the campers agress, they will not be able to jump back through the gate immediately to chase you. Obviously you should only do this if you think you can tank the incoming damage for the burn back to the gate (15km).
* If you jump into a gatecamp, don't panic. You have some time before uncloacking to react. One tactic to escape is to burn back to the gate and jump back through. If the campers agress, they will not be able to jump back through the gate immediately to chase you. Obviously you should only do this if you think you can tank the incoming damage for the burn back to the gate (15km).
* Always [[Overheating|overheat]] key modules before a fight, especially scrams and webs (they get a range bonus from heat). You may overheat by shift-clicking on the module. After you have your target under your grasp, you can stop overheating the those modules and overheat the guns for additional damage.
* Always [[overheat]] key modules before a fight, especially scrams and webs (they get a range bonus from heat). You may overheat by shift-clicking on the module. After you have your target under your grasp, you can stop overheating the those modules and overheat the guns for additional damage.
* Bookmark locations you use regularly - e.g tactical bookmarks at least 170km+ above (and/or below) gates you use/camp frequently, to allow you to warp up to it and back to the gate as you wish, yet remain on grid to see what’s happening. These are especially useful on 0.0 gates that lead to empire. Don’t warp directly to the next gate! Instead, warp to your bookmark 180km above it, this will stop you being ‘sucked’ into a warp bubble directly behind the gate and will allow you time to see if you should fight, run or just warp down to the gate and continue your journey. These bookmarks are also great for cloaky ships to sit at and give intel on general traffic or the enemy.  
* Bookmark locations you use regularly - e.g tactical bookmarks at least 170km+ above (and/or below) gates you use/camp frequently, to allow you to warp up to it and back to the gate as you wish, yet remain on grid to see what’s happening. These are especially useful on 0.0 gates that lead to empire. Don’t warp directly to the next gate! Instead, warp to your bookmark 180km above it, this will stop you being ‘sucked’ into a warp bubble directly behind the gate and will allow you time to see if you should fight, run or just warp down to the gate and continue your journey. These bookmarks are also great for cloaky ships to sit at and give intel on general traffic or the enemy.  
* “Insta-undock bookmarks” are great for haulers/BS's, use them. If in 0.0/lowsec try to not use the same insta-undock bookmark all the time, especially if the system is near a war front and has a few ‘reds’ in local, as one day someone might work out where you land, and will be waiting for you the next time you undock! Use a small fast ship to make these at a distance of at least 400km from the station.  
* “Insta-undock bookmarks” are great for haulers/BS's, use them. If in 0.0/lowsec try to not use the same insta-undock bookmark all the time, especially if the system is near a war front and has a few ‘reds’ in local, as one day someone might work out where you land, and will be waiting for you the next time you undock! Use a small fast ship to make these at a distance of at least 400km from the station.  
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* It is polite to say "gf" ("good fight") in Local after a fight, win or lose. You're not obliged to do this, and if the fight wasn't much fun, you don't have to. But you should probably do this if you have a close fight with someone.
* It is polite to say "gf" ("good fight") in Local after a fight, win or lose. You're not obliged to do this, and if the fight wasn't much fun, you don't have to. But you should probably do this if you have a close fight with someone.


==Modules/Rigs==
== Modules/Rigs ==
* You have to stop firing your guns before you can group them. You can group in the fitting screen, or while in space.  
* You have to stop firing your guns before you can group them. You can group in the fitting screen, or while in space.  
* You have to stop firing your guns to change ammo types, for example changing from short range to long range ammo or vice versa.
* You have to stop firing your guns to change ammo types, for example changing from short range to long range ammo or vice versa.
* Learn about and practise [[Overheating|overheating]].
* Learn about and practice [[overheating]].
* Overheating modules causes heat damage to them. They can be repaired in a station with the standard repair bay, or with Nanite Repair Paste in space. Once completely burned they can only be repaired in a station.
* Overheating modules causes heat damage to them. They can be repaired in a station with the standard repair bay, or with Nanite Repair Paste in space. Once completely burned they can only be repaired in a station.
* Modules installed next to a module you are overheating will also be damaged. When fitting, space out heatable modules by spreading unheatable modules between them to absorb some of the heat. You can move the buttons to whatever order you want to get a logical interface once in space.
* Modules installed next to a module you are overheating will also be damaged. When fitting, space out heatable modules by spreading unheatable modules between them to absorb some of the heat. You can move the buttons to whatever order you want to get a logical interface once in space.
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== Overview ==
== Overview ==
* Set up your overview according to the [[Overview Guide]].
* Set up your overview according to the [[Installing the EVE University Overview]].
* Hold the {{button|CTRL}} key and left click on an entry in your overview to target it.
* Hold the {{button|CTRL}} key and left click on an entry in your overview to target it.
* Holding {{button|CTRL}} will also freeze the overview so things don't change position.  This is useful for making sure you click the right thing in busy situations.
* Holding {{button|CTRL}} will also freeze the overview so things don't change position.  This is useful for making sure you click the right thing in busy situations.
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* You can move where the locked targets appear on your screen. Many players find it useful to have this part of the interface directly above the ship status and module buttons, where it can easily be reached.
* You can move where the locked targets appear on your screen. Many players find it useful to have this part of the interface directly above the ship status and module buttons, where it can easily be reached.


== Drone Usage ==
== Drone usage ==
* The commands "All Drones: Engage", "All Drones: Return & Orbit" and "All Drones: Return to Drone Bay" can be assigned to hotkeys.
* The commands "All Drones: Engage", "All Drones: Return & Orbit" and "All Drones: Return to Drone Bay" can be assigned to hotkeys.
* In your drone window in the overview, don't forget to keep the tab under "Drones in Space" open, so you can monitor your drones' health and recall them in case they are attacked. This is especially important if you are using faction or Tech 2 drones, as they are expensive to lose.
* In your drone window in the overview, don't forget to keep the tab under "Drones in Space" open, so you can monitor your drones' health and recall them in case they are attacked. This is especially important if you are using faction or Tech 2 drones, as they are expensive to lose.
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* Similarly, very fast drones when ordered to attack a fast target will often become confused and begin idling instead of attacking if they cannot form a stable orbit.  Keep an eye on your drones' status in your drone window when fighting Interceptors - spamming your "engage target" button may become necessary to keep them all fighting.
* Similarly, very fast drones when ordered to attack a fast target will often become confused and begin idling instead of attacking if they cannot form a stable orbit.  Keep an eye on your drones' status in your drone window when fighting Interceptors - spamming your "engage target" button may become necessary to keep them all fighting.
* Your drones will obey orders to kill each other!  Be careful with your commands when using remote repair drones alongside combat drones.
* Your drones will obey orders to kill each other!  Be careful with your commands when using remote repair drones alongside combat drones.
* If your Drones are within 2500m of you and being attacked by the enemy, scooping them to your drone bay is a faster way to get them off the field.
* If your Drones are within 2,500m of you and being attacked by the enemy, scooping them to your drone bay is a faster way to get them off the field.


== Naming Conventions ==
== Naming conventions ==
* Name ships so you know how they are fitted or what their role is. This can be handy if you have several of the same type sitting in a hangar. Use a convention that works for you but is not obvious to others -- don't call your ship 'Low Armor Heavy Gank PvP Ship'.
* Name ships so you know how they are fitted or what their role is. This can be handy if you have several of the same type sitting in a hangar. Use a convention that works for you but is not obvious to others -- don't call your ship 'Low Armor Heavy Gank PvP Ship'.
* Remember that if you keep operating in the same area without altering your ships' names every now and then your enemies will begin to recognise you on scan.
* Remember that if you keep operating in the same area without altering your ships' names every now and then your enemies will begin to recognize you on scan.


== Fleet Movements ==
== Fleet Movements ==
 
* Aligning: you must be moving in the direction ordered by your fleet commander and moving 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.
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* If you don't know what something does, then you're probably not ready to use it. You'll learn what it does with time and training. You don't want to spend money to fit a ship that you cant maximize.  
* If you don't know what something does, then you're probably not ready to use it. You'll learn what it does with time and training. You don't want to spend money to fit a ship that you cant maximize.  
* Never attempt to rush your skills to achieve the next rank of ships, especially to achieve battleships. Small and medium sized ships in EVE can make a huge impact.  
* Never attempt to rush your skills to achieve the next rank of ships, especially to achieve battleships. Small and medium sized ships in EVE can make a huge impact.  
* [[Insurance|Insure]] your ship using the Insurance button in a Station. The higher the level of insurance, the higher the payout if your ship is destroyed. (New pilots, insure ships the Uni provides you, as you will make a profit if your ship is destroyed. Don't insure ships handed out for strategic operations, though--these will be collected again at the end of the operation.)
* [[Insure]] your ship using the Insurance button in a Station. The higher the level of insurance, the higher the payout if your ship is destroyed. (New pilots, insure ships the Uni provides you, as you will make a profit if your ship is destroyed. Don't insure ships handed out for strategic operations, though--these will be collected again at the end of the operation.)
* While you are enrolled as a member of EVE University you must abide by our chat channel polices.
* While you are enrolled as a member of EVE University you must abide by our chat channel polices.
::Alliance Chat - For forming fleets only. Only type here if you mean to start a fleet, or join one once your role has been called.
:: Alliance Chat - For forming fleets only. Only type here if you mean to start a fleet, or join one once your role has been called.
::Corp Chat - For official corp buisness only, such as skillbooks, Mumble issues, questions on events/classes. please only speak here if you mean to.  
:: Corp Chat - For official corp business only, such as skillbooks, Mumble issues, questions on events/classes. please only speak here if you mean to.  
::For everything else, CHAT.E-Uni is your best friend! Keep all other chat in there.  
:: For everything else, CHAT.E-Uni is your best friend! Keep all other chat in there.  
* Read the corp mail. There is a lot, but it's very important stuff. It'll answer a lot of your questions, and keep the directors from getting upset!
* Read the corp mail. There is a lot, but it's very important stuff. It'll answer a lot of your questions, and keep the directors from getting upset!
* EVE Online is a game for readers as well as thrillseekers. Read as much as possible to get the most out of your career!
* EVE Online is a game for readers as well as thrillseekers. Read as much as possible to get the most out of your career!