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Exploration: Difference between revisions

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Getting Started as an Explorer: Put exploration modules in a table with images
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The key module required for exploration, the Probe Launcher, fits in a ship’s high slot. Probes and Probe Launchers come in several different varieties, but as a beginning explorer, you should only concern yourself with one type of each.
The key module required for exploration, the Probe Launcher, fits in a ship’s high slot. Probes and Probe Launchers come in several different varieties, but as a beginning explorer, you should only concern yourself with one type of each.


* '''Core Probe Launcher I'''
{|class=wikitable style="width: 900px;background:#111111"
** Easy to fit, and does the job. It can only fire core scanning probes, however, but this doesn’t hinder explorers.
|-
* '''Core Scanner Probe I'''
|[[File:Icon probe launcher.png|link=|]]
** The basic ammunition for the Core Probe Launcher. You can reuse them, and the Core Probe Launcher can hold eight at a time. You can technically locate an exploration site with as few as four, but for convenience, consider carrying at least one full reload (8), or even several reloads. This guide will assume you have at second set of 8 probes in your cargo hold at all times.
|'''Core probe launcher''' is the backbone of any scanning ship. This easy to fit module launches core scanning probes in space allowing you to perform probe scanning.
 
Both of these items each also come in a more expensive Sisters of Eve Faction version. The launcher also has more skill intensive T2 version. Consider looking into these as an upgrade once you’re starting to get the hang of exploration, but remember EVE Rule #1: don’t use them if you can’t afford to lose them!


* '''Sisters Core Probe Launcher'''
Comes in base T1, improved T2 (+5% scan strength) and Sisters faction (+10% scan strength) variants.
** Provides a 10% bonus to scan strength of probes, but costs an exorbitant amount.
* '''T2 Core Probe Launcher'''
** Provides 5% bonus to scan strength. Much cheaper than sisters launcher but requries more skills.
* '''Sisters Core Scanner Probe'''
** Sisters probes have 44 scan probe strength instead of the normal 40. They’re a bit expensive, but vastly more affordable than the Sisters launcher.


* Several mid slot modules exist that increase your scanning abilities:  
|-
** the '''Scan Acquisition Array''',
|[[File:Icon core scanner probe.png|link=|]]
** the '''Scan Pinpointing Array''', and
|'''Expanded probe launcher''' is much harder to fit variant of the core probe launcher. The expanded probe launcher offers no benefits over core probe launcher when scanning with core probes. But the expanded probe launcher can use combat scanner probes that allow scanning of ships, structures and drones.
** the '''Scan Rangefinding Array'''.
 
: These "green" modules can be used to improve your scanning ability, especially those with limited skills (e.g. [[alpha clones]]), but they are generally not needed for scanning down high-sec Data or Relic sites—and more likely than not, you won’t have the mid slots open for them anyway! Their real use is for improving your ability to scan down enemy ships with Combat Probes.
Comes in base T1, improved T2 (+5% scan strength) and Sisters faction (+10% scan strength) variants.
 
|-
|[[File:Icon core scanner probe.png|link=|]]
|'''Core scanner probes''' are the basic ammunition for the Core Probe Launcher. You can reuse them, and the Core Probe Launcher can hold eight at a time. You can technically locate an exploration site with as few as four, but for convenience, consider carrying at least one full reload (8), or even several reloads.
 
The probes also comes as Sisters variant with 44 scan probe strength instead of the normal 40. They’re a bit expensive, but vastly more affordable than the Sisters launcher.
 
|-
|[[File:Icon combat scanner probe.png|link=|]]
|'''Combat scanner probes''' are used for scanning ships, drones and structures. The combat probes are much bulkier than the core scanner probes and thus can not be used with the core probe launcher, instead you need the expanded probe launcher. While combat probes can be used for scanning signatures it is much better to do that with core probes.
 
The probes also comes as Sisters variant with 22 scan probe strength instead of the normal 20.
 
|-
|[[File:Icon scan rangefind array.png|link=|]]
|'''Scan rangefind array''' increases the scan strength of your probes. This will make it easier to scan signatures bu reducing the scan deviation and making weaker signatures scannable.
 
|-
|[[File:Icon scan pinpointing array.png|link=|]]
|'''Scan pinpointing array''' reduces the scan deviation while scanning. This means that the partial scan result is more likely to be closer to the actual signature. This will allow you to reduce the scan formation more aggressively speeding up the scanning. But this will not allow you to scan harder signatures.
 
|-
|[[File:Icon scan acquisition array.png|link=|]]
|'''Scan acquisition array''' speeds up the scan process by making the probes scan faster. Only one scan acquisition array can be fitted.
 
|-
|[[File:Icon rig CPU.png|link=|]]
|'''Gravity capacitor upgrade''' rig increases the scan strength of your probes. It is usually better to fit two T1 rigs instead of one T2 rig. But if you aim for maximum scan strength and have enough scanning modules to incur stacking penalties it may be better to go with one T2 rig.
 
|}
 
Other useful modules:
* Low-slot Inertial Stabilizers, Nanofiber Structures, and Overdrive Injectors increase ship agility and speed. Speed always helps, as it makes maneuvering between exploration site structures easier, and makes it more likely for you to escape if something goes wrong. Of those three modules, Nanofiber Structures will probably benefit you most, as they raise several speed/agility related stats in exchange for a none-too-painful drawback.
* Low-slot Inertial Stabilizers, Nanofiber Structures, and Overdrive Injectors increase ship agility and speed. Speed always helps, as it makes maneuvering between exploration site structures easier, and makes it more likely for you to escape if something goes wrong. Of those three modules, Nanofiber Structures will probably benefit you most, as they raise several speed/agility related stats in exchange for a none-too-painful drawback.
 
* Most explorers will use a high slot to fit a cloaking device on their frigate. The topic of [[Cloaking]] goes beyond the scope of this article.
Of all [[Rig#Scanning|scanning rigs]], you’ll most likely want to install the '''Gravity Capacitor Upgrade I''', which increases probe scan strength by 10%. Fitting two Tech I rigs provides a greater improvement than a single Tech II rig, which works out great as a low-skill explorer.
* 5 MN mimcrowarp drive will allow you to perform the MWD+cloak trick. it will also make it much more likely to crash the gate if you jump into a gate camp.


If you're going to specialize in one of Relic or Data sites, then adding that rig also helps by giving you bonuses:  Emission Scope Sharpener for Relic sites, or Memetic Algorithm Bank for Data sites.
If you're going to specialize in one of Relic or Data sites, then adding that rig also helps by giving you bonuses:  Emission Scope Sharpener for Relic sites, or Memetic Algorithm Bank for Data sites.
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While the above three are “core” modules for running relic and data sites, you are also strongly recommended to fit your ship with a 5MN Microwarpdrive module to make travel to and around scanned areas much easier. This makes a total of four mid slot modules—one more than the Amarr Magnate can fit. If you’re piloting one of those, you’ll have to make occasional decisions about which of these four modules to leave back at the station. In most situations, you’ll leave behind the Cargo Scanner, but if you know for a fact that you'll only be exploring one type of site (Relic or Data), you can always temporarily forgo the Analyzer of the type that you won’t need.
While the above three are “core” modules for running relic and data sites, you are also strongly recommended to fit your ship with a 5MN Microwarpdrive module to make travel to and around scanned areas much easier. This makes a total of four mid slot modules—one more than the Amarr Magnate can fit. If you’re piloting one of those, you’ll have to make occasional decisions about which of these four modules to leave back at the station. In most situations, you’ll leave behind the Cargo Scanner, but if you know for a fact that you'll only be exploring one type of site (Relic or Data), you can always temporarily forgo the Analyzer of the type that you won’t need.
After fitting your Probe Launcher and exploration modules, you’ll have some space leftover for other equipment. What you choose here depends on your playstyle, but some general recommendations follow. The author also recommends that you take a peek at the [[Fitting Modules and Rigs Guide]] for more information on the sorts of options available to you here.
===== Cloaking =====
Most explorers will use a high slot to fit a cloaking device on their frigate. The topic of [[Cloaking]] goes beyond the scope of this article.


==== PvE Combat ====
==== PvE Combat ====