Difference between revisions of "Ratting at NSC"

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{{NullSec Campus links}}
 
{{NullSec Campus links}}
  
Killing pirate NPCs, or [[Rat#Rat|ratting]] as it is also called, is a way to earn ISK in New Eden. At the [[Null-Sec Campus|NSC]] it is mainly done in [[Asteroids and ore|asteroid belts]] or in [[combat sites]]. While you face off against NPCs in the same manner as in missions, it is not considered the same. See [[Syndicate Mission Running|this page]] for for more information about running missions at the NSC. Since combat sites can be found by probing, ratting shares a small overlap with [[exploration]], and ratters can benefit greatly by having a ship capable of scanning down signatures. 
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Killing pirate NPCs, or [[Rat#Rat|ratting]] as it is also called, is a way to earn ISK in New Eden. At the [[Null-Sec Campus|NSC]] it is mainly done in [[Asteroids and ore|asteroid belts]] or in [[combat sites]]. While you face off against NPCs in the same manner as in missions, it is not considered the same; see [[Syndicate Mission Running|this page]] for for more information about running missions at the NSC.
  
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Since combat sites can be found by probing, ratting shares a small overlap with [[exploration]], and ratters can benefit greatly by having a ship capable of scanning down signatures.
  
 
==Why rat at the NSC?==
 
==Why rat at the NSC?==
  
Hunting and killing pirate NPCs (a.k.a. "rats") at asteroid belts or in combat sites is just one of many ways to earn ISK in EVE.
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Hunting and killing pirate NPCs (known as "rats") at asteroid belts or in combat sites is just one of many ways to earn ISK in EVE.
Since the majority of ISK is gotten through [[Loot#Loot|loot]] drop, and since loot is dropped at random, the reward for ratting is rather irregular. Some days you can be lucky and get hundreds of millions or even billions worth of loot (if you are very lucky), and other days you will only get the standard [[EVE Lexicon#bounty|bounty]] from the rats and the from [[Salvaging|salvage]]
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Since the majority of ISK is gotten through [[Loot#Loot|loot]] drop, and since loot is dropped at random, the reward for ratting is rather irregular. Some days you can be lucky and get hundreds of millions or even billions worth of loot (if you are very lucky), and other days you will only get the standard [[EVE Lexicon#bounty|bounty]] from the rats and the from [[Salvaging|salvage]].
Still, this is a easy way to earn ISK, and the requirements for doing this can be very low, depending on what kind of ratting you do.
 
  
Ratting can also be a source of minerals for small scale industry. Large meta modules, such as those dropped by NPC battleships, can be reprocessed for decent quantities of minerals which may be hard to obtain in null sec. For many modules, the reprocessed value is higher than the buy value of the module.  
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Still, this is a easy way to earn ISK, and the requirements for doing basic ratting can be very low.
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Ratting can also be a source of minerals for small-scale industry. Large meta modules, such as those dropped by NPC battleships, can be reprocessed for decent quantities of minerals which may be hard to obtain in nullsec. For many modules, the reprocessed value is higher than the buy value of the module.  
  
 
===Types of ratting at the NSC===
 
===Types of ratting at the NSC===
At the NSC there there mainly two types of ratting to be done: <br>
 
Clearing asteroid belts in a system, and hunting down and completing combat sites.
 
Combat sites can furthermore be divided up in [[Combat sites#Combat anomalies|combat anomalies]] and [[Combat sites#Cosmic signatures|combat signatures]]. More on these below.   
 
  
Advantages of ratting in belts:
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At the NSC there there are mainly two types of ratting:
* Generally easier.
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* Is done in the same system, not so much traveling around.
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# Clearing asteroid belts in a system
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# Hunting down and completing combat sites
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Combat sites can further be split into [[Combat sites#Combat anomalies|combat anomalies]] and [[Combat sites#Cosmic signatures|combat signatures]]. More on these below.   
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Advantages of belt ratting:
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* Generally easier
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* Done in the same system, not so much traveling around
  
Advantages of doing combat sites:
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Advantages of combat sites:
* Generally better ISK per [[EVE Lexicon#tick|tick]].
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* Generally better ISK per [[EVE Lexicon#tick|tick]]
* More variety in the PvE.
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* More variety in the PvE
  
While [[Abyssal Deadspace|abyssal]] combat sites are also technically combat sites and can be done at the NSC, they have very different rules and are outside the scope of this article.
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While [[Abyssal Deadspace|abyssal]] combat sites are also technically combat sites and can be done at the NSC, they have very different rules and are outside this article's scope.
  
 
==Belt Ratting==
 
==Belt Ratting==
[[File:5-D belt.jpg|240px|thumb|right|The asteroid belts in system 5-DSFH. Clear them from top to bottom, from bottom to top, or whatever other order you want to.]]
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[[File:5-D belt.jpg|240px|thumb|right|The asteroid belts in system 5-DSFH. Clear them from top to bottom, from bottom to top, or whatever other order you want to use.]]
 
[[File:Ratting guide basic.jpg|240px|thumb|right|Short guide to chaining belts.]]
 
[[File:Ratting guide basic.jpg|240px|thumb|right|Short guide to chaining belts.]]
  
Belt ratting is the act of going from asteroid belt to asteroid belt, killing the pirate NPC ships that are found there, and then go on to the next asteroid belt and doing the same there. This is done to collect the bounty on the ships, as well as trying to get rare spawns and rare loot.
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Belt ratting is the act of going from asteroid belt to asteroid belt, killing the pirate NPC ships that are found there, and then going on to the next asteroid belt and doing the same there. This is done to collect the bounty on the ships, as well as trying to get rare spawns and rare loot.
  
 
===Picking a system===
 
===Picking a system===
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There are several factors to bear in mind when selecting a system for belt ratting.
  
 
====Security Level====
 
====Security Level====
  
Ratting in asteroid belts are greatly affected by the [[System security#True security|true-sec]] of the system it is being done in. Both the size of the bounties, as well as the chance of rare spawns, being affected by it, with lower true-sec giving better bounties and higher chance of rare spawns. So one factor in choosing a system to kill rats in is the true-sec of the system. At the NSC, [http://evemaps.dotlan.net/map/Syndicate/5-DSFH#sec 5-DSFH] is the best system to belt rat in since it has a low security level, making it the best system to clear in the pocket. 5-D is also deep in the NSC pocket, and, as such, is slightly safer to be in if you pay attention to intel channels.
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Ratting in asteroid belts is greatly affected by the "[[System security#True security|true-sec]]" of the system. Both the size of the bounties and the chance of rare spawns are affected by this, with lower true-sec giving better bounties and higher chance of rare spawns. One factor in choosing a system rat in is therefore the system's true-sec.
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At the NSC, [http://evemaps.dotlan.net/map/Syndicate/5-DSFH#sec 5-DSFH] is the best system to belt-rat in in true-sec terms. 5-D is also deep in the NSC pocket, and, as such, is slightly safer to be in if you pay attention to intel channels.
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A complicating factor, however, is the game's bounty mechanic...
  
 
====Dynamic Bounty System====
 
====Dynamic Bounty System====
  
Bounty payouts in a system are affected by the Dynamic Bounty System. Player deaths increase the Bounty Risk Modifier, which acts as a multiplier on the base bounty rate for NPC kills in that system. NPC kills slowly cause that modifier to fall. OVer time, the modifier will drift towards a equilibrium rate. At NSC, [http://evemaps.dotlan.net/map/Syndicate/PC9-AY PC9-AY] typically has the highest Bounty Risk Modifier, due to it being the entrance to the NSC pocket, and the site of most PVP engagements. Other systems in the pocket tend to hover around the equilibrium rate, or slightly lower.
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Bounty payouts in a system are affected by the Dynamic Bounty System. Player deaths in a system increase that system's Bounty Risk Modifier, which acts as a multiplier on the base bounty rate for NPC kills in that system. NPC kills slowly cause that modifier to fall. Over time, the modifier will drift towards a equilibrium rate.
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At NSC, [http://evemaps.dotlan.net/map/Syndicate/PC9-AY PC9-AY] typically has the highest Bounty Risk Modifier, due to it being the entrance to the NSC pocket, and (therefore) the site of most PvP engagements. Other systems in the pocket tend to hover around the equilibrium rate, or slightly lower. This means that the basic bounty payment for a rat will probably be higher in PC9, though the chances of rare and valuable rats are higher in 5-D. Pilots can weigh up consistently higher basic payments against a higher chance of good spawns.
  
 
====Belt Counts====
 
====Belt Counts====
Rats in asteroid belts respawn after about 20 minutes, so you also want a system that have enough belts so you do not run out of rats to kill. Systems such as AK-QBU and T22-QI, which tend to have fewer belts, aren't as good as system such as PC9-AY or 5-DSFH, which have more belts.
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Rats in asteroid belts respawn after about 20 minutes, so you also want a system with enough belts.
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Systems such as AK-QBU and T22-QI, which tend to have fewer belts, aren't as good as systems such as PC9-AY or 5-DSFH, which have more belts.
  
 
===What to expect===
 
===What to expect===
  
The pirate faction encountered at the NSC is the [[Serpentis]]. They commonly deal Thermal and Kinetic damage, and have lower resists against Kinetic and Thermal damage. Expect to face electronic warfare in the form of sensor damping from Serpentis guardian-type cruisers and battlecruisers. This may reduce your targeting distance drastically, and depending on your sensor skills they can get you to 5,000m or less if they gang up and a few groups spawn several EWAR-equipped ships. Some Serpentis rats also scram.
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The pirate faction encountered at the NSC is the [[Serpentis]]. They commonly deal Thermal and Kinetic damage, and have lower resists against Kinetic and Thermal damage. Expect to face sensor damping from Serpentis Guardian-type cruisers and battlecruisers. This can reduce your targeting distance drastically: depending on your sensor skills a group all damping can get you to 5,000m or less. Some Serpentis rats, usually frigates, also scram. Kill these first to ensure you can move to safety if hostiles enter the system.
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You can expect to find battlecruisers as the most common enemy in most systems, with battleships being quite common as well, and destroyers used to "fill in" groups with battleships. Each system will have a few static group spawn types that are the most common, and you will rapidly learn which groups you can expect to see.
  
You can expect to find battlecruisers as the most common enemy in most systems, with battleships being quite common as well, and destroyers used to "fill in" groups with battleships. Each system will have a few static group spawn types that are the most common, and you will rapidly learn which groups you can expect to see. Rare spawns will sometimes be their own kind of spawn group, but can also occur when an elite spawn replaces a normal ship in a typical group (see below; or, for example, a Shadow Serpentis battleship replacing one of the two high admirals in a group of two high admirals and two destroyers). Elite spawns may widen their bag of tricks beyond damping to webbing, warp scramming, and other EWAR types.
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Rare spawns will sometimes be their own kind of spawn group, but can also occur when an elite spawn replaces a normal ship in a typical group (see below; or, for example, a Shadow Serpentis battleship replacing one of the two high admirals in a group of two high admirals and two destroyers). Elite spawns may widen their bag of tricks beyond damping to webbing, warp scramming, and other EWAR types.
  
Belt ratting is safest done in cruisers like the [[Vexor]].
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Belt ratting is safest done in cruiser hulls, which can avoid damage from the battleship rats using their relatively small size and speed, but can also muster enough DPS. The commonest T1 cruiser used for ratting at NSC is the [[Vexor]], and the campus often has some ratting Vexors fitted out for new characters available on affordable contracts.
  
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===Clearing vs. Chaining the Belts===
  
===Clearing vs. Chaining the Asteroid Belts===
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Should you kill all rats in a belt and clear it completely or should you "chain" the belt? Chaining refers to killing battleships but not the other rats in the same spawn, prompting more battleships to appear. Chaining the belts gives more ISK over time, though it might not generate as much ISK in a short ratting session.
Should you kill all rats in a belt and clear it completely or should you 'chain' the belt? There is no doubt that chaining the belts gives more ISK over time. Chaining refers to the art of killing battleships over and over for the bounty.
 
  
When you partly destroy a group of NPC rats and then leave the belt, the whole group will respawn. This means that you can keep killing battleships over and over for the high bounty. The process can be done if you only kill the rat battleships, when presented by a rat group a group with them, and leaving the smaller ships. While completely clearing the rat group when they contain no rat battleships. This will make it so that all asteroid belts will contain the battleship rat groups and these can keep being exploited.   
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When you partly destroy a group of NPC rats and then leave the belt, the whole group will respawn. This means that you can keep killing battleships over and over for their high bounty. Kill only the rat battleships and leave the smaller ships. If there is a spawn without battleships, kill all of the rats to "re-roll" the spawn for battleships. This will make it so that all asteroid belts will contain the battleship rat groups and these can keep being exploited.   
  
This also means that the special rats, like Shadow Serpentis ships can't spawn, but it will still give more ISK over time.
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This also means that the special rats, like Shadow Serpentis ships, can't spawn, but it will still give more ISK over time.
  
 
===Rare Spawns===
 
===Rare Spawns===
====Faction Spawns - Shadow Serpentis====
 
Elite versions of the normal rats with the prefix "Shadow" in front of their name. These ships are slightly harder to kill, have a much bigger bounty and drops [[Faction modules#faction|Shadow Serpentis faction modules]]. These can also spawn in combat anomalies.
 
  
====Capital Spawns - Serpentis Dreadnoughts====
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Several types of rare and valuable rat can spawn in NSC pocket systems.
If you warp to a belt and see a dreadnought there, you should warp out immediately! These ships are very powerful and need coordination to bring down. <br>
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Dreadnoughts and Shadow Serpentis Dreadnoughts are capital pirate ships. These rats hit hard and have a lot of tank, and as such you need a fleet (5+ people) to kill them. Should a dreadnought spawn while you are in a belt, warp off immediately, or face the possibility of it killing your ship.
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====Faction Spawns: Shadow Serpentis====
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These are elite versions of the normal rats with the prefix "Shadow" in front of their name. These ships are slightly harder to kill, but have a much bigger bounty and can drop [[Faction modules#faction|Shadow Serpentis faction modules]]. These can also spawn in combat anomalies.
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====Capital Spawns: Serpentis Dreadnoughts====
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Dreadnoughts and Shadow Serpentis Dreadnoughts are capital pirate ships. '''If you warp to a belt and see a dreadnought there, you should warp out immediately!''' These ships are very powerful. If you linger on grid with one, it will probably destroy you. <br>
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Once you have escaped, report the presence of a dreadnought, including system, planet and belt numbers, in the chat channel for the NCS standing fleet (which you should be part of!) and ideally also on Mumble if you have a microphone.  
  
* Serpentis Dreadnought: 60.000.000 ISK bounty - no loot
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The NSC uses [https://forum.eveuniversity.org/viewtopic.php?f=212&t=120707 Dread Vexors] to kill NPC Dreadnoughts, in a specific tactic which other members will be able to explain to you. If you can't fly a Dread Vexor, you can still help, because one player needs to use their pod to provide a warp-in for the fleet (NPC rats will not fire on pods).
* Shadow Serpentis Dreadnought: 120.000.000 ISK bounty - loot consists of BPC and modules
 
  
The dreadnoughts can warp off, so be sure to bring warp disruptors or scramblers.
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Killing a rat dreadnought can be lucrative:
  
They can also spawn in combat anomalies.
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* Serpentis Dreadnought: 60,000,000 ISK bounty
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* Shadow Serpentis Dreadnought: 120,000,000 ISK bounty
  
The NSC uses [https://forum.eveuniversity.org/viewtopic.php?f=212&t=120707 Dread Vexors] to kill NPC Dreadnoughts.
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These can also spawn in combat anomalies.
  
 
====NPC Hauler Spawns====
 
====NPC Hauler Spawns====
There are NPC freighters that can spawn in belts. These ships can drop more than 100.000.000 ISK in ores, and you want a hauler docked nearby so that you can loot the ores. Remember to bookmark the wreck when you switch into your hauler. <br>
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There are NPC freighters that can spawn in belts. These ships can drop more than 100,000,000 ISK in ores, and you want a hauler docked nearby so that you can loot the ores. If you lack a hauler, ask for assistance on comms. Remember to bookmark the wreck when you switch into your hauler. <br>
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NPC hauler spawns are not the same as the NPC mining fleets.   
 
NPC hauler spawns are not the same as the NPC mining fleets.   
  
 
===NPC Mining Fleets===
 
===NPC Mining Fleets===
 
{{main|NPC Mining Operations}}
 
{{main|NPC Mining Operations}}
The NPC mining fleets are NPC mining ships and industrial haulers that operating in the asteroid belt. When attacked they will warp off and call in a response fleet to attack whoever aggressed them.   
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The NPC mining fleets are NPC mining ships and industrial haulers that operate in the asteroid belts. When attacked, they will warp off and call in a response fleet to attack whoever aggressed them.   
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The miners and haulers can then be scanned down with combat probes and killed. The response fleet uses advanced A.I. tactics, such as dedicated logi ships to heal incoming damage. The loot is gotten from the haulers, and the response fleet gives no loot of their own.   
 
The miners and haulers can then be scanned down with combat probes and killed. The response fleet uses advanced A.I. tactics, such as dedicated logi ships to heal incoming damage. The loot is gotten from the haulers, and the response fleet gives no loot of their own.   
  
While these fleets can be killed solo (usually in T3D), they are best undertaken in a small fleet.
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While these fleets can be killed solo (usually in T3D), they are best undertaken in a small fleet. If you are solo ratting, the best thing to do is often just to ignore them.
  
 
==Combat Sites==
 
==Combat Sites==
Line 100: Line 128:
 
{{main|Combat sites}}
 
{{main|Combat sites}}
  
[[File:c_ano_sig.jpg|240px|thumb|right|The scanner window, with a combat Anomaly and a combat Signature halfway scanned down.]]
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[[File:c_ano_sig.jpg|240px|thumb|right|The scanner window, with a combat Anomaly and a combat signature halfway scanned down.]]
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At the NSC, either in addition or instead of ratting in belts, you can also complete combat sites. These sites can be divided into anomalies, signatures, escalations and static complexes.
  
At the NSC, in addition or instead of ratting in belts, you can also complete combat sites. These sites can be divided anomalies, signatures, escalations and static complexes.
 
 
* [[Combat sites#Combat anomalies|Cosmic anomalies]]:
 
* [[Combat sites#Combat anomalies|Cosmic anomalies]]:
** Visible in probe window without scanner.
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** Visible in probe window without scanner
** The easiest of the bunch.
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** The easiest of the bunch
** Low chance to either spawning Shadow Serpentis faction rats and Dreadnought capital rats (like in belts).
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** Low chance to either spawn Shadow Serpentis faction rats or Dreadnought capital rats (like in belts)
** Can escalate into DED sites or Expeditions.
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** Can escalate into DED sites or Expeditions
 
* [[Combat sites#Combat signatures|Cosmic signatures]]:
 
* [[Combat sites#Combat signatures|Cosmic signatures]]:
** Can either be gotten as an escalation from clearing an combat anomaly, or be found in system (where it needs to be scanned down with probes).
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** Can either be gotten as an escalation from clearing an combat anomaly, or be found in system (where it needs to be scanned down with probes)
** Unrated Complexes has moderate chances for faction spawn and low chance to escalate into a new combat site.
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** Unrated Complexes have moderate chances for faction spawn and low chance to escalate into a new combat site
** DED combat sites have guaranteed faction spawn that can drop DED modules and can under some circumstances escalate into a new DED site.
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** DED combat sites have guaranteed faction spawns that can drop DED modules and can under some circumstances escalate into a new DED site
 
* [[Combat sites#expeditions|Expeditions]]:
 
* [[Combat sites#expeditions|Expeditions]]:
** Escalates from anomalies and unrated signatures.
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** Escalates from anomalies and unrated signatures
** And as such cannot be found, but must be gotten from other combat sites.
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** And as such cannot be found, but must be gotten from other combat sites
** They usually consists of many parts, and expeditions can escalation into new expeditions in new systems.
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** They usually consist of many parts, and expeditions can escalation into new expeditions in new systems
  
The [[system security]] (not true-sec) determines what level of sites that spawn, while region determines what pirate faction sites spawn. Since the NSC is located in Syndicate, we get Serpentis pirate spawns, with the occasional rogue drones combat sites as well.
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The [[system security]] (not true-sec) determines the level of the sites that spawn, while the region determines what pirate faction sites spawn. Since the NSC is located in Syndicate, we get Serpentis pirate spawns, with the occasional rogue drones combat sites as well.
  
 
At the NSC, there is the possibility of 22 different versions of combat anomalies to spawn. Ranging from Class 4, level 2 sites ([[Serpentis Hidden Den]]), to the Class 10 site ([[Serpentis Sanctum]]).
 
At the NSC, there is the possibility of 22 different versions of combat anomalies to spawn. Ranging from Class 4, level 2 sites ([[Serpentis Hidden Den]]), to the Class 10 site ([[Serpentis Sanctum]]).
Serpentis combat anomalies are usually worth your time doing, while the rogue drones combat sites are generally of questionable worth. <br>
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Unrated combat sites, DED combat sites and Expeditions are generally more challenging and needs preparations or to be done in a group, but also offers higher rewards. It is important to know that, while higher class of combat anomalies means the site will be harder. The difficulty of Unrated Complexes, DED Complexes or Expeditions does not 100% correlate with Class. CCP haven't been great at balancing these combat sites, so be sure to look them up your first time.   
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Serpentis combat anomalies are usually worth your time doing, while the rogue drone combat sites are generally of questionable worth.
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Unrated combat sites, DED combat sites and Expeditions are generally more challenging and need preparations or to be done in a group, but also offer higher rewards. It is important to know that, while higher classes of combat anomalies mean harder combat, the difficulty of Unrated Complexes, DED Complexes or Expeditions does not 100% correlate with their class. CCP haven't been great at balancing these combat sites, so look any site up online before tackling it for the first time.   
  
 
===Tips===
 
===Tips===
'''Combat anomalies''' consists of one ungated pocket, with some rats already there and more spawning in waves when previous ships gets destroyed. To not get overrun, you should look up the wave trigger, and kill that ship last. Once you enter a combat anomaly, burn away form the warp-in and make sure that you don't fly directly towards the rats, as it makes you far to easy to kill. Once you are a bit away form the warp-in, drop down a mobile tractor unit and orbit it at about 20 km. The reason to get away from the warp-in, is so you aren't to close to it if hostile players warps to it. The mobile tractor unit are not a must, but it makes looting and salvaging wrecks far easier. Just remember to bookmark it in case you have to run.   
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'''Combat anomalies''' consist of one ungated pocket, with some rats already there and more spawning in waves when previous ships get destroyed. To avoid being overrun, you should look up the wave trigger, and kill that ship last.
  
'''Combat signatures and Expeditions''' are far more varied, and there for harder to give general advice for. They usually consists of a couple of gated deadspace pockets. This means that hostile players cannot warp directly to you, but have to scan you down and take the gates to reach you. This makes you far harder to catch while running, just remember to keep an eye on the intel.
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Once you enter a combat anomaly, burn away form the warp-in and make sure that you don't fly directly towards the rats, as this makes you far to easy to kill. Once you are a bit away form the warp-in, drop down a Mobile Tractor Unit and orbit it at about 20 km. The reason to get away from the warp-in, is so you aren't too close to it if hostile players warps to it. The MTU is not a must, but it makes looting and salvaging wrecks far easier. Just remember to bookmark it in case you have to run.  
  
The higher difficulty of combat sites means that you want better ships than for belt ratting. Consider flying more advanced ships such as the [[Gila]] or [[Praxis]].
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'''Combat signatures and Expeditions''' are far more varied, and therefor harder to advise on in general terms. They usually consists of a couple of gated deadspace pockets. This means that hostile players cannot warp directly to you, but have to scan you down and take the gates to reach you. This makes you far harder to catch while running, but remember to keep an eye on intel.
  
==How to be safe from other players==
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The higher difficulty of combat sites means that you want better ships than for belt ratting. Consider flying more advanced ships such as the [[Gila]] or [[Praxis]]. Talk to other NSC members: some are experienced site runners and can offer good advice on fits and ships; they might also be able to walk you through some practical site runs.
The NSC is located in null security space and players can therefore kill other players without repercussions. 
 
Ships used for PvE are often expensive, and hunting these ships can be a fun and sometimes even lucrative endeavor for players. It is therefore vital for anyone ratting at the NSC to stay safe.
 
There are a number of precautions a member of the NSC can take to greatly increase their chance of survival:
 
* Be in [[NSC Standing Fleet|fleet]].
 
* Be in the [[Null-Sec Campus#Communication|intel channel]].
 
* Be on [[Mumble|comms]].
 
* Be aware of the geopolitical and warfare situation-- if there's a structure under assault in the system or other major combat op, you can easily find yourself a helpless target of opportunity to a war fleet.
 
* Once you enter a combat site or an asteroid belt, burn away from the warp-in point. The distance a hunter have to travel from the warp-in point to you, can sometimes save you.
 
* Keep an eye on [[EVE Lexicon#local|local]] to see if neutral or hostile player enters your system.
 
* Use [[Directional scanning|D-Scan]] to check for ships and probes.
 
* Create and use [[Bookmarks#Safe Spots|safespot bookmarks]].
 
** And stay aligned to these safe spots, if there are unknown players in system.
 
  
The idea is to be in fleet, in the intel channel and on coms, so that the player doing PvE activities can be warned in advance if there are hostile players in the neighbouring systems. 
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==Staying safe from other players==
This way, you can go to a safe spot or dock up in stations or structures before the hunter enters system.
 
Since Cruisers and especially battleships are slow to align and enter warp, it can sometimes be to late to escape when the hunter enters your system, so a warning in advance can sometimes save your ship. <br>   
 
  
Also, by being in fleet, etc., you can also warn other members of the NSC and thereby helping them survive.  
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The NSC is located in null security space and players can therefore kill other players without repercussions. Ships used for PvE are often expensive, and hunting these ships can be a fun and sometimes even lucrative endeavour for players (NSC members can try their hand at hunting other corporation's PvE ships!). It is therefore vital for anyone ratting at the NSC to stay safe.
  
{{co|coral|'''If you see this on your D-Scan, it is time to dock up.'''}}
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It is possible to rat and run sites safely in nullsec, especially when supported by NSC's intel systems, but you must be rigorous, and on occasion willing to pause what you're doing.
  
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Nullsec, unlike highsec, has the great virtue that threats are obvious: any player not in or allied with Eve University—any "neutral" or "neut" as they're called locally—is a potential threat. '''As a general rule, if you are in PvE combat and any neutral pilot enters the system, you should abandon what you're doing and move to a structure or an NPC station.'''
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Even a [[Safe spots|safespot bookmark]] is better than nothing, and gives you a moment to pause and plan your next move. Remember that ships at safe spots can be located and warped-to by scanning them down with combat probes: a safe spot is a step towards safety, but is not 100% safe. '''If you are at a safe spot and see probes on your D-Scan, it is high time to dock up.''' Nothing in system to dock up at? Begin bouncing between multiple safe spots.
 
[[image:Nsc mission 9.png]]
 
[[image:Nsc mission 9.png]]
  
===If you get caught anyways===
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So you followed the above advice, but got caught anyways? This happens. The most important part is to stay calm.
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By responding like this ''immediately'' on finding a neutral in-system safeguards your (possibly expensively-fitted) PvE ship. Docking in a station or structure means that if you want to, you can also reship to a PvP ship and prepare to enjoy [[EVE Lexicon#Content|Content]]. If a potentially-hostile pilot is in system, do not wait for them to appear on grid with you or on the directional scanner (cloaked ships and Combat Recons won't show up there anyway). Safeguard your ship at once.
 +
 +
There are a number of particular precautions a member of the NSC should take to increase their chances of survival greatly:
 +
 
 +
* Be in [[NSC Standing Fleet|fleet]]
 +
** Fleet members can warp to any other fleet member's location. Being in fleet makes it ''much'' easier for help to get to you quickly.
 +
* Be in the [[Null-Sec Campus#Communication|intel channel]], and have it open and visible.
 +
** All members of the NSC report in this channel on any neutral pilots they see in or approaching NSC's pocket. The intel channel can offer you vital minutes or seconds of warning
 +
* Keep an eye on [[EVE Lexicon#local|Local chat]] to see if neutral or hostile player enters your system.
 +
** Local is an excellent warning system, and if possibly-hostile pilots slip past Intel, you will learn about them when they enter the system and appear in Local's member list. Safeguard your ship immediately on seeing a neutral in Local.
 +
** Many pilots find it useful to run Local vertically at one side of their screen so they can see a maximum-length member list and spot new people entering it.
 +
** If you select the member list and press ctrl-A, you'll select all pilots currently in system. Any new pilots entering will then be obvious, as they will not be highlighted.
 +
* Be on [[Mumble]] in the general NSC channel.
 +
** Being on Mumble makes it ''much'' easier for you to call for help quickly and clearly.
 +
* Be aware of the geopolitical and warfare situation. If there's a structure under assault in the system or another major combat op happening, you can easily find yourself a helpless target of opportunity to a war fleet.
 +
* Once you enter a combat site or an asteroid belt, burn away from the warp-in point. The distance a hunter has to travel from the warp-in point to you can sometimes save you.
 +
* Create and use multiple [[Bookmarks#Safe Spots|safespot bookmarks]] in each system where you do PvE
 +
 
 +
The idea is to be in fleet, in the Intel channel, watching Local, and on comms, so that you can be warned in advance if there are hostile players in the neighbouring systems. Plus, by reporting any neutral pilots you see in Local yourself to Intel, you can help out your fellow NSC members.
 +
 
 +
===If you get caught===
 +
 
 +
If one or more hostile ships land on grid while you're ratting, and you are unable to escape before being tackled, try to stay calm. There are still things you can do.
  
 
Being in fleet and on comms also allows you to call for help if you should be caught.
 
Being in fleet and on comms also allows you to call for help if you should be caught.
  
 
* Calmly and clearly call out for help on mumble and in fleet chat. Observe good protocol, call "Break, Break" and be prepared with the following information:
 
* Calmly and clearly call out for help on mumble and in fleet chat. Observe good protocol, call "Break, Break" and be prepared with the following information:
** Describe where you are and what ship caught you.
+
** Say where you are, what ship caught you, and what ship you're flying.
 
** You should give the exact system, or its common short form, and the belt name and number, so help can quickly warp to you.
 
** You should give the exact system, or its common short form, and the belt name and number, so help can quickly warp to you.
 +
** Refer to your character in the third person, so people know who their warp-in is. If you have multiple characters at NSC, make sure you're naming the right one.
 
** If you are in fleet your fleetmates can use the "warp to member" command, which is one excellent reason to be in the standing fleet at ''all'' times.
 
** If you are in fleet your fleetmates can use the "warp to member" command, which is one excellent reason to be in the standing fleet at ''all'' times.
* Stay aligned, so that you can warp off if the hunter loses point or scram.
+
* Stay aligned, so that you can warp off if the hunter loses their point or scram.
 
* Attack the hunter with any weapons on your ship and any drones you have. You may drive them off, and at the very least giving them something to worry about may save your pod by forcing them to pay attention to their own modules and piloting rather than hovering their cursor over the lock target button for the moment when your pod is targetable.
 
* Attack the hunter with any weapons on your ship and any drones you have. You may drive them off, and at the very least giving them something to worry about may save your pod by forcing them to pay attention to their own modules and piloting rather than hovering their cursor over the lock target button for the moment when your pod is targetable.
 
* [[Overheating|Overheat]] your modules to wring more performance out of them; if you survive, you can always repair them for free at one of the NSC player-owned structures. Your order of priority for overheating is:
 
* [[Overheating|Overheat]] your modules to wring more performance out of them; if you survive, you can always repair them for free at one of the NSC player-owned structures. Your order of priority for overheating is:
*# Your propulsion module, if it's working: this will increase your chance of shaking the enemy's tackle off.
+
*# Your propulsion module, if it's not scrammed: this will increase your chance of shaking the enemy's tackle off.
 
*# Your defensive modules: overheating these will help you tank more damage, increasing the time for help to arrive. Active hardeners can be overheated, as well as armor repairers and shield boosters.
 
*# Your defensive modules: overheating these will help you tank more damage, increasing the time for help to arrive. Active hardeners can be overheated, as well as armor repairers and shield boosters.
*# Your offensive modules: putting more DPS on the enemy will heighten their combat stress, making them more likely to make mistakes. With luck you might even present a serious threat to them!
+
*# Your offensive modules: putting more DPS on the enemy will heighten their combat stress, making them more likely to make mistakes. With luck you might even present a threat to them!
 
** Many modules overheating at once might risk burning out something important... but if in doubt and working in your own combat stress, '''just overheat everything'''! Worrying about repairs can come after you survive.
 
** Many modules overheating at once might risk burning out something important... but if in doubt and working in your own combat stress, '''just overheat everything'''! Worrying about repairs can come after you survive.
* If there are help coming, wait for it and tell them if the situation changes.   
+
* If there is help coming, wait for it and update if the situation changes.   
* Thank your rescuer(s)! Or, if things went south, your avengers.
+
* Thank your rescuer(s)! Or, if things went south, thank your avengers.
  
Hopefully you didn't lose your ship. Stay docked and wait for the intel on when the hunter leaves the pocket or is defeated. Combat situation permitting, if you have appropriate PvP ships ready, then you can consider undocking to join the response.   
+
Hopefully, you didn't lose your ship. Stay docked and wait for the intel on when the hunter leaves the pocket or is defeated. Combat situation permitting, if you have appropriate PvP ships ready, then you can consider undocking to join the response.   
  
 
Unfortunately even with these precautions, you still sometimes will lose ships. Ultimately, any ship in Eve has a limited lifespan. In these situations, it is important to review what happened and see what you have learned, so that you can do better next time.
 
Unfortunately even with these precautions, you still sometimes will lose ships. Ultimately, any ship in Eve has a limited lifespan. In these situations, it is important to review what happened and see what you have learned, so that you can do better next time.
  
 
==Preparing your ship==
 
==Preparing your ship==
 +
 
The NSC is located in [[Serpentis]] space, and the rats you will face while ratting are Serpentis NPCs and sometimes [[Rogue Drones|rogue drones]]. This makes it easy to prepare both the tank of your ship, as well as the type of [[NPC damage types|damage you should deal]].  
 
The NSC is located in [[Serpentis]] space, and the rats you will face while ratting are Serpentis NPCs and sometimes [[Rogue Drones|rogue drones]]. This makes it easy to prepare both the tank of your ship, as well as the type of [[NPC damage types|damage you should deal]].  
  
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As you see, against Serpentis rats, you should deal kinetic damage, and needs to tank both thermal and kinetic damage. Against rogue drones, it can vary a bit more, but you can just stay away from the rogue drone combat sites if you are unsure.   
+
As you see, against Serpentis rats, you should deal kinetic damage, and needs to tank both thermal and kinetic damage. Against rogue drones, it can vary a bit more, but you can just avoid rogue drone combat sites if you are unsure.  
No matter what you fly in and how you fit it. You want to pilot the ship correctly, this means never to fly directly towards NPC battleships as it makes you far to easy to hit. In combat anomalies, drop down your mobile tractor unit and orbit it at about 20 km. In belts and combat signatures, you should manually steer your ship so that you approach the rats to the side.
+
    
 +
No matter what you fly in and how you fit it, you want to pilot the ship correctly. Never to fly directly towards NPC battleships, as this makes you far too easy to hit, and boosts their chance of dealing critical hits. In combat anomalies, drop down your mobile tractor unit and orbit it at about 20 km. In belts and combat signatures, manually steer your ship so that you can approach the rats to the side. You might find the [[Tactical Overlay]] useful. Practising good basic manual piloting around rats is a good ground-level introduction for skills useful in PvP.
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[[Category:NSC]]
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[[Category:PvE]]

Revision as of 03:16, 7 November 2021

Icon timer capsuleer.png This page is about ratting at the NSC and not about ratting in general. Plenty of what is written here differs in other parts of New Eden.


Killing pirate NPCs, or ratting as it is also called, is a way to earn ISK in New Eden. At the NSC it is mainly done in asteroid belts or in combat sites. While you face off against NPCs in the same manner as in missions, it is not considered the same; see this page for for more information about running missions at the NSC.

Since combat sites can be found by probing, ratting shares a small overlap with exploration, and ratters can benefit greatly by having a ship capable of scanning down signatures.

Why rat at the NSC?

Hunting and killing pirate NPCs (known as "rats") at asteroid belts or in combat sites is just one of many ways to earn ISK in EVE. Since the majority of ISK is gotten through loot drop, and since loot is dropped at random, the reward for ratting is rather irregular. Some days you can be lucky and get hundreds of millions or even billions worth of loot (if you are very lucky), and other days you will only get the standard bounty from the rats and the from salvage.

Still, this is a easy way to earn ISK, and the requirements for doing basic ratting can be very low.

Ratting can also be a source of minerals for small-scale industry. Large meta modules, such as those dropped by NPC battleships, can be reprocessed for decent quantities of minerals which may be hard to obtain in nullsec. For many modules, the reprocessed value is higher than the buy value of the module.

Types of ratting at the NSC

At the NSC there there are mainly two types of ratting:

  1. Clearing asteroid belts in a system
  2. Hunting down and completing combat sites

Combat sites can further be split into combat anomalies and combat signatures. More on these below.

Advantages of belt ratting:

  • Generally easier
  • Done in the same system, not so much traveling around

Advantages of combat sites:

  • Generally better ISK per tick
  • More variety in the PvE

While abyssal combat sites are also technically combat sites and can be done at the NSC, they have very different rules and are outside this article's scope.

Belt Ratting

The asteroid belts in system 5-DSFH. Clear them from top to bottom, from bottom to top, or whatever other order you want to use.
Short guide to chaining belts.

Belt ratting is the act of going from asteroid belt to asteroid belt, killing the pirate NPC ships that are found there, and then going on to the next asteroid belt and doing the same there. This is done to collect the bounty on the ships, as well as trying to get rare spawns and rare loot.

Picking a system

There are several factors to bear in mind when selecting a system for belt ratting.

Security Level

Ratting in asteroid belts is greatly affected by the "true-sec" of the system. Both the size of the bounties and the chance of rare spawns are affected by this, with lower true-sec giving better bounties and higher chance of rare spawns. One factor in choosing a system rat in is therefore the system's true-sec.

At the NSC, 5-DSFH is the best system to belt-rat in in true-sec terms. 5-D is also deep in the NSC pocket, and, as such, is slightly safer to be in if you pay attention to intel channels.

A complicating factor, however, is the game's bounty mechanic...

Dynamic Bounty System

Bounty payouts in a system are affected by the Dynamic Bounty System. Player deaths in a system increase that system's Bounty Risk Modifier, which acts as a multiplier on the base bounty rate for NPC kills in that system. NPC kills slowly cause that modifier to fall. Over time, the modifier will drift towards a equilibrium rate.

At NSC, PC9-AY typically has the highest Bounty Risk Modifier, due to it being the entrance to the NSC pocket, and (therefore) the site of most PvP engagements. Other systems in the pocket tend to hover around the equilibrium rate, or slightly lower. This means that the basic bounty payment for a rat will probably be higher in PC9, though the chances of rare and valuable rats are higher in 5-D. Pilots can weigh up consistently higher basic payments against a higher chance of good spawns.

Belt Counts

Rats in asteroid belts respawn after about 20 minutes, so you also want a system with enough belts.

Systems such as AK-QBU and T22-QI, which tend to have fewer belts, aren't as good as systems such as PC9-AY or 5-DSFH, which have more belts.

What to expect

The pirate faction encountered at the NSC is the Serpentis. They commonly deal Thermal and Kinetic damage, and have lower resists against Kinetic and Thermal damage. Expect to face sensor damping from Serpentis Guardian-type cruisers and battlecruisers. This can reduce your targeting distance drastically: depending on your sensor skills a group all damping can get you to 5,000m or less. Some Serpentis rats, usually frigates, also scram. Kill these first to ensure you can move to safety if hostiles enter the system.

You can expect to find battlecruisers as the most common enemy in most systems, with battleships being quite common as well, and destroyers used to "fill in" groups with battleships. Each system will have a few static group spawn types that are the most common, and you will rapidly learn which groups you can expect to see.

Rare spawns will sometimes be their own kind of spawn group, but can also occur when an elite spawn replaces a normal ship in a typical group (see below; or, for example, a Shadow Serpentis battleship replacing one of the two high admirals in a group of two high admirals and two destroyers). Elite spawns may widen their bag of tricks beyond damping to webbing, warp scramming, and other EWAR types.

Belt ratting is safest done in cruiser hulls, which can avoid damage from the battleship rats using their relatively small size and speed, but can also muster enough DPS. The commonest T1 cruiser used for ratting at NSC is the Vexor, and the campus often has some ratting Vexors fitted out for new characters available on affordable contracts.

Clearing vs. Chaining the Belts

Should you kill all rats in a belt and clear it completely or should you "chain" the belt? Chaining refers to killing battleships but not the other rats in the same spawn, prompting more battleships to appear. Chaining the belts gives more ISK over time, though it might not generate as much ISK in a short ratting session.

When you partly destroy a group of NPC rats and then leave the belt, the whole group will respawn. This means that you can keep killing battleships over and over for their high bounty. Kill only the rat battleships and leave the smaller ships. If there is a spawn without battleships, kill all of the rats to "re-roll" the spawn for battleships. This will make it so that all asteroid belts will contain the battleship rat groups and these can keep being exploited.

This also means that the special rats, like Shadow Serpentis ships, can't spawn, but it will still give more ISK over time.

Rare Spawns

Several types of rare and valuable rat can spawn in NSC pocket systems.

Faction Spawns: Shadow Serpentis

These are elite versions of the normal rats with the prefix "Shadow" in front of their name. These ships are slightly harder to kill, but have a much bigger bounty and can drop Shadow Serpentis faction modules. These can also spawn in combat anomalies.

Capital Spawns: Serpentis Dreadnoughts

Dreadnoughts and Shadow Serpentis Dreadnoughts are capital pirate ships. If you warp to a belt and see a dreadnought there, you should warp out immediately! These ships are very powerful. If you linger on grid with one, it will probably destroy you.

Once you have escaped, report the presence of a dreadnought, including system, planet and belt numbers, in the chat channel for the NCS standing fleet (which you should be part of!) and ideally also on Mumble if you have a microphone.

The NSC uses Dread Vexors to kill NPC Dreadnoughts, in a specific tactic which other members will be able to explain to you. If you can't fly a Dread Vexor, you can still help, because one player needs to use their pod to provide a warp-in for the fleet (NPC rats will not fire on pods).

Killing a rat dreadnought can be lucrative:

  • Serpentis Dreadnought: 60,000,000 ISK bounty
  • Shadow Serpentis Dreadnought: 120,000,000 ISK bounty

These can also spawn in combat anomalies.

NPC Hauler Spawns

There are NPC freighters that can spawn in belts. These ships can drop more than 100,000,000 ISK in ores, and you want a hauler docked nearby so that you can loot the ores. If you lack a hauler, ask for assistance on comms. Remember to bookmark the wreck when you switch into your hauler.

NPC hauler spawns are not the same as the NPC mining fleets.

NPC Mining Fleets

Main article: NPC Mining Operations

The NPC mining fleets are NPC mining ships and industrial haulers that operate in the asteroid belts. When attacked, they will warp off and call in a response fleet to attack whoever aggressed them.

The miners and haulers can then be scanned down with combat probes and killed. The response fleet uses advanced A.I. tactics, such as dedicated logi ships to heal incoming damage. The loot is gotten from the haulers, and the response fleet gives no loot of their own.

While these fleets can be killed solo (usually in T3D), they are best undertaken in a small fleet. If you are solo ratting, the best thing to do is often just to ignore them.

Combat Sites

Main article: Guide to combat sites
Main article: Combat sites
The scanner window, with a combat Anomaly and a combat signature halfway scanned down.

At the NSC, either in addition or instead of ratting in belts, you can also complete combat sites. These sites can be divided into anomalies, signatures, escalations and static complexes.

  • Cosmic anomalies:
    • Visible in probe window without scanner
    • The easiest of the bunch
    • Low chance to either spawn Shadow Serpentis faction rats or Dreadnought capital rats (like in belts)
    • Can escalate into DED sites or Expeditions
  • Cosmic signatures:
    • Can either be gotten as an escalation from clearing an combat anomaly, or be found in system (where it needs to be scanned down with probes)
    • Unrated Complexes have moderate chances for faction spawn and low chance to escalate into a new combat site
    • DED combat sites have guaranteed faction spawns that can drop DED modules and can under some circumstances escalate into a new DED site
  • Expeditions:
    • Escalates from anomalies and unrated signatures
    • And as such cannot be found, but must be gotten from other combat sites
    • They usually consist of many parts, and expeditions can escalation into new expeditions in new systems

The system security (not true-sec) determines the level of the sites that spawn, while the region determines what pirate faction sites spawn. Since the NSC is located in Syndicate, we get Serpentis pirate spawns, with the occasional rogue drones combat sites as well.

At the NSC, there is the possibility of 22 different versions of combat anomalies to spawn. Ranging from Class 4, level 2 sites (Serpentis Hidden Den), to the Class 10 site (Serpentis Sanctum).

Serpentis combat anomalies are usually worth your time doing, while the rogue drone combat sites are generally of questionable worth.

Unrated combat sites, DED combat sites and Expeditions are generally more challenging and need preparations or to be done in a group, but also offer higher rewards. It is important to know that, while higher classes of combat anomalies mean harder combat, the difficulty of Unrated Complexes, DED Complexes or Expeditions does not 100% correlate with their class. CCP haven't been great at balancing these combat sites, so look any site up online before tackling it for the first time.

Tips

Combat anomalies consist of one ungated pocket, with some rats already there and more spawning in waves when previous ships get destroyed. To avoid being overrun, you should look up the wave trigger, and kill that ship last.

Once you enter a combat anomaly, burn away form the warp-in and make sure that you don't fly directly towards the rats, as this makes you far to easy to kill. Once you are a bit away form the warp-in, drop down a Mobile Tractor Unit and orbit it at about 20 km. The reason to get away from the warp-in, is so you aren't too close to it if hostile players warps to it. The MTU is not a must, but it makes looting and salvaging wrecks far easier. Just remember to bookmark it in case you have to run.

Combat signatures and Expeditions are far more varied, and therefor harder to advise on in general terms. They usually consists of a couple of gated deadspace pockets. This means that hostile players cannot warp directly to you, but have to scan you down and take the gates to reach you. This makes you far harder to catch while running, but remember to keep an eye on intel.

The higher difficulty of combat sites means that you want better ships than for belt ratting. Consider flying more advanced ships such as the Gila or Praxis. Talk to other NSC members: some are experienced site runners and can offer good advice on fits and ships; they might also be able to walk you through some practical site runs.

Staying safe from other players

The NSC is located in null security space and players can therefore kill other players without repercussions. Ships used for PvE are often expensive, and hunting these ships can be a fun and sometimes even lucrative endeavour for players (NSC members can try their hand at hunting other corporation's PvE ships!). It is therefore vital for anyone ratting at the NSC to stay safe.

It is possible to rat and run sites safely in nullsec, especially when supported by NSC's intel systems, but you must be rigorous, and on occasion willing to pause what you're doing.

Nullsec, unlike highsec, has the great virtue that threats are obvious: any player not in or allied with Eve University—any "neutral" or "neut" as they're called locally—is a potential threat. As a general rule, if you are in PvE combat and any neutral pilot enters the system, you should abandon what you're doing and move to a structure or an NPC station.

Even a safespot bookmark is better than nothing, and gives you a moment to pause and plan your next move. Remember that ships at safe spots can be located and warped-to by scanning them down with combat probes: a safe spot is a step towards safety, but is not 100% safe. If you are at a safe spot and see probes on your D-Scan, it is high time to dock up. Nothing in system to dock up at? Begin bouncing between multiple safe spots. Nsc mission 9.png


By responding like this immediately on finding a neutral in-system safeguards your (possibly expensively-fitted) PvE ship. Docking in a station or structure means that if you want to, you can also reship to a PvP ship and prepare to enjoy Content. If a potentially-hostile pilot is in system, do not wait for them to appear on grid with you or on the directional scanner (cloaked ships and Combat Recons won't show up there anyway). Safeguard your ship at once.

There are a number of particular precautions a member of the NSC should take to increase their chances of survival greatly:

  • Be in fleet
    • Fleet members can warp to any other fleet member's location. Being in fleet makes it much easier for help to get to you quickly.
  • Be in the intel channel, and have it open and visible.
    • All members of the NSC report in this channel on any neutral pilots they see in or approaching NSC's pocket. The intel channel can offer you vital minutes or seconds of warning
  • Keep an eye on Local chat to see if neutral or hostile player enters your system.
    • Local is an excellent warning system, and if possibly-hostile pilots slip past Intel, you will learn about them when they enter the system and appear in Local's member list. Safeguard your ship immediately on seeing a neutral in Local.
    • Many pilots find it useful to run Local vertically at one side of their screen so they can see a maximum-length member list and spot new people entering it.
    • If you select the member list and press ctrl-A, you'll select all pilots currently in system. Any new pilots entering will then be obvious, as they will not be highlighted.
  • Be on Mumble in the general NSC channel.
    • Being on Mumble makes it much easier for you to call for help quickly and clearly.
  • Be aware of the geopolitical and warfare situation. If there's a structure under assault in the system or another major combat op happening, you can easily find yourself a helpless target of opportunity to a war fleet.
  • Once you enter a combat site or an asteroid belt, burn away from the warp-in point. The distance a hunter has to travel from the warp-in point to you can sometimes save you.
  • Create and use multiple safespot bookmarks in each system where you do PvE

The idea is to be in fleet, in the Intel channel, watching Local, and on comms, so that you can be warned in advance if there are hostile players in the neighbouring systems. Plus, by reporting any neutral pilots you see in Local yourself to Intel, you can help out your fellow NSC members.

If you get caught

If one or more hostile ships land on grid while you're ratting, and you are unable to escape before being tackled, try to stay calm. There are still things you can do.

Being in fleet and on comms also allows you to call for help if you should be caught.

  • Calmly and clearly call out for help on mumble and in fleet chat. Observe good protocol, call "Break, Break" and be prepared with the following information:
    • Say where you are, what ship caught you, and what ship you're flying.
    • You should give the exact system, or its common short form, and the belt name and number, so help can quickly warp to you.
    • Refer to your character in the third person, so people know who their warp-in is. If you have multiple characters at NSC, make sure you're naming the right one.
    • If you are in fleet your fleetmates can use the "warp to member" command, which is one excellent reason to be in the standing fleet at all times.
  • Stay aligned, so that you can warp off if the hunter loses their point or scram.
  • Attack the hunter with any weapons on your ship and any drones you have. You may drive them off, and at the very least giving them something to worry about may save your pod by forcing them to pay attention to their own modules and piloting rather than hovering their cursor over the lock target button for the moment when your pod is targetable.
  • Overheat your modules to wring more performance out of them; if you survive, you can always repair them for free at one of the NSC player-owned structures. Your order of priority for overheating is:
    1. Your propulsion module, if it's not scrammed: this will increase your chance of shaking the enemy's tackle off.
    2. Your defensive modules: overheating these will help you tank more damage, increasing the time for help to arrive. Active hardeners can be overheated, as well as armor repairers and shield boosters.
    3. Your offensive modules: putting more DPS on the enemy will heighten their combat stress, making them more likely to make mistakes. With luck you might even present a threat to them!
    • Many modules overheating at once might risk burning out something important... but if in doubt and working in your own combat stress, just overheat everything! Worrying about repairs can come after you survive.
  • If there is help coming, wait for it and update if the situation changes.
  • Thank your rescuer(s)! Or, if things went south, thank your avengers.

Hopefully, you didn't lose your ship. Stay docked and wait for the intel on when the hunter leaves the pocket or is defeated. Combat situation permitting, if you have appropriate PvP ships ready, then you can consider undocking to join the response.

Unfortunately even with these precautions, you still sometimes will lose ships. Ultimately, any ship in Eve has a limited lifespan. In these situations, it is important to review what happened and see what you have learned, so that you can do better next time.

Preparing your ship

The NSC is located in Serpentis space, and the rats you will face while ratting are Serpentis NPCs and sometimes rogue drones. This makes it easy to prepare both the tank of your ship, as well as the type of damage you should deal.

The type of ships used for ratting at the NSC range from beginner ships like the Algos or the Vexor, to intermediate ships like the Gila or the Praxis, and up to very strong ships like the Ishtar or Tengu, and even the Rattlesnake.
These ships are mostly "drone boats", that sometimes have secondary weapons as well. The reason for this is the versatility that drones brings to PvE. Other popular weapon against Serpentis rats are missiles and hybrid turrets. You want to avoid weapon types like Laser turrets and projectile turrets for PvE at the NSC, their damage type aren't great against the weakness of Serpentis ships.

Below you will find a table with what kind for damage your ship should deal out, and what your ship should resist:

Faction Damage to deal Damage to resist Electronic Warfare
Serpentis Kinetic / Thermal Thermal (55%) / Kinetic (45%) Sensor Dampener
Rogue Drones EM/Thermal (varies)

As you see, against Serpentis rats, you should deal kinetic damage, and needs to tank both thermal and kinetic damage. Against rogue drones, it can vary a bit more, but you can just avoid rogue drone combat sites if you are unsure.

No matter what you fly in and how you fit it, you want to pilot the ship correctly. Never to fly directly towards NPC battleships, as this makes you far too easy to hit, and boosts their chance of dealing critical hits. In combat anomalies, drop down your mobile tractor unit and orbit it at about 20 km. In belts and combat signatures, manually steer your ship so that you can approach the rats to the side. You might find the Tactical Overlay useful. Practising good basic manual piloting around rats is a good ground-level introduction for skills useful in PvP.