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Orca Guide: Difference between revisions

From EVE University Wiki
Barge skills are no longer a part of an orca train, so an orca pilot might not actually be able to even fly a barge
add max boost skill section
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The Orca has some disadvantages in a mining op. First, it's a pilot that could be mining, assuming they have the skills. For example, if the Orca pilot has the skills they would need to fly a Hulk, they would need to be boosting 4 miners to be worthwhile in terms of yield over mining themselves. This is because an Orca with full bonuses (Industrial Command Ship 5, Mining Director 5, Warfare Link Specialist 5, Mindlink Implant) would have roughly a 25% bonus to each activated mining link.
The Orca has some disadvantages in a mining op. First, it's a pilot that could be mining, assuming they have the skills. For example, if the Orca pilot has the skills they would need to fly a Hulk, they would need to be boosting 4 miners to be worthwhile in terms of yield over mining themselves. This is because an Orca with full bonuses (Industrial Command Ship 5, Mining Director 5, Warfare Link Specialist 5, Mindlink Implant) would have roughly a 25% bonus to each activated mining link.


Secondly, the cargo space isn’t enough to support 4 or more hulks mining a belt.  Even if you fit it for max storage, it holds about 180,000 m3 of ore (remember, the ship bay only holds ships) between the cargohold, orehold, and corp hangar.  That’s about 6 and a half full cans worth of ore.  Not bad, but a large mining op will fill up 6 cans quickly.  And if the Orca has to warp back to a station to keep dumping ore, that negates the link bonuses, as they deactivate in warp. Losing a range bonus halfway through a strip miner cycle can waste a lot of ore if the roid drops out of range.  Not to mention that the inertia and warp speed modifiers, while faster than a freighter, will still make your hulk feel like a frigate in comparison, so constantly moving the ship isn’t a real option. A dedicated hauler is still required.
Secondly, the cargo space isn’t enough to support 4 or more hulks mining a belt.  Even if you fit it for max storage, it holds about 180,000 m3 of ore (remember, the ship bay only holds ships) between the cargohold, orehold, and corp hangar.  That’s about 6 and a half full cans worth of ore.  Not bad, but a large mining op will fill up 6 cans quickly.  And if the Orca has to warp back to a station to keep dumping ore, that negates the link bonuses, as they deactivate in warp. Losing a range bonus halfway through a strip miner cycle can waste a lot of ore if the asteroid drops out of range.  Not to mention that the inertia and warp speed modifiers, while faster than a freighter, will still make your hulk feel like a frigate in comparison, so constantly moving the ship isn’t a real option. A dedicated hauler is still required.


However, the Orca has many bonuses on top of mining yield. The range link is invaluable, as it cuts down on how often you have to move your mining ships to new targets, considering the speed of most mining vessels.  Someone out of range is mining 0 ore.
However, the Orca has many bonuses on top of mining yield. The range link is invaluable, as it cuts down on how often you have to move your mining ships to new targets, considering the speed of most mining vessels.  Someone out of range is mining 0 ore.
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Suicide gankers, canflippers and ninja-looters can use Orcas as mobile bases.  They can hold all the loot that they’ve gotten through suicide ganking or other means, and they can provide a nearby platform for switching and refitting ships when needed - even during combat, and often as a bait-and-switch tactic.  Outlaws, meanwhile, can enter highsec in a pod to avoid NPC aggro and just pull a ship out of an Orca's bay. If you’re in an industrial ship and you see an Orca with a bunch of non-mining ships, be on your toes. Canflippers and ninja-looters with Orca support are to be especially avoided.
Suicide gankers, canflippers and ninja-looters can use Orcas as mobile bases.  They can hold all the loot that they’ve gotten through suicide ganking or other means, and they can provide a nearby platform for switching and refitting ships when needed - even during combat, and often as a bait-and-switch tactic.  Outlaws, meanwhile, can enter highsec in a pod to avoid NPC aggro and just pull a ship out of an Orca's bay. If you’re in an industrial ship and you see an Orca with a bunch of non-mining ships, be on your toes. Canflippers and ninja-looters with Orca support are to be especially avoided.
==Maximum boost skills==
(In no particular order)
*Mining Director V -  Boosts the effectiveness of mining foreman link modules by 20% per skill level.
*Warfare link specialist V -  Boosts effectiveness of all warfare link and mining foreman modules by 10% per level.
*Industrial Command Ships V - 5% bonus to cargo capacity per level and 3% bonus to effectiveness of mining foreman links per level
*Cybernetics V for the Mining Foreman Mindlink - 25% increase to the command bonus of Mining Foreman Link modules. Replaces Mining Foreman skill bonus with fixed 15% mining yield bonus.
When looking at time to train vs. benefits received, Industrial Command Ships (ICS) V can be saved for last, behind Warfare Link Specialist (WLS) V. Depending on mapping and implants, ICS-V requires more than 30 days to train from ICS-IV and amounts to only 3% bonus to effectiveness of mining foreman links. WLS-V requires more than 20 days to train from WLS-IV and grants a 10% bonus to link effectiveness.
Additionally, at least 1 level of Wing Commander can be helpful, depending on the size of the mining fleet.


==See also==
==See also==