Orca

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This page should be updated due to game changes.
Reason: Review for December 2021, Version 19.11 changes
Attributes updated. Summary and Tactics needs to be looked at


EVE University Database
 
Ship Database
Orca
Orca
Outer Ring Excavations
Outer Ring Excavations
Industrial Command Ships
Orca Class
Highlight
Can Use Command Bursts
HIGHLIGHTS
Highlight
150,000 m³ Mining hold
HIGHLIGHTS
Highlight
40,000 m³ Fleet hangar
HIGHLIGHTS
Highlight
400,000 m³ Ship maintenance bay
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

The Orca was developed as a joint venture between Outer Ring Excavations and Deep Core Mining Inc as a vessel to help meet the demands of New Eden's industry and provide a flexible platform from which mining operations can be more easily managed.

The Orca is also capable of using a large industrial core to substantially increase its industrial capabilities, while empowering its defenses during deployment in a static configuration. A key element of the industrial capacity unlocked by activating an industrial core is the ability to use compressor modules, with the Orca having the flexibility to use a number of specialized large compressors.

The Orca uses much of the technology developed by ORE for the Rorqual and integrated with the latest advancements from Deep Core Mining research division has developed a vessel which offers a diverse role to all sizes of operations and needs.

SHIP BONUSES

Industrial Command Ships bonuses (per skill level):
5% reduction in fuel consumption for Large Industrial Core
5% bonus to ship cargo and ore hold capacity
3% bonus to Mining Foreman Burst effect strength and duration
1% bonus to Shield Command Burst effect strength and duration
10% bonus to Drone hitpoints and damage
15% bonus to Drone ore mining yield
5% reduction in Drone ice harvesting cycle time
Role Bonus:
• Can fit Large Industrial Core
100% bonus to Drone damage
400% bonus to Remote Shield Booster optimal range
90% reduction to effective distance traveled for jump fatigue
• Can use 3 Command Burst modules
50% bonus to Command and Mining Foreman Burst area of effect range
250% bonus to Tractor Beam range
100% bonus to Tractor Beam velocity
500% bonus to Survey Scanner range

Required Skills
Training Time what's this?
19d 13m 34s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
1200 MW
CPU
cpu output
550 tf
Capacitor
capacitor
8,000 GJ
High
high slots
6
Launchers
launcher slots
0
Turrets
turret slots
0
Medium
medium slots
5
Low
low slots
2
Rig
rigs
3
 
large
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
60 m/sec
Inertia Modifier
inertia modifier (agility)
0.26
Warp Speed
inertia modifier (agility)
2 AU/s
Base Time to Warp
base time to warp
54.07 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
200 m³
Drone Bandwidth
drone bandwidth
50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
70.00 km
Max Locked Targets
max. locked targets
7
Magnetometric Sensor
Magnetometric sensor strength
30 points
Sig. Radius
signature radius
1000 m
Scan Res.
scan resolution
75 mm
Structure
Structure Hitpoints
structure hitpoints
45,000 HP
Mass
ship mass
150,000,000 kg
Volume
ship volume
10,250,000 m³
Cargo Capacity
cargo capacity
30,000 m³
Mining Capacity
capacity
180,000 m³
Ship Maintenance Bay Capacity
capacity
400,000 m³
Fleet Hangar Capacity
capacity
40,000 m³
Fuel Bay Capacity
capacity
6,400 m³
Armor
Armor Hitpoints
armor hitpoints
7,000 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
35
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
30,000 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

Main article: Orca Guide

The Orca is designed to support a mining fleet with its command burst modules. it can fit three command burst modules without help from rigs allowing single Orca to give all the necessary mining boosts to a fleet.

While designed as a powerful fleet booster for mining operations, the Orca also gets much use as a general freighter. It has a sizeable ship maintainance bay that can be used to store assembled ships, an ore hold, a fleet hangar and normal cargo hangar.[1] The ship maintainance bay especially separates the Orca from other subcapital industrials as it can move assembled ships up to battlecruiser size in it. The fleet hangar is also useful in mining fleets as the fleet members can be given direct access to this hangar.

With the maximum configuration of cargo expanding modules and rig calibration, the Orca's standard cargo hold can grow to up to an approximate of 87,000 m3 dependent on skills, but at a significant loss to EHP. A more reasonable fit with a Tech 2 Damage Control puts it into a range of 60,000 m3, still enough for a packaged battleship.

More about the Orca and its various roles is listed in the Orca Guide.

Skills

Flying the Orca, and developing the best skill set to do so is perhaps the biggest improvement in a high-sec mining fleet. While the Orca has a large cargo bay, and a separate ore bay, one of its best uses is giving mining fleet members a longer mining laser range, and a faster mining laser cycle time through the use of Command Burst modules. This leads to more ISK per hour of mining for all fleet members.

Mining Foreman and Mining Director provide an effective skill set for Orca operations. These skills assist fleet members in mining yield improvements. Mining Foreman links in the high slots complete the mastery of the Orca, providing mining laser range improvements and faster mining cycle times as an integral improvement to a mining fleet.

Another way to support mining ops would be to train Drones V to fly a full wing of five drones from the Orca. Depending on the situation you will want either combat drones (to kill belt rats), ECM drones (to counter potential gankers) or mining drones to mine ore. Note that, in order to use heavy ECM drones, you will need Electronic Warfare III and Advanced Drone Avionics III.

Tactics

Main article: Orca Guide

Miners in the fleet can have direct access only to the fleet hangar bay. The Orca pilot must move ore from the fleet hangar bay to the ore hold or the cargo bay when the fleet hangar gets too full. Typically, it’s good practice to place mining crystals, both T1 and T2s in the fleet hangar, so the fleet can have access to new ones when theirs burn out. This takes up just a little of the fleet hangar.

The mining fleet can use the Orca's ship maintenance bay to reconfigure their mining ship, swapping out fittings for different purposes. To enable this, the Orca pilot must configure the Orca to allow this access. This is done by the Orca pilot right clicking on the Orca, clicking on the Configure Ship menu item, and clicking the “Allow Fleet Member Usage” box.

The use of the Orca is not limited to having large cargo and ore bays. A mining tactic to use when in a can flipping area is to have frigates or cruisers stored in the Corporate Maintenance Bay and have your fleet swap your mining ships for one of these. A can flipper will look twice if, after he flips your can, several cruisers, a logi, and a tackler suddenly appear. To do this, the mining ship must be within 2500m of the Orca. This coupled with a decent drone bay, will protect a mining fleet from random pirates, while allowing a decent time to get “The Cavalry” to protect your mining fleet. A note on ship swapping, Combat ships can have nothing in their cargo bays except ammunition. Miners can have nothing in their cargo bays except mining crystals. Prior to docking, miner should jettison all ore and other articles, and the Orca's tractor beam can haul the cans to the Orca and put the jettisoned cargo away.

Before the Rhea release in December 2014, ships stored in the Ship Maintenance Bay could not drop and were simply destroyed if the Orca was destroyed. This is no longer the case and ships have a chance of dropping, just like any other "container". If a ship isn't destroyed, it'll drop fully intact (including everything fitted or carried in the ship; rigs, modules and cargo).

While the ships can drop, it is still impossible to scan past the first "layer" of the the Ship Maintenance Bay, so people can see what ships you have in there but are unable to see how those ships are fitted or what charges and ammo they might have in their cargo holds. As such it's possible to hide expensive modules on ships in the Ship Maintenance Bay. Just remember that they can still drop and will show up on your lossmail.

Notes

  1. ^ In older material you may see references to the Orca's secondary cargo areas as being "unscannable". Prior to the Retribution expansion, the corporate hangar (now called the "Fleet Hangar") in the Orca could not be scanned by players and did not drop its contents on destruction, making it a secure way of transporting high value items around high sec. As of the Retribution expansion, all the cargo bays of the Orca can be scanned and drop contents just like the normal cargo bay, so this advantage is gone.