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Warp scrambling Warp disrupting Energy neutralizing Target painting Webbing Jamming

     

     

     

     

     

Jamming    

Scripts Sensor Boosters Ammo

       

-

     

Hull Resists Damage

     

       

       

Hardeners DC Rigs

             

 

   

Template

Enemy Description
Jamming            Something Textaboutsomething

More icons

                             

Sansha's Manual

Enemy Defensive Data Offensive Data
17924_256.png Eystur Rhomben

Jamming    

Ship Stats        
  2,500 HP
 60 %
 60 %
 60 %
60 %
  1,250 HP
 43 %
 43 %
 43 %
 43 %
  625 HP
 0 %
 0 %
 0 %
 0 %

  XX,XXX Effective Shield Hit Points

Damage / Volley        
  2,500 HP - - - -
  1,250 HP - - - -

  10km optimal + 1km falloff range
  0,4 tracking speed
 49 meter signature radius
  12km attack range

Progression template

 67%

For resists:

 60 %
 43 %
 33 %
 90 %

Resists

       

Resist-table

Ship Stats        
  2,500 HP
 60 %
60 %
60 %
60 %
  1,250 HP
 43 %
 43 %
 43 %
 43 %
  625 HP
 0 %
 0 %
 0 %
 0 %

Synth boosters

The EVE University Incursion Community do not advocate the use of drugs. Not for any ideological reasons but purely because it is a very high cost for a very small benefit that we don't need. So this section is merely for awareness.

The synth boosters are expensive and only lasts for 30 minutes, but they are legal and has no drawbacks. It's not a common practice to use boosters, but if you're looking for that extra edge and is willing to pay for it, you can.

The first slot offers the following legal boosters:

28670_32.png Synth Blue Pill Booster (+3% shield boost) [1]
28676_32.png Synth Exile Booster (+3% armour repairs) [2]
28680_32.png Synth Mindflood Booster (+3% capacitor capacity)
28682_32.png Synth X-Instinct Booster (-2,25% signature radius)

The second slot offers the following legal boosters:

28674_32.png Synth Drop Booster (+3% turret tracking speed)
28678_32.png Synth Frentix Booster (+3% optimal range)
28684_32.png Synth Sooth Sayer Booster (+3% falloff range)

The third slot offers the following legal booster:

28672_32.png Synth Crash Booster (+5% speed and +5% scan resolution)
  1. ^ Local shield boosting only, does not apply to remote shield transporters.
  2. ^ Local armour repairing only, does not apply to remote armour repairers.

Know your flags and timers

If you get any other flag than an NPC-flag, let your fleet commander know right away. You and anyone the flag spread to will most likely be forced to dock up for safety.

Legality and flags are very important to have a good grasp on. Knowing what it means when you get the different flags is necessary so you can see when there's a potential problem. See Crimewatch for more details on the more intricate mechanics of flagging.

Flag Description
  Non-Capsuleer Log-Off Timer
Cause: Combat with a non-capsuleer [1]
Consequence: Ship will remain in space on log-off until timer expires (15 minutes) [2].
  Capsuleer Log-Off Timer
Cause: Combat with another capsuleer[1].
Consequence: Ship will remain in space on log-off until timer expires[2] (see While at war below).
  Weapons Timer
Cause: Aggression against another capsuleer [3].
Consequence: Unable to dock or use stargates [4].
  Suspect Timer
Cause: Committed a "suspect"-level offense.
Consequence: Capsuleers may freely engage [5].
  Criminal Timer
Cause: Committed a "criminal"-level offense.
Consequence: Capsuleers may freely engate. CONCORD will engage in high-sec space [5].
  Timer
Cause: [6].
Consequence: [7].
  1. ^ a b The Non-Capsuleer and Capsuleer log-off timers are created when you either shoot or get shot by an NPC or a fellow capsuleer.
  2. ^ a b This means you will remain in space if you disconnect or close the client, until the timer runs out. The NPC timer will not be renewed if you are shot while already having disconnected or logged off, but the PvP timer will. So if someone finds you after you logged out they can keep your ship in space indefinitely.
  3. ^ You get the Weapon-flag whenever you activate an offensive module against another player (including webs, painters, damps, scrams, points, turrets, missiles, drones etc). Unlike the PvP-flag, you do not get this flag simply by being shot by another player.
  4. ^ This means you cannot change sessions, which means you cannot jump, dock or eject from, store or switch ships while this flag is active.
  5. ^ a b Both the Suspect and Criminal timer means that anyone can freely attack you without CONCORD interfering. If someone engages you, a Limited Engagement-timer is created between both of you, to allow you to shoot back at the aggressor. This causes issues with assistance however, our logistics would need to go Suspect (yellow safeties) in order to assist you (due to interfering with a limited engagement). In the case of being criminally flagged, CONCORD will engage and kill you in high security space. The response-time of CONCORD depends on the security of space, anything between a few seconds up to half a minute.
  6. ^ ...
  7. ^ ...

While at war

  When your corporation or alliance is at war, the PvP-flag becomes deceptively dangerous because assisting anyone with a PvP flag who is at war will flag you as a suspect. As such, it's important to avoid accidentally shooting corporation members, since that is a legal action in and by itself, but it will give you both PvP flags which in turn will either flag the logistics directly or make them inherit the flag, spreading it around.

During peace

  Even when you're at peace there is a chance that flags might come into play. If someone enters a limited engagement, like if you an unprovoked attack by someone, then any assistance to the person involved with a limited engagement would force you to go suspect. Once someone goes suspect, then it would force the other logi to either go suspect or be unable to help.