User:Antei thantonne
Mining Doctrine: Low-Sec Mining (Abandoned, For Now)
The Kronos update in June 2014 reduced the mining output of the Procurer, and gave it speed bonuses that actually made it harder to mine aligned. As a result, mining in low-sec was extremely unprofitable through much of 2014. In the Phoebe update of November 2014, CCP introduced the Higgs Anchor Rig, which was intended to make low- and null-sec mining viable again. However, high-sec ores are still too valuable to justify the risk of mining elsewhere. Until this changes, I won't be hosting low-sec mining ops.
Mining vessels are vulnerable to combat ships, and so AMC miners sometimes hesitate to mine in low-security space. To be sure, mining barges and exhumers are slow to warp, have less capacitor than other ships, have little room for weapons, and spend most of their time at asteroid belts that potential aggressors can directly warp to. But this doesn't mean that it's unsafe to mine! Unistas can mine productively under threat, especially in an Orca-boosted Shared-Can op. The purpose of this page is to provide a fleet doctrine that provides maximum safety, and even the potential for PvP response, to AMC miners in low sec.
The doctrine boils down to a few simple rules:
Unistas should mine in Procurers or Retrievers, depending on the op.
Venture | Prospect 1) | Procurer | Retriever | Covetor | Skiff | Mackinaw | Hulk | |
---|---|---|---|---|---|---|---|---|
Relative Mining Efficiency* | tbd | tbd | 76.4% | 83.3% | 100% | 84.1% | 91.6% | 115.0% |
Effective Hit Points** | tbd | tbd | 60,000 | 14,000 | 11,000 | 67,000 | 30,000 | 23,000 |
Price (isk)*** | 300,000 | 18,000,000 | 20,000,000 | 27,500,000 | 32,000,000 | 180,000,000 | 200,000,000 | 230,000,000 |
Base Time to Align (s)**** | 5.99 | 5.82 | 13.86 | 18.26 | 19.13 | 13.86 | 18.27 | 19.13 |
∗[Kronos patch] Relative to the Covetor (100%) assuming max skills and optimal fittings for mining. Your results may vary.
∗∗[Kronos patch] EFT calculation, using Tech I modules and intermediate fitting skills as of Kronos patch. Again, your results may vary.
∗∗∗[17Feb2015] Jita/Amarr best price.
∗∗∗∗[17Feb2015] Time to warp mostly equals Time to align.
1) Prospect is the only mining ship that can fit Covert_Ops_Cloaking_Device_II.
As the table above shows, the Procurer has better tank and time-to-warp than other barges, at a lower hull replacement cost. Procurers can fit a Damage Control unit in a low slot, and shield hardeners in mids, and still have enough room for a Survey Scanner and Mining Laser Upgrade to help with mining. For example:
Strip Miner I
Limited Adaptive Invulnerability Field I
Limited Adaptive Invulnerability Field I
Medium Azeotropic Ward Salubrity I
Survey Scanner I
F85 Peripheral Damage System I
Mining Laser Upgrade I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Anti-EM Screen Reinforcer I
Hornet EC-300 x5
- I have fit this with T1 modules; upgrade to T2 wherever possible.
- The Mining Laser Upgrade and Survey Scanner can be replaced with other agility, shield or cap mods. However, the Survey Scanner will increase your mining yield significantly by avoiding excess cycle time, and additional low-slot defensive mods won't help that much.
- EC-300 drones are included to break the target lock on the opponents' initial tackler. If you don't have the skills to fly ECM drones, replace these with Hobgoblins.
- If you think you might like to "trap" an aggressor while the rest of the fleet re-ships into PvP response vessels, you might replace one of the mid-slot modules with a Warp Disruptor or Scrambler, or both modules for scram and web.
If the fleet commander (FC) thinks that the chance of miners getting tackled is high, then they should be in Procurers. However, the Procurer has two significant disadvantages, both of which are enhanced with the Kronos patch: the Procurer has the lowest mining efficiency of all barges, and it only gets worse with Kronos; and it is fairly fast (160 m/sec, up from 90 m/sec pre-Kronos), making mining aligned more difficult. (More on mining aligned below.) In cases where miners are expected to mine in peace most of the time, an agility-rigged Retriever is a better choice:
Strip Miner I
Strip Miner I
Survey Scanner I
Mining Laser Upgrade I
Mining Laser Upgrade I
Mining Laser Upgrade I
Medium Low Friction Nozzle Joints I
Medium Low Friction Nozzle Joints I
Medium Low Friction Nozzle Joints I
Hobgoblin I x5
- I have fit this with T1 modules; upgrade to T2 wherever possible.
- The Low Friction Nozzle Joint rigs reduce alignment time by 15% each (though the effect is limited by stacking penalties). As a result, base alignment time drops from 18 sec to 13 sec.
- If you have not trained Electronics skill high enough, you may need to replace one of the rigs with a Medium Processor Overclocking I.
- Scout drones are included for combating belt rats, but any low-sec rat heavier than a destroyer will be a problem, because of the weakened tank of this fit. If you see anything heavier than that, warp out and call for help. Unlike the Procurer, ECM drones will not help this ship—if you get tackled, you will be destroyed before ECM has a chance to work.
In the end, we may use mixed fleets of Retrievers and Procurers—Retrievers for yield, and Procurers for bait.
Miners should mine in motion, aligned to pre-made warp-out bookmarks.
(Thanks to Vger, Twilight, Cartilige, and the 2013 NSC mining op fleet—yeah, you know who you are—for their first ideas on this.)
If you mine from a stand-still, as you would in high sec, you will be vulnerable to being scrammed and webbed by aggressors before you can warp away. On the other hand, if your ship is aligned towards a warp-out point, and moving at least 75% of its maximum speed, you can warp out immediately at the first sign of trouble. (If that's what you want. Procurers also make great bait for aggressors—more on that later.) This means that constructing alignment bookmarks is an important part of mining in low sec. For low-sec fleets hosted by Clutter Fonulique and Antei Thantonne, we will supply you with a container of asteroid-belt and/or ore-anomaly bookmarks at the beginning of the op. The bookmarks have a particular naming format, modeled after Agony Unleashed's format, that looks like this:
Examples:
=V-1= WI Left
Planet V, asteroid belt 1; warp-in point on the left side of the belt, with "left" defined from the perspective of being inside the belt curvature.
=V-1= WO Left Back @1000km
Warp-out point, 1000 km past the left-side warp-in point. Miners aligned to this point can warp out immediately.
[IX PTS] DOCK Above
Insta-dock bookmark at the top of the Pator Tech School station orbiting planet IX. It's always a good idea to use your own bookmarks for stations rather than the client's warp-to point; the game can warp you well outside the docking ring for the station, and if you have to burn the remaining distance, you may be vulnerable.
[IX PTS] IWO @800km
Insta-warp-out (or insta-undock) bookmark for Pator Tech School station.
#HHJ# WI.1
Warp-in point for a Hedbergite-Hemorphite-Jaspet ore anomaly. For a single ore anomaly, we will set up multiple warp-in points so that miners don't collide; this is warp-in point #1.
#HHJ# WO Statwd @900km
Warp-out point for the ore anomaly, in the direction of a station.
SCOUT P5 @2AU or
DEEP SAFE P5 @18AU
Un-aligned safe spot. Closest celestial is planet V, 2 (or 18) AU away. Deep safes are always greater than 14.3 AU (maximum D-scan range) away from any celestial.
Miners will also be given a belt/warp-out assignment at the beginning. Miners will warp to one of their pair of assigned warp-in points, and then always "Align To" one of the two opposing warp-out points at at least 75% max velocity. In case of danger, just warp out! In this scheme, miners are only vulnerable while they are reversing direction, switching between a "Fwd" and "Back" bookmark (or, in the case of mining an ore anomaly, between the "Sunwd" and "Outwd" bookmarks) because they have reached the edge of the mining area. The alignment axes are set up to maximize the distance between miners and the warp-in beacon that aggressors will typically use to reach the belt.
Miners will jet-can ore, just as they do in a high-sec shared-can op. Where they deposit those cans depends on the op and the type of mining vessel used. In Procurers (with their smaller ore holds), miners will need to jettison frequently, and so they will usually be dropping cans in the belt/anomaly. This works well for the miner, but not as well for the hauler that has to pick up the cans, because the hauler is vulnerable in the belt (and not as well tanked as the Procurer). In Retrievers, miners won't need to drop cans as frequently, so miners can release cans after warping out to their assigned warp-out point. The hauler can then retrieve the cans at that out-of-belt point. In either mining vessel, if the miner is forced to dock by aggression, the miner can keep ore in their station inventory until the FC can trade for it in-station.
Orca, hauler and processing support should be organized by the FC in advance.
Orcas are the most expensive, slowest ships in the fleet. They typically shouldn't be flown by Unistas, to ensure their safety during high-sec travel. In low-sec ops, the Orca should be posted within the docking range of a station if possible, or within 1 km of a gate leading to a high-sec system. No one should be able to take down an Orca before it can dock at station or jump away. Ideally, the Orca pilot should be able to provide mining boosts while the fleet is mining, but also dock up and re-fit for combat boosts while the fleet is fighting. Even when the Orca is fitted for mining support, the Orca booster can provide agility and defensive boosts to fleeted miners by training Skirmish Warfare, Armored Warfare and Siege Warfare skills.
The FC will need to supply multiple hauling vessels to support a low-sec mining op:
- A Miasmos, to retrieve miners' jet-canned ore from belts & warp-out points. The FC will transport this ore to the closest low-sec station or POS reprocessing array, where the ore can be processed to minerals with near-perfect refine.
Large Shield Extender I
Limited Adaptive Invulnerability Field I
Limited Thermic Dissipation Field I
Limited 'Anointed' EM Ward Field
Damage Control I
Reactor Control Unit I
Warp Core Stabilizer I
Warp Core Stabilizer I
Medium Anti-Thermal Screen Reinforcer I
Medium Anti-EM Screen Reinforcer I
Medium Anti-Kinetic Screen Reinforcer I
- The Miasmos has very low HP, and will spend time in space picking up cans. As a result, out of all the ships involved in low-sec mining, the Miasmos is probably most vulnerable. I have fit the ship very cheaply, with the expectation that it might get shot down while harvesting cans. I recommend against using Tech II modules in the Miasmos.
- This fit is for harvesting. When traveling to and and from the mining site, move the Shield Extender to the cargo hold, and fit an Improved Cloaking Device II to a high slot and a Limited 10MN Microwarpdrive I to a mid slot. This will allow the Miasmos to use the "MWD/cloak trick" while traveling. However, because the Improved Cloaking Device II is expensive, leave it in station while harvesting.
- A Kryos, to move the processed minerals to the nearest high-sec system. It is too dangerous to ship minerals through low sec in a freighter, so we will be shuttling it to high sec in batches with a Kryos, the dedicated mineral hauler.
- A freighter, to transport the minerals to market. This should also be flown by an out-of-corp alt.
It is our intent to use the AMC Buyback Spreadsheet to process reimbursement for low-sec mining ops.
Miners should control only one character, and be prepared to do opponent research on the fly.
Pilots in low- and null-sec and in wormhole space need to learn a lot more about other pilots flying in their system than high-sec miners typically do. For example, when we see an unfamiliar character in Local, we nearly always:
- Right-click on their name, "Show info", and check their security status, employment history (which gives their character's age) and bio;
- Search for their name on a public killboard like zKillboard or EVE-Kill, to see whether they have a history of aggression against PvE pilots, to try to determine what kinds of ships they fly, and to see whether they are associated with any other pilots in system; and
- Use D-Scan to try and determine what they're flying now.
Even though your Overview is set to tag pilots with negative security status, it is not safe to assume that pilots with positive security status won't aggress you. Low-sec pirates often repair their security status regularly for exactly this reason—to give you the false impression that they are friendly.
A good introductory assignment: Search a public killboard for the low-sec system that the FC has assigned for the op. What sort of ships have been killed there recently, and by whom? How were the ships fitted? The killboard won't give fits for the victors' ships—but can you find the victors' fits among their past losses?
Unistas should have combat ships—including EWAR and tackle—in system.
Low-sec mining offers a unique opportunity to initiate PvP! EVE University has permanently changed its Rules of Engagement in low sec to "Not Blue Shoot It" (NBSI), meaning that we can pre-emptively aggress anyone in low-sec space. EVE's Crimewatch system does have implications for aggression in low sec; if you incur a security status penalty near gate or station guns, you will draw fire, but in general, aggressors are safe from CONCORD and installation intervention. That means that we are vulnerable to attack, but we can also initiate attack!
There are a variety of reasons why we might engage in combat. If one of our mining vessels is pointed or scrammed, we might act to save it. Or, if we are being harrassed, we might act to convince pirates to leave us alone. Or maybe we just want a good fight! In any of these cases, the types of ships we use will depend on the specific situation we're in. I recommend miners have a few different ships at their disposal:
ECM: The Griffin
Good introductory reading: "Using your ECM Modules", in the ECM Guide.
Electronic countermeasures (ECM) are the cheapest, most effective method of denying an aggressor a fight in low-sec. They are also the easiest contribution for under-skilled pilots to make in a low-sec encounter. Here's a pretty standard fit:
'Malkuth' Rocket Launcher I
'Malkuth' Rocket Launcher I
Limited 1MN Microwarpdrive I
'Umbra' White Noise ECM
'Umbra' White Noise ECM
'Umbra' White Noise ECM
'Umbra' White Noise ECM
Emergency Damage Control I
'Hypnos' Signal Distortion Amplifier I
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Small Particle Dispersion Augmentor I
Mjolnir Rocket x80
- High-slot weapons are for countering drones only; the Griffin is too weak to take on any human attacker. This fit has rocket launchers, but you could also fit light missile launchers instead, or autocannon, or no weapons at all, depending on your powergrid skills.
- If you are targeted by an opponent, warp away to an off-grid safe spot, and then back again. With luck, your opponent will be too busy to re-acquire lock on you when you return.
- With no skill bonuses, your ECM modules will have optimal+falloff ranges of 43+32 km, and the Griffin's lock range is 65 km. Your skilled ranges will probably be better than this.
- This ship is intended to be disposable; the total cost of this fit is under 1 million ISK. If you lose it in combat, just go get another one!
- As a result, you should *not* upgrade any of the modules to costlier Tech 2 versions, or choose to fly a pricier ECM alternative (such as the Kitsune or Blackbird). Any ECM ship we bring will become a priority target for our opponents, and flying the Griffin keeps our losses low.
Griffins will be available on corp contract at the staging station, and will include 4 of each "flavored" ECM modules. The UniWiki Griffin page advises a "rainbow" fit of ECM modules, so that pilots can be prepared for any type of target. However, we will know the identity of our aggressors' ships from D-Scan or from being attacked, and so you should *not* use a rainbow fit. Instead, once you dock your mining vessel and switch to the Griffin, either fit all 4 ECM modules to match our opponent's ship type, or, if we have multiple aggressors, split your ECM module types 2/2 to be able to target two opponents at once. And as the number of targets increases, and you aim fewer modules at each, remember that you can increase your modules' effectiveness by Overheating them.
This doctrine describes plenty of other ships. Maybe you can fly them, or maybe you can't. If all you can fly is a mining barge and a Tech 1-fitted Griffin, then you are fully qualified to participate in a low-sec mining op. So don't be intimidated by this big long wikipage—come join us!
Heavy tackle
Good introductory reading: The UniWiki Tackling 101 Guide.
Many Unistas start their training as tackle pilots by flying small, fast frigates ("fast tackle") that can catch unwilling opponents. Our opponents, by contrast, will be entirely willing; if they are already aggressing a miner, we don't really need to catch them. As a result, in most encounters, we will need "heavy tackle", ships that are intended to tank a lot of damage while they keep an opponent from escaping. Four Tech 1 "Combat Cruisers" are built for heavy tackle duty: the Maller, Vexor, Moa, and Rupture. Miners should try to bring one of these to the low-sec mining system (and not just to the staging system). How you fit your heavy tackle cruiser, and what weapons you use, depends entirely on your character skills. There is no doctrine fit that you need to follow. Nevertheless, there are a few modules that are fairly essential for a low-sec heavy tackler:
- A Warp Scrambler (and not a Warp Disruptor). You will want to hold our opponents in place, and shutting off their MicroWarpDrive will be important to that goal. Fast tacklers will sometimes use Warp Disruptors because they are quick enough to keep up with an MWD-fitted opponent. You are not.
- A Stasis Webifier. Similar idea. Our opponents will likely be faster than we are, but if two heavy tacklers can land two webs (one each) on the opposing ship, we will likely have them tackled for good.
- A Capacitor Booster, with both small and large charges available in the cargo hold. This is an unusual inclusion in tackle fits, but capacitor warfare is very common in low sec, and our opponents will try to break your tackle and tank by applying neuts. A Cap Booster counters this strategy. Use small charges to give your ship continuous capacitor support (which eliminates the need for Cap Recharger modules), but switch to large charges if you find you are being neuted out.
Because the goal of heavy tackle is not to lose your ship, you should feel free to use Meta 3/4 or Tech 2 modules wherever you can. For example, here's one of Antei's Mallers:
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Medium F-RX Prototype Capacitor Boost
X5 Prototype Engine Enervator
J5b Phased Prototype Warp Scrambler I
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Nanofiber Plates I
Heat Sink II
Heat Sink II
Medium Processor Overclocking Unit I
Medium Anti-Kinetic Pump I
Medium Anti-Explosive Pump I
Hornet EC-300 x3
Cap Booster 50
Cap Booster 800
Imperial Navy Multifrequency M
Scorch M
- Some modules are Tech 1/meta 4 for fitting purposes; I can't fit this entirely Tech 2 with my skills. Likewise, I would replace the Overclocking rig with something else if I could, but I can't.
- If the Maller is fit with pulse lasers, as it is here, it needs to be fit with Tech 2 lasers and have Tech 2 Scorch crystals available; this allows the lasers to project to 30 km range. Otherwise, if fitting with Tech 1 lasers, you'll need to fit it with beam lasers so that you can hit targets at the edge of your opponent's long-point range.
Out of the four Combat Cruisers, I actually think the Maller is worst suited for heavy tackle, because it has only three mid slots. Given our requirements, that leaves no space for a propulsion module, and so my heavy tackle ship is painfully slow. But I fly Amarr, so that's what I get.
If you don't feel comfortable bringing a combat cruiser, you can also fit one of the heavier Combat Frigates for heavy tackle duty. The Incursus and Punisher work best, especially when fit with a Small Ancillary Armor Repairer.
Fast tackle
Good introductory reading: Azual Skoll's Newbie Tackling Guide.
Even though we will need heavy tackle all of the time, fast tackle will also fill a number of utility roles: taking out opponents' drones, destroying enemy cyno frigates, tackling snipers (if we choose to), and countering enemy support ships. Once again, how you choose to fit your fast tackler depends entirely on your pilot skills, and no doctrine fit is given here. Most importantly, miners are advised to keep their fast tackle fits cheap; the life of a fast tackler is often short.
Other useful ships
There are a few other roles that we'll need flown very infrequently, but that miners might want to try out. These include:
- Damage dealer. Along with the four heavy combat cruisers described earlier, each race also has a Tech 1 light Attack Cruiser: the Omen, Caracal, Thorax and Stabber. These cruisers are bonused for damage rather than tank, and so are useful to add that extra bit of damage necessary to finish off an opponent. We will always need heavy tacklers first, but once we have a few combat cruisers in the fight, I can imagine additional pilots bringing damage dealers ("DD").
- Anti-frigate support. If our opponents are flying fast, kiting frigates, they may be able to evade the turrets on our heavy tacklers. Light missiles are a great counter to frigate swarms. The Caracal or Bellicose are probably the most common counter to frigates, fitted with Rapid Light Missile Launchers; if you choose to bring one of these, make sure to fit a Target Painter, or your kiting opponent will just speed-tank your missiles.
- Combat scanner (either in a Tech 1 exploration frigate, or a Tech 2 Covert Ops frigate). If an aggressor is monitoring us from a safe spot, it might be useful to scan him or her down using Combat Scanning Probes, using a scanning frigate.
- Other EWAR: Sensor dampening in the Maulus, or tracking disruption in the Crucifier. In general, these will be less effective than ECM. Our opponent(s) will have already locked onto a miner, so damps won't save an aggressed miner. And our opponents will easily be able to close range on a slow mining vessel, such that tracking disruption will have little effect. Nevertheless, I really love damps and TD, and I can think of situations where these vessels could be effective.
In any case, the FC would call for these ships only if there were already at least one Griffin and two, maybe three heavy tackle on-grid with our opponent(s).
Ships I recommend against
- Tech 1 Logistics. Each race has a Tech 1 logistics cruiser, and logistics serves as a great force multiplier in fleets. It's easy to imagine how a logistics ship could save a fleetmate (e.g., an aggressed miner) from destruction. However, solo logistics pilots are extremely vulnerable to cap warfare, and logistics cruisers have less tank, and have more expensive fittings, relative to other cruisers. If you are considering flying logistics, I recommend heavy tackle instead.
- Exhumers. We will lose mining vessels in low sec. Even though the Skiff is amazingly tanky, if we get hotdropped by a cyno'd, 10-pilot fleet of veterans, we will lose whatever vessel they choose to target. I would rather that be something cheap, and not a 100-million ISK exhumer.
- Faction or pirate ships. Same idea. As a group, we in the AMC are relatively inexperienced pilots, and we will lose ships. We should lose ships—it's the only way we'll get experience with PvP. I hope we can minimize those losses by flying relatively inexpensive hulls.
Low-sec ops may or may not be as profitable as high-sec mining.
We will be targeting low-sec ores and anomalies that are worth a lot more than high-sec mining can offer. However, we will be interrupted by low-sec pirates, and we will not be using Exhumers (and thus forgoing a lot of potential yield relative to Mining Barges). As a result, you may not make as much ISK as you would mining in high sec, depending on your skills.
Antei's Step-by-Step Low-Sec Exploration Guide
I really enjoy low-sec exploration. It's engaging, challenging, and not very skill-intensive. It also works well during my usual late-USTZ playtime, when the fewest players are online and low-sec systems are at their emptiest. Although you can use a variety of different ships to do low-sec explo, my favorite is the Heron.
I've cleared so many low-sec systems of data and relic sites that I've developed a sort of method for running them. Here's that method, step-by-step:
- Take the gate into your low-sec system of choice.
- In the PodSaver tab, right click on any planet, and "Warp to 70 km". I recommend
- AS YOU BEGIN ACCELERATING TO WARP, launch your probes at the gate.
- As soon as you land at Planet Whatever, begin cloak.
- D-Scan in the PvP tab, if there are others in system. Do some background work on those characters.
- Switch to Solar System Map and do your anomaly scanning. As you find sites, right click on each and save it as a bookmark. "Ignore" WH's, Gas Sites, & Combat Sites as you find them to remove them from your Anomaly listing.
- Once you've identified/scanned every site, start running them (Data sites first). Data sites can take up as much as 200 m3 of cargo space--make sure you have room. Relics don't take up as much space.
- When you arrive at a site, if you are farther than 10 km from the closest can, Approach it and pulse your MWD once. Once you get within ~9 km, Stop your Ship.
- You can start codebreaking when you are within 5 km, but you must be within 2.5 km to open the can. You might end up Stopping your Ship *while* you are hacking!
- Go to the next one. If there is anyone else in system, I try to keep my Overview set to the PvP tab, and check DScan periodically.
Mining Overview
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