Difference between revisions of "UniWiki:Sandbox"

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Skill needed to finish is Connections. Raised to V improves standings by 20% - this means that in order to have effective 5.0 standing, you only need 3.8 unmodified standing for each faction, which is much more easily obtainable.
 
Skill needed to finish is Connections. Raised to V improves standings by 20% - this means that in order to have effective 5.0 standing, you only need 3.8 unmodified standing for each faction, which is much more easily obtainable.
 
  
  
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- Invite other players to run missions with you, especially L4s if they are alpha or they do not have standings to pull them - you will share rewards, but you will also complete missions faster = faster storylines<br>
 
- Invite other players to run missions with you, especially L4s if they are alpha or they do not have standings to pull them - you will share rewards, but you will also complete missions faster = faster storylines<br>
  
===Finishing touches===
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==The Ploy==
 
I'm not at this level yet, so I'll write as I go.
 
I'm not at this level yet, so I'll write as I go.
  
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'''Step 1. Adjusting standings'''<br>
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===Step 1. Adjusting standings===br>
 
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'''Step 2. Last check'''<br>
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===Step 2. Last check===<br>
 
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'''Step 3. Career agents'''<br>
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===Step 3. Career agents===<br>
 
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'''Step 4.'''<br>
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===Step 4.===<br>
 
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===Step 6.===<br>
 
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Revision as of 16:07, 13 October 2020



E-UNI Emblem.png

SANDBOX SANDBOX SANDBOX

  • SANDBOX
    • SANDBOX
      • YES, A SANDBOX
        • CAPS AND LISTS
          • MORE CAPS AND LISTS MWA HA HA HA
            • I DON"T BELIEVE YOU ARE USING ENOUGH CAPS
              • taht is not da wae
                • tihs is da wae
                  • follow me
                    • follow me
                      • follow me
                        • follow me
                          • follow me
                            • follow me
                              • follow me
                                • follow me
                                  • follow me
                                    • follow me
                                      • follow me
                                        • follow me

test

                                          • follow me
                                            • follow me
                                              • follow me
                                                • follow me
                                                  • follow me
                                                    • follow me
                                                      • follow me
                                                        • you have found da wae

no more list :[

Main_Page

super link!

This link goes to google: [1]

this goes to google, too

Sandwich

Test sandwich, please ignore.


BLT

Bacon

So good.

Let's play Global Thermonuclear War

[math]S_{\text{new}} = S_{\text{old}} - \frac{ \left( 5-T \right) ^2} {2}[/math]


Canadian Bacon

Is it really from Canada?

BACON! CAPS!!!

Lettuce

Make sure it's not brown!

Tomato

Gross. Well, fresh Roma tomatoes are okay, I suppose.

PB&J

Peanut Butter

Creamy Peanut Butter

Useless.

Crunchy Peanut Butter

The superior choice.

Natural Peanut Butter

Oily!

War Games

Let's play global thermonuclear war.


Proposed Change

I think this needs to be changed Kadin arbosa 00:30, 22 March 2015 (CDT)

This is Bat Country!

Brawler AB
Incursus: Brawler AB
EFT
[Incursus, Brawler AB]
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II

Fleeting Progressive Warp Scrambler I
Fleeting Propulsion Inhibitor I
1MN Afterburner II

Damage Control II
200mm Reinforced Steel Plates II
Adaptive Nano Plating II
Small Ancillary Armor Repairer

Small Nanobot Accelerator I
Small Auxiliary Nano Pump I
Small Trimark Armor Pump I


Hobgoblin II x1

Nanite Repair Paste x32
Caldari Navy Antimatter Charge S x2000
Void S x1000
Null S x1500

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
ODY 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Power Grid Management V
  • Weapon Upgrades V
  • Advanced Weapon Upgrades V
NOTES
  • The skills alone will not provide enough PG for this fit. At least a Genolution Core Augmentation CA-1 is required.


Ham and Cheese

Ham

Make sure the ham is sliced very thin, so you can use extra layers

Cheese

Oh, of course cheese, but the selections, where do we start

  Swiss is fully of air, but tastes great. Stinky cheese, well that works too
  But, you could pick any type of cheese, as long as it goes with the ham!
  Do not use maggotty cheese as this goes better with crackers.

Optional Condiments!

Pizza Pizza

Mustard

Pardon me, but is your pupon Gray?

More Mustard
Even More Mustard?
=How small will I get?==
==Here I go!==
===Goooo!===
====Oh no I am so tiny====
1 2
3 4
5 6



Fitting

{{ShipFitting [Charon, Charon faster Align] Inertial Stabilizers II Inertial Stabilizers II Inertial Stabilizers II }}

Terra Fitting Test

Template:Fittings

Template:Fittings

T3 test

Template:FittingsTemplate:Fittings

Orange Apple 12,333.00
Bread Pie 500.00
Butter Ice cream 1.00

Incursion rats

NameSig [1]Speed [2]Orbit / Speed [3]Damage / Volley [4]Range [5]Effective HP [6]
1 Icon red frigate.png Renyn Meten
Renyn Meten Webbing - 60% speed reduction at 15 km range
33 Signature 33 m 2550 Velocity 2,550 m/s 9000 9 km Orbit 410 m/s 192 192 dps Turret damage 960 hp 12000 10 - 12 km Effective range (from optimal up to double falloff) 8898 9k ehp 8,898 effective hit points (3,388 raw hit points)
1 Icon red frigate.png Niarja Myelen
Niarja Myelen Jamming - 6 strength at 32+36 km rangeEnergy neutralizing - 450 GJ every 10 seconds at 18 km range
53 Signature 53 m 2760 Velocity 2,760 m/s 15000 15 km Orbit 405 m/s -1 (no weapons) -1 (no weapons) 3786 4k ehp 3,786 effective hit points (2,575 raw hit points)
3 Icon red cruiser.png Mara Paleo
Mara Paleo Remote Shield Booster - 700 hp every 5 sec for up to 3 targets at 70 km range
65 Signature 65 m 2050 Velocity 2,050 m/s 60000 60 km Orbit 310 m/s -1 (no weapons) -1 (no weapons) 29505 30k ehp 29,505 effective hit points (8,085 raw hit points)
5 Icon red battleship.png Deltole Tegmentum
Deltole Tegmentum Warp disruption - 1 strength at 20 km rangeEnergy neutralizing - 360 GJ every 12 seconds at 12 km rangeTarget painting - 37,5% strength at 45+90 km range
540 Signature 540 m 850 Velocity 850 m/s 12000 12 km Orbit 118 m/s 818 818 dps Torpedo damage 4,500 hp 45000 < 45 km Effective range 179075 179k ehp 179,075 effective hit points (73,150 raw hit points)
5 Icon red battleship.png Outuni Mesen
Outuni Mesen [7] Warp disruption - 1 strength at 24 km rangeEnergy neutralizing - 3,000 GJ every 24 seconds at 25 km rangeWebbing - 60% speed reduction at 20 km range
400 Signature 400 m 790 Velocity 790 m/s 18000 18 km Orbit 110 m/s 352 352 dps Turret damage 1,760 hp 65000 45 - 65 km Effective range (from optimal up to double falloff) 215104 215k ehp 215,104 effective hit points (92,400 raw hit points)
  1. ^ While using their propulsion module, they suffer the same signature bloom as players.
  2. ^ This is the speed of the ship while they try to get within orbit or as they try to chase after you, suffering the same signature bloom as players do with the propulsion module on. They will turn off any propulsion modules once they get close to their preferred orbit.
  3. ^ Preferred orbit range and regular speed while orbiting, which is their regular speed without the propulsion module turned on.
  4. ^ Damage per second as well as damage per volley. Unless stated otherwise, turrets do an equal amount of EM and thermal damage while torpedoes do an equal amount of kinetic and explosive damage.
  5. ^ This is the effective range of this ship, presented with two values for turrets, optimal and optimal + double falloff, as well as a single range for torpedoes.
  6. ^ This is the amount of damage this ship can take, taking into account their resists. All ships, except the Lirsautton Parichaya have omni tanks. Hover over the icon for information about raw hitpoints.
  7. ^ The Outuni Mesen does 82% EM and 18% thermal damage with its turrets.

Rats 2

NameSig [1]Speed [2]Orbit / Speed [3]Damage / Volley [4]Range [5]Effective HP [6]
1 Icon red frigate.png Renyn Meten
Renyn Meten Webbing - 60% speed reduction at 15 km range
33 Signature 33 m 2550 Velocity 2,550 m/s 9000 9 km Orbit 410 m/s 192 192 dps Turret damage 960 hp 12000 10 - 12 km Effective range (from optimal up to double falloff) 8898 9k ehp 8,898 effective hit points (3,388 raw hit points)
1 Icon red frigate.png Niarja Myelen
Niarja Myelen Jamming - 6 strength at 32+36 km rangeEnergy neutralizing - 450 GJ every 10 seconds at 18 km range
53 Signature 53 m 2760 Velocity 2,760 m/s 15000 15 km Orbit 405 m/s -1 (no weapons) -1 (no weapons) 3786 4k ehp 3,786 effective hit points (2,575 raw hit points)
3 Icon red cruiser.png Mara Paleo
Mara Paleo Remote Shield Booster - 700 hp every 5 sec for up to 3 targets at 70 km range
65 Signature 65 m 2050 Velocity 2,050 m/s 60000 60 km Orbit 310 m/s -1 (no weapons) -1 (no weapons) 29505 30k ehp 29,505 effective hit points (8,085 raw hit points)
5 Icon red battleship.png Deltole Tegmentum
Deltole Tegmentum Warp disruption - 1 strength at 20 km rangeEnergy neutralizing - 360 GJ every 12 seconds at 12 km rangeTarget painting - 37,5% strength at 45+90 km range
540 Signature 540 m 850 Velocity 850 m/s 12000 12 km Orbit 118 m/s 818 818 dps Torpedo damage 4,500 hp 45000 < 45 km Effective range 179075 179k ehp 179,075 effective hit points (73,150 raw hit points)
5 Icon red battleship.png Outuni Mesen
Outuni Mesen [7] Warp disruption - 1 strength at 24 km rangeEnergy neutralizing - 3,000 GJ every 24 seconds at 25 km rangeWebbing - 60% speed reduction at 20 km range
400 Signature 400 m 790 Velocity 790 m/s 18000 18 km Orbit 110 m/s 352 352 dps Turret damage 1,760 hp 65000 45 - 65 km Effective range (from optimal up to double falloff) 215104 215k ehp 215,104 effective hit points (92,400 raw hit points)
  1. ^ While using their propulsion module, they suffer the same signature bloom as players.
  2. ^ This is the speed of the ship while they try to get within orbit or as they try to chase after you, suffering the same signature bloom as players do with the propulsion module on. They will turn off any propulsion modules once they get close to their preferred orbit.
  3. ^ Preferred orbit range and regular speed while orbiting, which is their regular speed without the propulsion module turned on.
  4. ^ Damage per second as well as damage per volley. Unless stated otherwise, turrets do an equal amount of EM and thermal damage while torpedoes do an equal amount of kinetic and explosive damage.
  5. ^ This is the effective range of this ship, presented with two values for turrets, optimal and optimal + double falloff, as well as a single range for torpedoes.
  6. ^ This is the amount of damage this ship can take, taking into account their resists. All ships, except the Lirsautton Parichaya have omni tanks. Hover over the icon for information about raw hitpoints.
  7. ^ The Outuni Mesen does 82% EM and 18% thermal damage with its turrets.

T1

WD EWAR L


Frigate 10 x Frigate Coreli Agent/Pursuer/Mangler/... These ships have high damage but short range. Warp Disruptor Sensor dampeningStasis webifier
Elite Frigate 3-5 x Elite Frigate Coreli Agent Destroying this will unlock the acceleration gate

Text Text text


WD EWAR L


Frigate 10 x Frigate Coreli Agent/Pursuer/Mangler/... These ships have high damage but short range. Warp Disruptor Sensor dampeningStasis webifier
Elite Frigate 3-5 x Elite Frigate Coreli Agent Destroying this will unlock the acceleration gate

Template:Fittings


LSC temp

LSC Headquarters : Eugales VII - Moon 9 - FedMart Retail Center (Docking, Tethering, Repairshop, Clone Bay), Eugales


LSC is open to all members of EVE University. You don't need to bring anything, other than a sense of adventure and a willingness to ask questions.


Fun at LSC

  • Low sec is great for 'your choice' small gang / solo frigate and destroyer PVP; faction warfare gates provide the perfect gladiatorial arena.
  • Access either local LSC Events, or jump 7 systems to partake in HSC's event calendar.
  • The Serpentis rats in lowsec are meaner. Form ratting fleets, or learn to solo clone soldiers and battleship pirates with only your trusty frigate. Eugales also has a CONCORD Clone Tag turn-in station. Guide to ratting at LSC
  • If you want to earn millions of ISK while you are sleeping, then Planetary Interaction is for you. Enjoy a steady income stream to support your budding PvP activities, with lower taxes and higher planetary resources. Guide to PI at LSC
  • If resource Mining/Harvesting appeals to the prospector in you, then hit the blue ice/ore belts, and gas nebulae in and around Eugales. Low sec space also have connections into dangerous wormhole space if you feel the need for some Fullerite-C320.
  • Explore Level IV relic and data sites in low sec for that extra rich feeling.
  • If you want to continue running Missions/Abyssal sites in relative safety, highsec Archivoinet is just one system over.
  • Booster drug making and other reactions are only possible in <0.5 security space. Please manufacture and use responsibly.

Would you like to learn more? Join LSC (EVE Uni).

Travelling to LSC

WARNING: Do not attempt to move to LSC unless you are already a member of, or blue to, EVE University.

If you don't know what being blue means and would like to learn more? Join LSC (EVE Uni).

To arrive at LSC in one piece:

  • Join the in-game chat channel LSC (EVE Uni)
  • Join the LowSec Campus Mumble Channel
  • Join the LSC Standing Fleet
  • Travel in a 2 sec align frigate, with 6000 EHP to survive smartbomb camps. Travel in a shuttle if you aren't worried about smartbomb camps.
  • Use GateCampCheck Website and look for any smartbomb kills; add system that to the avoid list and generate a new route or reach us by using offgate tactical bookmarks.

There are no disruption bubbles in low security space, so you can normally fly gate to gate. If you have lots of jumps before you reach us, please feel free to browse the Consolidated Information Thread

What to Pack

LSC has ships available for members to purchase on contract, and fully stocked hangars with hulls, modules, and ammo. So don't worry about bringing everything you own, you can get stuff while you are here.

For a new player, a tech 1 PvP ready combat frigate with a micro warp drive is perfect.

Try not to fly hauling ships as a new player. Make use of the free Campus Shipping Service to move your items.


Campus Comms and Infrastructure

Eugales System Info

  • Security Status : 0.4 (Sovereignty : Gallente Federation)
  • Available Planets, Asteroid Belts, Moons and Stations : Celestials
  • 7 Planets, 21 Moons, 7 Asteroid Belts, 2 NPC Stations
  • 7 jumps from HSC, 10 jumps from NSC
  • Next to a high sec pocket

Communication

We use the following for communicating with other LSC members:

Structures and Stations

  • LSC Headquarters : Eugales VII - Moon 9 - FedMart Retail Center - NPC Station in Eugales
  • "Centre of Excellence" (CoE) - LSC owned Fortizar in Archavoinet
  • "Centre of Technology" - LSC owned Raitaru in Brellystier

There are also several friendly industrial structures in neighbouring systems

Additional Reading


LSC Staff

If you have any questions or feedback regarding the campus or it's services, please don't hesitate to reach out to any staff member.

  • Manager: Shauny Tsero - Oversees the other officers in their duties, Deals with LSC staffing issues, including hiring new officers when required, Acts as a contact point for general LSC related matters, Makes required changes to the LSC, Represents the LSC at Management Meetings
  • Assistant Manager: Vacant - Assists the LSC Manager in their duties mentioned above, Acts as an alternative contact point for general LSC related matters, if the manager is unavailable, Represents the LSC at Management meetings if the LSC Manager is not available
  • Admin Officers: Currently Vacant - Monitors and removes ex-members from the LSC mailing list when they leave the corporation, Maintains the LSC wiki pages, Maintains the MOTD in the LSC (Eve Uni) in game chat, Maintains the mailing list welcome mail, plus any other administrative need for the campus.
  • Hangar Officers: John Juulianos, Xae Ghasha - Ensures the hangars are suitably stocked, Maintains an organisational system for the hangars, Maintains the LSC BPO Library
  • Trade Officers: Simon Maricadie, Tolerin Escipion - Liaises with content creators in the LSC area for doctrines they plan to use, Arranges for those doctrines to be available on contracts, Liaises with the Production and Hauling departments
  • Industry Officers: Vacant - Encourages and facilitates Industry in the LSC, Makes recommendations to the LSC Manager on ways to improve industry in LSC, Ensures appropriate industrial facilities are available for members
  • Events Officer: Analee Tsasa - Coordinates and promotes events in the LSC
  • Education Officer:YooJin Moon - " Coordinates and teaches lessons for the campus"
  • PVP Officer: Nienke Solette - Encourages PVP in the LSC and ensures the campus is prepared to defend itself
  • Reimbursment Officers: Fonggar Akiga/ Yun Jingyi - Reviews and process the Campus specific SRP requests and the Campus Buyback Service
  • Diplomatic Liason: Jeracho Dorne - Acts as a contact in the LSC area for the EVE University Diplomacy Department


LSC Standing Fleet

While you are active around LSC, join the LSC Standing Fleet to get intel, chat or start a group activity. For information on how to join the Standing Fleet, or create one, see the Standing Fleet page.



Search and Rescue

Eve-Scout Rescue is a division of Signal Cartel and provides free wormhole rescues to all pilots. Their Rescue 911 line is maned 24 hours a day and available at https://evescoutrescue.com/copilot/911/911.php for immediate assistance. As of July 2020, they have completed over 1500 rescues. Their rescue caches, containing probes, probe launchers and filaments, are placed in 95% of wormholes. If necessary, their rescue pilots can lead a stranded pilot back into known space. Signal Cartel, a neutral corporation of explorers, also has the EvE-Scout chat channel where assistance is also available.



L5 Missions

Kind request to fellow wiki editors - do not delete this section :)

Hello,

Couple of loose thoughts about potential L5 fleet composition. Feel free to comment and discuss, I hope that something valuable will come out of this.


Disclaimer: I do not know what I'm talking about. I've never run L5 missions, or any proper fleet, so my understanding of various topics might be me just making assumptions.


Deliberately this post will be structured as "Incursions fitting principles" article - I find it very detailed and informing, with a lot of topics being similar for L5 fleet.


1. General principles

All fits shown here will be based on my preference (with arguments supporting it) - high resist shield tanks with Logi, on Battlecruisers. My general aim was to find fleet composition that can run L5s, is not extremely expensive to field, and has reasonable skill requirements - to allow easier fleet formation.

2. Shield vs. Armor

I'm in favour of shield fitted ships. While armor fitted ships can have better passive resists, shield tank requires less skills to train into and is used in Uni doctrines which (hopefully) means more pilots have relevant skills. This allows fitting more DPS modules in low slots, which is intended to speed up mission run time. Utilities in meds are not as important, due to the fact that BS make most of enemies to take down, and BCs field Cruiser-sized weapons which will have good enough application.

[TBD - fix links]


Name Faction Small CC BC BS
Alluring Emanations Rogue Drones 44
Cleaning House Sansha's Nation 24 11 12 15
Fate of Angels Angel Cartel 15 25 15 9
Honor Angel Cartel 6 8 5 25
Honor Blood Raiders 8? 3 7 33
Honor Guristas Pirates 6 5 5 22
Honor Serpentis 22 11 8 30
The Mordus Headhunters Mordu's Legion 33 18 44
Operation Wyrmsbane Serpentis 18 19 12 13
Operation Wyrmslayer Serpentis 4 4 8 8
Rogue Eradication Rogue Drones 2 2 26
Rogue Hunt (P2 of Rogue Spy) Rogue Drones 11 4 4 16
Rogue Spy Rogue Drones 12 11 4 23
Sansha Acquisition Sansha's Nation 21 13 10 11
Sansha on the Horizon Sansha's Nation 24 10 11 6
Wrath of Angels (Level 5) Angel Cartel 15 25 15 9


3. Resist profile

[This part was written before I actually checked fits - will improve after fits are confirmed]

Name Max DPS EM Thermal Kinetic Ex
Alluring Emanations 132 Electromagnetic damage52% Thermal damage48% Kinetic damage0% Explosive damage0%
Cleaning House ??? Electromagnetic damage53% Thermal damage47% Kinetic damage0% Explosive damage0%
Fate of Angels ??? Electromagnetic damage7% Thermal damage9% Kinetic damage22% Explosive damage62%
Honor Angel Cartel 6 8 5 25
Honor Blood Raiders 8? 3 7 33
Honor Guristas Pirates 6 5 5 22
Honor Serpentis 22 11 8 30
The Mordus Headhunters Mordu's Legion 33 18 44
Operation Wyrmsbane ??? Electromagnetic damage0% Thermal damage55% Kinetic damage45% Explosive damage0%
Operation Wyrmslayer ??? Electromagnetic damage0% Thermal damage55% Kinetic damage45% Explosive damage0%
Rogue Eradication 2010 Electromagnetic damage14% Thermal damage36% Kinetic damage15% Explosive damage14%
Rogue Hunt (P2 of Rogue Spy) 1718 Electromagnetic damage16% Thermal damage26% Kinetic damage25% Explosive damage33%
Rogue Spy ??? Electromagnetic damage16% Thermal damage26% Kinetic damage25% Explosive damage33%
Sansha Acquisition 2204 Electromagnetic damage64% Thermal damage36% Kinetic damage0% Explosive damage0%
Sansha on the Horizon 1381 Electromagnetic damage60% Thermal damage40% Kinetic damage0% Explosive damage0%
Wrath of Angels (Level 5) ??? Electromagnetic damage7% Thermal damage9% Kinetic damage22% Explosive damage62%

Each fit aims to close resist holes with rigs, and improve relevant resist with med modules - while having omni resist is not required for specific missions, good overall resists will allow to refit with proper amplifiers/hardeners between missions to achieve desired result. It's also worth noting that some missions have omni damage, which puts more requirements for tanking - like Rogue Eradication with 2000+ DPS spread over all types.

4. DPS profile

It's not required, but drastically helps to use correct damage type against rats in missions. There are exceptions (hulls bonused towards one damage type), but in general fits will take into account that damage type might need to change depending on mission.

[TBD - best damage type for each missions]

5. Suggested tank

[Ship-tank type-med slots-res profile-base shield hp-comment]

Ship Tank type Med slots Base shield HP Res profile Comment
Drake Shield 6 5,500 HP Electromagnetic resistance12%; Thermal resistance32%; Kinetic resistance52%; Explosive resistance62% Assuming Caldari BC at III
Ferox Shield 6 5,250 HP Electromagnetic resistance0%; Thermal resistance20%; Kinetic resistance40%; Explosive resistance50%
Naga Shield 6 2,160 HP Electromagnetic resistance0%; Thermal resistance20%; Kinetic resistance40%; Explosive resistance50%
Cyclone Shield 5 5,250 HP Electromagnetic resistance0%; Thermal resistance20%; Kinetic resistance40%; Explosive resistance50%
Hurricane Shield/Armor 4 4500 HP Electromagnetic resistance0%; Thermal resistance20%; Kinetic resistance40%; Explosive resistance50%
Tornado Shield/Armor 5 1890 HP Electromagnetic resistance0%; Thermal resistance20%; Kinetic resistance40%; Explosive resistance50%
Prophecy Armor 4 3000 HP Electromagnetic resistance0%; Thermal resistance20%; Kinetic resistance40%; Explosive resistance50%
Harbinger Armor 4 3000 HP Electromagnetic resistance0%; Thermal resistance20%; Kinetic resistance40%; Explosive resistance50%
Oracle Armor 3 1575 HP Electromagnetic resistance0%; Thermal resistance20%; Kinetic resistance40%; Explosive resistance50%
Brutix Armor 4 3500 HP Electromagnetic resistance0%; Thermal resistance20%; Kinetic resistance40%; Explosive resistance50%
Myrmidon Armor/Shield 5 3500 HP Electromagnetic resistance0%; Thermal resistance20%; Kinetic resistance40%; Explosive resistance50%
Talos Armor 4 1750 HP Electromagnetic resistance0%; Thermal resistance20%; Kinetic resistance40%; Explosive resistance50%
Gnosis Shield/Armor 6 4000 HP Electromagnetic resistance27.5%; Thermal resistance27.5%; Kinetic resistance27.5%; Explosive resistance27.5%;


Minimum fitting [TBD: check resistances]

Shown for Omni tank. Multispectrum Hardeners should be replaced for specific damage types based on mission.

Gnosis, due to low overall resists, has to run with one Multispectrum and 2 mission-specific amplifiers, or 3 Multispectrums for Omni resists

Slots Drake/Ferox/Cyclone/Myrmidon Naga Gnosis ???
Icon mid slot.png Icon mid slot.png Freed up mid slot
Large Shield Extender II Large Shield Extender II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
EM Shield Amplifier II EM Shield Amplifier II
Large Shield Extender II Large Shield Extender II
Large Shield Extender II Large Shield Extender II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
EM Shield Amplifier II EM Shield Amplifier II
Icon mid slot.png Freed up mid slot
Large Shield Extender II Large Shield Extender II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Large Shield Extender II Large Shield Extender II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Pithum C-Type EM Shield Amplifier Pithum C-Type EM Shield Amplifier
Icon low slot.png Module icon damage control tech2.png Damage Control II Module icon damage control tech2.png Damage Control II Module icon damage control tech2.png Damage Control II Module icon damage control tech2.png Damage Control II
Icon rigs.png Medium Thermal Reinforcer II Thermal Shield Reinforcer II
Medium Core Defense Field Extender II Field Extender II
Medium Core Defense Field Extender II Field Extender II
Medium Thermal Reinforcer II Thermal Shield Reinforcer II
Medium Core Defense Field Extender II Field Extender II
Medium Core Defense Field Extender II Field Extender II
Medium Core Defense Field Extender II Field Extender II
Medium Core Defense Field Extender II Field Extender II
Medium Core Defense Field Extender II Field Extender II
Large Thermal Shield Reinforcer II Thermal Shield Reinforcer II
Large EM Shield Reinforcer I EM Shield Reinforcer I
Normal resist profile. Electromagnetic resistance59,6%Thermal resistance59,9%Kinetic resistance69,9%Explosive resistance74,9% Electromagnetic resistance63,9%Thermal resistance67,7%Kinetic resistance69,9%Explosive resistance74,9% Electromagnetic resistance63,9%Thermal resistance67,7%Kinetic resistance69,9%Explosive resistance74,9% Electromagnetic resistance69,5%Thermal resistance70,0%Kinetic resistance69,9%Explosive resistance74,9%
Resist profile with shield command bursts active. Electromagnetic resistance62,2%Thermal resistance65,1%Kinetic resistance73,8%Explosive resistance78,2% Electromagnetic resistance66,2%Thermal resistance69,8%Kinetic resistance73,8%Explosive resistance78,2% Electromagnetic resistance66,1%Thermal resistance69,7%Kinetic resistance73,6%Explosive resistance78,0% Electromagnetic resistance70,2%Thermal resistance71,8%Kinetic resistance73,6%Explosive resistance78,0%
Resist profile when you're overheating your defensive modules. Electromagnetic resistance65,9%Thermal resistance69,4%Kinetic resistance77,1%Explosive resistance80,9% Electromagnetic resistance69,3%Thermal resistance72,8%Kinetic resistance77,1%Explosive resistance80,9% Electromagnetic resistance69,2%Thermal resistance72,7%Kinetic resistance76,9%Explosive resistance80,8% Electromagnetic resistance70,6%Thermal resistance74,4%Kinetic resistance76,9%Explosive resistance80,8%

6. Suggested ships

Damage Dealers

Ferox/Cyclone/Myrmidon Main Body of the fleet. Equipped with proper weapons and DPS modules in low slots, these will be our main DPS source.


Aggro Puller

Drake Someone has to jump first. Out of all ships in that composition Drake has the best tank - with bonuses for Caldari Battlecruiser to resists, and fast natural recharge. This means that Drake should always be the first to slide the gate, and take initial aggro. Since Logi will need some time to jump, target and start reps, this requires Drake to survive long enough - that's why proposed fit favors shield recharge over DPS with one low slot. With proper skills (Caldari BC IV) Drake has 54k EHP on shields and 160 EHP/s of recharge against Omni DPS. With expected 2000 incoming DPS it gives Logi 30 seconds before Drake dies - relax and it will be fine.


Command ship

Gnosis Several different roles were crammed into this small ship. It will act as an anchor for fleet, FC will ride it, it will be our drone bunny and frigate destroyer. All included in one fit :) Gnosis will have lowest DPS of all BCs in fleet - it will be equipped with light drones and undersized launchers for quick disposal of enemy frigates, allowing other BCs to engage bigger targets.


Artillery

Naga Heavy gun support. With Logi in fleet all drawbacks of non-existent tank of Naga can be mitigated in one way or another, which makes it viable. due to poor application, Naga will be able to engage only big targets from large distance - therefore fleet should have only one Naga, to avoid compromising overall DPS application.


Logi bro

Osprey Uni fit for Logi - 2 are minimum, 3 are recommended. Ospreys will work in cap chain, but even then they are susceptible to neuts - which makes neuts primary targets. If Logi gets neuted, DD dies. If Logi dies, DD also dies. Protect your Logi, as your life depends on it.

7. Fits

Fits go here

Drake 273 DPS, 78km

[Drake, Drake L5v1]

Damage Control II
Shield Power Relay II
Ballistic Control System II
Ballistic Control System II

10MN Y-S8 Compact Afterburner
Missile Guidance Computer II
EM Shield Amplifier II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Large Shield Extender II

'Arbalest' Heavy Missile Launcher
'Arbalest' Heavy Missile Launcher
'Arbalest' Heavy Missile Launcher
'Arbalest' Heavy Missile Launcher
'Arbalest' Heavy Missile Launcher
'Arbalest' Heavy Missile Launcher
Shield Command Burst I

Medium Core Defense Field Extender II
Medium Core Defense Field Extender II
Medium Thermal Shield Reinforcer II


Drake: Drake L5v1
EFT
[Drake, Drake L5v1]
'Arbalest' Heavy Missile Launcher
'Arbalest' Heavy Missile Launcher
'Arbalest' Heavy Missile Launcher
'Arbalest' Heavy Missile Launcher
'Arbalest' Heavy Missile Launcher
'Arbalest' Heavy Missile Launcher
Shield Command Burst I

10MN Y-S8 Compact Afterburner
Missile Guidance Computer II
EM Shield Amplifier II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Large Shield Extender II

Damage Control II
Shield Power Relay II
Ballistic Control System II
Ballistic Control System II

Medium Core Defense Field Extender II
Medium Core Defense Field Extender II
Medium Thermal Shield Reinforcer II



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Fitting template low slots label.png
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FITTING DIFFICULTY
EVE VERSION
2020.9.29
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Ferox 203 DPS, 83km or 265 DPS, 50km

[Ferox, Ferox L5v1]

Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

10MN Y-S8 Compact Afterburner
Tracking Computer II
EM Shield Amplifier II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Large Shield Extender II

250mm Prototype Gauss Gun
250mm Prototype Gauss Gun
250mm Prototype Gauss Gun
250mm Prototype Gauss Gun
250mm Prototype Gauss Gun
250mm Prototype Gauss Gun
Shield Command Burst I

Medium Core Defense Field Extender II
Medium Thermal Shield Reinforcer II
Medium Core Defense Field Extender II


Cyclone

[Cyclone, Cyclone L5v1]

Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Missile Guidance Enhancer II

10MN Y-S8 Compact Afterburner
EM Shield Amplifier II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Large Shield Extender II

'Arbalest' Heavy Missile Launcher
'Arbalest' Heavy Missile Launcher
'Arbalest' Heavy Missile Launcher
'Arbalest' Heavy Missile Launcher
'Arbalest' Heavy Missile Launcher
Shield Command Burst I
[Empty High slot]

Medium Kinetic Shield Reinforcer II
Medium Core Defense Field Extender II
Medium Core Defense Field Extender II


Myrmidon

[Myrmidon, Myrmidon L5v1]

Damage Control II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Gyrostabilizer II
Gyrostabilizer II

10MN Y-S8 Compact Afterburner
EM Shield Amplifier II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Large Shield Extender II

650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
Shield Command Burst I

Medium Core Defense Field Extender II
Medium Core Defense Field Extender II
Medium Thermal Shield Reinforcer II


Gnosis

[Gnosis, Gnosis L5v1]

Damage Control II
Drone Damage Amplifier II
Drone Damage Amplifier II
Ballistic Control System II
Ballistic Control System II
Photonic Upgraded Co-Processor

10MN Y-S8 Compact Afterburner
EM Shield Amplifier II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Large Shield Extender II

Drone Link Augmentor I
Prototype 'Arbalest' Rapid Light Missile Launcher
Prototype 'Arbalest' Rapid Light Missile Launcher
Prototype 'Arbalest' Rapid Light Missile Launcher
Prototype 'Arbalest' Rapid Light Missile Launcher
Shield Command Burst I

Medium Core Defense Field Extender II
Medium Core Defense Field Extender II
Medium Core Defense Field Extender II


Naga

[Naga, Naga L5v1]

Damage Control II
Gyrostabilizer II
Gyrostabilizer II

10MN Y-S8 Compact Afterburner
EM Shield Amplifier II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Large Shield Extender II
Large Shield Extender II

350mm Prototype Gauss Gun
350mm Prototype Gauss Gun
350mm Prototype Gauss Gun
350mm Prototype Gauss Gun
350mm Prototype Gauss Gun
350mm Prototype Gauss Gun
350mm Prototype Gauss Gun
350mm Prototype Gauss Gun

Medium Core Defense Field Extender II
Medium Core Defense Field Extender II
Medium Thermal Shield Reinforcer II

Distribution Example

Name Level 1 Level 2 Level 3 Level 4 Special
A Humble Gift 320 m3
A Special Breed 210 m3
A Special Breed 2800 m3
A Special Delivery 50 m3 Storyline
Air 2800 m3
Army Recruits 300 m3
Army Recruits 1800 m3
Arms Dealer 1800 m3
Beefing Up 400 m3
Bio-Engineering Pays 300 m3
Breakdown 280 m3
Broken Reactor 160 m3 2000 m3
Cigarettes 120 m3 1600 m3
Cool Cat 240 m3
Corporate Documents 160 m3
Creeping Cold 320 m3 8000 m3 Storyline
Dirt 3500 m3
Equipped For The Job 300 m3


Positive standings with all 4 empires

What:

The target of this mini-guide is to provide info how to reach 5.0 standings with all four empire factions.


Why:

Having 5.0 standings with empires is beneficial to pilots interested in running missions:

- Access to all Level 4 and below missions from all corporations in these empires
- Access to all 4 Epic Arcs from empires, and additionally 2 pirate Epic arcs
- No need to run Storyline missions
- Potential to re-roll missions from agents with hit to standings to get favorite mission

- Significatn downside - you won't be able to run Storyline missions after this plan is finished

Be aware that finishing this goal is a long term activity - you need to run a lot of missions to complete it

How:

Standings gain mechanics

TBD

Why Storylines only won't work?
How gains are calulated?
13.33 - tipping point
No career agents - what to do? //COSMOS / datacenter / circle / more storylines / SoE
Standings table
friends/enemies
corps opening Epic Arcs

Early game strategy

There are few recommendations to follow since start of the game - without them, the process of getting 5.0 will be much longer:
- Avoid missions against factions. This is by far the biggest threat to lowering standings with factions during mission running
- Complete Career agent missions ONLY once. Each faction has 3 sets of missions - finishing them grants good standings increase to factions, but this is needed later to avoid grinding Storyline missions
- Choose your main faction - the one you run most missions for. This faction and faction allied to it will require high standings to start
- Try to run missions for all factions, but limit yourself to 1-2 corporations from each faction - you will reach the point where your faction standings are still low, but you'll be able to run L3/L4 missions - to be able to do that, you need corporation standings above 3.0/5.0 respectively - but it's not strictly necessary to start

Skills needed

Most important skill to start is Social - it improves standings gain from each mission. Training to V is recommended to shorten the time needed to achieve 5.0 with all empires

Skill needed to finish is Connections. Raised to V improves standings by 20% - this means that in order to have effective 5.0 standing, you only need 3.8 unmodified standing for each faction, which is much more easily obtainable.


Improving standings

You can think of getting all 4 factions to 5.0 as getting total of 20.0 in faction standings gain - that's the target to achieve. How to approach it:

- Storylines are your bread and butter for faction standings gains - each L4 storyline gives about 0.2 net gain of standings (it depends on your actual standings - the more you have, the lower net gain you will get)
- If you want to speed up this process - blitzable missions are your friends. If you approach this as a long term goal - you can run any missions you like. Keep in mind that the requirement to run a lot of storylines makes it long term activity anyway
- Circle agents are not worth your time - it's not necessary to do them
- SoE epic arc gives 7% of standings - it's +0.75 if your standings are at 0, but only 0.375 if your standings are at 5.0 - run SoE arc as last fix before you start Finishing Touches
- Invite other players to run missions with you, especially L4s if they are alpha or they do not have standings to pull them - you will share rewards, but you will also complete missions faster = faster storylines

The Ploy

I'm not at this level yet, so I'll write as I go.

Finishing touches is detailed plan how to get to 5.0 standings. This is the fastest way I've found - and has specific requirements:

  • Total standings (unmodified) for all 4 faction is higher than 10.1
  • Social and Connection skills are trained to V - Social has to be done before starting, Connections can be trained later
  • At least 2 Career agents from each faction are available to run
  • Capability to run empire Epic Arcs - in terms of ship/skills




===Step 1. Adjusting standings===br>

To be able to start this plan, you need standings set in following way:

Chosen faction - 3.70
Friendly faction - 3.70
Major enemy - 1.90
Minor enemy - 0.80


This is minimum required to follow. It's way easier to grind standings now, than to try fix it later. If you're stuck in place where on faction is too low, you can run COSMOS missions or datacenters or more storylines to make it up. If you start with standings below these, you will not be able to finish it - keep that in mind before starting. Since the whole process is long, you might want to run SoE epic arc to fix last faction to required level. Keep in mind that SoE will give you around 0.7 gain if run for Major Enemy - so grind it to 1.2 to get required 1.9

===Step 2. Last check===

Check if you have Social at V, standings above minimums. For now you should stop running storyline missions - they will mess up this plan

===Step 3. Career agents===

Run all 8 Career agent chains, in following order:

  • Major enemy
  • Minor enemy
  • Major enemy
  • Minor enemy
  • Chosen faction
  • Friendly faction
  • Chosen faction
  • Friendly faction


You should have following standings after finishing:


Chosen faction - 3.81
Friendly faction - 3.81
Major enemy - 2.10
Minor enemy - 1.31

===Step 4.===

Epic Arcs. With 3.81 you have 2 Epic arcs unlocked - run them both, picking standings reward (Minmatar!)

===Step 5.===

Rebalancing. This is the tedious step. Right now storyline missions give almost zero net standings gains, they only shift them around. What you need to achieve are following standings:

Chosen faction - 3.81
Friendly faction - 3.81
Major enemy - 2.92
Minor enemy - 2.22

To get to that point, you need to run 7 Storyline missions with 1% reward - this translates to XXX L2 distro storylines, which are the fastest to farm. Simply run L2 distro missions for Major and Minor enemy factions, either swapping them every couple of missions, or start with Major enemy and run it until Chosen faction drops to 3.96. If you choose corps required for Step 6 - it will shorten whole process

With this step 2 faction are complete - at 3.81 unmodified, you have effective 5.05 with Connections V

===Step 6.===

This step might take the longest. To Close the gap for two remaining factions, you need:

  • Major enemy - run faction Epic Arc
  • Minor enemy - run faction Epic Arc, then SoE Epic Arc - the order is important if you started with minimum standings!


FIN?