Difference between revisions of "User:Chris Halsky/Terrible Abyss Guide"

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<br>
 
<br>
 
So far we got:
 
So far we got:
T0 - ships costs
+
T0 - ships costs about 31M, and makes about 770k / run. It's terrible, but it's a first step.
 +
T1 - ship is about 90M, which is expensive. It does require way more than 50 runs, but only 40-ish M is needed to upgrade from T0. It makes about 3.2M per run.
 +
T2 - ship is about 200M. Again, more than my ideal 50 runs, but it's a terrible guide ;)
  
 
=Why?=
 
=Why?=
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| Cheaper runs<br>Normal missiles, only Bioadaptive Cache || 6:30 || 8:49 || 11:10 || 1,42M || 9,66M || Marginally slower, but better ISK/h - due to lower missile price. Run times also generally consistent (slowest run - 2x Photic BS, which took some time). Next trial - with MTU.
 
| Cheaper runs<br>Normal missiles, only Bioadaptive Cache || 6:30 || 8:49 || 11:10 || 1,42M || 9,66M || Marginally slower, but better ISK/h - due to lower missile price. Run times also generally consistent (slowest run - 2x Photic BS, which took some time). Next trial - with MTU.
 
|-
 
|-
| Greedy<br>Normal missiles, MTU to collect all nodes || 9:20 || 12:08 || 15:04 || 2,98M || 14,94M || TBD
+
| Greedy<br>Normal missiles, MTU to collect all nodes || 8:47 || 11:43 || 15:04 || 2,85M || 14,63M || Surprising. Significant time increase, but also ISK/h increase.
 
|}
 
|}
 +
<br>
 +
My conclusion (feel free to disagree) - test your fit. If you are sure that longer run times will not be a problem - get T1/T2 ammo instead faction. If you are then sure you have enough time - start MTU shanenigans, even if it means a bit more time. It might not be that clear in higher tiers though.
  
 
=Step 3 - In the navy... =
 
=Step 3 - In the navy... =

Revision as of 09:48, 12 November 2023

TAG!

Well, time for my own Abyss guide. Because why not :)

General idea - take a ship, make 50 runs, and that will give you enough ISK to upgrade for another Tier. Should work? Maybe not? Don't know yet :)

So far we got: T0 - ships costs about 31M, and makes about 770k / run. It's terrible, but it's a first step. T1 - ship is about 90M, which is expensive. It does require way more than 50 runs, but only 40-ish M is needed to upgrade from T0. It makes about 3.2M per run. T2 - ship is about 200M. Again, more than my ideal 50 runs, but it's a terrible guide ;)

Why?

Well, there are several good guides, I might as well make a Terrible one. Initial idea was to use Caldari missile ships and go for different Tiers in different ship sizes - but that doesn't really work as I'd like it, as when you go up a tier and also up a ship size, it gets more difficult, but not more profitable. So preferably you'd skip Tiers, but that's a bad idea - progression jumps way too hard, and I find it risky (as my friend said: "Too chicken for that")

The plan has changed then - to use only one ship 'family' - Caldari Cruisers with HAMs - and have progression going up in step-by-step way. I 'think' that Caracal -> Caracal Navy -> Cerberus offers good enough progression, so let's try to make it :)

Step 1 - you'll get bored



Caracal: T0 Dark
EFT
[Caracal, T0 Dark]
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I

Medium Clarity Ward Enduring Shield Booster
10MN Y-S8 Compact Afterburner
Multispectrum Shield Hardener II
Large Compact Pb-Acid Cap Battery
X5 Enduring Stasis Webifier

Damage Control II
Ballistic Control System II
Ballistic Control System II
Power Diagnostic System II

Medium Capacitor Control Circuit I
Medium Ancillary Current Router I
Medium EM Shield Reinforcer I


Hornet I x2

Scourge Heavy Assault Missile x10000
Tranquil Dark Filament x60

Fitting template high slot label.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template rig slots label.png
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FITTING DIFFICULTY
EVE VERSION
2023.9.13
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Advanced Weapon Upgrades I
  • Caldari Cruiser IV
  • Energy Grid Upgrades IV
  • Missile Lanucher Operation IV
  • Heavy Assault Missiles IV
  • Hull Upgrades IV
  • Shield Management/Operation IV
  • Tactical Shield Manipulation IV


    See "Notes" for my stats in that fit.
NOTES
  • T0 Dark - Chris Halsky.png


Why would you run T0s in Caracal?
Well, good question, and I wouldn't - but it's a first step. Other missile ships do not have 'clean' progression, and I tried Abyss in Caldari Cruisers, going up step by step. Feel free to skip whatever step you don't like.

Running this one, given you have decent skills (and decent skills are generally needed - aim for IV in whatever looks like it fits) is super easy. Orbit cache (you might send drones to kill it), web stuff, shoot stuff, done. Fit is cap stable, and should have no issues at all in T0. Along the way start upgrading your fit towards T1 - when you feel like you're ready, go to T1 :)

Notable spawns:

  • Ephialtes - will stay out of your web range - ram it. Just like that, Approach it with everything on, web it, kill it.
  • Skybreaker - will mangle your drones if you are too close. Recall drones, web it, kill it.
  • Orange cloud of Cap Issues - if you're inside you need to watch your cap. And do not run your Shield Booster all the time.
  • White cloud of zoooom - while inside, you will not be able to recall your drones - they will fly past you. And you might run into the wall.


My runs: https://abysstracker.com/fit/15876

Step 2 - "Impecunious"



Caracal: T1 Dark
EFT
[Caracal, T1 Dark]
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I
Prototype 'Arbalest' Heavy Assault Missile Launcher I

Dread Guristas Medium Shield Booster
10MN Y-S8 Compact Afterburner
Multispectrum Shield Hardener II
Large Compact Pb-Acid Cap Battery
X5 Enduring Stasis Webifier

Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Medium Capacitor Control Circuit II
Medium Ancillary Current Router II
Medium EM Shield Reinforcer II


Caldari Navy Hornet x2

Caldari Navy Scourge Heavy Assault Missile x6

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
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icon?size=64&.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template rig slots label.png
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FITTING DIFFICULTY
EVE VERSION
2023.9.19
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • T1 Dark - Chris Halsky.png


But it is bad!
This is just an evolution of T0 fit. It does have some upgrades though:

  • Faction Drones and Ammo - as we need DPS. As much DPS as possible*
  • Faction Shield Booster - it's better, and we need it for T2 anyway (edit: in the end I decided for different T2 fit. Sorry!)
  • T2 rigs - as we need PG

It does need more time per run - assume that you need 50%-100% more to complete a run than T0s. So if you get T0 runs over 10:00 - get better missile skills, or you'll race the clock.

It flies almost the same as T0, with one exception - way less cap. It HAS TO be cap stable, to make easier runs - but if you encounter Neuts (rare in T1, but can happen) or Orange Cloud start switching your booster on and off - you'll need it anyway for higher tiers

Profitabliy: Not greatest. It is less profitable than T0 fit, if you collect only Bioadaptive Caches. Treat it as training exercise - we'll get to better runs later :)

Notable spawns:

  • Leshak - orbit at 10km, and he won't hit you. Will move around, watch for red wall.
  • Vila whatever - ignore swarmers completely, they can't hit anything.
  • Karybdis Tyrannos - orbit at 15km and shoot with all you got.
  • Tessera (drone BC) - will try to kill your drones. And it will do it fast. Do not send out drones.
  • 3x Devoted Hunter - stay at range. They will hurt a bit, but if you remove them fast it will be ok.
  • Attacker Marshal - will not break your tank. Uses missiles, so get close to web it - but keep moving fast.
  • Devoted Knight - Neuts. Orbit at 20, so neuts are not so bad.
  • Photic Abyssal Overmind - Drone BS. Will hit hard, but misses a lot - try to orbit them at 5km
  • Cynabal - Neuts, Webs, and brings friends. Stay at 20km, shoot, when he gets close and webs you - web him back


My runs: https://abysstracker.com/fit/15927

Runs breakdown
Variant Min Time Average Time Max Time Average ISK Average ISK/h Comment
Default fit
Navy Missiles, only Bioadaptive Cache looted
6:29 8:16 9:52 1,04M 7,5M Average of 20 runs. All runs with T1 Dark fit, from 18.09 till 28.09 on Abyss Tracker. Run times are very consistent, and never went above 10:00. So I did trial number 2 below.
Cheaper runs
Normal missiles, only Bioadaptive Cache
6:30 8:49 11:10 1,42M 9,66M Marginally slower, but better ISK/h - due to lower missile price. Run times also generally consistent (slowest run - 2x Photic BS, which took some time). Next trial - with MTU.
Greedy
Normal missiles, MTU to collect all nodes
8:47 11:43 15:04 2,85M 14,63M Surprising. Significant time increase, but also ISK/h increase.


My conclusion (feel free to disagree) - test your fit. If you are sure that longer run times will not be a problem - get T1/T2 ammo instead faction. If you are then sure you have enough time - start MTU shanenigans, even if it means a bit more time. It might not be that clear in higher tiers though.

Step 3 - In the navy...