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(Created page with "Personal notebook. Nothing to see here, move along. === How to make ISK as a new player? === This question gets asked quite often so I created a nice little overview of the...")
 
 
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Personal notebook. Nothing to see here, move along.
 
Personal notebook. Nothing to see here, move along.
  
=== How to make ISK as a new player? ===
+
=== ANGEL SOUND REWORK ATTEMPT ===
  
This question gets asked quite often so I created a nice little overview of the activities that can be done to make ISK relatively early in a player's career. So, what can people do?
+
{{EpicMissionArcBoilerintro}} {{AngelEpicArcNav}}
 +
<blockquote>
 +
''"Normally, we would launch a whole campaign to remove CONCORD scum from our space, but my superiors want to see you handle this situation."''
 +
</blockquote>
  
 +
'''Angel Sound''' is the [[Angel Cartel]] Epic Arc which takes place in the Angel controlled [https://evemaps.dotlan.net/map/Curse Curse] Null Security Region.
  
==== [[Exploration]] gets recommended quite often.====
+
== Overview ==
 +
You will fight:
 +
* Frigates
 +
* Destroyers
 +
* a few Cruisers
  
===== Pros =====
+
You will get:
* Can be done from the first day with only minimal training. Complete the [[Short Skill Plan]] and you're set.
+
* 1x Domination Target Painter for completing Wrath of Angels
* Very good learning experience - the big payouts are in [[Wormhole|Wormholes]], so you will need to learn about traversing them safely and creating your own [[Bookmarks|bookmarks]]. To survive hostile space you will need to get used to [[D-Scan|using D-Scan]].
+
* 1x Cynabal Blueprint Copy (one run) and +30% base Angel Cartel Faction Standing (with no derived standings) from completing the final Mission
* Minimal investment required - a cheap Tech 1 frigate with an Exploration fit only costs a couple million ISK, which is quickly affordable for new players and doesn't hurt too much if lost.
+
* ~65M ISK
 +
* ~15% Archangels and Dominations Corporation Standings
  
===== Cons: =====
+
You will lose:
* The payouts for Exploration are based on luck. One day you dive into a wormhole and come home with 15 times the worth of your ship, the next day you spend an hour scanning only to get killed by a cloaked hunter.
+
* 2.4% Minmatar Republic Faction Standing
* As an explorer you're never the hunter, always the hunted. Forget about fighting back, the best you can do is escape.  
+
* minor amount of Guristas Pirates Faction Standing
* The skills you train for Exploration are, with very few exceptions, only used in Exploration. You will specialise in a very particular set of ships and skills.
 
  
 +
== General Advice ==
 +
Angel Sound takes place in the Curse Null Security Region. This means a variety of things for you:
 +
* Nullsec mechanics apply, meaning [[Tackling#Warp_disruption_fields|Warp Disruption Fields]] created by Interdictors and Mobile Warp Disruptors can and will be used against you.
 +
* Players may decide to hunt you down if they see you roaming the region. Locals know which systems the arc takes place in.
 +
* Only few NPC stations exist in the region, making docking up for repairs or safety difficult.
 +
* Local markets may be inaccessible when in player structures, very expensive or simply not stocked.
 +
* If you want to tip things in your favour, pay the region a visit in a fast, cheap frigate. Make tactical gate bookmarks, instant-undocks and safe spots in all the relevant systems.
  
==== If you're more into shooting things instead of being shot at, there's several things you can do. Let's start with [[Missions|missions]]. ====
+
== Preparation - fitting your ship ==
 +
The gated pirate epic arc missions have special ship restrictions. Any T1/T2 frigate or T1/T2/T3 destroyer will be able to take the mission gates. The main challenge this Epic Arc will present you with will not be the combat in the mission pockets - the hostile NPCs do feature some electronic warfare, but are (mostly) easily killed or avoided. Instead, you will have to complete the entire arc in hostile space and get the rewards to your home system without falling victim to other players.
  
===== Pros: =====
+
When preparing for the arc consider the following:
* Steady payouts. You always get the Loyalty Points, you always get the ISK rewards.
+
* An [[Interceptor]] can be fit to to ignore Warp Disruption Fields. Having this ability will grant you a major advantage.
* Possibility to optimise your earnings (in higher level missions) through smart looting and salvaging.
+
* If you decide against using an Interceptor and go for another ship type, consider bringing a [[Mobile Depot]] and a [[Travel fit]] to switch to.
* No preparation time required, you can instantly run missions whenever you want.
+
* You will not be able to fight your way out of a gate camp. Focus on being hard to catch, consider using a [[Propulsion_equipment#Afterburner_and_microwarpdrive|Microwarpdrive]] and getting your align time as low as possible.
* Missions for non-pirate factions give you Security Status, so if you enjoy PvP in lowsec they can be used to fix it.
+
* Due to the aforementioned difficulty of resupply consider bringing a generous amount of ammunition. If you have room, bring ammunition for a variety of engagement distances.
* Teaches you how to fit ships for PvE combat and fight against NPCs.
+
* If you have the [[Skills:Engineering#Thermodynamics|Thermodynamics]] skill trained - which you should, when you attempt the arc - bring Nanite Repair Paste to repair heat damage.
 +
* Name your ship in a way that does not give away any intel on you. If you name it "Epic Arc Runner" others know exactly what you are here for - and what you are fit for. They will gladly expedite your way home.
 +
* Don't fly what you can't afford to lose.
  
===== Cons: =====
+
== Execution - maneuvers on grid ==
* Low-level missions are, compared to other activities you could do, very low ISK/h. If you're looking to make the most ISK quickly, missions may not be the right choice for you.
+
* Focus on the objectives. Many missions do not require you to kill everything. The less time you spend in a mission pocket, the less time you spend being stuck in one location.
* To realise the full earning potential of missions you need to optimise your looting/salvaging and convert Loyalty Points into items, then sell those items on the market.  
+
* Your main defense is staying mobile - if anything reduces your speed or prevents you from warping out, kill it first.
* Missions handed out are random - you may get several missions against Empire factions in a row, which you (usually) don't want to run. In that case, you simply can't use that agent for four hours unless you take a massive standings loss.
+
* Some missions include enemy ship combinations that can be quite punishing, especially for newer players. Don't be afraid to kill a few, dock up, repair, rinse, and repeat.
* To get access to higher level missions you will need to grind corporation standings and think ahead for which L2/L3/L4 agent you want to run.  
 
  
==== Missions are too boring for you and you want something more dynamic? In this case, [[Combat sites]] might be more of your thing. ====
+
== Execution - utilising information warfare ==
 +
You will have to travel through hostile space constantly. Being aware of what happens in the systems surrounding you and on your path will help you not being caught.
 +
* Use external tools such as [[ZKillboard|zkillboard]], [https://eve-gatecheck.space/eve/ EVE Gatecheck] and [[Third-party_tools#Dotlan|Dotlan]] to stay up-to-date on what's happening. Do not activate a mission pocket or go through systems without checking if there was any activity along the way.
 +
* When in a system, keep an eye on local, but never speak. You don't want to give away the fact that you're active.
 +
* D-Scan is your lifeline. Do a 360 scan every few seconds while running your missions. Look for combat scanner probes first and foremost - they are the only way pirates can find you inside a mission deadspace pocket. Also keep an eye out for other ships so you know who's active in the system. If you see assault frigates or interceptors they're most likely doing the arc themselves, hunting you or both.
  
===== Pros: =====
+
== General tips and tricks ==
* High earning potential. Easy anomalies in high security space can escalate to DED 2/10 or 3/10 sites which can have very good module drops.
+
* Once you accept a mission you should minimize the agent conversation window instead of closing it. This way, once your objectives are complete the window will pop back up, giving you a clear indication that your work is done.
* Low skill requirements. Completing the Cruiser DD Basic skill plan allows you to put together a fit that can handle sites up to DED 3/10.
+
* Many of the missions can be handed in and/or accepted without docking; be sure to always do "Start Conversation" with the agent to see if you can talk to them remotely.
* Teaches you how to fit ships for PvE combat and fight against NPCs.
 
  
===== Cons: =====
+
== Starting Agents ==
* Combat anomalies and signatures are often contested. Especially in high activity systems/time zones you can expect to have your site contested and stolen.
+
{| class="wikitable"
* The earning potential is high, but also very random. Drop values can vary from 70M ISK (or more) to 7M ISK for a DED 3/10.
+
|+ Angel Sound Starting Agents
* Escalations from combat signatures in high security space can send you into low security space, putting you in danger.
+
|-
 +
! Agent<ref name="Standing"></ref> !! Corporation<ref name="Standing"></ref> !! Faction<ref name="Standing"></ref> !! System !! Region !! Mission
 +
|-
 +
| Aton Hordner || Republic Security Service || Minmatar Republic || Egbinger<ref name="LocationMinmatar"></ref> || Molden Heath || [[The Balance of Power]]
 +
|-
 +
| Arajna Ashia || Amarr Navy || Amarr Empire || Sendaya<ref name="LocationAmarr"></ref> || Derelik || [[Mistaken Identity]]
 +
|-
 +
| Ellar Stin || Dominations || Angel Cartel || Konora<ref name="LocationAngel"></ref> || Metropolis || [[Headhunted]]
 +
|}
  
==== Combat sites are too random for you and you'd like something more steady? You're not afraid to risk your ship and pod? In that case take a look at [[Abyssal Deadspace]]. ====
+
<small><references>
 +
<ref name="Standing">You need at least -2.00 Standing with all and at least 3.00 Standing with the Agent, their Corporation or Faction.</ref>
 +
<ref name="LocationMinmatar">Minmatar Shipyards Beacon.</ref>
 +
<ref name="LocationAmarr">Abandoned Research Station Sigma Nine Beacon.</ref>
 +
<ref name="LocationAngel">The Coward Ellar Stin Beacon.</ref>
 +
</references></small>
  
===== Pros: =====
+
== External links ==
* High and steady payouts with huge upward spikes. Even the lowest level filaments earn very respectable amounts of ISK.
+
* [http://games.chruker.dk/eve_online/mission_view.php?id=229 Games Chruker Angel Sound Guide]
* Teaches you many valuable skills like manual piloting, fitting optimisation and keeping cool under pressure.
+
* [https://www.youtube.com/watch?v=OUS8EM3I9Kk Angel Cartel Epic Arc in a Malediction by Killtec]
* Instanced PvE, you will never get contested by other players (you can still be ganked after exiting the filament!).
+
* [https://www.youtube.com/watch?v=ikOtLTBPdlM Angel Cartel Epic Arc in a Malediction by Reload]
* A journey into the Abyss is always over after 20 minutes as that's the time limit to complete a run.
 
* Entry-level ships are cheap and can be flown after a couple days of training.
 
  
===== Cons: =====
+
[[Category:Epic Arcs]]
* The Abyss punishes mistakes immediately and harshly. You make too many, you lose your ship and pod.
 
* Even if you're well-prepared and know what you are doing, it is still possible (even though unlikely) to get a "death room" which almost certainly kills you.
 
* Due to the factors mentioned above, if you get interrupted often while playing or have an unstable Internet connection - you will die. You will need to set aside 15-20 minutes of uninterrupted time.
 
* The ships and fits you need to move up the Abyssal tiers become exponentially expensive. If you want to run Abyssals as your main income source, be prepared to reinvest huge amounts and risk it every time you do a run.
 

Latest revision as of 20:15, 26 October 2023

Personal notebook. Nothing to see here, move along.

ANGEL SOUND REWORK ATTEMPT

"Normally, we would launch a whole campaign to remove CONCORD scum from our space, but my superiors want to see you handle this situation."

Angel Sound is the Angel Cartel Epic Arc which takes place in the Angel controlled Curse Null Security Region.

Overview

You will fight:

  • Frigates
  • Destroyers
  • a few Cruisers

You will get:

  • 1x Domination Target Painter for completing Wrath of Angels
  • 1x Cynabal Blueprint Copy (one run) and +30% base Angel Cartel Faction Standing (with no derived standings) from completing the final Mission
  • ~65M ISK
  • ~15% Archangels and Dominations Corporation Standings

You will lose:

  • 2.4% Minmatar Republic Faction Standing
  • minor amount of Guristas Pirates Faction Standing

General Advice

Angel Sound takes place in the Curse Null Security Region. This means a variety of things for you:

  • Nullsec mechanics apply, meaning Warp Disruption Fields created by Interdictors and Mobile Warp Disruptors can and will be used against you.
  • Players may decide to hunt you down if they see you roaming the region. Locals know which systems the arc takes place in.
  • Only few NPC stations exist in the region, making docking up for repairs or safety difficult.
  • Local markets may be inaccessible when in player structures, very expensive or simply not stocked.
  • If you want to tip things in your favour, pay the region a visit in a fast, cheap frigate. Make tactical gate bookmarks, instant-undocks and safe spots in all the relevant systems.

Preparation - fitting your ship

The gated pirate epic arc missions have special ship restrictions. Any T1/T2 frigate or T1/T2/T3 destroyer will be able to take the mission gates. The main challenge this Epic Arc will present you with will not be the combat in the mission pockets - the hostile NPCs do feature some electronic warfare, but are (mostly) easily killed or avoided. Instead, you will have to complete the entire arc in hostile space and get the rewards to your home system without falling victim to other players.

When preparing for the arc consider the following:

  • An Interceptor can be fit to to ignore Warp Disruption Fields. Having this ability will grant you a major advantage.
  • If you decide against using an Interceptor and go for another ship type, consider bringing a Mobile Depot and a Travel fit to switch to.
  • You will not be able to fight your way out of a gate camp. Focus on being hard to catch, consider using a Microwarpdrive and getting your align time as low as possible.
  • Due to the aforementioned difficulty of resupply consider bringing a generous amount of ammunition. If you have room, bring ammunition for a variety of engagement distances.
  • If you have the Thermodynamics skill trained - which you should, when you attempt the arc - bring Nanite Repair Paste to repair heat damage.
  • Name your ship in a way that does not give away any intel on you. If you name it "Epic Arc Runner" others know exactly what you are here for - and what you are fit for. They will gladly expedite your way home.
  • Don't fly what you can't afford to lose.

Execution - maneuvers on grid

  • Focus on the objectives. Many missions do not require you to kill everything. The less time you spend in a mission pocket, the less time you spend being stuck in one location.
  • Your main defense is staying mobile - if anything reduces your speed or prevents you from warping out, kill it first.
  • Some missions include enemy ship combinations that can be quite punishing, especially for newer players. Don't be afraid to kill a few, dock up, repair, rinse, and repeat.

Execution - utilising information warfare

You will have to travel through hostile space constantly. Being aware of what happens in the systems surrounding you and on your path will help you not being caught.

  • Use external tools such as zkillboard, EVE Gatecheck and Dotlan to stay up-to-date on what's happening. Do not activate a mission pocket or go through systems without checking if there was any activity along the way.
  • When in a system, keep an eye on local, but never speak. You don't want to give away the fact that you're active.
  • D-Scan is your lifeline. Do a 360 scan every few seconds while running your missions. Look for combat scanner probes first and foremost - they are the only way pirates can find you inside a mission deadspace pocket. Also keep an eye out for other ships so you know who's active in the system. If you see assault frigates or interceptors they're most likely doing the arc themselves, hunting you or both.

General tips and tricks

  • Once you accept a mission you should minimize the agent conversation window instead of closing it. This way, once your objectives are complete the window will pop back up, giving you a clear indication that your work is done.
  • Many of the missions can be handed in and/or accepted without docking; be sure to always do "Start Conversation" with the agent to see if you can talk to them remotely.

Starting Agents

Angel Sound Starting Agents
Agent[1] Corporation[1] Faction[1] System Region Mission
Aton Hordner Republic Security Service Minmatar Republic Egbinger[2] Molden Heath The Balance of Power
Arajna Ashia Amarr Navy Amarr Empire Sendaya[3] Derelik Mistaken Identity
Ellar Stin Dominations Angel Cartel Konora[4] Metropolis Headhunted
  1. ^ a b c You need at least -2.00 Standing with all and at least 3.00 Standing with the Agent, their Corporation or Faction.
  2. ^ Minmatar Shipyards Beacon.
  3. ^ Abandoned Research Station Sigma Nine Beacon.
  4. ^ The Coward Ellar Stin Beacon.

External links