Difference between revisions of "User:Loyd smith"

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****This will take some time as you get to know your locals but helps spot ooc ganks.
 
****This will take some time as you get to know your locals but helps spot ooc ganks.
  
**Dotlan: http://evemaps.dotlan.net/map/The_Forge (have the class open three windows in the in game browser for: Jita,Aldrat,Oerse)
+
**Dotlan: http://evemaps.dotlan.net/map/The_Forge (have the class open three windows in the in game browser for: Jita,Aldrat,Oerse.  Instruct on finding maps)
 +
***When missioning at war this tool is invaluable as it helps locate places more suitable prior to ever missioning as normal mission hubs are not always ideal.
 +
****Jumps Last 48 hours indicates traffic.  Less traffic means it is easier to keep an eye on whats happening in local and to get to know the locals.
 +
*****Jita (bad, high, usually 2000 plus jumps), Aldrat (ok if not Uni home system), medium, 200 users), Oerse (good, low, usually around 100).
 +
****Ship Kills/Pod Kills last 24 hours.  The lower the two are usually means the less risk from player influence. 
 +
*****Jita (bad: normally 25 ships/25 pods per hour), Aldrat (ok, usually between 1-10  ship losses and 0-1 pod losses), Oerse (good, usually 1-3 ship losses and 0-1 pods).
 +
*****Interpretation requires skill but sudden high spikes are indications of short conflicts (frigate free for example), whereas a number of ship losses combined with high npc kills might indicate someone recently tried a higher level mission type and wasn't ready for the increase.
 +
****The system map will show you how many jumps you are from Low-Sec.  This is important as most agents will commonly send you one/two jumps away from their location for missions.
 +
****Once a suitable location is chosen rinse and repeat this process in the surrounding systems so you can come to an understanding of the areas you will be missioning in.
 +
 
 +
**Fleet: As prevously discussed deny the enemy free intelligence and easy access.

Revision as of 03:51, 24 March 2014

Testing 123 This is my blackboard for edits.

Project: Missioning 101 Making a living at war Why: I have tought this class a few times and it occurs to me that there is enough divergence from the standard Missioning 101 course that a wikki entry may be warranted.

I will probably work on the syllabus template variant first then I will probably redoo it here to make it production ready for non-syllabus use.

Class Information

This is a syllabus for a class provided by EVE University. This section contains information about this class and its contents. General Information includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under Notes for the Teacher.

General Purpose: This class is intended to teach pilots how to make a living flying security missions during war. This class is primarly intended for pilots who have some experience in the game however with a bit of patience during the Q/a even younger pilots can benefit considerably.

Not covered: Salvaging 101, Shield/Armor Tanking 101, Various Weapon Skills 101, Data Centers and Cosmos Missions, D-Scan 101, Fitting 101.

Duration: 45-75 minutes. Location: Docked up safely.

Course Content:

  • Missions: Types, how to get them, which ship type to use.
  • Eve Survival: Triggers, Damage types, Blitzing, Drone Agro, Bonus Rooms.
  • Missioning During War: Basic survival tools, Fleets.
  • Spoils of Conflict: Loyalty Points and Standings, Marketables, Selling

Student Requirements:

  • Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: http://wiki.eveuniversity.org/Mumble
  • Overview: If an E-Uni student ensure you have your overview setup per http://wiki.eveuniversity.org/Overview. if attending from another corporation/alliance please ensure to have your overview set to your organizations standard.
  • Access to the Lecture.E-UNI in-game chat channel.

Why are you teaching this class (brief introduction).

Missions:

Types of Missions:

  • Why Security?
    • Distribution: Slow aligning/moving ships in space are generally easy targets.
    • Mining: Mining missions involve sitting still in ships with poor pvp abilities.
    • Cosmos: High risk one time missions in peace, too high of a risk during war.
    • Data-Center: One time only and if you lose your tags thats a huge loss mail.
    • R&D: These can vary in type of mission and suitability depends on the type.
    • Security: The primary topic of this class.
  • How to find an agent.
    • Agent Finder (use SOE for reference):
      • Different Levels (1-5)
      • Standings Requirements:
        • Level 1: Any standing.
        • Level 2: Standings 1+
        • Level 3: Standings 3+
        • Level 4: Standings 5+
        • Level 5: Standings 7+
        • Faction: Agents above level 1 require faction standing of -2 or higher.
        • Usually the higher level agents provide more dangerous and profitable missions.
    • Ship Types to use:
      • Level 1: Tech 1 frigates and destroyers should have no problem at all.
      • Level 2: Tech 1 frigates and destroyers.
        • Tech 1 frigates will require careful attention to be succesful.
        • An inexpensive alternative
        • Will teach you a considerable amount about your ship's capabilities.
        • Destroyers should have little to no probelm
      • Level 3: Battle Cruiser with tech II tank or meta 4 tank.
      • Level 4: Battleship with Tech II Tank and Tech II weapon systems.
      • Level 5: Tengu, Rattlesnake, Capitol Ship, Fleet. Don't run these as...
        • They typically occur at junctions from High to Null, already dangerous before war.
        • If you require a fleet the overall payout may not justify running it.
        • If you can run it on your own your ship is worth too much for the enemy to ignore.

Eve Survival

http://eve-survival.org/wikka.php?wakka=MissionReports

(For purposes of the class Angel Extravaganza 4 and Damsel in Distress 4) (Have students open up two browser windows, one for each mission)

  • Triggers
    • Conditions that will either activate a group already in the mission pocket which are not engaged to become engaged or...
    • Conditions that will cause another group of opponets to spawn.
    • Miss managing triggers is the number one reason people get killed, and in wartime where the enemy can show up at any time miss managing triggers gives them free dps.
      • In AE4: Initial Group: Killing the Battleship(Gist Commander/Gist General) Causes the next full spawn of 4 ships
      • In Damsel4: Shooting Krull causes 6 battlehips to spawn.
  • Damage Types:
    • What damage to tank to reduce damage taken
    • What damage type to use (if your weapons systems can be tailored)
    • Never tell anyone out of fleet which mission you are flying as it will allow spies to know what you are tanked against (so they can choose their damage type) and what you are likely shooting (so they what to tank against).
      • Angel Extraveganza: Exp 64% / Kin 23% / Therm 9% / EM 4%: Ammo Explosive/Kinetic
      • Damsel In Distress: Therm 63%, Kin 24%, Exp 6%, EM 7% : Ammo Thermal/Kinetic
  • Blitz: Never Blitz
    • Blitzing normally involves activating all the triggers.
    • Very Dangerous under optimal peacetime conditions.
    • It is only viable for those who have hard skills/equipment to do so and then only as the LP from the mission (their primary reward type) doesn't merit taking the time to do it normally.
    • It is best not to blitz during war as a single miss-step easily spells disaster.
      • The damsel in distress activates 19 enemies when blitzed.
  • Drone Agro: There are three aspects to consider when talking about drone aggro.
    • Drones can cause things to trigger prematurely if not managed correctly.
      • Damsel In Distress: An accidental drone shot can spawn 6 battleships.
      • Shift-Alt-R : Return to your ship and orbit.
      • Shift-R: Return to your drone bay.
      • F (while highlighting an enemy that is targeted): Focus Fire.
    • Drones can trigger by their presence.
      • Check your mission, not all missions have this issue but where they do you will need to consider your options (especially Gallente pilots).
    • Drones can get agro onto themselves (potentially getting them killed)
      • In the old days all that was required was for you to agro the enemy and once done you held enemy agression which in turn meant your drones were safe.
      • In the current day:
        • Elite Cruisers and Frigates will ALWAYS try to kill your drones.
          • Angel Viper/Webifier in AE4
        • Loyd Smiths "General Rule"
          • Ships two class sizes above your drone will not target them.
            • Light drones vs. BC, Med Drones vs. BS
            • Non-Elites that are size appropriate tend to leave your drones alone if they are agro on you and you lock them up.
              • Thus if you lock up non-elite frigates and then use your drones they are usually safe.
          • Remember, the "General Rule" is just that. It usually follows but not universally.
  • Bonus Rooms: Angel Extraveganza 4
    • Few missions have them.
    • THey often have lucrative advantages:
      • Rare Drops
      • Excellent Bounties
      • Provides an extra layer of protection
        • It requires a "key" to access the extra room (AE4 Angel Diamond Tag)
        • Never tell anyone which mission you are flying as they will know which key to bring if they decide to come gank you (spies).
    • They always have special/dangerous conditions
      • It requires a "key" to access the extra room (read the mission report).
      • Often many times greater than the rest of the mission.
      • Damage types may be different than the rest of the mission:
        • AE4 normal: Exp 64% / Kin 23% / Therm 9% / EM 4%:
        • AE4 Bonus: Exp 49% / Kin 28% / Therm 15 % / EM 7%
          • Every 25 seconds 2700 spike EM damage.

Missioning During War

Fleets

  • Advert: There are some tips regarding your fleet advert that should help reduce your risk.
    • Avoid giving out free intelligence
      • Placing your mission in your advert. (As previously mentioned).
      • Placing where you are missioning at. (Force them to use their locator agents).
      • Composition of your fleet. This is generally a bad practice for any situation.
    • Choose options that give you greater security.
      • ALWAYS be in a fleet of at least one.
        • This denies the enemy the ability to invite you to fleet. The message will return to them that they cannot invite you they are already in a fleet. To the contrary will tell them immediately that you are alone.
        • Select the hide details button (so enemies can't automatically see where you are).
        • Always require approval as sometimes you will have a corpmate who is in the cooldown period of being kicked (due to a variety of reasons) who will want to come greif you (awoxing, etc). Not allowing automatic entry to your fleet gives you a modicum of protection.
        • Limit your participation to alliance (as you don't want all of eve to be able to join your fleet).
  • Fleet types:
    • Spider: Standing fleets where up to ten people are fleeted up to share standings increases. Not idea for war as people may be scattered across New Eden.
    • Locust: Many people running the same mission to minimize completion time.
      • Typically Locust fleets have incredibly high dps good at killing both NPC and PC combatants.
      • Often requires a dedicated salvager as it it inneficient to salvage as you go. You can use them as an extra set of eyes in system keeping an eye out for war targets.
  • Survival Tools: How to reduce your risk
    • Local
      • Make it large and minimize all other channels except your intel channel.
        • This reduces the amount of time it takes to scan through the local channel to look for war targets.
      • Turn Blink off of all other non-intel channels.
        • This heightens situational awareness.
      • Keep an eye out for White Stars on Red Flashy Backgrounds (WTs)
      • Keep an eye out for huge local spike with names not normally local to the area.
        • This will take some time as you get to know your locals but helps spot ooc ganks.
    • Dotlan: http://evemaps.dotlan.net/map/The_Forge (have the class open three windows in the in game browser for: Jita,Aldrat,Oerse. Instruct on finding maps)
      • When missioning at war this tool is invaluable as it helps locate places more suitable prior to ever missioning as normal mission hubs are not always ideal.
        • Jumps Last 48 hours indicates traffic. Less traffic means it is easier to keep an eye on whats happening in local and to get to know the locals.
          • Jita (bad, high, usually 2000 plus jumps), Aldrat (ok if not Uni home system), medium, 200 users), Oerse (good, low, usually around 100).
        • Ship Kills/Pod Kills last 24 hours. The lower the two are usually means the less risk from player influence.
          • Jita (bad: normally 25 ships/25 pods per hour), Aldrat (ok, usually between 1-10 ship losses and 0-1 pod losses), Oerse (good, usually 1-3 ship losses and 0-1 pods).
          • Interpretation requires skill but sudden high spikes are indications of short conflicts (frigate free for example), whereas a number of ship losses combined with high npc kills might indicate someone recently tried a higher level mission type and wasn't ready for the increase.
        • The system map will show you how many jumps you are from Low-Sec. This is important as most agents will commonly send you one/two jumps away from their location for missions.
        • Once a suitable location is chosen rinse and repeat this process in the surrounding systems so you can come to an understanding of the areas you will be missioning in.
    • Fleet: As prevously discussed deny the enemy free intelligence and easy access.