Friday, August 20, 2010

Part 5 - Propulsion Jamming

Good fun from the Huginn. The premise is simple, slow the targets down like no tomorrow.


[Huginn, Spike Strip]

Reactor Control Unit II
Gyrostabilizer II
Gyrostabilizer II

Stasis Webifier II
Stasis Webifier II
Stasis Webifier II
Stasis Webifier II
Large Shield Extender II
Large Shield Extender II

425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II

Medium Core Defence Field Extender I
Medium Core Defence Field Extender I



Effective hitpoints are about 25k, makes it not too bad.

Taking a couple days vacation from posts to get a buffer going.

Thursday, August 19, 2010

Part 4, Sensor disruption

The Lachesis is one of the big names in messing with people's targeting range and scan resolution.

[Lachesis, Sensor Breaker]

Energized Reactive Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I

Remote Sensor Dampener II
Remote Sensor Dampener II
Remote Sensor Dampener II
Remote Sensor Dampener II
Remote Sensor Dampener II
Warp Scrambler II
Stasis Webifier II

Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


And has about 32k effective hitpoints when done up right. Don't expect to be able to keep your sensor screwing up for more than a few minutes without help.

Wednesday, August 18, 2010

The staple of screwing with people, the Curse.

Straightforward, Nosferatu their capacitor into oblivion and screw with their tracking like nobody's business.

[Curse, Obnoxious]

Damage Control II
Energized Adaptive Nano Membrane II
400mm Reinforced Rolled Tungsten Plates I
400mm Reinforced Rolled Tungsten Plates I

Tracking Disruptor II
Tracking Disruptor II
Tracking Disruptor II
Tracking Disruptor II
Stasis Webifier II
Prototype ECCM I Omni Sensor Cluster

Medium Nosferatu II
Medium Nosferatu II
Heavy Pulse Laser II, Conflagration M
Heavy Pulse Laser II, Conflagration M
Medium Nosferatu II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I



Only about 24k effective hitpoints, but a historic staple of pvp.

Tuesday, August 17, 2010

Electronic Warfare - part 2.

The Rook

Again, similar setup to the tengu, but set up for a tighter budget.

[Rook, Whoops, No Lock]

Signal Distortion Amplifier II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II

ECM - Multispectral Jammer II
ECM - Multispectral Jammer II
ECM - Multispectral Jammer II
ECM - Multispectral Jammer II
Magnetic Scattering Amplifier II
Magnetic Scattering Amplifier II
Medium Shield Extender II

Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II

Medium Core Defence Field Extender I
Medium Core Defence Field Extender I



Simple, straightforward, and a lot more glass than the tengu at only about 17k effective hitpoints.

Monday, August 16, 2010

On to some fun PVP stuff. Electronic warfare.

First up for the PVP stuff in EvE is going to be the ECM fit Tengu.

[Tengu, EWar]
Tengu Defensive - Supplemental Screening
Tengu Electronics - Obfuscation Manifold
Tengu Engineering - Capacitor Regeneration Matrix
Tengu Offensive - Rifling Launcher Pattern
Tengu Propulsion - Intercalated Nanofibers

Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II

ECM - Multispectral Jammer II
ECM - Multispectral Jammer II
ECM - Multispectral Jammer II
ECM - Multispectral Jammer II
Magnetic Scattering Amplifier II
Magnetic Scattering Amplifier II
Large Shield Extender II

Medium Nosferatu II
Medium Nosferatu II
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile

Medium Core Defence Field Extender I
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I

Hornet EC-300 x5
Hornet II x5


Again with my fits, they're nice and straightforward. The Nosferatu are there to mess with the enemies' capacitors a bit as well as to provide you with some longevity in combat.

Damage absorption falls around the 220dps range with about 64k of effective hitpoints, and you can really mess up someone's day with the jammers.

Definitely worth using at least once in a properly set up fleet.

Sunday, August 15, 2010

Salvaging in EvE - other people's suggestions.

I must say, I'm disappointed in how little response I got about this little guide.

[Hurricane, PVE utility cane]
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II

Codebreaker II
Analyzer II
10MN Afterburner II
10MN MicroWarpdrive II

Salvager II
Salvager II
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I

Medium Salvage Tackle I
Medium Salvage Tackle I
Medium Salvage Tackle I


Hornet EC-300 x5
Hornet EC-300 x1

This was the only suggestion I got, and although it's straightforward, it's disappointing because NO ONE ELSE sent any suggestions in.

No I don't take credit for this particular fit, but I can see how it can work.

Saturday, August 14, 2010

Salvaging in EvE - Terminal OCD

Yup, when you've reached the limits of what tech 1 ships can do for salvaging, it's time to look into other things.

Like Marauders.

[Paladin, Terminal OCD]

Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II

100MN Afterburner II
100MN MicroWarpdrive II
Cap Recharger II
Cap Recharger II

Salvager II
Salvager II
Salvager II
Salvager II
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I

Large Salvage Tackle II
Large Salvage Tackle II


And the Kronos
[Kronos, Salvanos]

Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II

100MN Afterburner II
100MN MicroWarpdrive II
Cap Recharger II
Cap Recharger II

Salvager II
Salvager II
Salvager II
Salvager II
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I

Large Salvage Tackle II
Large Salvage Tackle II



The Kronos is the better salvager by cargohold with over 800m³ more space for salvaged loot at 6984m³. You also have the Marauder role bonus giving you a tractor range of 40km instead of 20km, making it so you have to move around less to pick everything up.

You might have cleanup problems in level 5 missions or after a fleet battle, but that's about it.

Friday, August 13, 2010

Salvaging in EvE - Advanced OCD

Ok, when you're running level 4 missions, you're going to find that the harbinger and hurricane are NOT going to be good for you because of cargohold constraints. It's at this point that you start looking into battleship sized salvagers, and I don't blame you.

The Armageddon
[Armageddon, Advanced OCD]

Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II

100MN Afterburner II

Salvager I
Salvager I
Salvager I
Salvager I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I

Large Salvage Tackle I
Large Salvage Tackle I
Large Salvage Tackle I



And the Megathron
[Megathron, Advanced OCD]

Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II

100MN Afterburner II
100MN MicroWarpdrive II

Salvager I
Salvager I
Salvager I
Salvager I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I

Large Salvage Tackle I
Large Salvage Tackle I
Large Salvage Tackle I



Both are coming up around the 4000m³ cargohold mark and will be able to salvage MOST level 4 missions in a single trip.

And this isn't the final word in salvage ships yet.

Thursday, August 12, 2010

Salvaging in EvE - Intermediate OCD

Next up in the salvaging mini-guides is the battlecruiser size bracket.

The Harbinger

[Harbinger, Intermediate OCD]

Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II

10MN Afterburner II
10MN MicroWarpdrive II

Salvager I
Salvager I
Salvager I
Salvager I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I

Medium Salvage Tackle I
Medium Salvage Tackle I
Medium Salvage Tackle I



And the Hurricane
[Hurricane, Intermediate OCD]

Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II

100MN Afterburner II

Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Salvager I
Salvager I
Salvager I
Salvager I

Medium Salvage Tackle I
Medium Salvage Tackle I
Medium Salvage Tackle I



These two make the best salvagers due to the low slots, although the hurricane has a 500m³ lead on the harbinger.

Wednesday, August 11, 2010

Salvaging in EvE. OCD for Beginners.

Starting my little thing on salvaging fits, I might as well go in order from small to big, starting at OCD for beginners, Destroyers.

There are four destroyers, but two of them stand out for capability as salvage ships, the Catalyst and the Coercer.

The Catalyst:
[Catalyst, OCD for Beginners]

Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II

1MN Afterburner I

Salvager I
Salvager I
Salvager I
Salvager I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I

Small Salvage Tackle I
Small Salvage Tackle I
Small Salvage Tackle I



And the Coercer:
[Coercer, OCD for Beginners]

Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II

1MN Afterburner I

Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Salvager I
Salvager I
Salvager I
Salvager I

Small Salvage Tackle I
Small Salvage Tackle I
Small Salvage Tackle I


Straightforward ships, and the reason these two stand out has to do with their cargohold capacity. They have a higher number of low slots to support more expanded cargohold modules.

This ship will definitely hold you over through level 1 missions for salvaging, and at least part way through level 2.

Tuesday, August 10, 2010

Freighter Fun.

Well, I sold another freighter this week to buy PLEX for some accounts. After all was said and done, I still had a bit of money left over so that I could end up with a blueprint kit to build a replacement.

Whenever I sell down freighters, I keep at least one so that hauling my weekend spoils isn't a complete and utter chore.

With the way I produce minerals from missions, I should be able to rebuild the freighter in only a couple of weeks.

Monday, August 09, 2010

Figuring out money processes in EvE

Been doing research into what can make me money in EvE and what can't.

So far, Planetary Interaction is a win considering how little direct involvement is actually needed to maintain production in it.
Mining is a win because it's reasonably consistent.
Missioning is a win because of the sheer speed in which I can complete them.
Blueprint sales are a big question mark because of the value shifts they can suddenly take.

With the accounts that I manage, I'm debating which ones to keep active and which ones to let fall inactive.

I definitely need to pick up some more +4 implants for the remainder of my characters though, complete sets are needed on more of them.

Sunday, August 08, 2010

Doing some articles on salvaging coming up.

I'd like some input on what people think about which ships are good for salvaging, and WHY.

I already have planned fits for a few ships, but I'd like to see what people think.

Things EvE might not NEED but could use, part 2.

Upgrades to mining barges and exhumers.

One thing that the mining barges and exhumers could use since the introduction of specialized bays is a dedicated ore bay on each ship. Honestly, with the specialization that these ships have, it makes sense at least to have them have such a cargohold.

Proposed numbers:
Procurer: 3,000m³
Retriever: 4,000m³
Covetor: 5,000³

Skiff: 6,000m³
Mackinaw: 8,000m³
Hulk: 10,000m³

Ideally, mining in any of these ships would put the ore directly into the ore bay first, then into the main cargohold, but that's just a little extra nice thing.

Saturday, August 07, 2010

How to emo quit in one easy step.

http://ad0pt.evekb.co.uk/?a=kill_detail&kll_id=1539031

This is how to emo quit in one easy step.

74 PLEX destroyed in SECONDS.

Yeah, don't undock with plex in your hold in a frigate.

Use this instead:

[Abaddon, Giant Secure Container]

Energized Reactive Membrane II
Energized Magnetic Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I

Magnetic Scattering Amplifier II
Heat Dissipation Amplifier II
Large Shield Extender II
Large Shield Extender II


Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I

EvE Ship Guides - Strategic Cruiser Complete List.

Tengu Part 1 - Damage Magnet
[Tengu, Bland Missiles]
Tengu Defensive - Supplemental Screening
Tengu Engineering - Capacitor Regeneration Matrix
Tengu Offensive - Accelerated Ejection Bay
Tengu Propulsion - Intercalated Nanofibers
Tengu Electronics - CPU Efficiency Gate

Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II

Explosion Dampening Amplifier II
Magnetic Scattering Amplifier II
Magnetic Scattering Amplifier II
Large Shield Extender II
Large Shield Extender II
Large Shield Extender II

Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile

Medium Core Defence Field Purger I
Medium Core Defence Field Purger I
Medium Core Defence Field Purger I


Tengu Part 2 - Glass Cannon (without the glass)
[Tengu, HMgu]
Tengu Propulsion - Fuel Catalyst
Tengu Offensive - Accelerated Ejection Bay
Tengu Engineering - Capacitor Regeneration Matrix
Tengu Electronics - Emergent Locus Analyzer
Tengu Defensive - Supplemental Screening

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

10MN Afterburner II
Magnetic Scattering Amplifier II
Magnetic Scattering Amplifier II
Large Shield Extender II
Large Shield Extender II
Explosion Dampening Amplifier II
Phased Weapon Navigation Array Generation Extron

Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile

Medium Core Defence Field Extender I
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I

[Tengu, Hamgu]
Tengu Propulsion - Fuel Catalyst
Tengu Offensive - Accelerated Ejection Bay
Tengu Engineering - Capacitor Regeneration Matrix
Tengu Electronics - Emergent Locus Analyzer
Tengu Defensive - Supplemental Screening

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

10MN Afterburner II
Magnetic Scattering Amplifier II
Magnetic Scattering Amplifier II
Explosion Dampening Amplifier II
Phased Weapon Navigation Array Generation Extron
Large Shield Extender II
Large Shield Extender II

Heavy Assault Missile Launcher II, Terror Rage Assault Missile
Heavy Assault Missile Launcher II, Terror Rage Assault Missile
Heavy Assault Missile Launcher II, Terror Rage Assault Missile
Heavy Assault Missile Launcher II, Terror Rage Assault Missile
Heavy Assault Missile Launcher II, Terror Rage Assault Missile

Medium Core Defence Field Extender I
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I

Proteus Part 1 - Drone Boat

[Proteus, Drone Fun - Dual Omni]
Proteus Propulsion - Interdiction Nullifier
Proteus Offensive - Drone Synthesis Projector
Proteus Engineering - Capacitor Regeneration Matrix
Proteus Electronics - CPU Efficiency Gate
Proteus Defensive - Nanobot Injector

Medium Armor Repairer II
Medium Armor Repairer II
Armor Explosive Hardener II
Armor Explosive Hardener II
Damage Control II
Armor EM Hardener II

Cap Recharger II
Cap Recharger II
Cap Recharger II
10MN Afterburner II

250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M
Drone Link Augmentor I

Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I

Hammerhead II x5

Proteus Part 2 - Blaster Boat
[Proteus, Deimos Done Right]
Proteus Offensive - Hybrid Propulsion Armature
Proteus Propulsion - Localized Injectors
Proteus Engineering - Capacitor Regeneration Matrix
Proteus Electronics - Friction Extension Processor
Proteus Defensive - Nanobot Injector

Armor Explosive Hardener II
Armor Explosive Hardener II
Armor EM Hardener II
Damage Control II
Magnetic Field Stabilizer II
Medium Armor Repairer II
Magnetic Field Stabilizer II

10MN Afterburner II
Cap Recharger II
Cap Recharger II
Stasis Webifier II

Heavy Neutron Blaster II, Federation Navy Antimatter Charge M
Heavy Neutron Blaster II, Federation Navy Antimatter Charge M
Heavy Neutron Blaster II, Federation Navy Antimatter Charge M
Heavy Neutron Blaster II, Federation Navy Antimatter Charge M
Heavy Neutron Blaster II, Federation Navy Antimatter Charge M

Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I

Hammerhead II x5

Legion Lasers
[Legion, Melter]
Legion Defensive - Augmented Plating
Legion Electronics - Energy Parasitic Complex
Legion Engineering - Capacitor Regeneration Matrix
Legion Offensive - Liquid Crystal Magnifiers
Legion Propulsion - Fuel Catalyst

Damage Control II
Heat Sink II
Armor EM Hardener II
Heat Sink II
Medium Armor Repairer II
Heat Sink II
Heat Sink II

10MN Afterburner II
Tracking Computer II, Tracking Speed
Tracking Computer II, Tracking Speed

Heavy Pulse Laser II, Conflagration M
Heavy Pulse Laser II, Conflagration M
Heavy Pulse Laser II, Conflagration M
Heavy Pulse Laser II, Conflagration M
Heavy Pulse Laser II, Conflagration M

Medium Energy Collision Accelerator I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I


Loki Autocannons
[Loki, Sneer]
Loki Propulsion - Interdiction Nullifier
Loki Offensive - Turret Concurrence Registry
Loki Engineering - Power Core Multiplier
Loki Electronics - Tactical Targeting Network
Loki Defensive - Adaptive Shielding

Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II

Kinetic Deflection Amplifier II
Explosion Dampening Amplifier II
Large Shield Extender II
10MN MicroWarpdrive II
Large Shield Extender II

425mm AutoCannon II, Republic Fleet EMP M
425mm AutoCannon II, Republic Fleet EMP M
425mm AutoCannon II, Republic Fleet EMP M
425mm AutoCannon II, Republic Fleet EMP M
425mm AutoCannon II, Republic Fleet EMP M
425mm AutoCannon II, Republic Fleet EMP M
Heavy Assault Missile Launcher II, Terror Rage Assault Missile

Medium Projectile Burst Aerator I
Medium Projectile Metastasis Adjuster I
Medium Projectile Ambit Extension I

Things EvE might not NEED but could use, part 1.

Larger secure containers.

Industrial grade secure containers. Just like the normal secure containers already in the game, however built for deployment by bigger ships.

Required skill for all of them (new):
Industrial Anchoring.
Training Time Multiplier: 5x
Primary Attribute: Memory
Secondary Attribute: Charisma
Prerequisites:
  • Anchoring 3
  • Industry 3


Small Industrial Container
  • Volume: 10,000m³
  • Capacity: 13,000m³
  • Mass: 20,000,000kg
  • Signature Radius: 6,000m


Medium Industrial Container
  • Volume: 20,000m³
  • Capacity: 26,000m³
  • Mass: 40,000,000kg
  • Signature Radius: 8,000m


Large Industrial Container
  • Volume: 30,000m³
  • Capacity: 39,000m³
  • Mass: 60,000,000kg
  • Signature Radius: 10,000m


EvE Might not actually NEED these, but I do know that they would get used if they existed.

Friday, August 06, 2010

Can't forget the Loki

The Loki, Minmatar's Strategic Cruiser. Made because I'm a completionist bastard.

[Loki, Sneer]
Loki Propulsion - Interdiction Nullifier
Loki Offensive - Turret Concurrence Registry
Loki Engineering - Power Core Multiplier
Loki Electronics - Tactical Targeting Network
Loki Defensive - Adaptive Shielding

6x 425mm AutoCannon II (Republic Fleet EMP M)
Heavy Assault Missile Launcher II (Terror Rage Assault Missile)

Kinetic Deflection Amplifier II
Explosion Dampening Amplifier II
2x Large Shield Extender II
10MN MicroWarpdrive II

3x Gyrostabilizer II

Medium Projectile Burst Aerator I
Medium Projectile Metastasis Adjuster I
Medium Projectile Ambit Extension I


Pretty straightforward, and capable of about 600dps worth of damage output. Tracking speed on the turrets peaks at about 0.18rad/sec. Usual Stuff.

Thursday, August 05, 2010

Lasers and Strategic Cruisers - The Legion

In an effort to keep the Strategic Cruiser fleets going, I had decided to put together something to pick off frigates and help on damage output through the rest of the mission.

Thus was born, The Melter.
[Legion, Melter]
Legion Defensive - Augmented Plating
Legion Electronics - Energy Parasitic Complex
Legion Engineering - Capacitor Regeneration Matrix
Legion Offensive - Liquid Crystal Magnifiers
Legion Propulsion - Fuel Catalyst

5x Heavy Pulse Laser II (Conflagration M)

10MN Afterburner II
2x Tracking Computer II (Tracking Speed)

Damage Control II
4x Heat Sink II
Armor EM Hardener II
Medium Armor Repairer II

Medium Energy Collision Accelerator I
2x Medium Capacitor Control Circuit I


The armor repairer is not intended to be run full time, as it does interfere with capacitor stability. The intention on this ship is to do as much damage with pulse lasers as possible, using the afterburner to get into range, and the tracking computers to help control the guns so they can actually hit frigates.
The damage output on this fit peaks at about 560DPS and the guns tracking speed gets to between 0.08rad/sec for conflag and 0.12rad/sec for scorch.

Wednesday, August 04, 2010

Blaster Boats, The Deimos Done Right

Another Tech 3 ship design I threw around the idea of making was a blaster fit Proteus. Basically it's the Deimos done right.

[Proteus, Deimos Done Right]
Proteus Offensive - Hybrid Propulsion Armature
Proteus Propulsion - Localized Injectors
Proteus Engineering - Capacitor Regeneration Matrix
Proteus Electronics - Friction Extension Processor
Proteus Defensive - Nanobot Injector

5x Heavy Neutron Blaster II (Federation Navy Antimatter Charge M)

10MN Afterburner II
2x Cap Recharger II
Stasis Webifier II

2x Armor Explosive Hardener II
Armor EM Hardener II
Damage Control II
2x Magnetic Field Stabilizer II
Medium Armor Repairer II

3x Medium Auxiliary Nano Pump I

5x Hammerhead II

Simple concept, Blasters, enough afterburner to catch up to your target, a webber to keep it pinned down, and some drones to help out. It maintains about 600-700dps worth of damage output and an omni tank of about 350-360dps with full capacitor stability. It's not too bad a ship.

Tuesday, August 03, 2010

Considering re-doing the laptop.

I've been considering re-doing the installation of gentoo on my older Toshiba laptop since the current state of packages on it is borderline on the possibility of me getting it working through emerge updates or not.

I've got most of the files backed up, I just need to double-check to make sure I have all of them before I put it through the ringer.

If nothing else, I'll be able to re-do it with between 4 and 6 additional processor cores supplementing the compile process this time so that KDE doesn't take three days to compile.

I'm definitely re-doing the virtual machine I have sitting on my main computer so that it will work properly.

I love distcc and what it does to gentoo's compiling.

Drone Boats and Tech 3 Cruisers.

My first Tech 3 cruiser was the Proteus, even though I did 2 articles on the Tengu already. This Proteus was intended to fill a similar role to the tengu, absorbing as much damage as possible while still dealing SOME damage out. In fact, with the right drones, it actually puts more damage out than the Tank Tengu does.

[Proteus, Drone Fun - Dual]
Proteus Propulsion - Interdiction Nullifier
Proteus Offensive - Drone Synthesis Projector
Proteus Engineering - Capacitor Regeneration Matrix
Proteus Electronics - CPU Efficiency Gate
Proteus Defensive - Nanobot Injector

3x 250mm Railgun II (Federation Navy Antimatter Charge M)
Drone Link Augmentor I

3x Cap Recharger II
10MN Afterburner II

2x Medium Armor Repairer II
2x Armor Explosive Hardener II
Damage Control II
Armor EM Hardener II

3x Medium Auxiliary Nano Pump I

5x Hammerhead II

As you can see, part of the tank is speed based, and the other is a dual-repairer based. One thing I do recommend is that you stagger your repairers so that you don't completely waste a repair cycle when you don't need to. The tank on this is solid enough to be able to take Recon Level 4 part 3 no problem, so that's always a good thing. Definitely kill all enemies with webbers first though, since speed is part of the tank of this ship.

Monday, August 02, 2010

A tale of two Tengu. Part 2: The Glass Cannon

With more cannon than glass.

Today's part 2 of my little stint on Strategic Cruisers brings us to the damage output designed Tengu.

After yesterday's damage magnet with its puny 250-300dps damage output, Most people are probably craving something more.

First up:
[Tengu, Hamgu]
Tengu Propulsion - Fuel Catalyst
Tengu Offensive - Accelerated Ejection Bay
Tengu Engineering - Capacitor Regeneration Matrix
Tengu Electronics - Emergent Locus Analyzer
Tengu Defensive - Supplemental Screening

5x Heavy Assault Missile Launcher II (Terror Rage Assault Missile)

10MN Afterburner II
2x Magnetic Scattering Amplifier II
Explosion Dampening Amplifier II
2x Large Shield Extender II
Phased Weapon Navigation Array Generation Extron

4x Ballistic Control System II

3x Medium Core Defence Field Extender I


The Heavy Assault Missile fit Tengu. Although the volley damage is low and the range isn't all that great, it makes up for those shortcomings by having a decent speed to get around at and a high rate of fire. Its damage output at mid-range skill levels is around 500dps, and it still has about the same effective hitpoints of the damage magnet, although its shield recharge rate is significantly lower because of the ballistic control systems in the lows instead of the shield power relays.

The HAMGu is definitely an in-your-face style ship rather than long range, having an effective range down in the 20-25km area.

And the alternative for those who prefer long range:
[Tengu, HMgu]
Tengu Propulsion - Fuel Catalyst
Tengu Offensive - Accelerated Ejection Bay
Tengu Engineering - Capacitor Regeneration Matrix
Tengu Electronics - Emergent Locus Analyzer
Tengu Defensive - Supplemental Screening

5x Heavy Missile Launcher II (Scourge Fury Heavy Missile)

10MN Afterburner II
2x Magnetic Scattering Amplifier II
Explosion Dampening Amplifier II
2x Large Shield Extender II
Phased Weapon Navigation Array Generation Extron

4x Ballistic Control System II

3x Medium Core Defence Field Extender I

Basically the same loadout as the HAMGu, except it's designed for longer range engagements. We're talking ranges where you basically can't target that far out without help. You might consider swapping the afterburner for a sensor booster with the targeting range script for this fit. The damage output is a bit lower, but not as far down as the damage magnet is, typically falling in the 450-500dps range.

Which fit you take with you depends on your mood.

Sunday, August 01, 2010

A tale of two Tengu. Part 1: The Damage Magnet.

From concept to deployment.

I've been half obsessed with strategic cruiser design lately. To that end, I've been designing a few ships to use within my fleets.

The first Tengu I designed was intended to be a rock solid tank. Something that, if pressed, could function within level 5 missions as a primary damage sink.

I knew that there would be a lot of capacitor draining effects in level 5s, and even outside of that, relying on capacitor would be problematic and would need a LOT more skills to get working right, so the choice is simple. Passive Shield Tank.

The basic Fit:

[Tengu, Damage Magnet]
Tengu Defensive - Supplemental Screening
Tengu Engineering - Capacitor Regeneration Matrix
Tengu Offensive - Accelerated Ejection Bay
Tengu Propulsion - Intercalated Nanofibers
Tengu Electronics - CPU Efficiency Gate

5x Heavy Missile Launcher II (Scourge Fury Heavy Missile)

2x Magnetic Scattering Amplifier II
Explosion Dampening Amplifier II
3x Large Shield Extender II

5x Shield Power Relay II

3x Medium Core Defence Field Purger I


This fit at its most basic level has about 250-300dps worth of damage output and about 750-800dps worth of omni damage absorption. The typical effective hit points of such a fit will usually fall in the 60-80k range. Granted, this is overanked, but if you take the fit and try to do Shipyard Theft - Angel Cartel (Level 4 mission) in a crazyman playstyle (grabbing EVERY NPC ship you can all at once), you WILL blow up. Trust me on this, I almost lost mine with deadspace resist amplifiers. If it weren't for the two marauders I had picking off the biggest hitters in the pocket, he would be down a tengu AND a skill level for it. As it stands, he got out of there with the low shield warning basically constantly going off for about 45-90 seconds.

Skill-wise, it's pretty straightforward. Just train the Passive Shield Tanking certificate to the Improved grade, Shield Rigging to at least 4, and the Cruiser Advanced Heavy Launchers certificate to standard grade. Once you have those, focus on the social skills to improve mission rewards and finish up the missile support skills to get as much damage output as you can out of the puny little launchers.

I'll admit it's not the best Tengu, but it's one that works for me.

When considering a new Alt in EvE Online.

Cybernetics to 4 is a must. The effective gain in learning skill attributes is worth it. The equivalent effect in learning skills required to match the bonus cybernetics 4 gives you is approximately 3 days worth of dedicated training in the learning skills. Plus you can still train the learning skills for additional savings on training time.

Typically, by this time, I have an idea on what I'm going to be doing with the alt and how long it's going to take, both with and without the neural remap. When I have such an idea in mind, I usually focus on getting the training for the particular role I have chosen and follow EvEMon or EVEHQ's directions on it as far as learning skills go. If I had decided to burn a neural remap to speed up cybernetics, I train ALL the intelligence/memory and memory/intelligence based skills before I remap again so as to not waste the remap.

The primary learning skills get lined up if I don't have any idea what the alt is going to be doing (which doesn't happen often). Admittedly, some of these will already be trained when you follow the cybernetics training plan, but that's just a bonus.
  • Instant Recall III
  • Analytical Mind III
  • Instant Recall IV
  • Eidetic Memory III
  • Analytical Mind IV
  • Logic III
  • Eidetic Memory IV
  • Instant Recall V
  • Logic IV
  • Analytical Mind V
  • Eidetic Memory V (optional)
  • Logic V (optional)

The skill actually called Learning may prove to be of some benefit to get to 4 intermixed within these skills. I haven't tested.
After this, Perception and Willpower are focused on, as they are the next two most common attributes on skills. Charisma is largely neglected because of how few skills actually have it as an attribute compared to the other four.

Multiboxing and EvE Online

This ruling from the senior level GMs at CCP games for EvE Online makes for some interesting gameplay.

What the ruling basically means is that anything you do, so long as a number of well-coordinated people can do it just as well, is permitted.

Keystroke replication (the act of having a program or piece of hardware send any keystroke you put in be sent to multiple other programs at once) is permitted, since you need to still press the keys.

Automated keystroking (having a program perform ALL the keystrokes for you) is not permitted. This is what we refer to as macroing.

I might consider using keystroke replication if I were actually in need of that sort of synchronization, right now I don't.