July 26, 2010

Character development


6 million Skill Points later on from the last report and I am just around the corner from flying a Thanatos.  Getting into a Carrier has been one of my long term objectives but nothing that I specifically trained towards until only a few weeks ago.

Picking up over a million skill points recently in drone related skills I will be able to use Fighters proficiently but not perfectly, training those skills to level 5 can wait until I am in a Super Carrier. 
I am currently pumping out Long Range Targeting to 5 so that I can jump into Logistics ships to be a general handy fleet participant, everyone loves a healer!  It will also be great for everything else that I fly so the 9 day training time is justified.  Having Cruiser 5 for Gallente and Caldari gives me the ability to do armor and shield logistics, with the armor HAC gangs that are popular right now it will be something new to try out.

The plan for the future is spread across 3 months, with plan one having roughly 60 days of carrier related skills to make sure I am well equipped to fly the Thanatos, field a wing of Fighters and be able to jump a reasonable distance by training up my navigation skills.

Plan two consists of getting into Interdictors and Heavy Interdictors, another support role but something that is always handy for any corp roams that comes along.  



So with 95 days planned I think that will be enough before I find something else that I MUST TRAIN FOR IMMEDIATELY!

Current EVEMon status looks a little like this:




July 20, 2010

ECM in depth: Part 5 RECON SHIPS

With a long break I am back doing EVE related things, following on from the previous entries on ECM I am a short way from finishing the series off.  In part 5 the focus is on Recon Ships and while I have posted a few fits there is at least 5 or more viable fits for each and I would be interested to hear back on fits that you may have used or be using right now.  So lets get into it!

I just finished training for Recons, what do i need to know?
1. Recons are expensive loss mails, practice with their cheaper cousin (Blackbird) if your funds are limited
2. You will be the primary target for hostile fleets
3. Train Recon Ships to level 4 and to 5 if you have the patience, ship bonuses are king
4. Fit for your situation, cookie cutters are out, task specific are in. Rigs are cheap, remove and interchange as needed.
5. Based on fitting hard points and ship bonuses Rooks use missiles, Falcons use hybrids - neuts are also an option for the highs.

Skills and Skill Plans
Here are the main skills you will be requiring to get yourself in the cockpit of a Caldari Recon ship:
Caldari Cruiser 5
Covert Ops 4
Spaceship Command 3
Electronics Upgrades 5
Signature Analysis 5
Spaceship Command 5
Recon Ships 1 (train this puppy to at least level 4)

Rook


Caldari Cruiser Skill Bonus:
5% Bonus to Heavy and Heavy Assault Missile Launcher Rate of Fire per level
10% Bonus to ECM Target Jammer capacitor use per level


Recon Ships Skill Bonus:
30% Bonus to ECM Target Jammer strength per level
10% Bonus to Heavy Assault & Heavy Missile velocity per level



I have tried to remain impartial to the choice of weapons for all fittings so far but you are stuck with using the ship bonuses if you want to swat more than flys away from you.  Rooks, go with Heavy Assault Missiles (HAMS) for small gangs and gate camps and plain Jane Heavies for anything else.  Falcons, stick with hybrids to make use of the bonuses or fit neuts/smart bombs for anti-tackler/drone work.

Fitting the Rook


ECM Fit
Just under the maximum possible fit for all ECM related modules.  10MN MWD and a Damage Control II fitted to keep up with the gang and to help dictate range.  Pick your own flavor of drones and overheat your modules as needed, but be careful not to burn anything out.



ECM + DPS Fit
This ship is made for small gang warfare, it packs a punch that is very respectable (around 490dps with lvl 5 skills, 429 with my skills). A racial jam strength of up to 13.4 with the only downside being a very limited tank, so stay aligned or keep 'em jammed!  You can drop one of the racial jammers for a Warp Disruptor if your gang needs additional point and considering you will be in disruptor range while using HAMS it wont hurt to much to fit it.


Falcon

Caldari Cruiser Skill Bonus:
5% Bonus to Medium Hybrid Damage Per Level
10% Bonus to ECM Target Jammer capacitor use per level

Recon Ships Skill Bonus:
30% bonus to ECM Target Jammer strength per level and -96% to -100% reduced CPU need for cloaking device per level.

Role Bonus: 80% reduction in liquid ozone consumption for cynosural field generation and 50% reduction in cynosural field duration. Note: can fit covert cynosural field generators

Fitting the Falcon


Prober
You can fit better things than just guns in your highslots! A Covert Ops cloak and a probe launcher is a great combo that any FC would be happy with.  You are a force multiplier, scout and prober in one sleek package of scariness.  Drones can either be Hobgoblins, Warriors or EC variants.  I like using Warriors as they are the fastest and immediate DPS is called for in most situations.



Jamming
This is what you should be doing with your ship!  Working with max range in mind to get the best fit possible using rigs and Signal Distortion Amplifiers.  Go with EC drones or your favorite flavor of light drones.  The 3 x 250mm Railguns add some decent damage to small targets, load up with Spike and Antimatter ammo in case you cannot dictate the range.



Tank
Having invested a substantial amount in your ship and being the designated primary is a health hazard, to help you reduce the risk of a nasty loss mail fit yourself with some tank.  1600mm Tungsten plate is the key here, a Damage Control II is also on the shopping list.  The plate does increase your align time though so make sure you are keeping right on the tail of your gang if they are in small ships or you will find yourself a gate or two behind over time.  With my skills this fit requires a 1% PowerGrid implant, they are cheap and cant be found at any major market hub, go to a 3% implant if need be or reduce the plate to an 800mm and upgrade the weapons from 150mm to something bigger.


The Falcon can also fit another role and that is the role of a cynosural field generator (cyno), fitting the covert variant will allow you to open up a portal to ships that can make use of a COVERT cynosural field generator. Black Ops, Stealth Bombers, Transport Ships, Covert Ops, T3 (with the right modules) and Recon Ships.  There have been some pretty impressive stories out there of covert fleets hot dropping mining ops and ratting carriers to wipe out everyone on grid so with the right crowd it can be something worth doing.  YouTube has a few videos covering 'covert hot drops' and 'black ops' that show how quickly a focused gang can tear down a carrier.


So wrapping up, practice with the ships on SISI if you can or failing that option on some willing corp/alliance buddies.  You want to hone your locking/jamming tactics based on threat assessments to yourself then your gang, dictating and maintaining range and overheating to get the most out of your setups.  By this time you should have some very lean overview settings established, if you dont, configure a tab to show only ships that are not blue to you.  You can find overview guides herehere and here and pre-configured tabs here.


Enjoy flying your shiny new Recon Ship and dont forget to insure it!  The next and last part of the ECM series will be covering the Scorpion and a recap of everything to ensure all the information is still relevant.

June 30, 2010

Hiatus - back now

Howdy everyone!

Sorry for such a long break in posting but I had a new member of the family come along not too long ago and all my grand plans were laid to waste.  I still have the drafts of my ECM guide in the works and the series will be finished very soon.

If you have not had a look at them here are the links: Part 1 - Part 2 - Part 3 - Part 4 - Part 5: Coming soon!

Just read Mynxee's writeup on the recent CSM summit, you can find it here, it is always good to read about what is happening to make the game better.

Expect the next ECM article by the end of the week and regular posting will commence from there.

May 18, 2010

What butterfly?

This video explains in 2 minutes and 39 seconds why I play EVE.  A wicked clip that while done close to a year ago still remains relevant now, I believe it was done with an inhouse recording tool CCP made for promotional materials.  The HUD on the ships is a whole load of shit but it does blip into the actual gameplay windows which is a nice change from the CGI heavy stuff that gets pimped out but does nothing to show what the game is really like.


Was just thinking how funny it would be if CCP released a video from the recent lag fest that was the H-W fight, jump through, wait, wait, wait.....  oh new clone.  Regardless of the things that annoy us all the video still rocks my socks.

May 07, 2010

I have an hour to play EVE

Given one hour of log on time a day how much could you accomplish? Would you be able to PVP, trade, mine, build or even be a part of a corporation?

Recently I have found my free time waning and getting a decent chunk of time locked away is almost an impossible task, being in the Australian time zone I am also lucky enough to have a prime time hour pulled out from under me (2030 to 2130) and the associated wind down and wind up also chews another 30 minutes. So on either side of the scheduled downtime I try to get as much done as possible, but how much can you really do with an hour in EVE?

HEAPS! But most of it is not fun and I don't want to roam around solo all the time, EVE is an MMO not an FPS. I usually end up joining a gate camp or doing some anomalies but recently those gate camps have been very quiet and shooting rats all the time without needing the sec status boost is very stagnant. Alliance CTA's are out as are anything that involves more than 15 minutes travel chews into my hour play time too much.

I have had grand plans of taking on wormholes, installing jump clones in pirate infested space for quick engagements and flying through 0.0 choke points in the hope of fights but they all seems to be empty when I arrive. My corp is always a great source of entertainment and everyone is always willing to try something new but gathering a fleet and setting off in under 20 minutes is a miracle in the making.

So to the time conscience or time restricted EVE players out there, what do you do with an hour in EVE?

April 28, 2010

New comment system

Looking to the future for my blog I have installed the Intense Debate commenting plugin as it seems to be the comment system of choice for many other EVE bloggers out there.  The change was spurred on by someone having issues with leaving a comment on the blogger integrated system, the comments must flow!

Go to IntenseDebate

There are several benefits over the standard blogger commenting system as it lets users log in with a wider variety of accounts, twitter included and also allows readers to keep track of comments so it is easier for them to come back to articles of interest and that helps build a community rapport.

I will go through my previous blog posts and restrospectivly enable intensedebate on all the pages, that should keep most of the comments on the site hopefully...

UPDATE: Seems like my old template would not play nicely with intensedebate and broke a few other things, taking it off for a few days while I sort out a permanent fix.

April 23, 2010

ECM in depth: Part 4 Kitsune and practical piloting

We are over half way there!  Part 1 - Part 2 - Part 3 have all been tweaked, reformatted, modified and updated to include extra details, slight corrections and more ECM loving so have a look back to see if you have missed anything.

Things on the to-do list today are the Kitsune, Thermodynamics and the Overview and without any further ado here it is!

I just finished training for the Kitsune, what do i need to know?
1. The average sell price is just under the 20mil mark
2. They are fragile
3. Max ECM strength mods are a must
4. Make sure you train Electronic Attack Frigates to at least level 4.

Kitsune skill bonuses:
Caldari Frigate Skill Bonus: 20% bonus to ECM target jammer strength and 10% reduction in ECM target jammers' capacitor need per level

Electronic Attack Ships Skill Bonus: 10% bonus to ECM target jammer optimal range and 5% bonus to capacitor capacity per level


Skills and Skill Plans
I would recommend getting behind the controls of a Blackbird before skilling up to the Kitsune as they are comparatively much more expensive and being a T2 variant offers almost no payout compared to their actual costs.  Insurance payouts are due to be changing to be more in line with actual hull costs, rather than some mumbo-jumbo-brown-magic figure created by CCP.

You will want these skills trained to the corresponding levels to enable you to fit the Kitsune in the best way possible for ECM.  For the other modules such as the MicroWarpdrive, Armor plates and Damage Control you will want Hull Upgrades to level 4 and High Speed Maneuvering to 3 in order to fit them.

Long Range Targeting 4
Electronic Warfare 4
Jury Rigging 3
Electronic Superiority Rigging 1
Caldari Frigate 5
Electronics Upgrades 5
Electronic Attack Ships 4

Fitting the Kitsune
Being a frigate hull the Kitsune is subjected to the lower end of the scale when it comes to the number of available low/mid/high slots so the amount of customisation for general use fits are quite small.  For your sampling I have two fits;

[Kitsune, speed and tank]
200mm Reinforced Rolled Tungsten Plates I
Damage Control II

ECM - Spatial Destabilizer II
ECM - Phase Inverter II
ECM - Ion Field Projector II
ECM - White Noise Generator II
1MN MicroWarpdrive II

Small Particle Dispersion Augmentor I
Small Particle Dispersion Augmentor I


Once again you will notice that the High slots have been left empty, this time it was done simply because there was no more power grid to use.  Higher survivability is the objective of this fit and with 3,606 EHP with my skills that is very respectable.  The MWD to dictate the range, since the base locking range is a limitation with this ship rather than the modules effective range.  Be careful with the MWD though as it makes you as it makes your sleek body balloon out to epic proportions.

[Kitsune, max range]
Signal Distortion Amplifier II
Signal Distortion Amplifier II

ECM - Spatial Destabilizer II
ECM - Phase Inverter II
ECM - Ion Field Projector II
ECM - White Noise Generator II
Sensor Booster II, Targeting Range

Small Particle Dispersion Augmentor I
Small Particle Dispersion Augmentor I



80km targeting range with your optimal being at that range also.  To use this fit correctly; blip in, jam what you can and stay aligned to something close by to reduce the downtime between being safe and being on the field.  See Part 2 for a short list of pointers on how to operate as an effective ECM pilot.

I have had some feedback from Manasi from A Mule in EVE about using Meta 4 modules over T2, he has some good points and the figures do show that the Meta 4 versions of ECM jammers are in fact a better choice if you are short on CPU or your cap is highly unstable.  The downside Meta 4 though is often the cost and availability, Meta 4 items normally run for double the price of T2 while being hard to find outside of trade hubs.  In the fits shown there is not much of an issue with cap stability or CPU so use your own discretion as to how you spend your ISK.

Thermodynamics
From the EVE WIKI: "Allows you to deliberately overheat a ship's modules in order to push them beyond their intended limit".  Thermodynamics otherwise known as overheating lets you get that little bit extra out your gear for a stronger ECM cycle, faster missile reload time or a quicker cycle of your energy neutralizers.  To be able to take advantage of this you need to have the following skills trained up:

Engineering V
Energy Management III
Science IV

The Thermodynamics skill is about 4.5mil so it is not overly cheap but the benefits are worth the cost as it can be used on pretty much every single active module, passive modules cannot be overheated but can suffer heat damage.  Each module has hit points much the same as your ship does, overheating modules chews through those hit points quickly and once you are out the module effectively dies.  Using nanite repair paste or the repair facility in a station can patch your modules up.


Starting with the top, you can overheat a module by clicking on the small green section, you can also activate/deactivate overheating by right-clicking on the module.  If you have a whole rack that you need to overheat then use one of the buttons to do so, but beware that this will burn out your modules very quickly.  The red portion of the outer circle displays how much damage has been done to a specific module.

Carrying on from the Meta 4 note I made in the fittings there is also an additional bonus with using it, the heat damage is significantly reduced when comparing to T2 modules.  So this means you can overheat more modules or entire racks for longer than you could with a sole T2 fitting.

The overview
It can be an unforgiving mistress capable of causing you horrible distress, but luckily I have found someone who has created a terrific set of tab and brackets profiles for you!  Brother Benthor over at the EVE-O forums has a great post listing the details of his overview settings and a download location for them, click here for the thread and download details.  Further details about the overview can be found on the EVE WIKI.

That wraps up Part 4 of the ECM guide, the next part will be looking at the Rook and Falcon Recon ships.