Archive for the ‘ Guides ’ Category

Having Fun in Eve Online

Logging into Eve last week, I began wondering what to do. Lowsec was too blobby for effective solo PvP, missions were dull, ninja salvaging was too much work…I found myself sitting in a station, listening to the annoying, omnipresent choirs at Amarrian stations and practicing the fine art of ship spinning. So after disabling “Load station background” in the settings (to stop myself from ship whirling and twirling), I set out to keep myself preoccupied in Eve.

The Ship Quiz

Eve@phase’s Ship Quiz was not only fun, but it was also productive. I got 85%. I learned that a Skiff is an exhumer (not a T1 mining barge), a Rhea is a Caldari jump freighter (never seen one before), and a Vargar is a Minmatar Marauder (I don’t recall seeing one – it certainly is not as popular as other marauders). Aside from the Vargar, the results seem to show that I am not too familiar with the industrial/carebear aspect of Eve.

Ooh, Pretty Laz0rz

With ship spinning no longer an option, I decided to run a level 4 mission in an Abaddon. Halfway through, I got bored, so I went back to the station, and put various frequency crystals in my guns. The pretty colors kept me sufficiently entertained for me to finish the mission.

Pretty Laz0rs_1

Pretty Laz0rs_2

Concordoken-ing Remote Reppers

With the mission done, I wandered over to a trade hub to fit out some new PvP ships to replace the ones I’d lost. Then I saw this in local (name changed):

RR_Guy > anyone need armor?

I grinned ecstatically and quickly fit an Executioner (40k ISK) with 1 Gatling Pulse Laser I (3K ISK) and the first frequency crystal I found in my hangar. Then I undocked.

00sage00 > RR_Guy, i need armor
RR_Guy > no you dont!
00sage00 > in 1 sec i will
RR_Guy > XP
RR_Guy > who are you aggroed to? lol
00sage00 > i’m stealing the can
00sage00 > D: no rep?

RR_Guy kindly started repping me. But I didn’t steal the can. I didn’t pewpew another player. I didn’t get any aggro. I shot Concord.

I instapopped. RR_Guy, guilty of assisting me in criminal acts, exploded seconds later.

RR_Guy > god damnit
00sage00 > rofl
RR_Guy > sage just caused his corp a few war decs

(A week later, I still don’t have a wardec :[ )

I redocked, and began preparation for yet another fiendishly fun Eve project:

The Attack of the Industrials

Various PvP industrial fits have been floating around on Battleclinic, such as this “Battle Bestower”. I wasn’t very impressed; the fits were quite weak. Was the Bestower the best PvP industrial out there? Or was there something better? I started to compare stats.

Top Four PvP Industrials (the Sigil was a close fifth)

Stats Mammoth Bestower Badger II Iteron Mark V
Powergrid 80 70 80 85
CPU 750 750 1000 850
Slots 2/5/4 2/4/4 2/6/3 2/5/5
Speed 110 125 115 110
Tank HP 1094 1173 548 1368
Capacitor 562.5 687.5 625.5 750
Sensor Str. 8 9 13 12

According to the chart, the Iteron Mark V had the best combat potential. With this newfound knowledge, I created a mindbogglingly amazing fit for such a formidable combat beast (Battleclinic):

[Iteron Mark V, Iteron Mark V: THE BEST PVP Industrial]
Small Armor Repairer II
Small Armor Repairer II
Magnetic Field Stabilizer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II

1MN Afterburner II
Warp Scrambler II
Stasis Webifier II
Small Capacitor Booster II
Small Capacitor Booster II

Light Neutron Blaster II, Caldari Navy Antimatter Charge S
Small Energy Neutralizer II

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

Stats
6,980 EHP
70.6/61.8/61.8/47.2 resists
127 hp/s repaired, 153 hp/s repaired with heat
Cap stable with neut off, 8m 12s with neut on
45 DPS, 51 DPS with heat, 101 alpha
183 m/s

So what’s so amazing about this fit? Not only is this ship better than any other industrial, it’s also better than T1 frigates. This dual-repped ship has a tank stronger than that of any T1 frigate, and is cap stable with the cap boosters.

DPS is a bit low, but that’s ok. Active tanked frigates will have their cap neutralized, so they will slowly go down. And buffer tanked frigates will also die.

Here’s an example: a cookie cutter active tanked Rifter has 3,686 EHP against your blaster’s damage (5.75 thermal, 8.05 kinetic). Your neut will vaporize its cap in 20 seconds, probably before you even break through its shields. So it will take you 82 seconds at 45 DPS to pop him with Caldari Navy Antimatter. The Rifter, on the other hand, will not even be able to break your tank (109 inflicted – 127 repaired).

What about a fully gank fitted blaster Incursus with 211 DPS and 1,681 EHP? At 84 DPS (211 inflicted – 127 repaired), it’d still take it 83 seconds to kill you. You could kill it in 37 seconds. In fact, even if your gun somehow broke and you didn’t kill him after 37 seconds, he’d probably run out of ammo (who would’ve thought that killing an industrial took a couple thousand rounds of ammo?).

The Iteron also has a few things that frigates don’t have:
1) The “hauler” and “stealth” tags on Battleclinic.
2) Tons and tons of cargo space. You can have nearly infinite ammo, cap booster charges, and nanite repair paste in your spacious 7,500 m3 cargohold.
3) The element of surprise. Frigates don’t expect a industrial to fight back and pwn them.
4) The all-important LOL factor. This industrial rates 9.3 on the LOL factor, and a killmail earned with this fit would simply go off the charts.

I haven’t been able to use this ship yet as I don’t have Gallente Industrial V, but soon it will be ready. Carebears beware: the Can-Flipping Iteron of Death, Doom, and Destruction, is coming Soon™ to a belt near you.

Iteron of Death, Doom, and Destruction

Piloting Savviness PDF

Blipmusic has created a beautiful PDF of my Piloting Savviness guide. The typography and formatting are simply stunning. Download the PDF here: Piloting Savviness PDF.

Thanks very much blipmusic!

Vigil: The Gingerbread Man

Jason commented on my Punisher Tournament fit, saying:

I’ve seen a Condor fit that has beaten that, put it was hugely skill intensive and it would require a long time limit because of the boosters…
We had a 5 min TL [time limit] on the tourney in question and due to this things range the guy just couldn’t get tackled or damaged, he just wore people down. When it came time for the FFA [free for all] that followed same deal, just didn’t let anyone in range. Sadly it has just enough DPS to force an active tank to activate as well.

First of all, it really doesn’t take much skill to simply run away indefinitely. But that makes a tournament fairly pointless and boring. You can fit a Griffin with full racials against your opponent and simply permajam them, but what’s the point of that? It doesn’t show your skill at all.

With that said, the Vigil is the best T1 frigate for the Run-Run-As-Fast-As-You-Can-Can’t-Catch-Me-I’m-the-Gingerbread-Man style fighting. Here’s a fit:

[Vigil, Gingerbread Man]
Nanofiber Internal Structure II
Overdrive Injector System II
Micro Auxiliary Power Core I

1MN MicroWarpdrive II
Remote Sensor Dampener II, Targeting Range Dampening
Micro Capacitor Booster II, Cap Booster 100

250mm Light Artillery Cannon II, Tremor S
250mm Light Artillery Cannon II, Tremor S
Standard Missile Launcher II, Sabretooth Fury Light Missile

Ancillary Current Router I
Polycarbon Engine Housing I
Auxiliary Thrusters I

Let’s compare that to the Condor fit proposed by Jason:

[Condor, Tournament]
Micro Auxiliary Power Core I

Catalyzed Cold-Gas I Arcjet Thrusters
Small Shield Extender II

Standard Missile Launcher II, Bloodclaw Fury Light Missile
Standard Missile Launcher II, Bloodclaw Fury Light Missile
150mm Railgun II, Caldari Navy Lead Charge S

Polycarbon Engine Housing I
Polycarbon Engine Housing I
Polycarbon Engine Housing I

Now to compare the stats:

Speed: 4,922 (Vigil) vs 3,779 (Condor)
EHP: 1,188 vs 1,528
Defence: 3 vs 5
DPS (at max range): 37 vs 54
Range: 0-56 km vs 0-31 km

What do the stats show? The Vigil is 1,143 m/s faster than the Condor. That means even the Condor cannot run away from the Vigil. EHP and defence is pretty low for both – if they get hit, they’re toast. DPS for the Condor is a bit higher, but that’s only because I was comparing DPS at each ship’s max range – for the Vigil 56 km, for the Condor 31 km.

Now what can this Vigil do? Unlike most other T1 frigate, it has a large targeting range and can therefore snipe from up to 56 km away. 56 km already is far past many frigates’ targeting ranges. But now consider the remote sensor dampener – it causes most frigates’ targeting ranges to drop sharply (the Condor’s targeting range drops from 31 km to 18 km). The only frigate which still has good targeting after the sensor dampening is the Griffin, which can target at 43 km. However, note that 1) the Vigil can still snipe farther, 2) the Griffin has virtually no DPS whatsoever, and 3) standard missiles in a Griffin only reach 42 km.

But how practical is the Vigil fit? As Jason said, that Condor requires an incredibly large amount of skills to fit. On the other hand, the Vigil is far easier to fit – even characters a few months old can fit it.

There’s a reason why I dub my Vigil “The Gingerbread Man” – fitted correctly, it is untouchable.

Punisher: Tournament – Dual Active Armor, Autocannon

[Punisher, Tournament – Dual Active Armor, Autocannon]
Damage Control II
Small Armor Repairer II
Small Armor Repairer II
Energized Adaptive Nano Membrane II

Small Capacitor Booster II, Cap Booster 200
Small Capacitor Booster II, Cap Booster 200

200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S
Small Energy Neutralizer II

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

EHP: 3,809
76.1/68.9/64.1/61.7 resists
Defence: 155 hp/s (110 hp/s without rigs)
Cap stable at 53% with booster charges
73 DPS, 208 alpha
317 m/s

This is not a PVP fit. Nor is it a PVE fit. It’s designed exclusively for tournaments and arranged 1v1s where a point is not needed. With a defense of 155 hp/s, no T1 frigate can break its tank – not even gank-fitted blaster frigates.

You cannot lose with this fit. Theoretically, your opponent could orbit at 15+ km, but they’ll never break your tank, causing the match to be a draw.

EveHQ: One Tool for Everything

Manasi recently wrote on his blog of the wonders of EveHQ. Having used both EveHQ and the other Eve tools extensively, I’d argue that EveHQ is far from as good as advertised. Edit: Thanks everyone for the feedback! EveHQ is actually quite a useful tool with its own unique pros. Let’s compare EveHQ to other Eve tools.

Skill Training (EveHQ vs EveMon)

  • Pro: EveHQ has  a nice “Queue Summary”, which lists all the skill plans in one location and shows their training times, number of skills, etc. EveMon requires you to look at the plans individually.
  • Pro: EveHQ lets you set a primary skill plan (it gets bolded). Not really a huge factor, but could be useful for some who don’t remember what they were training.
  • Pro: EveMon import. Self-explanatory.
  • Pro: Queue merging. For those who made too many queues, this could be useful. Edit: EveMon has this as well. Thanks, AnrDaemon!
  • Con: Prerequisites and dependencies. While EveMon shows these as a colorful, easy to understand tree, EveHQ has two separate tabs for these. Plus it doesn’t tell you what you currently have a prerequisite trained to – only the fact that you don’t have it.
  • Con: No skill priority management. You can’t set something to high priority or low priority in EveHQ. In EveMon, you can resort queues by fastest skills, priority skills, learning skills, etc.
  • Con: EveMon suggests specific learning skills to speed up your plans. EveHQ doesn’t. Yes, you should train learning skills first. But how many Eve noobs know this? And how will you know whether it’s worth training Clarity 5 instead of 4? Edit: EveHQ has this as well. At the bottom of every queue there is a blue “You can learn this queue faster” button. Thanks, Cyberin!
  • Con: Item availability. EveMon lets you click “Show me what this skill enables” and shows you what level you need to train a skill to use T1 or T2 items. EveHQ doesn’t. Edit: EveHQ shows this under the Dependencies tab. Thanks, Vessper!
  • Con: Limited remapping. EveHQ does have an attribute optimizer. But EveMon has more options for remapping, including the ability to set remapping points along your skill plan.

Winner: EveMon. EveHQ’s skill training manager is well made. However, EveMon’s better features and more intuitive interface give you more control over your skill queues and allow you to understand skill trees easier. For casual skill queue-ers, EveHQ will suffice, although those who want the best skill planning software available will find EveMon more attractive.

CorpHQ

Winner: EveHQ. I’m not a CEO, so I don’t know how good this is. However, no other tool has it, so it’s a +1 for EveHQ. Edit: How many level 4 missions do I need to run to get my standing to 8.0? Answered in just a couple of clicks. Also if you are CEO/Director you can ask the same question but also allow you to nail it down to how should do what mission from your corpmates to get your corp standing to 8.0. Thanks, Quivering Palm!

Character Creation

  • I’ve played around with this a bit, and it is pretty neat.

Winner: EveHQ. Once again, no other tool has this.

EveHQ Fitter (EveHQ vs EFT)

  • Pro: Import from EFT. Obviously, EFT doesn’t need this feature, but it’s good for EveHQ to have.
  • Pro: Import fits from your assets.
  • Pro: Auditing tool. Edit: You can easily see how ship and module stats are being modified by your skills, modules, stacking penalties, and remote/fleet effects. In EFT, you need to open module info windows for the original and the fitted versions. Thanks, Vessper and Quivering Palm!
  • Pro: Doomsday Calculator. Not really a killer feature. In EFT, just set damage type to EM/Thermal/Kinetic/Explosive (based on what race titan is doomsdaying), and subtract 52,000 (Doomsday Operation level 1) or 70,000 (Doomsday Operation level 5) from the EHP displayed. Unless you’re horrible at basic math, it’s not that hard.
  • Pro: Ammo analysis. Useful for those who are just starting and don’t know what different ammo does.
  • Pro: Meta level. EFT doesn’t show this; you have to look at the actual stats.
  • Pro: Mass export to Eve. EFT only allows you to export one fit at a time. EveHQ lets you export more than one (although exporting more than around 5 at a time will cause import errors in Eve).
  • Pro: Locking times. This is useful for a casual look at locking times. However, if you want to see things like how good a Sensor Booster would be, you should use a targeting calculator, as EveHQ doesn’t take into account a MWD or other modules (e.g. Shield Extenders).
  • Pro: Wormhole effects. Not sure how useful this is, as there are a bajillion different wormholes and it’s easier to just check a wormhole database when you do find a wormhole.
  • Pro: “Find module to fit”. Edit: You can right click an empty slot and select “find a module to fit”. It’s not magical, but may show up a module you could never think you could actually fit in there. Thanks, Quivering Palm!
  • Pro: BattleClinic fitting viewer. Excellent tool for those trying to figure out how to fit a new ship. This is better than EveMon’s Battleclinic tool, as it not only allows you to import fits, but also gives you basic stats on the fitting.
  • Pro: Up to date. Apparently EFT is still using Apocrypha 1.2 and EveHQ is using 1.3.1. I haven’t noticed the difference; unless I’m mistaken, the only module change has been some tweaks in how Strip Miner fitting is calculated.
  • Cargohold: EveHQ lets you see how much cargo your ship can hold, even taking into account things like Giant Secure Containers. Edit: Thanks, Quivering Palm!
  • Con: No boosters. EFT allows you to add boosters to the equation. Casual fitters don’t need this, but it’s useful for hardcore PVPers.
  • Con: No implant suggestions. If you’re slightly over powergrid or CPU, EFT lets you know what implants will let it fit (+1%, +3%, +5%). EveHQ doesn’t.
  • Con: No easy way to switch skill sets. For example, in EFT, you can just select “All level V”, while in EveHQ you must either click Pilot Manager>Set All skills to level 5>Ok and then Pilot Manager>Reset all to actual>Ok. This is tedious, especially if you’re trying to quickly see if your skills are just poor or if something really doesn’t fit. Edit: In EveHQ, you can also make and import a character via the Character Creation Tool. Thanks, Vessper!
  • Con: Difficult to access Online/Offline/Overheat settings. You have to right click>Module Status>Overheat. Try setting all the guns to overheat (hint: you have to do them one at a time). Then try setting them back. Now imagine doing that 10x more for other fits. In EFT, you can just Control+Click the module to overheat on/off and alt+click to online/offline. Edit: In EveHQ, you can also middle click to access these settings. Thanks, Vessper!
  • Con: Module info windows are huge. In EFT, you can open many side by side and compare stats (I regularly compare 5+ modules at once, so this is a problem). In EveHQ, one window takes up half your screen.
  • Con: Fitting windows are put in tabs. While this may be good for keeping things organized, it makes it difficult to compare two fits (EveHQ does have a “Compare Fits” option, but it only shows DPS and tank).
  • Con: All completed ship fits are sorted by name, not ship type. For even Eve veterans, that makes searching for certain ships difficult. (What was the name of the Caldari mining frigate?)
  • Con: Poor layout. EFT is clean and easy to understand. EveHQ is not. For example: the available CPU/powergrid/calibration bars are on the upper left, the Drone Bay bar is on the lower left and requires scrolling down, and the number of turret/launcher hardpoints and rig slots available is on the upper right. In EFT, all that info is in one box.

Note: Manasi mentioned some other “pros” of EveHQ, which are actually found in EFT:

  • Shows how exactly your skills affect the ship your flying in – That’s what the character import in EFT is for.
  • Targeting info range scan res sensor strength – EFT has all this as well.
  • Propulsion Spped/ align times etc – Once again, EFT has this. Hover your mouse over the Mobility section.
  • The great thing is when you hover over icons even MORE info is shown ( drone control range) (maximum warp distance) – Hover your mouse over the Drone bandwidth icon. Hover your mouse over the warp stats.
  • Cost of the ship based on areas you set up in the markets you set up in EVE Prism – EFT auto-grabs prices as well; you can set custom prices if you want (right click on a module, select properties, add the price).

Winner: EveHQ. EFT certainly has an easier to use interface, quicker access to often-used features, and better arrangement of information. But EveHQ has more hands-on features, like the audit tool and ammo analysis. For beginners at fitting, EveHQ can be a bit overwhelming, but hardcore fitting wizards will find it useful.

Item Browser (EveHQ vs EveMon)

  • This may be a surprising comparison, as EFT initially appears to be a more obvious choice for this. But EveMon has a nice Item Browser that works as well as EveHQ’s.
  • Pro: Ability to view blueprint specs. Edit: Thanks, Quivering Palm!

Winner: EveHQ. Despite nearly identical features, EveHQ’s integrated blueprint viewer puts it ahead of EveMon.

Map Tool (EveHQ vs Dotlan’s Jump Planner)

  • Pro: It works.
  • Con: It’s hard to use. You have to move between various tabs to set everything up. Dotlan’s is all on one page.
  • Con: It doesn’t show as much system info as Dotlan’s does (ship kills/day, jumps/day, average system population, etc.).

Winner: Dotlan’s Jump Planner. The last thing you want to do is jump your dreadnought into a busy system with neutrals/reds/pirates who’d love to get in on your killmail. Edit: This is an unfair criticism of the tools, as your cyno pilot, not your tools, ultimately is responsible for safe jumps. Thanks, Vessper!

Market Tool (EveHQ Prism vs EveMEEP)

  • Pro: Blueprint manager. EveHQ’s manager integrates with your assets, unlike EveMEEP’s, which shows all the blueprints in Eve.
  • Pro: Asset manager. The asset management allows you to filter your items as well as download prices from Eve-Central.
  • Pro: Transactions and journal can be exported as a .csv into your spreadsheet software. Edit: Thanks, Quivering Palm!
  • Con: No manufacturing schedule. EveMEEP shows you a calendar with current jobs (research, invention, manufacturing).
  • Con: Limited finance management. EveHQ lets you view transactions and journal (same as in-game). But EveMEEP lets you do that AND lets you see total profit between dates, what you spent/gained money on (Bounties/Market/Mission/Other), average ISK from items bought and sold, and the number of items bought and sold.
  • Con: No invention calculator. EveMEEP has this.

Winner: EveMEEP. EveMEEP has far more features than EveHQ. Of course, I’ve only tried EveHQ Prism and EveMEEP; there are many other good tools out there. Check the Market Resources wiki page for more info. For example, I’ve heard great things about EMMA (although you need to pay for it). Edit: EMMA is now free. Thanks, Dexter! Edit: EveHQ Prism is not a market tool, it’s more of an asset manager tool. Thanks, Quivering Palm!

POS Planner (EveHQ vs MyPOS)

  • Pro: Displays DPS and tank info for your POS.
  • Pro: Shows stats for each POS module and allows you to see stats for weapons based on different ammo.
  • Pro: Maintenance options for your POS. Edit: With just a few clicks you know how much fuel you need for each of your POSes, how much it will cost you, and how much volume it will require. Thanks, Quivering Palm!
  • Con: Slow, even on a relatively fast computer.
  • Con: Poor UI. For example, the POS fitting picture has a fixed size, so those with small screens will find that the module list at the bottom is crammed in on the screen.
  • Con: Steep learning curve. While MyPOS guides you through the setup process, EveHQ simply shows you a POS fitting screen. For those who have used POSes before, this is not an issue. For POS newbies, this can be quite challenging.

Winner: EveHQ. Though MyPOS is simpler and laid out better, EveHQ’s POS Planner offers far more info on your planned POS’s stats and the POSes you already have.

Conclusion

EveHQ provides a plethora of features, some of which appear in other tools, and some of which are entirely unique to EveHQ. Although plugins overall are characterized by poor interfaces, each is good enough to hold their own against more specialized tools. This one-tool-for-everything offering makes it a great tool for both casual users and skill training newbs, CEOs, character creators, EFT warriors, pilots, market junkies, and POS managers.