Wednesday, May 13, 2009

EVE Online - Revelations(Caldari Ship Guide )

I. INTRODUCTION

1. What this guide covers

This guide is intended to help out anybody who is new to the ships of the
Caldari race. It will discuss the weapons characteristic of the Caldari
(Railguns, Missiles, and ECM) as well as their early tech one ships (tech two
being considered outside of the scope of "newbies," much as some would
consider battleships).

The frigate and destroyer classes are both discussed, discussing the
usefulness of each ship in those two classes.

This guide is also hosted at some of GC13's webspace, and can be downloaded as
a PDF or an HTML file at http://evefiles.mysterious-mysteries.com .

2. Version history

01-05-2007: The guide is put online.

3. The lingo

There are lots of terms out there, and it would be very difficult to find an
exhaustive list of the abbreviations and terms a person could find even
talking about only Caldari ships. Still, here are some of the more important
terms you will come across (the function of various modules can be looked up
in the Item Database):

Modules:

PDS (or PDU): Power Diagnostic System.
BCS (or BCU): Ballistic Control System.
MFS (or magstab): Magnetic Field Stabilizer
RCU: Reactor Control Unit.
WCS: Warp Core Stabilizer.
Stab: Inertia Stabilizer.
Nano: Nanofiber Internal Structure.
Nos: Nosferatu.
Neut: Energy Neutralizer.
Scram: Warp scrambler.
Webber: Stasis Webifier.
Jammer: One of the ECM modules.
Multispec: ECM - Multispectral Jammer.
Racial Jammer: Any of the other kinds of ECM modules.
SB (or booster): Shield booster (size usually indicated).
SB: Can also mean Smartbomb.
Repper (or just rep, or rarely AR): Armor Repairer (size usually indicated).
Invuln: Invulnerability Field.
MWD: Microwarp Drive.
AB: Afterburner.

Terms:

Tackling: In PvP, using Warp Scramblers/Disruptors and Stasis Webifiers to
prevent a target from escaping.

Tanking: Setting your ship up to be able to absorb large amounts of damage
through resistances, pure HP, repairing/boosting capability, or a combination.

Named module: When an item is neither a manufacturable tech one item (a 125mm
Railgun I, for instance) or a tech two item (a 125mm Railgun II), but an
improved version of the tech one item (a 125mm 'Scout' I Accelerator Cannon).
Distinguished from normally undesirable "Basic" modules by the inclusion of
the "I" somewhere in the name.

4. A review of ship attributes

Many people are confused about what various attributes on the ship's
Attributes tab are for. As such, this guide covers them:

Powergrid Output: Measured in megawatts (MW). One of the two fitting
attributes that determine what you can place on your ship. Powergrid
primarily constricts you from placing big guns on your ship without making
sacrifices elsewhere, but there are other powergrid-intensive modules as well.

CPU Output: Measured in teraflops (tf). The second fitting attribute. CPU
does not rise as fast as powergrid as you rise in ship size, and serves
primarily to moderate just what kinds of secondary systems (shield hardeners,
ECM modules, warp disruptors, etc...) you can fit.

Calibration: A fitting stat identical in function to powergrid and CPU, but
used only for rigs (which, in turn, use nothing but rig slots and
Calibration). All standard (i.e. non-faction) tech one ships have 400
Calibration.

Low slots: All slots are a space where you can put a module (each of which
will go in only one kind of slot and can be freely added or removed at the
fitting screen in a station). Low slots primarily contain gear for armor
tanking (armor hardeners, plates, and repairers), weapon damage upgrades
(Magnetic Field Stabilizers and Ballistic Control Systems for Caldari), and
various hull modifications (Nanofiber Internal Structures and Warp Core
Stabilizers for two common examples).

Med slots: Usually referred to as "mid slots" by players. For Caldari
especially, mid slots are where you need to make tough decisions about your
fitting. Mid slots contain all form of electronic warfare (most importantly
for Caldari your ECM, warp jamming, and stasis webifiers), afterburners and
microwarp drives, and shield tanking gear (shield hardeners, boosters, and
extenders).

Hi slots: These slots are mostly restricted to weapons. Turrets, launchers,
smartbombs, and nosferatus/energy neutralizers all go here. "Medical" mods
such as remote shield boosters, capacitor transfer arrays, and remote armor
repairers also go here, allowing you to aid your allies.

Rig slot: As the name implies, a slot specifically for rigs. Nothing else can
go in these slots, and rigs can only be placed here. All tech one ships have
three rig slots. Note that rigs cannot be removed and re-used, making them
unlike modules.

Hardpoints: All launchers and turrets (including mining lasers which count as
turrets) require hardpoints of their respective type in addition to a high
slot to fit. Smartbombs, "medical" mods, and nosferatus/neutralizers do not.
If you run out of turret hardpoints (for instance, the Moa only has four), you
cannot fit any more turrets (even if you have six high slots like the Moa).
The same logic applies to missile launchers and launcher hardpoints.

Shield, armor, and structure: These are simple, so they are getting lumped
together. These are your hitpoints. You lose shields first, then armor, then
structure. When your structure goes to zero, your ship blows up (though your
ship suffers no ill effects until then). Note that when your shields get low
(it starts at 25%, but that number is lowered if you get and increase the
Tactical Shield Manipulation skill), a small amount of the damage will go to
your armor before your shields are completely depleted.

Damage resistance: These reduce damage of the specified type to their
respective HP layer (shield, armor, or structure) by the stated percentage.
These resistances can be further modified by hardeners and resistance
amplifiers for shields, hardeners and resistance plating for armor, and a
damage control module for structure. Structure has no base resistances and so
takes 100% damage from everything unless a Damage Control is active.

Capacitor capacity: In many ways this is the lifeblood of your ship. Using
modules in combat drains capacitor energy, which takes time to regenerate.
Guns, shield boosters, afterburners/microwarp drives, and ECM modules are all
likely to be your capacitor's biggest drains in battle. Likewise, enemy
nosferatus will steal your capacitor, and you can steal an enemy's capacitor
with your own nosferatus.

Recharge time: Your shields and capacitor regenerate themselves over time.
Obviously a lower regeneration time will mean it regenerates faster. The
regeneration is not linear; when you are 30% shields or capacitor, you are
regenerating at your quickest (approximately 2.4x as quickly as simple
division of max amount by recharge time would indicate). As you move away
from 30% in either direction, natural recharge rate slows.

Max velocity: Quite simply how fast you can go when you finish accelerating.
Speed is very useful for increasing your transversal velocity (making you
harder to hit with enemy turrets) and for controlling the range at which
combat occurs.

Mass: Mass, combined with a hidden attribute that is the same for every ship
of a given size (frigate, cruiser, etc...) determines how quickly your ship
accelerates (as a proportion of its max velocity) and turns. Having a higher
mass will also mean you get less of a bonus from afterburners and microwarp
drives than the module says you will get.

Capacity: How much room you have in your cargohold to hold stuff.

Drone capacity: How much room you have in your drone bay to hold drones.
Light scout drones take 5 m^3 each, medium scout drones take 10 m^3 each, and
heavy drones take 25 m^3 each. Not every ship has a drone bay. Smaller
drones can hit smaller ships better, and do more damage per m^3 they take up
than larger drones. Five medium drones will still heavily out-damage five
light drones, however (and likewise for heavies versus mediums).

Volume: Only important if you have a friend with a Carrier to put your ship
into. The (X m^3 packaged) stat, however, is more useful, as you can even fit
a repackaged cruiser into a good industrial ship. Repackaged, shuttles are
500 m^3, frigates are 2500, destroyers are 5000, cruisers are 10000,
battlecruisers are 15000, and battleships are 50000.

Maximum targeting range: How far out you can target an enemy to shoot at them.

Scan resolution: How quickly you can target enemy ships. A higher number
means you target faster. Your targeting speed also depends on the enemy's
signature radius.

Max locked targets: Determines how many targets the ship will let you have at
once if your skills are high enough.

Sensor strength: You will have zero for three of these, and a number for
Gravimetric. This number is used solely to determine how hard your ship is to
target jam with ECM modules. A higher number here means you are harder to
jam, but since the system is entirely probability based, you can still be
jammed even if you get this number over a hundred.

Signature radius: How large your ship shows up as on an enemy's sensors. In a
practical sense, the smaller this number is, the longer it will take an enemy
to get a target lock, the less their turrets will hit you, and the less damage
their missiles will do (as long as your signature radius is less than the
explosion radius of their missiles).

Propulsion strength: Does not do anything at the moment, and is only visible
on the Item Database.

5. What skills should I get?

This question, like all other questions as open-ended as it, is very difficult
to answer. Rather than lay down some dogmatic answer, I will lay down a few
lists of skills that are helpful to Caldari pilots in their respective areas.
In each category, the skills are vaguely in order of importance, but your
mileage may vary.

IN GENERAL:
Engineering
Electronics
Weapon Upgrades
Energy Management
Energy Systems Operation
Navigation

SHIELD TANKING:
Shield Operation
Shield Management
Shield Compensation
Shield Upgrades

MISSILES:
Missile Projection
Missile Bombardment
Rapid Launch

GUNS:
Motion Prediction
Sharpshooter
Rapid Firing
Surgical Strike

Most of these are fine at getting to level three right now and level four
soon, but Engineering, Weapon Upgrades, and Electronics are crucial for your
ability to fit your ship well. It may seem like a long time when you are
first starting, but getting Engineering and Electronics up to level five and
Weapon Upgrades to level four once all your other important skills are at
acceptable levels will reap great dividends in the future.

This is by no means an exhaustive list of support skills. These are, however,
what I think a new player should concentrate on getting first.


II. WEAPONS

1. Railguns

Railguns are the Caldari gun of choice, and get bonuses from the hybrid turret
line of Gunnery skills. Railguns emphasize dealing damage at a long range and
the optimal range bonus many Caldari ships get for them further enhances this
ability. Just like all guns, railguns need to worry about the problems of
optimal range, falloff, and tracking speed. The Tracking Guide at
eve-online.com goes into greater depth than I will here, but here are the
basics you need to know about guns:

Shooting at anything up to your optimal range will leave you missing no shots
due to range. Going out to optimal + falloff has roughly half of your shots
missing due to range, and you basically cannot hit past 2xfalloff + optimal.

Your target's transversal velocity causes you to land fewer or weaker shots
with your guns. You can reduce transversal velocity by properly using manual
flying (look at the direction your target is flying, and set yourself to be
flying in the same direction and at the same speed), which in the case of NPCs
and inexperienced players can be as simple as tricking them into flying
straight at you as you fly away from them. Firing from longer ranges makes
you miss fewer shots due to transversal velocity.

Be warned that even if you are orbiting a larger target, the transversal
velocity you are creating will still negatively impact your ability to hit.

Small railguns go on frigates and destroyers, medium railguns go on cruisers
and battlecruisers, and large railguns go on battleships.

Just like ships, railguns have a set of attributes. Powergrid usage and CPU
usage should be self-explanatory, optimal range and falloff range have already
been explained, and volume only matters for carrying the item in your
cargohold. Still, the rest of these attributes are important as well.

Capacity: How much ammunition, measured in cubic meters (m^3) that the gun can
hold. The more ammunition it can hold at once, the longer it can fire without
reloading (which takes ten seconds).

Activation cost: The amount of energy deduced from your current capacitor
energy every time the gun fires. In addition to being modified by the
Controlled Bursts skill, different hybrid charges will reduce this by
different percentages.

Rate of fire: The amount of time in between shots.

Charge rate: How many rounds this gun consumes when it fires a shot.

Damage modifier: This number is multiplied by the base damage on the loaded
hybrid charge to calculate the average damage dealt by a successful hit on
your target.

Charge size: What size of hybrid charges this gun accepts.

Tracking speed / accuracy: This gun's ability to hit quickly-moving targets.
A higher number is better.

Tech level: Whether the gun is tech one or two. Only tech two guns can use
tech two ammunition.

Signature resolution: The gun's ability to hit smaller targets. A smaller
number is better.

Railguns come in three different sizes (small, medium, large) each with three
different railguns in each size category. Likewise, each different railgun
come in six separate flavors (tech one, Carbide, 'Scout', Compressed Coil,
Prototype, and tech two).

Named railguns are improved over standard tech one railguns in the following
ways: Less CPU usage, greater optimal range, higher damage, and less
activation cost. Each step of improvement gives a 5% bonus over the standard
tech one variety, putting the prototype gauss gun at +20%. Tech two railguns
require more powergrid and CPU than the standard tech one version and do not
get the reduction in activation cost, but have the same damage and optimal
range as the best named version of that gun: the prototype gauss gun.

What makes tech two guns worth using over prototype gauss guns is the fact
that they are manufacturable and therefore cheaper, and they are also capable
of using the tech two ammunitions: Spike and Javelin. They also get +2%
damage per level of the correct Railgun Specialization skill, which applies
ONLY to tech two railguns. For now though, stick with 'Scout' accelerator
cannons if you want to buy gear better than the standard tech one variety;
Scouts are not too expensive, but still have a 10% boost over the normal tech
one gun.

Railguns have their damage and rate of fire affected by the Magnetic Field
Stabilizer, the damage mod for hybrid turrets.

The following table shows, for the standard tech one version of a gun, (from
left to right) Powergrid Usage, CPU Usage, ammunition Capacity, Activation
Cost, Rate of Fire, Optimal Range (in meters), Falloff range (in meters),
damage modifier, and tracking speed. All small guns have a signature
resolution of 40m, all medium guns have a signature resolution of 125m, and
all large guns have a signature resolution of 400m.

SMALL RAILGUNS Grid CPU Cap Activ. RoF Optimal Falloff Dam Tracking
75mm Gatling Rail 2 5 1.0 1.67 2.6 6,000 3,000 1.5 0.13
125mm Railgun 7 15 0.4 2.15 3.25 9,000 5,000 2 0.085
150mm Railgun 10 25 0.2 3.34 4.25 12,000 6,000 2.75 0.07
MEDIUM RAILGUNS
Dual 150mm Railgun 80 32 4.0 5 3.9 12,000 6,000 1.5 0.042
200mm Railgun 180 35 2.0 6.45 4.88 18,000 10,000 2 0.028
250mm Railgun 225 40 1.0 10 6.38 24,000 12,000 2.75 0.023
LARGE RAILGNS
Dual 250mm Railgun 1250 55 8.0 15 5.85 24,000 12,000 1.5 0.0175
350mm Railgun 1875 60 4.0 22 7.31 36,000 20,000 2 0.01167
425mm Railgun 2500 70 2.0 30 9.56 48,000 24,000 2.75 0.009625

2. Hybrid Charges

The ammunition you put in your gun is just as important as the gun you use.
The type of ammunition you use influences your damage, optimal range, and can
reduce the capacitor you use when firing your gun.
DAMAGE
CHARGE Small Medium Large Range bonus Cap. use
Iron 5 10 20 +60% -30%
Tungsten 6 12 24 +40% -27%
Iridium 7 14 28 +20% -24%
Lead 8 16 32 0% -50%
Thorium 9 18 36 -12.5% -40%
Uranium 10 20 40 -25% -8%
Plutonium 11 22 44 -37.5% -5%
Antimatter 12 24 48 -50% -0%

Charge damage doubles when it goes from small to medium, and doubles again
from medium to large, allowing bigger guns to have the same damage modifier as
small guns but still do more damage with the same type of ammunition.
Longer-ranged ammunition also uses significantly less capacitor to fire than
short-ranged ammunition does.

3. Missile Launchers

Railguns may be the Caldari gun of choice, but missiles are the Caldari weapon
of choice. Missiles have a large amount of benefits for a new player: they
are unaffected by tracking or range issues (they will hit anything within
range for full damage), and deal only one damage type per missile, making them
perfect for use in missions where enemies have a single weakest resistance for
both shields and armor.

Missile launchers come in seven different varieties. Like railguns, there are
three different sizes (frigate/destroyer, cruiser/battlecruiser, battleship),
but each size has a launcher designed for short-range/higher damage missiles
and a launcher designed for long-range/lower damage missiles. There is also
the assault missile launcher, a cruiser-sized missile launcher that fires
light missiles for anti-frigate work.

Missile launchers use significantly fewer of the weapon attributes, but those
that they do use work like the railguns. Launchers vary in their powergrid
usage, CPU usage, capacity, volume, and rate of fire.

Like railguns, there are also six versions of each missile launcher (tech one,
'Malkuth', 'Limos', a name involving a number, 'Arbalest', and tech two).
Named missile launchers work rather differently from named railguns, however.
Going from a tech one launcher to the +5% variety gets a 5% improvement to
rate of fire and ammunition capacity, as well as the maximum -20% CPU usage.
The +10% variety gets the 10% CPU reduction, the 15% variety gets the 5%
reduction, and the +20% variety gets the 15% reduction. All named launchers
work this way except for cruise missile launchers, which work like railguns
with the better launcher always getting the better CPU reduction. The tech
two launchers get the 20% rate of fire improvement and an ammunition capacity
one-third greater than the standard tech one version, and also require more
powergrid and CPU as would be expected.

Missiles have their damage and rate of fire affected by the Ballistic Control
System, the damage mod for missiles.

The following table shows, for the standard tech one version of a launcher
(from left to right), Powergrid Usage, CPU usage, ammunition Capacity, Rate of
Fire, the name for the +15% version, and the type of missile used.

SMALL LAUNCHERS Grid CPU Cap RoF +15% Name Missile Fired
Rocket Launcher 4 15 0.15 4 OE-5200 Rocket
Standard Missile Launcher 8 25 0.6 15 TE-2100 Light Missile
MEDIUM LAUNCHERS
Assault Missile Launcher 50 35 0.9 12 SV-2000 Light Missile
Heavy Missile Launcher 100 50 0.9 15 XR-3200 Heavy Missile
Heavy Assault Missile Launcher 120 45 0.75 8 XT-2800 Heavy Assault Missile
LARGE LAUNCHERS
Cruise Missile Launcher 1250 60 1.0 22 XT-9000 Cruise Missile
Siege Missile Launcher 1750 80 1.5 24 ZW-4100 Torpedo

4. Missiles

While railguns have eight separate types of ammunition to put into each gun of
a different size category, each missile launcher (which the exception of the
Assault Missile Launcher) uses its own type of missile. Each missile type has
four versions: one for each damage type. These versions all have the exact
same stats (raw damage, max velocity, etc...) and only differ in the type of
damage they do.

But while there was not much to say about the attributes of the launchers,
there are some new attributes for the missiles you need to be aware of. While
missiles are unaffected by range except for their maximum range, and are
unaffected by tracking, the speed and size of your target can still be factors
in how much damage you do. If their signature radius is smaller than your
missile's explosion radius or if their velocity is greater than your missile's
explosion velocity, your missile will hit for reduced damage.

Missiles also have a maximum velocity they are able to reach in order to
pursue a target. They also have a maximum flight time, after which they
self-destruct doing no damage.

Finally, each missile type has its own volume, unlike hybrid charges which are
all the same volume for a given size.

The following table shows (from left to right), missile Volume, Explosion
Radius, Explosion Velocity, maximum Velocity, Flight Time, and Damage.

SMALL MISSILES Volume Rad Exp.Vel Velocity Time Damage
Rockets 0.005 20 2000 2250 2 25
Light Missiles 0.015 50 1750 3750 5 75
MEDIUM MISSILES
Heavy Missiles 0.03 125 750 3750 10 150
Heavy Assault Missiles 0.015 125 750 2250 3 100
LARGE MISSILES
Cruise Missiles 0.05 300 500 3750 20 300
Torpedoes 0.1 400 250 1250 30 450

Rockets and Torpedoes are not affected by the skill Guided Missile Precision,
but every other missile type has its explosion radius reduced by the skill.
Rockets and Torpedoes are affected by every other skill just like every other
missile.

For ease of use, the following table shows the names of each missile,
categorized by size and damage type.

SMALL MISSILES EM THERMAL KINETIC EXPLOSIVE
Rockets Gremlin Foxfire Thorn Phalanx
Light Missiles Sabretooth Flameburst Bloodclaw Piranha
MEDIUM MISSILES
Heavy Missiles Thunderbolt Widowmaker Scourge Havoc
Heavy Assault Missiles Torrent Hellfire Terror Fulmination
LARGE MISSILES
Cruise Missiles Paradise Cataclysm Wrath Devastator
Torpedoes Mjolnir Inferno Juggernaut Bane

5. ECM

ECM (short for Electronic Counter Measures) is the Caldari racial electronic
warfare type. ECM uses a chance-based system to allow you to remove your
target's ability to lock any targets for twenty seconds, and removing any
locks they have made already. This stops your target from doing anything
offensively for the full twenty seconds, after which you have a chance to jam
them again.

Like turrets, ECM modules all have a powergrid usage, CPU usage, activation
cost, optimal range, and falloff range. They also all have an activation
time / duration of twenty seconds.

The optimal and falloff ranges on ECM work much like they do on turrets; as
you exceed your optimal range, you become less and less able to jam your
targets.

ECM modules also have a jamming score for each of the four sensor types:
Gravimetric (Caldari), LADAR (Minmatar), Magnetometric (Gallente), and RADAR
(Amarr). Racial jammers will have a high score for the correct sensor type
and a low score for the other three, while multispectral jammers have a
moderate score for all four sensor types. The base strengths for racial
jammers are three for the strong type and one for the other types.
Multispectral jammers have a base of two against everything.

To determine a jammer's chance of successfully jamming a target, the game
takes the jammer's strength (modified by ship bonuses, the pilot's Signal
Dispersion skill, equipped Signal Distortion Amplifiers, and distance from the
target if further away than the jammer's optimal range) and divides it by the
target's sensor strength (modified by any equipped and activated ECCM
modules). This number, multiplied by 100, is the percent chance for that
jammer to jam the target on a given cycle.

For instance, a jammer with a Magnetometric strength of four attempting to jam
a Gallente ship with a Magnetometric strength of ten would have a forty
percent chance of successfully jamming the target.

Spatial Destabilizers are strongest against Gravimetric sensors, Phase
Inverters are strongest against LADAR sensors, Ion Field Projectors are
strongest against Magnetometric sensors, and White Noise Generators are
strongest against RADAR sensors. Multispectral jammers are equally effective
against all four, but are weaker, have shorter range, and need more capacitor
and CPU.

Named jammers work like named guns, with the 5% steps improving their CPU
usage, activation cost, optimal range, and strength. Tech two jammers get the
+20% to optimal range and strength, and use more capacitor and CPU.


III. SHIPS

1. Frigates

Every pilot in Eve starts out in a frigate, and frigates are an effective ship
class that you can get a lot of mileage out of even after you have skilled up
to fly battleships. Frigates are cheap and fast, and very fun to fly. A
Caldari player's first priority should be to get out of their Ibis and into
either a Condor (for beginning fighting missions) or a Bantam (for mining).
Once that is done, the pilot then must decide if they would like to go down
the path of railguns (the Merlin, Moa, Ferox, and Rokh) or missiles (the
Kestrel, Caracal, Drake, and Raven). It is also possible to train for ECM
(the Griffin, Blackbird, and Scorpion) for support in groups.

The Bantam is an excellent mining ship. Nothing more, nothing less. Though
its description says it is ideal for trading, a pilot will find very
frequently themselves with too little capacitor to warp all the way to a gate,
even with the skill Warp Drive Operation at level three or four. Do not use a
Bantam if you will have to haul anything; a Kestrel will not take too long to
save up for, and will give you a larger cargo capacity and will not have the
same problems warping as a Bantam. A Badger would be even better, but that
requires another skill and another investment.

The Condor is a fun little ship to fly around in, and at least better than an
Ibis. It also gets a velocity bonus for missiles and rockets, pushing the
range on rockets out far enough for a player with low skills to be able to use
them well. Unfortunately, the Condor is quickly made obsolete when a player
is able to advance to one of the two main combat frigates: the Merlin and the
Kestrel.

The Merlin is a very sturdy frigate with its bonus to shield resistances and
four mid slots that can all be used to tank its shields. It does suffer
somewhat from a dual weapon system (meaning any damage mods added affect only
half of its weapons), but the 2/2 turret/launcher setup still works well for
it, and is very easy to fit with a powerful setup. This is GC13's favorite
frigate.

The Kestrel is very different from the Merlin. Lacking both the Merlin's
tanking bonus and a fourth mid slot, the Kestrel gets four missile launchers
and a damage bonus for them. Unfortunately for the Kestrel, it is also rather
tricky to fit with four standard missile launchers (a Power Diagnostic System
or a Reactor Control Unit is likely needed to be able to fit a shield booster
as well), and does not get the Condor's missile velocity bonus or its speed,
making it difficult to use rockets against NPCs in the beginning. Still, it
is a powerful missile boat, and is the favorite frigate of a very large number
of people as well.

The Griffin is overlooked by many people because of the Blackbird. That does
not change the fact that the Griffin is capable of, with some decent skills,
running three racial jammers and not costing very much if it gets destroyed
(and it WILL be an enemy player's first priority to destroy, just like any
other ECM ship). The Griffin is only really effective in PvP.

The Heron is only really useful to use scan probes, either for exploration or
for finding players hiding in a system.

2. Destroyers

Each race gets one destroyer, and for the Caldari that is the Cormorant.
Getting a double optimal range bonus (50% for being a destroyer, and 10%/level
from the Destroyers skill), the Cormorant is capable of getting some
amazing ranges with its seven small railguns.

Still, the Cormorant only has one low slot, which will ideally have a magnetic
field stabilizer in it for optimum damage. It does have four mid slots,
however, allowing it a great deal of versatility in improving its mobility,
locking speed, or survivability.

Destroyers, while fun, are not incredibly useful when fighting NPCs. They
will make missions a bit easier, but level ones are easy enough for frigates,
and a new player will likely want a cruiser for level twos. You can pass up
Destroyers on your way to cruisers if frigates are enough for you to do level
ones with, or go ahead and get yourself a Cormorant if you think you need more
firepower to run missions with. For PvP, they are excellent at swatting enemy
tacklers, and so have their use there as well.

EVE Online - Drone Guide

Here are some of the basic skills you need to be really effective at using drones:
Drones to Level 5
Scout Drones to Level 4 or 5 (I suggest 5 so you can use t2 drones)
Drone Interfacing to Level 4(20% more dmg per lvl)
Combat drones to Level 3 or 4(5%dmg a lvl)
Heavy drones to 3 or 4 (useful for taking out battleships)
Sentry drones to 3 ( basically a heavy drone with more damage, range, but can't move)

PVE or missions- Once you warp in, let the npc's lock onto you so that way the pirates don't go after your precious drones. Once all the pirates in the curret pocket, asteroid belt, etc. have locked onto you, release your piranas, I mean drones and let them engage the target. They tend to wander around and start randomly shooting things, so you may have to recall them often.
PVP- Drones can mean the difference between life and death. Stay away from people who use smart bombs, as they can seriously damage your drones. If the attack choses to go after you just shoot with you guns and drones. But, Id he decides to go after your drones, reacall them frequently, as he will have a hard time relocking them and get frustrated.

Some of the great drone ships are mostly gallante but there are some more.
Arbitrator and it's t2 variants is one of the only non- gallante effective drone carrier.


Drone guide Part 2- Carebear drones.

So you're interested in mining and need a boost in the isk flow. Well I got your answer! Mining dones! Basically they orbit the targeted asteroid and mine it. After a minute, it will return to your ship and dump the ore into your cargo hold.
Skillz you will need to be efficent-
Drones to 5 (hey 5 mining drones=$$)
Drone Interfacing to 4 (20% extra mining yield a lvl and that means $$)
Mining Drone Operation to 5 (5% extra yield a lvl and you can use t2 drones at lvl 5)

Basically you just lock a roid, release your drones and tell them to mine repeatedly. Word of warning, if any rats appear, call them back, they have only 1 amour hp.

Mining drones to buy-
Civillian Mining Drone-10m3 a trip, skip these, they aren't worth buying
t1 Mining drone- 15m3 a trip, these are the drones to use if you don't have mining drone operation to 5
t2 mining drone- 25m3 a trip, these are the best ones on the market
Harvester drone- 30m3 a trip, STAY AWAY FROM THESE!! sure 30m3 is good, but the speed sucks! only 200m a sec, while te t1 drone goes 400m a sec. Also, look at the volume! 10m3 instead on 5 m3! If that doesn't convince you, look at the dam price!! 15 mil a drone. And mining drone go pop in less than a second if they are under attack, so unless you're dumb don't buy them!

EVE Online - NPC Slaughtering Guide

I was directed to this site - It has an excellent download that shows you what you need to arm yourself with against all the various pirates that you come across via npc missoins etc.

Well worth the visit and thanks to the guy who put it together.

http://web.telia.com/~u50305672/-EVE-/

EVE Online - ways of making money

Important, before i begin: all these are based oppon my personal opinion and experience, it might differ a bit from reality or your oppinion, but then again this is what ever playermade guide is like

things idd like to talk about:
ways of making money,
my opinion and aprox amount of profit / risk.

1. Mining
Mining is the most basic, and anchient way of making money. It basicly means getting a frigate, cruiser or battleship. and fitting mining lasers on them. Mining is done frequently by havign a few miners in asteroid belts (wich are found in nearly every system) fill up cans, and then have industrial class ships pick up the ore left in the "jetison cans", this can also be done in secure cans, however they only anchor in less secure systems. The reson secure cans are beeing used is becouse of the fear of socalled Ore thiefs, They're people in industrial ships that will come to your cans and take the stuff in them, they cannot be shot or they will trigger concord (=police) responce. Usually the best mining ships are the ships with most gun slots (=most miners).

frigates: The race here doesnt matter, usually frigate pilots will mine solo, therefore cargohold would be nice to have. for example, bantam, probe, imicus.
Cruiser: If you have time and money to spare for the skill idd recommend getting the thorax, this ships got 2000 m3 drone space and 5 turret slots, so defence and mining capability are at its best with drones and 5 lasers here, a vexor or maller would be second choise, below that most ships will have near equal mining ability.
Battleships: most battleships have enough turret slots to be a pretty good miner (tempest and domi = 6, arma and mega = 7, apoc = 8 ) drone bays on these ships are all fairly enough to keep defence at nominal levels. The best ship is offcourse the apoc, but the 1 or 2 more slots its got only insure a 12.5 or 25% higher yield, wich with skills isnt that much of a diffrence (especially if its the first battleship idd recommend the armageddon since its half de price).

Mining can offcourse be done in diffrent areas, i consider: 1.0 - 0.9, 0.8 - 0.5, 0.4 - 0.1, 0.0. offcourse location also means what minerals are available, but ill keep it general (in practical terms one or 2 minerals will be missing in each area becouse of the location/region the belt is located) (profits are considering 1 indy and 1 battleship, solo):

1.0 - 0.9: These are some of the worst areas to mine in, these are often very close to general traveling routes and will be mine by hordes of people and stripmined by mega corperations. theyll contain scordite and veldspar most of the time. also there are no pirates. expect serveral millions per hour
0.8 - 0.5: These belts are often mined unless you find one out of the normal routes people have, i found a few totally unmined, this can be profitable. Commen minerals are veldspar, pyrox, scordite, plagio, and in the lower security levels also omber (0.7) and kernite (0.5). Expect a few frigate pirates, but nothing drones cant handle. also player pirates are not to be found in these sectors. Profits are again serveral millions per hour, yet more then 0.9 and 1.0, but at a slightly higher risk.
0.4 - 0.1: STAY OUT OF HERE unless in rather large groups, in my opinion this is the domain of the real player pirates, expect to find descent ore, cruiser NPC pirates, but worst of all player pirates, these are people usually working in groups of 3 or so, they will first come in with one of them, he will scan you, by this time you should already be at a station or even docked! If you plan to mine here, in any kind of group smaller then your whole corperation watch local with your life. profit can be around 2 - 3 mil per hour per person if its mined correctly. however against the risks i suggest going back to 0.5 - 0.8 for more profit. or if you know how to run properly you can stay here. There are however sentry guns at the stations so you're safe there.
0.0: lawless space, no sentrys, a players will is the law here. You can be killed without any security hit. however in my experience as long as the refinery and your mining spot are close to eachother there si not that much risks from player compared to immense rewards. expect 10 - 20 million per hour or sometimes even more. the NPC's are very powerfull and 1 or 2 battleship sized defenders are a must (or park your own tanked battleship in a safespot).
If you're on your own idd reccoment ninja mining, wich basicly means, get a ship that can run properly. park an indy at a safespot in the system, and mine in the ship untill you see pirates. once you see them, run to a moon or your safespot. wait for about 10 minutes till your scanners clear and go back. then once the can contains about the amount your indy can carry get ur indy out of its safespot and make it grab the stuff also bookmarking your mining roid is a good idea so you wont have to travel much

my own favorite: 0.0 space, if you're in a good allience, have a good group and dont have 2 many player pirates around this is the nr 1 way to make money, however its only for the people with nerves of steel and people that live with the knowledge they could lose a ship daily.
for anyone that does not have this and people that are simply not ready for it yet idd recommend 0.8 - 0.5, that is if you can find a descent system.

2. Agent missions
Agent missions at the moment are one of the safest and most boring way to make money. To start you need to climb up from a lvl 1 agent to a lvl 2 agent to a lvl 3 agent. This can take serveral days.
the 3 levels all contain a diffrent difficulty, lvl 1 is very eay and can with ease be done in frigates, level 2 can be done in frigates but is hard. in level 3 either a battleship or a cruiser and industrial are a must.
offcourse each higher level will give bigger rewards.
An agents effective quality will show the highth of its rewards, this can be raised by standing and by certain social skills. (so can the standing with the connection skill by the way)
idd say agent are for people that like to watch television while playing and cant find a good belt to mine in, and for people that are starting the game and need their first frigate to cruiser and wish to do this solo.
there are 2 diffrent classes of agents, Research and development and regulair agents.

Research and development agents will only give out rare blueprints, and are based purely on luck, no matter what you do, it will always be a lottery, i myself have had a agent for nearly 180 days and still nothing, others had 3 blueprints in a row. If you manage to get a blueprint you can make serveral (im serious) billions selling these items overpriced (but heck you're nearly the only one with the print....). In my opinion its not balanced out at all becouse ccp bases some richness on what is nearly pure luck. idd recomend people get 1 RD agent for the sake of it, but its not a reliable way of making money. owh yeh, and to increase the amount of Research points (RP) you dont have to do anything, but by doing missions you can sometimes double or trippe the daily amount (get 200 instead of 100 once).
Regular agents: They are also based on luck, and the only big profit to be made with them is by selling the basic implants (whom give a +3 to a certain attribute) for 12 - 15 million a pop. If you're lucky you can get one every 10 missions, i tihnk the average is about 30 missions. but again this is based on pure luck, you can only get implants during important missions, wich are pretty rare. You need a level 3 agent with 6.0 standing (at least) to get implants though. so dont expect to start of with them, it requires some work.
The rewards per missions are aroundm 150.000 isk a pop, wich is not much so i wouldnt go for that. there are tech 2 building componants to get and sell though. I have no idea how much this can make you extra per hour but it doesnt exeed mining or NPC hunting unless you're lucky. (this is what agents are based on though).
You can direct the type of missions you'll get a bit by picking the right corperations and the right part of this corp. For example, security in caldari navy will likely get you fighting missions. however you will still get some gun shipments , so keep that indy ready .

now here comes the "exploit" bit It used to be possible to stack say a million minerals and get a mineral agent, cancel the other missions and only pick require this and this mineral. just click yes and you're done, a frienda mine made 150 mil a night in the past with this. but its been removed im afread. however theres still other ways of making more money then designed, what i do for example is have 3 level 3 agent in the same station, so i complete 3 missions where other complete one (and a half).

3. NPC hunting/chaining
quite profitable, but ull offcourse try and take your abilitys to the max becouse the higher the more money. The most important thing here is to know your limits, dont try to take on spawns that are a lot higher then your own ship and ability, if you get killed this will ruin your profits for some time. its better to take pirates a bit below your ability then take them to high, also chaining will mean they'll instantly respawn, if you had any difficulty in the original spawn that problem might get duplicated when they spawn right after they die.
commenly chaining is the best way for making money, however soem voices say this will be removed in the future, still i will discuss the basics:
first you skim through belts trying to find one that suits your own power, then you'll have to kill the entire spawn except for one pirate, this should be the weakest one, let him attack you constantly and dont let him get away. at first nothing will happne but after some time (can be anything from 5 minutes to an hour for the first respawn) the whole spawn will respawn, again you kill all but the one circling you, then after that it should respawn faster and faster and faster, untill it will be nearly instant (right after you kill one he'll be back).
You need to experiement for yourself what chains suit you, and sometimes you will have to learn the painfull way, but eventually you'll get good at it, or ask corpmates for advice about your abilities.
another way would be going to a base, this is hard at first becouse there can be upto 30 pirates at once, but there usually only a few spawnpoints, and them spamming one at a time at a slow rate ( this rate cannot be increased ).
the biggest prize oftenly comes in the sence of the lootcans the ships drop, but can also be their bountys, usually you alone will be enough to chain, unless you're going to chain battleship pirates (0.0 space) then you might need a group, idd also recommend shield transfer arrays for everyone in this case (with 4 medium arrays at one ship hell be invincible compared to the enemys, even if its the heaviest npc battleships). profits killing npcs bss arnt that high becouse of the group split, but sometimes the loot is very rewarding.
npc hunting is profitable but it is risky and knowing your own limits its a must.
"exploits": i wouldnt call it an exploit but officially chaining is one, cant get banned for it though.
another one is when fighting heavy guristia, hide behind a asteroid, since they're using missiles the missiles will not hit you, and sicne guristia like blasters, a big rock can hold them far enough not to use them

4. Trade runs
a friend of mine used to make 100s of mils a day with them, but now thats no longer possible, its usefull for noobs but i wouldnt suggest doing it if your any kind of age, i havnt done any recently myself and if anyone can send me some traderuns to prove me wrong ill reward this with a small isk donation, ill also expand this part of the toturial if i get more info.... untill that time i cant really tell much about trade runs becouse i lack recent experience, i can however explain the basics:

You need an indy or another ship with descent cargo, find a place where something is sold cheap, then try sell it at a higher price somewhere else, it requires a lot of planning and research and is therefor time-intensive to start with. but offcourse there is the autopilot once thats all done .

"exploits": this used to be a famous one, put up a large sell order for a "low" price, and a buy order (with an alt) somewhere else (a bit far out) once someone bought the stuff cancel the buy order and the money is all urs... . this is harder nowerdays though , and finding an item suited for this is har don its own

5. Pirating / scamming, and everything else god has forbidden:
this generally means letting other people make money, and you take it away from them the "easy" way, this includes scamming, pirating, gatecamping, etc.

Scamming:
One of my personal favorites . Im not gonna go into details about how i do it, but lets say i didnt exactly mine for that raven of mine. This basicly means using the stupidity of others, i will tell you people some old scams though so you might think of your own way .
Selling shuttles for 10 million a piece, selling minerals for redicilous prices, putting a condor named scorpion in the trade window (they used to look a like), etc.
scamming is commenly done with alts, but this no longer works becouse people know alts are beeign used and wont buy from them nowadays. scammers can however expect to become outcasts and can expect to no longer be appriciated if this gets known to others. it can def be the most profitable thing to do, but it will get you on more blacklists then pirating itsself will.

Ore theft:
Now i have to admit prior to making this guide i wanted to know what it was like, so i trained a alt to fly a small basic indy, within 2 days i was on the KOS (kill on sight) lists of at least 3 alliences. This is the most hated profession in the game, it makes about twice the profit mining normally does. You just basicly get an indy, sit in 0.5 and grab the unsecured cans of poor miners (they cant attack without police responce as of yet). Sometimes they will attack you, with a nice explosion as a reward.

Pirating:
Now the real forms of pirating would offcourse be killing miners/npc hunters and camping gates, most people see pirates attacking alliences, but i consider these people to be space vikings not real pirates (m0o for instance). this profession can be among the most profitable around, if you're lucky (and any good) you can have people ejecting from their battleships to save their pods, and you can collect an easy 30 million from most smart pilots that desire to live. unlike what most people think pirating is commenly done in 0.1 - 0.4, not 0.0, 0.0 is usually filled with groups of people, this usually ends up in a fleet battle, and not a fast miner holdup. to start the way of pirating described here you used to only need a blackbird, but since the nerf you need a little more, you also need to make sure friends are not to close, and you need to put preasure on people. however blowing them up is not much profit so negatiation is a must.

corp theft:
Among these are the most famous, hated and richest people in eve. It means betraying friends youve been with for months, and often means beeing hunted till the end of the world. Some examples of these are agent shield (who corptheft after his corp let a corpthief join, dual corptheft). and Fallzone (who stole form the richest corperation at the time).
This is a profession most hated and it will not get you friends, even among pirates. But it will get you immense wealth, after wich you can sell ur account...

EVE Online - Pirate Guide

ey as you might know EvE is a very hard game to earn a living in. You can run missions,BORING, you can mine,BORING u can trade,BORING, or you can PIRATE,best of em all. If you are new to EvE you might be thinking well i cant kill people yet and all i cna do is mine and kill rats. WELL YOUR WRONG. As a pirate all u have to do is intimidate people . What i did was i got close to them with my Warp Scrambler skill and warp scrmabled him sent him a convo invite and bam
asked him to pay or i would shoot. The funny thing is that they didnt know how much sp i had(900k).I was in a kestrel.(very good frigate btw my fav)
Setup:
1.4 rocket launchers
2.Micro Warp Drive(used to get close to target very fast and intimidating way)
3.small shield booster
4.warp scrammbler,dont use warp jammer it takes to much juice off ur power pool.
5.2 power diagnostic devices(increases recharge of capacitor and some also increase shield recharge as well)

So ive told u my setup. If u are a smooth talker and intimading at the same time well youll get money. For exmaple i got 10mil ISK off my first victim in a coveter mining lolz(i had 900ksp).

How to Treat a VICTIM

First if your gonna be a pirate ok your supposed to be intimidating b ut dont be an !@#$%^&* and cuz him out just b like "Hey man sorry to interrupt your buissness but i require your money if you dont comply i will blow you up lolz" something like that

Since your new if he dosnt give u money dont shoot him jsut warp again


How to target a target

Ok well if your gonna pirate as a new person you need to know how to find a target. Well since your in a kestrel(frig) it is advisable that u can target miners and cruisers not destroyer,bc,other frigs and bs.

Make Friends..

Ok also so u can be more succesful in your pirating always work as a team with a friend. For example me and my friend we named our character with the same last name and we were claled the xxxx Brothers (dont wanna say the name lol cuz people might read this lolz and report my characters). As soon as miners c 2 people instead of one its even scarier. Always work as a team and success shall b yours


Well this is my whole guide the rest is up to you to find out because successful pirates start with help but if u are trully apirate the rest u can do


Systems to Hunt in

Since your new hunt in 0.3-0.4 asteroid belts

EVE Online - Manufacturing Boosters

Guide to Booster Production



The process:

- Find gas cloud. Best info is that these are LADAR sites and spawn certainly in 0.0 COSMOS constellations and apparently in non-COSMOS areas in the same region

- Harvest the gas cloud. This requires a Gas Harvester module and the Gas Cloud Harvesting skill. This gives you with a Cytoserin compound

-- The base module is known to be offered as a reward from some 0.0 COSMOS missions at least some of the time.

-- The meta versions are bugged - their skill requirement is set to "Gas Harvesting", which doesn't exist.

-- The skill is known to be offered as a reward from some 0.0 COSMOS missions at least some of the time

- React the compound. This requires a Medium Biochemical Reactor Array (POS array). These are empire-seeded. It also requires the requisite reaction. This gives you a pure booster

-- Reactions can be found in certain 0.0 exploration sites which are believed to be COSMOS constellation-only

- Manufacture the booster. This requires the right blueprint and pure booster compound, as well as usually some additional commodity. It presumably requires the Drug Manufacturing skill. Presumably it can be done in the seeded Drug Lab POS module; it's also been suggested that it can be done in player outposts.

-- Blueprint copies can be found in certain 0.0 exploration sites which are believed to be COSMOS constellation-only

There are two further classes of booster. The Improved versions require an Improved reaction and both the pure standard booster in question and a pure booster compound which is believed to be from an adjacent COSMOS constellation, plus a commodity. The Strong versions require a Strong reaction, the pure improved booster in question and a pure standard compound which is believed to be from the COSMOS constellation opposite it on the map, plus a commodity. It is assumed that both reactions require a Biochemical Reactor. Both obviously also require the relevant BPC.


In summary, to make a standard booster, you need:
-Gas cloud
-Harvester module
-Harvester skill
-Medium Biochem reactor
-Standard booster reaction
-Drug Manufacturing skill
-Booster blueprint

EVE Online - DeadSpace Complexes Guide

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There are certain areas scattered around space that are unsuitable for warping into due to a natural phenomena. These areas have been known for some time and were early on dubbed “deadspace.” It is only recently that the strategic usefulness of these special areas has been discovered. Someone got the bright idea that instead of warping or jumping into deadspace, one might be able to use the ancient acceleration gates (the precursors to modern gates) that simply catapult vessels, much like a slingshot, through space. This worked and is now giving anyone with the access to the technology the opportunity of building and defending pockets in deadspace and limiting access to them by controlling the gates. Now everyone ranging from empires to pirate factions and even sentient rogue drones are scrambling to set up various enter prises in deadspace ranging from recreational facilities for the wealthy or homes for the elderly to naval shipyards and asteroid processing fields.







What is a Deadspace Complex?
A deadspace complex is a string of deadspace pockets, connected with ancient acceleration gates. To get from one pocket on to the next one, one needs to activate the acceleration gate and there are several methods possible to achieve that, depending upon the gate itself.

Getting in
To get to a deadspace complex, it is most common to have to first find its celestial beacon and warp to it. In some cases one might have to scan for the entry point if it is something else than a celestial beacon.

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It might even be necessary to fly between moons looking for complexes, when its owners have gone overboard on paranoia and hidden their operations thoroughly.

To see the beacon in your Overview display you need to check “Show Beacon” in your Type Selector:

• Click on the row of bars in front of the text “Overview.”

• Select “Type Selector.”

• Locate “Show Beacon” and check it.

Now when you enter a solarsystem that has a deadspace complex you will be able to see an entry in your Overview scanner window.

What do I do?
Presuming you want to explore the entire deadspace complex, once you arrive at the complex you will receive an incoming message giving you some information about the complex and its difficulty level.

• Some complexes are very challenging and can not be completed by a solo player.

Then you simply need to determine where it is likely that the key to the acceleration gate is hidden. Then you simply need to go for it, and be forewarned - its keepers will hold on to it with dear life. Not all gates need keys, and in those cases you need to try them out and see what they require (should you not meet requirements, you will receive notification thereof).

What do I gain?
Firstly, there is a lot of money to be made. For example the deadspace pirates normally have a generous bounty on their heads, which you are automatically given when you eliminate the threat.

Secondly, the deadspace complexes are an exciting option for those wanting to fly around on their own as well as for those that find most comfort in spending time and excitement with a gang or even a fleet of allies.

Thirdly, deadspace often harbors secret laboratories, supply depots, shipyards experimenting with new equipment, and vessels fitted with or carrying enhanced equipment that can be looted.

So it is money, excitement and loot, valuable loot, and maybe even more…

More on Ancient Acceleration Gates
The gates are generally activated with a key, passcard, or cipher. It is normally held by an entity (Deadspace Overseer) in the same deadspace pocket as the gate is in, found in an on-site structure such as an asteroid colony or a control tower (normally located centrally in every deadspace pocket) which you need to blow up and loot or the key is simply stored in a secured and guarded container.