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A Guide to Interceptors

Posted on 2009-01-19 by sirstarNo comments


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Interceptors are about speed and finesse. They are about precision and winning a fight in structure. They are about understanding the limitations of your ship and the limitations of your opponent. I suppose the latter would be true of any ship in EVE, but I think it applies to the interceptor most of all. Amongst the most fragile of all the combat ships in the game, a simple mistake can see you sitting in a pod in a matter of seconds. Skill, and even a bit of luck, can make a massive difference in a pinch. At the time of writing, the Quantum Rise speed changes have been on the server for less than a week, but it's clear that the interceptors are relatively untouched, if not better. They may not reach the utterly ludicrous speeds they did before, but they are now completely unchallenged as the fastest ship class in the game. The new bonus that reduces the signature penalty of an active Microwarpdrive makes interceptors the only class that can effectively speed-tank while using one; even medium sized gun are going to struggle to hit them now.

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All interceptors are good as fast tacklers and scouts, but they are broken down into two distinct types. First, let's look at the tackling interceptors. They have the advantage of increased range for their warp scramblers and disruptors, and with a tech two disruptor they can hold down a target from up to thirty kilometres away, which puts them out of range of most short range weapon systems and nasty modules like webs and energy neutralisers. The downside to this is that they aren't very well armed and therefore can't match the fighting ability of their combat focused counterparts. Malediction: Like all of the Khanid line of Amarrian vessels, the malediction specialises in missiles over lasers; specifically rockets. While such a short range weapons seems at odds with its tackling range bonus, not using cap for its damage means that it can put it to use elsewhere. An armour repairer, for example, can give it a surprising amount of survivability. Raptor: An optimal range bonus to hybrid turrets makes railguns the best choice for this long range tackler, but, despite its range, its damage isn't great.  Unfortunately for the Raptor, most Caldari pilots opt for the more flexible Crow instead. Ares: What might seem like an excellent fighting ship is limited by only two turret slots. It is, however, the fastest of the tackling interceptors and has four lows to play about with for tank or speed. Stiletto: Four mid slots, the most of any interceptor, give it a degree of flexibility when fitting tackling and shield modules, but, it only has the slots for two turrets and a missile launcher.

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The other four are what could be referred to as the combat, or dog fighting interceptors; their tackling range bonus is cast out, in favour of more tracking, or missile velocity. Combat interceptors are more common than their tackling counterparts, due to their flexibility. As well as being able to perform tackling and scout roles, they are absolutely lethal against frigates, drones, and other interceptors (with the possible exception of assault frigates). Crusader: My weapon of choice. The Crusader has only two mids, which limits it to fitting an MWD and a disruptor. No room for a web means that it can suffer in close ranged brawls with the more heavyweight interceptors, like the Taranis, although does have space for four guns, and a decent tank in its four low slots. Personally, I like to abuse the Amarrian range advantage; fitting beams, or using long range pulse crystals lets you hit from outside of web range, and combined with speed you can run rings around slower opponents. Crow: Range is the Crow's main advantage; its missile launchers allow it to pummel targets from a great distance. This is good, because it has to share its tanking and tackling capabilities across only three mid slots. If you can get on top of a crow in a fight it is going to die fast, but if it can keep you at range it will kill you over time. Taranis: A brutal killer, the Taranis is only let down by its lack of speed. Other than that, it can tank very well for its class, while dishing out disgusting amounts of damage with its blasters. Going toe to toe with one of these beasts is not a wise move. Claw: A slightly less brutal killer, but a killer none the less. What it lacks in terms of tanking ability is made up by its ridiculous speed. The lack of space for a web is a serious blow to this short range fighter, but doesn't make it any less lethal.

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As for specific tactics, this where what I said before about understanding your limitations comes into play, knowing what you can fight and what you can't is very important. Never be ashamed of running from a dangerous situation. When fighting turret ships you need to remember one simple rule: NEVER EVER approach them in a straight line, it reduces your transversal to practically nothing, and then even a battleship can hit you, hard. Always take a curving route towards the target; it will take you longer to reach them but it's better than getting shot down before you are even in range. With missile ships it's a little different; they don't rely on transversal, so the best thing you can do is keep your speed up at all times and hope you don't get webbed. Post-Quantum Rise, you might be surprised to see some missiles actually hitting you now; this can be a problem as they will do some damage, but larger missiles will do barely any. The only danger is that you can be worn down in a long fight.

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One last thing before I'm done: overheating. In an interceptor duel you are going to need every advantage you can get, and since these fights usually end in seconds the damage bonus from overheated guns can be instrumental in the outcome. The other module worth overheating is the MWD; save this for emergencies, though, as it will burn out in about three cycles, but in that time you get an incredible speed boost that can get you into, or out of, range of your enemy. Dangerous, but delicate; the interceptor isn't for everyone, but for a skilled pilot, there's a whole lot of fun to be had.
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EVE Online Guide: Shield Tanking vs. Armor Tanking

Posted on 2008-12-30 by sirstarNo comments


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MMORPG.com EVE Online Correpondent Joanie Spalletta writes this informative guide comparing Armor and Shield tanking in CCP's EVE Online.
To keep your ship alive in EVE, you must have a tank. You can do this two different ways. You can shield tank, or you can armor tank. To decide which one is right for you, take a look at your character’s skills. The two categories you’re going to want to look at are Engineering and Mechanics. If you have more skill points in Engineering, shield tanking is probably best for you. If you have more skill points in Mechanics, go with armor tanking. When dealing with shield tanking, there are some skills to pay attention to. Every ship has resistances to the four damage types dealt in the Eve universe. There’s EM, Kinetic, Explosive, and Thermal. So, the four most important skills to have for shield tanking are: EM Shield Compensation, Kinetic Shield Compensation, Explosive Shield Compensation, and Thermic Shield Compensation. These skills boost your resistances to each type of damage. Some other important skills to have are: Shield Compensation, Shield Management, Shield Operation, Shield Upgrades, and Tactical Shield Manipulation. Shield Compensation reduces the capacitor need for shield boosters, which is important because shield boosters take up a lot of capacitor power. Shield Management gives a bonus to your shield capacity, meaning more shield strength. Shield Operation is a crucial skill to have because it allows you to use shield boosters and other basic shield modules. It also gives you a bonus to shield recharge rate. Shield Upgrades allow you to use modules like shield extenders and rechargers. Tactical Shield Manipulation is another very important skill to have because it allows you to use shield hardeners and it reduces the chance of damage penetrating the shield when it falls below 25%. Some other skills that will help you are: Energy Management and Energy Systems Operation. Energy Management regulates your ship's overall capacity and gives a bonus to the capacitor's capacity. Energy Systems Operation allows you to operate your ship's capacitor, including the use of capacitor boosters. This skill also reduces your capacitor's recharge time.

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Another important aspect of shield tanking is what modules you use. Each ship has a certain number of high power, medium power, and low power slots. When it comes to shield tanking, concentrate on the medium power slots. Modules such as shield hardeners, extenders, shield booster, boost amplifiers, and resist amplifiers are all modules that will be fitted on a medium power slot.  Which ones you use are the key. You have to find a balance between how much your resistances are and how fast your shield recharges. Here is a list of all shield modules that will be useful to you:
  • Shield boosters convert energy from your capacitor into shield power, meaning it gives you more shield while taking from your capacitor power.
  • Shield extenders boost the strength of the shield.
  • Shield flux coils increase the shield recharge rate but lowers your maximum shield capacity.
  • Shield hardeners, are in my opinion, the best to use. They give increase to damage resistances.
  • Shield power relays increase the shield recharge rate by diverting power from the ship's core, meaning it takes from your capacitor power.
  • Shield rechargers give an increase to the shield recharge rate. And Shield resistance amplifiers strengthens damage resistances.
  Armor tanking is a bit different. Instead of focusing so much on shield strength and resistances, you look at armor strength and resistances. While shield tankers have shield boosters and boost amplifiers, armor tankers have armor repairers, but one thing both shield and armor tankers have in common is the need for CPU! While shield tankers focus on Engineering, armor tankers are all about Mechanics. This is the skill category to take a look at when armor tanking. The most important skills to have for armor tanking are: EM Armor Compensation, Explosive Armor Compensation, Kinetic Armor Compensation, Thermic Armor Compensation, Hull Upgrades, and Repair Systems. The first four are pretty self explanatory. They give damage resistance to each type of damage, just like in shield tanking. Hull Upgrades allows you to maintain your ship’s armor and install hull upgrades such as cargo expanders and inertial stabilizers. It also gives a bonus to your armor strength. Repair Systems is very important because it allows you to operate armor or hull repair modules. It also gives a reduction in repair systems duration. Some other skills to have for armor tanking are: Energy Grid Upgrades, Energy Management, and Energy Systems Operation. Energy Grid Upgrades allows you to install power upgrades such as capacitor batteries and power diagnostic units. It also gives a reduction in CPU needs of modules requiring the skill.

Energy Management and Energy Systems Operation are also used in shield tanking. Energy Management gives a bonus to your capacitor’s capacity and Energy Systems Operation allows you to use modules such as capacitor boosters. Once you have the right skills, you need the right modules. This is where armor tanking differs greatly from shield tanking. Before we talked about different powered slots on your ship. Shield tankers concentrate on medium power slots. Well, armor tankers concentrate on low power slots. Here is a list of the most important modules in armor tanking. Armor hardeners, Energized plating, and resistance plating all give a bonus to damage resistance. Armor plates give an increase to your armor strength. Armor repair systems, are in my opinion the most important module in armor tanking. It allows you to repair your armor. Damage Controls give a bonus to resistances for shield, armor and hull. Other important modules to use for armor tanking are: Capacitor batteries, capacitor boosters, capacitor power relays, capacitor rechargers, and power diagnostic units. Capacitor batteries and capacitor boosters both give a bonus to your ship’s capacitor capacity. Capacitor power relays increase your capacitor recharge time at the expense of your shield boosting capabilities. But no worries, if you are armor tanking, you have no need for shield boosters. Capacitor rechargers boost your capacitor recharge rate and power diagnostic units give a bonus to your shield and capacitor. So, as you can see, whether you’re shield tanking or armor tanking, you need skills and modules. Also, you need a strategy. There’s a way to defeat everything, and a way to protect yourself from everything. But, you can’t protect yourself from everything all at once. Modules and skills can provide a good tank but having a strategy can keep you alive when your tank might not. Always stay one step ahead of your opponent. But, with the skills and modules we’ve talked about, you have a good start on becoming an excellent shield or armor tanker. Fly safe!
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EVE Co-Operative Mining Guide

Posted on 2008-11-27 by shifteNo comments


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One of the new students who was participating in a quick &amp; dirty little mining op with me Thursday night has been reading through the mining information on our internal forums and asked why the Co-Operative Mining Guide that I authored for Eve University was not on my blog.... Erm... Well... MetaDog ate my only copy? I'm working on a Sanskrit translation? It was in my alt's cargo hold when she was ganked in BWF? Not buying any of that, are you... The simple reason is that I didn't think about it until asked. So, here it is: <!--more--> Eve University Co-Operative Mining Guide This version is more than a year old and needs to be tweaked just a bit, but 99% of the information conveyed is still valid. The purpose of the document is to show how to take all of the wonderful theory in Halada's Guide and put it into practice. More hands on &amp; less numbers. As such, it is not intended to stand alone, but to be viewed in concert with the other more technical resources available. I'll put updating this on my To Do list. If I can find the last page...
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EVE Online – In-Station Trading GuideEVE Online – In-Station Trading Guide

Posted on 2008-11-27 by riffNo comments


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Hey guys, this guide is written in english so that everyone can understand it and profit from it  Why I’ve written this guide I found some guides (in fact i found 2 or 3 guides multiple times on many many pages  ). But all those guides didn’t give me what i wanted to know. All of them just told parts of the truth… After 1 or 2 days of trial and error I found the correct way to the this kind of trading in EVE Online. Now, since I figured out the way how it works, i decided to share it with the rest of the world. Step1: Find good trade stuff Ok, let’s start with the first thing you have to do to trade some stuff without leaving the station. First you open the market window. Switch to the regional market by setting the filter to “Region”. Now you see all the orders from the whole region you currently are in. Now we have to find something which is worth trading. The window / view of choise here is the “Price history” screen and there the table view (not the diagram view). What we have to do here is find a good which will give you a big amount of profit PLUS which is traded in high enough amounts. So we are searching for a good which has something about 20 or more traded units per day and where those 20 units give us the most profit. An example: Let’s have a look at “Heave Armor Maintenance Bot ll”. We can buy it for 1,006 Mio and sell it for 1,950 Mio per unit. That gives a profit of 944.000 ISK per traded unit. Looking at the price history we see that there are about 50 units sold per day. So this is a dayly traded profit of 944.000 * 50 = 47,2 Mio. Why not get a piece of that cake?  Step2: Buying So we found a good which is worth trading (meaning that we can put a buy order at a low price and a sell order at a high price). Let’s put a buy order on the market which is slightly higher then the highest existing one for this good. So people will sell their item to us instead of the other guy. Step3: Selling When some of our buy orders are fulfilled, we can sell the items we own now. Look at the market page of this item again, this time the sell order screen. We put our items on the market at a slightly lower price than the cheapest existing sell order. Cross-Region-Trade Some items doesn’t give you much profit on the same regional market. But shipping them to another region can be very very profitable. I once bought a item in The Forge. In The Forge’s market it gave me about 50% profit. In a neighbored market it gave me about 3000% profit… So, check your prices in other regions, it’s worth it! General Tips & Tricks It will happen very fast that your prices both on sell orders and buy orders will be over- or underbidden by other traders. So check your order’s prices 2 or 3 times per day and adjust them. To do so, see the price of your current order, right click it and select “View market info” to see if you are still the one with the best order. If not, right click your order again and select “Modify order” to adjust your price. Skills There are some skills that are very useful for a trading character. For example the skill “Broker Relations” lowers the base broker fee you have to pay for each buy order you place. When trading high priced goods increasing this skill will save you millions! “Trade” let’s you add 4 more sell orders per skill level. “Retail” raises the number of active orders by 8 per level. “Tycoon” is the big brother of “Retail” and raises the number of active orders by 32 per level. Between those two there is “Wholesale” which raises the number of active order by 16. “Accounting” lowers the transaction tax you have to pay when selling stuff. This, again, will save you millions when trading with high prices goods. Later on it can become useful to manage your trading orders remotly. Meaning you can change (not place) orders without being in the target solar system. Here the “Daytrading” skill will help you out. “Marketing” and “Procurement” allow you to place buy and sell orders remotely. At the maximum level you can manage your orders in the whole region. Another great skill is “Margin Trading“. It reduces the amount of ISK that you need to deposit when placing buy-orders by 25% per level. For example you place a buy order with 100.000.000 ISK and have Margin Trading at level 3. Now you only have to deposit 25% of the value of your buy order to place it on the market, which is 25.000.000. So you have 75.000.000 left to place other buy orders, isn’t that great? Conclusion This trading strategy is the best in my opinion. You don’t have to leave your station which means that you can’t be attacked at any time. Another advantage is that you don’t have be online to fly your stuff around or something like that. You just check your prices 2 or 3 times per day and that’s it.
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EVE Online: Yaman’s Rig Guides

Posted on 2008-11-27 by redrockNo comments


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This section contains Yaman's Rig Guides. I personal followed some of his recommendations and they were a great help when i started off in the world on Eve. If you find these guides helpful please help out poor Yaman by donating a few ISK his way. You can catch him ingame most of the time or just send him an Eve-mail.   If your a bit skeptical and you're in the Forge region (or if you like traveling great distances) you can get ahold of me and test out my setups. My character name is YAMAN Or you can ask other people in my corp or people who've read my guides. Furthermore, no one is here forcing you to buy them. I'm not charging an arm and a leg so if you want to try something different I think you can spare a little ISK. ALSO very important. Someone always knows something someone else doesn't. I'm sure a bunch of people know something I don't; however, you also have to imagine that I may know something you don't. <!--more--> Now on to the good stuff. Above is the list of rigs I've tinkered with. please note that some names of ships aren't mentioned because I feel it would defeat some of the guides by letting you know which ships were capable of what.   Cruisers Rupture (A Complete Guide) - 1,000,000 isk [PDF][IGB] The best cruiser in the game. Hands down. (my infamous and favorite cruiser) Maller (The Space Tank) - 1,000,000 isk [IGB] Look out Rupture, you have a contender! Send an EVE-mail to my character YAMAN and let me know which guide you want to purchase and I will supply you with a link. I have guides in PDF format and in-game browser format (denoted next to guides above.) Not always both yet. I'm still in the process of writing guides and working on all of this. Congratulations on catching this when it's brand new. Note that I'm pricing things on value and how hard it was to come up with. You may know this info already, there is no refunds. Suck it up for such a small amount of isk. No prices will EVER be over 1 million for cruisers. I think it'd be rediculous if the information cost half the price of the ship (minus cheap frigates). Battleships to come.   Assurance and Disclaimer: All of these ships have their own particular uses. You can't say any one ship is "THE" ultimate ship. However, I will say the Rupture is by far the best cruiser in the game (with the exception to a boat load of crazy ass heavy drones in a Thorax or something, but of course to get those skills maxed takes a helluva long time and I bet I could change the setup simply to get around the drones even). However, in general it is the best and vs. NPCs you can't beat it. Also note, most importantly: THERE IS ALWAYS A SETUP TO COUNTER SOMETHING. YOU JUST HAVE TO KNOW WHAT YOUR OPPONENT IS USING So, knowing that in general, the Rupture IS the best cruiser. I will say that liberally and that's what I mean under those two miner conditions. However, if you think you're going to beat the setup I have for the Rupture, please come to the Forge region and try your luck. You can ask people in the Pimp Legion of Doom (my corp) about my setup for the Rupture. They will tell you it's no joke. These are people who have been playing since day 1. Furthermore, if you do lose a ship and get pissed because you think you're "invulnerable" with my setups....Don't come crying. These guides are on a "no garantee" basis. However, I will tell you right now, if used properly, these guides will be the most valuable information on outfitting rigs you will ever encounter. You can ask people if you don't believe me. Also please note that this is something new I'm doing. As per suggestion, request, and my own idea on making some couch change in isk. I'm not charging an arm and a leg. I may raise prices if it proves popular, but most likely not. I really would rather do business by volume. Information should be free in real life, but it isn't in EVE. Close though.
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EVE Online Mining – The Mining Guide of Temptations!

Posted on 2008-11-27 by rainbowNo comments


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Mining is basically targeted at the maximum earnings in the least amount of time. However, there are temptations that would rather be avoided because of the potential disasters that come along with them. Here are a few tips to mining, based on some very popular temptations! The Lure of Processed Ore Processed ore is much more valuable than unprocessed ore. So logic will tempt you to sell the more valuable material. It will ideally net you more money. Theoretically this is spot on, but in a practical sense it isn't. Unless your mining skill is something to brag about, and if you process the ore yourself. Inexperienced miners, with no processing facility of their own, will end up with a lot of garbage, and very little sellable material. Second, processing the ore yourself will squander a resource far more precious to you than any bagful of ISK - your time. The processing is far more feasible for group miners though.<!--more--> The Planning- Use Bookmarks After checking for potential pirate threats, pick an asteroid and plan your mining the Ninja style. Appear and disappear in the mining region through Bookmarks. This way the NPC rats, and any potential pirates will have a hard time catching up with you, even if they do find out that you exist! The idea is to bookmark your asteroid so that the next time you jump back, you should be roughly 15km away from where you want to go. Simply, set your ship camera so it is looking behind you, straight at the jump point. Start moving toward your asteroid. Go past your asteroid and keep going until you are 15km away from it, and 30km from the station, in a straight line of sight. Once you are there, bookmark the spot. You do this to save loads of time during your mining runs, as jumping from the gate will always dump you 15km before your bookmark. Last, but not least, try to set a bookmark as close to the station as possible in order to save time on the return trip. A distance of about 8km should do. Okay! Do a test-run to make sure it all works as it should, and adjust your bookmarks if necessary. Time to mine! Time and Money Ratio The goal should be to maximize the 'time : money' ratio. When the hold is full, high tail back to the station. Do a market search if you really want to, get some idea of the general prices, and generally waste your time. However, it would be advisable to at least look around the first time round so you don't go on selling below market price on the whole. Later you can fire off a quick sell offer; take any half-way decent offer that comes along. This is a far better option especially if the ore you sell is not really that valuable. The margins that can be made by being a careful seller can better be covered by hauling in more ore from the mine itself! Don't Pod Many inexperienced miners make the not-so-smart decision to use their pods to set their bookmarks. The idea is to save their ships for any mishaps. However, in the process they make themselves extremely vulnerable to pirate attacks. Not only are pods a lot slower than ships but their camera angle is not adjustable like the ship's. So you can't exactly bookmarks like you can in the ships, at least not with as much ease. The general idea is that NPCs don't attack pods. Though it's pretty much accurate, but you can never underestimate the human mind. At some point in time, you'll come across players who will blast you just for the heck of it!
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