Eve-online: Difference between revisions

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  Neocoms
  Neocoms
   BioCells
   BioCells
  biofuel
  precious
   Silica Glass
   Silica Glass
  oxidizing compound
  Silicon


Rando:
Rando:

Revision as of 03:34, 22 January 2015

Top notes

rando's skill plan:

  • corp man V 4d
  • projected electronic counter measures
  • tactical logisitcs reconfiguration
  • capital projectile

myridia's skill plan:

moros:

nervous skill plan: none

Todo:

PI plan:

Goal: Broadcast nodes.

Rando
Mylridia


  • Data Chips myridia ckx barren
    • micro fiber shielding - myridia ckx barren
      • Silicon - myridia Y-CAL lava
      • Industrial fibers - rando Y-CAL Temperate
    • super tensile plastics - myridia ckx barren
      • Biomass - being made mylridia Y-CAL XII ice
      • Oxygen - mylridia's 8x ice makes this , poorly.
  • High Tech Transmitters
    • polyaramids - mylridia's ckx VII Gas is making this.
      • Industrial Fibers - rando's temperate produces.
      • Oxidizing Compound - mylridia's ckx VII Gas makes this
    • transmitters - Rando 8x barren does this
      • Chiral Structures - Rando's lava does this.
      • Plasmoids - Rando's CKX VIII Plasma.
Neocoms
 BioCells
  biofuel
  precious
 Silica Glass
  oxidizing compound
  Silicon

Rando:

8X II Barren Precious + p2/p3
CKX II Barren Reactive + Mechanical
` CKX VIII Plasma Plasmoids + p4 : send plasmoids to lava for transmitters, send polyaramids here for high tech transmitters.
Y-CAL III Lava Chiral + transmitters
Y-CAL IV Temperate Industrial fibers + Protein

Mylridia: 8x ice - oxygen
CKX II barren - super tensile + microfiber shielding -> data chips
CKX VII gas - Oxidizing compound. - for polyaramids
Y-CAL III lava - Silicon - for datachips
Y-CAL XII ice - biomass

To do

Nervous: 1. get stuff shipped to null 2. melt 3. clear ships 4. sell stuff. 5. atron -> taranis 6. get hulk to null 7. get crystals to null. 8. mining skills to null. - figure out what rando , mylridia need.

Shopping list

200mm t2 plates ( ckx 1.2 mil , jita 0.7 mil )

  • ee-601 689k in empire, 3 mil in ckx

Community Sites

Introduction

Now you've done it; I'm just going to go on and on ...

Fleets

The Welpoming Fleet

  • 2 sabres
  • any old Sniper ship ( 100 km or more optimal )
  • eyes X 4

If you are sniper, you should have two tacks at your optimal on the target gate and at least one safe spot.

sabres are on the gates.


Ammo / Ranges / Damage

Hybrid Ammo Table

Standard Hybrid Charges
Name Range Modifier Damage Type Capacitor Need
Antimatter -50% Kinetic, Thermal 0%
Plutonium -37.5% Kinetic, Thermal -5%
Uranium -25% Kinetic, Thermal -8%
Thorium -12.5% Kinetic, Thermal -40%
Lead 0% Kinetic, Thermal -50%
Iridium +20% Kinetic, Thermal -24%
Tungsten +40% Kinetic, Thermal -27%
Iron +60% Kinetic, Thermal -30%


Name Em Exp Kinetic Therm Range Bonus Cap Need
Void M 0 HP 0 HP 15.40 HP 15.40 HP -25% 25%
Uranium Charge M 0 HP 0 HP 12 HP 8 HP -25% -8%
Tungsten Charge M 0 HP 0 HP 8 HP 4 HP 40% -27%
Thorium Charge M 0 HP 0 HP 10 HP 8 HP -12.50% -40%
Plutonium Charge M 0 HP 0 HP 12 HP 10 HP -37.50% -5%
Lead Charge M 0 HP 0 HP 10 HP 6 HP 0% -50%
Iron Charge M 0 HP 0 HP 6 HP 4 HP 60% -30%
Iridium Charge M 0 HP 0 HP 8 HP 6 HP 20% -24%
Antimatter Charge M 0 HP 0 HP 14 HP 10 HP -50% 0%

lazors

Standard Frequency Crystals
Name Range Modifier Damage type Capacitor Need
Multifrequency -50% EM, Thermal 0%
Gamma -37.5% EM, Thermal -15%
X-Ray -25% EM, Thermal -25%
Ultraviolet -12.5% EM, Thermal -35%
Standard 0% EM, Thermal -45%
Infrared +20% EM, Thermal -35%
Microwave +40% EM, Thermal -25%
Radio +60% EM -15%


projectile

sentries

Federation Navy Garde  Faction 1,920 HP 0.0378 rad/sec 20.00 km  1.728 x
Garde I                Tech I    800 HP 0.03   rad/sec 20.00 km  1.6 x
Garde II               Tech II   960 HP 0.036  rad/sec 24.00 km  1.92 x
Bouncer I              Tech I    608 HP 0.01   rad/sec 40.00 km  1.4 x
Republic Fleet Bouncer Faction 1,458 HP 0.0126 rad/sec 40.00 km  1.512 x
Bouncer II             Tech II   729 HP 0.012  rad/sec 48.00 km  1.68 x
Caldari Navy Warden    Faction 1,074 HP 0.0126 rad/sec 50.00 km  1.296 x
Warden I               Tech I    448 HP 0.01   rad/sec 50.00 km  1.2 x
Warden II              Tech II   537 HP 0.012  rad/sec 60.00 km  1.44 x

Racial Jammers

/ECM 101

WH PI Proportions

Recipe:

  • water X 2
  • reactive X 2
  • bact X 2
  • oxygen
  • biomass
  • biofuel
  • precious
  • chiral
  • plasmoid

Current Standing Orders

To Lava I

  • noble metals
  • carbon compunds

To barren V

North

  • 1000 reactive
  • 1000 water

South

  • 1000 biofuels
  • 1000 Precious metals
  • 240 super tensile
  • 240 test cultures
  • 240 biocell
  • 240 nanite
  • 240 water cool cpu
  • 240 transmitter

From Barren V

  • bacteria
  • test cultures
  • nanites

To Barren iV

  • 2 oxygen
  • 4 water
  • 2 bacteria
  • 1 biofuel
  • 2 biomass
  • 2 chiral
  • 2 plasmoid
  • 1 precious
  • 4 reactive

Quotes

Beginners study Tactics.
Amateurs study Strategy.
Professionals study Logistics.

Convos of note

WH collapsed on me, but was in a helios, so no big deal right? well I need to scan my way out. from the c5 -> c3(passive) ->c4(very agressive) -> c3(dead as a door nail) -> hs whew!

the aggressive guys were chatty ( relatively speaking ) (they didn't find me)

[02:14:16] Charok > o/
[02:19:16] Therazoull > 6 cores = FAIL
[02:19:52] Charok > just use 4 its better
[02:27:57] Therazoull > found him

they did however camp my "out" path, a c3, that I didn't know at the time had a hs. So I waited and waited ( scanning theitr system that was packed iwth sigs BTW )

Dev Stuff

Fitting

Eve LinksWikis

Wikis

other

Manufacturing

Market Data

Pos planner

http://eve.1019.net/pos/index.php

Cap ships

Cap fits

Archon

slowcat archon

  • 3 X trimark armour rig.
  • 2 X remote armour repairers
  • 1 X capital energy transfer
  • 2 X drone link aug t2
  • 2 X omnidirectional tracking link
  • 2 X cap recharger II
  • drone damage aug
  • t2 damage crontrol
  • imperial navy adaptive nano fibre
  • coreli-c type armor hardeners

travel fit:

  • 4 X cap recharger
  • 7 x cap power relay

in hold

  • ozone
  • cloak
  • ladar eccm
  • spare set of t2 hardeners if burnout
  • remote sensor booster t2 + scripts


Notes on Shipping

Shipping Details READ From: XXX Sent: 2013.08.30 13:14 To: XXX

We got a lot fo questions last night so need to clarify a few things.

I will use BOLD to emphasise important parts, I'm NOT yelling at you. :-)

What a Jump Freighter can ship and how: JF can haul Un-Assembled ships and EVERYTHING else. These require a COURIER contract (NOT a regular Item Exchange contract) From: M2 preffered but we can acomodateand shipping IIR and Sarline. Ship To Field (screen 3 of 4): Pashanai III Moon 2, Side Note: we will be landing in Leran VI (discussed in carrier shipping below) Make this contract PRIVATE to the shipper. DO NOT make contracts to alliance or corp. (just in case spy whom can steal your stuff) Do NOT specify any Collateral. Do NOT specify any payment. Tips Welcome Tho :) Each Contract is limited to 200 items and the folowoing size limits... JF cargo is limited to 353,250 m3. If you can make a full load, make contract for that. If you can NOT make full load then limit (break up) each contract to around 50k or 100K as best as possible. Smaller is OK.

What a Carrier can ship and how: Carrier can haul all Assembled ships with RIGS FITTED. It can Haul 1,000,000 m3 of FITTED Ships. If you do NOT have Rigs Fitted then REPACKAGE your ship and send via JF. RENAME your ship with YOUR name. Or you could very well lose it. All these ships are lumped together so its the only way to track them. You can leave all your modules fitted. You can leave all your drones in drone bay. however REMOVE EVERYTHING FROM CARGO. PLEASE. there are many issues with leaving stuff in cargo ... it will be best if we all just remove all from cargo. Create a Item Exchange Contract OR place the ships in the Corp Hanger "M2 to Leran" Preferred to put in the Corp Hanger.

Hope this helps. send any corrections to me I'll update. Mhowatt


relocation out of syndicate From: XXXX Sent: 2013.08.30 03:15 To: XXXXX

For now we are relocating out of syndicate. Their is a new hangar, m2 to Leran. Same thing, rename ships to YOUR name, make sure their are NO modules in ship and put them in hangar.

This is not going out allaince wide just yet i want us to get a jump on this, so we can help allaince. Keep a few pvp ships handy.

If you have frigs, just repackage them, its way overall cheaper then jumping a thousand frigs.


relocation out of syndicate From: XXXX Sent: 2013.08.30 03:15 To: XXXX

For now we are relocating out of syndicate. Their is a new hangar, m2 to Leran. Same thing, rename ships to YOUR name, make sure their are NO modules in ship and put them in hangar.

This is not going out alliance wide just yet i want us to get a jump on this, so we can help alliance. Keep a few pvp ships handy.

If you have frigs, just repackage them, its way overall cheaper then jumping a thousand frigs.

Forums Posts of Note

Eve stream

Videos of notes

How-Tos

HS Gank

  • agress target with noob ship to set log-off timer
  • bump autopiloting target off grid by 1000 km
  • now you get extra time from concord and no gate guns.

Also See