Eve Mining – Avoiding Can Flippers and Baiters

May 31, 2009

As with any game, some one is always just around the corner waiting to have some fun at your expense. Here are some tips to keep you from losing valuable equipment and generally looking like an ass…

Can Baiters: People leave a can floating in space, perhaps with something valuable in it. It might be labled “free” or somesuch farse. Don’t touch it unless you are prepared to defend yourself against the baiter and his whole corp. You will be aggro’d to him for 15 min, and your corporation will NOT be able to help you.

Can Flipping: You are mining into a can. A cute little cruiser or frigate shows up, takes your ore and puts it in his container. You take it back, and you are aggro’d to him AND his corp for 15 min. Pay attention. If your can pops and a yellow one appears, its NOT yours! If you have a gank ship, you can turn the table on him in that 15 min as he has aggro to all of your corp for 15 min. But if you are alone, its generally just a good idea to walk away.

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Tanking Eve Online Missions

May 31, 2009

The trick to missioning is being able to take the hits. Nobody wants to lose a ship, its expensive and takes ages to fit a new one. If you rely on killing them before they kill you, you are almost certainly going to die in level 4 missions. The main thing to remember with tanking is resistance percentages and damage types. I go to this website before each mission to see what type of damage I need to protect against, and what type of damage is most effective to use. I highly suggest that you do the same.

Eve Online Drake

Another thing to keep in mind is that as the % of resistance becomes greater, the effectiveness of each single % has on your tanking increases exponentially. A simple 10% resistance directly added to a 50% resistance will give you an extra 50% effective hp, but when added to a 0% resistance, it will only give you 11% additional effective hp.

Some Resistance to Effective HP Conversions

  • 0% = 100% hp
  • 10% = 111% hp
  • 20% = 125% hp
  • 30% = 143% hp
  • 40% = 166% hp
  • 50% = 200% hp
  • 60% = 250% hp
  • 70% = 333% hp
  • 80% = 500% hp
  • 90% = 1,000% hp

the equation for the above numbers is hp (percent) = 100/(100-resistance)

I have a drake that has 10% em resistance without any fittings, equip one tech 1 invulnerability field and you get 37% resistance, equip another and you get 48%, thats including the penalty from using two fittings that alter the same property. My effective hp went from 111% to 147% to 192%, thats a jump of 36% and then 45% effective hp thus showing that the effect indeed stacks even with the penalty that applies. (you get more of a bonus equipping the second invulnerability field than from equiping the first.)

Combine that with shield regeneration (or boosting) and you will be able to have a tank that is unbreakable. (you are regenerating faster than they are damaging your shield.)

Why t2 Invulnerability Fields are Needed

The above statistics also show that equipping tech 2 invulnerability fields is definitely worth while even though it only adds 5% from 25% to 30% resistance. Don’t be fooled into thinking that this only makes them 20% better because 5 is one fifth of 25, because that extra 5% actually gives 10% additional effective hp. As shown below
25% resistance = 33% more hp (tech 1 invulnerability shield)
30% resistance = 43% more hp (tech 2 invulnerability shield)

That is a change of 33% instead of 20% and that change also stacks when you equip two of the fields.


Biggest Eve Heist – $16,500 in real money!

May 31, 2009

Here is the full article on which this post is based on.

The Guiding Hand corporation was given a contract paying out 1 billion Isk to infiltrate the Ubiqua Searph Corporation, destroy the CEO’s ship, a Navy Apocalypse worth billions of ISK, and return with her dead corpse.

The Guiding Hand corporation spent ten months infiltrating within the Ubiqua Seraph corporation. By April 18th, they had operatives in every level of Ubiqua Seraph’s organisation, and  several spys were on the board of directors, and primary agent Arenis Xemdal “rose to a rank sufficient to challenge the CEO’s decisions.”

Every Ubiqua Seraph office in the galaxy was raided, the contents of every shared hangar – not to mention their corporate coffers – gone. The assets were replaced by a note in each, stating simply that this was an act of the Guiding Hand Social Club. They ambushed the CEO in her Navy Apocalypse, podded her, sucked up her corpse into their cargo hold.

The simultaneous ambush and galaxy-wide hangar theft inflicted financial damage upwards of 30 billion ISK – $16,500 US dollars at IGE.com’s prices.

 

Hostile assets acquired:

– Modulated Deep Core Miner II BPO
– Covert Ops Cloak II BPO
– Armageddon BPO
– Prophecy BPO
– Malediction BPO
– Arkonor Crystal II BPO
– Scordite Crystal II BPO
– Numerous lesser tech II BPOs

– A few billion ISK in minerals.
– 717 million taken from corporate wallet.
– Two billion taken under the guise of a loan from the executor.

 

Hostile assets destroyed:

– One Amarr Navy Apocalypse.
– One capsule, belonging to Mirial, known to possess a head full of +4s.

 

The public’s opinion on hearing about these actions over the forums was divided between the impressed, the disgusted, and the impressed but disgusted.


Down with BoB thanks Goonswarm!

May 31, 2009

The Eve corporation BoB has been bankrupted due to espionage on the part of Goonswarm. The bank accounts have been cleaned out and assets stripped. Even the name was re-registered by Goonswarm to add insult to injury.

Such swindles left some players in awe of EVE’s potential for realism, whilst others called for a stronger code of ethics in the game.

Mittani, a shadowy spymaster who runs dozens of agents for his corporation – GoonSwarm, scoffed at calls for in-game morals, noting that without dirty tricks, GoonSwarm would have had no chance of toppling a more established corporation like BoB.

This was all made possible when a disgruntled BoB director contacted Mittani to say that he was thinking of switching sides. With the director’s access to BoB’s internal workings, the pair were able to disband the corporation and steal all the assets they could lay their hands on.

Full details here.


Level 4 Mission Drake

May 31, 2009

There are hundreds of listed drake fittings online. This is because it is a very good ship. It is well suited for missioning, takes very little skill to start flying, and has extreme potential, in that there is a huge difference in its DPS and tanking abilities when a newbie is flying it with t1 gear compared to a level 5 skill player flying it with t2 gear and rigs.

Eve Online Drake

Skills that will make tanking much easier

  1. caldari battlecruiser command = 25% more resistance.
  2. shield operation = 25% less shield recharge time.
  3. shield management = 25% bonus to shield capacity.
  4. Tactical Shield Manipulation: allows you to use t2 invulnerability fields.

The battle cruiser command skill gives the ship 33% more tank (yes 33, not 25), plus there is no resistance penalty, unlike stacking invulnerability fields. The shield operation and shield management both give the ship 25% more tank regeneration, one by changing the rate, whilst the other changing the amount. T2 invulnerabilty fields are needed because they are 33% better than their t1 counterparts. Adding all those skills gives the ship just over 2.07 times more tank than having no skills (Effectively doubles its tank).

My Fitting

  • high slots: 7 x t2 heavy missile launchers, 1 x tractor beam
  • medium slots: 4 x specific shield hardeners II, 2 x large shield extenders II
  • low slots: 4 SPRs
  • rigs: 3 x core defence field purgers
  • Drones: 5 scout drones (t1 drones may be unnecessary but if you can use t2, they will make missions go a lot faster)
  • Ammunition: Mision specific fury missiles for the battleships, mission specific standard missiles for cruisers, and mission specific precision missiles for t2 frigates. This makes a HUGE difference and is definitely worth the money.

Equipping four SPRs is usually not necessary. This is only needed for a few of the harder missions, or low skilled characters. It is a good idea to mix in a co-processer and one or two ballistic control systems (BCS) for added dps. Using four SPR’s in the low slots will usually require having to warp in and out of missions in order to recharge the ship’s cap. This will only be needed after a couple of minutes, by which time all the rats/mobs may have been killed off the ship can simply deactivate some modules instead. If the ship can’t handle a mission with 4 SPR’s equipped, the character needs to achieve higher skills and is not yet suitable for doing level 4 missions.

If the damage dealt in the mission is all types I will equip 3 x t2 invuln fields and 2 t2 extenders, with 1 t2 shield recharger in the mid slots. This is because I have shield upgrades 4 instead of 5, so i cannot yet replace the shield recharger with another shield extender, but if you can, do so.

Feel free to post other drake fittings that you believe are better and i will try them out.


Eve Online – Eve PVP Statistics

May 31, 2009

The latest eve dev blog quotes some interesting statistics on ship losses in Eve online PVP combat. The graphs clearly show that players are losing more Caldari and Gallente ships than Amarr and Minmatar ships. This is most noticeable on the battleships graph.

Battleship losses

Battleship losses

Is this due to players starting with the Amarr or Caldari race and then just sticking with it, or are Amarr and Caldari ships generally better at PVP? The other factor to take into consideration is that Caldari and Amarr ships are considered to be more aesthetically pleasing than Gallente and Minmatar ships. Could this be affecting players choice of race on a sub-concious level?