Site Probing

Probing

Site probing in this case refers specifically to the art of locating a cosmic signature generated by the system, containing content as per below list. Similar mechanics can be deployed towards other objects and for now we’ll stick with “just” site probing.

 

There are the following types:

  • Ladar
    (Gas cloud mining sites
  • Gravimetric
    (hidden asteroid belt mining sites
  • Magnetometric
    (salvager or analyzer module is required to complete)
  • Radar
    (hacking module is required to complete)
  • Unknown
    • Wormholes (entry or exit point that leads to another star system in either known or unknown space)
    • DED Rated Complexes (1-10)
    • Unrated Complexes.

 

Understanding Signature Radius and Sensor Strenght

All objects in space has a Base Signature Radius. In the case of Cosmic Signatures, Beacons have been placed with a Signature Radius. It is in fact those beacons you are scanning down when locating sites and they are providing the information about the site (name).

When locating sites, you can use either combat probes or core scanning probes. Core Scanner Probes are preferred for site probing due to having a higher sensor strenght and a smaller pinpoint radius – which can help concentrate the effeciency of the probes.

 

Core Scanner Probes:
Sensor strenght ranging from 40 to 45 points
Base Scan Range down to 0.25 AU
Base Maximum Deviation of 0.125 AU
Making them ideal to pinpoint Cosmic signature sites.

Combat Scanner Probes:
Sensor strenght ranging from 20 to 22 points
Base Scan Range down to 0.5 AU
Base Maximum Deviation of 0.25 AU
Thus making them a little harder to us, but due to having a larger scan sphere they can monitor a much larger area.

Since the equipment you have available to use is based on two variables, thet third variable is hosted by the target you are trying to pinpoint.

 

Maths

The formula is CA [Base Signature] X [sensor strength] / [Radius]

Base signature comes from the beacon. Each type of site (beacon) is categorized into bands, depending on the system. High, low, null or wormhole space each have different base signature strenghts for different beacons: 1/5, 1/10, 1/15, 1/20, 1/25, 1/40, 1/60 and 1/80. The easiest beacon to scan down is the 1/5 beacon with the 1/80 beacon being the most difficult and require good skills and equipment.

Sensor Strenght comes from the probes and the ship and having a bonused probe, a bonused ship along with scanning rigs and scanning modules will greatly increase your chance of a succesful/speedy probing.

Radius is the part of the probe that can be adjusted by the user. As this is a user decided variable, this is the part that helps you scan down stuff.

Warping.

Once the reading reaches 100% you will be able to initiate warp to the beacon you scanned down. If you are warping into a site with the Zephyr frigate, no aggro will be initiated and you can then place bookmarks. If you use a covert ops ship to warp into the initial site, be advised that you may encounter debris or objects that can (and quite potentially will) decloak you.

Some sites can be warped to with distance (ie. warp to 100km etc.) and this can be useful to avoid being decloaked by the beacon, but it does not liberate you from being decloaked by other of objects.

Be prepared to move the second you land on the site and re-initiate the cloak.

 

Is it for me?

If this activity appeals to you, think about what kind of ship you want to sit in when you hit the end-game. Be advised that you will lose a few ships getting there and the rewards might be a bit hit-and-miss. But when you return to high-sec space with a cargo hold full of shiny loot though, there is no better feeling! (untill you lose that ship in a gatecamp heading there!)

While some sites require capitals to run profitably, the best sites also provide loot/salvage in excess of a billion ISK and cannot be done solo.

For the solo prober, its quite possible to still do high-value sites in known space or even some wspace sites. While running null-sites can be done safely, transiting null-systems carry a great risk – which is why a covert ops ship might be useful.

Combat Content in EVE Online

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EVE Online has it all, whether it be pressing buttons to make stuff blow up, pressing buttons to create stuff, pressing buttons to find stuff or pressing buttons to harvest salty tears of other people. Its a harsh world!

So, in order to help you I’ve built this guide overview of what you can do as a new player. If you get bored, try out some of the other stuff.

Killing NPC’s is typically referred to as Ratting – this is PVE Content.

If your ship is about to blow up, warp out. If you can’t – don’t cry.

 

Here are the different types of combat content availble in EVE Online.

 

Security Agent Missions

Missions follow a scripted form and outside of defeating you (because you didn’t prepare properly) it will usually end with you getting increasingly more ISK, increasing standings with an NPC corporation and earning some loyalty points (LP’s) to use on faction items. It is the most accessible form of combat content there is and you’ll be tossed right into it at the very start of the game. Things to consider before blindly following a string of agents just because they are a means to an end (L4’s or L5’s) is this:

  • Are the Loyalty Point Stores rewarding you with the items that you want/need?
  • Are high-level agents accessible in a system you want/need to be in?
  • Do you want several high-level agents in the same mission hub, or can you be satisfied with just one agent?
  • Do your due dilligence. Don’t work blindly for any corporation just because its an option.
  • Don’t get tempted by ‘ninja salvagers’, ‘thieves’, ‘pirates’ or ‘flashing targets. They are not in it for the ISK, but to harvest your salty tears and make your day miserable.
  • Learning how to cope with losses, and annoyances from other players will change your experience when doing missions – particularly in very popular mission hubs.
  • Learn to avoid missions towards other navy factions (vs. Caldari, Minmatar, Gallente and Amarr).

Once you have decided which NPC corporation to do missions for, here’s what you’ll run into:

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Level 1 Missions

These security missions are availble to all players, even with terrible standings toward a faction/corporation. They are meant to be entry level agents for anyone who need to train up new standings toward a specific faction or corp.

Difficulties at this level would be from the system you are running missions in (if they are low or null security systems). At this level anyone can run these missions and beat them, even new players 5 minutes old.

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Level 2 missions

These missions are available to players with a good derrived standing as entry level, or players that worked on level 1 missions.

You should expect fair frigate resistance and usually players lose ships in these missions due to inexperience in handling the transition to a new ship (notably frigates to cruisers) and how to deal with frigate ships while in a larger ship. Examples of this is to not bring drones to deal with scramming frigates, getting pinned down and taking excessive damage. Fitting frigate class modules on a cruiser hull (making the ship underpowered and vulnerable) and not fitting proper resistances on their tanks. Getting jammed and unable to apply damage (learn to use your drones properly).

These missions are where players find that they need to do their due dilligence and research what they will be facing during the mission.

Learn about ‘triggers’ and respect them.

Consider training corporation skills and create your corporation to avoid taxes on bounties. Also remember to actually set the tax to 0%.

Fit weapons of the same type – don’t mix. Now, group those weapons and start to bring different types of ammo for different situations – learn that volleys with that group of weapons can sometimes one-shot smaller targets or simply break the tank of larger targets.

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Level 3 Missions

Usually this is where players will start to get into battlecruisers and while this is a sound advice for these missions, be aware that the cost of a good hull can be steep. Navy versions is usually 3x the price of a standard hull but comes with better fitting options. As always, don’t fly what you cannot afford to lose.

Level 3 missions is also where you’d expect to start making money on salvage from missions, so consider getting a seperate salvage ship to increase the ISK/hour ratio.

You will possibly also want to train further into Tech 2 weapons if you haven’t already. The bonus from extra DPS is definately worth considering and will do more for your mission running times than you’d imagine. You will go from not being able to break tanks on some ships, to easily taking them down. Start to embrace the fact that staying still will increase the need to tank more damage – while moving around in your ship will decrease damage taken from other ships (even if your ship seems big now, it will be even more prominent with the next step).

If you are not already fitting a Tech 2 tank and repper at this point, make it a priority.

Start training into Battleships and train to be able to fit rigs to your ships. Also start training more support skills.

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Level 4 Missions

At this level, you would want a Battleship to cope with the missions. While Battlecruisers can do the job (at times) it will take ages to complete the mission and you’ll propably miss out on the mission bonus. Battleships provide a good damage platform for the type of ships you will encounter (up to and including many other battleships at the same time).

A Tech 1 battleship will do and there are many good choices. The important part is that you also fit rigs to increase survival rate of your ship and a proper tank. Do not ever bring salvage drones on your battleship, your ship should be fully combat operational to avoid silly losses. Its not a salvage platform and if you believe it is, you will quite likely lose it as some point due to not having (enough) drones to kill the scramming frigates that your battleship guns cannot hit. This advice cost you nothing, and is something many others have faced and paid for.

At a minimum you should fit:

  • Tech 2 Hardeners
  • Tech 2 repping modules
  • Large weapons
  • Bring at least 10 Scout Drones (Light) – because at some point you will experience frigates chewing through them and still scramming you – 5 won’t be enough.
  • Be able to run your repper continously.
  • Overtanking the missions is fine at this point – you can start to soften up the tank later on.
  • Keep in mind if you want to prefer suffering the loss of a battleship or a decrease in ISK/Hour.

When you are comfortable in your tanking abilities, you can start to losen up the tanking modules and replace for more ‘Gank’ modules (Weapon Upgrades and Drone Upgrades). A good pointer is that “Tank+Gank = 1000 DPS”. You will also notice that DPS comes in waves and that you can start to manage the incoming DPS via triggers. You start to pulse your repper but your your fit is stable with the repper and hardners going continuously.

At this point you should consider getting this:

  • Tech 2 guns
  • Tech 2 ammo
  • Tech 2 drones
  • Dedicated Salvage Ship and skills (ie. Noctis with Salvage drones and rigs) – will reduce salvaging times and increase ISK/Hour.
  • Hauling ship, to bring your sellable loot to a trade hub (possibly even a Tech 2 cloaky transport or an Orca) with a proper tank.
  • Jita Alt – to sell your stuff on the market with minimum tax losses.

At this point you will start to realise that you propably won’t be able to fit all those nice T2 modules due to lacking powergrid and/or CPU, so you …

  • Finish support skills training as they can increase survivability and DPS by over 25%.
  • Train Overheating skills (which will increase your modules capabilities by 20% for a limited time.
  • Apply your overheating skills and what they affect so you don’t overdo it and kill the modules you overheat – you don’t want to make a bad situation even worse!
  • Start to always bring Nanite Repair Paste.
  • Get and train into implants to enhance your ship even further.
  • Fit Faction or Deadspace modules – some can be aquired with a slight investment, while some are steep, these will typically start to free up more powergrid and CPU so you can fit better guns.
  • Start to buy and train an alt to also deal with blueprints to support your tech 2 ammo needs, make rigs, reprocessing, planetary interaction etc. – all of it to increase profit.

Later you should consider getting either a Navy Faction Battleship, a Pirate faction battleship or a Marauder for missioning in. It will increase your ISK/Hour but also your survival rates immensely.

Remember that – Not dying means that ISK/hour goes up and you don’t have to replace lost battleships worth +100 million.

 

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Burner missions

These are meant to be a nice distraction from L4 mission running and provides possible faction loot.

While they are frigate specific encounters – make no mistake – these frigate are every bit as challenging as the toughest L4 mission you’ve experienced!

Only beatable in a frigate class vessel, you can still bring friends along for the ride – but they are solable in a proper fit Frigate.

Bear in mind that being able to tank the encounter is not enough – breaking their tank is just as important. The NPC’s can and will change behaviour.

Bringing friends the first few times are adviced to avoid too many and expensive ship losses.

 

Level 5 Missions

These agents are exclusively availble in low-security systems and null-security systems. It won’t be for everyone.

Some agents do send you to high-sec systems.

Get PVP experience, as you’ll no doubt encounter pirates at this stage and also learn how to tank L5 missions as well as pirates at the same time.

Expect more loot (in volume), more in bounties and more in Loyaly Points. Using the LP’s for profit effectively might be a challenge.

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Asteroid Belts

Defeating NPC ships in asteroid belts, which will get you increased security standings, ISK and (faction) loot. Warp between belts to locate them, be patient with spawns – they will spawn eventually.

 

DED Deadspace Complexes

These sites are open to run directly from your overview. Look for beacons to warp to when in system. You can find the correct systems by consulting your star map (default key: F10) and look for DED Complexes.

Usually you will be able to loot a deadspace overseeer item, with prices ranging from 10 thousand ISK to 130 million ISK. In high-security space you should be able to sink your teeth into some items worth several hundred thousand ISK within a few hours from creating your character.

 

Cosmic Anomalies

Anomalies can be found using your on board system scanner. Your on-board system scanner covers ~14.5 AU (Astronomical Units) and can be opened using the default ALT+D. Anomalies randomly pop up on your system scanner, but you’ll have to use it to get the waypoint for it as they do not appear on your overview as some DED sites can.

Once they have been run, they will despawn and pop up in a new system in the same constellation. If they are left uncompleted they will repopulate after DT for about a week after the first warp has been attempted to it.

Remember that you can only find sites that are within ~14.5 AU so in particularly large systems you may have to warp about a few times to cover the entire area.

Anomalies can be inhabited by either Drones, Pirate Faction or Sleepers (depending on system occupancy) and reward you with various precious loot, ranging from nothing, to pirate faction drops, to sleeper tech.

While the lower level anomalies are entirely possible to complete (and die in) in an entry level frigate, the higher level anomalies can require a team effort. Sleepers are special NPC’s only found in wormhole space and drop extremely valuable loot but can also require multiple capital ships to run effectively. In W-space, capital ships make up the bread and butter of Anomaly Escalations worth over a billion ISK per site. With people residing in W-space, they also need to cover the cost of fuel for the Player Owned Stations, Corp Ships as well as paying people to farm and defend their residense effectively.

 

Hidden Complexes and Cosmic Sites

These require specialized equipment, starting with a tech 1 scanning frigate with probe launcher and core scanner probes and a combat ship to run the sites all the way up to a covert ops, stratetic cruiser or a team of friends with very big ships. Probe the location down, bookmark the site, come back in combat ship. Some will be unable to be located, unless you have good skills.

High-security sites can be semi-valuable but should be considered training ground for new capsuleers. Whether they contain valuables can be a bit of a hit and miss. Sometimes you’ll be lucky, sometimes not. You’ll have to be persistant. As you go deeper into lawless space, the rewards increase considerably. Do your reasearch about the system you visit. Typically, the same pirates will roam the same systems if they live nearby – they are propably out to get suckers like yourself that has been pulled in by the promise of wealth and riches. They know you’re going to visit, scan down this particular site and warp to it – so they will of course have bookmarks prepared for just such an occasion!

When out of high-sec space: If you see people in the local chat channel, prepare to be tackled. If you see many people enter local at the same time, prepare to be tackled immediately as its likely they already have a cloaked ship sitting next to you. If you see people on D-scan, warp out. If you see combat probes on D-scan warp out.

Focus on non-mining sites (ie. not ladar or gravimetric) while considering that wormhole types will take you into unknown space where people can (and will) kill you. A bit of networking in tradehubs can propably net you a few mining friends looking for ‘more’ which you can sell the location to the mining sites to. With more site trades comes more trust from your clients, and potentially more ISK.

 

 

PVP

What we know as Player vs Player encounters, exists everywhere in New Eden. There is no exception. You are not safe anywhere and you need to embrace that fact.

You can do a lot to increase your survivability though. In high-security space you’ll primarily avoid agressing anyone. If someone is stealing ore from your jetcan, don’t send your drones to attack them as they will then get permission to fire back. Don’t make yourself look like a valuable target by either putting valuable stuff in your cargo or fitting exotic faction mods or deadspace mods to your ship. Don’t fly industrial ships or go to trade hubs during Hulkageddon. Don’t mine in low-sec or null-sec without knowledge of how to properly use D-scan.

If thats your thing though, you can engage in corporation/alliance warfare in high-security space possibly as a mercenary. In low-sec piracy, ransoming ships or just blowing them up alone or with friends can (and usually is) – be a super fun – adrenaline pumping activity!

In Null-sec its often territorial alliance warfare that dominates with an unhealthy mix of capital ship fleets and very specialized fleets, while in wormhole space its a healthy mix of small-gang warfare mixed in with only a restricted number of capital ships but more often than not; strategic cruisers make out the backbone of the fleets with logi thrown in for good measure.

There is usually not enough money to be had in PVP alone, aside from the occasional faction loot drop from opposing players ships. More often than not, players fit T2 modules because there is a good chanche their ship will blow up after undocking. It is not unlikely for players to have a PVP alt – as their main character is busy making ISK for their PVP activities. Some have several pvp alts, to ensure a stady supply of PVP activities – for example being a part of Goons and part of Red vs Blue to ensure that when Goons activity levels are low, there is propably something going on in RvB and vice versa.

Suicide Ganking

Suicide ganking, consist of successfully destroying a ship in order to obtain valuable loot contained within the ship. The means to obtain your loot is to use cheap throwaway ships built for point blank facemelting damage the target cannot escape. Such a method does usually not require tackle modules as the target will die before they can react or warp away, while higher value targets can be successfully caught in gate camps in lower security systems.

The setup contains assigned cargo scanners and a welcome committee at the target destination. This is typically a gate camp, or bubble camp with assisting targetters for quick and merciless pain application.

Usually cheap ships are used in this cocktail as you’d normally only go for targets that far exceeds the worth of the ganking ships. As there is a 50% chanche for a loot drop, anything less is futile.

Pointers to avoid this is to not carry obscene values in thinly tanked ships and scout in advance if you really have to. Know what type of ammo is generally used and prepare to buffer tank it. Always expect to lose everything you undock anyways. Don’t get emotionally attached to your stuff, you’ll lose it eventually. Never cry.

 

ecad200e92024563c260ca5e594ed902[1]Tourneys!

There are also e-sport tournaments available as content in EVE. Either the annual officially sponsored Alliance Tournament or the less prominent ones.

To join the tournaments, you’ll need to find a corporation that does these events regularly and then get recruited. Having a good PVP history will help (killboard), but also working well with others is an advantage. There is usually a lot of cost being poored into these events from the participating corps, so having a fat wallet definately helps.

 

Special Events

Player-made pvp content is sometimes availble in the form of touraments or special events. Such as the Hulkageddon which focuses on killing industrial themed ships for donated prices or public roams with popular pvp corps. For roams you can join corps that take their corp mates out on regular roams, even high sec corps are quite popular. EVE University does a great point in training Fleet Commanders, allowing everyone to be FC for the day – and also invite experienced FC in for single roams. Other corps does public roams at times where outsiders are welcome to join in on the fun.

 

Fly Dangerously! o7

The Talos

WIP

The Talos is the new Tier 3 Battlecruiser for the Gallente line of ships. As such, the prerequisite is to have Battlecruiser trained to III.

In comparison to the Oracle, this ship has more CPU but less Powergrid which is due to the lower powergrid demands of the Hybrid weapons so that is to be expected.

The Talos can carry a flight of light scout drones or a single Sentry Drone. It doesn’t have more room then that in the drone bay, so another options could be a few logi or ewar drones as a special surprise.

Do note though, that the damage output has likely Read More…

The Naga

The Naga

Like the Oracle and the Talos, the Caldari are able to field their own version of the new Tier 3 Battlecruiser called the “Naga”.  The Naga was clearly designed to be a sniper platform as a counter to the Gallente Talos.  The Naga’s configuration and setup will certainly make it the dominant Railgun Battlecruiser, completely overshadowing the Ferox by a wide margin.  True, the Ferox can mount a better tank, but it is considerably slower and has far less damage capabilities, and most importantly, far less range.

The Naga is, of course, shield tanked, having six midslots and only a bare three lowslots to effectively use.  Even with the six midslots, however, the base shields are quite low, and so you can expect to only have an effective tank at around Read More…

The Tornado

WIP

 

The Tornado

Probably the most famous of the Tier 3 Battlecruisers is the Tornado.  This ship was originally designed as a Minmatar Battleship, so its release as a Battleship gun toting Battlecruiser was somewhat a surprise.  CCP went back to the original play book for this ship and made it fast and manuverable.  The battleship sided guns mask a fairly weak tanks, with neither enough midslots and lowslots as well as a fairly weak powergrid.  However, what it lacks in shield and armor strength, it makes up for in speed and agility.

The lacking CPU and Powergrid means that it was meant for close range combat.. i.e. Autocannons. I attempted to try to make decent 1400mm and 1200mm configurations, but the Read More…

The Oracle

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The Oracle used to be a “Tier 3″ Battlecruiser for the Amarr shipline. As such, the prerequisite was to have Battlecruiser skill trained to level III. It has since been changed to a level I requirement due to changed roles.

As a regular Battlecruiser, there is little point in using this though. Looking at the slot layout and the Powergrid vs CPU you’d think that this is a minor step up from the Tier 1 Battlecruiser – The Prophecy.

Outside of the +1 Highslot, there is actually not much difference in the Powergrid and CPU between these two ships. Powergrid-wise its placed between the Harbinger and Prophecy with a 1375 Base Powergrid.

The Oracle doesn’t carry Drones. In fact the only Tier 3 Battle Cruiser that does is the Gallente Talos that can field a flight of 5x5mb bandwith Drones (ie. light drones).

So why use the Oracle? The similarities of this Tier 3 Battle Cruiser in comparison with its siblings points directly at the Traits and Role Bonuses …

Read More…

The Relationships between Nullsec, Lowsec, Highsec, and Wormhole Space

(Note:  This post is intended for those new to Eve, to clarify some of the deeper issues that are before the CSM and CCP.  Reprinted and Edited as approved by Orakkus)

There you are, sitting in an Ibis.  You’ve just joined the game after hearing about all the drama, the epic fleet battles, and amazing ship heists.  You’ve decided that this space sim is where it’s at.  But where, really, is “here”?  And why so much drama between those that live in High-sec, Low-sec, Null-sec, and Wormhole space?

First off, it is important how three particular things interact with each other.  Eve Online is a game where the vast, vast majority of items found on the market are player made or player introduced.  From shuttles to ammo to ships, etc.  Only skillbooks, as a group, are introduced outside of players.  This means:

Isk (also includes Loyalty Points), PVP, and Industry are interconnected with each other.

  1. If you have no isk, you cannot PVP because you cannot purchase or build anything.  Named and faction items will also not be introduced into the game
  2. If you have no industry, then no modules or ships are built, therefore no way to effectively grind for isk and no way to PVP.
  3. If you have no PVP, then industry stagnates as need for Read More…

The Vexor Navy Issue versus the Ishtar – The Gallente Conundrum

Part Two of a comparison of popular Faction Cruisers with their Tech II counterparts(as dated July 1st, 2011)

Our second installment today is on a pair of ships that, while not as popular as the Navy Omen or Zealot, certainly are a common sight among both PVE and Pirate players.  I’m talking about the Vexor hull class ships:  The Faction Vexor Navy Issue and the Tech II Ishtar.  Why are these ships so popular among the two most diametrically opposed groups in Eve Online?  In a single word: Drones.

To begin with, we’ll start with a rundown of both ships.  Unsurprisingly, both carry the same Tech I bonuses from the original base hull.  Yet both take a divergent course from there.  The Vexor Navy Issue, focuses on improving the weapons and defenses of the ship itself, getting full use of turrets in five high slots, and potentially better armor protection with two additional low slots.  The Ishtar was designed favoring more drone utility and capability for those upgrades.  The ship lost a turret but gained one additional high slot, two mid slots, and one low slot, improving its overall utility and giving it some unique defensive options.  Both of these ships have upgraded Drone bays and bandwidth, as well as improved speed and armor protection capabilities.  The Ishtar currently runs between 125 and 135mil isk, which is a tad less than the Zealot or Vagabond.  The Vexor Navy Issue costs considerably less at

The Ishtar, a personal Assault Carrier

The Ishtar is somewhat the opposite of the Amarr Zealot, relying almost completely on drones for its damage capabilities.  While the place for ships of this nature are not much use in major fleets, they can be rather effective in smaller roaming gangs and are probably the most effective solo PVP ship in the game.  Here are the advantages in fielding an Ishtar:

  • +5km drone range bonus, per level (an additional +25km range at HAC level V).
  • +50m3 drone space bonus, per level (for a total of 375m3 of drone space at HAC level V).
  • Additional 22m/s.
  • One additional High slot.
  • Two additional mid slots.
  • One additional low slot.
  • 66% increase in bandwidth to 125mb.
  • Increased Capacitor recharge.

But some of the increases weren’t very impressive

  • Only 15 more CPU.
  • Minor Powergrid increase of only 25MW.
  • Tiny increase of 233 more shield and 133 more armor.

And then you have its weaknesses:

  • Capacitor is 125GJ less than Standard Vexor.
  • One less Turret.

To sum this ship up, it is clear that it’s meant to rely primarily on its drones as the main offense, with the high slots being regulated as either a secondary offense or for use in utility functions.  The big deal on this ship though is the bandwidth and the drone bay.  Even the entry level pilot to the Ishtar will have enough room to field a full flight of Heavy Drones, with two spares.  Another bonus, all the damage comes from the racial cruiser side, not the HAC side.  This means that you are going to be an effective pilot from the moment you fly it. 

The particular slot arrangement also has a benefit.  It can tank both shield and armor effectively well.

Skills to train up:

  1. Heavy Drone Operation – Get this skill to V, ASAP
  2. Drone Interfacing – Again, get this skilled up to V.  20% damage increase per level on this ship is deadly.
  3. Gallente Drone Specialization – Get this skill up to at least IV, so that you can operate the very popular Ogre II Heavy Drones.
  4. Combat Drone Operation – Another skill to get to level V.  All these bonuses add up, so you want to take advantage of every one of them.
  5. Drone Navigation – Get this to at least IV.  The reason being is that drones take time to reach your target.. and to get back to you as well.
  6. Energy Emission Systems – This skill improves the effectiveness of Neutralizers and Nosferatus, which can be nice utilities.
  7. Remote Armor Repair – Get this to at least level IV as well.  Your drones are going to get damaged in combat, so being able to repair them on the fly will certainly improve you overall effectiveness.

 

More Guns, Less Drones – Vexor Navy Issue

The Vexor Navy Issue was developed with the opposite intent than that of the Ishtar.  Maintaining the same bonuses as the original hull, the Vexor Navy Issue gains significantly more armor, turrets, and capacitor.  It also was given more drone bay space and bandwidth, increasing its overall combat potential.  While still not really a ship of the fleet, the differences between it and the Ishtar does allow it to be effective in small gang roams.  Here are the upgrades the Vexor Navy Issue received:

  • Two additional Low slots
  • 30 more CPU
  • Drone bay increased to 100m3
  • Drone Bandwidth increased to 100mb
  • Capacitor increased by 125GJ
  • Turrets increased by one
  • Signature reduced by 15.
  • Shield nearly doubled to 2285.
  • Armor increased to 2461.

As far as downgrades go, there aren’t many:

  • Only slightly less agile
  • 50 less calibration points for rigs.

While certainly not able to field a full wing of Heavy Drones with spares, like the Ishtar, the Vexor Navy Issue does have some drone options, either four heavy drones, or two wings of medium drones.  Add to it a significantly enhanced shields and armor along with five medium turrets and you have a ship able to do some significant damage.  The downside however is that it is more skill intensive than the Ishtar.

The skillset to train up:

  • Hybrid Medium Weapons – Get this skill up to V and get the supporting skills up so that you can field Tech II weaponry
  • Controlled Burst – Since you are relying more on capacitor dependent weapons, improving your Controlled Burst skill allows you to minimize the amount of drain your Hybrids will cause.
  • Medium Blaster / Beam Specification – Helps improve damage from your Tech II Hybrid weapons.  Also are prerequisites for Large Tech II Hybrid weapons.
  • Rapid Firing – Improves your rate of fire, which improves your overall DPS.  The higher the better.
  • Motion Prediction – Improves the tracking speed of your turrets, important if you want to hit fast moving targets.
  • Sharpshooting – Increases Optimal range of Turrets.
  • Surgical Strike – Improved Damage to all Turrets.
  • Trajectory Analysis – While not quite as important as Sharpshooting for Hybrid weapons, its good to skill up to improve your weapons overall reach.
  • Weapon Upgrades – Reduces the CPU of your turrets (better for fitting).
  • Advanced Weapon Upgrades – Reduces powergrid usage of turrets (also better for fitting).

 Suggested Ship Fittings – Ishtar

As mentioned before, the Ishtar is pretty versatile in how it can be tanked.  And since its primary damage is from drones, that can free up considerable CPU and Powergrid and this allows for a very wide variety of ship configurations.  Here are some fittings you could research:

[Ishtar, Shield Focused Tank]
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II

Large Shield Extender II
Large Shield Extender II
Large Shield Extender II
Large Shield Extender II
Invulnerability Field II

[empty high slot]
[empty high slot]
[empty high slot]
[empty high slot]
[empty high slot]

Medium Core Defence Field Purger II
Medium Core Defence Field Purger II

Hammerhead II x7
Ogre II x5
Warrior II x5
Curator II x5
Hobgoblin II x6

[Ishtar, Speed Version]
Damage Control II
Inertia Stabilizers II
Overdrive Injector System II
Overdrive Injector System II
Nanofiber Internal Structure II

Large Shield Extender II
Large Shield Extender II
10MN MicroWarpdrive II
Warp Disruptor II
Medium Capacitor Booster II, Cap Booster 800

Dual 150mm Railgun II, Caldari Navy Iron Charge M
Dual 150mm Railgun II, Caldari Navy Iron Charge M
Dual 150mm Railgun II, Caldari Navy Iron Charge M
Small ‘Solace’ I Remote Bulwark Reconstruction
Small ‘Solace’ I Remote Bulwark Reconstruction

Medium Capacitor Control Circuit I
Medium Auxiliary Thrusters I

Hammerhead II x7
Ogre II x5
Warrior II x5
Curator II x5
Hobgoblin II x6

[Ishtar, Armored Version with Faction Modules]
True Sansha Armor Kinetic Hardener
True Sansha Armor Kinetic Hardener
True Sansha Armor Thermic Hardener
True Sansha Armor Thermic Hardener
Medium Armor Repairer II

10MN Afterburner II
Large Capacitor Battery II
Cap Recharger II
Omnidirectional Tracking Link I
‘Langour’ Drive Disruptor I

280mm Howitzer Artillery II, Tremor S
Small ‘Solace’ I Remote Bulwark Reconstruction
280mm Howitzer Artillery II, Tremor S
Salvager I
280mm Howitzer Artillery II, Tremor S

Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I

Warrior II x5
Warden II x5
Valkyrie II x5
Vespa EC-600 x5
Berserker II x5

Suggested Ship Fittings – Vexor Navy Issue

Unlike the Ishtar, the Vexor Navy Issue requires a bit more finesse when putting one together.  Strong fitting skills as well as good Hybrid and Drone skills are the order of the day before flying one of these 100mil+ isk ships out of the dock.  Here is a fittings that might prove useful:

[Vexor Navy Issue, PvP Version]
Magnetic Field Stabilizer II
800mm Reinforced Rolled Tungsten Plates I
Adaptive Nano Plating II
Energized Adaptive Nano Membrane II
Magnetic Field Stabilizer II
Damage Control II

10MN MicroWarpdrive II
Warp Scrambler II
‘Langour’ Drive Disruptor I

Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I

Ogre II x3
Hammerhead II x2
Light Armor Maintenance Bot I x1

 

Navy Omen versus Zealot – Which should you choose?

Navy Omen versus Zealot

Part One of a comparison of popular Faction Cruisers with their Tech II counterparts(as dated July 1st, 2011)

It’s a hard choice sometimes to choose between two things, particularly if those things have a lot of similar features, and distinct advantages over each other.  In Eve Online, this fact is very pronounced in the popular Faction Cruiser class ships and the Tech II Heavy Assault class ships.  Both categories have their strengths and both have their weaknesses, and choosing between them can be difficult.. especially if isk is a little tight.  In this article, we will be exploring the options that the Zealot, an Amarr Heavy Assault ship and the Omen Navy Issue bring to a fight and what advantages and disadvantages they have against each other.

First off, let’s do a quick rundown of the ships.  The Zealot was originally conceived by CCP to be the “Sniper Boat” for the Amarr Navy.  Based off of the Tech I Omen hull, the Zealot retains the original ship bonuses and adds an increase in speed, two additional low slots, a massive increase in powergrid, an increase in CPU, more armor, as well as Tech II ship bonuses.  In contrast, the Omen Navy Issue (which also is based off of the original Tech I Omen hull), is clearly an upgrade to the original style of the Omen.  Fielding more armor and considerably more shielding than the Zealot, it also managed to grab two additional low slots, some speed and an upgrade to the hull bonuses as well.

Such a wildly varying of changes to the original Omen makes this a difficult task to determine which one is better suited to PVP.  So let’s break this down a little better by talking about the advantages each ship has.

The Illustrious Zealot

The Zealot is considered a very powerful HAC and has established itself well in roaming gang conflicts.  It is popular with such 0.0 entities as the former Northern Coalition, CVA, and Pandemic Legion, but can be seen everywhere due to the ship’s versatility.  The original AHAC gangs used the Zealot as the foundation of those strike fleets and have been used with deadly effects for years.  The ship contains several upgrades over the classic Omen with the following changes:

  • Additional  28m/s base speed, with a total top base speed of 209m/s.
  • 450mw more powergrid, giving the Zealot a grand base of 1,180mw.
  • 320 CPU, 70 more than the original Omen.
  • 1500GJ, 250 more capacitor with a much faster capacitor recharge rate over the Omen.
  • Almost 700 more base armor HP for a total of 2250 HP.
  • Far better armor resists with Exp: 83%, Kin: 62.5%, EM: 50%, and Therm: 35%.
  • 10% bonus to Optimal range per Heavy Assault Level.
  • 5% bonus to damage per Heavy Assault level.
  • Two additional low slots.

But there were some downgrades as well:

  • No Drone Bay.
  • Removal of one high slot.
  • Cargo Bay reduced almost by half.
  • Slightly less agile.
  • One less rig slot.

With no drone bay or tracking bonuses to lasers, the Zealot is forced to work with other ships to cover its few weaknesses.  Without such support, the Zealot is less able to defend itself from smaller, quicker ships like interceptors and other frigate class ships.

 

The Pilot Friendly Omen Navy Issue

The Omen Navy Issue, on the other hand, is a pure upgrade of the original Omen and of its design philosophy.  Because of this, it is often seen as a viable alternative to the Zealot in AHAC gangs.  It also has the advantage of being cheaper than the Zealot both skill-wise and isk-wise.  A typical Zealot hull will run 120 to 130mil, whereas you can get an Omen Navy Issue for about 90mil isk.  And with similar configurations, the Zealot actually needs the pilot to have Amarr Cruiser V and Heavy Assault IV to match the DPS output of an Omen Navy Issue pilot with Amarr Cruiser V.  The reasons for this are as follows:

  • Rate of Fire increase from 5% per level to 7.5% per level
  • Upgrade of drone bay from 15m3 to 25m3, allowing for a full flight of light drones.
  • Powergrid raised from 730 to 960.
  • CPU upgraded from 250 to 335.
  • Shield increased from 1173HP to 2216HP.
  • Armor raised to 3013HP from 1563HP.
  • Smaller signature radius.
  • More powerful sensors.
  • Two additional low slots

In comparison to the Zealot, the downgrades were considerably less:

  • Smaller cargo bay
  • Removal of missile turret option
  • Small reduction in agility

The Omen Navy Issue is a much more rounded ship for combat and is used effectively across varying types of PVP, though it does not fair well in a Sniper configuration.

Summary

Of all the Faction ship to Tech II ship comparisons, the one between the Omen Navy Issue and the Zealot is certainly the closest and most difficult to decide.  Both have a good slot arrangement (3 Midslots / 7 lowslots) which allow for the holy Trinity (Speed Module, Web, and Warp Disruptor) to be standard on every fit.  The Zealot has some advantages in that it has better optimal range, higher warp speeds, a bonus to damage, larger powergrid, and a faster charging capacitor.  This allows the Zealot to fill both a strong sniper role and also field powerful close range fits.  With all Level 5 skills, the Zealot can hurl 400+ DPS and maintain that for well over 15 minutes, while fielding a fairly decent 29,000 or more EHP tank.  However, few people have “max” skills, so the difference between the Zealot and the Omen Navy Issue gets a little more cloudy when it comes to actual skill level.  In that manner, the Omen Navy Issue definitely has some advantages.  Not only is it 30 million isk cheaper than a Zealot, but the skillset to fly one is much less intensive.  The Omen Navy Issue’s ship bonuses are not to be discounted either.  The stronger sensors mean that it has a higher chance of shrugging off ECM and a smaller signature radius means that it will be harder to hit.  The availability of drones allows for a better defense against interceptors and other frigate class ships.

So, which one is better?  Well, it still depends, though the Zealot certainly has the overall advantage.  If you need raw DPS and have good laser, engineering, and HAC skills, and plan on operating in a gang or fleet.. then the Zealot clearly comes out on top.  However, if you are newer to the game or the gangs you plan to be a part of require a bit more versatility, then the Omen Navy Issue would be the better choice.

Suggested Skills

If you are relatively new to Eve, it’s pretty important to understand how various skills interact with each other to improve the overall success of your ship setup.  Of course getting Amarr Cruiser to level 5 (and at least Heavy Assault Ships to level 4) is a good idea, but so is Weapon Upgrades (which reduces the CPU of each turret), Advanced Weapon Upgrades (which reduces the powergrid of each turret), and most importantly, Controlled Bursts.  Controlled Bursts reduce the capacitor cost of each shot, which is vitally important for Amarr ships using laser weapons because once you are out of capacitor, you can’t shoot or escape.

Suggested Setups for the Zealot

[Zealot, Sniper Fit – Armor]

Reactor Control Unit II
800mm Reinforced Rolled Tungsten Plates I
Heat Sink II
Heat Sink II
Tracking Enhancer II
Adaptive Nano Plating II
Damage Control II

Y-T8 Overcharged Hydrocarbon I Microwarpdrive
Sensor Booster II, Targeting Range/Scan Resolution Scripts
Warp Disruptor II

Heavy Beam Laser II, Aurora M
Heavy Beam Laser II, Aurora M
Heavy Beam Laser II, Aurora M
Heavy Beam Laser II, Aurora M
Heavy Beam Laser II, Aurora M

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I

This configuration gives you a little over 32,000 effective hitpoints, 258 DPS, and a 681 Damage volley and an effective combat range of 110km.  Still, this is a sniper fit so going toe to toe with a close range fit will make your day end badly.

[Zealot, Close Range – Armor]

Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
Heat Sink II
Heat Sink II
Reactor Control Unit II
Tracking Enhancer II
Tracking Enhancer II

10MN Afterburner II
Stasis Webifier II
Warp Disruptor II

Heavy Pulse Laser II, Imperial Navy Multifrequency M
Heavy Pulse Laser II, Imperial Navy Multifrequency M
Heavy Pulse Laser II, Imperial Navy Multifrequency M
Heavy Pulse Laser II, Imperial Navy Multifrequency M
Heavy Pulse Laser II, Imperial Navy Multifrequency M

Medium Trimark Armor Pump I
Medium Energy Burst Aerator I

This ship is a pretty common version of the popular AHAC setup.  Make sure to fit Scorch M as well as the Faction Multifrequency M for better damage options.  This configuration allows for a higher consistent speed as well as extended time using its weapons (roughly fifteen minutes before the capacitor expires).  DPS is 540 and a volley is around 1174.

[Omen Navy Issue, AHAC Style]

Reactor Control Unit II
800mm Reinforced Rolled Tungsten Plates I
Heat Sink II
Heat Sink II
Damage Control II
Energized Adaptive Nano Membrane II
Adaptive Nano Plating II

10MN Afterburner II
Warp Disruptor II
Stasis Webifier II

Heavy Pulse Laser II, Imperial Navy Multifrequency M
Heavy Pulse Laser II, Imperial Navy Multifrequency M
Heavy Pulse Laser II, Imperial Navy Multifrequency M
Heavy Pulse Laser II, Imperial Navy Multifrequency M
Heavy Pulse Laser II, Imperial Navy Multifrequency M
Small Nosferatu II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I

Warrior II x5

This is a fit that should fly will with AHAC gangs (though the warp speed issue may be a problem).  DPS is 569 and 939 Volley.  However, the tank is considerably higher at almost 40,000 Effective Hitpoints.

Devon works with People and Places

Devon goes over the People and Places screen and show you how to make your first mid-warp bookmark.

Watch the video and hook up to our channel!

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