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Infinity Ziona's Guide to Ninja Combat Sig Running(As Requested)

Author
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#1 - 2014-01-02 06:16:17 UTC  |  Edited by: Infinity Ziona
Introduction
This guide was written for the aspiring null-sec ninja combat site runner. It is by no means complete, free of errors, or meant to be the last word on the topic. It is intended to provide guidance to new ninjas so that breaking into non-affiliated null-sec, running combat sites, and returning with your loot and ship intact becomes the norm.

What I can tell you with 100% accuracy is that after many months of running combat sites in null-sec, north east south and west of empire I have made tens of billions of Isk for no player vs player losses.


How much can you make ninja'ing combat sites?
This is a very controversial question – refer to my 60 page GD thread entitled High Sec Vs Null Sec Income – The Reality.

I estimate on average I make between 100 to 400 million per site with regular high end faction mod drops taking the high end to 1 billion +. Here's the end result of one of my many trips: How Much Can You Make?

At the time of writing I keep 10 accounts paid by running combat sites once or twice a day. If you play a few hours per day, as an independent explorer, you could easily make 10 to 20 billion per month. In short it is extremely profitable and makes mission running, mining and other similar Isk making activities look awful in comparison.


Won't I die immediately on entering null sec?
No. Null is very safe if you follow the rules I lay out in this guide. The most dangerous part of the process is returning to high-sec and avoiding the suicide gankers who will be waiting to pop you with your billions in modules and pirate ship blue print copies.

I often breathe a sigh of relief once I drop my loot off and get back to the tranquility and safety of player-claimed null-sec space.



Which NPC Faction is BEST?
The NPC faction which will be best for you will come down to the following:

1. Your local time zone.
2. Your choice of ship.
3. Your current skills.
4. Density of players per system.

This guide will focus on the use of the Ishtar and the Tengu to run Gurista sites on the north west side of the EVE map. The NPC's in this area are Gurista, Ghost Gurista and (Concord / Drone sites which you can ignore).

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#2 - 2014-01-02 06:16:37 UTC  |  Edited by: Infinity Ziona
Guristas are most vulnerable to Kinetic damage, followed by Thermal damage. They use Kinetic (primary) / Thermal (secondary) weapons, both missiles and turret varieties. They frequently use ECM target jamming. They orbit at ranges from 2km (Frigates and some Overseers) to 50 km (Destroyer class battleship).

(IMPORTANT: Ghost Site Guristas use Explosive damage).

The sites which you will need to look for require the use of a probe launcher and core probes. They are, in order of DED rating (but not profitability):

DED 6/10 – Guristas Troop Reinvigoration Camp (most profitable site) (quite rare likely due to its popularity)
DED 7/10 Military Operations Complex (Longest to run)
DED 8/10 Pith's Penal Complex (Least Profitable) (common)
DED 9/10 link
DED 10/10 The Maze (2nd most profitable)(Rare)

Ghost Site - Guristas Improved Covert Research Facility – (semi-rare, explosive damage)

H-PA Crew Production Facility – (semi rare) (specific regions only IE (TENAL))


Traveling to Null Security Space
Traveling to null security space is very easy and safe. It requires an interceptor or a covert ops, scanning skills to at least 3, a probe launcher and core scanner probes on an alternate character. There are two stages. A dedicated scanning account is optimal but it can also be done with two characters on one account with added risk.

Stage one
from empire select the area in null sec you wish to ninja plex in.
set your autopilot to a system in that area.
Find the low to null sec jump and avoid that system (primary choke)
Check the alternate route and make sure that's not also a primary choke (pilots in space, ship kills etc). If it is avoid that system until you get a low traffic empire to null connection.
Travel to your region. In a covert ops or interceptor the chances of you being killed are very low. Be sure you read the section below regarding avoiding camps.

Stage two
Once you reach your area you then need to scan down and find a X7 wormhole or if you're very lucky a direct to high sec wormhole.
Once you find a wormhole, enter the wormhole and check it for a high sec entrance. Be sure you read the section below regarding safely using wormholes to travel between null

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#3 - 2014-01-02 06:17:29 UTC  |  Edited by: Infinity Ziona
and high. Be sure to bookmark each entrance on both sides and check whether the wormhole is about to expire.
Return to high sec via the wormhole. Collect your plexing ship and return via the wormholes you discovered to your null sec plexing area. Be sure you read the section below regarding safely using wormholes to travel between null and high.

Bring your scanning alt back through so you don't have to perform stage 1 again when you wish to take your loot and / or plexing ship back to high sec. It will also be necessary to scan down your sites for your plexing ship.
If you need to bring in a giant secure container and ammo or additional mods and subsystems use this opportunity to do so now using a blockade runner or a fast aligning T1 industrial. Be sure to read the section below regarding setting up a Ghetto Base.

Skills Required to Be Successful
It is not necessary to have perfect skills to ninja plex. What is required is for you to have decent skills in your ship and its primary weapons systems. With care you can get away with average core skills. The 6/10, 7/10 and 8/10 combat sites are as easy or as difficult as L4' missions. The Maze is quite difficult however and should not be attempted solo without both good skills, an understanding of speed / sig tanking and a decently equipped ship (deadspace booster and hardeners).

Storing Your Gear
Operating independently in null sec means you will usually not have access to stations. Its often very difficult and dangerous to use NPC stations if there are any in your area. NPC stations will usually be utilized by nearby sov holders and aggressive pvp corporations / players and you'll likely be killed on sight or camped in once you dock.
To get around this problem its often worthwhile to risk a T1 indy or a blockade runner to come through your high sec – WH – Null route and drop off a few giant secure containers and some equipment and ammo to make a ghetto base.
To safely deploy your GSC, you'll first have to create a safespot that is not between two celestial's. This makes it extremely difficult for someone to find your GSC and destroy it.

Creating a Ghetto Base
1. Book mark a spot between two celestials / anoms / sigs.
2. From that bookmark book mark another spot to another celestial / anom / sig.
3. Continue to do this with subsequent bookmarks until you're safespot is no longer directly between two celestials.
4. Delete all the previous bookmarks and rename your safespot Base or whatever you would like to call it.
5. Drop your can, anchor it and set a password. Store all your equipment / loot here.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#4 - 2014-01-02 06:19:28 UTC  |  Edited by: Infinity Ziona
Creating a Ghetto Base

In the above diagram the player has created 3 primary mid warp bookmarks (red), they then created a secondary bookmark between two of those mid warp bookmarks (yellow). They then created a final bookmark (green) between the secondary (yellow) and the last primary (red) mid warp bookmark. This created a bookmark that is not in line with any celestials in the system.


Avoiding Gate Camps
Gate camps can be a thorough pain in the ass however they're quite easy to bypass and or avoid. Gate campers are pretty lazy and predictable. They will usually employ one or more bubbles and cans, drones, corpses and wrecks to decloak cloaked ships caught in the bubbles. Its rare to find a gate camp deep in sov space unless its in a choke point / pipe or near enemy sov space.

Below are some methods which might be useful to bypass or avoid getting caught and killed in a gate camp.

100% Effective Method – Simply wait, go do some RL stuff, watch a movie, make love to your wife / girlfriend / neighbor. Nothing is as annoying to campers and effective as sitting safely cloaked up in someones space while you enjoy real life and your pursuer sits in EVE staring at blank empty space. This is your number one method of defeating getting camped as well.
Alt Scout – An alt scout is not mandatory but its so useful its stupid not to use one. You can plex an extra account or make a trial account for free. These guys not only can tell you who's on the other side of the gate, but they can create warp ins, safe spots, gate perch’s and do your scanning all before you enter system. They can also sit the other side of a gate and act as an early warning system. Another benefit of an alt scout is you can use them for hacking relic and data sites; especially useful if you're ever camped in by dweebs.
Gate perches – these are bookmarks you make in your area of operations which allow you to warp a few hundred kilometers to a few thousand kilometers of a gate outside of bubble range but in range to scan for ship / bubbles.
Celestials, Sovereignty Markers, Customs Offices – if you don't have Gate Perches because you're in new territory you can use these to get closer to a gate for scanning and also to get an offset warp point to bypass a bubble. Note that some smart players will check these warp-able objects for you if you don't appear on their gate. Its wise to jump in at random distances, avoiding 0km (which will decloak you usually) and 100k (which are generally the distances that people default warp to). Mix your distances up so as not to be predictable.

An explanation of bubble mechanics:
Bubbles mechanics are largely misunderstood. Bubbles work in the following manner:

Bubbles only work off grid if they are in place when you activate warp.
Bubbles work on grid until you enter warp. Important for interdiction. If you're aligning / speeding up to enter warp and an interdictor drops a bubble your warp will be canceled.
All bubble does is adjust your warp to point to the edge of the bubble. If the bubble is within 100km of where you were going to land and the point you were going to land was inline with the bubble then you will land on the edge of the bubble.
Bubbles have infinite strength but don't affect microwarpdrives, microjumpdrives, jump drives, interceptors or interdiction nullified fitted T3 ships.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#5 - 2014-01-02 06:22:09 UTC  |  Edited by: Infinity Ziona
http://i.imgur.com/LiSaBNK.jpg

Refer to the above diagram; you can see that warping gate to gate will result in getting caught in a bubble as your warp path crosses a bubbles boundary, warping to the celestial on the right of the diagram and then to the gate will result in getting caught in another bubble set up to counter that as that path also crosses a bubbles boundary. However warping to the celestial on the left and then to the gate will allow you to bypass both bubbles because if you draw a line 100km directly ahead of your ship that line does not cross any of the deployed bubbles boundaries.

Jumping into a Gate Camp
If you or your alt do jump into a gate camp there are some important considerations to make. Consider the following:
You have 60 seconds before you decloak.
You are invulnerable to all forms of damage, smartbombs and bombs included.
You cannot be uncloaked by proximity.

You must do the follow:
Relax. You have time to figure out what to do.
Make the decision whether you want to get back to the gate or try to get out of the area of the camp (especially if its bubbled) and warp off.

If you want to try to get back to the gate, approach the gate, cloak, hit your mwd and hope you make it. Its often a good idea to uncloak and let yourself get scrammed by any inexperienced fast tackle just before you jump.

If you choose to try to warp consider the following diagram:

Running a Gate Camp

Steps to employ to run an average camp.
1 Double click or align towards the direction you think is the safest, preferably a safespot you previously made, otherwise a celestial or other warp-able object.
2 Activate your cloaking device.
3 Activate your microwarpdrive.
4 If covert ops you may choose to simply warp instead of microwarp first.
5 If non-covert ops, just before your microwarpdrive cycle ends decloak and spam warp to or if bookmark, ensure your people and places is open and spam the bookmark.

Personally if I'm not in a covert ops I will tend to not decloak and warp right away but rather slow boat away until I'm outside of interceptor tackle range. Then uncloak and warp. I'm a pussy but I almost never die to players so it works for me.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#6 - 2014-01-02 06:26:45 UTC  |  Edited by: Infinity Ziona
Effective Scouting
Scouting is pretty straight forward. Your scout will always jump a gate before your expensive plexing ship. Your scout is ideally going to be in an interceptor or a covert ops frigate but can also be in T3 with covert ops and nullifier or even a newbie ship.
Your scout's job is to make it as easy and and safe as possible for you to travel through null sec.

Your scout should be doing the following:

1 Creating a gate perch for all gates you'll be jumping through.
2 Creating safe spots.
3 Scanning local for hostile players and camps.
4 Scanning down complexes, relic and data sites and identifying ghost sites.
5 Creating a safe spot next to your complex so that you can warp and cloak within seconds of someone entering local.
6 Orbiting your complexes entry acceleration gate so you can observe who, what and if someone scans down the complex and or enters it.
7 Scanning down entries to WH / High Sec, taking out loot and bringing in mods / ammo etc.
8 Running any relic / data sites if you want to run those. Don't do this in your plexing ship as relic and data sites are often pre-scanned and you will likely not be able to warp out in time if someone comes back in an interceptor to try to catch you running those sites.

Running the Combat Site
There are 4 null sec DED sites per faction. The Gurista DED sites are 6/10 Guristas Troop Re-invigoration Camp, 7/10 Guristas Military Operations Complex, 8/10 Piths Penal and the 10/10 The Maze.
The semi-rare Troop Reinvigoration Camp is the most profitable, its very quick to run, it often drops Gila BPC, multiple-hundred million isk A-Type modules and can rarely drop a 1.5 billion invulnerability field. Each stage except the last has an overseer (intoxicated commander etc) that can drop Dread Gurista faction gear. Be sure to loot these. The last stages NPC's can be completely ignored other than the main structure which drops the loot and finishes the complex.

The rarest and highest level complex in Gurista space is The Maze. It consists of a number of rooms, full of scrambling webbing elite frigates and high end battleships. Each room contains multiple gates, with only one of those gates leading to the next room and the rest leading back to the beginning. All NPC's except those in last room can be ignored.

While The Maze is the most difficult complex, its also the safest complex for you to run if you manage to bypass all the rats in the previous rooms. This is because any ganker wishing to scan you down and kill you must necessarily go through the same rooms you went through, and will be scrammed, webbed and likely die unless utilizing a very good kinetic / thermal tank. In any case they will not be able to get to you for at least a few minutes as they negotiate the rooms and you will see them on scanner long before they arrive in the last room.

Bypassing all the rats is quite simple with drones. As you warp into each room you will be webbed and scrambled by at least 5-10 elite frigates. What you want to do is slow boat with AB to the gate that leads to the next room, when you are ready to activate, release a flight of drones and wait for the rats to target them, dropping scrambling on you and applying it to your drones. Activate gate and scoop drones. Do this for all the rooms. You now essentially have a little rat army of protectors between you and any hostile player that tries to get to you.

The other DED sites, Piths Penal and Guristas Military Operations Complex are quite straight forward, kill all npcs in all rooms till the last room. In the last room simply kill the overseers, loot and warp out.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#7 - 2014-01-02 06:39:54 UTC
Things to Consider
While running sites please consider the following to keep you alive and your complex free of thieves:
Consider killing wrecks if they are within scan range of a gate. No wrecks means you could be docked or in POS, you could be afk cloaked, you could be pvp fit, you could be a cyno ship or bait. Wrecks on the other hand scream that you want to be killed horribly by a gang for your phat PVE fittings and loots.

Try to get sites that are outside 15au of gates and stations. You won't show up on scanner. Neither will your wrecks.
Never ever run a site with people in system. Its annoying to have to cede your site to someone, but not as annoying as losing your ship, all your loot, having to get back to empire, get a new ship and come all the way back to find you lost the site anyway.

The number one thing that will kill you is greed and impatience. You're not there to fight, you're there to make isk. If you want to fight over sites please see my section on PvP. If you do get interrupted, someone comes into system and doesn't immediately leave, take your scout out and go look for some faction towers in relics and data sites.

Be polite to people. I can't stress how much this will help you in EVE. If you're in someones space and a player speaks to you, regardless of whether its smack or not, be polite.

Eventually the locals will get used to you and if you're consistently polite and non-aggressive they'll likely be a lot less aggressive back. Often if I see a roving out of area gang on my scout and I see a local in system I'll mention it to them. It does wonders for your ability to operate in an area that’s 'hostile'.

Of course, there is polite and there is foolish. Never assume someone you become 'friends' with won't kill you. Treat all people who are not you as hostile :) Especially if they're in a gang.

AFK Cloaking
AFK cloaking is your number one anti-pvp tool. When you arrive in your area expect a posse to form up to try to remove you. Plan to not be plexing for a day or two after you arrive. All you want to do at this stage is be in system all day and night.
During this time the campers will be sitting in system, with a bubble, or next door with a dictor. They maybe be especially protective and insistent but you're not even playing so who cares. After a day or two the idea of camping you will make them fell ill.

If however they do start it up when you become active, a good extra dose of AFK'ing will usually fix the problem.

Pre-Scanners / Generic Pirate 123
You may run into roaming pirates / plexer killers from time to time. This is where trust no one comes into play.
If Gerry McGee of Carebear Industries, with a 0/500 k/d ratio comes into system and starts scanning for 'relic and data' sites and then leaves you'll probably not take much notice. But carebear Gerry is likely to be an alt of L33tPirate0234 who's waiting in the next system. Gerry just jumped in, dropped a bookmark to your complex in a can for L33tPirate and he's about to jump into system with his gang of cloaky T3's.

Be wary of anyone scanning down sigs if you're running sigs.

And remember, even carebear corporation members will kill if they can can do it safely in null.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#8 - 2014-01-02 06:41:09 UTC
Null Sec Politics
As an independent plexer you have an enormous advantage over your sovereign plexers. While they are restricted to plexing is certain systems, constellations and regions, you get to plex everywhere.

While they have to share complexes with all their friends, you get to run any and all. While they may be limited to 1 or 2 a day in their area you're only limited by the time you have to play.

They can't cross imaginary lines, nor can they run sites in renters systems, they can't pop that ghost site in local because they're not allowed to npc in that system.

In short you have the freedom of nullsec, the freedom to go anywhere anytime, you don't have to CTA or be bullied by management. The trade off is you're KOS to virtually everyone but as least you know who the enemy is, where they are and you don't have to deal with any awoxing ;)

PvP vs PVE Fits
There will come times when your site is taken over by dweebs. Sometimes it might be another plexer who is relying on you being afraid to fight back. Other times it might be a gang. Its up to you whether you fight back or not. My advice is decide whether its worth losing your ship over a single combat site. Its usually not.

If you do want to fight back, its likely the invader is tanked against your damage type and is fit to do the opposite of the type you're tanked against. So if you're the type that likes to fight back, consider an omni tank, alternate drone or missile damage types or the ability to refit those to kill the bastage who dared to steal your site.

PvP
I generally amuse myself by having a smartbombing battleship which I place in relic sites to pop out of area explorers.
Bombers in relic data sites is fun, and while I haven't yet done it I imagine an arty tornado with EMP or stealth bombers in ghost sites could be fun.
Additionally its possible to get a Tornado into The Maze and some unrated ded's without getting aggro-ed or killing the npc's. If you slow boat cloaked out to 110km you can alpha down a plexing Tengu / Ishtar while they're webbed and scrammed. Be aware that people can do these things to you too.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#9 - 2014-01-02 06:41:56 UTC
Hostile Station Systems
The bane of the independent explorer. You're traveling through null with your scout and you come to a system with an outpost in it. Its low population time but there’s 15 players in the system. No one is on scan. Are they cloaked? Are they at the gate outside of scan range with a bubble? Are they docked up AFK?

Its the reverse of the AFK cloaking problem. The AFK in station problem. You're choice is you can find another route. You can red rover it and hope they're AFK. You can do some scouting around with your alt. You can jump into the system and safe spot for a while and then red rover it.
I tend to jump in, and then go AFK for a while. That allows for anyone active to get excited, scan for me, scout for me, camp a gate for me, and then get bored and go back to their business.

Other times when there is activity going on or a decent camp gets set up I'll wait for downtime and be on the second the server is up, scout in the next system and be on my way before anyone can get organized again.

NPC Null vs Sov Null
NPC Null – its like low sec on steroids. I haven't found a comfortably safe area of NPC null to run complexes in other than one little area of -01 space in Venal. Sov null is so much better. IMO NPC null if you want to PvP or camp / get camped. Sov Null if you want to run plexes.

Primary and Secondary Fittings
Since the introduction of the mobile depot it has now become possible to operate in null sec as an independent explorer and use multiple fittings dependent on the site you are running.
Gurista DED and Drug Sites - you will require an active kinetic / thermal tank, DPS and a cloaking device.
Ghost Sites – its preferable to use a buffer tank with explosive resists in the high 80's to mid 90's, you'll also need to fit either a data or relic analyzer and a cargo scanner. You won't require DPS. Always fit a cloak.
Travel - you may wish to fit nanofiber structures, warp core stabilizers and a microwarpdrive. Always fit a cloak.

Be sure to bring the different modules required for all your activities when you travel to null as there is little opportunity to buy once there.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#10 - 2014-01-02 06:42:53 UTC  |  Edited by: Infinity Ziona
Ishtar
I have good drone skills and I like Gallente ships so I prefer to use an Ishtar. The Ishtar has great resists against Gurista / Serpenti. Against Gurista (which use ECM Jamming) the Ishtars primary weapon (Drones) are not affected as much as a turret based or missile based ship. The ship doesn't rely on ammunition at all which is a huge bonus.

[Ishtar, Basic Serp / Gurista Combat Site Runner]

3x Drone Damage Amplifier II
Nanofiber Internal Structure II
Damage Control II

Omnidirectional Tracking Link II
2 x Thermic Dissipation Field II
Medium Shield Booster II
10MN Afterburner II

Drone Link Augmentor II
Civilian Gatling Autocannon
Improved Cloaking Device II

Medium Anti-Kinetic Screen Reinforcer II
Medium Core Defense Operational Solidifier II

Ogre II x5, Garde II x5, Warden II x 5


* Note that use of low end deadspace modules are recommended over T2 except in regards to drones and drone damage amplifiers (this will of course be dependent on your budget) This T2 fit will require an electronics EE-603 and a Gen Core C1 and C2 to fit. It is also highly recommended to use low grade crystal beta gamma and epsilon implants.

Tengu
Another great choice for the west if you have decent missile skills is the Tengu, it has the same great resists against Guristas and Serpentis and along with the dissolution sequencer subsystem which boosts its sensor strength is not as affected by Gurista jamming as much as other non-bonused ships.

The dissolution sequencer also allows the Tengu to target through Serpentis sensor dampening ECM as the subsystem gives a significant boost to targeting range as well as sensor strength. The downside to the ship is its reliance on missiles as ammunition and its small cargo-bay space.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#11 - 2014-01-02 07:04:07 UTC
Hope its useful for beginner plexers and if any errors or outdated info please post here and I'll correct it. Thank you.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Job Valador
Professional Amateurs
#12 - 2014-01-02 09:01:43 UTC  |  Edited by: Job Valador
Hory Sheet batman. Gimie a min for a proper reply... reading...





EDIT: Read it, looks solid to me from the things I have also experienced. I give it a +1

"The stone exhibited a profound lack of movement."

Batelle
Filthy Peasants
#13 - 2014-01-02 15:40:51 UTC
Excellent guide, very comprehensive. Your style is a bit different than mine in various ways, although my primary ships are also tengu/ishtar. I usually run an armor ishtar as well, and I go with multiple smaller flights instead of the ogres (gotta try out the ogres though). Do you have a 100mn AB fit?

Unfortunately it only covers guristas, which are imo the easiest rats to deal with and tank (especially for tengu/ishtar, which happen to be the overall best plexing cruisers already), although of course most of the guide is not guristas specific. Each faction has their own considerations and tricks, some related to the rat-type, others related to the specific site design.

One thing I might add is that with any ship that has great range, if you're in a plex and suspect someone might be coming behind you, you can get off the warp-in beacon of whatever room you're in, giving you even more time before someone can get into your plex to engage you.

Shooting wrecks is a good tip, particularly named ones that are dead giveaways of the plex you're in. I've only done this once however, and that's because I was a part of an alliance and plexing where i shouldn't have been. It is a bit of a pain to clear everything as its 4-6 seconds per wreck.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Mnemosyne Gloob
#14 - 2014-01-02 21:07:11 UTC  |  Edited by: Mnemosyne Gloob
Lots if good information contained in your writeup. It mostly doesn't relate to exploration stuff directly tho, but is still very useful general travel/behaviour info.

You seem to have a lot of patience and are willing to accept a lost complex, which personally i am not sure i would be able to every time (i am usually very tempted to run that juicy plex i just scanned, still not suicidal - but i don't think i could afk around in a system for hours just to get the inhabitants uninterested in me).

Having cloaked eyes on the acc gate currently is very useful and makes you virtually immune once you are inside a gated complex. I wish you could still warp inside cloaked.

How long does it take you on average to find a suitable wormhole connection to highsec to get your plex runner in? Are you only looking for direct null-high holes or also willing to traverse some w-space? It seems to me a factor that could play not in your favor, when you just cannot find that wormhole you are looking for.

If you have the characters and SP, you can make a variation of yours, where the scanner has a covert cyno and brings in a BOPS to run sites (or bridge tech3 in that refits and so on). Bonus is you can travel wherever you wish, as long as you make sure to have enough fuel for the way back.

I also probably would want to have something along, or refit to, for nefarious tasks - be it fight over a complex, where you think you can make it, gank the cloaked ganker that waits inside prof sites or the prof-site-running-frig you just found (yes bombers are fun for this. you also don't need to be in the site already with them).

[ranting about frigs in prof sites] I really hate what they did there. it might have seemed like a good idea to get newbies into exploration, but i doubt the value is still there after the prices crashed due to oversupply (especially radars).[/ranting]
ExcalibursTemplar
Citadel Enterprises
#15 - 2014-01-02 23:32:43 UTC
Thank you for the guide it's a brilliant read.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#16 - 2014-01-03 01:44:05 UTC
Mnemosyne Gloob wrote:
Lots if good information contained in your writeup. It mostly doesn't relate to exploration stuff directly tho, but is still very useful general travel/behaviour info.

You seem to have a lot of patience and are willing to accept a lost complex, which personally i am not sure i would be able to every time (i am usually very tempted to run that juicy plex i just scanned, still not suicidal - but i don't think i could afk around in a system for hours just to get the inhabitants uninterested in me).

Having cloaked eyes on the acc gate currently is very useful and makes you virtually immune once you are inside a gated complex. I wish you could still warp inside cloaked.

How long does it take you on average to find a suitable wormhole connection to highsec to get your plex runner in? Are you only looking for direct null-high holes or also willing to traverse some w-space? It seems to me a factor that could play not in your favor, when you just cannot find that wormhole you are looking for.

If you have the characters and SP, you can make a variation of yours, where the scanner has a covert cyno and brings in a BOPS to run sites (or bridge tech3 in that refits and so on). Bonus is you can travel wherever you wish, as long as you make sure to have enough fuel for the way back.

I also probably would want to have something along, or refit to, for nefarious tasks - be it fight over a complex, where you think you can make it, gank the cloaked ganker that waits inside prof sites or the prof-site-running-frig you just found (yes bombers are fun for this. you also don't need to be in the site already with them).

[ranting about frigs in prof sites] I really hate what they did there. it might have seemed like a good idea to get newbies into exploration, but i doubt the value is still there after the prices crashed due to oversupply (especially radars).[/ranting]

Heya, thanks for the feedback.

I find it's more simple to just find another site but hasn't happened for a while now I'm out of Serpentis space. The competition for Vindi BPC is pretty intense :)

I wrote the guide to be as safe as possible. Sometimes I just red rover not always using a scout and the cloaking up and never plexing with people in system I do ignore, use D-scan instead but I'd hate for someone new to read this go out get podded and get turned off solo null because I didn't give them safest advice.

Regarding the wormholes - direct to high are fairly rare in my experience. But as my scout is scanning down sigs I check and save all X7 (class 3 or less) wormholes so when I do want to go to high I usually have 3 or 4 low class to check and most often one of those has a high entry.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Tauranon
Weeesearch
CAStabouts
#17 - 2014-01-03 05:58:16 UTC
Great posts Infiniity.

Miasmos
Aliastra
Gallente Federation
#18 - 2014-01-03 11:22:16 UTC
For the expensive alternative, some explorers use marauders (facetank + gank anything) and gallente black ops (cyno in "mjd domi") to run the sites.

For the travel fit on ship, you should have MJD, MWD, cloak, warpstabs and some align mods. MJD escapes pretty much anything except for warp scrams, if you have a good align speed and stabs to counter long point.
Jenn aSide
Shinigami Miners
Already Replaced.
#19 - 2014-01-03 13:28:10 UTC
Miasmos wrote:
For the expensive alternative, some explorers use marauders (facetank + gank anything) and gallente black ops (cyno in "mjd domi") to run the sites.

For the travel fit on ship, you should have MJD, MWD, cloak, warpstabs and some align mods. MJD escapes pretty much anything except for warp scrams, if you have a good align speed and stabs to counter long point.


+1 MJD also lets you jump out of bubbles.

I triple prop. MJD, MWD and Afterburner. The afterburner lets me move at least a little even if scrammed since scramm turns off MWD and MJD.

My travel fit for my machariel has triple prop + target lock breaker + an ancillary shield booster, warp core stabs in the lows, cloak and neuts/nos in the highs. It's one tricky son of a ***** lol.
Miasmos
Aliastra
Gallente Federation
#20 - 2014-01-03 14:43:31 UTC
Jenn aSide wrote:
Miasmos wrote:
For the expensive alternative, some explorers use marauders (facetank + gank anything) and gallente black ops (cyno in "mjd domi") to run the sites.

For the travel fit on ship, you should have MJD, MWD, cloak, warpstabs and some align mods. MJD escapes pretty much anything except for warp scrams, if you have a good align speed and stabs to counter long point.


+1 MJD also lets you jump out of bubbles.

I triple prop. MJD, MWD and Afterburner. The afterburner lets me move at least a little even if scrammed since scramm turns off MWD and MJD.

My travel fit for my machariel has triple prop + target lock breaker + an ancillary shield booster, warp core stabs in the lows, cloak and neuts/nos in the highs. It's one tricky son of a ***** lol.


I used to travel similiar, with faction smartbombs in the highslots before MJD was around. Got a kill on it as well, a prober who was obviously trying to get a point on it for a BC gang ^^
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