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EVE New Citizens Q&A

 
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Ideal ship for exploring/scanning?

Author
Jonny Rocca
Doomheim
#1 - 2012-07-27 05:18:18 UTC
I am assuming it is a covert op ship, or similar, that also takes a cloaking device to get in and of low sec unseen?

I know the skills required will take a long time to train, so I am mining, and doing missions, to top up my bank account!

One other question.
I lost a ship in low sec the other day, I was caught with my pants down as I was about to jump into a high sec region. They jammed my warp or jump drive, and I could not move, it was all over in a flash, but I did manage to get a few a shots off though. Lesson learned....all part of the game Smile

What is the best counter measure to stop people jamming your ship's electronics in low sec so you have a chance to fight back, or at least make a run for it?

P.S. Sorry if my terminology is is all wrong, I'm still finding my feet!
Anima Tronic
Sebiestor Tribe
Minmatar Republic
#2 - 2012-07-27 05:42:48 UTC
I would also like to know what ship would be ideal for a medium to high price ship for exploring/scanning. and what Basic skills I would need to start it.
Traejun DiSanctis
Caldari Provisions
Caldari State
#3 - 2012-07-27 05:43:21 UTC
Ideal ship for exploration/scanning is anything with a cov ops cloak and/or some kind of bonus to probes.

As for the other stuff:

1. Cov Ops cloaks. If they can't see you, they can't scram you.
2. Don't go to low/null. Not great because that's where the "fun" is, but that is where the (greater) "danger" is.
3. Warp Stabilizers. They add "warp factor". The higher your warp factor the more scram(s) opponents need to put on you.
Rinnve Elennean
Doomheim
#4 - 2012-07-27 08:04:28 UTC
In low sec, you do NOT need a covert ops cloaking device to get through gate camps. First, gate camps are not that common (except of few key systems where is constant major traffic for some reason). Second, there is so called cloak+MWD trick that works fine on almost any ship (didn't tried it myself in BSs, but exploring in a BS is silly anyways). Basic low-sec "all-in-one" exploration fit includes MWD, T2 cloaking device and core probe launcher. Salvager is also good to have: faction rats have expensive T2 salvage. For profession sites you'll also need codebreaker and analyzer. Three utility high-slots really gimp damage output on anything except drone boats. That leaves you with Arbitrator or Vexor for starters, then Myrmidon, then Gila, Ishtar or Proteus.
Omega Sunset
Black.Omega
#5 - 2012-07-27 09:55:57 UTC  |  Edited by: Omega Sunset
t2 cov-ops frig
cov-ops cloak
micro warpdrive
2x gravity capacitor upgrade I
Sisters core probe launcher
5x sisters core probes
Micro auxiliary power core (1x or 2x)
Whatever weapon that fits


Microwarp for pushing out of gate camps (hit align/warp -> microwarp -> cloak)
Avoid target locks, move quickly! At every gate I hit warp/mwd/cloak as fast as it will respond. You're locked, you're dead.

If you are running sites, a jammer is useful too, if you only have one weapon slot free. Just a suggestion.
Another suggestion is a nanofiber internal structure if you have the room (low slot like the aux pwr core). Then you want a shield booster, damage control or somethig/anythign to keep your ship together (think: origami...).
And don't forget the codebreaker II. It's the one skill you want at V as soon as you can, after frigs V.
Oh one more tip/suggestion, carry a container, it's a bonus m3 inside. Also you can lock and anchor them from your pod... unless you have no valuables then just run and let the gankers have it.
Leave the warp stabilizers in the hanger ;)

—Ω—

Omega Sunset
Black.Omega
#6 - 2012-07-27 10:57:33 UTC  |  Edited by: Omega Sunset
Anima Tronic wrote:
I would also like to know what ship would be ideal for a medium to high price ship for exploring/scanning. and what Basic skills I would need to start it.
Depends on your budget. I can build a t2 frig for 50mil avg, or a t3 cruiser for 600+mil avg (I won't give my specs). If you are going for a t3, get EVEMon and use the skill planner from the ship browser and item browser. I suggest starting with a t2 first though, which will still be useful even after if you built a t3. I run with two t2 configs (not counting my t3), one like above and a courier for trading. A good courier can cost as much as a BS (well over 100mil), though less than a blockade runner.

—Ω—

Lyric Lahnder
Deep Core Mining Inc.
Caldari State
#7 - 2012-07-27 13:34:16 UTC
If your traveling through low sec if your in a frigate and you have good maneuvering skills(Space ship command + Evasive Manuevers) You can be relatively hard to stop as frigates are quite agile.

To stop a point you can use a warp core stabalilizer. I would not suggest this as it kills your lock time and will consume either a damage mod, a tanking mod, or an agility mod in the lows like a nanofiber which would be far more useful then the stab.

If you jump into low sec and theres a gang. Hold your cloak. Take a moment. Breath. Check your surroundings. Ask yourself these questions?

Where is the closest ship to you?(If nothing is with in point range you may be able to get off scot free)
What kind of ships are there? (If its a frigate dont worry they wont engage you on a gate because they will die to gate guns)
What direction is the nose of your ship pointed? (If its pointed close to the direction of a celestial you can get into warp quicker because it will take less time to align too it)

Microwarpdrives are essential for avoiding gate gangs. Getting thermodynamics is extremely helpful as you can overload your modules.

If you go into low sec, and you get attacked and you are not personally looking for a fight never engage the enemy. In that situation you shouldn't have shot the pirates. That gives you an agression timer and keeps you from jumping through the gate.

Lets say you jump into low sec you see a gang and theres nothing near by to quickly align too. Pre overload your microwarp drive and spam the travel to gate and jump button, on the gate you just came through. This is called crashing the gate. Unless the enemy has webifiers and scrams(which have a range of 10km 9km) In a fast ship you can make it too and through the gate before you pop.

Hope this helps your travels through low sec.

Noir. and Noir Academy are recruiting apply at www.noirmercs.com I Noir Academy: 60 days old must be able to fly at least one tech II frigate. I Noir. Recruits: 4:1 k/d ratio and can fly tech II cruisers.

Rinnve Elennean
Doomheim
#8 - 2012-07-27 14:36:30 UTC
Lyric Lahnder wrote:
What direction is the nose of your ship pointed? (If its pointed close to the direction of a celestial you can get into warp quicker because it will take less time to align too it)

Actually, this is completely wrong.

All ships from EVE game mechanic viewpoint are just points with speed/direction vector. Warp align time is proportional to difference between current and required speed/direction vector. After gate jump, ship have no speed and no direction, thus, warp align time is the same for any direction.
Lost Greybeard
Drunken Yordles
#9 - 2012-07-27 14:48:40 UTC
Lyric Lahnder wrote:
Microwarpdrives are essential for avoiding gate gangs.


The fact that MWDs are _a_ way to get out of gate camps does not mean they are _the_ way to get out of gate camps. The best defense is not to do anything dumb enough to get you caught in the first place (don't warp in a straight line from another gate, check your local), and in the case of a disco camp MWD will actually _hurt_ you by expanding your sig radius and thus upping the damage you take from the smartbombs.

The MWD+cloak trick is popular because it's easy for people that are bad at PVP to pull off and the counter to the strategy isn't terribly popular (running an inty near gate guns or smartbombs), not because it's the only way to get out of things, is what I'm saying here. Honestly just waiting out your gate cloak and then going back through the gate will get you out of it nine times in ten when you screw something up and fall into a trap, no MWD required.
Damiez
Malum Mortuus
#10 - 2012-07-27 14:50:58 UTC
Rinnve Elennean wrote:
Lyric Lahnder wrote:
What direction is the nose of your ship pointed? (If its pointed close to the direction of a celestial you can get into warp quicker because it will take less time to align too it)

Actually, this is completely wrong.

All ships from EVE game mechanic viewpoint are just points with speed/direction vector. Warp align time is proportional to difference between current and required speed/direction vector. After gate jump, ship have no speed and no direction, thus, warp align time is the same for any direction.



They have direction, the front is still at the front and if your front is pointing to an object then it need not turn as much. Granted, you still have to wait fot the acceleration to get up.

  If you wish to rent this space, Please enquire within.

Rinnve Elennean
Doomheim
#11 - 2012-07-27 15:37:26 UTC  |  Edited by: Rinnve Elennean
No they don't, it's just visuals.

Read this, especially "Passive alignment" section.
Jonny Rocca
Doomheim
#12 - 2012-07-27 16:57:12 UTC
Thanks for the help! Plus the jargon/slang, which has mainly gone over my head, more reading up to do then Smile

P.S. Can you buy these T2 ships?
Rinnve Elennean
Doomheim
#13 - 2012-07-27 17:15:25 UTC
In EVE, you can buy any in-game item. There is no bind-on-pickup or something, if you're asking this.
Omega Sunset
Black.Omega
#14 - 2012-07-27 21:14:29 UTC  |  Edited by: Omega Sunset
Jonny Rocca wrote:
Thanks for the help! Plus the jargon/slang, which has mainly gone over my head, more reading up to do then Smile

P.S. Can you buy these T2 ships?
yw. You could search contracts, but you will probably find most have components you may not have skills for yet. If I were starting today, I'd maybe search around for loadouts, like sites as battleclinic and such. Import the training plans from there into EVEMon as well. Browse around the market, keep an eye on fluctuating prices ...though starting equipment is fairly stable. Depending on the boat and your skills, it may take time to fit everything in, so get the essentials in first (cloak, probe launcher, rigs). And yes, read. EVE requires study :) The EON ISK guide (comes as huge pdf) has a good guide on exploration for example.

Oh and it will cost a bit. You can easily fund t2 cov-op frig operations form hisec exploration. Then journey into low/nul/WH ops as you have your wallet bloated up a bit... or have a small stack of ships ready. You don't want to find yourself at 0 balance and without an appropriate scanning boat. Insurance doesn't pay.


Lost Greybeard wrote:
The MWD+cloak trick is popular because it's easy for people that are bad at PVP
Yeaaah :( when I'm in a BS I'm a good pvp'er, but when I'm in a floating origami.... well I tend to use the strengths of that origami like catch the breeze out of there. The trick is to avoid being locked, and the quick speed is a component of that formula. Otherwise forget gravity capacitors and beef up the shielding or armor rigs to survive to the second strike, imho, though that is more plausible with higher skills which the OP probably doesn't have yet.

—Ω—

Lord Arakkis
The Scope
Gallente Federation
#15 - 2012-08-04 02:43:21 UTC
Im not able to run Cov Ops just yet, but I have an Imicus fitted with Sisters Expanded Probe Launcher I, Sisters Probes, Cloak I, Overdrive Inj, CPU chip, 3 probe rigs of a name I cant remember.

I do lots of exploring with this, and have found some good things out there. Im sure there is a better ship and fit to do so, but this has served me well so far.

Your still a child in the eyes of the universe

Mara Rinn
Cosmic Goo Convertor
#16 - 2012-08-04 02:59:26 UTC
Lost Greybeard wrote:
The MWD+cloak trick is popular because it's easy for people that are bad at PVP


The world is awaiting your insight on getting a blockade runner through a gate camp without using a cloak.

Some ships are not meant for combat. Even scouted gates end up camped: the campers can arrive in the tens of seconds it takes you to activate the gate and load the target system.

Lost Greybeard wrote:
Honestly just waiting out your gate cloak and then going back through the gate will get you out of it nine times in ten when you screw something up and fall into a trap, no MWD required.


That works for some gate camps. It certainly doesn't work where the camp has tackle and lots of firepower.
Utsen Dari
Sebiestor Tribe
Minmatar Republic
#17 - 2012-08-04 08:34:45 UTC
Lost Greybeard wrote:
in the case of a disco camp MWD will actually _hurt_ you by expanding your sig radius and thus upping the damage you take from the smartbombs.

Minor nitpick: you're thinking of stealth bomber bombs. Smartbombs don't care about your sig.