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Ice Mining in 0.0 and Ceptors

Author
thowlimer
Roprocor Ltd
#21 - 2014-01-08 14:30:38 UTC
ECM drones ?, not as if you use drones to anything else while minign ice anyway
Batelle
Federal Navy Academy
#22 - 2014-01-08 20:17:38 UTC
ECM drones
Interceptor-killing drones
Cloaked falcon alt
Scout alt in next system (if you're waiting for him to hit the inbound gate then you're greedy and have waited too long)
Mine 100km away from the warp-in beacon. Ice belts are big.
Smartbombing ship on the warp-in beacon
Smartbombing cloaked battleship in the system next door
Have a mobile depot out and deployed at all times so you can refit WCS as needed
intel channels
have the FC not be AFK and initiate fleet warp
Any other ship that can BBQ a ceptor fast

"**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.

Dorian Wylde
Imperial Academy
Amarr Empire
#23 - 2014-01-10 01:04:56 UTC
I see these threads so often, and no one can ever explain to me how he knows you're in the ice belt automatically. Other alliances must just have psychic inty pilots.

If you're mining alone in null, you're taking a risk, just like anything else in EVE. Fit for yield and take a chance he'll go somewhere else first, or fit for escape and mine less. That's you're choice. You don't get to have everything in this game unless you're pvping apparently.

Typically where I mine the reds make a beeline for the station when they enter system. I've only been attacked in a belt once, and that was a very stupid bomber pilot.
Styth spiting
Brutor Tribe
Minmatar Republic
#24 - 2014-01-11 10:26:31 UTC
If you have a concern about losing a mining ship use a ship that offers more EHP but less yield (that's why they exist).. A skiff should be able to withstand an interceptor for quite a while, long enough for friends to show up.

But if you're mining in a hulk or a mackinaw then no, they wont survive. These ships are not meant to survive basically anything without support; they are paper bags to throw ore into and will break at from any agression. So go cheap ( a procurer + mods can be paid for in like 30 minutes). Losing a ship shouldn't be a worry if you're profiting considerably between losses.
Mr LaboratoryRat
Confederation of DuckTape Lovers
#25 - 2014-01-11 15:58:40 UTC
You are right, they should fix ore belts aswell.
FT Diomedes
The Graduates
#26 - 2014-01-11 19:11:19 UTC
Ice Eagle wrote:
which means if a hostile ceptor comes into system there is no chance at all for escape.

Ice mining barges can not hit warp even with agility and nano fits including agi implants and skirmish mindlink before a ceptor jumps into system, warps 40au, lands and tackles. yes i have tested this.



Scouts. Use them.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Moon Dogg
Thirtyplus
Goonswarm Federation
#27 - 2014-01-14 00:28:10 UTC
Scouts in the adjoining systems is very sound advice. If you have an intel channel for the section of null that you mine in, pay attention to it! If you see reports or hostiles (especially interceptors) within a few jumps, its time to get those miners safe. They can be on top of you faster than expect.

Back in the old days, we used to land in one of the old static null ice belts, then all pilots had to realign to the station (or other safe spot).

The idea of a cloaked smartbombing batteship at the beacon is interesting. Would you just fire the smarts once D-scan shows the inty getting close? Also, would dropping a flight of sentries 30-40k out help make sure that the solo inty menace is dealt with?

I suspect that the real issue is that ice miners still approach the activity as an AFK or semi-AFK activity?
Victoria Sin
Doomheim
#28 - 2014-01-14 22:49:12 UTC
You need scouts and intel in surrounding systems. If you're doing anything in space in null without an intel channel, with people in the surrounding systems reporting reds, then you're going to lose ships regularly either to inty gangs, blops, WH spawns and so on.
Dave Stark
#29 - 2014-01-15 08:27:30 UTC
the problem is scouts aren't terribly practical. you've got accounts earning 0 isk/hour so people can do one of, if not the, lowest paid activity in eve.

that simply doesn't make sense, it's cheaper to just let them lose a couple of procurers.
Mr LaboratoryRat
Confederation of DuckTape Lovers
#30 - 2014-01-18 02:36:26 UTC
Dave Stark wrote:
the problem is scouts aren't terribly practical. you've got accounts earning 0 isk/hour so people can do one of, if not the, lowest paid activity in eve.

that simply doesn't make sense, it's cheaper to just let them lose a couple of procurers.



Thats why team up


4 ppl mining and 1 scout toon:

1 busy accounts misses 40m per hour

devide /4 = 10 mil per hour.

Devide /500 mil (2 hulks, mayby orce, lost time due campers)

= equaling 50 hours of mining

Seems worth it when mining under 50 hours
Dave Stark
#31 - 2014-01-18 08:34:08 UTC
Mr LaboratoryRat wrote:
Dave Stark wrote:
the problem is scouts aren't terribly practical. you've got accounts earning 0 isk/hour so people can do one of, if not the, lowest paid activity in eve.

that simply doesn't make sense, it's cheaper to just let them lose a couple of procurers.



Thats why team up


4 ppl mining and 1 scout toon:

1 busy accounts misses 40m per hour

devide /4 = 10 mil per hour.

Devide /500 mil (2 hulks, mayby orce, lost time due campers)

= equaling 50 hours of mining

Seems worth it when mining under 50 hours


and you're still making less money than putting that character, and all of the others, in t1 barges and just eating a loss of 40m isk per ship if any one bothers attacking you.

it's not economically sensible to defend mining ships in any way what so ever.
it's not actually economically sensible to mine in the first place, but yeah...
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