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Moving into a new wormhole

Author
The TaxMaster
Doomheim
#21 - 2012-03-22 14:12:25 UTC
Trinkets friend wrote:
I have personally extracted hundreds of million in ISK from people who I've caught putting up their towers. We even destroyed one small amarr before the nubs could get it ninja'd up (this being before pos mods could be instantly onlined, so not likely repeatable). It was 2 hours of "fun" for 3 BS's.

The key thing is to monitor the entrances. You might unluckily have someone spawn a K162 into your hole a minute before you start onlining your POS (as above) and suffer, but if you have scouts on your statics and known K162's, you'll be fine.



wait... so are you saying now that large pos's online instantly?

If this is the case, this will make this op significantly easier. I was planning to online a small as I hear they only took 15 min as a base of operations before we got the large up.

But... if a large onlines instantly, Hot Dog! That's 2000m3 of something else I don't have to carry.
Jewel Harana
Native Freshfood
Minmatar Republic
#22 - 2012-03-22 14:43:46 UTC
Not quite right.

It's true that POS's and modules online and anchor MUCH faster. But a POS still needs 30m to anchor and another 30m to online. But, after that all modules, except Guns and Hardener, anchor within 5 seconds and and online in 5 seconds as well.

Hardeners and all offensive mods need 2ish minutes to online though.

regards

So if you're quick enough you can get the POS up and running in 1 hour 10minutes (with everything anchored). And then you can start onlining the Guns and Hardeners.

Last POS I setup took around 1 and a half hour with half the guns I wanted onlined :)
The TaxMaster
Doomheim
#23 - 2012-03-22 14:59:08 UTC
Jewel Harana wrote:
Not quite right.

It's true that POS's and modules online and anchor MUCH faster. But a POS still needs 30m to anchor and another 30m to online. But, after that all modules, except Guns and Hardener, anchor within 5 seconds and and online in 5 seconds as well.

Hardeners and all offensive mods need 2ish minutes to online though.

regards

So if you're quick enough you can get the POS up and running in 1 hour 10minutes (with everything anchored). And then you can start onlining the Guns and Hardeners.

Last POS I setup took around 1 and a half hour with half the guns I wanted onlined :)


Was too good to be true ;) Thanks for the info.


Now to grab a hole and stick my probe in it.
Eclavdra Eilservs
Forging Industries
Silent Infinity
#24 - 2012-03-22 15:13:38 UTC
This might be a little dated but it makes for damn good reading...

http://fiercewebs.com/arcdragon/joomla/
The TaxMaster
Doomheim
#25 - 2012-03-22 15:18:55 UTC
Eclavdra Eilservs wrote:
This might be a little dated but it makes for damn good reading...

http://fiercewebs.com/arcdragon/joomla/



great guide, I've been reading it over for the past few days
Trinkets friend
Sudden Buggery
Sending Thots And Players
#26 - 2012-03-22 23:36:53 UTC
Honestly, if you are REALLY unsure how to do it, just download the SiSi Launcher and practise on the test server.
Substantia Nigra
Polaris Rising
Goonswarm Federation
#27 - 2012-03-23 00:25:17 UTC
Trinkets friend wrote:
Honestly, if you are REALLY unsure how to do it, just download the SiSi Launcher and practise on the test server.


That is really good advice.

In SISI (once you sort out how to access) you are not gonna get ganked anywhere (except one nullsec system or if someone if being a silly-fellow) and you can buy whatever you want and test it for virtually nothing. It's where I went to work out whether I'd be able to solo C5 sites, before I committed any 'real' resources in TQ.

The main w-space hassle in SISI is getting access to w-space if you do not have it already in TQ at the time the SISI-mirror is taken. This is because not many ppl use SISI and so very few static wormholes are being triggered into empire space. It just takes time, you will eventually find access to w-space and then you can hop from system to system and find what you're after.

I guess I am almost a 'vet' by now. Hopefully not too bitter and managing to help more than I hinder. I build and sell many things, including large collections of bookmarks.

Ajita al Tchar
Doomheim
#28 - 2012-03-23 01:39:46 UTC
The downside of using a lot of Iteron V's to move in is that you'll have to make more trips, and trips are dangerous. I like having an Orca at my disposal when I move, personally, as you can use it to move in some ships (and pack those ships with ammo you'll need for your guns and farming) in addition to having the capacity of multiple Itty V's. Also, I believe that you do want an Orca in your wh in general (so might as well make it useful and not run it empty). The reason is precisely that it shaves quite a bit off the wormhole total mass limit. This is how you cycle statics: run a ship through the hole until it collapses. Now, my personal Orca safety tips are: fit a MWD, a DCU, reinforced bulkheads (some people use stabs; I don't), ECM drones and maybe a flight of light drones. Also a probe launcher, an ECM burst, a cloak and whatever else you think would be useful in that high slot. The light drones can be useful against pointing bombers and covops. The MWD allows you to warp off in 10 seconds which is good. Also, it increases your Orca's mass from 250,000,000 kg to 300,000,000 kg which can be of use to you rolling statics.

When I move systems, I anchor and online the tower in an indy and then have an Orca bring in as many modules and other stuff as it can fit (starting with the highest priority modules). Depending on circumstances and the mass allowance of the exit I'm using I might make a second Orca trip, but often this is when indies take over.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#29 - 2012-03-23 02:30:50 UTC
You don't even need to find a wormhole to practise. Just go to nullsec, no one will be around, and you can have loads of fun anchoring POS's and modules.

However, if you begin practising PI on SiSi, you really need help. My biggest concern is that people like the OP just figure shtuff out as they go along, and not waste time faffing about so they can do it perfectly. If you can't learn by trial and error, you really shouldn't be in a wormhole anyway; yes it's dangerous and scary but you need to deal with the odd setback (like losing a POS, being cleaned ut by a traitor, getting ganked) and move on. Incessantly rehearsing everything would suggest to me you aren't ready to handle w-space.
The TaxMaster
Doomheim
#30 - 2012-03-23 21:08:14 UTC
Trinkets friend wrote:
You don't even need to find a wormhole to practise. Just go to nullsec, no one will be around, and you can have loads of fun anchoring POS's and modules.

However, if you begin practising PI on SiSi, you really need help. My biggest concern is that people like the OP just figure shtuff out as they go along, and not waste time faffing about so they can do it perfectly. If you can't learn by trial and error, you really shouldn't be in a wormhole anyway; yes it's dangerous and scary but you need to deal with the odd setback (like losing a POS, being cleaned ut by a traitor, getting ganked) and move on. Incessantly rehearsing everything would suggest to me you aren't ready to handle w-space.



Well I've got experience anchoring a large pos in null. However, there's a local channel there. You are right though, I think learning through trial by fire is at least for me one of the best ways that I learn.

Kind of like flying a simulator or stepping into a real plane. Sure you can log instrument hours in the sim but you gotta actually fly to get your flight hours. Same idea, just different experience when you have to do a dead stick landing for real.

That being said, I have to thank you for the advice of SISI. I don't know why I never thought of that...

I'll fire her up tonight and give it a go! Also thanks to whoever mentioned testing your fit against sleepers, genius!
The TaxMaster
Doomheim
#31 - 2012-03-23 21:12:39 UTC
Ajita al Tchar wrote:
The downside of using a lot of Iteron V's to move in is that you'll have to make more trips, and trips are dangerous. I like having an Orca at my disposal when I move, personally, as you can use it to move in some ships (and pack those ships with ammo you'll need for your guns and farming) in addition to having the capacity of multiple Itty V's. Also, I believe that you do want an Orca in your wh in general (so might as well make it useful and not run it empty). The reason is precisely that it shaves quite a bit off the wormhole total mass limit. This is how you cycle statics: run a ship through the hole until it collapses. Now, my personal Orca safety tips are: fit a MWD, a DCU, reinforced bulkheads (some people use stabs; I don't), ECM drones and maybe a flight of light drones. Also a probe launcher, an ECM burst, a cloak and whatever else you think would be useful in that high slot. The light drones can be useful against pointing bombers and covops. The MWD allows you to warp off in 10 seconds which is good. Also, it increases your Orca's mass from 250,000,000 kg to 300,000,000 kg which can be of use to you rolling statics.

When I move systems, I anchor and online the tower in an indy and then have an Orca bring in as many modules and other stuff as it can fit (starting with the highest priority modules). Depending on circumstances and the mass allowance of the exit I'm using I might make a second Orca trip, but often this is when indies take over.



Makes me consider bringing the orca in again. At least for the modules and initial fuel not in the fist indy. Goign to make it easier on the op to rather than having 6+ indys floating around.
Bernie Nator
Seal Club Six
Plug N Play
#32 - 2012-03-23 21:43:23 UTC
The TaxMaster wrote:
Ajita al Tchar wrote:
The downside of using a lot of Iteron V's to move in is that you'll have to make more trips, and trips are dangerous. I like having an Orca at my disposal when I move, personally, as you can use it to move in some ships (and pack those ships with ammo you'll need for your guns and farming) in addition to having the capacity of multiple Itty V's. Also, I believe that you do want an Orca in your wh in general (so might as well make it useful and not run it empty). The reason is precisely that it shaves quite a bit off the wormhole total mass limit. This is how you cycle statics: run a ship through the hole until it collapses. Now, my personal Orca safety tips are: fit a MWD, a DCU, reinforced bulkheads (some people use stabs; I don't), ECM drones and maybe a flight of light drones. Also a probe launcher, an ECM burst, a cloak and whatever else you think would be useful in that high slot. The light drones can be useful against pointing bombers and covops. The MWD allows you to warp off in 10 seconds which is good. Also, it increases your Orca's mass from 250,000,000 kg to 300,000,000 kg which can be of use to you rolling statics.

When I move systems, I anchor and online the tower in an indy and then have an Orca bring in as many modules and other stuff as it can fit (starting with the highest priority modules). Depending on circumstances and the mass allowance of the exit I'm using I might make a second Orca trip, but often this is when indies take over.



Makes me consider bringing the orca in again. At least for the modules and initial fuel not in the fist indy. Goign to make it easier on the op to rather than having 6+ indys floating around.


Just do yourself a favor and cloak that puppy if you do that. Otherwise you make a juicy target. And have a moon in mind before you get in.
The TaxMaster
Doomheim
#33 - 2012-03-23 21:46:54 UTC
Bernie Nator wrote:
The TaxMaster wrote:
Ajita al Tchar wrote:
The downside of using a lot of Iteron V's to move in is that you'll have to make more trips, and trips are dangerous. I like having an Orca at my disposal when I move, personally, as you can use it to move in some ships (and pack those ships with ammo you'll need for your guns and farming) in addition to having the capacity of multiple Itty V's. Also, I believe that you do want an Orca in your wh in general (so might as well make it useful and not run it empty). The reason is precisely that it shaves quite a bit off the wormhole total mass limit. This is how you cycle statics: run a ship through the hole until it collapses. Now, my personal Orca safety tips are: fit a MWD, a DCU, reinforced bulkheads (some people use stabs; I don't), ECM drones and maybe a flight of light drones. Also a probe launcher, an ECM burst, a cloak and whatever else you think would be useful in that high slot. The light drones can be useful against pointing bombers and covops. The MWD allows you to warp off in 10 seconds which is good. Also, it increases your Orca's mass from 250,000,000 kg to 300,000,000 kg which can be of use to you rolling statics.

When I move systems, I anchor and online the tower in an indy and then have an Orca bring in as many modules and other stuff as it can fit (starting with the highest priority modules). Depending on circumstances and the mass allowance of the exit I'm using I might make a second Orca trip, but often this is when indies take over.



Makes me consider bringing the orca in again. At least for the modules and initial fuel not in the fist indy. Goign to make it easier on the op to rather than having 6+ indys floating around.


Just do yourself a favor and cloak that puppy if you do that. Otherwise you make a juicy target. And have a moon in mind before you get in.


I cloak all my puppies... I mean wait. yeah my orca hs a cloak on it
Bernie Nator
Seal Club Six
Plug N Play
#34 - 2012-03-23 21:47:58 UTC
The TaxMaster wrote:
Bernie Nator wrote:
The TaxMaster wrote:
Ajita al Tchar wrote:
The downside of using a lot of Iteron V's to move in is that you'll have to make more trips, and trips are dangerous. I like having an Orca at my disposal when I move, personally, as you can use it to move in some ships (and pack those ships with ammo you'll need for your guns and farming) in addition to having the capacity of multiple Itty V's. Also, I believe that you do want an Orca in your wh in general (so might as well make it useful and not run it empty). The reason is precisely that it shaves quite a bit off the wormhole total mass limit. This is how you cycle statics: run a ship through the hole until it collapses. Now, my personal Orca safety tips are: fit a MWD, a DCU, reinforced bulkheads (some people use stabs; I don't), ECM drones and maybe a flight of light drones. Also a probe launcher, an ECM burst, a cloak and whatever else you think would be useful in that high slot. The light drones can be useful against pointing bombers and covops. The MWD allows you to warp off in 10 seconds which is good. Also, it increases your Orca's mass from 250,000,000 kg to 300,000,000 kg which can be of use to you rolling statics.

When I move systems, I anchor and online the tower in an indy and then have an Orca bring in as many modules and other stuff as it can fit (starting with the highest priority modules). Depending on circumstances and the mass allowance of the exit I'm using I might make a second Orca trip, but often this is when indies take over.



Makes me consider bringing the orca in again. At least for the modules and initial fuel not in the fist indy. Goign to make it easier on the op to rather than having 6+ indys floating around.


Just do yourself a favor and cloak that puppy if you do that. Otherwise you make a juicy target. And have a moon in mind before you get in.


I cloak all my puppies... I mean wait. yeah my orca hs a cloak on it


On a fun side note, the idea of a puppy with a cloaking device is adorable.
Ajita al Tchar
Doomheim
#35 - 2012-03-24 03:29:01 UTC  |  Edited by: Ajita al Tchar
Bernie Nator wrote:
The TaxMaster wrote:
Bernie Nator wrote:
The TaxMaster wrote:
Ajita al Tchar wrote:
The downside of using a lot of Iteron V's to move in is that you'll have to make more trips, and trips are dangerous. I like having an Orca at my disposal when I move, personally, as you can use it to move in some ships (and pack those ships with ammo you'll need for your guns and farming) in addition to having the capacity of multiple Itty V's. Also, I believe that you do want an Orca in your wh in general (so might as well make it useful and not run it empty). The reason is precisely that it shaves quite a bit off the wormhole total mass limit. This is how you cycle statics: run a ship through the hole until it collapses. Now, my personal Orca safety tips are: fit a MWD, a DCU, reinforced bulkheads (some people use stabs; I don't), ECM drones and maybe a flight of light drones. Also a probe launcher, an ECM burst, a cloak and whatever else you think would be useful in that high slot. The light drones can be useful against pointing bombers and covops. The MWD allows you to warp off in 10 seconds which is good. Also, it increases your Orca's mass from 250,000,000 kg to 300,000,000 kg which can be of use to you rolling statics.

When I move systems, I anchor and online the tower in an indy and then have an Orca bring in as many modules and other stuff as it can fit (starting with the highest priority modules). Depending on circumstances and the mass allowance of the exit I'm using I might make a second Orca trip, but often this is when indies take over.



Makes me consider bringing the orca in again. At least for the modules and initial fuel not in the fist indy. Goign to make it easier on the op to rather than having 6+ indys floating around.


Just do yourself a favor and cloak that puppy if you do that. Otherwise you make a juicy target. And have a moon in mind before you get in.


I cloak all my puppies... I mean wait. yeah my orca hs a cloak on it


On a fun side note, the idea of a puppy with a cloaking device is adorable.


http://i.imgur.com/M2cg6.jpg

(also, never google image "dog costume" if you want to retain faith in the future of the human species)

Another good thing about an Orca is that it lives in the SMA at the POS, which can be accessed if you're attacked and the POS is reinforced. If it all goes **** up and you know you're not going to be able to save your POS, the Orca becomes your getaway van where you shove all your precious possessions and GTFO. By the way, I never keep any expensive stuff in the hangar array if I can help it. All the small stuff lives in GSCs, and there were many times where I had expensive stuff that wasn't really practical to use with the GSCs (big) that I kept in the Orca (obviously unloading it before taking the Orca out of the POS for whatever reason, don't want it to go pop). This paid off at least once that I can remember Cool
Silas Shaw
Coffee Hub
#36 - 2012-03-24 05:40:40 UTC
^ If this guy's POS gets 'caged, hes a sad panda.

Also, since no one said it yet: PROWLER.

jiggle the fitting a bit and you can get a covops cloak and an expanded launcher with top skills. with lower skills, you can still get a probe launcher and a covops. either way you get a ship that can haul some fuel or stront or guns or something (about 5k, iirc im not ingame) and still cloak and give a scan to see if theres a new K162. with combat probes, you also get a MUCH bigger scan than dscan, and what weight of ships are in space if any (remember to do a .5 scan on youself to ignore YOUR ships)
The TaxMaster
Doomheim
#37 - 2012-03-26 15:41:40 UTC
Silas Shaw wrote:
^ If this guy's POS gets 'caged, hes a sad panda.

Also, since no one said it yet: PROWLER.

jiggle the fitting a bit and you can get a covops cloak and an expanded launcher with top skills. with lower skills, you can still get a probe launcher and a covops. either way you get a ship that can haul some fuel or stront or guns or something (about 5k, iirc im not ingame) and still cloak and give a scan to see if theres a new K162. with combat probes, you also get a MUCH bigger scan than dscan, and what weight of ships are in space if any (remember to do a .5 scan on youself to ignore YOUR ships)


how do you get the weight of a ship from a combat probe? Unless this is voodoo black magic, IDK how you can tell.
lanyaie
Nocturnal Romance
Cynosural Field Theory.
#38 - 2012-03-26 21:35:19 UTC
Hmm having spent along time of my eve carreer in wh's ill contact you also have a currently. Unoccupied c3 ill add more details tomorrow




Ignore the sig on this post

Spaceprincess

People who put passwords on char bazaar Eveboards are the worst.

The TaxMaster
Doomheim
#39 - 2012-03-26 21:43:47 UTC
lanyaie wrote:
Hmm having spent along time of my eve carreer in wh's ill contact you also have a currently. Unoccupied c3 ill add more details tomorrow
Ignore the sig on this post


Look forward to hearing about it.
chris elliot
Lazerhawks
L A Z E R H A W K S
#40 - 2012-03-27 23:36:44 UTC
Bernie Nator wrote:


Just do yourself a favor and cloak that puppy if you do that. Otherwise you make a juicy target. And have a moon in mind before you get in.



Cloaks alone wont save you. Blink

I would use multiple scouts on station to make absolutely sure that your chain in on moving day is clear and stays that way throughout moving. Wh people can be extremely patient when we think a payday is on the way from moving crews. Orcas increase the patience factor by 10. We relieved someone trying to do exactly what your trying to do of their entire setup a week or so ago due to patience alone.

Further proof is provided below.

http://i.imgur.com/7oq3N.jpg

We got both the orca and the stuff inside for just sitting and watching....patiently.....for hours . (dumbass ejected inside a phobos bubble in a panic)

After your shields go up I would try and sneak in some hole closing battleships in the same run as your fuel and stront run to help cycle your connections to cut down on the amount of waiting you might have to do if you don't get a second favorable connection. It will age your preliminary connection but the ability to manually cycle connections for more favorable ones can be invaluable when your planning to move a lot of stuff.

What you use, orca vs. itty vs. prowler, is less important than the cover you can provide those assets and how long you can maintain it.


Good luck.
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