These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
12Next page
 

Exploration, WH and stuff

Author
Sin Pew
Ministry of War
Amarr Empire
#1 - 2012-01-25 09:25:52 UTC
Hi there,

I've been around for a few days now, and I can tell I'm not disappointed by Eve, meets my expectations after all I've heard or read about it and I dig it :)

Now, I'm quite interested in the exploration part and I could use some hints before I go deeper into it.

I have the feeling, joining like 8 years after the beginning, there's nothing really new to discover, especially for a newb, but I can't help being excited to find stuff on my own.

Couple days ago, I was scanning in a .9 system and stumbled on a WH... curiosity killed the cat, I directed my Magnate into it and had a little tour, scanned around a bit, surprised to find customs (guess it confirms death and taxes are the only certainty in this life) and then I picked a few sites that were identified by the scanner.

I approached one of them and just as I exited warp, my overview and locked alarm went crazy so I did not lose time and warped back to the WH, only thing I had fit on this frig beside the probe launcher being a salvager... learned later on these were sleeper rats, but they didn't seem to be that sleepy...

So... after the tnumerous tutorial missions, rather than training for the biggest ships, I chose to cover the core, maximizing skills helping on ship manoeuvrability, power grid usage, capacitor usage, gunnery, navigation, armor tanking (Amarr after all...) and I Evemon planner tells me that I already got more than 400 days worth of training and still haven't included cruisers... would it be stupid going for exploration and possibly WHs with my good old Coercer, or should I really make some room for bigger ships if I go that way? What can happen? I lose a frig or a dessy... no big deal.

The other question that came to my mind... how unstable are unstable WHs? like... I go through one, explore a bit, then RL calls, can it close behing me after an hour? if I stay around more than a few hours and it eventually closes, any chances to get back home?

I've seen mentions of players living in WH space... what can motivate someone to do that? exploration? or freedom to shoot down everyone? I suppose most of them are vets with shitloads of ships and SP ... but how many people hang in WH space or travel through it?

[i]"haiku are easy, But sometimes they don't make sense, Refrigerator."[/i]

Ruvin
Amarr Empire
#2 - 2012-01-25 09:41:14 UTC
well you can explore stuff starting with a frig no need for months of training .
Usually people use 2 ships , 1 to scan down stuff , second to kill stuff .
Some can use 1 (arbitrator pilgrim legion) this of course its not optimal but can work .
WH are usually made with more people cos they provide better profit and are very hard to solo untill you get a uber ship for example a t3.
WH are dangerous even enter them without a cov ops ship cos there can be someone waiting even buble camps (player camping)
People live there for many reasons mainly of course profit .
How long does a wh last check info about it it says there , more then a day less then a day , a couple of hours , about to close and so on . Pretty much very clear .
Player go in and out trough WH , and they scan them down . i Would NOT recomend enter a WH alone or before you get quite some training , tho exploration is lot more then only WH

Opportunities multiply as they are seized.

Kahega Amielden
Rifterlings
#3 - 2012-01-25 10:27:35 UTC
Quote:
Couple days ago, I was scanning in a .9 system and stumbled on a WH... curiosity killed the cat, I directed my Magnate into it and had a little tour, scanned around a bit, surprised to find customs (guess it confirms death and taxes are the only certainty in this life) and then I picked a few sites that were identified by the scanner.

Yeah, CCP didn't really think the whole immersion thing through when they added Interbus customs offices.

Quote:
So... after the tnumerous tutorial missions, rather than training for the biggest ships, I chose to cover the core, maximizing skills helping on ship manoeuvrability, power grid usage, capacitor usage, gunnery, navigation, armor tanking (Amarr after all...) and I Evemon planner tells me that I already got more than 400 days worth of training and still haven't included cruisers... would it be stupid going for exploration and possibly WHs with my good old Coercer, or should I really make some room for bigger ships if I go that way? What can happen? I lose a frig or a dessy... no big deal.


Depends on the site. With wormholes you may want to wait a bit, though some wormhole sites (anomalies in Class 1 WHs) can be run in a cruiser.

with a t1 frigate or destroyer you probably couldn't run wormhole sites or combat sites, but you could certainly run hisec magnetometric/radar sites (though this requires training hacking, archaeology and salvaging). Exploration is actually a pretty good thing to get into. Does your 400 days of training include assault frigates? You could pretty easily run some hisec combat complexes or lowsec magnetometric/radar sites with one.


Quote:
The other question that came to my mind... how unstable are unstable WHs? like... I go through one, explore a bit, then RL calls, can it close behing me after an hour? if I stay around more than a few hours and it eventually closes, any chances to get back home?


Wormholes collapse either when their time runs out or enough mass goes through them (obviously depends on the ship you're using). So yes, what you say can happen. There will always be a way out as long as you have probes, though.

If you don't have any probes on hand, then you are SOL.

Quote:

I've seen mentions of players living in WH space... what can motivate someone to do that? exploration? or freedom to shoot down everyone? I suppose most of them are vets with shitloads of ships and SP ... but how many people hang in WH space or travel through it?


Wormhole space sites have materials used to make t3 cruisers. All of those things you listed are reasons, though.
Sin Pew
Ministry of War
Amarr Empire
#4 - 2012-01-25 10:41:54 UTC
Ruvin wrote:
well you can explore stuff starting with a frig no need for months of training .
Usually people use 2 ships , 1 to scan down stuff , second to kill stuff .
Some can use 1 (arbitrator pilgrim legion) this of course its not optimal but can work .

Fair enuf'
Ruvin wrote:
WH are dangerous even enter them without a cov ops ship cos there can be someone waiting even buble camps (player camping)

So? I'm not gonna valtz into WHs with a billion ISK ship for that very reason, but then again, beside losing an expandable frig which will provide them a few 100k ISK worth of salvage at the very best, that doesn't appear *so* dangerous, that can happen at any gate, lowsec, highsec... I'm not gonna stay docked, but maybe there's some explanation.
Ruvin wrote:
People live there for many reasons mainly of course profit .
How long does a wh last check info about it it says there , more then a day less then a day , a couple of hours , about to close and so on . Pretty much very clear .

mkay, so even unstable, if a WH colapses, there must still be a another way out then... but what if I have to log before I find an exit? I've been told you get docked to a random station when you log off without docking, but in this case....?
Ruvin wrote:
Player go in and out trough WH , and they scan them down . i Would NOT recomend enter a WH alone or before you get quite some training , tho exploration is lot more then only WH

Ok, it is risky, I get it...
Kahega Amielden wrote:
Does your 400 days of training include assault frigates?

Ooohh shiny! I'll add the assult ship skill to it. ^.^

Uh... SOL?

[i]"haiku are easy, But sometimes they don't make sense, Refrigerator."[/i]

Kahega Amielden
Rifterlings
#5 - 2012-01-25 10:51:27 UTC
Quote:
So? I'm not gonna valtz into WHs with a billion ISK ship for that very reason, but then again, beside losing an expandable frig which will provide them a few 100k ISK worth of salvage at the very best, that doesn't appear *so* dangerous, that can happen at any gate, lowsec, highsec... I'm not gonna stay docked, but maybe there's some explanation.


He's actually wrong. As long as you wait out the session change timer (in General Options you can enable an icon in the top left of the screen that shows it), there's no risk to jumping into WH space systems. You need to be within 5km of a WH to jump out, and you spawn within that.


Quote:
mkay, so even unstable, if a WH colapses, there must still be a another way out then... but what if I have to log before I find an exit? I've been told you get docked to a random station when you log off without docking, but in this case....?


Whoever told you that was wrong. If you log out in space without player aggression, you will emergency warp a few million KM and disappear 2 minutes later. If you have player aggression, you will do the same, except you won't disappear until 15 minutes after the last aggression.

You never autodock at a station.

Quote:
Uh... SOL?


**** out of luck. Boned. Screwed. If you don't have a ready bookmark to a still-existing wormhole and you lack the probes to scan down a new exit, you pretty much have to self destruct your pod to get back to known space.
Jarnis McPieksu
Aliastra
Gallente Federation
#6 - 2012-01-25 10:59:03 UTC
400d sounds bit excessive for core training. I would aim to train everything to level 4 first and then pick 5s when some module or ship requires it. It would probably cut down the training queue to less than a quarter of that. That one more level is usually just 5% better and won't matter early on. The only exception would be "Tier 1" skills like Electronics - they take very little time to hit level 5 and so many other things call for Electronics V (for example). After many years in eve I still don't have all armor compensation skills at 5 myself for example and still have a couple of navigation skills that are only at 4.

I would recommend training larger ship hulls up to Battlecruiser if you wish to do combat stuff. For high sec exploration an Assault Frigate is also a good choice and fairly easy to get into. Beyond that pretty much lies Tech 3 strategic cruisers which are, for a new player, very expensive and painful to lose.
malaire
#7 - 2012-01-25 13:26:07 UTC  |  Edited by: malaire
Sin Pew wrote:
The other question that came to my mind... how unstable are unstable WHs? like... I go through one, explore a bit, then RL calls, can it close behing me after an hour? if I stay around more than a few hours and it eventually closes, any chances to get back home?

Generally you just use probes to find another wormhole which leads back to known space, preferably highsec. Of course highsec wormhole can lead to anywhere in highsec, maybe even 10s of jumps from where you were, but you can get back.

So as long as you have probe launcher and at least 4 probes (preferably more) with you - you can allways go back.

Table at the end of this page lists several vital stats about wormholes: Wormhole#Wormhole_Identification. When you check wormhole information, it tells code which is either "K162" (general exit, you need to check other end) or one of the other codes listed in table.

Read also section "Wormhole Collapse" there, which tells about key phrases in "Show Info" of wormhole. (e.g. "Probably won't last another day" means wormhole has over 25 percent of time left, total time being told in that table I mentioned above.)

New to EVE? Don't forget to read: The Manual * The Wiki * The Career Options * and everything else

Sin Pew
Ministry of War
Amarr Empire
#8 - 2012-01-25 15:19:47 UTC  |  Edited by: Sin Pew
Thanks for the interesting link, Malaire, very worth to rtfm Big smile

Now, I'm considering covert-ops frigates to explore, but how does that sound? seems like these ships would offer quite some fitting room for exploration tools, wouldn't they? also being cloaked sounds like making sense in this activity... at least to me.
I know these wouldn't have loads of cargo-hold, but I can always explore in it, then come back with a bigger ship to carry the load.

And... noob question probably, but as I was looking at the Anathema frigate, it says the ship has 2 turrets points, 2 launchers points and 3 high slots. Does it mean I can fit like 3 turrets plus 2 launchers or, either 3 turrets or 1 turrets and 2 launchers? Ugh

[i]"haiku are easy, But sometimes they don't make sense, Refrigerator."[/i]

malaire
#9 - 2012-01-25 15:35:51 UTC  |  Edited by: malaire
Sin Pew wrote:
Thanks for the interesting link, Malaire, very worth to rtfm Big smile

Now, I'm considering covert-ops frigates to explore, but how does that sound? seems like these ships would offer quite some fitting room for exploration tools, wouldn't they? also being cloaked sounds like making sense in this activity... at least to me.
I know these wouldn't have loads of cargo-hold, but I can always explore in it, then come back with a bigger ship to carry the load.

And... noob question probably, but as I was looking at the Anathema frigate, it says the ship has 2 turrets points, 2 launchers points and 3 high slots. Does it mean I can fit like 3 turrets plus 2 launchers or, either 3 turrets or 1 turrets and 2 launchers? Ugh

For wormhole probing, allways have cloak in your ship. You can launch probes, activate cloak, and then use probes while being cloaked without needing to worry someone finding your ship.

Each race has one T1 and one T2 frigate with scanning strength bonus for probing - Anathema is one of those ships. You might want to check T1 ships first since they are cheaper and faster to train for, and if you do like exploration then go for T2 version.

Since it has 3 high slots, it can fit at most 3 modules which requires high slot (turrets, launchers, cloak, etc..). Also it can fit at most 2 turrets (since it has 2 turret hardpoints) and at most 2 missile launchers (since it has 2 launcher hardpoints). So you can fit e.g.

- 2 turrets + 1 missile launcher
- 1 turret + 2 missile launchers
- 2 turrets + cloak
- 2 missile launchers + cloak
- 1 turret + 1 missile launcher + cloak
- 1 turret + cloak + probe launcher
- 1 missile launcher + cloak + probe launcher
- 2 missile launchers + probe launcher
...

EDIT: Launcher hardpoints are needed for missile launchers - probe launcher does not need launcher hardpoint.
EDIT2: it's turret/missile hardpoint not slot ...

New to EVE? Don't forget to read: The Manual * The Wiki * The Career Options * and everything else

Fidelium Mortis
Minor Major Miners LLC
#10 - 2012-01-25 16:19:03 UTC
Sin Pew wrote:
Thanks for the interesting link, Malaire, very worth to rtfm Big smile

Now, I'm considering covert-ops frigates to explore, but how does that sound? seems like these ships would offer quite some fitting room for exploration tools, wouldn't they? also being cloaked sounds like making sense in this activity... at least to me.
I know these wouldn't have loads of cargo-hold, but I can always explore in it, then come back with a bigger ship to carry the load.

And... noob question probably, but as I was looking at the Anathema frigate, it says the ship has 2 turrets points, 2 launchers points and 3 high slots. Does it mean I can fit like 3 turrets plus 2 launchers or, either 3 turrets or 1 turrets and 2 launchers? Ugh


A cov-ops frigate would be difficult to run sites since many sites have some NPC enemy spawns. The spawns are usually pretty small and easy to kill, but it would be difficult in a covert ops frig.

ICRS - Intergalactic Certified Rocket Surgeon

Sin Pew
Ministry of War
Amarr Empire
#11 - 2012-01-25 16:51:45 UTC
Fidelium Mortis wrote:
A cov-ops frigate would be difficult to run sites since many sites have some NPC enemy spawns. The spawns are usually pretty small and easy to kill, but it would be difficult in a covert ops frig.


Yeah, I thought about that, but the cov-op can be used to locate sites, running them can always be done a few minutes later on a tougher ship with big guns to shoot things. Smile

[i]"haiku are easy, But sometimes they don't make sense, Refrigerator."[/i]

Tau Cabalander
Retirement Retreat
Working Stiffs
#12 - 2012-01-25 19:39:14 UTC  |  Edited by: Tau Cabalander
Every w-space system has a static wormhole. "Static" means an outgoing wormhole of a specific type will always exist. Where that wormhole goes is random though (example: a hisec static like B274 will go to anywhere in hisec, a C5 static will go to a random C5 system). C2 systems tend to have two statics.

The incoming side of a wormhole is always K162. If you scan a K162, it means somebody has already found that wormhole and come through it, as the K162 side does not exist until that happens.

There can also be random incoming and outgoing wormholes. Typically up to about 7.

Wormholes typically last 16-24 hours depending on the wormhole. They can be closed prematurely by exceeding their mass limit. If a wormhole is close to its mass limit, or "critical", it is risky to use in anything other than a light ship like a frigate. If it is reached the end of its natural lifetime, it can vanish at any moment, sometimes before you get a chance to go through it.

http://staticmapper.com is a helpful site. It works best with the in-game browser (IGB) and with the site set to be trusted.
Borg Stoneson
SWARTA
#13 - 2012-01-26 01:31:33 UTC
Sin Pew wrote:

The other question that came to my mind... how unstable are unstable WHs? like... I go through one, explore a bit, then RL calls, can it close behing me after an hour? if I stay around more than a few hours and it eventually closes, any chances to get back home?

If you do a show info it will give you basic information about the WH, you can also get an idea of how unstable it is by how much it's wobbling, more wobbles = less stable. There's 2 different types of stability, "time" and "mass", time stability is based on how much longer the WH has left before it naturaly despawns, mass stability is based on the mass of the ships that have jumped through, if either of these reaches 0 then the WH will collapse regardless of the state of the other. In practice this means that while you can log off for a few hours and come back through the WH, it's entirely possible for a WH that still had most of its time left has been collapsed by some inconsiderate pilots jumping back and forth.
If the WH closes behind you you'll need scan probes to have any realistic hope of finding your way back, if you don't have probes and the WH collapsed (or you just forgot to BM it, you did remember to BM it right?) then your only option is to call out for help in local, maybe see if you can contact the residents if there's an active POS. Most of the time you'll be met by silence and will eventualy have to self destruct your ship and pod in order to get out, if someone does hear you, they'll likely try to con ISK out of you and kill you (not always though).

Sin Pew wrote:

I've seen mentions of players living in WH space... what can motivate someone to do that? exploration? or freedom to shoot down everyone? I suppose most of them are vets with shitloads of ships and SP ... but how many people hang in WH space or travel through it?

Yes, and also the ISK is really good. Don't be fooled though there's a suprising amount of newer players in WH space, entire corps that can't fly anything more advanced than a BC. A lot of the playbase (including some of those living in/raiding WH's) don't really know that much about them, most don't go more than 2 jumps from HS. So there's still a lot of room for a dedicated group that's willing to do their homework and put the effort in to work their way up (pays well too!)

To run C1-3 effectively you should really train up a Battlecruiser, Drakes work best, myrms can hold their own, cane's are a little fragile. For now just stick with C1-2 while soloing, C3's can be a little tough for a solo BC. Fit a probelauncher and a Salvager, Melted Nanoribbons (a type of salvage) sell really well especialy if you make the effort to take them to Jita.
And yeah can't recomend static mapper enough, works great.
Orlacc
#14 - 2012-01-26 19:42:58 UTC
If you REALLY like exploration go for a covops frig (will still need a combat ship) and then a T3 (does both).

"Measure Twice, Cut Once."

Alaric Faelen
Republic Military School
Minmatar Republic
#15 - 2012-01-26 20:39:13 UTC
this is just what myself and a couple buddies do- we take a probe ship (sometimes CovOps, sometimes not- but always with a cloak of some sort) to find the WH. Then we grab active armor rep BC's and farm Sleeper sites with three of us normally. We stick a probe launcher on them all of course- just in case- but the dedicated probe boat already has at least one exit BM'd before we bring in the guns.

Toss on a remote armor repper too and you can either stay in the fight longer without warping out, or just warp out when needed and remote rep at a safe. I try not to run self reps and remote at the same time (plus using lasers ATM) - burns out cap really fast.

I use a Prophesy a friend gave me already fully fit. While it's got a weak reputation, the Proph actually does pretty well for me in WH runs. But admittedly, I don't have anything to compare it with.

As a newb, Sleepers are a serious challenge. Even with good skills they are, TBH. You might concentrate more on scanning down Ded plexes. Those are more traditional foes and use easier AI (in my experience at least)

Lastly- Stealth Bombers are great for PvP in WH space and fairly easy for new players to train up for. The downside is having to train missiles if you are a gun guy, and Torpedoes, which the SB is the only ship that uses them until you reach battle ships (not newb territory)

Someone sacrifices remote rep for a salvager unit to leave no isk left unearned.

just selling the loot in a hub with the Sell button nets on average of 50mil for a couple hours of (usually) relaxed gaming with a couple pals. Very good for practicing small gang FC skills too.
Sin Pew
Ministry of War
Amarr Empire
#16 - 2012-01-27 09:44:44 UTC
Well... for some obscure reason, whenever I probe a system, I end up with a WH... scanned 3 systems last night and 3 WH... *shrugs*
First WH I got hunted down no less than 10mins after I entered... should have figured those Sister Probes in the DScan weren't just decoration... :D
I also found out I'll have to raise the various Astrometrics skills asap, I spent an hour trying to pinpoint a magnetometric site with 5 probes (couldn't use more) and never got above 94%.. then I headed out to get myself a rig with probe scan bonus... alas, when I returned in the WH, I didn't have the time to scan the site again, being chased once more, thankfully I was aligned to the WH exit with AB on...

So... I learned some lessons there (experience is the best teacher uh?):
When there's ships in the DScan... WARP!
When there's probes other than yours in the DScan... WARP!
I really need to train cov-ops...
I really need to train Astrometrics :)

Well, didn't lose anything but time... let's keep it that way and try to get out with something the next time...

I know I'd be better doing it in a bigger ship, but ain't got the skills for it at the moment, I usually explore in a punisher. If I manage to find something, I BM it and bring in the coercer (bigger hold and more firepower).

Anyway, question time:
Would better probes provide better results, or is it only astrometrics skills that improves the pinpointing? (I know the Magnate has scan bonuses, but I would feel naked without weapons on it or a single laser)
Do probes interfere with each other when they're too close?
How can I easily center the cam on a site before it's 100% scanned? (pan/zoom up close can be very tedious)
Cloak makes the ship visually invisible, but does it also make it invisible on the DScan/Overview?

And uh... if any of my chasers reads this... sorry if I didn't linger for a chat but you guys freaked the hell out of me, sneaking up on me like that :)

[i]"haiku are easy, But sometimes they don't make sense, Refrigerator."[/i]

malaire
#17 - 2012-01-27 10:48:26 UTC
I'll answer what I can:

Sin Pew wrote:
I really need to train cov-ops...


Any ship can use non-cov-ops cloaks (there are 2 of those) so just get one of those first. They are really quick to train.

Then when probing:
- Warp to safespot (or at least move away from nearest object so ships coming there don't accidentally uncloak you)
- launch probes
- activate cloak
- move all probes away from your ship
- use probes without any risk of anyone finding your ship.

Sin Pew wrote:
Would better probes provide better results, or is it only astrometrics skills that improves the pinpointing? (I know the Magnate has scan bonuses, but I would feel naked without weapons on it or a single laser)

Sisters Core Scanner Probes are a bit better. And since probes can be reused (as long as you don't keep then in space too long) I recommend using those. There is also T2 probe launcher and Sisters Core Probe Launcher. Sisters version is best but costs around 40 mil on contracts and might not be worth it if you only have little ISK.

Then there is also a rig with scan strength bonus (Small Gravity Capacitor Upgrade I). Two of those helps quite a lot.

But in the end skills helps most. There are 4 skills relating to probing: Astrometrics, Astrometric Rangefinding, Astrometric Pinpointing, Astrometric Acquisition. I suggest training at least level 3 in all ASAP (maybe not Astrometric Acquisition, that is least usefull in my opinion.)

Sin Pew wrote:
Do probes interfere with each other when they're too close?

No.

Sin Pew wrote:
How can I easily center the cam on a site before it's 100% scanned? (pan/zoom up close can be very tedious)

I don't know this.

Sin Pew wrote:
Cloak makes the ship visually invisible, but does it also make it invisible on the DScan/Overview?

Overview yes, DScan I believe so. But most importantly you can't be found with combat probes when cloaked.

New to EVE? Don't forget to read: The Manual * The Wiki * The Career Options * and everything else

Sin Pew
Ministry of War
Amarr Empire
#18 - 2012-02-06 15:01:00 UTC
malaire wrote:
Sin Pew wrote:
How can I easily center the cam on a site before it's 100% scanned? (pan/zoom up close can be very tedious)

I don't know this.


I've found a trick! thought I'd share it, though it doesn't work 100% of the time:

In the local system map, with probes deployed, I'm usually able to click (or shift-click, but I'm not sure it makes a difference) on a signature, to center the camera on it, which is very convenient when the signature is on the other side of the system.
It works with any signature either represented by a very small sphere, a yellow marker, or a green marker, scanned from 1% to 100%.
With large spheres or circles, it's not possible to center the camera on them, which is expected.

[i]"haiku are easy, But sometimes they don't make sense, Refrigerator."[/i]

Poostik
Federal Navy Academy
Gallente Federation
#19 - 2012-02-28 17:13:00 UTC
sin pew wrote:
I've found a trick! thought I'd share it, though it doesn't work 100% of the time:


Yes, shift click is "look at" while control-click is "lock target"

Also, when you are cloaked, there is no way for anyone to find you (d-scan, probe, mk-1 eyeball) except if they bump you by accidentally running into you (which will de-cloak you).

Bonuses to Scan Strength are:

1. Use Sisters Probes. These have a 10% higher base scan strength that the standard probes.
2. Use Sisters Probe Launchers. This will increase the scan strength of probes by 10%.
3. The Astrometric Triangulation skill (formerly Signal Acquisition) gives a per-level bonus to scan strength. Note
however that the Astrometric Acquisition skill (formerly Astrometric Triangulation) now gives a scan time bonus.
4. Use Gravity Capacitor Upgrade rigs. These now affect scan strength instead of scan time.
5. Use Prospector PPH-x series of implants. These now affect scan strength instead of scan time.
6. Use the Virtue series of implants. This low-grade faction implant set will give a nice boost to your scan strength
Scoto Timta
The Scope
Gallente Federation
#20 - 2012-02-28 18:27:08 UTC
1) With regard to your 400 days of training... As was mentioned, level 4 is often good enough, at least for now. Also, check your attributes and consider using implants. +3 attribute implants were running about 10-15 mill last I checked. Can speed up that training for you. +4 or +5 are nice, but probably a bit too expensive for you at this stage. And +5 requires Cybernetics to level 5, which is a long train in itself.

2) Staticmapper is ok. I used to use it all the time. But now I find that Wormnav is much more accurate. Staticmapper allows users to edit the entries, which has resulted in a lot of bad data in there. Wormnav has always been 100% accurate for me.

3) When the info on a wormhole says "reaching the end of it's natural lifetime", it has 4 hours or less. Forget that 25% figure that is repeated elsewhere. It's 4 hours, plain and simple. When you see it, it may be down to 4 seconds.

4) While it is likely possible to run C1 sites solo in a cruiser, it's certainly not optimal. Maybe some of the T2 cruisers would do ok. Had a corpie use a zealot for them, but not solo. BC is the ship of choice, in my opinion. Drake works great for C1 and C2 sites, and supposedly (no personal experience) is ok for C3 solo. Your frigate or destroyer is not a good choice for Sleeper sites, especially the radar/mag ones. Note that the sentry guns (Sirius) in c1 and c2 sites will insta-pop your frigate from 150k if you give them half a chance.

Why do people like me live in w-space?
a) Profit (sleeper sites, planetary interaction)
b) Solo/small gang pvp with no local (awesome for sneaking around), almost never a giant blob, no carrier hot-drops, no security status penalty. W-space pvp is the best pvp, imo.

Why do I kill you when you come in?
a) You may be just the "tip of the iceberg". Your coercer is no direct threat to me, but if I let you sit there and scan, you may find and bookmark all of my profitable sleeper sites. Then bring in your 5 buddies to run them. Or just save the bookmark for a while (staying hidden) and wait for me to start running them, at which time your 5 buddies jump in and kill me. All in all, you are a security risk. Best option is to kill you now and eliminate the immediate threat.
b) Killboard stats and e-peen.
c) Because I can, and it is fun. And Eve, at it's heart, is a pvp game.
d) To see pretty explosions.
e) To support the industrialists of Eve. If ships don't go boom, they can't sell more stuff.

Mostly C. Big smile
12Next page