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Danny Roy
University of Caille
Gallente Federation
#21 - 2012-02-26 13:55:47 UTC
Ok. Thanks.
Danny Roy
University of Caille
Gallente Federation
#22 - 2012-02-26 23:24:54 UTC
So ive been given a destroyer. Its the catalyst. Honestly i thought that destroyers were powerful ships i didn't expect to get one for free. Or is this just the rookie destroyer that is useless compared to others. Still it has so many weapon slots... What class is it by the way? Frigate? Or is "destroyer" a separate class? What would be the best weapons for it? im guessing railguns since its a bit on the slow side, is big and not very maneuverable compared to other frigates, has bonus to tracking rate which general benefits long range weapons which have a slower tracking rate compared to short range blasters.
Would that be my ship of choice for alround tasks? IE when im not out on a specific task like mining or exploring but just minding my own business. Its either that or a Tristan.
J'Poll
School of Applied Knowledge
Caldari State
#23 - 2012-02-26 23:39:09 UTC
Xerces Ynx wrote:

Danny Roy wrote:
EDIT: Is there an NPC vendor in which i can dump all the crap that ive collected on my missions? Low level blasters, shield repairers etc.

There is no such thing as NPC buying all the loot from you in EVE. There's Market where you can buy and sell things. You are buying stuff from other players and other players buy stuff from you. There are only few things NPC sell or buy (skillbooks, dogtags, ...) Note that prices are also set by players. EVE Market works just like RL market (but with less suicides).


This, almost the entire market is player driven. Meaning that supply and demand make prices change and that players are the people making out how much any item is worth.

Disagree though with the less suicides over RL markets, there are tonnes of suicide ganks in EVE every day cause people ship stuff in paper-tanked ships and make it too easy to make money of suicide ganks.

Personal channel: Crazy Dutch Guy

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Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#24 - 2012-02-26 23:45:51 UTC
Danny Roy wrote:
So ive been given a destroyer. Its the catalyst. Honestly i thought that destroyers were powerful ships i didn't expect to get one for free. Or is this just the rookie destroyer that is useless compared to others. Still it has so many weapon slots... What class is it by the way? Frigate? Or is "destroyer" a separate class? What would be the best weapons for it? im guessing railguns since its a bit on the slow side, is big and not very maneuverable compared to other frigates, has bonus to tracking rate which general benefits long range weapons which have a slower tracking rate compared to short range blasters.
Would that be my ship of choice for alround tasks? IE when im not out on a specific task like mining or exploring but just minding my own business. Its either that or a Tristan.



Destroyers are pretty good ships. They're just limited. Think of them as Anti Frigate ships.

They're a class of their own.

A Catalyst with blasters can do a /lot/ of damage. Pick your weapon for the range you can dictate.

As for ship of choice, there's few general purpose ships. opens up more when you get cruisers.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Danny Roy
University of Caille
Gallente Federation
#25 - 2012-02-26 23:53:48 UTC
Im actually really confused. I cant decide with what to fit my ship. I was thinking of going with 8 150mm compressed coil guns but it turns out that i can't even power them all. I can only power 7 and that means no modules. But isnt 8 turrets kind of an overkill? Considering the fact that ive been doing just fine with 2 till now. Im thinking of maybe fitting it with 4 guns and then a salvager, mining laser etc, drone launcher etc. Is it possible to do some kind of system management in space? Like if i bring all those extra high power slot modules with me all the time can i put them offline so that i can use the energy they'd normaly consume to power my weapons and defensive modules and when i decide to mine i just put a few weapons offline to provide power for the other modules?
J'Poll
School of Applied Knowledge
Caldari State
#26 - 2012-02-27 00:03:42 UTC
Danny Roy wrote:
So ive been given a destroyer. Its the catalyst. Honestly i thought that destroyers were powerful ships i didn't expect to get one for free. Or is this just the rookie destroyer that is useless compared to others. Still it has so many weapon slots... What class is it by the way? Frigate? Or is "destroyer" a separate class? What would be the best weapons for it? im guessing railguns since its a bit on the slow side, is big and not very maneuverable compared to other frigates, has bonus to tracking rate which general benefits long range weapons which have a slower tracking rate compared to short range blasters.
Would that be my ship of choice for alround tasks? IE when im not out on a specific task like mining or exploring but just minding my own business. Its either that or a Tristan.


Quick run down of ship classes in EVE Online.

General High-sec ships:

Frigates - Cheap, small ships. Best used to shoot other small(er) ships.
Destroyers - Slightly bigger then frigates. Anti-frigate purpose ship, usually not a great tank and not so good at shooting larger targets (mainly cause of its lack of tank, can't shoot stuff when you're already death)

Cruisers - Mid-sized ship. General Pew pew thing, can hit both smaller and bigger stuff.
Battlecruisers - Adv. version of the cruiser. Bigger, better and more powerfull than normal cruisers though more expensive and more skills required too.

Battleships - Biggest sub-capital ship ingame. Good at shooting larger ships (Battlecruisers and bigger) but can't hit frigates quite good due to size of guns vs. size of frigates.

The other ships around:

Shuttles - Unarmed and untanked ships, quick and agile and great ships to go fetch something a couple of jumps away. small cargohold size.
Noob-ships - The free ship that you get if you dock your pod in any station you don't have a ship in already. These ships are more or less the same thing as a shuttle.

Industrials - Hauling ship. Can't fight very good (or at all depending how you look at fighting) but has a large cargohold to ship stuff around.

Mining barges - Mining ships. These ships are designed to mine asteroids, that's all they do, but they do it very good.

And last but not least the bigger stuff (aka Capital ships):

The high-sec capitals:
(Jump)Freighters - The big bad brother of the Industrials. They can't be fitted (no high/mid/low slots) but have a huge cargohold.
Orca - Mining booster (though it can have few other non conventional uses). It gives bonuses to the miners who are in the fleet with it making them more effective.

The other capitals (low sec/null-sec/Wormhole only):
Carrier / Supercarrier - Drone (Fighter) ship and logistics. This ship can field a lot of drones, can provide logistics (repairing others) and even transport ships around.
Dreadnought - Big ship with even bigger guns. Can shoot large structures with a huge amount of DPS.
Titans - Biggest ship around, mainly used to shoot really large stuff (structures and other capitals).

These are roughly the main ship classes, there are multiple ships in 1 class, each with their own bonuses and tech-level (Tech 1, 2 or 3).

As for your destroyer, there is no such thing as a newb-destroyer. Each destroyer is the same for that race, so your destroyer is exactly the same as the destroyer a 8 year old character buys. Only difference is how both of you fit it.

Ooh and on size of stuff, here is a quick rundown on how that works:

Frigates / Destroyers = Small (so small guns, small rigs, 1MN Afterburners/MWD)
Cruisers / Battlecruisers / Mining barges / Industrials = Medium (medium guns, small guns, 10MN propulsion stuff)
Battleships / Capitals = Large (or X-Large for some capitals) (Large guns, Large rigs, 100MN propulsion stuff).

And last but not least.

There is a 'best' mix for shooting stuff. You can imagine that shooting a frigate (bunny) with a large gun (Howitzer) isn't quite accurate. So best to use smaller guns (or drones) on smaller ships and bigger guns for bigger ships. So in general in EVE bigger isn't always better.

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J'Poll
School of Applied Knowledge
Caldari State
#27 - 2012-02-27 00:10:30 UTC  |  Edited by: J'Poll
Danny Roy wrote:
Im actually really confused. I cant decide with what to fit my ship. I was thinking of going with 8 150mm compressed coil guns but it turns out that i can't even power them all. I can only power 7 and that means no modules. But isnt 8 turrets kind of an overkill? Considering the fact that ive been doing just fine with 2 till now. Im thinking of maybe fitting it with 4 guns and then a salvager, mining laser etc, drone launcher etc. Is it possible to do some kind of system management in space? Like if i bring all those extra high power slot modules with me all the time can i put them offline so that i can use the energy they'd normaly consume to power my weapons and defensive modules and when i decide to mine i just put a few weapons offline to provide power for the other modules?


Your idea is actually quite good, using 4 (maybe 5 or 6 later on) guns and then a salvager and other utility stuff.
Keep in mind there is no such thing as a drone launcher, if a ship has a dronebay it can use drones. If it doesn't have a dronebay, it can't, it's as simple as that. If it has a dronebay then the size of the dronebay, your skills and the bandwidth of the ship decide how much and which type of drones you can carry and use.

Also you can offline a module in space by right clicking it and select "put offline". Same counts for onlining modules that are offline but this requires a lot of capacitor to do, so you're better of doing that in station (no capacitor required there).

Also if a module is online, it doesn't require capacitor unless it's activated, it only uses Powergrid and CPU. And my advice is to never sacrifice modules (specially tank) if you can't use them all on the ship. Try to get support skills up, specially the core certificates, as this means you have more Powergrid and CPU on every ship and makes fitting stuff more easy.

So what I mean, why take a mining laser to a PvE (mission site) as all you risk is loosing it, same for your guns, unfit them (maybe keep 1 for defence) as you don't need them during mining (again maybe keep one for the occasional high-sec belt rats that may appear).

There is no such thing as a fit that can do all stuff, you have to fit a ship for a designed duty it can perform with that fit. And you can always refit (with the exception of rigs) a ship to do something else. Saw someone post this a while back on forums: Ships in EVE are just tools, they help you do stuff you like to do.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Danny Roy
University of Caille
Gallente Federation
#28 - 2012-02-27 00:21:49 UTC
The capacitor is no problem since im not going to juggle my modules mid battle(why would i need a mining laser in a fight? lol) and im bringing it just because theres nothing else to bring and im not really risking my ship. I mean im not going in a place where theres any pocibility to loose my ship. Thanks though. Power juggling should prove to be quite useful.
Just one question about big ships. Cant you just fit them with small weapons for frigates like in the movies? For example in stargate universe the big ship the characters were on had hundreds of small auto cannons across the entire body of the ship which were used for dispatching small fighters at close range and it had one big gun. Or is it small guns for small ships, big guns for big ships? By drone launcher i ment Core probe launcer. Sorry. :)
J'Poll
School of Applied Knowledge
Caldari State
#29 - 2012-02-27 00:39:09 UTC  |  Edited by: J'Poll
Danny Roy wrote:
The capacitor is no problem since im not going to juggle my modules mid battle(why would i need a mining laser in a fight? lol) and im bringing it just because theres nothing else to bring and im not really risking my ship. I mean im not going in a place where theres any pocibility to loose my ship. Thanks though. Power juggling should prove to be quite useful.
Just one question about big ships. Cant you just fit them with small weapons for frigates like in the movies? For example in stargate universe the big ship the characters were on had hundreds of small auto cannons across the entire body of the ship which were used for dispatching small fighters at close range and it had one big gun. Or is it small guns for small ships, big guns for big ships? By drone launcher i ment Core probe launcer. Sorry. :)


1.) Having empty slots on a ship isn't that bad. If you can only take 5 guns instead of 8, take 5 and add the others later when you have the skills to fit them, this also saves up PG/CPU for your tank. Don't bring a miner (even offline) to a gunfight as you said, why would I need one when I'm shooting something. So then again, why would you need one fitted to your ship if you don't use it.

2.) *This may sound harsh* Whenever you undock your ship, you are risking it. There is no 100% safe place in EVE beside the inside of the station. In space people can always shoot at you, though being in high-sec makes it a lot safer, being in a cheaper ship makes it even more safe. But there is always a risk also when doing PvE too, some PvE rats can scramble you which makes escaping a lot harder (but not impossible, and you won't see them in the lower level missions).

3.) Yes and No to the fitting of small guns to big ships. You can do it, but you will loose bonuses, you will loose a turret-hardpoint (as main topic people are taking hybrid turrets as examples) so you loose a large turret for a small turret. And if you ever loose it, people will laugh at you for the fit (that is how harsh people are). It's in general better to counter what you are shooting with the appropriate ship. Also most larger ships can use drones, in missions you will usually see other pilots shoot the larger rats with the big guns while the drones take care of the smaller stuff in a mission.

For missioning:

Level 1 = Frigates / Destroyers
Level 2 = Destroyers / Cruisers
Level 3 = Cruisers / Battlecruisers
Level 4 = Battlecruisers / Battleships or T3 Cruisers (Strategic Cruiser)
Level 5 = Fleet of ships (mainly battleships) / Carriers.

For PvP:

This all depends on what you want to do, what you come across and mainly how your intel is. If you know what the enemy will bring to the fight, ship into the appropriate ship to counter it. If you can't, then it's more a decited on what you encounter and if you can take it on with the ship(s) you have in the PvP fight.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Xerces Ynx
Aliastra
Gallente Federation
#30 - 2012-02-27 03:30:37 UTC  |  Edited by: Xerces Ynx
Danny Roy wrote:
I was thinking of going with 8 150mm compressed coil guns but it turns out that i can't even power them all. I can only power 7 and that means no modules.

That's because you still think in that "bigger is better" philosophy zone. Try fitting 125mm. These modules need less resources and have better tracking. They do slightly less damage than 150mm, but when you have 8 of them, does it really matter?

Danny Roy wrote:
But isnt 8 turrets kind of an overkill? Considering the fact that ive been doing just fine with 2 till now.

You really think that what you faced so far is all you will get? You were doing low level missions, suited for one frigate. Possibly even tutorial missions, which are designed for new, inexperienced players. There are much harder missions ahead of you and you're getting closer and closer to them.

Danny Roy wrote:
Im thinking of maybe fitting it with 4 guns and then a salvager, mining laser etc, drone launcher etc. Is it possible to do some kind of system management in space? Like if i bring all those extra high power slot modules with me all the time can i put them offline so that i can use the energy they'd normaly consume to power my weapons and defensive modules and when i decide to mine i just put a few weapons offline to provide power for the other modules?

Yes and no. You can put modules offline, but some of them can be turned on only at stations. You will not be able to switch them in space. Those "I can do everything" setups are also not very efficient. If you want to fit only four weapons, why you are flying a destroyer?
Typical setup is 6-7 turrets and a salvager (for PvE) with optional tractor beam. If you want to use mining lasers from time to time, just refit - dock at station and switch salvager and some turrets to mining lasers. You can even take those additional modules with you (in a cargohold) if you move between systems often.
Fit your ship for the job. For example, you don't need mining lasers for security missions. You need DPS, meaning guns. Flying with useless (at that time) modules means you will not deal enough damage and that can end with your ship blowing up. When that happends, you will lose a ship and most (or all if you can't get back to the wreck in time) modules. Later on this will be quite expensive loss.

There is no such thing as "drone launcher". If ship has a drone bay, that's all you need to launch drones. You can't attach a drone bay. It's build into the ship. Of course, you have to put some drone(s) there first.

Error reading signature file: /home/xerces/.signature: No such file or directory

Danny Roy
University of Caille
Gallente Federation
#31 - 2012-02-27 08:30:09 UTC
The thing is i want to do some exploring on my own. For that i need a proble launcher, a salvager and codebreakers, analyzers etc. I actually don't think that bigger is always better but ive tried both and find the 150mm more appealing. Besides its only logical to use it on this ship. It gives a bonus to tracking and range and i have a tracking link which further boosts tracking.
It seems logical to take a stronger and slightly slower weapon and compensate for the slower tracking with the above said than taking an already fast weapon. The only thing i plan to change is the ammo type. anti matter is good but it forces me to go within web range and then im a sitting duck.
J'Poll
School of Applied Knowledge
Caldari State
#32 - 2012-02-27 08:38:39 UTC
Danny Roy wrote:
The thing is i want to do some exploring on my own. For that i need a proble launcher, a salvager and codebreakers, analyzers etc. I actually don't think that bigger is always better but ive tried both and find the 150mm more appealing. Besides its only logical to use it on this ship. It gives a bonus to tracking and range and i have a tracking link which further boosts tracking.
It seems logical to take a stronger and slightly slower weapon and compensate for the slower tracking with the above said than taking an already fast weapon. The only thing i plan to change is the ammo type. anti matter is good but it forces me to go within web range and then im a sitting duck.


Even when doing exploring most explorers use multiple ships.

1 - Scanning ship (either T1 or T2 frigate with bonus to scanning, this can be a cheap one, just T1 frig + launcher and you're set)
2 - Pew pew ship (the one that warps in to clear the site of any rats that are there)
3 - The 'paycheck' ship (this ship will do the salvaging/analyzing/hacking etc.)

As said before, a multi-use ship is possible but it isn't doing the job at anything good. It's better to have specialized ship(s) or fits for certain jobs and reship when you need too. Makes you're ship more useful and with that more effective, meaning you can do more stuff quicker.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Danny Roy
University of Caille
Gallente Federation
#33 - 2012-02-27 10:36:09 UTC
Oh but s GM told me that a site(signature) despawns after it has been cleared. I may have understood that wrong but i thought thaf if i go with my dps ship to clear the rats i won't be able to come back with a mining one later. In that case il refit my ships immediately.
Ive got a question about wormholes i was hoping you can answer. I scanned out an unstable wormhole last night and stripped my weakest ship and went in for the lulz. Needless to say i got acquainted with the sleepers. The thing is. I ended up in an uncharted system god knows where. Are these uncharted systems temporary or permanent locations? IE do the despawn, shift position with time? If they are permanent is there a way to make them a part of the known space? Maybe by exploring and killing the hostile NPC's or something? Or will they always remain uncharted and the NPC's will just respawn.
I was thinking if i am being hunted down by say another corp. Assuming that they are guarding the stargate so i cant go to another system would warping to a signature be a good way of hiding? It took me a good 20 mins to scan down that wormhole and i guess a veteran player can do it in double maybe triple the time but hey that still gives you time to wait for reinforcements or something. Or can they easily track you down?
Xerces Ynx
Aliastra
Gallente Federation
#34 - 2012-02-27 10:57:34 UTC
Danny Roy wrote:
The thing is i want to do some exploring on my own. For that i need a proble launcher, a salvager and codebreakers, analyzers etc.

Ah, exploration. Fun stuff, but also a logistic hell. Like J'Poll wrote above, most people use multiple ships for that. It's because there is no class or ship model designed for exploration. You can have a scanning frigate (Imicus in your case), but this ship can't handle swarms of enemies or bigger ships. Destroyer? Sure. You can use it for scanning and clearing low level sites, but you stand no chance at signatures 3/10+ and anomalies class 3+. You will warp in a Catalyst and warp out in a pod after few seconds. Did I mention that destroyers are made out of tinfoil?
So, explorers have few ships (i.e. scanning frigate, cruiser and battlecruiser) or they use only one for all stuff (scanning, clearing, salvaging) and do only some of the anomalies and signatures. You can train for Orca and haul all that shippark together, but it's a long way of training and earning those 500 gazillion ISK.

Danny Roy wrote:
I actually don't think that bigger is always better but ive tried both and find the 150mm more appealing. Besides its only logical to use it on this ship. It gives a bonus to tracking and range and i have a tracking link which further boosts tracking.

You can't fit 150mm rails yet. You want to put big guns with worse tracking and boost it with a module. This means you have one slot taken for something that can be avoided and you can't fit anything else there, possibly more useful module. Tracking is not the only thing that can cripple your damage. Bigger guns have bigger radius and even when your tracking and optimal resolve to 100% damage, it can still be penalized by target signature radius. You will be shooting at frigates mostly and those ships have really small signatures.
125mm are very good rails. I still use them (well... T2) on my Caty and I fly destroyers almost exclusively. They are extremely effective against frigates and good against cruisers (battlecruisers and battleships will outtank you, whatever rails you put on a dessie). 150mm may seem better on a frigate, because you have damage bonus on them. Destroyers have no damage bonus, only tracking and range. 150mm also need more capacitor energy and fairly stable cap is crucial for survival, especially when you fit an active tank (and you're gonna need it sooner or later on a destroyer).

Danny Roy wrote:
It seems logical to take a stronger and slightly slower weapon and compensate for the slower tracking with the above said than taking an already fast weapon. The only thing i plan to change is the ammo type. anti matter is good but it forces me to go within web range and then im a sitting duck.

Combat in EVE is more complicated than that. You need to take many things into account when fitting your ship and during a fight. One wrong move and you can only watch your ship going down in flames. That is painful when you worked hard for few weeks to afford that hull and modules.. and have enough ISK to replace it.
You don't have to use antimatter charges. Try other types. You can change ammo type during a fight. When you can get closer, use antimatter. If not, switch to iron. It's better to deal less damage than be dead, right?

Error reading signature file: /home/xerces/.signature: No such file or directory

J'Poll
School of Applied Knowledge
Caldari State
#35 - 2012-02-27 11:10:41 UTC
Danny Roy wrote:
Oh but s GM told me that a site(signature) despawns after it has been cleared. I may have understood that wrong but i thought thaf if i go with my dps ship to clear the rats i won't be able to come back with a mining one later. In that case il refit my ships immediately.
Ive got a question about wormholes i was hoping you can answer. I scanned out an unstable wormhole last night and stripped my weakest ship and went in for the lulz. Needless to say i got acquainted with the sleepers. The thing is. I ended up in an uncharted system god knows where. Are these uncharted systems temporary or permanent locations? IE do the despawn, shift position with time? If they are permanent is there a way to make them a part of the known space? Maybe by exploring and killing the hostile NPC's or something? Or will they always remain uncharted and the NPC's will just respawn.
I was thinking if i am being hunted down by say another corp. Assuming that they are guarding the stargate so i cant go to another system would warping to a signature be a good way of hiding? It took me a good 20 mins to scan down that wormhole and i guess a veteran player can do it in double maybe triple the time but hey that still gives you time to wait for reinforcements or something. Or can they easily track you down?


First of all the GM is right, as soon as you cleared a normal combat site out it despawns, though wrecks stay there for about 1 hour I believe. But if you take for instance a magnetometric site, you can warp in and kill all rats and reship under 1 condition, the site will despawn if anybody touches the trigger can (run a analyser or salvager on it) and warp out. So as long as nobody touches that can it will stay there, problem you might encounter in high-sec is that in the time you warp out to fetch a ship for salvaging / analysing someone can warp in and clear the site before you return.

On to WH part:

There are 2 different sorts of spaces: Known space (K-space) which are the normal high-sec/low-sec and null-sec systems and Wormhole space (W-space).

K-space is all linked to each other (with the exception of Jove space, that is locked and only accessibly to CCP) through jumpgates and every thing in those systems (planets, stations, moons, asteroid belts) are known, so show up on overview/right click menu.

In W-space nothing is known, you have to probe everything out, there are no stations in W-space and no normal asteroid belts only Gravimetric sites to mine in for instance. Also, W-space is not shown on the map, so if your in it it won't show up when you open the map where you are in relation to the K-space systems and if you're in a Wormhole locater agent can't find you.

Also W-space is "permanent" in the way it is, the only thing about it that is different that there are no gates but wormholes to enter and exit them. Those wormholes shift location every now and then (when they collapse at one place they respawn somewhere different, this can be next system in known-space but also on the other end of the universe).

Wormholes collapse under 2 conditions, each wormhole has a timer and a mass limit, if one of those hits 0 it will despawn. So if it's lifespan runs out it despawns but if a lot of ships or large ships jump through it it can despawn before it's lifespan runs out (this is called collapsing a WH, mostly done by people who live in there if they don't want that entry/exit to exist).

So W-space is linked to K-space but not in the general way K-space is linked to each other, there is always a link between W-space and K-space, but not always in a fixed position.
Also sites in W-space respawn, but living in one is more a group effort as it takes more logistical problems with them (you have to live out of a POS and some things are really hard to do solo).

Another different thing is that Local in W-space is not updated on entry. If people don't speak in local in W-space they don't show up, so if local chat is empty that doesn't mean you are alone in it. W-space is covert, so you need your D-scan and/or probes to find out if there are others and where they are. This makes it more safe but also more hostile at the same time, people can't see your there when they enter and have to take time to find you, on the other hand the same counts for them, you won't know they are there unless you watch your D-scan very very often.

Also if you are a good prober (so good skills in probing) and use a ship with bonuses you can probe a lot of site within 1 or 2 minutes if you know how to do it effectively.

And on the respawning, this also counts for K-space anomalies / signatures. If you clear a site in K-space it despawns in your location but it respawns somewhere else at random.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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Danny Roy
University of Caille
Gallente Federation
#36 - 2012-02-27 11:26:43 UTC
So a site doesen't despawn unless someone messes with it IE mines, analyzes, salvages? Ok. Can you explain the anomaly/signature class thingy? I might have missed it but i don't remember seeing such a classification. How can i tell which class a signature is?
J'Poll
School of Applied Knowledge
Caldari State
#37 - 2012-02-27 11:27:12 UTC
Xerces Ynx wrote:
Danny Roy wrote:
It seems logical to take a stronger and slightly slower weapon and compensate for the slower tracking with the above said than taking an already fast weapon. The only thing i plan to change is the ammo type. anti matter is good but it forces me to go within web range and then im a sitting duck.

Combat in EVE is more complicated than that. You need to take many things into account when fitting your ship and during a fight. One wrong move and you can only watch your ship going down in flames. That is painful when you worked hard for few weeks to afford that hull and modules.. and have enough ISK to replace it.
You don't have to use antimatter charges. Try other types. You can change ammo type during a fight. When you can get closer, use antimatter. If not, switch to iron. It's better to deal less damage than be dead, right?


To add to that:

combat in EVE isn't just about who brings the guns with the best damage output.

http://wiki.eveonline.com/en/wiki/Turret_damage

Shooting guns (missiles work a bit different) take into account a lot of things to calculate how good you hit targets:

* Angular velocity - The speed that your target has using his orbit around you. If something your orbits you very fast it outruns your turret while if you directly fly towards something with big guns it will hit you hard (found that out the hard way, my frigate was easy prey for a sieged dreadnought if you fly straight into his guns.)
* Turret tracking - Defines how quick your turrets can turn, related to angular velocity, if their angular velocity is higher then your turret tracking it will outrun your guns (aka they run around you faster then you can turn).

* Turret Signature Resolution - The resolution of your turret, it's a factor that defines how good your turrets shoot certain ships (this value is a base on which type of ship your turret works best on)
* Target signature Radius - The sig radius of the target defines how good your shot will hit it. Shooting with a large gun at a frigate will not hit very well.

* Range to target - The distance between you and your target.
* Optimal range of turret - The optimal range of your turret + ammo type.
* Falloff range of your turret - The falloff range of your turret.

# About Range, Optimals and Falloff:

If your target is between 0 and your optimal range you can hit the target for 100 percent damage output, given that your turrets can track the target at close range. If a target orbits you at 1000m with 500m/s it means it has a really high angular velocity, if this same target orbits you at 5000m its angular velocity will lower as it has to travel more distance to orbit you one time.

If you shoot something in your Optimals + 1 falloff you have the possiblity to hit it for approximately 50 percent damage output (so if 100 percent damage output would have been 600 Damage, you have the chance to deal 300 Damage when at your Optimal + falloff).

If you shoot your target from Optimal + 2 falloff you will deal around 0 percent damage of your damage output, anything further than Optimal + 2 falloff means you will miss or hit for 0 damage.

http://www.eve-wiki.net/index.php?title=Accuracy_falloff

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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J'Poll
School of Applied Knowledge
Caldari State
#38 - 2012-02-27 11:40:17 UTC
Danny Roy wrote:
So a site doesen't despawn unless someone messes with it IE mines, analyzes, salvages? Ok. Can you explain the anomaly/signature class thingy? I might have missed it but i don't remember seeing such a classification. How can i tell which class a signature is?


There are 2 types of things you can find with your scanner:

Cosmic Anomalies - These can be found with just your normal on board scanner. You don't need probes to find these site, these are always PvE sites (so shoot rats for bounties and loot/salvage).

Cosmic Signatures - These have to be probed and can be multiple things:\

* RADAR sites = Hacking sites, you have to use a codebreaker to collect the 'trigger' loot. Rewards: Decryptors, Datacores, Interface blueprints, interface components, invention related skillbooks
* Magnetometric = Archeology (analyser) or Salvaging site (Salvager). Rewards: T2 Rig blueprint copies, T1/T2 Salvage parts.
* Ladar = Gascloud (Gas harvesting) or Druglab (hacking). Reward: either gas mined from gas clouds or Booster related parts if it's a hacking of pirate base.
* Gravimetric = Mining, usually types of ores you won't find in the system normally.
* Unknown = 2 types here, either a wormhole or a PvE site. Wormholes are "gates" to W-space or a shortcut to other K-space systems. PvE sites are just plain simple, warp in and shoot all rats, collect bounties and loot from it.
* DED complex = Rare in high-sec, series of pockets connected through acceleration gates, normal PvE stuff apply though there can be ship restrictions and can be very hard.
DED complexes can escalate, this means you are directed to another system to continue the complex there for even more profit and usually in the end there is a good drop (though drop is random and you might be unlucky and find nothing).

http://wiki.eveonline.com/en/wiki/Exploration_guide

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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Khanh'rhh
Sparkle Motion.
#39 - 2012-02-27 12:26:03 UTC
Danny, I want to help you, but without trolling, can you help yourself a little, as well?

Many (all) of the questions you have asked are either covered in the opening tutorials or in one of many (many) guides out there. I am saying this because, at this rate, this thread will be at 10 pages before you fly a cruiser and you won't have learned much because you'll get *basic answers to basic questions* and won't be asking the smart questions.

This is a completely free guide that covers everything you've asked and every answer you've been given in more detail : http://www.isktheguide.com/

Once you've at least read the basics, you won't be asking some very basic things.

I only say this because no one is going to sit in this thread and answer everything that pops into your head unless you (at some point) show some initiative to learn yourself. Eve is a game where you will have this many questions every day for weeks or months; you need to educate yourself.

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,

Danny Roy
University of Caille
Gallente Federation
#40 - 2012-02-27 12:26:11 UTC
Ok. Do all those sites exist in the area of the system or are they only accessible by warp? What i mean is.
Example. Im standing next to a random planet in a random system. I scan a gravitometric site approximately 10 AU from where im standing. Assuming that im am directly aligned to it is it theoretically possible to reach it by setting my ship to full throttle in its direction?
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