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Arhkangel
Profile Joined August 2007
Argentina769 Posts
May 29 2010 01:18 GMT
#1161
On May 29 2010 07:22 kuresuti wrote:
Since trading alts require very little skills compared to other professions, making it use RnD agents is a feasible option. If you're going for it, I'd recommend going all out. It's pretty much useless to have a couple of low level RnD agents generating RP for you, they bring in barely anything. Go for Research Project Management 4 and five high quality L4 agents, and you'll see a decent amount of ISK rolling in.


That's the plan. I'm running missions for Lai Dai Corporation. They have the best Lv4 R&D agents, and this is not a trading alt, this is my main :p
Part Time Ninja
motbob
Profile Blog Joined July 2008
United States12546 Posts
May 29 2010 05:21 GMT
#1162
Day 8:

http://www.teamliquid.net/staff/motbob/eve.png
ModeratorGood content always wins.
airtown
Profile Blog Joined May 2009
United States410 Posts
May 29 2010 15:07 GMT
#1163
Can someone explain to me exactly how much signature radius matters? I'm trying to see if assault frigates are worth it compared to nanoed cruisers.
http://www.gwu.edu/~nsarchiv/news/20010430/northwoods.pdf
Dexxus
Profile Blog Joined May 2006
United States329 Posts
May 29 2010 15:19 GMT
#1164
AF's are like T1 cruisers in a frigate hull. If you want speed, fly an AF. And yes, signature does matter.
I need a signature so I'm using this one.
Arhkangel
Profile Joined August 2007
Argentina769 Posts
May 29 2010 16:17 GMT
#1165
OK,

I got a couple more questions if you guys don't mind :p These are a little more complicated:

1) I never understood the role that nano structures play in a ship. Why exactly are they so good? How do they affect the ship besides making them go faster?

2) What are inertia stabilizers for? Making the ship turn and stop faster? Again why are these so useful to the point you would put them in a hauler instead of cargo expanders or nano structures. What exactly does the Inertia Modifier do?

3) Why is it so important for the ship to go so fast if you are still inside the enemy turret tracking threshold?

4) Like someone already asked what is the importance of Signature Radius and Sensor Strength?

5) Should I always fit a MWD instead of an AB if I have the power and cpu to do so?

6) If I'm going to be moving in 0.0 space isn't the best option to stack warp stabs so that I don't get scrambled instead of any other propulsion or hull upgrade?

I know these are a lot of questions but help me out here Everywhere I read about this stuff nobody really explains why they are so good besides saying "Fit them in X situation".
Part Time Ninja
ShoreT
Profile Joined August 2008
United States489 Posts
May 29 2010 23:29 GMT
#1166
On May 30 2010 01:17 Arhkangel wrote:
OK,

I got a couple more questions if you guys don't mind :p These are a little more complicated:

1) I never understood the role that nano structures play in a ship. Why exactly are they so good? How do they affect the ship besides making them go faster?

Nanofibers both make a ship go faster and turn faster. These are generally used on ships that are fast and try to stay out of scram range, such as Cynabals, Vagabonds, and Canes. Some people also use these on frigs for the same effect, although many would argue that for frigs overdrives are better for increased HP / already high agility.

2) What are inertia stabilizers for? Making the ship turn and stop faster? Again why are these so useful to the point you would put them in a hauler instead of cargo expanders or nano structures. What exactly does the Inertia Modifier do?

Inertia stabilizers increase the agility, or turning speed of ships. These are pretty much only used on haulers when you have a relatively small load. Since the load is small, and no expanded cargoholds are needed, players will fit these to make their ships align faster (since industry ships align notoriously slow. However, don't count on these to help you run any sort of gatecamp.

3) Why is it so important for the ship to go so fast if you are still inside the enemy turret tracking threshold?

If you are faster than you opponent, you can: a.) dictate the range at which the fight takes place and b) you can get away. Essentially, "a" means that you are able to stay in your optimal and / or stay in a position that is comfortable for you to fight at. For example, Vagabonds and Cynabals generally use their speed to keep their opponents inside disruptor range (28km with heat), but outside of scram range. This way, if things go bad, they can use their speed to do "b" and GTFO.

4) Like someone already asked what is the importance of Signature Radius and Sensor Strength?

A smaller sig radius increases lock time, makes you harder to hit and makes missiles do less damage. The new FOTM AB armorhacs takes advantage of this, for example. Sensor strength is what ECM is based on. If a ship has 20 sensor strength and a jammer has 10 sensor strength, the jammer will have 10 / 20 chance of jamming the ship. Higher sensor strength is better.

5) Should I always fit a MWD instead of an AB if I have the power and cpu to do so?

Generally, in 0.0, in fleets and in anything above cruiser or above, always fit an MWD. In lowsec and sometimes null sec, AB-only frigs are viable, but not always. AB frigs do very well against other short ranged frigates, but are open to be kited but long range ships. Also, DON'T train Fuel Conservation, you will thank me later.

6) If I'm going to be moving in 0.0 space isn't the best option to stack warp stabs so that I don't get scrambled instead of any other propulsion or hull upgrade?

Warp Core Stabilizers, or WCS don't help against bubbles, which are your biggest worry in 0.0, although fitting one or two might be helpful. It is much safer to fly something will a cloak or to get someone to scout you in.

I know these are a lot of questions but help me out here Everywhere I read about this stuff nobody really explains why they are so good besides saying "Fit them in X situation".


As with anything in EVE, there are multiple opinions on the answers to these questions.
Derp
airtown
Profile Blog Joined May 2009
United States410 Posts
May 29 2010 23:48 GMT
#1167
Can someone explain how 0.0 warfare works? Is it mostly about defending and destroying starbases or are there another major components?
http://www.gwu.edu/~nsarchiv/news/20010430/northwoods.pdf
Arhkangel
Profile Joined August 2007
Argentina769 Posts
Last Edited: 2010-05-30 02:43:44
May 30 2010 01:08 GMT
#1168
On May 30 2010 08:29 ShoreT wrote:
Show nested quote +
+ Show Spoiler +
On May 30 2010 01:17 Arhkangel wrote:
OK,

I got a couple more questions if you guys don't mind :p These are a little more complicated:

1) I never understood the role that nano structures play in a ship. Why exactly are they so good? How do they affect the ship besides making them go faster?

Nanofibers both make a ship go faster and turn faster. These are generally used on ships that are fast and try to stay out of scram range, such as Cynabals, Vagabonds, and Canes. Some people also use these on frigs for the same effect, although many would argue that for frigs overdrives are better for increased HP / already high agility.

2) What are inertia stabilizers for? Making the ship turn and stop faster? Again why are these so useful to the point you would put them in a hauler instead of cargo expanders or nano structures. What exactly does the Inertia Modifier do?

Inertia stabilizers increase the agility, or turning speed of ships. These are pretty much only used on haulers when you have a relatively small load. Since the load is small, and no expanded cargoholds are needed, players will fit these to make their ships align faster (since industry ships align notoriously slow. However, don't count on these to help you run any sort of gatecamp.

3) Why is it so important for the ship to go so fast if you are still inside the enemy turret tracking threshold?

If you are faster than you opponent, you can: a.) dictate the range at which the fight takes place and b) you can get away. Essentially, "a" means that you are able to stay in your optimal and / or stay in a position that is comfortable for you to fight at. For example, Vagabonds and Cynabals generally use their speed to keep their opponents inside disruptor range (28km with heat), but outside of scram range. This way, if things go bad, they can use their speed to do "b" and GTFO.

4) Like someone already asked what is the importance of Signature Radius and Sensor Strength?

A smaller sig radius increases lock time, makes you harder to hit and makes missiles do less damage. The new FOTM AB armorhacs takes advantage of this, for example. Sensor strength is what ECM is based on. If a ship has 20 sensor strength and a jammer has 10 sensor strength, the jammer will have 10 / 20 chance of jamming the ship. Higher sensor strength is better.

5) Should I always fit a MWD instead of an AB if I have the power and cpu to do so?

Generally, in 0.0, in fleets and in anything above cruiser or above, always fit an MWD. In lowsec and sometimes null sec, AB-only frigs are viable, but not always. AB frigs do very well against other short ranged frigates, but are open to be kited but long range ships. Also, DON'T train Fuel Conservation, you will thank me later.

6) If I'm going to be moving in 0.0 space isn't the best option to stack warp stabs so that I don't get scrambled instead of any other propulsion or hull upgrade?

Warp Core Stabilizers, or WCS don't help against bubbles, which are your biggest worry in 0.0, although fitting one or two might be helpful. It is much safer to fly something will a cloak or to get someone to scout you in.

I know these are a lot of questions but help me out here Everywhere I read about this stuff nobody really explains why they are so good besides saying "Fit them in X situation".


As with anything in EVE, there are multiple opinions on the answers to these questions.


Edit: woops :p

Thank for your answers, anyone else think something different?
Part Time Ninja
ShoreT
Profile Joined August 2008
United States489 Posts
May 30 2010 01:15 GMT
#1169
On May 30 2010 10:08 Arhkangel wrote:
Show nested quote +
On May 30 2010 08:29 ShoreT wrote:
+ Show Spoiler +
On May 30 2010 01:17 Arhkangel wrote:
OK,

I got a couple more questions if you guys don't mind :p These are a little more complicated:

1) I never understood the role that nano structures play in a ship. Why exactly are they so good? How do they affect the ship besides making them go faster?

Nanofibers both make a ship go faster and turn faster. These are generally used on ships that are fast and try to stay out of scram range, such as Cynabals, Vagabonds, and Canes. Some people also use these on frigs for the same effect, although many would argue that for frigs overdrives are better for increased HP / already high agility.

2) What are inertia stabilizers for? Making the ship turn and stop faster? Again why are these so useful to the point you would put them in a hauler instead of cargo expanders or nano structures. What exactly does the Inertia Modifier do?

Inertia stabilizers increase the agility, or turning speed of ships. These are pretty much only used on haulers when you have a relatively small load. Since the load is small, and no expanded cargoholds are needed, players will fit these to make their ships align faster (since industry ships align notoriously slow. However, don't count on these to help you run any sort of gatecamp.

3) Why is it so important for the ship to go so fast if you are still inside the enemy turret tracking threshold?

If you are faster than you opponent, you can: a.) dictate the range at which the fight takes place and b) you can get away. Essentially, "a" means that you are able to stay in your optimal and / or stay in a position that is comfortable for you to fight at. For example, Vagabonds and Cynabals generally use their speed to keep their opponents inside disruptor range (28km with heat), but outside of scram range. This way, if things go bad, they can use their speed to do "b" and GTFO.

4) Like someone already asked what is the importance of Signature Radius and Sensor Strength?

A smaller sig radius increases lock time, makes you harder to hit and makes missiles do less damage. The new FOTM AB armorhacs takes advantage of this, for example. Sensor strength is what ECM is based on. If a ship has 20 sensor strength and a jammer has 10 sensor strength, the jammer will have 10 / 20 chance of jamming the ship. Higher sensor strength is better.

5) Should I always fit a MWD instead of an AB if I have the power and cpu to do so?

Generally, in 0.0, in fleets and in anything above cruiser or above, always fit an MWD. In lowsec and sometimes null sec, AB-only frigs are viable, but not always. AB frigs do very well against other short ranged frigates, but are open to be kited but long range ships. Also, DON'T train Fuel Conservation, you will thank me later.

6) If I'm going to be moving in 0.0 space isn't the best option to stack warp stabs so that I don't get scrambled instead of any other propulsion or hull upgrade?

Warp Core Stabilizers, or WCS don't help against bubbles, which are your biggest worry in 0.0, although fitting one or two might be helpful. It is much safer to fly something will a cloak or to get someone to scout you in.

I know these are a lot of questions but help me out here Everywhere I read about this stuff nobody really explains why they are so good besides saying "Fit them in X situation".


As with anything in EVE, there are multiple opinions on the answers to these questions.


I understand, but... Care to share yours? If I could get different opinions even better.


Those were my opinions Vil, feel free to share yours as well. Vil can probably speak better about 0.0, as he has lived there way longer than I have.
Derp
Arhkangel
Profile Joined August 2007
Argentina769 Posts
Last Edited: 2010-05-30 03:09:47
May 30 2010 03:04 GMT
#1170
Wow, ShoreT. Really, thanks a bunch for your answers. Really helpful. They helped me grasp some concepts of PvP I was a having a hard time understanding.

Edit: Yeah, also why don't train Fuel Conservation?

Somebody mentioned the Frigank series a couple of pages ago and since I'm a frag vid junkie I downloaded all of them and my god! My mind = Blown.

Those videos were soooooo entertaining! But there are a couple of things I didn't understand but since I don't know who has and hasn't watched the series I'm going to first try skimming the EVE forums since my questions are very specific.
Part Time Ninja
motbob
Profile Blog Joined July 2008
United States12546 Posts
Last Edited: 2010-05-30 05:04:05
May 30 2010 04:38 GMT
#1171
Day 9
Total assets: 550m isk
Total Liabilities: 135m isk
Wallet isk: 100m

My goal of being the sole non-Jita seller of the item I am trading is proceeding apace. I would write more but I'm too busy being the Blizzard Defense Force.
ModeratorGood content always wins.
ShoreT
Profile Joined August 2008
United States489 Posts
May 30 2010 12:20 GMT
#1172
On May 30 2010 12:04 Arhkangel wrote:
Edit: Yeah, also why don't train Fuel Conservation?

Somebody mentioned the Frigank series a couple of pages ago and since I'm a frag vid junkie I downloaded all of them and my god! My mind = Blown.

Those videos were soooooo entertaining! But there are a couple of things I didn't understand but since I don't know who has and hasn't watched the series I'm going to first try skimming the EVE forums since my questions are very specific.


I confused Fuel Conservation with Afterburner. Although it might seem counterintuitive, having a longer afterburner time, is not always good. The capacitor boost (because it uses less cap/sec) doesn't matter much because Afterburners already cost very small amounts of capacitor. However, when using a dual propulsion fit (popular on Taranises and Dramiels especially) a long afterburner can mean the difference between life and death. Many a time someone has been mashing on their MWD trying to burn away from their target after things have gone sour but they can't because their afterburner is still running. Even though you won't be able to use T2 Afterburners, Meta 2 are nearly as good and a fraction of the cost anyway.

The guy would made the Frigank series is Prometheus something. He is well known for his frigate (and deimos?) PVP and also for making up funny excuses when he dies. Personally, if you want good solo fits, check out Genos Occidere's killboard (the losses section).
Derp
Arhkangel
Profile Joined August 2007
Argentina769 Posts
May 30 2010 15:14 GMT
#1173
Wow! Interesting stuff ShoreT. Didn't know that some ships could be double fitted.

Yeah the Frigank series is just Prometheus flying Frigate class ships, mostly Gallente against some pretty bad odds like Atron versus Thorax and stuff like that. His Enyo fights are out of this world. A lot of times the fights are 1v2 or 1v3.

He doesn't give out his fits thou, what you see on the UI is what you get and you don't really know what rigs he's using or exactly what mod. He is in love with Damage Control.

Also his soundtracks are among the best I've heard in frag videos and I've watched a lot of frag videos.

I'll check out the killboard.

I'm getting inspired here If anyone else know about some good PvP/Ganking videos let me know.

"Who needs common sense when you can fly frigates." -Prometheus Exenthal
Part Time Ninja
WiljushkA
Profile Joined March 2006
Serbia1416 Posts
Last Edited: 2010-05-30 16:04:36
May 30 2010 16:00 GMT
#1174
shoret got everything covered.

for great solo/very small gang pvp, watch the garmonation 7 videos (both parts).
watch kil2's videos with commentary to actually learn stuff.

always fit damage control on t2 frigs, especially gallente. if you want to see prometheus' fits, just look for him on eve-kill and go to the losses section.
"As much as I love the image of me F5-ing paypal every 15 minutes while fist pumping and screaming "SHIP THE MONEY BITCHES"" - Day9
kuresuti
Profile Blog Joined December 2009
1393 Posts
May 30 2010 16:13 GMT
#1175
I second Garmonation, awesome pilot, awesome video.
Jayme
Profile Blog Joined February 2009
United States5866 Posts
May 30 2010 17:04 GMT
#1176
On May 29 2010 06:19 Arhkangel wrote:
Show nested quote +
On May 29 2010 02:18 Jayme wrote:
On May 29 2010 02:13 motbob wrote:
On May 29 2010 02:09 Jayme wrote:
On May 29 2010 02:03 Dullahx wrote:
Im retired from eve since a few month.
The best way i found to make money is to dual account.
You need to have some exploration skills, enough to be able to pinpoint Complexes in 0.0, and a safe territory.
- 1 marauder (Golem) with 1 basilik to pharm easy complex and faction stuff.
- for the hardest escalations, you'd need a sieged Dreadnought to tank, with another BS/HAC support to kill the remaining npcs.

I could afford a fully fitted Mothership the first month :> (~20B at that time)


Uh you do not need a sieged Dreadnought to tank anything in this game...

A nighthawk will do it, or a rattlesnake, or even some armor tanks.

Now a carrier will tank it much easier but you sure as hell don't require it.

A nighthawk can tank 10/10 plexes? That's news to me.


Properly tanked? Yes. The only issue with a 10/10 Plex is the last stage in the complex with the structure that shoots Citadel torpedos. The damage from those is greatly reduced the smaller ship you use. That's why in general it's an awful idea to use a SIEGED dread on them because you're taking full damage (which happens to be like 500k before resistances...)

Something like a nighthawk works wonders. Obviously this Nighthawk would be tanked to hell and you need to bring DPS with you but you can do it quite easily.

Hell a TENGU could SOLO 10/10 The Maze (Gurista) if it weren't for its notorious EM hole, the last stage shoots Citadel EM torpedos...if it were any other damage type a Tengu could solo the 10/10

Some braver people speed tank 10/10 with an interceptor.


O.O Please, please, please explain how could an Inty do that! If you could go into details on what Skills and Mods you need I will love you long time.

Also, I have some really noobish questions, if you guys could help me...

Are Nanocanes really the only useful BC without ridiculous amount of skillpoints?
Where does Gallente stand in terms of PvP ships?
Are certificates worth getting?
Is R&D worth it for a trader that is not looking to get into production and manufacturing?

I got some more but I gotta' bounce :p


There is nothing to inty speed tanking.

They just have to be cap stable and very aware of their surroundings. If they get webbed or nossed it's game over and you just lost your entire 10/10 plex team.
Python is garbage, number 1 advocate of getting rid of it.
airtown
Profile Blog Joined May 2009
United States410 Posts
Last Edited: 2010-05-30 19:00:59
May 30 2010 18:49 GMT
#1177
Is an Imperial Navy Slicer best for speed tanking, passive tanking, or active tanking?

edit - nvm just realized that the comet is pretty much superior in every way
http://www.gwu.edu/~nsarchiv/news/20010430/northwoods.pdf
motbob
Profile Blog Joined July 2008
United States12546 Posts
May 30 2010 19:05 GMT
#1178
On May 31 2010 03:49 4iner wrote:
Is an Imperial Navy Slicer best for speed tanking, passive tanking, or active tanking?

edit - nvm just realized that the comet is pretty much superior in every way

Well, if you're flying PvP in either frigate, if you get hit, no amount of passive or active tanking is going to save you. I mean, you're a frigate.

Go with speed tanking.
ModeratorGood content always wins.
WiljushkA
Profile Joined March 2006
Serbia1416 Posts
May 30 2010 19:07 GMT
#1179
just, please dont ever listen to motbobs pvp advice. it will save you a great deal of isk.
"As much as I love the image of me F5-ing paypal every 15 minutes while fist pumping and screaming "SHIP THE MONEY BITCHES"" - Day9
airtown
Profile Blog Joined May 2009
United States410 Posts
May 30 2010 19:16 GMT
#1180
On May 31 2010 04:05 motbob wrote:
Show nested quote +
On May 31 2010 03:49 4iner wrote:
Is an Imperial Navy Slicer best for speed tanking, passive tanking, or active tanking?

edit - nvm just realized that the comet is pretty much superior in every way

Well, if you're flying PvP in either frigate, if you get hit, no amount of passive or active tanking is going to save you. I mean, you're a frigate.

Go with speed tanking.


Yeah but what if your in low sec going up against another frigate or interceptor?
http://www.gwu.edu/~nsarchiv/news/20010430/northwoods.pdf
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