Showing posts with label PvP. Show all posts
Showing posts with label PvP. Show all posts

Wednesday, 14 July 2010

Roaming Cheap

Most people who play Eve could talk about PvP all day. They could strategise, plan and theorise for hours on end. But there is no possible substitute for undocking and finding something to shoot.

In the context of wormholes this is sometimes a little bit more difficult than it might be in known space. But if you scan regularly in wormholes you are sure to find a Lowsec or Nullsec exit every now and again. Treat these holes as an invitation to go and find some PvP.

But by far the most important thing for a player new to PvP is to fly cheap. Nevermind that you have 50 million skill points and can fly every T2 ship in the game, pick something T1, fit it cheaply, rig it cheaply and use cheap ammo. I'm sure everybody can understand why this is a good in terms of isk, simply put, you get more fights for your money.

But there is also a psychological aspect to flying cheap. Your victories will feel greater and your losses more inconsequential. Even if you have billions of isk, flying cheap will be more fun. Not only will you be more prepared to take risks, but the inevitable red stain on the killboard will seem much more insignificant.

Ultimately, of course, the maths will work in your favour. Just last night our corp took down a Prophecy Battlecruiser in four T1 frigates. He lost 53 million isk, which was worth more than all of our ships put together. As it happened we didn't lose a single ship in that engagement, but we could've lost three of them and still have 'won' the fight.

So if you're looking for a fun PvP experience my advice is to find some friends, fit cheaply and score some expensive kills!

Thursday, 8 July 2010

Try Another Ship!

I have to say upfront that I really like stealth bombers. They are fun ships to fly and can be very useful in certain situations.

But a number of recent experiences have led me to the conclusion that many people, especially wormhole dwellers, fly them badly. Not only do they fly them badly, but they fly them in totally the wrong situations.

I suspect the proliferation of stealth bombers in wormholes is due to a number of reasons. Firstly, everybody in a wormhole has a Covert Ops ship, otherwise they wouldn't be able to do anything. And since Stealth Bombers require most of the same skills I guess it makes sense for wormhole dwellers to fly them. In addition to this, they are light and can cloak, which takes advantage of both the wormhole mass restrictions and the lack of Local Chat in wormholes.

So far , so good. I'm not claiming that Stealth Bombers are bad to fly in wormholes. But every pilot should learn one very important lesson, they are paper thin! They have no tank! None.

This means that you should take the utmost care when putting them into a situation where there is the possiblity of them getting damaged. The biggest tip I can give you is:

Be prepared to flee

Make preparations before a fight to get out. During a fight, keep aligned to a celestial object and if you start to take damage, push that warp button. Keep out of both Scram and Disruptor range. If any of your enemies launch drones, you may as well exit the field straight away, because I bet they will head for you.

Ultimately Stealth Bombers are guerilla fighters. They are meant to be used for quick and decisive action that shatters the enemy in one go. Then they disappear.

But too often I've seen Stealth Bombers being used as a some kind of staple fleet ship. People are using them to camp wormholes and tackle enemy ships. They are being used as DPS ships in long extended fights. Of course they can be used like this, but only with great care and the addition of supporting ships to control the enemies range and give them an alternate target to shoot at.

So my suggestion is, if you find yourself a little too reliant on Stealth Bombers in wormhole PvP, go grab a nice T1 Cruiser. It might not be able to pack quite the punch that Stealth Bombers can, but it will have a decent tank and will be able tackle invading pilots. Not only that, but it will hurt your wallet less if things don't go to plan!

Sunday, 4 July 2010

Staying Safe in a Wormhole

Wormhole space is currently the least densely populated area of the Eve universe. Unfortunately this can have the effect of lulling people into a false sense of security. Often in a wormhole you won't see anybody who isn't in your corporation for days; it may begin to feel like nobody else plays the game.

This attitude can often lead to complacency, and complacency will get you killed. Because the reality is that wormhole mechanics mean that wormhole space is the most dangerous place in Eve that you can be. More dangerous than Highsec, or even Lowsec and Nullsec.

The key reason for this is the lack of local which enables other people to enter your system unawares. Also new wormholes can spawn at any time, giving people an ideal opportunity to surprise you. For these reasons, wormhole space is the easiest place to gank people in Eve.

This matters very little if all you are losing is perhaps one Drake per month, especially when compared to the riches that can be harvested from wormholes. But once you start mining in Hulks or hauling Sleeper loot in your Iteron V or running anomalies in your Tengu - a gank becomes a whole lot more worrying.

So here are a quick few tips for wormhole safety.

Stay Cloaked

There is no better way to remain safe than cloaking. Not only can your enemy not see you, but they also don't can't even know that you're there. You can be 5km away from a totally unsuspecting target. Use cloaking as both an offensive and defensive tactic.

Stay in Your POS

Minimise the time you spend outside of the warm and comforting embrace of your POS shield. Just be aware that people may be watching you. So if you suspect there are hostiles in the system, warp away to a random position before warping to your true destination.

Keep Some Probes Out

There is no excuse not to have probes out whenever possible. If you are running a mining operation or a Sleeper combat fleet be sure to assign somebody to keep an eye out for any suspicious new signatures in the system. There is no better way to surprise someone than jumping out of a newly opened wormhole.

Keep Spamming D-Scan

The Directional Scanner is your dim torch in the darkness that is wormhole space. It won't spot everything, but it can save your life. Just make sure to uncheck the option to use your overview settings, this way you are sure to notice scanner probes.

Keep a Scout on a Wormhole

If there are any dangerous wormholes and you have the luxury of an alternate character that can cloak, put them next to the wormhole. The wormhole activation noise is very distinctive and will be a tell-tale sign that you have a visitor. This is the only definite way to notice somebody entering into your wormhole.

There are many other precautions that you can take, but these are some of the best and most basic ones.

Pick which precautions to take based upon what is at stake. If you are gas mining in a Tech 1 Cruiser, then perhaps some of the precautions are more trouble than they are worth. But alternatively if you are flying around in your swanky faction fitted Tech 3 Strategic Cruiser, then it might be a good idea to protect your investment well.

I am sorry to say that despite these saftey measures, you will still get blown up at some point. It's just a fact of wormholes. But nothing so lucrative should be risk-free.

Tuesday, 22 June 2010

The Blob

Much of my time time last weekend was taken up by watching the Eve Alliance Tournament VIII. It's the first Alliance Tournament I've been able to watch live and I found it hugely enjoyable. The video quality was great, the majority of the commentating was informative and the matches themselves showcased some spectacular ships and piloting. If you missed any of it the matches should be appearing on Youtube.

I feel like I've learnt quite a lot from both the matches themselves and the commentary to help me when I PvP also. But there is one thing about the whole Tournament that is quintessentially not what Eve is about:

The Alliance Tournament is fair...

... Eve isn't fair.

In fact the first rule of Eve PvP should be that it is not fair. You won't get the same number of ships as you have to fight against. You won't get a pre-arranged battleground. You won't have a list of rules to comply with. There are no rules against bringing as many people as you can, piloting whatever ship you like and podding people wherever you can.

Of course anybody that has played Eve even a short amount should have already realised this unfairness. But despite this, Eve players still moan and whinge about it. All over the forums fly the constant accusations of Eve players that the fights they engage in weren't fair. And, blurted out incessantly is the warcry of the ship-less forum poster, 'We were blobbed'.

'Blobbing' somebody in Eve is simply destroying someone's ship with what appears to them to be an overwhelming and over-reactionary force. For example, bringing ten pilots to take down one enemy ship, or bringing a Carrier to destroy one Battlecruiser.

Personally, I find it a bit annoying when people are accused of 'blobbing' as if it is a bad thing; as if, somehow, a fight in Eve is only legitimate if the odds are balanced. People should realise that any fighter, including themselves, will take whatever steps they can to ensure the odds are in their favour.

What about, you might ask, those amazing pilots that go into fights one against four? Surely the odds aren't in their favour? Well, here's the secret, they are. Amazing PvP pilots calculate odds based on their own skill. They are amazing because they know how to twist our idea of a heavily one-sided fight into an amazing victory. Maybe it is true that the skillful pilot is more than equal to you and your three friends. The truth of it is, everybody that loses a ship got 'blobbed' in some fashion, even if it doesn't appear so initially.

Whether it is by numbers, ships, or skill - everybody gets blobbed and blobs in return. The only exception to this being, of course, the Eve Alliance Tournament.

So, my conclusions from this rant:

1. Stop moaning, Eve isn't fair.
2. Rejoice! Because the Eve Alliance Tournament is!

Friday, 11 June 2010

How to Fit a Stealth Bomber

Lately I've been flying my Stealth Bomber quite a lot. Stealth Bombers can be very powerful ships, but they can also be frustrating ships to fly. You have the potential to unload a large amount of damage on a target, but in return you are paper-thin.

I thought today I might explain a few ways of fitting Stealth Bombers and explain how these fittings can be used. So here is a short guide to Stealth Bomber fitting.

1. Firstly fit a Covert Ops Cloaking Device II. This cloak is built specifically for your ship and you wouldn't be 'stealth' without it. Be warned that the Stealth Bomber has a larger recloaking timer than its Covert Ops cousin, so you may need to be a bit more careful about uncloaking.

2. Fit a Bomb Launcher I. Bombs are like untargeted missiles that, when fired, shoot the direction your ship is facing for 10 seconds, covering 30km before exploding. The explosion has a radius of 15km and anything in that radius will take damage depending on how large the signature radius of the ship is. Bombs are very unlikely to blow up any type of ship in one hit, but they can put a severe dent in a ships defences, or multiple bombers can be used to devastating affect. Bombs are a key part of being a Stealth Bomber but bear in mind they can only be used in Nullsec and wormhole space.

To launch a bomb at a target, find a position around 33km from them. Begin to approach them cloaked. When they are 30km away, de-cloak and launch the bomb. Then, either warp away or attempt to finish off the target with Torpedo missiles. Be careful not to stray into the explosion radius of your own bomb. The safest way to launch a bomb is for the target to be exactly between yourself and a warpable celestial object. This way you can launch a bomb and immediately enter into warp to avoid being tackled.

3. Fit 3 Siege Missile Launchers. Be warned that since Stealth Bombers have no tank to speak of, you must be very careful about choosing when to engage. Siege Missile Launchers can fire Torpedos, which do large amounts of damage to big, slow ships but may have difficulty hitting smaller, faster targets.

4. Fit a propulsion module. This can be either a MicroWarpdrive or an Afterburner. Generally a MicroWarpdrive will be a better choice, although there are some occasions when an Afterburner may come in handy. To give just one example, a Stealth Bomber can speed tank Medium POS Guns by perma-running an Afterburner. Whichever module you choose, it will be very handy to escape gate-camps or close distance with a target.

5. Fit utility Mid slots. The remaining mid slots on your Stealth Bomber can be fit with a range of modules. Most common is the Target Painter. The Target Painter boosts the Signature Radius of your target, making it a larger target for your torpedos, which, as a result, will hit for more damage.

Another option is to fit a Warp Disruptor. The Warp Disruptor will allow you to pin down the target, while you finish it off with your Torpedos. The range of the Warp Disruptor allows you to orbit from at least 20km away from the target, keeping you out of range of most Stasis Webifiers and Warp Scramblers.

The last general option for mid slots is to fit Capacitor modules. This could be a Capacitor Recharger to increase your cap stability or perhaps a Capacitor Booster to be able to run a MicroWarpdrive and Warp Disruptor for a little bit longer.

It is theoretically possible to fit some form of shield tank in the mid slots but in my opinion it is inadvisable. Any fight where a Stealth Bomber is taking enough damage to require a tank is definitely the wrong fight for a Stealth Bomber to be involved in. A Stealth Bombers job is either to pick off weak targets, or to get the job done so quickly that no retaliation is possible.

6. One option with the low slots is to fit for speed and agility. The best contender for this is the Nanofiber Internal Structure which gives a healthy mix of both. This will enable you to get yourself in good positions quicker and, if needed, escape faster.

You can also boost your damage output by using a Ballistic Control System. Note that this will only increase Torpedo damage, it will have no effect on Bomb damage.

It may also be necessary to use a Co-Processor in the lows to boost the CPU available, especially if you are using Tech II Siege Missile Launchers.

Lastly, it is also possible to fit a tank in the low slots, but again, I feel that this is just as inadvisible as it is for shield tanking.

7. Rigging is not especially important on Stealth Bombers. Feel free to cut the cost by avoiding them entirely. If you do want to use them, speed and agility rigs such as the Small Polycarbon Engine Housing I will be the most useful. If you wish to boost damage further you can also use missile rigs.

8. Grab some ammo. Each race has a bonus to a specific damage type, so make sure you take advantage of this. For example, my Minmatar Hound has a bonus to explosive damage, so I often use Bane Torpedos and Shrapnel Bombs. Be aware that bombs will explode other bombs if they are not the same type. So if you are flying with other Stealth Bombers, be sure to coordinate Bomb types before you fly.

Those are my key tips for fitting. Feel free to play around with them and see what you can come up with. The best test, of course is to fly them. If you have any different ideas on how to fit then please comment, I would really appreciate any good advice!

Wednesday, 26 May 2010

This is a Live Event Right?

Recently CCP have reintroduced Live Events to Eve. A Live Event is an in-game story scripted and coordinated by CCP Devs, in which capsuleers can participate. The Live Event currently being played out in Eve revolves around the entity Sansha's Nation who have been manipulating wormholes in order to launch attacks on systems all over the universe and kidnapping citizens of various planets.

I'm afraid I'm not going to give a potted summary of the story so far. Firstly because I don't know most of it myself, but also because I have to talk about what happened yesterday.

Although I personally haven't been able to get involved in any of the actual events, one member of our corporation, Darkcoro has been heavily involved in many of them. He was recently mentioned by name in a news article when a Sansha's Nation wormhole was collapsed by a fleet he was helping to lead. So he has been a really useful and interesting to source to have around while the events have been ocurring.

Yesterday, the 25th of May, a rumour was circulating that a Sansha's Nation invasion event was going to occur one hour before the Tyrannis patch downtime. Since I hadn't been able to witness any of the previous engagements, I felt it was time I should make the effort and see what it was all about. Darkcoro gave both myself and other members of our corporation an invite to the Operation Bad Moon fleet. Operation Bad Moon are a group of roleplayers who have been at the forefront of player interaction with the Live Events.

Once in the fleet, we were told that information had been leaked regarding this invasion event. Apparently it was to occur in a lowsec system called Maut, which is one jump from Gallente Highsec. Other rumours suggested that the CCP Dev players were going to bring a whole cap fleet, incuding a Leviathan Titan to the engagement! The fleet started to gather in Auvergne, Gallente Highsec, and the lure of getting on a Titan killmail eventually pushed the number of pilots in the fleet above 200.

This number of pilots was something that the Operation Bad Moon leaders weren't prepared for. Fleet discipline was becoming difficult to maintain and many of the wing commanders seemed rather clueless as to what the big plan was. Attempting to use Eve Voice was not a success as it seemed to be a bit tempremental so I ended up just joining the corp Vent channel.

Our corporation had our own squad in the fleet. I decided to go all-in and bring a PvP fitted, armour buffer Typhoon Battleship. In our squad we had a couple more Battleships, some Stealth Bombers and a Cruiser. We ended up at the highsec gate to Maut waiting for the action to begin.

At around 01:00 Eve time a report came through that a cyno had been lit in Maut. Through this cyno came a Nyx Supercarrier and Carrier support. In the Operation Bad Moon fleet it was assumed that these ships belonged to players who had aligned themselves with the cause of the Sansha's Nation invasion and that the actual Sansha fleet would follow. Further reports started to come in about more cynos being lit in system. Eventually our fleet was ordered to jump into Maut.

Local in Maut numbered around 600. So once grids had loaded the fleet was warped to the cynos that were close to planet six. Upon arrival our 200 strong fleet was greeted by the sight of a staggering number of Carrier, Dreadnought and Supercarrier capitals belonging to the Nullsec alliances Morsus Mihi, RAZOR Alliance, Wildly Inappropriate and Pandemic Legion, just to name a few.

It is safe to say that at this point nobody in our fleet had a clue what was going on. There didn't seem to be any Sansha around to shoot. A primary was called but a 200 man mixed sub-capital fleet couldn't make a dent on anything. After a while battleships began to be picked off including my Typhoon. At this point lag was making the game unplayable and there was a small node crash. I ended up being thoroughly confused, logging off in my pod just before the patch day downtime hit.

So this morning I endeavoured to find out what had actually happened. Where were the Sanchas? Why were so many Nullsec alliances involved? If CCP was involved why wasn't the node reinforced?

The brilliant and hilarious truth of the matter?

This was not a CCP run Live Event.

From what I have been able to make out a rumour was started by a number of Sansha sympathising players about the Live Event which the RolePlayers fell for totally. The players spread all sorts of rumours about there being an invasion in Maut just before patch downtime and there being a possibility of a Titan kill. The initial cyno in Maut was lit by these sympathisers who jumped in the Nyx piloted by ECHAeries with two triage carriers in support. Cry Havoc opportunistically lit the second cyno in Maut and jumped in a sub-capital fleet. They were then jumped by both the Morsus Mihi and Pandemic Legion capital fleets. Another cyno was also lit by United Star Federation who also brought in a few carriers. These were all joined by our large sub-capital fleet and possibly other fleets as well. I know for sure there was an Eve University fleet in the area.

It seems that ECHAeries' Nyx was primaried but due to an interdiction mistake it was able to warp out when deep into armour. The capital fleets then picked off random capitals before turning their attention to any of the sub-capital ships that remained. As downtime approached the fleets moved out of Maut and the fight ended quickly.

So far I have managed to find killmails for 1 Chimera, 3 Thanatos, 1 Moros and an Archon, along with plenty of sub-capital losses, mine included. None of the Nullsec alliance fleets seemed to suffer any losses.

All in all it was an incredibly entertaining evening, and even more so now that I know the truth of it. Is there a game like Eve where a single rumour can trigger an engagement on this scale? Tyrannis is currently patching and there will be some nice new features to play with, but it's worth remembering that sometimes it's the players that create the best content.

Interesting Links

Pandemic Legion Battle Report
Morsus Mihi Killboard
Eve Forum Thread
Scrapheap Challenge Forum Thread

Friday, 23 April 2010

Timing is Everything

Anybody wanting to PvP in Eve needs to get used to timers. Timers in Eve control a great number of things, such as when you may dock, when you may jump through a gate, when you may shoot at another player or when you may be shot at. PvP in wormholes is no exception to this.

There are two distinct timers that will come into play when you jump into a wormhole.

The Session-Change Timer

The Session-change timer is a standard one throughout the Eve universe. The timer is triggered by many player actions, including undocking, ejecting from a ship, jumping through a gate and joining a fleet.

In our case the timer is triggered when we jump through a wormhole. It will last for thirty seconds, and during that time we will be unable to perform any of the other actions that could possibly trigger the timer. Essentially this means that we will have to wait thirty seconds before we can jump back through the wormhole again. But you can get caught out by it in other ways as well. For example, joining a fleet just before you land at a wormhole will trigger the timer. That thirty seconds you have to wait is more than enough time for somebody to lock and even possibly pop your ship.

So the session timer is something you should always be mindful of. Luckily for us, rather than having to count to thirty, there is a visual setting that can be enabled to show us the session-change timer. From the Eve Main Menu go to the 'General Settings' tab then tick the option box in the top left corner labelled 'Show Session-Change Timer'. In-game the timer will show up in the top left of your screen as a very small whirling icon. Holding your mouse over the icon will tell you how many seconds are left until the timer expires.

Make sure to familiarise yourself with which actions trigger the timer and be careful you don't get caught out by it.

Wormhole Polarity Timer

The second timer to affect wormholes is the polarity timer. This timer is designed to prevent people avoiding PvP by constantly jumping back and forth through a wormhole. The timer is triggered when a pilot jumps twice through the same wormhole in quick sucession.

I couldn't find any concrete data on how this timer works, so I did a bit of my own testing. This is the conclusion I have reached. I believe that after the first initial jump through a wormhole a timer is started that is approximately five minutes long. During this five minute period you can make a second jump but are unable to jump a third time. If you try and make a third jump a message will pop up warning you that you are unable to jump. It will also display the time remaining until you can jump through again. This time remaining will be the five minutes subtracted by the amount of time hat has passed since the first jump.

In practice, the longest amount of time you will have to wait before jumping through the same wormhole the third time will be somewhere between 3 minutes 50 seconds and 4 minutes. This is because the two session timers caused by the first two jumps through the wormhole will already subtract 1 minute from the polarity timer and system loading time may subtract even more.

The polarity timer is linked to one specific wormhole. So the timer will not be triggered if you are jumping through different wormholes.

This timer is very important to remember if PvP is occurring on a wormhole. Any PvP targets who are being beaten will attempt to flee by jumping through the hole, and if they are then tackled on the other side they will most likely jump through the hole a second time. At this point they will have a polarity timer, so they can be easily dealt with.

In theory the polarity timer confers an advantage on the 'defender' of a system. The 'attacker' will have to make one jump in order to enter the system. Once the battle has started the 'attacker' will have to split their forces in order to prevent the 'defender' from using the polarity timer to their advantage. This can often make fighting at wormholes a bit frustrating, but it is important information to remember if you engage on a wormhole.

I hope that summary was useful. Feel free to leave a comment if you disagree with my theory of the polarity mechanics, or if you have any good/bad experiences of wormhole timers.

Wednesday, 14 April 2010

Covert Tackling: Putting Theory to the Test

My last post contained advice on fitting a Covert Ops ship. There have been some really good suggestions in the comments, so make sure you check them out.

In one comment REve Blogger mentioned 'I never really considered the use of cov ops as a tackle.', and it just so happened that yesterday I had the opportunity to prove that a Covert Ops can do precisely that.

A Dominix, a Gallente Battleship, warped into one of our gas mining fleets yesterday. Everybody that was harvesting managed to extricate themselves, but the Dominix, instead of warping straight back to the hole he came from decided to hang around in system. Suspecting the Dominix to be bait, I hopped into my Helios and jumped through the only other active wormhole in the system.

Sure enough there was a fairly large PvP fleet on the other side. I quickly cloaked up and we started to get a fleet together to deal with the threat. This can sometimes take awhile, so by the time our fleet was prepared a number of the opposing ships had come and gone.

When our fleet finally got around to warping to the wormhole that was being camped by our opposition, they had either already noticed our fleet and started to run or thought that we weren't going to take the bait. Either way, I was left sitting at a wormhole with the Dominix, who was about to warp back to his POS - with our fleet fast approaching.

It was the work of a moment for me to uncloak, lock and tackle the Dominix. Then I flew towards the wormhole, just to make sure that I would be able to jump to safety if he started spewing drones at me. As expected, he popped out his sentry drones and proceeded to take me down to 25% armour before I jumped through. But by that time the rest of our fleet was on grid and they made short work of the target.

All in all, I probably tackled him for about 15-20 seconds - but without those seconds we wouldn't have got the kill. It's also very nice to appear on the killmails as well! So there you have it - a fortuitous textbook demonstration of tackling in a Covert Ops ship.

I should imagine many of you have similar stories, where you just happen to be in the right place, at the right time. But in this case I should also add, with the right ship fitting!

Monday, 12 April 2010

How to Fit a Covert Ops Ship

Yesterday I lost my Helios Covert Ops ship while attempting to tackle a Proteus, a T3 Gallente Strategic Cruiser.

If you think that sounds a bit stupid, then you are right - it was stupid. It was just one of a number of mistakes I made yesterday.

Another mistake I made was tackling the same pilot in his own Helios Covert Ops ship and letting him escape before I could kill him with my one drone. In my mind this was by far the biggest mistake I made because it was a mistake in the way I fit my ship.

Let me explain - on my Covert Ops I fitted a Warp Disruptor, so when I tackled the Helios he was able to simply use his MicroWarpdrive to get out of range of me, before warping away. If instead I had fitted a Warp Scrambler, then he wouldn't have been able to use his MicroWarpdrive at all, and I would probably have a nice Helios killmail to show for my efforts.

So it got me thinking about how to fit a Covert Ops ship, especially since I had to go and buy myself a new one. Here is my short guide to fitting a Covert Ops ship.

1. Firstly fit a Covert Ops Cloaking Device II. This cloak is built specifically for your ship and you wouldn't be 'covert' without it.

2. Fit a Scan Probe Launcher. The primary purpose of your Covert Ops will be to scan in wormholes, so this is an important piece of gear. You have a number of options here. If you are intending to live a life of pacifism and not get involved in any PvP then you might want to use the Core Probe Launcher I. This launcher will not be able to use Combat Probes, but it will free up CPU for other modules on the ship. The second choice is an Expanded Probe Launcher I, which will allow you to use both Core Probes and Combat Probes. Both of these items have a Faction equivalent, the Sisters Core Probe Launcher and the Sisters Expanded Probe Launcher. If you have the isk, they are very worthwhile. They both give a 5% bonus to scan probe strength.

3. Fit a MicroWarpdrive or Afterburner. In conjunction with your cloak the propulsion mods will keep you safe from harm. The top speed of your ship isn't terribly important, so your only criteria for picking which module to fit should be based on what other modules you're hoping to fit on the ship. The MicroWapdrive is better from a safety perspective, while the Afterburner will enable you to squeeze more utility modules into the mid slots.

4. Fit two Small Gravity Capacitor Upgrade I rigs in the rig slots. These will each give a 10% scan strength bonus.

5. Fit speed and maneuverability modules in the low slots. Which modules you fit is a matter of taste. But any mix of Inertia Stabilizers, Overdrive Injectors and Nanofiber Internal Structures will work nicely.

6. Fit some tackle. As I found out this should probably be a Warp Scrambler. If you are interested in wormhole PvP you will find that in most cases a Covert Ops ship will normally be the first on the scene and it's useful to tie down a ship before everybody else arrives, just in case they get away. The Scrambler can be well paired with a Stasis Webifier to stop fast targets in their tracks. Some fits can also include both a Scrambler and a Disruptor if you need.

7. Fit some pewpew. This is only really an option if you have any CPU or PowerGrid left. In my case for my Helios this is simply a matter of putting a light scout drone in the drone bay. For other Covert Ops ships it will mean putting a weapon in a spare high slot.

8. If you have any space left it is likely to be in the mid slots. So try and squeeze in a capacitor mod, such as a Cap Recharger II.

Don't worry if you haven't managed to fit a module in every space. A Covert Ops ship is not one that requires a very neat fitting - just try and squeeze in the modules you want it to have. I hope that helps!

Tuesday, 6 April 2010

Gas Mining the Easy Way

Scanning is key to enjoying wormholes. If you are not able to scan, you are often quite literally stranded. But if you can scan, a door of opportunity opens. It so happens that your door of opportunity becomes somebody else's door of misfortune.

This was the case today.

I had just entered a class 6 wormhole in my trusty Helios covert ops ship. My initial d-scan showed a Moa, a Caldari cruiser, with a single cargo container that was named with a timestamp. It doesn't take a genius to realise that any container with a timestamp means somebody must be mining. Moas are also fairly commonly used as gas mining ships in wormholes. This was a prime PvP target!

When these opportunities arise, the preparation required to get the kill is easily 90% of the work. PvP scanning in wormholes is both technical and time-consuming.

The first step is to launch combat probes without giving the target the opportunity to notice. This means launching the probes while out of d-scan range, which is around 14AU. In most wormhole systems it is possible to use the planets and moons to get the required distance from the target. When the probes have been launched they should be sent immediately to scan a point that is out of d-scan range of anywhere in the system, this ensures that the target has no chance of noticing them.

Once combat probes are out, then comes the tricky business of narrowing down the target to a rough position. This requires intelligent use of both the angle and range filter on your d-scanner. Finding the angle is a fairly simple business, but to approximate the range you will need to use a km to AU conversion chart.

When a rough position of the target has been found all that remains is to place probes in this location and hope for the best. Sometimes it will take repositioning and multiple scans to locate your target. In my case, with the Moa it took two scans, which must've given the Moa around twenty seconds to see my probes on d-scan. In practice this is a very short time, especially when someone is semi-afk gas mining. With my 100% signal I warped into the Moa at 100km away. The reason for this was that the Ladar gas clouds have a sneaky habit of decloaking covert ops ships.

Even though I was 100km away from the Moa it was the work of a moment to bookmark his jet can, which was only, at most, 2500m away from him. Perfect! I love jet cans!

At this point I warped back to a neighbouring wormhole in order to guide my PvP support group who had been patiently waiting. I gave them the can bookmark and jumped back into the hole, only to see on d-scan that the Moa had GONE!

Questions run through your mind. Did he see my probes? Had he just finished? Was all that work just for nothing? Wormholes can often be like this, PvP targets will evade you, hours of scanning won't find you exits. Things might just not go your way...

But suddenly a Badger MkII appeared on scan! Fantastic! The Badger is a Caldari industrial ship and obviously the miner was coming back to transport his gas.

I called the fleet to warp to the site and we tackled the Badger. Once tackled he gave us the slip by quickly ejecting and warping his pod away; a smart more if your head is full of implants. We quickly stopped firing since a Badger full of gas is worth more than a killmail (in terms of isk that is). One of my corpmates piloted the rigged and T2 fitted Badger back to our POS while we celebrated our victory!

Our winnings:

1 Rigged and T2 fitted Badger MkII
1000 c32
1500 c70

That is gas mining the easy way!