Wednesday, 14 March 2012

Just another evening in Jakanerva

It was relatively quite last night around my usual hunting grounds, or so it seemed. Maybe the long download time on the patch kept a few people out of the game. Also our current war has cooled off somewhat since the corp (along with a few friends) managed to kill the wts shiny (unfortunately I wasn't involved) so there were no wts online either.

This seemed like a good chance to restart my can-flipping experiments in Jakanerva (hisec wars can be fun but they do make it difficult to engage in non-war related activities), so I fly my Wolf into the system and start poking around the belts. It doesn't take long until I find a can to flip; the previous owner warps off and I orbit the can waiting to see what returns (I'm fit for fighting at range again, so my orbit is pretty loose at 20km). Back comes a Thrasher which turns out to autocannon fit, which seems ideal; we just had time to start our engagement when a Thorax lands on grid. Not so good :)  It doesn't take long before the drones are released, which I start targeting and trying to kill. I manage to kill a few but I find it hard enough to keep track of a single target, so taking note of the spatial positioning of multiple targets is more than I can deal with at the moment. It's not long before I'm webbed giving the Thrasher time to get into range and in short order I'm popped again.


It seems the people I'd flipped were out to shoot can flippers (I'm happy with that). Maybe they'll hang around whilst I reship. Unfortunately it's a few jumps off to another (bigger) ship but I go and collect it anyway (losing connection half way, my ISP has been really flaky for the last couple of weeks). By the time I get back into Jakanerva with my Hurricane the aggression timer has expired but I warp into the belt anyway on the off-chance they would want to re-aggress only to find it empty. My cargo can is still there though, so I head off to a tactical to keep an eye on things.It's not long before the Thrasher pilot returns, and he steals the ore back out of my can. It doesn't take me long to warp into the belt and I kill him with two volleys before reflipping the can, and returning to my tactical in the hopes more of his corp would come along to avenge his death. None turn up, but a third-party in a Rifter arrives at the belt and drops a fresh can. I warp at range immediately and land as he's turning red; before long I've made another kill.

After reshipping into a Rifter and checking a couple of the other belts (the FEARing squad guys have killed somebody else in belt V-1; a Merlin by the looks of it; and are still hanging around. Most of their pilots are the same age as me, give or take, but they have a couple of people that are older. One from 2008, and one from 2006 (flying a command ship). I'm sure this intelligence will come in handy in the future) I go back to my tactical to keep an eye on my can.

The Rifter pilot I killed has reshipped into a Hurricane, is back at the belt, and is asking me to go and fight him. He is two years older than me, but I decide to try anyway (I'm pretty sure my artillery fit Hurricane will at least be able to run away if it all goes south). I actually manage to keep at my chosen range during this fight (most of the time!), overheating my warp disruptor and managing some manual piloting to keep my opponent within range. His guns occasionally deplete my shields with glancing blows and his drones aren't doing enough to overcome my passive shield regen. I think this is a fight I can win, even taking time in the middle of the fight to swap ammo; his shields and armour are gone and he's about to enter structure, when my warp disruptor burns itself out (I'd been trying to manage it, swapping between overheating and not overheating whilst trying to maintain an appropriate range, but in the end the heat won) and my cap dies because of too much mwd use. Fortunately he decides to warp off rather than close range (I later discover he burnt his afterburner out at about the same time as my warp disruptor died). I'm happy to call it a draw and it was nice to test my Hurricane out against a better trained opponent.

All in all, it was an entertaining night. The Hurricane 1v1 was fun, and I enjoyed a fight that took longer than my usual engagements. At least I had time to feel like I was engaged in the fight and could influence its outcome. Frigate fights often seem to be too fast and furious to change tactics once the fight has started, so they'd better be the right tactics at the start! Hopefully this will change as I gain experience. Also I think I will do less belt-hopping after finding a can to flip. If the previous owner doesn't take action after the theft, somebody else will be along to do so in time. Flip, wait, and observe will be my modus operandi in future (maybe. I'll probably be too impatient to wait for long in reality :)

Also, I think it's time to rethink my Wolf fit. I don't know if it's just that my piloting isn't yet up to the strategy I have, or if the combat situations I get into are just unsuited to the fit (or maybe it's just a bad fit period), but my Wolf still fails to kill things and dies too regularly - the fit I'm slightly modifying each time I fit it isn't working for me. I think it's time to try out a close-range active tanked brawler.


Monday, 12 March 2012

Corp Infiltration

My alt's Orca training is progressing nicely. Another couple of weeks training, and it will be qualified to fly the capital industrial ship. Orca's are pricey things for a nearly-three-month-old character, so I'd much rather steal one (or two, or more) plus, with any luck, some additional spending ISK from somebody else than pay for one out of my own pocket (I could buy... 50+ fully fitted Rifters for that kind of money!).

Since the path to the Orca passes close to "qualify for the Retriever" and pretty close to "qualify for the Hulk" it seems to me that some indy corp (or wormhole corp maybe) out there might be happy to pick up a new mining, manufacturing, and research character.

I've been wanting to have a go at Corp Infiltration, this seems to be as good a time as any to give it a go. I'll probably not write about this again until after I'm finished with it in case I give myself away (you can't be too careful) but I'll be writing posts as I go which I'll publish after the event; and of course I'll be continuing to write about my less clandestine game play in the meantime.

Tuesday, 6 March 2012

Lessons I seem to not be able to learn

I've talked before about losing ships due to not maintaining the range appropriate to the way the ship is set up. Despite this, I still seem to be having trouble keeping a close enough eye on the distance between myself and my targets.

The corp has declared war on OP Wolf Pack (who had previously decced us but allowed the war to lapse). Whilst out looking for suitable people to grief last night (and not finding any) I notice wartargets passing through the systems I'm frequenting, heading towards our corp base in Akora (two wts, one in a Megathron and the other in an Abaddon). Not having fought the Abaddon previously I thought it might be interesting to see what kind of modules were fitted to it, so I jumped in my salvaging Vigil (the only ship I have fitted with a ship scanner and one that should be pretty much immune to battleship weapons) and went to look for them. When I jumped into Reisen (the last hisec system before Akora) from Ikami, three wartargets were sat on the gate, the previous two having been joined by a Drake. I took the time to activate my ship scanner and gather some intel and was happy that they were unable to damage my ship whilst I did so. After docking up and spending some time in station I thought it might be time to play some more with the wts, so I undock the Vigil once again and go looking; they've moved to the Akora gate now and the Abaddon pilot has reshipped into a Maller. I orbit at 30km and scan the Maller (I don't know much about Amarr ships, but no prop mod? Perhaps that's typical) when the Mega pilot warps in in a Tristan, which I of course also scan. Unfortunately this is my undoing; whilst looking at the scan the MWD fit Tristan is burning towards me and by the time I notice he's got me scrammed and webbed. Bye bye Vigil :)

I think the lesson here is in combat situations, don't look over scan results until you're someplace safe. Or make sure to pay attention to all targets on your overview. Or maybe it's that you should get your speed tanking, unarmed utility ship out of harms way once something its own size appears on the field.

I'll go with all of the above.

Since neither the Drake nor the Maller had prop mods fitted and the Tristan should be an easy kill, I reshipped into an artillery Thrasher. The wts had now moved to the station undock; after failing to one-shot the Tristan (sit still will you!) and warping backwards and forwards a few times between the station and a customs office, eventually the Maller landed at the customs office with me. I burned away whilst pointing it, and started shooting. I wasn't having any problems with the Maller, but I wanted to stay aligned in case one of the others was heading my way with something scarier. Unfortunately the Maller (with no prop mod) was very slow so it wasn't long before I was out of (long) point range. Not good, I didn't want him warping off. There's no sign of his friends so it's probably safe to orbit; I hit the orbit button. I'm happily watching his shields and armour evaporate when I start to take damage. Nobody else has appeared in my overview, and for a few moments I'm a bit confused. Then I notice I'm still moving straight towards the Maller... 8km, 6km, 4km... I select a celestial to align to and turn my afterburner on (overheat all the things!), but it's no use - I'm too close and my tank is too weak. Again I lose a ship to a cruiser due to range issues when I shouldn't have.

The lesson here is pretty obvious and you're probably spotted it already - my default orbit range was set at 1km and I wanted to stay out at 15km+. I think I'm going to stop using the default orbit button, it's set right 98% of the time but the 2% of the time it's not right is always the time when it really matters.

Two more unnecessary ship losses; I'm beginning to think I'll never get all this right.

This post is already getting too long, so I'm going to end it on a happier note; now my opponents think I'm a total idiot (as do I :) they're happy to engage me so it's not long before I'm able to pop the Maller. And his pod too for good measure. Neutral on the killboard for wins/losses and a positive in ISK terms if you include the implants so not a total wash. It's suprising how well combat goes when you're not screwing it up constantly :)

Monday, 5 March 2012

Bubble camp ahoy

I've been tootling around Gallente space for the last couple of nights, but without much to show for it (without anything to show for it actually). After exploring the Placid region for a while and getting bored I decided to poke my nose into nullsec and explore the Syndicate region. The first jump into PF-346 was uneventful; the system was empty but for a lone newbie, so I set up a couple of safes before scanning the gate to FD-MLJ (clear) and jumping through - straight into a bubble camp.

This wasn't my first experience of a bubble camp, but it's been a while since I encountered one (I'm lazy and I've been ratting mainly in Providence recently, and bubbles are a rarity there) so I was a little rusty. I did remember to zoom out and have a look at the lay of the land, and figured my best bet was to head back to the gate and hope not too sizable a force had or would jump through before I was able to get safe. I had fit a cloak for traveling but the camp obviously practiced uncloaking and I'd reached 50% armour by the time I made the jump - straight into another bubble (of course they'd bubbled the other side - I was expecting that. I was hoping to avoid landing in one though). They were good enough at uncloaking to uncloak me again, and this time there was no escape. Another Wolf down (the faction gear on that was all from a DED 1 static plex I ran, hoping to annoy some guy camping it into shooting at me - he didn't).

Looking back on the event, I think I held things together much better on the initial jump than on the subsequent jump. After making it back to the gate with some armour remaining, I think the adrenalin may have affected me. I forgot to properly assess the positioning of the enemy and other structures before selecting a place to escape to. After aligning, cloaking, and cycling the MWD I made no attempts to change direction (although to be fair I don't think changing direction after cloaking would have helped; as I remember it I was decloaked very quickly indeed). On the other hand, attempting to return to the gate after landing in the first camp is a pretty obvious thing to be trying. Maybe my biggest error was even attempting it instead of slow-boating out of the first camp and just getting safe.

Life in Eve is full of ifs and buts. Perhaps I shouldn't be second-guessing myself so much, but how can I learn otherwise? Whatever, the next time I encounter a bubble camp I'll avoid trying to return to the gate I just came through to see if that works better.

Friday, 2 March 2012

Newbie PvP ISK generation

[Starting with an aside: I've had this in draft for a few days, and I keep revisiting the rankings and tweaking them. This is a very subjective list which changes from day to day, but if it's going to be posted it has be considered finished at some point - and today is that day.]

One of the issues with following a destructive life in Eve as a nub is that it can be quite expensive - not in the big scheme of things, but initially at least there are more ISK outgoings than income and this is obviously not a situation that can continue for any length of time. Being short on ISK is a pain, forcing players to break Eve rule #1 and leading to "engagement hesitation" (I just made that term up but I think it's descriptive enough).

As one of the members of the corp's public channel is happy to repeat, "PvE is for alts", so what can a new player do to keep their wallet at a healthy level without resorting to too much PvE?

The options for ISK generation (including PvE activities) I can think of are the following:

  1. Missioning
  2. Manufacturing
  3. PI 
  4. Mining
  5. Trading
  6. Incursions
  7. Wormholes
  8. Exploration
  9. Ratting
  10. Scamming
  11. Ninja Salvaging and looting
  12. Ganking and griefing
  13. PvP
  14. Buy PLEX
  15. Corporate Infiltration
All of these activities can be performed adequately with pretty low skill levels as long as the appropriate mechanics are understood (although some may not be too profitable without reasonable skills). Even running incursions can be done with low skills if you're a bit underhanded about it (although I believe characters whose names are similar to mine tend to be excluded from many incursion fleets. Oh noes!)

Note that there can be significant overlap between these different revenue streams; manufacturing / trading often go together, as do raw material extraction (mining, salvaging) / manufacturing, and wormholes / PI, etcetera.

My take on these different options (these are all my own opinions, you should try things out if you're looking to generate some ISK and decide for yourself which you like and which you don't). I've rated them based on how much fun they are (as far as I am concerned - this basically is the same as the likelihood of finding PvP whilst doing the task) but also how much ISK they generate versus how much time they take (both in-game time, and training time) - for a new character (less than 6 months old).


1. Personally I'm not a fan of missioning. It takes too long as far as I am concerned, although skilling up enough to be able to run level 3 missions can be done quickly and generates sufficient ISK:hour to support a Rifter habit. In addition, sometimes people in small salvaging boats insist on coming in to your mission pocket trying to steal things. Blowing these up after they've stolen from you can be funny.

Rating: 4/10, would do if desperate but to make real money takes a long skill plan (although see ninja salvaging later).


2. T2 / t3 manufacturing is pretty much out of the question for a newbie due to the insane levels of skills that are needed (and often significant up-front investment). People say there's no money to be made in t1 manufacturing, and as a rule they're right although if you're careful and do your research you can find profitable t1 lines for manufacture. Of course that involves "market research" which may or may not be worth your time.

Rating: 2/10, lots of work for razor-thin margins (if you're lucky). Might be worth it if you can find a free source of mined ore but it's probably more profitable (and a damn sight quicker) just to sell the ore.


3. PI is pretty much free money. Unfortunately in hisec it's very little free money, but the returns are better in lowsec or nullsec (and best in wormhole space). Expect pointy ship on hauler PvP action if you're doing this in low or 0.0 space.

Rating: 3/10, the money isn't great unless you can do it in null or wormhole space - which is unlikely for new characters.


4. Mining... this is covered in the newbie tutorials so I'm not going to give any description for it, and even the amusement of hanging your drones out on aggressive to whore onto killmails of failed ganks doesn't make up for the tedium.

Rating: 0/10. No... just no. I already spent more time on it than I want to by writing these, and the above, sentences.


5. Sometimes referred to as "real pvp" by those engaged in it, trading is basically setting up buy orders to buy stuff, then selling said stuff at a price that gives some return. Can make lots of ISK with little effort, can also lose lots of ISK with little effort.

Rating: 3/10. It's pretty easy to generate a few million ISK with low levels of startup capital and time investment, but to make serious returns you need serious investment (more in ISK terms than time terms). More likely to be productive for ISK generation after some game time.


6. Incursions, whilst time consuming, do generate decent revenues. Thought to be the preserve of highly trained characters with pimped out fits, there may be ways to get into incursion fleets without so much training (bear in mind that most incursion fleets only look at people's ship type and fittings to decide eligibility. Whilst you can't fake a ship, you can fake its fittings).

Note that if you're in a corp that has ongoing wars, you won't be accepted into incursion fleets anyway.

Rating: Unknown. I've never done any incursions.


7. Wormholes combine (potentially) the "best" of PvE with PvP opportunities. Can be run by characters with low skills (nominal scanning skills and I guess ideally Drake skills at a minimum) for reasonable amounts of ISK (remember, the ISK is all in the salvage in Sleeper sites so you'll need somebody that can do that. Training salvaging isn't a total loss though since it can be used for ninja salvaging too). PvP in wormholes is closer to nullsec mechanics than anything else, and helps you hone your directional scanner skills as well as your probing skills.

Rating: 8/10 mainly because of the PvP opportunities in addition to the ISK from running Sleeper sites.


8. Exploration helps train those scanning skills too, and can be lucrative - very lucrative if you're lucky. If you explore in lowsec systems the returns have been buffed recently and there's a chance to get some PvP in at the same time.

Rating: 8/10 due to either A) easy ISK in hisec, or B) reasonable ISK return and PvP opportunities in lowsec.


9. If you're flying around different asteroid belts looking for PvP or griefing targets, you may as well try some ratting whilst you're at it. Bounties in hisec and lowsec aren't very good, although the chance of finding PvP during the exercise makes up for that in lowsec systems. To maximise ISK you really need to be doing this in null sec, and it's something a green pilot can get into quickly as long as you have the temerity to risk going in to null. The money is in the battleship bounties and in particular the faction spawns when you get them. It's boring as hell and if you find any PvP as a newbie in null, the chances are you'll be bubbled and podded. That said, null is pretty safe once you're inside (unless traveling through choke points) and getting in and through choke points isn't impossible if you fit a cloak. Remember to keep an eye on local - if you can find an out of the way system with nobody else in local, rat to your hearts content and head to a safespot (and cloak) if local spikes.

Rating: 6/10 due to the boredom factor of ratting, and risk of getting in and out of null. If you have jumpclones available, it's well worth moving one to some decent null system once you find one and just leaving it there for when ratting for sec status or ISK is needed (or just make sure you're not on CVA's KoS list and rat in Providence).


10. Market and contract scamming is the act of promising the world and delivering a marble (for a price!). Opportunities to scam are everywhere; ransoming ships or pilots you've overpowered (not a scam unless you blow them up after anyway), CSPA shenanigans, or just good old Jita market scams. Use your imagination, learn how the contracts and markets work, and you too could be rolling in monocles.

Rating: 3/10 if you just sit in Jita or Amarr all day spamming local, but gets a few plus points if you manage to pull something decent off (say selling shuttles for 8m ISK, or buying a Machariel for 80m ISK) but too variable to rely on. Get scams set up early, and don't expect a quick return even though the return could be very good indeed when (more likely if, in my experience) it does happen.


11. Ninja Salvaging and looting basically involves finding missioners or PvP battle sites, and salvaging the wreck fields. Taking loot from the wrecks will make you flashy red to the legitimate owner and could well lead to PvP of your own (although for this to work well you need a decent set up maybe involving multiple accounts). You'll need reasonable probing skills to find mission sites, other than that only salvaging skills are needed. More complete information can be found in Kahega's guide, or Captain Charismatic's video guide.

Another option is to sit somewhere that other people are ganking and steal the loot from their targets (think Jita undock, Perimiter to / from Jita gate, etc.) - this is likely to lead to wardecs :)

Rating: 8/10 since its so quick and easy and can lead to PvP opportunities.


12. Ganking and griefing. Identify juicy targets (ship scanners and cargo scanners are essential for this, passive targeters are recommended) and either blow them up with cheap (note: this is a relative term, based on the expected value of modules and cargo that hopefully drops from the target) suicide ships (make sure to have somebody that can loot standing by) for ganking, or bait them into giving you aggression for griefing.

Rating: 5/10. I keep having to remind myself that this is an overview for newbies. With that in mind the chances are the kind of ships that can be ganked or griefed are unlikely to lead to nice drops. That said, with patience and sufficient support, you will find t1 haulers carrying around cargoes with enough value to justify the gank - but you are going to need patience.


13. PvP can definitely be an ISK generating proposition, if you can kill enough ships with decent enough drops (and scoop the loot) without losing too many of your own.

Rating: Since this is supposed to be a list of ways to make ISK for newbies to fund PvP I'm assuming PvP is not already self-sustaining, so it doesn't really make sense to rate it. I'm not sure why I even put it on the list to be honest :)


14. Buying PLEX is the quickest and easiest way for a new character to get their hands on ISK. Some people consider it a cheat, some people say they can't afford it, and for some it's just against their principles. But nobody can say it's not easy and quick.

Rating: 10/10 for speed of getting decent amounts of ISK (decent for a nub anyway) if you want to go that route.


15. Corporate Infiltration takes a long time (get in corp, build trust, plan the heist, steal the loots) but can provide big payouts. Captain Charismatic has a guide for corp infiltration, too. A clean (i.e. with few, preferably no, links to your PvP character) alt account will be needed.

Rating: Unknown. I've not tried this personally (yet - watch this space) so I'm not giving a rating.


Sorting these by my own rankings, with the "best" at the top (where there's a tie, the order is alphabetic), gives us the following ISK generation schemes:

  1. Buy plex (10/10)
  2. Exploration (8/10)
  3. Ninja salvaging and looting (8/10)
  4. Wormholing (8/10)
  5. Ratting (6/10)
  6. Ganking and Griefing (5/10)
  7. Missioning (4/10)
  8. PI (3/10)
  9. Scamming (3/10)
  10. Trading (3/10)
  11. Manufacturing (2/10)
  12. Mining (0/10)
Along with PvP itself, Incursions and Corporate infiltration which I've not rated.

I'd love to know if there are any other options I've overlooked, thoughts?