A blog dedicated to my experiences in EVE Online, played mostly on the weekends.

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Grinding

I have just been grinding away at missions forever. My standing is so close yet so far away from 8.00. And The thing that makes me the most mad is that if you fail one level 4 mission, it drags your standings down a lot. At first, I was at a 7.66, but after failing, it brought it dipped down to 7.23.

It’s basically starting over. Currently, I’m going back and doing level 3 missions and enjoying its many benefits, such as being able to kill everything ten times faster and easier. In my Drake, nothing stands in my way. Another thing is, one of my missions dropped a faction module and I was able to sell it for a nice 20 million!

I have been too lazy to loot and salvage everything so who knows what other goodies I might have missed.

June 24, 2008   No Comments

Mysterious Changes

So, when I logged on Saturday morning, I noticed my corporation had been changed to Caldari Provisions.

I said, mhmm, what has happened? I took the following 3 actions;

  1. Sent an EVE-Mail to my old corporation’s CEO, now waiting for his reply
  2. Looked for a new corporation to join, but gave up after 10 minutes
  3. Flew around in my Kestrel and shot things

Because I just didn’t really care, I decided to go into low security space and try to shoot some bigger pirates with my small frigate. Things didn’t go so well when I narrowly dodged a pirate with a ransom. Thank goodness I had a microwarpdrive equipped, or else I would never have had survived that painstaking 4km flight to the gate.

He was a Thorax pilot and when he first caught me, he demanded 5 million, but I wasn’t going to pay him when I decided to slowly move towards the gate… 15km to go.

I will bet he saw what had happened and then shot at me until he go to my armor. My speed is 30m/s just so you know. 8km to go. As I got closer to my salvation, he’s tone changed into a panic, demanding money.

I use my MWD and boost it! He shot me down to my hull now… 4km to go.

My ship was held together by some magical force as the it approached the gate withing 2500m.

Jump!

Haha, high sec, let’s see you get me now!

*Note: I am now looking for a new corporation…  It should be accommodating for a PvE’er with some benefits.  Located around Kakakela region with low or 0.0 security space.

June 22, 2008   2 Comments

Review – Kestrel

4 light missiles that keep firing can rack up quite the bit of damage! Especially with the high bonuses from the ship itself.

In a small fleet, once aggro has been established, a few kestrels can help kill the smaller ships quickly and then move onto the large battleships.

I personally love flying this frigate because if you fly it fast enough and close enough to the enemy, they can’t hit you with very much damage. While your light missiles are still doing the maximum damage.

If engaging a bigger ship that is shooting big guns or big missiles at you, don’t worry too much. If you don’t know what I am talking about, check out this guide.

Quick gang PvP raids can include circling the target at 1000m/s with a microwarpdrive, web, and scramble. Try not to use rockets on the kestrel as it does not have a bonus for it.

Anyways, the missiles will launch at very fast speeds with the necessary skills trained up. When you are on the defensive, be sure to equip a booster or some hardeners to keep the shields up.

Overall, I think the Kestrel is a very good frigate to start out with. Or if you just want to fool around in low sec, it is a cheap and effective ship.

Either way, I’m sure you will have a blast with it!

[expand title=Technical Specs:]

  • 10% bonus to kinetic missile damage
  • 5% bonus to EM, explosive, and thermal missile damage
  • Default targeting range is 40 km with 3 locked targets
  • Velocity is 260 m/sec with 0 m3 of drone capacity
  • Shield hit points is 391 and recharges in 625 seconds
  • Power grid is at 30MW, 150ft of CPU, and 400 calibration points
  • There are 4 high slots, 3 medium slots, 2 low slots, and 3 rig slots
  • 4 slots for launchers and none for turrets[/expand]

[expand title=Speed Tank Setup:]

  • 4 Standard Missile Launcher
  • 1 1mn Afterburner
  • 2 Cap Recharger
  • 2 Reactor Control Unit[/expand]

[ratings]

June 21, 2008   No Comments

Guide – Damages And Mission Types

Copy this into your notes in the game for a quick reference!

Damage types dealt by NPCs:

Faction – Tank against – Damage to deal – Notes

  1. Amarr Empire – 50% EM, 50% Thermal – Thermal – Uses neutralizers
  2. Angel Cartel – 70% Explosive, 20% Kinetic, 10% EM – Explosive – Uses target painters
  3. Blood Raiders – 50% EM, 50% Thermal – EM – Uses tracking disruptors
  4. Caldari State – Kinetic, Thermal – Kinetic
  5. EOM – Kinetic, Thermal – Kinetic
  6. Gallente Federation – Thermal, Kinetic – Thermal
  7. Guristas Pirates – 75% Kinetic, 25% Thermal – Kinetic – Uses ECM
  8. Khanid Kingdom – 50% EM, 50% Thermal – EM, Thermal
  9. Komni – Thermal, Kinetic – Thermal
  10. Mercenaries – 50% Thermal, 30% Kinetic, 10% Explosive, 10% EM – Thermal
  11. Minmatar Republic – All – Thermal – No clear damage type
  12. Mordu’s Legion – 50% Thermal, 50% Kinetic – Kinetic
  13. Rouge Drones – 70% Explosive, 20% Kinetic, 10% Thermal – EM, Thermal
  14. Sansha’s Nation – 60% EM, 40% Thermal – EM – Uses tracking disruptors
  15. Serpentis. – 50% Kinetic, 40% Thermal, 10% EM – Thermal – Uses sensor dampeners & extra defenders
  16. Thukker Tribe – Explosive, Thermal – Thermal

Believe to be the most updated missions list:

  1. Accounting: 88% Courier, 12% Trade
  2. Administration: 47% Kill, 47% Courier, 6% Trade
  3. Advisory: 14% Kill, 58% Courier, 14% Trade, 14% Mining
  4. Archives: 92% Courier, 8% Trade
  5. Astrosurveying: 13% Kill, 25% Courier, 13% Trade, 50% Mining
  6. Command: 88% Kill, 6% Courier, 6% Trade
  7. Distribution: 5% Kill, 90% Courier, 5% Trade
  8. Financial: 12% Kill, 70% Courier, 18% Trade
  9. Intelligence: 74% Kill, 21% Courier, 5% Trade
  10. Internal Security: 97% Kill, 3% Courier
  11. Legal: 67% Kill, 27% Courier, 6% Trade
  12. Manufacturing: 48% Courier, 4% Trade, 48% Mining
  13. Marketing: 17% Kill, 77% Courier, 6% Trade
  14. Mining: 10% Courier, 5% Trade, 85% Mining (II)
  15. Production: 52% Courier, 13% Trade, 35% Mining
  16. Public Relations: 28% Kill, 66% Courier, 6% Trade
  17. R&D: 50% Courier(S), 50% Trade
  18. Security: 94% Kill, 6% Courier
  19. Storage: 6% Kill, 71% Courier (L), 6% Trade, 17% Mining
  20. Surveillance: 84% Kill, 11% Courier, 5% Trade

[ratings]

June 21, 2008   2 Comments

Guide – Helpful In Game Websites

Some helpful websites that are compatible with the In Game Browser (IGB). Make sure you bookmark them in the game and take a look once in a while!

http://eve-survival.org/missions/

This site has almost every mission there is and it lists:

  • What people has completed it with ship wise
  • How hard it was
  • Amount of mobs
  • What damage to use and to tank against
  • And various other information
  • You should always check this website before attempting a mission you have not done before

http://igb.battleclinic.com/

This website contains a lot of links to many sites that are able to work with the IGB.

http://myeve.eve-online.com/mb/news.asp

For updated news of the game.

http://myeve.eve-online.com/mb/patchnotes.asp

For the most recent patches notes.

http://myeve.eve-online.com/mb/npg.asp

A new player guide developed by the people at EVE for newbies.

[ratings]

June 20, 2008   No Comments

Guide – Missile Ratios

There are several theories on how this game mechanic is operated, but I believe this way of figuring it out is the most accurate and correct.

4 vital pieces of information are:

  1. The explosion velocity of the missile
  2. The explosion radius of the missile
  3. The velocity of the target
  4. The signature radius of the target

Here is how this all works:

Number 1: When the target’s velocity is more or faster than the missile’s velocity, then the target “out-runs” the explosion, bring down the missile’s damage by what ever the percentage the difference is. Example:

  • Target is traveling at 200m/s
  • Missile goes at 100m/s

Since the missile is 2 times slower than the target, then it does have of the damage.

Number 2: The radius also affect missiles, and usually much more than velocity. Ever wonder why a torpedo doesn’t do as much damage as a heavy missile on the same small target?

Well if the target’s signature radius is smaller than the missile, it also “dodges” some of the missile’s explosives. Real life example:

  • Shooting a feather with a 10 pound cannon shot or a metal BB gun pellet shot
  • The 10 pound might hit it, but just brush by the feather
  • The BB bullet will put a hole in the feather
  • The formula is also very similar to the velocity, but this time it is the radius measurements we are using

In game mechanics example:

  • Target radius: 100m
  • Missile radius: 300m

The damage inflicted is only 1/3 of the original.

Here is a list to help you determine what missiles to use against what class of ships:

  • Frigates – light missiles
  • Cruisers – heavy missiles
  • Battleships – cruise missiles or torpedoes
  • Very close and small ships (cruisers) – assault missiles

So now that you know somewhat of how this works, fit the suitable launchers on your ship for maximum damage!

[ratings]

June 18, 2008   2 Comments

Reviews

As time passes, I will be writing more reviews for these ships. They include the:

  • Ferox; hybrid eh? [In progress]
  • Caracal; the Drake’s little brother. [In progress]
  • Merlin; it’ll provide the pew pew.
  • Kestrel; free missiles for everyone! [In progress]

Sorry if they are all Caldari ships, but those are the ones that I have piloted.

But if you are able to provide reviews, send me an email at tonglil@hotmail.com!

Stay tuned for moar!

June 16, 2008   6 Comments

Don’t Go First

Freaking a, I’ve had one of the worst weekend this time.

2 people who I was doing missions lost their good ship and I had to “help” them out by sending them money. Cheeses, I’m just down right broke now. Missions are not fun when the PUG groups you join are complete idiots and expect you to pay them for their mistakes.

Working with corp members are way better, but we just didn’t have that much on for a long time this weekend.

Thank goodness only 2 people lost their ships were jerks. The others were actually nice and did work for the fleet. I gladly paid them some remebersment. Those 2 other people didn’t receive any money for their own dumb actions.

Some people ask for help and hints, like how to setup a ship. Others believe what they have is the best and unbreakable, well I’m sorry, but it blew up, kabloomy, that “unbrakable” ship of yours just broke.

Setup on that ship:

  • Megathron
  • 3 200mm rails
  • 3 250mm rails
  • 2 Drone enhancements
  • 2 Adaptive nano plating
  • 1 T2 damage control
  • I was like, um, why don’t use larger guns? “Because my gun skills aren’t high enough”
  • Then why are you flying a Mega, get a Domi instead.
  • “Well, I like the Mega better, it’s “unbreakable”.”
  • Ok then, you sure you can tank it?
  • “Yes”

*Pop*

People, listen to other’s advice and suggestions. Then be cocky if you really can put the money where the mouth is.

So, not a mission done in 2 days. Everyone has failed me. The pilots that i flew with either couldn’t communicate properly, setup their ships good, or follow the fleet captain.

It seems like it would take 4 freaking pilots to do this mission. Personally, I don’t know what to do. First though came to mind, shoot myself. Secondly, punch something. Third, go on a suicide run and kill some people.

I currently have some anger build inside of me. But any suggestions will be welcome…unless your the person who setup their Megathron with drones and cruiser size rails.

June 15, 2008   7 Comments

Review – Cormorant

The Cormorant is the ship bridging the gap between frigates and cruisers. Even though its purpose is to shoot down small and speedy ships, there are several odd jobs that I believe it can do better.

A lot of experienced Caldari pilots buy one simply for the sole role of salvaging wrecks after a battle or mission. Its relatively large cargo plus an extender will hold more than 500 m3 of any of the crap that you collect. And its 8 high slots means you can stick quite a bit of salvagers and tractor beams on. Well, 8 to be exact. Add a MWD and you got a speedy little temporary hauler.

For those lazy people who feel lazy, take the Cormorant out for a spin in the asteroids and mine your brains out. Watch excitingly as 7 miner I’s drill into the precious Veldspar into nothingness. And put that missile launcher on to fend off any NPC foes.

See, the destroyer class ships don’t really have a big role in the big battlefield except as a janitor. Unless it’s a small raid operation…

Then when its time for a battle, it sure is fun to see those turrets blast blue or green beams at those helpless ants. And if someone is shooting at you, launch a defender to lower the overall incoming DPS.

All in all, the Cormorant is just a bigger form of a frigate; nothing you absolutely need in the beginning. When you get rich, be sure to get one though to help you loot those wrecks and salvage some tritanium bars!

[expand title=Technical Information:]

  • 10% bonus to small hybrid turret tracking speed
  • 10% bonus to small hybrid turret optimal range
  • Penalty of 25% reduction in rate of fire for turrets
  • Bonus of 50% bonus optimal range for small hybrid turrets
  • Default targeting range is 36 km with 7 locked targets
  • Velocity is 210 m/sec with 0 m3 of drone capacity
  • Shield hit points is 782 and recharges in 625 seconds
  • Power grid is at 55MW, 215ft of CPU, and 400 calibration points
  • There are 8 high slots, 4 medium slots, 1 low slots, and 3 rig slots
  • 1 slot for launchers and 7 for turrets[/expand]

[expand title=Salvaging Setup:]

  • 5 Salvager
  • 3 Small Tractor Beam
  • 1 1mn MicroWarpdrive
  • 2 Small Capacitor Injector
  • 1 Small Capacitor Battery
  • 1 Expanded Cargohold[/expand]

[ratings]

June 14, 2008   4 Comments

Review – Drake

The Drake, what could I say? It’s simply a marvel in engineering by the Caldari mega-corps.

The battlecruiser is designed for level 3 missions and it could blow them out of the water no problem. After mastering those, I took it to do level 4 missions and simply, it was amazing. My first thoughts were, oh crap, what have I gotten myself into? Amazingly, I lasted and had won the battle; I was so proud!

This ship is designed for maximum killing and damage absorption. Throw on a few purgers and shield extenders, the effective hit points on this ship skyrockets into the 20k range or more. If for some reason, your capacitor gets sucked dry, it’s not that big of a problem. This baby can be setup to use cap with efficiency or, just don’t use cap at all.

Passive tanking is a skill you must master though. Even though the ship has the potential of being great, you the pilot, must still train for shield skills.

Active setups are different, and usually aren’t preferred as much as a passive build. They include the shield booster and cap boosters along with capacitor relays or flux coils. I won’t go into much details on it, since I don’t run active setups. But you can look around on the net and find some right?

Still, there are still some, just some, disadvantages to the Drake.

The tanking power sometimes will fail you. Since the shield works the strongest at about 33 to 35%, most people don’t worry until it gets to about 25%. Now the problem is, if something appears and shoots your shield down to 30%, then it starts failing. That’s the time to haul ass.

The Drake just doesn’t carry a shield booster because that’s just cap inefficient.

Since that is the only concern anyone has about the passive Drake, you don’t need to worry. I’m sure you’ll be just fine.

[expand title=Technical Specs:]

  • 5% shield resistance
  • 5% bonus kinetic damage of heavy missiles and heavy assault missiles
  • 99% reduction in the CPU need of warfare link modules
  • Default targeting range is 60 km with 9 locked targets
  • Velocity is 140 m/sec with 25 m3 of drone capacity
  • Shield hit points is 5469 and recharges in 1400 seconds
  • Power grid is at 850MW, 525ft of CPU, and 400 calibration points
  • There are 8 high slots, 6 medium slots, 4 low slots, and 3 rig slots
  • 7 slots for launchers and none for turrets[/expand]

[expand title=Passive Setup:]

  • 7 Heavy Missile Launcher
  • 1 Small Nosferatu -or- Drone Link Augmentor
  • 2 Shield Hardener
  • 1 Shield Recharger
  • 3 Large Shield Extender II
  • 1 Ballistic Control System
  • 3 Shield Power Relay
  • 3 Core Defence Field Purger
  • 5 Hobgoblin[/expand]

[ratings]

June 13, 2008   12 Comments