The New EVE: Apocrypha

Hmmmm....Bummer....I wasnt even thinking about the EULA rules...

http://eve.grismar.net/wikka.php?wakka=JukeboxMusic

Been googling for awhile now reading all kinds of similar questions to mine. Seems the best way to listen to my own music is to just play it in the background using my own media player...Bummer, would be nice to just install them directly into EVE's Jukebox though. Oh well.....
 
Just search for the soundtrack off eve-files, add whatever you want to the playlist, and run another music player in the background. Far easier than screwin' with the in-game jukebox.
 
How can I apply to the [H] corp? I've been playing for about a day now and I already had some jackhole destroy my bantam. He stole my cargo containers and when I asked him why, he dropped my cargo. As soon as I tried to take my ore back he blew me away. I didn't even have any weapons to shoot back. BTW, this happened in Amsen VI.
 
How can I apply to the [H] corp? I've been playing for about a day now and I already had some jackhole destroy my bantam. He stole my cargo containers and when I asked him why, he dropped my cargo. As soon as I tried to take my ore back he blew me away. I didn't even have any weapons to shoot back. BTW, this happened in Amsen VI.

Welcome to EVE. :D Just remember much like Counter-strike and other multiplayer games, dying regularly is part of the game. Learn from it and enjoy returning the favor later on when you have a good grasp of mechanics. What happened is you can't take from someones can without getting flagged and you can then be shot by them and their entire corporation without police intervention. Even if it was your's originally to begin with, once its in his cargo hold it becomes his and you can't take it back without effectively stealing as well. So never take from someones can/wreck if they are around, and never believe them when they say yes it's fine. :p
 
Well crap, I can't seem to find a mining laser that I can afford after mine were destroyed. No laser = no making money. Is there someplace besides the market to buy a cheap mining laser?

*EDIT* Nevermind, somehow the market filter got set to show only items in the station I'm docked it.

Jeez I'm such a noobling.
 
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Well crap, I can't seem to find a mining laser that I can afford after mine were destroyed. No laser = no making money. Is there someplace besides the market to buy a cheap mining laser?

I have some laying around that I don't use, PM me your game nick and I will give it to you.
 
You can go and do the tutorial missions. It "gives" you free items AND ships as well as teaches you the basic mechanics of the game. Even if you have already done some of the tuts, you can do them again from other agents from other stations.

As Ive mentioned before to another just recently, start at the beginning of the thread and read thru it. You will learn ALOT and BOOKMARK the links given, you WILL need them.

Take it one day at a time Bro....try not to be in a rush to get to the top of the hill...in this game, patients wins....I just cant stress that enough.
 
I was running through the tutorials and the 2nd one they gave me was impossible with the rookie ship and gatling railgun I had. (Furrier Fiasco, or something like that) I just resorted to mining at this point until I get a better grasp of the mechanics of the game.

BTW, how does one use the large standard container? I bought it thinking thats what I needed to increase cargo capacity on my Bantam only to find out what I actually needed was a cargo expander.
 
Furrier Fiasco is a level 1 mission http://eve-survival.org/wikka.php?wakka=FurrierFiasco1

isn't there like a 10part starter mission before that..? I think once you've done that you get a ship, a real frigate should be able to do the mission. for initial missions I found you need to Kite the rats (eg, keep them at max range, you hit them, they don't hit you) pick them off one by one.

would advise to get the hang of the mission game, is far more profitable than mining for the newbie.
 
The containers you wont be able to transport till you have an Iteron ship or similar Industrial ship. They need to be able to fit inside your cargohold, then when you get to where your mining, you jettison the container next to you while your mining and fill it. However, you do not want to use those cause you cant secure them (lock).

What you can do (although it still wont be lockable) is to start mining and the first set of ore you get, jettison that.....It will be inside of your ships container (can) which is 27500 m3. With your rookie ship and, im going to assume, your one mining laser, would take you quite some time to fill. You will have to make several trips back and forth to collect the ore within it and bring it back, little by little to the station. But, If I remember correctly, they only last 2 hours, so I doubt you would fill it in that time, but thats ok, you dont "have" to completely fill them.

I would suggest you find an area (system) which has fewer people in it (look at your local chat window to see how many people are currently in that system). Make sure that system has a station that you can refine/reprocess your ore and mine there. Stay away from well populated systems while your mining, it will help you out and lessen the chances of your can being flipped.
 
Furrier Fiasco is a level 1 mission http://eve-survival.org/wikka.php?wakka=FurrierFiasco1

isn't there like a 10part starter mission before that..? I think once you've done that you get a ship, a real frigate should be able to do the mission. for initial missions I found you need to Kite the rats (eg, keep them at max range, you hit them, they don't hit you) pick them off one by one.

would advise to get the hang of the mission game, is far more profitable than mining for the newbie.

Listen to your fellow [H]'ers...they have been playing for a long time and know what they are talkin about. DOn2k is correct. If you are doing a level 1 mission, you should NOT be doing it in a rookie ship (the ship you get when you start the game). Find an agent and look at the mission stats next to their name. It will tell you if its a tutorial or not.

Do ALL of the tuts. They are easy to do and after your done, you should have plenty of ISK to get for fitting a decent Frigate.
 
I could use a bit of advice.

I'm in the usual, noob-corp-decced-by-griefer-corp scenario. 3-man corp is attacking and I have the following problem:

- 2 months in game (3M SP, half in learning)

The attackers were flying a Stiletto and Rifter (dunno where #3 was). I tried heavy missiles and those were a bust even against the Rifter with its MWD on. My missile skills suck, his speed was high and I barely scratched his shields (and I had some +scan res mods fit). Same for the Stiletto which would have an even smaller sig radius due to its MWD penalty reductions.

If they're still flying frigs when I see them next I'd like to have some sort of chance against them. My thinking is this:

- Fly a cruiser
- If there's 2 of them, fit a stab on to force at least one into scram range to stop me from warping off, then scram to kill the MWD and hit it with a medium neut (or maybe 2 of them) to kill their cap.

That will only work if a neut kills cap instantly instead of draining slowly through the cycle. Does it? Is this a stupid idea? Any other ideas?

I'll probably be solo since my beloved corpmates are suffering from logoffski. :rolleyes: To be fair, most of them have less SP than I do and they're nearly all miners. But screw them, I'm getting nothing from this corp except "who wants to go chew rock" converstation. You'd think they could at least organize heavy production of disposable ships in case they get decced (noob mining corp in noobish mining alliance = plentiful decs.) As soon as this dec is finished I'm on my own... or maybe they can attract more decs so I can get experience. The only real problem with that is that my skills are so low right now.

Missile size should match the target. Heavy missiles aren't good against frigates. There's a flash animation that explains missiles versus targets.

The biggest problem I had with Eve when I played it years ago was that it virtually mandated griefing and there was no shortage of griefers. I get the space pirate concept but don't buy into it when actual ship-flying skill isn't modeled and pirates/griefers can hide in just about any station. It's a recipe for sociopathology uncapped.

As to someone's prior comment - inertia is not modeled into the game (last I played). If your engines die your speed goes to 0.
 
Furrier Fiasco is a level 1 mission http://eve-survival.org/wikka.php?wakka=FurrierFiasco1

isn't there like a 10part starter mission before that..? I think once you've done that you get a ship, a real frigate should be able to do the mission. for initial missions I found you need to Kite the rats (eg, keep them at max range, you hit them, they don't hit you) pick them off one by one.

would advise to get the hang of the mission game, is far more profitable than mining for the newbie.

How do you kite in this game? I've been orbiting the NPC's during my missions, but there have been a couple where it has been pretty sketchy so far, where I have to warp out repari and come back. I've tried using the keep my distance option but found out that doesn't work so well with my frigate. Seems like the optimal range for my rifter is 1000m otherwise my accuracy goes to shit.
 
As to someone's prior comment - inertia is not modeled into the game (last I played). If your engines die your speed goes to 0.
There is a bit of inertia now in the game.
How do you kite in this game? I've been orbiting the NPC's during my missions, but there have been a couple where it has been pretty sketchy so far, where I have to warp out repari and come back. I've tried using the keep my distance option but found out that doesn't work so well with my frigate. Seems like the optimal range for my rifter is 1000m otherwise my accuracy goes to shit.
Well kite works when your weapons are medium to long range-ish. I think the long range weapons for Minamater is autocannons and artillery.

How can I apply to the [H] corp?
The [H] Corp, AFAIK, is basically gone now. Most of higher ups and members moved onto another corp.
 
Well kite works when your weapons are medium to long range-ish. I think the long range weapons for Minamater is autocannons and artillery.
.

I'm using 200mm protoype autocannons 1 and it tells me my effective range is 625m using EMP S rounds. I did have some 280mm howitzers which had a 10k range but couldn't figure out how to stay at range
 
I'm using 200mm protoype autocannons 1 and it tells me my effective range is 625m using EMP S rounds. I did have some 280mm howitzers which had a 10k range but couldn't figure out how to stay at range

Right click the "Orbit" button and set a default orbit range of 10000m.
 
Sweet! I just finished the Furrier Fiasco mission. Other than the training BS, this was the first time I got into some combat, what fun!

The new update must have changed a few things because I got jumped while attacking the infested lab by a couple waves of enviro-terrorists. (at least 10 of em in 2 waves) I took a bit of hull damage but I tore through them pretty quickly. I wound up equipping one small autocannon 1 and one small artillery piece with Titanium Sabot rounds. Most effective engagements were with orbiting target @ 5000m. Got a ton of stuff from the wrecks too that I'm going to have to figure out what to do with.

BTW, whats the best way to up the cap power on my Bantam?
 
SAW, you have done a good thing with getting this thread going, a lot of folks got a lot out of it. With Dominion just around the corner, perhaps it's time to retire it and have you start a new one for Dominion? I think we would all agree that as a small gesture of appreciation you are the one who get's to make the Dominion thread.

In the meantime, here's the news on sov, so now you can go and sell your Dreads. ;)

sovereignty - breaking the chains @ eveo

CCP Abathur said:
"Do not fear change, embrace it."

This blog is the first in a series which will focus on giving you a glimpse into some of the big features of our next expansion, Dominion. In this one, we want to give you a high level overview of how we plan to change the sovereignty mechanic. Subsequent blogs will detail things such as the theories behind some of these new concepts and, eventually, the actual mechanics as well as a few other key bits we feel directly affect the massive sandbox of null-sec game play in EVE. For now though, let's get started.

Out with the old...

In the beginning, there was no sovereignty... then there were starbases. Intended to be ‘homes' of a sort for corporation or alliance members, or even a lone miner in deep space, these venerable structures have since been pressed into a multitude of roles for which their initial design was never intended. Their link to attaining control of star systems is something which we will move away from in Dominion. So now comes the words which so many have longed to hear:

Sovereignty will no longer be tied directly to starbases.

This decision was an obvious one, as there is no one thing that causes more consternation amongst players than the seemingly endless task of shooting towers. Once the choice to do this was made, we then went ahead and pretty much scrapped the entire current system and started to build a new one from the ground up. Literally years of forum posts, player experience and feedback from the CSM contributed to what was a long, arduous process. What has emerged is a much leaner and infinitely more expandable system which we can continually evolve over time.

The thoughts and theories behind this process will be detailed soon in a following blog, but I'm sure you're ready for some actual information.

Planting the Flag

There are no sov ‘levels' anymore; you either have sovereignty or you do not. The mechanic for claiming a star system will be much more simplified and symbolic. You will plant your ‘flag' in the form of a new claiming module and it will sync up with the traditional ‘borders' of a star system, namely the stargates. The exact mechanics of how this works and why will be explained later, as we are still in the process of balancing the system, however we can tell you one of the more important bits.

Upkeep

Who makes sure all those stargates in 0.0 continue to run? Who pays the bills to the crews and funds essential services to ensure there are no breakdowns? When Dominion is released, the answer is simple - if you want to control the space accessed by these stargates, you will be responsible for their monthly maintenance and upkeep. The current design calls for this to be a simple ISK transaction, representative of things like duct tape for reactor maintenance, Amarrios breakfast cereal and other important stuff.

The other major factor is the more space you spread your ‘Dominion' across, the more expensive it will become to maintain your stargate network. We do not want to see alliances holding space simply for the sake of holding it or just making their color on the map bigger. We want to see alliances more properly utilizing their space and providing more places for their members to generate income. In order to facilitate that, we are going to let you do some really cool stuff!

Home Improvement

One issue that we intend to specifically address is that of ‘infrastructure'. This is a word you are going to hear a lot more of in the months and years to come. Essentially, we are going to give you the tools to improve the space you hold. There will be many ways you can do this, but they will all fall under one of three categories: Military, Economic and Industrial. These are not set ‘paths' that you can follow, simply a classification of daily activities that take place in EVE.

The idea is that some areas of space are obviously considered of less worth than others and always have been. This is going to change. YOU are going to change it. Through the investment of time, money and effort at all levels, an alliance will be able to directly affect the value of and develop the space they hold. This will consist of things as simple as investing in improvements that allow your members to discover new riches in systems long thought barren and useless. The resources were always ‘out there', hidden or out of sight, and now you will have the tools to access them. Other developmental areas will concern the expansion and efficiency of your industrial base.

In essence, you are going to be able to make your space more attractive to both your current alliance members and also smaller entities that might be looking for incentives to take their first steps out of Empire. The goal is to provide incentives for you and your allies to not have to spread out so much in order to provide reasonable rewards for your pilots.

I want to blow *%#$ up!

No matter what happens, there will always be important things to shoot. The key is finding a balance between allowing smaller gangs of raiders to disrupt the day to day operations of your space against requiring massive battleship and capital fleets to actually remove you from the same space. Conquest of space in Dominion will differ greatly from what exists currently, as will the ability of roaming gangs to cause an ‘AFK Empire' no end of frustration.

Just as raiders will be presented new opportunities to create havoc, aggressors intent on all out conquest will have to carefully weigh their plans and make decisions on what and where to attack first. Strategies that work in one system may completely fail in the next. Defenders of space in Dominion will have new ways of defending their space as well. These tools will not replace a proper defense force but they will provide new and exciting options which ensure that not every fight is the same and will reward investment in military infrastructure.

Dominion Tools

Tying all of this together will be a feature we are tentatively calling the "Sovereignty Dashboard" (cooler name pending). Depending on your level of access in a corp or alliance, you will be able to use this new feature to get up-to-the-moment information on what is happening in a given system of space that your alliance controls. You will be able to see where the efforts of your alliance are going, what areas of space are being developed and how you as a member, director or executor might help. This is just an overview of basic functionality. This feature may be expanded upon and you can expect more details soon.

Iteration & The Future

One very important point to take away from this blog is that everything described here is only the beginning. One of the mandates that we've followed in our recent development cycles is that any new features we introduce be open ended enough to allow for future development and improvement. The wormholes of Apocrypha are a prime example of this in that who knows what else might be lurking in the darkness of wormhole space? Likewise, while we felt that the old sov system was at an evolutionary dead end, with no ability to properly expand upon it, the new one we plan to introduce in Dominion is specifically aimed at allowing us to continually tweak it and introduce new content.

As an example of this philosophy, one feature which we plan to implement early next year as a direct follow-up to the new Sovereignty system is the introduction of Treaties. Without going into too much detail, Treaties will be a fully functional mechanic that formalizes many of the agreements already in game. The plan is to give alliances the tools to ‘rent' out areas of their space to other alliances or corporations, create formal military treaties and establish diplomatic boundaries with regard to your alliance interests.

As you can see, we are not doing this by half measures. The sandbox is about to get bigger and badder than ever. This is EVE Online - Dominion.

- CCP Abathur
 
From my understanding of Kiting....You are to get the Rats attention so they start to come after you....When they start heading your way, you turn the opposite direction (double click empty space 180 degrees from where the Rats are coming from) and turn on the afterburners. Keep them within range of your weapons by reducing your speed accordingly. Pop them one by one, as you are doing this, send drones off to them so they can help pick them off.

Well, at least thats my understanding of what Kiting is supposed to be.
 
SAW, you have done a good thing with getting this thread going, a lot of folks got a lot out of it. With Dominion just around the corner, perhaps it's time to retire it and have you start a new one for Dominion? I think we would all agree that as a small gesture of appreciation you are the one who get's to make the Dominion thread.

Thank You very much Thuleman :) I am happy this thread has helped out so many, myself included. You honor me with your appreciation and I would be proud to bring Dominion to the [H] as launch approaches.

Ive learned a great deal about EVE thru this thread and though I never got to a point where I participated in any sov., I look forward to what Dominion will have to offer to us.

I return the appreciation to you and everyone else who contributed to this thread and helped keep the thread alive. Without the help from ALL of you, us newbs would be hopelessly lost and confused.

Thank You :)
 
yep Thuleman, good call, saw that dev blog few days ago and remembered your post.... good (insightful/sneaky ;)) timing there, although I think the decimal place/lots of zeros trick will probably be the kicker. How do you think the changes will play out with gameplay ? I've never really null-sec'd / pos bashed before (bubble-free low sec ftw) , but the intention towards more roaming gangs having impact sounds nice (in theory) also the ability to improve your space, interesting indeed.

Also it was from EVE posts on this site that got me into the game, so all good kudos (++Saw) here for keeping up the exposure & always nice to help the new guys, space is a daunting place at first.

yep... Kiting, as above really. move in towards hostiles get aggression off a few rats at the edge, and then turn around and burn in the opposite direction. They will follow you, so you can pick them off one at a time. also means that you can move a group away from the rest & avoid them getting involved, zooming out helps with this.

Minmatar guns (AC's) operate mostly/with a large amount of falloff - so thats the stat you need to consider & train up trajectory analysis- and long range guns are generally better especially for early missions.
 
yep Thuleman, good call, saw that dev blog few days ago and remembered your post.... good (insightful/sneaky ;)) timing there, although I think the decimal place/lots of zeros trick will probably be the kicker. How do you think the changes will play out with gameplay ? I've never really null-sec'd / pos bashed before (bubble-free low sec ftw) , but the intention towards more roaming gangs having impact sounds nice (in theory) also the ability to improve your space, interesting indeed.
I have seen a lot of whining on the forums about this blog entry already, even though all we know its that sov is changing. Over at SHC some devs said that Dreads will still be needed to shoot capitals and supercapitals. While that may be true, I personally don't see that happening.

The fact is that one doesn't need a Dread to bring down another capital or supercapital. Yes, the DPS can help, but looking at the Rev it comes in at approximately 1.9 billion "retail value". Most of this value is not insured. Instead I can field 10 well equipped battleships, and the out of pocket expense after insurance will only be about 1/4 compared to the dread.

However, the whole rationale relies on the fact that there will be capital vs capital engagements, or supercaps on the field. EVE has already seen a lot fewer motherships fielded since it because fairly trivial to take one down unless it has sufficient support. With the demise of the Titan I expect fewer capital engagements yet. Sure, there will still be people flying capitals just because they can and want to, but since a lot of pilots won't have to fly them anymore I think that those pilots just as soon sell their Dreads and get into different ships instead.

All in all I am looking forward to this expansion, I had feared that it will suck, but it seems to me that Dominion will reward those alliances who actually care about the space they hold and it will punish those who hold vast amounts of space and don't use it.
 
With the changes to sov and space holding mechaincs, if a alliance doesnt pay the stargate upkeep bill, will they just shut down?
 
Get a new ship, you shouldnt be in a bantam for missioning. Get a kestrel got 3 launchers on it.
I had a Kestrel before I got the Bantam, lol. Just couldn't use it until I had the appropriate skills trained up. The Bantam was just a means to earn money to get the skills I needed for it. I guess I overtrained a bit as my first mission with the Kestrel allowed me to fit 4 launchers.
 
No, instead of paying for sov with pos fuel you will pay "stargate upkeep". If you don't pay the sov will drop, not switch off the gate making it a safehaven to carebear behind.

Ahh ok, that makes sense. Sounds much easier then having to visit hundreds of POS to refuel.
 
Ahh ok, that makes sense. Sounds much easier then having to visit hundreds of POS to refuel.

From what I read, and mind you, most of it is still pure speculation, it's a much better system for alliances which actually use their space. Those who hold vast amounts of space but do not develop it (I.e. the xXDeathXx crowd) will have a hard time with the new mechanics.

There will be an incentive to develop space, as in upgrade it with whatever upgrades. Some alliances are in a much better position to do so since they engaged in outpost spam rather than just expand territory for no real reason.

Influence will radiate out from outpost systems, those will be the first to claim new sov, and to receive home improvement upgrades. From there it will be neighboring systems and so on. Should be fun, I am certainly looking forward to it because there will be a lot of opportunity to really cash in big.
 
I DID IT!!!!!! I DID IT!!!!! I DID IT!!!!!

Chalk up another victorious Mission completion for me. Im on a roll WOOOT!!!!!!

This time, it was The Blockade Level II mission. I spent all week long reading detail for detail with all the modules for fitting up a Thorax I bought to replace the Vexor I lost. And although, the Vexor has double the drone space, I wanted to have that extra low slot the Thorax gives ya.

What I ended up building on EFT turned out to cost WAYYYYY to much to actually fit, so I had to downgrade a few things, but, as it turns out, I didnt even need what I used cause those Serpentis Rats werent even hardly scratching me at all.

I couldnt believe how easily I was blitzing thru that mission....all on my own too. I had the butterflies in my stomach....my heart was pounding.....ahhhh, what a GREAT game EVE is....once you learn the "WHYS" of fitting certain mods and the "HOWS" for implementing them.

When I looked up this mission in the Survival Guide and saw there was going to be wave after wave after wave of destroyers, cruisers and special attack frigates...I thought I wouldnt stand a chance. Drones and Kiting.....yes sir re bob....that was the ticket and worked like a charm.

Im looking forward to tonights missioning. Strange...earlier, all I ever felt was like I was a brittle little pilot and would pop on sight.....Now that Ive got a few victorious missions under my belt....heh, now I feel invincible. What a great feeling...
 
Im looking forward to tonights missioning. Strange...earlier, all I ever felt was like I was a brittle little pilot and would pop on sight.....Now that Ive got a few victorious missions under my belt....heh, now I feel invincible. What a great feeling...

In Before The Pod :p ;)
 
In Before The Pod :p ;)
LMAO!

I made my first million isk tonight. Of course that just means that I accumulated it before spending it all, lol. I've been kicking NPC ass with the Kestrel and I just bought a Merlin. As much as I love the K, it just doesn't have the cap power and buying the Merlin is a shit-ton quicker than training all the skills needed to up the cap juice. I haven't fitted it yet as I didn't want to risk the 26 jump trip that close to down-time in a brand-spanking new ship with no armaments.

Damn this game is addicting. :p
 
In Before The Pod :p ;)

lol... Way to go Saw, what space are you missioning in? 5K more LP and I'll head off to Caldari or Gallente space and start training Gallente Cruiser/BC.

@cgrant26 - The Kessie is a good missioner, no mixing guns like you will with a Merlin and vastly better cargo. Better speed, too. Great L1 ship until you get into Destroyers.

I got yelled at in corp chat (Perkone) for running a Ferox with 2x passive and 2x active hardeners... People said to go with a shield booster but I've been running L3s with zero problems using an omni fit (and now using eve-survival.org for misison fits.) Actually, I've been mostly using omni fits to get a small feel for PvP and mostly no problems other than the L4 fails, but that has to do with turret damage.

7x 250mm rails, 1x salvage, 10MN AB, 3x magstabs (lately 2x magstab and 1x tracking enhancer) and I need a PDU to fit the grid. Zero problems with L3s but I can always improve...
 
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Im in Verge Vender atm, System Schollzer (thats the best I can remember how to spell it).

After finishing up that last mission, an agent invited me to take part in a Storyline mission. Completed the 1st of 4 parts to that story line last night and once again....ZERO problems :)

The fitting I have for this Thorax really seems to be kickin butt. All I have to do is change out some Armor Mods to suit the mission and Im good to go. Im not even getting scratched when in battle. For the time being, im really liking my +20km range on my turrets. For that matter, im actually doing damage to the rats at +40km....but I usually get in a bit closer so I can have my drones attack, which they need me to be within 35km.

I created this build during this past week. Thought it would be pretty good....till I was actually INgame and saw added up the actual cost, which was going to be around 27mil. not including the ship.

[Thorax, Mission Runner]
Damage Control II
800mm Reinforced Rolled Tungsten Plates I
Medium 'Accommodation' Vestment Reconstructer I
N-Type Kinetic Hardener I
N-Type Thermic Hardener I

10MN Afterburner II
Medium Peroxide I Capacitor Power Cell
F-b10 Nominal Capacitor Regenerator

Dual 150mm Prototype I Gauss Gun, Antimatter Charge M
Dual 150mm Prototype I Gauss Gun, Antimatter Charge M
Dual 150mm Prototype I Gauss Gun, Antimatter Charge M
Dual 150mm Prototype I Gauss Gun, Antimatter Charge M
Dual 150mm Prototype I Gauss Gun, Antimatter Charge M

[empty rig slot]
[empty rig slot]
[empty rig slot]

Hobgoblin I x2
Hornet I x2

Nevermind the Antimatter charges (I havent figured out how to change that setting in EFT yet)

The guns were TOO MUCH, along with a few other things I really didnt need. Under the advice of Cantonious, I made a few modifications to that build. He suggested to get rid of the Peroxide mod and add in another Cap Regen.

So, I did.....works great too. I also had a few items already, so to save a bit of ISK, I used what I already had and came up with this fitting...

[Thorax, Mission Runner]
Damage Control II
800mm Reinforced Rolled Tungsten Plates I
Medium I-a Polarized Armor Regenerator
N-Type Kinetic Hardener I
N-Type Thermic Hardener I

10MN Afterburner II
F-b10 Nominal Capacitor Regenerator
F-b10 Nominal Capacitor Regenerator

250mm Compressed Coil Gun I, Antimatter Charge M
200mm 'Scout' I Accelerator Cannon, Antimatter Charge M
200mm 'Scout' I Accelerator Cannon, Antimatter Charge M
[empty high slot]
[empty high slot]

[empty rig slot]
[empty rig slot]
[empty rig slot]


Hobgoblin I x2
Hornet I x2

Again, pay no attention to the Antimatter charges, Im not using those.

This build works so well...I havent had to use any of the Armor Hardeners or anything at all for that matter. I just change ammo types to suit the mission and Resists...but havent needed to use any of the Resists yet anyways...

So far, this fitting is kicking some ass.....
 
Right click on the gun in EFT, you can then select from T1 and faction ammo.

Also, swap the damage control for another hardener. Damage controls are only used for PVP tbh.

Ahhh....thanks Mashie...been wondering how that was done.

Will keep in the mind the Damage Control for PvP.....thanks again.
 
In my experience a damage control is great in all situations for newer players. It gives them that last buffer to get out in (resisted structure).
 
So does the game offer any sort of hands on flying? Right now I'm growing increasingly bored with the game. It seems like everything is auto-pilot. Warp to location, select targets, orbit targets, lock targets, turn on weapons, watch weapons kill targets, loot targets, warp back to base ad nauseam. Dock ship and train skills then log back in train more skills rinse and repeat the auto-pilot missions.

Is there something I'm missing? I mean I know there is a sort of monotonous routine with MMO's but this has got to be the absolute worse I've ever seen in over a decade of playing MMO's.
 
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