In this installment of the Core Skills series you will learn everything you need to know about warp mechanics and how you can use them to your advantage. Understanding these …
In this first video on the new Core Skills series you will learn the basics of setting up Safe Spots and Tacticals in EVE Online. These allow you to travel …
After the very successful launch of the new SFI Pro Guide, it’s time to make some changes to EVE Pro Guides so that it can grow a little faster. These …
After MANY months of flying the SFI, Stabber, and Cynabal almost exclusively, I am very excited to bring you the new SFI PRO Guide. This Guide is quite possibly the …
After I released my new PVP Video called Astro Zombies, I got a lot of feedback from people who wanted a Narrated Version. In the past, I have always followed …
I’ve found my self saying that many times in fleets. Maybe I’m the only FC that talks like that, I’m not sure. What I mean by “heat” is for the fleet to overload their guns.
Whether Solo or in Fleet, using your overload properly could easily mean the difference between winning and losing.
The reason is because it allows you to increase your effectiveness by 15% or more depending on what you’re doing.
Most Guns and Missiles will get a 15% boost to Damage Output. Shield Boosters and Armor Repairs get a 10% boost and Microwarpdrives get a 50% bonus to speed!
Here’s a secret that the Super PRO PVPers don’t talk about: The secret to pulling off insane victories is often just a few percent.
The more effective your modules are the more likely you are to win your fights. Think of it as increasing your probability. Loading the dice.
Every little bit of extra performance, whether it’s more damage output, better tank, or whatever, increases your probability of victory and loads the dice a little more in your favor.
This is why so many of the Super Elite PVPers use implants, drugs, command link bonus alts, etc. They know that to fight at a insane level they need to load their dice as much as possible.
This doesn’t mean you can discount skill though, because a bad PVPer with every possible advantage will still make bad choices and perform badly. These things simply magnify the skills you do have.
Overloading can load your dice heavily and it doesn’t cost you a billion ISK in implants.
In this Video Guide you will learn not just how to overload, but more importantly when to overload and how to get the biggest possible advantage from your overloading.
Over my time in EVE I have come across a lot of fun ships and tactics. One of them is the Sensor Boosted Alpha Thrasher. This ship has one purpose, to lock and shoot instantly. And when it does shoot, it hits pretty hard.
Your ideal targets are Pods, Shuttle, and Squishy frigates (Stealths, Covert Ops, Ewar, some inties).
Here’s the fit…
(click to enlarge)
Here’s the Text Fit:
[Thrasher, Insta Kill]
Gyrostabilizer II
Micro Auxiliary Power Core I
Sensor Booster II, Scan Resolution
Sensor Booster II, Scan Resolution
Warp Disruptor II
280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
[empty high slot]
Small Projectile Collision Accelerator I
Small Projectile Collision Accelerator I
[empty rig slot]
——————————-
In summary, this ship will lock most targets in about 1 second and do about 1,900 damage instantly. That’s more than enough to make the squishy targets I listed above go boom real nice.
So how do you use it?
If you are solo, then you need to focus on Flashy or War Targets and pop them on station undocks and gates. If you are in Null Sec, then just do the same. Sit on an undock or non-regional gate.
When a target jumps in, lock and shoot as fast as you can. Pods and Shuttle will die instantly (if you can lock them) and weak frigs will die in 1 to 2 shots.
Make sure you prime your overload on guns so that the second shot comes a little faster.
Should you want to try this with a fleet, then use the same tactics, except expand you target list based on the amount of thrashers you have.
For the first few years of my time playing EVE I refused to buy insurance. I felt like it was betting that I would die and lose my ship. My PVP philosophy at the time was that I should avoid dying at all costs and try to have a very high kill to death ratio.
That logic made sense then and still sounds like a reasonable plan now, right?
Actually no, it’s probably the worst way to PVP in EVE because you end up spending all of your time looking for the perfect fight and not actually fighting.
Instead turn that on it’s head and bet that you WILL die and lose every single PVP ship you have. If you don’t you aren’t taking enough risks.
PVP is about both winning and losing, the only people I’ve known to have very high kill to death ratios were people would wait days between fights because they were to scared to take any risks.
Great PVPers take risks… The best take calculated risks.
So if you are PVPing, you should be dying and if you are going to lose your ship, you should insure it. Pretty simple when you frame the argument like that.
But that’s only PVP ships. Mining, Missioning, Hauling, and other ships don’t usually benefit from being insured because they don’t get killed as often.
Finally, be sure you insure T2 ships also. It used to be a waste of money, but the rates have changed and now it is worth insuring a T2 ship if you plan on using it in PVP.
First of all, let me start by saying I hate mining and I do not recommend it to anyone. The bots have driven prices into the ground, making mining very unprofitable.
However, if you are new to mining and want to give it a shot. I will give you some advice on how to make the most of it and not get killed by a PVPer like me that will flip your can and blow up your mining barge just for laughs.
First of all, if you can avoid Jet Can mining by using a Orca or Hulk that has Cargo Rigs, I suggest you do it that way.
Second of all, DO NOT MINE ICE! That’s what 90% of the botters mine, it’s long boring and a waste of time.
Now that we have that out of the way let’s talk about what “Jet Can Mining” is. Basically, when you jettison something from your cargo, it creates a cargo can that has 27,000m3 space. This makes for a great place to put your ore while mining so you don’t have to run to station every 2 minutes. This is called a Jet Can.
When you Jet Can mine, you mine until your mining ship’s cargo is full, jet the ore into a can, then repeat until your Jet can is full. Once your can is full, you either go get your hauler and haul it to station or you start a new can.
However, remember that your cans only last about 1.5 hours from the time you jet them. I’m probably a little off on that time, but it’s pretty close. So make sure you get your ore before the can disappears.
At this point maybe you’re thinking… “Hey, I’ll just name my can with the time so I know when it was made!”
Not so quick… Can Flippers (that’s what they call people who hunt poor defenseless miners for fun) actively search for cans named this way. I can speak from LOTS of experience that a can with the time on it make life so much easier for a Can Flipper.
So DON’T name your cans. Leave them looking the same as they would look if they were cans left over from salvaging or something. Can Flippers will still find you, just not quite so often or easily.
But what if a can flipper does find you and flips your can? Should you go get your new Harbinger and teach him a lesson?
NO… Realize that can flippers do this stuff all the time and they are not just expecting you to do that, but they are hoping you do, so that they can get a bigger kill.
“But they are in a little T1 Frigate. That can’t hurt my Harbinger!”
Maybe, maybe not. But even if that little frigate can’t. The moment you “aggro” you will be giving them 15 minutes to respond and there’s nothing stopping him from going to the station and getting a bigger ship. Again, realize you are playing a game with someone who plays it over and over everyday.
You don’t go from never playing Basketball to walking on the court in a NBA game and expect to not do horribly.
There are some games that can only be won by not playing them.
Should your can get flipped there is one thing you can do that will hurt the flipper more than anything else, even if you were to destroy his ship (he doesn’t care if he loses his t1 frig).
That one Super Response that will piss can flippers off to no end is to simply DOCK! then sit in station until the flipper has left the system (local chat).
Should you want your ore back after he left, do not go try to take it. He could have a alt cloaked watching and waiting for you to take it.
The best way to get the ore back is to have a third party, (your alt or a friend) flip the can using a shuttle or rookie ship, then dock for 15 minutes until their aggro timer expires. Once they have flipped the can you can pick it up with zero risk because you are stealing from your friend or alt and not the can flipper.
Stick to these guidelines and you will avoid dying to can flippers…
But you still might die of boredom or potentially to a Ganker.
If you want avoid those two I suggest you quit mining and get The ISK Pro Guide. Or at very least sign up for my Free ISK Videos so you can learn some easier and faster ways to make ISK!
In EVE most tactics can be broken down into two types, Brawling or Kiting. Brawling is pretty simple, you go in close and you brawl until the end. There is little chance of disengaging should things go bad.
Kiting on the other hand is much more focused on maneuvering and the ability to disengage. If you want to fly solo or even small gang, Kiting is something you will need to master.
The reason it’s so important is that it allows you to fight out numbered by out maneuvering your targets and getting them to make mistakes that you can exploit.
But before we go any further let’s clearly define Kiting…
When you think of Kiting, imagine your target(s) flying a kite that circles them over and over. You are that kite.
When Kiting you orbit your target outside scram and web range. You can also Kite weapons from within scram and web range by retaining the ability to dictate range even while scrammed and webbed but still staying beyond the range of their guns.
In a Vagabond kiting could mean a 20km orbit, in a Tornado it could mean a 40km orbit, but either way the goal is the same, to remain in a position that allows you to both avoid close range damage, and most importantly giving you the option to disengage should things go bad.
In Solo PVP the most important factor to success is quite possibly having a strong ability to disengage. Sometimes that means kiting and sometimes that simply means jumping or docking.
When flying solo you should expect that every fight you have will end with you getting blobbed and plan accordingly. In EVE fair fights are the exception and rare. Most fights are in fact very unfair and it’s your job to make them unfair for your opponent.
Those are the basics but don’t let them confine your tactics.
Expand on this concept by varying your tactics based on situations. There are times when it will be worth it to go in closer for high DPS and there are times when you are better off expanding your orbit to 100km or more in order to draw targets away from the blob.
In the case of a 1-vs-1 you would kite to both avoid damage and retain the ability to disengage.
In the case of a 1-vs-blob you would kite at a distance and attempt to draw targets off the main blob so you can drop them while also retaining the ability to disengage.
When fighting blobs use harassment to encourage mistakes. Harass them until they make a mistake and give you an opportunity. Stay patient and let them make the mistakes.
Abbadon21 says: Your fleet member has to be over 150km from you, then you can warp to him at 100km. If he...
Paul newton says: I tried to warp to fleeted members at 50 k and it did not work only 150 k works
Abbadon21 says: I found a fit for the Cyclone I like better...
[Cyclone, Minute to Win It 2]
Damage Control II
Ballistic Control System II
Ballistic...
Abbadon21 says: I have used the HAM Cyclone a few times, and I have to say I'm very impressed with it.
Asswdai says: You're not doing anything wrong. I used this setup as a test to try and kill a Serpentis High Admiral...
EVE Online and the EVE logo are the registered trademarks of CCP hf. All rights are reserved worldwide. All other trademarks are the property of their respective owners. EVE Online, the EVE logo, EVE and all associated logos and designs are the intellectual property of CCP hf. All artwork, screenshots, characters, vehicles, storylines, world facts or other recognizable features of the intellectual property relating to these trademarks are likewise the intellectual property of CCP hf. CCP hf. has granted permission to EveProGuides to use EVE Online and associated logos and designs for promotional and information purposes on its website but does not endorse, and is not in any way affiliated with, EveProGuides. CCP is in no way responsible for the content on or functioning of this website, nor can it be liable for any damage arising from the use of this website.