Monday, September 16, 2013

A guide to FCing wormhole daytrips for fun and profit

How to fly backwards into a wormhole and die

brought to you by a DAMN PATRIOT, Dropbears Anonymous, and the BRAVE Collective


Nullsec isn’t cool. You know what’s cool? Wormholes.


This guide is designed to not look like Sunday afternoon sperg while simultaneously being Sunday afternoon sperg. It’s also designed to take you from 0 knowledge about wormholes to knowing how to “safely” or “competently” FC a resource extraction™ wormhole dive and make it out in as many pieces as you came in, plus blue loot and nanoribbons.


A little info about holes

Before you go flying your ship backwards through a hole, there’s a few things you need to know.


1. No Local.

Technically, delayed local. In other words, the local chat list is populated as people chat in local, and not instantly like in K-space (where landlubbers are). This means that even if your local list is completely empty, you have no idea how many people are in system. Could be 1 cloaky scanner alt, could be 100 xXpizzaXx’s.


Rule: Don’t talk in local.


2. Mass/time limits.

Wormhole connections have mass limits. Here's a guide to them. These mass limits are very simple: mass/jump is the largest ship you can put through a hole without lube, and max mass is the total amount of mass a hole can handle before it gets sore and collapses. We’ll get into hole rolling in a later guide (hint, you can always run a BS with prop mod on through a 2000Gg hole while it is before the verge without collapsing it).


Wormholes can spawn with mass that is up to 10% lower or higher than their typical mass - a 2000Gg rated hole can actually spawn with 1800Gg or up to 2200Gg.


But (as brave provisions knows), you can only put so many ships through a hole before it collapses. To give a rough idea, a 500Gg hole can handle… nevermind, don’t fucking go through 500Gg holes, they’re stupid and pointless. A 2000Gg hole can handle [all of the] cruisers and battlecruisers. It can also handle approximately 8.5  battleships for a roundtrip. Don’t put that many through one.


Mass limits are why T3 cruisers are such a popular option - in many ways as powerful as a battleship, and very low mass.


Wormhole connections also have time limits. All you need to know, is that if a hole was “reaching the end of its natural lifetime” when you found it, you can’t go through it and expect to come back out. If you saw it change from “won’t last another day” to EOL, then you have at least 4 hours from the last time you saw it “LAD” until it collapses. Set a timer, or don’t go through it. Or go through it, I don’t care.


Rule: Check info on a hole before you go through it. Know how much your hole can handle, and don’t collapse it, unless you’re into that kind of thing


3. Bookmarks

Wormholes aren’t like gates - they don’t appear in your overview. You have to scan them down. If you are in a wormhole, and you don’t have bookmarks out, and you don’t have a probe launcher (preferably with probes), you are well and truly stuck. In this case, try talking in local. The residents of the hole may or may not help you out (or explode you).


Rule: So, as you go through a wormhole, whether you scanned it down or had your hand held there, bookmark that shit on both sides.


4. D-Scan [this should really be #1 guyz. guyz? ...spai?]

Check. Yo. Mothafuckin. dscan. Open your scanner, hit the Directional Scan tab, set your range to 999999999999999999, your angle to 360, and uncheck ‘use active overview settings’. You can use dscan instead of combat probes 90% of the time to hunt down targets in a system, but that comes later.


Since you don’t have local chat, you don’t know who’s in system. Which means it’s fucking imperative that you spam your dscan, so that you know what ships/structures/bullshit is around you at all times.


Max range on dscan is 2147483647km, or 14.3550415 AU, or for your purposes, 14.3 AU. Dscan will give you a readout of all ships/structures/wrecks/drones/celestials within 14.3 AU, except of course cloaky faggots.


Know what your fleet looks like - if you’re with an unfamiliar group, have them all name their ships with a tag - symbol, word, dick, whatever - so that you can easily identify when a non-fleet ship pops up on dscan.


Rule: dscan is your friend, spam that shit. Make your fleet spam that shit.


5. Threat assessment/Hole Info

Bookmark http://wormhol.es/. Trust it. Hit the refresh button. It will tell you what static connections the hole has, what kind of hole it is, how much activity it has seen recently, who lives there, and when the last kill was. This info, plus dscan, can give you an assessment of how dangerous the hole is.


Every wormhole has a static connection - that is, a hole that will always spawn to a certain type of space - nullsec, c1-6, losec, hisec. They will also have a chance of spawning wandering connections, and having incoming wormhole connections from other space.


Every hole has a type and some have attribute modifiers. C1s are shit and worthless except as connections. C2s often have hisec/losec/C3/C4 statics. C3s are ideal for newbie fleets. C4-C6 are other more scary things for later.


Generally speaking wormhole residents won’t tangle with a 10 man BRAVE daytripping fleet - the odds of you being in their hole at the same time as they have enough guys online to schwack you is low.


But it’s definitely possible. And don’t be surprised when a 3 man T3 fleet wipes your 13 man battlecruiser fleet. Because T3s, that’s why.


Another danger is the lone wolf logging on and hunting down your noctis/salvage dessie which is trailing behind salvaging your shit (and carrying the whole point of why you came in here in the first place.)


If you see ships in the hole on dscan, use the angle adjustment and tracking camera to narrow them down to a known point in space (usually a POS at a moon). Usually they are just emtpy ships floating in a POS.. Sometimes they are duders running a site. [go kill them][more on that later].


Rule: find out what’s in the hole before you go in the hole. It could have something nasty.


6. Safe Spots and Perches

Make safe spots and perches. A quick safe spot is made by warping to a customs office at a random distance and dropping a bookmark mid-warp (the book drops when you click submit). A true safe is made by warping back to that safe and then to a customs office, and dropping a mark which is not in line with any two celestials.


If you are at a safe, you are completely safe from being warped to, until you see combat probes (or you’re in a carrier, in which case you can be combat scanned from outside 14.3 au.)(also why are you reading this guide and flying a carrier?)(stop it.)


Make perches. A perch is a place near a place. For your exit wormhole, make a 150km (on grid) perch that you can observe from, and an off-grid (within 14.3 AU) perch that you can dscan from.


Rule: Make safespots and perches. You will think it’s pointless until you need them. Then it will be pointful.


How to FC that shit like a boss while not giving a fuck

I joined BRAVE when I was a week in. My first day, (after blowing up on the Mendori gate), I shitted up corp chat until a particular Australian said some shit about a wormhole fleet and I put my newbie hand up. He let me fly around in there in an atron and I didn’t even die. And he gave me isk. And I was fucking hooked.


I trained into a shit-awful T1 logi ship and then started putting fleets together, as a 2 week old newbie. I may or may not have welped a few fleets. But people (all with way more SP) than me followed me in anyway, because we made ISK and we had fun, and because of my silky smooth voice.


So this is how you herd newbies into a wormhole with 7 total SP and 0 total experience and 0 fucks given.


1. Fleet Comp

There are 2 main fleet comps that you can use to WH dive. I always used armor, because I started off as an armor logi, and armor is better and shields suck. That being said, drake OP solodrakbansolodrakbansolodrak.

Armor

Armor fleets rely on logi to stay alive, because there’s no way to boost your passive armor regen to stupid levels, and because real men don’t fit self reppers.


Your logi fleet will consist of:
2x-3x Logi
5x-10x DPS Cruiser/BC/BS
1x Salvager
1-3x Some scouts or something


If you fly with 2 logi, when one gets primaried, he will probably have to warp out, because now only 1 other duder is repping him. Or, you can fit RR on one of your DPS ships (probably a myrmidon, prophecy, or dominix) and use Augorors - they orbit the RR DPS ship and pretend he’s on day 37.


Any DPS armor cruiser or up will do, it’s up to you how you want to distribute loot based on DPS or what have you.


Requirements for tank are 55% minimum resist with 3000 armor HP. This is insanely easy to achieve. Anything less and you will get alpha’d off the field and be sad.


Tell your DPS to fit medium range guns - sleepers spawn at 30-55k and orbit at 5-12k. Use guns to clear off cruisers-battleships, and drones to clear off frigates.


Salvager needs to have salvage 3 and fit salvage tackle rigs on his noctis or salv dessie.


Scout should be good at cloaking and probing and shit.
And that’s your fleet.

Shield

Drakes, or something.
Salvager
Scout or something


Get your tech II tank going and smooth out your resists, fit shield relays and stuff (I have no idea how shield stuff works). Fit HAMs and an MWD because if you use heavies you’ll just take forever to clear sites.


You can also use Ravens, if you so choose.


2. Find yourself a hole

If you have some good duders that you run with, maybe you can get them to help you find holes. If not, you’ll have to find your own holes. Usually my fleets began with, “Hey guys, found a really good C3, who wants to come?” They ended with welp, but nevermind that part.


Scout around your area, losec primarily if you’re looking for C3s, until you find a C3. Assess how dangerous it is and look at how many combat anomalies there are. Figure 50m/site, and decide if it’s worth your effort to run the hole.


If you want to be professional, you should scan down every sig in the hole. If you’re cooperating, you can use a copy of a publicly editable siglist, like this (Make a copy of it.) That way you and your duders aren’t scanning the same shit at the same time and can share info easily. If you’re really a boss, you can use siggy. But that’s another story.


Bookmark all data/relic sites, and maybe even explore neighbouring wormholes.


3. Herd your newbies into the hole

Do your normal fleet stuff. I found that when you’re starting out, it could take up to 1 ½ hrs to organize a fleet and get it to the hole. Yeah, I know. Once you have a contact list and know reliable people [or use the dropbears anonymous channel], you will be able to organize fleets much faster. Use normal procedures, including a +1 scout, to make sure you don’t welp on the way to or from the hole. That’s always stupid.

You can leave your scout on the outside of the exit hole watching local (because people like to chase newbies into womrholes and kill them, it’s the darndest thing), or if there’s another hole connection that you think is really dangerous, you can put him there, watching, waiting, commiserating.


4. Run some sites

A sleeper site in a C3 generally consists of 3 waves of frigates, cruisers, BCs, and BS. If you type the name of the site into google, you’ll come up with an eve-survival guide to each site, with DPS figures, and triggers. When you’re starting out, you’ll want to kill everything on a wave before popping the trigger. Once you get a feel for their DPS output and how solid your fleet is, you can just start popping everything.


Keep watching dscan while you’re running sites. People can show up to ruin your day. If you see ships on dscan that you don’t recognize and/or are afraid of, and you aren’t sure what to do, make sure noone is being scrammed by sleepers, and then bail the fuck out to your losec exit.


Bookmark sites so your salvager can come behind and salvage that shit. Salvaging is where you make a large part of your money, so don’t skip this step, jackass.


Relic and Data sites aren’t very worth cracking, but they have NPC spawns just like anomalies, so they’re worth running as if they were normal combat sites. If you really want to crack some cans, the Relic sites are much more valuable than the Data sites, on average.


Hang out at the last site until your salvager catches up and salvages everything.


Leave the hole.


Don’t welp on your way back.


5. Split up the loot

If you can afford it, it’s nice for everyone if you can buy out the loot at the end of the site. If not, just promise to give everyone their money once the loot is sold.


Sell melted nanoribbons and a few other valuable salvage items in Jita.


Sell blue loot (you’ll recognize it once you see it) to NPC buy orders. Just show market details on your blue loot and look for the buy order which is a round number price (like 1,500,000) and a round number quantity (like 555). Watch out for scam buy orders by players. Seriously. If there are no NPC buy orders in your region, use evecentral.


Use a covops or blockade runner to move this shit. Moving it in anything else will get you suicide ganked.


We use this loot sheet to distribute loot in dropbears. Put in your pilots and their roles. Any pre-filled roles that don’t have a pilot, change the role to none. Put your total number of sites in the appropriate boxes, and if someone joins or leaves your fleet, put a -X site modifier for how many sites they missed. On the rules sheet you can change your corp tax and define new roles, such as low DPS or hacker.


And that’s it, I think. If I missed anything, you know who I am and where to find me. 7o fly hard.



~a DAMN PATRIOT

Friday, August 9, 2013



So, my basic philosophy on skill training and what ships to fly, molded in the fires of joyous atron explosions in good old rahadalon, is, shitfit everything, fly what you can't afford to lose, never not don't train support skills, and do what everyone says you can't do. Bittervets will tell you, you can't fly that battleship, you don't have the support skills. Well, give me 5 players with 5m SP over a player with 25m SP flying a properly fitted ship any day. Being terrible is what we do in brave newbies.
So, this career "plan", if you can call it a plan, is a summary of the quickest way I could think of to get into the various roles that are called for in a wormhole PVE fleet. These aren't the only ships we fly, far from it. But, I think the myrm is the quickest DPS ship to train into, and the domi is so good it's getting nerfed. But still good.
Anyway, it's a first draft, I probably forgot lots of shit and fucked it all up, feel free to critique it to shreds. When I tell you to fuck off, what I actually mean from the bottom of my heart is really, "fuck off." <3

text version linky

Thursday, July 18, 2013

Quick little intro to wormholing with Patriot

Yeah it's about that time. Time for me to promise a daring wormhole adventure and untold riches, and then to abscond with all your monies.
Well hopefully not.
More info will be to come, but I want to throw this post up so that people can get ready to participate if they want to, and most importantly to START LOOKING FOR A NICE EMPTY HOLE FOR US TO FILL.
So, the important part first: I'm offering a 200m reward for each of the following, EMPTY (Meaning no online POS anywhere in the hole):
  • C2 with a C3 static and a Hisec/Losec Static.
  • C2 with a C4 static and a Hisec/Losec Static.
So, goddamn, patriot, how do I find these holes and claim this glorious reward?
  1. Go scanning in hisec. About 75% of hisec systems will have a wormhole at any given time. You can do the data sites and the relic sites, and also probe down wormhole signatures when you find them.
  2. Right click on the hole and select info. Is the hole "reaching the end of its natural life?" No? Good. Yes? Good as well, but be prepared for the hole to spontaneously close, meaning you have to scan a new exit and possibly have an exciting journey wherever you pop out.
  3. Pop inside the hole. Is it blue? Yay! Open www.wormhol.es[1] (yes, I know there's others, but this one has a button.) in your eve browser (alt+b) and add it to your trusted sites.
  4. Press the refresh button next to the text box. Info about the wormhole will pop up. It will tell you what kind of a hole it is (C1-C6), what kind of effects it has (Wolf Rayet, Black Hole, etc.), and what statics it has (Null, Low, Hi, C1-C6).
  5. Do all of this within 30 seconds and you have no chance of dying. Take longer, and someone may explode you.
  6. Send me a private message on reddit as well as on EVE (so I can respond faster). If it's this weekend I might not respond (I have military shit to deal with. Like, real life military not space military.)
  7. Best thing to do is stay inside the wormhole, if you don't mind fondling yourself while you wait for me to respond. If you don't have a cloaking device on your ship, you may want to log off in a safe spot so that you don't explode. If you leave the hole, I may travel to the hisec system and find that it is gone, then I will be sad.
  8. I will fly to your hole and slip inside. If it's as empty and delicious as you have told me, I will transfer your dirty whore money immediately with a smile.
Also, I'll know how awesome you are and want you in all my wormhole fleets.
So, for those of you who are wondering, what the fuck is a wormhole and why do I care? Here's a few quick bullets (not a guide, I'll do one of those soon).
  • "W-Space" systems are systems that aren't on the map, which are accessed through portals called "Wormholes"
  • Different classes of wormholes are C1,C2,C3 etc. to C6.
  • Combat/other sites spawn in wormholes, and they have NPCs called "sleepers" which drop phat l00tz. (40-70m/site in C3, more in higher)
  • You can put up a POS (Player owned structure/starbase) inside a wormhole. This acts like a tent on a camping trip. It's not really as comfortable as a station/house, but you can have lots of fun/uninvited touching in it.
  • There's also lots of other profitable stuffs you can do inside wormholes, like PI, mining, industry, etc. I don't really care about that stuff, but if you do, you can come in my hole and go nuts.
WELL GEE WILLICKERS THAT SOUNDS FANTASTIC PATRIOT, BUT IT SOUNDS LIKE IT TAKES A LOT OF SKILL POINTS/FANCY SHIPS TO GET IN ON ONE OF THEM THERE WORMHOLES DON'T IT?
No. No it does not. The way BNI does wormholes, a bunch of month old characters can make 10-50m isk/hr through the power of TEAMWORK (and logi), and it's not hard.
BNI generally uses two kinds of wormhole fleets, Armor+Logi and Passive Shield. I said this wasn't a guide, but I can't help myself. Here's what you can aspire to in order to contribute.
An Armor+Logi fleet consists of:
  • 3 T1 Logi cruisers: Exeqorors and/or Augorors. If you can fly both, better (takes less than 5 days to be able to fly both quite adequately.)
  • 3-5 DPS armor cruisers/battlecruisers. The only requirement here is ~60% armor resists across the board with more than 3500k armor buffer tank. The more DPS you can field, the more FCs will like you in their fleets. Bittervets, I know that seems like a scary paper tank, but it's all that's really necessary. Trust me, I do it all the time. And I'm a doctor.
  • A salvaging destroyer/noctis with a cloaking device and salvaging skill of IV or V.
  • That's all.
The easiest (least SP needed) way to get into a wormhole fleet is by flying a logi. My 30 second logi guide[2]
Once you can fly a logi, start training for a T3 battlecruiser, like a Talos or Oracle. Those things put out massively disproportionate DPS to how easy it is to train for them (if there's interest, I can do a 30 second guide). Suffice it to say, a 1.5 month old character can do 600+ DPS in one of those suckers.
Also, if you train salvaging to IV, you will almost be guaranteed a spot.
Passive shield fleets consist of:
  • Fucking drakes that can't ever die because fucking drakes.
  • A salvager or something. Or if enough drakes have salvagers equipped, you don't even need this fucker. Meaning your fleet will consist of:
  • Fucking drakes.
So, to sum up, wormholes are a fun way to practice being in a faux-pvp fleet, with a dash of danger (you'll see) and make a lot of isk (like, a lot. stupid isk.)
SOUNDS AWESOME PATRIOT, HOW DO I GET IN ON THIS HOT HOLE PENETRATING ACTION?
Join the channel "dropbears anonymous" for more info. Once I have a nice hole, I'll be tossing up a POS, and fleet operations should begin as soon as next week! If you have any questions, ask here or PM me in game.
7o 7o fly hard
a DAMN PATRIOT
Head of PvE, BNI

Tuesday, July 9, 2013

Logi Guide (Also, Hi)

This is the place where I put all my newbie guides for newbies. The first one is this logi guide which I originally posted on the reddits.

I've been seeing a couple of posts asking about logi recently, and I was concerned to see the responses over complicating it. Also, since we're flying talwarfleet and fightcagefleet, there's been no opportunity to teach logi recently.
So, here's a quick guide on how to fit a brand fucking new character into an Exequoror, what the different ships do, why they are good, why they are bad, and how to fly logi like a boss as a total [brave] nub.
If you want to fly a ship other than the Exe, I'll mix up a quick batch of skills you need, but they're all very similar.
Skills
I'll do the skills with a basic level first, and a preferred level with a *, so like this:
  • Hull Upgrades III, V*
Hull Upgrades III will let you equip basic armor tanking mods. IV will get you Damage Control II, and it's good enough. You should get V at some point anyway, but the point of this guide is to show you how QUICK and EASY it is to get into a GOOD logi ship, so the * level is mostly to ward off the haters. It's NOT necessary right away. So:
  1. Signature Analysis II, IV* - 45m train decreases your lock time. Important because you have to target to heal.
  2. Long Range Targeting II, IV* - 1.5hr train to make sure you're in locking range of your buddies.
  3. Targeting III, V* - 4.5hrs gets you 4 lockable targets, good enough.
  4. Energy Management III, V* - Because Exeqs rely on themselves for cap, you need half decent cap skills.
  5. Energy Grid Upgrades III, V* - This will let you fit several cap charging slots to get cap stable. You WILL be cap stable (with propulsion mod off)
  6. Mechanics III - Reqqed for other skills.
  7. Armor Honeycombing II, IV* - 2.5hrs increases your agility a bit, worth it.
  8. Jury Rigging III, IV* - Reqqed for armor rigging.
  9. Armor Rigging II, IV* - Lets you equip armor rigs, you're gonna want them, although they aren't necessary if you're putting together disposable ships.
  10. Hull Upgrades III, V* - Lets you equip armor tanking slots.
  11. Remote Armor Repair Systems III, V* - Lets you equip med remote armor repairers. IV lets you equip tech II!
Total training time: 2d 16hr.
Yep, 2.5 days and you can fly a totally useful, acceptable, BRAVE logi. It's so fucking easy everyone should do it. Cross training to all the other logi will add another 2.5 days at most. So, less than a week and you can fly all racial logi, decently.
Fit
I don't like post fits for newbies, because it doesn't teach you how to fit. So this is how you fit your Exe:
  • High slots: All remote armor repairers. Meta 3 is usually the most cost effective.
  • Mid slots: I like to stick on an MWD, because I'm impatient. Others like AB, because it doesn't hurt your cap total (MWD reduces your total cap pool, even if its off), and it doesn't increase your sig. AB probably better. Fill the remainder with cap rechargers (probably eutetic, meta 3s). You may take these out later, but start with all cap chargers.
  • Low slots: Keep sticking on cap mods (Power Relay is what you're looking for, it reduces shield recharge and increases cap recharge) until your cap is green. Remember to have your prop mod (propulsion mod- your AB or MWD) off when you're trying to make yourself cap stable. Also remember that if you offline your MWD your cap pool increases, so you might not really be stable. Play with it.
Once you're cap stable, fit your basic armor tank in this order: Damage Control, Biggest Armor Plate You Can Fit, Energized Adaptive Nano-membrane, another EANM/explosive hardener, a magnetometric sensor array.
The reason you do it in that order, is - DC - gives you great resists. Resists are overpowered for mathematical reasons. Armor Plate - you need buffer, which is health available to go away while your friendly logibros lock and heal you. EANM x2 - because resists are overpowered. Put on an explosive hardener instead of the second EANM if you don't want to rig. Mag sensor array - to resist jamming.
If you're still cap stable, go to your mid slots and put in a sensor booster with a scan resolution script, this will decrease your lock time and make you land reps on target faster.
  • Rig Slots: At a minimum, put an armor anti-explosive pump if you don't have an explo hardener. Otherwise, rigging your ship will double the cost, which is fine, and I rig my ships, but you can also consider the effectiveness of having a 3/4 effective ship at 1/2 the cost - sometimes worth it.
If you're rigging, put on the anti-explosive pump and 2 trimark armor pumps. I believe this setup (explo resist rig instead of hardener low slot) gives the most effective hitpoints.
  • Drone bay: put at least 1 attack drone in here bro, you GOT to whore on those fucking kill mails. The rest can be logi drones, if you want, but I like to put attack drones in. Just make sure you dont attack friendlies or rep enemies =) If it's too complicated at first, dont' worry about it. Doesn't really matter.
How to Fly
Ok, so you've got your basic skills and ship, now for now to fly it in a PVP fleet. It's fucking easy.
  1. Open your fleet window, click the history tab. (I'm not looking at EVE right now so if I name things wrong, correct me in the comments and I'll edit it, tx newbies =). Set the box in the top left to "broadcast history." Whenever newbies need repairs, they will "broadcast" and you will lock them from this window.
  2. Create your watchlist. Right click on your FC's name and go to fleet>>add to watchlist. Do this for your secondary and tertiary FC as well. Then do it for your logi anchor (your logi FC, usually). Then do it for all your logi bros. If you still have room (max 15), pick your favorite buddies and add them too. On the watchlist, you can see names, broadcasts, and shield/armor/structure damage, in that order. If people are dying but not broadcasting, be a bro and rep 'em anyway.
  3. Anchor on your logi anchor - right click his name on the watchlist and orbit at 2500m.
  4. Don't warp with the main fleet - if the FC is combat warping to the enemy, he will usually tell logi to cancel warp and warp in at 30km or so off the main fight. If he does, spam ctrl+space to cancel, and then when FC calls land, warp to him at 30. Your logi squad leader may do this for you.
  5. Profit.
Seriously, that's it. That's all it takes guys. That's the whole guide. That's all you need to know to be a fucking game changer. If you got questions, post em up here. If I fucked up at any point or made a bunch of typos, I know you twats will point it out in the comments <3
7o fly brave, fly hard.