Star Trek (2009) Movie Review

May 25th, 2009

Over the weekend I escaped the Eve Universe (via capsule from Jita) to see the new Star Trek movie. Beng a long time fan of Star Trek, watching every episode on TV since The New Generation debuted, and owning all the movies, I went in expecting to see a renewal of the whole franchise, something Enterprise moved towards but was never capable of realising.

If you are looking for an action packed, fun, quite excellent Science Fiction experience than this movie will be right up your alley. It has style, excellent characters and action sequences, a palpable sense of history and the direction is continually striking once you move past the constant lens glaring which I found a bit overdone and distracting to be honest since it occurs a bit too often to come across as a genuine visual artifact.

JJ Abrams deserves a round of applause, and indeed this movie finished with quite a few spectators clapping their hands in appreciation - a rarity in cinema goers.

Unfortunately, this otherwise exciting and excellent movie does not make a good Star Trek movie. If the excellent and the appalling can be mutually exclusive, it’s embodied in Star Trek. The most obvious failing is only realised when the movie is finished and you have time to reflect on the events it depicts. It’s hard to explain without some spoiling of the plot for those still waiting to see the movie, but for those who have seen the movie all you need to remember is that time travel, if used unwisely, has a naughty habit of resulting in history being changed. A lot of history. Decades of history…

This is, in my view, a flaw so incredible I’ve come to believe Star Trek (2009) will never ever become part of the Star Trek encyclopedia. It will be ignored, ridiculed, and consigned to history as something never added to Star Trek doctrine. At least I hope so.

So what does this glossy movie offer Star Trek? Not a lot - except it offers a new perspective on the origins of the original crew who are characterised and acted very well (with one exception - Kirk wasn’t believable as Kirk). A major plus, and perhaps the only one for this Star Trek movie. Everything else speaks to a director and production team unwilling to stick (however remotely) to conventional Star Trek notions. Phasers which everyone and their dog have seen to be long firing laser-like weapons are, in this movie, exchanged for Star Wars style rapid firing blasters. Call them phasers - but I know what the effect reminds me of. And it’s not Star Trek. That’s just one example…

The flaws go even deeper though. In science fiction movies we’ve come to allow for a weak plot if the backstory is believable, but Star Trek takes this one step further and relies on coincidence and the utter ridiculous to cover it’s notable and incredulous gaps. The very number of confabulous plot elements is mind boggling. The oversights even worse once hindsight kicks in. In a cookie cutter science fiction movie they would be glossed over or easily accepted by the audience, since so many science fiction movies stand alone there are no comparisons to draw from. Star Trek however has decades of established historical context - the mismatch is amazing to behold. Whoever is behind the plot, either wants to press a complete reset button on Star Trek or is a lunatic who needs to be barred from any future Star Trek involvement and told to go back to George Lucas and report their failure at sabotage.

In short, this impressive and massively enjoyable joyride is an amazing Science Fiction movie well worth the cost of admission but it is equally one of the worst pieces of Star Trek trash I have ever witnessed.

I nominate Mr. Abrams for some sort of award for presenting me with such a movie. It is excellent; it is terrible. It depends on which way you look at it! Definitely go see it though!

At the end of the day, public views will be utterly polarised. For myself, I think the movie if viewed as part of Star Trek franchise, comes very close to ruining Star Trek for me. More from uncertainty - imagine if this is just the beginning - Oh God, NO! So don’t go expecting a Star Trek movie - go expecting a generic exciting action packed Science Fiction flick. You’ll enjoy it immensely and the plotlines won’t alarm you.

My sole question in finishing this review: Can anyone confirm this movie will definitely be ignored in the officially accepted Star Trek lore?

Caldari Navy Raven (CNR) Faction Fittings for PVE

May 25th, 2009

After being hit up for some advice on fitting the Caldari Navy Raven (CNR) for Level 4 missions, I thought I’d throw my fittings from EFT into the ring. To that end, I designed four variations on a similar theme. The common factors include all using amplified shield boosting fittings which are capacitor stable on average skills (i.e. all shield/cap skills at Level 4). The assumption of average skills simply targets the majority of relatively new Raven pilots (who on Level 4 missions can afford a CNR at about 360m ISK in no time - a few weeks at most). I’ve excluded Drones entirely from the fittings so the CNR’s DPS and tank are isolated - obviously fit the best medium and small drones you can.The first fitting is what I saw as the most natural progression from a standard Raven:

[Raven Navy Issue, Average Skills PVE]
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II

X-Large C5-L Emergency Shield Overload I
5a Prototype Shield Support I
5a Prototype Shield Support I
Cap Recharger II
Photon Scattering Field II
Heat Dissipation Field II

‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
Drone Link Augmentor I

Capacitor Control Circuit I
Capacitor Control Circuit I
Capacitor Control Circuit I

The shield boost mods are all meta 3 or 4 named variants, though obviously fit T2 as soon as possible! Shield hardeners should be swapped for whatever suits the current Level 4 mission. The stats on this are as follows:

DPS: 197
Volley: 2560
Sustained Defence: 406
Reinforced Defence: 406

This is almost identical to my earlier Raven setup I posted on the CIDEV forums - capable of tanking the majority of Level 4 missions if you aggress NPC pockets properly and know when to run when up against ZOR (ZOR is the devil ). If not Zor, than any of the usual DPS heavy missions you need a partner to assist on. The fact that the sustained and reinforced tank efficiency are the same simply indicates this is a capacitor stable setup. If you are not quite as lazy as me, you could sacrifice a Capacitor Flux Coil for a Ballistic Control System for extra DPS, or the Cap Recharger for an additional shield boost amplifier if you are willing to micro manage the shield booster.

The one thing I realised after playing with this was that my CNR was purchased for a good 360m ISK, and I could earn a nice 100m ISK in a week taking it easy (a mission a night), or far more if you blast through missions more regularly. With the extra Level 4 funds, I figured I could do some tinkering with Faction Modules since as a PVE boat, it is not intended for the CNR to ever get destroyed except out of sheer neglect (during a wardec - use a normal bloody Raven instead!).

On some blogs, I’ve seen an attitude viewing Faction Modules as needless expense used by people with more money than sense, but I think they miss the point. It is unlikely you will need another mission PVE boat for months (perhaps the Golem when you can afford the price tag) so you are stuck with the CNR for the long haul. Once your ship progression is static for PVE content - the only upgrade possible is better modules to allow you complete missions at an accelerated rate with a higher degree of safety. This calls for…faction modules! While expensive - they offer a tremendous boost to your PVE ship for an affordable price when purchased over a month or two, and they enable you to run Level 4 missions solo, at greater pace, and with less risk of a ship loss. So long as you don’t go AFK on one of course :).

Playing, I came up with something with far more DPS, and a marginally improved tank. Since the tank improvement is marginal, the whole benefit of the next fitting is extra DPS to get through missions faster!

[Raven Navy Issue, Average Skills (Faction) Normal Tank PVE copy 1]
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II
Ballistic Control System II
Ballistic Control System II

Pith A-Type Large Shield Booster
Caldari Navy Shield Boost Amplifier
Caldari Navy Shield Boost Amplifier
Caldari Navy Shield Boost Amplifier
Photon Scattering Field II
Heat Dissipation Field II

‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
Drone Link Augmentor I

Capacitor Control Circuit I
Capacitor Control Circuit I
Capacitor Control Circuit I

The additional faction modules are all about shield boosting (and they need no extra skills over the first fitting). As to cost, the Pith A-Type Large Shield Booster goes for around 500m ISK on a good day (it varies on supply - so don’t hurry out to get one at the weekend when the Jita horde are buying up all the cheap in-week contracts). The Navy Amps go for around 80-90m ISK each. Grand total of approx 770m ISK. Or perhaps twice the cost of a CNR .

Main differences are obvious. First, it’s a Large (not X-Large) booster, the reduction in shield hitpoints per second being offset by fitting an extra faction Shield Boost Amplifer to take up the slack. Secondly, the smaller booster allows you to lower your cap recharge rate and fit two Ballistic Control Systems. Better skills (and throw in some implants) and you could fit a third BCS perhaps (I found it quite hard to get a third BCS and figure it requires more perfect skills). The result?

DPS: 288
Volley: 3061
Sustained Defence: 487
Reinforced Defence: 487

The tank efficiency is increased by around 20%, and DPS is increased by around 46%. In reality, the boosted points per second is something like 30 (from 204 average previously) so it’s pretty marginal outside of the EFT stats which suggest something more significant but nice to have all the same. Replacing the Pith A-Type Large Shield Booster with a named variant T1 is not worth trying - it’s the faction boost amount that makes this fitting possible in maintaining a non-faction like tank with an X-Large booster.

The two other alternatives are what I think of as Super Tanks - their DPS is maintained at the typical T1 fitted CNR level of 197, and faction fitted potential which allows the second fitting add 2-3 BCS mods is instead used to fit Capacitor Flux Coil IIs - the result being able to fit an X-Large Booster while remaining cap stable. Obviously your DPS is back to square one, but your tank with the Caldari Navy Shield Boost Amplifiers is increased by a massive margin.Here’s a fitting similar to the first, only this time adding 3 x Caldari Navy Shield Boost Amplifiers instead of the named 5a Prototype Shield Support Is. This fitting requires one extra CN Shield Boost Amplifier over the earlier fittings, so you can swap between a high DPS fitting with normal tank, or a normal DPS fitting with super tank, allowing flexibility as needed.

[Raven Navy Issue, Average Skills (Faction Amps) Super Tank PVE]
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II

X-Large C5-L Emergency Shield Overload I
Caldari Navy Shield Boost Amplifier
Caldari Navy Shield Boost Amplifier
Caldari Navy Shield Boost Amplifier
Photon Scattering Field II
Heat Dissipation Field II

‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
Drone Link Augmentor I

Capacitor Control Circuit I
Capacitor Control Circuit I
Capacitor Control Circuit I

IMPLANT: Slot 6: Hardwiring - Inherent Implants ‘Squire’ CR4 (or Slot 8/Squire/CC4)

The suggested implants are required to remain cap stable for more than 6 minutes. They are optional but available for around 20m ISK (or less - can’t remember off hand). You should only need either a Squire CR4 or a Squire CC4 - not both.

Stats on this leave DPS as originally noted, but look at what happens to the tank!

DPS: 197
Volley: 2560
Sustained Defence: 536
Reinforced Defence: 536

That’s almost 33% improvement on the original fitting’s tank efficiency (the second Pith A-Type Large Shield Booster fitting offered a 20% improvement, so the super tank here adds another 13%), at a cost of around 270m ISK. DPS remains pretty flat (which I why I’d prefer the second fitting with BCS mods). The extra tank is overpowered for most Level 4 missions, but probably pretty nice in the tougher missions .

Finally, I created another Super Tank version using a faction X-Large Shield Booster whose cost is so large I’m not sure whether you could afford it, or a Golem, first. It’s some expensive bling but it’s impact is pretty extravagent too.

[Raven Navy Issue, Average Skills (Faction) Super Tank PVE]
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II

Pith A-Type X-Large Shield Booster
Caldari Navy Shield Boost Amplifier
Caldari Navy Shield Boost Amplifier
Cap Recharger II
Photon Scattering Field II
Heat Dissipation Field II

‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
‘Arbalest’ Cruise Launcher I, Paradise Cruise Missile
Drone Link Augmentor I

Capacitor Control Circuit I
Capacitor Control Circuit I
Capacitor Control Circuit I

IMPLANT: Slot 6: Hardwiring - Inherent Implants ‘Squire’ CR4 (or Slot 8/Squire/CC4)

The Pith A-Type X-Large Shield Booster is on contract for around 780-800m ISK - it’s probably gold plated and studded in diamonds too.

DPS: 197
Volley: 2560
Sustained Defence: 780
Reinforced Defence: 780

If anyone has a Level 4 mission capable of breaking that tank please ensure it’s documented on the website for everyone to never ever run alone . That’s a whopping 92% increase in tank efficiency compared to the original fitting we started with.

As an aside on DPS, if you were willing to micro manage the booster on the second fitting, you could throw in 3 x Caldari Navy Ballistic Control System to offer a DPS of 342 (3420 Volley) which is a 74% increase in DPS over the original fitting (this is with my Cruise Missile skills mind, better skills means better DPS!).

Overall, I think the cost of these faction fittings is quite reasonable. Sure, they cost a lot - but you make a lot of ISK on Level 4 missions and the capability of fitting a CNR with either a Super Tank or Super DPS setup is worth it. My favourite is easily the second option, both in terms of cost and also because more DPS adds more value than an overpowering tank. Finishing missions faster means you accumulate ISK faster - it’s that simple. In terms of a payback on the investment - it’s hard to analyse  but I earned 70m ISK from one mission last night (Angel Extravaganza) and regularly clock 70-80m ISK on a lazy day. I’m sure these pay for themselves in no time.

PVP Mayhem In Amarr Space: Hunting Demands Cunning Not A Bigger Ship!

May 19th, 2009

Over the past week or so I’ve started indulging my darker side in some extra ciricular PVP in Amarr Space using a recently acquired Minmatar alt. After months of missioning, it’s made a nice change of pace and I like to think I’ve gained some experience in this persuit. Enough that I have gained some insight into how the PvP game is played solo.

My first outing was in a Hurricane Battlecruiser, a close call since I was pounced upon at a gate by a Drake and several frigates (tacklers). Now, I’ve decided that Drakes are my personal devil ;). Their passive tank is extremely difficult to the point of impossible to break solo. I escaped with 30% armour by killing the frigate tacklers once I realised I was getting nowhere.

Note: If anyone has a solo PVP fitting for a Minmatar BC capable of killing a Drake I would kill for it! :P

My Hurricane is probably a cookie cutter fitting - medium projectile turrets, two heavy assault missile launchers, mids for tackling, webbing, scan resolution and (at the time) an ECCM mod because I was afraid someone was racing around in a Blackbird. In the lows were two Gyrostabilizers II, a 1600mm plate, and two Energized Adaptive Nano Membrane IIs. I even three in three Trimark Armour rigs. So a passive buffer setup :). Obviously it has one idiot mistake - I knew my targets were primarily armour tanking laser boats, but I didn’t fit an Energy Neutralizer!

This encounter suggested I needed a bigger ship (the dumbest mistake I will ever make!). A bigger ship is not a good idea when you are running solo against multiple pursuing attackers. They caught me at a gate with four battlecruisers - a Drake, Prophecy and two Harbingers. My Minmatar Tempest was actually doing great (got one BC down to 10% armour and partially into structure) - but it was cap heavy using capacitor boosters and my booster ammo did not last long. My Tempest died a pointless, stupid death because of my overconfidence and by allowing my attackers to dictate the engagement terms. I should have either warped to a pre-prepared safe spot or headed straight for the gate to escape. Instead I stood, and died. I also had another problem - since I was in transit and not expecting it, I was not carrying Drones. Can we all chorus “Stupid!” :).

It seems all great things in Eve start by making a serious mistake!

The next day or so left me thinking this solo PVP game needed a more deliberate approach. I switched out from my clunky Hurricane (the Tempest was scattered across half of Amarr by now), into a Rifter. The cat and mouse game commenced! Using my far more nimble ship I started building a profile of the corporation (for the record they are not affiliated to any Alliance - just in case our lowsec/0.0 neighbours are worried ;)). I figured out what ships they like to fly, where they tend to spend their time in Eve, how they behave when I turn up with a shout in local and some ridiculous phrase that probably has them believing I am in my early teens, who tends to dock up almost permanently for a good portion of the day (probably alts sitting in ships like Blackbirds/frigates while their mains fly in DPS ships), who gangs up for mutual protection, etc.

Using this profile, I learned the habits of my prey. And then I used it all against them…with devastating effect so far if you forgive me for being a bit smug ;).

My first target was a Harbinger pilot who was scouting around in a newbie Impairor. I tracked them at a distance until they hit a system where I knew they docked up for supplies. I gate jumped in with a Stabber (I really like this Cruiser!), and warped to a position at the station’s exit I had previously bookmarked. A few minutes later the Impairor undocked, I locked target and opened fire. The little Impairor lasted a few seconds, and I quickly locked the pod and killed it with no mercy. People who lose Tempests will want their payback afterall ;). The pilot was sent to the clone vats with another problem - I knew their “home” station where they most likely maintained their clone.

I immediately set out and stopped outside their home system, using an alt scout to check on their presence. Sure enough, some time later the pilot emerged in nothing other than a Harbinger. Feeling emboldened, I locked them, engaged the warp disruptor (gate camping necessitates a long range disruptor), settled into an orbit and hoped my traversal would throw off the Harbinger’s tracking. Sure enough, something was going seriously wrong inside that Battlecruiser - my projectiles pounded that BC for five minutes and it finally exploded. My Stabber looted the wreck and immediately started warping across Amarr space in a completely random route (something else I learned was that while predictable enemies are fun, it meant that my greatest defense against an enemy blob was my own deliberately unpredictable nature).

Why stop there, I thought?

I hit another system where I knew someone liked to fly Cruisers, I caught them one system from their “home” station doing some AFK warping (they turned up 15KM from the gate!). Aha! Scram, web, orbit, shoot, shoot, shoot. Their Scythe exploded, and I grabbed some more loot - then off on a random tour of the surrounding systems to evade any pursuit - then I headed back towards a central system to keep an eye out for anyone wandering around (no such luck) from the corp I could consider tackling.

Shortly after this time, they made another tiny error. Someone logged in another Corp alt and flew it all the way to a central system where I noticed it was accompanied by the Drake pilot - the alt had a similar character name! It was even in the same corp. I made the connection, set standings to the alt scout/spy, and sure enough the alt was evicted from their corporation to remain a supposedly unflagged character I would not notice tailing me. Well, can’t have that - I’ve grown not to like a retinue and I keep examining pilots who seem to be hanging around on my routes too much. Once the alt was positioned at a bottleneck system, I zipped in and we orbited each other with mutual target locks for a while. I was not going to agress an alt and get stuck here with the cavalry probably a system or two away, and it was getting late so I warped somewhere close but off the beaten path (they can use locator agents all day - I’ve refused to use any station as a permanent base).

The next day, I continued to fight smart. I decided I would ignore the Drake pilot completely - why bother, the damn thing was unkillable solo. I popped the previous day’s Scythe pilot who was trying to scout me out in a Burst. But was a simple easy kill worth the time? Hell, no. I refitted my Hurricane with a medium Neut and tracked another member of the same corp piloting a Harbinger. Again, relying on my earlier intel I determined he was heading back to a local base these Tempest killers tended to frequent, and gave him a few minutes to dock up or maybe realise I was around. Then I warped into the system, and quickly warped to a station exit spot I had bookmarked. Sure enough he turned up smartly (I think he undocked - not complete sure but he could have warped to the station exit too), perhaps seeking escape or thinking he could take me solo.

There followed a 10 minute battle between my Hurricane and his Harbinger. He had me vamped which was his mistake (logical though for a laser boat to want more cap, but the reduced drain let me run the double web (something I’ve found to my liking), disruptor, and neut I had fitted almost all the time). I pounded with faction Fusion M projectiles, and a flight of Drones. We both hit armour, but then he started to slowly fall apart. His active armour tank and lasers met the effects of my Neutralizer, while the massive buffer I had in armour soaked up his damage and fell slowly. Eventually, his tank failed while my armour was at 65%. I had to do some micro management - conserving power as it fell low to maintain the warp disruption (a lot of my armour damage came from disabling my dual armour hardeners). He eventually popped in what was probably my most satisfying kill to date. Unfortunately his pod managed to escape - beating my lock by a mere second or less.

By this time, having learned my earlier lesson, I was already warping to a safe spot - three pilots including a suspected Blackbird alt showed up pretty damn fast but I was safely away and had no intention of offering them my ass to shoot at until my aggression timer was run down.

Over the next hour I watched local (it’s amazing how a kill can give you the enthusiasm to watch the local channel for a whole hour without feeling bored!) and watched as four of my target corp members turned up. I was curious what they would do - so I stayed where I was (you can probably see it coming). I am familiar with the new probing system and I knew if they had a prober online (and someone that was not on my target list had just warped into the system which made me three times more nervous!) eventually they would eventually probe out any BC sitting in the same spot for too long. After a lengthy wait my overview flashed red - a Hyperion was winding down its warp towards me. Not waiting for the inevitable target lock and warp scram - I zipped away to a planet I was aligned to and jumped two systems out.

The next few minutes saw the Drake pilot follow me to this system (where I was again safe spotted). I offered him a nice try comment for probing me out and sending in a BS, and he proceeded to call me out for a fight suggesting I was a chicken. I noted that I was past emotional responses or kneejerk reactions, offered him a humourous “Cluck! Cluck!” in local, and jumped out in another random trip for a few systems to throw off any scouts. It’s true what they say you know, no “safe” spot is really safe. You’re only safe if can throw off all pursuit or are willing to get locked down in a station by a gank camp of 4-5 BCs with maybe a Hyperion on top!

Checking my killmails, I now stand just about even in terms of the value of kills and losses. Killing rigged Harbingers helped ;). That Tempest was a pain to lose, and I was an idiot for using it when my later tactics and knowledge of my targets’ habits proved so incredibly effective when using smaller cheaper replaceable ships like the Stabber and Hurricane. Lessons learned, I think.

Now, I think it’s almost time for another target to log in so I’m going to put my feelers out to see what they are doing today - and how I can turn it into their nightmare :). Muahahaha!

A Guide To Fitting The Caldari Drake Battlecruiser

April 29th, 2009

Been a while since I last wrote a ship guide, and never on this spanking brand new blog! At the risk of getting it all wrong, I feel the need to nevertheless attempt this guide to congeal my own thoughts into a rudimentary dogma I can stand by when discussing the topic with others.

As a Caldari Achura, my main character is a devilish Missile expert (as all Caldari are) who has grown accustomed to watching Missiles fly for several (or more) anxious seconds before they hit anything. It’s a nervous method of battle - the wait is terrifying and you nearly always waste ammo at the end because of missile flight lag, leaving some few to wander into space uselessly when the target is eliminated.

Nevertheless, the Drake is one of my favourite ships which can tank like no other Battlecruiser and still pack a punch as part of a gang or even solo if you pack Heavy Assault Missiles and pick a manageable victim.

Introduction

The typical flight training of the Caldari on the Missile path can be summed up as follows. First you train for the Kestrel, a light footed Frigate class vessel which packs a mean punch but loses face to more robust vessels like the infamous Minmatar Rifter. Much later, you’ll again fly the Kestrel hull if you train for the Manticore Stealth Bomber which is an advanced Tech 2 ship geared towards Torpedo bombing Battleships and Battlecruisers (smaller with some luck and the right modules). However the Tech 2 Caldari frigates demand Caldari Frigate 5 and Electronic Upgrades 5 before you can so much as step into the hull. Secondly, in the Cruiser class you’ll pilot the Caracal, and it’s Tech 2 cousin requiring Caldari Cruiser 5, the Cerberus Heavy Assault Ship, is again much further down the line. I quite like the Caracal which uses very similar tactics to the Kestrel and can pack Heavy Missiles, but it inevitably feels like a mere stepping stone to greater things…like every Caldari’s favourite ship. The Drake.

The Drake Battlecruiser is a mainstay of all Caldari operations, featuring a legendary tank capable of absorbing incredible damage to its shields once you train your shield related skills. Mission runners will eke every bit of performance possible from this ship, which is more than sufficient to run Missions at Level 3. Some hardy few even run Level 4 missions solo in this ship, or for safety, in a small mutually supportive pack. The primary weakness of many young Drake pilots is their lack of training in shield resistences and other basic shield skills which are essential to a good Drake, and much later a good Raven! Unlike the Kestrel or Caracal, pilots can expect to spend much of their lifes in a Drake since its utility goes beyond running a few missions and until you are rolling in ISK from Level 4 missions, it’s the largest ship you can afford to lose. Remember the single most essential piece of PVP wisdom: Only fly what you can afford to lose!

Drakes receive a 5% shield resistance bonus per Battlecruiser skill level, and a 5% bonus to kinetic damage from Heavy or Heavy Assault Missiles. Given the shield resistance bonus, the most obvious fitting strategy is to fit a shield tank and carry a lot of kinetic missiles ;). It also demands that you don’t dally on Battlecruiser 2, and train up to at least Battlecruiser 4 to get the most out of those bonuses.

Active vs Passive Tanking

The two shield tanking strategies commonly employed by Drakes are fairly easy to explain. Both rely on one common factor - increasing the resistances of your ship’s shields to various damage types, i.e. explosive, thermal, electromagetic and kinetic. The main catch here, if there is one, is that shields tend to have almost no base resistance to EM damage before skills are tallied thus making this a priority when increasing shield resistances. This often means one mid-slot is automatically devoted to an EM hardener or resistance amplifier. Obviously, when running missions you can work around this since mission rats usually shoot two main damage types - so focusing on those types at the expense of lower resistances elsewhere is allowable.

The second part of the strategy is where these two styles differ.

Passive Tanking primarily focuses on increasing the Shield Recharge Rate (i.e. Shield Hit Points divided by Shield Recharge Time equals Shield Recharge Rate) to offset the incoming Damage Per Second (DPS). If your Shield Recharge Rate exceeds the opposing DPS - then your ship can permenantly tank the incoming damage once it reaches its peak recharge rate (generally around 60-80% of shields for a decently skilled pilot). The shield recharge rate has two obvious factors we can try to improve to various degrees to achieve a maximum recharge rate. These are Shield Hit Points and Shield Recharge Time which are impacted by mid and low slot modules we’ll explore further in this article. Improving either of these factors will assist in improving the recharge rate. Obviously, the skills you train have a very important role here also. Shield skills can be found in the Engineering category of your regional market for skill books. If piloting a Drake - make sure you are training appropriate skills. If in doubt, consult the Eve Certification system for your character which should list shield tanking certificates detailing which skills are most useful for passive or active tanking.

Active Tanking, on the other hand, takes the approach of actively recharging shields using Shield Boosters and/or using a larger number of active Shield Hardeners. These all require the use of the capacitor to provide shield regeneration and active resistances. The more active modules you employ, the fewer passive modules you can fit. This is the obvious trade off and the main risk is having your capacitor overutilised to the point you run out of Capacitor and find your tank suddenly diminished to nothing! In PVP, where Energy Neutralisers or Nosferatus are common, this becomes a much more pressing concern, particularly in smaller ships. For those new to Eve, Neutralisers neutralise a portion of your capacitor power, while Nosferatus drain capacitor and add it to the attacking ship’s.

Given the differences, Passive Tanking tends to be preferable since it’s easier on the capacitor effectively frustrating the use of enemy neutralisers and nosferatus. Of course some ships, like the Caldari Raven, just have poor recharge rates to start with leaving little choice but to adopt active shield tanking. It’s also widely seen as providing a stronger tank for the Drake with its generous number of mid and low slots, and it’s base attributes. Of course, even in a Passive Tank there is room to add at least one active Shield Hardener since it costs so little to run with average skills and provides a nice bonus to shield resistances. Passive Tanking also leaves the capacitor free for other uses, handy since there is one free high slot for something other than a missile launcher.

The High Slots

The basic keel of the Drake is fitted with 8 high power slots, including 7 launcher hardpoints. The typical preferred fittings for these are either 7 Heavy Missile Launcher IIs or 7 Heavy Assault Missile Launcher IIs or their best named alternatives if you don’t have the prerequisite skills for T2 Heavy Launchers. Best named varieties, i.e. meta level 1-4 also have reduced fitting needs compared to their Tech 2 cousins making setups easier to put together. The price you pay for the easier fitting is cost - high meta level modules can cost prohibitively more than the Tech 2 varieties.

Standard Heavy Missile Launchers are fine for missions, and even PVP at range. Heavy Missiles (T1) have a base range of 37.5km (i.e. based on a Heavy Missile flight time of 10s and velocity of 3750m/s), which can be boosted past 60km with skill training to improve missile flight time and velocity. Assault missiles, however, have a base range of only 9km (4s at 2250m/s) and you’ll struggle to push their range past 15km. There is a similar divergence in damage with Heavy Missiles having a base damage of 150, and Assault Missiles of 100. Still, the math indicates that given the faster launch times of Assault Launchers, the damage output is quite a bit higher. You just have to get within 15km to put on the pain!

For the reasons above, Assault Launchers are preferable for shorter range combat which is most likely in PVP, whereas the longer range Launchers are preferable for PVE where you can stay at range and selectively agress NPC ships during missions. The math also indicates a weakness of sorts - if Assault Missiles only get to 15km given your skills, you really don’t want to mess with anything which wants to orbit at 20km! And either way, you don’t want to be the focus of attention for anything smaller than a Cruiser since your Heavy Missiles will have minimal damage against small fast targets like Frigates and Interceptors whether due to their small signatures or MWD driven speed tanks.

To discuss missile damage a bit more, any missile’s damage output depends on three characteristics of the targeting ship. It’s shield and armour resistances, it’s signature radius, and it’s velocity. The resistances are obvious - if fighting a ship with a base shield EM resistance of 80%, your EM missiles will only inflict 20% of their final damage potential. Signature radius effects damage, because missile damage is spread over an area known as the missile’s Explosion Radius. Tech 1 missiles have an ER of 125m. If you look, the signature radius of a frigate could be only 40m. Obviously, with missile damage spreading from an explosion, smaller signature ships will only receive a portion of the potential damage. Put bluntly - big missiles are for big ships. You can still take out frigates of course since some of the total damage will get through, but it may become a frustrating experience! Damage is also reduced if targeted ships move faster than the missiles Explosion Velocity. Tech 1 missiles have a base EV of 81m/s. With frigates capable of hundreds of meters per second or greater depending on Afterburner or Microwarpdrive usage, this has another devastating effect on your missile’s potential damage.

The eighth and final high slot can be surprisingly difficult to decide on. At average skills, the use of lower quality missile launchers (such as named Arbalest or Limos launchers) leaves sufficient room to fit a salvager though the slow speed of a Drake makes Salvaging this way a last resort unless you sacrifice a Launcher (rarely a good idea) to fit a Tractor Beam, which itself is another alternative to a Salvager if you are only interested in quickly looting wrecks. One could also fit a Cloaking Device quite handily for covert operations and PVP ambushes, though honestly the delay in locking targets once decloaked mixed with the flight time of missiles can allow prey to escape too easily. But for evasion purposes, it could be quite handy. One could fit also fit a Small Energy Neutraliser but their utility is obviously suspect against anything other than close orbiting Frigates.

None of these options, however, take advantage of the Drakes other strength (besides its shields) which is its relatively untouched Capacitor when passive tanking. At higher skill levels, the Drake can perma-tank at around 60-70% of its Capacitor. That leaves up to 70% of the entire Ship’s power available for some other temporary use. In fleet operations, it may therefore prove useful to use the final eighth high power slow for a logistics support module, like a Medium Remote Shield Transporter or Medium Remote Armour Repairer. These can be further focused by sacrificing a degree of tank to boost your capacitor recharge rate. This is useful for remote support across an entire squadron of Drakes and other ships, i.e. creating a Spider Tanked Fleet where several ships transport shield power or repair armour points to any fleet member taking damage. You could even fit a Drone Link Augmentor I (a Drone Upgrade module) which increases your Drone range substantially - useful to set the dogs on any frigates coming your way but still outside your currently trained Drone range.

The Mid Slots

The Drake’s 6 mid slots are where nearly all Drake pilots first focus their attention for Shield Tanking. The basic components used at this stage are Hardeners, Resistance Amplifiers, and Shield Extenders.

Resistance Amplifiers increase the resistance of the shields to various damage types and draw no power from the Capacitor. Hardeners perform a similar function with higher resistances, but do draw from the Capacitor and must be activated plus they receive fewer bonuses from your character’s shield resistances training (3% vs 5% for Amplifiers). Hardeners also include the commonly used Invulnerability Fields which increase the base resistances of the shield against all damage types. Omnitanking is largely needed for PVP (or convenience) since specific resistances are more useful for Missions where the incoming damage is highly predictable.

Shield Extenders simply increase the amount of shields (i.e. hitpoints) available. Besides acting as an additional buffer to absorb damage, they also have a sometimes confusing side effect of increasing the shield recharge rate. In effect - the shield recharge time is fixed, and the recharge rate is a simple equation of Shield Points / Recharge Time. Since the recharge time is a mutually exclusive factor, increasing the size of the shields, with the recharge time remaining fixed, actually results in a net increase in recharge rate. Getting a recharge rate of above a few hundred is an amazing ability as it lets you regenerate your shields from any opposing enemy DPS which falls below the shield recharge rate.

The typical Drake setup can go in one of two directions for the mid slots. Passive Tanking prefers Shield Amplifiers and Extenders to increase damage resistances and increase the shield recharge rate - all without using up Capacitor power. One might throw in the almost obligatory Invulnerability Field since one Hardener barely touches the Capacitor. Active Tanking tends to use fewer Shield Extenders and several powered Hardeners and Boosters which do use the Capacitor. In general, Drakes perform far better at higher skills when passively tanked. You should play to this ship’s strengths.

My own typical passive fitting for mid slots (used on PVE missions) includes:

3 x Large Shield Extender II
1 x Invulnerability Field II
1 x Magnetic Scattering Amplifier II
1 x [Other Resistance Amplifier]

In PVP, you will need to focus far more on Omnitanking, i.e. maintaining more or less even resistances to all damage types. In PVP, damage is highly unpredictable so leaving a gaping hole in your resistances is a bad idea. For this reason, the final Amplifier left open below may become another Invulnerability Field II since it increase all damage resistances for shields, and should leave you relatively cap stable with higher skills. The EM amplifier is an absolutely necessary in PVP - everyone will assume at first you have a weak EM resistance so never leave that hole unplugged!

As for the high slots, where you cannot fit Tech 2 modules check for their best affordable named alternatives which often given similar benefits in easier to fit modules which need less CPU and power grid.

The Low Slots

The low slots, or low power slots, are where you inevtiably face a triad of decisions and there are four slots to utilise. Gank, Tank or Fittings. At lower skills, you’ll might need to devote some of these to Cap Rechargers, Power Distribution Systems or even CPU Co-Processors to assist in fitting power grid, cap recharge, or CPU intensive modules. If are in this position, get out of it as soon as possible! The low slots are more useful fitting Tank or Gank modules.

The ideal for a passively shield tanking Drake is to fit as many Shield Power Relay IIs as possible. These bump up your shield recharge rate a great deal making your tank harder to break. In PVP it’s almost a given you’ll try to fit four Shield Power Relay IIs (or their best named alternatives). This is the Tank approach to maximise your shield recharge rate. In PVE you might sacrifice one or even two Shield Power Relays for a set of Ballistic Control System IIs which increase your missile damage, i.e. the Gank approach. It depends on how hard your missions are! A few BCSs can bring those Level 3 cruisers down a lot faster if your skills in, for example, shield resistances are sufficient to let you sacrifice a measure of shield recharging.

The Rigs

Given the most likely approach to your Drake is to maximise defence, taking advantage of the Drake’s shield recharge performance, the most common rigs to use are Core Defence Field Purger Is. You can fit a total of three of these to any Drake, and each will decrease the shield recharge time (i.e. your shields will recharge at a higher rate over a shorter time!) at the expense of an increased signature radius. This will require the skill, Shield Rigging, to at least 1. Obviously the better the rigging skill you have, the less drawback will be suffered from using two or more of the same type of rig.

Drones

The Drake also carries a 25m2 Drone Bay with sufficient bandwidth to carry a full flight of Light Drones. Certainly it’s preferable to use Tech 2 Drones, however for many Caldari pilots the early limited Drone Bay space will leave their Drone skills fairly low. Still, it’s useful to work towards Drones 5 and Scout Drone Operation 5 to get hold of the Tech 2 drones for extra durability and effect. Given you can only carry a single flight of 5 light drones, I usually opt for 5 Hornet Is since they offer Kinetic damage which is commonly useful against PVE ships.

It’s easy to underestimate the effect of Light Drones, they are essential to taking down close orbiting frigates your Heavy Missiles can barely scratch. This is emphasised in Level 3 missions where Elite Frigates (the equivelant to Tech 2 Frigates) are very difficult to kill using Heavy Missiles. Training Drone skills should never be neglected - they add quite a useful amount to a Drake’s overall DPS. On my current skills, my Drake’s missile DPS is around 120, with my Drones offering an additional 30. That’s 25% of my Drake’s DPS from missiles, or 20% of the total DPS my Drake can put out including the drones.

Conclusion

This was, I hope, a useful article to budding Drake pilots. It took me time, advice from my Corp mates at Crimson Industries, and the loss of at least one Drake to realise how finely balanced fitting a ship can be. The fittings described above are not a rarity and most experienced pilots would recognise them as being familiar. Of course, you can put your own twists into any fitting using something people do not expect from a Drake to wreak havoc in the right circumstances.

To sign off, here’s my current Drake fitting I hope to improve over the next month by replacing the current PDS with either a BCS or Shield Power Relay. Given my experience, I could easily drop a SPR right now for a BCS II. Built using the excellent Eve Fitting Tool (EFT):

Drake PVE Fitting From EFT

Drake PVE Fitting From EFT

Have fun and fly safe!

Escape from W-Space

April 23rd, 2009

Last night, at approximately 10:00pm GMT, I made a run from the Crimson Industries claimed wormhole space back to Empire. My three week stint battling the horde of Sleepers (and doing some sleeping myself while everyone else mined in between). It’s been a pretty good experience overall and not something I’d repeat in a hurry. As I made good my escape, those who remain were busy getting ready to pack up our supplies for evacuation to Empire.

The only notable event while I was online was a poor showing on all our parts in monitoring the wormhole space. Feeling over-safe in our little slice of w-space with it’s well defended POS, we neglected to scan our pocket as a Mammoth and Badger II made a return trip - losing both in the process to a wormhole camp. Luckily both were empty, making a return trip from Empire, and our pilots were in implant free clones. Lesson learned - never take security for granted and keep the scanner running!

I’m now on the way back to our homebase in Domain, with my skills hitting a final 6 day stretch to Electronics Upgrades 5…the golden grail for moving to some Tech 2 frigates. Hopefully I’ll have some fun with those, though I’d need the Corporation to be war deced to put them into some high risk but fun situations. For now, all I could do is test them with Corp mates.

As I referred to, I wouldn’t rush into another long term w-space occupation. The main problem that I can see is that there is simply not enough action to keep me busy. You can have nights of 4+ sites to clear, and others where everyone is mining and you are sitting at the POS in your Drake bored half to death. That said, I believe we made a nice bit of ISK for the Corp while we were here, and hopefully the rumoured dip in T3 related goods picks up and we fetch a decent price for it all.

I’ve taken advantage of those times to play with my new Corpless alt, Scarnan, who is a budding terror currently focused on basic skills like Learning and such. Luckily, the mix of some standard impants and early Learning skills coupled with the new accounts 100% training time bonus is letting me knock off the larger skills like flies. It will speed up his development and ship range quite nicely for the two months it will take to make him a useful PVP addition.

Gateway To Fun: Electronics Upgrades 5 and Racial Frigate 5

April 21st, 2009

Maugrim has almost reached 6,000,000 skill points primarily in Missiles, Drones, Shield Tanking and the usual suspects like Mechanics, Electronics, etc. The next milestone of 10 million skill points is but a few months away. It’s been a fun ride so far and while Warhammer and LOTRO gather dust on a shelf, my hours in Eve Online remain fairly constant ever since I returned from my extended leave of absence.

After mastering my Drake and becoming fairly familiar with the whole Caldari Frigate->Cruiser->Battlecruiser setup, I’ve decided to branch out a little into some fun areas. About a month back I finished some basic training to pilot the Caldari Crow Interceptor, though I need to revisit the necessary skills to increase my top speed which currently hovers at the 4500m/s mark (not bad for a newbie, but quite lame for a pro tackler with high skills in this area).

The big news of the upcoming week is that I will conquer the heights of Caldari Frigate 5 and Electronics Upgrades 5, which open the door to the Covert Ops ships of the Caldari Navy, namely the Manticore Stealth Bomber and Buzzard Covert Ops Frigate. It also puts me within pitching distance of the Kitsune EW Frigate (my EW skills frankly suck however so the training will have to go in the queue soon).

This means the addition of three new ships to my fleet (obviously I’m going to buy them all!). The Stealth Bomber will be of little utility, except perhaps on any more extended w-space trips where it can be chucked in for transport. Inflicting its pain on any visiting Battleships or Battlecruisers will be fun until I’m blown up! The Buzzard has obvious advantages for scouting and probing (my Astrometrics related skills are all at Level 4/5). The Kitsune will be interesting since I have little EW skills trained, so that’s another target for the skill queue. I’ll have some fun testing it against some Corp mates to see how effective it might be. As a frigate though, I’m not sure how long it will last against any sort of opposing gang - and Drones will be its obvious enemy.

Still, three new ships - and three new great experiments to see if I can learn to use them properly!

The Skill Queue is therefore taking a departure from the Amarr Harbinger target - I’m moving towards Torpedo, EW and Navigation skills. The unusual observation I made is that some of the T2 modules in these areas only need level 4 skills in places - which I’ve rarely seen in my other skills. That means perhaps 4 days training (assuming I get out of w-space back to my implanted clone over the weekend). So perhaps two weeks total for some decent skills on these new ships. A month if I choose to dedicate the extra skill points in a few areas (most likely EW).

After all that, I can return to my closer to normal routine of getting Light Scout Drones 5 and then Amarr Frigate 5 - opening up the Amarr line of Stealth Bomber/EW Frig/Covert Ops for some variety. Then onto Amarr Cruiser 4 and Battleships 4 for my Amarr respec and some preparation for buying a Raven for mission work down the line a bit.

In other news, Maugrim’s brother, Cathbadh, is on a 17 day stretch training Mining Barge 5 which should land him in a Hulk by mid-May. After that, Cathbadh will shift gears into Production Efficiency 4 so the Summer will be filled with experiments in manufacturing. While I’m train Cathbadh for the Hulk, I expect to only use it for Corp mining ops, some w-space mining expeditions, and perhaps when I am feeling really depressed. I don’t like mining unless it’s in a group where you have people to talk to. Otherwise it’s boring as hell. I’d prefer to mass purchase materials on the open market before engaging in solo mining - even if it costs more. The w-space mining might help there though.

Apocrypha 1.1 - The POS Dances!

April 20th, 2009

Apocrypha 1.1’s Undocumented Feature: The Dancing POS

I’m not sure how it missed the patch notes which were instead filled with silly little things like the Falcon and Stealth Bomber changes, grammatical corrections, etc. As the patch took hold, and the glory of the venetian blinds which have replaced our POS shields, I noticed something even more peculiar.

Our POS was dancing!

The Dancing POS

As we marvelled at the POS’s newfound flair for dance, we were scanning down some visitors from 0.0 in our claimed piece of w-space. Alas, the Raven and Maelstrom managed to escape our clutches by jumping through a newly formed wormhole. Sort of disapointing, but I think we all need to put in some practice on reacting to these situations since the time it takes to get ready leaves too much time for visitors to evade us.

Ahoy, Wormhole! The Expedition Begins…

April 6th, 2009

It’s an exciting time for Crimson Industries and Development (CIDEV) as a gang of us have started a 3 week expedition to wormhole space. The call came through on Saturday, so I missed the warning but managed to pull together my supplies and ship modules in short order (next time we need to set a date a few more days in advance!).

The first step was to setup our POS near a moon, and get to anchoring the various structures and modules, including our Ship Maintenance Array and defenses. Everyone else (like me) who is not experienced with POS setup meanwhile spent time gathering our ships at the jump off point in Amarr space. The sight of so many corp members in one place is a rare sight indeed, but unfortunately a screenshot is out of the question (no need to give any invaders a heads up on our fleet components!). Suffice it to say the excitement was high, and tension was quickly growing when someone commented that the wormhole was starting to pulsate in brightness (apparently interpreted as a possible symptom of the WH’s impending collapse).

When the call came, we all jumped one by one - most of us, except the haulers, never to see k-space for at least 3 weeks.

First thing first, we all warped to the new POS and gathered behind its mighty shield. There was a little confusion over how to keep our ships there when we logged out, but we were all assured logging off would not see us warp off. Unfortunately, a client crash let me know that you can indeed warp off if Eve crashes, and you don’t log out completely!

With the expedition fleet hankering for some action, I got my first taste of hunting Sleepers during a three round encounter. They are tough as nails, and shift targets repeatedly. Our setup and fleet tactic was sufficient to tank their damage however and they died in short order at the point of my Heavy Scourge Missiles and the weapons fire from the rest of the fleet. Hurrah!

Back the POS, we found a ready supply of replacement ammunition courtesy of strangejames but my cargo is good enough for another few days before I need a refill. Since I’m in a Drake, I also carried an assortment of faction missiles…just in case. I’ll save those for any unexpected visitors who need to run out of Dodge where the extra firepower is warranted.

My primary regret is that I am lacking a probing ship. If we can find an alternative route for resupply, I might have Cathbadh run some additional supplies and ships to the POS so I have more flexibility and module choice - or contract it to anyone doing a spot of hauling. I’m sorry I was late to the party or I’d have gotten my Magnate in and returned to Amarr for the Drake. Still, I am confident I’ll be okay…we’ll see how things are after Week 1. I’m sure lessons will be learned about what else we should have brought with us before the original wormhole popped.

Of course, this place does not yet have a name. Not sure if anyone has even considered it.

A few observations from my newly configured Drake which utilises active tanking over my more usual passive tanking. The active tank fits the needs of the fleet better. The first observation is that the Drake is not cap stable - though it can run two Invulnerability Field IIs long enough that the Sleepers inevitably divert their attention elsewhere. Actually this is something that spells the Sleeper’s downfall - they divert their attention an awful lot. I figure, with practice, I can pulse activate the Invulns when incoming damage is at a rate I can passively tank with my skill based resists. This will save capacitor, and let me maintain engagements for a longer time. The second observation is that my targeting needs work - in a Drake fitted with Heavy Missile Launchers (I use seven named Limos launchers not T2) my maximum missile range is 60km. I need to boost this past 65km or my damage can’t be counted against Battleships which are spawning over 70km away. I figure a few skills will assist here.

Other than that, our fleet makeup seems to be operating smoothly though I need to work on my watchlists and targeting count to keep an eye on fleet members who are being aggressed by the Sleepers, and avoid any friendly fire incidents like I had one time last night! Auto targeting is a bit messy if you don’t watch it or disable it…

Probing For My Demise in Low-Sec

April 3rd, 2009

Last night, unable to face more missions since I was hankering for something different I decided to put in some more practice at combat probing. Rather than do it in high security (why bother fitting a cloak then!) I took a four jump trip to a pocket of low security space I knew was relatively quiet.

I’m glad to say I learnt something new while there. You see I was getting puzzled why my Magnate’s scanner insisted on there being 30+ ships in system when only four people were on local. This included frigates, a few shuttles, a Megathron, Helios, two Hulks and an Exhumer. Along with those were several Iterons. Being a high security dweller I’d forgotten why you’d have ships out in the open - because you have a POS shield and lots of guns to protected them!

After some probing, I determined there were two POS hosting practically all of those ships. I found two other POSs hunting down shuttle signatures. Sure, I could have warped to every moon in sight, but then where would my probing experience be? Not improved anyway!

Kind of disapointing not to find an abandoned Hulk ;).

Before I decided to head home so I could hunt down a bottle of good Irish whiskey, I probed out a fourth POS and zipped in at warp to set a bookmark as a permanent record. On entry, I obviously failed to cloak quickly enough (a weakness any Covert Ops ship would avoid - if I were not waiting on those skills) and a POS gun decided to remove me from the Universe. Whatever they were shooting left my Amarr Magnate almost bereft of shields. The second shot put me at 90% armour. A bit puzzled as to why I was still alive, I warped to a safespot, and from there recovered my drones and made for home.

So, more probing practice, more certainty that I need a Covert Ops ship to speed up this probing or at least make it more efficient. I was sort of surprised to find so many POSs, but I haven’t encountered them much and their function remains a bit of a mystery beyond the basics. As I was coming home, I kept thinking what would happen if someone took the time to watch whoever owns those Hulks and Exhumers - figuring out when they were doing mining ops could yield some opportunities for a pirate but I can’t remember ever reading the pirate blogs where they mention any POS surveillance. Too slow a process for impatient gentlemen o’ fortune?

Level 3 Missions Redux

April 2nd, 2009

Since rejoining Crimson Industries and Development (CIDEV), I’ve had to move from The Citadel over to Domain in Amarr Space. One of the annoyances to overcome with such a move, besides wishing my Badger II would align faster so I could evacuate my assets, was to build up standings with a local corporation so my missions become half profitable and not a source of pennies.

It took a bit of time, but I’m back to Level 3 missions with my sights set on Level 4 missions before the end of the month. My previous posts indicated a need to diversify into Amarr ships so I’m more flexible in PVP where my current level of dread resides in the pulsating shield tank of my Caldari Drake (armed with HAMs of course). I figure playing with the Amarr Punisher in low security space will net me some up close and personal experience.

With the more interesting Level 3 missions, play time has more fun and I can proceed to my final intermediary pre-Amarr skill queue for the Caldari Raven, perhaps one of the last Caldari ships I will train for a long time as I focus on the Amarr line of laser spitting cats.