Friday, December 16, 2016

What Aura Doesn’t Tell You

Hello everyone - Tauza here with another brief update...



There is a great article over at The Imperium's website that you should take a moment to read called:


I agree with most of what they post there, so much so that I am telling all of you here about it :-)

I don't agree with the playing Eve alone part though. I play Eve with others 50% of the time, the other 50% of the time I am playing solo as "knowledge is power" and a lot of the knowledge in Eve on how to make ISK is very well guarded (as it should be).

NOTE:

The one "secret" that I liked best that they listed was the copying of contracts. That one tip alone can save you HOURS of time each month if you do as many contracts as I do!


My brother and so many other people in Eve have told other player's the Secrets of Eve so much that it has ruined a lot of the created in game mysteries. Things that took me months to figure out, over multiple expansions, multiple story arcs are just given to new players by old players. New players are just not vested in the game like us old players. While I try to help out a lot of the new players with how hard Eve's UI can be and how many features are undocumented I will also try my hardest not to give you any spoilers


Have any other tips or secrets on the UI or eve on general that you would like to share? Please comments them below and remember NO SPOILERS!

Tuesday, December 13, 2016

Science implants that compliment Engineering Arrays

Hello everyone, Tauza here with another quick update for all of you.

Since the Engineering Arrays have come out a lot of people ask me if I have a clone setup just for doing science related jobs. The quick answer is YES I DO! Here is a quick post on what I use for the jobs that I am doing in my arrays.

NOTE:

The skill requirements are kinda high for these since you will need Cybernetics level 5 to use them. Click on each image to get a larger picture and see all of the information for it. I consider these implants for the person that would consider themselves a long term Eve player.

What do I mean by that? I look at some of the blueprints that I am researching right now that will be taking OVER A YEAR to get more efficient. That is no small commitment in my humble opinion.

Slot 6 (120 mil)

Zainou 'Beancounter' Research RR-605

A neural Interface upgrade that boosts the pilot's research skills.

5% bonus to blueprint manufacturing time research.



Slot 7 (120 mil)

Zainou 'Beancounter' Metallurgy MY-705

A neural Interface upgrade that boosts the pilot's research skills.

5% bonus to material efficiency research speed.


Slot 8 (175 mil)

Zainou 'Beancounter' Science SC-805

A neural Interface upgrade that boosts the pilot's research skills.

5% bonus to blueprint copying speed.


Another note:

After you set your jobs with this clone you should NOT log off in a player made structure. If your not online and the structure gets destroyed the ship and clone you were in WILL BE destroyed. So when you log off keep that in mind. I KNOW I DO!

If you want more details drop me a message in game. If you can think of something that I missed please comment here so we all can learn :-)

Monday, November 7, 2016

Scanning implants and Skill Hardwiring

Probing is a real profession in EVE, and many operations need pilots that are good at scanning. If you want to commit to this or just want to have a perfect scanning clone, you might want to have a look at the specialized implants:

Slot 6




Poteque 'Prospector' Astrometric Pinpointing AP-602
2% reduction in maximum scan deviation 1 mil





Poteque 'Prospector' Astrometric Pinpointing AP-606
6% reduction in maximum scan deviation 24 mil





Poteque 'Prospector' Astrometric Pinpointing AP-610
10% reduction in maximum scan deviation 154 mil

Slot 7




Poteque 'Prospector' Astrometric Acquisition AQ-702
2% reduction in probe scanning time 5 mil





Poteque 'Prospector' Astrometric Acquisition AQ-706
6% reduction in probe scanning time 40 mil





Poteque 'Prospector' Astrometric Acquisition AQ-710
10% reduction in probe scanning time 164 mil

Slot 8




Poteque 'Prospector' Astrometric Rangefinding AR-802
2% stronger scanning strength with scan probes 5 mil





Poteque 'Prospector' Astrometric Rangefinding AR-806
6% stronger scanning strength with scan probes 20 mil





Poteque 'Prospector' Astrometric Rangefinding AR-810
10% stronger scanning strength with scan probes 155 mil

Slot 9




Poteque 'Prospector' Archaeology AC-905
+5 Virus Coherence bonus for Relic Analyzers 25 mil





Poteque 'Prospector' Hacking HC-905
+5 Virus Coherence bonus for Data Analyzers 30 mil





Poteque 'Prospector' Salvaging SV-905
5% increase in chance of salvage retrieval 37 mil

Slot 10




Poteque 'Prospector' Environmental Analysis EY-1005 30 mil

A neural interface upgrade that boosts the pilot's skill at environmental analysis.

5% reduction in cycle time of salvage, hacking and archaeology modules.
+5 Virus Coherence bonus for Data and Relic Analyzers.

_________________________________________________________________________________

If you get the complete "Virtue" set of implants there are low-grade and mid-grade sets. Be prepared to pay a lot of ISK.

Slot 1





Low-grade Virtue Alpha 42 mil

This ocular filter has been modified by Sisters of Eve scientists for use by their elite officers.

  • Primary Effect: +2 bonus to Perception 
  • Secondary Effect: 1% bonus to scan strength of probes
  • Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects


Slot 2





Low-grade Virtue Beta 90 mil

This memory augmentation has been modified by Sisters of Eve scientists for use by their elite officers.

  • Primary Effect: +2 bonus to Memory 
  • Secondary Effect: 2% bonus to scan strength of probes
  • Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects


Slot 3





Low-grade Virtue Gamma 89 mil

This neural boost has been modified by Sisters of Eve scientists for use by their elite officers.

  • Primary Effect: +2 bonus to Willpower
  • Secondary Effect: 3% bonus to scan strength of probes
  • Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects


Slot 4





Low-grade Virtue Delta 105 mil

This cybernetic subprocessor has been modified by Sisters of Eve scientists for use by their elite officers.

  • Primary Effect: +2 bonus to Intelligence 
  • Secondary Effect: 4% bonus to scan strength of probes
  • Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects


Slot 5





Low-grade Virtue Epsilon 361 mil

This social adaptation chip has been modified by Sisters of Eve scientists for use by their elite officers.

  • Primary Effect: +2 bonus to Charisma
  • Secondary Effect: 5% bonus to scan strength of probes
  • Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects


Slot 6





Low-grade Virtue Omega 233 mil

This implant does nothing in and of itself, but when used in conjunction with other Virtue implants it will boost their effect.

  • 10% bonus to the strength of all Virtue implant secondary effects.


You can look up the latest prices HERE

--------------------------------------------------------------------------------------------------------------------------

Using the Virtue set benefits you if you are also using a Sisters Probe launcher and Sisters Combat or Core Probes as well.The Sisters launchers are 5% better than the Tech II versions and the Sisters probes are 10% better. The RSS probes give you 1.2% more scan strength but cost a lot.



One more thing of note:

The Covert Ops at level 5 (50%) does better at scanning in an Astero or Stratios (37.5%) but is equal to the Nestor at (50%).

I have my own ideal setup and would love to hear everyone else's thoughts on this topic. I have had lots of success and scan down dozens of sites daily. Am I missing anything? If so, please leave something in the comments below.

Monday, October 10, 2016

Meet the Engineering Complexes

Hello everyone, Tauza here with a quick look at the new Engineering Complexes. Something that I have been waiting for very patiently... so lets get right to it!

The Raitaru-class Medium Engineering Complex




Similar to the Astrahus, the Raitaru will be able to accept all sub capital ships into dock, along with the Orca, Bowhead and freighter class hulls. Anything larger (capital or supercapital) however, will not be able to dock. This medium sized engineering facility provides an inexpensive way for corporations to build their own base of industrial activities.

RAITARU

Weekly vulnerability hours: 9

Docking allowed for: all subcapital ships, freighters

At current market prices this represents a build cost of approximately 700 million ISK (price is subject to capsuleer market fluctuations).

My initial thoughts... this is going to be way to easy to destroy but at least you don't loose the BPO's unless your in a wormhole. More on asset recovery below.

The Azbel-class Large Engineering Complex




The Azbel is larger and better defended than the Raitaru, offering more sustainability and flexibility. Typically designed to be used a large scale manufacturing center for research, copying, invention and manufacturing, it gains the generalization benefits of large sized engineering rigs to allow individual structures to provide a greater variety of bonuses.

AZBEL

Weekly vulnerability hours: 18

Docking allowed for: all subcapital ships, freighters

At current market prices this represents a build cost of approximately 5.2 billion ISK (price is subject to capsuleer market fluctuations).

My initial thoughts...way to much time to be vulnerable and not a good enough setup to defend itself. I see a LOT of these being reinforced and then destroyed within the first month. Going to be a costly ISK sink.

The Sotiyo-class Extra Large Engineering Complex




The Sotiyo will be able to accept capital class ships into its docking bays, and will be able to install services for the production of the largest supercapital ships in New Eden.

Thanks to the generalization benefits of larger structure engineering rigs, one Sotiyo will be able to receive bonuses to all forms of manufacturing at once if desired, providing great convenience for its hard-working residents.

SOTIYO

Weekly vulnerability hours: 36

Docking allowed for: all subcapital ships, standard capital ships

At current market prices this represents a build cost of approximately 30 billion ISK (price is subject to capsuleer market fluctuations).

My initial thoughts... way to much ISK for the vulnerability timer...I do not see huge alliances putting these in another other than systems that already have stations and outposts in them. They will rely heavily on asset recovery and will be attacked often with in my opinion a good amount of success.

The Spreadsheets You’ve All Been Waiting For!
 (Lots of Numbers)






Safety in the Storm: Asset Safety and Industry Jobs


As mentioned earlier in the blog, asset safety works exactly the same in Engineering Complexes as it does in Citadels. In both types of structures this expansion will bring the first interaction between asset safety and industry jobs.

When a structure triggers asset safety (usually by blowing up) while a manufacturing or science job is in progress, any BPOs involved in the job will be sent to asset safety. The other materials that were a part of the job (including BPCs), as well as any completed but undelivered job outputs, will have a chance to drop into the structure wreck just like structure modules. Any delivered job outputs will be in the normal hangar locations and will enter asset safety as usual.

My final thoughts for this post...

First, here is a pic of all 3 together so you can see the size difference:


Second, I can see this as a serious conflict driver and content creator. People are going to see an alternative to the system that is in place now when the PoS's are removed. These will draw PvP to them due to the fact of possible huge returns.

These are not what I was hoping for. I can do everything that the Sotiyo does right now with a large PoS for less than 500 million for the tower and then 500 million a month with fuel and other things. For the 30 billion cost of JUST the structure that is several years of running a PoS. Add to the fact that the PoS is in most cases not dealing with a 36 hour vulnerability timer either...

Good news is that if it is as big a fail as I think it is they can always re-balance them. As for now I am not impressed with the numbers or execution of this expansion. To many changes happening at once and NOT for the better IMO.

If your looking for more specifics as I left a lot of details out, you can read it all in the official blog HERE and if you have a different opinion and would like to share your thoughts, please comment below.

Saturday, October 1, 2016

Caldari Griffin-class Frigate

Hello everyone, Tauza here with a quick update on the Caldari Griffin-class Frigate

The Griffin is much used by the Caldari Navy as a support vessel in combat squadrons, using its impressive array of electronic gadgetry to disrupt the operation of target ships, making them easy prey for traditional combat vessels. Here is a quick video of the new redesign.


I absolutely love the new looks of this ship and I am finding it a very good ECM platform for our corporations use. This will probably be my new go to ship for the next few months :-)

Here is my fit that I use for our fleet operations. Works very well and can just about jam everything Cruiser sided and below, permanently, if you have maxed out skills. This is fitted to you can refit when you go out on roams. This is a CHEAP under 5 million fit and yet you could go Tech II ore better but this is for fast and cheap fun!

[Griffin, X-Wing "R-Type"]

'Hypnos' Signal Distortion Amplifier I
'Hypnos' Signal Distortion Amplifier I

Umbra Scoped Radar ECM
BZ-5 Scoped Gravimetric ECM
5MN Y-T8 Compact Microwarpdrive
Hypnos Scoped Magnetometric ECM
Enfeebling Scoped Ladar ECM

Arbalest Compact Light Missile Launcher
Arbalest Compact Light Missile Launcher

Small Polycarbon Engine Housing I
Small Particle Dispersion Augmentor I
Small Ancillary Current Router I


Hobgoblin II x1


Hypnos Scoped Magnetometric ECM x3
Enfeebling Scoped Ladar ECM x3
BZ-5 Scoped Gravimetric ECM x3
Umbra Scoped Radar ECM x3
Caldari Navy Scourge Light Missile x160
Caldari Navy Inferno Light Missile x160
Caldari Navy Nova Light Missile x160
Caldari Navy Mjolnir Light Missile x160
Nanite Repair Paste x50

Sunday, September 4, 2016

Citadels and Asset Safety

This is a repost from what is over at the official Eve Online website. Since it is not easy to find I thought I would put it here

Asset Safety is only currently available on Citadels.


Once asset safety is activated it cannot be cancelled. The container created through the Asset Safety system will include the name of the System and the name of the Citadel it is originating from, and the owner can choose to recover individual items or the entire contents of the container at once.

There are 2 types of Asset Safety: Personal and Corporation.

Personal Asset Safety

Personal Asset Safety is triggered when a Citadel is destroyed, unanchored, or the player manually activates it. Once asset safety has been triggered, an entry will appear in the players "Asset" window under a tab called "Safety".



After 5 days a player can choose to have the assets delivered to an NPC station, outpost, or Citadel in the same system the assets were originally located, free of charge. If this option is not used, then the assets will be delivered after 20 days to the nearest NPC station, by AU, and the player will have to pay 15% of the assets' value to release them from asset safety.

The assets will be moved as follows:

From Null Security space: to the nearest Low Security station, by AU.
From Low Security space: to the nearest Low Security station, by AU.
From High Security space: to the nearest High Security station, by AU.
From Wormhole space: the assets will be dropped into a container where the Citadel was located and can then be retrieved by anyone in the area.

Everything in the player's Item Hangar and Ship Hangar is moved into the Asset Safety wrap. This includes supercarriers and titans.

Corporation Asset Safety


Corporation Asset Safety is triggered when a Citadel is destroyed or unanchored, if the corporation manually activates Asset Safety, or a corporation office in a Citadel is unrented.

Once asset safety has been triggered an entry will appear in the corporations "Asset" window under a tab called "Safety"



After 5 days a corporation can choose to have the assets delivered to an NPC station, outpost, or Citadel in the same system the assets were originally located, free of charge. If this option is not used, then the assets will be delivered after 20 days to the nearest NPC station, by AU, and the corporation will have to pay 15% of the assets' value to release them from asset safety.

The assets will be moved as follows:

From Null Security space: to the nearest Low Security station, by AU.
From Low Security space: to the nearest Low Security station, by AU.
From High Security space: to the nearest High Security station, by AU.
From Wormhole space: the assets will be dropped into a container where the Citadel was located and can then be retrieved by anyone in the area.

NOTE: Only Directors and the CEO can interact with corporation asset safety.

Corporation hangars will be preserved inside the asset safety wrap.

Wednesday, August 24, 2016

Blockade Runners

Blockade Runners are Tech 2 industrial ships, specialized for travel through dangerous areas of space. Though they can carry only relatively small amounts of cargo (compared to other industrial ships), they are some of the fastest and most agile ships in EVE, and can fit covert ops cloaking devices, making them very hard to catch by enemy pilots.

Cargo

Most blockade runners can carry around 4000-6500 m3 of cargo (depending on fit), which is slightly less than the fast Tech 1 industrial ships. Additionally, every blockade runner can be fit for maximum cargo space, allowing them to carry just over 10,000 m3 (so that they can carry a packaged cruiser), but at the cost of reduced agility and/or speed.

Blockade runners are immune to cargo scanners (so others players cannot tell what you are transporting), but can still be scanned for contraband by NPC customs ships.

Speed and agility

Blockade runners are the fastest industrial ships by quite a margin, both at sub-light speeds and in warp. In sub-light, they can do at least 200 m/s, and can top 300 m/s when fit for speed (which is comparable to a fast cruiser). In warp, blockade runners are some of the fastest ships in EVE: when fit for speed, they can reach over 9 AU/s, meaning they can easily outrun any ship save for speed-fit interceptors and the Leopard.

In addition to their speed, blockade runners are also very agile. Even when fit to maximize cargo space, they can align and warp in 5 seconds (assuming the propulsion module is not active); speed-fit blockade runners can align in 4 seconds (or even 3 seconds for some extreme fits, which is as agile as a frigate). Reducing align time is, however, heavily dependent on having good navigation skills or fitting implants.

Tank

Given that blockade runners are designed to fly quickly and stealthily, it's not surprising that their tanks are relatively weak. They have around 8-15k effective hit points (EHP), which is roughly comparable to the Tech 1 bulk transports. On the upside, their signature radius is around 110m, half of the Tech 1 industrials', which makes them harder to lock on to or hit with weapons. Nonetheless, blockade runners are fragile for their size; most cruisers with a similar signature radius have 4-10x as much EHP. Go to this website for a horror story of what can go wrong.

Cloak

Blockade runners can fit covert ops (CovOps) cloaking devices, which means they can warp while cloaked. They can also use covert jump bridges (created by Black Ops battleships).

Tauza's fit

[Viator, Viator]
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II

Medium F-S9 Regolith Compact Shield Extender
10MN Y-S8 Compact Afterburner
Medium F-S9 Regolith Compact Shield Extender

Covert Ops Cloaking Device II
Salvager II

Medium Cargohold Optimization I
Medium Cargohold Optimization II

This fit allows me to carry 12,871 m3

Which allows one packaged cruiser and one packaged frigate with all of their fittings. You can of course change this around as you see fit.

You can swap the Expanded Cargohold II's for Inertial Stabilizers II's and that will increase your agility and let you get to warp faster, as the expense of less cargo capacity.

The salvager is for wrecks of opportunity. Almost every trip I see wrecks on gates. You can safely salvage them without going criminal and they can give you very good salvage.

Locator Agents

Hello everyone, Tauza here with another quick update. Today we talk about Locator Agents.

During our last war we used the Locator agents quite often to find War Targets that were moving all the time. They are a good game mechanic to have but they do require some work to use.

What are Locator Agents


Locator agents are regular NPC agents that offer the special service of locating other player characters. You can find them via this website, by setting the 'Locator' picklist to 'yes' and setting other filters you may want applied.

To use a locator agent, you need certain standings with the agent, without which you cannot use the locator service. Locator agents can only find targets within a certain area, depending on the level of missions they provide. Level 4 agents can locate anyone in any location outside of wormhole space. The cost of the service depends upon the location of the target in relation to the agent, increasing on a scale of same system-same constellation-same region-different region.

The target will receive no notification that he has been located, making the service ideal for tracking down war targets or players upon whom you have kill rights. Also keep this in mind when dealing with war targets or when another has kill rights upon you, as you will have no idea of whether they have used a locator agent to find you.

After using the service, you cannot use the same agent again for a period of time, depending on the level of the agent.


How do you use Locator Agents


When you talk to the locator agent, you will have a button to locate a character besides the request mission button. You have to type in the name of the character and the locator agent will give you a quote how much it will cost (Note that the lower the price the closer the target player is to your location, so you can determine without paying money whether the target is in another region, just another constellation or in your system).

The locator agent will then run its location service which will take a couple of minutes, depending on the agents level. The higher the level, the faster he runs.

Once done the locator agent will send you a Notification with the location of the target when you started the search which will include the system, constellation and region as well as the station the player might be docked at. If the target is in space, no station will be listed. E.g. "The sleazebag is currently in the Bukah system, Nohshayess constellation of the Khanid region."

Wednesday, August 3, 2016

Wormholes 101

Hello everyone! Tauza here again with another quick topic for those that have interest in it.

Wormholes



If you have spent any amount of time in Eve Online you may have heard about Wormholes without knowing anything about there. If your interested there are of course lots of blogs and videos out there that can help explain about them. Eve University for example :-) BUT I wanted to give you a few videos that will help you maybe decide if you want to research it more.

First, here is is the first of a four part series from CCP that in my humble opinion is a must watch series. I will just link the first one, follow the rest if you wish.


The second video I would recommend is one that helps you identify them. If you find this is something that you want to do, then at this point you should watch the next one. If you started to watch the first videos I listed and your not interested then just stop reading this now and save yourself some time :-)


Interested in more posts like this one then let me know in the comments below.

Sunday, July 31, 2016

Upgrade your clone

Hello everyone, Tauza here with another important and extremely helpful tip for today.

Upgrade and update your clones!



I posted in a previous post Astrahus Citadel - Did you know... I covered how you can instantly switch between 2 clones in a Citadel. If you have not read it go do it now. I can wait.

Now that you have read that post lets get into what motivated me to write today's post.

I was talking with some of my corporation members on Teamspeak today and we got into the discussion of why you should have multiple clones. That discussion let into why have clones at all. Which led to me telling them not only why they should have clones but that they should have that category of Eve Skill plans completely filled out. Yes, I have every clone I can have in Eve.

First, you need the skills trained and here they are:

There is a great article over here that you should read. http://wiki.eveuniversity.org/Jump_Clones

Train the skills up at least to level 4, all of them!

Second, you should have multiple clones for the things that you want to do.

Here is the example of why you could have 2 clones for one Citadel.

  • The Killer Cockatoos have a Citadel in Yona
  • We have that there for our NewBro's that mine in Yona, so you would have a clone that is setup for mining. There are many different Hardwire Implants that you can have to help you mine.
  • We PvP in Seyllin, which is 2 jumps away. So you could have a completely seperate clone for doing that. Here are examples
Personally I can't bear to be without my +5 attribute implants as I will be in High Security space.

When mining the Harvest set only gives +2, it is also insanely expensive as it is only available from ORE mission runners or off the Markets like Jita:

Slot 1: Low-grade Harvest Alpha
Slot 2: Low-grade Harvest Beta
Slot 3: Low-grade Harvest Gama
Slot 4: Low-grade Harvest Delta
Slot 5: Low-grade Harvest Epsilon
Slot 6: Low-grade Harvest Omega

Michi and Yeti are good if you want one set to cover both ice and ore, though having an ice clone and an ore clone is better. Michi is a luxury item in my opinion. I wrote another post about the Michi in COSMOS MISSIONS 101

Slot 6: Inherent Implants 'Squire' Engineering (required for some fits)
Slot 7: Zainou 'Gnome' Shield Managment or Michi's Excavation Augmentor
Slot 8: Inherent Implants 'Noble' Mechanic
Slot 9: Inherent Implants 'Noble' Hull Upgrades
Slot 10: Inherent Implants 'Highwall' Mining or Inherent Implants 'Yeti' Ice Harvesting

The fleet booster Orca will have:

Slot 7: Zainou 'Gnome' Shield Managment
Slot 8: Inherent Implants 'Noble' Mechanic
Slot 9: Inherent Implants 'Noble' Hull Upgrades
Slot 10: Mining Foreman Mindlink

Jump Clone: Ore

Slot 6: Inherent Implants 'Squire' Engineering (required for some fits) or EE-60x for CPU sometimes needed.
Slot 7: Zainou 'Gnome' Shield Managment or Michi's Excavation Augmentor
Slot 8: Inherent Implants 'Noble' Mechanic
Slot 9: Inherent Implants 'Noble' Hull Upgrades
Slot 10: Inherent Implants 'Highwall' Mining

Jump Clone: Ice

Slot 6: Inherent Implants 'Squire' Engineering (required for some fits) or EE-60x for CPU sometimes needed.
Slot 7: Zainou 'Gnome' Shield Managment or Michi's Excavation Augmentor
Slot 8: Inherent Implants 'Noble' Mechanic
Slot 9: Inherent Implants 'Noble' Hull Upgrades
Slot 10: Inherent Implants 'Yeti' Ice Harvesting

Jump Clone: Gas - with the gas harvester in slot 10



When PvP'ing with the fleet I go to the Citadel and switch out to my PVP clone. This is going to be a huge list. Pick and choose as you like.

Slot 6

Hardwiring - Inherent Implants 'Squire' PG4

+3% Power grid. While 3% might not seem like much, it can make all the difference in the world with battleship fittings. Particularly handy if skills relating to fitting could use some work. (PG2 1%, PG8 5%)

Hardwiring - Zainou 'Gypsy' KMB-50

+3% CPU. For a lot of battleship or cruiser setups, 3% CPU can make or break a particular fitting. Particularly handy if you use missile-related rigs, because the CPU penalty caused by that kind of rig. (KMB-25 1%, KMB-755%)

Hardwiring - Zainou 'Gnome' KTA100

-3% Missile launcher CPU requirements. Cheaper than the KMB series, but often able to fulfill the same role when you're shy on CPU in a ship that uses missile launchers. (KTA10 1%, KTA1000 5%)

Hardwiring - Zainou 'Snapshot' ZMU1000

+3% Cruise missile damage. Pro for mission running, and if you fly a Scorpion (the Blackbird's battleship-sized big brother) or a Raven in PVP it could conceivably be useful. Most players prefer not to use battleship-sized missiles in PVP, though. (ZMU500 1%, ZMU2000 5%)

Hardwiring - Eifyr and co. 'Rogue' MY-1

+3% bonus to afterburner and microwarpdrive speed boost. An incredibly versatile implant that will help with nearly every ship, but especially ships that rely on their speed in order to survive. Because nearly every PVP ship uses a propulsion module, you can know that your ISK is being well spent when you plug this in. (MY-0 1%, MY-2 5%)

Slot 7

Hardwiring - Zainou 'Deadeye' ZGC100

+3% Turret falloff. Nice for Minmatar battleships, whose projectile weapons tend have significant falloff, and very cheap because turret falloff takes a back seat to turret optimal range in the minds of most players. While correct, if you are firing in your falloff rather than in your optimal, it is exceptional and well worth the cost. (ZGC10 1%, ZGC1000 5%)

Hardwiring - Eifyr and Co. 'Gunslinger' AX-1

+3% Turret tracking speed. Tracking is often underestimated because it is hard to predict the exact effect it will have on damage output. Nonetheless, tracking is often superior to damage bonuses, especially against targets that are small and fast. This is an especially good implant for battleship pilots. (AX-0 1%, AX-2 5%)

Hardwiring - Zainou 'Snapshot' ZME1000

+3% Heavy assault missile damage. If you're all about using close-range Drakes (or Cerberuses, for that matter), this is the implant for you. (ZME 500 1%, ZME 2000 5%)

Hardwiring - Zainou 'Snapshot' ZMH1000

+3% Heavy missile damage. For longer range Drakes or what have you, these are exceptional. (ZMH500 1%, ZMH2000 5%)

Hardwiring - Eifyr and co. 'Rogue' AY-1

+3% Agility bonus. For the past few patches, ever since CCP's "Need For Speed" push, agility has been almost as important as raw speed. Any speed-based ship will want one of these (AY-0 1%, AY-2 5%)

Slot 8

Hardwiring - Inherent Implants 'Squire' CC4

+3% Maximum capacitor. Any time a ship receives a bonus to maximum capacitor, it increases that ship's capacitor recharge as a side effect. Because capacitor is useful in nearly every ship and setup, this implant ranks high on my list. This is particularly handy for laser or hybrid turret users, or any ship with an active tank.

Hardwiring - Inherent Implants 'Lancer' G1-Gamma

+3% Medium laser turret damage. Practically made for the Zealot, which already pours out a ton of damage. (G0-Gamma 1%, G2-Gamma)

Hardwiring - Zainou 'Deadeye' ZMA100

+3% to missile signature radius bonus with light, heavy, and cruise missiles. This is especially great for shooting smaller targets. If you're in a ship like a Drake or Cerberus, I highly recommend this. (ZMA10 1%, ZMA1000 5%)

Hardwiring - Zainou 'Deadeye' ZGM100

+3% Medium hybrid damage. For you Eagle and Moa pilots out there, this adds a little kick. (ZGM10 1%, ZGM1000 5%)

Hardwiring - Eifyr and co 'Gunslinger' MX-1
+3% Medium projectile damage. Recommended for Vagabond pilots or any Minmatar cruiser looking to get a little more mileage out of his guns. Especially nice with the recent changes to projectile ammo. (MX-0 1%, MX-2 5%)

Zor's Custom Navigation Hyper-Link

+5% Afterburner and microwarpdrive speed boost. This is a faction implant, meaning that it can only be found via contracts, and not on the market. It is exceptional because not only is it fairly cheap, but also because it may be used at the same time as the MY-1 implant, mentioned above under slot 6. (There is only one other version of this implant, called Zor's Custom Navigation Link. It requires Cybernetics V to be trained, and only affects Afterburner speed boost. On the other hand, it sells for next to nothing.)

Slot 9

Hardwiring - Inherent Implants 'Lancer' G1-Delta

+3% Turret rate of fire. Rate of fire bonuses are better than damage bonuses, as long as your turret-related skills are at IV or V. They may make laser or hybrid ships less cap stable, though. (G0-Delta 1, G0-Delta 5%)

Hardwiring - Eifyr and Co. 'Gunslinger' CX-1

+3% Turret damage. This includes lasers, hybrids, and projectiles. Though flexible, it is better to use the G01-Delta, above, unless the character has poor gunnery skills. (CX-0 1%, CX-2 5%)

Hardwiring - Zainou 'Deadeye' ZGA100

+3% Turret optimal range. Wonderful for any turret user, especially for ships that rely on being able to shoot from afar, including Rokhs, Apocalypses, Megathrons, Zealots, Eagles, and many more. If you need range, this is the implant for you. Often sells for less than a million ISK, too. (ZGA10 1%, ZGA1000 5%)

Hardwiring - Zainou 'Deadeye' ZMS100

+3% bonus to explosion velocity of missiles. This means that when one of your missiles strikes a target, that target is considered to be going 3% slower. Because fast-moving targets take less damage from missiles, this is an excellent choice for missile users, especially if you expect to be fighting fast-moving targets. (ZMS10 1%, ZMS1000 5%)

Slot 10

Hardwiring - Zainou 'Deadeye' ZGL100

+3% Large hybrid turret damage. An excellent option for Rokh or Megathron pilots.

Hardwiring - Inherent Implants 'Lancer' G1-Epsilon

+3% Large laser turret damage. If you fly Amarr battleships, this is the implant for you.

Hardwiring - Eifyr and co 'Gunslinger' LX-1

+3% Large projectile turret damage. A guilt-free indulgence for any Minmatar battleship pilot. (LX-0 1%, LX-2 5%)

Hardwiring - Zainou 'Deadeye' ZMM100

+3% Missile rate of fire. Wonderful for any missile pilots. These used to be incredibly expensive because of level four mission-runners, but thanks to the loyalty store are now very reasonable. Note that this hardwire gives a bonus to missile launchers of all sizes. (ZMM10 1%, ZMM1000 5%)

Hardwiring - Zainou 'Gnome' KZA1000

-3% Turret CPU requirements. Sometimes just as good as a more general CPU bonus implant, such as the KMB-50, above, but it only costs a song to buy.

...and if you are still reading this here are 2 more websites for you to look at...



http://wiki.eveuniversity.org/List_of_Skill_Hardwiring_Implants

https://skyride.org/quickmath/implants

Any questions I missed go ahead and comment below, everyone will benefit.

Saturday, July 30, 2016

Salvaging - yes & why

Hello everyone, Tauza here with some education that is not that common in Eve Online. We are going to talk about the forgotten Salvage Drone. Here is a short video I created of it's animation as it works in game. I used Nvidia Shadow Play to create it :-)



Lets start out with what the Salvaging mechanic is with a video by CCP Nova as he explains the mechanics of Salvaging and why it is so profitable. He explains the skills needed, what equipment is required and talks about the Noctis, a specialized Salvaging ship.




Now that we have that covered let me add a few things that people seen not to understand about how this works.

DON'T TARGET THE WRECKS THAT YOU WANT TO SALVAGE!

If you target a wreck and tell the salvage drones to go salvage it that is exactly what they will do. They will then stop and just orbit your ship. Not very efficient IMO.

If you have a MTU (mobile tractor unit) that is tractoring everything in for you (like in the video) then you can then launch drones when your done in the mission (if your running one) and just right click in YOUR DRONE LAUNCH WINDOW and tell the drones to "salvage". They will then salvage anything that is within your drone control range.

Pretty neat huh? Perfect time when you finish the mission to go get that cum of coffee while the MTU and drones clean up the mess you just made :-)

COSMOS MISSIONS 101

Hello everyone, Tauza here with a way for you to make some serious ISK in Eve. You have to do the work to get it but it is well worth the effort. So with that said...

"Welcome to COSMOS MISSIONS 101 aka the search for Michi's Excavation Augmentor"



This is guide to Caldari Cosmos missions in Eve Online. In this guide you will find details on how to complete each and everyone of them. You will be able to see screenshots of how the Pockets
look like in the cosmos missions, hints and tips to complete them fast, and screenshots of the reward section.

Not only do you get help on how to finish them, but their all sorted in a completion order, so you will get the most out of your time. The reason for an order is that many missions lead to another without telling you, so you have no way of knowing where to go next. This guide will solve this for you and as you get trough the missions you will see that some of these missions hold BILLIONS of ISK in reward.

Most of all these missions can be completed in safe areas known as High-Sec. So do not hesitate by going out there and get rich. Complete the missions in following order as this page shows, you can etc. just start from level 3 or level 4 if you wish to get a hold of the ISK fast. Another bonus is that when you finished these you will be able to get the 2x Run Caldari Navy (Hookbill, Caracal, and Raven) Blueprints or very close.

Enjoy

Download the entire list of missions here:

http://dl.eve-files.com/media/1305/Cosmos-Missions-101.pdf

Here is a good video that will show you how to get your hands on Michi's Excavation Augmentor which is currently being sold in Jita for about 1.5 billion ISK. The prerequisite is to have Caldari faction standing of at least 6.0 (with Connections).

Friday, July 29, 2016

Vintel EVE Online - How To

Hello everyone, Tauza here with an outside of Eve tool that you just might want to check out.

Visual intel chat analysis, planning and notification application for EVE Online. Gathers status through in-game intelligence channels on all known hostiles and presents all the data on a dotlan generated regional map. The map is annotated in real-time as players report intel in monitored chat channels.

The current release version of Vintel can be found here. Both Mac and Windows distributions are now available for download with this release. https://github.com/Xanthos-Eve/vintel



Thursday, July 28, 2016

“Enablers” & “Instigators”

Hello everyone, Tauza here with a question for you today. Are you an “Enabler” or an “Instigator”? First, lets start out by defining what the terms mean.

Define Enabler:

  • a person or thing that makes something possible.
  • a person who encourages or enables negative or self-destructive behavior in another.

Define Instigator:

  • a person who brings about or initiates something.
    • synonyms: initiator, prime mover, motivator, architect, designer, planner, inventor, mastermind, originator, author, creator, agent

The reason I ask this is because it is a pretty big question in Eve Online. Here is something to read from one of the main developers in a Dev Post awhile back that relates to this question. Worth the 5 minute read

CCP Seagull wrote a post back in 2013 that said: <---- click that link

Design for “Enablers” & “Instigators”

There are some people who make things work - they pre-fit ships for a fleet op, they run mega-spreadsheets for the industry production lines needed to equip the war effort, build tools to manage a corporation or command large fleets. Their activities enable others to have fun in EVE. And then there are some people who instigate big plans that others can help realize. Whether in null, low or high sec, the dreams and ambitions of these people inspire others with purpose.

We will start working to give the ”Enablers” better tools, and to make sure “Instigators” have cool and worthwhile ways to make an impact on the EVE universe when they inspire others to join them. We believe that helping these two archetypes achieve their own goals is the best way to have the sandbox of EVE thrive - by supporting them in creating their own exciting plans and schemes that people can be excited to join both when they arrive fresh out of a starter system or when they are looking for the next adventure in their ongoing EVE career.

Vwey interesting isn't it? The latest release with the Citadels sums it up the best as it took from those words then to become this today:

Build your dreams. Wreck their dreams


Here is the video to the release and the music video from the band that created the music for both videos. Oh, by the way, they are the Developers of Eve Online as well.



So I ask you this, which one are you? What does Eve Online mean to you? Being a bitter vet all the way from beta I would have to say I am both depending on the situation. I have been an Enabler when I ran the NEC and an Instigator when I Ran GetCo. Please comment below.

ROCK MELTER...

Hello everyone, Tauza here again with a Eve personal update today. I was asked if I was ROCK MELTER in game. I WAS at one time but I legally sold that character off through the character bazaar when I was going to take a break from Eve. There are some good pics over at that blog with some of my favorites from fanfest. Here is a link:




I was also asked who some of my past main characters were...all were sold off the same way...and there are to many to list. For those that like to dig around in Eve I am sure you can figure out who they were as well :-)


Wednesday, July 13, 2016

Eve Chronicles

Hello everyone, Tauza here again with another little piece of information for you.



I have a lot of the newbro's (new eve players) ask me about the Lore (Eve's history) and I tell them there are the online Chronicles that they can read. They are free and some of them are real good.

https://community.eveonline.com/backstory/chronicles/

Also, there are three Eve books that you can read if your interested in them. In my humble opinion they are absolutely a MUST read for anyone that likes Lore and Story Telling. They are:

  1. EVE: The Empyrean Age came out on Aug 4, 2009 by Tony Gonzales
  2. EVE: The Burning Life came out on Mar 30, 2010 by Hjalti Danielsson
  3. EVE: Templar One came out Jan 3, 2012 by Tony Gonzales
There are more books and items out there that you can get but these three I have read. You can get them off of your favorite book site or library. -=Enjoy=-

Tuesday, July 12, 2016

Directional Scanning Guide

Hello everyone, Tauza here again with another quick informational message on directional scanning.

There are many YouTube videos out there but I found this recent one the best for newbro's as it shows both the new and old ways of using your directional scanner. Take the time to watch this one.


I can't stress enough how important of a skill this while your gaming. You should always use the directional scanner in everything you do. Safe/unsafe travels :-)

Monday, July 11, 2016

Trade hubs

Hello everyone, Tauza here with another quick update for you. Today I will briefly update you on trade hubs.

Trade Hubs are centers of trading in a region of space, usually found in a solar system with many gates that serve as a main pass-through center. Volumes of goods traded in trade hub systems far exceed goods traded in other systems in the region, marked by high availability of goods in one place. The volume of goods increase customers to the system, attracting more sellers, increasing volume, and stabilizing prices. In busy regions such as The Forge, a large fraction of trade takes place at the hub, such as Jita.

The convenience of "one-stop shopping" is such that buyers are usually willing to pay a slight premium just to get the items at the hub rather than elsewhere in the region (this can usually be seen by examining the sell orders of an item). However, in low-population regions where the hubs are not as developed, there may be no premiums charged on goods and often the range must be increased on buy orders in order to reach more sellers.

Trade hubs are created in certain locations for a number of reasons, including location (choke points, proximity to mission hubs or different regions) and available facilities (research facilities, manufacturing lines etc). These factors cause players to use particular stations and systems over others, and once a station is known as a trade hub then players are more likely to use it, cementing its status.

There is a complete list at http://wiki.eveuniversity.org/Trade_Hubs

Sunday, July 10, 2016

DOTLAN Eve maps...

Hello everyone, Tauza here again with another outside of Eve resource that you should bookmark and use daily. The amount of information that can be obtained here is just short of staggering. Everyone I know that has been playing Eve uses this website and so should you.



Here is the link for their website and I made Jita your start point with security status highlighted:
http://evemaps.dotlan.net/map/The_Forge/Jita#sec

You do not need to have an account to use them, you can create one if you wish, I haven't and I assume that will do even more for you. So what is dotlan?

DOTLAN uses vector based maps (SVG for for Firefox/Safari/Chrome and VML for Internet Explorer) to display their maps. All maps are available as PDF Download (Print!) and as GIF Image. Sovereignty and occupancy data gets constantly updated. You even can subscribe the live ticker RSS feed to be up to date.

The maps are focused to be clean and easily readable with the most important information for fleet roaming and planning. They contain daily sovereignty and outpost information for your favorite 0.0 regions. Occupancy information for factional warfare is also included. You can find any information on any region, station, faction, agents, ores, npc's etc etc....

Bookmark the website, start to use it and plan things intelligently :-)

Evemon - Yes you should...

Hello everyone, here is another program that I use daily in Eve online. I created a FULL API key for this program so I can use all of its features and I suggest you do that same.

You can download it here: https://evemondevteam.github.io/evemon/

The project use to be over on Battle clinic but for various reasons it has moved to this location.

Why use this program? They sum it up best.

EVEMon is a lightweight, easy-to-use standalone Windows application designed to assist you in keeping track of your EVE Online character progression. You can view your current skills and attributes, what you're currently training, and your ISK balance. EVEMon can track multiple characters across multiple accounts, so all your alts can be monitored through the same, simple interface. You can also plan your future character progression, by setting up a skill training plan; or even just play "what if" with detailed listings of all skills and training times.

There are even more features...trust me, this program is one that can help you better understand your characters in Eve. I currently monitor all of mine, the rest of my family, extended family and friends. I help them with skill plans, help them be more efficient with the areas they are working in with eve and can even have emails sent to me when their skills complete. A very through program.

More Q&A on scanning....

Hello again - I have been getting some questions about scanning that can be best handled by the following blog posts over at Pilgrim in Exile. There is not much more I can add that is not already been covered so far but these posts cover everything in the details that some people crave.



https://pilgriminexile.wordpress.com/2014/02/09/how-do-i-determine-my-probing-scan-strength/

https://pilgriminexile.wordpress.com/2014/02/10/how-much-probe-scan-strength-do-i-need-for-exploration/

https://pilgriminexile.wordpress.com/2014/02/12/how-much-probe-strength-do-i-need-combat-probing-edition/