Lucky Bastard XIII
Posted: 2012-01-17 Filed under: eveonline, ships | Tags: miningzen 5 CommentsMy apologies, I’ve been farting around in highsec running incursions with a shiny fleet, making me the 1% of incursion runners, according to the forums. An unfortunate side effect of this is very few funny stories, unless you can make the next Odyssey out of “I repped that guy when his shields went low, but then this other dude’s shields went low, so I repped him too; then the FC warped us out without saying anything and I lost my drones again”
The recent unwashed masses pissing in the free ISK fountain finally gave me a sense of scope. I’m doing the same thing over and over again to the extreme as a source of fun. As I said in a very depressing post I typed over the weekend and threw into the trashcan because it was too depressing, once you accomplish your goal you have to find a new one as fast as possible. Since my previous goal in Eve was “make lots of ISK” I was rapidly and easily curbstomping any source of a challenge with these 100-150 mil/hour sites.
Not that I’d stop doing them if the huddled dirty masses wern’t ruining the sites but STILL, point stands. No goal, no point, no fun.
So in an effort to fling myself back into my actual corp who had been wondering where I’d been for last few months, I grabbed a Buzzard, kit it out for scanning with an offline cyno and tore a new one on my way to Branch, which according to the corpmails is where we’re setting up. According to my lossmails, I titled the Buzzard “Lucky Bastard XIII” and flew off into the great void, pointing and laughing at anyone who dared try to lock me.
Until I got to nullsec where I realized I wasn’t sure exactly how to get to Branch. Sure, I knew where it was(kinda in the northy part), what it was (that place goons are fighting in), and the general area(above that circular place without sov) but I wasn’t sure what route to take. So, being a bit of a moron I started warping through gates based on which one moved me closer to a regional gate that pointed in the general direction of Branch.
That’s how I ended up in Venal. I jumped through a gate, there’s a Drake sitting there with me. “AHA!”, I think; “This is a perfect chance to test my microwarpdrive cloak trick, which is wholly unnecessary in all but the most coordinated gatecamps!”.
So I smoothly orient myself away from the gate, double click in space and press my MWD and cloak in that order at the perfect time, having practiced this over and over back when I was using the same trick on an Itty V. (Shut up, it worked and I couldn’t afford a Viator).
Feeling full of myself for demonstrating that months of pressing F1 through F4 whenever one of the ten grey bars on my screen turned red, I jumped through the next gate into a significantly bigger gatecamp. Remaining calm, I oriented myself, double clicked and hit my MWD and Cloak in that order.
“That module failed to activate since you are cloaked”.
For those who didn’t spend several hours cursing at an Iteron Mark V with an overloaded afterburner and a cloaking device, that message means that you were slightly off on your timing, activating the cloak and then the thrust module. On a Buzzard, the ship I was presently flying, this didn’t matter much except to a skilled gatecamp. Unfortunately I was still in the Iteron Mark V mindset from several months of pressing F1 through F4 whenever one of the ten grey bars on my screen turned red.
I instantly panicked and assumed that for some reason my CLOAK had failed to activate due to my cloak being active, so I mashed my F1 key again with all the panic of a velocity-fit Iteron V staring at a lowsec gatecamp.
It was at this point that my modules helpfully updated with the fact that my cloak had indeed been activated but since I had asked so kindly it was now turned off. For those who don’t know, there is a three to four second delay between decloaking and recloaking, probably for balance issues. More than enough time to lock me and therefore kill me.
In hindsight what was I expecting with a name like Lucky Bastard XIII? Here’s hoping for better luck with XIV.
Not the Olive Branch I Expected
Posted: 2011-12-21 Filed under: eveonline, screenshot, ships | Tags: branch, hurricane, maelstrom 2 CommentsAs primarily an industrialist, I don’t have a large array of skills placed into Gunnery, Missile Launcher Operation, or rusty buckets such as the Maelstrom Battleship. I can, however, pilot a T2 fit Hurricane. With Triathlon season over and my Swimming team on winter break, I had time to fly in the current CFC Branch Campaign. (Side note: check out this thread and see if you can find me).
A call for Alphafleet came out on comms and I suited up in my Hurricane.
After staging we were out running around Branch and blowing up towers. Our FC for a fleet of about 100 was calm and collected. I can’t tell you how much I do not enjoy FCs that yell and spam commands, “GO GO GO GO LOCK LOCK LOCK LOCK LOCK PRIMARY BLAKE PRIMARY BLAKE PRIMARY BLAKE”. I really only want to hear the order twice for clarity.
Jokes were had, outlandish pictures were posted in local, and while waiting for a a Tower timer, we all started up MS Paint and made drawings of our FC.
Our Maelstroms will blot out the sun!
Phobos Roam
Posted: 2011-11-16 Filed under: ships | Tags: bubble, heavy interdictor, nullsec, phobos, roam, syndicate, thorax Leave a commentLast night I went on a roam into Syndicate with the Alliance.
Heavy Interdictors are a new class for me and I was sure to tell the FC that it was my first time out in the ship. I relied on his direction for bubble placement and up/down activations. There is a certain elegance in placing bubbles to catch incoming our outgoing traffic. You want to be able to trap while allowing your fellow Blues to engage.
It’s a learning experience but even in the hour roam that we were on, I learned a lot. The first thing I noticed is how much longer it takes me to align and get into warp compared to our fellow Drake and Hurricane pilots. This 1600 weighted beast sure takes its time.
I’m open to any tips from fellow Heavy Interdictor pilots and perhaps catching you in a bubble Soon(tm)!
Frigate Shenanigans
Posted: 2011-08-04 Filed under: ships | Tags: firetail, frigate, hookbill, navy comet, rifter, slicer 11 CommentsTo be honest with you, I’m not much of a PVP’er. I went right into Capital ships and trading to grow my wallet. Now I’ve got the urge to go fly around and blow things up.
I went through some of the popular fits on Battleclinic for the following ships and bought up some items.
- Caldari Navy Hookbill
- Federation Navy Comet
- Imperial Navy Slicer
- Republic Fleet Firetail
- Rifter
I know you may argue that Rockets are broken so the Navy ships are useless, but I’m more about the adventure on this experiment than actually looking to win 100% of the time.
I will of course post any stories about ridiculous kills and my adventure into PVP. Feel free to post any of your favorite Frigate ships setups! PEW PEW PEW!
Perfecting Jump Freighter Skills
Posted: 2011-07-27 Filed under: ships | Tags: isotopes, jump freighter 3 CommentsMy Jump Freighter is a workhorse. I probably spend more time in it than any other ship. Ships, ammo, POS modules, POS fuel, minerals, and salvage all need to be moved around in nullsec.
Please take a moment and send a thank you evemail to the Logistical pilots in your corp/alliance.
A few month ago, I set out to reduce the Isotope cost as much as possible. One way on the round-trip into our nullsec staging system was consuming 21.2 k Isotopes with level 4 skills. By polishing them off to V, the consumption is now 14.7 k.
What’s the cost difference? 10.6 M vs 7.36 M, so about 3.24 M saved per one way run. Pocket change aye? But given that I was doing 5 round trips a week, that’s 32.4 M a week or 130 M a month. If you are in a phase of setting up or ripping down lots of towers, the number of jumps can be huge.
The two skills that affect Isotope consumption are Jump Fuel Conservation and Jump Freighters.
- Jump Fuel Conservation – 10% reduction in ice consumption amount for jump drive operation per light year per skill level.
- Ship applied Jump Freighters skill bonus – 10% reduction in jump fuel need per level
As far as maneuverability, don’t forget the wonderful Hardwiring – Eifyr and Co. ‘Rogue’ CY-1 and AY-1 implants.








