February Failmails

I spend a lot of time reviewing killmails so here are some choice fails.

  1. 52.8 B Officer/T2 Erebus (Gallente Titan) link
  2. 155.3 B lowsec Obelisk (Gallente Freighter) link
  3. 2.4 M damage Power Diagnostic System II fitted Thanatos (Gallente Carrier) link
  4. Two SOLODRAKBANSOLODRAKBANSO Anshar’s (Gallente Jump Freighter) killed by their own Alliance’s POS 3.8 B link and 4.4 B link
  5. 7x Warp Core fitted Dominix killed in lowsec link
  6. Heavy Pulse Laser II fitted Dominix link
  7. Phoenix (Caldari Dreadnought) taken out by a POS link
  8. Mixed fit Dominix link
  9. NPC killed Thanatos (Gallente Carrier) link
  10. 3.0 B Charon (Caldari Freighter) link

Hauling: how not to die

1. You probably won’t die, unless you’re carrying something worth lots of iskies or sentimental value, at which point Murphy’s law kicks in and it explodes half a kilometer off the station.
2. Try to make sure that the isk required to destroy your ship is more than the isk you currently have in your ship. example: Covetor BPO in a shuttle, bad idea. Covetor BPO in a freighter: silly, but good idea.
3. Freighters, although big and awesome, can be killed. It doesn’t happen often, but it will. Don’t autopilot with more than a bil in cargo.
4. Tech 1 haulers explode when a rookie ship coughs at them. Make sure you’re either good at running away quickly or never carry things that even LOOK valuable.
5. Making a courier contract and doing it yourself will not stop people from seeing into your cargo.
6. Nor will putting your stuff in GSCs (Giant Secure Container)
7. A cloaky hauler is not invulnurable, a blockade runner is fairly invincible w/ the right strategies.
8. The best defence against suicide ganks is an Orca (Industrial Command Ship). Would-be gankers can’t see inside it’s corp hangar so they won’t risk the time it takes.
9. If you have to AP to Jita, AP to one or two jumps before Jita. A smartbombing BS costs about 3-4 mil after insurance.
10. A BS can kill your hauler. Most BSs, after insurance, cost under ten mil, fittings included. Be very nervous while hauling more than ten mil in a T1 hauler.
11. A typical highsec gank of a deep space transport takes 4-5 BSs. Be careful when hauling more than 50 mil.
12. A typical highsec gank of a cloaky hauler never effing happens, because you’re cloaked.
13. Autopilot and going AFK are the two most easiest way to spray paint “hot fresh iskies” on the side of your ship.
14. A deep space transport can fit a goodly tank at the expense of cargo.
15. If you fit your deep space transport for tank you’re either trying to get past a gatecamp where you KNOW a Heavy Interdictor is not present or you’re being an idiot.
16. The people with brains will look past the deep space transport’s tank bonuses and note that it has enough powergrid to fit a microwarpdrive.
17. It is a perfectly legitimate use of game mechanics to align to a gate, engage cloak and MWD, then disengage them after one cycle and engage warp to produce an insta-warp effect.
18. Freighters are slow as frozen molasses. Ask a corpmate nicely for his webbs.
19. Freighters are essentially giant cardboard boxes. If you get wardecced, do not take them out of station.
20. Skate around wardecs by keeping your freighter alt in a newbie corp. This may make #19 difficult.
21. To let an out-of-corp person web you, have then jettison ammo and have the freighter take from it.
22. Oh wait.
22. Have the freighter pilot in another ship take from your can, then webb. Pay very close attention if you get concord threats.
23. when hauling through lowsec, use a blockade runner (warp cloaked), occator (Mwd/cloak trick), Orca (MWD trick, very expensive and skill intensive), or a freighter (with several friends)
24. The cloak/MWD trick will not help very much against Warp bubbles in nullsec. Use a cloaky hauler.
25. When caught in a warp bubble, find the closest edge NOT on an align point with anything. Approach, turn on AB/MWD and cloak. Slooooowly make your way to safety.
26. Drones decloak you. IF you get decloaked for any reason you’re probably dead, burn out the bubble and try to align to something.
27. When in a T1 hauler/cloaky hauler, be wary of smartbombing gatecamps. Silly as it seems, have a tank on your cloaking ship.
28. If you find yourself screwed downriver, like protocloaked w/ no velocity next to a ten man gatecamp, sit there and wait for someone else to get caught, THEN try to run.
29. Evade station gatecamps by having a BM about 1,000 km away from the station on a line with how you undock. Instawarp happens every time and foils gatecamps, assuming no bubbles.
30. Jita IV moon four station has a moon and planet that fits this criteria.
31. In a fight between haulers and combat ships, there can only be two endings: the hauler dies or the hauler lives. Try to avoid the former situation by being verrrry careful.
32. Having a hauler that can warp cloak or protowarp scout for a hauler that can’t is a good strategy when traveling through lowsec.
33. Using two haulers that can cloak is a much better strategy.
34. Despite what your friends say, using a scout in null and lowsec is not “unmanly”.
35. JFs make all your lowsec hauling problems go away, unless you don’t know how to use one, in which case you shouldn’t get one.
36. If you’re too “noobish” to understand any of the above, then what the hell are you doing w/ over 100 mil and/or ask a corpmate.

[March 9 Addition]

5.4 B Iteron V (Gallente T1 Industrial) killmail

1.2 B Mammoth (Minmatar T1 Industrial) killmail

0.59 B Madger Mark II outside Jita 4-4 killmail


Recently, a friend of mine linked a chatlog. Apparently, someone had bought a Rorqual without realizing that, being a capital ship, it could not use gates. Subsequently, he lost it on a gate. In the chatlog, he essentially explodes. With rage and idiocy.

Before that, another friend, through a series of coincidences, had all his chars outside his WH when the server crashed. When the server came back up, the WH connecting him to his 3-4 bil in assets was gone, with no way to get back in.

I’ll go ahead and let you imagine his reaction. Short story, a GM let him back in.

As I’ve heard before, Eve is a game of tens. You start out in a rookie ship and 100k isk sounds like shitloads. You get a frig and 10 mil sounds like shitloads. You get a cruiser and 100 mil sounds like shitloads. you get a BS and a bill is a shitloads. You get a carrier and usually by that point you think 500 mil is being poor.

With insurance the way it is, losing a ship isn’t much, and you can usually bounce back with the money. A personal nightmare of mine used to be losing all of my assets at once and finding myself back in a rookie ship with an empty wallet. My personal Eve nightmare has now changed to all of my friends stopping playing and possibly losing everything. And/or getting blamed for a giant corp theft or something.

In any case, if I did find myself in a frigate mining again, I still wouldn’t explode. I have friends now, friends that loaned me startup capital in a heartbeat, so even if I do find myself in a fucking navitas mining fifteen units of veldspar every fucking 60 fucking seconds until I want to hang myself…
Where was I going?

Anyway, in our WH, when we have to close a wormhole, we usually jump a bunch of medium and small sized ships through, jump the Rorq through, move the ships back through and then the Rorq, which so far has only failed few times, but we fixed that. Anyway, this scenario leave us in the situation of having a 1.7 bil ship, alone, on one side of a wormhole that usually, if we’re trying to close it, has several people on the other side that want to kill us.

I can’t accurately portray that risk, so let’s basically call it the equivalent of sticking your todger into a women’s bathroom at the annual switchblade owner convention.

Anyway, I’ve had losses before and they really didn’t bother me. When I lost the large tower to a highsec gank after getting it safely out of a C6, I made a witty comment in local and left. I lost a friend’s domi to a blob, I wished them a nice day. I would go on, but I’d like to hear your stories. What’s the worst loss you’ve had, and have you ever exploded like this idiot?

First Cyno Adventure

Don’t even think about getting into Capital ships until you have Jump Drive Operation to V with the two support skills, Jump Drive Calibration and Jump Fuel Conservation, to at least III if not IV. These are completely necessary skills in order to move a capital around. Jump Drive Calibration is especially important because it grants a 25% increase in maximum jump range per level (!). Additionally, Jump Fuel Conservation reduces fuel consumption by -10% per level.

We got a link to a C5 with a C140 WH (1,350,000,000 kg max jumpable mass) to Babirmoult (0.18) in the Solitude region. I brought out a scout from WH space and watched the only station in the system for an hour as I planned out the jumps for the Carrier and coordinated logistics with my Cyno-capable corpmate. If my Jump Drive Operation support skills were at 0, then it would have taken us 6 jumps. Good thing I spent the time training up the support skills to III.

Only 1 in local in the WH enterance system. I watched as he switched in between a Legion (T3 Cruiser) and a Sacrilege (T2 Heavy Assault Ship). Meanwhile, in the neighboring systems of Faurulle and Agaullores, there was a 25 person lowsec gategamp. Sheesh, well Eve is about adventure, right?

We decided that the timing wasn’t going to get any better so we planned our route.

  1. Lonetrek, Otsasai (0.35) Caldari State
  2. Black Rise, Iwisoda (0.24) Caldari State, Distance: 8.431 ly
  3. Placid, Grispire (0.18) Gallente Federation, Distance: 8.265 ly
  4. Solitude, Babirmoult (0.18) Gallente Federation, Distance: 9.333 ly

I got my scout into the 1st system, Otsasai, and cloaked him up outside the station.

Corpmate with a Cyno cruiser in place in the next system, green light issued for jump, cyno up, WHEEE! *jump*

I laded some 8k off of the Cyno cruiser so I cloaked up. Now comes the fun part where your Cyno ship cannot move for 5 minutes. After the capital ship successfully jumps, you have two options. Wait for the cyno cycle to finish or self-destruct your ship. The first two systems that we had to jump into were practically empty so we waited the full Cyno cycle.

Everything was going great until the last jump into the system with the WH when I got this notification when attempting to jump:

[ 2010.02.13 04:52:58 ] (info) This jump destination requires 7466 unit(s) of Oxygen Isotopes, but you only have 6615 in your cargo hold.

Um, uh oh. I tried to jump again.

[ 2010.02.13 04:53:10 ] (info) This jump destination requires 7466 unit(s) of Oxygen Isotopes, but you only have 6615 in your cargo hold.

Additionally, the WH from our C6 into the connecting C5 was going to close in less than 3 hours.

I guess I didn’t read the Dotlan jump calculations carefully enough. I rushed my scout around and picked up another 2,000 units (300 m3) of Oxygen Isotopes and jetcanned it right next to the Carrier.

The Cyno Cruiser flew past some lowsec gatecamps in neighboring systems and into position. We dropped the last cyno right on top of the WH (less than 5km) so the Carrier could jump in right away.

Local looks good, green light issued for cyno, cyno up, *jump*.

[ 2010.02.13 05:22:38 ] h > lit @ 2.8k


[ 2010.02.13 05:23:01 ] Blake > landed 7k away
[ 2010.02.13 05:23:04 ] Blake > closing range
[ 2010.02.13 05:23:10 ] h > burn fast 😛
[ 2010.02.13 05:23:22 ] Blake > 60 m/s!
[ 2010.02.13 05:23:23 ] Blake > lol
[ 2010.02.13 05:23:26 ] h> XD
[ 2010.02.13 05:23:37 ] Blake > almost there

Overall a success. Now we have some remote repping power in WH space.

Cyno Operation Tips:

  1. After your Cyno module is activated, click it again to stop the cycle. This will ensure that you do not go into another Cyno cycle and become a sitting duck for another 5 minutes.
  2. Scout, scout, scout! Have corp mate(s) or alt(s) scout 1 or 2 systems ahead in your capital ship jump path. You can watch local traffic and really see when you have a good jump window.
  3. Train the Jump Drive Operation support skills up to at least III, if not IV.
  4. Cyno operations can be a blast. How else can you get through 13 systems in 1 jump?
  5. Don’t fly what you cannot afford to loose.
  6. Oh, and as always, check your clones and ship insurance before undocking.

New Project: Build a Carrier in WH Space

When I started my Eve account, I had dreams of becoming a master builder. Since then I’ve put a lot of industry jobs on hold to go mine in WH space. To some mining is boring. I however, have enjoyed my mining career. I’ve been able to buy some nice toys due to hours of sitting on Arkonor roids including a Freighter, T3 Cruiser, Orca, 2x Hulks, Plexes for a 3rd account, and even a Carrier that is currently sitting in lowsec awaiting a good link to our WH system.

Even though I have concentrated on mining over the past 1.5 years, I have done some building such as T1/T2 drones, T1/T2 Hybrid guns, and basic T1 modules since the BPOs were cheap. Now I’m embarking on a large project – build a Carrier in WH space since I’m becoming impatient waiting for a nice link from lowsec to our WH system and honestly, what is Eve without new challenges?

As many of you know, the majority of Eve projects begin with a spreadsheet to see if your idea is ISK-feasible. So now onto the estimations.

With a ME10, PE1 Thanatos BPC, I will need:

  1. Megacyte 17,941
  2. Zydrine    41,849
  3. Nocxium    232,855
  4. Isogen    823,502
  5. Mexallon 5,287,183
  6. Pyerite    14,128,271
  7. Tritanium 57,790,100

This comes to 784,000 m3 of minerals with Tritanium being the biggest spacehog. Sheesh, that’s two freighters full of minerals!

I scanned a link to highsec via a C2 and assembled my NPC shopping list:

  1. X-Large Ship Assembly Array, 90 M – builds the Carrier
  2. Component Assembly Array, 9 M – builds the Capital Ship parts
  3. Capital Ship Construction Skillbook, 65 M – I allows you to build fighters, III allows you to build Carriers. Only took some 3 hours to train to III with +4’s
  4. Small Ship Assembly Array, 90 M – builds Fighter Drones

Along with the NPC orders, I needed some BPCs so I started searching contracts in Jita.

  1. Capital BPCs purchased in Jita 4-4, each 5 unit run BPC was around 2-6 M for a total of about 180 M
  2. Thanatos BPC ME10 PE1, 70 M
  3. Firbolg BPO ME 20 PE 5, 75 M

Raw mineral cost based on Jita 4-4 buy orders:

  1. Megacyte    44.3 M
  2. Zydrine    56.3 M
  3. Nocxium    20.9 M
  4. Isogen    44.5 M
  5. Mexallon    15.6 M
  6. Pyerite    90.4 M
  7. Tritanium    156.0 M

Total: 428.1 M

A few nights ago we had a route from our WH -> C5 -> C2 (occupied with miners) -> C2 -> Highsec and lowesec exits. My corpmate and I made 2x Iteron V runs to get the X-Large Ship Assembly Array (25,000 m3) and Component Assembly Array (12,500 m3) into our WH system. They are currently anchored and offline (as to not consume fuel) since we are currently gathering minerals.

The biggest hogs are Mexallon @ 53,000 m3, Pyerite @ 142,000 m3, and Tritanium @ 578,000 m3 (!). That’s a LOT of Tritanium. Needless to say, I’ve been working on Veldspar, Plagioclase, and Scordite roids since they have the highest yield of the three minerals. I have the money to buy the Tritanium from Jita, but lack the will to haul it all in. So the more Veldspar I can eat up in WH grav sites, the less I will have to haul.

I’ve just started mining and have one hangar filled with raw ore so stay tuned for more industry adventures!

[Feb 17 Update]

Of course a few days after I write this article and bring construction equipment into WH space we get a nice WH link that is big enough to allow Capitals to enter. Details here.