She loved the feeling of walking in a haze after a sleepless night. It was not something that she could do too often, but over the years it had become a sort of monthly ritual. Where many relied on drugs, she found that a little sleep deprivation provided a much more healthy kick. When the sister she lost six years ago suddenly looked back at her from the wall screen in her living room, she stared at the screen in pure disbelief. She tried blinking and looking away and back, but she was definitely no hallucination.
Her own survival had been a great fuel for her shame, since her reasons to be out of the Aramea system when the wormhole appeared were of a frivolous nature. To be exact, she had slipped through her parent’s net to be with a boy. To her dismay, she did not even recall his name anymore. She had spent the last few years trying to erase everything that had happened from memory, and to some success. By some weird happenstance, Loreena had survived against all odds – and now threatened to bring down all her carefully erected protection barriers. And yet, seeing her sister alive filled her with such a profound relief that it did not matter that much. Still, the main question was if she should make contact at all. Would her own life be better if she did? She knew she was a selfish bitch, but she liked herself just the way she was. Loreena had always been the more sensible one, and she was certain they would quickly resume their usual fights about how ill-behaved she was. No, this changed nothing. She would just ignore her as she did her past.
Three months later, she had to face the fact that she had to call Loreena. The knowledge that her family had not in fact been wiped out entirely had changed her in a number of subtle ways, to the point where she was not able to enjoy her frivolous activities anymore. Loreena’s face haunted her like a tattoo she could not remove. It enraged and frustrated her. She damned her sister to hell for doing this to her, but there was no way around it. So it was that laden with anger, frustration and grief she jumped into her ship and made her way to Gamis. She had made an appointment with Loreena under a false name – she wanted to shock her as much as she had been shocked. When she entered the Anthean museum, she was strangely humbled by all the work they had done so far. She averted her eyes from all these things trying to yank her back into her past and made her way to Loreena’s office.
When they saw each other, no words were spoken. Loreena looked haggard, but when saw her long-lost sister she lit up in a way that made her lose all her carfully erected composure, anger, frustration and grief included. “How could you?” she murmured softly when they embraced, but Loreena just held her tighter. She never understood exactly what had felt so good in that moment, but for once she did not try to investigate any further.
From there she joined the Aramean Excavations project as lead planetologist, her talents now serving a purpose beyond funding her lascivious lifestyle. Loreena had been changed more deeply than she could have imagined, now a lot closer to the elder sister she had wished to have many years ago. Maybe she could have the best of both worlds after all, she thought and jumped back into bed for some afternoon fun.
Marauders are the undisputed mission running kings. Usually able to field almost as much DPS as the highest tier battleship from each race and a much better tank makes them ideal for solo work. Marauders are also flexible when it comes to fitting, as you can fit more utility modules than battleships in general due to better power grid and CPU.
But enough talk, let’s have a look at some mission running fits for the Paladin. These are all fits that I used/use on Sparhawk’s Wrath, not just EFT theoretical fits. I based all of these on missions versus Sansha (EM and Thermal damage), of course you will have to swap hardeners depending on the NPC faction you face in your mission.
The poor man’s fit:
Apart from the essential modules worth investing in, this fit uses generic modules. I used this when I switched from the Abaddon, and could not afford any fancy modules beyond what I already had. It is optimized for tank, but already works like a charm in all level 4 missions.
[Paladin, Missioning Tank]
Imperial Navy Large Armor Repairer
Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Armor Thermic Hardener II
Armor Thermic Hardener II
Armor EM Hardener II
Armor EM Hardener II
Cap Recharger II
100MN Afterburner II
Cap Recharger II
Cap Recharger II
Mega Pulse Laser II, Multifrequency L
Mega Pulse Laser II, Multifrequency L
Mega Pulse Laser II, Multifrequency L
Mega Pulse Laser II, Multifrequency L
Drone Link Augmentor II
Small Tractor Beam II
Salvager II
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Infiltrator II x5
Stats:
- Cap stable (except with Conflagration)
- 447 DPS with Scorch (559 with drones), 45 Km optimal
- 487 DPS with Multifrequency (599 with drones), 15 Km optimal
- 625 DPS with Conflagration (737 with drones), 15 Km optimal
- 1156 DPS tank
- 337 m/s with AB
Brick artillery style
This is a fit I used with Loreena along in the logistics for the more dangerous missions (overkill, but on the satellite connection better safe than sorry). It is made to warp in, and more or less sit there like a giant brick and deal some damage. Without AB the speed is ridiculous, but even with all the heat sinks it stays cap stable. To compensate the lack of AB, it has two optimal range scripts.
[Paladin, Brick Artillery]
Corpus X-Type Large Armor Repairer
Armor EM Hardener II
Armor Thermic Hardener II
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Damage Control II
Tracking Computer II, Optimal Range
Tracking Computer II, Optimal Range
Cap Recharger II
Cap Recharger II
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Drone Link Augmentor II
Small Tractor Beam II
Salvager II
Large Capacitor Control Circuit II
Large Capacitor Control Circuit II
Infiltrator II x5
Stats:
- Cap stable without the Salvager and Tractor
- 781 DPS with Scorch (892 with drones), 58 Km optimal
- 852 DPS with Multifrequency (963 with drones), 19 Km optimal
- 1093 DPS with Conflagration (1205 with drones), 19 Km optimal
- 709 DPS tank
- 131 m/s
My favorite fit
This one is a good mix between tank and gank, so I do not have to worry about defense too much while dealing enough damage to get things done quickly. It’s an expensive ship for sure, but if you can afford it it’s amazing. It works well with less expensive mods as well, but your Marauder deserves it
[Paladin, Missioning Tank n Gank]
Corpus X-Type Large Armor Repairer
Armor EM Hardener II
Armor Thermic Hardener II
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Damage Control II
Corpum B-Type Energized Adaptive Nano Membrane
Cap Recharger II
Cap Recharger II
Tracking Computer II, Optimal Range
Republic Fleet 100MN Afterburner
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Drone Link Augmentor II
Small Tractor Beam II
Salvager II
Large Capacitor Control Circuit II
Large Capacitor Control Circuit II
Infiltrator II x5
Stats:
- Cap stable without the Salvager
- 665 DPS with Scorch (777 with drones), 52 Km optimal
- 726 DPS with Multifrequency (837 with drones), 17 Km optimal
- 931 DPS with Conflagration (1043 with drones), 17 Km optimal
- 1055 DPS tank
- 350 m/s with AB
For DPS-heavy missions, you can go all-out tank and add a hardener for each damage type instead of the two heat sinks:
[Paladin, Missioning Full Tank]
Corpus X-Type Large Armor Repairer
Armor EM Hardener II
Armor EM Hardener II
Armor Thermic Hardener II
Armor Thermic Hardener II
Damage Control II
Corpum B-Type Energized Adaptive Nano Membrane
Cap Recharger II
Cap Recharger II
Tracking Computer II, Optimal Range
Republic Fleet 100MN Afterburner
Mega Pulse Laser II, Multifrequency L
Mega Pulse Laser II, Multifrequency L
Mega Pulse Laser II, Multifrequency L
Mega Pulse Laser II, Multifrequency L
Drone Link Augmentor II
Small Tractor Beam II
[empty high slot]
Large Capacitor Control Circuit II
Large Capacitor Control Circuit II
Infiltrator II x5
Stats:
- Cap stable
- 434 DPS with Scorch (545 with drones), 52 Km optimal
- 473 DPS with Multifrequency (585 with drones), 17 Km optimal
- 607 DPS with Conflagration (719 with drones), 17 Km optimal
- 1776 DPS tank (!)
- 350 m/s with AB
- Empty high slot because of CPU, fit what you can
I know that I tend to fit my ships always the same way, so if you have a fit that works well for you please share it – I am always open for experiments. Also, there are no Beam laser fits here because I do not use beam turrets anymore. In missions with sniper rats the AB is usually good enough to get them. Either that, or tag along with a buddy/an alt… when I mission, Loreena comes along in the Kronos fitted with rails – problem solved with a fitting dose of overkill
Sayathea learned very early that good looks are both a blessing and a curse. Being born into a wealthy family of the Jin-Mei caste was similar: she got almost everything she wished for as a child, but as soon as she was of age to marry she learned that she was not free to make her own choices. To escape forced marriage and a number of other potential abuses, she fled. She knew exactly that she would never be able to go back, so she stole whatever ISK and valuables she could put her hands on and paid an amarrian merchant to take her into Amarr space. She knew her family had many enemies there, so pursuit was less likely – even if she was certain they would try to get to her anyway.
She quickly realized that she was not quite ready to be on her own in this harsh universe, especially not as a young gallentean woman in Amarr space. Nevertheless, she managed to survive long enough to pay for a pod pilot’s license – though along with her ship it cost her everything she had left from her heist. She was now as independent as she had dreamed of countless nights, but she would have to earn her keep from now on. It was the beginning of a long trek that took her to the edges of secure space, always mindful to keep a low profile. She evaded a few attempts from her family to either kill her outright or bring her back into federation space, until they seemed to finally give up a few years later. She had tried to keep in contact with her older sister and one of her cousins, but as their destinies grew more distant from each other so did their friendships.
It was on a station in Derelik that the last few years finally caught up with her. Stranded until her ship was serviced, she suddenly had time to reflect on her life, and she realized that she had no such thing. While she had been able to safeguard her body and freedom, there was nothing else to her. Now that the reason for her flight and years of traveling around the universe was gone, the prospect of beginning a life truly of her own was daunting. She was an empty shell without a purpose, lacking even the knowledge on how to find a purpose. It was in this state of mind that she met Loreena Syrkos for the first time. She instantly recognized her as a lone wolf like herself, with very little interest in the thriving social games pilots like to indulge in. She watched as she navigated through the crowd, expertly avoiding to initiate contact with anyone. She followed her from a distance, not exactly sure why she had this effect on her. A few corridors later, she disappeared into her hangar booth and later undocked in a Prowler – a fitting choice of ship in Sayathea’s book.
The ship’s name allowed her to find out that it belonged to a Loreena Syrkos, CEO of the corporation Aramean Excavations. Reading about the ARMEX project proved to be a revelation. Picking up the pieces of a civilization from among the debris of its home planet destroyed by a cataclysmic event sounded like what she was trying to do with her own life. The next few days while waiting for her ship to be ready, she read up on the project and Loreena herself. When she was finally back in space, she contacted Loreena and managed to convince her to meet. Instead of the eccentric personage she had expected her to be, she quickly found a true friend in Loreena, one who shared her broken soul. It turned out she was not the only one trying to piece herself back together through the project.
Her position as lead archivist was exactly what she needed. Cataloging all the artifacts and managing the dedicated museum’s expositions kept her on a tight schedule and filled her mind. Every little piece she added to their ever growing collection made her feel a little more at home here. Maybe her life could be mended after all?
Yes, it’s the infamous NPC damage types list that about 80% of all EVE pilots have in place of their biographies. This time in a pretty & practical printable format:
What it shows:
- NPC Damage Types
- Weaknesses
- Drones to use (light/medium/heavy/sentry)
- Countermeasures for dampening & disruption
While the new portrait editor is all kinds of awesome, I think some of the characters lack the depth they had before. This is especially true in Aeon’s case: the old portrait was more expressive than what can be achieved with the new editor. One thing that really bugged me was the fact that I can’t have him open his eyes more – his race template does not offer enough leeway here. Difficult not to make him seem sleepy!
Nevertheless I am quite happy how they both turned out (even if Aeon looks like a monkey with the Captain’s Quarters renderer and Loreena is way too angular). As usual I did not use much makeup or additional decorations like piercings or the like, because both characters are very simple and it would not fit their style. I think they will not get anything from the NEX store either – the default choice of attire is more than enough for their needs
Aeon lost his front tattoo, the same one was available after the tattoo update of the editor, but it does not render the same – so I chose to go on without it. Maybe in the future they will add some more options, but for now they look good enough to me.
As I have to rebuild all of my 18 planets with the new changes to PI, I took the time to sit down and make some calculations for once before I start fiddling around aimlessly again. The aim is to make POS fuel commodities, so I inspected in detail what I need for them.
The idea was that I needed not only to find out which raw materials were needed, but to determine precisely how much of each I would consume, taking into account that some are used in more than just one commodity. For example, Noble Metals are used for Enriched Uranium, Mechanical Parts, and indirectly in Robotics.
Warning: I take no responsibility for any neuronal damage that may result from reading the rest of this post.
It took me a while to figure out the best way to do this, but I managed to put it together in the end. So, to build exactly one run of each commodity:
This takes into account that you need to make enough Mechanical Parts to keep some as commodity and use the rest to make Robotics. So you effectively produce this:
5 Coolant
5 Enriched Unranium
15 Mechanical Parts
10 Consumer Electronics
20 Oxygen
3 Robotics (Using 10 Mechanical Parts and 10 Consumer Electronics)
Processing Infrastructure
Now to the tricky part: the amount of cycles I listed above represent how often a basic industry facility has to complete a full cycle to process the materials required by the rest of the production chain. If you want to have seamless production of all commodities, those cycles would ideally be concurrent.
What this means is that you should have one industry facility for each cycle so they can run at the same time. To produce one run of the commodities I listed above, you would need the following amount of Basic Industry Facilities with the according Schematics to process the materials:
2 x Water Schematic (Aqueus Liquids)
2 x Electrolytes Schematic (Ionic Solutions)
8 x Precious Metals Schematic (Noble Metals)
6 x Toxic Metals Schematic (Heavy Metals)
6 x Reactive Metals Schematic (Base Metals)
4 x Chiral Structures Schematic (Non-CS Crystals)
1 x Oxygen Schematic (Noble Gas)
Of course this would be distributed accross your network of planets, and it assumes that your extractors can keep up with the demand from the industry facilities. However, if you can manage to whip this together you will be able to almost seamlessly produce POS fuels. Almost, because I glossed over the whole logistics issue transporting stuff around
Base raw material requirements
For all intents and purposes here is the base list of raw materials needed for one production run of each commodity.
3 Robotics
> 12000 Heavy Metals
> 12000 Non-CS Crystals
> 12000 Noble Metals
> 12000 Base Metals
Choosing the right planets
As for which types of planets you will need for all this, it depends on what you have available and where you do it – nullsec is definitely the place to be for PI (be it in regular nullsec or wormhole nullsec), as the extractor yields are extremely better than highsec. But highsec can work as well, you will just end up with a lot more colonies to do the same thing.
The planets distribution for the materials we need is this:
If you look at this chart, you will see that it is possible to have all you need even if you do not have access to Oceanic, Ice, Storm and Plasma planets (but you need Lava planets, which are fortunately more widespread). Beyond this chart, even if some materials can be found on several planet types does not mean they area all equal in terms of yield. For example, Aqueus Liquids are logically not as abundant on a Barren planet than on an Oceanic one. You will have to find the right balance for your selection of planets.
Now looking back at the list of raw materials we need, the topmost materials are Noble Metals, Heavy Metals, Base Metals and Non-CS Crystals. For these, you will have to build colonies primarily on Lava / Plasma / Barren planets. In highsec, this list will be reduced to Lava and Barren planets.
When choosing your planets, scan every one of them for the material you need (like Base Metals), and compare the yield bars between planets to find the one with the better deposits. If you want to be really precise about it, you can take screenshots of each planet and compare them by measuring the width of the bars in a graphics editor or overlaying them. To illustrate:
Planet B clearly has a better supply of Base Metals. However, this does NOT mean that a detailed scan will not reveal that planet A has spots with higher concentrations than Planet B: the bars just mean there is more or less of a material planetwide. Single deposits can vary a lot. So what’s the optimal way of finding the best planet for a material? My favorite technique is running a detailed scan of each planet without changing the resource limit slider.
Here’s how you do it: find the planet that has the biggest deposits of the material you seek. I’ll stick to the Base Metals in my case. When you have found the best planet, run a detailed scan for Base Metals and adjust the slider so that the biggest deposit you can find on the planet surface is shown with a white area, like this:
The single white area there is the biggest deposit on that planet. Logically if we run a detailed scan of the other planets, we should not get a single white area anywhere. However in practice, that is not always so. To illustrate, run a detailed scan of all the other planets. Chances are that one of them even has a bigger deposit somewhere on its surface. That’s where you should set up – even if the planet on the whole has less of that material, your extractors will have more to work with. In my case, I found this:
Now that’s a lot better than my initial scan.
Conclusion: do not judge a planet by its deposit bars! The best is to always use the detailed scans to compare them.
Sytek’s alliance, Joint Venture Conglomerate (JVC), is slowly growing – and the need for an informational website was getting bigger. Lately I found the time (don’t ask me how, I am still amazed myself) to whip together a layout and put a website online for it with some very basic content:
I had already put up a forum as well before the website, so it made sense to have the website to explain JVC’s mission. Many alliances (even the top-ranking ones) have their forum as their homepage, I prefer having at least one simple page that tells me what the alliance is about.
On a sidenote, with 16 active member corporations it has become quite a hassle to keep track of membership fees. I have a spreadsheet now to handle this, but it is still clumsy. Does anyone know of a good way or tool to manage fees like that?
I am still importing my old blog posts that had gotten lost in the server crash, and I came upon a post from 2007 about Aeon and Loreena’s skill distribution. It was interesting to see how they both evolved during those three years. Here’s how it looks today:
Aeon’s top areas, not counting Learning skills, compared to 2007:
» Spaceship Command (18.4 Mil) – unchanged
» Gunnery (9.7 Mil) – unchanged
» Science (5.3 Mil) – up from #4
» Engineering (4 Mil) – new
» Mechanic (4 Mil) – new
Loreena’s top areas:
» Spaceship Command (14.5 Mil) – unchanged
» Science (9.2 Mil) – up from #3
» Gunnery (6.5 Mil) – new
» Drones (6.5 Mil) – new
» Mechanic (4.4 Mil) – new
Loreena is the one with the most changes, she evolved into a science / combat hybrid with some really good drone skills. Aeon pretty much continued on the path he had started on, namely flying ships and killing stuff with them. The fact that science is so far up the list is because of the scanning and hacking/archaeology skills.
Both characters also have some mid-term skillings plans at the moment: Aeon is working on making a foray into capital ships with an Archon, and Loreena is skilling up on Hybrid guns to eventually fly a Kronos. Well, she already has the ship and can undock in it, but she can’t shoot anything with it yet
I am still not quite sure whether the time and ISK investment into Aeon’s carrier venture is really worth it – but I guess you never know until you’ve tried. Loreena and her Kronos are a long-standing dream, I just hope I will not forget too often to take ammo along
Since Tyrannis has even further increased the deity-like power of capsuleers (in the form of planet side resource extraction), I have been wondering at how this change affects the balance of power in an already pretty wretched universe. Not so much in terms of capsuleer to capsuleer power, but more from governments and “normal” individuals to capsuleers.
Individual capsuleers, corporations and alliances are entirely outside of the control of the four empires, who merely enforce their law through factional armies and indirectly through CONCORD. Even without being able to harness planetary resources, a single capsuleer already possesses more power than a single human should be able to cope with.
As a result, the rift between capsuleers and everyone else is still widening. The people who actually make it all work are less than a side note – from ship crews to the work teams that take care of installing and running planet side structures. With that kind of resources at their disposal as well total independence, capsuleers are a dangerous and volatile force.
Battles rage all over New Eden, fleet fights involving all ship classes from frigates to super capitals. Those are forces that could easily give any of the four empires trouble. For now these fights originate from power struggles between capsuleer-controlled alliances and corporations and stay within the capsuleer world. How long will wielding such power to use it on the same targets over and over be enough? Someday a capsuleer will decide that his deity status and is not enough – and he will put his resources in motion for conquest, to crush the last hindrances keeping him from absolute control.
Step by step, CCP are giving capsuleers more power. From a pew-pew spaceship game, EVE Online is slowly but steadily evolving into a full-fledged simulation that puts the power to conquer entire worlds into your hands. Planetary resource extraction is just the beginning: with Dust451 planetary control is right around the corner.
The question is: where will it end?
I am still unsure where I stand regarding the introduction of yet another form of PvP, but for now I am enjoying building colonies to create materials for Loreena’s small POS. Planets will become a battlefield in the end, I am merely curious as to how it will be handled – even if I am not eager to get there.
PI productivity tip: there are a lot of actions for which you can simply use a double-click: start resource extraction, select a route destination, open a launchpad’s launch screen and many more. Try it!
A while ago, I chanced upon a really good scanning guide on exdenexplorer.info, but a short while afterwards the website was taken offline. I contacted the owner, tramov, and asked him if he would give me the sources to the guide so that I could continue hosting it on my website for the community.
He was kind enough to agree and I saved the whole guide and finally managed to put it back up.
As I will be maintaining the guide now, feel free to add your comments here and I will update it.
A Beginner’s Guide To Probing/Scanning in EVE Online
“These probes were a nightmare – they kept flying in the wrong directions, too high or too low. Sitting in her Magnate this pilot was not having a good day. Still, she nearly had that worm hole narrowed down. One more attempt. Suddenly all shields were gone in a flash of red, a pirate! She should have been paying attention, not just reading the map while sitting in low-sec. Turning for warp took too long and seconds later everything ended. Gulp! Time to find out if being cloned is as good as advertised. Her last thought before fading away being that mother would certainly make comments next All-Saints, with her showing up in a clone instead of her first flesh.”
Hidden pirate outposts, wormholes, complexes and of course battleship captains in their Navy Issue Ravens are just some of the things that you can find in any ordinary EVE system. If you know where to look.
Intrigued by stories of people venturing into wormholes and discovering untold riches my hauling alt decided that watching tons of Veldspar was not exactly what she had signed up for. So on her day off she browsed the markets for a cheap Astrometric ship and found it in a second hand Amarrian Magnate.
Training up for a covert ops frigate would take forever and she wanted to have fun right now.
With the introduction of EVE Online Apocrypha the whole scan probing system was overhauled. This means that any pre-Apocrypha articles you find on the Internet will just confuse you hopelessly. The probe launchers, probes and systems used then don’t apply/exist anymore.
Skills to train up
To scan for a spaceship you need: several overlapping probes in space and being able to pin down your target as fast as possible. If it takes you 10 minutes to locate that Raven it has moved on already.
Astrometrics
This is the most important skill. Level 1 allows you to launch 3 probes, each level adds 1 more. Typically you would need at least 4-5 probes to find things in space efficiently. So Level II is really the lowest entry point into scan/probing.
Astrometric RangeFinding
Each level adds 10% to your scan probe strength. Ideally at Level V of course, if you have nearly two months of training time. This is an (8) skill. I trained it to Level III for now.
Astrometric Pinpointing
Reduces maximum scan deviation by 10% to level. It allows you to more accurately pin down your targets.
Racial Astrometric Frigates
The following ships give a bonus of 5% to scan strength per racial frigate level. The more scan strength you can gather the easier your job of locating things in space becomes.
While the above frigates work well to discover scanning, you might want to step up your game in the future. That’s where the specialized covert ops frigates come in: they give a whopping 10% bonus to scan strength per level with the added benefit of being able to fit both a probe launcher and cloaking device for stealth scanning.
Since the introduction of different sized rigs, fitting rigs on a frigate has become affordable, so you might want to add one or two Small Gravity Capacitor Upgrade I rigs to your frigate. Each will add 10% to your scan probe strength. Currently these rigs go for about 150.000 ISK each.
Probe Launchers
To launch scanning probes you need a probe launcher. There are two probe launchers in EVE Online.
Core Probe Launcher
The core probe launcher is an easy fit on any ship. It takes up one high slot, and just 15tf of CPU and 1MW of power. But it is limited to launching system scanning probes. So you can find everything besides spaceships.
Expanded Probe Launcher
This launcher can launch both Scanner Probes and Combat Probes. Similar to the Core Probe launcher it takes up one high slot, but its CPU requirements are much higher. At 220tf it will take up most CPU available on a Tech I frigate, making fitting it much harder.
Two variations exist: Sisters Core Probe Launcher and the Sisters Expanded Probe Launcher. Both will give a 5% bonus to scan strength.
The probes
Probes are re-usable. Once you have launched them they will survive for about an hour on their own in space. But if you recall them before that time expires you can reuse them endlessly.
Core Scanner Probe I
This probe can scan down everything besides ships, drones and structures. It is useful for finding exploration sites, worm holes etc.
Combat Scanner Probe I
Described as an all-in-one for hunt & kill this probe will scan down all that the Core Scanner Probe does, but it will also include ships, drones and structures. So if you want to scan down that Raven, this is the probe to go for.
Again two variations are available: the Sisters Core Scanner Probe I and Sisters Combat Scanner Probe I. They are exactly the same as the above, except that they also give a small bonus to scan strength.
Still here? Lets get started with probing
Time to find a nice and quiet spot in a friendly system. Expect some frustration until you get the hang of things. I found a nice YouTube video (see below) that show how things are done in practice, but first a little bit of theory that explains the how and why.
Scanning works through a system of triangulation. A single probe will be able to tell you something is there, but it can only give an estimate how far it is, not where. You need 4 overlapping probes to obtain a 100% lock on a target. Generally you will have to narrow down the probes to 2 AU, 1 AU or even 0.5 AU before being able to lock on. This depends on your skills, your equipment and the size of the ship / object you are trying to find. A battleship is huge, so it is easier to find.
Note: you can get a 100% hit on a target with just three probes, but to get a hit you can warp to, 4 probes are required.
Launch the probes using the probe launcher, then select the “System Scanner” from the in-space selection panel or press [CTRL-F11]. Click on the “Show Map” button.
Below are three common search patterns in which you can layout your probes. The more probes overlap the stronger your scan will be. The five probe star (Fig. 3) is a relatively rare case, the most commonly used is probably the four probe star (Fig. 1).
Note: There is no difference between the four probe star or square: they will find signatures the same way, with the same effectiveness. It is just a matter of how you wrap your mind around the subject.
Typically you will first set the probes at 16 or even 32 AU to cover as much of the current solar system as possible. Hit the “Analyze” button and wait for the results to come in. As you click the items found you have to decide to either move the probes around and cover another part of the system or to narrow down onto one of the signals discovered.
Life saving tip: hold down the SHIFT key to move all probes in space at the same time.
If you have decided on a signal move the probe formation so that its center covers your intended target. In the center all your probes overlap and this where they will give you the most accurate results.
To rotate the map left clickand hold then move the mouse
To movethe map right click and hold then move the mouse
To zoom in out use the middle mouse roller
Zooming in…
There are five signal strength stages to narrowing down a target. As you click on the list of signals discovered the overview will show:
A red globe: one probe has picked up on the signal, the size of the globe shows roughly how far from the probe the signal is.
A red circle: two probes have picked up the signal. The circle indicates the overlapping part of both probes.
A red dot: three probes have picked up on the signal, and you know the exact location but the signal is still too weak to lock the warp drive on to.
A yellow dot: you are getting closer. This dot will also not move around too much anymore, unlike red dots.
A green dot: 100% signal strength, the warp drive will lock on and you can jump to the target.
Keep moving the probes so that the signal is covered by the center of the layout.
Hold the SHIFT key and hold the mouse over the outer edge of one of the probes until it lights up. Then click and move the mouse to shrink (or expand) the scan radius.
After you have shrunk the radius you need to move all probes closer together so that they overlap again in the search pattern. Then hold SHIFT and move them so that the center covers the signal.
Use the arrows on side of the probes for moving them. By using the arrows the probe will only move in a single X or Y direction, and stay in the same Z. If instead you click on the square center of the probe indicator it will move the probe in all 3 axes, likely ending it up somewhere completely unwanted.
Hit analyze, and repeat the above steps until you have a lock. If you started at 16 AU, then go down to 8 AU, 4 AU, 2 AU, 1 AU and 0.5 AU. Depending on your equipment and skills you can start locking down targets from about 2 AU.
It is a 3D world…
Easy to forget, but every now and then rotate the map to see if your probes have not by accident moved too far above or below the solar system. Most solar system objects are on the same Z axis and typically you just need to worry about the X & Y axes.
Saving time
You will encounter systems with a lot of signatures to scan down, in that case you might want to use more than the four/five probes you use to scan down the individual signatures. Why? beause once you have scanned down that single signature, you need to move your probes out again to run a system-wide scan to get back the full list of signatures in the system and move on to the next signature.
The easiest way is to launch a few additional probes (depending on the amount of probes you need to cover the whole system) and to activate/deactivate these when needed to rescan the system. That way you don’t have to shuffle your probes around that much.
Note: you might think it would be enough after pinpointing that signature to set your four probes to 32 AU and scan that way. That would not work very well though; chances are you had to move them to about 1 to 0.5 AU apart to get a 100% hit on a signature, and packed so tightly together there would not be enough triangulation at 32 AU range for them to get good hits. You would get a lot of red globes and circles.
What you can find
Besides ships, drones and structures that you can scan down with combat scanner probes, there are several types of cosmic signatures that you can discover in a system. Usually you need to get above 25% for the type to be shown, about 60% for the rarer signatures.
Note: Cosmic signatures appear within 10 AU of planets.
Gravimetric:
Hidden asteroid belts
Ladar:
Gas Cloud sites for gas mining
Magnetometric:
Archaeology/Salvage profession sites, need an Analyzer and/or Salvager module
Radar:
Hacking profession sites, need a Codebreaker module
Unknown:
Everything else, i. e.: Wormholes, Exploration complexes and DED complexes
For the professional prober
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:
If you start by moving your probes onto the same plane than the signature you are scanning down, you can move them closer without botching up their positions through a wrong perspective.
Don’t multitask your fittings too much. Use a dedicated scanning ship, and a combat ship to run the complexes you find.
Don’t try to explore profession complexes (hacking, archaeology) in your probing ship, rat spawns have many hidden triggers! This is especially true in wormholes.
Don’t forget to fit a core probe launcher to your wormhole exploration ship.
Complexes are initialized when you warp to them. If you want them to persist over downtime, scan them down and bookmark them but don’t warp to them!
Wormholes do have size limitations. Battleships don’t fit all, make sure you don’t go 10 jumps for nothing.
Take more than 4 probes. They are reusable, but they do have an expiration time that’s easy to overlook.
Again, take a healthy amount of probes. There are many ways to lose them, like a server dsync or system crash.
Lack of skills can in part be compensated by using a scanning frigate, sister probes and launcher as well as implants.
Make sure you have Deadspace Overseer Structures enabled in your overview when running complexes
Useless cosmic signatures for combat-oriented pilots: Ladar and Gravimetric sites.
Enough theory
The following video I found on YouTube gives a great introduction to the scanning system, and hopefully combined with the above introduction will get you on your merry scanning way !
Credits: Guide originally created by tramov from edenexplorer.info, used with permission.
[EDIT 22/07/10] v1.5 Added the missing implants in slot 6 [EDIT 25/06/10] v1.4 Restored the guide from backups [EDIT 09/12/09] v1.3 Extended the explorer’s checklist [EDIT 18/11/09] v1.2 Added links to the relevant subsections, added some additional info, updated the probe layout diagram, added the explorer’s checklist [EDIT 03/11/09] v1.1 Updated rigs information and notes on getting 100% hits with three probes, added list of signature types, added some more links.
Aeon's EVE is the captain's log of AeonOfTime, solo adventurer in EVE Online. He shares his experience on everything from philosophical thoughts on the harsh world he lives in to ship fittings and guides.