Archive for the ‘Other eve related things’ Category

With both ladies having Drug Production level 5 and their Gas Cloud Harvesting skill at level 5 too it is almost a must for these young ladies to gas mine. However, these illusive gas sites are not without risk. So is it worth being vulnerable while harvesting and most of all is it profitable at all?

*** Dec 10 ***

2014.01.19.04.44.44

It is very easy to grab a ship and fit some gas cloud harvesters if you have the right skills and a proper ship. For T1 gas harvesters you need only Mining level 4 and the Gas Cloud Harvesting skill. For each Gas Cloud Harvesting level you can use another harvester, so it is worth training it up to at least 4 to be able to use 4 T1 gas harvesters.

There are no skills or modules that will improve gas cloud harvesting. However, there are T2 gas harvesters on the market and they will make the Gas Cloud Harvesting skill shine at level 5. Not only can you mine 50% more with them, but you are also allowed to use 5.

T1 Gas Cloud Harvester: 10 m3 gas in 30 seconds = 0.3 m3 gas a second
T2 Gas Cloud Harvester: 20 m3 gas in 40 seconds = 0.5 m3 gas a second

There are ways to speed up gas mining with implants called Eifyr and Co. ‘Alchemist’ Gas Harvesting GH-801, 803 and 805 which use up slot 8 and boosts the Gas Harvesters into mining faster with 1, 3 or 5%. You can also get a mining booster to boost you with the Laser Optimization link for even faster harvesting. Remember, what ever you do, you will get more isk an hour and spend less time being a target if you harvest faster!

The cruiser or battlecruiser

2014.03.16.21.01.26

The only T1 cruisers capable of supporting 5 harvesters are the Thorax and Omen. A big deal, because unless you are harvesting in a very secure system people might scan you down and kill you without you being able to cloak. Cruisers can handle themselves in nebulas that deal damage over time, but I found repairers and a microwarpdrive hard to fit with all those harvesters fitted.

The battlecruiser fixes these problems, but are bigger and thus slower. You can tank them up for bait, which can be pretty hilarious in a gas cloud that deals damage to everything nearby.

Mining yield without implants or links:
4x T1 Harvesters 40 m3 gas in 30 seconds = 1.3 m3 gas a second
5x T2 Harvesters 100 m3 gas in 40 seconds = 2.5 m3 gas a second

Mining yield with 5% implant and maxed Orca boost:
4x T1 Harvesters 40 m3 gas in 22.6 seconds = 1.8 m3 gas a second
5x T2 Harvesters 100 m3 gas in 29.8 seconds = 3.3 m3 gas a second

The Venture or Prospect

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These are little frigates made for gas cloud harvesting and mining. They get a 100% role bonus for mining and gas cloud harvesting yield and you will get a 5% reduction in mining and gas cloud harvesting time for each level in the Mining Frigate skill. Unfortunately they can fit only 2 harvesters, but that means you only need Gas Cloud Harvesting level 2 to outfit both these ladies with T1 harvesters. They also have a spare high slot for a cloaking device and grid enough for a microwarpdrive to get out of those tight situations.

On top of that the Venture has a warp strength bonus of 2 and with a warp core stabilizer fitted she will be pretty hard to catch without someone having multiple scramblers or disruptors fitted. I really love the Prospect over the Venture though. She lacks the warp strength, but has twice the ore bay, can warp cloaked and thus escape gate camps. She has a smaller signature radius, is faster, can handle gas sites that deal damage and can fit a covert cyno field for a nasty surprise if someone catches you while you have a fleet ready. She only gets a bonus to mining yield and signature radius from the Expedition Frigate skill, so unless you want to mine ore with the Prospect train it to level 1 only.

Mining yield without implants or links:
2x T1 Harvesters 40 m3 gas in 24 seconds with lvl 4 mining frigate = 1.7 m3 gas a second
2x T2 Harvesters 80 m3 gas in 32 seconds with lvl 4 mining frigate = 2.5 m3 gas a second
2x T1 Harvesters 40 m3 gas in 22,5 seconds with lvl 5 mining frigate = 1.8 m3 gas a second
2x T2 Harvesters 80 m3 gas in 30 seconds with lvl 5 mining frigate = 2.7 m3 gas a second

Mining yield with 5% implant and maxed Orca boost:
2x T1 Harvesters 40 m3 gas in 17.9 seconds with lvl 4 mining frigate = 2.2 m3 gas a second
2x T2 Harvesters 80 m3 gas in 23.8 seconds with lvl 4 mining frigate = 3.3 m3 gas a second
2x T1 Harvesters 40 m3 gas in 16.8 seconds with lvl 5 mining frigate = 2.4 m3 gas a second
2x T2 Harvesters 80 m3 gas in 22.6 seconds with lvl 5 mining frigate = 3.5 m3 gas a second

Is it worth harvesting all this gas?
There are plenty of gas site calculators available, for example at the eve calculator site, but market prices change and some pretty quick too. On top of that, some of the gas types might seem pretty priced, but often those are the ones that are really hard to get, especially in busy systems where you’ll be hitting that directional scan for a long time. Others can be hard to get due to rats spawning at the site or the site dealing damage over time. Don’t forget that you will have to warp away sometimes or cloak up when someone manages to get in close with either their probes or ship, which makes you lose precious time you could have used for other less dangerous things like incursions, missions, trading, production or running sites.

Gasses that are worth harvesting

Fullerite-C540 and C320
These gasses are rare and only spawn in the Vital Core and Instrumental Core Perimeter sites in C5 and C6 wormholes. Like other wormhole gas sites these sites will have sleeper rats warping in after about 15 minutes. Problem is that these rats are extremely nasty and can only be killed by a fleet with logistics, which often means you will have to share the site with others.

Fullerite-C28 and C32
C28 is a relatively light gas type and very lucrative. The C32 is worth even a little more, but over twice as heavy as the C28. Both are excellent gas types to harvest though and can be found in the Bountiful and Vast Frontier Perimeter gas sites which spawn in C3, C4, C5 and C6 wormholes. Again, these sites will have sleeper rats after 15 minutes, but they will be much easier to handle and can even be soloed with a strategic cruiser in a C3 or C4 wormhole.

Fullerite-C72
With its low mass and nice value, this is a decent gas type to harvest. Problem is that it only spawns in small quantities in the Minor Perimeter gas site and in large quantities at the Ordinary Perimeter gas sites. The latter always has sentries present and they are pretty tough to clear out with their high alpha damage. It is doable with a strategic cruiser, but the sentries are spread out far away from each other, so make sure you fit a microwarpdrive and prepare for quite a bit of time spend on flying around.

Cytoserocin
There are 8 types of cytoserocin gasses for creating standard, improved and strong combat boosters. Depending on the market these gasses are or are not worth mining, so always check the market before risking your ship. Each of the gas types has their own region which can be owned by a large alliance that doesn’t like other capsuleers snooping around. Especially if there is a lot of fighting over key systems it might be close to impossible to reach the gas systems and extremely dangerous to run the gas sites for their precious gas.

Also remember that certain gas sites have some nasty rats, while others are unstable and deal damage during your harvesting cycles.

Gasses that are not worth harvesting

Fullerite-C50, C60, C70 and C84
Very little gas types that are all pretty worthless. Don’t risk your ship for this unless you have no way of buying these gas types from new players and still want to make that precious reaction at your tower.

Mykocerosin
Like cytoserocin there are 8 types of mykocerosin gasses. But these gas types are for creating synth combat boosters and nothing else. The market is almost always flooded with these, which kills the price on the gasses themselves. Sometimes one or two of the gas types will go up in price when someone is fighting over a region or system, but even then the prices are often not high enough to risk your ship.

Basic hints
Unlike any of the other gas sites in wormholes in which rats will warp in at around the 15 minute mark, the Ordinary Perimeter will always have turrets spawn upon warp in!

Never ever mine with people in the system you think are cloaked up. They could be waiting for you in an interdictor, bomber or even a covert ops with warp scramblers. Also don’t mine gas sites which you think are probed out by locals, they could also have some interceptors waiting for you in a nearby system.

To prevent cloaky ships from entering the site you can drop a can at the warp in point to decloak people that are silly enough to warp to the site a zero. With very large gas clouds you can maneuver your ship to the middle of the cloud to prevent cloaky ships from sneaking up on you.

Still, my personal tactic is to use the microwarpdrive to burn away from the gas cloud and cloak up as soon as possible while hitting the directional scan. People know you are in the system, but they don’t know you are gas mining. To them you could be anything with a cloaking device and I often found them leaving the system pretty fast.

And last but not least, be careful when transporting the gas and preferably use a scout. You might think you are still in your 3 million Venture, but don’t forget that all that precious gas in her ore bay turned her into a juicy target.

Have fun gas mining!

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Dear Lovetar® user,

We from Disband. like to express our gratitude for your trust in our product the Lovetar® and hope you have had many positive experiences together.

However, lately we have been receiving complaints about the Lovetar® due to the changes made to all of the Omnidirectional Tracking Links throughout New Eden. Drones were not able to reach as far as they used to and they did less damage to the rats. Also stamina seemed to be an issue due to the now active nature of the modules.

This development had not escaped our eyes and even though we have complained about the change and offered many other suggestions like a drone range bonus on the Ishtar or a tracking bonus on the sentry drones, we were not allowed to make any changes to the ship, her modules or any of the combat drones.

Out of fear of getting removed from existence for making these changes anyway, we had put our research teams on the matter. They found out that the only way to make the Lovetar® as effective as she used to be is by adding more Omnidirectional Tracking Links. Eventually two ways were found to make the Lovetar® effective again and it only requires some modules to be refit, which can be done at one of the many stations throughout New Eden.

Refit 1: Slow love
Needed: 1x Federation Navy Omnidirectional Tracking Link
Needed: 1x 10MN Afterburner II

Those that like to try it slow have the possibility to fit 3 Tracking Links without changing too much to the current loadout. Just switch out the Experimental Microwarpdrive I for the 10MN Afterburner II and the Cap Recharger II for your third Tracking Link. Try her out and don’t forget to take it easy.

Refit 2: Pro love
Needed: 1x Federation Navy Omnidirectional Tracking Link
Needed: 2x Medium Remote Repair Augmentor II
Needed: 1x Faction Explosive Hardener

For those fast lovers out there that have some extra isk to spend there is pro love. Switch out the T1 rigs for the T2 rigs, The T2 Explosive Hardener for a Faction Explosive Hardener and the Cap Recharger II for your third Tracking Link. A slightly more expensive, but fast connection can be made this way.

We from Disband. hope these options will be to your liking and that the lovemaking can continue the way you loved it. Time to have fun again lovers!

Kind regards,

Stacey Starwolf, Disband.

The Lovetar® is no longer available trough the Disband. alliance. Copying the fit will result in other Lovetar users finding you and making love to you with their Lovetar® when you least expect it. The Disband. alliance is not responsible for the extra isk needed on the new fits or the low prices for T2 rigs and faction hardeners.

– Hint –
If stamina is an issue try the following implants:
– Slot 7: Inherent Implants ‘Noble’ Remote Repair Systems RA-703 or 705
– Slot 8: Inherent Implants ‘Squire’ Energy Management EM-803 or 805

– Spoilers –
– You are able to switch scripts during the mission for more tracking or range.
– More lovers often means more fun.

Also on Battleclinic

The Lovetar®

Posted: March 5, 2014 in Other eve related things

Dear sir/madame,

Thank you for your interst in our famous level 4 mission / complex runner, the Lovetar®. The Lovetar® is a fun ship for lovers to explore level 4 missions and each other on an intimate basis.

2013.09.19.17.37.21

Safety first
Before using the Lovetar®, ask your nearest lvl 4 agent which mission he has available for you and your partner. Every mission can be run with the two of you and most certainly with the Lovetar®. That’s because the Lovetar® comes with a small buffer of 7250 armor and a resist module. The maximum resists are 77.5% for EM, 59.5% for Explosive or 85.4% for Thermal damage depending on which damage type you decide to resist against. Its resist against kinetic damage does not need any boosting, it is already a stunning 83.8%! Also remember that if you or your partner has leadership skills the resists on the Lovetar® will even be higher.

Make sure the two of you are in the same fleet and assign a fleet-, squad-, or wing leader. We know this can pose a problem at first, so our advice is to switch turns after completing a mission. Warp into the mission site while holding hands by using the squad warp button and activate the gate together if there is any.

Making love
The 4x Centii A-Type Small Remote Armor Repairers in the high slots are essential for having fun. When active they can give 124.8 love per second, that is the same as 3 Medium T2 armor repairers can repair. But you and your partner have to be intimate to make them work. Get within 6.5km of each other and start gently by locking your lover. If the rats are shooting your partner, start your magic by activating the repairers. If everything goes well between the two of you, your lover will return your call when the rats shoot you. Don’t forget to deploy your drones together to shoot the rats while enjoying each others company.

If the rats are too tough to handle, start spicing things up by orbiting each other. Don’t forget, you can move even when webbed. With the tiny signature radius you have, battleships won’t hit well and because there is two of you they will switch targets after awhile. If things don’t work out, align to a celestial and warp off together. Leave the drones, they are worth less than your Lovetar® and be kind to each other at the station or planet. Things like this can happen and you can always give it another go by swapping some drone damage amplifiers for more hardeners or fitting an afterburner instead of the microwarpdrive.

If all goes well and all the rats are destroyed, you can inform the mission agent that you are happy lovers and enjoy the pricey loot together.

Speed and stamina
With the Lovetar® you can make love forever at 53% stamina with a normal speed of 221m/s. You can even switch out the recharger for another tracking link, but if you do you will run out of stamina after 10 minutes and will be for some time due to the penalty of the mircrowarpdrive. You could change to an afterburner instead, but with the microwarpdrive you can make love at a whooping 1365m/s, which has its advantages. But be careful, fast love will only last 2 and a half minutes and can seriously ruin your evening if you are not experienced enough. You can always improve your love speed or stamina with a Zor® link or remote repair implants, but those can be expensive for a first night.

The toys
Harass the rats with an array of drones you can bring with the Lovetar® and try different types on the rats together while making love. Your combined dps at lvl 5 is 1502 with Garde II’s, 794 with Hammerhead II’s and 516 dps with Hobgoblin II’s. You can even use other types of drones if you are up against for example the Sansha. On paper the dps will drop a lot to 1220 with Curator II’s, but you will discover that the rats will die faster.

The Costs
Have a fun night with the Lovetar® for just under 300 million isk. Costs are a bit higher now due to its success, but the small A-Type remote repairers are still only 8 million isk each and the ship, which had a resent buff, is only 190 million isk.

Why the Lovetar
The Lovetar® offers a great way for lovers to get to know each other by being active and intimate at the same time. Missions are exiting and fun to explore with the many possibilities the Lovetar has to offer. You will find that relying on each other for a longer period of time will result in a faster completion of your ultimate mission goals. Once familiar with the Lovetar® you can even boost your love life by running daring complexes together in lowsec or 0.0 for more precious loots. Whatever you do, one thing is for sure, you will definitely not fall asleep with the Lovetar®. Try her now and have fun lovers!

Kind regards,

Stacey Starwolf, Disband.

The Lovetar® is only available trough the Disband. alliance. Copying the Lovetar® fit will result in us letting you walk the Nyan rainbow of love with kitty ears and a fake tail. The Disband. alliance is not responsible for the destruction of the Lovetar®, her drones or break ups between lovers. For more information check our website and forums or contact us in game.

– Spoilers –

– Spread your love by repairing the drones of your partner when they are under attack.
– Assign drones to each other or assign them to your partner when you are tired or jammed by jamming rats.
– Use the microwarpdrive and chase each other across the field playfully to get away from the rats and make love from a distance while sniping them down.
– Align towards the gate and fleet warp hand in hand to arrive at the next mission site together.

Also on Battleclinic

Booster production seems complicated and it is. CCP made it almost impossibly complicated for the wannabe drug lords and ladies. For instance, why is a General Storage a Silo, but not under the Silo tab on the market? Or why do you need General Storages for all the boosters besides the Strong ones, where you suddenly need special Catalyst Silo’s, which can be found under the Silo tab?

Also, why do we get for example 12 pills after a reaction, but need 14 to make a booster? Not to mention all the different reactions and reactors, bpc’s, types of Gas and different materials you need. And don’t forget the special roles you need to have too.

That’s why I decided to create a small combat booster production guide and hope that his guide will help you new drug lords and ladies trough most of the production process or at least make you aware of what little drug lady Stacey has to go trough before using your little combat boosters.

Pills 3

Producing combat boosters

1. Skills
2. Roles
3. Tower
4. Materials needed
5. Setting up the reaction
6. Synth pill reaction
7. Standard pill reaction
8. Improved pill reaction
9. Strong pill reaction
10. Turning pills into combat boosters

1. Skills

There are several skills that are a must for a drug lord or lady and there are several skills that are handy for a drug lord or lady. The must have skills:

• Anchoring 2 (For setting up your tower and her modules)
• Drug Manufacturing 1 (Needed to produce Synth or Standard combat boosters)
• Drug Manufacturing 3 (Needed to produce Improved combat boosters)
• Drug Manufacturing 5 (Needed to produce Strong combat boosters)

Other skills that are handy:

• Anchoring 4 (Needed for the Starbase Control skill)
• Starbase Control 4 (So you can control up to 4 defenses like e-war modules or guns on your tower)
• Industry (To produce your boosters 4% faster per level)
• Mass Production (To create more boosters at the same time)
• Material efficiency (Less pills needed for the boosters)
• Supply Chain Management (If you want to produce your boosters from far away)

Gas is a key component for your boosters and very expensive. So if you happen to be near Gas sites, these skills will be awesome to have:

• Mining 5 (Needed for the Gas Cloud Harvesting skill)
• Gas Cloud Harvesting 5 (For T2 harvesters. They are are 50% faster as normal Gas Cloud Harvesters)
• Skills for a prober (Gas sites are anomalies and even hard to probe)
• Skills for a tanky cruiser (Most gas pockets deal damage when you mine them)
• Skills for a hauler (1 Gas is 10 m3 and a site has 250 gas or more)

2. Roles

Before we can set up a tower we need certain roles. You will need to be a director within your corporation for starters, but you will also need access to a corp wallet with 0 isk or more to be able to set up your reactions and gain access to the lab hangar to produce your boosters.

3. Tower

Depending on which boosters you want to make you are able to set up a medium or large tower. Personally I would suggest a large tower, unless you are in a pretty secure space with a lot of friends that can get your tower out of trouble when it is being attacked. I would put the tower in guarded 0.0 space or inside an empty wormhole. You can put her elsewhere, but drug towers are a great target. Booster production is expensive and you don’t want someone to take all your stuffs before you can produce any boosters.

The silo’s and Medium Biochemical Reactor Array needed to make pills for your boosters need to be in 0.4 space or lower. That means that you can’t produce base materials for any of the booster types in highsec. However, producing the combat boosters themselves can be done in highsec because the Drug Lab can be placed in any system. That means that if you have produced all the materials you can move them to highsec and produce the boosters there. Customs officers will not attack you for carrying materials, because they are not illegal.

If you want to produce a lot of combat boosters and are not online a lot I recommend a Gallente Tower with its 100% silo bonus or an Amarr Tower with its 50% silo bonus and reasonably good defense bonuses. If you want to produce just a few combat boosters and are in hostile space I recommend a Minmatar Tower which has no silo bonus, but does have excellent defense bonuses.

I won’t go into much detail about tower defenses, but never put missile batteries or small blaster batteries on your tower. Also never ever put your shield hardeners outside the shield and always put a Warp Disruption or Warp Scrambler Battery and some small guns on your tower to scare away bomber fleets and frigates.

4. Materials needed

At all level 4 skills you will be needing the following materials to produce 50 Synth combat boosters. The modules will use 1,650 FT and 450,000 MW from your tower.

• 1 Medium Biochemical Reactor Array (For your Synth reaction)
• 1 Biochemical Silo (For gas)
• 1 General Storage (For garbage)
• 1 Hazardous Silo (For your Synth Pills)
• 1 Drug Lab (For producing your Synth combat boosters)
• 1 Synth Combat Booster Reaction
• 1 Synth Combat Booster Blueprint (Only available on contracts with 1.000 runs)
• 50 Megacyte
• 1,140 Mykoserocin Gas
• 570 Garbage
• 57 Hours / About 2.5 days

At all level 4 skills you will be needing the following materials to produce 50 Standard combat boosters. The modules will use 1.900 FT and 500,000 MW from your tower.

• 1 Medium Biochemical Reactor Array (For your Standard reaction)
• 1 Biochemical Silo (For gas)
• 2 General Storages (For water)
• 1 Hazardous Silo (For your Standard pills)
• 1 Drug Lab (For producing your Standard combat boosters)
• 1 Standard Combat Booster Reaction
• 1 Standard Combat Booster Blueprint (Only available on contracts with 50 runs)
• 200 Megacyte
• 1.140 Cytoserocin Gas
• 250 Water (Always bring more)
• 114 Hours / About 5 days

At all level 4 skills you will be needing the following materials to produce 50 Improved combat boosters. The modules will use 3.650 FT and 850,000 MW from your tower.

• 1 Biochemical Reactor Array (For your Improved reaction)
• 1 Medium Biochemical Reactor Array (For your Standard reactions)
• 1 Biochemical Silo (For gas)
• 2 General Storages (For water and later on for Spirits or Oxygen)
• 3 Hazardous Silo (For your Standard and Improved pills)
• 1 Drug Lab (For producing your Improved combat boosters)
• 2 Standard Combat Booster Reaction (One for standard pill A and one for standard pill B)
• 1 Improved Combat Booster Reaction
• 1 Improved Combat Booster Blueprint (Only available on contracts with 50 runs)
• 200 Megacyte
• 300 Spirits or Oxygen (Always bring some more)
• 1,180 Cytoserocin Gas (For standard pill A)
• 1,180 Cytoserocin Gas (For standard pill B
• 600 Water (Always bring some more)
• 351 Hours / about 15 days

At all level 4 skills (besides Drug Manufacturing) you will be needing the following materials to produce 50 Strong combat boosters. The modules will use 4.150 FT and 950,000 MW from your tower.

• 1 Biochemical Reactor Array (For your Improved and Strong reactions)
• 1 Medium Biochemical Reactor Array (For your Standard reactions)
• 1 Biochemical Silo (For gas)
• 2 General Storages (For water and later on for Spirits or Oxygen)
• 3 Hazardous Silo (For your Standard and Improved pills)
• 2 Catalyst Silo (For hydrochloric acid)
• 1 Drug Lab (For producing your Improved combat boosters)
• 3 Standard Combat Booster Reaction (One for standard pill A, B and C)
• 1 Improved Combat Booster Reaction (For improved pill D)
• 1 Strong Combat Booster Reaction
• 1 Strong Combat Booster Blueprint (Only available on contracts with 50 runs)
• 200 Megacyte
• 300 Hydrochloric Acid (Always bring some more)
• 250 Spirits or Oxygen (Always bring some more)
• 1,000 Cytoserocin Gas (For standard pill A)
• Cytoserocin Gas (For standard pill B)
• Cytoserocin Gas (For standard pill C)
• 750 Water (Always bring some more)
• 530 Hours / About 22 days

With bringing more I mean like 15.000 of it. You won’t have to refill the Silo’s after almost every hour if you do. There are dual and even triple reaction setups to prevent this, but there are different types of those and the guide will get overly complicated.

5. Setting up the reaction

Step by step: Anchor the modules right next to the Medium Biomechanical Reactor Array. If you place them too far away the reaction won’t work. Right click the tower and select Manage. Now select the Processes and Production tab. You will see all your anchored production modules there and with red indicated that they are anchored and not online. You won’t see the Drug Lab. Although the Drug Lab will be used for producing the combat boosters it is not part of the reaction we will be making.

Put the reaction you want to make into the Medium Biochemical Reaction square and select for every silo which type of goods they should be used for. This can be done easily with the Change Type button they all have. When done put the stuffs in the designated silo’s and start onlining everything. Now comes the tricky part and that is making the reaction. You can drag the icons on the right on top of the icons on the left to make the modules link with each other. Chapter 6 to 9 shows what you should drag where for each booster type.

Once you got all the modules linked it should look like something like this:

sbpb_thumb%255B1%255D

The reaction will start automatically by showing Starting Up in red on the Medium Biochemical Reactor Array. It takes an hour for the process to start and if everything is hooked up correctly it should say Active after awhile and the silo’s should have some stuffs removed for the reaction.

If the reaction doesn’t want to start clear all links and go to the Fuel tab next to the Production tab. Go back to the Producion tab and start putting in the links again and online everything. Do not select Apply, just wait until the Medium Biochemical Reactor Array says Starting Up again. It can also be that the tower has a delay, in which case you just have to be patient for the game to correct the delay.

If you want to shut down the reactions and clean up the silo’s wait an hour for the last batch to complete. Goods might still be in transfer from the Medium Biochemical Reactor Arrray to the Hazardous Silo and if you interupt that, the reaction will fail and you might lose precious materials you need to make boosters.

All of this applies to the normal Biochemical Reactor Array too.

6. Synth pill reaction

Before putting the reaction here, these are the names I usually give to my Silo’s and Reactors. It makes things a bit easier:

• The Medium Biochemical Reactor Array = MBR
• The Biochemical Reactor Array = BR
• A Biochemical Silo = BS
• A General Storage = GS
• A Hazardous Silo = HS
• A Catalyst Silo = CS

Now for the Synth reaction. It is a simple reaction with just a few modules. You don’t need to run any other reactions to make this one:

• MBR – Drag the Synth pills on the right to the Synth pills on the left from the HS
• BS – Drag the Gas on the right to the Gas on the left from the MBR
• GS – Drag the Garbage on the right to the Garbage on the left from the MBR
• HS – Leave the Synth pills

7. Standard pill reaction

Also a pretty simple reaction, but there is an extra General Storage to catch the leftover Water from the Medium Biochemical Reactor Array.

• MBR – Drag the Standard pills on the right to the Standard pills on the left from the HS
• MBR – Drag the Water on the right to the Water on the left from GS 2
• BS – Drag the Gas on the right to the Gas on the left from the MBR
• GS 1 – Drag the Water on the right to the Water on the left from the MBR
• GS 2 – Leave the Water
• HS – Leave the Standard pills

8. Improved pill reaction

First create Standard pills A and B needed for the improved pill reaction by doing the standard reaction for them.

• BR – Drag the Improved pills on the right on the Improved pills on the left from HS 3
• BR – Drag the Spirits or Oxygen on the right to the Spirits or Oxygen on the left from GS 2
• GS 1 – Drag the Spirits or Oxygen on the right to the Spirits or Oxygen on the left from BR
• GS 2 – Leave the Spirits or Oxygen
• HS 1 – Drag the Standard pills A on the right to the Standard pills A on the left from BR
• HS 2 – Drag the Standard pills B on the right to the Standard pills B on the left from BR
• HS 3 – Leave the Improved pills

9. Strong pill reaction

First create Standard pills A, B and C by doing the standard reaction for them and second create Improved pill D by doing the improved reaction with pill A and B. Remember that you need Catalyst Silo’s instead of General Silo’s to make the Strong pill reaction.

• BR – Drag the Strong pills on the right to the Strong pills on the left from HS 3
• BR – Drag the Hydrochloric Acid on the right to the Hydrochloric Acid on the left from CS 2
• CS 1 – Drag the Hydrochloric Acid on the right to the Hydrochloric Acid on the left from BR
• CS 2 – Leave the Hydrochloric Acid
• HS 1 – Drag the Standard pills C on the right to the Standard pills C on the left from BR
• HS 2 – Drag the Improved pills D on the right to the Improved pills D on the left from BR
• HS 3 – Leave the Strong pills

10. Turning pills into combat boosters

The Drug Lab is the only lab where you can make combat boosters and it doesn’t matter where you put it inside your pos as long as it isn’t too close to the force field, because bombers might try and bomb it for fun.

Step by step: Access the Lab and put all your pills from the Hazardous Silo’s into hangar 1 of the Drug Lab with your blueprint and Megacyte. Right click your blueprint and select manufacture. Pick your lab as installation and select free slot. You will get a production quote automatically. Set the amount of combat boosters you want to make and it will tell you if you have enough materials with the green vee. Select ok and there you go. With level 4 skills your boosters will be done in about 20 hours.

The Synth blueprint, Synth pills and Megacyte will become Synth combat boosters.

The Standard blueprint, Standard pills and Megacyte will become Standard combat boosters.

The Improved blueprint, Improved pills and Megacyte will become Improved combat boosters.

The Strong blueprint, Strong pills and Megacyte will become Strong combat boosters.

Feel free to comment or contact me in game if you have questions or things you like to share about combat boosters.

Combat boosters are the drugs in eve online and very bad for your health. Actually, they are not, but CCP likes you to think that and made things overly complicated for new booster users and booster manufacturers. So I decided to write this guide for you guys to get to know the little pills that can give you the edge or push you over the edge during your pvp encounters.

Pills 2

Using combat boosters

1. Skills
2. Implants
3. Combat booster slots, types and stength
4. Using combat boosters
5. Moving combat boosters
6. Bonus, drawback chance and drawback
7. Which combat boosters should I use?
8. My favorite combat boosters

1. Skills

For everything in eve you need skills and combat boostsers are no exception. These are the basic skills you need to use boosters:

• Science 1 (A must for all the combat boosters)
• Biology 1 (For the use of Synth and Standard combat boosters)
• Biology 2 (For the use of Improved combat boosters)
• Biology 3 (for the use of Strong combat boosters)

Synth combat boosters have no side effects, but if you want to use better combat boosters I suggest training the following skills:

• Science 4 (A must for the Neurotoxin Control and Recovery skill)
• Biology 4 (Improves combat booster duration by 20% per level)
• Neurotoxin Control 4 (Decreases the severity of side effects by 5% per level)
• Neurotoxin Recovery 4 (Decreases the chance to get a side effect by 5% per level)

The Neurotoxin Recovery skill is worth 300 mil on the market because it can only be obtained by running combat gas sites in 0.0. So if you are low on isk and don’t use boosters often the skill isn’t worth it at all.

2. Implants

Slot 8 has 2 implants that help improve your biology skill: Eifyr and Co ‘Alchemist’ Biology BY 805 and 810 which improve your Biology with 5 and 10%.

Slot 9 has 2 implants that improve your Neurotoxin Control skill: Eifyr and Co ‘Alchemist’ Nanite Control NC 903 and 905, which improve your Neutorotoxin Control skill with 3 and 5%

Slot 10 has 2 implants that improve your Neurotoxin Recovery skill: Eifyr and Co ‘Alchemist’ Neurotoxin Recovery NR-1003 and NR-1005, which improve your Neutorxoin Recovery skill with 3 and 5%

Personally I would forget about these implants. They are not only expensive, but there are way better implants that have more effect on your ship in general. For instance a 3 or 5% armor upgrade implant gives your ship a bonus during the whole fight. While an implant to improve your Biology will only improve the booster you might be using during the fight.

3. Combat booster slots, types and strength

Every character has 3 booster slots below the implant slots, which are only visible when you use a combat booster. They can be filled with 32 types of boosters. 8 different kinds with 4 strengths. Do you still get it?

Pills

Ok here goes. On the market they can be found under the Implants & Boosters tab hidden away way below under boosters.

Slot 1 on your character is for general combat boosters, which are:

• Blue Pill (Shield Boost bonus)
• Exile (Armor Repair bonus)
• Mindflood (Capacitor Capacity bonus)
• X-Instinct (Ship Signature Radius reduction)

Slot 2 on your character is for gun combat boosters, which are:

• Drop (Turret Tracking bonus)
• Frentix (Turret Optimal range bonus)
• Sooth Sayer (Turret Falloff bonus)

And the last slot, slot 3 is for

• Crash (Missile Explosion Radius reduction)

Each of these 8 boosters are availlable in 4 different strenghts. The strength of a combat booster determines how much bonus and drawbacks you get and if they are legal in highsec or not.

• Synth combat boosters. These small combat boosters give a tiny bonus without any side effects. They are cheap, easy to make and can be carried around in highsec without any troubles.
• Standard combat boosters. These give a big bonus with a 20% chance to gain side effects. They are about 3 million isk each, are harder to make and illegal in highsec.
• Improved combat boosters. Even better, they give a bigger bonus, but also a bigger chance to gain side effects. They are about 10 million isk each, are even harder to make and also very illegal in highsec.
• Strong combat boosters. These are the best boosters around with a huge bonus. Problem is that they also come with huge drawbacks, are twice as expensive as Improved boosters and hard to make. Also don’t let the customs police catch you with these, else you have to say good bye to your precious iskies.

It is possible to use multiple combat boosters of different types and strengths as long as they don’t share a slot together. For example, you can use a Standard Blue Pill and a Strong Frentix at the same time, because they use slot 1 and 2. But an Improved Drop and a Synth Frentix are not done, because those both use slot 2.

4. Using combat boosters

So you bought a combat booster and want to use it. Put the combat booster in your cargo and left click on the booster. You will get the option consume. When you consume the combat booster the booster will appear under your character implants (if you have any) in the Augmentations slot with a timer displaying how long the booster and her effects will last.

Multiple boosters will all appear there with their separate timers. If you found out you popped the wrong booster there is no way back. You can’t cancel the process or use another booster, you’ll have to wait for the booster to wear off before you can use that slot again.

Changing ships also won’t do a thing, because the boosters act like implants. The only way to get rid off the booster without letting her wear off is being podded. Like the implants you had inserted the booster will be gone.

5. Moving combat boosters

Synth boosters can be moved throughout all of New Eden, but Standard, Improved and Strong boosters are considered illegal by all of the highsec factions. It doesn’t matter if your ship is super fast and cloaky, because the customs officers have a random chance of locking you up with their epic instant lock uber range warp disruptor, no matter in what type of ship you are in. Fortunately they only dwell around gates, so you are pretty safe when undocking with combat boosters. If you consume your booster you are also ok, they can’t scan your belly.

When you get caught a little message pops op that you have lost some standings and that a small fine has been drawn from your wallet. Also, if you hand over your illegal goods they will let you go. For example I moved 5 improved boosters and the fine was 230,000 isk with a standings loss of -0.02. Depending on what type of boosters and how many you are carrying this will be different of course.

If you want to keep your boosters select no when they ask you to hand them over. The customs officers will start attacking you and you’ll get flagged criminal for a short time. My advice is to burn back to the gate, jump trough and back and hope that they are blind again. Just beware of highsec members that like to shoot you, so transport in something fast, tanky and cloaky.

Of course you can move the boosters trough wormholes no problem, but the best way to move combat boosters is not moving them at all. Buy them in lowsec or have an alliance member like me produce them for the alliance instead.

Also nice to know is that you can’t contract any illegal combat boosters. People can only set up a buy order for them. So be careful not to put your illegal combat boosters in a container you want to contract to your alt or an alliance member in 0.0 while you are doing some trading in Jita.

6. Bonus, drawback chance and drawback

Each combat booster gives a bonus to a certain attribute. For example a Blue Pill gives a bonus to Shield Boost Amount. This bonus is a solid bonus, which means that even if you have 3 tracking enhancers, a Frentix booster will still have a full range bonus on top of all your turret range penalties.

Besides the Synth combat booster all other types have drawbacks. For each drawback there is a drawback chance which is low or high depending on your booster strength and skills.

For example the Improved Exile booster has a 25% Armor Repair bonus, but a 30% chance to get a 25% Armor Hitpoint penalty, a 25% Turret Tracking penalty a 25% more Missile Explosion Radius and a 20% Capcitor Capcity penalty. That means that with just your biology level 2 skill you will get the following bonuses:

Slot 1 Improved Exile, all bonusses and drawbacks last 36 minutes.

• 100% chance to get the 25% Armor Repair Bonus.
• 30% chance to get 25% less Armor Hitpoints
• 30% chance to get 25% less Turret Tracking on all turrets
• 30% chance to get 25% more Missile Explosion Radius on all missiles
• 30% chance to get 25% less Capacitor Capacity

Lets say we have the Biology skill trained to level 4. The duration of the booster will now become 36 minutes + (2 levels) 40% = 56 minutes. If we have the Neurotoxin Recovery skill to level 4 the drawback chance will decrease to 30% – 4 * 5% = 24%. And the severity of the drawbacks will decrease to 25% – 4 * 5% = 20% if we have the Neurotoxin Control skill trained to level 4.

Slot 1 Improved Exile, all bonusses and drawbacks last 56 minutes.

• 100% chance to get the 25% Armor Repair Bonus.
• 24% chance to get 20% less Armor Hitpoints
• 24% chance to get 20% less Turret Tracking on all turrets
• 24% chance to get 20% more Missile Explosion Radius on all missiles
• 24% chance to get 20% less Capacitor Capacity

But Stacey, that is still a lot of drawbacks! Well, not so much actually. Each drawback will be individually calculated, which means that for each drawback your chance got from about 1/3 to 1/4 th. This means that the chance that you will end up with 0 drawbacks is way bigger than you ending up with all drawbacks, even though you still have the chance of getting all the drawbacks.

7. Which combat boosters should I use?

Before using a combat booster check which ship you are flying and what type of weapons you are using. If you are flying a turret based shield ship and 2 of your drawbacks are armor and missiles it is probably a good idea to use the booster. But if you are using an active shield tanked Vagabond and are thinking about bringing Frentix boosters for more range, you might want to check the drawbacks and try another one.

Also a big mistake I made in the past was thinking that the Exile and Blue Pill combat boosters worked on remote armor and shield repairers. They don’t, so forget about bringing those when in a logistics ship.

8. My favorite combat boosters

Synth X-instinct for all types of frigates and destroyers.

Standard Exile for the Vengeance or Vexor and Standard Mindflood for the Curse, Scimitar or Oneiros.

Improved Blue Pills for the Vagabond, Sleipnir or Maelstrom.

Improved Exile for the Deimos, Sacrilege, Myrmidon, Dominix and Archon.

Improved Mindflood for the Archon and Dreadnought.

Hacking Sites

Posted: March 5, 2014 in Other eve related things

*** Feb 24 ***

Hacking sites are bad. Where you used to have to kill several rats that were guarding the site and wait for the can to open and grab the loots you deserved, CCP decided to implement new mini games that can be done with a single Covert Ops or T1 probing frigate. At first I thought they were fun, but now I am starting to get annoyed by them.

There is nothing wrong with the mini game itself and don’t get me wrong, when I am absolutely bored I even like to run a few. You have to click your way trough a grid and battle the viruses that pop up and have their own special abilities. Sometimes you get special abilities yourself, which you can activate or use against them. When you defeat the core you have successfully hacked the can.

n39cug

Where is that (sensored) Core!

Now it might be me being absolutely bad at them with my hacking and probing skills at level 4, but I am not going to train 30 days worth of hacking skills to be slightly better at this. One of these sites takes a lot of clicking and if you are unlucky almost ten minutes to complete one can. Usually there are six cans of different levels. So for me it takes about 30 to 45 minutes for one site if not more, which can fetch me in between only 5! and a good 50 mil worth of loots if extremely lucky.

On top of that, when you have finally opened one of those rare cans that has precious T2 loots (which are becoming less and less precious, but I’ll explain that later) the can pops open and a lot of small cans fly off in different directions and explode one at a time. I am starting to think that all these sites are here because the guys that owned them loved their bombs way too much. Anyhow, click on the little cans and the ship will start pulling them in. While you pull in one can you can click on the next one giving the analyzer or hacking module the order to pull that one in next. Now if you are fast and lucky enough not to click a scrap can you might fetch about 60% of the loots that was on your cargo scanner and pray that your character knows how to disable the little bombs inside the cans pulled.

I bet people with the right skills are very happy with these sites, because they can cope with the hard to crack cans and their precious, but gettling less precious T2 loots. It hasn’t happened once or twice that I probe down a site and see that just one or two cans were hacked and the prober moved on to the next site in another system. And why not? The other cans are simply not worth it with their T1 loots and crappy research materials that are worth almost nothing.

Also back in the days you were happy that there was a hacking, scanning or salvage site popping up, because they were actually quite rare. But nowadays these things spawn everywhere! Sometimes with 5 or 6 of them at the same time in one system! This has made the market for T1 and T2 rigs crash hard and resulted in very cheap T2 rigs, making even a T2 rigged Thorax nothing special anymore. Maybe CCP wanted this to happen, in that case, congratulations CCP, well done!

But this all made my way of running these hacking and data sites very simple though. I speed towards the can with the lowest hacking effort, often the rubble one with scrap and such and complete the little puzzle, which is often doable with my crappy hacking skills. I leave the useless rubble floating out there in space for anyone who wants to grab it and speed towards the other cans. There I start hacking with analyzer 1, but instead of completing the puzzle I click on the little cross in the corner, which closes the puzzle and tells you the hack has failed. I start hacking again with analyzer 2 and do the same. The can explodes leaving me with nothing to loot and I move on to the next can until the site is done. Why completing this one can Stacey? Well very simple, thinking you are really bad at this when you fail all of them, CCP decided to spawn a new site for you to try again, almost next to the one you ran.

Making Relic and Data sites go away Buzzard setup
Covert Ops Cloaking Device II
Expanded Probe Launcher I – 8 Sister core scanner probes

Limited 1MN Microwarpdrive I
Data Analyzer I
Data Analyzer I
Relic Analyzer I
Relic Analyzer I

Micro Auxiliary Power Core I
Warp Core Stabilizer II

Small Gravity Capacitor Upgrade I
Small Gravity Capacitor Upgrade I

So why running them this way Stacey? I want the old sites back. They were more fun and risky, because you actually needed a T3 cruiser, which could be tackled and ransomed with a sensor boosted Arazu. Also with the relic and data sites gone, hopefully other sites will spawn in the region. Gas sites that are actually useful for booster production. Or even better, combat sites that provide content in the form of juicy battleships or T3 cruisers that want to run them and can also be ransomed or killed by us pirates.