EVE Online pilot is offering $75,000 to kill an enemy clan. Away from all facilities

Who needs this guide and why?

The first and main goal is to increase the overall level of PVP of Russian-speaking players. In this guide, I will cover PVP in SS (Security Status) 0.0 systems. While a lot of the issues I've covered here are true for PvP in empire (SS 0.5 and above systems) and lowsec (SS 0.1 - 0.4 systems), these issues were still considered from the point of view of combat in SS 0.0 systems. This guide is intended for those pilots who are no longer confused by the names of the modules, have not yet plunged into the wonderful area of ​​\u200b\u200bEVE - PVP, but are already thinking about doing it. Usually, these are pilots with experience in the game of two months or more.

General issues.

Fighting philosophy.

Strange as it may seem to some, but there is such a philosophy. Why is she needed? As a philosophy, it defines the principles of perception, information processing and decision making in combat situations.

First of all, I note that PVP is a competition in achieving goals, the essence of PVP is that rivals often set mutually exclusive goals and strive for them. PvP is not a fight in which you kill someone or get killed, it's not violence in itself, it's a competition. Yes, we honestly admit that participants do not always compete by mutual desire and agreement, but at the same time, the formation of a combat situation can be predicted, and you can always take measures to avoid a combat situation if you intend to do so. Simply put: if you are a member of an NPC corporation and do not leave systems with a high SS, then the likelihood of combat situations for you personally tends to zero, but, just by becoming a member of a corporation of players, you already agree that, according to the rules of the game on your ships can attack by declaring war, and if you're logged into the SS system below 0.5, then you can be attacked with almost impunity by any pilot at all.

So, competition. What do people compete in combat situations? They compete to achieve their goals. The whole interest is that the goals of the participants in the battle can be very different, and their circle is not at all limited to “shoot down / run away”. Of course, goals must be adequate to the conditions of the situation and fundamentally achievable. Thus, we have come to the obvious: before setting a goal, it is necessary to assess the combat situation and the possibilities of our influence on its development. And only after assessing the situation, we can begin to set our goals in it. There may be more than one goal, but, as a rule, all goals can be arranged in a hierarchy - ordered by importance. Here we come to an important principle that affects your satisfaction from the passage of a combat situation: regardless of the results achieved by the opponent, you win in a combat situation if you achieve your main goal.

- you met a lone ship, flying about its business and avoiding combat clashes, set the goal to "destroy the ship", catch it and destroy it - the goal was achieved, you won;

- you fly about your business, avoid combat situations, but meet a ship that attacks you, your goal in this combat situation is “to avoid combat by continuing to move to your destination”, you successfully avoid combat and get away from the chase - you won;

- you fall out of the gate and see that superior forces are waiting for you there, your goal is to "save the ship by continuing further movement", you accelerate and warp to the next gates, fly to them and successfully enter, the chase is behind - you won this combat situation .

This is the first and most important, I repeat:

PVP is a competition in achieving your goals in a combat situation. You win in a combat situation if you have achieved your goals in it. The victory is not affected by the result achieved by the opponent, unless your goal is to prevent him from doing so. Understanding and using these principles gives you the opportunity to win in absolutely any combat situations, because. you determine the rules of victory.

The second important principle of combat is that the one who has the strongest fighting spirit here and now wins. You don’t have to look far for examples, many people know what the pilots of the Red Alliance went through when they had to win back a place on the map occupied by rivals literally from scratch, without high morale this is impossible. There is an opposite example - the ASCN alliance, the same alliance that at one time had the largest territory, owned the largest number of outposts in zero and built the first titan. The morale of this alliance was destroyed along with that very first titan, but to be precise, with the destruction of the titan, the weakness of the morale simply became apparent in the first place to the pilots of the alliance, they could no longer deceive themselves with fairy tales about their strength - the alliance died.

Combat in EVE (and any combat in general) is a combat on a spiritual level, you can say that it is a psychological rivalry. Imagine a spider sitting in the center of the web and waiting for a bee. The bee gets into the web, begins to buzz strongly, break out, for it this is a great tragedy, and the spider calmly and inevitably ... eats. Can a bee kill a spider? Maybe, but her will to resist is broken by lust for life and fear. Any actions directed against the morale of the opponent, introducing him into discouragement, depriving him of the desire to resist, lead you to victory over him. If you keep your morale high, then you are invincible. But there is one subtlety here, it is impossible to keep morale high indefinitely if you lose in combat situations more often than you win. Despite any PR, even the most stupid person who eats the products of this PR knows his own worth deep down, and when he realizes that others know his worth too, the morale will be broken. Therefore, strive to always admit your mistakes, work to ensure that your assessment of yourself and your capabilities is as close to reality as possible - this is the best defense against a drop in morale, we must know our worth and do not hesitate to talk about it, in this case we will understand that we still have room to grow, and there will be growth in the right fighter. The right fighter is a spider that doesn't fight its prey, but eats it.

The choice of the character's race.

The first and main criterion for choosing a character that should excite you is that you should like the character. You must like his portrait and his attributes. Despite the fact that Caldari characters - Acura are very fashionable today, I note that in about a year and a half you will most likely be purple in general, how “wrong” your initial attributes are, the main requirement for them is that perception should not be underestimated. Why? Because this attribute is used for the most skills required by a fighter, but this does not mean that you do not need charisma or memory, do not forget that secondary attributes also affect the speed of learning, charisma is needed for fleet skills, skills for everything for drones, memory is the leader, for engineering, mechanics, navigation and electronics, intelligence is the leader, and for skills on T2 ships, willpower (remember when you upgrade to perfect). Therefore, if this is your main and only character, I recommend lowering charisma, slightly raising perception, and making the rest of the attributes approximately the same. In each race, you can make a normal fighter. Having lost a little in the speed of learning cannon-rocket skills, you will make up most of this time in support skills, and in a year and a half, when all the necessary skills have been learned, it will not really matter to you how many skill points that Vasya is ahead of you, because. you will know that it is not skill points, cool ships and modules that rule in PVP, but morale, the correct assessment of combat situations and the speed of making the right decisions.

Principles of choice of tactics.

The basic principle of choosing tactics is that tactics should suit your character, you should like to fight according to such tactics. There are no universal tactics, the beauty of EVE is that there is always a counter-tactic, but if you choose the right battle conditions, you will get a decisive advantage. From this follows the main rule of a fighter - your tactics are the best if you know how to choose the right conditions for its use. This rule has an important consequence - there are no best ships and best feats, but there are best fighter pilots who use tactics correctly. Using the features of the ships, we can achieve the highest efficiency of our tactics, but if the tactics are bad, then no ship or fit will ensure our victory.

Ship selection principles.

The basic principle of choosing a ship goes something like this: your ship must be the most effective for combat in the tactics you choose. The ships of each race have certain characteristics that distinguish these ships into a certain general group in terms of battle tactics. Short:

Amarr - this is the best damage to shields (EM), the best optimal in close combat, tanking on armor, low speed (a feature of armor tanking is plates, they reduce speed and maneuverability). Recently, melee missiles have been added for half of the T2 ships, but they have not yet become very widespread, apparently, the Amarrs are still only pumping their own rackets. Infinite lenses can be charged into lasers - there is no problem with the supply of ammunition. Changing the type of lenses in lasers is instantaneous (for other races, reloading takes 10 seconds). The energy of the ship is used for firing, if there is no energy, there is no firing.

Caldari - Best Medium Damage: Shield and armor have the lowest total resistance to this type of damage, considering the most common PvP feats. This means that every fighter tends to cover the holes in his tank, and the disadvantage of the kineticist is that he is not too short to cover him in the first place, but also not too tall for the damage dealer to ignore him. The Caldari are shield tankers, so their ships have a lot of medium slots, but speed is a problem, as with a lack of lower slots, you have to choose between increased damage (damage modes) and speed (nano fit). There is a secondary type of weapon - hybrids, which can be considered both an advantage and a disadvantage. In addition, the Caldari have the most long-range cannon ships - also cannot be assessed unambiguously. The best "switching electronics" are jammers. The ship's energy is not used to fire missiles, so it is impossible to stop the rocketman from firing by depriving him of energy.

Minmatars are the fastest ships, with an approximately equal number of medium and lower slots, this gives some versatility in choosing the type of tank and allows you not to suffer from the “nano or damage” dilemma when tanking with a shield (we put both nano and damage!), but, like all generalists, they lose in specializations - not the best tank on the shield and not the best tank on the armor, the lowest DPS (damage per second), but the highest alpha-strike (damage inflicted by one shot), which makes Tempest the optimal fleet damage ship. Just like missiles, Minmatar machine guns and artillery require no energy to fire.

Gallente - the highest DPS at the lowest combat distance (blasters), complete rejection of rockets (most ships do not have slots for rocket launchers), best drones (ships with bonuses for drones). The tank is usually armored, which again reduces speed and maneuverability. Not the worst electronics in the game - dampeners - cuts the speed and / or aiming range. Firing requires ship energy, although less than Amarr lasers.

At one time, the author was tormented for a long time by the choice of the race of ships (born Caldari - Sivir). The appearance of the ships of the author was of little interest, he did not like only the Minmatar ships, subconsciously felt that the choice of the race of the ships should depend on the preferred battle tactics, but the author had not yet formulated tactical preferences, so it was difficult to choose the ships, shook the Caldari ships a little - not then, then Amarr - not that, Minmatar ... and I realized that despite the unsightly appearance of the "Minmatar", they are most effective in their preferred battle tactics. I repeat - the choice of ship should be dictated by the chosen tactics, if we are concerned about the effectiveness of the battle. Over time, mastering new battle tactics, we will upgrade those ships that allow us to be the most effective in the implementation of these tactics.

Fit selection principles.

We must select the fit in much the same way as the ship - according to the chosen battle tactics. This means that if we have chosen the battle tactic “to rotate the orbit for 18 km, shooting at the target”, then installing two plates in the lower slots is a bad choice, because. we will lose in speed and maneuverability, which will give the target either to approach us at the distance of the net and shoot, or to break the distance and leave the battle - in both cases the battle will be lost, the difference is only in the consequences for us. If our tactic is to "get close, get under the net and shoot", then the installation of artillery (or its analogue in other races - railguns and beam-lasers) will also be a bad choice, because. there are weapons that are more effective at such a distance - machine guns, blasters, pulse lasers, if we want to shoot a target from afar, then long-range weapons and damage mods, even to the detriment of tanking, are the best choice. You should not have extra modules that you put on the ship according to the principle “to have it”, there will always be a module that will increase the effectiveness of the chosen tactics (no need to put a tractor beam on the warship), look for it, it will definitely be found, Quickfit and EFT is here to help. You should not put weapons of different types and different combat distances on the ship at the same time, such an installation will allow you not to “hit hard at distant and near”, but “hit badly at everyone”, damage should always be focused on one target, because. the target is always tankable and has a limit of tankable damage per second, the more you exceed this limit, the faster it will die and the less damage you yourself will receive.

Overview.

Overview is the same transparent table where you can see nearby objects (ships, containers, local structures, etc.) and star system objects (stations, gates, planets, moons, asteroid belts, system beacons, etc.). ). It is difficult to overestimate the importance of this tool. The overview has settings that allow you to customize it very flexibly by filtering displayed objects, highlighting them, marking them with icons, displaying columns with additional information (speed, distance, alliance data, object type), etc. Settings can be saved, thus getting many different sets for all occasions. I will not dwell on it in detail, look for specialized manuals and study them, kick more experienced comrades, let them share their experience.

Map.

The map allows us to find clusters of rivals, determine the places of battles, etc. It has various filters that allow you to get information about the state of the systems, just look at what filters are there, you have to decide for yourself which of them you need. From my own experience I can say that in different situations absolutely all filters are needed, there are simply no unnecessary ones.

Local.

Local chat is a channel called "Local", the one that cannot be closed. This channel should be located so that you can see as many pilots as possible in this channel - all these pilots are in the same system with you. Pilots can have a colored icon according to your overview settings. If the policy of your alliance does not prohibit the attack of pilots, then they are potentially your rivals. I think it is worth mentioning that the information about the pilot, which is opened through the Show Info menu item when clicking on the pilot's name with the right mouse button, can serve as the basis for a basic assessment of the main type of his activity, the level of knowledge of skills and, as a result, his combat qualities. True, there is not always time for such an assessment, and it can differ significantly from reality. In this case, only experience will help us.

Scanner.

A scanner is a device that allows you to get primary information about the ships of your opponents and find their location in the system. I will not give a description of working with a scanner, there are quite good guides on this topic. I will only note that the scanner is one of the main tactical tools of a fighter and the ability to handle it well is the key to your success in combat situations.

Moving around SS systems 0.0

Route selection.

If we are looking for solo or small group fights, then it would be logical to make a route in such a way as to get the most combat situations. We will find the greatest number of such in highly populated systems and on frequently used routes. We can get all this information through a map of the galaxy, applying the appropriate filters (by the number of pilots in space in the last half hour and by the number of jumps inside the systems). If your goal is not to push targets out of their habitats, then try not to constantly fly the same route, because. this leads to addictive targets, they remember you and hide in advance, avoiding combat in this way, and we are striving to get the most combat situations.

Camps and their passage.

Camp is a cluster of ships on the gates with means of intercepting targets - Mobile Warp Disruptors and interdictors.

If you meet a friendly camp, then you will not have problems passing, but its interception means can be used to catch your targets if, for example, they are friendly to this camp, but not friendly to you.

In the event of a meeting with a hostile camp, the choice is yours - to fight, pass or change the route. Some camping tips:

- Otvarp. If the camp does not have ships with a high base lock speed (interceptors, other frigates with sensor boosters), then you can just warp.

— Leaving back to the gate. You hang for a while in invisibility at the gate, and then at maximum speed go back into them. To do this, use the autopilot and MWD, set the autopilot to the route point on the system you just left, turn it on and wait for the ship to pick up speed, immediately turn on the MWD and wait for the ship to jump into the gate. As soon as the word "JUMPING" appears, the autopilot must be turned off. Why autopilot? Because it is he who will turn on the jump as soon as the distance necessary for the jump is reached. However, even the autopilot occasionally does not work.

- Pulling the interceptor. If there are only one or two interceptors on the camp, and all other ships initially lose to you in speed, there are no ships with long-range nets (Stasis Webifier - Rapier, Huginn or Hyena) or with jammers, then you can get away from the camp by attacking this single interceptor . The technique is simple: turn on the acceleration to some object, immediately start to lock the interceptors, activate the most dangerous guns and see what happens. In most cases, the interceptor will stop pursuing, because continuing it, he risks being shot down, and the support of heavier comrades is too far away from him. If the interceptor does not give up the pursuit, then our task is to kill him at a distance from the camp, but no further than 150 km, because. for that distance and more, his comrades can simply warp towards him.

Search for rivals.

Our main goal as a fighter is the maximum number of combat situations. I will dwell in more detail on the combat situation itself. A combat situation is a situation in which we can set goals against our opponent. An important condition for a combat situation is the presence of an opponent; without him, a combat situation is impossible. Therefore, the search for rivals is the main goal of a fighter, an opponent is found - a combat situation is found, you can set goals in it and start achieving them, showing your fighting qualities. To find rivals, we have three most important tools - a map, a local chat and a scanner. In addition to these three tools, there are a number of different ways to find an opponent, in principle, any source of information that leads us to a combat situation is useful - forums, alliance intelligence channel-chat, security agents, general channels, etc.

The fight.

"Agra"

The concept of "aggra" (aggra, agro, aggro) is one of the key concepts in the combat mechanics of EVE (not key concepts, we do not consider here). There are five types of Agra, we are currently only interested in one of them - the time during which you cannot pass through the gates between systems and enter the docking stations. Simply put, this is the time during which you cannot leave the space of this system, no matter what, in the language of EVE - you cannot change the session. The duration of the aggro is counted by a special timer, the time is 60 seconds. The condition for enabling this timer is the attack of any object in space. An attack is understood as the activation of any module or drones that caused any damage to any object in space. Anything can be such an object, from a container or gate nearby, to your co-corp.

Why is agra important to us. Depending on the situation, agra can both hinder us and help us. If the opponent tries to leave the battle, then the presence of his aggro makes it impossible for him to jump into the gate or hide at the station until it expires. If we want to leave the battle or divide the opponents, then after waiting for the opponent (or part of the opponents) to get aggro (attacks us), we can go to the gate, leaving the battle, or dividing the opponents (those with aggro, to the gate they won’t come in, and whoever is without agra can come in and give us a different combat situation, more profitable). Understanding and knowing how to use aggro is one of the keys to victory in combat situations.

Avoiding combat.

Often there are combat situations in which your goal is simple survival - saving the ship. You can avoid the battle using the aggro mechanism, you can also not wait for a meeting with an opponent, limiting yourself only to seeing him on the scanner. If you have a speed advantage, then you can just gain distance. But with all this, it is important to understand that not in all combat situations it is necessary to destroy the opponent’s ships, often simple survival, especially if the opponent (or a group of opponents) is obviously stronger than you here and now - this is your victory. Do not enter the battle if you are not sure of your victory.

Entry into battle.

An important feature of entering a battle is that combat can always be avoided if measures are taken in advance. A very important conclusion follows from this, you must look so that your opponents want to fight you. In the vast majority of cases, numerical superiority frightens rivals, so good organization, accurate calculation and high morale should become your strong point. The key to victory is the right choice of place, tactics significantly depend on the place of battle, and what is an advantage in one place may turn out to be a disadvantage in another, leading to defeat.

Fighting.

At the gate.

The first feature of combat at the gate is the active use of the “agry” mechanism, the second feature is the exit from the gate 15 km from them. Agra allows you to divide opponents into groups to destroy their ships piece by piece. The distance of 15 km to the gate is an opportunity to keep the opponent, not to let him fly to the gate and run away from you.

The gates have one more feature - you can almost safely observe the opponent if you are closer than 2500 m from the gate, at the first danger you just go into them and warp somewhere. A good way to counter this is to "bump". Bump is a blow from acceleration with the hull of your ship on the opponent's ship. Bump does not activate aggro, but it does give speed to the ship it is applied to, which causes it to fly away from the gate and make it impossible to jump into it. The best method to avoid the bump is to fly around the gate in a 500m orbit, in 99% of the bump attempts, the bumper will just miss your ship and you will still stay relatively safe near the gate. But in any case, it is better to keep an eye on the speed of your opponents (there is an opportunity to display the corresponding column in the overview) so that the bump does not come as a surprise to you.

The gate fight is the most common fight, I think it's not wrong to say that more than half of all fights in SS 0.0 systems take place at the gate.

On andoc.

The features of combat on the andock of the station are the active use of the aggro mechanism and the ability to quickly restore the shield and energy (capacitor’s charge) and repair the armor and structure by docking, repairing and subsequent andok from the station. In the vast majority of cases, the fight on the andock is possible only if those who have the ability to dock to the station wish, so if the opponent does not show a desire to fight (does not attack you), then the fight will most likely not take place. You should also take into account the possibility of massive andok opponents to help their friend.

Away from all objects.

In open space combat, faster ships almost always dictate the rules. Therefore, if you are not confident in your tank or your speed, it is better not to take up combat in open space. The advantage in speed allows you to leave the battle at any convenient moment, which is deprived of a ship that does not have this advantage.

Combat in outer space is possible only in two cases:

1) This is a contractual fight.

2) You found your opponent (or he found you) using scan-probes.

Therefore, battles in open space are rare battles in SS 0.0 systems.

in the asteroid belt.

A battle in the asteroid belt is a battle in open space, with the only difference being that the native inhabitants of this asteroid belt can participate in it. The peculiarity is that they most often attack the one who flew into the belt first, so be ready to tank them if that's you. In addition, if the battle takes place in the immediate vicinity of the stones, then your ship can get entangled in them and lose direction and speed, and the loss of speed is almost always an increase in damage received from opponents (read guides on turrets and rockets, the dependence is described there) .

Tournament.

A tournament is a battle with additional restrictions on the pilot's abilities. As a rule, the conditions of the battle in the tournament differ significantly from the conditions of the real battle, as an example I will give only some of them:

- the restriction on the modules used reduces the combat capabilities of the pilot;

— the restriction on leaving the battle makes it possible not to install modules that prevent warp on the ship, and, as a result, due to the free slots, you can improve the shield tank or install additional electronics, speed in battle becomes less important for victory;

- the restriction on the distance gap almost always makes it impossible to divide the forces of rivals, i.e. we have to fight wall to wall, but the positive thing is that the forces of the opponents are not numerically superior to us;

Tournament battle is a battle in outer space, and we already know that battles in outer space are the rarest in SS 0.0 systems. In addition, exiting a tournament fight is almost always a loss under the tournament rules.

Exit from battle.

So, we entered the battle, but saw that the battle process was getting out of our control, we need to leave the battle in order not to lose our ship (if loss is not our goal). The way out depends significantly on the place of the battle. Most commonly used:

1) A set of distances with going beyond the reach of the opponents' weapons and, possibly, subsequent warp.

2) Waiting for the "agry" and leaving the gate, or docking at the station.

The skill responsible for getting out of battle - shobing - is the second skill that a fighter pumps after the ability to maneuver in battle.

In this guide, I will cover PVP in SS (Security Status) 0.0 systems. While a lot of the issues I've covered here are true for PvP in empire (SS 0.5 and above systems) and lowsec (SS 0.1 - 0.4 systems), these issues were still considered from a combat perspective in SS 0.0 systems. This guide is intended for those pilots who are no longer confused by the names of the modules, have not yet plunged into the wonderful area of ​​\u200b\u200bEVE - PVP, but are already thinking about doing it.


Contents Who needs this guide and why General questions

  • fighting philosophy
  • character race selection
  • principles of choice of tactics
  • ship selection principles
  • fit selection principles
  • overview
  • map
  • locale
  • scanner
Moving around SS systems 0.0
  • route selection
  • camps and their passage
  • search for rivals
The fight
  • "agra"
  • avoiding the fight
  • entry into battle
  • combat
    • at the gate
    • on andoc
    • away from all objects
    • in the asteroid belt
    • tournament
  • exit from battle
Fleet
  • fleet and its goals
  • choice of role in the fleet
  • selection of ship and fit for the role
  • moving the fleet, entering the battle in the fleet
  • withdrawal from combat in the fleet
  • naval combat
    • commander
    • fleet core
      • heavy ships
      • "anti-support"
    • support
    • avant-garde
    • covert
    • tackler
    • electronics
    • "trifle"
Conclusion

Who needs this guide and why?

The first and main goal is to increase the overall level of PVP of Russian-speaking players. In this guide, I will cover PVP in SS (Security Status) 0.0 systems. While a lot of the issues I've covered here are true for PvP in empire (SS 0.5 and above systems) and lowsec (SS 0.1 - 0.4 systems), these issues were still considered from a combat perspective in SS 0.0 systems. This guide is intended for those pilots who are no longer confused by the names of the modules, have not yet plunged into the wonderful area of ​​\u200b\u200bEVE - PVP, but are already thinking about doing it. Usually, these are pilots with experience in the game of two months or more.

General questions Combat philosophy

Strange as it may seem to some, but there is such a philosophy. Why is she needed? As a philosophy, it defines the principles of perception, information processing and decision making in combat situations.
First of all, I note that PVP is a competition in achieving goals, the essence of PVP is that rivals often set mutually exclusive goals and strive for them. PVP is not a fight in which you kill someone or get killed, it's not violence in itself, it's a competition. Yes, we honestly admit that participants do not always compete by mutual desire and agreement, but at the same time, the formation of a combat situation can be predicted, and you can always take measures to avoid a combat situation if you intend to do so. Simply put: if you are a member of an NPC corporation and do not leave systems with high SS, then the likelihood of combat situations for you personally tends to zero, but, just by becoming a member of the corporation of players, you already agree that, according to the rules of the game on your ships can attack by declaring war, and if you're logged into the SS system below 0.5, then you can be attacked with almost impunity by any pilot at all.
So, competition. What do people compete in combat situations? They compete to achieve their goals. The whole point is that the goals of the participants in the battle can be very different, and their circle is not at all limited to "shoot down / run away." Of course, goals must be adequate to the conditions of the situation and fundamentally achievable. Thus, we have come to the obvious: before setting a goal, it is necessary to assess the combat situation and the possibilities of our influence on its development. And only after assessing the situation, we can begin to set our goals in it. There may be more than one goal, but, as a rule, all goals can be arranged in a hierarchy - ordered by importance. Here we come to an important principle that affects your satisfaction from the passage of a combat situation: regardless of the results achieved by the opponent, you win in a combat situation if you achieve your main goal.

Examples:
- you met a lone ship, flying about its business and avoiding combat clashes, set the goal to "destroy the ship", catch it and destroy it - the goal is achieved, you won;
- you fly about your business, avoid combat situations, but meet a ship that attacks you, your goal in this combat situation is "avoid the battle by continuing to move to your destination", you successfully avoid the battle and get away from the chase - you won;
- you fall out of the gate and see that superior forces are waiting for you there, your goal is to "save the ship by continuing further movement", you accelerate and warp to the next gates, fly to them and successfully enter, the chase is behind - you won this combat situation .

This is the first and most important, I repeat:
PVP is a competition in achieving your goals in a combat situation. You win in a combat situation if you have achieved your goals in it. The victory is not affected by the result achieved by the opponent, unless your goal is to prevent him from doing so. Understanding and using these principles gives you the opportunity to win in absolutely any combat situations, because. you determine the rules of victory.

The second important principle of the battle is that the one who has the strongest fighting spirit here and now wins. You don’t have to look far for examples, many people know what the pilots of the Red Alliance went through when they had to win back a place on the map occupied by rivals literally from scratch, without high morale this is impossible. There is an opposite example - the ASCN alliance, the same alliance that at one time had the largest territory, owned the largest number of outposts in zero and built the first titan. The morale of this alliance was destroyed along with that very first titan, but to be precise, with the destruction of the titan, the weakness of the morale simply became apparent in the first place to the pilots of the alliance, they could no longer deceive themselves with fairy tales about their strength - the alliance died.

Combat in EVE (and any combat in general) is a combat at the level of the spirit, you can say that it is a psychological rivalry. Imagine a spider sitting in the center of the web and waiting for a bee. The bee gets into the web, starts to buzz strongly, break out, for it this is a big tragedy, and the spider calmly and inevitably ... eats. Can a bee kill a spider? Maybe, but her will to resist is broken by lust for life and fear. Any actions directed against the morale of the opponent, introducing him into discouragement, depriving him of the desire to resist, lead you to victory over him. If you keep your morale high, then you are invincible. But there is one subtlety here, it is impossible to keep morale high indefinitely if you lose in combat situations more often than you win. Despite any PR, even the most stupid person who eats the products of this PR knows his own worth deep down, and when he realizes that others know his worth too, the morale will be broken. Therefore, strive to always admit your mistakes, work to ensure that your assessment of yourself and your capabilities is as close to reality as possible - this is the best protection against a drop in morale, we must know our worth and do not hesitate to talk about it, in this case we will understand that we still have room to grow, and there will be growth in the right fighter. The right fighter is a spider that doesn't fight its prey, but eats it.

Character race selection

The first and main criterion for choosing a character that should excite you is that you should like the character. You must like his portrait and his attributes. Despite the fact that Caldari characters - Acura are very fashionable today, I note that in about a year and a half you will most likely be purple in general, how "wrong" your initial attributes are, the main requirement for them is that perception should not be underestimated. Why? Because this attribute is used for the most skills required by a fighter, but this does not mean that you do not need charisma or memory, do not forget that secondary attributes also affect the speed of learning, charisma is needed for fleet skills, skills for everything for drones, the leader is memory, for engineering, mechanics, navigation and electronics, intelligence is the leader, and for skills on T2 ships, willpower (remember when you upgrade to perfect). Therefore, if this is your main and only character, I recommend lowering charisma, slightly raising perception, and making the rest of the attributes approximately the same. In each race, you can make a normal fighter. Having lost a little in the speed of learning cannon-rocket skills, you will make up most of this time in support skills, and in a year and a half, when all the necessary skills have been learned, it will not really matter to you how many skill points that Vasya is ahead of you, because. you will know that it is not skill points, cool ships and modules that rule in PVP, but morale, the correct assessment of combat situations and the speed of making the right decisions.

Principles of choice of tactics

The basic principle of choosing tactics is that tactics should correspond to your character, you should like to fight according to such tactics. There are no universal tactics, the beauty of EVE is that there is always a counter-tactic, but if you choose the right battle conditions, you will get a decisive advantage. From this follows the main rule of a fighter - your tactics are the best if you know how to choose the right conditions for its use. This rule has an important consequence - there are no best ships and best feats, but there are best fighter pilots who use tactics correctly. Using the features of the ships, we can achieve the highest efficiency of our tactics, but if the tactics are bad, then no ship or fit will ensure our victory.

Ship selection principles

The basic principle of choosing a ship goes something like this: your ship must be the most effective for combat in the tactics you choose. The ships of each race have certain characteristics that distinguish these ships into a certain general group in terms of battle tactics. Short:

Amarra- these are the best damage to shields (EM), the best optimal in close combat, tanking on armor, low speed (a feature of armor tanking is plates, they reduce speed and maneuverability). Recently, melee missiles have been added for half of the T2 ships, but they have not yet become very widespread, apparently, the Amarrs are still only pumping their own rackets. Infinite lenses can be loaded into lasers - there is no problem with the supply of ammunition. Changing the type of lenses in lasers is instantaneous (for other races, reloading takes 10 seconds). For firing, the energy of the ship is used, no energy - no firing.

Caldari- best average damage: shield and armor have the lowest total resistance to this type of damage, taking into account the most common feats in PvP. This means that every fighter tends to cover the holes in his tank, and the disadvantage of the kineticist is that he is not too short to cover him in the first place, but also not too tall for the damage dealer to ignore him. The Caldari are shield tankers, so their ships have a lot of medium slots, but speed is a problem, as with a lack of lower slots, you have to choose between increased damage (damage modes) and speed (nano fit). There is a secondary type of weapon - hybrids, which can be considered both an advantage and a disadvantage. In addition, the Caldari have the most long-range cannon ships - also cannot be assessed unambiguously. The best "switching electronics" are jammers. The ship's energy is not used to fire missiles, so it is impossible to stop the rocketman from firing by depriving him of energy.

Minmatar- the fastest ships, approximately the same number of middle and lower slots, this gives some versatility in choosing the type of tank and allows you not to suffer from the "nano or damage" dilemma when tanking with a shield (we put both nano and damage!), but, like all generalists, they lose in specializations - not the best tank on the shield and not the best tank on the armor, the lowest DPS (damage per second), but the highest alpha-strike (damage inflicted by one shot), which makes Tempest the optimal fleet damage ship. Just like missiles, Minmatar machine guns and artillery require no energy to fire.

Gallente- the highest DPS at the lowest combat distance (blasters), the complete rejection of missiles (most ships do not have slots for rocket launchers), the best drones (ships with bonuses for drones). The tank is usually armored, which again reduces speed and maneuverability. Not the worst electronics in the game - dampeners - cuts the speed and / or aiming range. Firing requires ship energy, although less than Amarr lasers.

At one time, the author was tormented for a long time by the choice of the race of ships (born Caldari - Sivir). The appearance of the ships of the author was of little interest, only the Minmatar ships were not liked, subconsciously felt that the choice of the race of ships should depend on the preferred battle tactics, but the author had not yet formulated tactical preferences, so it was difficult to choose the ships, shook the Caldari ships a little - not then, then Amarr - not that, Minmatar ... and I realized that despite the unsightly appearance of the "Minmatar", they are the most effective in their preferred battle tactics. I repeat - the choice of ship should be dictated by the chosen tactics, if we are concerned about the effectiveness of the battle. Over time, mastering new battle tactics, we will upgrade those ships that allow us to be the most effective in the implementation of these tactics.

Fit selection principles

We must select the fit in much the same way as the ship - according to the chosen battle tactics. This means that if we chose the battle tactic "to rotate the orbit for 18 km, shooting at the target", then installing two plates in the lower slots is a bad choice, because. we will lose in speed and maneuverability, which will give the target either to approach us at the distance of the net and shoot, or to break the distance and leave the battle - in both cases the battle will be lost, the difference is only in the consequences for us. If our tactic is "go to point-blank range, get under the net and shoot", then the installation of artillery (or its analogue in other races - railguns and beam-lasers) will also be a bad choice, because. there are weapons that are more effective at such a distance - machine guns, blasters, pulse lasers, if we want to shoot a target from afar, then long-range weapons and damage mods, even to the detriment of tanking, are the best choice. You should not have extra modules that you put on the ship according to the principle "to have it", there will always be a module that will increase the effectiveness of the chosen tactics (no need to put a tractor beam on the warship), look for it, it will definitely be found, Quickfit and EFT is here to help. You should not put weapons of different types and different combat distances on the ship at the same time, such an installation will allow you not to "hit hard on distant and near", but "badly hit on everyone", damage should always be focused on one target, because. the target is always tankable and has a limit of tankable damage per second, the more you exceed this limit, the faster it will die and the less damage you yourself will receive.

overview

Overview is the same transparent table where you can see nearby objects (ships, containers, local structures, etc.) and star system objects (stations, gates, planets, moons, asteroid belts, system beacons, etc.). ). It is difficult to overestimate the importance of this tool. The overview has settings that allow you to customize it very flexibly by filtering displayed objects, highlighting them, marking them with icons, displaying columns with additional information (speed, distance, alliance data, object type), etc. Settings can be saved, thus getting many different sets for all occasions. I will not dwell on it in detail, look for specialized manuals and study them, kick more experienced comrades, let them share their experience.

Map

The map allows us to find clusters of rivals, determine the places of battles, etc. It has various filters that allow you to get information about the state of the systems, just look at what filters are there, you have to decide for yourself which of them you need. From my own experience I can say that in different situations absolutely all filters are needed, there are simply no unnecessary ones.

locale

Local chat is a channel called "Local", the one that cannot be closed. This channel should be positioned so that you can see as many pilots as possible in this channel - all of these pilots are in the same system as you. Pilots can have a colored icon according to your overview settings. If the policy of your alliance does not prohibit the attack of pilots, then they are potentially your rivals. I think it is worth mentioning that the information about the pilot, which is opened through the Show Info menu item when clicking on the pilot's name with the right mouse button, can serve as the basis for a basic assessment of the main type of his activity, the level of knowledge of skills and, as a result, his combat qualities. True, there is not always time for such an assessment, and it can differ significantly from reality. In this case, only experience will help us.

Scanner

The scanner is a device that allows you to get primary information about the ships of your opponents and find their location in the system. I will not give a description of working with a scanner, there are quite good guides on this topic. I will only note that the scanner is one of the main tactical tools of a fighter and the ability to handle it well is the key to your success in combat situations.

Movement through SS systems 0.0 Route selection

If we are looking for solo or small group fights, then it would be logical to make a route in such a way as to get the most combat situations. We will find the greatest number of such in highly populated systems and on frequently used routes. We can get all this information through a map of the galaxy, applying the appropriate filters (by the number of pilots in space in the last half hour and by the number of jumps inside the systems). If your goal is not to push targets out of their habitats, then try not to constantly fly the same route, because. this leads to addictive targets, they remember you and hide in advance, avoiding combat in this way, and we are striving to get the most combat situations.

Camps and their passage

Camp is a cluster of ships at the gates with means of intercepting targets - Mobile Warp Disruptors and interdictors.
If you meet a friendly camp, then you will not have problems passing, but its interception means can be used to catch your targets if, for example, they are friendly to this camp, but not friendly to you.
In the event of a meeting with a hostile camp, the choice is yours - to fight, pass or change the route.

Some camping tips:

Otvarp. If the camp does not have ships with a high base lock speed (interceptors, other frigates with sensor boosters), then you can just warp.
- Care back to the gate. You hang for a while in invisibility at the gate, and then at maximum speed go back into them. To do this, use the autopilot and MWD, set the autopilot to the route point on the system you just left, turn it on and wait for the ship to pick up speed, immediately turn on the MWD and wait for the ship to jump into the gate. As soon as the message "JUMPING" appears, the autopilot must be turned off. Why autopilot? Because it is he who will turn on the jump as soon as the distance necessary for the jump is reached. However, even the autopilot occasionally does not work.
- Pulling the interceptor. If there are only one or two interceptors on the camp, and all other ships are initially slower than you, there are no ships with long-range nets (Stasis Webifier - Rapier, Huginn or Hyena) or with jammers, then you can get away from the camp by attacking this single interceptor . The technique is simple: turn on the acceleration to some object, immediately begin to lock the interceptors, activate the most dangerous guns and see what happens. In most cases, the interceptor will stop pursuing, because continuing it, he risks being shot down, and the support of heavier comrades is too far away from him. If the interceptor does not give up the pursuit, then our task is to kill him at a distance from the camp, but no further than 150 km, because. for that distance and more, his comrades can simply warp towards him.

Search for rivals

Our main goal as a fighter is the maximum number of combat situations. I will dwell in more detail on the combat situation itself. A combat situation is a situation in which we can set targets in relation to our opponent. An important condition for a combat situation is the presence of an opponent; without him, a combat situation is impossible. Therefore, the search for rivals is the main goal of a fighter, an opponent is found - a combat situation is found, you can set goals in it and start achieving them, showing your fighting qualities. To find rivals, we have three most important tools - a map, a local chat and a scanner. In addition to these three tools, there are a number of different ways to find an opponent, in principle, any source of information that leads us to a combat situation is useful - forums, alliance intelligence channel-chat, security agents, general channels, etc.

Fight "Agra"

The concept of "aggra" (aggra, aggro, aggro) is one of the key concepts in the combat mechanics of EVE (not key concepts, we do not consider here). There are five types of "Agra", we are currently interested in only one of them - the time during which you cannot pass through the gates between systems and enter the docking stations. Simply put, this is the time during which you cannot leave the space of this system, no matter what, in the language of EVE - you cannot change the session. The duration of the aggro is counted by a special timer, the time is 60 seconds. The condition for enabling this timer is the attack of any object in space. An attack is understood as the activation of any module or drones that caused any damage to any object in space. Anything can be such an object, from a container or gate nearby, to your co-corp.
Why is agra important to us. Depending on the situation, agra can both hinder us and help us. If the opponent tries to leave the battle, then the presence of his aggro makes it impossible for him to jump into the gate or hide at the station until it expires. If we want to leave the battle or divide the opponents, then after waiting for the opponent (or part of the opponents) to get aggro (attacks us), we can go to the gate, leaving the battle, or dividing the opponents (those with aggro, to the gate they won’t come in, and whoever is without agra can come in and give us a different combat situation, more profitable). Understanding and knowing how to use aggro is one of the keys to victory in combat situations.

Avoiding the fight

Often there are combat situations in which your goal is simple survival - saving the ship. You can avoid the battle using the aggro mechanism, you can also not wait for a meeting with an opponent, limiting yourself only to seeing him on the scanner. If you have a speed advantage, then you can just gain distance. But with all this, it is important to understand that not in all combat situations it is necessary to destroy the opponent's ships, often simple survival, especially if the opponent (or a group of opponents) is obviously stronger than you here and now - this is your victory. Do not enter the battle if you are not sure of your victory.

Entry into battle

An important feature of entering a battle is that combat can always be avoided if measures are taken in advance. A very important conclusion follows from this, you must look so that your opponents want to fight you. In the vast majority of cases, numerical superiority frightens rivals, so good organization, accurate calculation and high morale should become your strong point. The key to victory is the right choice of place, tactics significantly depend on the place of battle, and what is an advantage in one place may turn out to be a disadvantage in another, leading to defeat.

Fighting at the gate

The first feature of the battle at the gate is the active use of the "agry" mechanism, the second feature is the exit from the gate 15 km from them. Agra allows you to divide opponents into groups to destroy their ships piece by piece. The distance of 15 km to the gate is an opportunity to keep the opponent, not to let him fly to the gate and run away from you.
The gates have one more feature - you can almost safely observe the opponent if you are closer than 2500 m from the gate, at the first danger you just go into them and warp somewhere. A good way to counter this is to "bump". Bump is a blow from acceleration with the hull of your ship on the opponent's ship. Bump does not activate aggro, but it does speed up the ship it is hit on, causing it to fly away from the gate and making it impossible to jump into it. The best method to avoid the bump is to fly around the gate in a 500m orbit, in 99% of the bump attempts the bumper will just miss your ship and you will still be relatively safe near the gate. But in any case, it is better to keep an eye on the speed of your opponents (there is an opportunity to display the corresponding column in the overview) so that the bump does not come as a surprise to you.
The fight at the gate is the most common fight, I think it's not wrong to say that more than half of all the fights in SS 0.0 systems take place at the gate.

On the andock

The peculiarities of fighting on the andock of the station are the active use of the aggro mechanism and the ability to quickly restore the shield and energy (capacitor "a charge) and repair the armor and structure by docking, repairing and then undocking from the station. In the vast majority of cases, fighting on the andock is possible only with the desire of those who have the ability to dock to the station, so if the opponent does not show a desire to fight (does not attack you), then the battle most likely will not take place.You should also take into account the possibility of massive andok opponents to help their friend.

Away from all facilities

In open space combat, faster ships almost always dictate the rules. Therefore, if you are not confident in your tank or your speed, it is better not to take up combat in open space. The advantage in speed allows you to leave the battle at any convenient moment, which is deprived of a ship that does not have this advantage.
Combat in outer space is possible only in two cases:
1) This is a contractual fight.
2) You found your opponent (or he found you) using scan-probes.
Therefore, battles in open space are rare battles in SS 0.0 systems.

In the asteroid belt

A battle in the asteroid belt is a battle in outer space, with the only difference being that the native inhabitants of this asteroid belt can participate in it. The peculiarity is that they most often attack the one who flew into the belt first, so be ready to tank them if that's you. In addition, if the battle takes place in the immediate vicinity of the stones, then your ship can get entangled in them and lose direction and speed, and the loss of speed is almost always an increase in damage received from opponents (read guides on turrets and rockets, the dependence is described there) .

Tournament

A tournament is a fight with additional restrictions on the pilot's abilities. As a rule, the conditions of the battle in the tournament differ significantly from the conditions of the real battle, as an example I will give only some of them:
- restriction on the modules used reduces the combat capabilities of the pilot;
- the restriction on leaving the battle makes it possible not to install modules that prevent warp on the ship, and, as a result, due to the freed slots, you can improve the shield tank or install additional electronics, speed in battle becomes less significant for victory;
- the restriction on the distance gap almost always makes it impossible to divide the forces of rivals, i.e. we have to fight wall to wall, but the positive thing is that the forces of the opponents are not numerically superior to us;
Tournament battle is a battle in open space, and we already know that battles in open space are the rarest in SS 0.0 systems. In addition, exiting a tournament fight is almost always a loss under the tournament rules.

Exit from battle

So, we entered the battle, but saw that the battle process was getting out of our control, we need to leave the battle in order not to lose our ship (if loss is not our goal). The way out depends significantly on the place of the battle. Most commonly used:
1) A set of distances with going beyond the reach of the opponents' weapons and, possibly, subsequent warp.
2) Waiting for the "agry" and leaving the gate, or docking at the station.
The skill responsible for getting out of battle - shobing - is the second skill that a fighter pumps after the ability to maneuver in battle.

Fleet

The fleet and its goals

Let's agree on terms. A fleet is a group of ships united by a single command and having within itself a clear division into two subgroups - the core of the fleet and support. Although the game mechanics allow you to create a fleet without any restrictions, in this guide, by the term "fleet" I mean exactly the above.
So what are we going to the Navy for? The answer is obvious - to qualitatively improve our capabilities through a clear division of roles and better coordination. As a rule, a fleet is a group of ships from 10 and above, because in such a group, it becomes possible to cover the largest number of roles by allocating separate ships for each of them. A smaller group forces its members to combine roles, which affects the effectiveness of execution. At the limit, the fleet can consist of one single pilot who will perform all the necessary roles in it ... try to equip the ship for all occasions, and you will understand what I'm talking about.
The purpose of the fleet, as a rule, is to fight with a commensurate force of rivals, almost always these forces are also combined into a fleet.

Naval role selection

The fleet allows for a narrow specialization in the chosen role, for us this means that we can do what we like and are best at. In other words, if you are the best performer in the role that attracts you, then almost always you will fill that role in the fleet - isn't that a good incentive to perfection? Three important principles for choosing your role in the fleet:
1) The fleet should need this role.
2) You should enjoy playing the role.
3) You must be able to fulfill this role with sufficient quality.
The need for a role in the fleet is determined by the tasks that are set for the fleet at the time of its collection. In most cases, the fleet commander can tell you if that particular role is needed. If you like the chosen role, then you will strive to perform it as best as possible - this is a guarantee that you will get the same role next time.

Choosing a ship and fit for a role

Role specialization gives us the opportunity to use specialized ships that have bonuses for performing a certain role. The peculiarity of the balance of EVE is that, having an advantage in some specialization, the ship always has significant disadvantages in all other specializations, but the advantage obtained is qualitative, i.e. no reasonable number of non-specialized ships can surpass a specialist. The foregoing is the basis of the qualitative advantage of a fleet with an internal division of roles over a fleet that does not have such an internal division. Your choice of role and feat should be subordinated to only one - the best performance of the role in the fleet. If you are a tackler, then your ship should be equipped for the fastest possible capture and the longest retention of a target, if you are an electronic jammer, then you must be able to quickly turn off enemy ships from battle better and faster than his electronics do if you are a "damager" , then they should inflict simply gigantic damage - the survival of the fleet in battle depends on this, if you are a covert, you should have the maximum movement speed in a hidden state, mobility for quickly changing position, the minimum time to scan scan samples, etc.

Moving the fleet, entering the battle in the fleet

A fleet is a group of ships with a specialization, so the order of movement of the fleet should ensure the fastest deployment and the entry of its ships into their role, in addition, some roles of the fleet are already performed on the march:
1) The commander - here, I think, there is no need to explain much - the general command of the fleet.
2) Intelligence is a group of ships - the vanguard of the fleet, the eyes and ears of the entire fleet.
As a rule, reconnaissance rummages through all the surrounding systems along the fleet's route in search of combat situations, unless the fleet has a specific goal and is not moving into an already known combat situation. The rest of the fleet goes as a single group. Unless otherwise specified by the fleet commander, you will save a lot of emotions for the commander and intelligence if you are always in a cluster of your comrades, in addition, this will prevent you from getting a combat situation away from the fleet, where your narrow specialization almost always makes you an easy target for any single hunter ship.
Avoiding combat and entering combat in a fleet differs from those outside of it in that you must enter combat on command, and not on your own personal readiness. This means that by the time the command arrives, you must be ready. If intelligence is with you in a common voice channel, then all its reports are important for you no less than for the fleet commander, this makes it possible to navigate the combat situation and predict its development, which will allow you to best fulfill your role.

Exit from battle in the fleet

The only condition for your exit from the battle in the fleet is the impossibility of further fulfillment of the role. Your ship is electronically disabled, held out of combat by tacklers, you take critical damage - these are all situations where you can be puzzled by questions of your own survival, because. in most cases in this state you are useless to the fleet (but not always, because being a target for tackler and electronics is also a benefit). If you leave the battle, then, if possible, inform the commander about this in the voice chat - he should know what forces he can count on in this battle.

Naval combat

Conducting combat in the fleet is the fulfillment of the role assumed. Let's list the main roles in the fleet and analyze what they are. I’ll make a reservation right away that these are not all possible roles in the fleet, but the following are almost always present. In addition, there are roles that do not require a special ship or feat, and are purely informational, coordinating, here each fleet has room for creativity. Considering the role of capital ships (dreadnoughts, carriers, and titans) is beyond the scope of this guide.

Commander

The commander is the head of the fleet. It would be wrong to think that the commander should make all decisions himself, but in any case, he is responsible for achieving the goals set by the fleet. This responsibility is reputation. Due to the fact that there are no game methods in EVE by which pilots can be forced to go to the fleet to a certain commander, all pilots have a certain freedom in choosing a fleet commander, i.e. they try not to go to the unfortunate commander. This is an absolutely correct attitude, one might say, feedback for the fleet commander, the morale of the pilots at the end of the fleet operation is an assessment of the commander. The remaining functions of the commander are obvious, I will not dwell on them.

Fleet Core

heavy ships

Heavy ships are battleships. Their main role, as a rule, is to inflict maximum damage on the indicated targets and take damage from the enemy fleet. Accordingly, they are required to simultaneously capture targets and activate their guns on the target. battle is the amount of instant damage, i.e. the strength of one salvo of the fleet.With perfect coordination, heavy ships (if there are enough of them in the fleet) can kill each target with the first salvo, so, in theory, for each heavy ship of the rival fleet, there is enough time for one The Minmatar Tempest, armed with 1400mm T2 artillery, has the highest salvo damage rate, and it is this fact that has earned it the reputation of being the best naval ship. is influenced by several different factors - the distance to the target, its angle speed, the power of her tanking, the simultaneity of volleys of ships, the speed of decision-making of the target designator, etc. Thus, it turns out that if the target was not killed by the first salvo, then the remnants of its tanking will finish off, making it possible to shoot at the next target, not at all Tempests, but some Megatrons or Armageddons that have a higher frequency of shots. Most importantly, there cannot be a fleet without a core, so its composition usually begins with heavy ships, and only if there are enough of them, the collection of ships for other roles begins.

Anti-support

Anti-support is the protection of heavy ships from supporting the fleet of rivals. This group includes all roles focused on the effective neutralization of all support roles for the rival fleet. Anti-Support, as a rule, moves along with the core of the fleet, so the requirements for the speed and maneuverability of its ships are on par with those of heavy ships. Simply put, anti-support is the protection of heavy ships, which should be next to them and work against the support of the rival fleet. Neutralizing the opponent's tackles, electronics, small things is the task of anti-support. In the slang of players, anti-support is "anti-support", from the English. antisupport.

Support

An effective fleet is unthinkable without support ships. Fast and agile ships of the cruiser and frigate classes are capable of performing a huge number of tasks, providing the core of the fleet with the opportunity to achieve the main goal of the operation. To understand the importance of fleet support, it is enough to know that, all other things being equal, the battle of two fleets of the same size, one of which consists entirely of their heavy ships, and the second is balanced by support, will most likely end in the victory of a balanced fleet, since. neutralization of ships with electronics, holding a target to be destroyed by tacklers, reconnaissance, bringing heavy ships to the optimal battle distance - all this is provided by support ships. Below are the main support roles:

Vanguard

The Scout Vanguard is the pilot who enters the systems first on the fleet's path, and is no further than 2 systems ahead. I will not sin against the truth if I say that this is the second role after the commander in the fleet, on the actions of which the initial conditions of the combat situation depend. Vanguard reconnaissance is the eyes of the fleet and its forward detachment. Inexperienced commanders often send newcomers to the vanguard on cheap ships, this makes sense, because it is not a pity to lose a cheap ship, and the loss of an inexperienced newcomer is almost not noticeable to the fleet. As a result, such commanders receive incomplete information about the systems where the vanguard operates; worse, an inexperienced pilot may lose sight of key information, which may well lead to unfavorable initial conditions of the combat situation and the loss of the battle. In addition, imagine a situation in which a lone Rifter logged into the system starts attacking ships, for which he alone is absolutely not dangerous, like a bulldog. Any pilot who takes the trouble to think about this strange behavior will come to the conclusion that in the neighboring system this bulldog has powerful support just waiting for someone to get involved in combat against this bulldog.
The best vanguard scout is a pilot with extensive experience in successful solo battles, able to quickly and accurately assess the situation, and report everything important to the fleet. The minimum requirements for a vanguard reconnaissance ship are high speed (from 4-6 km/s) and moderate tanking. The vanguard scout always has at least a minute to get support from the fleet if he gets into a combat situation - 30 seconds after entering the system with opponents, moving away from them back to the gate and another 30 seconds of remaining invisible after leaving these gate. During this time, fleet support will almost always have time to come to the rescue.
It happens that pilots on stealth frigates (covert ops) are sent as a vanguard, such pilots can perform reconnaissance tasks well, but this is not enough for a vanguard. A good vanguard is not only reconnaissance, it is also an opportunity to start a fight and hold out until fleet support arrives. It follows that the best vanguard for the fleet is 1-2 experienced pilots on ships of the Heavy Assault Cruiser or Recon class.
Favorite role of the author.

covert

Covert Ops is almost pure intelligence, this role does not imply direct impact on the ships of the rival fleet. The cover capabilities required by the fleet are reconnaissance of moons with POS (POS), other well-defended objects, scanning of open space in order to search for enemy ships and bringing their fleet to them, positioning the fleet at the beginning of the battle, i.e. work as a lighthouse. Only 4 ships are ideal for this role, one for each race. In addition, Force Recon class ships that have a Covert Ops Cloacking Device II can also act as a covert, with the difference that these ships have a 2-3 times slower scanning speed using scan probes, but with they have some firepower, moderate tanking and electronic warfare, which gives them the ability to hold a single target until fleet support approaches.

Tuckler

The role of the tackler is to hold the target with devices that deprive the target of the ability to warp (Warp Disruptor). Usually, if the combat situation unfolds in a way that is not beneficial for one of the parties, then this side seeks to get away from the battle, the task of the tacklers is to prevent the opponents from leaving the battle or getting out of it. In this regard, the requirements in the ships and fit of the tackler are as follows - the Warp Disruptor device (or its modifications), speed for quickly reaching the range of these devices, and the ability to survive under enemy anti-support fire. Tackler can survive only due to one factor - speed and maneuverability. We can say that the tackler is the first step in a pilot's combat career, because. the ability to maneuver in combat is the first skill of a combat pilot.

Electronics

The task of the fleet's EW group is to neutralize the EW and, if possible, heavy ships of rivals. The first task is the neutralization of electronic warfare, the second is the neutralization of the core. Why is that? Because if you first deal with the neutralization of the core of the fleet, then the enemy EW ships will have the opportunity to neutralize our EW and further neutralize our core, so it turns out that the EW of your fleet will not fulfill its task, being neutralized. Here the main factor is good coordination within the group, which makes it possible not to duplicate goals and the speed of taking a goal, the speed factor plays a key role, because. you need to turn off the electronic warfare of rivals before she does this to you. The exceptional danger of EW ships makes them the first target in almost every battle. Usually the battle begins with the destruction of the Caldari (Sensor Jammer) and Gallente (Sensor Dampener and Warp Disruptor) enemy ECM ships, Amarr electronics (Tracking Disruptor and Energy Neutralizer) are less dangerous and less used, and Minmatar (Stasis Webifier and Target Painter) do not turn off by themselves on their own ships out of battle.

trifle

This group can include all other roles performed by light (Frigate) and medium (Cruiser) ships. Usually, the task of this group is to quickly come to the aid of scouts, destroy the enemy's neutralized electronic warfare, protect the fleet from tacklers, tie up the opponent in battle before the fleet approaches, etc. As a rule, most of the ships of this group can perform several roles and are the commander's universal reserve. An analogue of the "little things" of the fleet in real life- Airborne Forces and Marine Corps - capturing and holding a bridgehead for the main forces, support in especially difficult operations, support tasks, etc.

Conclusion

What you have read is important for a fighter, but it is far from everything that can make him successful. If the writing comes naturally to you, then you will be able to decide for yourself in which direction you better develop in this wonderful area of ​​the EVE game.
In conclusion, I thank everyone who gave and gives me the opportunity to enjoy PVP.
I thank my comrades-in-arms - the Xenobytes Corporation, it is a great pleasure and a great honor for me to play with you, you are the best.

Special thanks to Dalilah for her constant care of our corporation, as well as the offer to write this small guide.

ISK donations and thanks are accepted for the EVE character Svetogor.
© Any reprint of this text for non-commercial use is welcome with credit to the author, provided that the text remains unchanged. Commercial use of this text or its modification during reprint without the written consent of the author is prohibited.

688

It is important to understand one thing: EVE is not a difficult game
It is difficult to understand and difficult to master, but it is not difficult to play it. At least not harder than any other game.

First of all, the difficulty lies in the fact that it is not like what you have played before. Absolutely.

Unfriendliness to beginners, it is made on purpose, a kind of screening of those who will not pull the game.

Returning to this game, after a pause of a year and a half, I decided to give up on all my pilots, on all their learned skills and start from scratch, in the process describing what and how to do.

Here is the first result. I will describe the mistakes that I made at the start, in the context of the guide on training missions. Let's go.

After the first login, you will be explained how to use the interface, how to fly, how to warp, how to go through a hypergate, and so on. These are just the basics of management, nothing more.

You will be taught to play by the first agents (these are NPCs located at space stations), which are distributed by profession: Research, Army, Advanced Combat Training Course, Trade, Production.

After the first acquaintance with Eva, based on the experience of other MMOs, I thought that they would let me choose the class for which I would play. This is my first mistake.

The first thing to do is complete the tasks of all these agents. In a global sense, the order of passing is not important. But the difficulty of passing, especially for those who play for the first time, varies greatly.

My second mistake, there was no understanding of the principles of teaching. I, like all of you, got used to the fact that in training, we point with the finger what to buy, what to learn, what to install, and so on.

You will be told everything in general, but the details, you need to cover yourself.

My third mistake, a consequence of the first error. I started with the Army and after a sweaty passage, deciding that I specialized in a class, I went on quests further. Then they bent me cruelly, leaving me without money, without belongings and without a ship. Respawning at the station, in full ah * e, I sit and think - is that all? What the hell am I supposed to do?!))

In short, the algorithm at the start is as follows: we go through all the learning agents. After completing the missions of the next agent, he says that your training is over and offers to fly to some hell, to another agent, to complete tasks. I will say right away that all training agents, after completing their quest chains, offer to fly to the Sisters of Eve. WE IGNORE.

  1. Scanning
  2. Production
  3. Trade
  4. Army
  5. advanced combat course

P. 1-3 is PVE. During the execution you will be given a lot of normal ships, skills, modules. In the process, you will more or less get used to what is happening around, get fat (learn skills) and pvp branches with nps p. 4-5 will pass on easy. During the passage, feel free to buy skills yourself in the station marketplace and learn them. You will face the problem that there are a lot of skills and the question will naturally arise - What the hell should I teach? Look at the Certificates (the second tab after the skills, in the skills menu in the profile), there the skills are grouped according to the directions and depth of study (Initial skills > more advanced level of study + new ones > and so on). Also, do not hesitate to "sit out" for a few days while learning skills. Now for the quests of each of the branches. Guide copied from eve's forums. Depending on the choice of the faction, the items and skills issued, as well as the tasks themselves, may vary slightly. Do not forget to save the coordinates of the Sisters of Eve, after passing the branch (right-click - save the coordinates), so that later, after passing all the branches, you will not lose it.

Scan (+/-)

Space anomalies

1 of 5

Delivery of the item

Get the following items:

Item: 1 x Proof of Discovery: Anomalies (1.0 m³)

Reward:

Completion Bonuses:

If you manage to complete the task within 5 hours and 53 minutes, you will receive the following rewards as a reward:

Walkthrough: after leaving the dock, you will see a green rhombus in space (if you didn’t have time or don’t see it, turn on the onboard scanner, it will show again) and warp there. There you will find a container with a document. Pick up and return.

2 out of 5

Location: 0.9 Trossere

Issued items:

Reward

Completion Bonuses

Walkthrough: jump to the gate, then through them you will get to the second. Before that, take the junk from their container, otherwise they will not let you in. Then you will be taken to three points in the excursion mode (on the left you see the ruins of the 14th century). After the tour, full of impressions, return to the base.

3 out of 5

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 1 x Proof of Discovery: Data (1.0 m³)

Reward:

Completion Bonuses

If you manage to complete the task within 6 hours, you will receive the following rewards as a reward:

Walkthrough: charge the cork launcher, get out of the dock, launch the corks. You need a zone with DATA (Data). I won’t tell you how to scan correctly: there are enough guides and I still don’t know how well. As you scan, fly there, break the container (Data analyzer), take a piece of paper from the container and go home.

4 out of 5

Get the following items:

Item: 1 x Proof of Discovery: Relic (1.0 m³)

Reward:

Completion Bonuses

If you manage to complete the task within 6 hours, you will receive the following rewards as a reward:

Note: The tutorial will give you the Civilian Relic Analyzer

Walkthrough: similar to the previous one, adjusted for the relic anomaly and the corresponding cracker.

5 out of 5

Get the following items:

Delivery location: 0.9Trossere VII - Moon 3 - University of Caille

Item: 1 x Proof of Discovery: Gas (1.0 m³)

Issued Items

1 x Proof of Discovery: Gas Passkey

Reward

Completion Bonuses

If you manage to complete the task within 3 hours and 18 minutes, you will receive the following rewards as a reward:

Walkthrough: find the gas anomaly, fly there. Just do not forget to put the issued tsatska in the hold, otherwise the gate will not let you in. Fly through the gate, climb into the container, complete the mission

Thread completed!

Production (+/-)

Making an elephant out of a fly (Making Mountains of Molehills)

1 out of 10

Delivery of the item

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

1000 x Veldspar (100.0 m³)

Mine 1000 Veldspar from the Asteroid Cluster indicated by your agent and deliver the ore to him. Move the Veldspar from the Ore Hold to the Storage to complete the quest.

Location: 0.9 Trossere

Issued items:

Reward:

Completion Bonuses:

If you manage to complete the task within 4 hours and 2 minutes, you will receive the following rewards as a reward:

Walkthrough: Dig up Veldspar at a given point and bring it home. I advise you to dig up a full hold, it will come in handy.

2 out of 10

Delivery of the item

Get the following items:

Delivery location:0,9 Trossere VII - Moon 3 - University of Caille

Item: 150 x Tritanium (1.5 m³)

Issued items:

1 x Mining Frigate

Reward:

Completion Bonuses:

If you manage to complete the task within 2 hours and 39 minutes, you will receive the following rewards as a reward:

Walkthrough: if you have dug up more Veldspar than necessary, then everything is even easier. Recycle veldspar (200 units will be enough, at the same time for the next mission too) and complete the mission. Just do not advise to process all the ore. The proceeds from the sale of minerals received from processing are less than raw ore. Market-s. Or recycle purely for themselves (for the production of goods).

3 out of 10

Delivery of the item

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 2 x Civilian Afterburner (10.0 m³)

Issued items:

1 x Civilian Afterburner Blueprint (2 Lots, Copy, Production Efficiency Index (ME): 5, Production Time Save: 2)

Reward:

1 x Expanded Cargohold I

Completion Bonuses:

If you manage to complete the task within 6 hours, you will receive the following rewards as a reward:

Walkthrough: if you already have the Industry skill, then you just need to start production. While the order is being made, you can dig. Or don't dig. As you wish in general. Once built, we complete the mission.

4 out of 10

Delivery of the item

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 7000 x Tritanium (70.0 m³)

Destroy the rebel drones and get Veldspar for your agent. After returning to the station, you will need to process the ore to get minerals. Location: 0.9 Trossere

Issued items:

Reward:

Completion Bonuses

If you manage to complete the task within 2 hours and 52 minutes, you will receive the following rewards as a reward:

Walkthrough: we arrive, kill a couple of drones, dig, go home. The only question is how to do it: you can take a miner, change one drilling laser for a cannon and fly right away and fight and dig. You can fly on a combat frigate, crush everyone, and dig up with one laser (fortunately, the hold compared to the Venture is simply ridiculous). Or the third option: crumble on a combat frigate, and then return on a mining ship and dig for your own pleasure. There is another way: drones. But here you need the Drones skill, which you will be given only in 6/10 of the "army 2" branch, and civilian versions of drones only in 7/10. Think, choose.

5 out of 10

Transport task

Carry the following items:

Delivery Location: 0.6 Brybier I - Moon 20 - Freedom Extension Warehouse

Cargo: 1 x Crates of Electronic Parts (40.0 m³)

Issued items:

1 x 1MN Afterburner I

Reward:

1 x Expanded Cargohold I

Completion Bonuses:

If you manage to complete the task within 1 hour and 28 minutes, you will receive the following rewards as a reward:

Walkthrough: regular delivery on autopilot. You can complete the mission remotely and before you fly for the next mission to your home station, you can dig into 0.6. I advise you to look for Omber or Pyroxeres on the belts there, you will need it in the next mission. Please note that there may be inscriptions. You can choose belts, I think there is an empty one. Just do not go far from the computer, non-script tends to be reborn. Well, or, as I said earlier, take drones.

6 out of 10

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 20 x Cap Booster 25 (20.0 m³)

Issued items:

1 x Cap Booster 25 Blueprint (2 Lots, Copy, Production Efficiency Index (ME): 5, Production Time Saved: 2)

Reward:

Completion Bonuses:

If you manage to complete the task within 6 hours, you will receive the following rewards as a reward:

Walkthrough: required ores - Pyroxeres, Plagioclase, Jaspet or Hemorphite. We dug up, started production. The required batch is made in about 10 minutes. You can still dig.

7 out of 10

Transport task:

Loading point: 0.9 Trossere VII - Moon 3 - University of Caille

Load: 20 x Cap Booster 25 (20.0 m³)

Reward:

Completion Bonuses:

Walkthrough: quickly drive on autopilot and that's it. Do not pull only, you only have 30 minutes of time!

8 out of 10

Get the following items: 1 x Civilian Gallente Shuttle

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Items Granted: 1 x Civilian Gallente Shuttle Blueprint (single run, copy, material level: 5, time efficiency: 2) (2778 x Tritanium)

Reward: 204,000 ISK

Bonus (for 6 hours): 191,000 ISK

Walkthrough: Banal shuttle production. It's done for five minutes. If last time you dug at least one full hold of veldspar on a mining frigate, then there will be enough resources.

9 out of 10

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 1 x Production Assistant (3.0 m³)

Go to the appointed place, get some ore and destroy the pirates that show up.

Location: 0.9 Trossere

Reward:

Completion Bonuses:

If you manage to complete the task within 1 hour and 40 minutes, you will receive the following rewards as a reward:

Walkthrough: arrive at the point, start digging. In about a minute, an enemy frigate will appear, destroy it and take the cargo from the container. Complete the task.

10 of 10

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 1 x Navitas (10000.0 m³)

Issued items:

1 x Navitas Blueprint (5 batches, copy, Production Efficiency Index (ME): 5, Production time savings: 2)

Reward:

Completion Bonuses

If you manage to complete the task within 5 hours and 59 minutes, you will receive the following rewards as a reward:

Walkthrough: banal production details. There is a real nuance - a deficiency of some minerals is possible. Either run after asteroids, or just buy more in the market. The product will be made about 1.5 hours. You can cook dumplings for now.

Thread completed!

Trading (+/-)

Settlement of accounts (Balancing the Books)

1 out of 10

Transport task

Loading point: 0.9 Trossere VII - Moon 3 - University of Caille

Delivery Location:0,9 Vittenyn IV - Moon 6 - Expert Distribution Warehouse

Load 1 x Data Sheets (1.0 m³)

Issued Items

1 x Mining Frigate

Reward

Completion Bonuses

If you manage to complete the task within 2 hours and 20 minutes, you will receive the following rewards as a reward:

Note: the agent will give you a book for a mining frigate. I advise you to immediately put it on training, it will come in handy very soon. Well, unless you have passed the production branch earlier.

Walkthrough: we take the papers to the neighboring system (one jump) and complete the mission (you can do it right at that station).

2 out of 10

Delivery of the item

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 1 x Black Box (0.1 m³)

Go there, find what's left of the ship, and use the dismantling module you got from me. Use it to get the black box. Of course, if you meet Serpentis pirates along the way, destroy them.

Location: 0.8 Ainaille

Issued Items

1 x Civilian Salvager

Reward

Completion Bonuses

If you manage to complete the task within 5 hours and 6 minutes, you will receive the following rewards as a reward:

Note: the tutorial will give you the Survey and Salvaging skills (a very necessary and expensive thing - it costs about a lemon of lawsuits at the local base !!!). Also note that the civilian version of the salvajor given to you does not require any skills. You can not rush to put this skill on pumping, but with this unit you will be salting for a long time every time.

Walkthrough: we fly 4 jumps, shoot the pirate, salvage the vrek and the remains of the pirate with the given module and go home to surrender.

3 out of 10

Delivery of the item

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 333 x Tritanium (3.3 m³)

Drill ore; Refining 333 Tritanium from it, then give the resulting minerals to the agent.

Location: 0.9 Trossere

Issued Items

1 x Civilian Miner

Reward

1 x Reprocessing

Completion Bonuses

Walkthrough: fly to the point, start digging, a pirate will fly. Get him down. One cycle of the drilling laser is enough to complete the mission, but you can dig until the hold is full. Fly home, recycle (about 300 Veldspar is enough) and complete the mission.

4 out of 10

Delivery of the item

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 1 x Encoded Data Chip (0.1m³)

The Serpentis have set up a listening post nearby, intercepting information and using it to attack our ships. I want you to head there, destroy the post and any Serpentis Corporation ship in your sight. I also ask you to use a data analyzer and open the storage device to extract the Encoded Data Chip.

Location: 0.9 Trossere

Special restrictions apply to ships in this area.

Issued Items

1 x Civilian Data Analyzer

Reward

Completion Bonuses

Note: The tutorial will give you Negotiation and Contracting. Please note Contracting on an unpaid account does not learn.

Walkthrough: we arrive at the point through the overclocking gate, bring down the pirate, open the container issued by the Civilian Data Analyzer and take the contents. Mission completed.

5 out of 10

Carry the following items:

Loading point: 0.9 Trossere VII - Moon 3 - University of Caille

Delivery Location: 0.6 Brybier I - Moon 1 - Federal Freight Storage

Cargo: 1 x Encoded Data Chip (0.1 m³)

Issued Items

1 x Overdrive Injector System I

Reward

1 x Expanded Cargohold I

Completion Bonuses

Walkthrough: Take the chip to the station and complete the mission there by talking to the agent.

6 out of 10

Delivery of the item

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 1 x Tracking Computer I (5.0 m³)

Issued Items

1x Mass production

Reward

Completion Bonuses

If you manage to complete the task within 2 hours and 6 minutes, you will receive the following rewards as a reward:

Note: the tutorial gives trade and retail skills

Walkthrough: Just buy at the station and complete the task.

7 out of 10

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 1 x Datacore - Elementary Civilian Tech (1.0 m³)

Our scouts found an ancient site that at first glance could be useful to us. I want you to head over there with your analysis equipment and see if there's anything of interest in that area. There will be Serpentis Corporation ships there, but I'm sure you can handle them without much difficulty. Whatever you find there after analysis, deliver it to me.

Location: 0.9 Trossere

Special restrictions apply to ships in this area.

Issued Items

1 x Civilian Relic Analyzer

Reward:

1 x 1MN Afterburner I

Completion Bonuses

If you manage to complete the task within 2 hours and 2 minutes, you will receive the following rewards as a reward:

Walkthrough: arrival at the point, activation of the gate. First pocket, two frigates, then through the gate to the second pocket, also two frigates and a container. You open the analyzer issued by the agent (or which was given to you on scanning missions), pick up the item, return and turn in the task. You can loot, maybe you will find something.

8 out of 10

Carry the following items:

Loading point: 0.9 Trossere VII - Moon 3 - University of Caille

Delivery Location: 0.9 Vittenyn VI - Moon 13 - Federation Navy Assembly Plant

Load: 1 x Central Data Core (5.0 m³)

Reward

1 x Limited Social Adaptation Chip

Completion Bonuses:

If you manage to complete the task within 20 minutes, you will receive the following rewards as a reward:

Walkthrough: go for one jump. The main thing to consider is that they give little time for execution: do not pull!

NB! The tutorial will give you the Cybernetics skill at the end of the mission.

9 out of 10

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 2 x 1MN Afterburner I (10.0 m³)

Issued Items

1 x Expanded Cargohold I

Reward:

1 x Advanced Industry

Completion Bonuses

If you manage to complete the task within 30 minutes, you will receive the following rewards as a reward:

Walkthrough: the easiest way is to either give away two 1MN Afterburner I (one was given to you for the 7th task of the trade branch, the second one was given to you for the 5th task of the production branch), or buy. You decide. Again, you do not have much time, it is better to stock up in advance.

10 of 10

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 5000 x Antimatter Charge S (12.5 m³)

Issued Items

1 x Antimatter Charge S Blueprint (200 batches, copy, Production Efficiency Index (ME): 5, Production time savings: 2)

Reward:

Completion Bonuses

If you manage to complete the task within 6 hours, you will receive the following rewards as a reward:

Walkthrough: Run a project in a local factory. Attention! For production, you will need an ore called Pyroxeres. It contains all the essential minerals (mainly Nocxium). Rework Veldspar if necessary. With Industry* pumped up to level 2, the time will be 3 hours 45 minutes. You can dig for now. Well, or take on the next branch.

The thread is finished!

Army (+/-)

Cash Flow for Capsuleers

1 out of 10

Your agent has asked you to rid the miners of the pirates in the asteroid belt.

Location: 0.9 Trossere

Issued Items

1x Repair Systems

Reward

1 x 75mm Gatling Rail I

Completion Bonuses

If you manage to complete the task within 5 hours, you will receive the following rewards as a reward:

2,000 x Antimatter Charge S

Note: I advise you to have time to complete the task - the cartridges will be very handy for you, enough for all the training. We spoil how it is possible not to be in time here, I can’t imagine myself well - except perhaps with an Internet problem ...

Walkthrough: Kill 4 targets one at a time and return home.

2 out of 10

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 1 x Civilians (5.0 m³)

Eliminate the pirates and save the civilian miner they are holding captive. You will find a miner in an escape pod thrown out by one of the pirate ships.

Location: 0.9 Trossere

Issued Items

1 x motion prediction

Reward:

Completion Bonuses

If you manage to complete the task within 1 hour and 30 minutes, you will receive the following rewards as a reward:

Walkthrough: arrive, kill four frigates, loot, take the contents of the container, go home.

3 out of 10

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 1 x Secret Documents (0.1 m³)

Defeat the pirates, retrieve the secret documents from the container they leave behind, and report back to your agent.

Location: 0.9 Trossere

Issued Items

2 x 75mm Gatling Rail I

Reward

1 x Propulsion Jamming

Completion Bonuses

If you manage to complete the task within 2 hours, you will receive the following rewards as a reward:

Note: The tutorial will automatically give you the Civilan Stasis Webifier

Walkthrough: fly in, kill enemies (whom the guns do not have time for - runner drone - throw a net), loot, take the contents of the container, go home.

4 out of 10

Put the ship in warp mode and get to the deadspace section you need. Upon arrival, find the star gates on the territory of the site and approach them.

Location: 0.9 Trossere

Reward

1 x 1MN Afterburner I

Completion Bonuses

If you manage to complete the task within 1 hour and 26 minutes, you will receive the following rewards as a reward:

Note: The tutorial will give you a Civilian Shield Booster I

Walkthrough: arrive, come closer to the gate, start rowing and immediately go home from there. Mission Complete.

5 out of 10

Meet the pirate at the repair outpost. Follow his instructions and report to your agent.

Location: 0.9 Trossere

Issued Items

1 x Civilian Thermal Dissipation Field

Reward:

1 x Shield Management

Completion Bonuses

If you manage to complete the task within 1 hour and 48 minutes, you will receive the following rewards as a reward:

Walkthrough: we arrive, we kill (throw the net, do not forget), we fly home.

6 out of 10

Destroy the Wolf outpost. It is located in the last pocket of the complex.

Location 0.9 Trossere

Normal restrictions apply to ships in this area.

Reward:

1 x Limited Ocular Filter

Completion Bonuses

If you manage to complete the task within 4 hours and 30 minutes, you will receive the following rewards as a reward:

Walkthrough: There are about 10 frigs in the first pocket, nothing serious. The base is in the second pocket. As soon as you open fire, a couple of frigates and 2-3 stationary guns will appear. The main thing is not to stand, otherwise they will cheerfully begin to disassemble you. If you orbit them, there will be no problems.

7 out of 10

Get to the point where the convoy was ambushed and destroy the pirate ships. If during the battle your ship is badly damaged, put it into warp mode and retreat from the battlefield; a breather will allow you to patch holes and gain an advantage over a battered opponent.

Location: 0.9 Trossere

Issued items:

1 x Small Armor Repairer I

Reward:

Completion Bonuses

If you manage to complete the task within 3 hours and 4 minutes, you will receive the following rewards as a reward:

Walkthrough: it's simple, fly in, kill, go home. Loot at will.

8 out of 10

Fly to the hotel your agent mentioned and pick up the VIPs. If something goes wrong, report to your agent.

Location: 0.9 Trossere

Issued Items

1 x Weapon Upgrades

Reward:

2 x Overdrive Injector System I

Completion Bonuses

If you manage to complete the task within 4 hours and 52 minutes, you will receive the following rewards as a reward:

Walkthrough: fly in, fly up to asteroids, take damage. In principle, after the appearance of enemy ships (three pieces), you can simply warp - the mission is completed. But if you want, you can clean their face. I only advise you to warp first, let's say, to your native station, get repaired and fight again. After that, we calmly loot (something valuable is already falling out here) and complete the mission.

9 out of 10

Destroy the drug warehouse and report to your agent.

Location: 0.9 Trossere

Normal restrictions apply to ships in this area.

Reward:

1 x Stasis Webifier I

Completion Bonuses

If you manage to complete the task within 2 hours and 30 minutes, you will receive the following rewards as a reward:

Walkthrough: we arrive, we bring down a trifle, then on the accelerating gate, we fall into the second pocket. We shoot again a trifle, bring down on the Narcotics warehouse asteroid, you can take drugs from the container (just don’t climb with it in the hold through the gates, throw it off at your own station and sell it or forget about it). Mission completed.

10 of 10

Find the Wolf and take him out, once and for all.

Seat: 0.8 Mirilene

Normal restrictions apply to ships in this area.

Issued Items

Reward:

1x Sharpshooter

Completion Bonuses:

If you manage to complete the task within 6 hours, you will receive the following rewards as a reward:

Walkthrough: first two pockets with change, nothing special. In the third pocket, the tower nets and three or four frigates saw you. Pretty painful, but you can get through without otwarp. The main thing is to go away from the tower and dismantle the frigs one by one. Caps will be missed, yes, however, everything is quite passable.

Thread completed!

1 out of 10

Clear the area of ​​all enemy ships.

Location: 0.9 Trossere

Normal restrictions apply to ships in this area.

Reward:

1 x Propulsion Jamming

Completion Bonuses:

If you manage to complete the task within 3 hours and 26 minutes, you will receive the following rewards as a reward:

Walkthrough: we arrive, we kill, we fly away. As always.

2 out of 10

Ram the pirate base with a frigate issued by your agent. Your task will be completed when the charges explode.

Location: 0.9 Trossere

Special restrictions apply to ships in this area.

Issued Items

Reward:

Completion Bonuses:

If you manage to complete the task within 3 hours and 31 minutes, you will receive the following rewards as a reward:

Walkthrough: board the assigned ship. Don't bet anything on it! After that, fly to the point through the boost gate and then simply double-click on the space station. After the explosion, you will find yourself in a capsule. Tip: do not complete the mission right away, take another ship and take the contents of the container, there are interesting goodies there. At the same time, you can salvage a couple of wrecks (including your crashed boat!). Done.

3 out of 10

Find the lurking pirate and activate the Civilian Warp Disruptor on him so that he cannot escape. You are allowed to destroy any guard ships encountered, but not the target itself.

Location: 0.9 Trossere

Issued items:

1 x Civilian Warp Disruptor

Reward:

Completion Bonuses:

If you manage to complete the task within 2 hours and 25 minutes, you will receive the following rewards as a reward:

Walkthrough: Arrive and throw a disruptor at an enemy frigate, the task is completed. Interestingly, it is impossible to break through it (perhaps there are not enough guns), so do not try. Although he almost never breaks through you.

4 out of 10

To complete the task, you must complete the following tasks:

Find the missing agent and fix his ship.

In the game, a balance is important between not being burdened by someone's strict requirements gameplay and flights under the strict guidance of an experienced fleet committee. Alternate between study, crabbing, and fun to keep your interest in the game constant.

After playing Eve for several years without becoming a maniac, I found, in my opinion, the optimal alignment of the characters on the accounts, which will cover most of the game mechanics.

Applications to join a corporation living and operating in a wormhole, such as mine, are filed mainly:

  • miners who are tired of 16 million in highs (40 in zeros);
  • miscorunners tired of monotony;
  • players wishing to know the VX;
  • who lived in the VX, but the previous corps "ordered a long life."

There were in our ranks and those who lived in zero, but not for long. Zeros give a low margin, but great stability. Not everyone is ready to part with even a small, but daily income in exchange for sporadic, but more earnings in VX

The main character is a miner

Miners in C5 earn a little over 100 million an hour on gas. With ore, it all depends on bonuses. Further processing and production sometimes leads to a level at which the time spent on digging (1 hour per 1 hold of the Prospect) can please the eye. Extraction of gas or ore can successfully be carried out in parallel with crabbing sleepers. The insulated system allows you to pull Rorku and a bunch of Hulks onto your belt. The exact recipes for the composition and number of the fleet are a matter of taste and courage (or stupidity), I will only note that ore anomalies can contain 3.2 billion ISK in the form of raw materials.

But just digging ore or gas is boring. Even if you also know how to manufacture and trade. You need a character learned in an active game, for example, a crab

Crab main character

Crawl in BX = kill sleepers. The choice of ships and feats for the C5 is not rich. We use Rattle's shielded spider format. The ship is worth about a billion ISKs, and now no more than 300 million.

There is an opinion that the use of capitals is unprofitable, capdoresp will bring an additional 180 million in the form of loot, if all three types of simple capitals are brought in: dreadlock, punishment and logistics. However, experiments on "devouring" anomalies in 3 dreadlocks (subcap / cap) showed the passage of anomaly in 10-15 minutes. There is no need to do any refit in this scenario.

By killing a drifter you will double your income, but you need to find a balance between the number of participants and the time spent. 5 pilots make an anomaly with a drifter for 40 minutes.

But it’s not always possible to steal in VX, so you need another character.

Missing element

Wormholes are the quintessence of uncertainty. SSR intentionally made them really unpredictable for the players. For example, it is still not clear the exact time between the last crit in time and the closing of the hole. And the mass of holes always has a random deviation, and it is impossible to calculate the exact number of passes. It remains only to prepare a HIK (preferably with two bubbles) for a finish and hope for good luck. Online small corporation is also not a constant. All this leads to the conclusion - we need another character who is not connected with the main activity.

Quite profitable (max. 180 million per hour) are Sanshi Incursions. A huge plus for the commander of a small corps is that the fighters in the Incursions themselves learn tough discipline and interaction in the fleet without spending your nerves. Also, it will be a plus that the skills learned for Incursions have a wide combat and peaceful use. Shielded invasions are well implemented in the New Galaxy Age community. Now, on average, 150 million. The main thing in flights to Invasion is the absence of special duties. Finished the site - go wherever you want, a shift is already ready for your place. So Incursions can be used to fill pauses in the game in VX.

By the way, blueprints for the capital modules of the Concord faction are obtained from Incursions. In BX, they are easy to manufacture and install on your brand new, sparkling capitals.

conclusions

  • Sleeper killer (crab), which can also be pumped in with a planetarium - it will never hurt and it won’t take very much time.
  • A miner/manufacturer with a planetary skill is a universal MCV (as in C&C). It is not worth combining a miner and a crab into one account, since digging is a good neighbor to crabbing.
  • The Invader is a character that can max out all the required skills in a little over half a year, and will provide you with ISK all the time (he will be ready to fight in 56 days with the right development strategy). It is better to keep him anonymous and not be a member of the main body to avoid revenge and wars. By the way, this character can be kept second to the crab, which sits in VX without getting out - you can pump it to an acceptable level, and then pay only with PLEX for an account for two Persians, where the bottomless crab will be pumped. And to combine crabbing in the VX and Invasions will not work in any way.

This approach will provide you with PLEX even if you only play a couple of days a week.

However, Eva, this is still a PvP game. Whom you go to PvP is up to you. For these purposes, we have a corporation participating in FW (Factional Warfare).

I am sure that experienced players will notice that having a crab in nulls is even more profitable. Yes, a crab who knows how to drive a supercar and who sits on a lease in the "zero" can earn a lot. But this is not our choice - we play, not work in Eve. Although we do not impose anything on you! 🙂

The main goal in the EVE Online universe is power in any of its manifestations. For example, you can gain market power in one space system, constellation, and even region. You can gain military superiority or political dominance, both over a single space system and over an entire region consisting of dozens of systems.

In the space mmorpg EVE Online, there are many styles of play that allow you to achieve one or another - from extreme PVP to measured and calm mining (extraction of useful ores from asteroids). In any case, for a successful and rapid development corporations of players, as well as obtaining substantial income, joint actions of various types of players are necessary.

Don't have an account yet? Hurry up, register in EVE Online and start writing the history of this world together with the rest of the Russian-speaking community!

Wealth, power, influence!

There are hundreds of ways to spend your time in the world of EVE Online, and many of them have not even been invented yet, and you may find yourself in the forefront of new military tactics or ways of economic domination! It doesn't matter what you like best - in any case, you will find your place in the EVE Online universe.

The currency in EVE Online is Intergalactic Credits ( ISK). As you know, money is the root of any power. There are many ways to get ISK and pilots are constantly inventing and finding new ways. Here are some of the most common and easily accessible:

Mining

The extraction of the main resources in EVE Online - minerals - is the mining of asteroids in asteroid belts, which are found in any space system. First you get raw ore of one type or another, depending on the selected asteroid. After that, this ore must be processed at special plants, which are located at the stations. The minerals obtained in this way can be both sold and put into production by building ships and modules for them.

NPC agent missions

Each NPC corporation working for the government of one NPC faction or another in EVE has a variety of agents who are willing to hire pilots for certain tasks. The more trust you inspire with a certain corporation, the more agents will want to work with you and pay more ISK.

Exploration of space anomalies and wormholes

The space of EVE Online is full of secrets and suspense. You might discover a secret pirate base or an ancient research lab, or a wormhole might lead you to a previously unknown system with untold riches.

Science and research

Scientists in the EVE Online universe are researching and inventing blueprints. This allows you to use existing blueprints with greater efficiency and lower production costs, and also opens up the possibility of obtaining very valuable and rare copies. The blueprints invented by scientists can be very expensive, since only they know all the secrets of building rare and high-tech ships and modules.

Production

Any production consists in the construction of a particular module or ship according to the drawings. The manufacturer knows how to efficiently use the conveyors of factories, which allows him to save resources during construction.

trade craft

Businessmen make ISKs on the resale of everything that can be bought on the market in the EVE Online universe. They get along better with brokers in the market, negotiate lower taxes, sign dozens of contracts, and place hundreds of buy or sell orders.

Hunting for the bounty

The reward is given for the destruction of the ships of pirate corporations. The more dangerous the pirate, the more rewards you will receive for destroying him. Moreover, it can be both non-player characters (Non-Player Character, NPC) and real pilots.

Piracy

Pirates are trying to take possession of the property of other pilots by any available means. This can be either simple theft or entire operations to seize transported goods and destroy their escorts.

Related publications