Móðir Kjóll Vísa

This is an overview of carrier ratting taken from this guide: Carrier Ratting Guide

Realistically there are only two of the four carriers that can be optimized to rat with, the Thanatos and the Nidhoggur.

Thanatos bonuses:
• 5% bonus to fighter damage per level
• 2.5% bonus to fighter hitpoints per level
At Carrier 5 your bonuses are 25% to fighter damage and 12.5% to fighter hitpoints, which will give you good damage and hardy fighters and arguably the second best carrier to rat with.

Nidhoggur bonuses:
• 5% bonus to fighter damage per level
• 2.5% bonus to fighter velocity per level
At Carrier 5 your bonuses are 25% to fighter damage and 12.5% to fighter velocity, which will give you good damage and very quick fighters and arguably the best carrier to rat with.

How to fit your ratting carrier:
Fitting your carrier is very important if you want to achieve the higher ticks. If you want to fit it for pure ratting, you need to be in an Alliance that has a good INTEL channel, this cannot be stressed enough! Make sure the space is safe before you undock your expensive ratting carrier. Below are some base fits for ‘strict’ ratting carriers.
________________________________________
[Thanatos, Ratting]
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Capital I-a Enduring Armor Repairer
Energized Adaptive Nano Membrane II

Drone Navigation Computer II
Drone Navigation Computer II
Omnidirectional Tracking Link II
Omnidirectional Tracking Link II, Optimal Range Script
Omnidirectional Tracking Link II, Optimal Range Script

Fighter Support Unit II
Fighter Support Unit II
Fighter Support Unit II
Networked Sensor Array
Cynosural Field Generator I

Capital Hyperspatial Velocity Optimizer I
Capital Hyperspatial Velocity Optimizer I
Capital Hyperspatial Velocity Optimizer I
________________________________________
[Nidhoggur, Ratting]
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Damage Control II

Drone Navigation Computer II
Drone Navigation Computer II
Omnidirectional Tracking Link II
Omnidirectional Tracking Link II, Optimal Range Script
Omnidirectional Tracking Link II, Optimal Range Script
Capital Shield Booster I

Fighter Support Unit II
Fighter Support Unit II
Fighter Support Unit II
Networked Sensor Array
Cynosural Field Generator I

Capital Hyperspatial Velocity Optimizer I
Capital Hyperspatial Velocity Optimizer I
Capital Hyperspatial Velocity Optimizer I
________________________________________

Of course there are fitting modifications to consider.

High-Slots:
• Replace the Cynosural Field Generator with a Heavy Energy Neutralizer or fourth Fighter Support Unit

Mid-Slots:
• Replace the T2 drone modules with Faction variants as your ISK/risk comfort level allows
• On the Nidhoggur replace the Shield Booster I with a T2 version if you have trained it or a CONCORD if you have the ‘disposable’ ISK for it

Low-Slots:
• Replace the T2 Drone Damage Amplifiers with Faction variants as your ISK/risk comfort level allows
• On the Thanatos replace the T2 EANM with a Faction variant, like the Centum C-type Energized Adaptive Nano Membrane
• On the Thanatos replace Capital I-a Enduring Armor Repairer with the CONCORD version if you have the ‘disposable’ ISK for it

Rig-Slots:
• Dependant on your level of ‘disposable’ ISK you could fit T2 Capital Hyperspatial Velocity Optimizers
• On the Nidhoggur you may want to consider replacing one Capital Hyperspatial Velocity Optimizer with a Capital Drone Durability Enhancer to give your fighters some extra hardiness (this can cause some fitting issues with a strict T2 fit Nidhoggur)

Cosmic Anomalies: Combat sites to run:
For the Pirate Factions (Angels, Guristas, Sansha, etc…) there are only three anomalies that should be run while you’re carrier ratting.

1) Havens (Rock Havens*)
2) Forsaken Hubs
3) Sanctums (Ring Sanctums**)

In the Drone Regions there are just two anomalies that should be run while you’re carrier ratting.

1) Hordes (Ring Horde**)
2) Patrols

This is the recommended priority in which you want to run sites. You’ll have to judge for yourself as the analysis of worth was done by others.

* The trick to find out if a Haven is a Rock Haven and not a Gas Haven is right click -> warp to -> ctrl+space to stop the ship. If the Haven in question is a Rock Haven, you will get a pop-up saying “I have detected a stargate nearby” – if the pop-up does not appear, right click and ‘Ignore’ that site as well, do this with all the Havens before you start ratting, so you only have the Rock Havens and no Gas Havens in your scanner.

** There is no trick for Sanctums or Hordes, you have to warp to all of them (ideally in a fast ship) in order to find out what they are.

When you undock in your ratting system, the first thing you should do is open your Probe Scanner with all the signatures, start by sorting by name and then ‘Ignore’ all the sites that are not one of the types above. Now you only have sites you are interested in and if any new signatures spawn you will see them.

After getting the signatures you want listed, you should sort by ‘Distance’ so you get the closest ones on top.

Your DPS = Fighters:
Load three full squads of Light Fighters, that is nine fighters per squad, plus carry five to ten spares. It’s also recommended that you have a squad of Dromi webbing Support Fighters, they are a nice ‘In Case of Emergency’ squad to have to slow down interceptors.

Faction -> Weak to -> Recommended Fighter
Angel Cartel -> Explosive -> Einherji
Blood Raiders -> EM/Thermal -> Templar/Firbolg
Guristas -> Kinetic -> Dragonfly
Mordus Legion -> Kinetic -> Dragonfly
Rogue Drones -> EM -> Templar
Sansha -> EM -> Templar
Serpentis -> Kinetic -> Dragonfly

Warp Speed Implants:
The recommended implants for carrier ratting are the ones that give you an extra boost to warp speed. Like one of the ‘Eifyr and Co. ‘Rogue’ Warp Drive Speed WS-‘ series which go into Slot 6 or the other option would be a Mid-Grade or High-Grade Ascendancy set.

WS-605 (approx 1mil ISK)
WS-608 (approx 6mil ISK)
WS-610 (approx 25mil ISK)
WS-613 (approx 100mil ISK)
WS-615 (approx 175mil ISK)
WS-618 (approx 550mil ISK)
Mid-Grade Ascendancy Set (approx 1.5bil ISK)
High-Grade Ascendancy Set (approx 6.5bil ISK)

“How To Carrier Rat and Get DANK Ticks!”
So you now have a fully fitted ratting carrier, with three full squads of the appropriate Light fighters, maybe a Warp Speed Implant, a solid Intel Channel, you are on Comms and in the Standing Fleet, you have a PvE channel for the System you are ratting in to call out the site you’re planning to run, and you have sorted your Probe Scanner so now you only have the appropriate signatures in there.

Module Management:
• Load your preferred scripts (Optimal, Tracking or empty) and activate your Tracking Link modules, keep them running constantly.
• The Networked Sensor Array (NSA) should not be left running, cycle it when the first wave spawns and from that point on you should start a cycle when you have your fighters target the last rat in the wave. You can right click the module and toggle the auto-repeat to OFF so that it only cycles once each time you activate it.
• Only pulse your repair module when you have lost enough EHP to warrant a cycle.

Warping and Landing:
• Always warp in at range 70km to 100km, whatever you’re most comfortable with.
• After landing the first thing you do is ALWAYS align to your ‘Safe’ (Keepstar, Fortizar, Safe POS, Station, etc…)

Fighter Management:
• Fighters are controlled in a special way compared to drones, you may want to practice with this before jumping right into carrier ratting.
• Check your drones Optimal Range and then set your Default Orbit under that distance appropriately.
• Down where your Modules are, you can toggle between modules and fighter control panel, when on fighter panel click the square below that and detach the fighter panel, move it to where it’s comfortable for you, ideally to a spot where your mouse movement is minimized.

Fighter Movement:
• You want to move your fighters ALL the time
• When you land, you launch your fighter squads, ensure they are all selected, press “Orbit” and click on a target or object, this should make your drones move towards it and start orbiting, this is the reason we put our default orbit under their optimal range.
• Because you landed at range you should engage the MWD on your fighters, this can be done manually, or if you marked all 3 squads you can just press F2, shortcut for MWD.
• An important thing to note is YOU have to make your fighters be constantly moving, each time they kill a target they slow down to a standstill, which means you have to press “Orbit” and click on the new target after each kill, the good thing is you can have all 3 squads marked, but only the squad that is *not* actively engaging something will follow your orbit command.
• This mechanic is important, the time it takes from one gun-cycle to the next is enough to let your drones take damage, even die, if you keep this “Orbit” movement up your fighters will also reach targets earlier and be orbiting when the gun is ready to cycle.

Kill order for rats:
Frigates -> Destroyers -> Cruisers -> Battlecruisers -> Commander BS -> BS

Recommended engagement:
• Frigates: 1 Squad, Guns only
• Destroyers: 1 Squad, Guns only
• Cruisers: 1 Squad, Guns only
• Battle cruisers: 1 Squad, Guns + 1 Volley
• Battleships: 3 Squads, Guns + 1 Volley from each

Aligning and warping:
• When you are on the second-to-last wave, you should start aligning to your next combat site instead of your ‘Safe’.
• You should Claim it in your PvE channel and make sure no one else did it first
• Attempt to claim and align to a signature that is close to your current one for reduced travel time.
• When you have killed the last rat, recall your fighters, press F2 for MWD and they should return to you quickly.
• Once they are in, you warp to the site site at range, rinse and repeat.

If you’ve got any tips, tricks, recommendations please post in the comments…

 

– – –

Fjúka Hœttr!

Virðing,
Kalam

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Mikill Kjóll Lágr-dýr Dráp

I know that there are folks that do it – rat in Supercarriers – but I’d think that most would consider Carrier Ratting the ‘endgame’ of Null-Sec PvE. I do own a Carrier, although my skills are just barely there to fly one, and I’ve done a fair bit of research into Carrier Ratting in preparation of giving it a go at some point (once I grow a pair) so thought I’d share what I’ve found for those of you in the same situation.

It’s a bit of a mystery just how much you can make as I’ve seen people quote numbers ranging from 35mil up to 90/100mil per tick. A lot of pilots are saying they are getting around or near 50mil per tick though so I would assume that’s pretty accurate. In my mind you can put it down to five broad factors that will dictate how much ISK you’re making:

  • Your Skill Levels
  • Which Carrier you’re flying
  • What Fit you’re using
  • What Anomalies you’re running
  • How often you get interrupted

If you’re a max-skilled pilot flying a blingy Nidhoggur in a quiet fully upgraded system with a low true security rating then you could be one of those 90mil per tick fellas but if you’re a low skilled pilot flying a T1 fit Archon in a busier system with a not great security rating you are most assuredly not making that much.

As far as which Carrier is best to use for Ratting the consensus runs as so:

[Best] Nidhoggur > Thanatos > Chimera > Archon [Worst]

The Nidhoggur seems to be the King of Carrier PvE because it gets both a damage bonus as well as speed bonus to its fighters plus it’s most often run with a shield tank so it’s Low slots can be used to fit DDAs instead of armor tank modules.

Fitting your PvE Carrier is pretty straight forward, you want a Networked Sensor Array and multiple Fighter Support Units in the High slots (you may want to reserve one High slot for a Cyno if you are Ratting in a more active System). In the Mid slots you want some Drone Nav Computers and/or Omni Directional Tracking Links and you’ll fill your Low slots with three to four Drone Damage Amplifiers and maybe a Omnidirectional Tracking Enhancer. The rest of you module slots will be up to your specific Carrier hull and what kind of tank you’re fitting. Your Rig choices are all you, some pilots are all about the Hyperspatial Velocity Optimizers for that Warp Speed, others want more tank and there are some that boast the benefits of the Drone Speed Augmentor.

The next big question is which Anomalies should you be running and there are really only three that I’ve seen mentioned:

  • Forsaken Hubs
  • Havens (Rock Haven)
  • Sanctums (Ring Sanctum)

There is a trick for Havens to determine if the one you’re going to is a Rock Haven or not. You initiate warp to the Haven, then cancel warp (ctrl+space), if it’s a Rock Haven it will give you a popup about a gate. If it doesn’t give you a popup you can ignore the site and move on to the next one. I don’t believe there is any trick for determining Sanctum types but if you’ve got one available using a cloaky Scout would be a good option.

Running sites seems to be pretty straight forward as well with pretty much everyone giving the same sequence:

  1. Warp to the site at range and while there is some debate about what that range is, some say 50km others say 100km, all agree that you warp in at range
  2. Immediately start aligning to your out location, ie; Safe Spot, POS, Citadel, Station, you don’t have to worry about drifting out of range Carriers have extremely long lock ranges (4000+km)
  3. Launch all fighters, cycle the NSA (I’d recommend turning off Auto Repeat and just cycle once for each spawn, will save you some Cap) and target everything
  4. Start killing the Rats starting with the Frigates working your way up to the Battleships. With the latest changes to Carriers you shoot the Frigates with the guns and use the missiles to shoot Battleships and the NPC Capitals if they spawn
  5. When you’re a couple of Rats away from clearing the site start aligning to your next one

Some ‘Extra Advice’ for when you take up Carrier Ratting:

  • Have a support network, get on comms and be in the Standing Fleet. If you’re not on comms and ratting solo you deserve to lose your ship!
  • If you are Cyno fit make sure you have the LO in your cargo hold.
  • ALWAYS be aligned to your Safe/Station or that next anom!
  • Carriers are a big investment, don’t take chances with Neutrals. If you get a Neut in system warp to your Safe spot and then after you land recall your Fighters. Fighters can be recalled from anywhere in system you don’t have to be on grid with them.

Good luck with your ticks!

– – –

Fjúka Hœttr!

Virðing,
Kalam

 

Haf Víl Smíða Mikill Gjálfrmarr II

I’ve got Kalam skilled into both Caldari and Minmatar Carriers so I’ve been messing around with the Chimera and Nidhoggur trying to get some sort of idea of how to fit them. My thought process is that the Chim would be for PvP and the Nid for PvE but truthfully I don’t know, this is all just conjecture until I can play with numbers once EFT gets updated and then do some trial by fire.

Lets take a look at the Chimera first…

Chimera (5H, 7M, 4L) ~ Caldari Carrier Bonus (per skill level):

  • 4% bonus to shield resistances
  • 5% bonus to Scarab Jamming optimal range

This is just a base thought for a fit – I’ve not played with the fitting in game at all so have no idea if it’ll be viable but at least I’ll have some sort of starting point and I’ve left the rigs out of the equation for now.

[Chimera, PvP Conjecture]
Capital Emergency Hull Energizer or a DCU
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II

Propmod (?)
Capital Shield Booster
Capital Flex Hardener
Shield resist to block hole (?)
Shield resist to block hole or Capital Shield Extender (?)
Capital Shield Extender
Capital Shield Extender

Networked Sensor Array
Fighter Support Unit I
Fighter Support Unit I
sometype of ewar (neut/nos) or a smartbomb (?)
Fighter Support Unit I

And here’s my idea for a fit for the Nidhoggur…

Nidhoggur (5H, 6M, 5L) ~ Minmatar Carrier Bonus (per skill level):

  • 5% bonus to Fighter damage
  • 2.5% bonus to Fighter velocity
  • 5% bonus to Dromi Stasis Webification range

Same as above, just a base thought for a fit, no clue if it’ll be viable.

[Nidhoggur, PvE Conjecture]
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
4th DDA or an Omni Track Enchanc (?)
Damage Control

Propmod or a 2nd DNC or 2nd Omni Tracking Link or Shield Extender (?)
Capital Shield Booster
Drone Navigation Computer I
Omnidirectional Tracking Link I
Rat specific hardener (?)
Capital Shield Extender

Networked Sensor Array
Fighter Support Unit I
Fighter Support Unit I
Fighter Support Unit I
Fighter Support Unit I

I’ll definitely be putting a bunch more time into EFT’ing these boats and then getting 2nd and 3rd opinions from the fitting masters in our crew before taking them out for their first flight so it might be a bit before I get to see what New Eden looks like from the cockpit of a Carrier.

– – –

Fjúka Hœttr!

Virðing,
Kalam

Mikill Kjóll Hugr III

I’ve finally finished up JDC V and have had my Chimera built and waiting in my ship hangar for this occasion but now the issue is that there isn’t really too much point in fully fitting it out until EVE: Citadel is released and all the Capital Ship changes hit New Eden.

So be it… patience is golden – for now she’ll sit unrigged, get a few modules to help with some tank and be used primarily as a suitcase for move operations.

 

– – –

Fjúka Hœttr!

Virðing,
Kalam

Byggja Yfir Heimisgarðar

Well… it’s been awhile since I’ve last posted – no good excuses to give – thing are rolling along, pretty settled in the new home, been logging in and playing pretty much daily (there is always lots of content to take part in with the FEIGN crew), my skills are progressing nicely and truthfully that’s about it.

Maybe that’s not all, as a new Carrier pilot – I’m eagerly awaiting the April 27th release of EVE: Citadel and I’m definitely finding that some patience is necessary as we wait for the details of how the Capitals are being reformed. I’ve worked out all my basic skills to fly a Carrier but really need to see what direction they are going before committing to much further training.

Hopefully Fanfest will bring some news!

 

– – –

Fjúka Hœttr!

Virðing,
Kalam

Fǫr Hvílð

Still on a break here while we’re living with the parents and it’s only been a few days but I can definitely admit that I am missing New Eden – staying on top of things via https://www.reddit.com/r/Eve/ and http://evebloggers.com/ but it’s just not the same as logging in daily and getting involved.

EVE Updates posted some stuff on their Spring release with some more Capital information and it looks exciting!

Capital Reform: Advances in Capital Ship Design

Hopefully only another week or so and we’ll be moving into our new place and things will get back to ‘normal’… will have a proper den/office in our new home so I will be talking to the wife about getting some artwork to give the room some atmosphere and Rixx Javix’s great pieces are what I’ll be pitching to her, his Frigate and Battlecruiser Print Sets would look brilliant hanging on the walls.

– – –

Fjúka Hœttr!

Virðing,
Kalam

Mikill Kjóll Hugr II

Capital Ships are getting ‘reworked’ and this ‘reworking’ is supposed to be released in the Spring… but what does that actually mean for us Capsuleers?

I’m not sure as there isn’t much solid information on the subject. There are a few posts from CCP on the matter and I’ve been checking on them pretty regularly.

I’ve recently skilled into Carriers and am currently working towards JDC V. I’ve got some Drone/Fighter skills lined up after that but then my skill direction gets a little blurry so I reached out to my Alliance mates for some guidance and asked them what their thoughts on beneficial ‘Capital’ sized module skills to train towards for the ‘reworked’ Carriers would be and they came through with some good stuff:

  • For carriers you will want to train for both shield and armor tanks, as refitting to armor when your shields go down can and probably will be a thing.
  • Capital Neuts/NOS are going to be a big deal, as are whatever Ewar modules they decide to add, though there isn’t much info on this subject.
  • Capital Propulsion modules will also be potentially very interesting.
  • Finally, there are going to be three categories of fighters, Light, Support, and Heavy. No idea if they will require additional skills, but it stands to reason that existing Fighter skills will apply to Light Fighters, existing Fighter Bomber skills will apply to Heavy Fighters, and potentially a skill that doesn’t yet exist will apply to Support(Ewar) Fighters, and I wouldn’t be surprised if the skills that allow Ewar Drones end up being prerequisites.

This guidance gave me a lot of choices for direction and skills to work towards and my queue is now set for the next few months which is super as the big home move is coming up in a couple of days. Thankfully we have found a new home and it’s pretty awesome but we don’t get in until March (possibly mid-February if the current tenants move out early) so we’ll be staying with my Wife’s parents for a few weeks and I’m not too sure how my internet connection will be while we’re there?

– – –

Fjúka Hœttr!

Virðing,
Kalam

Mikill Kjóll Hugr

I am getting closer and closer to being skilled into my first Capital Ship but as my Skill Queue ticks away we are also getting closer and closer to the re-imagining and clarification of Capital roles… I’ve truly no idea what this will mean for me as I will likely just be getting into the pilot seat of a Carrier when the changes are hitting New Eden so the transition into the new Capital roles will not affect me all that much, they will just be a new thing to learn like anything else I’ve been skilling into.

I have been perusing some fits for Carriers but don’t think that I’ll pre-purchase anything for my Carrier until we know more about the reworking of Capitals – “Patience, patience, patience” is the motto of the moment!

 

– – –

Fjúka Hœttr!

Virðing,
Kalam

Venja… venja… venja

After our last move Corp Leadership asked members over a certain Skill Point limit to start looking at getting into their own Carrier to help out with those kinds of Operations. I am just above the SP limit they had specified and have steered my training towards getting into a Carrier. In the grand scheme of EVE it’s not a terribly long train but it will be at least a few months before I can even sit in a Carrier and then a couple more before it will be truly useful.

With the skills I already have this is the basics I’ll need to get me in to the pilot seat:

  • Advanced Spaceship Command V
  • Capital Ships I
  • Capital Ships II
  • Capital Ships III
  • Capital Ships IV
  • Drone Interfacing V
  • Jump Drive Operation V
  • Jump Drive Calibration I
  • Jump Drive Calibration II
  • Jump Drive Calibration III
  • ‘Racial’ Carrier I

Of course to be on par for jumping with every one else I’ll need to get Jump Drive Calibration to V which is another 40+ day train, if I want to use some Fighters there’s a few more days,  and I’m pretty sure any Capital sized module I want to use will be some added time as well plus I’ll want to get the base ‘Racial’ Carrier skill to at least level III or IV – there are no short cuts – I’m going with the “So be it!” philosophy, just dig in set up the Skill Queue and forget about it for awhile.

– – –

Fjúka Hœttr!

Virðing,
Kalam