Archive for February, 2014

Tuesday Training: Armor Layering V

Every Tuesday I take a skill which one of my characters is training and discuss why I am current training that skill. I will also look at other uses for the skill, and who else might benefit from it. As I have several Characters across the skill spectrum I expect to cover skills for Young, Middle Age and old players.

 

 

This week’s Choices (Only three as one was covered last week).

  • Amarr Defensive System V
  • Armor Layering V
  • Plasma Physics V

 

As it’s a relatively new skill to the game, and I even had to look up what it did (I picked it from the ISIS certification system), I have decided to take a look at the Armor Layering skill today. The skill itself looks something like this:

 

Armor Layering (x3) Int – Mem

Skill at installing upgraded armor plates efficiently and securely. Reducing the impact they have on agility and speed. Grants a 5% reduction to armor plate mass penalty per level.

 

Now to give a frame of reference a standard 1600mm T2 plate adds 3,750,000 mass to a ship. At level 5 this skill will reduce that penalty to 2,812,500. In terms of actual agility and speed, that means that a standard modern doctrine Dominix (2x 1600mm plates) has the following characteristics as you level the skill:

domspeed

A standard aHac Zealot (1x 1600mm T2) on the other hand gets the following:

zelotspeed

And down at the frigate department we get the Keres (1x 400mm Meta 4):

frigspeed

I have to admit, I was expecting more. In a best case scenario, with level 5 of Armor Layering you’re going to shave .6 seconds off your align time (remember that align time is always rounded up to the nearest second, so .4 of a second could make 1 seconds difference if it takes you over the border). You are also, at best, going to gain 9 m/s speed, all in exchange for ~14 days training time, which draws us to the conclusion most veterans already knew. This skill is a time sync for older players. It has just enough utility to make it useful to a vet player looking to perfect his flying skills, and shave off any margin which might make a difference, but not enough that a new player has to train it or become irrelevant.

 

This skill is not worth training unless you have every other navigation skill trained to V, and are mostly flying armour ships. So don’t bother until you have to.

 

Fly just as slow as before,

 

Hark

Winter Break

February 18th, 2014
Monthly Updates

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Well it’s been a long Christmas break here without an update at EV, sorry about that. I was planning to do a January update to cover not only the monthly junk, but also take a look at the yearly report. Sadly, I had a bit of a fuck up and deleted the post before it was published, and if I am honest, I just couldn’t be arsed to re do it all from scratch. So here we are in February, with two months to review and a year to take a look at.

 

Let’s start off as usual with skill training. Hark has moved onto a new neural mapping of Intelligence – Memory, following my original 1 year+ plan. Over 6 months in now and well on schedule. The current phase comes on the tail of the “Un-nerfable” training, which has granted me the ability to pilot all sub super capital combat ships. I still have to train a few Subsystems to V to finish that, but I feel it’s fair enough to say that I am now un-nerfable. Next up is a concentration on finishing and patching up all the Int – Mem skills which have been neglected over the years. There is a real emphasis on perfecting all the tanking skills as well.

 

Xa is still being underutilised trying to sell a stubborn asset. I’m a pretty patient man, but I think soon I am going to have to give up and transport this item to Jita. Xa does have the Astero Mastery to IV now, which is the highest mastery of any of my characters, but she is yet to actually use one.

 

My Dreadnaught alt is now also ready to become a holding toon, with the last of the navigation skills training to V now. Next I need to decide if I want to continue training her upto become a proper in-combat Dread pilot, of leave that in the capable hands of Hark. I suspect I might…

 

Last but by no means least the Indy alt is now training hard to free me from the chains of supply, but more on that in a bit.

 

Activity wise it’s been pretty good the last couple of months (although my Corp might disagree on that one). Sadly, I wasn’t able to participate in the massive B-R fight, as any attempts to log into the battle was greeted by a black screen. Even 3 hours of waiting didn’t change this sadly. On the plus side I am assured that I did appear in local, so I get to claim I was there.. Even if I didn’t contribute in any meaningful way. Since then it’s been pretty quiet, and I really need to step it up a notch to get some fights.

 

In terms of activity I would say that the Industrialist has been played the most over the last few months, with my labours really starting to come to fruition. I am now earning around a 300% return on initial investments (around 40m isk per cycle) every 2-3 days. I estimate that the characters total Isk is around 400m now, all for around 10 mins per day every week day, and an hour or two at the weekend. It’s great for now, but I can see that this growth will plateau very quickly. I am starting to look at other products and investments which could run alongside the current  production runs to continue this growth. She still hasn’t paid off her dept to the Trading Character however, due to low levels of liquid isk.

 

Trade has had its ups and downs over the last few months, with January turning out to be a bit of a costly month. Since the last update in December I have only earned 640m isk, however this takes into account a 1bn transfer to Hark to cover the costs of Carrier insurance (don’t ask, it wasn’t fun) and some ship purchase and maintenance. I am hoping to pick this up during February to continue my growth.

 

The only thing I want to bring up from the “yearly” stuff is that Eve online was by far and away my most played game this year, with double the playtime of any other game recorded (Kerbal Space Program was second, Payday 2 was third).

 

 

Fly dry,

 

Hark

 

 

 

Tuesdays Training: Jump Fuel Conservation & Infomorph Sync

Every Tuesday I take a skill which one of my characters is training and discuss why I am current training that skill. I will also look at other uses for the skill, and who else might benefit from it. As I have several Characters across the skill spectrum I expect to cover skills for Young, Middle Age and old players.

Note: I took a break last week while on a training course in Town, and was then waylaid this week due to the UK storms. Back on schedule now and hope to return to a Tuesday post next week!

This week’s skill training choices were a little more boring that last weeks. My choices were limited to:

  • Infomorph Synchronising V
  • Propulsion Jamming IV
  • Jump Fuel Conservation V
  • Mechanical Engineering V

In the end I decided to talk about two of these skills, both aimed at older player. First up is Jump Fuel Conservation V. Each level of JDC reduces the per light-year jump cost of Carriers, Dreads and the Roqual by 100 Units of Isotops. It also drops Jump Freighters by 290 units, and Black Ops Battleships by 30. If we take the current PLEX cost (~650m Isk), and break that down to a Isk Cost per hour of skill training (902,777.78) we can calculate how many light years we need to jump to save the money invested in our skill points in Jump Drive Calibration at current fuel costs (~600isk/unit).

Jump Fuel Cal

The question you have to ask yourself is: “How long will it take me to jump far enough to make it worth it?”. If your character is a dedicated Black Ops Pilot, the chances are the answer is never going to be past III-IV. For a Suitcase only Carrier (non-nomadic), level IV is likely fine. For a Nomadic Character fly Carriers, Dreads and Black Ops ships: I suspect those 1706 light-years will just fly by.

For me, PL moves home around 6-7 times per year, at an average of 2 carrier jump distance. That ends up with 3x Dread jumps, and 10x Carrier jumps to move all my ships, which is a total of 180 light years travelled per move, or 1260 light years per year just for relocations. Of course that doesn’t include random trips to high sec, or combat operation jumps. Certainly I feel that for me JDC V is justified on all 3 of my Carrier Characters.

I also wanted to quickly write a little about Infomorph Synchronising. IS is a relatively new skill added a few patches back (I can’t remember exactly which one), and reduces the delay between Jump Clone activation by 1 hour per level. For me this skill as been a “No brainer”, but one I haven’t gotten around to training since it was introduced. My eventual plan is to create a high sec +5 implant clone, which I jump after each night in Nullsec. As most of my playtime is around 5 hours on a weekday, this means that at level 5, I can Jump Clone to my +5 alt, and the timer will reset in time for the next night’s game time. Of course I will then have to spend 20 hours in Nullsec before I can return to the +5’s, but 20 hours out of 40 on 3 extra attribute points, is better than a kick in the teeth. By my calculations in fact I will spend 72 hours out of 168 (43%) in +5’s using this plan, giving me an average attribute bonus as near as damned it +4, with only the cost of replacing +3’s when I die (a saving of 40m per death). I’ll admit that’s it’s a lot of cost to gain only +1 to attributes, but again, playing the long game, I think it’s worth it.

While were talking about Jump Clones, I would also like to ask the question “In times when Slowcat fleets can maraud across the galaxy in minutes (or seconds if they are going to a TiDi battle), does the argument that a massive reduction in Jump Clone time (down to say every 12 or even as low as 5 hours) would cause an issue with force projection?” Furthermore, would the ability to move sub capital pilots, as fast a capital pilots, not give a good counter point to the current slowcat proliferation?

Fly wondering if you’re the original,

Hark