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The Unofficial EVE Online Mining Guide
ELABORATION
boost your attributes by 5 points in each stat, and decrease training time by 10%. I recommend training mining while trying to earn the money to buy the skill books to train. This will take about 50 days of straight training to get the 6 basic learning skills to level 5. Then get Eidetic Memory and Analytical Mind to level 5 to max out your memory and intelligence to minimize the time required to train the other learning skills. Alternating between memory and intelligence will further shorten the time needed to train. Being industrial focused; you can skip the other skill training, and just focus on intelligence and memory.
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ON SKILLS
he skill build that will allow you to advance the fastest in your select area of skill are very wide and
diverse. When you first create your character, in theory it pays to look in to the attributes needed to advance your skills the fastest, but as has been made adequately clear by many experienced players, no matter the build you make, it is always the wrong one. I have experience with the industrial skill, and learning skill attributes. Intelligence and Memory are needed for learning skills and industrial skills. Weapons and ships need perception and willpower. Leadership and social skills need charisma and willpower. Drones need perception and memory. There are many more classes of skills that rely different attributes for determining training times.
When starting if you follow this guide,
you will be flying a cruiser very quickly, and will be ill prepared for any major combat as combat is not the focus until later. This is completely intentional as mining is the major focus, and cruisers are not overly expensive to replace if you are careful not to lose them too often. Battle cruisers are the largest thing I would fly without advance training for it. I lost my battle cruiser and that was a huge hit to my pride and the corp fleet. If you want to fly a battleship, you could do it in about 2 months or less. This is highly warned against by many of the experienced players, including agent runners, hunters, pirates, PVPers just to name a few. They all recommend you train the supporting skills
I blindly front loaded my character with
lots of intelligence and memory because they sounded good, and I thought the limit was 10 in every stat, that is clearly not the case, there is no cap I can find. The ideal start is getting your intelligence and memory skills increased, then learning, and finally the other learning skills. That will

The Unofficial EVE Online Mining Guide-chapter012

The Unofficial EVE Online Mining Guide
FIGHTING NPC
damage, so increasing your EM and thermal resistance will negate any damage they can inflict upon you. Since they have lasers, staying about 10km away will make it very hard for them to hit you, because lasers are short range weapons. A rail gun will make very short work of them. They drop lasers and frequency crystals. Serpentis fly Gallente ships, and use blasters. You though lasers were short range, the Dreadnaught sized blaster has a range of about 10km, mind you it packs enough force to completely obliterate a cruiser, but that’s not the point. They are effective between 3 and 5km, any father and they can’t hit, any closer and they can’t track as well. Out range them, and you will be fine. When they blow up you get blasters and hybrid ammo. Where ever you settle, learn about the pirates in the area, and the best way to defeat them.
F
PIRATES
or those who are smart enough to know that they don’t stand a chance against anything larger
than a frigate piloted by a player, there is hunting NPC pirates. They are what keep the hunters busy and allow me to kill stuff to supplement my income from mining. These pirates come in various sizes, shapes, and values. I have encountered 3 factions of NPC pirates, and made the following observation base on combat tactics used. Guristas are found around Caldari Space, and use Caldari Ships as they were founded by 2 former Navy Officers. They primarily use Railguns and Missiles. To best counter them, see what ship they are flying, and use the advantages against them. Being they use Railguns, their effective range in medium to long, so being close will prevent them from tracking you, and hitting you. The missiles are more difficult to evade, but unless they are flying a Kestrel, shouldn’t be too much trouble. They will drop railguns and hybrid ammo, along with many other common items (shield boosters, repairers, etc.). Sansha are primarily laser users, and I suspect use Amarr ships. They rely on laser

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The Unofficial EVE Online Mining Guide
ship that could handle NPC pirate battleships, if properly equipped. To use the Ferox you will need; Battle Cruiser 1, Spaceship Command 4, Caldari Cruiser 4, and Caldari Frigate 3. That will get you in the ship so you can fly around space. To make it combat effective, you need the proper skills to equip the right weapons. You could fly with Frigate equipment, but that is not effective for the ship. You can get in to a battleship with only another week of training, but you will be one of those 1 million SP battleship pilots; you have the ship, but anyone with a decent Cruiser could take you out, and you don’t look very threatening when you unleash your 150mm Railguns on something.
the high slots. In the Medium Power Slots 1 Medium Shield Booster II, 1 10MN Afterburner II, 1 Tracking Computer to increase range and accuracy of the Railguns, and 2 Shield Resistance Enhancers (recommended by Amarrian Android of Diamond Dogs). In the Low Power Slots 1 Medium Armour Repairer II, 1 Magnetic Field Stabilizer to increase Railgun damage and rate of fire, 1 Ballistic Enhancer to increase missile rate and damage, and 1 Reactor Diagnostic II.
This provides combat effectiveness up to
43km with the Railguns, locking range of 60km, and the ability to automatically lock any target within 50km. With the shield boosters, you will be able to take some hits as well and when the enemy is in missile range of 38500m, blow them in to space dust. If that is not enough killing power, you can invest in higher skills, weapon specialization, and improvement skills to get the Tech II version of the weapons. The Tech II variants are more expensive, but also utilize many other skills, thus increasing their damage dealing abilities.
Once you have the ship, you should train
Medium sized weapons, and components. These are designed for Cruiser use, which makes them the ideal choice. To use Medium Railguns, you need Gunnery 3, and Small Hybrid Turret 3. Medium Armour Repairers, and Shield boosters are musts for a combat ship to keep you alive and in good condition. If you have the space, a small hull repairer just to fix the hull after battle. I designed a rather good long range assault layout for the Ferox, that theoretically works (it works with my skills, if my spreadsheet is accurate). It utilizes 3 250mm ‘Scout’ Railgun, 3 Heavy Missile launchers, and 1 auto targeting module in
I tested this setup against Sansha
Pirates in .2 Space, and found this is a very effective setup against Laser weapons, as you are outside their range. The only drawback I noted, was not having the EM Resistance Modifier Equipped.

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The Unofficial EVE Online Mining Guide
BUILDING
Battleships. They range from the smallest to the largest in size. Frigates are small fast ships with light armour, and small weapons, they are useful for fast attacks. Destroyers are anti-frigate gunboats, they are not as fast, but have a bit more armour, and lots of guns. Cruisers are the middle ground and the most versatile type of ship; they are powerful, decent speed, well rounded ships. Battle Cruisers are the Anti-Cruiser ships; they are more heavily armed, and shielded. Battleships are the biggest feasible combat ship. They utilize the largest weapons, have the most armour, shields, but are slow.
YOUR FIRST
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COMBAT SHIP
here will come a time where you will not be able to deal with pirates while mining, and will
need to fight on you own to keep your valuable minerals flowing. This will require either a second ship, or combat layout for your current ship. Assuming you are flying an Osprey, you have already read how to make a decent combat ship out of it. This will focus on the Battle Cruiser Ferox.
If you are planning on pursuing a larger
stake in hunting NPC pirates, it is important to train the gun skills you will utilize the most, and the support skills that will be useful in protecting your investment. Training gunnery skills will increase the turret tracking rate, and hybrid turret will increase damage. Missile launcher skills decrease firing time, and individual missile skills will let you use that type of missile, and increase the damage. Having Repair skills will allow you to use armour repairers so you can stay alive longer, and shield boosters to keep your shield up.
To make a ship combat effective, it
should have the appropriate sized weapons and modules, and the skills to make it capable of decent performance. You wouldn’t want to pay upwards of 35 million ISK for a ship, and top of the line equipment to be blown up because you didn’t have the skills to utilize them. Conversely, flying a Frigate with perfect weapon skills might not be the best either. You must find the happy medium between the two. There are 5 basic ship types that can be made to fight with varying degrees of success; Frigates, Destroyers, Cruisers, Battle Cruisers, and
Assuming you have obtained lots of
money and resources by this time, I will go straight to the Ferox. The Ferox Battle Cruiser is, in my opinion, a very powerful

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The Unofficial EVE Online Mining Guide
laser weapons for their advantage. Some ships also have other bonuses, like many Caldari Ships have a Hybrid Turret bonus, or Electronic Warfare bonuses.

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The Unofficial EVE Online Mining Guide
dreadnaughts and stations. They are massive, weapons used to attack stations and other large slow moving or stationary objects.
ability at 12km. the closer you are the less likely the enemy will hit you. Blasters are short range, high damage weapons. They are also fast tracking, and can quickly shred a ship to bits. On the upside, they are very short range, 3-5km range, these really hurt if they hit you, so stay out of their range and you’ll do fine. Missiles are the worst thing to be targeted by, because they are seeking. If you are engaging a Kestrel, Griffin, Caracal, or Raven, run as fast as you can. These are the Caldari Missile boats, and take this job to heart. Missile launchers do not take any capacitor energy to use, so they are a perfect tank. They will take a punishment while dishing it out. Missiles do not require tracking, and seek out your ship no matter what the range. To avoid them, stay out of range or have a setup that can take the punishment. The weak point of missiles is the rate of fire.
Now that you know how to use the
weapons, you need to know how to engage an opponent utilizing these weapons safely and effectively. First with lasers, you are best to out range them if possible. They are only effective to about 10km, and tracking isn’t the greatest, so sit out side of their range and chip away at their ship. Artillery is slow firing, slow tracking, and long range. Unless you are in a Scorpion firing cruise missiles, you are unlikely to out range it. It is slow and hard hitting, but the ammo capacity is small, and the rate of fire is slow. Having never used artillery, I don’t know the effective range, but I’ll say any closer that 15km and they can’t track you. Autocannons are the opposite of Artillery, they are fast firing, fast tracking, short range, and not overly powerful. Still they pack a punch and can hurt. The effective range is between 3-10km. inside that they will have some trouble tracking you, outside you are not in optimal range. Hybrid turrets are where my experience lies, it use them on everything, except my Caracal because that’s my missile boat. Railguns are long range, decent fire rate, decent damage, good capacity. they are effective to about 35km, and lose tracking
Each races ships have bonuses to
certain weapons, and are known for a specialty in others. The Caldari are known for their Missile Technology, and have ships designed specifically to be missile boats. The Gallente excel at Hybrid weapons, and have ships that reflect that. Minmatar utilize projectile weapons, and they have a battle ship to back that up. The Amarr use

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The Unofficial EVE Online Mining Guide
WEAPONS
weapons. They have a very short range, but track their targets very rapidly, making them very accurate. Artillery is the longest range weapon available. It is a very slow firing, high damage, long range weapon. They are useful if you want to attack outside your enemy’s range. Projectile weapons use projectile ammo to effect range and damage.
here are 4 basic types of weapons; Laser, Hybrid, Projectile, and Missile. Laser is
the basic focused energy type weapons, they come in 2 subtypes, Beam, and Pulse. Beam Lasers fire a constant beam of energy at the target causing damage to it, and are effective at short to medium range. Pulse lasers fire a single blast of energy at the target, causing damage, they are effective at short to medium range. They are affected by the type of frequency crystal equipped to modify range and damage. Hybrid is in the form of either a Railgun or Blaster. Railguns fire chunks of matter at hypersonic speeds, hitting their target to cause damage. They are good weapons for most situations, but have very rapid accuracy falloff at extreme ranges. They are useful for medium range, and use hybrid ammo to modify damage, and range. Blasters fire magnetically charged balls of matter at their target. This causes lots of damage, but has the lowest range of all weapons, being effective at close range. On the upside they have one of the fastest turret tracking speed, so if you are close, you are likely to get a hit. Projectiles are available in autocannon and artillery. Autocannons are fast tracking close combat
Missiles are the most diverse weapons in
the game. There are 8 types of missiles; Rockets, Light Missiles, Heavy Missiles, Defender Missiles, FoF Missiles, Torpedoes, Citadel Torpedoes, and Cruise Missiles. Rockets are the basic short range missile, small damage, but fast and accurate. Light Missiles are the Frigate sized missile, fast and effective against small targets. Heavy Missiles are for Cruisers, also fast but not very maneuverable. Cruise Missiles, the battleship missile. They are large, slow, and high damage for use against other battleships. Defenders are light missiles for use against other incoming missiles to prevent them from hitting you. FoF are seeking missiles, they don’t require a target lock, but they are erratic, and not very powerful compared to their counterparts. Torpedoes are high damage non-seeking missiles, they pack a lot of damage. Citadel torpedoes, are only fired from

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The Unofficial EVE Online Mining Guide
Agents come in many types, and give
of being scrambled. Its best to take the first ones slowly and learn which ships do what against you. Finally there are level 4 missions, they are very profitable and fun if you know what you are doing and have a friend flying with you. Level 4 missions need battleships or a strong tanked battle cruiser to do. There are lots of ships and big ones to kill. It is imperative that you take it slow and work out what groups will trigger what. Level 4 missions are known for their triggers, in that killing the wrong ship will spawn more, and its easy to get quickly overwhelmed. Take your time and do things right and you will be safe and rich. Level 5 is the most difficult and were designed to need a group of people to do them. You need a heavily tanked command ship or battleship to tank it, logistics ship on the tank, and lots of DPS including fast ones to close and take out long range sentry towers. They are hard and not recommended for people new to mission running or those whom don’t completely trust their friends.
different types of missions depending on their type. The most commonly used are; command, internal security, intelligence, and security. These mostly give out combat missions, and the odd courier mission. (insert list here)
Agents range in quality from -20 to +20,
and are in 5 levels, plus tutorial and storyline. Higher quality agents give better rewards, missions, and standing increases as you do missions for them, and have a lower frequency of sending you into low sec space. The level of the agent dictates the difficulty and pay of the missions you get. Level 1 agents are the basic agents that you can find all over the place, and are easy to do missions for. They are as hard as you want to make them, but for the most part, a decent frigate shouldn’t have too much trouble. Level 2 agents are built for cruisers and get a bit tougher as they introduce electronic warfare in to the mix with ECM jammers, sensor dampeners, and target painters. Still solo able and quite fun to do, they have more cruisers and destroyers in them. Level 3 is where it gets a bit tougher, they are build to need a battle cruiser or bigger to do quickly and safely. They have more larger ships and in some cases webbers and warp scramblers. The danger is in getting too far over your head and not being able to escape because
Still mission are fun, profitable, and good
for a challenge. Level 2 too easy in your cruiser, try it in a frigate, its a lot of fun, just be prepared to lose a ship on occasion.

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The Unofficial EVE Online Mining Guide
Implants just you find you have attained a complete set of Sansha a few weeks later. Pirate implants can easily fetch several million ISK on the market.
I have seen on the Forums, an implant
that increases Mining Output by 5%. This is a rare level 4 agent reward, and is quite expensive on the market. Any information about this would be appreciated.
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The Unofficial EVE Online Mining Guide
DEEP SPACE
pirates in there, and they managed to shred my Osprey in 30 seconds, so be prepared with a combat effective Ferox, or at least a combat effective Moa.
A
COMPLEXES
There are also restrictions on the sizes of
t various points in the universe there are little beacons that will take you to a complex or other
ships allowed in the deep space complexes: for 1/10 only shuttles, frigates, and elite frigates (assault ships); 2/10 destroyers are also allowed; 3/10 cruisers and elite cruisers (heavy assault ships); 4/10 battle cruisers are allowed, and 5/10 I assume allows battleships, beyond that I don’t know. Once again, input is welcome.
area that is off the beaten path. These are deep space complexes that house other unique challenges for those daring enough to attempt them. They range from simple 1/10 which are easily done with a basic Frigate, to 5/10 which I assume would be a corp effort with battleships, to 10/10, which I have never seen, but I would assume would be lots of dreadnaughts, and would be an alliance wide effort.
Agent Missions
Eventually you will have semi-decent
combat skills, and will want to put them to some use, Agent missions are the best way to use them to further your mining business. Doing agent missions builds up your standing with that corp, thus reducing the refinery tax paid so you get more minerals per refine cycle. It also can lead to lower factory and research slot costs, office fees, and the ability to install a jump clone at that corps station.
These are good fun for fighters, or those
looking for some good items. Once you warp to the beacon, you must activate the acceleration gate to get to the complex. Once there you have the area to fight with what is inside. The 2 major types I have encountered are rogue drone infestations, or pirate outposts. Rogue drones are annoying, and next to impossible to hit. You will need lots of ammo, and shield boosters to survive them. Pirate outposts are death traps, once you warp in, start shooting, and make sure you have lots of ammo, firepower, and shields. There are several

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The Unofficial EVE Online Mining Guide
NEURAL
The bigger bonus with pirate implants is they get a bonus 10% to the stats modified by the implants if you have all of the same type.
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IMPLANTS
The skill modifying implants are like
hese are handy little things to have. They provide instants boosts to a stat, or improve your
pirate implants, but they only modify certain skills, but there are pirate versions available that are more effective. You only have 10 spaces in your head for implants, one for each type. To use an implant, stop training your skill, and select plug in on the implant. Then continue training, and you may notice the time has decreased a bit. I was training Mining 4, and stopped to train my intelligence to another level to speed training along.
abilities instantly. The only problem is they can be expensive, hard to get, and you loose them when you are killed. You can get implants in a number of ways, but the most common are doing lots of agent missions, or killing high level pirates.
Once you have an implant, it is a good
idea to plug it in and get the benefits of it. There are 10 different types, divided in to 2 categories; attribute enhancers, and skill enhancers.
It was going to take me about 5 days, 14
hours to train. In the 20 minutes to train my intelligence, I dropped the training time by about 2 hours. Just imagine the time savings with a +4 Intelligence Implant, where it only takes 30 seconds to plug in.
Attribute enhancers are the most
common I have found on the market, and from killing pirates. They boost one of your stats like; intelligence, charisma, memory, willpower, or perception. They range from 1 to 5 points. Other pirate implants offer much more benefit, but are more difficult to obtain. They offer a bonus to ship stats, like signature radius, turret tracking, speed, damage, armour, shields, and many more.
On the down side, to upgrade to a better
implant you must unplug the current one, causing you to lose it. My advice for pirate implants you want to use is wait, and just collect them until you have asset you like. Its no good plugging in some Gurista