Monthly Archives: May 2014

Some more love for low sec exploration

Forum Post

CCP Fozzie announced some changes to the current Pirate implants (for a great guide to these implants see Jester’s Trek).

The current low-grade pirate implants will maintain their current bonuses and give a +3 attribute bonus.  The will be re-named to “mid-grade”.

The current high-grade pirate implants will maintain their current bonuses and give a +4 attribute bonus.

A NEW low-grade pirate implant will be added to the game.  It will give a +2 attribute bonus and its other bonus will be approximately 2/3 of the old low-grade (now mid-grade) set.

The Ascendency set will not get a new low-grade implant.  Attribute bonuses will be bumped to +3 (mid-grade) and +4 (high-grade).

Per CCP Fozzie “These [new] implants will initially be available exclusively through low-sec exploration.  At a later point they will be added to the appropriate LP stores.  The existing implants (high-grade and renamed mid-grade) will continue to drop in the same places as before and be available in LP stores at the same prices as before.”

Currently both low-grade (renamed to mid-grade) and high-grade implants occasionally drop from Overlords during expeditions from DED unrated exploration sites.  Since both of these types of implants are gaining an attribute point, they will both increase in value.  This is a straight up buff to exploration (and missioning for pirate corps).

Allowing the new low-grade implants to ONLY drop in low-sec exploration is interesting.  Usually the lower grade implants only dropped from the frigate/destroyer/cruiser sized escalations.  Most of these are in high-sec with the final escalation being in low-sec.  CCP Fozzie isn’t stating where exactly in low sec exploration these will drop so I can only guess.  In any case, this is a buff, but a very modest one.  No matter how rare they are initially, the price on the new low-grade implants will never exceed the price of the newly named mid-grade implants and the supply of those implants remains the same.  Perhaps CCP plans to make up for the low price with a relatively high quantity of drops.

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Pilgrim’s Adventures: 21-May-2014

“2 Machs and a Hack”

Pilgrim opened his eyes and attempted to orient himself.  “Computer – where am I?”  The current system flashed across his display and recognition slowly settled in.  Ah yes, back in frontier – many, many jumps from the famous Jita market where he remembered being yesterday.  Clone jumping was an amazing technology, but it left him disoriented every time.  Thank goodness he didn’t do it every day.

Pilgrim consulted his navigation charts and plugged in the desired path for today’s travels.  He planned to explore some of the conflict area currently being patrolled by the Minmatar militia.  He undocked from the station that housed his ship and body while he was attending to other matters.  It felt good to be in space again.  His Tengu Strategic Cruiser smoothly entered warp drive and off he went.  It was a couple of systems before he saw another capsuleer and bothered to activate his cloaking device.

As he was performing a blanket scan of the system, something unusual came up.  The readings indicated it was a Covert Operations Facility.  Although it is not all that covert now that CONCORD had freely given out improved scanning capabilities to every capsuleer that wanted it.  Sooner or later the pirates that ran these facilities would have to catch on.  Perhaps they felt secure knowing they had a fast response team in the area.  Ship scan didn’t pick up any hostile ships in the area, so Pilgrim warped in to the site.  He knew he only had a few minutes before his presence was detected.  One by one, he performed a deep scan of the four facilities.  And one by one, he was disappointed.  Apparently, these pirates weren’t very far along in their research.  There were only a few tools and some shattered wheels – hardly worth the effort.  Pilgrim re-cloaked his ship and left the site.

The next few jumps were fairly routine.  Ship scan picked up a Venture in close proximity to some gas clouds, but Pilgrim really wasn’t in the hunting mood.  Finally, his scanner probes found something interesting – an Angel Mineral Acquisition Outpost!  Pilgrim knew from previous experiences that the ships guarding this Outpost could be “persuaded” to give out information on the whereabouts of their Commander.  And Pilgrim was sure that the Commander was just aching to part with some of his ship’s superior (and valuable) equipment.

Ship scan showed lots of activity, but none in the immediate vicinity.  Pilgrim launched the mobile depot that enabled him to remove his cloaking device and replace it with more missile launchers.  He took the time to upgrade his ballistics controls and shields as well.  Such marvelous technology that allowed refitting huge chunks of his ship while still in space.  Once everything was correctly running, Pilgrim scooped up his re-fitting depot and anchored a secure container full of extra equipment.  He wanted to save space for any new equipment he might pick up while conducting “negotiations”.

Pilgrim was just beginning his introductions when his ship sensors sounded an alarm.  Apparently, there was a Machariel battleship very close by.  It wasn’t on visual yet, but it was closer than it should be – especially considering how hard this outpost was to find. Pilgrim re-calibrated his sensors just in case it was just passing through.  Unfortunately, it wasn’t.  In fact, it was joined by a second Machariel and some sort of logistics ship.  Checking their affiliation, Pilgrim noted they belonged to a fairly well-known pirate corp.  Could he take out the logistics ship and possibly both of the fearsome battleships?  That would be a fine notch in the belt.  Slowly, Pilgrim looked at the row of empty drinks by his console.  Perhaps the bourbon was clouding his judgement.  Pilgrim aligned his ship and warped out.

After refitting his covert operations cloak and picking up his stashed gear, Pilgrim left the system.  It was getting late and he had little to show for his efforts.  After scanning three more systems, he again found something interesting.  The signal was very faint, but with a few tweaks he was able to lock in on the signal of a very discreet drug manufacturing operation.  Again, Pilgrim performed a deep scan of each of the operating sites.  This time he was pleased with what he saw.  After slipping back out to a nice quiet spot in the middle of nowhere, he again refitted his ship.  This time, he boosted his shields to near maximum and onlined his hacking modules.  There was no time to kill all the pesky guards at this site – he would be in and out before they could scratch the paint on his Tengu.  One by one the facilities fell to his hacking abilities and yielded valuable blueprints and skillbooks.  Pilgrim wasn’t much of a drug user himself, but could definitely understand those that felt the need to use some performance enhancing drugs from time to time.  Mostly, he was just glad that the while the drugs were illegal, the blueprints were not and they sold quite easily at the Jita market.

Waving good-bye to the helpless guards still wasting their missiles on his shields, Pilgrim warped off to the next system.  He checked his display and saw that it was quite late.  He still needed to refit his ship to something more travel worthy.  Since there was no one around, he slipped into a handy station for a quick refit (and a shower) before returning to the glorious void of space and phasing out for the night.

New Player Exploration Career Guide (part 2)

This is my attempt to write a guide for newish players that are interesting in doing Exploration in Eve. It will be a multi-part guide written over the course of a few weeks months.  It is based on my experiences and research. Accuracy is attempted, but not guaranteed.

Part 1: Overview

Part 2: Getting started

 

Phase 1a: “Hacking” High sec profession sites

Ship: T1 exploration Frigate

Training: ~ 1-3 months

Major Skills: Racial Frigate IV, Archeology IV, Hacking IV, Astrometics IV, Astrometric Rangefinding III,

Modules: Core probe launcher, T1 Data/Relic Analyzer, T1 rigs

Cost: < 10M

Risk: Very low

Reward: Approximately 5-10M per hour

 

This is something that you can do just a few days after completing the tutorials (depending on how long they take you).

 

SHIPS

The Heron, Imicus, and Probe are all good T1 exploration ships. The Heron has the advantage of an additional midslot to improve your scanning strength – but it is only a 5% improvement (where the rigs give you give you 10% each). The Imicus and Probe have the advantage of an additional low slot for either better agility or more storage (or both). The Amarr Magnate is a poor choice because it only has 3 midslots.

The fitting that you want looks something like this:

High Slots

Core Probe Launcher I : Core Scanner Probes

(optional) Prototype Cloaking Device (for short trips into lowsec)

(optional) Auto Targeting System (1-2 more locked targets)

 

Mid Slots

Data Analyzer I

Relic Analyzer I

Cargo Scanner

MWD

(Heron) Scan Rangefinder Array (+5% scan strength) / Sensor booster (lock & scan faster and from further away)

 

Low Slots

Nanofiber Internal Structure(s) / Fitting Mods / Cargohold Expanders / Signal amplifier

Rigs

Small Gravity Capacitor Upgrades (x2)

Generally, I would go for cargo expanders in the lows.  Data sites particularly drop loot with high m3 requirements.  The signal amp lets you lock more targets for scanning, but as a newer player, you should be hacking all the cans anyway so it is ok if you can lock 5+ simultaneously.    You don’t need cap stability, so the only fitting mods you need are for power or CPU if your fitting skills are low.  Once they are a bit higher, you can drop the fitting mods as needed.

 

TRAINING

Your training priorities should be getting your chosen racial Frigate skill to IV, Hacking to IV, Archeology to IV and then go after getting Astrometics to IV, and Astrometric Rangefinding to III. You will of course need to train some fitting skills to fit and run the modules. Beyond that, you can spend your time training for the next phases while you rack up some exploration loot.

EXPLORING

If you need help scanning stuff down, here are a couple of scanning guides….

Once you have your ship and basic skills you are ready to head out. The further away from market hubs the better. I went to Genesis, but there are lots of options. Generally, you can check the number of jumps per 24 hours on Eve Maps and look for a low-travelled area. As long as you stay away from the major market hubs (Jita, Amarr, Rens, Dodixie, Hek) and the immediate routes between them, you should be able to find some sites.

Once your hacking/analyzer skills are to at least IV (and preferably V) and you have the ability to use a prototype cloak, you may want to use the occasional wormhole to venture into lowsec. If you find a HS-LS wormhole, leave your loot safely in a station and try out lowsec. Don’t wander too far from your entrance system, but you should be able to explore a few systems and maybe find a few data/relic sites. Lowsec sites are slightly more difficult, but usually have much better rewards.

When you are in highsec, you have the option of taking sites from other pilots and vice versa. Alternatively, you can team up and split the loot you gain.

If you go it alone, you should try to do the data sites first. Scan them with your cargo scanner as soon as you land and do the most profitable cans first. The most valuable items are faction BPC’s (data scatter cans) and decryptors (parts scatter cans). Relic sites aren’t as good in highsec, but may have faction BPC’s (data scatter cans), Tech 2 Rig BPC’s (data scatter cans) or salvage materials (parts/materials scatter cans). You should target and scan all cans and then go after the best ones first. A targeting system and signal amplifier increase the number of targets you can lock allowing you to keep track of more cans. A sensor booster/signal amplifier will let you scan them from further away. Sometimes cans are 60km away and you have to fly a bit to be in targeting range.

Once you have scanned the cans, MWD to the first one.   As soon as you are within range, turn off you MWD. I usually right click the can and “Keep at Range 500m”. This gives you a good shot at getting the loot when it is “spewed”. Activate the appropriate analyzer module and the hacking mini-game will appear.

For a very detailed overview of the hacking mini-game, please check out Eve University’s Hacking 101.

Here is my quick list of tips:

–          The System Core is usually on the opposite side of the mini-game board. I used to try the “edge” approach of clicking on edge nodes and moving around the board that way. But I think I actually have better luck just going straight to the opposite side with as few clicks as possible.

–          Don’t attack Firewall or Antivirus subsystems unless they are blocking your path. You may be able to skip them.

–          In Low or Null sec (extremely rare in high sec) you will see Restoration Nodes. They need to be destroyed immediately.

–          Also in Low or Null sec, you will see Virus Suppressors. Use a utility if you have one (Secondary Vectors as best), but you must destroy this ASAP. If you get a Restoration Node while a Virus Suppressor is active, you are finished.

–          Use a Self-Repair utility immediately. You don’t gain anything by saving it for later.

–          Polymorphic Shield (2 charges) is best used on 2 different AntiVirus defensive nodes. Use it to knock each of them in half and you can usually destroy them in 1 click (and thus take no damage).

–          Secondary Vectors are best used on Virus Suppressors. If you are unlikely to encounter one (like in high sec), then you can use it on a Firewall.

–          Kernel Rot is best used on a Firewall or on a node buffed by a Restoration Node.

–          I usually skip Data Caches unless I absolutely need one.

–          If you are in lowsec and/or worried about getting ambushed, orbit the can at 3km until you have the System core down to 1 hit. Then approach (or Keep at Range 500km). Do the last hit when you are ready for loot spew.

–          Once loot spew hits, go after the priority cans first (Data if there is a BPC you want, otherwise Parts for Data Sites and Parts/Materials for Relic Sites). For a breakout of contents by mini-container click here.

–          During loot spew, you can single click on a can to tractor it to you. While it is tractoring, you can single click on the next can. It will be pulled in as soon as the current can is done. This way you can queue up cans for your tractor beam. Double clicking on a can causes your ship to approach it and activate the tractor beam. This actually SLOWS DOWN your collection so only do it if a can is going to be out of range (beyond 3000m).

 

If you don’t want to play the hacking mini-game and want to move toward combat sites, a good way to make ISK while you work on your ship skills is to try out some Ninja Salvaging/Looting.

Phase 1b: “Combat” Ninja salvaging

Ship: T1 exploration Frigate

Training: ~ 1-3 months

Major Skills: Racial Frigate IV, Astrometics IV, Astrometric Rangefinding III, Salvaging IV-V, Drones IV, Salvage Drone Operation III-IV

Modules: Expanded probe launcher, T1-T2 Salvager, T1 rigs

Cost: < 10M

Risk: Low-Moderate

Reward: Approximately 5-10M per hour; higher if also ninja looting

This is something that you can do just a few days after completing the tutorials (depending on how long they take you).

SHIPS

The Heron, Imicus, Magnate, and Probe are all ok for Ninja Salvaging. The Imicus is probably the best because it has nice fitting ability and can use up to 4 drones for additional salvaging speed.

The fitting that you want looks something like this:

Imicus- Salvager

 Highs Slots:

Expanded Probe Launcher I

Salvager I x2

Mid Slots: Limited 1MN Afterburner I

F-b10 Nominal Capacitor Regenerator

Small F-S9 Regolith Shield Induction

Surface Cargo Scanner I

Low Slots:

Co-processor I

Nanofiber Internal Structure I x2

Rigs:

Small Gravity Capacitor Upgrade I x2

Drones:

Salvaging Drone x4

 

There is lots of room for experimentation here. You can force an MWD to fit, but I don’t think the extra speed helps all that much. You already move pretty fast and don’t have to worry about cap stability. The small shield extender gives you some breathing room if you warp into a room and rats are still there.

 

TRAINING

Your training priorities should be getting your chosen racial Frigate skill to IV, Astrometrics to IV, Astrometric Rangefinding to III, and Salvaging to IV. You will need a few fitting skills to III. Next you should get Drones IV and Salvaging Drone Operations to III before going back and getting Salvaging to V.

After that, you can focus your training time on the next phases or focus on your getting your scanning skills to IV/V across the board.

EXPLORING

Once you have your ship and skills ready to go, you are ready to head out.   You are looking for regional Mission hubs that are just a bit away from the major market hubs. Sansha’s are generally regarded as having the best salvage, but Angels and Blood Raiders are good too. Guristas and Serpentis are just ok.

You can read about my experiences and suggestions regarding Ninja Salvaging here.

For another take, check out “Scumbag Hanz“.  He was only blogging for a few months, but he posted some interesting experiences in ninja salvaging and looting as a new player.

Ninja looting is even more profitable, but of course carries more risk.  It also has some downtime with it as you don’t want to be flashy by high sec gates.  It is also a bit harder with the new Tractor modules that auto-loot wrecks.  Destroying tractor modules and stealing their contents can also be pretty profitable.  It isn’t necessarily something I recommend for a newer player, so I am not going to go into details here.

Explorers Extraordinaire

I will put them on the blog list shortly, but I wanted to highlight a couple of new (to me) exploration blogs that are WAY cooler than mine.

First up is Mynxee who was space famous as part of CSM5 and leader of the Hellcats – a small, but influential women-only pirate corporation.  Her last few posts have contained absolutely gorgeous water-color drawings in her exploration journal.  For example:

You can find more of this on her blog:

http://outlawinsouciant.blogspot.com/

 

Next up is “To Boldly Go”, a blogger chronicling her quest to pass through every system in EVE online.  She has logged 1447 systems (26.64%) so far.  It is a really nice looking blog and she even includes some info on RL exploration.

You can check out her blog here:

http://blog.saganexplorations.net/

 

 

 

 

 

Transport Ship Changes

Several changes to Transport Ships (Blockade Runners and Deep Space Transports) were announced recently by CCP Fozzie.

BLOCKADE RUNNERS

For the Blockade Runners, it is a straight up buff (though nothing is final yet).  More cargo space, a 2nd high slot (3rd low for the Prowler which already had 2 high slots), Warp Speed bonus, and better resists.  About the only downside here is that the distinctions between the various faction versions have pretty much melted away.  My alt flies a Prowler, so basically he picked up more cargo space (or faster align with 3rd low) and faster warp speed.

(Forum Post)

Highlights are:

  • They all now have two highslots for a probe launcher or covert cyno alongside the cloak. The Prowler gets a third low.
  • A pretty significant cargohold increase across the whole line. They still have significantly less max cargo than any of the T1 haulers, but they can now all break the 10k threshold with T1 rigs.
  • Replaced the useless tanking bonus with +5% warp speed per level. This means that at Transport Ships level 5 they go 7.5au/s.
  • Their tanks still aren’t anything to write home about, but we have given them full T2 resists.

PRORATOR

Amarr Industrial Bonus per level:
+5% Cargo Capacity
+5% Velocity

Transport Ships Bonus per level:
+5% Warp Speed (was the useless tanking bonus)
-20% CPU requirements for Cloaking Devices

Note: Can fit covert ops cloaking devices and covert cynos. Cloak reactivation delay reduced to 5 seconds. Immune to cargo scanning.

Slot layout: 2(+1)H, 2M, 4L; 1 turret
Fittings: 150 PWG, 200(+5) CPU
Defense (shields / armor / hull) : 800(-255) / 2000(-109) / 2100(-150)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70(+15) / 87.5(+12.5)
Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5(+18.75) / 80(+20)
Capacitor (amount / recharge / cap per second) : 1375(+437.5) / 393(+112)s / 3.5
Mobility (max velocity / agility / mass / align time): 170(+10) / 0.52(-0.03) / 10,750,000 / 7.75s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km / 240 / 2
Sensor strength: 14
Signature radius: 110(-5)
Cargo Hold: 2900(+400)m3

CRANE

Caldari Industrial Bonus per level:
+5% Cargo Capacity
+5% Velocity

Transport Ships Bonus per level:
+5% Warp Speed (was the useless tanking bonus)
-20% CPU requirements for Cloaking Devices

Note: Can fit covert ops cloaking devices and covert cynos. Cloak reactivation delay reduced to 5 seconds. Immune to cargo scanning.

Slot layout: 2(+1)H, 4M, 2L; 1 launcher
Fittings: 125 PWG, 285 CPU
Defense (shields / armor / hull) : 2100(+342) / 1000(-196) / 1900(-69)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 80(+20) / 70(+15) / 50
Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.25(+13.75) / 62.5(+18.75) / 10
Capacitor (amount / recharge / cap per second) : 1300(+456.25) / 371(+118)s / 3.5
Mobility (max velocity / agility / mass / align time): 160(-5) / 0.51(+0.03) / 11,000,000(-500,000) / 7.78s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 225 / 2
Sensor strength: 17
Signature radius: 115
Cargo Hold: 4300(+800)m3

VIATOR

Gallente Industrial Bonus per level:
+5% Cargo Capacity
+5% Velocity

Transport Ships Bonus per level:
+5% Warp Speed (was the useless tanking bonus)
-20% CPU requirements for Cloaking Devices

Note: Can fit covert ops cloaking devices and covert cynos. Cloak reactivation delay reduced to 5 seconds. Immune to cargo scanning.

Slot layout: 2(+1)H, 3M, 3L; 1 turret
Fittings: 135 PWG, 250 CPU
Defense (shields / armor / hull) : 1000(-266) / 1700(+1) / 2700(+98)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 60(+20) / 85(+15) / 50
Base armor resistances (EM/Therm/Kin/Exp): 50 / 67.5(+16.25) / 83.75(+16.25) / 10
Capacitor (amount / recharge / cap per second) : 1300(+425) / 371(+109)s / 3.5
Mobility (max velocity / agility / mass / align time): 165(-5) / 0.54(-0.01) / 10,000,000(-1,150,000) / 7.49s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 230 / 2
Sensor strength: 15
Signature radius: 120(+5)
Cargo Hold: 3600(+600)m3

PROWLER

Minmatar Industrial Bonus per level:
+5% Cargo Capacity
+5% Velocity

Transport Ships Bonus per level:
+5% Warp Speed (was the useless tanking bonus)
-20% CPU requirements for Cloaking Devices

Note: Can fit covert ops cloaking devices and covert cynos. Cloak reactivation delay reduced to 5 seconds. Immune to cargo scanning.

Slot layout: 2H, 3M, 3(+1)L; 1 turret, 1 launcher
Fittings: 130 PWG, 230(+5) CPU
Defense (shields / armor / hull) : 1500(-47) / 1500(+94) / 1700(+22)
Base shield resistances (EM/Therm/Kin/Exp): 75(+25) / 60(+20) / 40 / 50
Base armor resistances (EM/Therm/Kin/Exp): 90(+10) / 67.5(+16.25) / 25 / 10
Capacitor (amount / recharge / cap per second) : 1200(+418.75) / 343(+109)s / 3.5
Mobility (max velocity / agility / mass / align time): 185 / 0.49(-0.06) / 11,150,000(+1,150,000) / 7.57s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 245 / 2
Sensor strength: 12
Signature radius: 105(-5)
Cargo Hold: 3500(+250)m3

 

DEEP SPACE TRANSPORTS

The changes to Deep Space Transports are a little more significant.  Before, they were nearly a useless ship.  Now they are a little more interesting, but I am still not sure they are useful (at least to me).  The biggest change is that they pick up a 50,000m3 Fleet Hangar (with a +5%/level of Transport Ship bonus).  I had to look up what a Fleet Hangar was.  I thought (hoped) it meant it could carry small ships, but I was wrong.  Instead, it is a storage space that can be shared and accessed by a fleet.  Since I fly solo, the fleet option isn’t useful.  The storage space might be though, as long as you don’t have to move it around a lot.  DST’s are still slow, but they come with a +2 warp strength and an improved overheating tanking option.  They also pick up the ability to use the new medium micro jump module, more slots, and more power/cpu to fit them.  As a log-off deep space storage option, they might be ok.  Keeping it aligned and loading it up with warp core stabilizers would make it difficult to tackle solo.  They can also tank like crazy for a short amount of time. I will probably play around with it a bit when it comes out.

(Forum post)

These ships have been largely overshadowed by Orcas and high capacity T1 haulers for heavy duty hauling, and of course they cannot compete with the amazing evasion abilities of Blockade Runners.

 So our plan for revamping them is to give them a strong and stable carrying capacity in the form of a large fleet hangar. Besides creating interesting options for group play, this fleet hangar does not pressure a pilot into fitting rigs or expanded cargoholds for max carrying capacity.

 The fleet hangar is intended to make DSTs a viable choice for many hauling situations, and allowed us to then add a series of options to the DST defensive toolbox. We know that once people start using a ship it will be inevitable that they get into bad situations with them and that it can be immensely fun gameplay to escape a dangerous situation when you have no guarantee of survival. For this purpose we have provided the Deep Space Transports with defensive tools that are much less consistent than the covert cloak on the Blockade Runners but that are powerful nonetheless.

 The key new addition is a role bonus that doubles the benefits from overheating tanking modules and propulsion modules. This means that Deep Space Transports can have obscene tanks for short periods of time and gain strong bursts of mobility, especially useful for fighting your way back to a stargate (or for playing bait).

They are also gaining the ability to use the new Medium Micro Jump Drive modules for extra escape and bubble evasion options.

IMPEL

Amarr Industrial Bonus per level:
+7.5% Armor Repairer Effectiveness
+5% Velocity

Transport Ships Bonus per level:
+5% Fleet Hangar capacity
+4% Armor Resistances

Role Bonuses:
+2 Warp Core Strength
+100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules

Note: Can fit Medium Micro Jump Drives

Slot layout: 2(+1)H, 2(+1)M, 7L; 2(+2) launchers
Fittings: 330(+80) PWG, 240(+65) CPU
Defense (shields / armor / hull) : 2000(-109) / 4300(+81) / 4500
Capacitor (amount / recharge / cap per second) : 3500(+2250) / 875(+563)s / 4
Mobility (max velocity / agility / mass / align time): 90(+10) / 1 / 19,500,000(+500,000) / 27.03s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 205 / 3(+1)
Sensor strength: 16
Signature radius: 160
Cargo Hold: 1000(-3000)m3
Fleet Hangar: 50000m3

BUSTARD

Caldari Industrial Bonus per level:
+7.5% Shield Booster Effectiveness
+5% Velocity

Transport Ships Bonus per level:
+5% Fleet Hangar capacity
+4% Shield Resistances

Role Bonuses:
+2 Warp Core Strength
+100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules

Note: Can fit Medium Micro Jump Drives

Slot layout: 2(+1)H, 6(+3)M, 3(-2)L; 2(+2) launchers
Fittings: 200 PWG, 290(+40) CPU
Defense (shields / armor / hull) : 4300(+784) / 2300(-91) / 4000(+62)
Capacitor (amount / recharge / cap per second) : 2900(+1806.25) / 725(+456)s / 4
Mobility (max velocity / agility / mass / align time): 80() / 1(+0.07) / 20,000,000 / 27.73s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 195 / 3(+1)
Sensor strength: 20
Signature radius: 165
Cargo Hold: 1000(-4500)m3
Fleet Hangar: 50000m3

OCCATOR

Gallente Industrial Bonus per level:
+7.5% Armor Repairer Effectiveness
+5% Velocity

Transport Ships Bonus per level:
+5% Fleet Hangar capacity
+4% Armor Resistances

Role Bonuses:
+2 Warp Core Strength
+100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules

Note: Can fit Medium Micro Jump Drives

Slot layout: 2(+1)H, 3(+1)M, 6L; 2(+2) turrets
Fittings: 290(+45) PWG, 260(+60) CPU
Defense (shields / armor / hull) : 2400(-131) / 4000(+203) / 5000(-203)
Capacitor (amount / recharge / cap per second) : 3100(+1943.75) / 775(+281)s / 4
Mobility (max velocity / agility / mass / align time): 110(+20) / 1 / 19,000,000(-500,000) / 26.34s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 200 / 3(+1)
Sensor strength: 18
Signature radius: 165
Cargo Hold: 1000(-4000)m3
Fleet Hangar: 50000m3

MASTODON

Minmatar Industrial Bonus per level:
+7.5% Shield Booster Effectiveness
+5% Velocity

Transport Ships Bonus per level:
+5% Fleet Hangar capacity
+4% Shield Resistances

Role Bonuses:
+2 Warp Core Strength
+100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules

Note: Can fit Medium Micro Jump Drives

Slot layout: 2(+1)H, 5(+2)M, 4(-1)L; 2(+2) turrets
Fittings: 230(+15) PWG, 270(+80) CPU
Defense (shields / armor / hull) : 4000(+906) / 2800(-13) / 3100()
Capacitor (amount / recharge / cap per second) : 2700(+1700) / 675(+425)s / 4
Mobility (max velocity / agility / mass / align time): 120(+20) / 1 / 19,200,000(700,000) / 26.62s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 210 / 3(+1)
Sensor strength: 14
Signature radius: 150
Cargo Hold: 1000(-4250)m3
Fleet Hangar: 50000m3