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Wormholing Part 2 – Wormholes opening & closing, polarisation and wormhole chains

Welcome to Part 2 of this wormhole guide. This will cover wormhole statics, mass limits, polarization and wormhole mapping.

Statics

As mentioned in Part 1, every wormhole system in the game has what we call a “static” wormhole. If this wormhole ever closes, a new one of a similar type will spawn after about 60 seconds. What do I mean by “similar type”? All statics are also assigned a Wormhole Class or K-Space. This  means that a wormhole system with a “Class 2 Static” will always have a wormhole leading to a Class 2. A “Highsec Static” wormhole will always lead to Highsec. The system the Static leads to obviously changes, but gives you an idea of where it will lead to.

If you ever get stuck in a wormhole, look for the Static. Want to know what Static your wormhole has?  You can use a site such as Wormhol.es to check! Want to know if the wormhole you found is the Static? See if the Wormhole Designation matches Wormhol.es or check this list for reference. Here’s a handy tutorial:

I’m in a wormhole. Designation J121941. I need to find the Static, since Wormhol.es tells me…

2012.12.16.22.45.4512

Highsecs are good, so I scan down the first wormhole I find. I find this.

dK9oV2

Whilst this obviously doesn’t match the static, we might be able to glean some information from this. Checking “K162” on here tells us it’s a generic Exit Wormhole. We could get more information from the wormhole itself, but it’s not what we were looking for. Best keep scanning.

The next wormhole is what we want.

HighsecS

Bingo.

Statics are not the only wormholes you can find, as we just discovered.

Inbound Wormholes & Roaming Wormholes

Say a friend jumps into wormhole. What does it look like in the system he jumped into? It’ll say “K162“. Wormholes that spawn in a system always get their unique Designation – N110 and E175 are two examples – whereas wormholes that do not originally spawn in your system are always labelled K162. That means someone found the other side. A K162 can appear at any time as wormholes shift every minute so keep an eye out!  You can also find wormholes that are neither K162 or Static.

“Roaming” or “Random” wormholes are exactly what they say on the tin. Wormholes can (and will), spawn random connections. Roaming wormholes usually lead out to K-Space, but can lead to other wormhole systems too. These tend to be rarer than K162s, depending on your wormhole Class. Class 4s, for example, do not have kspace connections and as such tend to never have Roaming Outbound wormholes.

So, to recap.

Static Outbound – A wormhole type that is always present. Will always lead to a certain class of wspace or kspace depending on your system. Spawns a new one elsewhere in your system when it closes.

Random Outbound – A wormhole that can appear anywhere, anytime. Tends to lead to High, Low or Null. Fairly uncommon.

Inbound – A K162 wormhole that has been opened from the entrance side. Will be a Static or Random on the other side. Origin system varies.

Wormhole Spawning

I’ve mentioned wormholes “opening” on the entrance side. There’s a subtle science to this. What determines when the exit K162 wormholes appears in the destination wormhole? Is it just when the wormhole spawns?

No.

When a new wormhole “spawns” it has not actually spawned. When you scan a wormhole, it still has not spawned. The K162 has not appeared and the wormhole-time limit is not ticking down. Only when someone initiates warp to a new wormhole does it spawn. At that point, the K162 appears in the end system and the wormhole time limit starts counting.

This is especially important to note because this means you can “close off” a system by closing existing wormholes (more on this in a minute)  and then scanning the new one but not warping to it. No Static wormhole. No inbound wormholes. Closed off. Mostly. K162s and Roaming wormholes could still appear and any enemy ships trapped with you could activate the Static instead. But it’s as close as you can get.

Wormhole Closing

So we know how wormholes open. They appear and you warp to it. So how do we close them?

Wormholes have two “attributes” that effect when they close. Time and Mass. This can be checked by getting the wormhole designation and checking on here again.

Time is fairly simple but not exact. It’s nothing we can change. A N110 wormhole has a 24 hour timer. Roughly 24 hours after opening, it closes. Simple. What happens if you didn’t open the wormhole and don’t have the open time? You can get an estimation, of course! Simply click “Show Info”. It will say one of three things;

  • “Life cycle has not begun” – Brand new wormhole. You’ve literally warped to it as it was spawning.
  • “Probably won’t last another day” – Normal life cycle. Means it has over 25% time left.
  • “Reaching the end of its natural lifetime” – Less than 25% of it’s time remaining

Mass is where Capsuleers come in. Like time, a wormhole starts with a mass “allowance”. As ships jump, the mass depletes. When the mass hits 0, the wormhole collapses. We can use this to our advantage. We can force wormholes to close (spawning a new static, perhaps) or get it to a point where anything jumping will collapse it, leaving them trapped. Like Time, this can be checked on that wormhole list (click the wormhole type). From here, it’s a case of “Maths”. Fortunately, there’s some awesome tricks we use to help with this. First you need a ship’s mass, which you can find in the Show Info window of your ship.

mass1Here my Proteus has 11,341,000 Mass. We’ll shorten that to 11.3. That means we’d need to jump it around 265 times through a N770 wormhole to close it, since a N770 has 3 Billion Mass (3000). That’s fine, because a Proteus is a Cruiser and has small mass. An Orca will have about 250,000,000 mass (250). That takes 12 jumps. Then you turn on a Propulsion Mod (Afterburner or Microwarpdrive). This takes the Proteus to 16.3. An Orca goes to 300 with a MWD. Down to 10 jumps with an Orca, or 5 “Return” jumps. Getting somewhere. We can’t jump constantly due to Polarisation (explained shortly), but it’s do-able. We can add Battleships to the mix as well. To make sure you don’t lose anyone, you want to jump the big ship back last to strike the “killing blow” and close the wormhole. How do you tell when to jump the big ship back? Just like Time, you can find Mass approximations in Show Info.

  • “Has not yet had its stability significantly disrupted” – Over 50% mass left.
  • “Has had its stability reduced, but not to a critical degree yet” – Known as “Halved”, the wormhole has under 50% mass remaining.
  • “This wormhole has had its stability critically disrupted by the mass of numerous ships passing through and is on the verge of collapse.” – Known as “Crit”, the wormhole has less then 10% of it’s mass.

Keeping track of the wormhole when jumping gives you clues on your progress or the mass of ships that came before. When you think you’re getting close to “Crit”, you’ll want to use smaller ships. It’s a good idea to keep an Orca (or Carrier!) on the far side of the wormhole, then jumping back when the wormhole Crits. This will normally collapse it, since the Orca’s mass is more than the 5% the wormhole has left when it Crits.

But what if you’re unsure, and the wormhole is really close to being Crit? Or what if your big ship didn’t close the wormhole so it’s really close to death? There’s an amazing trick. Amazing, I tell you. This tip is free of charge! It’s a little bit advanced, but fairly simple at the end of the day.

You need a Heavy Interdictor with 2 Warp Disruption Generators. These reduce mass when active by a lot. Here’s a Phobos normally.

MassPhobos19.2 Mass before MWD. We could jump it through an almost-collapsed wormhole, but it’d be risky. Let’s activate both bubbles.

MassPhobos2A much easier 1.1. We can jump out with little fear of collapse (though it can happen) and jump back with the MWD on, hopefully collapsing it!

To recap;

Time Limits – Cannot be changed by Capsuleers. Can be estimated based on wormhole limit and “Show Info” display.

Mass Limits – Generally limits the amount of ships that can use a wormhole. Can be manipulated to close a wormhole or leave it so close to collapse that noone jumps.

You can find even more in-depth information about collapsing wormholes on Tiger Ears here.

Polarisation

Jumping into a wormhole has a nasty little effect. Wormhole jump range is 5,000m. You tend to end up anywhere from 200 to 7000 meters from the wormhole when you load system. What then is in place to prevent constant jumping in the face of a hostile fleet? Polarisation.

If you jump the same wormhole twice within 5 minutes, you are polarised  and cannot jump that wormhole any more until 5 minutes after the initial jump. There is no onscreen timer unless you try jumping when Polarised. Be aware.

Wormhole chains & Mapping

A wormhole can lead to a wormhole system. This wormhole can then lead to another wormhole. Then another. Maybe a kspace. Maybe another wh. The link between these systems, however temporary, creates a “Wormhole Chain”. We can then use several tools to map it for easy reference. You can do it manually or use one of many tools to do so. Siggy is one such tool.

Mapping a chain depends on your corp. Some use Siggy. Some use a Google Document. Naming schemes vary too since calling every sysem by it’s actual name would get tiresome. Say your static is a Class 4. That wormhole is now C4a. The next one is a Class 3, so that’s C3b. The next is another Class 4 – C4b. So on.

Take our chain yesterday for example;

2012.12.17.00.11.41We use Siggy, so this is what you’d see if you used it. Obviously it can differ. Just for demonstration purposes, you can see this is a fairly basic chain. The C1 has not been custom named, hence it displaying as such. Chains can get a lot more complex. Take this old one from a few months ago.

constellation48This is a good example of how many wormholes you can actually find. One leads to many. There are two C3as, but that’s because one was mislabeled when I created it. Always have a way of mapping – imagine trying to navigate that chain without a guide! If you’re looking to try Siggy, check their info page here.

To recap

Chains – Refers to the current link of wormholes to your location. Can be just a couple, can be a lot!

Mapping – Refers to a diagram or list of current wormhole connections. Vital for navigation and reference.

That’s all for this post. As usual, notify me via EVE Mail or comment if you notice a mistake or have a suggestion for a future post. The next post will cover Scanning, Anomalies and Directional Scan.

Wormholing Part 1 – The Basics

This is the first post in a short series in “How to Wormhole”. To put it another way; “How to fail as bad as I do”

This initial post will cover the basics, involving wormhole types, differences between Wormhole Space and Normal Space and  How To Deal With No Local. Covers a brief explanation of most the mechanics, which will be explained in more depth in later posts. There’s even some terminology thrown in. You’re welcome.

First draft. Expect improvements as people point out any mistakes.

Introduction – The differences between here and there

In the wonderful game world of EVE, you may have heard of wormholes. You may not have. You will have heard of High Security space. Perhaps even Low Security or even Null Security if you’re really adventurous. There also exists this magical 4th dimension of EVE. It is an area without stargates. An area without local. An area that can print you ISK. An area where you can be terrible and sometimes people do not find out. This is wormhole space.

Wormhole space is commonly abbreviated as “wspace“. The rest of EVE – places like Jita, Old Man Star and UMI-KK are all classified as “Known Space” or even as “kspace“. Bear these abbreviations in mind – I use them constantly.

The differences between wspace and kspace are far more varied than that of Null -> Low -> High Security space. There are, however, 2 primary differences;

1. Wspace has no Local

All of kspace have access to the “Local” chat channel – a channel that shows you, instantly, the players in your star system. It may not show their ships, skills or exact location in system but you know they are online and in the same system. They could be AFK or docked in a station, but they are there and they know you’re there too. Wormhole space still has a Local chat channel, but it is not updated with the players in the system. This means, unless you see them, you have no idea if a pilot is there. He could be watching you. He’s watching you read this. He’s preparing his fleet. There is no escape. Oh god.

You do show in the Local channel is you type into it, however. Doing so can give other pilots hidden in the system valuable intel on you. Such as the fact you are there. Nevertheles it is still used between opposing parties – usually following a fight to show appreciation for the engagement.

The lack of local makes for perfect hunting territory whilst ensuring anyone willing to venture the depths of a wormhole needs to keep a close eye on their scanners. More on using this for combat in a later post.

2. Wspace has no Stargates

You know how you navigate between star systems? Those giant spaceship-propelling celestial stargates? Wspace doesn’t have those. Instead, travel through wormhole systems is made possible by, well, wormholes. Semi-random (more on that later) gateways to other star systems, both wspace and kspace. Wormholes open semi-randomly, in random locations in a system. Wormholes must be scanned – you cannot just warp to them from anywhere. In addition, wormholes close depending on time passed since it opening and the amount of mass pushed through. Imagine jumping a fleet of 5 Battlecruisers into a star system, only to find your way home has disappeared 30 minutes later. Not camped. Not dangerous. Gone.

Whilst every wormhole system has a wormhole, there is no telling where it might lead. Each day brings a new destination and new targets. This is a major appeal to most wspace pilots, obviously.

The fact that wormholes also close on mass prevents massive blobbing of ships. When you can only fit 15 battleships through one wormhole, it’s difficult to field fleets of 100. Wormhole fights tend to be quite small. More on wormhole travel in a later post.

———

There are many other differences between wspace and kspace including;

  • No stations – You live in a Player Owned Structure (POS Tower) or you roam. No stations to dock in.
  • Unique NPCs – Wspace plays host to the unique Sleeper NPCs – the toughest, meanest NPCs you’ll ever fight.
  • Unique loot – Wspace contains, courtesy of Sleepers, unique materials primarily used for Tech 3 production.
  • Aggression mechanics similar to Nullsec – Attack anyone, anywhere. Expect them to shoot back.
  • No Supercaps/Cyno fields – Whilst it is possible to get capitals into a wormhole through various means, supercaps (Titans, Supercarriers) cannot enter. In addition, Capital ships cannot jump to cynosural fields in wspace.
  • System wide wormhole effects – The wormhole you’re in could raise your shields, lower your gun damage or even make you overheat faster.
  • No Asteroid or Ice belts – Wspace features no traditional belts but instead has a bunch of Mining sites you can scan down.
  • Unique system names – All of wspace has a different naming designation – all of them begin with “J” and have 6 following numbers. J123456, for example.

Wormhole Classes – Site difficulty and wormhole limitations

Much like kspace, wormholes have varying levels of dificulty. There are 6 classes, Class 1 through to Class 6. Class 1 (C1) are the “easiest” whereas Class 6 (C6) are the “hardest”.

  • Class 1
    • Can only fit Battlecruisers and below into their entrance wormholes
    • Weakest sites and anomalies – usually soloable by a single pilot, resulting in the weakest loot and therefore ISK
    • Single kspace static
    • Weakest system effects
  • Class 2
    • Can only fit Orcas and below into their entrance wormholes
    • Sites and anomalies are easily soloable by a properly fit ship
    • Unique in that Class 2s have two statics – usually one kspace and one wspace
  • Class 3
    • Can only fit Orcas and below into their entrance wormholes
    • Sites and anomalies soloable by a powerful ship
    • One static – always kspace
  • Class 4
    • Can only fit Orcas and below into their entrance wormholes
    • Sites and anomalies usually require 2 or 3 man well-fit teams to clear
    • Unique in that C4’s never have kspace wormhole connections – only wspace outgoing and inbounds
    • One static – always wspace
  • Class 5
    • Can fit Carriers & Dreadnaughts through non-C4/C3/C2/C1  connections
    • Sites and anomalies require a strong fleet, preferably with Capital support
      • Warping Capital ships to these sites triggers more Sleeper ships to spawn. This can be extremely profitable but also very deadly. Known as a Cap Escalation.
    • One static – always wspace
  • Class 6
    • Can fit Carriers & Dreadnaughts through non-C4/C3/C2/C1  connections
    • Sites and anomalies require a strong fleet, preferably with Capital support
      • Warping Capital ships to these sites triggers more Sleeper ships to spawn. This can be extremely profitable but also very deadly. Known as a Cap escalation
    • One static – always wspace
    • Strongest system effects

Wormhole statics & random wormhole overview

Every wormhole system has one guaranteed wormhole – this is known as the Static wormhole. If this wormhole ever collapses (due to time or mass) then another one will spawn elsewhere in the system; to a different destination of course. In addition, each static also always leads to a certain class of wormhole. A Class 4 wormhole with a Class 2 static will always have a Class 2 entrance wormhole in it. This is often abbreviated – a C4/C2 means a Class 4 wormhole with a Class 2 static. Lower class wormholes can also have statics to kspace – C3 with a Lowsec static, for example.

There are random wormholes dotted about that spawn randomly. Known as “roaming” or “regional” wormholes, these can lead from a Highsec to a Lowsec, a C6 to a Highsec or perhaps a C2 to a C4. Almost any combination can occur, though some connections are more common to certain class wormholes. The only way to figure out if one is active in a system is to scan it and find out!

Wormhole designations

Upon finding a wormhole, you will see it has a name.

Wormholes1

This name gives a clue of what type of wormhole entrance it is. The only exception are wormholes named K162. K162 is a wormhole exit. This means the wormhole was “opened” from the other side. Jumping in will show you the actual wormhole name on the other side. For example;

Wormholes 3

In this highly instructional image, a pilot in the original system of System A sees the wormhole as E175, but a pilot in the destination system of System B will see it as K162.

Bookmark this website and study it. It lists all the types of wormholes – each type has a specific mass and time limit.

Wormhole system effects

Some wspace systems have a “system effect” which can wildly change your ship attributes. A “Pulsar” effect, for example, boosts raw Shield HP whilst reducing Armour resistances. The strength of the effect depends on the wormhole Class. C1’s have the weakest effects (+25% shields) whilst C6’s have the strongest (+100%). More on this in a later post. The full effect list can be found here.

End of Part 1.

Part 2 is “Wormholes opening & closing, polarisation and wormhole chains

If any of my details are incorrect, you have suggestions for improvements or ideas for a future post, please either EVE Mail me (tgl3) or post a comment!

T1 Exploration Frigate Balancing

Continuing the recent forum threads floating possible changes to the remaining T1 frigates, CCP Fozzie has posted up some changes for the exploration Tech 1 frigates (you know, the scan ones) here.

———-

Hello again spacefriends! Today I’m going to share with you our current plans for the tech one probing frigates, coming this winter.

These ships are currently used for Cyno lighting more than anything else, and we want to build their role as frigates for exploring deep space (especially to provide more interesting exploration gameplay for new players). We hope to see them being used for solo highsec exploration for newer players, or to support the combat ships in an exploration group in wormholes or lawless space. They’re getting bonuses to hacking, archeology and salvaging so you can use them to both probe and run mini-profession sites.
Their combat ability has also been directed at drones instead of weak weapon bonuses. We’ve designed them to be able to kill the rats in highsec mini-profession sites, although a combat frig will clear them faster. The ship isn’t directly intended for a pvp role, so the ehp remains quite low and we skewed the fittings towards CPU and away from PG. Best way to kill the rats with this ship is fit a light active tank, drop drones and kite.

We wanted these ships to feel like an expedition vessel for newer players, something that can run sites independently and with enough cargo, no ammo use and extra dronespace to take long journeys away from their home base (even if they stay in highsec). If the style of ship is embraced then these could possibly serve as stepping stones into some kind of tech two “Science vessel” in the future.

Here’s our current versions of the ships:

Magnate:
Frigate skill bonuses:
5% increase to scan strength of probes
5% bonus to Codebreaker, Analyzer and Salvager cycle time

Role Bonus:
50% bonus to Codebreaker and Analyzer range
Slot layout: 3 H (+1), 3 M (+2), 3 L, 2 turrets, 2 launchers (+2)
Fittings: 25 PWG (+3), 220 CPU (+10)
Defense (shields / armor / hull) : 250(+90) / 350(-36) / 220(-22)
Capacitor (amount / recharge rate / cap per second): 325 (+168.75)/ 180s (+62.8s)/ 1.8056 (+0.47)
Mobility (max velocity / agility / mass / align time): 350 (+54) / 3.8 (-0.32) / 1072000 / 3.81s (-0.32s)
Drones (bandwidth / bay): 15(+5) / 40(+30)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 34km / 445 / 4
Sensor strength: 10 Radar
Signature radius: 39 (-4)
Cargo capacity: 400 (+243.75)

Heron:
Frigate skill bonuses:
5% increase to scan strength of probes
5% bonus to Codebreaker, Analyzer and Salvager cycle time

Role Bonus:
50% bonus to Codebreaker and Analyzer range
Slot layout: 3 H (+1), 4 M (+1), 2 L (+1), 2 turrets (+1), 2 launchers
Fittings: 23 PWG (+3), 250 CPU
Defense (shields / armor / hull) : 400(+126) / 200(-58) / 210(-16)
Capacitor (amount / recharge rate / cap per second): 245 (+88.75)/ 135s (+17.8s)/ 1.814 (+0.48)
Mobility (max velocity / agility / mass / align time): 340 (+20) / 3.57 (+0.04) / 1150000 / 3.84s (+0.04s)
Drones (bandwidth / bay): 15(+10) / 35(+25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 37.5km / 430 / 4
Sensor strength: 12 Gravimetric
Signature radius: 40 (-8)
Cargo capacity: 400 (+243.75)

Imicus:
Frigate skill bonuses:
5% increase to scan strength of probes
5% bonus to Codebreaker, Analyzer and Salvager cycle time

Role Bonus:
50% bonus to Codebreaker and Analyzer range
Slot layout: 2 H, 4 M (+2), 3 L (+1), 1 turrets (-1)
Fittings: 20 PWG, 240 CPU (+10)
Defense (shields / armor / hull) : 275(+50) / 325(-19) / 230(-59)
Capacitor (amount / recharge rate / cap per second): 270 (+113.75)/ 135s (+32.8s)/ 1.8 (+0.47)
Mobility (max velocity / agility / mass / align time): 330 (+52) / 4.15 (-0.04) / 997000 / 3.87s (+0.04s)
Drones (bandwidth / bay): 20(+5) / 40(+25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km / 450 / 4
Sensor strength: 11 Magnetometric
Signature radius: 41 (-4)
Cargo capacity: 400 (+80)

Probe:
Frigate skill bonuses:
5% increase to scan strength of probes
5% bonus to Codebreaker, Analyzer and Salvager cycle time

Role Bonus:
50% bonus to Codebreaker and Analyzer range
Slot layout: 3 H (+1), 3 M (+1), 3 L (+1), 2 turrets, 2 launchers (+2)
Fittings: 24 PWG (+4), 230 CPU (+10)
Defense (shields / armor / hull) : 300(+105) / 300(+26) / 200(-74)
Capacitor (amount / recharge rate / cap per second): 235 (+78.75)/ 130s (+12.8s)/ 1.8 (+0.47)
Mobility (max velocity / agility / mass / align time): 360 (+26) / 3.58 / 1123000 / 3.76s
Drones (bandwidth / bay): 15(+5) / 35(+25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 32.5km / 465 / 4
Sensor strength: 9 Ladar
Signature radius: 38 (-3)
Cargo capacity: 400 (+80)

Let us know what you think!

Our lucky day

It’s Ganked day, but that’s later. For now, I have to contend with logging into a End Of Life Static as well as an EOL inbound C2. Raymond is online too, so we chat whilst we wait for the static to die. Wrathhammer logs on and joins us, but he’s actually smart and probes for new sigs. Ray does the same, both locating a new signature which resolves as an inbound Nullsec.

Jumping in puts us in the arse end of nullsec – a system in Esoteria, a Region I have never even heard of before. A lone pilot is in local, though d-scan shows no ships to accompany the wrecks there. He cloaked up as we entered it seems, so the system seems boring.

But wait! Mick has spotted something odd about the lone Small Amarr tower on scan – there’s no forcefield. There’s also a Hanger array and Ship Maintenance array. Possible goodies are to be had, so we quickly locate it.

Look, stuff!

Ray can fly an Iteron V, so he heads out to join us as Wrath brings an alt in with a Talos to shoot these POS mods. The SMA doesn’t drop any ships for us, but the Hanger drops a can with some shinies. Ray arrives, grabs the Iteron and loots the can as Wrath pops the remaining ships, save the Anathema which we take home with us.

Ray uploads us a screenshot for us to see what we’ve managed to nab.

😀

The haul is not bad by any means, and it’s happy faces all round. Talk about luck!

We drop a Moros and some ships into the null to finish the tower off. There’s some ratters next door too, but they hide in their own POS when we enter, refusing to come out. Spoilsports.

Jumping all the ships home criticals the WH, so we leave that be. We have a new static to explore!

And what a boring static it is. Unoccupied with a C5 static. Out own wormhole is waking up nicely now, with our leader Riyu logged on, along with Valon. We find no inbounds in C4a, and are gearing up to run some Capital escalations in our home. Riyu kindly pays us for the loot we snagged from the POS, the corp going on to sell them later.

Wrath jumps 2 Tengus into the C4 to run some sites when he reports an Orca on scan.

Tengus jump back, and forward goes my cloaky Tengu and Wrath’s cloaky Proteus. The Orca has warped somewhere. Wrath warps to drop probes and I warp to the outer planet at 100km. Landing 20km from an Orca.

It’s a Narwhal. pilot – an alliance famous among WH corps for their efficiency as a Wormhole mercenary force. Wrath lands with me and we both engage. We merely point, however, when the pilot ejects. Said pilot then doesn’t warp, so we pod him. We now have an empty Orca.

Cheers bro

Riyu can fly one, so he runs over, jumps in and warps it home. Meanwhile, another pilot is talking in local.

[ 2012.01.21 16:07:02 ] Klurgsenator > the fuck just happened O.o??
[ 2012.01.21 16:07:15 ] Klurgsenator > got yourselves some free orca?

Wrath talks to him in a private convo. Turns out, this pilot was selling the wormhole – leaving an alt in to get their buyer a route in. He had logged in cloaked as we had landed on the Orca 30km away from him.

We scan again, revealing no inbounds. It’s a mystery how this Orca got here, but we need to be safe to run our Cap escalations! We roll the C4 and begin making ISK, running one site to a quad cap escalation. My own payout is lower than the Caps, but ISK is ISK!

The anom payout, with the POS loot payout underneath

The wallet is now looking extremely healthy. Maybe I can splash out on something shiny.

But Ganked beckons, so we roll wormholes till myself and Zerund get a k-space route. We do eventually, and it’s off we go!

But the luck is not over for those who stayed behind. Oh no. They rolled again, and scanned their way to a C5 Pulsar where 2 Moros and a Chimera sat at a POS. One of the Moros warped into the site with a Noctis, and my allies took their chance. Snagging the Noctis (200m), the Noctis’ pod (104m) and finally the Moros itself. The Pulsar wormhole effect giving it a hefty shield tank, but no amount of shiny mods could save this Dreadnaught (3,200m). One hell of a kill.

The Moros pilot escapes with his pod, but returns in a Naga. It’s caught, and this time his pod is too.

It’s been a lucky day for us all. Were we lucky on Ganked too? Next post will tell 😉

A large constellation results in a missed opportunity

Aha, I’m on first again! TG wins the race! I best start scanning the constellation, though I am sincerely hoping it’s smaller than the previous day, which I refuse to blog about because Wrathhammer keeps asking me to blog about it. Said constellation was about 6 wormholes with 4 k-space, and it took a fair while to scan down.

My hopes of a small constellation to scan today are dashed when our C4 static turns out to have a C6 static as well as an inbound C4. Best get to work.

I work my way through many systems, encountering a lone Buzzard in a C6 at a POS and then 2 Bombers at a POS in a C2. I say hi by accidentally warping straight into the forcefield while locating the POS, decloaking my Tengu and causing many bricks to be dropped. I pulse my MWD as I burn away and recloak, but one of the bombers heads over to where I was to try and reveal me again. Obviously, I’m long gone by that point.

I scan a few more systems before logging off, with no decent ships about to shoot. I haven’t even scanned the whole constellation. There’s too many systems!

Logging on later has Mick online as well, and he’s spotted a new inbound to our static C4a. However, the new arrivals decide they do not want this C4, and roll it as we watch. None of them get trapped, much to our dissapointment.

We resolve most of the rest of the constellation before noticing there’s now a Drake out and about in the C6.

There’s a lot of systems, and my bookmark folder is giving me evil looks, but this drake is the first viable target we’ve seen.

He can’t be running anomalies alone in the C6, especially thanks to the Cataclysmic Variable wormhole effect which reduces local tank capabilities while massively augmenting remote repair, so he’s probably in a Ladar or Grav site. Sadly, the whole system is on scan from him, so Mick and I puzzle over the best course to take. An Exequorororororor is at their tower, and warps towards the Drake’s location once 5 small wrecks are on scan. The Exequrororor has a cargo bay bonus, so he could be utilizing it as a cheap miner, though to do so in a C6 is a bit foolish – this holds especially true when a glance at recent system activity indicates both AHARM and Transmission Lost have been here within the last 48 hours.

Oh well, we have no choice but to risk probes if we want any hope of catching the two ships, both now sat in space. I deploy combat probes as fast as my Tengu will allow and recloak, whilst Mick gives me a location to set them up. The Drake should be an easy probe hit, requiring less accuracy. Our amazing foolproof plan is, sadly, hampered by the Drake warping back to the tower and then sitting in a pod there.

The Exequrorororororororororor is still in the site though, and the disappearance of 3 of the wrecks indicate he’s salvaging. I hit the scan button and get a 92% hit. I reposition and try again, recalling my probes as soon as I get it to 100%. Fleetwarping myself and Mick at 100 reveals the Exequrorororororor harvesting gas whilst moving to the remaining 2 wrecks. We bookmark the wreck, warp out and back at a longer range, allowing us to make a 250km bounce spot if we need a good spot to warp in from.

The Cruiser salvages one of the last two wrecks, and then sits still at the cloud, mining away. AFK, perhaps? Sheer idiocy in a wormhole, but gives us a good chance to strike.

We warp in, mindful of the gas cloud possibly decloaking us early. We slowboat at the cruiser, planning to hit our MWDs to bump him as soon as the cloud decloaks us, in order to stop him warping as our sensors re-calibrate from the cloaking devices. Mick decloaks first and burns his Proteus the remaining 5km at the gas miner, with my own Tengu following. The cruiser is shredded, and my sensor boosted Tengu snags the pod easily. Expensive pod for such dangerous and low profit work.

The tower pilot hasn’t shifted, but one of our own has logged on! Wrathhammer appears on Vent, and soon appears in game. He scouts the earlier systems as myself and Mick head to the far end of the constellation to scout further. No sooner are we there when Wrath reports targets in the C4b. CURSES. A Noctis is seen on scan with a scant few wrecks, followed by 2 Orcas. The system was unoccupied, and Wrath confirms a new inbound on scan. By the time we reach it, it’s collapsed – the newcomers running anoms, salvaging and collapsing the wormhole. Damn damn damn. A smaller WH constellation and we’d have scouted them earlier, but with so many wormholes we can hardly keep tabs on all of them.

Oh well. We got a kill at least, but the constellation is getting stupidly huge and any further scanning is moot, since it’d take half an hour just to cross it at this rate.

We have another fly through, revealing no ships. The now-slain Exequror pilot logs off then back on, perhaps hoping relogging will fix the “bug” that his afk gas miner is now docked in k-space? Who knows?

We roll the C4, letting several hours of scanning disappear in seconds. On to the new constellation!