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Anize Oramara
The Arch Dashing Dashers
535
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Posted - 2015.11.09 09:29:41 -
[1] - Quote
I've been getting a lot of positive feedback for the little guide I wrote Everything you wanted to know about Blitzing and wanted to have a place where I can put feedback so i don't get the same PMs (not that I mind! )
Some points that are not in the guide.
1. Team Burner: Jaguar and Wrecking hits
The Team Burner Jaguar has this habit of every few sites hitting the player orbiting at around 25-26km with a 900+ damage 'wrecking' hit. I've had this happen to me a lot of times and so far I've been lucky in that it hasn't happened twice in the same site. Wrecking hits are very rare when so far outside of falloff but once they roll a 'hit' it completely disregards range and transversal and does I believe 4x the damage. Two hits in a row will nuke the garmur.
You have two choices, warp out of the pocket, repair and come back or try your luck. So far I've tried my luck every time and nothing bad happened yet but it's up to each individual player.
2. Trouble maintaining agent standin
I'll elaborate a bit more on this as although the basics are in the guide, some people are having trouble maintaining standings. The most important is obviously that you have Social V. Second to that is that you are able to do nearly all of the burner missions. The burner missions are an integral part of keeping not only your standing up but also your isk/h as they are the most profitable. Currently the only burner mission that should be skipped is Gurista Base. Maybe Blood Base but if you have maxed missile support/cal cruiser skills then it's payout should be on par or better than the best of the lv4 blitz missions.
Part of the above is missioning in the right system. Some systems send you to LS a lot for burners and you might skip some of them. Lanngisi really is the best of the SOE systems (increased my isk/h by about 75mill) so very much worth the time moving there.
If you can't do all the burners yet, here is a list of normal lv4s that can help prop up agent standings.
- Rogue slave trader 1 and 2 are easy and pretty quick to run. the 1st one isn't that great for isk/h but the 2nd one is on par with some of the others in the guide.
- Blood raider spies is super quick but payout isnt great. still will help with standings. Not sure about Angel spies though.
- Right hand of Zazz is decent and fast and has a chance of a nice implant on Zor. Be carefull with the tank on that one one, it can be a bit rough.
- Recon 2 can be run with a interceptor/frig with MWD and is quick
- Recon 3 is decently quick with the Mach
Check eve survival on how to blitz these.
3. Copy of the guide
Not that it matters much but not at this time. I had some friends test it and you should be able to copy the fits off the guide and into EFT/Eve. If this is not the case from the above link please let me know asap. It's not a very useful guide if you can't copy and paste the fits. That said you should be able to copy the whole guide as is and paste it into a word doc. I don't mind much just credit me 
4. Alternative fits
Yes, there are absolutely tons of alternative fits to those in the guide, especially cheaper T2 fits. They can all be found in this thread: Burner thread Huge Kudos to those that made the thread what it is, almost all my fits came from there or evolved from fits I found there. Only the Blood Orthrus is my own special creation Just remember any cheap fits will obviously be slower and the same tactics might not work. 
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
535
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Posted - 2015.11.09 09:57:21 -
[2] - Quote
Garrett Osinov wrote:I do recon 3 in Orthrus or Svipul. Pretty much anything with a half decent tank and a MWD should work fine actually. The Mach is pretty zippy with the MWD. In fact the Vagabond listed in the guide should be ideal for it as it's super fast and has more than enough tank.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
535
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Posted - 2015.11.09 11:57:54 -
[3] - Quote
Ploing wrote:be a man and do it in a slasher.  OH the MWD and fit buffer. It'll be fine 
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
539
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Posted - 2015.11.10 13:42:15 -
[4] - Quote
Very true. Honestly the team burner Garmur is still really, really good with almost no bling on it so long as you have good skills to back it up (cal frig 5 specifically, missile damage/application in general).
Oh and I discovered something super derpy last night. I finally got missile bombardment 5 right and I've been having a heck of a time killing the daredevil in my rocket hawk. Specifically it'd almost always take a full clip and sometimes a reload to kill it. Now it seems like what was happening was that I was almost exactly on the edge of my range so some of the shots weren't landing. I never checked for it. Now I'm killing it with at least 12 rockets to spare so a HUGE difference. I'll update my guide to make a note of it tonight and update the op as well.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
539
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Posted - 2015.11.10 15:51:15 -
[5] - Quote
http://community.eveonline.com/news/patch-notes/patch-notes-for-parallax
Nothing in the patch notes but I can 100% confirm that team burner remote rep got buffed by a huge amount. I am unable to break the tank on the Burner Burst with 265.3 dps cold and the launchers burn out before I can get through the shields.
One of two things happened. Stealth nerf or the reintroduction of Drifters today (that share AI with burners) caused the increase in remote rep, probably remote rep chance is set to 100%.
Me personally I'm a fan of the saying 'Don't atribute to malice what can be atributed to incompetence'
I'll file a bug report and see what happens. For now the ECM garmur is probably the only thing that will work.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
539
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Posted - 2015.11.10 16:11:03 -
[6] - Quote
Bug report sent. The more bug reports the better.
If it's a planned nerf I don't mind, just add it to the damn patch notes 
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
541
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Posted - 2015.11.10 22:59:27 -
[7] - Quote
So I played around with some fits and I think I got a fit together that might be better* than what I was using. It requires ECM 4 at least (probably) and really good projection skills though, like all V or IV and implants. OH Guidance Comp if you dont have max projection skills.
*Most of the time due to ECM random yey
[Garmur, Burner - Unified] Caldari Navy Ballistic Control System F-89 Synchronized Signal Amplifier Caldari Navy Ballistic Control System
Enfeebling Phase Inversion ECM I 5MN Cold-Gas Enduring Microwarpdrive Missile Guidance Computer II, Missile Range Script Enfeebling Phase Inversion ECM I
Polarized Rocket Launcher, Caldari Navy Scourge Rocket Polarized Rocket Launcher, Caldari Navy Scourge Rocket Polarized Rocket Launcher, Caldari Navy Scourge Rocket
Small Hydraulic Bay Thrusters II Small Rocket Fuel Cache Partition II Small Ionic Field Projector I
Edit: Forgot about OH on the ECM too.
Hmmm this might have some real potential.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
542
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Posted - 2015.11.11 13:46:10 -
[8] - Quote
Hi Lebowski!
The change is exclusive (as far as I've been able to test) to TEAM burners, specifically, the LOGI REPAIR RATE. Focus on this exclusively. The BURNER rat as far as I can tell has had no change to it. I tested with an ECM fit and the burner rat goes down as fast as always with no logi supporting it. I don't *think* it's the ship/fit as people using Hawks and Harpies have experienced the same issue.
Before the patch, the fit below was able to 'brute force' through a single logi's reps being applied to another logi even while NOT overheating. Overheating would decrease the time to kill the logi but was not strictly nessesary. Additionally for two of the team burners (Hawk and Enyo) you only had to kill ONE of the logi. You could then brute force through the surviving logi's reps on the burner itself. The Vengeance and Jaguar team burner I had to kill both logis before the patch to kill the burner rat. This is all before yesterdays patch.
Here is the fit:
[Garmur, Team Burner Garmur - Bling] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System
Missile Guidance Computer II, Missile Range Script Missile Guidance Computer II, Missile Range Script 5MN Y-T8 Compact Microwarpdrive Phased Weapon Navigation Array Generation Extron
Polarized Rocket Launcher, Caldari Navy Mjolnir Rocket Polarized Rocket Launcher, Caldari Navy Mjolnir Rocket Polarized Rocket Launcher, Caldari Navy Mjolnir Rocket
Small Hydraulic Bay Thrusters II Small Rocket Fuel Cache Partition II Small Warhead Flare Catalyst I
My skills are not maxed but really, really close and I have implants as well.
AFTER the patch: I tested yesterday and was able to make headway on one of the BURST logi shields with the above fit ONLY while OH. Without OH I was not able to do any damage at all. With OH I was not able to break through the shield before my launchers would burn out. I got to about 3/4 of the way. I then kept firing at it without OH. The shield slowly regenned until I ran out of my initial 150 rocket clip. After reloading the shields were fully repaired.
I've had multiple other people test it. everyone confirms the exact same thing. The question is not IF something went wrong, only WHAT. I hope this information will help you find out what changed.
Thanks.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
542
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Posted - 2015.11.11 13:57:50 -
[9] - Quote
If it counts for anything my gut feeling is it's something to do with fequency/duration/chance of logi reps rather than the numbers with how MUCH they rep. Might be something to look at.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
543
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Posted - 2015.11.11 14:27:02 -
[10] - Quote
John Henke wrote:I ran a couple of Team Burner yesterday (Jaguar and Vengeance) and noticed no differences. I used an Imperial Navy Slicer.
[Imperial Navy Slicer, Team Burner] Co-Processor II Signal Distortion Amplifier II Heat Sink II Heat Sink II Heat Sink II
1MN Afterburner II 'Hypnos' Ion Field ECM I
Small Focused Beam Laser II, Imperial Navy Standard S Small Focused Beam Laser II, Imperial Navy Standard S [empty high slot]
Small Processor Overclocking Unit I Small Processor Overclocking Unit I Small Energy Locus Coordinator I
Imperial Navy Gamma S x2 Imperial Navy Xray S x2 Imperial Navy Standard S x2
Perhaps something with the NPC Defender missiles? All the ships I've heard being used that had the issue seems to be missile boats, although one guy did mention using a blaster daredevil? I though about it but when I jammed out the logis in my new fit I was able to blitz down the burner in less than 30sec. Maybe the logi's defender missiles?
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
543
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Posted - 2015.11.11 14:45:24 -
[11] - Quote
Yea, the rocket volleys still do the same damage as before, unless the logi defender missiles wipe out entire volleys. I will need to test.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
|

Anize Oramara
The Arch Dashing Dashers
543
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Posted - 2015.11.11 14:50:46 -
[12] - Quote
Awesome! Happy to hear it 
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
|

Anize Oramara
The Arch Dashing Dashers
543
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Posted - 2015.11.11 19:54:25 -
[13] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Before the patch, the fit below was able to 'brute force' through a single logi's reps being applied to another logi even while NOT overheating. Overheating would decrease the time to kill the logi but was not strictly nessesary. Additionally for two of the team burners (Hawk and Enyo) you only had to kill ONE of the logi. You could then brute force through the surviving logi's reps on the burner itself. The Vengeance and Jaguar team burner I had to kill both logis before the patch to kill the burner rat. This is all before yesterdays patch. I was unable to break any of the logi on the Team Burners, either. With V missile skills, +6 implants and OH polarized rockets the best I was able to achieve was getting one of the logistics down to 50% shield. Yup, sounds like they found the issue, quite curious to see what it was 
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
549
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Posted - 2015.11.12 08:31:26 -
[14] - Quote
Hasikan Miallok wrote:Arthur Aihaken wrote:Anize Oramara wrote:Yup, sounds like they found the issue, quite curious to see what it was  On the flip side, I like the ECM fits better.  I wonder if you could get away with a pair of multispectral ECM jammers? Incidentally, I found that applying ECM to both logistics (whether successful or not) seemed to disrupt logistics to some extent. Well ECM does SEEM to occasionally make the jammed logi retreat out of range. However it is hard to tell if that is actually genuine AI behavior or just coincidence because they are tethering in some fashion as you get further from warp in point. My hunch is AI behaviour becasue its almost always the jammed frigate that runs away first. This is normal and very typical AI behavior actually. I saw it a LOT in wormhole space. We'd jam the last rats in a site to warp the capitals off and they would fly off. It's a guaranteed effect of jamming a rat.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
550
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Posted - 2015.11.12 14:03:17 -
[15] - Quote
Hasikan Miallok wrote:Anize Oramara wrote:Hasikan Miallok wrote:Arthur Aihaken wrote:Anize Oramara wrote:Yup, sounds like they found the issue, quite curious to see what it was  On the flip side, I like the ECM fits better.  I wonder if you could get away with a pair of multispectral ECM jammers? Incidentally, I found that applying ECM to both logistics (whether successful or not) seemed to disrupt logistics to some extent. Well ECM does SEEM to occasionally make the jammed logi retreat out of range. However it is hard to tell if that is actually genuine AI behavior or just coincidence because they are tethering in some fashion as you get further from warp in point. My hunch is AI behaviour becasue its almost always the jammed frigate that runs away first. This is normal and very typical AI behavior actually. I saw it a LOT in wormhole space. We'd jam the last rats in a site to warp the capitals off and they would fly off. It's a guaranteed effect of jamming a rat. So potentially sticking one ECM on each logi and shooting at the burner may work for team burners. If both jams land, yes. That's the tactic I currently use until they find the bug with team burners or if they decide to buff team burners. an alternative is to put both jams on one logi and burst the other one down.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
554
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Posted - 2015.11.14 20:21:53 -
[16] - Quote
Here's an alternative fit using Javelins. I might drop the CCC rig for an application rig or up the locking range rig (or both). The lock range is a real pita when dealing with jams.
[Garmur, Burner - Unified] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System
Enfeebling Phase Inversion ECM I Enfeebling Phase Inversion ECM I 5MN Y-T8 Compact Microwarpdrive Enfeebling Phase Inversion ECM I
Polarized Rocket Launcher, Mjolnir Javelin Rocket Polarized Rocket Launcher, Mjolnir Javelin Rocket Polarized Rocket Launcher, Mjolnir Javelin Rocket
Small Hydraulic Bay Thrusters II Small Capacitor Control Circuit II Small Ionic Field Projector I
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
557
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Posted - 2015.11.15 07:23:27 -
[17] - Quote
neovita wrote: Using pretty much the same since yesterday (that damn jaguar...) Is working like a charm :) Btw, it is not possible to copy anything in your guide, did try to copy some fittings to eft and well, ended up by clicking them together :)
Still a bit new to google docs. I updated the link in my op and sig with a new link, maybe that will work?
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
582
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Posted - 2015.11.20 09:48:58 -
[18] - Quote
The Bigpuns wrote:Just noticed an error in your blitzing guide where you state that the mach has a 4.5 au/s base warp speed: the 50% bonus is already taken into account on the stats, raising warp speed from 2 to 3, not from 3 to 4.5.
Otherwise excellent work. I personally dont blitz (too OCD on the little red things), but one of the best guides I've read on the topic. Actually, the only guide I've read on the topic. But it's still very good.
Any news on the team burner problem? Huh, thanks for spotting that... where int he 7 hells did I pull 4.5 from (I'll fix when I get home)
Also no, no news yet. It's been over a week since the last feedback form CCP and the 2nd weekend. This is effecting 1/3 of all burner missions as well. 
On the other hand it seems like every time they patch something these days something completely unrelated goes titsup so maybe they should take their time with this one 
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
604
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Posted - 2015.11.21 23:22:18 -
[19] - Quote
Guide has been updated and I added in a little bit about a possible Barghest blitzer that might be very interesting though I am still skilling to properly test it. Here's the build for reference:
[Barghest, New Setup 1] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Ballistic Control System II Missile Guidance Enhancer II Missile Guidance Enhancer II
500MN Y-T8 Compact Microwarpdrive Sensor Booster II, Scan Resolution Script Republic Fleet Target Painter Pith C-Type X-Large Shield Booster Adaptive Invulnerability Field II Adaptive Invulnerability Field II
Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile Small Tractor Beam II
Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II
Hammerhead II x5 Hobgoblin II x5
Due to how blitzing inherently isn't about dps over the long term but rather burst of a few ships/triggers needing to be killed and then moving on, a Barghest might have enough of an advantage in that area to offset the areas where it's not quite as good as a Machariel. It's possible that the Barghest might also only be better at some missions while the Machariel is better at others. The small DPS boost coming might tip the scales in certain situations.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
604
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Posted - 2015.11.22 15:26:12 -
[20] - Quote
Arji Hekki wrote:Any chance you could add a "Last updated on dd/mm/yyyy" to your guide? Makes it easier to know when a new version is out with updated info.
I still need some time setting myself up but I'm really looking forward to giving blitzing missions and burners a shot so I really appreciate this guide. Good Idea, I'll add that to the guide thanks :)
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
605
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Posted - 2015.11.22 18:11:02 -
[21] - Quote
Glad it's helping! 
The super carrier is the Gurista Base burner. I should probably make it a bit more clear. That is currently the only one I would strongly suggest not running at all. It takes extremely long and is extremely difficult even with bling gear. I have been able to complete it, eventually, with a BC but it took nearly an hour (To be fair I was learning the ins/outs of the mission and testing various things) but I doubt you'd get it down further than maybe 30min if you're lucky. The fighters and fighter-bombers have ridiculously tiny sigs and crazy amounts of HP. They do a LOT of damage and there is 6 waves iirc. You can't OH as the mission is just far too long and the payout, even if it was the max like other burners would make it one of the worst paying lv4 missions currently available in the game. If there's a 'trick' to it other than CCP giving us the finger then we haven't found it yet.
In other news, I logged on to the test server and saw that they mirrored the skills and gear. I also got just over 2mill free SP from the last mass test. I used this to get a good set of skills for Heavy missiles to test my RHML Barghest concept. And the results are so far...
It might actually work 0.o
Pirate invasion Angel is only 30 seconds slower than what I recorded in my Machariel and that's with the Mach using Hail so probably the single best mission in the Mach's favor.
Stop the Thief is probably a wash. Better kill time for the Barghest by a tiny amount but slower warp speed by a similarly small amount.
Gone Bezerk was nail-bitingly close. I needed 1 more volley and I'd be a whole 30 seconds FASTER than my Mach time. This is because the best ammo available for the Mach in that mission is Barrage (I tested). I have a feeling with the skills I can easily get that extra volley.
I have high hopes for Assault - Serpentis and attack of the drones but the random nature of attack of the drones might screw me over. The loss of 50m3 drone bay over the mach really hurts but the extra dps come december on the Barghest has me super excited.
This is the skills I tested with: Guided Missile Precision IV Heavy Missile Specialization IV Missile Bombardment V Missile Projection IV Rapid Launch IV Target Navigation Prediction IV Warhead Upgrades V Caldari Battleship IV <- this is going to be the biggest factor after the dps buff, followed by Missile Specialization. Rapid launch is the least useful of the lot.
I do not have implants affecting damage so I might start there.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
605
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Posted - 2015.11.22 21:39:59 -
[22] - Quote
Doing a quick rough estimate you *might* be hitting 2mill per minute *if* you were soloing gurista base. With links you are actually dropping below 60mill per hour. gurista base is absolutely horrendous, especially with that bounty, lowest of all the bases without even the loot blood base gives and taking two to four times as long. At max burner reward and taking only 6 minutes it might be worth running over normal lv4 blitz missions (not even the good ones) but only just. heck it might be as good as blood base, almost :P
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
|

Anize Oramara
The Arch Dashing Dashers
605
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Posted - 2015.11.23 06:45:43 -
[23] - Quote
Matthias Dete wrote:Just did the Blood Burner Agent for the first time and lost with the alternative cheaper fit  I got the burner armour down to half before I lost cap completely. I think I activated the cap booster to soon each time it ran down. Should I have waited till cap was zero and tank at about 60% before activating tank and rep? Also, I'm guessing the 'keep at range 100km' in the guide is an error. Should it be 10k? I'll give it a go and check to make sure, how's your dps skills? You should be using less than half the cap charges if your dps skills are decent.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
605
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Posted - 2015.11.23 06:49:12 -
[24] - Quote
Andromeda Cesaille wrote:Having massive issues with applying ECM in the team burners (seems to only work once per ship?). The first few i did was a breeze in my rail enyo, but then a day ago or so, the ECM problem started (together with what feels like a tank buff to the remote repper ships but that might just be in my head). Maybe i was just lucky on the first ones i did.
Edit: Burner navitas does not "flee" after successful ECM hence my 225 dps OH rails are not enough to kill the other one before reps start again. No idea what's going on tbh
Edit 2: Same thing with team vengeance Yea, currently I'm completely skipping team burners. They're doable, the problem is the ECM as you've noticed is just so frustratingly random. OH or not it doesn't really make a difference so just skipping them until they fix the bug seems to be the best option.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
|

Anize Oramara
The Arch Dashing Dashers
605
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Posted - 2015.11.23 12:54:44 -
[25] - Quote
Ploing wrote:did 2 enyo teamburner testruns on sissi today and it looks like they fixed the bug. was able to do the enyo in 1:30
Yeeeey!
On a side note, I think I'm going to have to do a bug report. I ran a Gone Berserk yesterday on the test server and I think they messed up the mission completion trigger. Or they changed it but with how things have been going lately it's WAY more likely they broke something else, again. I'll run some tests again to confirm I didn't just mess something up but if anyone's rolling around on the test server and get Gone berserk, test and see if killing the right most trigger + Spawns actually completes the mission. It did complete after I killed every single ship but only then.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
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Anize Oramara
The Arch Dashing Dashers
606
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Posted - 2015.11.23 17:22:33 -
[26] - Quote
Estella Osoka wrote:Anize Oramara wrote:Ploing wrote:did 2 enyo teamburner testruns on sissi today and it looks like they fixed the bug. was able to do the enyo in 1:30
Yeeeey! On a side note, I think I'm going to have to do a bug report. I ran a Gone Berserk yesterday on the test server and I think they messed up the mission completion trigger. Or they changed it but with how things have been going lately it's WAY more likely they broke something else, again. I'll run some tests again to confirm I didn't just mess something up but if anyone's rolling around on the test server and get Gone berserk, test and see if killing the right most trigger + Spawns actually completes the mission. It did complete after I killed every single ship but only then. Last time I did Gone Berserk, it was the left side that was the completion trigger. I think they made it random. Was this on sisi or on live?
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
|

Anize Oramara
The Arch Dashing Dashers
607
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Posted - 2015.11.23 18:17:10 -
[27] - Quote
Estella Osoka wrote:Anize Oramara wrote:Estella Osoka wrote:Anize Oramara wrote:Ploing wrote:did 2 enyo teamburner testruns on sissi today and it looks like they fixed the bug. was able to do the enyo in 1:30
Yeeeey! On a side note, I think I'm going to have to do a bug report. I ran a Gone Berserk yesterday on the test server and I think they messed up the mission completion trigger. Or they changed it but with how things have been going lately it's WAY more likely they broke something else, again. I'll run some tests again to confirm I didn't just mess something up but if anyone's rolling around on the test server and get Gone berserk, test and see if killing the right most trigger + Spawns actually completes the mission. It did complete after I killed every single ship but only then. Last time I did Gone Berserk, it was the left side that was the completion trigger. I think they made it random. Was this on sisi or on live? That was live. I went through the right side and it didn't work, so I then went down the left side and that gave me the completion trigger. You can test it by putting your self as a squad commander in a fleet so you can tag targets. I've been keeping an eye on the patch notes and can't remember any mention of it. Why does CCP do this to themselves 
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier
|

Anize Oramara
The Arch Dashing Dashers
607
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Posted - 2015.11.23 18:38:12 -
[28] - Quote
Arji Hekki wrote:Anize Oramara wrote:Ploing wrote:did 2 enyo teamburner testruns on sissi today and it looks like they fixed the bug. was able to do the enyo in 1:30
Yeeeey! On a side note, I think I'm going to have to do a bug report. I ran a Gone Berserk yesterday on the test server and I think they messed up the mission completion trigger. Or they changed it but with how things have been going lately it's WAY more likely they broke something else, again. I'll run some tests again to confirm I didn't just mess something up but if anyone's rolling around on the test server and get Gone berserk, test and see if killing the right most trigger + Spawns actually completes the mission. It did complete after I killed every single ship but only then. Now that you mentioned it... I can confirm that Gone Berserk is weird on SISI. I followed the eve-survival tip to only kill the right side group ( your guide mentions it too ) but it didn't complete. I had to kill everything to complete the mission. Thanks. I've updated my guide to reflect this. Soon as I can get a beserk on Tranq I'll test and confirm. If so Bug report time (since it's not in any patch notes). Who knows what else broke if something as random as this did. It'd be great if anyone else that has experienced this and is willing, do the same 
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Anize Oramara
The Arch Dashing Dashers
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Posted - 2015.11.23 19:29:55 -
[29] - Quote
Everything and their mother broke due to the event.
Haven't gotten the mission yet but ran Two attack of the drone missions and no problems there so far.
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Anize Oramara
The Arch Dashing Dashers
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Posted - 2015.11.23 20:42:39 -
[30] - Quote
Matthias Dete wrote:Anize Oramara wrote:Matthias Dete wrote:Just did the Blood Burner Agent for the first time and lost with the alternative cheaper fit  I got the burner armour down to half before I lost cap completely. I think I activated the cap booster to soon each time it ran down. Should I have waited till cap was zero and tank at about 60% before activating tank and rep? Also, I'm guessing the 'keep at range 100km' in the guide is an error. Should it be 10k? I'll give it a go and check to make sure, how's your dps skills? You should be using less than half the cap charges if your dps skills are decent. Most skills are maxed although I had only just trained small autocannon specialization to lvl 1. I'm training it up now. I used about 4 cap charges before I ran out. Looking at the combat log I was doing about 99 actual dps. It looks like initial dps was high but then settled down to about 150 per hit. I don't know if that is low due to distance as I was about 3.5 km from the target. Yea getting specialization up will make a huge difference. You will run out of cap, that's normal, just OH the armor repper and keep feeding it cap charges (Make sure you're cargo is full of navy 400s) and make sure the webber is running. You wont get closer, at most you might get to within 3km. It's very much an endurance burner but the extra dps form the spec to 4 at least will help a lot.
Only OH the guns when you get the burner to about 25% armor.
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Anize Oramara
The Arch Dashing Dashers
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Posted - 2015.11.24 09:00:03 -
[31] - Quote
Hasikan Miallok wrote:If we are talking the Unified Daredevil for some odd reason I have had less success against the Dramiel Burner with that than with a Vengeance.
Then again against the Dramiel I lose a lot more ships with identical skills and fit on TQ than I do in SISI (virtually no losses on SISI) so sometimes RND comes into it in a big way.
Yea I had some issues with the Dram initially as well. The tank on the one in my guide seems sufficient where even wrecking shots aren't an issue anymore. Just OH the Explosive hardener.
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Anize Oramara
The Arch Dashing Dashers
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Posted - 2015.11.26 13:53:36 -
[32] - Quote
Hasikan Miallok wrote:One bit of useful info - if you really mess up a burner and it is now too dangerous to re-enter the site there is no standing penalty for quitting a burner mission. I just tested and you are actually correct. Even if you accept a burner mission, there is still no penalty for quitting the mission. Was a little surprised at that.
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Anize Oramara
The Arch Dashing Dashers
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Posted - 2015.11.27 11:31:27 -
[33] - Quote
I've been able to more thoroughly test the Barghest as a credible alternative to the Machariel and it's pretty solid all things considered. The buff changes are live on singularity and with all the mass testing I've been enjoying (The visuals really are absolutely amazing once they fixed most of the driver crashes) I got enough SP to fly an effectively maxed out barghest to test. The buff adds about 100dps to the RHML Barghest in the form of higher volleys so it's a really welcome boost.
For the most part the RHML Barghest seem to compete favorably in the following misisons:
- Attack of the drones: This can be a bit random as the number of ships spawning is not fixed. Can make good use of a full flight of medium drones
- The assault (Serpentis): Very nice for sniping the scramming frigs in the 2nd room (always a pita for the mach) and to hit the ships in the 3rd room as soon as you land
- Gone Beserk: It can theoretically finish the mission on a single clip but with the bug/changes to the mission it might get dropped in favor of other missions
- Stop the thief: slightly quicker kill time makes up for slightly slower warp speed so either works.
- Dread Pirate scarlet: Slightly slower than Mach but not by much. No arty snipe fit possible but for people not running an arty mach the Bagrhest works fine.
There are a couple missions where a cruise Barghest would work far better and that is something I am going to test next as I should have T2 cruises now.
- Pirate Invasion (Angel): With 6(or was it 7?) BS that needs to be killed it needs at least 2 reloads of RHML making it slightly slower than the Mach although infinitely easier to tank. I think I might get better mileage with the cruise missiles.
- Attack of the Drones: Cruises might feature here better than the RHML.
- I want to believe in a blockade blitz but with triggers being random (the eve survival guide isn't 100% accurate either) it'd be a bit of a crap shoot from what I've tested so far. That said Cruises (and a MJD) would trump RHML fit.
I might revisit certain other missions too, just in case.
End of the day the Mach is still the top dog, but it's nice seeing a ship that can keep pace with it in almost all missions. I was never a fan of how the Mach looked so having a ship like the Barghest be a legitimate alternative is great.
ps. Anyone got any ideas for the new utility high? A drone link augmentator isn't really useful in any real way, an auto targeting thingy doesn't actually jive with blitzing and I already have a tractor on it. Neut to make it slightly more gank resistant? Although again, with blitzing people have trouble scanning you down before you're done with the site.
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Anize Oramara
The Arch Dashing Dashers
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Posted - 2015.11.29 09:16:21 -
[34] - Quote
Attack of the drones has the same isk/m, even with the 30sec wait, of Gone Beserk and Stop the thief.
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Anize Oramara
The Arch Dashing Dashers
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Posted - 2015.12.09 13:09:43 -
[35] - Quote
Hasikan Miallok wrote:Ploing wrote:Hasikan Miallok wrote:
I usually run that with a very tanky interceptor built specifically for this and the Recons. Could be interesting.
not really, cause you are zipping in out too fast. but some will perhaps panicking  I am thinking this is one of a whole batch of reported changes seemingly designed to bring a bit of tedium and grind back to the process of making ISK. It is the hallmark of all Free 2 play games afteral 
(I don't actually buy into Eve going F2P, yet.)
I've updated the guide to 1.04. - Garmur section updated - Forword updated - Mission section got a big update. I've tested most missions and added a few alternatives. Bascially Beserk and Attack of the drones are no longer viable. Tested The assault, Pirate invasion, Recon 1 and 2, Cargo delivery and Rogue slave trader and all are still viable.
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Anize Oramara
The Arch Dashing Dashers
662
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Posted - 2015.12.09 15:29:47 -
[36] - Quote
So an interesting little issue I've managed to solve for those interested. The Jaguar burner logis has always had this annoying habit of sometimes being just outside of range of the faction rockets. So I experimented with using javelins in my standard DPS fit and it actually works great. There isn't a very big dps difference, all things considered, and the extra range also helps overcome the whole missile range vs server ticks issue that's a particularly big problem with the Garmur. Just makes the site less frustrating over all in case anyone was having similar issues with the Jaguar Team burner.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.04
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Anize Oramara
The Arch Dashing Dashers
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Posted - 2015.12.10 07:14:45 -
[37] - Quote
Jerry T Pepridge wrote:theres alot more to this game than endlessly completing level 4 missions, and min/maxing LP.
dont look at this as nerf, look at it as a kick in the ass you needed to try other content.
anyone measuring this game in isk/hour is very short sighted. For the record I have done hi sec, low sec and nullsec exploration, ratting, anoms and missions. I have solo day tripped into C1s and C2s and lived for months in C3s, C4s, C5s, and C6 space. I have flown capitals, lokis and links in sleeper escalations and then shipped billions of isk worth of loot to Jita. I have run incursions (though not in low or null). I have mined in every security space including wormholes. I have sucked every type of gas. I dabbled in production and trading and quickly found it to not be for me. I have been part of solo fights, FW, small gangs in Low and Null, ganking in High and large Nullsec fights. I have Blobsed and Hunted, Cynoed and moved capitals through Low and Null. I have bombed battleship fleets, ground Sov and towers and gate camped.
While I respect your opinion on how we should play the game, I have tried most things in eve and I do not expect to be doing this for ever either. This is what I personally enjoy doing right now, in particular helping other people utilize the content to it's full potential. It gives me the warm and fuzzies.
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Anize Oramara
The Arch Dashing Dashers
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Posted - 2015.12.18 20:04:45 -
[38] - Quote
Updated Guide to 1.06 with cheap Garmur fit and Javelin advice for Jaguar.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.04
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Anize Oramara
The Arch Dashing Dashers
709
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Posted - 2015.12.21 12:26:18 -
[39] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Updated Guide to 1.06 with cheap Garmur fit and Javelin advice for Jaguar. Good addition with the Javelins for the Jaguar (the Burner escorts constantly drift out of range otherwise). It's so obvious I'm a little ashamed I didn't think about it earlier.
Also have you guys seen the value of SOE LP lately? These exploration events are doing amazing things for my wallet.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.04
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Anize Oramara
The Arch Dashing Dashers
709
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Posted - 2015.12.21 13:07:17 -
[40] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Also have you guys seen the value of SOE LP lately? These exploration events are doing amazing things for my wallet. I have not. Do tell... I've been keeping an eye on Probe launcers and I've seen them steadily going up in price but I haven't checked Stratios BPCs in a while. Checked for BPCs on contract today and saw a grand total of 2 
From the looks of it SOE LP should be trading at around 2k isk per LP if you sell directly to buy orders. If you put up your own sell orders you can probably get much higher on probe launchers.
Man we sure are over farming that SOE LP market amirite.
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Anize Oramara
The Arch Dashing Dashers
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Posted - 2016.01.03 19:28:19 -
[41] - Quote
Wow that's pretty awesome, thanks for putting that together! Sucks that you didn't get any quick agent or team burners but I'm pretty fond of the angel base myself. I liked how I'm not the only one that undocks and only then remembers the drones 
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Anize Oramara
The Arch Dashing Dashers
725
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Posted - 2016.01.08 00:41:27 -
[42] - Quote
Updated guide with slightly modified Barghest fit and RHML vs Cruise comparison: There's no point in running cruise on the Barghest. Only 30dps difference between RHML Fury and Faction Cruise while RHML has much higher burst and application. Pretty surprised really.
Barghest confirmed for 2nd best Blitz ship.
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Anize Oramara
The Arch Dashing Dashers
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Posted - 2016.01.13 20:54:07 -
[43] - Quote
David Therman wrote:So I've been giving this whole blitz set-up a go as per your guide (minus the high-grade implants and the 5% projection implant, 3% is fine for me), and so far it's been relatively smooth sailing. I'm still testing out a couple of them on Sisi (nearly lost the Vagabond on the Serp Base due to 4 or 5 wrecking shots within a dozen or so seconds), but by and large they all do the job. I'm still trying to find a cheaper alternative to the Othrus for the Blood Base, mind; I've already lost 4 ships on the test server, the blinged Othrus being one of them.  Nevertheless, +1 for the guide as a whole. Pleasure :)
I do sometimes skip the blood base, depending on how I feel. There's plenty of alternatives like the Gila, I'm just not a fan of using drones for these.
Oh and with the Vagabond, make sure you're always moving and always approach at an angle. Sometimes I don't even use the cap booster.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.07
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Anize Oramara
The Arch Dashing Dashers
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Posted - 2016.01.17 17:01:01 -
[44] - Quote
Updated Guide and thread regarding stealth changes to missions and CCP's answer.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.07
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Anize Oramara
The Arch Dashing Dashers
734
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Posted - 2016.01.17 18:55:09 -
[45] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Updated Guide and thread regarding stealth changes to missions and CCP's answer. What's CCP's answer? Guess I should say lack of answer but it doesn't matter. Not going to discuss it further.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.07
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Anize Oramara
The Arch Dashing Dashers
734
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Posted - 2016.01.18 12:07:33 -
[46] - Quote
aldhura wrote:lRedRevelationl wrote:Having been playing around with these for the sake of trying something new, I figured I'd record an hour's snapshot to show that the 200m ISK/Hr figure is entirely possible. https://www.youtube.com/watch?v=f73pSoAMjN4
This was by no means a perfect run, due to running low on standings I had to be a little less picky with the missions I accepted. I also took into account purchasing drones/ammo/MTU that I accidentally left behind etc. Thanks for the guide! Nice work, but you estimating income, to actually make that income you need to include the time of exchanging the lp and going to sell said items on the market..... still an awesome job, but not 200mil p/h This is a common misconception at to how this works but understandable. Generally you blitz for a week or more, maybe even a month. You'd end up with say a mill or three LP. You'd grab your cloaky hauler, rigged with Hyperspacial velocity rigs and fitted with nanos and head on to the closest SOE station near whatever trading hub has the best prices. You grab the launchers/probes/BPCs/etc. and drop them off at the trading hub directly to buy orders. This all should take less than 30min.
Warning: Napkin Math ahead!
Lets say you spent 20h blitzing this month (Equates to 1.5 to 2mill LP). That means the 30 minutes spent doing your market stuff is only 5% of the the time making your money. Obviously the longer you can go without cashing out the smaller this 'wasted' %. Now personally I average around 225mill to 250mill/h so lets low ball it and go with 225mill/h. Take off 5% of that and we come to 213.75mill/h.
Now to head off your 'but he only made 200mill/h'. This is the problem with 1h benchmarks. Not to take anything away from the video or his mission running skills at all (He runs pirate invasion WAY more efficiently than me and I've actually changed how I run it as a result) but 1h benchmarks is not the most accurate. it's heavily susceptible to random spikes, high and low due to loot, missions, etc. I've found 3h runs to be relatively steady in terms of isk/h and this would indicate accuracy. A great loot drop would be evened out as would a bad string of missions. Not getting any team or good agent burners really impacted the run hard. I generally get at least a dozen or so team burners over the 3 hours, sometimes 4 or 6 in a row.
But yea, great video regardless.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.07
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Anize Oramara
The Arch Dashing Dashers
734
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Posted - 2016.01.18 20:32:34 -
[47] - Quote
The LP value has been pretty high recently.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.07
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Anize Oramara
The Arch Dashing Dashers
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Posted - 2016.01.21 11:59:29 -
[48] - Quote
Tipa Riot wrote:The Barghest as a mission ship with rapid heavies looks promising. Tried it on SiSi yesterday and it was working well, but the reload break is annoying ... Yup, as a generalist mission boat it's OK but nothing amazing to write home about, DPS over time is just too low. As a Blitzing ship however it's very competitive and probably one of the top few because of burst dps.
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Anize Oramara
The Arch Dashing Dashers
736
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Posted - 2016.01.21 14:02:10 -
[49] - Quote
Interesting idea but regardless of the question if it will or will not survive most of even the blitzing missions (I have my doubts), you would lose whatever time or isk you saved from the higher DPS to having to repair your armor between missions. Polarized works on marauders because they effectively get 2 or more rep modules for the cap usage of one. They're effectively all duel rep fit with 50% cap usage bonus. You can't replicate that with a few buffer modules.
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Anize Oramara
The Arch Dashing Dashers
737
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Posted - 2016.01.21 14:36:47 -
[50] - Quote
Hasikan Miallok wrote:MrsPotatoHead wrote: 1600mm Steel Plates II Small Tractor Beam II
Neither of these things belong on a mission blitz boat. The steel plate is not going to do much other than slow you down. The tractor is actually an integral part of at least two of the blitzing missions.
You know, the numbers in EFT seem to be checking out, this means that something like this might be interesting to test out though this is what I would run. The question is just if the increase in DPS will offset the decrease in range:
[Machariel, Blitz Machariel - polar] Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Co-Processor II Co-Processor II Tracking Enhancer II
Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script X-Large Ancillary Shield Booster, Cap Booster 400 X-Large Ancillary Shield Booster, Cap Booster 400 Shadow Serpentis 500MN Microwarpdrive
Polarized 800mm Repeating Cannon, Republic Fleet EMP L Polarized 800mm Repeating Cannon, Republic Fleet EMP L Polarized 800mm Repeating Cannon, Republic Fleet EMP L Polarized 800mm Repeating Cannon, Republic Fleet EMP L Polarized 800mm Repeating Cannon, Republic Fleet EMP L Polarized 800mm Repeating Cannon, Republic Fleet EMP L Polarized 800mm Repeating Cannon, Republic Fleet EMP L Small Tractor Beam II
Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II
Hobgoblin II x5 Curator II x4
Dunno, might just be crazy enough to work, or it'll flop completely, only one way to be sure :)
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.07
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Anize Oramara
The Arch Dashing Dashers
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Posted - 2016.01.26 14:06:59 -
[51] - Quote
A little secret: I actually don't like the Mach all that much. As ship looks go it's pretty far down my list of favorite ships. So since I recently retrained Mini BS5 (Long story) I'm finally back in my 2nd favorite sub cap, the Vargur. I'm still in the process of testing but for now the below fit will beat your normal non-polarised mach in Angel Pirate invasion by at least 30 seconds, travel time included (has the same align time, only 2au/s slower warp). Also it takes almost exactly 2min to murder all the BS so no waiting for bastion either.
[Vargur, New Setup 1] Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Gyrostabilizer II Inertial Stabilizers II
Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Large Micro Jump Drive Pith C-Type X-Large Shield Booster Shield Boost Amplifier II
Polarized 800mm Repeating Cannon, Hail L Polarized 800mm Repeating Cannon, Hail L Polarized 800mm Repeating Cannon, Hail L Polarized 800mm Repeating Cannon, Hail L Bastion Module I [empty high slot] [empty high slot] [empty high slot]
Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II
Garde II x2
Fun fact, if you MJD asap to the wrecked carrier object, about 95km away from warp in, the spawn that usually aggros (Including 2 scramming frigs) never aggros. Might mean a MJD fitted Machariel would be superior to the MWD fitted one I'm using currently.
It's a purpose built design that probably wont see any use outside of a few missions and I have a feeling the Polarized Machariel I'm working on will do even better so who knows. I wonder how fast it's possible to do these missions.
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Anize Oramara
The Arch Dashing Dashers
754
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Posted - 2016.02.28 17:43:59 -
[52] - Quote
Guide updated to v1.1
Also probably going to let my subs for all my accounts expire and go into cold storage. The whole CCP giving me the finger over the mission changes has left a bad taste in my mouth (it was the last straw honestly so it was coming) and a short hiatus did not improve my feeling towards it, CCP or the game unfortunately. The changes don't change anything but CCP's 'customer service' leaves a lot to be desired.
I expect there to come changes and I may or may not on occasion check back in and update the guide. Hopefully at least some of the info will stay relevant for a while still.
Also no you may not have my stuff or my SP.
Fly safe and all that.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.07
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Anize Oramara
The Arch Dashing Dashers
755
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Posted - 2016.02.29 01:13:05 -
[53] - Quote
Imalia Bloodlines wrote:Anize Oramara wrote:Guide updated to v1.1
Also probably going to let my subs for all my accounts expire and go into cold storage. The whole CCP giving me the finger over the mission changes has left a bad taste in my mouth (it was the last straw honestly so it was coming) and a short hiatus did not improve my feeling towards it, CCP or the game unfortunately. The changes don't change anything but CCP's 'customer service' leaves a lot to be desired.
I expect there to come changes and I may or may not on occasion check back in and update the guide. Hopefully at least some of the info will stay relevant for a while still.
Also no you may not have my stuff or my SP.
Fly safe and all that. Not sure what changes to missions you are referring to? Also, thanks to your guide, people destroyed SoE lp, its now down to 1600 isk wohoo. Might want to consider pulling that guide if you are quitting for real. Various undocumented changes to mission triggers. Again, they don't actual change anything, just the way CCP chose to handle it. As to your other point, it's been discussed ad nauseam.
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Anize Oramara
The Arch Dashing Dashers
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Posted - 2016.03.01 06:58:44 -
[54] - Quote
Tipa Riot wrote:Anize Oramara wrote: Various undocumented changes to mission triggers. Again, they don't actual change anything, just the way CCP chose to handle it. As to your other point, it's been discussed ad nauseam.
Why so negative? My guess is, that whenever there is a perceived change, the previous mode of the mission was buggy and got fixed as a side effect from other changes. Honestly we don't have a "right" to get blitzable missions for maximum payout ... sad to see, that there is no other area you can find fun in EvE ... Eh, it's not the end of the world. I spent 4 months going through official and unofficial channels without getting even a single yes or no from CCP. If they don't care then it's hard to justify investment from my side.
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Anize Oramara
The Arch Dashing Dashers
757
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Posted - 2016.03.08 22:02:54 -
[55] - Quote
The worm burner uses missiles. Missiles' damage applied depends on the target's sig radius. MWD blows your sig radius way up, especially so on unbonussed ships like T1 and pirate ships. However, speed reduces the damage dealt by missiles. This is why on the approach to the burner worm, so long as have the hardners on and OH and the rep going you'll be fine. The problem is as soon as you reach your target you need to turn off your MWD or you will take full damage from the missiles because you're no longer speed tanking them. Sometimes you'll have outpaced a volley or two and having a couple volleys hit you at once with your MWD on but your ship effectively standing still means you'll go insta pop.
Another side affect of trying to keep at range while running an MWD is that you tend to follow at a longer range than you actually set. This is because of your speed with the MWD. It's just how it is. Once you're within scram range of the worm you need to turn your MWD off or you will die and you will not be able to get in a stable following range.
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Anize Oramara
The Arch Dashing Dashers
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Posted - 2016.04.24 17:26:37 -
[56] - Quote
Updated the guide to v1.2
Quite a few changes came with the recent update to Eve so I felt a bit bad about leaving the guide with as much bad info as it had. Also I got to use it as an excuse to go shoot goons on my alt. grrgons.
Thanks for everyone who sent mails on corrections and info. I really appreciate it 
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Anize Oramara
The Arch Dashing Dashers
772
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Posted - 2016.04.24 22:26:23 -
[57] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Updated the guide to v1.2 Quite a few changes came with the recent update to Eve so I felt a bit bad about leaving the guide with as much bad info as it had. Also I got to use it as an excuse to go shoot goons on my alt. grrgons. Thanks for everyone who sent mails on corrections and info. I really appreciate it  Glad to see you're still here. What's your opinion on the new Heavy Stasis Grappler? Is there a place in the blitzing world for it? The only place where it *might* have any use at all would be The Assault on the Barghest and even then I think a normal web or even paint might be better.
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Anize Oramara
The Arch Dashing Dashers
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Posted - 2016.04.26 18:43:05 -
[58] - Quote
So as per my guide I've been running the Onyx and it's slow if safe. The Orthus is faster but it's a little iffy on the tank. I'm testing the Cerberus but since I don't have HAC5 yet (and missing one or two other lv5 missile skills) I think it has potential for very high SP pilots. Basically the onyx fit made to work on the Cerb.
To give you an idea the Onyx kills a sentinel in slightly less than 1 full load of RLM but takes 3 reloads of Scourge Fury to kill the Ahimu. The Cerb requires even less of 1 full clip for the sentinels (but not enough to kill 2 in one load) but only requires 2 scourge fury reloads.
Tank wise it has better enough tank than he Orthrus to not run into any issues and has a way bigger cargo bay than either so you can use an MTU to make up for the lack of a tractor.
[Cerberus, Blood Base] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System True Sansha Reactor Control Unit
Republic Fleet Large Shield Extender Republic Fleet Large Shield Extender X-Large Ancillary Shield Booster Pithum C-Type EM Ward Amplifier Pithum C-Type EM Ward Amplifier
Rapid Light Missile Launcher II Rapid Light Missile Launcher II Rapid Light Missile Launcher II Rapid Light Missile Launcher II Rapid Light Missile Launcher II Rapid Light Missile Launcher II
Medium Anti-EM Screen Reinforcer II Medium Warhead Calefaction Catalyst II
Hornet I x3
Caldari Navy Inferno Light Missile x760 Navy Cap Booster 400 x43 Scourge Fury Light Missile x778
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
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Anize Oramara
The Arch Dashing Dashers
772
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Posted - 2016.04.29 17:07:40 -
[59] - Quote
Arthur Aihaken wrote:Anize, just a suggestion for ammunition on the Garmur fit vs. the Team Jaguar. In my experience I've found that it's better to just orbit @25km and wait about 10 seconds for all targets to settle into their orbits - then you can just use standard Caldari Navy Mjolnir rockets instead of Mjolnir Javelin. The initial wait is easily offset by the decreased time to kill the Burner Bursts. So the main issue I've found the with Jag when orbiting at 25km is that unless you have really good range skills and an implant, the funky way missile range 'works' means some missiles will get lost to the aether when shooting at the logi since their range is pretty variable. There's also no feedback to the player unless the player specifically combs through the logs. I see this the most clearly on the Serpentis Burner when I run the Hawk. It used to a pretty tought mission but that was because some missiles would just go poof for not reason.
This is so that the build, at least for this guide, is a lot more consistent. If just using caldari mjolnir works then bu all means.
On a side note I ran the Cerb again and the stupid random ai struck again. They didn't go after the drones and I took a little bit of armor and structure damage. Again though I don't have HAC5 so missing some resists and dps. Going to experiment with shield maintenance bots.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
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Anize Oramara
The Arch Dashing Dashers
772
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Posted - 2016.04.30 16:46:37 -
[60] - Quote
Bumblefck wrote:Arthur Aihaken wrote:Bumblefck wrote:Have you tried dropping the TP? I run with three MGCs (unscripted), and it's a fair bit less micro-managy. Range scripts not required. Lighter on cap use too :) I've been debating that, actually. You may be on to something here - three MGCs could be the ticket. I did use to run with the old setup (i.e., with a TP), but just switched to three unscripted MGCs when I got fed up with fiddling with the painter - in terms of damage application, I suspect (but alas can't prove) that there might even be a small increase with a TP-less setup. The MGCs don't require the range scripts, as with skills + the Garmur's bonus + whatever implants you may have, faction rockets range is around 26km, which is more than enough for all the Team Burners (except perhaps the Burst reppers, whose orbits are a little erratic). Running unscripted also has the happy benefit of allowing the MGC's other bonuses to be applied, too! No proper scientific testing done, though :) So one thing you need to remember is that MGCs are exactly like Tracking comps and well like any other module when it comes to stacking penalties.
That is to say having 2 or 3 modules give the same (smaller) bonus rather than having 1 or two of them give one (bigger) bonus and another one or two give another (bigger) bonus means you don't lose the effectiveness of those bonuses.
Basically it's better to script, especially in PvE where the variables are mostly known/fixed.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
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Anize Oramara
The Arch Dashing Dashers
772
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Posted - 2016.05.03 06:57:41 -
[61] - Quote
Just a general post as to the why around bling fits and OH for those wondering.
OH does two things, it increases tank so you can reduces the tank requirement to then increase the dps and increases DPS so you can decrease the required tank even further. All this equates into completing the burner faster. So if you are happy with reducing the time it takes to complete burners you might be able to get away with less/no OH and with less bling by replacing dps modules with more tank. The fits and skills and implants in the guide is all about decreasing the 'time' component as much as possible and as is realistic.
If you look hard enough you might find some less bling fits, especially in the burner mega thread but because of the way the burner repairing threshold works, over that repair threshold additional dps greatly increases the speed that you complete burners. So yes, the burners cheat by having stats 'similar' to ships that are faction and DED fit (with links) that are overheating those modules without burning them out. The advantage the player has of course is that it's (mostly) predictable AI and fixed fits so you can build ships around those cheats.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
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Anize Oramara
The Arch Dashing Dashers
774
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Posted - 2016.05.03 10:50:58 -
[62] - Quote
Arthur Aihaken wrote:I wish there were more Burner missions you could complete with universal fits like the Team Garmur, ie: where you basically only every have to switch out the ammunition, you never have to worry about capacitor, overheating, replacing drones, cap charges or otherwise repairing damaged modules every mission.
I do realize the 'unified' Daredevil fits are close, although for all intents and purposes you're really running 2-3 different fits. Nah, I think the fact that I now need 13 Ships, 3 of them Battleships and 11 of them unique hulls, to get the most out of Lv4 missions to be one of the best things to happen to Hi-Sec PvE in a while. Sure for your normal PvE only player it just extends the time they are subbed for a little while but for longer term players every new buff or nerf or new hull/module now opens up the possibility of maybe mixing up how and with what we run missions. Who knows, maybe one day we'll get just the right ship or buff to make Gurista Base worth running.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
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Anize Oramara
The Arch Dashing Dashers
774
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Posted - 2016.05.03 11:06:38 -
[63] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Nah, I think the fact that I now need 13 Ships, 3 of them Battleships and 11 of them unique hulls, to get the most out of Lv4 missions to be one of the best things to happen to Hi-Sec PvE in a while. Sure for your normal PvE only player it just extends the time they are subbed for a little while but for longer term players every new buff or nerf or new hull/module now opens up the possibility of maybe mixing up how and with what we run missions. Who knows, maybe one day we'll get just the right ship or buff to make Gurista Base worth running. What the heck do you need three Battleships for? I can see maybe one or two for clearing and blitzing... The only upside of all the unique hulls is that it requires you to train up a lot of base gunnery and small-medium ship skills that you wouldn't necessarily invest in otherwise. And with the acquisition of skill injectors this isn't quite as arduous process as it used to be. I don't think anything will make the Gurista Base worth running short of redesigning it. Well I have the Barghest for any lv4 blitz mission that can be done in one or two reloads. Right hand of Zazz, Thief, The Assault and Slave Trader if I'm desperate. The Machariel is currently fit with 1400 arties purely for Scarlet. It's the fastest aligning, sub warp and warp ship capable of 1 shotting Scarlet so great for getting through all the gates and grabbing the can. Then I have My Polarized Vargur that I use primarily for Angel Pirate Invasion (MJD, Bastion, Blap 6 BS at less than 10km with Hail, warp away) but I sometimes use it when I'm a bit bored and just want to murder all the things in Gone Bezerk or Attack of the drones.
I'm thinking about putting together a Cruise Barghest for blockade and such but that seems a bit excessive.
The game is as interesting and intricate as you make it.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
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Anize Oramara
The Arch Dashing Dashers
774
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Posted - 2016.05.03 11:20:21 -
[64] - Quote
Arthur Aihaken wrote:On a separate issue... If you have Minmatar Cruiser V, can you get away with a pair of stasis webs on the Vigilant fit? Would be nice to turf the mobile depot and permanently affix a 50MN MWD. Also, since the Hornet I's die in a hail of fire - how much benefit do they actually have? (I find that by the third Sentinel they're all dead anyway) It might be but it'd get chancy I think. I haven't really tested that. I know some people used to replace 1 web with either a tracking comp or a paint but I don't know if just two Webs is enough.
As for the Hornet 1s, they serve the singular purpose of dieing so you can live, they're super cheap. They're ablative armor basically, distracting and sometimes resetting the aggro on the Dramiels. This much is constant. Usually I lose 2-4 to help my tank and then pull them in once there's only 2 Drams left (I then stop OH the hardeners). Soon as I web the last Dram I send 5 hornets after the transport to get a head start on damaging him. Might be worth taking 5 T2s and sending them at the transport once you web the last Dram.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.04 06:06:37 -
[65] - Quote
Taria Shikkoken wrote:A question about the Serpentis burner - Daredevil. The guide mentions a Target Painter should be fitted, and other guides I found mention the same thing, but according to http://games.chruker.dk/eve_online/npc_ships.php?supergroup=25 the Daredevil only has a sig radius of 18m, which is more than enough for Caldari Navy Scourge Rocket and with 2x Warhead Rigor II's it's on par with T2 Scourge Rage Rocket. Is this site wrong or is the Target Painter redundant? You can test pretty easily during the fight by activating/deactivating the paint and seeing what damage you do since missile/rocket damage is relatively consistent.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.04 15:16:17 -
[66] - Quote
Arthur Aihaken wrote:Further to my previous post regarding the Serpentis Base mission, I'm amending it with the following revised fit. This setup is safe, this is fast - and most importantly, it's cap stable. You can run this thing for a hundred missions without worrying on having to stock up on missiles, drones or cap boosters. Yes, it is a bit on the pricer side - but considering the hull is half the investment that's not bad.
No overheating - no resupplying - no repairs. It doesn't get any easier than that. The most expensive item (and deal breaker with this fit) is the 'Thurifer' Large Cap Battery. You don't have enough grid with anything else.
With implants and V skills this has a 75.5km range (although you'll get half of that since you're damped) and does 761 DPS with drones, applied 100%. Your active shield tank (sustainable) is 1102.2 HP/s. This is actually about 10-15% more tank than my previous Cerberus fit and also more than the Vagabond fit in the guide. By running a passive damage control it also gives you a bit of 'GTFO' room in the form of a hull and armor buffer in the event you clip one or more of the sentry turrets (please don't).
..Snip..
The fit also has enough flexibility such that you could slightly decrease damage, increase tank or buff targeting range to offset damps by substituting a Signal Amplifier II in place of the DC and a Medium Ionic Field Projector II in place of the Warhead Calefaction rig. This actually gives you an insane 195km targeting range which is probably enough to compensate for any damps. There's a couple of problems with that fit but the Cerb is a perfectly capable alternative to the Vaga.
First off the big difference between the Vaga and the Cerb is that the Vaga goes well over 1km/s faster. There is two things this extra speed helps with; traveling from ship to ship (the main time sink in this mission) and speed tanking. So the Cerb will need to both approach at a steeper angle to keep transversal high enough and will take longer to start combat. It can make up for this by having higher resists and by doing way more damage.
So lets have a look at what's wrong with your fit. First off you will rarely need to tank and MWD at the same time so cap stable is a waste. I understand the issue with unstable internet but if you have unstable internet then burners are NOT something you should be doing in the first place. No amount of cap stability will save you in burners since they all point you. The Medium cap booster uses normal cap 800s. These are extremely cheap and easy to get. Heck you can manufacture them yourself if you want. There is 0 reason to not run one. In fact, I've had some missions where I don't even use the cap booster but sometimes you get a little unlucky on wrecking hits so the extra bit of cap on call is nice.
Also, the Cerb has 150m3 more cargo space.
Since burst tanking is actually far superior for this mission in particular because of the somewhat frequent wrecking shots you'll get a Pith Shield booster is better than a Gist. As a bonus it uses less PG. For the rest of the tanking stuff you have fit, the base therm resist is already higher than that of the Vaga so no need for the rig. The Vaga does get a boost bonus though so keeping the Boost Amp is a good idea. So overall the Cerb tank is stronger than that of the Vaga with near identical modules fitted.
With the changes to damage controls and hull resists, not to mention the extremely strong kin/therm base armor resists on the Cerb, a DCU is not a requirement for the Cerb (or the Vaga for that matter but it can afford it slot wise). This means you can at least up the speed a tiny bit by fitting an Overdrive.
The MWD should be switched to a Corelum for cap usage.
Rapid lights are a horrible choice for a weapon system for this mission for a couple of reasons. First off you're shooting at BCs so the application advantage gets wasted. Secondly even taking into account the burst damage (You wont kill one of these BCs in a single reload I'm sure) and the very generous implant bonuses you give it, it's STILL 100 dps less than HAMs and if you take reloads into account it's only barely over HALF of HAMs. Because of the damps there is no reason to not run HAMs. There is the tiny problem of PG when going with hams so you'll need a T1 Ancil rig but the Calefaction rig is still good.
Basically if I were to use a Cerb for this mission this is what I would be running, and even then I think it's slightly over tanked. You'll spend more time flying to each rat but you'll kill them a lot faster than the Vaga.
[Cerberus, Serpentis Base copy 1] Ballistic Control System II Ballistic Control System II Ballistic Control System II Overdrive Injector System II
Corelum B-Type 50MN Microwarpdrive Kinetic Deflection Amplifier II Pith C-Type Large Shield Booster Medium Electrochemical Capacitor Booster I, Cap Booster 800 Shield Boost Amplifier II
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Medium Ancillary Current Router I Medium Warhead Calefaction Catalyst II
Hobgoblin II x3
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.04 16:58:59 -
[67] - Quote
-Speed It's not that theCerb isn't capable of speed tanking, it does fine speed tanking. The problem is it is 50% slower than the Vaga. That's a LOT. Remember you will need to fly over to the wrecks anyways to collect loot, and you need to be within 54km for drones as well. It's all nice and well being able to shoot at it from the start but you need to get to where the rat is no matter how you look at it and it goes a lot slower.
-Cap boosters Not much here to say regarding something as irrelevant as the problem you have 
- Shield booster No, the pith is superior because you're not facing constant damage. Gist will work fine yes but it's more expensive both in isk and PG for no advantage.
Signal Amp - Again, reducing your already slow speed means you're taking longer to get to where you need to go anyways.
Post your run time from clicking activate gate to warping out (after looting the last wreck) and I'll have a look at how it compares, both to the Vaga and the Cerb.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.22 02:55:10 -
[68] - Quote
Minor update to the guide. For the Onyx fit use CN Scourge instead of CN Inferno. You do about 10%-12% more damage after resists and added an alternative Serp Agent fit for high skilled (good missile application skills) pilots that kills the rat slightly faster and tanks slighter easier. Should use less cap boosters.
[Hawk, Serpentis Agent] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System
Federation Navy Stasis Webifier Pithum C-Type Medium Shield Booster 'Micro' Cap Battery Federation Navy Stasis Webifier Small Electrochemical Capacitor Booster I
Rocket Launcher II Rocket Launcher II 125mm Railgun II Rocket Launcher II Rocket Launcher II
Small Bay Loading Accelerator II Small Warhead Rigor Catalyst I
Caldari Navy Uranium Charge S x982 Navy Cap Booster 400 x20 Caldari Navy Scourge Rocket x1227
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.22 04:58:57 -
[69] - Quote
If you can find any errors or can give me a fit/ship that can do what the Machariel/Barghest does in the time they do it then I am more than willing to amend my guide, as I have done in the past.
The latest change is in fact because of just such a comment. I love testing something that will make running burners or missions faster or easier and will add it to the guide.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.22 19:01:43 -
[70] - Quote
This list of blitzable missions is in the guide. The primary criteria for these missions is that they are completed fast since they can't compete with burners. Secondary is good isk/min. No normal lv4 mission, except *maybe* for Scarlet and Recon 1, comes anywhere close to burner isk/m. Rogue Slave Trader is borderline viable and only because the 2nd mission in the chain is comparable to other lv4 blitz missions on my list and the first while having pretty bad rewards is completed really fast. I generally only run these two if I'm low on standing otherwise I even skip them.
Also I don't include main faction missions (Anti-Amarr for example) as the faction standings cost is high over the long run.
So just because a mission has 'blitzable qualities' does not mean it qualifies to be on the list.
The isk/lp rate has settled somewhat at a lower 1400-1600 rate depending on if you are willing to list and update probe launcher prices. I'm not aware of any other faction that can deal with the volume of items SOE can and still stay steady on isk/lp. It's always been a fact that people with market savvy can get much higher returns on smaller volumes of items at LP stores other than SOE.
I did a recent test run again and, mostly due to increased skills and tightening of run times/ship fits, I was able to still get well over 250mill/h with a sub 1400isk/lp conversion rate. I've also noticed the faction module drop rate on the burners is either down or more likely, just getting the short end of the RNG stick.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.22 23:07:58 -
[71] - Quote
I did an isk/m comparison, with time from accept/undock to complete/dock of every blitzable and non blitzable mission with the highest and fastest DPS mission boats available to me, including full clear+salvage some time last year. This is what I based what I consider viable blitzable missions off of. That is what you will need to show to convince me of a mission or ship viability.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.23 00:07:02 -
[72] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:I did an isk/m comparison, with time from accept/undock to complete/dock of every blitzable and non blitzable mission with the highest and fastest DPS mission boats available to me, including full clear+salvage some time last year. This is what I based what I consider viable blitzable missions off of. That is what you will need to show to convince me of a mission or ship viability. I'm having a trial run with a Rattlesnake fit that looks like it might make the cut. DPS is comparable (and potentially a bit higher) than the Machariel, faster align and substantially more tank. Slower in warp speed and maximum velocity, but it does seem to blitz nicely (ran Dread Scarlet in under 4min). Dread scarlet is a rather special case where if you're NOT running with arties that 1 shot scarlet the first time you run into her you're missing out on 5mill isk. You will need to be much, MUCH faster than a Mach to beat it in isk/m. I have a Mach set up exclusively just for Scarlet.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.23 01:15:16 -
[73] - Quote
Arthur Aihaken wrote:I'm going to keep running some trials, but it's not looking at all encouraging... Did anyone ever come up with a Polarized fit for blitzing, or is it just impractical at this point? I use a polarized MJD Vargur with Hail for Angle Pirate Invasion. I land 6-8km away from the 6 BS Spawn and kill all 6 in less than 2 bastion cycles.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.23 09:15:57 -
[74] - Quote
Arthur Aihaken wrote:The Bigpuns wrote:Three tc's scripted 2 range and 1 tracking give almost identical bonuses to 3 te's, but with the benefit that you can re-script them as needed. I still see tc's as superior. How many players run them like this though? I do when applicable, purely depends on the mission/room/spawn. Even on my Vargur I run 3 TCs, two tracking and 1 range by default unless I missjump. Then I have the option of swapping out to 2 or 3 range.
The main advantage of having 3 TCs is that you can have more range OR more tracking than a 3 TE fit (or roughly the same stats) and you can get all of it in the same mission. You don't have to refit in station, you can make the changes on your way to the mission or in the mission itself.
Regardless the difference between the two, and by extension armor vs shield, is relatively minor when it comes to blitz times and the huge gulf between the Mach/Barghest and every other BS or Blitz ship I've tested.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.23 11:36:22 -
[75] - Quote
Eh, like I said faction drops is RNG, same as exploration. I wouldn't worry too much about it.
Re Scarlet, just about anything will 'work'. However only an arty BS (or Nado) will get the extra 5mill from killing Scarlet twice.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.24 23:57:41 -
[76] - Quote
Tulia wrote:Anize Oramara wrote:Eh, like I said faction drops is RNG, same as exploration. I wouldn't worry too much about it.
Re Scarlet, just about anything will 'work'. However only an arty BS (or Nado) will get the extra 5mill from killing Scarlet twice. I've been able to alpha Scarlett off the grid with a blaster kronos and a cruise golem, sometimes even takes two volleys from the kronos and still manage to get her. To be clear, you run into scarlet a potential of 3 times. Once you go through the first acceleration gate you see her for the first time. Activating any module on her instantly has her jump out. The only ship I am aware of that does enough instant alpha (over 4500 applied 'instant' damage) every single time is an arty boat. It's possible a kronos could get lucky with a smashing or wrecking hit but I don't think it'd be guaranteed. You get her 5mill bounty if you manage to alpha her here. After the 2nd acceleration gate you run into scarlet AGAIN even if you killed her the first time you run into her. This time she does not instantly warp away and this is where most people kill her if you have enough dps. Missile boats and even high dps AFs can do it. You get the social implant as well as another 5mill bounty here. IF you don't kill her here, you will find her in the last room (and no social implant I believe). If you do kill her here she will not be in the last room.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.25 00:00:57 -
[77] - Quote
Radh'Uku wrote:Taria Shikkoken wrote:What about the Garmur for Scarlet? Someone mentioned it somewhere and it's cheap and fast in doing the mission (thought I don't have any exact numbers).
For blitzing I use the Barghest, 1140 DPS with my skills with such good application is unbeatable and the missions I do with it never require reloads anyway.
@Arthut Aihaken, about faction loot. My 1B ISK from faction loot (and other assorted valuable loot) per about 2M LP might disagree with your statement of it being non-existent. Speaking about faction loot...do npcs in team burners drop some?cause i didnt try looting them..too lazy  only one that seems to favor me is serpentis base got loot as high as 500mil in one run Yes, every single burner has the potential to drop faction loot, I've gotten loot from nearly every one of them I believe. Interestingly the team burners drop empire faction loot. It does seem to be awfully rare though. I have a theory (cant be proven) that burners only drop a fixed amount of faction loot in a set time and so with more people running burners, the drops are more spread out. But that's neither here nor there.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.05.25 00:29:58 -
[78] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Yes, every single burner has the potential to drop faction loot, I've gotten loot from nearly every one of them I believe. Interestingly the team burners drop empire faction loot. It does seem to be awfully rare though. I have a theory (cant be proven) that burners only drop a fixed amount of faction loot in a set time and so with more people running burners, the drops are more spread out. But that's neither here nor there. So has anyone figured out how to run the Guristas Supercarrier Burner - or is it completely a lost cause? You can run it fine, it just isn't worth running and it never will be. Too much raw ehp you have to burn through.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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Anize Oramara
The Arch Dashing Dashers
776
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Posted - 2016.06.01 10:06:51 -
[79] - Quote
Henry Plantgenet wrote:Has anyone tried to put up a HIC bubble and HIC scramming scarlet in the first room? I'm just wondering if NPCs can still "warp" when under such duress in a mission.
You would only be able to put up a HIC bubble in Null but I've never heard of a scram/infinipoint working/being used. I mean it sounds like something someone would have tried so I assume the reason it's not a thing is because it doesn't work. I can try it with an onyx+infinipoint next time but due to how old these mission are the behavior of Scarlet the first time you meet her seems scripted rather than her actually warping off so I think a scram would probably not actually do anything.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.1
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