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public:dojo:wiki:brave_hole_divers [2019/08/17 19:46]
Ignacius Kh'orlan update
public:dojo:wiki:brave_hole_divers [2021/04/18 09:10] (current)
Aernir Ridley Move to new namespace; replaced with redirect
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-====== Brave Hole Divers ====== +~~REDIRECT>/public/alliance/sigs/brave_hole_divers~~
-If you've been on a fleet with the Brave Hole Divers, or just heard that there's an opportunity to make dank isk in wormhole space by working with fleets, this guide is intended to be your next step.  The information contained herein should be enough to get you out and running your own fleets.  IF you're just joining, not everything here will be essential, but it's all useful for you to know. The wormhole krabbing fleets are generally one of the more laid back and casual fleet experiences, so you should feel free to get as involved in fleet command activities as you want. +
- +
-At a very high level, these fleets are just small groups of pilots who run the combat sites in C5 wormhole space. The rats in those sites (called sleepers) drop loot that can be sold to NPCs for significant value. An efficient and well run C5 fleet can generate over 150mil isk/hr per participating player. +
- +
-In a Nutshell, the gameplay loop is: +
- +
-  * Find an eligible C5 near GE-8JV +
-  * Run the combat sites +
-  * Collect the loot and optionally salvage the wrecks +
-  * Sell the loot at an NPC station with the appropriate buy orders (details for that at the bottom of the page) +
- +
-If that sounds interesting to you join ''#brave-hole-divers'' channel on Slack, as this is where we hang out, theorycraft, <del>spam pings</del> and ping out fleets +
- +
-===== Finding an Eligible Wormhole ===== +
-If there is no wormhole to krab in, this guide is worth less than the power you use to display it, so obviously the first step is finding an eligible wormhole. While experienced FCs can krab wherever, to minimize chances of dying and maximize isk per hour, a wormhole should be **Convenient, Safe and Lucrative** If you are not already familiar with wormhole characteristics, review https://wiki.eveuniversity.org/Wormholes for a primer to help with understanding the below. +
- +
-==== Convenient ==== +
-Time is money, even more so in eve, so a convenient wormhole will not include an epic escapade through 20 systems, while being constantly dropped on. We are looking for a wormhole that is fairly close by, usually meaning any Brave-owned system in Catch. Due to wormhole mechanics, the hole should also be Large or Very Large, as Dominixes will not fit into smaller holes. In addition, the hole should not be “end of life” (EoL), as it means that the time it will stay open is at most 4 hours, so unless one can get a fairly precise timer on hole lifetime, it’s usually discouraged to rat in EoL wormhole +
- +
-==== Safe ==== +
-There is a saying among wormhole groups saying, that you should consider any asset taken into J-Space to be considered forfeit, we, however, try to minimize the risks, to maximize the profits. There are several criteria for that: are there any structures anchored? if so, who owns them? is there anyone inside? is the zkillboard of the system full of recent kills? +
-And this is just considering the in-system threats, we also have to know about the temporary neighbors. We want to ask all the questions for the connecting wormholes as well. All of this is however up to the FC to decide, are the risks involved worth it? The higher the risk, the more vigilance is advised, while the d-scan should be checked fairly often, regardless of danger level, a good FC will post alts on connection wormholes, called pickets, to get an early warning that trouble is brewing. +
- +
-==== Lucrative ==== +
-All of the above is irrelevant, however, if the hole has no or very few combat sites, a good hole will contain multiple Core Garrisons, or in case of a strong fleet, Core Strongholds, other sites can be run as well, but will most likely result in worse isk per hour +
- +
-===== The Doctrine ===== +
-You could have a perfect wormhole, but it would be useless if you had no ships to run the sites and bring home the sweet, sweet loot. The basic fleet composition consists of Nestor logistics battleships with Dominix DPS and can be expanded by adding Rattlesnakes and Leshaks. Nestors depend on capchain for capacitor stability to sustain armor repairers +
- +
- +
-==== Nestor ==== +
-One of the best looking ships in EVE, Nestor is the core of Brave Hole Divers Fleet. As Amarr Battleship skill increases resistances (as well as Armor Compensation Skills), it is advised to have it trained to at least level IV. But do what you want, I’m just a wiki page and not your dad.  +
- +
-<grid> +
-<col md="4"> +
-<panel type="default" title="Nestor, 4-3 Nestor"> +
-<code> +
-[Nestor, [BHD] 4-3 Nestor] +
- +
-Armor Explosive Hardener II +
-Drone Damage Amplifier II +
-Energized Adaptive Nano Membrane II +
-Drone Damage Amplifier II +
-Energized Adaptive Nano Membrane II +
-Drone Damage Amplifier II +
- +
-Large Micro Jump Drive +
-Large Cap Battery II +
-Cap Recharger II +
-Large Cap Battery II +
-Cap Recharger II +
-Cap Recharger II +
- +
-Large Remote Armor Repairer II +
-Large Remote Armor Repairer II +
-Large Remote Armor Repairer II +
-Large Remote Armor Repairer II +
-Large Remote Capacitor Transmitter II +
-Large Remote Capacitor Transmitter II +
-Large Remote Capacitor Transmitter II +
- +
-Large Remote Repair Augmentor I +
-Large Remote Repair Augmentor I +
-Large Remote Repair Augmentor I +
- +
- +
-Federation Navy Ogre x5 +
-Imperial Navy Praetor x5 +
- +
- +
- +
-Nanite Repair Paste x400 +
-Sisters Core Scanner Probe x8 +
-Mobile Depot x1 +
-Mobile Tractor Unit x2 +
-Prototype Cloaking Device I x1 +
-Core Probe Launcher I x1 +
-</code> +
-</panel> +
-</col> +
-</grid> +
- +
-==== Dominix ==== +
-Dominix - the space potato, T1 gallente battleship capable of fielding 5 heavy or 5 sentry drones. Blasters’ relatively short range, but high damage makes them very good at shredding the boss and the tracking bonus on sentry drones makes the application quite great at a decent range +
- +
-<grid> +
-<col md="4"> +
-<panel type="default" title="Dominix, Blaster Dominix"> +
-<code> +
-[Dominix, [BHD] Dominix Blaster] +
- +
-Energized Adaptive Nano Membrane II +
-Energized Adaptive Nano Membrane II +
-Drone Damage Amplifier II +
-Drone Damage Amplifier II +
-Drone Damage Amplifier II +
-Magnetic Field Stabilizer II +
-1600mm Steel Plates II +
- +
-Omnidirectional Tracking Link II +
-Omnidirectional Tracking Link II +
-Large Micro Jump Drive +
-Drone Navigation Computer II +
-Drone Navigation Computer II +
- +
-Drone Link Augmentor I +
-Modal Mega Neutron Particle Accelerator I +
-Modal Mega Neutron Particle Accelerator I +
-Modal Mega Neutron Particle Accelerator I +
-Modal Mega Neutron Particle Accelerator I +
-Modal Mega Neutron Particle Accelerator I +
- +
-Large Trimark Armor Pump I +
-Large Trimark Armor Pump I +
-Large Anti-Explosive Pump I +
- +
- +
-Federation Navy Garde x5 +
-Federation Navy Ogre x5 +
-Imperial Navy Praetor x5 +
- +
- +
-Antimatter Charge L x8000 +
-Iron Charge L x8000 +
-Stasis Webifier II x2 +
-Warp Scrambler II x2 +
-</code> +
-</panel> +
-</col> +
-</grid> +
- +
-==== Rattlenake  ==== +
-Rattlesnakes do as much damage, if not more with drones as the Nestors and Dominixes, but their Torpedos speed up the boss wave considerably, as they apply fully. With numerous mid slots, it’s also able to hold the DRB on its own,making it an excellent FC boat. Rattlenakes should carry a full load of EM and Thermal Torps. +
- +
-<grid> +
-<col md="4"> +
-<panel type="default" title="Rattlesnake, DAnk C5 Ticks"> +
-<code> +
-[Rattlesnake, [BHD] DAnk C5 Ticks] +
- +
-Drone Damage Amplifier II +
-Drone Damage Amplifier II +
-Imperial Navy Energized Adaptive Nano Membrane +
-Imperial Navy Energized Adaptive Nano Membrane +
-Drone Damage Amplifier II +
-1600mm Steel Plates II +
- +
-Drone Navigation Computer II +
-Drone Navigation Computer II +
-Omnidirectional Tracking Link II +
-Omnidirectional Tracking Link II +
-Missile Guidance Computer II +
-Missile Guidance Computer II +
-Large Micro Jump Drive +
- +
-Drone Link Augmentor II +
-Torpedo Launcher II +
-Torpedo Launcher II +
-Torpedo Launcher II +
-Torpedo Launcher II +
-Torpedo Launcher II +
- +
-Large Anti-Kinetic Pump I +
-Large Anti-Explosive Pump I +
-Large Anti-Explosive Pump I +
- +
- +
-Acolyte II x5 +
-Gecko x1 +
-Ogre II x2 +
-Praetor II x2 +
- +
- +
-Inferno Rage Torpedo x4000 +
-Mjolnir Rage Torpedo x4000 +
-Missile Precision Script x1 +
-Missile Range Script x3 +
-Nanite Repair Paste x500 +
-Sisters Core Scanner Probe x8 +
-Scan Resolution Script x1 +
-Targeting Range Script x1 +
-Optimal Range Script x1 +
-Tracking Speed Script x3 +
-Prototype Cloaking Device I x1 +
-Sensor Booster II x1 +
-Heavy Karelin Scoped Stasis Grappler x1 +
-Stasis Webifier II x2 +
-Target Painter II x2 +
-Warp Scrambler II x3 +
-</code> +
-</panel> +
-</col> +
-</grid> +
- +
-==== Leshak ==== +
-Leshak, a triglavian battleship, capable of highest subcapital damage in the game, while expansive to train, build and fly, makes the sites quite faster. This ship is by no mean a necessity, and one should train into it only if they are certain they want it. +
- +
-<alert type="info">This ship works well enough, but is by no means polished enough for everybody, fly at your own risk</alert> +
- +
-<grid> +
-<col md="4"> +
-<panel type="default" title="Leshak, Triglavian Menace"> +
-<code> +
-[Leshak, [BHD] C5 Leshak] +
- +
-Entropic Radiation Sink II +
-Entropic Radiation Sink II +
-Entropic Radiation Sink II +
-Damage Control II +
-Tracking Enhancer II +
-Energized Adaptive Nano Membrane II +
-Energized Adaptive Nano Membrane II +
-Energized Explosive Membrane II +
- +
-Heavy Stasis Grappler II +
-Thukker Large Cap Battery +
-500MN Quad LiF Restrained Microwarpdrive +
-Large Micro Jump Drive +
- +
-Supratidal Scoped Entropic Disintegrator +
-[Empty High slot] +
-[Empty High slot] +
-[Empty High slot] +
-[Empty High slot] +
- +
-Large Trimark Armor Pump I +
-Large Anti-Thermal Pump I +
-Large Anti-Kinetic Pump I +
- +
- +
-Federation Navy Ogre x4 +
-Imperial Navy Praetor x4 +
- +
- +
-Baryon Exotic Plasma L x1500 +
-Meson Exotic Plasma L x2000 +
-Tetryon Exotic Plasma L x2000 +
-</code> +
-</panel> +
-</col> +
-</grid> +
- +
-=== Recommended Buy Order === +
-<alert type="info">Here is the recommended order to get ships: Dominix -> Nestor -> Rattlesnake. Moving to the rattle should not mean getting rid of the nestor both for logi and for medium wormholes</alert> +
- +
-==== Picketing ==== +
- +
-If there are outgoing wormholes from the C5 you are in you might want to consider watching the connections and that's where picketing comes into play. The picket is a dedicated alt that has all world sounds maxed out sitting near the wormhole, preferably cloaked. As soon as they hear the characteristic wub-wub-wub a wormhole does they should a. Alert the FC b. Switch to that account to try and gather the name and ship of the person coming through. There is no specific fitting, but since the picket alt is often salvaging alt as well, a normal salvage ship with a cloak will fill that role perfectly +
- +
-It is important to have the camera centered at the wormhole, zoomed in as much as it is allowed, to be certain, that no enemy splash will go unnoticed +
-<grid> +
-<col md="4"> +
-<panel type="default" title="Corax, Picket"> +
-<code> +
-[Corax, Picket] +
-Inertial Stabilizers II +
-Inertial Stabilizers II +
- +
-Cap Recharger II +
-Cap Recharger II +
-5MN Microwarpdrive II +
-Cap Recharger II +
- +
-Prototype Cloaking Device I +
-Salvager I +
-Salvager I +
-Salvager I +
-Salvager I +
-Salvager I +
-Small Tractor Beam I +
- +
-Small Salvage Tackle I +
-Small Salvage Tackle I +
-Small Salvage Tackle I +
- +
-</code> +
-</panel> +
-</col> +
-</grid> +
- +
-But then again, there is a lot of freedom with the ship choice, any ship from a capital (my God, please don’t) to a rookie ship will do, even a capsule, if that’s all that you have on hand +
- +
- +
-===== Running the Site ===== +
- +
-And now begins the fun part. First I bestow upon thee the one the only, wormhole bible: +
-https://docs.google.com/spreadsheets/u/0/d/17cNu8hxqJKqkkPnhDlIuJY-IT6ps7kTNCd3BEz0Bvqs/pubhtml# In it there is are all information needed to successfully run a fleet. At the basic level, just shoot whatever is marked red last and you should be good. +
- +
-Garrison sites are split into two parts, the site, and the Drifter Escalation. The first part consists of multiple waves of sleepers, and the escalation is a single ship called Drifter Response Battleship (DRB). That terrifying killing machine will not rest until it dies, or… well, that’s basically it. For its shields, you should deal thermal damage (Ogres) and for armor and structure EM (Praetors). You will be reminded when it’s time to switch drones. +
- +
-**Drone Bunny** - The one who herds the drones. Using a Target Painter, they will make all the drones in the fleet, assigned to the bunny, attack one target. Depending on the experience of the person doing it they can do it on their own or get help from the FC. The drone bunny role is probably the most labor intensive job when running sites, but even then is not very hard. And trust me, controlling a big purple ball of death and destruction makes you feel powerful. +
- +
-While most of the know-how comes with experience, there are several tricks to running sites: +
-  * In Core Garrisons the towers that spawn in the first wave never switch aggro, which can force splitting reps, try killing them first +
-  * In Core Garrisons the second wave contains 6 logi frigates, that are also the trigger. It's up to the FC but it's recommended to kill 4 of them while leaving 2 alive not to trigger the next wave by accident while reducing the regeneration of sleepers +
-  * To hold the DRB you need at least 5 points of warp disruption, meaning 3 warp scramblers or one Heavy Warp Scrambler as well as plenty of Stasis Webifiers and/or Grapplers +
- +
-Site running details: +
-  * Bookmark the central Tower in the Garrison and warp to it at 10, or prepare special warpin bookmarks, guide coming soon +
-  * Drone Bunny is either a Dominix or a Rattlesnake. +
-  * For Strongholds everyone refits a single DDA to a DCU II +
- +
-===== FC stuff ===== +
-If you are not interested in running fleets, feel free to skip this part. +
- +
-This doctrine is designed with at least 3 nestors in mind. It is recommneded that the drone bunny not be a Nestor to keep the Nestor's reps free for damage switches and refitting the capacitor mids to a target painter might endanger the stability. This fleet setup is aimed to run Garrisons. If you wish to run strongholds then make sure all ships refit a Drone Damage Amplifier to a Damage Control Unit II, and do so at your own risk +
- +
-==== Selling the blue loot ==== +
-While running the sites, you must have noticed that you are not getting any bounty payouts, don’t worry, it’s perfectly normal, if you are getting bounty payments, you should report it to the nearest CONCORD representative. What sleepers do however is to drop “blue loot” when killed. You should gather in with and MTU and when the site is done, scoop it, as it’s your payout ticket, and there is no fury like a krab unpaid, so DON’T lose it. +
- +
-If you manage to get is safely back to K-Space you might want to exchange it for ISK. There are buy orders all over New Eden, in NPC stations that is, with NPC buy orders for a set price, the closest to GE- being the J7A-UR system in Curse, the way you get it there is up to you, but the most common way is to get an interceptor and fly it there, preferably with someone else scouting for you. +
- +
-If you have friends with the right tools or have the right tools, a setup with a Black Ops battleship bridging you to the target system is the foolproof way of getting the money safe. +
- +
-==== Distributing the ISK ==== +
-Seeing that billion isk tick in your wallet makes you want to keep it, but you have to pay your fellow krabs. The best way to manage payouts, especially if you have people joining or leaving in the middle of the fleet is a payout sheet. Message Manks Crendraven in Slack on in-game if you want to get one, that is actually working correctly. When you know how much money everyone should get, simply “Give Money” to them in game. A good idea is to put their names linked in your Notepad in-game for easy money transfers. +
- +
-{{tag>​ratting salvaging guide advanced all english}} +
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  • Last modified: 2019/08/17 19:46
  • by Ignacius Kh'orlan