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darinas

Darina Smirayne

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I'm nobody special. Played eve for 5 or 6 years now, mainly in industry but, more recently, moving to proper pvp. Yes, I finally realised where the tough but fun part of the game was!


I've personally helped more players learn to play the game than the tutorial. (note, this may be a slight exageration, but only slight!)

Darina Smirayne updated

Many different options: Train the Engineering Skill This is the most effective option. You gain 5% more power per level. Every character starts with this skill at level 3. Use a module that increases your power grid by a fixed amount The Micro Auxiliary Power Core I module and its relatives increase your power grid by a fixed amount. They are only useful on frigate and destroyer sized ships as the amount is quite low. From 10 to 12 MW of power grid. This module requires the Energy Management skill to be trained. Use a module that increases your power grid by a percentage Power Diagnostic Systems give you a 5% increase in power grid and a boost to many other stats (capacitor recharge, shield recharge, etc.) in exchange for a low slot. Reactor Control Units give you a larger 10% to 15% increase in power grid. They provide no other bonuses. Both these modules require the Energy Grid Upgrades skill to be trained. Use an Anciliary Current Router rig This rig gives you a 10% boost in power grid. It requires the Jury Rigging skill to be trained. Use a power grid boost implant The Hardwiring - Inherent Implants 'Squire' PG2, PG4 and PG8 implants can be bought from Loyalty Point stores or from the market and grant 1%, 3% and 5% increase in power grid. They require the Cybernetics skill. Train the Advanced Weapon Upgrade skill This skill (which required Weapon Upgrades V) will reduce power-grid used by your weapons by 2% per level. Thus effectively "gaining" power grid to use. Many fits on websites such as battleclinic or scrapheap-challenges expect this skill to be trained, sometimes even to level V to work. It's usual to specify whether the skill is needed and to what level. Recommendations In general, it is a good idea to train Engineering V as soon as possible as it is pretty quick to train and universally useful. The Advanced Weapon Upgrades skill is very useful in fitting high-end ships, especially with T2 weapons (which use about 10% more power grid) and T2 ships. Fitting modules and rigs should be used in moderation as they use a slot that could be otherwise used for more armor, damage, speed or similar upgrades. Some ships however are almost universally used with such modules. A good example are "fleet" sniper battleships, the massive fitting requirements of the largest T2 turrets often make a Reactor Control Unit II mandatory. Many frigates also have popular high performance fit that make use of auxiliary power cores to fit microwarpdrives, high-calibre guns, 400mm armor plates or medium shield extenders.

Darina Smirayne created

Angular, Radial and Transversal velocities are all values that are relative to another point. On your overview that other point is you, so you can see everyone else's values but you can't see those values for yourself. You need help from another pilot to know your velocities. For example, create a trial account, launch your new trial pilot into space and sit still, then use your main pilot in a different EVE session to pull your manoeuvres (e.g. orbit, approach, etc.) and view the values on the overview of your trial alt's screen.

Darina Smirayne created

Angular, Radial and Transversal velocities are all values that are relative to another point. On your overview that other point is you, so you can see everyone else's values but you can't see those values for yourself. You need help from another pilot to know your velocities. For example, create a trial account, launch your new trial pilot into space and sit still, then use your main pilot in a different EVE session to pull your manoeuvres (e.g. orbit, approach, etc.) and view the values on the overview of your trial alt's screen.

Darina Smirayne updated

Angular, Radial and Transversal velocities are all values that are relative to another point. On your overview that other point is you, so you can see everyone else's values but you can't see those values for yourself. You need help from another pilot to know your velocities. For example, create a trial account, launch your new trial pilot into space and sit still, then use your main pilot in a different EVE session to pull your manoeuvres (e.g. orbit, approach, etc.) and view the values on the overview of your trial alt's screen.

Darina Smirayne updated

Angular, Radial and Transversal velocities are all values that are relative to another point. On your overview that other point is you, so you can see everyone else's values but you can't see those values for yourself. You need help from another pilot to know your velocities. For example, create a trial account, launch your new trial pilot into space and sit still, then use your main pilot in a different EVE session to pull your manoeuvres (e.g. orbit, approach, etc.) and view the values on the overview of your trial alt's screen.

Darina Smirayne translation missing: en.activity.destroyed

Angular, Radial and Transversal velocities are all values that are relative to another point. On your overview that other point is you, so you can see everyone else's values but you can't see those values for yourself. You need help from another pilot to know your velocities. For example, create a trial account, launch your new trial pilot into space and sit still, then use your main pilot in a different EVE session to pull your manoeuvres (e.g. orbit, approach, etc.) and view the values on the overview of your trial alt's screen.

Darina Smirayne created

Usually a director does not have the power to kick a member. You need to get the correct role assigned by the CEO. When you have the role, kicking a member is just a matter of right-click on his name in the corp member management window and it should tell you if he has roles or not. If not, he is on the 24h countdown. I didn't know he had to be in station for the kicking to work, but either way you can only pod him in hisec while he is still in your corp (without penalties, that is. If you are happy to accept the penalties, then podding is an easy option everywhere in space.)

Darina Smirayne updated

Usually a director does not have the power to kick a member. You need to get the correct role assigned by the CEO. When you have the role, kicking a member is just a matter of right-click on his name in the corp member management window and it should tell you if he has roles or not. If not, he is on the 24h countdown. I didn't know he had to be in station for the kicking to work, but either way you can only pod him in hisec while he is still in your corp (without penalties, that is. If you are happy to accept the penalties, then podding is an easy option everywhere in space.)

Darina Smirayne created

If you are in scram range and you have an MWD active then the life of your ship might soon be over. There are ways to escape: 1) Have two Warp Core Stabilisers fit, and warp away. 2) Have an AB fit and just fly out of range. 3) With careful *manual* flying you might be able to force your enemy to get out of range. This usually requires a fast, nimble ship, but not impossible with some slower vessels. Just double-click in space in the direction that the ship has just come from and you will head in the opposite direction to your enemy. If the ship is orbiting or "keep at range" then it will turn to follow, but there might be enough time to get out of range and MWD or warp away. The more enemies there are against you, the more difficult this manoeuvre is.

Darina Smirayne created

If you are in scram range and you have an MWD active then the life of your ship might soon be over. There are ways to escape: 1) Have two Warp Core Stabilisers fit, and warp away. 2) Have an AB fit and just fly out of range. 3) With careful *manual* flying you might be able to force your enemy to get out of range. This usually requires a fast, nimble ship, but not impossible with some slower vessels. Just double-click in space in the direction that the ship has just come from and you will head in the opposite direction to your enemy. If the ship is orbiting or "keep at range" then it will turn to follow, but there might be enough time to get out of range and MWD or warp away. The more enemies there are against you, the more difficult this manoeuvre is.

Darina Smirayne created

If you are in scram range and you have an MWD active then the life of your ship might soon be over. There are ways to escape: 1) Have two Warp Core Stabilisers fit, and warp away. 2) Have an AB fit and just fly out of range. 3) With careful *manual* flying you might be able to force your enemy to get out of range. This usually requires a fast, nimble ship, but not impossible with some slower vessels. Just double-click in space in the direction that the ship has just come from and you will head in the opposite direction to your enemy. If the ship is orbiting or "keep at range" then it will turn to follow, but there might be enough time to get out of range and MWD or warp away. The more enemies there are against you, the more difficult this manoeuvre is.

Darina Smirayne created

If you are in scram range and you have an MWD active then the life of your ship might soon be over. There are ways to escape: 1) Have two Warp Core Stabilisers fit, and warp away. 2) Have an AB fit and just fly out of range. 3) With careful *manual* flying you might be able to force your enemy to get out of range. This usually requires a fast, nimble ship, but not impossible with some slower vessels. Just double-click in space in the direction that the ship has just come from and you will head in the opposite direction to your enemy. If the ship is orbiting or "keep at range" then it will turn to follow, but there might be enough time to get out of range and MWD or warp away. The more enemies there are against you, the more difficult this manoeuvre is.

Darina Smirayne updated

If you are in scram range and you have an MWD active then the life of your ship might soon be over. There are ways to escape: 1) Have two Warp Core Stabilisers fit, and warp away. 2) Have an AB fit and just fly out of range. 3) With careful *manual* flying you might be able to force your enemy to get out of range. This usually requires a fast, nimble ship, but not impossible with some slower vessels. Just double-click in space in the direction that the ship has just come from and you will head in the opposite direction to your enemy. If the ship is orbiting or "keep at range" then it will turn to follow, but there might be enough time to get out of range and MWD or warp away. The more enemies there are against you, the more difficult this manoeuvre is.

Darina Smirayne updated

If you are in scram range and you have an MWD active then the life of your ship might soon be over. There are ways to escape: 1) Have two Warp Core Stabilisers fit, and warp away. 2) Have an AB fit and just fly out of range. 3) With careful *manual* flying you might be able to force your enemy to get out of range. This usually requires a fast, nimble ship, but not impossible with some slower vessels. Just double-click in space in the direction that the ship has just come from and you will head in the opposite direction to your enemy. If the ship is orbiting or "keep at range" then it will turn to follow, but there might be enough time to get out of range and MWD or warp away. The more enemies there are against you, the more difficult this manoeuvre is.

Darina Smirayne translation missing: en.activity.destroyed

If you are in scram range and you have an MWD active then the life of your ship might soon be over. There are ways to escape: 1) Have two Warp Core Stabilisers fit, and warp away. 2) Have an AB fit and just fly out of range. 3) With careful *manual* flying you might be able to force your enemy to get out of range. This usually requires a fast, nimble ship, but not impossible with some slower vessels. Just double-click in space in the direction that the ship has just come from and you will head in the opposite direction to your enemy. If the ship is orbiting or "keep at range" then it will turn to follow, but there might be enough time to get out of range and MWD or warp away. The more enemies there are against you, the more difficult this manoeuvre is.

Darina Smirayne translation missing: en.activity.destroyed

If you are in scram range and you have an MWD active then the life of your ship might soon be over. There are ways to escape: 1) Have two Warp Core Stabilisers fit, and warp away. 2) Have an AB fit and just fly out of range. 3) With careful *manual* flying you might be able to force your enemy to get out of range. This usually requires a fast, nimble ship, but not impossible with some slower vessels. Just double-click in space in the direction that the ship has just come from and you will head in the opposite direction to your enemy. If the ship is orbiting or "keep at range" then it will turn to follow, but there might be enough time to get out of range and MWD or warp away. The more enemies there are against you, the more difficult this manoeuvre is.

Darina Smirayne translation missing: en.activity.destroyed

If you are in scram range and you have an MWD active then the life of your ship might soon be over. There are ways to escape: 1) Have two Warp Core Stabilisers fit, and warp away. 2) Have an AB fit and just fly out of range. 3) With careful *manual* flying you might be able to force your enemy to get out of range. This usually requires a fast, nimble ship, but not impossible with some slower vessels. Just double-click in space in the direction that the ship has just come from and you will head in the opposite direction to your enemy. If the ship is orbiting or "keep at range" then it will turn to follow, but there might be enough time to get out of range and MWD or warp away. The more enemies there are against you, the more difficult this manoeuvre is.