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Feb
18

Increasing your pirating skill

Posted under Buy EVE Online ISK

A great way to make EVE ISK ransoms go just that little bit smoother is to set up a private channel and promote yourself to operator.

Now, set the Message of the Day as your cheap EVE ISK ransom note. Invite victims to this channel and instantly upon entry they will know you mean business.

Also if you’re a CEO of a Corporation, ask all your members to do their “transactions..” in this channel. This way the whole gang gets a little insight into what would otherwise be said in private convos. Helps to forgo any misunderstandings as well as accidental killings.

This should help make the honorable profession of piracy that little bit more…well…professional.

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Feb
11

Farming NPC Haulers Without concord Intervention

Posted under EVE Online ISK Guide

Basically this is a guide on how to farm NPC haulers that spawn at just about every station in eve. These haulers contain valuable POS Fuels (NPC) as well as some tech 2 building components. Which can get you good EVE Online ISK

The basic strategy is to kill the haulers when they are not on their own respective stations. As only the haulers own corp will defend it. Say you are at a DED station and you see a group of haulers pulling away from the station, toss a view onto the lead hauler and align your view so it is looking in the direct direction that particular hauler is moving. It will at about 110km out align tword the station it is going to jump to. at about 120km it will disappear, 2 minutes later it will appear at the destination station. So long as this is not the same corp station it has left from you may follow and kill.
I like to get EVE ISK in a gang with myself and then TAG the haulers going outbound to make them easier to find. For example if they are leaving from a DED Station I tag them with a “D”. The I can even hop station to station to look for my targets till I find haulers tagged with a “D” and I know I have my target as well as the fact the came from a DED Station. The best possible setup fot this procedure is to find a system like HEK with 3-4 stations all with different corp ownership. In a system like this it is way easier as ALL INCOMING NPC HAULERS are viable targets. The aggression timer will be in effect for the corp that the hauler came from and so you should not go to that station till timer is done.
Basically Corporations AND Corporation stations as well as guns will ONLY Protect their own haulers. And not the haulers of another corperation at there station.

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Feb
08

Step-by-Step Pirating Guide

Posted under EVE Online ISK Guide

REQUIREMENTS
For a low SP character
Many new characters may think themselves useless as pvpers; but this is most definitely not the case. In a frigate you can take down, or immobilize, an opponent much larger than yourself. They key to not dieing while yo do it is speed.

Therefore it is a lost essential for all new characters to train for a microwarp drive

Now that the missile changes have come to pass, an afterburner is probably more viable, though having the skills for a microwarp drive is a very good idea

This will help you to take reduced damage from missiles and evade turret fire.

Thus a new pilot should invest in the following skills:
High speed maneuvering I
Navigation IV
Afterburner IV

This is probably the most time consuming of the skills that you will need.

Next, you will need to be able to use a warp disruptor or warp scrambler, to stop your prey from warping away.

Both of these have their benefits, however i recommend using a warp scrambler as a lot of your targets may carry a warp core stabilizer, and the -2 scramble on this item is more likely to stop them from warping. Secondly, a warp disruptor uses too much capacitor to be run easily on a frigate.

To use this module you will need to train:
Propulsion jamming I
Navigation II (you should already have this at IV)
Electronics III

Since you now have the two main essentials: you may also want to fit a stasis websifier (which has the same requirements for skills as the warp scrambler) to slow down your prey. However this may not be necessary if you are in an asteroid belt or at a planet etc as your target has nowhere to run.

Of course you need a ship to fit these to, and i recommend either the KESTREL or the RIFTER as both have the ability to lock down a target, while staying reasonably fast and dealing some good damage. For the kestrel, the choice between rockets or standard missiles is one best left to you. Rockets are better for close range combat as they have a better damage/time. For the rifter, experiment with the guns/missiles, and find out which suits your style best. An INCURSUS fitted with blasters is also a good option or gallente users. For amarr, the punisher is a solid frigate but lacks midslots. With pulses it can still be damaging and can absorb a lot o damage, so it is a useful ship in a gang.

At this point i would not recommend training gunnery skills too much.

Now, running a micro warpdrive and a warp disruptor, along with whatever else you wish to fit, is a drain on your capacitor. Capacitor power relays in the low slots can help you to sustain the modules.

These require:
Energy grid upgrades II
Science I
Engineering II

(don’t worry about all this training: it doesn’t take very long, and many of the skills are essential later on anyway)

The rest of the slots on your ship if you have any free) is really up to you.

WHERE DO I HUNT?
By now you are thinking; “Great I’m ready, where do i go to kill!”

Unfortunately it isn’t that easy. To find targets, you need to go in 0.4 and below systems. These are often sparsely populated, but now and again you can find something to kill.

Try to look in the less busy low security systems, as this is where miners are more likely to be hiding. Fly around these until you see a possible target in local.

Then you use your scanner to see what ships are in space. (see “using the scanner” near the end of the tutorial) If the scanner shows a prime target, such as a hauler or a mining cruiser; off you go. To find him you can either

Browse the belts.
Use the scanner and narrow him down.

Using the scanner like this is difficult at first, but often quicker than going through the belts, and well worth getting used to.

USING THE SCANNER
First of all, position your camera so that it is facing in the same direction of your ship. From what i have seen, the “nose” of your ship when at rest points to the 5degree scan (although this is very difficult to find people with as it is so precise)

Firstly, set your overview settings to show asteroid belts, then do a 360 degree scan at full range (about 14 au)

Proceed to narrow it down until you have only the ship and the belt on the scan: the ship is most likely at the belt. Warp in. Don’t worry about messing up a few times, this requires a LOT of practice.

Once you have your prey in your sights: its time for

THE ATTACK
Orbit your prey at your optimal range and engage your warp scrambler and weapons. If all goes well and you get him to structure, convo him (if you wish to ransom and not just destroy the ship) and ask for a toll. Choose this yourself, judging the value of his ship and modules and thinking how much he would lose if he went boom.

The actual technique you should sue depends on your ship, your fitting, and your opponent. For mos purposes i would suggest having a close range fitting (ie: AUTOCANNONS/ROCKETS/BLASTERS/PULSES for minmatar/caldari/gallente and amarr respectively. If you are using a MWD, then i suggest you engage it to close the distance between you and your foe. Once you are within range and hopefully under his guns) turn it off and orbit: this will save your capacitor for other essentials like guns and repairers.

I advise you not to pod kill your target, as the security status hit for this is very heavy, meaning you wont be able to go into high security space.

Once your prey has paid you (hopefully) let him go by deactivating your guns/scramblers. If he did not pay, send him on his merry way in his pod.

Do NOT go near the sentries for 15-20 minutes after you have committed a hostile act, as it will leave you in your pod. (sentries are cruel masters)

The new introduction of the criminal flagging counter is a very good indication of when you are flagged or not but I wouldn’t trust it fully.

SECURITY STATUS
When you kill a player’s ship, (and more seriously his pod) you receive a security rating drop. This can only be raised by killing battleship npcs, which is probably way above you at this point. Don’t worry, if you want to be a true pirate, you can worry about this later: just make sure you dont get trapped in a low security system surrounded by a lot of high security ones, as you may find it hard to get out. Once you reach -5.0 you can be shot ANYWHERE without penalty, so be aware.

Security ratings:
-1.9 and above: you can enter all space freely
-2.4 and above: you can enter all but 1.0
-2.9 and above: you can enter all but 0.9 and above
-3.4 and above: you can enter all but 0.8 and above
-3.9 and above: you can enter all but 0.7 and above
-4.4 and above: you can enter all but 0.6 and above
-4.5 and below: you cannot enter secure space without being fired upon by the navy/concord

Expect to lose ships often until you get the hang of it. Don’t worry: basic frigate setups are cheap.

Lastly: EVE Online is NOT a single player game, making friends is an excellent idea: and joining a pirate corp can help you to learn quicker and kill more (killing with friends beside you is much easier, and more fun)

Hope this helps, and if i forgot anything, feel free to post it.

Part II - Advanced Pirating Techniques
By now you should be reasonably experienced: and for most of these options you should be able to use a battleship.

The first is probably the best way to earn EVE ISK, but you will need friends or a VERY good setup. [This bit is mainly up to you, you should know how to fit things by now]

SENTRY TANKING
My personal favorite: for this you will probably need about 3 well tanked battleships for sustained tanking, or perhaps one or two if you are not staying under sentry fire. I would not recommend capacitor boosters for this unless you have a secure can anchored somewhere in the system for easy access as they tend to run out very quickly. I would advise a close ranged setup with a web and disruptor, and a sustainable tank. Having an alt in an industrial ship to pick up the loot is also a good idea. To be successful your best bet is to have a couple of people in cloaked ships watching for a “blob” which would overpower you. Begin to allign for warp every time something comes in the system, just to be on the safe side. Pick a busy-ish low security system where you may be able to make some nice EVE Onine ISK. Incorporating a nos or two into your setup could be the difference between life and death if you get attacked by anything cruiser size and down.

SNIPING
I’ll be blunt. I hate this, but it IS a very good (and generally safe) way to make EVE ISK price and accumulate a lot of kills. This can be done solo, but you may not be able to kill larger ships quickly enough. Having an alt boosting your lock time, tracking may help, as will having an alt in an industrial to pick up the loot. To actually get in position for sniping you must be 150km+ from the gate. I would advise changing spots every now and then and keeping a close eye on local. If a covert ops ship enters system it is time to run away :)

COMPLEX HUNTING
Since RMR, complexes have been very good places to find targets in low security. A heavy assault cruiser, recon cruiser, or well setup battlecruiser is your friend here. An afterburner is nearly essential, as a microwarp drive will not work in dead space complexes. This is fairly simple: if you scan a ship in local and there is a complex simply check it out. If you “patrol” certain systems make a point of checking the complex every now and again. If it is easy you could do it for the security status and cash, if you are bored.

SCAN PROBING
By this point you will probably have had many people run to safespots on you, or even leave ships and supplies at them. Probing is a great way to kill them or blow up their supplies in true pirate fashion. A covert ops ship with all the relevant skills is a great way to steal ships, or find your enemy. Simply scan the target down with the scanner, and drop a 3 AU probe in a “triangle” around his position (use moons and safespots etc) Then hit scan. I advise turning on your cloak while it is scanning, and warping once the signal has been found while cloaked. There you go, have your gangmates war in and give your best “YARR!” in local.

Feb
06

Booster Production Guide

Posted under EVE Online ISK Guide

Guide to Booster

Disclaimer: this is going on what I know, I don’t have booster production running yet, but the people who do aren’t talking. Some of it is guesswork/reasoning, some is known info. If someone could actually get this thing running, its no doubt you can make great amount of EVE Online ISK out of this.

The process:

- Find gas cloud. Best info is that these are LADAR sites and spawn certainly in 0.0 COSMOS constellations and apparently in non-COSMOS areas in the same region

- Harvest the gas cloud. This requires a Gas Harvester module and the Gas Cloud Harvesting skill. This gives you with a Cytoserin compound.

– The base module is known to be offered as a reward from some 0.0 COSMOS missions at least some of the time.

– The meta versions are bugged - their skill requirement is set to “Gas Harvesting”, which doesn’t exist.

– The skill is known to be offered as a reward from some 0.0 COSMOS missions at least some of the time

- React the compound. This requires a Medium Biochemical Reactor Array (POS array). These are empire-seeded. It also requires the requisite reaction. This gives you a pure booster

– Reactions can be found in certain 0.0 exploration sites which are believed to be COSMOS constellation-only

- Manufacture the booster. This requires the right blueprint and pure booster compound, as well as usually some additional commodity. It presumably requires the Drug Manufacturing skill. Presumably it can be done in the seeded Drug Lab POS module; it’s also been suggested that it can be done in player outposts.

– In cheap EVE Online Blueprint copies can be found in certain 0.0 exploration sites which are believed to be COSMOS constellation-only

There are two further classes of booster. The Improved versions require an Improved reaction and both the pure standard booster in question and a pure booster compound which is believed to be from an adjacent COSMOS constellation, plus a commodity. The Strong versions require a Strong reaction, the pure improved booster in question and a pure standard compound which is believed to be from the COSMOS constellation opposite it on the map, plus a commodity. It is assumed that both reactions require a Biochemical Reactor. Both obviously also require the relevant BPC.

In summary, to make a standard EVE Online booster, you need:
-Gas cloud
-Harvester module
-Harvester skill
-Medium Biochem reactor
-Standard booster reaction
-Drug Manufacturing skill
-Booster blueprint

Again, this is not guaranteed to be accurate. Feel free to correct any errors, or alternatively act like a [expletive] and flout your “superior knowledge” without actually telling anybody anything, even though you very probably relied on other people being open and honest with their info to get as far as you have.

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Feb
04

How to escape camped gates

Posted under Buy EVE Online ISK, EVE Online Missions

Gates camps in EVE Online Lowsecs and Nosec areas have their unique characteristic. Below is how to escape and avoid them.

LowSec:

First off, low secs gate will often firing at a campers. This will make it easy to spot one. Low Sec camped gates are fairly easy to escape by any ship if you are fitted properly. This is doe to the fact that there are no dictor bubble around. That means whatever you want to hold, you will have to lock manually. The mod you will need in Low Secs is Inertiastablizers, this will allows your ship to turn and jump quickly wihtout much hassles make sure you put them into every slot you could. Things like warp core stabilizers works also but you might ended up getting killed by a single missile volley instead of being scrambled.

The 0.0:

The easier way would take more people, having a scout in the interceptor checking gates ahead of you is prolly the safest way to make it through 0.0 in a slow ship. In case you just want to get yourself through, frigates with WMDs are ideal for this and cruisers are so-so.
The idea behind this is not about running away and warp to the next gate. Even T2 interceptor still have a chance to get fragged trying to run out of the bubble. Instead, after you’ve found out that the gate is camped, wait until 30 seconds into the gate cloak and WMDs back to the gate ASAP.
The trick behind this is to add waypoint and execute auto-pilot, this will ensure that you will be warped out as soon as you get in range. The 30secs wait for uncloak is to eliminate the chance that you will get sesson change denial.

Getting a hauler through 0.0 is almost impossble without a scout. However the best bet would be taking T2 Haulers out with 3 Warp Core Stabilizers. And the most important thing is consider if you are making EVE ISK price worth the risk of traveling through.

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Jan
24

Organize profitable mining opt.

Posted under EVE Online Mining

Some players use two EVE Online accounts running at the same time. The second account is a Refiner / Hauler. She might be maxed out on Refining and Refinery Efficiency as well as most Navigation Skills and fly an industrial. An important note here is that if you’re mining in 0.0 space you will most likely be refining in an NPC station that will charge you a percentage based on your faction standings with them, They will most likely be Pirates so the Criminal
Connection skill is a valuable one to have. Also take your refiner alt and do some level one missions for them to increase your faction standing. This adds up to a huge amount and is well worth the few hours invested in doing the missions. Whatever you do don’t go out and hunt or shoot the NPCs that your refining your ores with, as it will hurt your profits way too much. Another angle is to use Corp owned or Conquerable Stations that are under the
control of your Alliance. These can be set to a zero tax or refining charge.
If you don’t have two accounts then you can do things the old fashioned way: pay someone to haul for you. For that matter pay two players to haul. Pick out 2-3 newer players and cut a deal with them. Furnish them with the Amarr Industrial skill book and then set them up in a fully equipped Bestower Industrial. Cheap EVE ISK for you and a huge help for them. Pay EVE Online ISK price based either on a percentage of what they haul or on a flat rate per hour hauling. Consider keeping a logbook and recording this information on all your operations. It’s a big help if you go and buy a loose-leaf binder and some dividers and keep records and notes.

Jan
23

Gold Digging

Posted under EVE Online ISK Guide

EVE Online ISK: Mining

Ore Break-down

Veldspar = 100% Tritanium

Scordite = 67% Tritanium, 33% Pyerite

Plagioclase = 50% Pyerite, 25% Tritanium, 25% Mexallon

Pyroxeres = 82% Tritanium, 11% Mexallon, 6% Pyerite, 1% Nocxium

Omber = 42% Tritanium, 42% Isogen, 16% Pyerite

Kernite = 50% Mexallon, 25% Tritanium, 25% Isogen

Jaspet = 40% Mexallon, 20% Tritanium, 20% Pyerite, 20% Nocxium

Hemorphite = 49% Nocxium, 24% Tritanium, 24% Isogen, 3% Zydrine

Hedbergite = 65% Isogen, 32% Nocxium, 3% Zydrine

Gneiss = 40% Isogen, 20% Tritanium, 20% Mexallon, 20% Zydrine

Ochre = 50% Nocxium, 25% Tritanium, 25% Zydrine

Spodumain = 72% Tritanium, 14% Pyerite, 14% Megacyte

Crokite = 50% Zydrine, 25% Tritanium, 25% Nocxium

Bistot = 50% Zydrine, 25% Pyerite, 25% Megacyte

Arkonor = 42% Megacyte, 37% Tritanium, 21% Zydrine

Mercoxit = 100% Morphite

Sometimes the 7-10 jumps can be worth its wait in buy ISK, refine or not, but sometimes hauling your cargo to other stations helps, if the ore
you want is near that station; setup shop there and mine.

Next!

When looking at a 9-20 jump trade with high value; look for other
opportunity’s that require less jumps, but that has a close to average
yield as the higher jump. You can spend a longer time jump to one
place for an instant cheap EVE ISK, or spend that same time making lesser
jumps for multiple trades for less time, think on it.

Jan
21

Basic guide to invention.

Posted under EVE Online Missions

Invention Guide
Invention is the only approach toward original tier 2 blueprints which are mainstream EVE ISK making items.

* Overview
* Skills
* Stuff needed
* Steps to inventing

Overview
Invention is the new system that came with Kali 1.5 which now allows every day people to produce tech 2 goods. Well, almost. It takes numerous specialized skills and expensive items to build. It takes a significant (by most player’s standards) investment to undertake, but the potential profit makes it worth at least looking at.

Skills
The skills that you need fall in the science category. The invention specific skills are as follows (as well as the requirements).

* Electronics II
* Engineering II
* Electronics Upgrades V
* Science V
* Hacking II
* Racial Encryption Methods

The racial encryption skills are named obviously, Caldari Encryption Methods etc. The only problem is at current these skills are 75-250 mil a piece and you need all four if you want to keep your options open. These are just the skills for invention; you also need the skills for manufacturing of the tech 2 good if you want to build it yourself. Those are listed under the manufacturing tab on the blueprint

Unfortunately these are not the only skills you need. In addition specialized science skills are required. For this guide the Ballistic Control System I will be used throughout. This require the skills Electronic Engineering and Mechanical Engineering, not a coincidence that these are the same types as the datacores needed.

I should mention at this point that the higher the skills related to the invention the better your chances at a successful job. How much better is a guess, but getting the skills to 4 is probably a good idea before you start blasting away. Note this includes the science skills that the datacores need. When in doubt, check your blueprint for what it needs, the datacores each have a corresponding skill they require.
Materials

The first major item you need is an interface. There are three of each for each race, meaning twelve total. One type handles ship equipment, one is for ships themselves and the last is for rigs. You only need one of each type maximum, they last an infinite number of runs and can be used in all simultaneous jobs. Prices range from 25-300 mil depending.
Race: Amarr
Name Used on
Occult Ship Data Interface Ships
Occult Data Interface Ship Equipment
Occult Tuner Data Card Rigs
Race: Caldari
Name Used on
Esoteric Ship Data Interface Ships
Esoteric Data Interface Ship Equipment
Esoteric Tuner Data Interface Rigs
Race: Gallente
Name Used on
Incognito Data Interface Ships
Incognito Data Interface Ship Equipment
Inognito Tuner Data Interface Rigs
Race: Minmatar
Name Used on
Cryptic Ship Data Interface Ships
Cryptic Data Interface Ship Equipment
Cryptic Tuner Data Interface Rigs

Once you have the skills and the interface you need a bpc of the tech 1 good you want to invent. If the blueprint does not have an invention tab, like ammo at the moment, then you can’t invent it. Also while you can invent tech 2 warp core stabilizers they are impossible to build so I would recommend against using your datacores in this manner.

A blueprint copy is a limited run version of a blueprint and you can’t research them to improve the stats. For EVE Online invention the only stat that matters is how many runs a bpc is. The material and production efficiency of the tech 1 bpc have NO effect on the final invented blueprint. The number of runs however does, so use max run bpc’s for invention. This can be determined by looking at the production limit on the tech 1 bpc.

Each invention job will require two different datacores; the number of each will be different depending on the job. Some items only take 1 of each all the way up to tech 2 battlecruisers at 16 each. Ship equipment is between 1 and 3. Here is a list of all datacores that are in game. The related skill should be fairly obvious, i.e. Quantum Physics for Datacore - Quantum Physics and the like.

* Datacore - Amarrian Starship Engineering
* Datacore - Caldari Starship Engineering
* Datacore - Electromagnetic Physics
* Datacore - Electronic Engineering
* Datacore - Gallentean Starship Engineering
* Datacore - Graviton Physics
* Datacore - High Energy Physics
* Datacore - Hydromagnetic Physics
* Datacore - Laser Physics
* Datacore - Mechanical Engineering
* Datacore - Minmatar Starship Engineering
* Datacore - Molecular Engineering
* Datacore - Nanite Engineering
* Datacore - Nuclear Physics
* Datacore - Plasma Physics
* Datacore - Quantum Physics
* Datacore - Rocket Science

Steps

The first step after learning all the skills is to get a blueprint copy of the tech 1 version of the good you want to invent. The higher the run count the better. For all my jobs on ship equipment 300 is the norm. Then you check the invention tab on the bpc to get what datacores you need, which is under the material tab.

Now is the time to think of any optional components you may want to use. See the advanced page for more details on how they can affect the job. After you have all the stuff gathered it is time to start the job.

Starting the job is just like starting any other build job except for a few extra fields. The fields on the invention tab are as follows.

* Installation - Which queue you install the job in. Doesn’t really matter which one, just choose an open one.
* Blueprint - What blueprint you are using. This should be fairly obvious.
* Input/Output - Where to get parts from for the job (blueprint must be in the same location I believe) and where to put the tech 2 bpc if the job succeeds.
* Base Item (optional) - Tech 1 item that can boost the odds of success. S
* Decryptor (optional) - Decryptor that can affect quality of blueprint and/or success rate.

It is worth mentioning that in the cases where multiple tech 2 items exist, such as ships, then it picks randomly between them. You can tell which it picked shortly after starting the job as it is listed in the job queue.

As an example we will use the Ballistic Control System I.

1. Create a 1000 run blueprint copy off of a Ballistic Control System I blueprint original.
2. Read the invention tab off of the blueprint. Required items: Esoteric Data Interface, 2 Datacore - Electronic Engineering, 2 Datacore - Mechanical Engineering.
3. Either get the datacores from a R&D agent or purchase them off the market.
4. Bring up the invention job and choose a queue to use. Choose the input/output and blueprint. Add any optional items that you feel might help. I added a Ballistic Control System I, because it is pretty much always worth it to add at least the tech 1 item. No decryptor was used.
5. Start the job and wait.
6. After the job finishes and you complete it you get a message. There are several messages but the one you are looking for is research successful. This message tells you the stats of your new tech 2 bpc. Congratulations, you can now join the ranks of tech 2 manufacturing!

Tech 2 building is exactly the same as tech 1, except it requires more skills, a copy of the tech 1 good it is based on and R.A.M. modules. That is beyond the scope of this guide at the moment. Optional components are now covered in the EVE Online ISK Guide.

Written by Ittey

Jan
15

Mine 0.0 Space Alone

Posted under EVE Online ISK Guide, EVE Online Mining

This guide can help you make millions of EVE ISK in EVE Online mining alone.

You may need to know a bit about farming, check it out at this cheap ISK shop.

First, make sure you are in a newbie ship with basic miners, or something higher if you want to play it risky. the newbie ship CAN support Miner 2’s.

Okay, now find yourself a 0.0, it should have many asteroid belts. You can check this by putting your mouse over the system’s star.

Try to make your way there without being killed. To do this, DO NOT use autopilot. Keep your camera zoomed out to a degree.

Choose warp to 0 to get to the next star gate. as soon as warp is over, click jump, so as to minimize the amount of time spent vulnerable..

Okay, now once you are in your system war somewhere. While in warp, make a bookmark. Name it jetcan. Warp somewhere else and make another. Call it Jetcan Maker.

Okay, now warp to the bookmark called jetcan. Once there, open up people and places, aswell as your cargo hold. Drag and drop jetcan maker into your cargo hold.

Jettison Jetcan Maker. You now have a Secure Jetcan. You can now mine.

A NOTE ON JETCANS:

Jetcans have a huge amount of cargo capacity, so you can mine quite a bit. However they explode after 72 minutes. They never survive a server shutdown.

To fix this problem, name you jetcan the time. Once around 60 minutes have passed, drag Jetcan Maker to you cargohold, jettison it to make a new jetcan.

Name the jetcan the time, rinse, repeat.

Okay, now that you know the intricacies of jetcans… You ask, “Why do I need the jetcan to be in the middle of nowhere? Is not beside me more convenient?

The Answer: NO. In 0.0 battleships spawn as rats. Als, it has a high concentration of player pirates. by moving the jetcan into a no-mans land, you can leave a field you were mining.

But not loose any profits. If a battleship spawns, you cannot go back to retrieve your jetcan later.

Or you can skip all that and buy EVE ISK cheap HERE

Jan
14

EVE Online Guide: The ultimate ISK making guide

Posted under Buy EVE Online ISK, EVE Online ISK Guide

Mining

Expected Yield

* 1.0 to 0.9 space: 1 million ISK per hour
* 0.8 to 0.5 space: 1.5 - 2 million ISK per hour on average
* 0.4 to 0.1 space: 3 million ISK per hour
* 0.0 space: 10-20 million ISK per hour

Buy cheap EVE Online ISK.

Strategies

* Ninja Mining: Park an industrial ship in a safe spot and mine with a ship that fulfills the following criteria (in alphabetical order): moves. If you see pirates, run for a moon or a safe spot. Fill a can to the capacity your industrial can carry, have it drop in and pick up the ore. Rince and repeat. Bookmarks are your friends in this scenario. It’s a decent way to make money for solo players.
* Hub System: Take a hauler with 20 giant secure cans to an out of the way system, ideally to a spot located between several mining fields (meaning you can warp to it from each of them). Place the cans in a circle around that spot. The idea is to insta-warp and drop whatever you have for a pick up later on. The more out of the way the system is, the more centralized your “can-ring”, the better your reward.

Agent Missions

* The ideal way to make money for newbies and when your favourite TV show is on.
* R&D Agents: Purely luck. Can be 120 days without anything, or 3 blueprints in a row. I recommend you get one for the sake of it.
* Regular Agents: On average this yields you 250,000 ISK per pop (roughly 1 implant every 30 runs)

NPC Hunting

* Profitable if you know what you are doing: Ideally a constant respawn you can handly without any major problems. Dieing will throw you back quite a bit so you should stay well out of close encounters. It’s a better idea to chain them.
* Pirate bases are a little difficult with up to 30 spawns, so I recommend you slowly test your limits with those.
* Exploit 1: Find a belt that suits your ability and kill all NPCs except for the weakest one. After a short while the mobs will start to respawn, again kill all except the one you left out the first time. Rince and repeat. The next spawn cycle will be much faster and the respawn time will continue to become shorter until you reach instant respawns. Chaining in 0.0 requires a small group of people, ideally with shield transfer arrays for everyone: 4 medium shield arrays pointed at one ship make it practically invincible against even the heaviest NPC battleships
* Exploit 2: Hide behind an asteroid when fighting heavy guristia: Since they are using missiles, they won’t be able to hit you

EVE Online buy ISK

* Nowadays only suitable for newbies. You’ll need an industrial ship, an idea of something that is being sold cheap in one spot, and bought at a high price in another spot. It takes a lot of initial research, but after that things are pretty much on auto pilot.

Scams / Tricks

* Here you usually rely on other players being naive, not informed, in a rush or simply not too bright. Not surprisingly, this works well.
* Sell a shuttle for 10 million. People can be desperate, in a rush or absent minded - voila easy profit.
* Overprice minerals. Again people sometimes overlook the “extra zero”. Quite similar to the shuttle thing.
* Putting a condor named scorpion in the trade window - they used to look pretty much identical.
* Get a small industrial and steal unsecured cans in 0.5 space. This has somewhat been nerfed since players can now attack you for up to 24 hours (unlike before where it resulted in a cheerful “police intervention” to your benefit).
* Corp theft: Gain trust, grab what you can and make a run. Also: Open up a new account since your former “friends” will want to see you rot in MMO-hell for all eternety. Excellent profit though.
* Scamming is an easy way of making money and a sure-fire way to destroy your reputation for good. Period.

Pirating

* Requires at least 3 people
* In 0.4 to 0.1 space hunting
* The more of a reputation you have, the more you can reap by extorting, negotiating and attacking miners
* Good negotiation skills, a decent reputation and a nice exchange of words can result in an income of 30-50 million ISK per hour.

More EVE Online ISK making tricks, cheap EVE ISK shop.