I've been busy with work and haven't had too much time for EVE. I've been taking quite a few EVE vacations ;)
The 5 Year Plan corporation is doing okay and we're looking for some more recruits who are interested in mining and missioning. We're building up an alliance with other smaller corps. It's informal at the moment.
I still haven't lost my Myrmidon though I've been close. Warping out as soon as the hull reaches 50% was very exciting and very expensive to repair. It costs a few million ISKs to repair the ship. With a hull and armor repairer you can save a lot of money. My friend lost his ship though and he was so demoralized that he took a 30min break from EVE! We figured out what he could do until he bought his ship again...make a fitting for armor/hull repairing. The ship is basically designed to support other ships in a fleet and repair their damage. It has remote hull and remote armor repairers, armor repair drones, and cap boosters (repairing uses a lot of energy). It repaired my Myrmidon's armor from 0% to 100% within 2 minutes. With some drones and improved skills, it can do that even faster.
We've been doing some level 2 and 3 missions and I'm thinking of organizing a big mining op for Friday or Saturday. We might do a mission run just to get everyone's standings up with certain corporations though. I'm also hunting for an Incursion to do, I've been wanting to do one for a while now but we need a bigger fleet. Should probably get more of the epic mission arc done too.
If you take a look at the full stats for ammo/charges, you will see different types of damage that they can cause. EVE is a complex game and your DPS (Damage Per Second) should take into account how you're trying to damage a target ship.
Types of Damage
Update: there are only FOUR types of damage, base shield and base armor don't count for much anymore.
There are 6 types of damage:
Let's examine the small projectile ammo stats grid to see how this works.
As you can see, the EMP S ammo does the most EM damage and the most Base Shield damage. This is helpful for taking down the shields of enemy ships very quickly, however once you break through the shield, you should switch your ammo to Fusion S. It does the most Base Armor damage and also does the most Explosive damage.
Unfortunately, the enemy might have some items that increase their resistance to EM damage and to Explosive damage. This means that whatever damage is done by the EMP S and Fusion S ammo will be reduced. If you can figure out which type of damage they're weak against, switch to another ammo type whose resistance is lower. For example, the enemy ship might be strong in EM and Explosive damage resistance but weak in Kinetic resistance, therefore you would select the Titanium Sabot S ammo.
Furthermore, with the EMP S and Fusion S ammo you will have to be much much closer to the enemy to effectively damage them. When you're 20 km away from the enemy, the damage done will be much less than if you were 5 km away from them. This is where the long range of the Nuclear S, Carbonized Lead S, and Proton S ammo comes in. When you're further away, use those ammo types and as you close in, switch to Titanium Sabot S or Depleted Uranium S. If you get any closer, then switch to the bottom three ammo types. As a safe choice, you can stick to Titanium Sabot S or Depleted Uranium S since they have no range bonus but do have a nice bonus to the tracking speed which means you will be much more likelier to hit the enemy.
I'm looking through the different ammo types for my 200mm Light Carbine Repeating Cannon I turrets and found that the type of ammo drastically affects the DPS of your ship. Currently I am using Phased Plasma S and Titanium Sabot S which, according to the listing below, are pretty good!
(I used Python Fitting Assistant to check these different fittings out)
Here are the stats that I got for different types of ammo (click here to view the full stats for small projectile ammo):
The DPS is for the turrets of the ship which includes a few other types of turrets and other enhancements. Your mileage may vary but I think the overall percentage improvement that each ammo type gives you stays the same.
I also have a single railgun, the 250mm Railgun I, and I changed the charges on that (it uses Medium-sized charges, click here to view the full stats for medium hybrid charges):
EVE Mentat is a trading tool for Eve. You can view all your wallet transactions, orders and market data in a single location and compare them much more easily across regions. While in EVE, use different characters in different regions and click "Export to file" for each item in the market. Then in EVE Mentat, import the market data from those files. EVE Mentat will tell you if your order prices are unprofitable and it will make it easy to compare which regions have the best buy/sell prices for items.
EVEMon is used for skill planning and making sure your character is training up the skills you need. It helps also because you can tell when you need to login and setup a new skill training queue. It can give you a listing of future skills that you have to train as well.
Python Fitting Assistant is a tool for helping you pick the best items to fit to your ship. It will even factor in your skill levels to give you a more accurate analysis of your ship fittings. Use it with the market data tools to find the best prices for items, and find out which skills you need to train up to get the most out of your ship.
I've been flying a Thorax lately and my targeting range was awful. I had to buy an afterburner to be able to get close enough to my targets to land a shot. Then I found a few items for improving the targeting range and how quickly I can target.
Sensor boosters increase range and scan resolution. You're going to need sensor booster scripts to use them though. They'll increase your range depending on which booster script you buy. The scan resolution bonus is above 25% which helps when you're using the scanner.
Signal amplifiers increase your maximum target range and some of them provide +1 max targets.
The target painter doesn't have any effect on the target range or the number of targets, but it does make the signature of the target ship larger which makes it much easier for other ships to target it. I don't recommend getting this until you're in a more advanced stage of fleet battles.
To help out your fleet's targeting, grab a Remote Sensor Booster like the Linked I Sensor Network. Target your fleetmate and activate the booster on them to give them a bonus to max targeting range.
The most basic skills you need to be able to use all of the above items are:
That should take less than 3 days to train that up. The electronics skill will obviously take the longest time, and you'll want to continue training up the rest of those skills to increase your bonuses.