Each ship has a specific number of hardpoints, which are places to attach turret modules, launcher modules, rigs, and subsystems. Weapon hardpoints will limit the amount of a type of weaponry a ship can use. For example, the Caldari Raven battleship has a total of eight high slots. The ship's bonuses are aimed at missiles so you would normally want to fill all eight slots with missile. My other Eve Online Videos - Follow me, email me, find me, or support me: http://www.
Eve Online - Venture Mining Guide If you enjoyed the video feel free to subscribe for more Eve Online Tips & Guides. Please comment if you have any other que. Venture: 1: 352.898,58: High slots. Rig slots; Small EM Shield Reinforcer I: 1. Material related to EVE-Online is used with limited permission of CCP Games hf. Citizen Venture. Rig Slots: 0.0 Fitting slots 0.00: Rig Size. EVE Ref Twitter Reddit Reddit Autonomous Logic Autonomous Logic EVE Online CCP Games.
Rigs are permanent ship modifications that fit into the rigging slots of a ship. Once fit, in most ships they must be destroyed in order to be removed (unlike regular modules). The exceptions are T3 Strategic Cruisers which feature removable rigs. Most rigs have some other drawback associated with them; these penalties are reduced by training more levels in the associated rigging skill: the amount of speed reduction caused by armor rigs, for example, is lessened (though never completely eliminated) by your Armor Rigging skill. However, if you're willing to face the full downside, you can fit any rig with no skills whatsoever.
Rigs don't have powergrid or CPU fitting requirements, but instead require calibration, a rig-specific fitting resource. All ships have 400 calibration points, except for pirate faction ships which have 350. A Tech 1 rig requires between 50 and 250 calibration points, with Tech 2 variants requiring 50% more calibration than their Tech 1 equivalents.
Rigs fit into rig slots, and, just like modules, each rig takes up one rig slot. Tech 1 ships have 3 rig slots, Tech 2 ships have 2, and a few ships (notably Freighters, Jump Freighters, Corvettes, and Shuttles) have none.
Rigs come in four sizes:
- Small, for Frigates and Destroyers
- Medium, for Cruisers, Battlecruisers, Industrials, and Mining Barges
- Large, for Battleships
- Capital, for Capital Ships
Unlike for modules, it's not possible to fit a 'wrong-sized' rig on a ship. Nearly all rigs come in all four sizes, with identical stats for each size.
Rigs are manufactured by players, using salvaged material.
Armor
- See also: Armor Tanking and Guide to Logistics
The downsides of armor rigs can be mitigated by training Armor Rigging.
Name | Effect | Downside |
---|---|---|
EM Armor Reinforcer | Increase armor resistance to EM damage | Decreases ship's maximum velocity |
Explosive Armor Reinforcer | Increase armor resistance to explosive damage | |
Kinetic Armor Reinforcer | Increase armor resistance to kinetic damage | |
Thermal Armor Reinforcer | Increase armor resistance to thermal damage | |
Auxillary Nano Pump | Increase amount a local armor repair module repairs per cycle | Increases armor repairer powergrid requirements |
Nanobot Accelerator | Decrease local armor repair module cycle time[1] | |
Remote Repair Augmentor | Reduces capacitor used by remote armor repair modules | Decreases ship's maximum velocity |
Transverse Bulkhead | Increases hull hit points by a percentage | Decreases ship's cargo capacity |
Trimark Armor Pump | Increases armor hit points by a percentage | Decreases ship's maximum velocity |
- ^This is not subject to stacking penalties, despite what the rig's description says.
Astronautic
The downsides of astronautic rigs can be mitigated by training Astronautics Rigging.
Name | Effect | Downside |
---|---|---|
Auxiliary Thruster | Increase maximum velocity | Decreases armor hit points |
Cargohold Optimization | Increases cargo capacity[1] | |
Dynamic Fuel Valve | Decreases the capacitor used by afterburners and microwarpdrives | |
Engine Thermal Shielding | Increases cycle duration of afterburners and microwarpdrives | |
Higgs Anchor[2] | Increase mass and agility while greatly reducing maximum velocity | Reduces warp velocity |
Hyperspatial Velocity Optimizer | Increases maximum warp velocity | Increases signature radius |
Low Friction Nozzle Joints | Increases agility | Decreases armor hit points |
Polycarbon Engine Housing | Increases maximum velocity and agility | |
Warp Core Optimizer | Reduces the capacitor needs for warping | Increases signature radius |
- ^This only affects the 'normal' cargo bay, it doesn't increase the capacity of any 'special' cargo bays (e.g. ore hold, fleet hangar, etc)
- ^Only one Higgs Anchor rig can be fit to a ship at time. Additionally, there is no Tech 2 variant of this rig.
Drone
- See also: Drones
The downsides of drone rigs can be mitigated by training Drones Rigging.
Name | Effect | Downside |
---|---|---|
Drone Control Range Augmentor | Increases the drone control range | Decreases ship's CPU |
Drone Durability Enhancer | Increases drones' hit points (armor, shield, and hull) | |
Drone Mining Augmentor | Increases the yield of mining drones and decreases cycle time for ice harvesting drones | |
Drone Repair Augmentor | Increases the amount repaired by repair drones | |
Drone Scope Chip | Increases the optimal range of drones' weapons | |
Drone Speed Augmentor | Increases the speed of drones | |
Sentry Damage Augmentor | Increases the damage of sentry drones | |
Stasis Drone Augmentor | Increases the amount by which stasis webifier drones reduce their target's velocity |
Electronic superiority
- See also: EWAR Guide
The downsides of electronic superiority rigs can be mitigated by training Electronic Superiority Rigging.
Name | Effect | Downside |
---|---|---|
Inverted Signal Field Generator | Increases the strength of remote sensor dampener modules | Decreases shield hit points |
Particle Dispersion Augmentor | Increases the strength of ECM modules | |
Particle Dispersion Projector | Increases the range of EWAR modules[1] | |
Signal Disruption Amplifier | Decreases the capacitor need for ECM (including Burst ECM) modules | No downside |
Targeting Systems Stabilizer | Decreases the targeting delay after uncloaking | Decreases shield hit points |
Tracking Diagnostic Subroutines | Increases the strength of tracking disruptor modules |
- ^This applies to all forms of electronic warfare (remote sensor dampeners, weapon disruptors, ECM, and target painters).
Engineering
Name | Effect | Downside |
---|---|---|
Ancillary Current Router | Increases ship's powergrid | No downside |
Capacitor Control Circuit | Increases ship's capacitor recharge rate | |
Command Processor[1] | Increase the number of Command Burst modules that can be equipped to a command-capable ship | |
Egress Port Maximizer | Decreases the capacitor use of capacitor transfer and neutraliser modules | |
Liquid Cooled Electronics | Reduces the CPU needs of modules that require the Electronics Upgrades[2] skill | |
Powergrid Subroutine Maximizer | Decreases the CPU need for all power upgrade modules[3] | |
Processor Overclocking Unit | Increases ship's CPU | -5% shield recharge rate[4] |
Semiconductor Memory Cell | Increases ship's total capacitor | No downside |
- ^There is no Tech 2 variant of this rig.
- ^This includes modules like Co-Processors and Signal Amplifiers.
- ^All modules which increase a ship's powergrid, e.g. Micro-Auxiliary Power Cores, Power Diagnostic Systems, and Reactor Control Units.
- ^This penalty cannot be reduced.
Missile launcher
- See also: Missile Launchers
The downsides of missile launcher rigs can be mitigated by training Launcher Rigging.
Name | Effect | Downside |
---|---|---|
Bay Loading Accelerator | Increases the rate of fire of launchers | Increases CPU cost of missile launchers |
Hydraulic Bay Thrusters | Increases missile velocity | |
Rocket Fuel Cache Partition | Increases missile flight time | |
Warhead Calefaction Catalyst | Increases missile damage | |
Warhead Flare Catalyst | Increases missile explosion velocity | |
Warhead Rigor Catalyst | Decreases missile explosion radius |
Resource processing
- See also: Mining
Name | Effect | Downside |
---|---|---|
Ice Harvester Accelerator[1] | Reduces the cycle time of ice harvester modules | No downside |
Mercoxit Mining Crystal Optimization[1] | Increase the mining yield of modules using Mercoxit mining crystals | |
Salvage Tackle | Increases the chance to salvage successfully | Decreases maximum velocity[2] |
- ^ abThis rig is only available as a Tech 1, medium-sized rig.
- ^This can be mitigated by training Armor Rigging.
Scanning
- See also: Scanning and Hacking 101
Name | Effect | Downside |
---|---|---|
Emission Scope Sharpener | Increases virus coherence of relic analyzer modules | No downside |
Gravity Capacitor Upgrade | Increases scan strength of scan probes | |
Memetic Algorithm Bank | Increases virus coherence of data analyzer modules | |
Signal Focusing Kit | Increases speed of cargo, ship, and survey scanners | Decreases shield hit points[1] |
- ^This can be mitigated by training Electronic Superiority Rigging.
Shield
- See also: Shield Tanking
The downsides of shield rigs can be mitigated by training Shield Rigging.
Name | Effect | Downside |
---|---|---|
EM Shield Reinforcer | Increase shield resistance to EM damage | Increases ship's signature radius |
Explosive Shield Reinforcer | Increase shield resistance to explosive damage | |
Kinetic Shield Reinforcer | Increase shield resistance to kinetic damage | |
Thermal Shield Reinforcer | Increase shield resistance to thermal damage | |
Core Defense Capacitor Safeguard | Decreases the capacitor used by modules that require the Shield Operation[1] skill | |
Core Defense Charge Economizer | Decreases powergrid use of shield upgrade modules | |
Core Defense Field Extender | Increases shield capacity | |
Core Defense Field Purger | Increases shield recharge rate | |
Core Defense Operation Solidifier | Decreases the cycle time of shield boosters |
Targeting
The downsides of targeting rigs can be mitigated by training Electronic Superiority Rigging.
Name | Effect | Downside |
---|---|---|
Ionic Field Projector | Increases your maximum targeting range | Decreases shield hit points |
Targeting System Subcontroller | Increases your targeting speed |
Turret weapons
- See also: Turrets
Each of the three turret types (energy, hybrid, and projectile) have a separate set of rigs. The downside of turret weapon rigs can be reduced by training Energy Weapon Rigging, Hybrid Weapon Rigging, or Projectile Weapon Rigging, as appropriate.
Name | Effect | Downside |
---|---|---|
Algid Administrations Unit | Decreases turret CPU needs | Increases turret powergrid needs |
Ambit Extension | Increases turret accuracy falloff | |
Burst Aerator | Increases turret rate of fire | |
Collision Accelerator | Increases turret damage | |
Discharge Elutriation[1] | Decreases turret capacitor use | |
Locus Coordination | Increases turret optimal range | |
Metastasis Adjuster | Increases turret tracking speed |
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- ^There is no version of this rig for projectile weapons, since they don't use capacitor.
See also
Mining ships: from the Venture to the Rorqual
Table of Contents
- 2 Mining ships
- 4 Industrial ships
The ORE tree
Mining ships appear under their own faction tree: ORE – which stands for Outer Ring Excavations. The ORE ships listed below are grouped by size, tech level, and speciality.
For each size, you progress vertically in tech level – the Tech 1 frigates leading to the Tech 2 frigates and T1 mining barges lead to the T2 exhumers. For the command ships – the horizontal progression shows the increasing size, from cruiser to capital.
Mining ships
Mining Frigates
The T1 mining frigate is the mighty Venture, you have met this one in the New Player Experience (NPE), where you get several free as you progress through the career agents. This frigate-sized hull uses mining lasers or gas harvesters and is bonused for both mining and gas harvesting.
With its 3/3/1 layout and a poor power grid, they have few options for fittings, but the 2 bonus points to warp core strength make it a relatively safe ship for travelling as it has a higher warp strength. In order to warp off, one must have a positive warp strength – all ships have at least a warp strength of one. When an enemy tackles you, they use a module like a Warp Disruptor or Warp Scrambler (or other more complex means) to reduce your warp strength. When you are pointed by a Warp Disruptor your warp strength is reduced by one, and a Warp Scram reduces your warp strength by two.
In most ships, this would reduce your warp strength below what you need to warp off, but a Venture has a warp strength of 3 and thus when an attacker uses a disruptor or scram to point you, you still have enough warp strength to warp away making escape easier. In order for other ships to increase warp strength to counter attackers, they must equip a low slot module called a Warp Core Stabilizer, which takes away from other things they could be equipping.
T2 variants of the Venture are the Prospect and Endurance. The Prospect is bonused for gas harvesting and ore. It loses the warp core strength bonus to gain covert ops capabilities in that it can fit a covert ops cloak – and thus can warp while cloaked. It should be noted that while the Prospect is T2, it gains no additional bonus for gas harvesting over the Venture. The Prospect has a 3/3/4 slot layout.
The Endurance is bonused for ice harvesting and ore mining and trades the warp core strength bonus for covert abilities. It has a 3/4/3 slot layout.
The size of a ship's ore hold is important to consider while mining.The Venture only has a 5,000 m3 ore hold, whereas the Prospect and Endurance respectively have 10,000 and 15,000 m3 holds.
Mining Barges and Exhumers
There are three groups of mining barges and exhumers – each group has a T1 and a T2 variant (the barge and exhumer respectively), and each group has a speciality; tank, ore hold size, and mining yield.
TankTank ships are useful for mining where you expect to encounter other players or against particularly tough rats such as you find in nullsec. With their specific bonus to shield hit points, and a role bonus to drone damage and hitpoints, tank mining barges and exhumers are also frequently used for hotdrop bait and fun roams.
The mining barge that is bonused for tank is the Procurer. The 2/4/2 layout of the Procurer allows for a good tank, but it is limited by its small power grid. The ore hold, at 12,000 m3 is second largest of all the barges, so you are not too disadvantaged by the trade-off for tanking.
The Skiff is the T2 variant of the Procurer. It has a higher base HP, and one more mid- and low-slot, giving a 2/5/3 layout and 15,000 m3 of ore hold.
Ore holdMining barges and exhumers with this bonus have much larger ore holds and are used frequently by people who prefer to AFK mine or do excursion mining into low and null security space. Gambling port canaveral florida.
The mining barge bonused for ore hold size is the Retriever. As well as the bonus, it has the largest base hold (22,000 m3). This barge is often used when no hauler is available.
The 2/1/3 layout does not give many options for tank, but the profusion of low slots allows for the use of modules to increase yield, although CPU limitations must be taken into consideration. The T2 variant is the Mackinaw, with an enormous 28,000 m3 base hold and 4 mid-slots. Due to CPU restrictions, however, these mid-slots are rarely used.
YieldThe mining barge focused on yield is the Covetor, while the exhumer is the Hulk. The yield focused ships have a minimal tank, faster mining laser cycle times, and the smallest ore holds. While they mine the most ore in a period of time and have higher range on their lasers, mining with them requires higher attention levels as the miner must empty the ore hold more frequently.
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The Covetor has a 2/1/3 layout which is bad for having tank but good for mining yield efficiency. The Hulk gains some additional ore hold and EHP but its tank remains extremely weak compared to the other exhumers. The better exhumer bonus to harvesting and mining duration make it the highest yield mining subcapital ship. It gains 3 mid-slots, giving it a 2/4/3 layout, but the extra mid-slots are frequently left empty due to fitting restrictions.
Mining Methods
There are multiple ways people that people mine – these include filling the ore hold and warping to a station or structure to drop off the ore(Fill and empty), jetcan mining, and mining in groups with dedicated boosters and haulers.
Fill and empty is a method one can do solo but it wastes a lot of time with the trips back and forth to the station or citadel. Mining ships are generally rather slow aligning and warping, and docking and undocking all take up time that could better be spent mining.
Jetcanning is a decent method of solo mining, especially if the miner has at least one alt. With one character, the miner can fill two jetcans before warping back to a station to pick up a Miasmos. They can then warp back to the jetcan to collect the ore, drop it off at a station, switch ships, and then warp back to the belt/anom to continue mining. With at least one alt you can mine non-stop and haul with the alt in a Miasmos.
If the miner has several alts, they haul with one and mine with the rest. This is one of the most efficient setups before one gets into group mining or mining command ships. There is however, one major drawback to jetcan mining. Others can take your ore. This is covered more in the survival section of this guide.
One can also mine with groups – this is an excellent option as it offers safety in numbers, as well as the possibility of receiving mining boosts from fleet members. Mining boosts provide up to 65% improved mining efficiency, depending on the skill of the booster. Rorquals are also useful when group mining because they can provide ore compression from their fleet hangars and ore holds while their Industrial Core is active. Even the tank bonused mining ships have their uses in group mining, coupled with an orca in highsec, they provide a way to mine in (relative) safety.
Industrial ships
Industrial Command Ships
The primary purpose of the industrial command ships was originally boosting, but with the recent change to Rorquals, there is significant mining to be done with them as well.
The Porpoise is a cruiser-class industrial command Ship. Industrial command ships are meant to support mining ops by providing mining boosts and hauling abilities, along with some mining capabilities. As such, the Porpoise is bonused for cargo, Mining Foreman Burst, Drone damage, hitpoints and yield; but also Remote Shield Boosting, tractor beams, survey scanners… The bonus list is quite extensive, here is a TLDR: fit two Mining foreman bursts, a set of mining drones, a set of combat drones and shield boosters (if you plan on fighting, not really recommended) or tractor beams.
The layout is 4/4/2, giving it some options, but remember one thing: this ship can not PvP alone.
With 500 m3 of base hold, 5,000 m3 of Fleet hangar (hold shared with the fleet and/or your corp) and 50,000 m3 of ore hold, it provides a significant hauling bonus to small fleets. At level V, the ore hold gets another 12,500 m3, making it equivalent to a bonus Procurer hold for your fleet.
The Porpoise is also the only industrial command ship that can enter frigate sized wormholes for boosting during wormhole mining/harvesting ops.
The next size up is the Orca. This battleship-sized hull has the same bonuses as the Porpoise, only with improved stats, better fitting options (3 Mining Bursts) and a faction battleship level price. With a 6/5/2 layout, tank is a serious option. It will still need support to overcome gankers, but its good base HP (over 80k EHP) should give some possibilities for counter drops. Be aware it will cost you over 800M isk though, making it a serious jump in price compared to a Porpoise.
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With a base hold of 30,000 m3, 40,000 m3 of fleet hangar, 400,000 m3 of ship maintenance bay (to store assembled ships) and 150,000 m3 of Ore hold, hauling is becoming a serious thing. Maxed skills give over 180,000 m3 of ore hold, which corresponds to 5 full Mackinaw with maxed skills (35,000 m3).
Note that the Orca is a hybrid between a freighter, a battleship and a capital for its stats and layout, making it the hardest ship to classify.
Let's now talk about THE ORE capital vessel: the Rorqual!
So, you might have heard of it, but let's summarize its abilities. The base bonuses are the same as the Orca/Porpoise, the difference is in the role bonuses:
- It can use an Industrial Core, which gives a bonus to shield defense, Mining Foreman Burst, Drone mining… we will talk about this later
- It can fit a Clone Vat Bay, making it a movable clone bay.
- It can operate ‘Excavator' Drones, which are mining drones on steroids that will cost you an arm and a leg.
- It can use the Pulse Activated Nexus Invulnerability Core (PANIC) that makes you and all industrial ships in your fleet within 200km of you untouchable for at least 5.5 minutes, and up to a maximum of 7.5 minutes depending on the Invulnerability Core Operation skill, however when the PANIC module is active you cannot warp away. This is usually a delaying action when being attacked to allow for a rescue fleet to be formed. The PANIC module can only be used while a Rorqual has an asteroid targeted.
- It has a penalty to entosis duration, like all Capital ships (This is not mining-related).
- It features the best boosts for mining in the game. While boosting with an active industrial core, a Rorqual can give impressive boosts to range as well as a 57% reduction in mining cycle time. Rorquals can also give boosts without running an industrial core, and while they are not as good as with the industrial core running they are still 25-30% better than the boosts you get from an Orca.
That's a lot of information to look at, but let's look at base stats.
It has a base effective hit-points of over 800,000, making it very capable of tanking before anything is added to it. The 8/7/4 layout gives plenty of room for a tank and an assortment of boosts. You can also fit (and should!) a cynosural field generator, a remote shield booster, and a PANIC along with an Industrial Core. For more details on these, check out our fitting chapter.
The holds are numerous and consist of: a 40,000 m3 base hold, 40,000 m3 Fleet hangar, 1,000,000 m3 Ship Maintenance Bay (this can only be used for industrial ships), and a 300,000 m3 Ore Hold. It also has a 10LY jump range with maxed skills (5LY base jump range, for number addicts).
Non-Ore mining related industrials
Some of the most useful mining related ships are not ORE ships at all. Each race has different hauling ships – of these, the most useful for mining is Gallente Industrials, and specifically the Miasmos and Kryos.
The Miasmos uses the Gallente Industrial skill and has a specialized hold just for ore (and ice). The ore hold starts at 42,000 m3 and increases to 63,000 m3 at Gallente Industrial V. The regular hold on the Miasmos is a tiny 550 m3, but you don't use a Miasmos for non-ore hauling, really. With a slot layout of 2/4/4, you can get a bit of tank, but a Miasmos is still a pretty fragile ship.
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The other mining related Gallente Industrial with a special hold is the Kryos. The Kryos has a specialized hold for hauling minerals. It should be noted, that while a Miasmos can haul ore, compressed ore, ice, and compressed ice, the Kryos only hauls the minerals refined from ore, it does not haul ice products that are refined from ice. The Kryos starts with a mineral hold of 43,000 m3 and goes up to 64,500 m3 with Gallente Industrial V. The slot layout is 2/4/4, and like the Miasmos is pretty fragile.
Next up:Fitting Your Ship