1 Million Tips for EVE Online

Anything that's basically undocumented, and exists almost exclusively in the heads of experienced players.
Anything that seems obvious to a even semi-experienced pilot may not be to the average newbie.


Here are a few to get started:
* Lone ships in lowsec and 0.0 should be approached with caution. It might be bait.

* Lone ships in lowsec pipelines with no station in system are bait.

* An undocked command ship talking smack to an undocked capital pilot in local is always bait.

* sume all lowsec gateways into 0.0 always have a bubblecamp on the other side.

* Use a scout.

* Can stealing for a CONCORD free fight may result in you fighting a bigger ship than you intended. Or more ships. Or both.

* Joining a gang with a player in a player corporation to run a mission is suicidal.

* Hauling expensive (20M+ ISK) in a tech 1 hauler even in highsec, is folly. Use a transport or a combat ship.

* Never fly a ship you cannot afford to lose. Better yet, only fly things you consider disposable.

* Bring ewar.

* Gallente drones are almost always better.

* Using a smartbomb in highsec is very risky, even it if it looks clear, you might hit a cloaked ship and get CONCORDed. Navy Ravens have been lost in this manner.

* Collecting a bounty requires podding.

* Podding incurs a HUGE security rating hit. Be sure you can afford it.

* Scamming is legal.

* You are not completely safe even in 1.0 space.

* Never rat in a lowsec/0.0 system with more than one jump point. Autopilot routes will ensure someone will stumble across you eventually.


Edit, more:

I cherry picked some and rewrote some of these and edited (you know, like a newspaper person) for content and/or tone. You may have noticed I'm a huge fan of the Portal-esque tone.

* Jita is EVE's biggest marketplace. It's also a deathtrap. Proceed with caution.

* When warping to a gate in lowsec/0.0 warp to within directional scanner range first. Hint: An aborted warp still consumes capacitor. ;)

* Flying on autopilot will get you killed eventually.

* Bigger ships aren't always better, but they usually cost more.

* If everyone you know tells you to train for this one ship or module, ignore them. It will be nerfed.

* Oddball "warp to" values can save your skin and can be manually set.

* Bouncing around safespots makes probing ships go, "Are you still there?"

* 1 AU is exactly 149,598,000 km.

* If it looks to good to be true, it is.

* If you think they're messing with you, they are.

* Be nice to people that blow you up. You'll be pleasantly surprised sooner than you think.

* Check your medical clone. Now.

* If ships suddenly appear on top of your position in a previously quiet system, you're in a logon trap. Flee.


* ctrl-shft-F opens the fitting window, even if you're in space.
(it's more useful than you might think)

* Avoid Jita like you would avoid the Bermuda Triangle

* Minmatar drones move faster and have better tracking than Gallente drones, and do Explosive damage instead of Thermal, which is far from useless.


*Always check local for war targets (if wardec'd) before exiting a station

*When warping to a gate in lowsec don't warp to 0m, warp to 100m to make sure it's not camped by a gang capable of tanking the sentry guns

*If you rely on autopilot in highsec be sure to change the default settings to explude lowsec systems. It will be longer travel, but slightly safer.

*Learn how to install jumpclones, and how to properly store your implants on them

*Don't rush into the biggest ship thinking it will be safer. All you'll do is spend more ISK replacing it.


*Don't use the autopilot ever. Not even to plan routes through hisec. It is intended to get you killed, and is designed to ensure that you will have the greatest chance of losing your ship if you use it.

*Use a cloak if you can and want to evade contact.

*You can set your "warp to" distance to a custom value between 0 and 100 km. Setting this to an odd value can be useful.

*Never warp to 0 in a 0.0 system with people in local. If the gate's bubbled, you're dead. Take a safespot near the gate and use your directional.

*Don't stay in a safespot if you can't cloak. Keep moving. You can use the directional scanner while warping, learn how.

*149,000,000 km is approximately 1 AU.

*Press F11 to show the quick map. Your current directional scan width is indicated by a green cone, your current camera angle by a white one.

*When using the directional scanner at angles less than 360, the scan is in a cone in the direction your camera is currently facing.

*You can fly up and down as well as sideways. Don't be a flat-thinker.


* Check the price.

* Check the price again.

* Freeform contracts are scams. Always. (except when used in corps for tracking purposes).

* Pressing shift when opening an info window opens it in a new window.

* There's little arrows on the top right of an info window that lets you navigate back and forth through the recently viewed items.

* The Compare Tool is made of epic win.

* Named items are sometimes better than T2.

* Price is not always an indicator of quality.

* Veldspar is the most valuable ore in empire space in terms of ISK/hour.

* Ombey's 2D EVE maps (ombeve.co.uk) are what you need. Get them.


* When taking a bookmark, the point at which you click the "OK" button is when the bookmark is created, not when you click "Create Bookmark".

* A "Grid" is about 300-500 km, depending on location.

* When doing missions, especially in lowsec, the locations the missions were can make good safespots once it's over.

* The best safespots are not directly between any two warpable objects in a system.

* Bubbles won't decloak you. Most things at the edge of one will.

* Microwarpdrives make you far easier to lock and hit.

* Salvage is not yours until it is in your cargo bay

* Warp Core Stabilizers are always used for travel. Never use them for a combat vessel.

* Inertial Stabilizers are more valuable than warp core stabilizers. A faster aligning ship is always safer than a ship that can jam a few warp scramblers.

* If a group of suicide gankers want you dead, you will die. Avoid major highways whenever you can if you are transporting valuable cargo (100m+).

* Never fit mis-matched turret weapon systems on a ship (ie blasters with rails). It is easier, more effective, and more efficient to fit your ship with the same weapon system (missile users can sometimes get away with this).

* Never shield AND armor tank. Always pick just one. Also make sure you pick a tanking option that your race is proficient at (Caldari = shields, Amarr = armor, Gallente = armor, Minmatar = armor/shields).

* The highest damage ammo is not always the best. There is a range penalty the more damage it does. Cap consumption also increases. Use a Semi-long range ammo type and a semi-short range ammo type. Narrows the midway range gap in which both ammo types are less than effective. Conversely you can use 3 ammo types, but that can lead to unnecessary micromanagement.

* Drones are not just a gallente weapon. They are valuable for every race. Train drones to lvl 5 and scout drones to lvl 4 at the least.

* Always load scripts into modules that require them. Not using a script greatly decreases there effectiveness.

* Learning skills might seem like a waste at first, but they knock YEARS off your training time. It is the only skill-set that doesn't provide instant gratification, but it is also the only skill-set that helps every skill you train.

* Never take other peoples jetcans unless you are prepared to fight.

* Do NOT shoot at people with low sec and/or bounties in high security space. Unless they are flashing red, you do NOT have Concord's permission to fire at them.


* warp scrambler is not only a agressive module, but can also be used in defensive purpose



* If you know your ship is going down and you're about to die, choose a celestial body, station, or stargate, and spam the warp-to button until your finger falls off. You'll thank your finger's sacrifice when your pod gets away before your enemies even blink from the pretty lights your ship makes while exploding.

* If your ship gets destroyed 10k off a stargate, warp away, then warp back at 0. Seriously, it's really dumb to just walk the last 10k to the gate in your pod.

* There's practically no such thing as "escaping with your pod" in 0.0.

* If someone docks to run away from your attack, undocks and docks again and does this for 30 minutes, then suddenly decides to undock and fight, the are bait. The 30 man gang is just outside the system waiting to come murder you.

* Most recon ships can tank sentries long enough to murder haulers, destroyers, frigates, and some assault frigates.

* Learn how to use the directional scanner. It will save your life.

* Even if that dude you're shooting at is flashy red and a "free target", he can shoot at you for the next 15 minutes after he blows up your ship, even if you get into a new ship.

* Hover your mouse over your aggro or global criminal timer; it will tell you what timers and what aggro you have, as well as how much time is left.

* If your GCC expires, your aggro may not have expired. Sentry guns may still shoot at you. This is entirely dependent on the last time sentry guns shot at you.


*Learn to make safespots. You will need them when you stir up a hornets nest.

*Learn to use the directional scanner.

*Learn to use the map. A big red blob on the 'ship kills' filter usually means a gatecamp. A big red blob on the pod kills filter means a bubble camp. Avoid such systems.

*If you choose to ignore the above, use a scout and bring friends. Preferably friends with guns.

*Your drones are not your ship. Your ship is not your pod.

*Check your clone. Again.

*Just because the other guy in your lowsec system has a 4.1 sec status, doesn't mean he isn't hunting you.

*Do not warp to random moons in lowsec/0.0. There may be POS there, and POS guns hurt.

*Being in gang is NOT a license to shoot your gangmates, or their wrecks. If your gangmate is at war though, it is a license for someone to shoot YOU.

*When missioning, tailor your fit to the mission. Hardeners/passive resists(on frigs and cruisers) are your friends. If you run a Kinetic tank against Bloods, your tank will probably fail.

*Train Drones. A Battleship without drones will have a very hard time killing frigates up close.


* If you didn't work for it it's not worth having.

* Just because everyone says you're wrong doesn't mean that you really are.

* The best help you can get is from other players. Join a player corp.

* Skill requirements are the minimum. Good enough to undock and get yourself into trouble.

* If in doubt, don't.

* Never spend more than half of your money.

* Learn what a strategic reserve is. Maintain one. Or two.


* Sort the market by distance. What costs X in the system you're in might cost 1/10th X just one jump away.

* Always check the Market History tab before making a big purchase. What you're buying might not be selling for it's value today. Competition will almost always bring it back in line. If it doesn't, buy a couple cheaper in another system and get in on the action.

* For items over 1m isk, always check contracts first. Especially if you're looking for a set: chances are, someone has already done the leg work for you.

* T2 isn't always more expensive than named -- in fact, it's usually cheaper. Go with T2 guns over 'Scouts' if you can make them fit them comfortably.

* When attacked by a drone boat, SHOOT THE DRONES FIRST.

* It's not murder -- it's surprise death. Go with an unusual fit (autocannons on a battleship, for example) to surprise an enemy anticipating a different challenge. Likewise, expect the unexpected.

* Fit for the slots you have, not the bonuses. If a ship has 5 mids and 3 lows then tank shield, not armor.

* Even shield tankers should fit a Damage Control. 50% hull resists will save your life more than once.

* Blockade Runners make excellent 0.0 shuttles. +2 WCS built in, 3-4km3 haulage capacity, fast align, 9.0 au/s warp, and can fit MWDs.

* Train the Compensation skills. All of them.

* Train the Learning skills. All of them.

* Train the Navigation skills. All of them.

* And most of all, play in the style that you enjoy the most. If you're grinding away at something and constantly threatening to quit, YOU'RE DOING IT WRONG!


*Is what you are doing in Eve fun for you? Work can be fun, but if the word work = boring in your mind, and what you are doing feels like work, do something else for a while.

*Patience is a virtue in Eve. Exercise it often. Patience in skill training, patience in advancing to a better ship

*Patience when you jump in on a gate camp <-- Stop for a few seconds, review your situation, and plan out a course of action to survive the camp. On that note:

*Planets on your overview usually doesn't hurt. It gives you more choice of objects to warp to when in trouble.

*Learn from your losses. Repeat after me, it's just a ship. You will lose them. Your goal should be to (a) maximize their effectiveness while alive and (b) keep them alive longer.

*Don't whine on the forums when you lose your ship or get podded. It happens. The most important thing is you learn what you did wrong or why that situation led to you losing your ship. Then you play better next time.



*buy low, sell high. (we all know this but you'd be suprised how many people don't get it)

*Jita doesn't always have the best prices, just the best assortment of supplies.

*People are willing to pay more to avoid Caldari Navy IV-IV in Jita or to avoid Jita altogether.

*Time is money... Is it really worth saving a million isk if you have to go seven jumps to pick something up?

*a noob character is a valid target everywhere in 0.0

*you can be a carebear and a pvper. things aren't as polarized as the forums make out.

*some people spell poorly because English is their second (or third) language. some people are just stupid. don't be quick to judge.

*Trust me on this one... never trust the person that says "trust me"

*Do not log off in Jita.

*Do not fly though Jita on Saturday or Sunday.

* A buy order means never having to pay full price.

*Just because you can fly it doesn't mean you should.

*The difference between flying a ship and flying said ship well can be months of training.

*Understand transversal velocity and tracking. Flying straight at someone or straight away from someone will make you dead

* When trading, you can buy as much stuff as you want, however, not everyone wants to buy the volume you have.

* Someone else already said it, but scouts are your friends.

* If you can fly a battleship, it doesnt mean you should.

* You should learn to run away before you learn to fight - you're going to need that skill far more often.

* If you suspect you are being scammed it is very likely that it is already too late and you are about to be podded.....


* If your overview gets messed up, i.e. a ship is displayed with the wrong icon, or a non-existent ship sticks around, then click once in space, then hit the tab key twice.




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