BirthdayJun 20, 2022 (4 years old)
Next BirthdayJun 20, 2027 (243 days)
Combat
Kills40
Losses12
Efficiency77%
Danger Ratio17%
ISK
Destroyed8.91b
Lost41.69m
ISK Efficiency100%
Balance+8.87b
Solo
Solo Kills5
Solo Ratio13%
Final Blows5
Combat Points40
Other
NPC Losses10
NPC Loss Ratio83%
Avg Kills/Day0.03
ActivityInactive
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Ship ClassesLoading…
Bio
Ship strengths:
Amarr -> Lasers, Missiles, Drones - Capacitor Warfare / Tracking Disruption.
Caldari -> Missiles, Rail Guns and ECM
Gallente -> Drones, Blasters; Remote sensor dampening, Long range warp disruption
Minmatar -> Missiles and Autos and Arty/Painting and Long Webs
Compact=uses less CPU/PG.
Scoped=longer range.
Enduring=lower capacitor use.
Restrained=lower penalties.
Ample=extra capacity (eg weapons have extra ammo space)
Warp Scramblers will disable Micro Warp Drives as well as Micro Jump Drives of the target they are used on, in addition to offering a higher warp disruption strength compared to Warp Disruptors. Warp Disruptors will only disrupt the ships warp drive and have no effect on Micro Warp Drives or Micro Jump Drives
* Targeting systems *
Minmatar - Ladar
Caldari - Gravimetric
Gallente - Magnetometric
Amarr - Radar
* Main Damage type to shoot at the enemy *
Guristas - Kinetic
Serpentis - Thermal
Mordus - Thermal & Kinetic
Blood - EM & Thermal
Sansha - EM & Thermal
Angel - Explosive
Mercenary - Thermal
* Damage types done by the enemy *
Guristas - Kinetic / Thermal
Serpentis - Thermal / Kinetic
Blood Raider - Thermal / EM
Sansha's Nation - EM / Thermal
Angel Cartel - Kinetic / Explosive / Thermal
Minmatar Fleet - Thermal / Explosive
Amarr Navy - EM / Thermal
Pulse Lasers: Faster tracking, shorter range, higher rate of fire, less damage per shot = short ranges and deal high DPS
Beam Lasers: Slower tracking, longer range, lower rate of fire, more damage per shot = long ranges and lower DPS
Rat
1 Hideaway or Cluster
2 Burrow or Collection
3 Refuge or Gathering
4 Den or Assembly
5 Yard or Surveillance
6 Rally Point or Menagerie
7 Port or Herd
8 Hub or Squad
9 Haven or Patrol
10 Santum or Horde
Holes:
C1: H121 P060 Q317 V301 Y790 Z647 Z971
C2: C125 D364 D382 G024 I182 N766 R943
C3: C247 L477 M267 N968 O477 O883 X702
C4: E175 M609 O128 T405 X877 Y683 Z457
C5: H296 H900 L614 M555 N062 N432 N770 V911
C6: A982 B041 R474 S804 U319 U574 V753 W237
C7: A641 B274 B449 B520 D792 D845 N110 S047
C8: A239 C140 C391 J244 N290 N944 R051 U210
C9: C248 E545 K329 K346 S199 V283 Z060 Z142
C4-6 Sleepers warp scramble.
C7 h-sec
C8 l-sec
C9 0.0
Amarr -> Lasers, Missiles, Drones - Capacitor Warfare / Tracking Disruption.
Caldari -> Missiles, Rail Guns and ECM
Gallente -> Drones, Blasters; Remote sensor dampening, Long range warp disruption
Minmatar -> Missiles and Autos and Arty/Painting and Long Webs
Compact=uses less CPU/PG.
Scoped=longer range.
Enduring=lower capacitor use.
Restrained=lower penalties.
Ample=extra capacity (eg weapons have extra ammo space)
Warp Scramblers will disable Micro Warp Drives as well as Micro Jump Drives of the target they are used on, in addition to offering a higher warp disruption strength compared to Warp Disruptors. Warp Disruptors will only disrupt the ships warp drive and have no effect on Micro Warp Drives or Micro Jump Drives
* Targeting systems *
Minmatar - Ladar
Caldari - Gravimetric
Gallente - Magnetometric
Amarr - Radar
* Main Damage type to shoot at the enemy *
Guristas - Kinetic
Serpentis - Thermal
Mordus - Thermal & Kinetic
Blood - EM & Thermal
Sansha - EM & Thermal
Angel - Explosive
Mercenary - Thermal
* Damage types done by the enemy *
Guristas - Kinetic / Thermal
Serpentis - Thermal / Kinetic
Blood Raider - Thermal / EM
Sansha's Nation - EM / Thermal
Angel Cartel - Kinetic / Explosive / Thermal
Minmatar Fleet - Thermal / Explosive
Amarr Navy - EM / Thermal
Pulse Lasers: Faster tracking, shorter range, higher rate of fire, less damage per shot = short ranges and deal high DPS
Beam Lasers: Slower tracking, longer range, lower rate of fire, more damage per shot = long ranges and lower DPS
Rat
1 Hideaway or Cluster
2 Burrow or Collection
3 Refuge or Gathering
4 Den or Assembly
5 Yard or Surveillance
6 Rally Point or Menagerie
7 Port or Herd
8 Hub or Squad
9 Haven or Patrol
10 Santum or Horde
Holes:
C1: H121 P060 Q317 V301 Y790 Z647 Z971
C2: C125 D364 D382 G024 I182 N766 R943
C3: C247 L477 M267 N968 O477 O883 X702
C4: E175 M609 O128 T405 X877 Y683 Z457
C5: H296 H900 L614 M555 N062 N432 N770 V911
C6: A982 B041 R474 S804 U319 U574 V753 W237
C7: A641 B274 B449 B520 D792 D845 N110 S047
C8: A239 C140 C391 J244 N290 N944 R051 U210
C9: C248 E545 K329 K346 S199 V283 Z060 Z142
C4-6 Sleepers warp scramble.
C7 h-sec
C8 l-sec
C9 0.0
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