Living in W-space
A SLYCE Wormhole Guide and Best Practices
by Thor Auriga and Pei Dekarr of Drastic Measures
We made this guide for you! Whether you’re completely new to WH life or already know your way around the dark corners of w-space, we wrote this to get you acquainted with some of the basics of wormhole life, and share our best practices.
While WH life does need some discipline and teamwork to function properly, our goal is not to bombard you with strict protocol. We’re always keen to develop our practices. Sharing this document is a way for us to spark conversation and enhance how we work, so shout out your thoughts and ideas on any of the topics below.
These practices apply primarily to the DM C2 WH (J140308), though some of them are universal. If there’s anything you feel is missing from this guide, do tell us. If you live in another WH, and are accustomed to doing things differently, we invite you to share your practices with us and extend this guide to cover your knowledge as well.
This document is not however a thorough introduction to wormhole life per se. If you’re completely new to W-space, you might want to have a read through a more comprehensive guide first, eg. ArcDragon’s A Guide to Everything Wormhole. Eve University also has a comprehensive set of wormhole information and practices on their wiki.
See you in w-space!
One word sums it all up: Cloaky. In w-space, you can set up at trap and patiently wait for your prey to land on your web. You can scout an enemy system and coordinate a strike. Ambush an explorer. Or you can tiptoe around silently to get your fingers on some pretty sweet riches, with the constant thrill that at any moment someone could jump on you from the surrounding darkness.
W-space is different from k-space. There are no stargates which makes everything a bit difficult. There is no local which makes everything dark. Most of w-space is silent. This is a good thing for someone who just wants to rat, mine, explore or harvest some gas. The ISK rewards are very high.
But for those of us who hunger for PvP action, the options are to patiently wait, or to sneak around and seek out some. The darkness and the silence are not for everyone. But the patience and the vigilance are rewarded with epic battles and epic killmails.
A common question is: What’s the bare minimum fit I can enter w-space in? Some will provide you with fixed bottom lines, but the reality is more complex. We have seen, and applaud, 3-day-old newbies who dare venture to w-space to find out what it’s all about. Though after the applause we do blow them up and store their frozen corpse in a dedicated container.
If you’re enthusiastic enough, you can become rich in just a gas huffing Venture, or tremble in anticipation as our bait in a t1 exploration frigate. At low levels you’re more dependent on your wh mates. But it all comes down to what makes you tick: If you feel w-space would be boring with your current skillset, it may be better to keep accumulating your skill points and fortune in k-space for now. To join the PvP action with your finger on the trigger however, just learn to fly a bomber and you’re good to go. See more ideas under the PvE and PvP sections.
We do it all: PvE sites, exploration, PvP roams, PI, mining, gas. Most of all, we have a lot of fun. At the WH, you’ll become part of a small but dedicated team of pilots. Or you can join in temporarily to eg. avoid the peskiness of a wardec. Either way, you will become part of some wicked stories. Here are some examples.
We once found a wormhole with an unfueled POS. We took down around 5 B in property and got away with some 3 B worth of ships and loot. An alliance mate kindly joined in to help us haul the ships out; we wouldn’t have gotten everything without his help. The POS owner came back only an hour or so after we were finished, only to find his property gone.
On another occasion we spotted a very blingy Raven doing sites in our home system. We took it down with fire support from an alliance mate. His bomber DPS was critical to the op and we wouldn’t have succeeded without his help.
This poor fleet only wanted to keep our home system clean of any extra combat sites.
And this poor Mastodon only wanted to haul some PI through our home system.
And this poor Stratios only wanted to explore a neighbouring WH system.
We do fail at times, though - once, a dirty pirate gang got our bait ship and, outnumbered, we couldn’t contest.
Long story short, SLYCE has one C1 and two C2 wormholes and we need you to join us. A single pilot easily determines the outcome of an epic wormhole operation. It could be you.
Name your ship as follows: “ㅘ[<3-letter corp id>] <your initials><ship name>”
Set the POS forcefield password: Right click on your capacitor doughnut and select set password from the dropdown menu. Ask for the password on the WH channel. The password is case sensitive. After you set the password, you may want to try to warp to the POS in a cheap fit - you wouldn’t be the first friendly to get blown up by POS defences.
If you bring an out-of-alliance alt (which is a good idea), be sure they have alliance standings before you arrive.
Let your WH mates know you’re coming over on the alliance WH channel, or the WH specific channel. Especially in the case of bringing an out of alliance alt.
Bear in mind that it’s not possible to set up a jump clone at the wh, or clone jump to or from a wh.
Bring anything that suits what you will want to be doing. For just getting a taste of w-space, bring any one ship with a decent fit. See the PvE and PvP sections for ideas.
For a longer stay at the WH an extra ship won’t hurt, in case you lose one. Also bring enough ammo to last till your next trip out, and spare mods may prove useful as you will want to fit your ship specifically for the situation at hand.
The alliance POS at J140308 has a Ship Maintenance Array with some communal cheap fits you’re free to use: Ventures, industrials, and salvage ships. If you think something useful is missing, tell us and we can get it. There’s also a compression array for your ore. If you lose a ship you borrowed, however, you’re expected to replace it, or pay for the ship + fit in ISK. Don’t borrow a ship that’s actively being used by another WH team member.
The decisions regarding the governance in the WH and during WH operations is fluid. We value most the voice of those who are most active in the WH and have the most w-space experience. This has worked really well for us and there has been no need for a strict hierarchy or clumsy protocol. Should a major disagreement emerge (which so far hasn’t happened), ultimately decisions can be escalated to corp and alliance leadership.
Dedicated alliance members are in charge of fueling the POSes. Unfortunately the fuel does not magically appear in the cargo hold, which is why corporations often collect a rental fee from WH residents. As far as we know, WH life at SLYCE is currently alliance subsidized. This may change but we’ll be sure to let you know in advance.
There’s a small tax at J140308 DM POCOs, and the income is used to cover for fuel expenses. This means you can participate in the upkeep of the wh just by setting up your PI at the system. See more under “PI”.
You’re welcome to erect a corp POS of your own - for industry, to use dedicated hangar arrays, etc. However, this is a large responsibility, and you will need to commit to refueling the tower. An unfueled POS will quickly fall prey to roaming pirates and result in heavy corp and alliance losses.
Hauling can be cumbersome if you live in deep w-space (classes 4 and above) where direct hs connections are rare. Our current systems have static highsec exits however, making hauling very easy most of the time, the only exception being when the exit spawns at an isolated hs island.
Wardecs on the alliance / corp makes hauling with your main difficult. This is why it’s worth having an alt with minimum hauling skills at the wh. An alt is useful for scanning, as well: There might be a time when you leave the WH, the exit collapses, and there’s no-one online to scan the current entry for you. Also, training your alt with some PI skills quickly pays for itself. See more under “PI”.
Before coming over with an alt, make sure they have alliance standings in place, and make sure the team knows it’s your alt.
At W-space, you’re in constant danger. The only place you are safe at is within the forcefield of a defended POS. However you should spend minimal time at the POS, because you cannot cloak your ship within the FF. Combat recons being an exception to the rule, though they too can be scouted out by someone who warps to the grid cloaked.
The best offense in w-space is surprise. This means that the best defense is giving out minimum intel. Always cloak your ship. Always. There’s no reason not to. If you idle uncloaked at the POS your WH mates will tell you to warp to a safe spot or burn outside the force field and cloak (as you cannot cloak within a FF). An uncloaked ship will be scouted and gives intel to hostiles. We know others have given us precious intel by sitting around uncloaked.
Outside the forcefield, if you go do exploration sites, expect to get jumped on by a random Astero. When you’re exploring or gas huffing, orbit your current target at a short distance to keep your ship on the move. This mitigates damage from the torpedoes that were just launched by the bomber who just uncloaked next to you. The best tank / life insurance you can fit your ship with is warp core stabs; fit at least two of them. When mining, prealign to your exit warp spot to get away fast when necessary. Inertia stabilisers may also be worth fitting to make a quick exit.
If you are doing a site with an unguarded wh open, expect to get pointed by a combat recon, then gangraped by a bunch of w-space militants. Doing sites outside the d-scan range of an open wh can be dangerous, too. Sometimes the gang doesn’t bring a combat recon however, so never stop clicking that d-scan button.
At w-space, you won’t see anyone on Local channel. You can only see other pilots on your dscan. At w-space, the dscan is your Local channel, your guardian angel, and your best friend. Click it frantically every 3 seconds. Report any ships you spot to your wh mates.
To be able to use dscan efficiently you need to adjust your overview settings accordingly. See eg. Seamus Donahue’s tutorial part 1 for an example setting. Pre-made overview packs exist, such as Sarah's Overview Pack.
Bear in mind your dscan only spans for a distance of 14,3 AU. Enemy ships who enter the system will be visible for a few seconds before cloaking.
Dscan is used to locate targets both approximately and accurately. See Seamus Donahue’s tutorial part 2 for how to do this, then practice, practice, practice. In W-space it’s very useful to learn to dscan targets down as fast as you can. An able dscanner is quick to locate the site a hostile is at, and approximate their safe spot to speed up combat probing. You might want to use camera tracking to easily point your camera to the intended direction and speed up your dscanning.
Pro tip: After doing a dscan (and not clicking on anything else) press Enter to run dscan again.
A safe spot is a location in the system that is literally in the middle of nowhere, and you can warp there to stay out of harm’s way and be in (relative) safety from hostiles. The first thing you do when you enter an unknown wh system is create a safe spot. So learn how to do it.
It’s wise to create a so called deep safe spot, where you are out of dscan range of most of the rest of the system, typically at the outer rims of the WH system. In the home system, you can use anomalies or signatures to create your deep safe and wait for the sites to disappear.
Or you can ask an alliance mate to share an existing safe spot with you. In this case, preferably burn away from the original safe spot and create yours at a distance. This is to avoid the unlikely event of getting accidentally decloaked by ending up next to an uncloaked ship.
When you log out, do it at a deep safe to minimize the chance of being spotted by a hostile when logging out, and logging back in later. (Logging in at the wrong spot when others are in the middle of an operation may ruin the whole thing.)
Scanning is an everyday activity in the WH. A wh resident is expected to partake in the scanning of signatures and update their corporation bookmarks accordingly. WHs only last a day or so, and several new signatures pop up daily. Because of the amount of scanning, it’s useful to have your scanning skills at level IV. This not a hard prerequisite, but you should compensate for any lack of scanning skills by fitting your scanning ship with scanning rigs / mods.
Notify others of any new signatures and stuff you scan down on the WH channel. If your corp lacks several current bookmarks, you can ask for an alliance member to share theirs at the POS or a safe spot to save scanning time.
Anyone can add corp bookmarks, but editing them requires that you have Communications Officer rights. Ask your corp Director to grant you these.
We have a naming convention for bookmarks: “[<the signature’s three letter identifier>]<type of site>: <full name> <further info>. Examples:
Leave any unnecessary spaces out of bookmark names so that more text fits to context dropdown. <further info> may include eg. that a WH is frigate/medium size (you can see this from “more info” on the WH in question), or that any valuable gas has already been huffed.
In WH entrances, refer to the home system simply as “Home”, and other systems as the class (or class range) of the hostile wh system. A star (*) in the end of a bookmark signifies that no-one that we know has warped to the grid yet (see below for more).
Take note how difficult it is to scan a specific signature. The HS static is typically easy to scan, while the C4 static is more difficult. This way you won’t need to warp to grid with the exits, thus opening them, to update your bookmarks.
When you warp to grid with a WH, you will be able to see its type. Here's a list of what these codes mean. Specifically, Y683 is always the static connection from our C2 to a C4, and B274 is always the static highsec connection. Eve University has a thorough documentation on what all that info on the wormhole inspection window means (lifespan, ship size restrictions, animations...).
In the case of a highsec entry:
If you’re feeling brave, you can do the same for lowsec and nullsec entries. Avoid warping to grid unless you’re going in or specifically wish for company. This is because warping to grid may activate the wormhole and cause its other end to spawn, allowing hostiles to find the home system. There are occasions when you will want to keep even the highsec entry shut, particularly when doing sites at the home system.
There are two kinds of data/relic sites: ones without hostile sleepers (called null sites) and ones with sleepers (sleeper or combat sites). At C2 wormhole systems, sleeper data/relic sites have the word “Perimeter” in their names. These are not listed in the bookmarks as Data/Relic as the exploration worth is low and they don’t serve well as bait, and as such there’s no need to create perches for them either. At other classes, use Eve Survival to find out if they are sleeper sites.
In the case of a non-combat data/relic site, warp on-site and create a perch bookmark at ca. 170 km minimum from all the cans: 150 km for warping in, plus 20 km for warping to 20 km from a fleet member. Also create a direct warpin to an object that’s roughly at the center of all the cans. This is mainly for the Lachesis to warp directly to the site at point distance from a non-suspecting hacker.
Name these bookmarks starting with the letters of the site but without the brackets: ABC perch +170, ABC warpin. The brackets help keep the bookmarks organized in your right click contextual dropdown menu: The actual sites are listed first, with any special temporary bookmarks listed below them.
Tripwire is an excellent way of keeping track of current WH signatures and connections to other systems, sharing intel with your corp mates, and following which neighbouring wh systems your corp mates are currently at. Create a Tripwire account and watch eg. WingspanTT’s Tripwire video for an introduction.
You can help your WH team just by idling! Just sit cloaked some 30-50 km away from a WH entrance with your sounds on and you’ll hear if anyone enters or leaves. Adjust your view so you can hear the humming of the WH on the background. This ensures you can hear when the WH activates. Always keep your team updated which wh you’re sitting at and when you stop sitting. Report any sightings on the WH channel (ship, pilot, where they warp to, whether they’re probing).
Explorers often enter from HS for data/relic sites. Then there’s the occasional ratter coming after combat sites, or a rare Venture / Prospect seeking gas. When your WH mates are doing sites, it’s worth keeping an eye on exits to other WH systems as roaming gangs or their recon scouts may emerge.
Never go completely afk when WH sitting. Instead, warp eg. to a deep safe or next to the POS FF when you go afk. This is because you will be decloaked if someone comes within 2 km of you uncloaked. Also, your cloak will drop if you get d/c’d. Pro tip: Double check that your cloak is on when WH sitting. :)
When WH sitting, consider keeping your camera tracking on. This makes it easier to follow where hostiles warp to when they enter the system, and also speeds up the process of dscanning planets / sites.
Fighting sleepers is a fun way to spend time and make ISK together with your wh mates. Even if you wouldn’t have the skills to participate in the actual combat just yet, you can still help us out and get a share by salvaging the sites. See more under “Salvaging”.
Always when going out to do combat sites, notify your wh mates and set up a fleet open to alliance members.
C1 & C2 sites are pretty easily done in fleets of 2+ battlecruisers and can yield maybe 40 M ISK an hour per pilot. You can solo sites too, but it’ll be a bit slow. Obviously C1 sites are slightly easier. Train your tank to T2 and bc to IV first and worry about your dps after that: Your tank keeps your ship in one piece, dps only makes clearing sites faster. You may be able to survive with a meta 4 tank (especially in C1), but you will need to warp out to recover, slowing you down formidably.
Start at anomalies (green), which are easier, and proceed to signatures (red) when greens aren’t dangerous to you. C1 & C2 sleepers don’t scram, but there’s a nasty neuting battleship which may prevent you from warping out. Bear in mind that PvP-wise green sites may be more dangerous. A hostile will easily d-scan you down, warp in, and jump on you, whereas at red sites, intruders will have to either core probe scan the site down or combat scan your ship down - given they haven’t prescanned the signature.
We don’t want to press for any hard C1 / C2 doctrine, but we do supply you with fits we think are reasonable to give you a general idea of what you will need. Check the SLYCE WH channel MOTD for these.
This is where the ISK really starts flooding in. The sites yield 100+ M ISK each. The sleeper dps is brutal though, plus they scram, which leaves no room for error. Because doing C4 sites requires 4+ pilots and benefits from rolling wormholes, we try to set up a time in advance for these operations.
Currently we are in the process of trying out a Raven / Osprey setup. Find the fits at the WH channel MOTD. We aren’t excluding other setups (we’ve tried sentry Domis in the past), though it may be difficult to mix different setups together.
Exploration in w-space can be very profitable, with individual sites occasionally yielding 20-80 M in loot. You’ll need a cov ops frigate or Astero, optimally with hacking / archeology rigs to be able to hack cans with acceptable success. Have your hacking & archeology at level IV; otherwise it may be better to leave it for others so as to not lose any ISK.
The sleeperless sites (they have a pirate faction in the signature name) are the ones worth doing. Sleeper data / relic sites (they have the word “Perimeter” in their signature names in C2 systems) are more like combat sites and hacking them rarely yields anything worthwhile.
In the case of data / relic sites at the home wh, we like to distritube the income among the pilots who are online at the time of doing the site.
Always leave a data/relic site or two in the home WH system for baiting! Leave the freshest extra data / relic site intact. See more under “Ganking”.
Tip: If there are data/relic sites left at the home system, you’re free to clear them just prior to downtime (within 30 minutes). Just leave one can untouched, and the site should then respawn in full after DT.
A big portion of sleeper ISK comes from salvage. You’ll need to have your salvaging skills at IV to be able to be able to salvage all the ships, or fit your ship with salvaging rigs to go around this requirement. There are a few salvaging ships at the SMA you can borrow. A Catalyst is good enough a salvager for most situations. It’s a quick salvager for hostile systems, too, though others may have to carry part of the loot.
Drop & corp bookmark a MTU at the early phase of doing a site (around the second wave or so) to massively accelerate the salvaging process.
Mining and gas huffing are easy ways to make ISK, though be advised that in the WH it’s much more dangerous than in k-space. For this reason, never use exhumers. Always tell the others that you’re going mining so they can help you by dscanning and/or sitting wh’s. Don’t rely on this though.
We have an Orca to boost you at the J140308, ask Thor to take it out if you’re going mining.
The name of the ore / gas sites tells you what gas, ore and sleepers it contains. Some sites spawn with sleepers in them. Even if they don’t, check for any prior sleeper spawns before diving in.
It’s also possible to use mining / gas harvester ships as baits. Have your cloaky team on, fit your ship with a tank and a scram, and wait.
Let us know if you’re interested in an ore buy program.
PI is a great way to get passive income. WH systems are especially lucrative. It’s also easy to set up your planets so that they only need maintenance every one to two weeks. You can increase your income somewhat by tweaking your planets daily, however, we recommend you only do this if you enjoy doing PI. It’s worthwhile to train an alt or two to double/triple your PI income with minimal increase in effort.
We (Drastic Measures) have a supply of planetary command centers at the POS, or you can bring your own. There are 2 barren, 3 storm, 2 lava, and 1 temperate planets, which you can use to produce eg. coolant (t2) or robotics (t3). Ask us if you’re interested in a PI buy program.
It comes as a surprise to some (at least some of the pilots we have shot down) that in w-space you’re free for all cannon fodder. You will be taken down at the first opportunity. This goes the other way around, too: the alliance has a Not Blue, Shoot It (NBSI) policy - you’re free (and encouraged) to shoot anyone who doesn’t have friendly standing towards your corp/alliance (and your security status won’t even drop).
Wormhole combat is all about two things: the element of surprise and choosing your fights.
Good places to initiate a fight are PvE sites (combat anoms, exploration sites, gas/ore sites), where targets are uncloaked and possibly preoccupied. Watch out for possible sleeper aggro. Most pilots warp to the star, a customs office, or a moon first. If they’re slow to cloak you may be able to pick a fight. Also, as the only residents, we have an upper hand in fights at the home wh, and a popped ship can be replaced in a minute provided the capsule stays intact.
Near a wormhole, on the other hand, would be a bad place to initiate a fight. The target may escape to the other side or bring in reinforcements.
It’s possible to set up a fight at a WH mouth correctly, though. You may go through a wormhole only two times within five minutes. This is called polarization. So if someone goes through a wormhole and comes right back, it’s possible to ambush them without them being able to escape back to the other side.
One can also use bubbles to trap a careless pilot.
To serve as bait, you will need one of the following: T1 exploration frigate, cov ops frigate, Venture, Prospect, mining barge, or industrial. Also, you will need to fit your ship appropriately and typically in a very unorthodox manner. We’re talking tank & point, possibly something more depending on your ship and the situation.
For scouting, a cov ops ship is the most suitable as it is quick, can fit a cov ops cloak, and has scanning bonuses, and doesn’t cost much. See more under “Scouting” and “Scanning”. An Astero can do the same thing, but a Stratios would probably be overkill, plus it can make the local residents giddy.
Any boat that can fit a cov ops cloak can be used to sit a WH. A cov ops frig is good, though a bomber, an Astero, a force recon, or a Stratios is better. See more under “WH Sitting” and “Ganking”.
The bottom line for PvP fighting is the bomber. Although you can use the Astero to engage on explorers. See more under “Ganking”. From there, we move on to recon ships, the Stratios, and cloaky T3 cruisers. See more under the PvP ships section.
Sometimes, interdictors and heavy interdictors can be used to trap an explorer or someone who doesn’t care to wait for their polarization timer. To reinforce a fight that’s already started, just about any dps (assault frigates, T3 destroyers, and heavy assault cruisers…) or suitable logi / ewar is useful.
Our roaming gangs consist as above (tier 1). First, we look for opportunities in cov ops frigs (see Tier 0). When one emerges, we may infiltrate the system - eg. in recons - or wait just outside the system for the action to start. DPS and warp bubbles are more relevant here than in the previous scenarios, as we wouldn’t want a pilot getting away in a capsule and coming back to change the course of the fight in a new ship. Hence interdictors and heavy interdictors play a bigger role. Even an interceptor might prove useful when fighting another cloaky gang as they too tend to utilise bubbles. See more under “Roaming”.
To be honest we don’t have much experience on POS defence just yet. If you do, talk to us.
We have a Carrier at the WH to give fire support in a time of need.
Ah, scouting! Scouts are the heroes of any successful wormhole operation. The scout ventures into a neighbouring WH system (sometimes through high sec) to create a safe spot, report on abundancy of signatures and activity, scan down and bookmark signatures, and have a peek at any enemy bases. If the system is silent and there are profitable sites around, the wh op pilots may then proceed to the sites; if there is action, however, the wh op may plan for a course of action and wait for a time to strike.
As a scout, be very clear to others about in which system you’re currently at and how others get there when necessary. Tripwire is especially good for this purpose (see more under “Tripwire” above). Update your findings there. Consider making general notes on wh systems in Tripwire, as you will come across the same systems again eventually.
Save your safe spots and signatures to corp bookmarks. It normally takes a few minutes for them to be available for your corp mates.
Also always check for intel on how active the system is, and at what times, and what the occupying corp is like. A good tool is wormhol.es which gives a quick glance on the system. Zkillboard may also work, though keep in mind not all kills are updated there. Use Eve Who to find corp members and add them to your contacts if you’re interested in the system and the corp is not too big.
Your gank could go something like this: You have scanned down and bookmarked all the sites at the home WH, including a data / relic site, which you have left it as bait (see the “Data / Relic Sites” for more). You’ve also done the recommended warpin and perch bookmarks. You sit in your bomber at a distance from the HS entry, cloaked, and whoosh, an exploration vessel appears. It cloaks, but your dscan reveals that fresh scanner probes are out. Still sitting at the HS entry, you patiently wait and use your d-scan to determine when they are scanning the relic site down (the site is within your 14,3 AU dscan range).
After a while of following the probes you notice they start piling on the relic site, after which they disappear, and sure enough, your d-scan reveals the explorer visible and uncloaked at the site.
You warp to the site perch bookmark and witness the action. You can see your pray hacking away at the cans. You plan your attack. You would strike when they engage on a more difficult can. As they approach a Ruins and start hacking, you initiate your warp to said Ruins can at 0. It takes some 20 seconds for you to land next to your pray. The trap triggers. You drop your cloak, lock your target, set your ship to approach your target, and activate your warp scrambler. You launch your torpedoes, and try as they might, they cannot get away. Their ship blows up in a ball of fire and a sweet sound indicates you have received a killmail. You might be able to get the capsule, too, before it warps away. You pick up the corpse and loot and destroy the wreck. You return to the POS to switch to a cov ops to finish the cans at the site, constantly vigilant for any retaliation forces coming through the hs entry.
You can gank in a bomber, an Astero, a force recon, or a Stratios. Your choice of ship is especially important when you’re alone. In a bomber, you can take down any exploring cov ops frigs that enter, and with some skill and a PvP fit, an Astero can take down another Astero. The recons and the Stratios may be too big to get a lock on frigates before they escape (you might want to fit a sensor booster or two to mitigate this), but they may come in handy if bigger ships happen to enter the system.
Be aware that some explorers jettison a can at the site landing point. This is to decloak any kill-hungry gankers who warp to 0: Landing within 2 km of the can will decloak your ship and ruin your scrumptuous gank opportunity. To avoid the jettison trap, use dscan, warp in at 20 km+, or use the warp-in or perch bookmarks.
You cannot warp directly to a hostile. You can however warp to cans, wrecks, and fleet members. The warpin bookmark can come especially handy if you’re sitting in a combat recon and don’t want to switch ships as your prey might very well see you on d-scan. In this case it may be best to warp directly onsite.
When we have the numbers and the appetite we go out and hunt.
A possible strategy is to use a Lachesis (combat recon) to enter a system and d-scan for any activity. Combat recons cannot be detected by dscan, and the Lachesis gets a massive boost to point ranges. At spotting a hostile at a site, the Lachy can warp onsite and lock + point the target. After a successfully acquiring point, the rest of the gang enters the system and warps onsite to finish off the target and fight possible reinforcements. To survive the dps incoming from both the target and the sleepers, the Lachy needs a tank fit.
Note that this approach is countered by the enemy having eyes on the entrance wh. Also note that warping to signatures requires that they have been pre-scanned down.
Quality communication is the backbone of teamwork in Eve, and the WH is no exception. In fact, the nature of w-space requires that we communicate even more rigorously than we’ve gotten used to in k-space. Look at it as if we were fumbling around together in a vast room in complete darkness but can hear each other. It’s part of the fun. :)
The common channel for the SLYCE wh community is SLYCE-WH. Everyone active in any of the WH systems should be on this channel. SLYCE WH entries are updated here (see “Scanning Wormholes” for more). Anyone active in any of the SLYCE WHs should be given channel operator rights so they can update the MOTD with entry information.
WH specific discussion should be done on the WH specific channel or relevant WH op fleet chat instead of the general channel.
A WH may have its specific channel. In the MOTD there may be eg. a shopping list, information on any ongoing operations / fleet ad link, intel on hostiles, news, upcoming activities...
Always notify the team when entering & exiting the system. Check before coming in if there’s an operation going on in the WH. Tell others what you’re doing or about to do so they may join you or help by eg. WH sitting accordingly. Report on the channel any activity you see: WH activation & traffic, dscan findings, new sigs & probe scan findings.
Anyone who is active in the WH may be given channel operator rights, so just ask. Tip: If the amount of channels you’re following is pestering you, consider turning blink off for the least essential channels.
Use the fleet chat for individual WH operations: Immediate, op specific information that does not concern the rest of the WH team. Always put a fleet ad up with alliance wide settings.
align: start aligning your ship to the celestial/bookmark/fleet member/etc.
warp: warp to the specified place (warp to targets at your optimal range, unless fc says otherwise)
www: warp to the pilot who typed this in fleet chat
jump: jump through the wormhole/stargate. By default hold your gate cloak once you’re through.
bounce: warp away from the grid you’re in, and return as soon as possible (maybe from another direction, or at some other range - depending on the tactical situation)
Primary: The target you’re supposed to be shooting at (or will shoot at first, once you get the ‘go’ word)
Secondary: This guy you’ll be shooting next. Target lock him.
Hold dps: Stop firing. Any sort of EWAR is still ok.
“Where’s my dps?”: Did you remember to press F1?
Voice comms is the most efficient way to communicate events as they happen. So do download and install TeamSpeak 3. Even if you don’t have a mic you can hear fleet comms and activity reports. The address to the Alliance’s TS server is at the Alliance channel MOTD.
25 M ISK / 80 M ISK
Train this first. A covert ops frigate is arguably a minimum requirement for a wh resident. WH life without a cov ops cloak ship is possible, but dangerous and cumbersome. Well, you can still mine and do sites without one. If your skills aren’t sufficient for a cov ops frig yet, but you have the ISK to spare, get an Astero instead.
The race doesn’t really matter that much, just go for the one that’s quickest for you to train. In doubt you might want to plan further which weapon types / assault frigs / ewar frigs / t3 dessy you’ll want to go for eventually.
30 M ISK
Train this second. The bomber is a very nice ship to get you started with cloaky combat. They’re a welcome addition to just about any w-space gang. Solo target selection can be a bit limited.
What can you solo?
As with cov ops frigs, the race doesn’t matter that much. How useful a bomber is depends on the situation.
200+ M ISK
If in doubt, train this third. Recon ships are a heavensent for w-space pilots. Force recons are among the very few combat / utility ships with cov ops cloaking capability, while combat recons are the only ships that do not show up on d-scan. Think about it. In w-space, this provides you with a whole new type of invisibility. The only way hostiles can know you have entered a system is by sitting at the wh you just came through.
The sick ewar bonuses these boats enjoy mean you can get good bang for the isk from more expensive faction modules. Hence the plus sign adjacent to the price tag. For example, fitting a Huginn with a faction webifier or two is a no-brainer, due to the huge range bonus they receive.
Pei’s personal favourite! Bonuses to energy neutralizers and nosferatus make this force recon a big threat to any ship that relies on capacitor. After a minute with a Pilgrim, a blaster Proteus becomes a pussycat. (Turning it into a smoldering wreck takes a few minutes more.) The secondary bonus to tracking disruption is also nice - obviously against turret ships, but could be effective against drones as well. Its resist profile and slot layout makes Pilgrim a natural armor tank; this also makes it slow. A scram and a web will help keep the target pinned down while he is relieved of his cap.
If a Pilgrim is too slow for you, try a shield Curse! With even stronger bonuses for cap warfare than on the Pilgrim, it’s no wonder the Curse is popular in fleets. Just make sure those EM and thermal resist holes are plugged. Formidably you don’t necessarily need t2 lasers to hop into an Amarr recon, thanks to the 50 % drone damage bonus.
The force counterpart of the Huginn. Same bonuses to web range and painter effectiveness. Most obvious difference is the weapon system - missiles instead of projectiles - and of course the ability to fit a covops cloak. In a wormhole environment the dps potential of a Rapier is relatively low, due to only two slots being left for missile launchers after the cloak and probe launcher are fitted.
Not so fast! Minmatar recons get awesome bonuses to stasis webifier range: with all V skills a T2 web will reach out to 40 km, faction versions considerably further. Target painters are also bonused, but optional; even as a bomber support, the webs will typically help torp damage application more than the painter. If you want your guns to reach out anywhere near your web range, stick with arty - although a full rack of 720mm T2 guns won’t fit without a PG rig or two. An LSE and an invulnerability field should suffice for tank.
The Ara doesn’t deliver as much dps as the other recons, but its bonus to point range and dampener effectiveness makes it great for hunting solo as well as a welcome utility boat to cloaky fleets. Having a Gallente recon along to hold point allows the rest of the fleet utilise their mid slots otherwise.
What a beauty this one is! Thor’s absolute favourite, the Lachy utilises its insane point range to punish the target from afar, while dampening their targeting range down to nothing. The Gallente recons work beautifully together with Caldari recons: just dampen the target’s resolution, add some jam, and your enemy will never get a lock on anything, ever.
From Eve University: “It lacks the ECM range bonus of the blackbird, but has a superior jam strength bonus. While the Falcon has a medium hybrid damage bonus this is often completely ignored in favour of utility modules or anti-drone weapons in the high slots, since the falcon's damage is negligible at best. The Falcon can support a shield or armor tank, usually a single plate or large shield extender. A falcon's primary defense is to pre-align and decloak at optimal jammer range, do its work and warp out and recloak if targeted by more than it can handle with its jammers. The ability for the Falcon to suddenly decloak and cause a big swing in small fights has led many to call it overpowered in small gang warfare.”
From Eve University: “The Rook is totally dedicated to ECM and missiles. It has a very respectable 7 mid slots, so is almost always shield tanked, but it must share these between ECM and tank. The Rook's low slots can either be used for Ballistic Control Systems to boost damage or Signal Distortion Amps to improve ECM. The Rook suffers rather from being a jack-of-all-trades and master of none. When focused for ECM its damage is poor and it becomes an expensive Blackbird with much more tank but also a much shorter range. When fit for missile damage it loses a lot of ECM effectiveness and still falls far short of a HAC for dps.”
POS Player Owned Structure
FF Force Field
POCO Player Owned Customs Office
MOTD Message of the Day, static channel text
SMA Ship Maintenance Array, you can store your ships there
PG Power grid
EM Electromagnetic damage
LSE Large shield extender