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Yaay
Fusion Enterprises Ltd
Posted - 2009.07.27 08:48:00 - [1]
 

Edited by: Yaay on 27/07/2009 09:05:16
Edited by: Yaay on 27/07/2009 08:54:53
I've often been asked how I make so much money ratting in 0.0 compared to the average joe. I've heard claims that 0.0 can net you about 20 mil and hour, maybe 30 if you're good. I contend that it's easily double that amount and where people falter is in tactics. Below is a guide to how I net a minimum of 60 mil an hour ratting in 0.0:

BASICS
Sec Status

Every system that's in 0.0 has a true sec status. Security has a high of 1.0 and a low of -1.0. But when the map drops below 0, it always rounds up rather than showing true sec status. Essentially, the lower the sec, the better the ratting. Lower status will result in more frequent higher bounties, and better officer spawns.

True sec status can be found at sights such as:
Dotlan

If a system is held by NPC's in 0.0, sec status is considered "broken" Areas of the map such as Venal, Stain, Curse, and Fountain have such areas. In these areas, true sec status does not matter, whether by intent, or by flaw. Typically systems held by NPC's that have stations can and will yeild the best results for spawns. But almost all NPC space is good.

Chaining

Chaining a system is a way to skirt random inefficient respawning. Chaining a system implies killing the highest bounties of a mob in a belt while leaving the lower bounties alive. This results in a respawn of the higher bounties within 10-30 minutes of their death.

A Properly chained system will typically mean the ratter's have multiple belts with 2 or 3 battleships each respawning with bounties at or above 1.2 million each. The best chains are when most or all belts have spawns and their bounties are all above 1.5 mil each.

To chain properly for example a spawn with 3 battleships and 2 cruisers, the ratter would kill the 3 battleships and mark one of the cruisers. To mark a cruiser means to slightly damage it's structure so that you know in returning to the belt that those small ships are part of a bigger spawn. This avoids killing off spawns accidentally. A spawn only needs to retain 1 ship to fully regenerate.

Belt Count

This is quite possibly the most basic, yet most most botched part of making 0.0 ratting income. When ratting, 1 player can typically cover 8-10 belts efficiently. It is Important to understand that officer spawns are based on efficiency. So the more the rats sit around the less likely an officer spawn. But if you kill the Rat's too quickly, you remove bounty income from those rats. 8-10 belts will yield 1 ratter a quick and efficient ratting yield while upholding the systems best potential to spawn an officer.


Yaay
Fusion Enterprises Ltd
Posted - 2009.07.27 08:49:00 - [2]
 

Edited by: Yaay on 27/07/2009 09:24:29
Ship Selection

Efficient exploitation of 0.0 rats requires the proper tools. Often people choose the easiest rather than the best tools for the job. This is partly due to skill or patience, and is partly due to gaming education. Believe it or not, a Raven is not the best choice for 0.0 ratting if you want to make the most money. Why?

Outside of 7km, any missile spewing boat loses part of it's DPS because most 0.0 NPC battleships launch defender missiles. Defenders negate missile damage thus affecting how fast you can kill a spawn

Missiles also typically create laziness. People sit out, 40, 50, 100km away from a rat chucking missiles and either bypass, or avoid 60% of what makes 0.0 rats so valuable.

What are good ships to rat in?

The best ships I've found to rat in are a mix of mid level good speed with acceptably high DPS and low/mid lvl range. These ships are typically not Battleships. Acceptable speeds are typically up near 2,000 m/s. Acceptable range is 20-30km tops.

The goal of these ships is 3 fold. 1) exploit the higher damages of close range weaponry. 2) Be able to close the distance fast due to shorter range. 3) Be within loot/salvage range.

Tank

Another great mistake brought on usually by poor ship selection is tank. Most people think you have to have a ridiculously high tank to NPC. This is partly due to their laziness, and partly due to their ratting style. Again, most ratters sit at range and sluggishly shoot missiles or longer range guns.

In a speed setup, smaller ship, all you require is an adequate tank. NPC missiles from BS are typically don't hit hard on smaller ships, and guns lack tracking. It is important to understand that when you are setting up chains, if a particular mob negates your fast ships abilities, it's better to find a new spawn to replace it.

Adequate tanks on smaller ships are not very impressive. You literally want just enough to keep you alive so as to dedicate slots to more important features. On Hac's for instance, anything around 250-300 dps tank is far more than enough to counter an spawn you may run across. Missile NPC's can't break it, and turret NPC's can't break it before you get under their tracking. Slots are better left to capacitor, damage mods and any appropriate gear to aid speed.

Capacitor


Capacitor is the king of ratting. People often put too much emphasis on tank, and not nearly enough on capacitor. Capacitor affects speed. Speed affects loot collection and salvage. Make sure your capacitor does not slow you down.


Dibsi Dei
Salamyhkaisten kilta
Posted - 2009.07.27 08:49:00 - [3]
 

Cool, I hope it has cloak innit.

Yaay
Fusion Enterprises Ltd
Posted - 2009.07.27 08:49:00 - [4]
 

Edited by: Yaay on 27/07/2009 09:57:48
So where's all the money?

Salvage

Salvage is not as cut and dry as you might think. Certain spawns generate higher frequencies of types of salvage. It is best to learn which spawns generate what kind of salvage that is most profitable in your space. Again, whether it's intended or a flaw, this is just how it is.

For instance:

Blood Harbingers have a much higher frequency of providing melted capacitors in their salvage. Knowing that, I may choose to speed more time and effort salvaging their spawns than others.

Salvage is a game of numbers If you have a close range ship that's set for speed, you have to play the numbers game. All wrecks are not equal. If the likelihood of a wreck paying out big on salvage is high, it might be worth waiting til you get the hit. If the likelihood is lower, spend minimal time on salvage.

Typically what I do is simple, the moment a BS pops, I target and begin salvage. From the time I hit the salvage button to the time I leave that wreck if it's considered low value is about 15-20 seconds. This means I have enough time to hit 2x on a salvage attempt before I'm too far away. That provides just enough time to open, read and loot a wreck.

If the spawn wreck is considered higher value, I place a time frame on how long I'm willing to give it to salvage. This is based on several key factors. a)is there another spawn to shoot in the belt. b) how far away is my next target from the can. c)how valuable is the can potentially.

Salvage wrecks can payout upwards of 1.5 mil each, with isolated incidents that can go higher. So if it's a type of spawn that typically drops decent salvage, I will always give it more time.

Because respawning battleships often appear within 5km of each other, If one spawns close to one that has just popped, I can stilly put damage on it while salvaging. This keeps me near my next target ready to move over and loot giving me a quantitative number of seconds extra to spend salvaging. That quantity can either be high or low depending on if the battleship can get outside my range and/or how fast it dies.


Loot


Loot is another misunderstood factor in the revenue generation of 0.0 ratting. Loot can play 2 major roles 1) Meta level profit and 2)reprocessing value

It is important yet again to understand that certain rats drop certain types of loot. Contradictory to what you might think, bounty isn't everything.

Meta level and reprocessing value of loot doesn't coincide with bounties. Because certain spawns have certain loot tables, Increasing the frequency of good loot can actually be better than just chaining for bounties.

Reprocessing is the first part of a 2 fold decision. Battleship class guns have a typical value between 500k and 750k in value from their reprocess ore. This is a baseline value. Better guns have more ore, and are worth slightly more. Lower fitting guns have less ore value.

Baseline value is half of the choice in determining the value of a spawns loot. This gives you a minimal value to expect from 66% of the ships that you pop. BS do not drop the same mods 100% of the time, but they do drop them about 66% of the time. The mixture of loot and your ability to loot it easily give you the baseline value of that spawn's loot.

So if a spawn has a baseline value of easy to loot gear at 1.5 mil then that is tacked on to the bounty value and the average salvage value.

The best chains have a total baseline value of about 5-6 million per battleship!!!

But base lining is only half of the loot equation. The 2nd part is Meta lvl value and this is the hardest part to grasp. Examples of high value Meta level gear:
425 MM rail
Solace
arbalest

Yaay
Fusion Enterprises Ltd
Posted - 2009.07.27 08:55:00 - [5]
 

Edited by: Yaay on 27/07/2009 10:12:37
Edited by: Yaay on 27/07/2009 10:06:53
Meta is a factor all on it's own but plays into the baseline value of loot. Certain spawns can have terrible baseline values for their loot... in other words, reprocessing it yields crap. But because the Meta value is so high, it's worth chaining that type of spawn on the off chance that it can drop high meta value loot often.

Most prime example of this is in Guristas space. There are certain tiers of Cruiser and BC spawns that have high drop rates of Heavy missile launchers. If you get the right spawns, you can have up to 6 ships to shoot at meaning you have 5 chances at valuable meta loot leaving 1 ship to allow respawn. Cruisers dont' typically drop good reprocessable loot, so this is a gamble. That's why you wait for the best spawns to pursue these opportunities. The bounties will suck, the loot will suck, BUT.

Arbalest launchers mkt value ~16 mil per or more
3200 launcher mkt value ~5 mil
limos launcher mkt value ~ 800k

3 drops, 3 high values for cruiser and BC sized rat loot. Not only is it high value loot, but these spawns are so fast and easy to kill, you typically spend about 1/3 of the time on these as you would any 3 bs spawn. So the gamble becomes better appreciated.

In Fountain, similar principles apply for mid lvl bounty rats that drop 425 rails and other loot (it's been a while, I forget what all they drop).

In Amarr Space, it's Tachyons, Mega Beams, Mega pulse, medium Neuts, Remote armor reps

In Minmatar space it's 220 auto cannons, 10mn named MWD's and large guns that frequent the most.


Yaay
Fusion Enterprises Ltd
Posted - 2009.07.27 08:56:00 - [6]
 

Edited by: Yaay on 27/07/2009 10:43:41
Edited by: Yaay on 27/07/2009 10:40:07
So how does it all come together.

1st Chaining and Teamwork.

Three to five guys working together in a system or 2 will benefit them all greatly. Understand how belt caps work per player so that you don't step all over each other. Work together to build the chains through out the day. A good chain can take as little as 30 minutes and as long as 6 hours... but on average, you can have a good chain in an hr or 2 of ratting and a great chain within 3 hrs.

Find timezone holes for your team where systems can be covered without over lap. 5 EST Americans isn't such a good idea for a 16 belt system when you could have 1 early Euro, 1 late, 2 EST Americans, and 1 PST American in a team. Help everyone understand how the spawns work, so that everyone is educated, not just you.

Ships

My favorite ship to rat in is a Speed Sacrilege with 5 assaults, a stable cap and MWD and about 1900 speed. Dishes out 400-600 dps depending on fit and can be within range of any BS within 10-15 seconds average. Because it's assault launchers, it quickly falls under the affective range of defenders and has no tracking concerns of it's own in close.

This places it right on top of the ship ready to salvage and loot the moment it pops. You also have the option of fitting a variety of rigs to suit your style.

Blaster Brutix/Astarte/navy vexor/Vigilant are always fun and efficient as well, as are pulse zealots (although they lack a salvage high), Harbingers (although slightly slow), Vaga's/Muninns, and a slew of others.

Dedicated drone boats, Dedicated missile boats, and most ranged platforms are far less efficient. Larger value ships such as Marauders are good for a substantially higher investment.

Loot Dumps

Station systems provide the easiest loot dumps. The negative is, these systems are usually crowded, and station docking/undocking takes considerably more time than alternatives.

Small POS are quick and easy, but require fuel and can sometimes be lost or annoying.

The jet can approach. Depending on your situation, the jet can approach can be awesomely efficient. It's faster than constant docking, and has no fuel cost. It's one negative is the risk of hauling the loot at the end.

To do a jet can approach, mark a safespot very close to the largest cluster of belts. Bookmark and drop a can on landing. Always warp back to that spot, open the can, drop loot and move on. I typically throw any extra ammo in the can at the start of my ratting thus allowing maximum looting potential.

When you loot, only ever grab the best bang for your buck and space. Don't waste 50m of space on a large armor repairer or xl shield booster when you can spend 20-50m of space on a beam or blaster that's worth 5-20x as much in ore value. This gives you more chance to loot efficiently. Just don't forget to refresh your can every hour or so.

On a small POS, it's the same principle, but I typically have a corp hanger dedicated to loot.

Use your map and Dotlan.

Don't waste time competing with people who are unwilling to share ratting space. Check your map, check dotlan, and find inactive spots with adequately low sec status. It doesn't have to be -.9 to be good.

Last and best part is, Don't shy away from hauler spawns, be ready for them.
Hauler spawns can drop upwards of 250million in ore. If at all possible, Have a t2 hauler fully set for space, or an Orca, or a Rorq, or a cargo dread, or anything else that can quickly loot on standby to get this ore. 20-30 min of hauling can yield huge profits. And ore sells well in all areas of space, not just empire.

All of these tactics will easily yield 60mil an hour and can push upwards of 100mil/hr depending on your skills and attention span. Add in faction, and officer spawns as well as haullers and you can really rake it in throughout 0.0.
Just keep in mind, hot spots for ratting aren't the only options, nor are they the best option.

Yaay
Fusion Enterprises Ltd
Posted - 2009.07.27 10:45:00 - [7]
 

Edited by: Yaay on 27/07/2009 10:49:10

MAP

1 region of 0.0. A quick count puts it at 32 systems below -0.4 sec status and about 20 below -.5. That's a ton of ratting spots to explore, not all of which will be taken.

This is usually true for all regions of 0.0 with the added benefit of the broken status of NPC 0.0 which any area is no more than maybe 20 jumps from. 0.0 is a wide open space, learn to exploit it's every option.

Ticarus Hellbrandt
Posted - 2009.07.27 11:01:00 - [8]
 

ishtar is a good ship as well ! no ammo use and good dps/tank

Furb Killer
Gallente
Posted - 2009.07.27 11:08:00 - [9]
 

20M-30M per hour is as far as you come in much of the crappy 0.0 space (which is a majority of 0.0 space). Everyone knows you can reach far more in a -1.0 system, but most dont have access to those systems.

W3370Pi4
Lamb Federation Navy
Posted - 2009.07.27 11:09:00 - [10]
 

the deimos is nice against serpentis aswell

Rivur'Tam
Posted - 2009.07.27 11:50:00 - [11]
 

nice guide well put and accurate, a must read for first time 0.0 ratters mabye make this a sticky or link it in an alts bio

Sharp Feather
Gallente
POS Builder Inc.
Silent Requiem
Posted - 2009.07.27 12:15:00 - [12]
 

Originally by: Dibsi Dei
Cool, I hope it has cloak innit.


Moron, next time read a thread before posting in it.

Sidus Isaacs
Gallente
Posted - 2009.07.27 12:35:00 - [13]
 

Good Guide.

I used to rat in a HAM Drake some time ago. Not as fast as other ships, but it does ok.

Sniper Wolf18
Gallente
A Pretty Pony Princess
General Tso's Alliance
Posted - 2009.07.27 12:54:00 - [14]
 

Snipers guide to 0.0 ratting:

1) Warp into a belt
2) Check for rats at belt, if there are no rats return to step one
3) Shoot at rats
4) Check local (If there are no neutrals in local return to step 3)
5) Cloak up at safespot / Hide in POS
6) Stay cloaked / Hidden until the one neutral guy in a SKEEEEEEEERY frigate leaves
7) Return to step 1

Rawr Cristina
Caldari
Naqam
Posted - 2009.07.27 13:04:00 - [15]
 

Used to rat in a Sacrilege. HAMs are very light and the Sac has plenty of cargo so running out of ammo isn't an issue. Being able to select damage type is nice since it then works against any NPC type, and it has decent cap recharge and resistances so even a minimal tank works well.

Think I used 1 rep, 2 hardeners, 2 ballistics and 2 missile damage rigs and it stormed through those spawns, about 600 DPS

Foodpimp
Gallente
Heaven's Harvesters
LEGIO ASTARTES ARCANUM
Posted - 2009.07.27 13:51:00 - [16]
 

This is all well and good for regions of space controlled by one of the 4 races, but when it comes to 0.0 drone space, you might wanna take things a little differently.

BS class drones take a little longer to kill than faction BS's, so you have a little more time to salvage. I've found that a domi does some of the best work if you've bothered to train up your drone skills. Drones tank missiles very well and it seems like a huge hit to the end margin when anything ammo based is used for this.

I've found in drone regions, efficiency and hold capacity are the names of the game since your loot is alloy. The longer you can stay in belt the better. Always dump into a POS is possible. It's much faster to drop your loot into an array or hangar bay then align and warp to your temp bookmark from 0 m/s. If you're a ship builder in 0.0, alloy is your best friend, even more so than solo mining, if you have trained up your Scrapmetal processing skill. Otherwise, there is a lot of waste.

Just wanted to make a mention of the drone regions. I don't have any smartass comments now, but if someone says something stupid later on, I'll chime in.

Foodpimp

Yaay
Fusion Enterprises Ltd
Posted - 2009.07.27 15:01:00 - [17]
 

Originally by: Furb Killer
20M-30M per hour is as far as you come in much of the crappy 0.0 space (which is a majority of 0.0 space). Everyone knows you can reach far more in a -1.0 system, but most dont have access to those systems.


good work not reading, come again when you do. Until then, enjoy failing.

Agent Known
Posted - 2009.07.27 15:57:00 - [18]
 

Another method of looting is to take in an alt with a cloaky hauler (blockade runner) and place a few GSCs at a safespot. They'll stay for a month anchored, and they have 3900m3 of space a piece. When it comes time to empty, just take the hauler, fill it up, and move out. Cool

This isn't always the best in deep 0.0, but it's well worth it if you're close enough to your home.

Spurty
Caldari
V0LTA
VOLTA Corp
Posted - 2009.07.27 16:25:00 - [19]
 

This is how I want to see people ratting in 0.0

Close / Minimize LOCAL, its just a distraction

Hug an asteriod, the closer you can get so you bump and grind up against it, the better

Fit your ship with long range guns but allow the rats get really up close and friendly like

Sit around and wait for the flash.

Anything else is cheating.

Kezzle
Posted - 2009.07.27 17:40:00 - [20]
 

Originally by: Yaay
Capacitor affects speed...Make sure your capacitor does not slow you down.


Sorry to pick on one teensy point, but is this meaning in any way other than keeping your MWD ticking? Or is there some realationship between max speed or acceleration and capacitor status that I'd not heard mentioned or noticed before?

Dibsi Dei
Salamyhkaisten kilta
Posted - 2009.07.27 18:08:00 - [21]
 

Originally by: Sharp Feather
Originally by: Dibsi Dei
Cool, I hope it has cloak innit.


Moron, next time read a thread before posting in it.

When I read it there was only a title.

That is why I posted a reasonable request.

W3370Pi4
Lamb Federation Navy
Posted - 2009.07.27 18:12:00 - [22]
 

Originally by: Kezzle
Originally by: Yaay
Capacitor affects speed...Make sure your capacitor does not slow you down.


Sorry to pick on one teensy point, but is this meaning in any way other than keeping your MWD ticking? Or is there some realationship between max speed or acceleration and capacitor status that I'd not heard mentioned or noticed before?


when you PVE its nice if you are cap stable.

Yaay
Fusion Enterprises Ltd
Posted - 2009.07.27 19:30:00 - [23]
 

Originally by: Kezzle
Originally by: Yaay
Capacitor affects speed...Make sure your capacitor does not slow you down.


Sorry to pick on one teensy point, but is this meaning in any way other than keeping your MWD ticking? Or is there some realationship between max speed or acceleration and capacitor status that I'd not heard mentioned or noticed before?


speed as in yoru ability to be efficient. It entails moving, repping, firing, and whatever else makes you faster at ratting. Ever tried ratting in a harbinger with poor capacitor when being neuted by a blood harbinger. It affects your speed, your ability to fire guns, your ability to tank, thus slowing your entire ratting process down.

Yaay
Fusion Enterprises Ltd
Posted - 2009.07.27 19:32:00 - [24]
 

Originally by: Spurty
This is how I want to see people ratting in 0.0

Close / Minimize LOCAL, its just a distraction

Hug an asteriod, the closer you can get so you bump and grind up against it, the better

Fit your ship with long range guns but allow the rats get really up close and friendly like

Sit around and wait for the flash.

Anything else is cheating.



I enjoy those ratters the most Twisted Evil

Managed to kill one once w/o even having a point b/c he was stuck on a rockugh

CCP Zymurgist


Gallente
C C P
Posted - 2009.07.27 21:50:00 - [25]
 

Nice guide! I've moved it to Mission and Complexes where it will fit in better.

Moon Dogg
Gallente
All For One
Posted - 2009.07.28 19:32:00 - [26]
 

Sticky?

Mr LaboratoryRat
Confederation of DuckTape Lovers
Posted - 2009.07.28 20:07:00 - [27]
 

60m per hour is impossible to get for a ratter that only has 2-4 hours to play and works on his own. 20m is more realistic. Clicky

Sweethearth
Posted - 2009.07.29 01:05:00 - [28]
 

60m A BIG WTF!.
30m in most cases..........

g0ggalor
Posted - 2009.07.29 03:52:00 - [29]
 

I found this guide better.

You get an A for effort though :)

Yaay
Fusion Enterprises Ltd
Posted - 2009.07.30 03:38:00 - [30]
 

Originally by: Mr LaboratoryRat
60m per hour is impossible to get for a ratter that only has 2-4 hours to play and works on his own. 20m is more realistic. Clicky


By working alone and limiting your ratting to solo in an abandoned system, you are going against everything this guide advises. You are not using 0.0 the way it's intended and are hurting yourself doing so. That said, if you were to explore options correctly, you'd find that even solo, you can easily make more than 30 mil an hour if you find the right places to work.

Stain is a prime example of the risk of solo paying off. Most systems in Stain are pre-chained and have TZ holes that vary with traffic. If you find the right location, you will consistently find that it is partly setup for you already. Stain is only 1 of many areas that simulate this. There are also pockets of Curse and Venal that are setup the same way.

If you're only making 30 mil an hour, maybe you should take a look at how you're limiting yourself. This guide is not only my opinions, but a collective of many people's help I've gathered over the years.

I mean a rocket car can go 600 MPH with the right fuel, and a straight line track. Take it off the salt flats, Give it gas outta your local pumps and throw it onto a Formula 1 track, it'll probably get passed by a Hugo.


 

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