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Neopel Swenski
Posted - 2009.10.17 05:58:00 - [1]
 

Hello,
I bought an Orca recently, and since information I can find about the ship seem to be fairly old, I was wondering if the rest of the industrial community can offer me any tips for how to properly use an Orca for a 2 man op(me and my alt.)

Like fittings, how to get the maximum gang bonuses, and any other uses the ship might have(salvaging? really?)

Also, I'm new to capitals. Or mini-capital in the Orca's case. What are all the different bays about? (cargo/ore/ship maint)
Can they be used to store items other than what it is designated for?

Thanks a million isks for you help!

Dracthera
Minmatar
Posted - 2009.10.17 06:06:00 - [2]
 

Well, given that nothing's changed with the Orca since it was introduced, even the 'old' information would be valid. Nothing to it really - for mining, fit mining gang mods and turn them on to boost your mining op. Pull in the cans and put the ore in the cargo bay. It's like an industrial that can fit gang mods.

Orca can be used successfully for missions, but not as a direct salvager but more for tractoring in wrecks so the salvager can salvage them quickly. Ship maintenance bay can be used to carry assembled ships. Ore bay (once it gets introduced) will store ore. Corporate hangars store corporate assets. Pretty straightforward.

Bakin Cake
Posted - 2009.10.17 07:29:00 - [3]
 

i use mine generally for 3 things:

alliance mining ops, transporting 2 exhumers multiple jumps, and as a secondary hauler for the primary "bonus-giving" orca.

and as the loot boat for my alts' missions. let the marauder on the other account pull room aggro, park right next to it and tractor in stuff from 70K and get all the loot in your massive hold. sometimes if i have 2-3 missions going at the same time, it gives me a someplace for the other ships to refit at before turning in both missions. profits goes up as time savings also goes up.

Mara Rinn
Posted - 2009.10.17 08:10:00 - [4]
 

Fittings for mining ops - the mining foreman link which reduce cycle time and increase laser range, and the mining foreman mindlink. Usually fit for maximum cargo capacity, though for an exploration support ship you might fit for maximum agility and add a cloaking device to allow you to hide from pirates.

The cargo and corporate hangar bays can store anything. The ship maintenance bay can carry your Hulk for mining, a covops frigate for probing anomalies, an assault frigate for plexes and a shuttle for example. The ore bay can only hold asteroid materials (rocks or ice).

Tau Cabalander
Posted - 2009.10.17 08:35:00 - [5]
 

Edited by: Tau Cabalander on 17/10/2009 09:09:43
Originally by: Neopel Swenski
Like fittings, how to get the maximum gang bonuses, and any other uses the ship might have(salvaging? really?)

[Orca, Hisec Mining]
Expanded Cargohold II
Expanded Cargohold II

Shield Boost Amplifier II
Invulnerability Field II
Small Shield Booster II
Survey Scanner II

Mining Foreman Link - Laser Optimization
Salvager II
Small Tractor Beam I

Large Cargohold Optimization I
Large Cargohold Optimization I
Large Cargohold Optimization I


Hammerhead II x5
Mining Drone II x5

[Orca, Wormhole Base]
Reinforced Bulkheads II
Damage Control II

Amarr Navy Medium Capacitor Booster, Cap Booster 800
Amarr Navy Medium Capacitor Booster, Cap Booster 800
Caldari Navy Invulnerability Field
Caldari Navy X-Large Shield Booster

Large Energy Transfer Array II
Sisters Core Probe Launcher, Sisters Core Scanner Probe I
Improved Cloaking Device II

Large Cargohold Optimization I
Large Cargohold Optimization I
Large Cargohold Optimization I


Vespa EC-600 x5
Heavy Armor Maintenance Bot II x1


Quote:
Also, I'm new to capitals. Or mini-capital in the Orca's case. What are all the different bays about? (cargo/ore/ship maint)
Can they be used to store items other than what it is designated for?

Ship Maintenance Bay: Assembled ships only. Fixed size: 400,000 m3
Ore Bay: Ore and ice only. Fixed size: 50,000 m3
Corporate Hangar: Anything that fits. Fixed size: 40,000 m3
Cargohold: Anything that fits. Size: 30,000 m3 * (1 + Industrial Command Ships * 0.05)

Cargo rigs and expanders only affect the cargohold.

The Ship Maintenance Bay also has a Fitting Service which allows ships to re-fit in space (good for swapping strips for salvagers and tractor beams on a Hulk).


Neopel Swenski
Posted - 2009.10.17 23:24:00 - [6]
 

Nice. Thanks a lot for your answers.

I'm almost done training for it so I'll be able to try those fittings in a few days time.

Von Kapiche
Minmatar
Posted - 2009.10.18 04:42:00 - [7]
 

You can store a rigged frigate in the corp hangar, which is useful as you can then fit a BC+cruiser+another frig in the maint bay; then you're all set for highsec exploration. Corp hangar is just a hangar, can throw whatever you want in it if it will fit. You can only put unrefined minerals in the ore hold, and only assembled ships in the maint bay.

Fit an AB, use it to get into warp faster from gates/being stationary. No idea about using it for mining ops, I've never done that. Is it not better to use two hulks though?

Spacing Cowboy
Caldari
Rule of Five
Vera Cruz Alliance
Posted - 2009.10.18 16:49:00 - [8]
 

Here another very-close-to-orca-pilot ,

Provided into helps a lot, thanks!

Additional question:

My orca alt is in a "privet mining corp"
( basicly, for easy hanger sharing, what can't be done in the corp
i run with ).


My main (missionrunner) is in another corp,
Is there a restriction on what ships i can "dock" with the orca ?
As i would like to use the orca as a mobile mission runner base / exploration ship.

( as in, can corp A, dock with orca from corp B )

Or am i entirly missing the point now of orca use ? :)


Mara Rinn
Posted - 2009.10.18 22:37:00 - [9]
 

Originally by: Spacing Cowboy
My main (missionrunner) is in another corp,
Is there a restriction on what ships i can "dock" with the orca ?


The only restriction is that you must be in fleet, and you must check the box that says, "Allow fleet members to use ship maintenance bay" - this checkbox resets every time you dock, undock or jump to a new system.

It's worth noting that anyone who is in the same corporation as the Orca pilot will always have corp hangar and ship maintenance bay access.

Spacing Cowboy
Caldari
Rule of Five
Vera Cruz Alliance
Posted - 2009.10.19 16:10:00 - [10]
 

Thank you, finaly its clear ,
will save some stupid mistakes withing a day or so.

BurnHard
Posted - 2009.10.19 17:14:00 - [11]
 

Another thing I found with the gang mod bonus is that you have to make yourself Squad Commander, otherwise the bonus doesn't come through. i.e if you just setup as Fleet Commander, it doesn't work!

Ravenal
The Fated
E.Y
Posted - 2009.10.19 17:32:00 - [12]
 

Originally by: BurnHard
Another thing I found with the gang mod bonus is that you have to make yourself Squad Commander, otherwise the bonus doesn't come through. i.e if you just setup as Fleet Commander, it doesn't work!


Thats standard fleet mechanics. In order to get bonuses from commanders (fleet, wing or squad) there has to be an unbroken chain of command down to squad members.

That is, if you have a fleet commander, wing commander, squad commander and a squad member then the squad member is getting bonuses from all commanders (highest for each bonus)

If you break the chain by having fleet commander, squad commander and squad member... the squad member only gets bonuses from the squad commander, not the fleet commander.

Also, the commander in question needs to have the appropriate skill to distribute his leadership skills. If you put someone as wing commander that does not have the wing commander skill no bonuses are passed down. But you can have someone with wing commander skills as wing commander, then have someone else with better leadership skills (but without the wing commander skill) to act as wing booster ... then his uber leadership skills are passed through the wing commanders wing command skill ... simple, huh? :)

MeigsYan
Black Out Horizons
Posted - 2009.10.19 18:10:00 - [13]
 

Edited by: MeigsYan on 19/10/2009 18:11:54
Just a couple of tips from my Orca usage.

In a small mining fleet (2-x in count) put the Mining Foreman Gang Assist modules for Laser Range and Cycle Time, and one tractor beam. This way the Orca is giving the greatest command bonuses to fleet m3/minute possible, and can still tractor in rat wrecks. The Orca pilot can loot the rat wrecks as well. For salvaging, I carry a salvage ship and just before the Orca warps out to off-load, one of the Hulk pilots will quickly swap his exhumer for the salvager, salvage the wrecks, drop the salvage in the corporate hanger "salvage" tab and swap back. Using the "board ship from hanger" command a Hulk, or other pilot, and perform this operation in under a minute.

For very large missions with multiple rooms (Extravaganza or Worlds) the Orca jumps into the room as the last of the opposition is erupting into flames, with three tractors in the highs. The Orca tractors in all the wrecks from across the battlefield and one of the combat pilots once again swaps for a salvage ship, equipped with only salvagers for quick work. If you have only Battleships in the combat fleet (meaning that like the Hulk in the previous example, the pilot's ship cannot be stowed in the Orca) one pilot can eject from his ship (make sure other fleet members lock it up to keep it from being boarded by a ninja) and board a salvage ship from the Orca. Alternatively, combat pilots can quickly refit with a couple of salvagers (yeah Orca in space refitting!) to perform the salvage.

Hope this helps,

MeigsYan

Skex Relbore
Gallente
Red Federation
RvB - RED Federation
Posted - 2009.10.19 19:06:00 - [14]
 

Wow I'm training my miner alt to fly these (target Dec 6 for industrial command ship 1) and here I thought it was just a big mobile jetcan.

So on the maintinence bay that holds ships with pilots in them? because I can think of all sort of mischeif to get to in one of these if that's the case.

Essentially does it work basically like a mini starbase?

Von Kapiche
Minmatar
Posted - 2009.10.19 19:37:00 - [15]
 

Just ships, not the pilots too.

Tau Cabalander
Posted - 2009.10.19 20:04:00 - [16]
 

Another tip: 10 second warp
* Fit a 100MN Microwarp Drive. You'll probably need a Reactor Control to fit, so you lose a cargo expander, and you'll have to offline most hislot things.
* Punch the MWD when you start to warp. When the cycle finishes (10 sec) you will jump to warp.
I use this fitting when returning to a wormhole from hisec.

Spacing Cowboy
Caldari
Rule of Five
Vera Cruz Alliance
Posted - 2009.10.19 20:42:00 - [17]
 

nice,
i will use it for the ocasional mining, no more x trips back to unload, yey!

But really looking
forward to the option of having multiple ships with me
for diffrent tasks ( scanner, salvager , miner(s)
Farm the deadspace.. a well, so many things to do.

And, it will dual-role as a mini-freigter.

To be fair.. also see it as a shiny new toy i reeaally want to play with :)

Will have a good look at the mining links, fleet setup and
the inta-warp option, think i might be needing all the options.

Also figured it would be a very intresting combination with a POS & wormhole's ,
(as only my main can use probe's, before i do that i've got some skill
training to do ) .. will be sadning to leave a perfect little fleet in wh
space when the scanner gets podded.



Spacing Cowboy
Caldari
Rule of Five
Vera Cruz Alliance
Posted - 2009.10.21 11:19:00 - [18]
 

Edited by: Spacing Cowboy on 21/10/2009 11:22:46
And the orca floats, thanks for the info, with the above info
managed to get everything working.
Including ship swaps & leadership bonus.

For the other info-lookers:

With cap. industrial II , 3 T1 cargo rigs, 2 TII cargo expanders
You will have
80.000m3 cargohold
40.000m3 corp hanger
50.000m3 ore hold.
400.000m3 ship bay ( unpacket, rigged ships )

- Cargohold is the only effected space with the fitting-expanders

- You can't repack a ship, but you can unpack one into your cargospace,
then eject or move to your ship bay.

- You have 88km of tractor beam range

- Keep in mind, to use the gank links (highslots) you need Leadership V

- YOu can't -dock- a ship unless it has only ammo in his cargohold.
So, you can't dock a ship loaded with loot, you first have to empty that
in the corp hanger or eject.

But, with a bit of creative ejecting & reloading you can store all your ship
fits in the orca, without having to haul it around with your other ships
you use around it.


Questions open:

How would you tank your orca for max anti-gank in highsec ?
( hauling work )
Regarding the substantial hitpoints on it, they really must want to
pop you quite bad i think. * please correct when mistaken *

Right now, using 2x TII large shield extenders, 1x T1 large shield booster.
Or would it be wise to replace with a more passive inv. field(s) ?
* still waiting for the skill to train to allow me the sugested mining fit *

After entering a cruiser from the orca bay, my cruisers shield dropped to nearly 0 ,
Could only get them back up after docking/undocking from a station.
Is this normal ? bug ? any work-around ?
There was nothing around that shot at the cruiser, shields where 100% when i docked it
in the orca.

Yeah.. i know.. its a lot of text ;)

Neopel Swenski
Posted - 2009.10.22 03:24:00 - [19]
 

Originally by: Spacing Cowboy

After entering a cruiser from the orca bay, my cruisers shield dropped to nearly 0 ,
Could only get them back up after docking/undocking from a station.
Is this normal ? bug ? any work-around ?
There was nothing around that shot at the cruiser, shields where 100% when i docked it
in the orca.

Yeah.. i know.. its a lot of text ;)


Sounds like a bug... cause it didn't happen to me. Tried with my alt, and as far as I remember, the shields didn't drop.

Anyways, back to my questionsRazz...

Neopel Swenski
Posted - 2009.10.22 03:33:00 - [20]
 

Thanks for all your halpfull advie so far. This is my setup, I decided to change the mid slot layout to better cater to my specific needs(I thinkSmile) for high sec mining and hauling:

High:
2x Mining Foreman Link -Laser Op
Small tractor beam
Med:
Named Large Sheild Extender
Named Large Sheild Booster
10 MN Microwarpdrive
Low:
2x Expanded Cargohold II
Rigs:
3x Large Cargo Opt

With 27 Giant Secure Containers in the cargo hold, I can carry a grand total of 195,888m3 of ore. Shocked

That's a big upgrade for me. Previously my record was about 30,000m3 in my Ity V.

One more question:
I heard that some people will jetison from their Orca in space, then board their Hulk which is in the Orca, and then mine with their alt(so 2 Hulks and an Orca in the belt, but just 2 pilots).
Is this possible? I thought that there is a random chance of the ship exploding upon your exiting from the ship in spaceConfused



Dacryphile
Posted - 2009.10.22 05:35:00 - [21]
 

Originally by: Neopel Swenski

One more question:
I heard that some people will jetison from their Orca in space, then board their Hulk which is in the Orca, and then mine with their alt(so 2 Hulks and an Orca in the belt, but just 2 pilots).
Is this possible? I thought that there is a random chance of the ship exploding upon your exiting from the ship in spaceConfused



I've never heard of that, but there is certainly the chance of me probing you out and warping my orca alt in to swoop it up.

Von Kapiche
Minmatar
Posted - 2009.10.22 10:53:00 - [22]
 

Originally by: Spacing Cowboy

How would you tank your orca for max anti-gank in highsec ?
( hauling work )
Regarding the substantial hitpoints on it, they really must want to
pop you quite bad i think. * please correct when mistaken *



Fit a damage control, watch the EHP skyrocket; orca has massive hull HP. I'd also use a couple of invulns, because you can overheat those. You're aiming to survive vs a fairly big fleet until concord arrives, shield booster is probably not going to do much.

Haul your expensive stuff in the corp hangar so it's not scannable.

Spacing Cowboy
Caldari
Rule of Five
Vera Cruz Alliance
Posted - 2009.10.22 12:01:00 - [23]
 

Thanks ( hell, i only see this as a partial topic highjack ;) )
Why make 2 topics about the same ship, and same situation.

Fitting advice (anti gank) will be followed.
Right now quite happy with my previous choise of spending skilltraining time
on tank.

About ejecting from the orca midspace, jumping into a hulk.
Well, got into a deadspace, as you have to try everything, want to know
how it works.

It was bugged for me, i could eject, use hulk, and , re-enter orca.

BUT

i lost all module control on the orca ( high/mid/low ) , lost over 25% of my shield
intantly.

Seems that i "lost" all using skills when swapping the ships.

Also had some shield problems with the hulk after entering


Redocking in a station did not fix it, fitting screen turned up blank
( as in, no modules fitted )

They came back after a re-log.
It was a one time event for me anyway, but keep this in mind.

I also like to probe , don't know if i could resist hijacking a orca
with the keys in it ;) , even a carebear like me would proberly steal it.
So.. don't do it... or do... could use a extra one for the other side of empire :)
- finds locator agent -

BurnHard
Posted - 2009.10.22 12:16:00 - [24]
 

Edited by: BurnHard on 22/10/2009 12:16:04
Originally by: Ravenal
Thats standard fleet mechanics. In order to get bonuses from commanders (fleet, wing or squad) there has to be an unbroken chain of command down to squad members.


Indeed, although I'd been in fleets before, I've always been a grunt, so never really knew how it actually worked. Since I trained up leadership skills, the first thing I discovered was that I didn't get any boost in my orca at all, until I'd moved myself down from fleet to squad! A totally random find, I might add, like so much in this game.


 

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