Difference between revisions of "Items for 0.0 Trade"

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(Ammunition and Charges)
(Ammunition and Charges)
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==Ammunition and Charges==
 
==Ammunition and Charges==
 
'''Ammo:''' Faction ammo is very popular among pvpers of all skill level so I focus on supplying that. I also usually supply some T2 version of ammo that are used in some popular pvp fits. Barrage S and M enjoys good consumption. Spike M and S enjoy some consumption as well as Tremor S (used for Agony's flyby destroyer gangs). Aurora M is good for sniper Zealots which are popular in hac gangs. Scorch of all sizes is a god-sent ammo for Amarr pilots. I don't sell void, conflagration, quake. This ammo deemed "useless" or "very situational" by many players is difficult to sell in empire, not to mention 0.0. Large ammunition like antimatter L or barrage L also does not get bought often so I avoid selling it.
 
'''Ammo:''' Faction ammo is very popular among pvpers of all skill level so I focus on supplying that. I also usually supply some T2 version of ammo that are used in some popular pvp fits. Barrage S and M enjoys good consumption. Spike M and S enjoy some consumption as well as Tremor S (used for Agony's flyby destroyer gangs). Aurora M is good for sniper Zealots which are popular in hac gangs. Scorch of all sizes is a god-sent ammo for Amarr pilots. I don't sell void, conflagration, quake. This ammo deemed "useless" or "very situational" by many players is difficult to sell in empire, not to mention 0.0. Large ammunition like antimatter L or barrage L also does not get bought often so I avoid selling it.
* Federation Navy or Caldari Navy antimatter charges S and M - fed navy and cal navy are equivalent to each other, so you can purchase whichever one is cheapest, enjoys high consumption
+
* Federation Navy or Caldari Navy antimatter charges S and M - fed navy and cal navy are equivalent to each other, so you can purchase whichever one is cheapest, good consumption
 
* Null S and M - gets consumed though not in huge quantities, useful to carry for blaster-boat pilots who can't quite get into that 2-3km optimal range, consumption is low to moderate
 
* Null S and M - gets consumed though not in huge quantities, useful to carry for blaster-boat pilots who can't quite get into that 2-3km optimal range, consumption is low to moderate
 
* Republic Fleet fusion and emp S and M - this is short range high damage minmatar ammo, fusion does explosive damage against armor tankers while emp does em damage against shield tankers, relatively high consumption
 
* Republic Fleet fusion and emp S and M - this is short range high damage minmatar ammo, fusion does explosive damage against armor tankers while emp does em damage against shield tankers, relatively high consumption

Revision as of 12:17, 27 March 2010


Introduction

This is a list of items intended for trade in Agony's 0.0 stations.

General Notes for Trading in 0.0

Ammunition and Charges

Ammo: Faction ammo is very popular among pvpers of all skill level so I focus on supplying that. I also usually supply some T2 version of ammo that are used in some popular pvp fits. Barrage S and M enjoys good consumption. Spike M and S enjoy some consumption as well as Tremor S (used for Agony's flyby destroyer gangs). Aurora M is good for sniper Zealots which are popular in hac gangs. Scorch of all sizes is a god-sent ammo for Amarr pilots. I don't sell void, conflagration, quake. This ammo deemed "useless" or "very situational" by many players is difficult to sell in empire, not to mention 0.0. Large ammunition like antimatter L or barrage L also does not get bought often so I avoid selling it.

  • Federation Navy or Caldari Navy antimatter charges S and M - fed navy and cal navy are equivalent to each other, so you can purchase whichever one is cheapest, good consumption
  • Null S and M - gets consumed though not in huge quantities, useful to carry for blaster-boat pilots who can't quite get into that 2-3km optimal range, consumption is low to moderate
  • Republic Fleet fusion and emp S and M - this is short range high damage minmatar ammo, fusion does explosive damage against armor tankers while emp does em damage against shield tankers, relatively high consumption
  • Barrage S and M - popular ammo to use with T2 Minmatar guns, relatively high consumption
  • Tremor S - sniper-thrasher pilots consume this one, low consumtion
  • Aurora M - for sniper-Zealots and Harbingers, low consumption
  • Scorch S, M, L - popular Amarr T2 ammo, very useful, moderate consumtion
  • Amarr navy multifrequency crystals S, M, L - because scorch and aurora give tracking penalty sometimes Amarr pilots choose to load navy multi, low consumption
  • Regular multifrequency, standard, and infrared or radio crystals S, M, L - ammunition for amarr is kind of expensive to lose along with the ship because faction crystals cost 400K-1+ mil per crystal so often Amarr pilots who cannot use T2 guns would opt to load cheaper fits with cheap regular crystals, low consumption
  • Spike S and M - useful for sniper cormorants as well as sniping gallente and caldari ships, HSLR deimos and eagle, sniping brutixes and myrmidon, low consumption

Missiles: A variety of Caldari ships get bonuses to kinetic damage of missions so kinetic missiles generally have high consumption rates. HAM and HML Drakes are very popular ships to fly for pvp and pve. Practically all races have ships that can fit missile launchers so it is not just Caldari pilots who will purchase these. Besides kinetic missiles I also try to supply heavy and cruise missiles for damage type to which local rats are weakest to for NPCers and plex runners. Defenders and FoFs are quite situational and are very low sell volume items.

  • Caldari Navy Foxfire and Phalanx rockets - since Crow is the only small ship that gets a bonus to kinetic missiles and since rocket Crows are very rare, thermal and explosive rockets have best consumption rates
  • Caldai Navy Bloodclaw and Flameburst light missiles - Bloodclaw is for the Kestrels and Crows, Flameburst is good all-around light missile type
  • Caldari Navy Scourge Heavy missiles + rat specific heavy missiles - Scourge are kinetic long range missiles for Caracals and Drakes, for second damage type to import pick it to match lowest resistance on local rats
  • Caldari Navy Terror heavy assault missiles - these are short range high damage missiles for HAM-ships, can also import CN fulmination for explosive damage type
  • Cruise missiles - i don't import much of these, if I do usually pick them to match weakness on resists of local rats, these mostly get used for PVE
  • Caldari Navy torpedoes - i import small quantities of all torpedo types for the stealth bombers and occasional Raven pilots buy these as well

Bombs: These are relatively low-consumption items but essential to attracting stealth bomber pilots into the area. Because SBs cargohold can only carry 2 bombs, after a few bombing attempts the SB pilots start looking for a nearby place to resupply. Most SB pilot fly the Manticore so Concussion bombs enjoy higher sell rates. The void and lockbreaker bombs very get purchased rarely even in empire and are quite situational, so I've never sold them.

  • Concussion
  • Electron
  • Shrapnel
  • Scorch

Probes - I usually import only sisters (faction) probes both core for finding complexes and combat for finding ships. They aren't that expensive and don't require any extra skills to use.

Cap Booster Charges - Under this section I may import 150, 400, and 800 charges of regular or navy variety. Not high use but are very important for some ship fits to have.

Nanite Repair Paste - This item gets regularly bought up in small batches so 2,000-5,000 units lasts for a while.

Scripts - Another quite popular item to buy in 0.0. I sell all 8 varieties of scripts except for focused warp disruptor script for hics (very low use). If you have limited trade slots then import only Scan Resolution, Targeting Range, Targeting Range Dampening scripts as these see the highest use.

Drones

Drones Warrior II have highest consumption rate in 0.0 followed by Hammerhead II's, Valkyrie II's, and Hobgoblins. Ogres II's and kinetic drones (Vespas and Hornets) enjoy moderate to low consumption. Other types of drones that get often used in pvp are Hornet ECs and Vespa ECs as well as sentry drones. Light armor maintenance bots have some use as well. I also sell some thermal T1 drones for those players who cannot yet use T2 or who prefer to assemble a cheap throw-away fit. Among sentry drones I sell gardes (highest damage) and bouncers (more range, explosive damage).

  • Warrior II
  • Hammerhead II
  • Valkyrie II
  • Hobgoblin II
  • Ogre II
  • Garde I and Garde II
  • Hornet EC-300 and Vespa EC-600
  • Light maintenance bot

Drone Upgrades: Drone Link Augmentor and Omnidirectional Link enjoy some consumption, Drone Navigational Computer is a bit less useful but also sells.

Implants

Learning implants: + 3 implants sell pretty well in 0.0. +2 and +4 implants have lower sell rates but can also be imported. The ocular implant (one that gives bonus to perception) usually gets bought up slightly faster than other other ones. Social implants get bought at may be half the rate of other implants.

Harwirings: These are low-use items but generally nice to have on general market. I typically purchase implant that give +1% powergrid, +1% cpu, and ones that decrease cpu use by turrets.

  • squire PG2 - 1% bonus to powergrid
  • gypsy KMB-25 - 1% bonus to ship's cpu

Modules

Electronic Warfare: Warp disruptors, stasis webifiers, and warp scramblers are very high consumption modules because they get used on practically every pvp ship. Other electronic warfare modules (damps, tracks, ecm) have low sell volumes. I try typically supply cheap named and T2 versions of tackling equipment. Named tackling gear uses less cpu (which is important on small ships like inties), consumes less capacitor, and requires less skill to use. Plus it is useful for PVPU class students taking a break in station.

  • Warp diruptor II and J5 Prototype Warp disruptor