User Tools

Site Tools


training:skill_plans:cyno_alt

Cyno Alt


Overview

A cyno alt is used to move capital ships between systems. It's common for capital pilots to have one or more cyno alts trained up to help them reach various destinations.

Note that certain cynosural classes can only be accommodated by specialized ships.

  • Industrial Cynosural Field: any Industrial or Venture (requires Cynosural Field Theory IV)
  • Standard Cynosural Field: any Force Recon Cruiser (Falcon, Rapier, Arazu, Pilgrim), any Black Ops Battleship (Sin, Panther, Widow, Redeemer, Marshal)
  • Covert Cynosural Field: most ships capable of fitting a Covert Ops Cloaking Device II (excluding SoE ship line)

Similarly, the cynosural class Capital Jump Drives can lock into is also limited.

  • Industrial Cynosural Field: Jump Freighters, Black Ops Battleships, Covert Ops Bridge
  • Standard Cynosural Field: Jump Freighters, Rorquals, Carriers, Dreadnoughts, Force Auxiliaries, Supercarriers, Titans, Black Ops Battleships, Titan Bridge, Covert Ops Bridge
  • Covert Cynosural Field: Black Ops Battleships, Covert Ops Bridge

Start by training Cybernetics I and plugging in int/mem +3 implant. Remap to 27 Int/21 Mem.


Frigate Version

Remap: i27 p17 c17 w17 m21

  • Cybernetics I
  • CPU Management IV
  • CPU Management V
  • Cynosural Field Theory I
  • Cynosural Field Theory II
  • Cynosural Field Theory III

Total time: 5 days, 8 hours, 20 minutes +3 Int and Mem implants will save you 20h 52m 10s +4 Int and Mem implants will save you 1d 2h 40m 41s

Last thing you can do is remap back to max per/will and train to use an industrial instead if you don't intend to do Frigate Cynos. Industrials let you light more cynos with out having to refill but are more expensive to use. Generally you use Frigate Cynos on Stations as you will likely get blown up and Industrial Cynos on POSes where you have defenses. To maximize the life of the Industrial before remaping to Per/Will train some Anchoring and Star Base Defense to man your own guns so that you don't have to wait for them to start targeting.


Rookie Ship Version

Do not use an amarr character for a rookie ship cyno alt

CCP cut the cargohold for the impairor to 115m3 so you can no longer fit enough ozone for a cyno without either training Cynosural Field Theory V or the skill for an Expanded Cargohold I. (Hull Upgrades I, Mechanics I)

Remap: i27 p17 c17 w17 m21

  • Cybernetics I
  • CPU Management IV
  • CPU Management V
  • Cynosural Field Theory I
  • Cynosural Field Theory II
  • Cynosural Field Theory III
  • Cynosural Field Theory IV

Total time:8 days, 21 hours, 28 seconds :+3 Int/Mem implants save you 1d 10h 43m :+4 Int/Mem implants save you 1d 20h 22m

As of EVE Online: Inferno, you can now use rookie ships for cynos without the need for a Micro Auxiliary Power Core. This is more time-consuming to train than a regular frigate, but means you can just dump a pile of cynos at a station and you effectively have an unlimited supply of cyno ships there. It still fits on an alpha clone.


Awesome Cyno Alt

  • Cybernetics I
  • Amarr Frigate III
  • Caldari Frigate I
  • Caldari Frigate II
  • Caldari Frigate III
  • Gallente Frigate I
  • Gallente Frigate II
  • Gallente Frigate III
  • Minmatar Frigate I
  • Minmatar Frigate II
  • Minmatar Frigate III
  • Destroyers I
  • Amarr Industrial I
  • Caldari Industrial I
  • Minmatar Industrial I

Remap: i17 p17 c27 w21 m17

  • Social I
  • Contracting I
  • Contracting II
  • Trade I
  • Trade II
  • Anchoring I
  • Anchoring II
  • Anchoring III
  • Infomorph Psychology I
  • Infomorph Psychology II
  • Infomorph Psychology III
  • Infomorph Psychology IV
  • Infomorph Psychology V

Remap: i27 p17 c17 w17 m21

  • Hull Upgrades I
  • Hull Upgrades II
  • Energy Management I
  • Energy Management II
  • CPU Management IV
  • CPU Management V
  • Cynosural Field Theory I
  • Cynosural Field Theory II
  • Cynosural Field Theory III
  • Cynosural Field Theory IV
  • Cloaking I
  • Propulsion Jamming I
  • Energy Grid Upgrades I
  • Energy Grid Upgrades II
  • Afterburner I
  • Afterburner II
  • Afterburner III
  • High Speed Maneuvering I

Total time: 16 days, 1 hour, 11 minutes, 57 seconds Cost: 16,781,500 +3 implants (full set) save you 2d 14h 27m 5s

You can use rookie ships for cynos by putting a Micro Auxiliary Power Core in the low slot. You need Energy Management II for the MAPC and Cyno IV to hold enough ozone for one charge. This is more expensive than a Kestrel and more time-consuming to train, but means you can just dump a pile of MAPCs and cynos at a station and you effectively have an unlimited supply of cyno ships there. It still fits on an alpha clone.

This plan also allows you to use all T1 frigates, many T1 haulers, do POS shit, have 5 jump clones and use T1 afterburners, webs and cloaks for an awesomely robust cyno alt that still fits into an alpha clone.

Note that evemon says this guy comes out over 900k sp. It's wrong. Some stupid rounding shit or something probably.

This plan also assumes that you'll be starting with an Amarr character. Rumours that ReK actually spends most of his time as a CVA role player are completely unfounded.


test_free Cyno Alt

  • CPU Management I
  • CPU Management II
  • CPU Management III
  • CPU Management IV
  • CPU Management V
  • Cynosural Field Theory I
  • Cynosural Field Theory II
  • Cynosural Field Theory III
  • Cynosural Field Theory IV
  • Power Grid Management I
  • Power Grid Management II
  • Power Grid Management III
  • Power Grid Management IV
  • Energy Management I
  • Energy Management II
  • Spaceship Command I
  • Minmatar Frigate I
  • Minmatar Frigate II
  • Minmatar Frigate III
  • Caldari Frigate I
  • Caldari Frigate II
  • Caldari Frigate III
  • Amarr Frigate I
  • Amarr Frigate II
  • Amarr Frigate III
  • Gallente Frigate I
  • Gallente Frigate II
  • Gallente Frigate III
  • Mechanics I
  • Hull Upgrades I
  • Infomorph Psychology I
  • Infomorph Psychology II
  • Infomorph Psychology III
  • Infomorph Psychology IV
  • Spaceship Command II
  • Spaceship Command III
  • Destroyers I
  • Gunnery I
  • Gunnery II
  • Weapon Upgrades I
  • Missile Launcher Operation I
  • Small Energy Turret I
  • Small Projectile Turret I
  • Small Hybrid Turret I
  • Navigation I
  • Afterburner I
  • Afterburner II
  • Afterburner III
  • Navigation II
  • Navigation III
  • Warp Drive Operation I
  • Warp Drive Operation II
  • High Speed Maneuvering I
  • Science I
  • Energy Grid Upgrades I
  • Energy Grid Upgrades II
  • Science II
  • Energy Emission Systems I
  • Long Range Targeting I
  • Electronics Upgrades I
  • Sensor Linking I
  • Electronic Warfare I
  • Propulsion Jamming I
  • Target Painting I
  • Weapon Disruption I
  • Electronic Warfare II
  • Electronic Warfare III
  • Caldari Frigate IV
  • Caldari Cruiser I
  • Caldari Cruiser II

34 unique skills, 70 skill levels; Total time: 18 days, 1 hour, 11 minutes, 29 seconds; Cost: 13,564,500

Perfect cyno alt for keeping around the staging system. This dude can fly and fit all the usual stuff stocked by test_free: ewar frigates, tackle frigates, salvaging destroyers, and even the brobird.

On top of that it can light cynos from the usual cyno frigs, noobships (cyno 4 + MAPC), and pretty much any other T1 frigate with the assistance of expanded cargoholds. Also does 4 jump clones for stashing stuff in stations you don't have offices in.

training/skill_plans/cyno_alt.txt · Last modified: 2021/03/02 03:54 by Vanillaaa