- Created on
- …
- Next Birthday
- …
- Last Active
- …
- Security Status
- 5.00
Combat Record
Career-long numbers from eve-kill
Combat
- Kills
- 947
- Losses
- 500
- Efficiency
- 65%
- Danger Ratio
- 95%
ISK
- Destroyed
- 676.97B
- Lost
- 32.46B
- ISK Efficiency
- 95%
- Balance
- +644.52B
Solo
- Solo Kills
- 36
- Solo Ratio
- 4%
- Final Blows
- 125
- Points
- 947
Other
- NPC Losses
- 23
- NPC Loss Ratio
- 5%
- Avg Kills/Day
- —
- Activity
- Inactive
Damage
Damage Dealt2.9M
Damage Taken3.9M
Damage Ratio43%
Combat profile
How they fight, with whom and against whom — last 90 days
Activity
What they fly and where they fight
ShipsThis week
No data in this window.
SystemsThis week
No data in this window.
Most Valuable
Matchups
Who they kill, who kills them, what they lose
Top ListsLast 90 days
Hulls Lost
Losses broken down by hull class.
Career
Corporations flown for, most recent first
Guy Fox IndustriesSince Wednesday, 6 August 20250 Kills4 Losses
Federal Navy AcademySince Wednesday, 6 August 20250 Kills0 Losses
I Have a ProblemSince Friday, 20 June 20256 Kills10 Losses
Federal Navy AcademySince Wednesday, 24 May 20236 Kills13 Losses
Orbital TacticsSince Wednesday, 8 March 20230 Kills0 Losses
I Have a ProblemSince Saturday, 4 March 20230 Kills0 Losses
Federal Navy AcademySince Friday, 8 July 20227 Kills6 Losses
Suspicious IntentionsSince Friday, 19 November 20212 Kills3 Losses
Federal Navy AcademySince Friday, 19 November 20210 Kills0 Losses
Suspect UniversitySince Friday, 19 November 20210 Kills0 Losses
Queen Anne's IrregularsSince Saturday, 12 June 20210 Kills0 Losses
The ScopeSince Saturday, 19 September 202083 Kills50 Losses
blingdenstoneSince Sunday, 6 September 20200 Kills0 Losses
The ScopeSince Sunday, 6 September 20200 Kills0 Losses
Queen Anne's IrregularsSince Thursday, 4 June 20200 Kills0 Losses
The ScopeSince Thursday, 4 June 20200 Kills0 Losses
42nd Exploration CorpsSince Saturday, 30 May 20200 Kills0 Losses
The ScopeSince Saturday, 30 May 20200 Kills0 Losses
LazerhawksSince Thursday, 21 May 20200 Kills0 Losses
The ScopeSince Monday, 18 May 20200 Kills0 Losses
42nd Exploration CorpsSince Monday, 28 October 201911 Kills21 Losses
The ScopeSince Wednesday, 23 October 20190 Kills0 Losses
Wormholers Btw.Since Friday, 11 October 20190 Kills0 Losses
The ScopeSince Friday, 11 October 20190 Kills0 Losses
42nd Exploration CorpsSince Thursday, 9 March 2017239 Kills132 Losses
The ScopeSince Thursday, 9 March 20170 Kills0 Losses
EVE CORPORATION 10210116Since Wednesday, 27 January 201648 Kills54 Losses
The ScopeSince Saturday, 23 January 20160 Kills0 Losses
I N E X T R E M I SSince Tuesday, 10 March 201521 Kills41 Losses
The ScopeSince Wednesday, 11 February 20150 Kills0 Losses
Balkan MafiaSince Sunday, 2 February 201443 Kills12 Losses
Frozen Moon ConglomerateSince Thursday, 21 November 2013227 Kills33 Losses
EVE CORPORATION 10210116Since Thursday, 10 January 20130 Kills0 Losses
The ScopeSince Saturday, 5 January 20130 Kills0 Losses
SEF SquadSince Tuesday, 30 October 201277 Kills22 Losses
The ScopeSince Tuesday, 30 October 20120 Kills0 Losses
Exiled.Since Monday, 29 November 201054 Kills16 Losses
The ScopeSince Tuesday, 23 November 20100 Kills0 Losses
Roving Guns Inc.Since Tuesday, 6 July 20100 Kills0 Losses
The ScopeSince Sunday, 4 July 20100 Kills0 Losses
Octavian VanguardSince Tuesday, 18 May 20100 Kills0 Losses
The ScopeSince Thursday, 13 May 20100 Kills0 Losses
Exiled.Since Sunday, 19 July 200946 Kills21 Losses
The ScopeSince Saturday, 18 July 20090 Kills0 Losses
Gallente Republic AcademySince Sunday, 7 June 20090 Kills0 Losses
The ScopeSince Thursday, 30 April 20090 Kills0 Losses
Resistance is FutileSince Sunday, 31 August 200826 Kills24 Losses
The ScopeSince Thursday, 10 July 20080 Kills0 Losses
Mining Bytes Inc.Since Wednesday, 7 November 200750 Kills49 Losses
Resistance is FutileSince Wednesday, 25 April 20070 Kills0 Losses
The ScopeSince Monday, 19 December 20057 Kills3 Losses
HMP ShankersSince Sunday, 23 October 20050 Kills0 Losses
The ScopeSince Tuesday, 18 October 20050 Kills0 Losses
Down-n-DirtySince Thursday, 29 September 20050 Kills0 Losses
The ScopeSince Sunday, 25 September 20050 Kills0 Losses
GateKeepersSince Tuesday, 27 April 20040 Kills0 Losses
The ScopeSince Monday, 26 April 20040 Kills0 Losses
Spaced CowboysSince Friday, 17 October 20030 Kills0 Losses
Federal Navy AcademySince Sunday, 1 June 20030 Kills0 Losses
In-game bio
CONCORD Response Times
The CONCORD response time depends on the displayed security status (not the real sec) of the system and the status of CONCORD presence in the system. It's possible CONCORD still has to spawn in the system, has already spawned elsewhere in the system, or is present on grid.
It seems the lock time of the CONCORD ships does not depend on the signature radius of the offender's ship. The following table gives the time in seconds between the offending action and the first felt action of a CONCORD ship when CONCORD has just spawned in a system.
0.5: Roughly 19 seconds
0.6: Roughly 14 seconds
0.7 : Roughly 10 seconds
0.8 : Roughly 7 seconds
0.9 and 1.0: Roughly 6 seconds
When CONCORD is already on grid, the response time is severely reduced. There are no hard numbers on that yet but it looks like as if the response time drops to 2 seconds in 1.0 to about 8 seconds in 0.6 and 9 seconds in 0.5.
When CONCORD has already spawned elsewhere in the system but isn't on grid, the response time is significantly increased. In this case it will take about 22 seconds them to arrive and start firing in a 0.6 system.
A Thrasher has a cycle time of 7 seconds, and does about 1000 damage per volley. So for a ship that costs less than a 1 million ISK you can be suicide ganked for 1000-2000 EHP in a 0.5 security system where CONCORD still has to spawn. The same setup in 0.9 would only do 1000 EHP of damage.
If CONCORD has already spawned in the system and is not on grid, it's possible the Thrasher can do 3000 EHP damage in a 0.6 system.
[23:44:11] Vehlin > blue drink is 5 parts vodka 3 parts peach schnapps 2 parts blue curacao and 10 parts lemonade
The CONCORD response time depends on the displayed security status (not the real sec) of the system and the status of CONCORD presence in the system. It's possible CONCORD still has to spawn in the system, has already spawned elsewhere in the system, or is present on grid.
It seems the lock time of the CONCORD ships does not depend on the signature radius of the offender's ship. The following table gives the time in seconds between the offending action and the first felt action of a CONCORD ship when CONCORD has just spawned in a system.
0.5: Roughly 19 seconds
0.6: Roughly 14 seconds
0.7 : Roughly 10 seconds
0.8 : Roughly 7 seconds
0.9 and 1.0: Roughly 6 seconds
When CONCORD is already on grid, the response time is severely reduced. There are no hard numbers on that yet but it looks like as if the response time drops to 2 seconds in 1.0 to about 8 seconds in 0.6 and 9 seconds in 0.5.
When CONCORD has already spawned elsewhere in the system but isn't on grid, the response time is significantly increased. In this case it will take about 22 seconds them to arrive and start firing in a 0.6 system.
A Thrasher has a cycle time of 7 seconds, and does about 1000 damage per volley. So for a ship that costs less than a 1 million ISK you can be suicide ganked for 1000-2000 EHP in a 0.5 security system where CONCORD still has to spawn. The same setup in 0.9 would only do 1000 EHP of damage.
If CONCORD has already spawned in the system and is not on grid, it's possible the Thrasher can do 3000 EHP damage in a 0.6 system.
[23:44:11] Vehlin > blue drink is 5 parts vodka 3 parts peach schnapps 2 parts blue curacao and 10 parts lemonade