Capsuleers.app logo CAPSULEERS.APP
karlosaneson0.80
Pilot

karlosaneson

MinmatarSebiestor
Killboard
Kills
0
+0 in the last 90 days
Losses
0
+0 in the last 90 days
0%
Efficiency
ISK Efficiency 0%
ISK destroyed
0
+0 in the last 90 days
Activity
Inactive
0 kills/day · last 90 days

Combat Record

Career-long numbers from eve-kill

Combat

Kills
0
Losses
0
Danger Ratio
0%
Final Blows
0
Points
0

ISK

Destroyed
0
Lost
0
Balance
+0
ISK Efficiency
0%

Solo

Solo Kills
0
Solo Ratio
0%
Avg Kills/Day
—

Other

NPC Losses
0
NPC Loss Ratio
0%
Activity
Inactive

Activity

What they fly, where they fight, latest kills and losses

ShipsLast 90d
SystemsLast 90d
Latest killsKillboard
Latest lossesKillboard

Most Valuable

The priciest kills in the window

Matchups

Who they kill, who kills them, what they lose

Last 90d
Killed
Killed By
Hulls LostLosses broken down by hull class.

In-game bio

2005.11.16 23:22:10 combat
Your 250mm Light Artillery
Cannon II perfectly strikes
Terak Nomuri, wrecking for
237.7 damage.

|^^^^^^^^^^^^^^^^^\||____
|....The BEER TRUCK.... ||||'""|""°\__,____
|___Just for You___l||__|__|___|) ______l
|(@)(@)"""""""""""**|(@)(@)**|(@)

Hardeners to use
Angel - All - Explosive/Kinetic
Amarr Navy - EM/Thermal
Gurista, Mordus, Gallente - Kinetic/Thermal
Blood - EM/Thermal
Sansha - EM/Thermal
Serpentis - Kinetic/Thermal
Mercenary - EM/Thermal/ (Kinetic (missiles)
Caldary Navy - Kinetic/Thermal
Khanid - EM/Thermal
Zazzmatazz

** Targeting systems **
Minmatar - Ladar
Caldari - Gravimetric
Gallente - Magnetometric
Amarr - Radar
** Main Damage type to shoot at the enemy **
Guristas - Kinetic
Serpentis - Thermal
Mordus - Thermal & Kinetic
Blood - EM & Thermal
Sansha - EM & Thermal
Angel - Explosive
Mercenary - Thermal
** Damage types ***
Guristas - Kinetic / Thermal
Serpentis - Thermal / Kinetic
Blood Raider - Thermal / EM
Sansha's Nation - EM / Thermal
Angel Cartel - Kinetic / Explosive / Thermal
Minmatar Fleet - Thermal / Explosive
Amarr Navy - EM / Thermal
*** Mission types ***
Administration: 50% Kill, 50% Courier
Advisory: 34% Kill, 66% Courier
Archives: 5% Kill, 90% Courier, 5% Trade
Astrosurveying: 40% Kill, 30% Courier, 25% Mining, 5% Trade
Command: 97% Kill, 3% Courier
Distribution: 5% Kill, 95% Courier
Intelligence: 85% Kill, 15% Courier
Internal Security: 95% Kill, 5% Courier
Legal: 50% Kill, 50% Courier
Manufacturing: 5% Kill, 95% Courier
Marketing: 5% Kill, 95% Courier
Mining: 5% Kill, 85% Courier, 10% Mining (II)
Production: 5% Kill, 95% Courier
Public Relations: 34% Kill, 66% Courier
R&D;*: 0% Kill, 50% Courier(S), 50% Trade
Security: 90% Kill, 5% Courier, 5%Trade
Storage: 5% Kill, 95% Courier(L)
Surveillance: 95% Kill, 5% Courier
Complexes: maxiumum ship allowed-
1/10 Frigate
2/10 Destroyer
3/10 Cruiser
4/10 Battle Cruiser
5/10 Battle Ship
Security status: Empire restrictions-
Below -2 = not in 1.0 sec systems
Below -2.5 = not in 0.9 sec systems
Below -3 = not in 0.8 sec systems
Below -3.5 = not in 0.7 systems
Below -4 = not in 0.6 systems
Below -4.5 = not in 0.5 systems
-5 or below = KOS in all empire.
Agent LP reward Offers:
------------------------
1.5K - +1 Attribute Implants
9K - +2 Attribute Implants
10K - +3 Attribute Implants
15K - Special Connections Skill Books
100K - Navy Issue Frigates
250K - Navy Issue Cruisers
300K - Multiple +3 Attribute Implants
400K - +4 Attribute Implants
450K - +5 Attribute Implants
500K (+ rare tag
SKILLS to get for best use of your ships, first 2 most
important.
Electronics - increase the ship's CPU output.
Engineering - increase the powergrid output.
Energy Management - maximize the capacitor capacity.
Energy Systems Operation - maximize the rate at which
the
capacitor recharges.
Energy Grid Upgrades - reduce the CPU requirements of
installing
power upgrades.
Mechanic - maximize hull strength.
Shield Management - maximize shield capacity.
Shield Operation - maximize the rate at which the shield
recharges.
Hull Upgrade - maximize armor strength.
Repair Systems 4 - be able to operate armor & hull repair
modules.
Drones - be able to use drones
Drone interfacing – 20% more damage caused to enemy
Now that you know what skills you need to run your ship
better, here are the
skills you need to decrease your training times. I would
recommend that you
get these skills trained up to 4 before you work on any
other
skills. That
however is entirely up to you.
Analytical Mind - Increases your Intelligence by 1 point for
evey skill level.
Instan