- Kills
- 29
- +0 in the last 90 days
- Losses
- 9
- +0 in the last 90 days
- Efficiency
- ISK Efficiency 89%
- ISK destroyed
- 6.41B
- +0 in the last 90 days
- Activity
- Inactive
- 0 kills/day · last 90 days
Combat Record
Career-long numbers from eve-kill
Combat
- Kills
- 29
- Losses
- 9
- Danger Ratio
- 100%
- Final Blows
- 4
- Points
- 29
ISK
- Destroyed
- 6.41B
- Lost
- 823.5M
- Balance
- +5.58B
- ISK Efficiency
- 89%
Solo
- Solo Kills
- 0
- Solo Ratio
- 0%
- Avg Kills/Day
- —
Other
- NPC Losses
- 0
- NPC Loss Ratio
- 0%
- Activity
- Inactive
Damage Dealt386.8K
Damage Ratio · 84%
Damage Taken73.1K
Activity
What they fly, where they fight, latest kills and losses
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
Rules of engagement:
1. If it moves, shoot it.
2. If it doesn't move, poke it with your turret and then shoot it.
3. When in doubt -- Shoot It.!!
4. Overkill works.
5. Just because it breathes doesn't mean it should.
6. If all is going well its a ambush.
7. If it's not moving shoot it anyway, it might move later
8. If it starts moving, Jam it, shoot it and call for back-up.
9. If all else fails - get revenge
There is no "overkill". There is only a disproportionate appliance of force.
(escape chance) = [(align_time/local_spike + iertia_modifier)*(warp_jammers_he_has - warp_core_stab_i_has)² / oh_shit^amount_of_fucking_lag]^2 where oh_shit is a constant.
1. If it moves, shoot it.
2. If it doesn't move, poke it with your turret and then shoot it.
3. When in doubt -- Shoot It.!!
4. Overkill works.
5. Just because it breathes doesn't mean it should.
6. If all is going well its a ambush.
7. If it's not moving shoot it anyway, it might move later
8. If it starts moving, Jam it, shoot it and call for back-up.
9. If all else fails - get revenge
There is no "overkill". There is only a disproportionate appliance of force.
(escape chance) = [(align_time/local_spike + iertia_modifier)*(warp_jammers_he_has - warp_core_stab_i_has)² / oh_shit^amount_of_fucking_lag]^2 where oh_shit is a constant.