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= Navigation = Main Page: [[Navigating New Eden | Navigating New Eden]] == Bookmarks == * Sites make for good bookmarks once they expire. * Bookmark wormholes themselves, not their signatures. After jumping through a wormhole, you can center probes on yourself while at the exit in tight formation to quickly get the signature of the exit. * Scanner probes can be bookmarked if they're on grid with you. Therefore, it's possible to use your probes to make on-grid perch bookmarks by scanning with the smallest pinpoint formation centered on your ship, and bookmarking the probe that shows up on grid with you.<ref name = "2nd">[https://www.reddit.com/r/Eve/comments/12wjhqq/comment/jhf3gt2/ Tip by kaiomnamaste]</ref> == Cloaking == * Be careful about leaving your ship cloaked in low or null for long stretches. Mobile Observatories aren't used much, but they can still decloak your ship after your stabilization timer runs out if someone does decide to anchor one. They're still easy to deal with by just decloaking and recloaking every now and then if you need to stay in a system for whatever reason and you see one going up. == Filaments == * Noise filaments will drop you in a mostly random nullsec system and are great for bypassing gatecamps and getting right to exploring. Pochven filaments are great for extracting loot, as are wormholes. == Gate Safety == * Don't warp gate to gate in low and null, especially with other players in local! Many players set up smartbomb or bubble camps along gate to gate routes to catch careless travelers. Even a covops cloak isn't guaranteed to protect you, since it's easy to drop a can to decloak anyone warping into a bubble directly from a gate. Taking the extra few seconds to bounce off a celestial can save your ship. * If there's no celestial or other warpable object within dscan range of a gate, warp to the gate from an odd angle and make a bookmark within dscan range while warping. In lowsec, it can make sense to warp to an out-of-dscan gate at 100km to take a look. In null, there's not much point: if the gate is bubbled, you'll still be caught unless it's a drag bubble. However, warping at a weird angle will protect you from getting decloaked by a can or ship most of the time. * Seeing a large fleet or bubbles on a gate doesn't mean that route's completely untenable. It's very possible that a fleet will move on after a short time, and crashing gates is often doable with a covops cloak. Just warp to the gate from an odd angle, carefully burn through the bubble if there is one, and burn out of any bubble on the other side. Eve is all about weighing risk, and navigation is no different. * If a gate's clear, deactivate your cloak before jumping to give yourself a lower recloaking delay on the other side. == Nullifiers == * Interdiction nullifiers work during gate cloak (without breaking it). They don't work under ship cloak (outside of the brief period after activating a cloaking device when you can still use other modules).<ref name="3rd">[https://www.reddit.com/r/Eve/comments/12wjhqq/comment/jhf8dp3/ Tip by RangerGripp]</ref> * Nullifiers grant immunity to bubbles that were already deployed when the nullifier is activated. They don't grant immunity to bubbles that go up '''after''' the nullifier is activated. == Regions == * Some regions are quieter than others. For example, Catch is much safer than Stain and has the same Sansha relic sites. * Region layout can be surprisingly important for exploration. To use the same example, Catch is fairly interconnected while Stain has long pipes that make it difficult to escape from hunters or avoid competing with other explorers for sites.
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