Posted Mon, Sep 20, 2010 by Space Junkie
Tech two production seems intimidating and effort-intensive, but with a well-formulated business plan and a few skill points, you can turn out advanced ammunition and flip it, without much risk, and with only a minimal time investment. This means you can use your time in EVE Online for other activities that are fun or profitable, while your invention and production slots chug away, making you ISK hand over fist.
This guide series specifically deals with inventing the most popular tech two ammunition, "Scourge Fury Heavy Missiles", of which large volumes are sold each day, at inflated prices, even in trade hubs like Jita. It is a task of intermediate difficulty, and involves some skills with lengthy training time. This first half of the guide deals with inventing the tech two missile blueprint, while the second half deals with the actual production of the missiles.
Scourge Fury Heavy Missiles are the most popular tech two ammunition in EVE Online.
Why Do People Like Tech Two Scourges?
Scourge missiles are heavy missiles that inflict kinetic damage, which is important because the Drake battlecruiser has a bonus to kinetic-inflicting heavy missiles, as well as heavy assault missiles.
The drake is one of the most popular NPC-killing ships in the game, and rightly so. It is tough, easy to train for, and once filled up with ammo it can run cosmic anomaly encounter or just kill NPCs in belts for a long, long time.
Nor is the drake solely responsible. The Tengu, the tech three Caldari cruiser, can burn through missiles at an amazing clip. As EVE Online is, right now, tengus are probably the best asteroid belt NPC-hunter ship in the game.
Why Make Tech Two Ammo?
All ISK-generation issues aside, there are some advantages to making tech two ammunition, as opposed to ships or modules. The first and most important issue is that they are simple, involving only one tech two component, and some additional weird junk. Compared to making ships, which is easy to track. As long as you keep notes, even very rudimentary notes, you will not have a problem figuring out how much ISK you are making.
The other advantage is that tech two ammunition requires an unusually long time to actually make. Depending on your skills, producing an entire ten-run blueprint of Scourge Fury ammunition will probably take about four days. This is actually a good thing: it means that your production process is mostly hands off, and you are producing a valuable product for that entire time, without being involved.
Sure, you can make more ISK by making certain ships and modules, but not without a whole lot of added hassle, ingredient lists that will make your head spin, and checking in every day or even every few hours. But as far as minimizing problems and human interaction, it's hard to beat tech two ammo.
Inventing Tech Two Missiles
Inventing and making these requires a bit of a skill point investment, but is not so far out of the way for an industry-interested pilot, and in any case will act as a great low-effort ISK supplement for an otherwise busy pilot, because the build times involved are so lengthy.
The skills you will need to train in order to invent scourge furies are:
You can probably get away with having these trained to just level III, but IV will give you much higher success with your invention attempts, and thus boost your profit rates. The people you will be competing with, on the market, almost certainly have their skills trained to level IV, meaning they could theoretically out-compete you. Just something to keep in mind.