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Gnosis guide (α, PvE, hi-sec)
By Gremmerz police officer™
Guide about how to fit, train for and fly the Gnosis battlecruiser, for (α) Alpha pilots, for hi-sec PvE activities, based on personal experience. This guide is also useful to show in general how to understand and fit ships, plan tactics for them and how to manage required skills.
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Introduction

 
Aside of being specific to the Gnosis, this guide is also useful to demonstrate in general how to understand the functionality and characteristics of a ship, how to approach fitting it, how to develop flight plans and tactics for it, and how to recognize required skills and plan your skill training accordingly to fly and master it and its fits.

Important notice
This guide at its current state represents skills, related limitations and other relevant factors based on the pre-December state of EVE Online, before the Expanded Alpha Skillset release and the Lifeblood expansion. Until this notice is removed or altered, the guide is not yet updated according to those new details, thus the importance, accuracy and relevance of some information in the guide may differ based on those alterations.
About the Gnosis


Limited edition but widely available

Can not be manufactured by conventional means due to the lack of available blueprints and is only available through occasional giveaways from CCP such as EVE Online's 10th birthday or before the new Alpha clone state was implemented. As every player got one or several of them during these occasions, despite being limited edition, they are constantly and widely available still.

Jovian design and origin

One of a kind unique design and mysterious lore background.


Alpha friendly and highest ranked ship an Alpha can fly currently

As the only required skill Spaceship Command I is already trained for new players up to Level III right at the beginning, even an entirely new character can fly it without training anything. As a battlecruiser it is the highest grade ship currently available for the Alpha clone state.

High price but still achievable and worth it for the right price

An expensive possession which with dedicated grinding is achievable within a reasonable timeframe, a worthy goal to work forward to that well deserves the time and effort put towards completing as it can be an ever lasting reminder of the dedication put into acquiring it that is great to fly both aesthetically and from a gameplay perspective and literally a shiny ship to showcase.

Take note however that if it takes more than a few weeks of grinding, or in general it is overpriced at the moment, then don't go for it just for the sake of it, make sure it worths the price you may pay for it otherwise don't waste your ISK as then you just fill the pockets of market manipulators.

Versatile and universal with generous fitting and ship attributes

Has a 25% ship role bonus to various weapon types' damage, 50% bonus to damage and HP of drones, and 37.5% bonus to scanner probes' strength, meaning nearly any kind of weapon you fit will benefit from it and an explorer will also greatly benefit from the scanner strength bonus.

Also it has a 6/6/6 (hi, mid, low) slot layout, 5 turret and 5 launcher hardpoints available, with an 1,200 MW powergrid and 444 tf CPU, making all kinds of fits possible to accomplish, which is especially great considering Alphas currently only can fly regular cruisers with much less CPU and powergrid.

It has a generous and very comfortable huge 900 m³ cargo hold and is the fastest aligning battlecruiser in EVE, meaning you can get out of trouble pretty fast and travel around the same for its class.
Gaussian Longbow Gnosis


Hi-sec PvE combat battlecrusiser with 50 km effective combat range. Exploration vessel, long range kiter, combined gunship and drone boat.

Can run the following in hi-sec
  • Anomalies
  • Exploration
  • DED sites (1-4/10, possibly / some 5/10)
  • Escalations
  • Belt ratting
  • Combat missions (L1-L3, possibly / some L4)

Concept

The purpose of this fit is to have an efficient PvE vessel for hi-sec activities that can accomplish its intended purpose well and reliably and do so in a timely fashion. You may sign in for a short 30 minutes session so go look for combat anomalies or running a short mission, or have an hour or few to spare in which case you go for combat anomalies, exploration or running one or several longer mission(s) or many shorter ones, and so on.

After some experience you will know exactly what type of and which specific PvE encounter you should go for, based on your available timeframe and current mood. This fit is here to provide a proper tool you can rely on and accurately calculate with when planning your activities and completing your goals.

Personal experience

I came up with and fly this fit since a long time and it never let me down. It is capable of completing combat missions from L1 through L3 and DED sites from 1/10 through 4/10 without issue, L4 and DED 5/10 may be possible as well but most probably at least inefficient and potentially could get dangerous too, nevertheless it is able to complete most of the PvE opportunities in hi-sec with ease if piloted correctly.

This fit requires minimal effort to handle as it has barely any active modules and the few ones it has besides its weapon systems (the MWD and armor repper) only need to be activated occasionally. The most interaction it requires is target management and selection, observing the distribution, distance and composition of enemies, altering your speed and occasionally changing course if needed, firing your guns and issuing attack commands to your drones, observing their health and recalling (and repairing) them as needed and monitoring your capacitor level.

This already sounds much more complex than it actually is and usually you can even find time to just look around, view different ships or objects in space or simply admire the scenery... or even check upon some EVE related websites (such as market browsers, information portals, information archives and so on) or just planning other EVE related activities (such as buying / selling stuff, planning new fits or activities, chatting and/or reading EVEmails and such) while completing the current site. Dictating distance and operating from afar can be a very convenient method of killing a hostile NPC fleet and often pays well too.

Alpha racial limits

As it stands currently, due to Alpha skill limitations, only two of the four races can fly this fit and one of them only at sub-par performance.
    ★ Gallente Alpha pilots should have no issue training into and flying the Gaussian Longbow Gnosis at its full potential.
     
    ☆ Caldari Alpha pilots can theoretically train into and fly it but due to the lack of higher tier drone skills their performance will be sub-par compared to their Gallentean counterparts.

However note that familiar style and purpose fits can be achieved by using different weapon systems which are available to Alpha characters from the other races, thus a familiar playstyle might be available regardless of race.

As such if the describe playstyle interests you but your character has limitations preventing it to fly these exact same fits it may be worth researching the details and experimenting with the fitting simulator to see what you can come up with as a substitute fit, or even an entirely different fit that suits your needs better. Afterall that is what EVE is about, coming up with your own solutions and forging your own path.

Fly smart, be vigilant

Progress from lower difficulty engagements to more difficult ones over time until you reach the high end difficulty ones as you progress with your skill training, understanding EVE, learning how to fight NPCs and how to fly your ship, and recognizing the limitations and capabilities of your ship, yourself and the dangers of the various types of combat encounters.

Make sure you know what you are doing and what's coming at you and that you are prepared for what's coming when you engage in combat, as losing this ship is a very expensive loss. Same goes for potential baits and traps as such a ship can be a good looking killmail on someone's killboard so beware when you fly it. As always... stay vigilant.

A note regarding ISK efficiency

Obviously hi-sec PvE is far from being the most efficient way of earning ISK in EVE, even for Alphas, so if that is your goal then this playstyle will not be the most beneficial for you, instead if your goal is to have fun in hi-sec performing PvE then this playstyle is definitely worth considering.

Tips
  • Can be re-fit on the fly for scanning and/or hacking by docking in NPC stations, player citadels or by using a mobile depot.

  • You can set hotkeys for your drone commands such as "return to drone bay" and "engage target" which can really improve your response time and drone control efficiency.

  • You can use a proper size standard (or other type of) container to separate ship supplies from loot and generic cargo.

    Note that in such case you may still keep at least some (but depending on amount probably most) ammunition in the cargo hold because of size concerns and for the more fluid reloading of guns.
★ Fitting: Longbow


A note regarding price and alterations

Note that this fitting was made with budget constraints in mind so the overly expensive modules were avoided when planning and refining the fit, which also helps survival by making it less profitable and a less shiney killmail to gank, thus reducing such risks by some amount.

However this means that the fit (as most fits) can be improved to perform even better by fitting better (but more expensive) versions of modules that have such alternative, and may also be fine tuned to meet one's own personal playstyle better.

Ship armament (modules, drones and loaded ammunition)
    High slots
  • 250mm Prototype Gauss Gun ☆ ammo: Iron Charge M ⇆  Antimatter Charge M
  • 250mm Prototype Gauss Gun ☆ ammo: Iron Charge M ⇆  Antimatter Charge M
  • 250mm Prototype Gauss Gun ☆ ammo: Iron Charge M ⇆  Antimatter Charge M
  • 250mm Prototype Gauss Gun ☆ ammo: Iron Charge M ⇆  Antimatter Charge M
  • 250mm Prototype Gauss Gun ☆ ammo: Iron Charge M ⇆  Antimatter Charge M
  • Drone Link Augmentor I ⇆  {probe launcher}¹ ⇆  Festival Launcher
    Mid slots
  • Large Azeotropic Restrained Shield Extender ⇆  {hacking module}
  • Large Azeotropic Restrained Shield Extender
  • Large Azeotropic Restrained Shield Extender
  • Large Azeotropic Restrained Shield Extender
  • Large Azeotropic Restrained Shield Extender
  • 50MN Quad LiF Restrained Microwarpdrive¹ ⇆  {afterburner}
    Low slots
  • Damage Control II² 🢤  Damage Control I
  • Photonic Upgraded Co-Processor
  • Mark I Compact Reactor Control Unit ⇆  Photonic Upgraded Co-Processor¹
  • Mark I Compact Reactor Control Unit
  • Mark I Compact Reactor Control Unit
  • Medium Armor Repairer II¹ 🢤  {lesser armor repairer}² ⇆  {empty}²
    Rig slots
  • {all empty}
    Drone bay
  • Federation Navy Hobgoblin³ x10 ⇆  Federation Navy Hammerhead³ x5
  • Light Armor Maintenance Bot I x5 ⇆  Federation Navy Hobgoblin³ x5

¹Fitting an Expanded Probe Launcer

Requires the following measures:
  • the Drone Link Augmentor I to be replaced with the Expanded Probe Launcher
  • a Mark I Compact Reactor Control Unit to be replaced with a Photonic Upgraded Co-Processor
  • the 50MN Quad LiF Restrained Microwarpdrive module to be offline
  • the Medium Armor Repairer II module to be offline

As this fit is meant to be used in hi-sec, an NPC station or player owned citadel most cases should be available to dock in and make the alterations to the fit, while also a Mobile Depot can fulfill that purpose as well if made part of the ship's supplies. The modules can be replaced and offlined for a short duration until combat scanning is done.

²Lesser support systems for trainee Longbow pilots

The default support systems can be substituted by lesser versions and/or completely removed until the proper skills are trained to can use them.

³Expendable drones

The expensive though better performing Federation Navy drones can be replaced with T1 (Tech 1) variants which are cheap and expendable.

Without armor repair drones

Armor repair drones can be replaced by combat drones, either permanently or until the proper skills are trained to can use them.

Ship supplies (in cargo hold)
    Ammunition
  • Iron Charge M
  • Antimatter Charge M
    Signature scanning
  • Core Probe Launcher I 🢥  {core probe launcher}
  • Core Scanner Probe I x8 (x16) 🢥  {core scanner probe} x8 (x16)
    Combat scanning (optional)
  • Expanded Probe Launcher I 🢥  {expanded probe launcher}
  • Combat Scanner Probe I x8 (x16) 🢥  {combat scanner probe} x8 (x16)
  • Photonic Upgraded Co-Processor
    Hacking
  • Data Analyzer I
  • Relic Analyzer I
    Extensions
  • Expanded Cargohold II (x2) (x6)
  • Type-D Restrained Expanded Cargo (x2)
  • Large Azeotropic Restrained Shield Extender
    Urgent on demand salvaging (optional)
  • Salvager I
    Additional repair systems (optional)
  • Medium Inefficient Hull Repair Unit
  • Medium Solace Scoped Remote Armor Repairer
  • Small Remote Hull Repairer I
    Lurking and spying (optional)
  • PL-0 Scoped Cargo Scanner
  • Ta3 Compact Ship Scanner
  • Passive Targeting Array I
    Fun (optional)
  • Festival launcher
  • {fireworks and/or snowballs}
    MTU (optional)
  • Mobile Tractor Unit 🢥  {mobile tractor unit}
    Mobile Depot (optional)
  • Mobile Depot 🢥  {mobile depot}
    Spare backup drones (optional)
  • Hobgoblin Is and/or Hammerhead Is

Fit EFT clipboard data

[Gnosis, Gaussian Longbow] Damage Control II Photonic Upgraded Co-Processor Mark I Compact Reactor Control Unit Mark I Compact Reactor Control Unit Mark I Compact Reactor Control Unit Medium Armor Repairer II Large Azeotropic Restrained Shield Extender Large Azeotropic Restrained Shield Extender Large Azeotropic Restrained Shield Extender Large Azeotropic Restrained Shield Extender Large Azeotropic Restrained Shield Extender 50MN Quad LiF Restrained Microwarpdrive 250mm Prototype Gauss Gun, Iron Charge M 250mm Prototype Gauss Gun, Iron Charge M 250mm Prototype Gauss Gun, Iron Charge M 250mm Prototype Gauss Gun, Iron Charge M 250mm Prototype Gauss Gun, Iron Charge M Drone Link Augmentor I [Empty Rig slot] [Empty Rig slot] [Empty Rig slot] Federation Navy Hobgoblin x5 Federation Navy Hobgoblin x5 Light Armor Maintenance Bot I x5
★ Statistics: Longbow


Capacitor stability

The fit is cap stable even during combat with the guns constantly firing, as long as the armor repairer and microwarpdrive are not active.

Capacitor depletion times
Active module(s) besides guns
All Longbow skills trained Gallente Alpha pilot
All Alpha skills fully trained Gallente Alpha pilot
Armor repairer
3m 2s
3m 21s
Microwarpdrive
3m 0s
3m 44s
Both
1m 20s
1m 30s

All Longbow skills trained Gallente Alpha pilot using Federation Navy Hobgoblins

Iron Charge ammo                                                     Antimatter Charge ammo
Click image to enlarge                                                 Click image to enlarge

All Alpha skills fully trained Gallente Alpha pilot using Federation Navy Hobgoblins

Iron Charge ammo                                                     Antimatter Charge ammo
Click image to enlarge                                                 Click image to enlarge

All Longbow skills trained Gallente Alpha pilot using (T1) Hobgoblin Is

Iron Charge ammo

Click image to enlarge
★ Skill requirements: Longbow

    For guns
  • Medium Hybrid Turret I ➔ 250mm Prototype Gauss Gun
  • Energy Grid Upgrades II ➔ Mark I Compact Reactor Control Unit
    For armor repairer
  • Hull Upgrades IV ➔ Medium Armor Repairer II
    For damage control
  • Mechanics IV + ↴
  • Repair Systems IV + ↴
  • ➔ Damage Control II
    For light combat drones
  • Drones III + ↴
  • Light Drone Operation I + ↴
  • ➔ Hobgobling I + Federation Navy Hobgoblin
    For medium combat drones
  • Drones III + ↴
  • Medium Drone Operation I + ↴
  • ➔ Hammerhead I + Federation Navy Hammerhead
    For drone range extension
  • Drone Avionics III ➔ Drone Link Augmentor I = 55 km drone control range
    For drone arsenal
  • {for each level of the Drones skill an additional (+1) drone can be operated up to five (5) total}
    For extended targeting range
  • ★ Longbow pilot = Long range targeting I ➔ 52.5 km targeting range
  • Long range targeting II ➔ 55 km targeting range
  • Long range targeting III ➔ 57.5 km targeting range
    For extended drone range
  • ★ Longbow pilot = Drone Avionics III ➔ 55 km drone control range
  • Drone avionics IV ➔ 60 km drone control range
    For extended gun range
  • ★ Longbow pilot = Sharpshooter II ➔ 50.7 km optimal + 12.6 km faloff range
  • Sharpshooter III ➔ 53 km optimal + 12.6 km faloff range
  • Sharpshooter IV ➔ 55.3 km optimal + 12.6 km faloff range
    For armor repair drones
  • Drones V + ↴
  • Drone Durability I + ↴
  • Repair Drone Operation I + ↴
  • Repair Systems II ☐ Caldari needs to train ☑ Gallente has it pre-trained + ↴
  • Remote Armor Repair Systems III + ↴
  • ➔ Light Armor Maintenance Bot I
    For improved efficiency and stats
  • {drone skills} ➔ {improved drone performance}
  • {gunnery skills} ➔ {improved gun performance}
  • {engineering skills} ➔ {improved ship systems performance}
  • {navigation skills} ➔ {improved propulsion and maneuvering performance}
  • {scanning skills} ➔ {improved signature / combat scanning plus analyzing (hacking) performance}
  • {shield skills} ➔ {improved shield performance}
  • {targeting skills} ➔ {improved targeting performance}
★ Longbow Mastery levels


Trainee Longbow pilot ☜(I)☞ Can fly, barely

Absolute minimum Alpha skills trained to fly with lesser support systems without drones.

Initiate Longbow pilot ☜(II)☞ Can fly as gunship

All required Alpha skills trained to minimum to fly default fit without drones.

Intermediate Longbow pilot ☜(III)☞ Can fly efficient and dangerous

All required Alpha skills trained to fly default fit with at least one (1) but at most four (4) drones (including drone range extension).

Advanced Longbow pilot ☜(IV)☞ Can fly fully armed and lethal

All required Alpha skills trained to fly default fit with five (5) drones (including drone range extension).

Expert Longbow pilot ☜(V)☞ Can fly at full potential, bringer of doom

All related Alpha skills trained to potential maximum.
★ Default tactics: long range kiting


I personally use the following workflow which has proven flawless so far.

Quick list for default tactics
    ➔ Warp in (at distance if possible)
    ➔ Eliminate static defenses
    ➔ Kite and kill hostile fleet
    ➔ Finish mission
    ➔ Salvage for extra profit (optional)

Detailed flow for default tactics
  • Warp in (at distance if possible)

    Warp to location at 50 or 30 km if possible (acceleration gates land you at 0 km from beacon but in case of anomalies for example you can decide what distance you land at) where 30 km could be better as depending on the location of the warp beacon relative to the spawn point of enemies you can end up out of range from them, having to burn towards them.

    Because of this reason you may set a custom warp to distance of like 40 km as that gives a better distance than 30 km which may not be far enough but still land you within targeting, drone control and firing range most cases.

  • Eliminate static defenses

    Destroy the turrets and other defensive structures such as scram/web towers and so on first if possible to prevent long range fire from them that can reach you while you can not return fire as flying back and eliminating them could be difficult or even impossible until the hostile fleet is destroyed thus it is more efficient to destroy static defenses first if it is a viable option to do so.

    In case of scram/web towers it may even be unavoidable to destroy them first as otherwise your ship may be slowed down so much that you can not even take distance from them and the enemy fleet on grid in time before they can eliminate you and a scram tower can ensure you can not escape by preventing your warp.

  • Kite and kill hostile fleet

    Dictate distance with your Microwarpdrive (MWD) up to ~50 km to avoid the fire of most ships and reduce the accuracy of the few long range ones thus minimizing incoming damage. From this point you simply kite the enemy fleet and any reinforcemence that is sent to help them.

    The best practice is to simply fly at full velocity and "slow down" for short periods as needed so enemies do not fall out of your targeting, drone and gun ranges. The safest way to achieve this is to switch to a perpendicular direction to best avoid enemy fire until the enemy is close enough then switch back to the original kiting vector.

    Use your MWD and armor repairer in bursts as needed instead of continuously, because the fit is not capacitor stable (cap stable) while either of them are running (and especially not if both) thus you can run out of capacitor energy quickly and also because an active MWD increases your signature radius thus making it easier to hit you and hit you harder. Though if the need arises both can be run parallel for short durations.

    If taken armor damage during the first phase of the battle or even at later stages then repair up as needed. If you have them you can use armor repairer drones to repair your other drones if they took armor damage, just recall your drones, deploy your armor repairers except one, deploy one damaged drone, select and target lock the damaged drone, order your drones to "engage" (repair) the targeted drone, wait till it is repaired then right click it and recall it, repeat the process until all your drones are fully armor repaired then recall all drones and deploy combat drones to engage the enemy.

    Note: You can keep firing at the enemy with your guns while repairing your drones just don't accidentally send your armor repairer and/or damaged drones to engage the enemy. Also never have more than one combat drone in space when attempting to repair your drones as otherwise the other combat drone(s) will fire upon your targeted drone when commanded to engage target.

    When sensor dampened or other kinds of Electronic Warfare (EWAR) is used against your ship you can rely on your drones to eliminate the specific ships that use EWAR on you or if needed perform a hit and run on them by activating your MWD and using your guns as well if necessary, though such close in attacks can prove dangerous depending on the enemy fleet composition so caution is needed when performing such.

  • Finish mission

    When all the enemies are killed or in general the mission objectives are fulfilled your job is done. Bookmark the location if you plan to salvage it later and/or if you want to use it as a safe spot or use it to create unconventional safe spots if the location is far enough from a celestial to be of such use. Be sure to recall your drones and wait for them to succsessfully return before warping away. Return to your agent for your reward(s) if it was an agent mission you've just completed.

  • Salvage for extra profit (optional)

    You may return to the location with a dedicated salvager for some additional profit, though it is advised to take notes to ensure you don't hurt your income by lost opportunity cost if it takes too long to salvage and/or too little ISK worth of loot is gathered, however some people find it relaxing and/or relieveing change in gameplay to salvage every now and then despite if it may reduce ISK/h efficiency somewhat so that is also something to consider.

    I personally rarely if ever use MTUs (Mobile Tractor Units) due to they can be attacked without CONCORD retribution, thus unless personally babysitted they are at risk of being destroyed, but regardless their use is also something to be considered if salvage is a priority for you as the Gnosis has plenty of cargo space to carry even several MTUs while still having enough space for loot and ship supplies.
★ Tactics vs easy Rogue Drone anomalies
 
In case of the easy Rogue Drone anomaly combat sites such as the Drone Cluster, Assembly, Collection and such you may use a different approach because of the potential spawn of a Sentient Rogue Drone that may drop valuable loot that can be grabbed by other capsuleers if you can not make to it in time to grab it yourself.

Alternatively you can drop an MTU near the spawn point and burn away to eliminate the Drones from a distance, though as these anomalies are so easy, the damage done by the Rogue Drones is quite small and staying near ensures they aggress your own drones much sooner resulting in the Rogue Drones being killed much faster.

Also as MTUs are susceptible to attack by other capsuleers it is better to stay close to them anyway which kind of negates their use, though they can help grabbing the Sentient Drone loot faster than going for it with your ship so they still can be beneficial even in this case.

Quick list for easy Drone anomalies
    ➔ Warp in at 0 km
    ➔ Release your own drones
    ➔ Orbit something near the spawn (optional)
    ➔ Kill the Rogue Drone waves
    ➔ Kill the Sentient Drone if it spawns
    ➔ Grab the Sentient Drone's loot
    ➔ Finish mission
    ➔ Salvage for extra profit (optional)

Detailed flow for easy Drone anomalies
  • Warp in at 0 km

    Warp to location at zero kilometres.

  • Release your own drones

    Once reached the destination release your drones immediately. This should be the first thing you do so any aggression by the Rogue Drones will be caught by your own drones so they start attacking the Rogue Drones immediately instead of having to order your own drones to do so manually when they are released after the Rogue Drones became aggressive towards you.

    Note: Your own drones have to be set to aggressive for this to work.

  • Orbit something near the spawn (optional)

    You either have to orbit a nearby object if such exists near the Rogue Drone spawn point such as a hollow asteroid, ship wreck, abandoned shipyard, habitation module or anything familiar or if they are too far away from the spawn point then have to deploy your own object and orbit that (you can deploy an MTU or eject a jetcan with a bookmark or a single piece of ammo in it and orbit it).

    Orbiting at a proper distance can make you more difficult to hit and help reduce the incoming damage, though most cases even just floating in space without moving should not be an issue for your shield tank to handle.

  • Kill the Rogue Drone waves

    Eliminate the Rogue Drones as usual either from a distance using both your guns and own drones or from nearby using your own drones (as your guns will miss at such short range it is pointless to use them as you just waste ammo for no reason).

  • Kill the Sentient Drone if it spawns

    If it spawns kill the Sentient Rogue Drone quickly. If you are far from it burn to it ASAP once it spawns, don't wait till it's dead. If another capsuleer is on site or enters while you burn to the loot you most probably can say good bye to it as it usually is too late by now, this is why you either have to stay close to the spawn point or have an MTU nearby it.

  • Grab the Sentient Drone's loot

    Grab the loot container or take the loot from your MTU if you've deployed one. Hopefully you get a good drop and it worths near a dozen million ISK or even several.

  • Finish mission

    When all the Rogue Drones are killed your job is done. Bookmark the location if you plan to salvage it later and/or if you want to use it as a safe spot or use it to create unconventional safe spots if the location is far enough from a celestial to be of such use. Be sure to recall your drones and recover your MTU if you've deployed one and wait for your drones to succsessfully return before warping away.

  • Salvage for extra profit (optional)

    You may return to the location with a dedicated salvager for some additional profit, though it is advised to take notes to ensure you don't hurt your income by lost opportunity cost if it takes too long to salvage and/or too little ISK worth of loot is gathered, however some people find it relaxing and/or relieveing change in gameplay to salvage every now and then despite if it may reduce ISK/h efficiency somewhat so that is also something to consider.

    It is recommended practice to complete several anomaly combat sites first and return to them later with a dedicated salvager, this way you waste less time on travel and can blitz through the anomalies faster. The only downside is if someone bookmarked the site before it disappeared from overlay then they have the opportunity to salvage the site before you. Also keep in mind that wrecks despawn after two hours of being created (when the ship exploded into a wreck) thus you have two hours to return and actually salvage it before it disappears.

    Imporant notice
    Wrecks (including loot containers and jetcans) disappear during downtime regardless if they would have expired otherwise or not so even if the two hours did not pass since they were created they will still disappear during downtime.
Gaussian Sniper Gnosis


An improved version of the Longbow with +20 km = 70 km effective combat range. It requires higher skills and greater expertise to fly.

Important notice
Compared to the Longbow fit the Sniper has slightly less shield buffer and passive shield recharge rate due to the one less shield extender.

Backwards compatibility

By swapping some modules the Gaussian Sniper can easily be re-fit into the Longbow fit for improved shield stats if and as needed.
★ Fitting: Sniper


A note regarding price and alterations

Note that this fitting was made with budget constraints in mind so the overly expensive modules were avoided when planning and refining the fit, which also helps survival by making it less profitable and a less shiney killmail to gank, thus reducing such risks by some amount.

However this means that the fit (as most fits) can be improved to perform even better by fitting better (but more expensive) versions of modules that have such alternative, and may also be fine tuned to meet one's own personal playstyle better.

Differences between the Longbow and the Sniper fits
    Mid slots
  • Large Azeotropic Restrained Shield Extender 🢡  F-90 Compact Sensor Booster
    Low slots
  • Mark I Compact Reactor Control Unit 🢡  Tracking Enhancer II
    Rig slots
  • {empty} 🢡  Medium Ancillary Current Router I
  • {empty} 🢡  Medium Drone Control Range Augmentor I
  • {empty} 🢡  Medium Hybrid Locus Coordinator II

Additional ship supplies (compared to the Longbow)
    Sensor booster scripts
  • Targeting Range Script
  • Scan Resolution Script
  • ECCM Script
    Extensions
  • Large Azeotropic Restrained Shield Extender (+1 spare one)

Fit EFT clipboard data

[Gnosis, Gaussian Sniper] Damage Control II Photonic Upgraded Co-Processor Tracking Enhancer II Mark I Compact Reactor Control Unit Mark I Compact Reactor Control Unit Medium Armor Repairer II F-90 Compact Sensor Booster Large Azeotropic Restrained Shield Extender Large Azeotropic Restrained Shield Extender Large Azeotropic Restrained Shield Extender Large Azeotropic Restrained Shield Extender 50MN Quad LiF Restrained Microwarpdrive 250mm Prototype Gauss Gun, Iron Charge M 250mm Prototype Gauss Gun, Iron Charge M 250mm Prototype Gauss Gun, Iron Charge M 250mm Prototype Gauss Gun, Iron Charge M 250mm Prototype Gauss Gun, Iron Charge M Drone Link Augmentor I Medium Ancillary Current Router I Medium Drone Control Range Augmentor I Medium Hybrid Locus Coordinator II Federation Navy Hobgoblin x5 Federation Navy Hobgoblin x5 Light Armor Maintenance Bot I x5
★ Statistics: Sniper


Shield tank differences

Due to the one less shield extender, there is a considerable difference between the two fits in terms of shield tank.

All (Longbow / Sniper) fit related skills trained Gallente Alpha pilot
Fitting
Passive shield recharge rate
Total shield buffer
Sniper
22.3 EHP/s
21.2K EHP
Longbow
26.1 EHP/s
24.8K EHP

All Alpha skills fully trained Gallente Alpha pilot
Fitting
Passive shield recharge rate
Total shield buffer
Sniper
29 EHP/s
23.2K EHP
Longbow
34 EHP/s
27.2K EHP

Capacitor stability

The fit is cap stable even during combat with the guns constantly firing and the sensor booster constantly being active, as long as the armor repairer and microwarpdrive are not active.

Capacitor depletion times
Active module(s) besides guns and sensor booster
All Sniper skills trained Gallente Alpha pilot
All Alpha skills fully trained Gallente Alpha pilot
Armor repairer
3m 12s
3m 31s
Microwarpdrive
3m 10s
4m 0s
Both
1m 20s
1m 30s

All Sniper skills trained Gallente Alpha pilot using Federation Navy Hobgoblins

Iron Charge ammo                                                     Antimatter Charge ammo
Click image to enlarge                                                 Click image to enlarge

All Alpha skills fully trained Gallente Alpha pilot using Federation Navy Hobgoblins

Iron Charge ammo                                                     Antimatter Charge ammo
Click image to enlarge                                                 Click image to enlarge

All Longbow skills trained (undertrained) Gallente Alpha pilot using Federation Navy Hobgoblins (just for comparison reference)

Iron Charge ammo

Click image to enlarge
★ Skill requirements: Sniper

    For being able to fly
  • {all Longbow skills} + ↴
  • Weapon Upgrades IV + ↴
  • ➔ can fly but lacks gun, targeting and drone ranges
    For targeting range
  • ★ Longbow pilot = Long range targeting I ➔ 66.9 km targeting range
  • Long range targeting II ➔ 70.1 km targeting range
  • Long range targeting III ➔ 73.3 km targeting range
    For drone range
  • ★ Longbow pilot = Drone avionics III ➔ 70 km drone control range
  • Drone avionics IV ➔ 75 km drone control range
    For gun range
  • ★ Longbow pilot = Sharpshooter II ➔ 66.1 km optimal + 15.1 km falloff range
  • Sharpshooter III ➔ 69.1 km optimal + 15.1 km falloff range
  • Sharpshooter IV ➔ 72.1 km optimal + 15.1 km falloff range
Cargo transport Gnosis

Hi-sec, well tanked, fairly fast aligning hauler.

The Gnosis can also be fit to be a cargo transport, a much more tanked one than the T1 haulers available to Alpha players. Even without cargo expanders it can transport up to 900 m³ of cargo and fully fit with Expanded Cargohold IIs it can transport up to 3,866 m³ of cargo without even having to add cargo expander rigs, all while having many times more Effective HP and aligning much faster than T1 haulers.

Important notice
When you have cargo expanders fitted, even if are offline, their penalties to structure EHP still apply, until completely removed from the current fit. The fact the cargo capacity shrinks when offlining them does not alter this behaviour so don't let that detail trick you into thinking otherwise, offline or not the disadvantage still applies in this case.

WARNING
Despite six (6) warp core stabilizers can be fitted on it, this ship is not meant for pipes that lead through low-sec or beyond, only hi-sec transportation. You can take the risk if you want of course but keep in mind that gate campers often operate in groups, and as such could overcome even this many warp stabs or simply have enough firepower to destroy your ship anyway and earn a shiney killmail of an expensive ship and probably expensive cargo as well.

Tips
  • You can also use cargo containers to increase your cargo capacity a bit even further and/or in case you transport large amount of stacks (each cargo hold and container can have up to 1,000 stacks in it but no more) or items that can not be stacked (such as blueprints) to increase the amount of such items you can transport.

  • When flying to a pick up location (and not hauling anything on the way there) it is best to unfit the cargo expanders to improve your ship's EHP and/or to can fit other modules. You can carry the cargo expanders and other re-fitting gear in your ship's cargo hold to can fit them when you arrive and start hauling.

★ Fitting


Mid slots
    Fully shielded
  • Large Azeotropic Restrained Shield Extender x6
    Propulsion boosting enabled
  • Large Azeotropic Restrained Shield Extender x5
  • 50MN Quad LiF Restrained Microwarpdrive ⇆  {afterburner}
Low slots
    Adaptive variant (default)
  • {fit as many cargo expanders (proper mix of Expanded Cargohold IIs and Type-D Restrained Expanded Cargos) as needed for the intended cargo}
  • {keep the rest empty or as many you choose to improve structure strength thus total EHP}
  • {you can fit Type-D Restrained Nanofiber Structures to improve align time at the expense of structure strength thus EHP}
  • {you can fit Warp Core Stabilizer Is to improve (anti-tackle) warp core strength at the expense of Maximum Targeting Range and Scan Resolution}
    Heavy duty variant (best possible structure and total EHP)
  • {all empty}
    Heavy hauler variant (largest possible cargo space)
  • Expanded Cargohold II x6
    Fast aligning variant (best possible align time)
  • Type-D Restrained Nanofiber Structure x6
    Unchained variant (best possible anti-tackle capability)
  • Warp Core Stabilizer I x6
High slots
    Unarmed
  • {all empty}
    Armed (optional)
  • {weapons of choice}
    Holiday edition
  • Festival Launcher x6 (+ {fireworks and/or snowballs})
Drone bay
    Escorted (default)
  • {drones of choice}
    Unescorted (optional)
  • {empty}

★ Statistics


Align times
Pilot and skills
Base align time
Fast aligning variant align time
Untrained Gallente / Caldari Alpha starter pilot
5.57 sec
3.59 sec
All Longbow skills trained Gallente Alpha pilot
5.57 sec
3.59 sec
All Sniper skills trained Gallente Alpha pilot
5.57 sec
3.59 sec
All Alpha skills fully trained Gallente Alpha pilot
4.98 sec
3.21 sec

Effective HP vs number of cargo expanders (all Alpha skills fully trained Gallente Alpha pilot)
Expanded cargohold II
Expanded cargohold II
Expanded cargohold II
Type-D Restrained Expanded Cargo
Type-D Restrained Expanded Cargo
Type-D Restrained Expanded Cargo
Number of expanders
Total EHP
Structure EHP
Cargo capacity
Total EHP
Structure EHP
Cargo capacity
no expander
41.6K
7.16K
900 m³
41.6K
7.16K
900 m³
one (1) expander
39.9K
5.52K
1,147 m³
40.5K
6.09K
1,103 m³
two (2) expanders
38.6K
4.25K
1,463 m³
39.6K
5.18K
1,351 m³
three (3) expanders
37.7K
3.27K
1,865 m³
38.8K
4.4K
1,654 m³
four (4) expanders
36.9K
2.52K
2,378 m³
38.1K
3.74K
2,027 m³
five (5) expanders
36.3K
1.94K
3,032 m³
37.6K
3.18K
2,483 m³
six (6) expanders
35.9K
1,49K
3,866 m³
37.1K
2.7K
3,041 m³
Drone carrier Gnosis (theorycraft)

Extreme long range drone carrier (concept)

Important notice
This is just an unrefined theorycraft I came up with recently that I've never tested nor even checked in the in-game fitting simulator, let alone ever flying it in combat.

★ Fitting


Ship armament (modules, drones and loaded ammunition)
    High slots
  • Drone Link Augmentor I
  • Drone Link Augmentor I
  • Drone Link Augmentor I
  • Drone Link Augmentor I
  • Drone Link Augmentor I
  • Drone Link Augmentor I
    Mid slots
  • F-90 Compact Sensor Booster ☆ loaded: Targeting Range Script
  • F-90 Compact Sensor Booster ☆ loaded: Targeting Range Script
  • Large Azeotropic Restrained Shield Extender
  • Large Azeotropic Restrained Shield Extender
  • Large Azeotropic Restrained Shield Extender
  • 50MN Quad LiF Restrained Microwarpdrive
    Low slots
  • Damage Control II
  • F-89 Compact Signal Amplifier
  • Photonic Upgraded Co-Processor
  • Photonic Upgraded Co-Processor
  • Photonic Upgraded Co-Processor
  • Medium Armor Repairer II
    Rig slots
  • Medium Drone Control Range Augmentor I
  • Medium Ionic Field Projector I
  • Medium Ionic Field Projector I
    Drone bay
  • Federation Navy Hobgoblin x10 ⇆  Federation Navy Hammerhead x5
  • Light Armor Maintenance Bot I x5 ⇆  Federation Navy Hobgoblin x5

★ Statistics


Key stats
Pilot and skills
Drone control range
Targeting range
Ship's total EHP
Shield recharge rate
All Longbow skills trained Gallente Alpha pilot
170 km
153 km
34.5K
15 EHP/s
All Alpha skills fully trained Gallente Alpha pilot
170 km
167 km
36.6K
20.3 EHP/s

Fit EFT clipboard data

[Gnosis, Drone Carrier] Damage Control II Photonic Upgraded Co-Processor Photonic Upgraded Co-Processor Photonic Upgraded Co-Processor F-89 Compact Signal Amplifier Medium Armor Repairer II F-90 Compact Sensor Booster, Targeting Range Script F-90 Compact Sensor Booster, Targeting Range Script Large Azeotropic Restrained Shield Extender Large Azeotropic Restrained Shield Extender Large Azeotropic Restrained Shield Extender 50MN Quad LiF Restrained Microwarpdrive Drone Link Augmentor I Drone Link Augmentor I Drone Link Augmentor I Drone Link Augmentor I Drone Link Augmentor I Drone Link Augmentor I Medium Drone Control Range Augmentor I Medium Ionic Field Projector I Medium Ionic Field Projector I Light Armor Maintenance Bot I x5 Federation Navy Hobgoblin x5 Federation Navy Hobgoblin x5
Appendix
(★) About the author

Marcusson en Chasteaux

EVE player since 17th Jan. 2017.

By now having alts from all races in every empire faction, though for now mainly fly as Gallente.

Casual Alpha
I sign in when I have time and in the mood and do whatever I currently feel like doing. Not worthwhile for me to subscribe due to randomly signing in and usually for short sessions only, which is the reason not joining a player corp either. I enjoy the freedom of being a lone wolf.

Activities
Exploration (mostly hisec and wh), mission running, ratting (usually anomalies), mining (very occasionally), gas harvesting (wh), faction warfare (on alt), travel (landmarks, sites/places of interest), manufacturing, blueprint copying, trading, corp CEO (on alt).



(★) Another EVE related guide from the same author

http://sp.zhabite.com/sharedfiles/filedetails/?id=1165272880

(★) Kherub Angels initiative
Corp, guides, giveaways, public Steam group


The Kherub Angels Steam Group is the official website of the in-game corporation of the same name and also is a public group for EVE Online and EVE Valkyrie players and fans in general.

In general Kherub Angels (both the corp and Steam group) is about helping out and assisting new, returning and veteran players alike and aims to generate and support EVE related community activity and awareness.


(★) Feel free to support us, it's free

If you wish to support this guide you can consider the following possibilities, none of which cost you anything but a few moments of your time:

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Obviously you are not limited to a single one of the above options.

Thanks for any support that helps us reach more capsuleers who may benefit from our efforts. o7
 
2 Comments
JustTony 1 Apr, 2018 @ 3:56am 
Good guide. I used to fly the Gnosis much like a Drake with HML's and a regen tank (which, by the way is even capable of surpassing the Drake @ same skill levels in terms of shield regen by a small bit). This ship provides a really good baseline of versatility with its bonuses. This ship is an investment and absolutely worth its money.
Gremmerz police officer™  [author] 20 Oct, 2017 @ 5:16pm 
:gallente::amarr::caldari::minmatar: