Popular Content

Showing content with the highest reputation since 11/11/2018 in all areas

  1. 2 points
    We chose option C, have standards and give input, but leave flexibility where we can. We use Regard cap transfers as our standard, which determines our stable threshold of -64.8 (324GJ / 5s). I can assure, as one who helped develop these fits, that they are stable in chain with All 5s. There's 5 specifically: Logi Cruisers, Shield and cap emission, Cap management and operation. Your numbers tell me there is more missing than Cap emission 5 alone. You are correct, we don't know exactly the skills that every pilot brings, probably at least half aren't at 64.8, so we have closer control on fits and with these fits we have been okay. Your fit is different as it had a T2 cap transfer, which is great but burns more cap and is going to make you less stable. At that point, we require you to confirm you meet the delta. Call it arbitrary if you wish. If you can hit -64.8 the T2 transfers are fine. Your options being more skills, cap implants, or Mindflood (which you can take without issue as a logi). If you want, feel free to suggest alternative fits if you feel our standards are bad.
  2. 2 points
    I did my first run today with the Fleet and learn a tremendous amount and I think everything went well. Thank all of you guys for being so friendly and patient teaching me everything I needed to know.
  3. 1 point
    Hello WTM guys! I was a TVP FC for a pretty long time, one of the few USTZ FC's for a while as well. I have noticed you guys do somethings that i find odd/use up a lot of time resulting in slower site times. 1. TCRC Mara Primaries - Making the snipers shoot these often times has led to snipers shooting for 2-3 minutes without it dying. I noticed you do this in ANY fleet size, and when you have 4 snipers in a 32 man fleet, that eats up a LOT of time. That Alpha is better used to slap the Deltoles as you burn to the tower. The Maras can eat up the time of 4-10 snipers, but it CANNOT rep through 4-10 Snipers. I feel if you guys try it out, you will see your site times are faster if you just ignore the Maras all together. 2. NRF Snipers Final Wave - You do not burn them towards the Antem/Yulai Spawn. I know this seems like an extra step and all, and after about 2 minutes the Antems burn to their orbit distance and are 50kmish from your snipers, however those first 2 minutes of them being alive, the Snipers are hitting for about 30% of their Total DPS. If you get the AAA to burn from its current anchor position just 30k towards that spawn, your snipers will chew those Sniper targets MUCH quicker. 3. Combat Cap Requirement for TCRC - I have ran many 6 man logi squads in a TCRC since my TZ was always very low, and i have done it with just 2 Combat Caps with zero issues. I was wondering why you guys require the triple combat cap for a TCRC entrance. The Deltoles/Niarja are not anywhere near the threat you think they are in a TCRC since they are normally on the same target the Outuni are on. The first Outuni survive on Average 14 seconds on a TCRC entrance, as long as your Vinis have loaded Null, they will drop VERY quickly. The Deltole neut power is extremely low, it has never posed a threat in any fleet i have been in charge of. One of the things i love that you guys do is allow people to come in different ships. Seeing Bhaals/Snakes/Bhargest in fleet is a nice change. TVP had a hard mentality of "If it isnt Vindi/Nightmare/Mach it isnt allowed" I feel this is the reason that community died. We all know the Bhaal/Snake and Bhargest (any raven as well) is no where near as efficient, but sometimes people like to use an alt with these as it is safer and easier. With all that said and done, i am extremely happy to start being a part of this community, and if my schedule clears up i would like to apply to FC for you guys.
  4. 1 point
    @Brododian not sure of the exact amount of time saved, but it would be the equivalent of having 2 vindicators when doing tower bashes. Great for TCRCs. To everyone, I am thrilled about the discussion that this has sparked. If it ends up not being viable then that's fine, I was hoping to provide maybe a long term goal for some WTM pilots who have experience running incursions. I know this ship or fit doesn't really align with WTM's goal of being a new bro friendly ship, but this community is a lot of fun and maybe a carrot on a stick might help some more experienced players stick around to have fun and help out the newbros
  5. 1 point
    @Dindil I'm gonna be real with you. WTM is new player friendly, meaning that it is extremely important that folks stick with anchors as both DPS and Logi might be new/inexperienced. Lets say this ship is amazing...then the floodgates open for less smart people to fit the ship and then leadership has to redo work and this puts more pressure on FCs to check ships. The best process is to keep things as simple as possible for Logi/DPS/FCs. Making it harder will only grow losses in the fleet and WTM's goal is to teach new folks how to get better. Overall I enjoy your thinking and commend the research you have done. Just go officer shield tanked Rokh. Best ship to stay safe and it still puts out more damage than new bros in the fleet. DISCLAIMER: I don't know much about incursions but maybe a thing or two. Follow the KISS method. (Keep It Simple Stupid).
  6. 1 point
    Ok Niki next time I manage to fly with you as FC i'll bring the leshak and prove you wrong. For tank the numbers don't lie, for damage the numbers can be skewed due to application.
  7. 1 point
    The purpose of that requirement is so that our ships retain a bit of their EM resist when neuted out by Outunis.
  8. 1 point
    Passive EM modules are required on all ships except Tech II Minmatar(Scimitar and Vargur).
  9. 1 point
    I think some of your reply got cut off.. either you are referring to base shield hp, or... it's missing a digit as the stats are 13,500 HP. I don't want someone to skim the thread see your response and jump to a conclusion.
  10. 1 point
    Think of it this way. Just like any product rollout there is alpha testing, there is beta testing and there is the release. In this situation we are essentially in Alpha testing, a select few will run the ship explore it's viability, the data will be reviewed by the rest of the commander community if it looks viable, perhaps then it will move to closed or open beta testing. Alpha testing is usually done under strict control and always done in house. In this instance in house means part of the WTM command core, the strict control narrows it down to vetted full badge commanders who will explore compile an assess data.
  11. 1 point
    Its all good. We figured a fit out with Teramond. He was flying w/o any problem yesterday for a couple of hours.
  12. 1 point
    Hey guys, must be a year and a half since I have been gone. Just dropping in to say hi and see how you guys have been doing. I miss you guys, the fleets and the fun time with all of you. Wish I would have time for eve again, but I'm just too busy with life and things. Greetings Leriss o/
  13. 1 point
    Both. It's not a difficult achievement if you're willing to train the skills or plug in some implants. Or, you can fly the minimum fit and be treated as a level 4 basi. Those are your options.
  14. 1 point
    if i had a guy that was on logi 3 and wanted to get logi 4 and REALLY wanted to be a logi, id buy him the small injector
  15. 1 point
    The corp is owned by me. Ive put up one sparta has put up one. Blob asked to assist so he joined warp to me inc corp and put up 2 or 3. Its like everything else around here. Its voluntary.
  16. 1 point
    When not running incursions. I pvp like crazy on one toon. Do industrial/trade on another. I really love Black ops WH stuff. I run incursions to feed my pvp alt injector crack and pay for ships lol
  17. 1 point
    Lose ships in null. Run Incursions to pay for said ships. Rinse and repeat.
  18. 1 point
    I get my bombers blown in solo roam attempts, then I come back to make more isk for more bombers
  19. 1 point
    Mine ice for citadel upkeep, otherwise I ship spin in my Orca just out of my citadel and bask in its glory and beauty.
  20. 1 point
    When I am not running incursions, I remain in my storage cupboard. I have a food dispenser to sustain me, and my cuddly bear.
  21. 1 point
    Warp To Me Rookie Guide Introduction Welcome to Warp To Me Incursions! We are very happy that you are interested in running incursions with us, but as you might expect, you must know a few things before joining our fleets. Please read this guide thoroughly and verify everything is properly set up before attempting to join one of our fleets. Warp To Me Incursions Channel Our channel is the main base of operations and the central hub for our community. Joining Channel If you are not currently in the Warp to Me Incursions in-game channel you will need to join it! In order to join a new channel, you must open up your channels menu. If it is not already on your neocom, you will find this by opening the Eve Settings Menu (Giant E above your character portrait) and then navigating the menus to Social and then Channels. Once the Menu has opened, simply type “Warp to Me Incursions” into the text box and click join. WTM Requirements Warp To Me Incursions is a new player friendly environment. Therefore we ask that you to not talk about politics, religion or other sensitive topics in our channel. If you simply follow our #1 Rule: DON'T BE A DICK, you won't have any issues. Message of the Day (MotD) The Warp To Me Incursions Chat MotD is a source of the majority of the information you will need. At the top, you will find important links for WTM. We highly suggest you to join our forums today! Below those links, you will find a list of WTM's current leadership, officers, and active founders. Then we have our auxiliary channels, one for each optimal ship of our fleets, containing recommendations for fits and implants. If you find yourself a fan of these ships, you should join its respective channel! Then we have the current location of the fleet. Incursion states the constellation we are staging in. HQ states which system is the HQ incursion system Dock-up states which NPC Station you should dock in during this incursion. Note that this dock-up is the closest station to the HQ system, most of the time in the HQ system, but sometimes it is one or two jumps away when the HQ system doesn't have an NPC Station. Status states the current status of the fleet. When set to Forming or Running, the fleet is actively seeking new pilots! If you ever happen to lose track of the information in any MOTD you can always refresh it by clicking the cog/gear icon (in your channel window) -> click Reload MOTD (the very first option). Settings Before joining a Warp To Me Fleet you should change a few settings that aren't set by default. CSPA CSPA is a mandatory isk charge to any pilot attempting to contact you, either by private conversations, mail, or fleet invites. This is an attempt by CCP to prevent spam to new players. By default, this is set to 0 Isk (it used to be 2,950 Isk), but we still need you to verify it is 0 Isk. Fleet Commanders will not invite you to fleet unless CSPA is 0 Isk in the mail settings. Tags An efficient form of communication that our Fleet Commanders use are tags, to show which targets to shoot. By default, this column on your overview is not visible. To add the column, open your overview settings and navigate to the columns tab. Check the Tag column and drag it towards the top. Furthermore, if you do not have an overview that is set up to see the Sansha and the incursion sites, it is highly suggested that you either ask for one in Warp To Me Incursions chat that is specifically designed for incursions or create one yourself in the overview settings: Sansha ships are listed under NPC > Pirate NPC Incursion sites are listed under Celestial > Beacon Audio Alerts We highly suggest that you set up Audio Alerts for your ship. These alarms are not to be relied on but may save your ship if you become distracted while in fleet. To set up your audio alerts, open up the settings menu in the bottom right hand corner of your HUD and click on “Configure Ship Health Alert Settings.” In this menu, set your shield alarm to 95% (any higher and it might bug and not sound) and your capacitor alarm to 30%. Broadcast Settings Before joining one of our fleets there are certain settings in your fleet broadcast window that need to be set up. To change broadcast settings you will need to be in a fleet. The easiest way to do this is to right-click on your own name in a chat channel and select “Form fleet with…” This will create a fleet with only you in it. Once in a fleet, click on fleet settings and then navigate down to broadcast settings. In this menu, ensure that the following broadcasts are checked: Need Capacitor, Target, Warp to, Align to, Need Shield, and In Position at. Any other broadcasts you want to see you can check as well, but these should be the minimum. You will notice on the right hand side of your broadcast settings menu are small square menus that you can use to color-code your broadcast history. Changing the colors of your broadcasts to colors of your choice will make them easier to identify in the history tab. This is especially important if you are in a logistics ship or to easily distinguish between align to and warp to broadcasts. Finally, back on the Fleet window, at the very bottom, you should see a row of broadcast buttons. If you do not see these buttons, be sure to click the two small arrows in the bottom right of the window. Once the window is expanded there will be a symbol in the bottom right corner. This should be arrows pointing in all four directions that when the cursor is hovered over displays “Scope: Everyone.” If this is not the case, left click on it until it is. Finally, be sure to drop your own fleet when done adjusting your settings! Our FCs will not be able to invite you if you are already in a fleet, even if it's your own by yourself! Safety Settings Warp To Me Pilots are doing a wide variety of things in EVE when they are not flying with us. Therefore it is very important that our pilots ensure that their safety settings are always set to Green (enabled) whenever they join our fleets. There have been many instances where pilots have forgotten, accidentally aggressed another member of the fleet and lost their expensive incursion ship to CONCORD. If your safety is not Green, simply click the circle on the top left of your hud and select “Enable Safety.” Drone Settings Whenever you are in a Warp To Me Fleet, your drones need to be set to Passive and Focus Fire. You will be assisting your drones to another pilot, and these settings help this pilot control your drones. Comms (TS3) Warp To Me Incursions Fleet use TeamSpeak 3 as our primary means of communication with the fleet. We require every pilot to have teamspeak set up before joining fleet, and be connected and listening to the FC while in fleet. Please download it here. If you are a hearing impaired pilot you are still welcome to fly with us! Please read our guide here. Comms Information The server address for the Warp To Me TeamSpeak will be found On the wait list After you have posted a fit or in the MotD of Fleet chat. It does not matter if you have a microphone, but you must be able to hear the FCs, and pilots with their teamspeak muted (denoted by their icon) will be notified. For identification purposes, ensure your TeamSpeak name matches your in-game name, without corporation/alliance tags. If you are using a microphone it must be set to "Push-to-Talk." This can be found in Settings > Options > Capture > Push-to-Talk. From there, in order to talk, you must hold down a key (as chosen in the options, default is Ctrl) in order to open your mic and talk. Please do not Mute your speakers while in "join this" channel. The keyword "Check" is used to indicate the closing of open communications on TeamSpeak. In other words, stop talking if you hear "Check." For legal and safety purposes, we do not allow streaming or recording of comms in any form. For permission and more information on streaming, please contact your FC. Joining Fleet Of course, by reading this guide, you're looking to join one of our fleets! Arguably being the most important part of the guide here, we'll cover getting yourself a ship and how, exactly, you can get into one of our fleets with that ship! Ships & Fittings To fly in our fleets you need a fitted ship! Not only that, but a fitted ship that meets our minimum requirements. These requirements and fit suggestions can be found at our dedicated fitting webpage, which can also always be found in the WTM Chat MotD. In order for an FC to send you an invite, you must have a valid fit that meets minimum requirements. If it doesn't, then the FC will assist you in fitting to meet these requirements. Occasionally, however, our FCs make mistakes and allow invalid fits that other FCs will catch later. Just because you got in last time does not mean that your fit is correct. Also know that our volunteer Commanders are there to help you! Ask your questions in Warp To Me chat and off-duty Commanders (and maybe even some experienced pilots) will always be willing to help you with any questions you may have regarding your fit or otherwise. For further information, please read our Rules & Regulations or contact an Officer or a member of Leadership. Wait List Manager WTM is an HQ community, which means we can have a maximum number of 40 on-grid pilots in our fleets before receiving reduced payouts. This means that we sometimes have to tell people to wait. WTM has and always will invite on a first come first serve basis, within fleet needs. How we manage waiting pilots is through our Wait List Manager website. The link to this website can always be found in our channel MotD. All invites to the fleet (with a few exceptions) is done by this wait list manager, so to join our fleet, you need to know how to use it! Upon signing in to the website, you're presented with the X-Up form, and four columns down below: X-Up, Logi, DPS, and Sniper. X-Up are those that posted their fit and are waiting for approval from the current FC. Upon approval, they're moved to the appropriate waiting column (Logi, DPS, or Sniper). When spots in the fleet open up, they're replaced by those at the top of these three columns. How to X-Up Please make sure you are no more than 3 Jumps away from dock-up before you X-UP Invites can come fast and we do not wish to delay fleet by having to wait for pilots that are more than a few jumps away "X-Up" is an old term that means to post your fit for approval and potential invite. Here's how to do this: In the EVE client, go to the Ship Fitting Window. On the bottom right side is a Save button, click it. A Fitting Management window will open, that has a Copy to Clipboard button at the bottom, click it. Go to the Wait List Website. If you don't see the X-Up form, click the green X-Up button at the top. In the big text field, below Fittings, press Ctrl+V or right click and select Paste. Note that you can enter multiple fits! If Logi, enter your Logistics Cruisers Skill Level when prompted. If Rokh/Rattlesnake, enter your Caldari Battleship Skill Level when prompted. Click Enter On Waitlist. Your Fittings will now be queued up in the X-Up column for approval. Once your fit is approved, you will be moved to the bottom of a waitlist column: Logi, DPS, or Sniper, depending on what role your fit is. As pilots at the top are invited to fleet, they will be removed from the list, moving you up towards the top. Once a spot opens up in fleet and you're at the top, you'll get an invite! Note that your fleet invite is valid for 60 seconds. The wait list manager has a number of tools to notify you of this invite, including a poke on TS3 and a notification link that plays a sound when invited. If you miss the invite, don't worry! The FC will invite you again on the next wave of invites. However, if you miss three invites in a row, the FC may remove you from the waitlist and you'll have to X-Up again! Broadcasts For you to communicate effectively with the fleet, you must learn how to broadcast properly. Furthermore, you must be able to see broadcasts, as Commanders use them for communication as well. Sending Broadcasts There are three main broadcasts that you should know: Shield, Capacitor, and In Position. The buttons for these broadcasts can always be found at the bottom of your fleet window. If you don't see a row of broadcast buttons, click the two little arrows in the bottom right corner of the fleet window. You should broadcast for Shield when the Sansha first target you. Denoted by yellow boxes around the Sansha icons. A loss due to failure to broadcast for shield on time is considered a non-SRPable loss. You should broadcast for Capacitor if your capacitor falls below 30% or targeted by Outuni Mesens. We set an alarm for this earlier Do not broadcast for capacitor if there are Outunis on the field and you do not have aggro. The person who has aggro needs it far more than you, due to dangerous Outuni neutralizers. You should broadcast In Position if you no longer have aggression or no longer need capacitor. When the Sansha ships icons changed from yellow box to red box back to yellow box, you no longer have aggression. When your capacitor is greater than 70%, you no longer need capacitor. If you broadcasted for both, then no longer need one, broadcast In Position, wait one second, and broadcast for whichever you need. E.g. you have Outuni aggro, you broadcast for both shield and capacitor. Outunis die, you have >70% capacitor, but still hold aggression. Broadcast In Position, wait one second, then broadcast for Shield. Viewing Broadcasts You should always have the History tab active in your Fleet window to view the broadcasts of the fleet. For FC communications, there are two main broadcasts: Align to and Warp to. Align broadcasts are orders to align to a point in space. Right click on the broadcast and Align to. Warp broadcasts are orders to warp to a point in space, most of the time the next site. Right click on the broacast and Warp to at 0. Do not warp before FC orders via voice commands. If you are flying a logistics ship, you are required to lock every shield broadcast. This is most easily done by holding down the hotkey for locking and clicking on the broadcast. For more information on flying logistics ships, read our Logi Rookie Guide. Broadcast Hotkeys We discourage the use of hotkeys due to unreliability, while the fleet window buttons are 100% reliable, and we absolutely want every new pilot to use fleet window buttons instead of hotkeys. However, if you use hotkeys at your own risk, increase reliability by ensuring you do not have a window active (click in space) before pressing the hotkey. Furthermore, verify that your broadcast went through by looking in the Fleet History window. If you do not see your broadcast, the Logi do not see it either. Note that utilizing this method does not make Hotkeys 100% reliable. Using hotkeys is not an excuse for failure to broadcast on time. If this becomes a problem, we'd recommend to just use the fleet window buttons for broadcasting. Roles Individuals of the fleet have certain Roles, ranging from standard DPS ship to more specialized roles of Anchor and FC. In this section we'll cover basic roles and more specialized roles, what those roles mean, along with important roles to add to your watchlist. Basic Roles There are three basic roles in our fleet that you will automatically be grouped in: Short-range DPS, Long-range Sniper, and Logistics Cruisers. Logi is self-explanatory, you're flying either a Basilisk or a Scimitar and providing reps to the fleet. DPS and Snipers are the offensive part of the fleet, and you're classified based on what guns you have fitted to your ship. What tags you target are based on whether you're classified as a DPS or Sniper ship. Long-range Snipers Hybrid Railguns, Projectile Artillery Cannons, and Beam Lasers Targets are lettered tags: A, B, C, ..., H, I Do not shoot tag J Keep at range 5,000m on AAA Short-range DPS Hybrid Blasters, Projectile Autocannons, Pulse Lasers, Drone Boats, and all types of Missiles Targets are numbered tags: 1, 2, 3, ..., 9, X, Y, Z Keep at range 5,000m on VVV Logistics Cruisers Orbit at 10 - 15 km on AAA Read our Logi Rookie Guide If there are none of your tag type remaining on grid, then shoot the other. I.e. DPS shoot numbers then letters, Snipers shoot letters then numbers. Do not ever shoot tag J. This is used to designate a target that, if killed, would put fleet safety in jeopardy. Shooting tag J is a valid reason to get a kick from fleet! AAA and VVV are specialized roles assigned to members of the fleet. Where to find your AAA/VVV will be in the next section. Specialized Fleet Roles Certain pilots within the fleet have specialized roles. These roles include FC, LC, Anchors, Drone Bunny, MTAC, and Boosters, and are assigned by the FC of the fleet, but it's most commonly volunteer-based. If you have interest in these roles, read the guides and volunteer! Guides can be found by clicking the links below or in fleet chat. We're always willing to teach these roles, and if you ever want to be a Fleet Commander or Logi Master, best thing to do to get our attention is to take these roles whenever possible! FC: Fleet Commander - Gives commands to the fleet, be sure to listen! LC: Logistics Commander - Responsible for the Basi Cap Chain and keeping you alive! AAA: Sniper & Logi Anchor - If you're a sniper, keep at range 5,000m; if you're logi, orbit at 10-15km. VVV: Short-range DPS Anchor - if you're a short-range DPS ship, keep at range 5,000m. If no HHH is present, assist your heavy drones to this person. DDD: Drone Bunny - Assist your light drones to this person. HHH: Heavy Drone Bunny - Assist your medium & heavy drones to this person. MTAC: Performs a specific job in the TCRC site. Drones What do you with your drones? This section will cover just that. Light Drones will be assisted to the DDD Acolytes, Hobgoblins, Warriors etc. Medium & Heavy Drones will be assisted to the HHH Ogres, Berserkers, Geckos, Hammerheads etc. If you have multiple flights of different size, lighter is usually better, except for tower bashes. You assist your drones by Right Clicking on your Drones in Local Space > Assist > Watchlist > [Pilot Name]. A pilot can only have 50 drones assisted to him/her. If the DDD or HHH is full, then assist to the VVV. Watchlist The fleet watchlist is a very important tool to every pilot. To get this watchlist started, right click on your anchor in the Fleet MOTD (under Fleet Roles, AAA/VVV depending on Sniper/DPS respectively), go to Fleet > Add to Watchlist. This should open up your watchlist window, and place it somewhere accessible. You can click and drag other names into this watchlist as well, and it's recommended that you should at least have your Anchor, Drone Bunny, and FC in your watchlist. From there, you're able to easily right click on the name, keep at range > 5,000m, or whatever you need to do to anchor. Furthermore, when assisting drones, this adds a "Watchlist" submenu so you can easily assist your drones as well. Ship Replacement Program Warp To Me offers a Ship Replacement Program (SRP) to its pilots. SRP is like an insurance policy that covers the loss of your ship if the loss is not your fault. There are 3 coverage levels for all ships as well as a free option for logi ships: Free (Logi only) - Up to 300 million 10 Million - Up to 2 Billion 30 Million - Up to 4 Billion 60 Million - Up to 6 Billion Examples (but not limited to) of SRPable loss: FC Error (sometimes FCs mess up) Logi Error Examples (but not limited to) of non-SRPable loss: Failure to broadcast on time Taking a gate without FC permission (called "leeroying") Being CONCORDed (Please make sure your safety is set to green) Having a killright or wardec (please take care of those before joining fleet) Ganks are covered as long as you follow the FCs commands. In short, if you follow FC commands and broadcast on time, your ship will be covered. Note that your ship must meet our minimum requirements to be covered by SRP. Your SRP payment covers you from the time you pay until the next Down Time (DT-1100 server time). You may leave fleet and rejoin as many times as you wish during this time without having to repay every time you join fleet. Sounds pretty good, right? Well how do you sign up? Simply send the desired amount of coverage (10 million, 30 million, or 60 million) to the In-Game corporation with the name of "WarpTo SRP". This corporation will be linked in the fleet MOTD. This is the only official WTM SRP corporation and the only one you should trust. If in doubt check the CEO name for "Sparta Epic Cyno." WTM is not held responsible for scammers, although if one appears, please report it to a WTM Officer or a member of Leadership. [v4.1]
  22. 1 point
    The LC, or "Logistics Commander" is responsible for setting the cap chain for the basis and keeping track of free combat caps for the FC. LC’s Duties are: Set Up and Update Cap Chain Assign Remote Sensor Booster Targets Inform FC about the number of Combat Caps Setting up the cap chain is straightforward. You transcribe the names from basi chat in the same order they are on the right of the chat window. Then put the Logi level to the left of each pilot's name. Every Logi 4 pilot needs a red number next to the person above them. If the logi 4 is at the top of the list, the person at the bottom is red. All other numbers are blue. Every level 4 needs a red number above them. In the example Abrahm is a level 4 pilot. So Tywin Maulerant is the red number above Abrahm. This is because the pilot at the top of the list is the down cap for the pilot at the bottom, and the pilot at the bottom is the up cap for the pilot at the top. At some point the cap chain may break down for some reason. Whether it’s because a basi died in the middle of a site, they DC’d, or is being jammed for a prolonged period of time. Whatever the reason, the fix is the same. Step 1) Don’t Panic Step 2) Find the person who is unstable: this can be done by doing a stability check in Basi chat. Write a line like "==========Stabity Check=============". The basis will type ‘s’ for stable or ‘-s’ for not stable. Step 3) Fix the issue- they are either unstable because their up cap is gone or they are an Logi 4 pilot who is now missing a down cap. Step 4) If all else fails have the whole chain send 1 cap up 1 cap down while the issue is resolved until a new chain can be made. If at any point in the process of sorting out the cap chain issues you have a pilot not responding to you, feel free to call them out on comms to check basi chat. If a basi is jammed have person below them put their combat cap on the jammed pilot's up cap. If a basi is neuted by anything other than outunis, have their cap buddy put their combat cap on them as well as the on already being used for the cap chain. The LC also needs to be able to tell the FC how many combat caps the fleet has. This is as simple as counting the number of pilots sending a single cap to the chain. You can count either the ‘5’s or you can count the Blue numbers; both options work. Finally, the LC needs to assign remote sensor boosters to targets. The first priority is the DDD. After the DDD has sufficient remote sensor boosters, the rest of them go to the chain. A Loki DDD should get 1 remote sensor booster, battleships should get 2. In this picture you can see the words “DDD” to the right of the name of each member in the basi chain. This is the remote sensor booster target. You’ll notice that 2 of the names have “DDD”, the other remote sensor boosters say “UP”. This is because the LC has determined that 2 remote sensor boosters should go to the DDD and the rest stay in the basi chain. If possible, you should choose to have BLUE names put their sensor booster on the DDD (that is, pilots with combat caps). This helps minimize the number of locks required by default, freeing up more locks for reps. While LC there are a few ways you communicate with other logi. For the most part, Basi Chat should be your primary means of communication, following that, there is Fleet chat for non-emergency issues, and if you cant fix the issue on either of those, call out on coms.
  23. 1 point
    Warp To Me Logi Rookie Guide Introduction Welcome to being a Logistics pilot for Warp To Me Incursions! This is a guide for flying Logistics Cruisers (Basilisks and Scimitars) in our fleets. If you haven't already, please read our Rookie Guide. Joining Fleet First, you need a ship! Please view our fittings webpage for our current fits for Logistics. Once you have a ship, please read our Rookie Guide or go to our Waitlist Manager to learn how to join our fleet. Fleet MOTD Once you're invited to fleet, take a look at our Fleet MOTD, containing very important information. Most importantly, note the Basi & Scimi Chat Links. Please join your respective channel, as those are used for communication purposes among your fellow Logi pilots. The MOTD will contain other bits of information, including Current System, TS3 Information, SRP Information, and the current specialized Fleet Roles. Of these fleet roles, note your AAA (Anchor) and LC (Logi Commander). Add both of these people to your watchlist. Orbit the AAA at 10-15km The LC will manage Logi, including the cap chain for the Basilisks. Logistic Channels These sections will cover what to expect in your respective Logi channels (Basi chat or Scimi chat). Feel free to read only the section that pertains to you. Basilisks This is the chat channel that allows the Basilisk pilots to manage their cap chain to ensure cap stability and fleet safety. Upon entering this channel please state your logi level and post your fit. Once added to the cap chain you will check to see who you will be capping and who is capping you. Cap chains are needed to keep Basi pilots stable. You will use one or two of your cap transfers in the chain, depending on who is around you: Logi 5 Pilots need only one incoming cap transfer From the pilot below Logi 4 Pilots need two incoming cap transfers From pilots above & below Cap chains are always put in the order of names in the chat channel, and we always cap up to the person above us. If the LC has not had a chance to update the cap chain, use the chat window to determine your up cap. Pilots with a blue number before their name sets one cap transfer on the pilot above. The other cap transfer fulfills cap requests by the fleet. Pilots with a red number before their name uses both cap transfers One on the pilot above. One on the pilot below. A pilot who is above a Logi 4 pilot in the chain needs to cap up and down, not just up. This list also wraps around. For the pilot at the top of the cap chain, the person at the bottom is 'up'. For the pilot at the bottom of the chain, the person at the top is 'down'. Using the example image, here are the details. Pilot A will be capping up to Pilot E (Top to bottom). Pilot B, even though he is logi 5, is red and will be capping up and down as he has a Logi 4 pilot below him. Pilot C also logi 5 but has a logi 5 below him so he is blue. Pilot E is red as Pilot A is logi 4 (Bottom to top). After Basi Pilot names in the cap chain, there may be Remote Sensor Booster (ReSeBo) Targets. Most of the time, this will either state DDD or Up. DDD: Set the ReSeBo on the DDD. Up: Set the ReSeBo on the Basi Pilot above. Scimitars This is the chat channel that the scimitars use to manage their Tracking links to ensure they are given out with efficiency. Upon enter this channel please state the amount of links you have and who you are linking. If you are not linking anyone ask for someone to be assigned to you. Otherwise link with the default priority: Drone Bunny (Pilot Preference) Blasters (Range) Snipers (Tracking) Using the example image, here are the details. Scimi Pilot A has 0 links. Scimi Pilot B has 3 links and is giving them to Pilot 1/2/3. Scimi Pilot C has 2 links and is giving them to Pilot 4/5. Scimi Pilot D has 2 links and is giving both to the DDD. Watch List As a Logi pilot, you should make use of your watch list, as it is a quick reference for locking, orbiting, or watching members. To add members to your watch list, right-click on their name, go to Fleet > Add to Watch List. You should add the following pilots to your watch list. Basi Pilots Up Cap Down Cap (if necessary) AAA FC All Logi Squad Members Scimi Pilots Pilots you are linking (if necessary) AAA FC All Logi Squad Members Entering Site Upon entering a site, there are a number of things that you should do. As a general overview: Orbit the AAA with your Afterburner on (this stays on at all times) Lock up your Cap buddy (Basi) or Pilot you be linking (Scimi) Lock up all Shield Broadcasts Apply staggered reps to pilot taking aggro Orbit the AAA Once you land in site, get moving! Right click the AAA in your watch list and select Orbit > 10-15km. Always ensure you are orbiting the AAA with your Afterburner on. This will ensure that you are in the right spot as the AAA will take you where you need to go, and having the AB on will ensure your speed stays up so you can maintain your speed tank. Lock up your cap buddy or link buddy Once you have landed and are have set your orbit around the AAA, lock up your cap buddy and apply cap to set the cap chain (Basi) or lock your Link buddy and give tracking links (Scimi). These tasks need to be done each time you land in a room, and in the case of the Basi, it is imperative to fleet safety that this is done immediately upon landing in room. Lock up all Shield Broadcasts It is imperative that you lock all shield broadcasts every single time. The broadcasts will appear in the broadcast history window and can be color coded (as shown in the example image). A simple way to lock is hold down your lock hotkey and click on the broadcasts. Once you have them locked you will perform a threat assessment. In normal circumstances, you will lock up the person taking damage and give them 2 shield reppers. Try to stagger your reppers by about a second. This will ensure a steady stream of reps landing on the target. Giving 2 reppers will ensure that the person taking aggro is getting enough shield without endangering your own ship due to aggro. Be ready to switch the reppers off of one target onto the next once the aggro switches. Site Details TPPH - 3 rooms. First room has an Outuni (Neuts). Second Room has low DPS. Third Room has 3 waves. Final wave has an Arnons (Jams) and Outunis (Neuts). NRF - Multiple waves. Relatively low DPS throughout until the final wave. Final wave has 1-3 Outunis and 1-3 Deltoles. Heavy Neuts and Paint with a very hard switch. TCRC - Very High DPS at the start of the site. Including Outunis, Deltoles, Ostingeles. Outuni victim will need cap, and afterwards, Deltole victim will need cap. The Delotes will hard switch onto a new target shortly after the Outunis are killed. Deltole Target Painters are very dangerous when applied to Logi. At the end of the site, Logi stay behind with FC until all other Battleships are off grid and FC will call for Logi to warp. [v2.1]
  24. 1 point
    you can do other things in eve other than incursions?