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  1. 4 points
    Hi there Eliz here. I kindly ask for permission to hold a logi school on Saturday 1115 Eve Time (should the focus last that long.) I understand that should there be fleet forming at the said time; I will stand down the logi school after all isk is king. This logi school while do not require specific ships to attend but if you could bring your incursion ships or logi ships; that will be ideal to understand how sites being run from logi/dps/fc perspective.
  2. 3 points
    Scouting Guide Scouting is an invaluable part of running a fleet. In this guide we’ll go over what it takes to be an effective scout. Suggested Scout Ship Fit This Atron aligns in under 2 seconds, moves 4500m/s, warps at 7.85 AU/s, and costs under 5 mil isk. The cloak and MWD are important for not dying, the cap battery is for longer warp distances, the sensor booster helps to combat the drawbacks of the cloak, and the rep and gun are for occasionally scooping a payout with FC’s permission. Timing Sites It takes exactly 7 minutes, 15 seconds for a site to spawn after a site goes down. If you are on grid as the site finishes (a tower dying in a TPPH/TCRC, or the final ship dying in an NRF) set a timer for exactly 7 minutes and 15 seconds for the new site spawn. If you are not on grid, the beacon may appear to go down a few seconds after the site actually went down, so you may want to set your timer for a few seconds less (7m12s is usually good). Precise site timers that measure to the second will greatly improve both your ability and the FC’s ability to judge what the best course of action is for the fleet. Timing 7 minutes without seconds can lead to a large variance in spawn timers, as a site going down at 05:45 (minutes-seconds) would be timed as "12", when in reality it's actually "13". This can lead to the fleet sitting around doing nothing for an extended period, which is bad for everyone’s wallets and morale. For timing sites, use https://www.online-timers.com/multiple-timers. Make sure your settings match these: https://i.imgur.com/OgdwmHu.png. It’s important to ensure you have "close after 30s" activated; manually closing them will bug out the website. You can also time sites in a private conversation (with the FC). To do this, ensure you have timestamps enabled and put a character in the chatbox (most people use a period) and base your timers off that. As the scout, you will have the timers in front of you, and you will be responsible for informing the FC when a timer is coming up. For example, if the second TPPH gate is a few ships from spawning, and there’s a site spawn in 30 seconds, announce this over voice. Take into account where other fleets are in their sites, your fleet’s relative strength, the FC’s preferences and mood, and the potential isk/hr. Following Fleets Off-grid If for whatever reason you're off-grid then there are certain things to look for. In general, check for ship types, ship names, wrecks, and drones to identify which fleet you are scouting against and how far they are in their site. Occasionally there are salvagers that follow fleets around that will remove wrecks. TPPH If you don't see drones, they're probably in the first two rooms or about to bounce. Most fleets drop little or no drones in the first two rooms of a TPPH. There is one Deltole in the second room and another two in the third room on the second wave. If there is 1 Mara or 3 Augas, they are at least in the second room. If you see 2 or more Deltoles, they are at least in the third room on the second wave. Arnon wrecks indicated they’re at least in the middle of the final wave, and likely on the tower. NRF If you see two Uitra wrecks, they are at minimum midway through the second wave. If you see more than 2 Mara wrecks OR more than 2 Vylade wrecks, they are at minimum on the third wave. An NRF has between 2 and 4 Maras. If you see any Intaki or Eystur wrecks, they are on the final wave. TDF kills Intakis first; shield fleets kill Outunis first. TCRC If there are no wrecks, the fleet just entered. 5 Deltole wrecks / 2 Outuni wrecks / large amounts of drones out means they are on the tower. As the site progresses, Niarjas will spawn (Beginning with 2 and spawning an extra one every approximately 60 seconds). You can count the Niarja wrecks to judge how long a fleet has been in a site. On-grid Scouts should be on-grid with opposing fleets whenever possible. Scouts will use their cloaks, MWDs, and positioning knowledge to avoid taking aggro. Be aware that the beacon you land on will decloak you. There are significant advantages to being on grid: the ability to see what ships are left in a wave, what the opposing fleet’s drones are doing (are they out going towards other ships, are they coming in or are they literally just out and orbiting), and if the opposing fleet is aligning anywhere. All of this is vital information that can significantly impact the FC’s decisions. Never deliberately pull aggro. TPPH Room 1 & 2 Burn straight down and cloak once you’re clear of the ships. At that point you can align yourself with the next gate. Once the gate spawns, decloak and burn. TPPH Room 3 Burn straight up and cloak. If you’re with the Dominix Boxer fleet, burn a bit further, as that fleet sits on the beacon, and the Sansha will come in to orbit and potentially decloak you. Once the tower spawns, burn at the tower and lock it. NRF Burn in any direction other than forward or back and cloak. TCRC, when you can enter with the fleet Wait until the fleet has taken gate and warp in with them. Burn to just before the spot where the DDD normally sits, cloak, and stop your ship. Sansha sometimes choose the fastest moving ship as their target; cloaking will remove you from the aggro table until you decloak. Once you see aggro switch to someone on the tower, decloak and lock the tower. At this point you can stay still or keep at range on one of their boosters. Do not bump the boosters. TCRC, when you cannot enter with the fleet Burn in any direction other than forward or back and cloak. Moving too fast will most likely get you blown up. Watch for drones starting to come in to judge the status of the tower. There are visual indicators you can use to determine roughly what the health of the tower is. There will be shield effects for when it still has shield left. Strobe lights will flash when it's in hull. Lack of both the shield effect and strobe lights means the tower is in armor. If you cannot cloak If you are locked by a member of the fleet you are scouting, you won’t be able to cloak. In this case, anchor on their primary booster to ensure you don’t get aggro. Also inform your FC that you’re being locked and who you are being locked by. Communicating with the FC Open a private conversation with the FC. Use this to relay the compositions of other fleets. https://dscan.info/ and https://adashboard.info/intel are both fine to use. Make sure to include with the link the number of marauders and the number of ships in the fleet. Timing is also important. The FC has a lot they have to focus on; try not to overload them with information at a time where they’re already calling things. After the start of a wave or nearing the end of a site is a more appropriate time. Try to avoid talking over the FC or others. Preloading TCRCs To preload a TCRC, take the gate. If the fleet is with you, make sure to voice that the gate is red as you’re going out so no one follows you. If there is another fleet in system, only preload sites when asked to by the FC. If you warp in and the site is already preloaded, communicate this to the FC and booster, especially if the Outunis are within 25km of the beacon. This may affect how the fleet enters the site. Optional (for Advanced Scouts) If you feel comfortable with preloading, consider doing the initial tagging for the site. As you land, use your tagging hotkey to tag respawning Schmaeels and the Auga. Warp out or cloak immediately. The respawning Schmaeels are circled here: https://imgur.com/a/p5iQgQW Identifying Other Fleets TDF This is the main armor fleet you’ll see. Look for Eoses and Nestors. They need at least 3 Nestors to take a TCRC; if they have 2 or fewer, relay this information to the FC. Dominix Boxer Look for lots of Dominixes. They usually stick to TPPHs, but will steal the occasional NRF. They cannot do TCRCs. NGA Another shield community, you can look for Basilisks. Many of these ships will also have Cyrillic names. They also tend to carry several Rattlesnakes, while WTM does not. Make sure it’s not your own fleet that you see! Chinese Fleet Another armor fleet with a very similar comp to TDF. Look for lots of ships with Chinese names. If you can get on grid with them, many of them are in the corp “ss disintegrator” with ticker “[ss-p]”. Candeez This fleet will run nearly all marauders and have only Lokis for logi. They also do not run very often. Tagging Site Beacons Sites with fleets in them should be tagged with a letter to indicate which fleet is in the site. Do not tag a site until the fleet has taken the gate. D - TDF X - WTM B - Multiboxer G - NGA Z - Chinese Fleet Y - Candeeze J - Don't go here (Kundalini, Wormholes, Observatory, etc) For unoccupied sites, tag them with a unique number. Do not use “8”, as it’s too visually similar to “B”. Having unique identifiers for sites will help you talk to the FC intelligently about where the fleet should go or where another fleet is heading. If a fleet abandons a site after partially clearing it, leave the tag as-is and let the FC know. Working with Multiple Scouts If you’re fortunate enough to have multiple scouts, make sure each scout is following a different fleet, sticking with that fleet as closely as possible. An additional scout can tag sites and preload TCRCs. If you are the first scout in the fleet, you will be responsible for assigning roles to scouts that come later. Only one scout should be assigned to preload sites. Scouting when WTM is Alone Sometimes WTM will be alone in the system. In this case, having a scout is still useful. Continue to keep timers, tag sites, and preload TCRCs as normal. Keep an eye on in-game channels of other communities to see if they’re forming. TDF - "TDF-Official" NGA - "New Galaxy Age" D-scan Settings Your directional scanner should be set to scan at 1AU, 360 degrees. It should match this image: https://imgur.com/a/5DHltiv. For an overview, make sure you have a tab where you can see beacons, and another where you can see ships, wrecks, and drones. You should use the latter for d-scanning.
  3. 2 points
    I agree with Kate. (I know; I was shocked, too.) It's a bit analogous to asking what's better: water or beer? The answer entirely depends upon the context. If you want to host a party, I'd say "beer". But if you're trying to put out a forest fire, I'd have to go with "water". Since this question is usually posed by folks considering getting into logistics (and trying to decide which to start with), and since Blackbeard says they already have both ships, I kinda want to know what the purpose is for them posing the question.
  4. 2 points
    Welp, I voted, blank - Lokis is the "best" Logi. But then again, you can't run a HQ Fleet without Basi's So if your going for one, go for Basi first, then crosstrain to Scimi.
  5. 1 point
    Should we watch anime while doing incursion?
  6. 1 point
    Xo's Shop Jita 4-4 7 Hyperions 1 Rokh 1 Tempest HQ Brosquad Citadel 4 x Caldari Navy Stasis Webifier 1 x Gist X-type 500mn MWD 1 x Thukker Large Shield Extender 1 x Republic Large Shield Extender 6 x Republic Fleet Large Cap Batter 1 x Thukker Large Cap Battery 3 x Dark Blood Capacitor Power Relay 1 x Domination 500mn MWD 1 x Caldari Navy Power Diagnostic System 11 x Pithum A-type Medium Remote Shield Booster 2 x Pithum A-type EM Shield Amplifier
  7. 1 point
    Try overheating AB to burn towards an out-of-position Marauder who's drawn aggro. And you're the only logi even vaguely getting close to "in range". Pucker factor.
  8. 1 point
    To the 2 ppl who came for the logi school; thank you and hope to see u in future fleets soon
  9. 1 point
    Sometimes pilots don't understand why WTM requires "Trusted Logi" badge to fly the Loki. The reason is because the Loki is counted as one-and-a-half logistics ships (or more if it's a pilot with Savior implants).That means that a bad logi pilot who is in a Loki could be even more catastrophic to the fleet than a bad logi pilot in a Basi or Scimi. So when people ask "what do I need to do to get Trusted Logi?", they generally get a response like "impress us". That isn't WTM being snooty. It means literally "show us that you're not merely 'adequate' at logi, but that you really are good at logi".
  10. 1 point
  11. 1 point
    If you need help or have any questions just ask one of our Command Core Members. They should be all capable Logi Pilots. Otherwise yeah be in Fleets and you will get recogniced one day that you are capable as a logi pilot
  12. 1 point
    Cant take a Logi poll serious without a Loki cause Loki are the best. But personally i rly like a Basi more then a Scimi
  13. 1 point
    Lovely, Fly more with me and we'll make sure to get you in shape for trsuted so you can apply for t3 badge
  14. 1 point
    Nice just looked at the loki fit and i have the skills to fly it but need a badge
  15. 1 point
    the stick bug is faster than a basi
  16. 1 point
  17. 1 point
    Depends. If you plan on getting a marauder later, definitely not, because they are CPU tight and you'll want a gist in there to have as much CPU as possible for damage mod abyssal rolls. If you don't plan on getting a marauder, then it depends if you're still struggling with capacitor. If yes, then maybe it's worth upgrading, as the Core consume less per cycle. But I'd probably go upgrade damage mods/shield hardeners before switching the prop mod, as honestly the Gist-X is totally fine.
  18. 1 point
  19. 1 point
    My corp is looking at going into building battleships, I'm sure once we are more established, I'm happy to look at how we can support you in this!
  20. 1 point
    Line Pilots are now allowed to fly T3 Logistic Cruisers. Currently, only the Loki will be accepted into fleets. In order to Fly a T3 Cruiser, a pilot must first prove that they are a capable Logistics pilot by earning the Trusted Logi badge from a WTM Line Commander. Once a pilot has the Trusted Logi badge, they may apply to fly T3s. The application includes a skill check and some questions regarding the differences between flying T2 and T3 Logi. Pilots who are approved will receive an “Approved T3” badge from a Certified Trainer on Teamspeak. Only those with the badge are allowed to fly T3s. Please ensure you are connected to the WTM Teamspeak when you x-up your T3 so the FC can confirm your badge. Rep Application: T3 Logi use 8 Medium Remote Shield Boosters vs the T2 Logi’s 4 Large Remote Shield Boosters. The medium reps have a much shorter optimal range (7km vs 32km), and less repping power per rep than the Large but the additional modules (8vs4) allow the T3 logi to outrep T2 logi at any distance. When applying reps, 1.5 medium reps are equivalent to 1 Large Rep; so, in a situation where you would normally apply 2 large reps, you want to use 3 medium reps. T3 cruisers get large bonuses to Overheating: the Offensive subsystem skill increases the benefits of overheating by 50%. T3 pilots therefore should expect to use heat far more liberally. Anchoring: For the TPPH and NRF it is not really necessary to do anything different than T2 Logi (orbit Booster at 10km). For the TCRC, enter as normal and set up orbit on Booster. Once the tower bash starts, orbit a ship closer to the tower. T2 vs T3 Benefits: T2 logi bring utility to the fleet in the form of Combat Caps, Remote Sensor Boosters and Remote Tracking Computers. T3 logi do not bring any utility. T3 logi rep harder than T2 logi. T3 logi are also more tanky than their T2 counterparts; therefore, they can more freely use their reps. Getting aggro in the T3 is not as dangerous as a T2 logi. Skill Requirements: T3 cruisers require extensive skills to perform at their best. All of the following skills are mandatory for T3 pilots. Ship skills: Strategic Cruiser IV Subsystems: Offensive V Core V Propulsion IV Defensive I Engineering Capacitor Management V Capacitor Systems Operation V CPU Management V Hull Upgrades IV Power Grid Management V Shield Emission Systems V Thermodynamics IV Nanite Interfacing IV Navigation Navigation V Acceleration Control IV Afterburner IV Evasive Maneuvering IV Fuel Conservation IV Shields Shield Management V Shield Upgrades IV Tactical Shield Manipulation IV Targeting Advanced Target Management III Other Rules and Regulations: All Tech III Logistics ships must use 8x Pithum A-Type Medium Remote Shield Boosters. All Tech III Logistics ships must be 6 rep stable. All Tech III Logistics ships must use Tech II Afterburners, at minimum; MWD’s are not permitted. All Tech III Logistics ships must meet or exceed 75% in all shield resistances without Command Bursts. All Tech III Logistics ships must be capable of reaching 50,000 Effective Hit Points (EHP) without Command Bursts. The Loki requires the Dissolution Sequencer subsystem. Fits: T3 Application
  21. 1 point
    Command Structure Badges Grand Poobah - Special Founder Badge for Sparta93 Canyon's Badge - Special Founder Badge for Canyon Vjourytant Leadership - Elected Leaders of WTM incursions and part of Commander Council. Officer - Selected assistants to leadership and part of Commander Council. Certified Trainer - Certified Trainer Fleet Commander - WTM Fleet Commander. The Fleet Commander commands the fleet by doing the Voice, Fleet Composition and Tagging. Training Fleet Commander - WTM Fleet Commander in training. They are also Line Commanders as a prerequisite. Line Commander - WTM Line Commander. They are the masters of standard incursion mechanics and all individual ships on grid (meaning Battleships, Boosters, and Logistics). They are here to watch the fleet for safety, perform any necessary roles, and train everyone that needs it, especially Line Commanders in training, which are the Residents (supersedes Trusted Logi). Resident - WTM Line Commander in training Ship/Fitting Badges Clyde - Earned by Flying an Optimal Nightmare in Fleet. Must be currently in fleet in the ship to get the badge. WEBS - Earned by Flying an Optimal Vindicator in Fleet. Must be currently in fleet in the ship to get the badge. Field Medic - Earned by having both an Optimal Scimitar and Basilisk available for Fleet (X-up with both). Must be currently flying one of them in fleet to get the badge. Flush - Collective Badge for earning each Progress Ship Badge (WEBS, Clyde, Field Medic) Bastion - Earned by Completing the Bastion Training Program (Never Overridden) MASSIVE DPS - Earned by flying a Kronos with 4100 DPS Gun damage (cold/sober). Fitting Window Screenshot Required. Must be currently in fleet in the ship to get the badge. BRRRRRRT - Earned by flying a Vargur with 3350 DPS Gun damage (cold/sober). Fitting Window Screenshot Required. Must be currently in fleet in the ship to get the badge. DISCO - Earned by flying a Paladin with 3350 DPS Gun Damage (cold/sober). Fitting Window Screenshot Required. Must be currently in fleet in the ship to get the badge. 3 of a Kind - Collective Badge for earning each Marauder Ship Badge (Massive DPS, BRRRRRRT, DISCO). All of the Cards - Collective Badge for earning all Ship related Badges (Flush, 3 of a Kind) Ability/Skill/Implant Badges Dual Logi - Earned by Completing the Dual Logi Program (Never Overridden). Trusted Logi - Earned by demonstrating Exceptional Logi ability. Must regularly lock all shield broadcasts and rep appropriately, catch pilots who are out of position, catch pilots who broadcast late or don't have hardeners on (Overridden by Approved T3 or Line Commander). Approved T3 - Earned by meeting requirements to fly T3 Logistics Cruisers (supersedes Trusted Logi, Never Overridden). Hunting Rabbits - Earned by demonstrating Exceptional DDD Abililty. Fleet must have 15+ Marauders during observation. JumpTAC - Earned by demonstrating Exceptional MTAC Ability. Minimum 3x Correct MJD Jumps and Getting MTAC before others. Ascendancy - Earned by flying a clone in fleet that contains Slot 1-5 ascendancies and WS-618 or Ascendancy Omega for slot 6. Screenshot required. Fun Badges Under the Influence - Earned by joining the first WTM fleet that is formed during the influence grind and remaining in a WTM fleet until influence reaches 0% or a WTM HQ Fleet is formed. Wall of Shame - Earned by getting the bonus LP payout in a focus. Must show Journal Screenshot. One of the Few - Earned by submitting a Top 5 Leaderboard Hit in the Discord channel Island Vacation - Earned by flying in a WTM fleet on a High Security Island. Get Them All - Collective Badge for earning all other non-commander badges (All Badges on this list except those listed as Command Structure).