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  1. 4 points
    This weeks incursion was my first while playing Eve. i thought it was going to be an awkward experience full of elitists and asshats from what some had told me of anything to do with incursions. I'm glad i don't listen to people that often and judge things by personal experience. I want to thank The FCs and all the members that made the experience feel like i was coming home to an old corp. Very professional and calm crew running the show. I learned a lot and i earned a lot. I am looking forward to learning and earning a lot more. Definitely an experience that has me watching the chat to see the next incursion open. Thank you all.
  2. 2 points
    Hello fellow logi I would like to question our use of the "www/-www" and "nnn/-nnn" notations in basi chat. I don't see their usefulness, and would like to have it explained to me if I am missing something. If i am not, I think they should both be removed from use. WWW first. While being webbed of course increases the danger, noticing that someone is webbed has very little impact on counter-actions. A logi with aggro already should get attention from other logis, and repairs should be applied. As another logi I don't respond differently to "this basi has full room!" and "this basi has full room and is webbed!". And as the targeted pilot I'd much rather make sure I have my broadcast(s) in order and some transversal up, and get on considering if I want to heat invul, than take my eyes off centerscreen and add information that doesn't change the responce. Arguably webs are even more dangerous to scimitars, but they don't call them out, and they don't see basichat to assist the webbed basi. FC doesn't see it either, so you'll still get called out for having your prop mod off either way. NNN then. When someone calls out that they are being neuted, I have no idea how to respond. Do they need cap? Are they typing "nnn" instead of broadcasting for cap? Do they have the outuni? Or are they just seeing the icon and typing it out of habit or because they have to? If there's not also a cap broadcast to go with, and it's a pilot I know has flown before, I assume that they are fine on cap. But if it's someone I havent flown with, well, they might be completely dry and the capchain might be in danger. It's unlikely, but I can't know for certain and having this commando at all adds unnecessary confusion in my opinion. I would like to have a binary broadcast or no broadcast, in addition to s and -s, and that's it. Get rid of the guessing. Often if you're being neuted by something that's not an outuni and you've got nothing to repair you've more spare cap than when your reppers are running. When this happens to me, I don't see any reason to call out to other basis who already have enough to manage that they need to start figuring out if i am sitting on 97% cap with a frig on me, or if the whole fleet is in danger. Both of these also add an unwanted moment when you are losing aggro. When this happens I want to broadcast 'in position' and then directly get on repairing who got the aggro instead rather than having to keep in mind if I have remembered to add information to basichat that was really already provided by my broadcast. Already without these, flying the basi has higher requirements in terms of player effort than flying a scimitar, and I'd like to spend less time typing. Thoughts? (It's not in question that calling out who you are combat capping and that you are jammed is necessary, as well as cap stability checks of course.)
  3. 1 point
    Space mining best mining
  4. 1 point
    Works both ways imo. Can be even more overwhelming to keep with everything plus this up, essentially just giving more work for newbros who are already full with tasks.
  5. 1 point
    I'm down with the death of WWW. You can see webs in space and on the overview, and only half of the logi are in basi chat. These largely only matter in the TCRC, when you should watch any logi aggro regardless. Similarly, it's much easier to send cap to a neut target when they have a broadcast you can lock. This would favor just having a NNN'd basi broadcast instead of using the chat. On the other hand, it makes fleet nervous when the cap chain broadcasts for cap. Perhaps a Basi took the Deltole aggro but not Outunis for instance and just needs a little boost. We try to keep as much cap chain business isolated in the Basi chat so that basi pilots remember to pay attention to it, and fleet does not have to worry about it. You'll also need to consider what should happen with capping around a JJJ. I'm open to the idea, would like to hear opinions. More than anything, I think WWW and NNN help our newbie logi pilots, who are trying to learn to juggle difficult tasks, and the letters give a quick easy way to say "help, my best efforts are being undermined" and get experienced logi to assist.
  6. 1 point
    Welcome to WTM Family @Destro! And sharing your first experience with slappin' the Sansha 'round I know i fell in love with WTM's culture of Newbro friendly, ISK Faucets of fun! Welcome to this thing of Ours, which is yours too now. -cause while your here, your Fam'ly Hope to see your Muscle or docter'in skills in fleet! while we send the' Sansha, a Message.
  7. 1 point
    Hey I'm as elitist* as they come but not an ass-hat. Everyone loves new guys! Look forward to seeing you in a Pith-A tanked >2200 DPS Vindicator or whatever else you may choose to undock in. *Depending on which of the multiple conflicting definitions of elitism you take.
  8. 1 point
    No better group in eve..
  9. 1 point
    Of course the obvious solution is maybe people using basic fleet discipline rather that Founders and FCs having to set up elaborate coms? Talking over FC and sperging during a fight setup is never acceptable. But in my mind unless a person is a constant crackhead on coms the mute button is only detrimental. They may just be the one to point out something important. Also some people that may irritate you to begin with may be new and have nervous chatter to try and get to know people and fit in. Understandably there will be one or two people in any situation that run the nerves raw and the only solution is a mute. But as i said basic fleet discipline is all it takes really.
  10. 1 point
    Welcome to Warp To Me buddy and thank you for sharing your first experience with us! Hope to see you in fleet as soon as we get another focus up! o7
  11. 1 point
    Welcome to WTM! Rule 1 is in affect in this community. I don't recall flying with you this week, but look forward to the opportunity in the foci to follow.
  12. 1 point
    yes I purchased a 100 slot licence
  13. 1 point
    I'll do another after the next focus despawns in a week's time. I will try to use my crystal ball and divine when it will be down further in advance and get it posted ahead of time.
  14. 1 point
    If you are going to lock up AAA PLEASE make sure your safeties are green.
  15. 1 point
    The way i've been running in NRF is this. Upon landing in site i burn into the middle of the spawn. I use Meson to help snipers kill the mara. As Meson actually hits the Mara when moving, due to it's extra tracking. Once i get into the middle of the spawn i swap to the highest tag Vylade and load up occult and murder it overheating when i can. Once the vlyades are down i start going for any osti that's in range with the highest dps ammo i can use. For second wave i get myself anchored 15/20km of the antem/yuli spawn and murder them with occult. For third wave i anchor nnw 15km of battletower and kill Yuli with occult. As spawn dies i use highest dps ammo that covers the range as i burn to VVV posistion 4. For forth wave i go highest tag outuni if 3, or if needed due to CC. Or if possible skip to deltoles and murder them with a bit of heat to pull aggro. I then keep on helping the dps to kill their BS until the aggro switches again. As that pulls the antems/Yuli over to a closer range to the dps and means the sharks don't have to burn out as far away from logi. If i don't get aggro i only burn out 40km and then use the highest dps ammo that fits the range.
  16. 1 point
    damn it. I can't beat sandmans blackmail file.
  17. 1 point
    shit... he wins Vargon. sorry dude
  18. 1 point
    Hey guys. I had a random convo on Slack the other day asking me to give out my POV about the DDD role. As per usual it triggered me (in a good way this time) and i got drawn into the convo more and more, turning it into one of those hour-long teaching moments of mine. It is a really raw copy-pasted format and kind of "niki-blunt" . But maybe it turned out to be something sharing worthy. If its useful for you then im glad. But im not really looking for anything else with this topic. I just wanted to share. Without further comment here is the convo itself: Anonymous [6:12 AM] You're probably offline atm, but any advice / suggestions on DDD after tonight? niki [6:13 AM] could you copy your fit here Anonymous [6:20 AM] [Vindicator, Vindication] Damage Control II Domination Tracking Enhancer Domination Tracking Enhancer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer 500MN Abyssal Microwarpdrive Pithum B-Type Adaptive Invulnerability Field Abyssal Stasis Webifier Abyssal Stasis Webifier Pithum B-Type Adaptive Invulnerability Field Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Large Anti-EM Screen Reinforcer I Large Hybrid Burst Aerator II Ogre II x5 Null L x5180 Nanite Repair Paste x500 Void L x10036 Agency 'Pyrolancea' DB3 Dose I x17 niki [6:21 AM] so whats the abyssals strength and % ? i mean range and strength % Anonymous [6:21 AM] what do you mean range? niki [6:22 AM] web range and web strength Anonymous [6:22 AM] the webs are 15.5km each and 82.7,81.4% web niki [6:22 AM] the web Anonymous [6:22 AM] (on the vindi, of course) niki [6:22 AM] gal bship 5 or 4 ? Anonymous [6:23 AM] (base strength is ~63% each) gallente 5 niki [6:23 AM] 15+ kms and 60+ % webs are pretty awesome to ddd with. and minmatar bship level? Anonymous [6:23 AM] only 3 =/ niki [6:23 AM] yeah so 2 things first and foremost get faction (cal navy is the most common to use) antimatter its better than nul whenever the frigs are closer than 20 km and its always better than void if its frig shooting 2nd thing get minmatar bship to 4 at least 5 would be better ofc also needless to say gunnery support skills and blaster spec is important too Anonymous [6:26 AM] all support at 5, blaster spec 4 niki [6:26 AM] thats pretty good... obviously all relevant skills on 5 would be best with the suggested implants included as well for vindis. that is the high-end. Anonymous [6:26 AM] (just bumped min BS to 4) niki [6:28 AM] gameplay wise i split my guns 4-4. if you kill one maybe you can spare 4 guns for the next which is a huge deal. webbing 2 different frigs shoot 1 until it dies shoot the other one but meanwhile start webbing a 3rd cuz you need the webs to actually apply. essentially you always need 1 more frig to be already webbed so you can instablap it or close to doing so. dont forget to always fill your locks thats actually one of the biggest mistakes a battleship can do. specially true for DDD. you can tell that you are doing a good job if you always feel like you are racing with yourself. guns vs webs. a close race. Anonymous [6:29 AM] ok. I've tried doing that in the past, but I've worried about wasting the drone effort, with them continually chasing new targets. but then, the drones are just bonus anyway... niki [6:29 AM] forget the drones. they dont exist. Anonymous [6:29 AM] ok niki [6:29 AM] just trust in yourself. you can do it without drones. and if you train yourself then after a while it doesnt matter if you dont have any drones. in some fleets you actually will lack light drones anyway. relying on them is a mistake imo. they are just a little extra/bonus. Anonymous [6:30 AM] tonight, I did have my guns split, but I wasn't leapfrogging targets. I was staggering webs and guns though, so I'd have a new half more often niki [6:30 AM] try to not burn too much around . just some cuz it ruins your tracking. Anonymous [6:30 AM] right I did notice that niki [6:31 AM] if the frigs are not on the way where you are needed to go and more than 20 kms away then just stop, load null and hope for best. if you are not moving your tracking is much better. sometimes ppl will pull the frigs away. if its temporary then dont even switch to null cuz in 20 seconds they are going to burn back anyway. if you feel like its gonna be more than 20-30 sec then switch to null. if the frigs are actually on your way then try to burn just 1 cycle and then slowboat and stop when they are in webrange the drones are actually helpful when you cant reach out with webs and you are shooting with null cuz then it takes ~10+ sec to kill 1 frig you can try to overheat web if you feel like you are behind on the schedule and you need just a few extra kms to reach out. webs dont burn out easily and just a few paste is enough to rep them while in warp Anonymous [6:34 AM] ok niki [6:34 AM] and they stop overheating after the frig dies anyway TPPH all first waves i'd burn 1 cycle to exitgates or anchorspot . then slow down and if you are in webrange stop NRF is easiest site as DDD just gotta make sure you have a good tempo in first 2 waves TCRC is an interesting site you can try go greedy kill schmaels before you reach the tower but its actually hard to complete . and also sometimes you need to switch to niarjas anyway or just try to kill niarjas only, burn into position and then try to schmael at the tower. somewhere in between is still fairly easy Anonymous [6:38 AM] yea, I was doing something in between tonight on the TCRC niki [6:38 AM] in tpph i always try to kill schmaels first cuz its easiest to web the first few frigs before aggro switch, and schmaels are hardest to kill as far as frigs go also forget about acronyms if you cant reach some frig with webs, always target the one that you actually can. webs are ensuring you gonna kill that frig really really fast if its not webbed its gonna die significantly slower. so range is more important than some "shooting order". except ofc if FC wants to bounce from site then scrams are priority. if i can choose freely cuz a lot of frigs are in range and we are not bouncing i prio webbers whenever i can (1st schmael 2nd renyn) cuz it helps the fleet the most. but obviously niarja must die first, no matter what. Anonymous [6:40 AM] right niki [6:40 AM] but yeah antimatter is a great help. nowadays i do 8k null 10k anti the rest void in vindi shoot antimatter most times, null if you need to constantly kill frigs more than 20 kms away . void is okay in tpph last wave and nrf 3rd 4th wave cuz you shoot only very few frigs in those. you have tons of time and you will probably be on top of them and you can web them anyway. and in those waves you will shoot cruiser or bship too Anonymous [6:43 AM] ok niki [6:43 AM] in tcrc i usually switch to void after all the schmaels are dead and im just chilling shooting tower and looking for respawner niarja niarja is a really easy frig to kill. Anonymous [6:44 AM] yea, the niarja blap easy niki [6:45 AM] tough frigs order : schmael >>> eystur > renyn >>> tama >>> niarja hardest to easiest to kill. (not a shooting order ofc, lol) Anonymous [6:46 AM] ok thanks for all this. I'll keep at it. hopefully I have more opportunities to take DDD =P niki [6:49 AM] no problem its fun. i actually enjoy ddd in tpph. otherwise its a pretty boring site. but i still really enjoy doing even that one if i can snatch ddd Anonymous [6:50 AM] yea. it was fun to race the rest of the fleet niki [6:56 AM] oh and always ask for 2xtracking . if they offer a 3rd ask for 1 range. but 1 tr 1 opti is not as good as 2xtr no matter who says what. Anonymous [4:17 PM] ok. one other question is if there's ever anything other than frigates that the DDD shoots before frigates? Like does the DDD follow full fleet calls for the Arnon/Outuni in TPPH 3rd-3rd, the Mara/Vylade in NRF 3rd and Outuni in 4th, and the Outuni in TCRC? I'm pretty sure the HHH does follow those calls (right?) but what about DDD? niki [5:07 PM] for DDD tpph 3rd 3rd shoot 2nd outuni then frigs . nrf 3rd mara(s) then frigs , nrf 4th vylade , except if there are 3 outunis. then the 3rd outuni . TCRC niarjas are more important to shoot than the 2 outuni. if niarjas are down you can shoot 2nd outuni if you want but fleet should be pretty close to kill them. HHH : TPPH 3rd 3rd you should shoot second outuni then leftover romi then reverse tags. NRF 3rd you should shoot mara(s) then reverse order romis. NRF 4th vylade , except if there are 3 outunis. then the 3rd outuni . TCRC you should not have any drones assigned, so you are just a vindi, not HHH. shoot in order. Anonymous [5:10 PM] ok, cool
  19. 1 point
    So 4y ago i had the distinct pleasure to write a mail congratulating our own @Izumi Uchiya on being accepted into med school. Today i get to one up that. Izumi has graduated from med school and has done all of us proud. Izumi is my oldest friend here in warp to me. He is my go to guy when i need advice, help with math, or just a flat kick in the ass. For those of you who may not know him, of all the active Logi Masters only i have been a commander longer, but hes had a consecutive 5y of activity and i took a few months off once or twice. There is not a single document within our logi program that doesnt have his finger prints all over it. Mine are the fingerprints that are orange and smell like cheetos. He has been an officer and is currently a special advisor to council and our logi branch head. I for one know he would really appreciate some congrats from all of yall. Sandman Logan3 Master Trainer
  20. 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 10km 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, aka "combat cap". 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) x2 links HHH (Range) VVV (Range) 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 > 10km. 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. Second wave has High DPS and Deltoles (Paints). 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 (Neut) and Deltoles (Paint). The 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. [v2.2]
  21. 1 point
    Implant Guide This guide will go over the Implant's we suggest at Warp To Me for the ships we use. It will go over Implant's for Skill Hardwiring(slots 6-10) which are most important for optimizing your clone and Attribute Enhancing(slots 1-5) which will add utility over regular learning Implants. Cybernetics You need this skill to use any of the implants below. We suggest training Cybernetics to V, this allows you to use 6% implants which can be purchased with the Concord LP we earn from running Incursions. These implants are purchased for 250m ISK and 250k LP at Concord Stations. Tips If you fly several ships, like a DPS and a Logistics ship, try getting implants that help both fits, such as Capacitor, Shield or Ship speed implants. Getting a whole set of attribute enhancing implants(slots 1-5) is worth more than just get 1 or 2 as the effects stack. If you are just starting with WTM and are short on ISK we suggest purchasing 3% implants as they only run about 20m ISK each at the major trade hubs, after running Incursions for a while you should have earned enough ISK and LP to purchase 6% implants at Concord LP stores. Attribute Enhancing Implant Sets We at WTM are a new bro friendly community and do not require specific Implant sets to meet doctrines. We do however suggest these implant sets as they greatly help out on fleet performance. High-Grade Ascendancy Set This set of implants is great of making you more ISK! You warp in site faster, you warp to structures faster, you warp from site to site faster, and you move focii faster. Getting these help you train skills faster as well as make ISK faster. The best investment you'll ever make. SLOT 1: High-grade Ascendancy Alpha Primary Effect: Boosts perception by 4. Secondary Effect: Gives a +1% Warp Speed bonus, 15% bonus for set SLOT 2: High-grade Ascendancy Beta Primary Effect: Boosts memory by 4. Secondary Effect: Gives a +2% Warp Speed bonus, 15% bonus for set SLOT 3: High-grade Ascendancy Gamma Primary Effect: Boosts willpower by 4. Secondary Effect: Gives a +3% Warp Speed bonus, 15% bonus for set SLOT 4: High-grade Ascendancy Delta Primary Effect: Boosts intelligence by 4. Secondary Effect: Gives a +4% Warp Speed bonus, 15% bonus for set SLOT 5: High-grade Ascendancy Epsilon Primary Effect: Boosts intelligence by 4. Secondary Effect: Gives a +5% Warp Speed bonus, 15% bonus for set SLOT 6: Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 Effect: Gives a +18% Warp Speed bonus Genolution Set If you are a Logi only person and you really don't want to buy the above-mentioned set, then this is the implant set for you! Also even though each Implant has a different bonus, they do have a stacking bonus and running a full set boosts all bonus's to 4.25%. SLOT 1: Genolution Core Augmentation CA-1 Primary Effect: Boosts perception by 3. Secondary Effect: Gives a +1.5% powergrid and capacitor bonus, 50% bonus for set SLOT 2: Genolution Core Augmentation CA-4 Primary Effect: Boosts memory by 3. Secondary Effect: Gives a +1.5% ship agility and armor hit points bonus, 20% bonus for set SLOT 3: Genolution Core Augmentation CA-3 Primary Effect: Boosts willpower by 3. Secondary Effect: Gives a +1.5% ship velocity and shield capacity bonus, 30% bonus for set SLOT 4: Genolution Core Augmentation CA-2 Primary Effect: Boosts intelligence by 3. Secondary Effect: Gives a +1.5% CPU and capacitor recharge bonus, 40% bonus for set Skill Hardwiring Implants Hybrid ship Implants These are the Implants we suggest you run for a Hybrid ship or a lesser % equivalent you can afford. SLOT 7: Ogdin's Eye Coordination Enhancer Gives an increase to turret tracking speed of 6% SLOT 8: Inherent Implants 'Squire' Capacitor Management EM-806 Gives a capacitor capacity boost of 6% SLOT 9: Eifyr and Co. 'Gunslinger' Surgical Strike SS-906 Gives a boost to all turret damage by 6% Alternative: Inherent Implants 'Lancer' Gunnery RF-906 Gives a boost to all turret rate of fire by 6%(Higher DPS at the cost of increased capacitor and ammo usage) Bling: Pashan's Turret Customization Mindlink Est. Price 3-4B isk Gives a boost to all turret rate of fire by 7%(Higher DPS at the cost of increased capacitor and ammo usage) SLOT 10: Zainou 'Deadeye' Large Hybrid Turret LH-1006 Gives a boost to large hybrid turret damage by 6% Laser ship Implants These are the Implants we suggest you run for a Laser ship or a lesser % equivalent that you can afford. SLOT 7: Ogdin's Eye Coordination Enhancer Gives an increase to turret tracking speed of 6% SLOT 8: Inherent Implants 'Squire' Capacitor Management EM-806 Gives a capacitor capacity boost of 6% SLOT 9: Eifyr and Co. 'Gunslinger' Surgical Strike SS-906 Gives a boost to all turret damage by 6% Alternative: Inherent Implants 'Lancer' Gunnery RF-906 Gives a boost to all turret rate of fire by 6%(Higher DPS at the cost of increased capacitor and ammo usage) Bling: Pashan's Turret Customization Mindlink Est. Price 3-4B ISK Gives a boost to all turret rate of fire by 7%(Higher DPS at the cost of increased capacitor and ammo usage) SLOT 10: Inherent Implants 'Lancer' Large Energy Turret LE-1006 Gives a boost to large energy turret damage by 6% Bling: Pashan's Turret Handling Mindlink Est. Price 2b ISK Gives a boost to large energy turret damage by 7% Projectile ship Implants These are the Implants we suggest you run for a Projectile ship or a lesser % equivalent that you can afford. SLOT 7: Ogdin's Eye Coordination Enhancer Gives an increase to turret tracking speed of 6% SLOT 8: Inherent Implants 'Squire' Capacitor Management EM-806 Gives a capacitor capacity boost of 6% Alternative: Zor's Custom Navigation Hyper-Link Gives an increase to Afterburner & Microwarpdrive speed by +5% SLOT 9: Eifyr and Co. 'Gunslinger' Surgical Strike SS-906 Gives a boost to all turret damage by 6% Alternative: Inherent Implants 'Lancer' Gunnery RF-906 Gives a boost to all turret rate of fire by 6%(Higher DPS at the cost of increased ammo usage) Bling: Pashan's Turret Customization Mindlink Est. Price 3-4B isk Gives a boost to all turret rate of fire by 7%(Higher DPS at the cost of increased ammo usage) SLOT 10: Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1006 Gives a boost to large projectile turret damage by 6% Logistic ship Implants These are some of the implants logistic pilots should use. Primarily slot 8 capacitor implants as most logistics pilots will also be flying damage dealing ships which will benefit from increased capacitor stability. While scan resolution and shield capacity can also benefit a damage dealing ship, they are typically better off using a tracking implant. As for slots 9 & 10 you are better suited getting Implants that will bonus your damage dealing ship as there are no specific Implants that directly improve Logistic ships. - ALL BASILISKS SHOULD GET CAPACITOR IMPLANTS - Scimitars have the option to go for the alternative implants if they can maintain capacitor stability while running 3 reps, prop mod and tank modules. SLOT 7: Zainou 'Gypsy' Signature Analysis SA-706 Gives an increase to scan resolution by 6% Alternative: Zainou 'Gnome' Shield Management SM-706 Gives an increase to shield capacity by 6% Basilisk only Pilots: Inherent Implants 'Squire' Capacitor Emission Systems ES-706 Gives a 6% reduction in need of capacitor for modules that require the Capacitor Emission Systems skills SLOT 8: Inherent Implants 'Squire' Capacitor Management EM-806 Gives a capacitor capacity boost of 6% Alternative: Zor's Custom Navigation Hyper-Link Gives an increase to Afterburner & Microwarpdrive speed by +5% SLOT 9: SLOT 10: