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Showing content with the highest reputation on 03/19/2019 in all areas

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    Warp To Me Citadel Guide DISCLAIMER: Use Citadels at your own risk. Warp To Me or affiliated Commanders will not be held liable for locking or loss of assets, implants, or jump clones. Introduction Ah, Citadels, the cities of the heavens. Magnificent dreams have become a reality as beautiful, useful, and inexpensive structures have been added to the game. As we incursioners are opportunists, we'd like to ask one question: do Citadels serve a purpose to us? Are they useful? Should we take advantage of them? What are the risks? This guide serves to answer these questions. Benefits First, there are a few benefits of citadels that incursioners should note. The two most significant benefits are safe dockup in stationless systems and free repair, which we'll cover in more detail. However, benefits should be balanced with risks, as to take advantage of these benefits, you should be fully aware of the risks of doing so. Stationless Systems Of course, one problem we HQ runners have is stationless HQ systems. It's quite a bother when, after joining fleet, you have to jump a gate or two to be with the fleet. Citadels are meant to solve this problem, if only temporary. Once a move is set to a stationless HQ system, one of our commanders will anchor one as soon as they are able, but note that anchoring takes 24 hours. Thus, for stationless systems, we will always have an NPC station nearby as our official dockup. We cannot guarantee the safety of citadels, owned by commanders or otherwise. This is EVE Online, which has the unofficial tagline of Trust No One. Docking has risks you should be aware of, including locking of your assets or loss of jump clones. Free Repair Free is good, right? If you have docking rights, just by being nearby a citadel (not docked up), you will be tethered to it. This tethering does a number of things, one of which repairs your ship, drones, and modules (even burnt out ones). This serves incredibly useful in many cases, as you can make a quick trip to a citadel, sit there for a bit, and then rejoin the fleet once you're repaired. Risks Before docking to a citadel, you must understand the risks of doing so. In short: your assets may be locked for 5 days and possibly cost a fee to unlock them, and your jump clones may be destroyed if the citadel is decommissioned or destroyed. I'll cover these in more detail below. Assets First and foremost, it should be stated that it is 99% impossible to lose your assets in a citadel (the other 1% covers bugs/glitches; petition CCP if you lost your assets in this way). However, you should understand that you could potentially be locked out of your assets for a minimum of five days and possibly pay a 15% fee to recover them. This is due to the Asset Safety System, which is a system to relocate your assets if they're inaccessible or the citadel was decommissioned/destroyed. To clarify, for the incursion pilot, here are the cases that the Asset Safety System is triggered: Citadel is destroyed Note that it takes at least 7 days to destroy a citadel, due to reinforcement timers Citadel is decommissioned The decommission process takes 7 days Citadel displays an [UNACHORING] tag on grid during this process Citadel owner suddenly revokes docking rights Note that you will not be kicked out, but if you undock, then you're locked out. Asset Safety has to be triggered manually (via the asset window) Once triggered, your assets are locked for five days. After that, you can choose a point of delivery via your asset window and your assets will be delivered immediately. If the point of delivery is outside of the system, then a 15% fee will be included. If no action is taken for 15 more days (20 days total), then your assets will automatically be delivered to the nearest NPC station within the same security (HighSec to HighSec / NullSec/LowSec to LowSec). Note that you still have to pay the 15% fee if it automatically delivers to a point outside the system. Mitigation plan: Dock with the preparedness of locking your assets in there for 5 days and paying the 15% fee. A good suggestion is only dock with what you can undock. E.g. leave the majority of your assets in the official dock-up (NPC Station), and dock to a citadel with only your battleship or whatever you plan on running incursions with. Keep in mind that if the owner suddenly revokes docking rights, you can still undock with your ship, you just can't dock back up again. Jump Clones Citadels can offer jump clone services. While this is generally a wonderful feature, it should also be regarded as a risk. If you decide to leave jump clones in citadels, then know this: If the citadel is destroyed or decommissioned, then all jump clones inside are also destroyed. Mitigation Plan: Do not leave jump clones in citadels, especially citadels anchored for the express purpose of providing an incursion base, as these are temporary. Decommissioning For Citadels set up for incursion purposes, we cannot guarantee their longevity. As incursioners are nomadic by nature, calling no place our true home, no residence is permanent. Citadels set up for incursion purposes reflect this policy, and are subject to decommission by the owner to save Isk. The decommission process takes 7 days, during which the citadel will display an [UNACHORING] tag while on grid. If, by the end of this process, you don't have your assets moved out, they will be locked in asset safety. Furthermore, any jump clones within the citadel will be destroyed. Mitigation Plan: Ensure you have no assets and jump clones in the citadel 7 days after the end of the incursion. Citadels are likely to last longer than that, but nonetheless, the decommission process lasts 7 days. Conclusion So, a question: should you take advantage of citadels in stationless systems? As long as the risks are understood, the answer is absolutely yes. Just know that Warp To Me or affiliated commanders holds no responsibility for loss or locking of assets or jump clones, and we will in no way replace them. [v1]
  2. 1 point
    Advanced Incursion Tips This is a list of advanced incursion tips and tricks that you might not know and could improve fleet safety, speed and the overall knowledge of you and other incursion pilots. Some of these things you might know, but some of these could be completely new to you and help you out with the next fleet you join. Enjoy! Manage your cap Managing your cap is really important. Without putting all that information here, I wrote a guide on it. Please read it Here. Are you VVV? Fly out to those targets! Just make sure you are on your anchor spot, as soon as the sansha spawn. Contests Lock up those targets that are important, as soon as the FC calls the target out, you are able to aggress it, as soon as the FC calls something out, you lock it up. This is very helpful for Machariels getting those armour shots. Staggering Stagger everything! Staggering means waiting a certain time before activating a second active module. Two very important examples. With remote shield boosters, don't activate them all at once. Use one, wait one second, then activate the second on and so forth. As for invulns or any other activate module you might have, wait a quarter or half a cycle before activating the next one. EWAR Some ships have extra support modules on their ships, such as webs and paints. Don't stick them all on one target, like the primary target, such as the outunis. These ships usually die in almost an instant. Webs are best to put on any of the other targets, mainly battleships. If you see a battleship that goes faster than 100 m/s, web them down. As for paints, they usually help best with sniper targets, but in general, any target can use the help. Frequency Modulation Someone once told me about this skill and I have really looked into it before, so I thought a lot of people might not know about this skill. This skill gives 10% bonus to Falloff for ECM, Remote Sensor Dampeners, Tracking Disruptors, Remote Tracking Computers, Remote Sensor Boosters and Target Painters. Overheating This can be VERY helpful at times and you shouldn't be afraid to overheat certain modules from time to time. Some modules can last a very long time with overheat, such as invulnerability fields. The skill that reduces heat from overheated modules by 5% per level is Thermodynamics and you should train this to atleast level 4. Examples of overheating modules is when you are contesting with a tower (TCRC only). Usually the fleetcommander will tell you to overheat your guns once or twice and then cool down for 2 cycles. Second example I can give you is overheating your invulns. It's hard to expect when you might go into armor, so overheating in normal sites isn't really helpful. Where it is helpful is when you are AAAing a TCRC, Overheating is very helpful, because you need some extra resistance tank to keep you alive, certainly in a pre-load (This means that all the spawns are already in the site, such as deltoles and outunis) That means that if you are AAA, you can pre-heat your invulns when you land in the site. Invulns can last up to 2 minutes for a full heat and that is more than enough time. Just make sure you stop overheating before they burn out. Combat log This is something you can have open, certainly as a Logistics pilot. There are a couple of ways to see where the agro of the Sansha might hit next, without the person broadcasting for shields. First of all you can look at the lasers the Sansha are shooting. Lasers equals damage. Second way is to look at the combat log. The reason you should look at this is that Sansha uses EWAR and you are also able to see who they EWAR on the combat log. This means that the Sansha are locking that person up and he is being aggressed. If you time it right, you can lock up the person even before he broadcasts. Gravimetric and Ladar Sensor Strength Another skill just like Frequency Modulation, two great skills to have, certainly as Logistic pilots. Gravimetric Sensor Compensation (Caldari - Basi) - 4% improved Gravimetric Sensor Strength per skill level. Ladar Sensor Compensation (Minmatar - Scimitar) - 4% improved Ladar Sensor Strength per skill level. As you can see either skill improves sensor strength for a specific faction, as there are also ones for Gallente and Amarr. As we don't use those Logistics ships, you don't need those skills for our fleets. So why should I get these skills? The more you improve your sensor strength, the less you are able to get jammed by enemy Sansha. ROADS and TOADS Here are two easy abbreviations to remember as to what scrams and what webs. TOADS (Scrams) - Tama, Outuni, Auga, Deltole and Schmaeel ROADS (Webs) - Renyn, Outuni, Auga, Deltole and Schmaeel