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  1. 2 points
    Hi, just found my way into Incursions with you guys and did want to say hi and Introduce myself a bit. (hope thats the right area for that :3 ) My IG Name is Nemrod Dreamwalker, named Michael in rl. Im 35 Years old and from germany. I Play Eve since 2012 but with a lot of breaks. Last break took 1 1/2 years and i reentered around christmas. My english is... mh.. how to describe it....MEH.... I mean.. i can write and read it, but i have issues speaking it or understand it when someone speak it (especially those fcs who speak like 200 words/minute) but i try to learn it :D. Didnt speak or listened to english for the last 18 years, so sorry if i missunderstand or miss something, but i always give my best. Thanks so far for my first 3 Incursion fleets in eve, fly safe all, have a nice day and see you in fleet
  2. 2 points
    Warp To Me Upgrade Policy What is the policy? WTM Incursions welcomes new pilots to come try out incursions with us, and we have provided several affordable options for entry-level battleships that let you get into fleet without breaking the bank. However, over time we ask that you invest in making yourself and the fleet more effective, which includes getting set up in a ship that is well-suited for incursion running and then upgrading it over time. Step 1 │ Intermediate or Optimal Hull & Optimal Logi │ 20 in-fleet hours Shooty Ships: The Intermediate and Optimal Ships are listed as such on the fitting website. If you aren’t flying one of these hulls yet, then we ask that you upgrade to one with a proper fit (which can be found on our fitting website). Based on average fleet earnings, this should give you more than enough income to fit up a ship as well as helping towards covering your monthly Plex costs. Logi: One of the biggest improvements you can make for logi is to complete the Logistics Cruiser 5 skill. This allows you to bring more utility with the Scimitar and fly the Basilisk. We ask that you complete this training and upgrade to our Optimal Fit for the respective T2 logi. Step 2 │ T2 Guns, MWD, Faction Damage Mods │ 65 in-fleet hours Shooty Ships: After upgrading into an intermediate or optimal hull, we ask that you begin training into Tech 2 Guns for your preferred ship type, as well as purchasing a few upgrades, specifically Optimal Microwarpdrives and Faction equivalent Damage Modules. Based on average fleet earnings this should give you enough time to train the skills naturally or earn enough to purchase skill injectors. Step 3 │ Optimal Fits on either an Intermediate or Optimal Hull │ 80 in-fleet hours Shooty Ships: Now it is time to finish out that fit. By now, you are expected to be in one of the optimal doctrine fits of either an intermediate or optimal hull. So start planning your upgrades now! If you still haven't fully upgraded, you may be skipped over for boxes from those who have, so don't wait too long to finish upgrading, and keep your assets safe! Travel Safely! Step 4 │ Optimal fit on an Optimal Hulls │ 250 in-fleet hours Shooty Ships: Still coming back for more? Great! You are finally expected to be upgraded into one of the Optimal Battleships, the Intermediate hulls are designed to be your stepping stone into one of the Optimal Hulls, so choose your path wisely. If you haven't completed this upgrade path, you may be skipped over for other pilots and boxes who are meeting their upgrade policy. If you are already flying an optimal fit, thank you! We recommend that you continue to upgrade your ship with implants, skills and abyssal modules. Feel free to ask questions in WTM Incursions on how to become better! Why? We want to run incursion fleets the best we can and in order to that requires investment from you! Many veterans have already invested in themselves and in fleet without this policy, however, some pilots have decided that sandbagging is okay. It’s not! For this reason upgrading is a requirement. This all sounds great but I have been busy and haven't upgraded yet, can I still join fleet? Yes! You can still x-up with any ship that meets our fitting requirements. However, out of fairness, the FC may skip over you if there is limited space in fleet and others waiting in line who are following the policy. We understand that life can take some crazy and unexpected turns so please speak to a member of Command Core if you feel that you have exceptional circumstances. Thanks for improving yourself, improving fleet, and for flying with us! See you in fleet!
  3. 1 point
    Hello all; Good Luck and Fortune to'ya. I am hoping Vindi Vets and DPS Vets add some of their wisdom on top of this, and please take the liberty to correct anything as they see prudent. I fell in love with WTM culture of newbro friendly, ISK faucets of fun: I started this thread to remark on some of the things i picked up and allow info to be spread to newbro's (including me'self) As DPS, whether your in an Optimal Ship, or a Starter: remember the fleet counts on us: being efficient in removing dangerous DPS tags from the field, as We are the Sword of the fleet. Our DPS targets are chosen with Wisdom behind it. The faster we Pop the Sansha, the faster our fleet will be in a safer state. I hope to stay on topic by sticking to Maneuvering, Web calls, and general info ------------------------------------------------------------------------------------------------------- Maneuvering ------------------------------------------------------------------------------------------------- The VVV Anchor should always be on your watchlist, easy right? But what happens when FC calls tag 1+2 outini/auga/deltole and you have no anchor in the pocket? BURN BABY BURN! 'Keep At Range' on the primary/Tag1 (Turn on your MWD) You do not need to be attached by the hip especially at the beggining of a room (*exeption TCRC) remember almost all FC's want Focus fire 1-X so you will generally be in the same place as the anchor anyhow. As a Blaster ship, you must get close to the enemy Sansha to hit them effectively. So in every beggining of each room, You should be anchoring(K.A.R) on your DPS Tags. This insures optimal range, and maximum potential damage application. **Pay attention to how many DPS tags are left, as you Should be Keeping at Range on your VVV-Anchor when DPS tags are low, or when FC calls for DPS burn to anchor spots* This applies in 1st rooms where the sancha are already on field, tags are up, and DPS is warping in: What I do 1st (example TPPH turn left go fast) i am spam 'E+Click' on tag 1 and as soon as i see warp meter ~40% i hit my MWD to start the burn. Then start locking your tags, i find im already hitting max speed just as the rest of the tags come in -Just remember the closing rate is fast! don't Bump nor overshoot your target (~20k out kill your MWD) and keep spamming that keep at range so you do not 'bump the targets' If your not still burnin' you can actually start to "keep at range"(E+click) to Tag 2, IF T2 is within 10k and IF Tag one(T1) is webbed.. this will help you apply more dps to T1 as you slowboat to T2(tag two) Get familliar with the Keep at range mechanic, as you get more experienced you'll notice how to apply more efficient DPS, and help the fleet and you make more ISK/hr as well as BE safer. - Eve University has a great thread on Transversals, angular velocity, and general gun dynamics, as a blaster you could benefit greatly from checking it out <https://wiki.eveuniversity.org/Turret_mechanics> --------- Sliding: aka "Using Momentum"------- So: In reference to landing in a pocket (aka Taking a Gate with FC's authorization) avoiding painful Mathimatical Calculations, what if i told you, that there is a way to use the warp speed you had to burn towards Sansha after you take an accelleration gate? Im not kiting you, it is possible. As you play, start to pay attention to your velocity Bar, especially while beginning to warping/ landing from warping. After awhile, you'll notice that the "Warp Bar" (The velocity bar that has WARPING shown across) enters warp at a certain point, (75%-90%) and exits warp, at about (40%) (Thats why we have you aligning full speed to quicken the warp) and although thats usuful, Im focusing on Landing from warp. * Id suggest to you to pay attention to when your ship Exits 'WARPING' (Aproximately 40% ) you'll notice it switches from saying "Warping" to the regular display (100m/s for example) ** This is the exact server tick/time that your ship is free to Move/aproach/keep at range, activate modules, lock targets, recieve links etc. if you desire it. And i would say you do! Why?? Because it allows you to carry that momentum! It is a lot easier for your ship to Burn to Max velocity from 100m/s vrs from a dead standstill. You "slide" from out of warp. ------------------------------------------------------------------------------------------------------- Webs------------------------------------------------------------------------------------------------------- Precall webs always. Every Situation 2 webs are needed when Sansha start their burn. Remember, you can limp away with 1 kneecap, if you lose 2 kneecaps? "You're goin' NoWheahr'!" In TPPH's, NRF's - when you Land&Slide, call Your Webs! You have all that time to burn towards them, so VVV will probably web tag_1, there are all the others out there, So call them! this will give plenty of time for your fellow pilots to grab the rest. So break the sansha's kneecaps and start shooting em in the face, the rest of the DPS train will come along following 1-> X, and they shall not have to travel far because you webbed that sansha down. [<3 Imelda <3] Webs help the whole fleet, especially DPS squad; in the pre-spawned pockets, down to when your VVV brings you to the next spawn, you want as many DPS targets webbed down as possible. - don't call webs after you web them imho -i would suggest precalling webs, it allows your fellow DPS to not waste time switching web targets wasting precious cooldown seconds. Be aware and know what will be in web range, and what will not. If your gonna lose a web on something, call it. WTM culture will not mind if you were mistaken, if you call "6 got away" it may allow another dps to try and catch it. Foshkey wrote an excellent article that includes pictures) regarding BS that need webs that are doing 100m/s or more. Dont forget if BS are webbed, go for them cruisers (Rommi's usually) as well, and help the HHH out. Remember when the FC calls for 'DPS burn your anchor spots' turn your MWD on and keep at range on your anchor (Be aware not to bump any objects (Tower, Rocks, etc), the fleet and your VVV needs Your blasters and webs ready and in range for the next wave.* again Spread those webs! Precall, and if there are no tags yet, STILL WEB. You can coordinate what you have webbed when the tag numbers appear. If you have a tag that is just outside web range, remember you can -Overheat your web- to reach out and stop them (To Sansha: "whear you Goin'?!!") And if your K.A.R on that one trying to get away, you should be within standard web range within 1-2 overheat cycles (so you dont damage your Mid slots too much) Remember to be shootin' some'thin ------------------------------------------------------------------------------ Tips------------------------------------------------------------------------------------------------------- Unlock Tag J if FC/LM calls one on the field, make sure you are not shooting it. Vylaids DONT NEED WEBS (Fiona helped me know that) as the Vylaid has no Propulsion module. Put that web to good use on some'thin else If you are HHH: and Vylaide is your Primary: 1 web on Vylaid will help Heavy Drones apply damage bettah While your webbing, remember to keep focus fire on your DPS Tags 1-X Don't chase after Trigger Tags (tag 9's OR tag Z's (TPPH last room))when the rest of the dps targets are killed. You should be K.A.R on your anchor when there are 2-3dps tags left. Remember Shoot in order. In a TPPH Final Room, Tag 9's Or Z's Ostingales are the Trigger for the next wave. It is important that tags before the trigger are killed first. * If the final Osti's are killed before the rest, there is a good chance You and your Fellow DPS members will not be waiting in ambush for the Next Wave spawn. ---Split your Guns 4/4 and stagger them, you will not regret it. You will apply more DPS, get armor shots without trying, and not waste volleys when Sansha's Pop. You can do this by holding shift, and dragging and dropping your gun group modules to the next module slot. It will start 7/1 and the next it will be 6/2. Get it to 4/4 and you will notice a difference. And dont worrie! You can always regroup them on tower bashes if you like seeing full damage ;] Precall Your Webs! Remember to shut your MWD off when you are done manuevering. Tactical Overlay Helps me out in maneuvering around the field the Default hotkey is (Ctrl-D) You can also find a Press-button Bottom left of your Capacitor GUI. -- then use HoldQ+LClick, (1st Lclick is direction, second LeftClick is elevation.) Keep and mind: listen to your FC! If the FC calls full fleet Arnons + Outini, or DPS Auga Outini Deltole Start locking them! When FC calls primaries : lock the primaries and then lock the rest of your DPS tags when the numbers arive. Remember to keep focusing fire. Just be aware if you accidentally lock a sniper target to Unlock them. You want to help your DPS squad crush your targets. Hotkey for Unlocking a target (CTL+SHIFT : CLICK) No worries about burning to final tag when there is another spawn to come, as it is much more important to be in position for the next wave/Room. (Except the end of the NRF) Your 2 types of ammo will almost always be Long Range (NULL/Faction Tungston, or Short range(VOID/Faction Antimatter. Try to pay attention to how far your targets will be, and Load the Appropriate ammo for the Task at hand. Remember it takes 5 seconds to reload *Niki's simple ammo change rule: " i always tell ppl with blasters: -if its more than 15 km away, change to long range -if its less than 10 km away, change to short range (hopefully this will be the case most of the times) -if its between 10 and 15 km just keep shooting with whatever you have loaded currently. This is good to follow until you get so experienced that you can figure out the exceptions yourself." [<3Niki<3] \m/ Try grouping your guns in a 4/4 setup, and stagger them on your DPS tags (in order), this will allow maximum amount of DPS/less cool down Active Brawl. Imho it is Much more fun and engaging than simply latching onto your VVV and not letting go. Remember: You must listen to your FC, as some things change, and WTM commanders are trained to see things you dont, coukd it safety situation, or a more efficient way than S.O.P (All written things are subject to change of the current Voice FC ) I have a blast flying with WTM (pun intended) these are just tips i gathered from learning, they'are not manditory (exception: for DPS burn to your anchor spots, be with your VVV) But they certainly go a long way to helping fleet, as well as yourself to have fun, safe fleets. I apologize in advance for any typos, as this was done from mobile device. Good luck n Fortune, I shall see you in Fleet! --VVR P.S Whether you are a Hyperion, rohk, or vindi -* if you have blasters*- and have any questions or would like to know more feel free to message me me in game mail, or give me a poke on TS "Victor Victor Rothwulf" - Me' door is open if im around. And I will find the time. \m/ "Make them sansha's go No-whear!" \m/
  4. 1 point
    Wilkommen zu WTM @Nemrod Dreamwalker No better place in EVE to make isk and have fun while doing it! I hope you truly enjoy your time spent flying with us, and I look forward to seeing you in fleet. o7
  5. 1 point
    Lol Yessir. Congratulations on your Vindi!!! \m/ Annnd no worries friend! Take your time learning (i am a slow learner too) I know first starting off can be a little overwhelming, (I actually lost my 1st Vindi my 2nd night of incursions, 3months of missioning to get it) - but dont tell anyone that ;] So have no fear friend! You're in a welcoming community committed to Fun, and Improving our skills playing Eve - alll while making isk for nice new toys. Speaking of which: since you've shown Initiative: and actually took the time to find "DPS wisdom+Tactics" and Foshkey's: "Short Range DPS pilot" annnnnd got yourself a brand new vindi --> on Behalf of VVR, and the WTM community: I shall contract you a True Sansha Stasis Webifier, (15k Range). Send a Message to "Victor Victor Rothwulf" in game mail - So i can make sure i get the name right in Contracts. Welcome again to WTM! \m/
  6. 1 point
    Thanks for the warm welcome Ahh, VVV, think you where the guy who poked me when i got a bit confused couse my drone bunny did dissapear and i took a bit to sort things out and forgot my blasters a sec xD. I started 2 days ago and was completly broken and started in a Hyperion. did get me today a Vindi, so i am sure it will get better i am a native Gallente, so my skills there are at least ok (T2 weapons and at least avarage skills so far. most on 4 some on 5). But tbh, i never skilled anything at minmatar... not even frigs... so i did race it up but that part of vindi skills are... poor. For now it will work i think was in a fleet for a little bit today with my new vindi and i cant complain (i got now the vindi intermed. fit). ATM i just follow my vvv all the time couse i am always afraid to mess it up atm xD. so i panic a little bit if vvv isnt on grid. i did start reading The Short Range DPS Pilot and the Anchoring Giude and try to learn it, but i am a slow learner... so could take a bit to get comfy and not only rely on the guy i follow xD. But i give my best to contribute the best i can for the fleet o7
  7. 1 point
    Welcome @Nemrod Dreamwalker! I see you are a blaster Pilot/brawler. (My favorite) i hope you're having fun with it :] Also: if you have any questions about being a DPS ship, do not hesitate to ask! I met you last night during a tower bash, and i see you have the makings of a great DPS pilot. Keep having fun with WTM, and *lemme know when you have skills for the Vindicator. - You're on my Radar (good side) looking forward to flying with you in fleets! Good luck and goos fortune \m/ -VVR
  8. 1 point
    Welcome Nemrod, hope you enjoying your time
  9. 1 point
    Anchoring Guide Anchors are special positions a person is heading towards or following. Each person should anchor themselves. The MJD portions have instructions for how to make use of the module for anchoring. These anchoring spots have been tested several times, and are designed to get the best performance out of your ships. Follow them and you will have no trouble anchoring on all three sites. For all anchoring use q double click to go to your spot. You do this by holding the q button down, finding your horizontal anchor point, clicking once, then using the mouse pointer to go up or down to find your vertical point. (A Note for Non-MJD Snipers, keep at range 5km from the Booster until you can make use of one) TPPH Room 1 and 2 Short Range should be burning towards targets and then getting to the outgate before it spawns. Snipers will burn directly for outgate. For the final room, see below. Room 3 HHH (DPS): 1. Burn halfway towards the initial spawn (as shown in the picture) so everyone can web and shoot the Romis as they burn into range. 2. Burn towards the first anchoring spot, while shooting Ostis. (2nd wave) Height should be just above the tower. 95km from the beacon. About 30 km off the tower. 3. Keep at range the tower 20km for the last anchor spot. (85km from the beacon) MJD (Sniper): 1. Angle slightly up and left of the tower (about 15 degrees left if looking with Tactical Overlay) and jump. 2. Jump and burn back 1-2 prop mod cycle back towards the beacon. 3. Height should be well above the tower and the VVV/DPS group. 4. Approximately 80km from the beacon and 20-25KM off the tower. (After Jumping: Make sure you are not too low, or too far from the group, as you could pull aggro unintentionally!) NRF 1. Burn towards the initial spawn, for about 30km. 2. Burn slightly right of the tower, between the mushroom (Sansha Deadspace Outpost) and the smaller sansha tower (Sansha Starbase Control Tower). (60km off the beacon, 20 off the tower) 3 After the 2nd wave is almost killed, go towards the 3rd wave. (85km off the beacon, 20km off the tower) 4. After the 3rd wave is almost killed, go towards the 4th wave. (80km off the beacon, 45km off the tower) MJD (Sniper): 1. Jump straight ahead from the initial warp in, angled slightly upwards (in level with the spawn), burn 1 prop mod cycle back towards beacon. 2. Approximately 90KM from the beacon, 40km right of the tower, elevated just above the top of the spikes on the tower. (Shown in the smaller picture) 2. (4th Wave) After the new wave spawns, angle yourself towards the Antem/Yulai spawn. And Jump directly on top of them. (Wait till after the new wave aggro is settled before activating the MJD!) TCRC MJD: When FC calls, spool jump, just left of the tower. (Be careful not to move too far forward before jumping as it may put you on the far side of the tower) Non-MJD: When FC calls, Burn straight towards the tower, keeping it in your optimal range. MTAC: Jump directly to the MTAC Factory on landing. MTAC Guide DDD: Burn towards the Drone Bunny spot. DDD Guide